"use strict";

DATA_SDS_DIALOGUE["Monument_Nautilus_sky"]=
	{ 
		x: DEFINE_DIALOGUE_BOX_UPPER.x,
		y: DEFINE_DIALOGUE_BOX_UPPER.y,
		width: DEFINE_DIALOGUE_BOX_UPPER.width,
		height: DEFINE_DIALOGUE_BOX_UPPER.height,
		pauses: false,
		blocks: true,
		script: [
			{command:"buffer", text:"An inscription in a beautiful but incomprehensible language.  Skyscript?\n"},			//0
			{command:"wait"},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};


DATA_SDS_DIALOGUE["Monument_Nautilus_land"]=
	{ 
		x: DEFINE_DIALOGUE_BOX_LOWER.x,
		y: DEFINE_DIALOGUE_BOX_LOWER.y,
		width: DEFINE_DIALOGUE_BOX_LOWER.width,
		height: DEFINE_DIALOGUE_BOX_LOWER.height,
		pauses: false,
		blocks: true,
		script: [
			{command:"buffer", text:"An inscription in the symbols of the landchildren.  You seem to have learned it somewhere, but not very well...\n"},			//0
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"\"Here ??? Na-Ti-Lo-Su ??? big ?? work-sacrifice ?? from all of people of Goddess ??? Malfose ??? death-fear ?? completed.\"\n"},			//0
			{command:"wait"},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};

DATA_SDS_DIALOGUE["Monument_Nautilus_sea"]=
	{ 
		x: DEFINE_DIALOGUE_BOX_LOWER.x,
		y: DEFINE_DIALOGUE_BOX_LOWER.y,
		width: DEFINE_DIALOGUE_BOX_LOWER.width,
		height: DEFINE_DIALOGUE_BOX_LOWER.height,
		pauses: false,
		blocks: true,
		script: [
			{command:"buffer", text:"An inscription in the symbols of the seachildren.\n"},			//0
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"\"Beneath rests the great ship Nautilus, testament to the united efforts and sacrifices of all the Goddess' children to defeat Malfose's Gargoyle and end his reign of terror.\"\n"},			//0
			{command:"wait"},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};

DATA_SDS_DIALOGUE["Nautilus_door_locked"]=
	{ 
		x: DEFINE_DIALOGUE_BOX_NOTIFICATION.x,
		y: DEFINE_DIALOGUE_BOX_NOTIFICATION.y,
		width: DEFINE_DIALOGUE_BOX_NOTIFICATION.width,
		height: DEFINE_DIALOGUE_BOX_NOTIFICATION.height,
		pauses: true,
		blocks: true,
		script: [
			{command:"buffer", text:"It's locked..."},			//0
			{command:"wait"},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};
DATA_SDS_DIALOGUE["Nautilus_door_unlocked"]=
	{ 
		x: DEFINE_DIALOGUE_BOX_NOTIFICATION.x,
		y: DEFINE_DIALOGUE_BOX_NOTIFICATION.y,
		width: DEFINE_DIALOGUE_BOX_NOTIFICATION.width,
		height: DEFINE_DIALOGUE_BOX_NOTIFICATION.height,
		pauses: true,
		blocks: true,
		script: [
			{command:"buffer", text:"Used the [Nautilus Key]"},			//0
			{command:"wait"},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};

