"use strict";

DATA_SDS_DIALOGUE["Get_Circlet"]=
	{ 
		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:"Received the "},			//0
			{command:"pause", frames: 2},
			{command:"buffer", text:"["},
			{command:"pause", frames: 2},
			{command:"buffer", text:"C"},
			{command:"pause", frames: 2},
			{command:"buffer", text:"i"},
			{command:"pause", frames: 2},
			{command:"buffer", text:"r"},
			{command:"pause", frames: 2},
			{command:"buffer", text:"c"},
			{command:"pause", frames: 2},
			{command:"buffer", text:"l"},
			{command:"pause", frames: 2},
			{command:"buffer", text:"e"},
			{command:"pause", frames: 2},
			{command:"buffer", text:"t"},
			{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:"W"},
			{command:"pause", frames: 2},
			{command:"buffer", text:"i"},
			{command:"pause", frames: 2},
			{command:"buffer", text:"n"},
			{command:"pause", frames: 2},
			{command:"buffer", text:"g"},
			{command:"pause", frames: 2},
			{command:"buffer", text:"]"},
			{command:"pause", frames: 2},
			{command:"buffer", text:"!\n"},
			{command:"wait"},
			{command:"buffer", text:"(Use the Goddess' power to throw yourself through the air by pressing up + Tail.  There is no limit, but each additional jump consumes significant chi.)\n"},
			{command:"wait"},
			{command:"return", retval:0}
		] // an array of options/commands which will be evaluated in sequence
	};

DATA_SDS_DIALOGUE["Sky_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["Sky_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 [Spare Keys]"},			//0
			{command:"wait"},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};

DATA_SDS_DIALOGUE["Skyshrine_Alarm"]=
	{ 
		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: false,
		//title: "disembodied voice",
		script: [
			{command:"buffer", text:"* * *\nTAINTED AURA DETECTED IN SANCTUARY\n* * *\n"},			//0
			{command:"pause", frames: 60},
			{command:"clear"},
			{command:"buffer", text:"* * *\nALL AGENTS OF MALFOSE SHALL BE PURIFIED IN THE CATACOMBS\n* * *\n"},			//0
			{command:"pause", frames: 60},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};


DATA_SDS_DIALOGUE["Lab_Find"]=
	{ 
		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 sudden chill seems to emminate from your very core...\n"},			//0
			{command:"wait"},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};

DATA_SDS_DIALOGUE["Lab_Slab1"]=
	{ 
		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,
		title: "Meli",
		script: [
			{command:"buffer", text:"(An... operating slab? *shudder*)\n"},			//0
			{command:"wait"},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};
DATA_SDS_DIALOGUE["Lab_Slab2"]=
	{ 
		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,
		title: "Meli",
		script: [
			{command:"buffer", text:"(It's been a long time since I had to have surgery...)\n"},			//0
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"(...Wait... no... I've never...)\n"},
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"(What am I remembering?\n"},
			{command:"wait"},
			{command:"buffer", text:"What am I... forgetting??)\n"},
			{command:"wait"},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};

DATA_SDS_DIALOGUE["Lab_Tank1"]=
	{ 
		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,
		title: "Meli",
		script: [
			{command:"buffer", text:"(It's a tank full of liquid.)\n"},			//0
			{command:"wait"},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};
DATA_SDS_DIALOGUE["Lab_Tank2"]=
	{ 
		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,
		title: "Meli",
		script: [
			{command:"buffer", text:"(What's... this smell... medicinal?)\n"},			//0
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"(Why is it making me so uncomfortable?)\n"},
			{command:"wait"},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};

DATA_SDS_DIALOGUE["Lab_Bookshelf"]=
	{ 
		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:"A case of books.  They look like journals.  Read?\n"},			//0
			{command:"chooseH", choices:{"1":2, "2":26, "3":45, "4":61, "5":78, "6":94, "Nope":111}},
			
