"use strict";

DATA_SDS_DIALOGUE["Vince_c1_advice_0"]=
	{ 
		x: DEFINE_DIALOGUE_BOX_UPPER.x,
		y: DEFINE_DIALOGUE_BOX_UPPER.y,
		width: DEFINE_DIALOGUE_BOX_LOWER.width,
		height: DEFINE_DIALOGUE_BOX_LOWER.height,
		pauses: false,
		blocks: true,
		title: "Vince",
		script: [
			{command:"buffer", text:"I see you're starting to fit in here.  I sense something... odd... about you, but as long as you don't cause any trouble, you will remain welcome.\n"},			//0
			{command:"wait"},
			{command:"return", retval:1}
		] // an array of options/commands which will be evaluated in sequence
	};
DATA_SDS_DIALOGUE["Vince_c1_shrinequake_0"]=
	{ 
		x: DEFINE_DIALOGUE_BOX_UPPER.x,
		y: DEFINE_DIALOGUE_BOX_UPPER.y,
		width: DEFINE_DIALOGUE_BOX_LOWER.width,
		height: DEFINE_DIALOGUE_BOX_LOWER.height,
		pauses: false,
		blocks: true,
		title: "Vince",
		script: [
			{command:"buffer", text:"I don't know what's going on here, but I don't like the look of it.\n"},			//0
			{command:"wait"},
			{command:"return", retval:1}
		] // an array of options/commands which will be evaluated in sequence
	};
DATA_SDS_DIALOGUE["Vince_c1_shrinequake_1"]=
	{ 
		x: DEFINE_DIALOGUE_BOX_UPPER.x,
		y: DEFINE_DIALOGUE_BOX_UPPER.y,
		width: DEFINE_DIALOGUE_BOX_LOWER.width,
		height: DEFINE_DIALOGUE_BOX_LOWER.height,
		pauses: false,
		blocks: true,
		title: "Vince",
		script: [
			{command:"buffer", text:"I can hardly blame you directly, but it seems too coincidental that you get stuck in some kind of earthquake trouble, and as soon as we take you in, we get worse earthquakes.\n"},			//2
			{command:"wait"},
			{command:"return", retval:1}
		] // an array of options/commands which will be evaluated in sequence
	};
DATA_SDS_DIALOGUE["Vince_c1_shrinequake_2"]=
	{ 
		x: DEFINE_DIALOGUE_BOX_UPPER.x,
		y: DEFINE_DIALOGUE_BOX_UPPER.y,
		width: DEFINE_DIALOGUE_BOX_LOWER.width,
		height: DEFINE_DIALOGUE_BOX_LOWER.height,
		pauses: false,
		blocks: true,
		title: "Vince",
		script: [
			{command:"buffer", text:"Help?  What would help most is if we knew what we were up against.  Let me know if any of your... memories... retun, okay?\n"},			//0
			{command:"wait"},
			{command:"return", retval:1}
		] // an array of options/commands which will be evaluated in sequence
	};
DATA_SDS_DIALOGUE["Vince_c1_boss_0"]=
	{ 
		x: DEFINE_DIALOGUE_BOX_UPPER.x,
		y: DEFINE_DIALOGUE_BOX_UPPER.y,
		width: DEFINE_DIALOGUE_BOX_LOWER.width,
		height: DEFINE_DIALOGUE_BOX_LOWER.height,
		pauses: false,
		blocks: true,
		title: "Vince",
		script: [
			{command:"buffer", text:"Goddess have mercy... Circumstances notwithstanding, you just used our treasure to kill one of our townsfolk.\n"},			//0
			{command:"wait"},
			{command:"return", retval:1}
		] // an array of options/commands which will be evaluated in sequence
	};
DATA_SDS_DIALOGUE["Vince_c1_boss_1"]=
	{ 
		x: DEFINE_DIALOGUE_BOX_UPPER.x,
		y: DEFINE_DIALOGUE_BOX_UPPER.y,
		width: DEFINE_DIALOGUE_BOX_LOWER.width,
		height: DEFINE_DIALOGUE_BOX_LOWER.height,
		pauses: false,
		blocks: true,
		title: "Vince",
		script: [
			{command:"buffer", text:"...\n"},			//0
			{command:"wait"},
			{command:"return", retval:1}