DATA_SDS_DIALOGUE["Nautilus_note"]=
	{ 
		x: DEFINE_DIALOGUE_BOX_UPPER.x,
		y: DEFINE_DIALOGUE_BOX_UPPER.y,
		width: DEFINE_DIALOGUE_BOX_UPPER.width,
		height: DEFINE_DIALOGUE_BOX_UPPER.height,
		pauses: false,
		blocks: true,
		script: [
			{command:"buffer", text:"A handwritten note:"},			//0
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"ATTENTION VISITORS:\n"},
			{command:"buffer", text:"The Nautilus Shrine is currently and indefinitely closed due to- [something is vigorously scratched out]\n"},
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"Who am I kidding?  I don't know what they are.  Ghosts?  I'm not an encyclopedia of the natural world; that's Lela's gig.\n"},
			{command:"wait"},
			{command:"buffer", text:"Just leave.  Leave now.  If they see you, leave SLOWLY- for the Goddess' sake, don't rush, it only works them up.\n"},
			{command:"wait"},
			{command:"buffer", text:"I'm serious- while you can still find the door, get out of here, and lock it behind you.  Whatever you want isn't worth it.\n"},
			{command:"buffer", text:"\n- Melody\n"},
			{command:"wait"},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};

DATA_SDS_DIALOGUE["Nautilus_vestibule_open"]=
	{ 
		x: DEFINE_DIALOGUE_BOX_NOTIFICATION.x,
		y: DEFINE_DIALOGUE_BOX_NOTIFICATION.y,
		width: DEFINE_DIALOGUE_BOX_NOTIFICATION.width,
		height: DEFINE_DIALOGUE_BOX_NOTIFICATION.height,
		pauses: true,
		blocks: true,
		script: [
			{command:"buffer", text:"You sense a change nearby..."},			//0
			{command:"wait"},
			{command:"buffer", text:"\nA spatial loop vanishing?"},
			{command:"wait"},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};

DATA_SDS_DIALOGUE["Get_Necklace"]=
	{ 
		x: DEFINE_DIALOGUE_BOX_LOWER.x,
		y: DEFINE_DIALOGUE_BOX_LOWER.y,
		width: DEFINE_DIALOGUE_BOX_LOWER.width,
		height: DEFINE_DIALOGUE_BOX_LOWER.height,
		pauses: false,
		blocks: true,
		script: [
			{command:"buffer", text:"Picked up the "},			//0
			{command:"pause", frames: 2},
			{command:"buffer", text:"["},
			{command:"pause", frames: 2},
			{command:"buffer", text:"C"},
			{command:"pause", frames: 2},
			{command:"buffer", text:"o"},
			{command:"pause", frames: 2},
			{command:"buffer", text:"l"},
			{command:"pause", frames: 2},
			{command:"buffer", text:"l"},
			{command:"pause", frames: 2},
			{command:"buffer", text:"a"},
			{command:"pause", frames: 2},
			{command:"buffer", text:"r"},
			{command:"pause", frames: 2},
			{command:"buffer", text:" "},
			{command:"pause", frames: 2},
			{command:"buffer", text:"o"},
			{command:"pause", frames: 2},
			{command:"buffer", text:"f"},
			{command:"pause", frames: 2},
			{command:"buffer", text:" "},
			{command:"pause", frames: 2},
			{command:"buffer", text:"t"},
			{command:"pause", frames: 2},
			{command:"buffer", text:"h"},
			{command:"pause", frames: 2},
			{command:"buffer", text:"e"},
			{command:"pause", frames: 2},
			{command:"buffer", text:" "},
			{command:"pause", frames: 2},
			{command:"buffer", text:"D"},
			{command:"pause", frames: 2},
			{command:"buffer", text:"r"},
			{command:"pause", frames: 2},
			{command:"buffer", text:"a"},
			{command:"pause", frames: 2},
			{command:"buffer", text:"g"},
			{command:"pause", frames: 2},
			{command:"buffer", text:"o"},
			{command:"pause", frames: 2},
			{command:"buffer", text:"n"},
			{command:"pause", frames: 2},
			{command:"buffer", text:"'"},
			{command:"pause", frames: 2},
			{command:"buffer", text:"s"},
			{command:"pause", frames: 2},
			{command:"buffer", text:" "},
			{command:"pause", frames: 2},
			{command:"buffer", text:"B"},
			{command:"pause", frames: 2},
			{command:"buffer", text:"r"},
			{command:"pause", frames: 2},
			{command:"buffer", text:"e"},
			{command:"pause", frames: 2},
			{command:"buffer", text:"a"},
			{command:"pause", frames: 2},
			{command:"buffer", text:"t"},
			{command:"pause", frames: 2},
			{command:"buffer", text:"h"},
			{command:"pause", frames: 2},
			{command:"buffer", text:"]"},
			{command:"pause", frames: 2},
			{command:"buffer", text:"!\n"},
			{command:"wait"},
			{command:"buffer", text:"(You may now use the Goddess' power to travel on land by consuming a small amount of Chi.  Jump with the Tail button; down+Tail to kick.)\n"},
			{command:"wait"},
			{command:"return", retval:0}
		] // an array of options/commands which will be evaluated in sequence
	};