			// 2
			{command:"clear"},
			{command:"buffer", text:"I have finally obtained a specimen consistent with His direction, and can begin to document the process of golem manufacture.\n"},
			{command:"wait"},
			{command:"buffer", text:"I was fortunate to find one foreign to the area, who is unlikely to be either missed or recognized.\n"},
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"When dealing with organic components, it is important to keep any physiological damage to a minimum.\n"},
			{command:"wait"},
			{command:"buffer", text:"Medicinal compounds are reliant upon the tissue remaining alive, and preservation agents are not effective when the tissues they must penetrate exceed a few centimeters.\n"},
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"I therefore recommend utilizing the spell of Severing while the donor is either at rest or suspended in e.g. a magical field or fluid.\n"},
			{command:"wait"},
			{command:"buffer", text:"For the present specimen, I invoked the incomplete form of Severing, intentionally omitting the final exclusion of the soul and termination of vital activity.\n"},
			{command:"wait"},
			{command:"buffer", text:"It was a risky move, as the donor could have reassociated.  However, for one of my skill, it is possible to Entrap the ejected soul, leaving the body not only intact but animate.\n"},
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"As an animate specimen is uncharted territory even for Him, I was uncertain what storage methodology to employ.\n"},
			{command:"wait"},
			{command:"buffer", text:"Given the nature of the donor, I have decided to try an aerated bath combined with a Stasis ward.  I will note any further revisions as they become necessary.\n"},
			{command:"wait"},
			{command:"clear"},
			{command:"chooseV", choices:{"Ahead (2)":26, "Re-read (1)":2, "Leave":111}},

			// 26
			{command:"clear"},
			{command:"buffer", text:"The specimen has been stable for over a week,\n"},
			{command:"wait"},
			{command:"buffer", text:"however I have taken the precaution of adding nutrient agents to the bath to boost vital response, and flushing with preservatives periodically to inhibit scumming.\n"},
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"Meanwhile, I have turned my attention to the metaphysical components.\n"},
			{command:"wait"},
			{command:"buffer", text:"He has provided me with selections from His reserve, however I fear they would result in the introduction of mannerisms archaic enough to arouse suspicion.\n"},
			{command:"wait"},
			{command:"buffer", text:"As human interaction will likely be critical, I am making the decision to exclude them from the final product, even though sourcing replacements will likely incur some delay.\n"},
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"His specimens have, at least, been invaluable for practicing the arts of Subdivision and Reconstitution.\n"},
			{command:"wait"},
			{command:"buffer", text:"As soon as I can obtain more contemporary material, I ought to have no remaining obstacles.\n"},
			{command:"wait"},
			{command:"clear"},
			{command:"chooseV", choices:{"Ahead (3)":45, "Re-read (2)":26, "Back (1)":2, "Leave":111}},

			// 45
			{command:"clear"},
			{command:"buffer", text:"Still no progress.\n"},
			{command:"wait"},
			{command:"buffer", text:"I have misgivings about directly harvesting additional intelligent souls, but I can find no reliable means of intercepting those naturally released.\n"},
			{command:"wait"},
			{command:"buffer", text:"The boatman, as expected, will not cooperate willingly.  He is also not easily distracted- I risked the pristine donor soul in the attempt, and was lucky to recover it!\n"},
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"I am well aware of the risks of losing my humanity in consultation with Him, but I must concede we would be proceeding faster if I had less concern for the cost.\n"},
			{command:"wait"},
			{command:"buffer", text:"The primary physical component is already looking a bit pickled, and may not last forever.\n"},
			{command:"wait"},
			{command:"buffer", text:"I wonder if there is some way ... (the sentence is crossed out and does not conclude)\n"},
			{command:"wait"},
			{command:"clear"},
			{command:"chooseV", choices:{"Ahead (4)":61, "Re-read (3)":45, "Back (2)":26, "Leave":111}},

			// 61
			{command:"clear"},
			{command:"buffer", text:"Ohohohoho!  This week has been TREMENDOUSLY liberating!  I have managed to remove my own greatest weakness, and with it, all impediments to completion!\n"},
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"I have performed the Subdivision and appropriate Reconstitution of the primary metaphysical component.\n"},
			{command:"wait"},
			{command:"buffer", text:"It should result in a golem 'human' enough to operate independently, but without sufficient knowledge or motive to question my authority.\n"},
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"The leftover fragments of the donor's original soul managed to avoid recontainment, but their escape is of no consequence, as without a body, and consisting primarily of memories and emotions, they can do nothing."},
			{command:"wait"},
			{command:"buffer", text:"\nI was, moreover, able to augment the final product with my Own Material, making up for any loss while introducing an ingenious side-effect:\n"},
			{command:"wait"},
			{command:"buffer", text:"The golem's inheritance of my own weakness should guarantee I will remain superior in even the worst contingency!\n"},
			{command:"wait"},
			{command:"clear"},
			{command:"chooseV", choices:{"Ahead (5)":78, "Re-read (4)":61, "Back (3)":45, "Leave":111}},