		] // an array of options/commands which will be evaluated in sequence
	};
DATA_SDS_DIALOGUE["Vince_c1_boss_2"]=
	{ 
		x: DEFINE_DIALOGUE_BOX_UPPER.x,
		y: DEFINE_DIALOGUE_BOX_UPPER.y,
		width: DEFINE_DIALOGUE_BOX_LOWER.width,
		height: DEFINE_DIALOGUE_BOX_LOWER.height,
		pauses: false,
		blocks: true,
		title: "Vince",
		script: [
			{command:"buffer", text:"No, I can't say what else I would expect anyone to do.\n"},			//0
			{command:"wait"},
			{command:"buffer", text:"But dragonchildren are not fond of violence, and now we have one of our own attacking as if possessed, and you killing him as if it's natural."},			//0
			{command:"wait"},
			{command:"return", retval:1}
		] // an array of options/commands which will be evaluated in sequence
	};
DATA_SDS_DIALOGUE["Vince_c1_boss_3"]=
	{ 
		x: DEFINE_DIALOGUE_BOX_UPPER.x,
		y: DEFINE_DIALOGUE_BOX_UPPER.y,
		width: DEFINE_DIALOGUE_BOX_LOWER.width,
		height: DEFINE_DIALOGUE_BOX_LOWER.height,
		pauses: false,
		blocks: true,
		title: "Vince",
		script: [
			{command:"buffer", text:"I don't like it.  Not one bit.\n"},			//0
			{command:"wait"},
			{command:"return", retval:1}
		] // an array of options/commands which will be evaluated in sequence
	};
DATA_SDS_DIALOGUE["Vince_c2_leaving_0"]=
	{ 
		x: DEFINE_DIALOGUE_BOX_UPPER.x,
		y: DEFINE_DIALOGUE_BOX_UPPER.y,
		width: DEFINE_DIALOGUE_BOX_LOWER.width,
		height: DEFINE_DIALOGUE_BOX_LOWER.height,
		pauses: false,
		blocks: true,
		title: "Vince",
		script: [
			{command:"buffer", text:"You have an odd aura, and it's only getting stronger.  I can't say I approve of letting you leave with our treasure.\n"},			//0
			{command:"wait"},
			{command:"buffer", text:"But with Guy dead and the gate broken, Fred and Ned are needed here more than ever.  And Charis... *sigh*  She has her reasons, I suppose.\n"},			//2
			{command:"wait"},
			{command:"return", retval:1}
		] // an array of options/commands which will be evaluated in sequence
	};
DATA_SDS_DIALOGUE["Vince_c2_leaving_1"]=
	{ 
		x: DEFINE_DIALOGUE_BOX_UPPER.x,
		y: DEFINE_DIALOGUE_BOX_UPPER.y,
		width: DEFINE_DIALOGUE_BOX_LOWER.width,
		height: DEFINE_DIALOGUE_BOX_LOWER.height,
		pauses: false,
		blocks: true,
		title: "Vince",
		script: [
			{command:"buffer", text:"What if we have even worse quakes?  Or more blood on our hands?  Great Goddess, could Malfose truly be awakening?\n"},			//0
			{command:"wait"},
			{command:"buffer", text:"What chance do any of us have then, treasure or no?  Would that we had a proper hero among us...\n"},			//2
			{command:"wait"},
			{command:"return", retval:1}
		] // an array of options/commands which will be evaluated in sequence
	};
DATA_SDS_DIALOGUE["Vince_c2_leaving_2"]=
	{ 
		x: DEFINE_DIALOGUE_BOX_UPPER.x,
		y: DEFINE_DIALOGUE_BOX_UPPER.y,
		width: DEFINE_DIALOGUE_BOX_LOWER.width,
		height: DEFINE_DIALOGUE_BOX_LOWER.height,
		pauses: false,
		blocks: true,
		title: "Vince",
		script: [
			{command:"buffer", text:"Go.  Take the bracelents.  And Goddess have mercy if I'm making the wrong decision.\n"},			//2
			{command:"wait"},
			{command:"return", retval:1}
		] // an array of options/commands which will be evaluated in sequence
	};