DATA_SDS_DIALOGUE["Development_interstitial_2_west"]=
	{ 
		x: DEFINE_DIALOGUE_BOX_INTERSTITIAL.x,
		y: DEFINE_DIALOGUE_BOX_INTERSTITIAL.y,
		width: DEFINE_DIALOGUE_BOX_INTERSTITIAL.width,
		height: DEFINE_DIALOGUE_BOX_INTERSTITIAL.height,
		pauses: false,
		blocks: true,
		script: [
			{command:"buffer", text:"At the foot of mighty cliffs in the inarticulate distance, she spies the town of the landchildren.\n"},
			{command:"wait"},
			{command:"buffer", text:"\nTime has worn away some scars of the Gargoyle's emergence, but the energy of the populace remains muted.\n"},
			{command:"buffer", text:"Were the town and its inhabitants significant, somehow, more recently?  Are they still?\n"},
			{command:"wait"},
			{command:"buffer", text:"\nLoose strands tickling the back of her mind may one day draw her further, but her immediate goal lies Eastward in the great forest."},
			{command:"wait"},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};

DATA_SDS_DIALOGUE["Development_construction_notice"]=
	{ 
		x: DEFINE_DIALOGUE_BOX_UPPER.x,
		y: DEFINE_DIALOGUE_BOX_UPPER.y,
		width: DEFINE_DIALOGUE_BOX_UPPER.width,
		height: DEFINE_DIALOGUE_BOX_UPPER.height,
		pauses: false,
		blocks: true,
		script: [
			{command:"buffer", text:"Three lines on a torn sheet:\n\n\"AREA UNDER CONSTRUCTION.\"\n"},
			{command:"wait"},
			{command:"buffer", text:"\nWhat's that supposed to mean?\n"},
			{command:"wait"},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};

DATA_SDS_DIALOGUE["Development_interstitial_2_east"]=
	{ 
		x: DEFINE_DIALOGUE_BOX_INTERSTITIAL.x,
		y: DEFINE_DIALOGUE_BOX_INTERSTITIAL.y,
		width: DEFINE_DIALOGUE_BOX_INTERSTITIAL.width,
		height: DEFINE_DIALOGUE_BOX_INTERSTITIAL.height,
		pauses: false,
		blocks: true,
		script: [
			{command:"buffer", text:"In possession of two treasures and innumerable questions, she proceeds inland.\n"},
			{command:"wait"},
			{command:"buffer", text:"\nThe shadows of the forest seem darker, with signs of an all-too-familiar malevolent energy already at work.  If the answers aren't here, the only remaining path is upwards:\n"},
			{command:"wait"},
			{command:"buffer", text:"above the trees, above the mountains, above the very clouds; to seek explanation from the Goddess' own mouth, if necessary.\n"},
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"She has been pulled into someone else's story; a story larger than her own, but by how much?\n"},
			{command:"wait"},
			{command:"buffer", text:"Does its author appreciate the extent to which such chosen characters may develop wills independent of their creator?\n"},
			{command:"wait"},
			{command:"clear"},
			//{command:"buffer", text:"There is more to tell, but the pen grows haphazard with with too-constant employment.\n\nWhen my hand has rested sufficiently to record the third chapter, I hope you will join me again.\n"},
			//{command:"wait"},
			//{command:"buffer", text:"\nFor now, I welcome your continued exploration of the narrative already set forth.\n"},
			//{command:"wait"},
			