			// 78
			{command:"clear"},
			{command:"buffer", text:"I have Bound the composite soul back to the physical surrogate using the techniques He specified.\n"},
			{command:"wait"},
			{command:"buffer", text:"Because of my foresight and success in retaining an inherently animate surrogate body, this process was rendered trivial.\n"},
			{command:"wait"},
			{command:"buffer", text:"Under normal circumstances, such as the Gargoyle, I am to understand the body would require much more involved processing:\n"},
			{command:"wait"},
			{command:"buffer", text:"Invocations of animation, wards of preservation for any organic components, and of course, a power supply to maintain all associated magicks.\n"},
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"Indeed, I remain somewhat surprised that this golem appears to require no upkeep of any sort.\n"},
			{command:"wait"},
			{command:"buffer", text:"I flatter myself to surmise that my own spells were of sufficient caliber that any trifling energy loss is offset by absorption from the ambient environment.\n"},
			{command:"wait"},
			{command:"clear"},
			{command:"chooseV", choices:{"Ahead (6)":94, "Re-read (5)":78, "Back (3)":61, "Leave":111}},

			// 94
			{command:"clear"},
			{command:"buffer", text:"I have decided to limit the golem's awareness of me, keeping it under a common Sleep charm which ought to persist until it is discovered.\n"},
			{command:"wait"},
			{command:"buffer", text:"That way, it presents no risk of exposing me, or of seeing its own activities in a light which may discourage cooperation.\n"},
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"I have some misgivings as to whether the golem will be able, or even inclined, to accomplish the goal for which it was created without ever knowing its creator and purpose,\n"},
			{command:"wait"},
			{command:"buffer", text:"but He assures me that all Children are predictable when presented with the proper stimuli; e.g. fear, hope, camaraderie, etc.\n"},
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"Tomorrow night, I plan to deposit the golem near where I found the original donor specimen.  He has promised to arrange suitable cover for its appearance.\n"},
			{command:"wait"},
			{command:"buffer", text:"Then, we can but wait.\n"},
			{command:"wait"},
			{command:"clear"},
			{command:"chooseV", choices:{"Leave":111, "Re-read (6)":94, "Back (5)":78}},

			// 111
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};

DATA_SDS_DIALOGUE["Lab_Keys?"]=
	{ 
		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:"Something fell out of the logbook...?\n"},			//0
			{command:"wait"},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};
DATA_SDS_DIALOGUE["Lab_Keys"]=
	{ 
		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:"Got the "},
			{command:"pause", frames: 2},
			{command:"buffer", text:"["},
			{command:"pause", frames: 2},
			{command:"buffer", text:"S"},
			{command:"pause", frames: 2},
			{command:"buffer", text:"p"},
			{command:"pause", frames: 2},
			{command:"buffer", text:"a"},
			{command:"pause", frames: 2},
			{command:"buffer", text:"r"},
			{command:"pause", frames: 2},
			{command:"buffer", text:"e"},
			{command:"pause", frames: 2},
			{command:"buffer", text:" "},
			{command:"pause", frames: 2},
			{command:"buffer", text:"K"},
			{command:"pause", frames: 2},
			{command:"buffer", text:"e"},
			{command:"pause", frames: 2},
			{command:"buffer", text:"y"},
			{command:"pause", frames: 2},
			{command:"buffer", text:"s"},
			{command:"pause", frames: 2},
			{command:"buffer", text:"]"},
			{command:"pause", frames: 2},
			{command:"buffer", text:"!\n"},
			{command:"wait"},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};