DATA_SDS_DIALOGUE["Vince_c5_advice_0"]=
	{ 
		x: DEFINE_DIALOGUE_BOX_UPPER.x,
		y: DEFINE_DIALOGUE_BOX_UPPER.y,
		width: DEFINE_DIALOGUE_BOX_LOWER.width,
		height: DEFINE_DIALOGUE_BOX_LOWER.height,
		pauses: false,
		blocks: true,
		title: "Meli",
		script: [
			{command:"buffer", text:"(He was right about me.  I am a monster.  I don't deserve to live here.)\n"},			//2
			{command:"wait"},
			{command:"return", retval:1}
		] // an array of options/commands which will be evaluated in sequence
	};

DATA_SDS_DIALOGUE["Vince_c5_boss_0"]=
	{ 
		x: DEFINE_DIALOGUE_BOX_UPPER.x,
		y: DEFINE_DIALOGUE_BOX_UPPER.y,
		width: DEFINE_DIALOGUE_BOX_LOWER.width,
		height: DEFINE_DIALOGUE_BOX_LOWER.height,
		pauses: false,
		blocks: true,
		title: "Vince",
		script: [
			{command:"buffer", text:"Oh, holy Goddess of all- that CAN'T be natural!\n"},
			{command:"wait"},
			{command:"return", retval:1}
		] // an array of options/commands which will be evaluated in sequence
	};
DATA_SDS_DIALOGUE["Vince_c5_boss_1"]=
	{ 
		x: DEFINE_DIALOGUE_BOX_UPPER.x,
		y: DEFINE_DIALOGUE_BOX_UPPER.y,
		width: DEFINE_DIALOGUE_BOX_LOWER.width,
		height: DEFINE_DIALOGUE_BOX_LOWER.height,
		pauses: false,
		blocks: true,
		title: "Vince",
		script: [
			{command:"buffer", text:"I suppose you haven't actually made things THAT much worse around here, but still...\n"},
			{command:"wait"},
			{command:"buffer", text:"I'm a man of peace and quiet, and you seem to be a woman of anything but.\n"},
			{command:"wait"},
			{command:"buffer", text:"The sooner all of this... THIS... is over, the happier I'll be.\n"},
			{command:"wait"},
			{command:"return", retval:1}
		] // an array of options/commands which will be evaluated in sequence
	};
DATA_SDS_DIALOGUE["Vince_c5_boss_2"]=
	{ 
		x: DEFINE_DIALOGUE_BOX_UPPER.x,
		y: DEFINE_DIALOGUE_BOX_UPPER.y,
		width: DEFINE_DIALOGUE_BOX_LOWER.width,
		height: DEFINE_DIALOGUE_BOX_LOWER.height,
		pauses: false,
		blocks: true,
		title: "Vince",
		script: [
			{command:"buffer", text:"I'm not throwing you out, but let's just say my expectation is that you have better places to be than here for any great length of time.\n"},
			{command:"wait"},
			{command:"return", retval:1}
		] // an array of options/commands which will be evaluated in sequence
	};

Dialogue_getCurrentEvent["Vince"] = function(){
		var retval = null;
		var line = 0;
		if (GLOBAL_SCRATCHPAD.check("Dlg_Vince_Line")){
			line = GLOBAL_SCRATCHPAD.check("Dlg_Vince_Line");
		}

		if (GLOBAL_DIARY.check(5,"BOSS",true)){
			retval = "GD_Vince_c5_boss_"+line;
			line = Math.min(line+1,2);
		}
		else if (GLOBAL_DIARY.check(5,"AWAKE")){
			retval = "GD_Vince_c5_advice_"+line;
			line = Math.min(line+1,0);
		}
		else if (GLOBAL_DIARY.check(2,"LEAVING_HOME")){
			retval = "GD_Vince_c2_leaving_"+line;
			line = Math.min(line+1,2);
		}
		else if (GLOBAL_DIARY.check(1,"BOSS")){
			retval = "GD_Vince_c1_boss_"+line;
			line = Math.min(line+1,3);
		}
		else if (GLOBAL_DIARY.check(1,"SHRINEQUAKE")){
			retval = "GD_Vince_c1_shrinequake_"+line;
			line = Math.min(line+1,2);
		}
		else{ // still pre SHRINEQUAKE
			retval = "GD_Vince_c1_advice_"+line;
			line = Math.min(line+1,0);
		}
		GLOBAL_SCRATCHPAD.note("Dlg_Vince_Line",line);
		return retval;
	};