			{command:"buffer", text:"The page turns; a new chapter begins.\n"},			//0
			{command:"wait"},
			{command:"buffer", text:"\nthe Sky Dragon Story\n"},
			{command:"buffer", text:"\nCHAPTER 3\n"},
			{command:"buffer", text:"\nLiving Forest\n"},
			{command:"wait"},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};

DATA_SDS_DIALOGUE["Sign_Musty_Frog"]=
	{ 
		x: DEFINE_DIALOGUE_BOX_UPPER.x,
		y: DEFINE_DIALOGUE_BOX_UPPER.y,
		width: DEFINE_DIALOGUE_BOX_UPPER.width,
		height: DEFINE_DIALOGUE_BOX_UPPER.height,
		pauses: false,
		blocks: true,
		script: [
			{command:"buffer", text:"\"the Musty Frog\n"},			//0
			{command:"buffer", text:"----------------\n"},
			{command:"buffer", text:"  Gar & Bryll\"\n"},
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"...\n"},			//0
			{command:"wait"},
			{command:"buffer", text:"What an odd sign...\n"},			//0
			{command:"wait"},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};

DATA_SDS_DIALOGUE["Landtown_Locked_Door"]=
	{ 
		x: DEFINE_DIALOGUE_BOX_UPPER.x,
		y: DEFINE_DIALOGUE_BOX_UPPER.y,
		width: DEFINE_DIALOGUE_BOX_UPPER.width,
		height: DEFINE_DIALOGUE_BOX_UPPER.height,
		pauses: false,
		blocks: true,
		script: [
			{command:"buffer", text:"The front door seems to be locked from the inside, but it doesn't look like anyone even lives here...\n"},			//0
			{command:"wait"},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};

DATA_SDS_DIALOGUE["Meli_Desk_Uncollected"]=
	{ 
		x: DEFINE_DIALOGUE_BOX_UPPER.x,
		y: DEFINE_DIALOGUE_BOX_UPPER.y,
		width: DEFINE_DIALOGUE_BOX_UPPER.width,
		height: DEFINE_DIALOGUE_BOX_UPPER.height,
		pauses: false,
		blocks: true,
		script: [
			{command:"buffer", text:"(There's something important nearby... familiar... I can just feel it...)\n"},			//0
			{command:"wait"},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};

DATA_SDS_DIALOGUE["Meli_Desk"]=
	{ 
		x: DEFINE_DIALOGUE_BOX_UPPER.x,
		y: DEFINE_DIALOGUE_BOX_UPPER.y,
		width: DEFINE_DIALOGUE_BOX_UPPER.width,
		height: DEFINE_DIALOGUE_BOX_UPPER.height,
		pauses: false,
		blocks: true,
		title: "Meli",
		script: [
			{command:"buffer", text:"Thank you... for keeping my memory alive.\n"},			//0
			{command:"wait"},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};

DATA_SDS_DIALOGUE["Nosce_Te_Ipsum"]=
	{ 
		x: DEFINE_DIALOGUE_BOX_UPPER.x,
		y: DEFINE_DIALOGUE_BOX_UPPER.y,
		width: DEFINE_DIALOGUE_BOX_UPPER.width,
		height: DEFINE_DIALOGUE_BOX_UPPER.height,
		pauses: false,
		blocks: true,
		title: "Meli",
		script: [
			{command:"buffer", text:"This is...\n"},			//0
			{command:"wait"},
			{command:"buffer", text:"...\n"},
			{command:"wait"},
			{command:"buffer", text:"...me?\n"},
			{command:"wait"},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};