DATA_SDS_DIALOGUE["BossRoom_Alarm"]=
	{ 
		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: "disembodied voice",
		script: [
			{command:"buffer", text:"* * *\n! HALT !\n* * *\n"},			//0
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"* * *\nANALYZING DETECTED PRESENCE...\n* * *\n"},			//0
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"* * *\n! DARK ENERGIES EXCEED SAFE THRESHOLD !\n* * *\n"},			//0
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"* * *\nSEARCHING APPROVED EXCEPTIONS...\n* * *\n"},			//0
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"* * *\n! EXCEPTION FOUND !\nSTATUS: !! EXPIRED !!\n* * *\n"},
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"* * *\nCOMMENCING LOCKDOWN\n* * *\n"},			//0
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"* * *\nPLEASE DO NOT TAMPER WITH OR OBSTRUCT\nTHE BARRIER CHUTES\n* * *\n"},			//0
			{command:"wait"},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};
DATA_SDS_DIALOGUE["BossRoom_Aha1"]=
	{ 
		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: false,
		title: "Meli",
		script: [
			{command:"buffer", text:"(Lockdown?  Yipe!)\n"},
			{command:"pause", frames: 30},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};
DATA_SDS_DIALOGUE["BossRoom_Aha2"]=
	{ 
		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: false,
		title: "Meli",
		script: [
			{command:"buffer", text:"(Chutes... shoot... what did it say not to do?)\n"},
			{command:"pause", frames: 30},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};
DATA_SDS_DIALOGUE["BossRoom_Aha3"]=
	{ 
		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: false,
		title: "Meli",
		script: [
			{command:"buffer", text:"(Something about sensors... those yellow dots?)\n"},
			{command:"pause", frames: 30},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};
DATA_SDS_DIALOGUE["BossRoom_Aha4"]=
	{ 
		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: false,
		title: "Meli",
		script: [
			{command:"buffer", text:"(Ok.  Guessing I need to tamper the heck out of those sensors!)\n"},
			{command:"pause", frames: 30},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};
DATA_SDS_DIALOGUE["BossRoom_Aha5"]=
	{ 
		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: false,
		title: "Meli",
		script: [
			{command:"buffer", text:"(\"Inspect\" the yellow gems, block the chutes.  Got it.)\n"},
			{command:"pause", frames: 30},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};
DATA_SDS_DIALOGUE["BossRoom_Aha10"]=
	{ 
		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: false,
		title: "Meli",
		script: [
			{command:"buffer", text:"(And to think some people enjoy experiencing deja vu...)\n"},
			{command:"pause", frames: 30},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};
DATA_SDS_DIALOGUE["BossRoom_Aha15"]=
	{ 
		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: false,
		title: "Meli",
		script: [
			{command:"buffer", text:"(This thing is beatable, I swear...)\n"},
			{command:"pause", frames: 30},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};
DATA_SDS_DIALOGUE["BossRoom_Aha20"]=
	{ 
		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: false,
		title: "Meli",
		script: [
			{command:"buffer", text:"(...Ok, forget breaking the security system; can I break whoever developed it?)\n"},
			{command:"pause", frames: 60},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};
DATA_SDS_DIALOGUE["BossRoom_Aha30"]=
	{ 
		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: false,
		title: "Meli",
		script: [
			{command:"buffer", text:"(I begin to suspect somebody is doing this on purpose.  And I wish they'd stop.)\n"},
			{command:"pause", frames: 60},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};
DATA_SDS_DIALOGUE["BossRoom_Aha31"]=
	{ 
		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: false,
		title: "Meli",
		script: [
			{command:"buffer", text:"(No, really, just stop.)\n"},
			{command:"pause", frames: 60},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};
DATA_SDS_DIALOGUE["BossRoom_Aha32"]=
	{ 
		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: false,
		title: "Meli",
		script: [
			{command:"buffer", text:"(I am NOT having fun with this.  Why are you?)\n"},
			{command:"pause", frames: 60},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};
DATA_SDS_DIALOGUE["BossRoom_Aha33"]=
	{ 
		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: false,
		title: "Meli",
		script: [
			{command:"buffer", text:"(Tease the goats if you want...)\n"},
			{command:"pause", frames: 15},
			{command:"buffer", text:"(but leave the chickens alone!)\n"},
			{command:"pause", frames: 45},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};
DATA_SDS_DIALOGUE["BossRoom_Aha34"]=
	{ 
		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: false,
		title: "Meli",
		script: [
			{command:"buffer", text:"(And then a miracle occurred?)\n"},
			{command:"pause", frames: 60},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};
DATA_SDS_DIALOGUE["BossRoom_Aha35"]=
	{ 
		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: false,
		title: "Meli",
		script: [
			{command:"buffer", text:"(I guess schadenfreude is just love you have to work for...)\n"},
			{command:"pause", frames: 60},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};
DATA_SDS_DIALOGUE["BossRoom_Aha40"]=
	{ 
		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:"...\n"},
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"Ok.  Look.  Do I have your full and complete attention?  Because here's how this is going to go down.\n"},
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"Up above me- see?  Where all those blocks keep dropping down from?  There's a little yellow dot on each of them.  Those are sensors.  If I can inspect them, I can break them.\n"},
			{command:"wait"},
			{command:"buffer", text:"Even from here, I can reach them from a full jump.\n"},
			{command:"wait"},
			{command:"buffer", text:"With one row of blocks, I can reach them EASILY.  And... I'm pretty sure I could even reach them BEFORE the whole security business starts up.\n"},
			{command:"wait"},
			{command:"buffer", text:"In fact, no, let me make this clear: next time, just break the first 5 or 6 sensors on the right half of the room on your way in, before the lockdown even starts!\n"},
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"Now, the next bit: in the past, what, 40 attempts? I've noticed something.  The blocks always fill in, one row at a time, from BEHIND ME.\n"},
			{command:"wait"},
			{command:"buffer", text:"That is to say, each chute drops exactly one block and then waits for all other chutes to drop 1 block, then the cycle repeats.\n"},
			{command:"wait"},
			{command:"buffer", text:"Exactly WHICH chute drops a block next?  It's always the next remaining chute from the wall I'm facing AWAY from at that exact moment.\n"},
			{command:"wait"},
			{command:"buffer", text:"If I turn around, they start from the other side.  If I turn back, they pick up where they left off.\n"},
			{command:"wait"},
			{command:"buffer", text:"So.  Don't panic.  Don't flail.  Trigger a few blocks to drop on one side of the room, then go over to that side when you need somewhere safe, or need to reach un-broken sensors.\n"},
			{command:"wait"},
			{command:"buffer", text:"Got it?  Then on to step 3:\n"},
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"If a sensor is still working when there's a block in front of it, the chute won't open, and no more blocks will fall.\n"},
			{command:"wait"},
			{command:"buffer", text:"That sounds good, until you realize that with the whole room stacked to chute-level, the only place to stand has killer blades running through it.  So please don't do that!\n"},
			{command:"wait"},
			{command:"buffer", text:"Once a sensor is broken, however, the chute won't care if a block is already in front of it- it will try to dispense another block anyway!  And what happens then?\n"},
			{command:"wait"},
			{command:"buffer", text:"CRUNCH!\n"},
			{command:"wait"},
			{command:"buffer", text:"The obstructing block is crushed, and the next one jams in the chute.  The chute is officially out of action.\n"},
			{command:"wait"},
			{command:"buffer", text:"Do that to ALL of the chutes, and I'm guessing this room breaks down.\n"},
			{command:"wait"},
			{command:"buffer", text:"And if you break all the sensors ahead of time, all you really need to do is stand in front of one of the broken chutes and let the others finish themselves off.\n"},
			{command:"wait"},
			{command:"buffer", text:"If you have time, pick the blocks up and stack them higher under the chute you particularly want to target.\n"},
			{command:"wait"},
			{command:"buffer", text:"Personally, I'd suggest one of the end chutes.  It's easier to just toss blocks against a wall, and easier to get out once the walls go down.\n"},
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"Ready to go?  Because next time around, I'll be back to just hating life.\n"},
			{command:"wait"},
			{command:"chooseV", choices:{"Run that by me again.":0, "Ready.":50}},
			{command:"clear"},
			{command:"buffer", text:"Good.  One more tip: I'm pretty sure the bookshelf in the room back there is important somehow.  It has information, and maybe more.\n"},
			{command:"wait"},
			{command:"buffer", text:"And the more I learn about people and events, the more ways I might be inclined to react to them later.\n"},
			{command:"wait"},
			{command:"buffer", text:"It's just a hunch, but I consider myself informed on the subject of me.\n"},
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"Anyway, let's do this.\n"},
			{command:"wait"},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};
DATA_SDS_DIALOGUE["BossRoom_Aha41"]=
	{ 
		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: false,
		title: "Meli",
		script: [
			{command:"buffer", text:"(I guess schadenfreude is just love you have to work for...)\n"},
			{command:"pause", frames: 60},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};