DATA_SDS_DIALOGUE["Get_MeliSoul"] =	{ 
		x: DEFINE_DIALOGUE_BOX_NOTIFICATION.x,
		y: DEFINE_DIALOGUE_BOX_NOTIFICATION.y,
		width: DEFINE_DIALOGUE_BOX_NOTIFICATION.width,
		height: DEFINE_DIALOGUE_BOX_NOTIFICATION.height,
		pauses: true,
		blocks: true,
		script: [
			{command:"buffer", text:"She feels suddenly stronger..."},			//0
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"but strangely..."},
			{command:"wait"},
			{command:"return", retval:0}
		] // an array of options/commands which will be evaluated in sequence
	};
DATA_SDS_DIALOGUE["Meli_Soul_0"]=
	{ 
		x: DEFINE_DIALOGUE_BOX_UPPER.x,
		y: DEFINE_DIALOGUE_BOX_UPPER.y,
		width: DEFINE_DIALOGUE_BOX_UPPER.width,
		height: DEFINE_DIALOGUE_BOX_UPPER.height,
		pauses: true,
		blocks: true,
		title: "Meli",
		script: [
			{command:"buffer", text:"I feel...?\n"},			//0
			{command:"wait"},
			{command:"buffer", text:"No... I remember...\n"},			//0
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"Sky...\n"},
			{command:"wait"},
			{command:"buffer", text:"sun...\n"},
			{command:"wait"},
			{command:"buffer", text:"open water...\n"},
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"not the bay...\n"},
			{command:"wait"},
			{command:"buffer", text:"the sea...  I... I grew up in a town out in the sea.\n"},
			{command:"wait"},
			{command:"buffer", text:"But... I came to the bay...\n"},
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"because...\n"},
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"affection?\n"},
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"My affection?\n"},
			{command:"wait"},
			{command:"buffer", text:"Or...\n"},
			{command:"wait"},
			{command:"buffer", text:"This is me... but I'm not the only one here...\n"},
			{command:"wait"},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};

DATA_SDS_DIALOGUE["Meli_Soul_1"]=
	{ 
		x: DEFINE_DIALOGUE_BOX_INTERSTITIAL.x,
		y: DEFINE_DIALOGUE_BOX_INTERSTITIAL.y,
		width: DEFINE_DIALOGUE_BOX_INTERSTITIAL.width,
		height: DEFINE_DIALOGUE_BOX_INTERSTITIAL.height,
		pauses: true,
		blocks: true,
		title: "Meli",
		script: [
			{command:"buffer", text:"A sailor... that's right.\n"},
			{command:"wait"},
			{command:"buffer", text:"At first, I was just fascinated with the ship:\nHow was it made, and what of?\nHow it could be so large and still float?\nWasn't it dangerous for landchildren to go so far from land?\n"},
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"I followed the ship, imagining what courage and thirst for adventure could have drawn so many on such a long voyage.\n"},
			{command:"wait"},
			{command:"buffer", text:"I wanted to experience some of that exhilaration, even if only from a distance.  But then I was spotted, and...\n"},
			{command:"wait"},
			{command:"buffer", text:"I teased?\n"},
			{command:"wait"},
			{command:"buffer", text:"No!\n"},
			{command:"wait"},
			{command:"buffer", text:"I never!  I fled!  For all I knew, you wanted to take me as a trophy!\n"},
			{command:"wait"},
			{command:"buffer", text:"But... heh.  I suppose I did look back.  And I did keep following the ship.  And then you...\n"},
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"...you dropped messages in bottles.  Just like the one here.\n"},
			{command:"wait"},
			{command:"buffer", text:"I picked them up and carried them with me.\n"},
			{command:"wait"},
			{command:"buffer", text:"Only carried?  Well of course, silly!  I couldn't read landscript!\n"},
			{command:"wait"},
			{command:"buffer", text:"Besides, land paper goes to pieces in water!  I had to find a beach and dry off for an hour before even risking opening one!\n"},
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"A beach...\n"},
			{command:"wait"},
			{command:"buffer", text:"Yes, it WAS the beach near here.\n"},
			{command:"wait"},
			{command:"buffer", text:"When the ship dropped anchor I was left with nothing else to do but look at your notes.\n"},
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"So I sat on the beach, trying to decipher your handwriting, questioning why I had even gone on as long as I did.\n"},
			{command:"wait"},
			{command:"buffer", text:"I lost track of time and let the tide get out from under me.\nWhen the landchildren showed up, I was...\n"},
			{command:"wait"},
			{command:"buffer", text:"...deathly terrified?\n"},
			{command:"wait"},
			{command:"buffer", text:"But... of what?\n"},
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"No... I wasn't terrified... what AM I thinking of?\n"},
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"I was startled, yes, but that passed quickly.  The land villagers were friendly, and familiar with other seachildren in the area.\n"},
			{command:"wait"},
			{command:"buffer", text:"Landchildren helping the more reckless or absentminded \"fishfolk\" get back to the water was as common as the neighboring bay villagers helping drowning landchildren.\n"},
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"So when I learned that one of the sailors in town was asking about someone of my description, adventurousness overcame my trepidation.\n"},
			{command:"wait"},
			{command:"buffer", text:"I swam as far up the boggy inlets as I could, and let the landchildren take me...\n"},
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"...\n"},
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"...here.\n"},
			{command:"wait"},
			{command:"buffer", text:"This house.  This porch.  This picture.  I KNEW it felt familiar!  How could I forget??\n"},
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"We met a few more times, after that.\n"},
			{command:"wait"},
			{command:"buffer", text:"The land town was awkward for me, and small boats were rarely available for charter, so we compromised.\n"},
			{command:"wait"},
			{command:"buffer", text:"We'd sit and chat at agreeable spots along various rivers and coves.  I figured I'd eventually tag along home with the ship next time it set sail, and that would be the end of things.\n"},
			{command:"wait"},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};