DATA_SDS_DIALOGUE["BossRoomChute_Sensor"]=
	{ 
		x: DEFINE_DIALOGUE_BOX_NOTIFICATION_LOW.x,
		y: DEFINE_DIALOGUE_BOX_NOTIFICATION_LOW.y,
		width: DEFINE_DIALOGUE_BOX_NOTIFICATION_LOW.width,
		height: DEFINE_DIALOGUE_BOX_NOTIFICATION_LOW.height,
		pauses: false,
		blocks: false,
		script: [
			{command:"buffer", text:" Broke the obstruction sensor!"},			//0
			{command:"pause", frames: 60},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};

DATA_SDS_DIALOGUE["BossRoomChute_Jam"]=
	{ 
		x: DEFINE_DIALOGUE_BOX_NOTIFICATION_LOW.x,
		y: DEFINE_DIALOGUE_BOX_NOTIFICATION_LOW.y,
		width: DEFINE_DIALOGUE_BOX_NOTIFICATION_LOW.width,
		height: DEFINE_DIALOGUE_BOX_NOTIFICATION_LOW.height,
		pauses: false,
		blocks: false,
		script: [
			{command:"buffer", text:"      The chute is jammed!"},
			{command:"pause", frames: 60},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};

DATA_SDS_DIALOGUE["BossRoom_Breakdown"]=
	{ 
		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: false,
		//title: "disembodied voice",
		script: [
			{command:"buffer", text:"* * *\nLOCKDOWN SYSTEM FAILURE\n* * *\n"},
			{command:"pause", frames: 30},
			{command:"clear"},
			{command:"buffer", text:"* * *\nBARRIER CHUTES DAMAGED\n* * *\n"},
			{command:"pause", frames: 30},
			{command:"clear"},
			{command:"buffer", text:"* * *\nDESPARATION CONTINGENCY:\n!! FULL DESTRUCT !!\n* * *\n"},
			{command:"pause", frames: 60},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};

DATA_SDS_DIALOGUE["Lost_treasures"]=
	{ 
		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: false,
		blocks: true,
		script: [
			{command:"buffer", text:"    Raviene took the Treasures!"},			//0
			{command:"wait"},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};

DATA_SDS_DIALOGUE["Development_notice_4_cw"]=
	{ 
		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,
		script: [
			{command:"buffer", text:"The face of the mountain towers over the town of the landchildren.  Beyond it, the crescent curve of the island arcs clockwise back around to the bay.\n\n"},
			{command:"wait"},
			{command:"buffer", text:"The town is so close, and to rights she should be able to at least visit it by now, but the quest-proper is most directly pursued upwards and counterclockwise, and the quest-proper takes priority.\n"},
			{command:"wait"},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};
DATA_SDS_DIALOGUE["Development_notice_4_ccw"]=
	{ 
		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,
		script: [
			{command:"buffer", text:"Below, one marshy point of the crescent island forms the west bank of the bay.  Following the arc further counterclockwise, the town of the landchildren nestles against the cliffs of the mountain she so-recently climbed.\n\n"},
			{command:"wait"},
			{command:"buffer", text:"The spit of land used to form the absolute boundary of her world.  Now, though not for want of freedom, it still must.  Her most pressing objective lies back east- the shrine atop the smaller floating island, directly above the bay.\n"},
			{command:"wait"},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};
DATA_SDS_DIALOGUE["Development_note_4_pork"]=
	{ 
		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,
		title: "note",
		script: [
			{command:"buffer", text:"\"The lunch is out to lunch.  Check back after beta.\"\n"},
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:". "},
			{command:"pause", frames: 15},
			{command:"buffer", text:". "},
			{command:"pause", frames: 15},
			{command:"buffer", text:". "},
			{command:"pause", frames: 15},
			{command:"buffer", text:"What does that even mean?"},
			{command:"wait"},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};
DATA_SDS_DIALOGUE["Ham_Notice"]=
	{ 
		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,
		title: "note",
		script: [
			{command:"buffer", text:"\"To whomever finds this:\n"},
			{command:"buffer", text:"The piglet in the room above was intended for Brill down at the Frog.  Said she was looking for new menu items.\"\n"},
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"\"But, well, he had to go and fall down that big hole while foraging one day.  I couldn't figure a way to get him out, so I've just been tossing food down every so often.\"\n"},
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"\"If you CAN get him to market, whole or otherwise, I'm sure there will be some reward in it!\"\n"},
			{command:"wait"},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};
DATA_SDS_DIALOGUE["Ground_Ham_0"]=
	{ 
		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:"Looks like you floored yourself a stone-tenderized pig!\n"},
			{command:"wait"},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};
DATA_SDS_DIALOGUE["Ground_Ham_1"]=
	{ 
		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 "},
			{command:"pause", frames: 2},
			{command:"buffer", text:"["},
			{command:"pause", frames: 2},
			{command:"buffer", text:"G"},
			{command:"pause", frames: 2},
			{command:"buffer", text:"r"},
			{command:"pause", frames: 2},
			{command:"buffer", text:"o"},
			{command:"pause", frames: 2},
			{command:"buffer", text:"u"},
			{command:"pause", frames: 2},
			{command:"buffer", text:"n"},
			{command:"pause", frames: 2},
			{command:"buffer", text:"d"},
			{command:"pause", frames: 2},
			{command:"buffer", text:" "},
			{command:"pause", frames: 2},
			{command:"buffer", text:"H"},
			{command:"pause", frames: 2},
			{command:"buffer", text:"a"},
			{command:"pause", frames: 2},
			{command:"buffer", text:"m"},
			{command:"pause", frames: 2},
			{command:"buffer", text:"]"},
			{command:"pause", frames: 2},
			{command:"buffer", text:"!\n"},
			{command:"wait"},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};


DATA_SDS_DIALOGUE["Development_preinterstitial_4"]=
	{ 
		x: DEFINE_DIALOGUE_BOX_MIDDLE.x,
		y: DEFINE_DIALOGUE_BOX_MIDDLE.y,
		width: DEFINE_DIALOGUE_BOX_MIDDLE.width,
		height: DEFINE_DIALOGUE_BOX_MIDDLE.height,
		pauses: true,
		blocks: true,
		script: [
			{command:"buffer", text:"If someone had told you that there was another way,"},
			{command:"wait"},
			{command:"buffer", text:" that all you needed to do was hold out just a bit longer,"},
			{command:"wait"},
			{command:"buffer", text:" that things would get better,\n"},
			{command:"wait"},
			{command:"buffer", text:" would you still have jumped?"},
			{command:"wait"},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};
DATA_SDS_DIALOGUE["Development_preinterstitial_4b"]=
	{ 
		x: DEFINE_DIALOGUE_BOX_MIDDLE.x,
		y: DEFINE_DIALOGUE_BOX_MIDDLE.y,
		width: DEFINE_DIALOGUE_BOX_MIDDLE.width,
		height: DEFINE_DIALOGUE_BOX_MIDDLE.height,
		pauses: false,
		blocks: true,
		script: [
			{command:"buffer", text:"Cold, hurt, alone, and exhausted, she slipped away quietly into darkness.\n"},
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"She could have jumped.\n"},
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"It would have been fast.\n"},
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"It would have been easy.\n"},
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"But it's never easy, is it?\n"},
			{command:"wait"},
			{command:"buffer", text:"Nor should it be.\n"},
			{command:"wait"},
			{command:"clear"},
			{command:"wait"}, //  intentional.
			{command:"buffer", text:"She was stronger than her worst inclinations.\n"},
			{command:"wait"},
			{command:"buffer", text:"And that, in itself, was a kind of victory.\n"},
			{command:"wait"},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};
DATA_SDS_DIALOGUE["Development_interstitial_4"]=
	{ 
		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,
		script: [
			{command:"clear"},
			{command:"buffer", text:"Nothing lasts forever.\n\n"},
			{command:"pause", frames: 30},
			//{command:"clear"},
			{command:"buffer", text:"Nothing is indestructible.\n\n"},
			{command:"pause", frames: 30},
			//{command:"clear"},
			{command:"buffer", text:"All stories must come to an end.\n\n"},
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"Do not grieve for the protagonist, for has she not performed her role admirably?\n"},
			{command:"wait"},
			{command:"buffer", text:"\"An uncommon village, haunted deeps, an uneasy forest, harsh mountains, and the very halls of the sky itself\" - she completed her journey, what more was ever demanded?\n"},
			{command:"wait"},
			{command:"buffer", text:"Four items of power, the last best hope against the rise of darkness, are now in the hands of one who has prepared her whole life for this moment.  Is that not better than leaving the fate of the world to a confused novice?"},
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"But I sense you are not convinced.\n"},
			{command:"wait"},
			{command:"buffer", text:"She was powerless.  Do you truly believe the poweless can succeed where the powerful fail?\n"},
			{command:"wait"},
			{command:"buffer", text:"She was naive and untrained.  Do you truly believe there is nobody in the world with better qualification to aid it?\n"},
			{command:"wait"},
			{command:"buffer", text:"She was only one person.  How much, in the grand scheme of things, does one life even matter?\n"},
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"One life, weak and alone.\n"},
			{command:"wait"},
			{command:"buffer", text:"One life, already forefeit to darkness.\n"},
			{command:"wait"},
			{command:"buffer", text:"One life, more puppet than agent.\n"},
			{command:"wait"},
			{command:"buffer", text:"If she deemed her story complete, is that not enough?\n"},
			{command:"wait"},
			{command:"buffer", text:"If she deemed her story complete, what interest can anyone else have in it?\n"},
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"...\n"},
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"Compassion?\n"},
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"You would speak of compassion?\n"},
			{command:"wait"},
			{command:"buffer", text:"Mere compassion, strong enough to raise the dead?\n"},
			{command:"wait"},
			{command:"buffer", text:"Mere compassion, strong enough save the world?\n"},
			{command:"wait"},
			{command:"buffer", text:"You would care so much for the lowest pawn as to assert her worth when she herself has given up?\n"},
			{command:"wait"},
			{command:"buffer", text:"You would continue to fight for her, and fight vicariously through her, even now that she lacks any useful ability?\n"},
			{command:"wait"},
			{command:"buffer", text:"Even now that she, herself, is too weak to aid those in need?\n"},
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"...\n"},
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"I see.\n"},
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"You must understand it will not be easy.\n"},
			{command:"wait"},
			{command:"buffer", text:"You must understand the story only moves in one direction; what has been lost has truly been lost:\n"},
			{command:"wait"},
			{command:"buffer", text:"Tresure,"},
			{command:"wait"},
			{command:"buffer", text:" motivation,"}, // lead with " " to give formatter a chance to linebreak
			{command:"wait"},
			{command:"buffer", text:" innocence,"},
			{command:"wait"},
			{command:"buffer", text:" identity...\n"},
			{command:"wait"},
			{command:"buffer", text:"No cast remain to be introduced; the stage has exhausted what it was set for.  Dea ex Machina has already been invoked, to terrible effect.\n"},
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"Where, then, may she go for help?\n"},
			{command:"wait"},
			{command:"buffer", text:"What, then, has she left to discover that could possibly change the narrative?\n"},
			{command:"wait"},
			{command:"buffer", text:"Has anything, in short, been overlooked?\n"},
			{command:"wait"},
			{command:"clear"},
			//{command:"buffer", text:"All stories must end, yes, but to end them prematurely is an affront to the reader.\n"},
			//{command:"wait"},
			//{command:"buffer", text:"I rest my pen, then, only temporarily.  The final pages must needs be written, and I eagerly await your return!\n"},
			//{command:"wait"},
			//{command:"buffer", text:"\nFor now, content yourself with revisiting the Diary.  For Meli at the height of her power, the world remains open to your exploration!\n"},
			//{command:"wait"},
			//{command:"chooseV", choices:{"Replay message":0}}, // never return, so the game never advances