DATA_SDS_DIALOGUE["Meli_Soul_2"]=
	{ 
		x: DEFINE_DIALOGUE_BOX_LOWER.x,
		y: DEFINE_DIALOGUE_BOX_LOWER.y,
		width: DEFINE_DIALOGUE_BOX_LOWER.width,
		height: DEFINE_DIALOGUE_BOX_LOWER.height,
		pauses: true,
		blocks: true,
		title: "Meli",
		script: [
			{command:"buffer", text:"But...\n"},
			{command:"wait"},
			{command:"buffer", text:"I...\n"},
			{command:"wait"},
			{command:"buffer", text:"I never made it home...\n"},
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"...\n"},
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"Deathly terrified...\n"},
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"Up the beach...\n"},
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"Oh Goddess...\n"},
			{command:"wait"},
			{command:"buffer", text:"Oh Goddess... No... That was when...\n"},
			{command:"wait"},
			{command:"buffer", text:"How can I even remember this?  I don't want to remember this...\n"},
			{command:"wait"},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};

DATA_SDS_DIALOGUE["Meli_Soul_3"]=
	{ 
		x: DEFINE_DIALOGUE_BOX_LOWER.x,
		y: DEFINE_DIALOGUE_BOX_LOWER.y,
		width: DEFINE_DIALOGUE_BOX_LOWER.width,
		height: DEFINE_DIALOGUE_BOX_LOWER.height,
		pauses: true,
		blocks: true,
		title: "Meli",
		script: [
			{command:"buffer", text:"I don't...\n"},
			{command:"wait"},
			{command:"buffer", text:"I...\n"},
			{command:"wait"},
			{command:"buffer", text:"I think...\n"},
			{command:"wait"},
			{command:"buffer", text:"I'm gonna be sick.\n"},
			{command:"wait"},
			{command:"clear"},
			// yes. no text.
			{command:"wait"},
			{command:"buffer", text:"...\n"},
			{command:"wait"},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};