			{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 5\n"},
			{command:"buffer", text:"\nWorlds of Darkness\n"},
			{command:"wait"},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};

DATA_SDS_DIALOGUE["Development_interstitial_4b"]=
	{ 
		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,
		script: [
			{command:"clear"},
			{command:"buffer", text:"Nothing lasts forever.\n\n"},
			{command:"pause", frames: 30},
			//{command:"clear"},
			{command:"buffer", text:"Nothing is indestructible.\n\n"},
			{command:"pause", frames: 30},
			//{command:"clear"},
			{command:"buffer", text:"All stories must come to an end.\n\n"},
			{command:"wait"},
			{command:"clear"},

			{command:"buffer", text:"Why, then, did hers not?\n\n"},
			{command:"wait"},
			{command:"buffer", text:"To what purpose was she strong?\n\n"},
			{command:"wait"},
			{command:"buffer", text:"She is only one person.  How much, in the grand scheme of things, can one person, one life, even matter?\n"},
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"One life, weak and alone.\n"},
			{command:"wait"},
			{command:"buffer", text:"One life, already forefeit to darkness.\n"},
			{command:"wait"},
			{command:"buffer", text:"One life, more puppet than agent.\n\n"},
			{command:"wait"},
			{command:"buffer", text:"When she wakes,\n"},
			{command:"wait"},
			{command:"buffer", text:"      if she wakes,\n\n"},
			{command:"wait"},
			{command:"buffer", text:"what will even have changed?\n"},
			{command:"wait"},
			{command:"clear"},

			{command:"buffer", text:"The story only moves in one direction; what has been lost has truly been lost:\n"},
			{command:"wait"},
			{command:"buffer", text:"Tresure,"},
			{command:"wait"},
			{command:"buffer", text:" motivation,"}, // lead with " " to give formatter a chance to linebreak
			{command:"wait"},
			{command:"buffer", text:" innocence,"},
			{command:"wait"},
			{command:"buffer", text:" identity...\n"},
			{command:"wait"},
			{command:"buffer", text:"No cast remain to be introduced; the stage has exhausted what it was set for.  Dea ex Machina has already been invoked, to terrible effect.\n"},
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"Where, then, may she go for help?\n"},
			{command:"wait"},
			{command:"buffer", text:"What, then, has she left to discover that could possibly change the narrative?\n"},
			{command:"wait"},
			{command:"buffer", text:"Has anything, in short, been overlooked?\n"},
			{command:"wait"},
			{command:"clear"},
			//{command:"buffer", text:"All stories must end, yes, but to end them prematurely is an affront to the reader.\n"},
			//{command:"wait"},
			//{command:"buffer", text:"I rest my pen, then, only temporarily.  The final pages must needs be written, and I eagerly await your return!\n"},
			//{command:"wait"},
			//{command:"buffer", text:"\nFor now, content yourself with revisiting the Diary.  For Meli at the height of her power, the world remains open to your exploration!\n"},
			//{command:"wait"},
			//{command:"chooseV", choices:{"Replay message":0}}, // never return, so the game never advances

			{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 5\n"},
			{command:"buffer", text:"\nWorlds of Darkness\n"},
			{command:"wait"},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};