"use strict";

DATA_SDS_DIALOGUE["Zeke_c4_metravi_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: false,
		blocks: true,
		title: "elderly skychild",
		script: [
			{command:"buffer", text:"Oho!  A dragonchild!  This is certainly unusual!\n"},
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"Hm...\n"},
			{command:"wait"},
			{command:"buffer", text:"The words of the Keeper's Charter...  *ahem*\n"},
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"\"When the peace is broken, and My Emissary arises, so shall you know the Time.\"\n"},
			{command:"wait"},
			{command:"buffer", text:"\"The True Emissary shall return with my power; to return my power to its rightful place.  So shall you know the One.\"\n"},
			{command:"wait"},
			{command:"buffer", text:"\"Guide the True Emissary to the Highest Temple, that she may find Me, for the good of the world.\"\n"},
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"...\n"},
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"Well... Bracelets, Choker, Belt... everything seems to check out!\n"},
			{command:"wait"},
			{command:"buffer", text:"I'd imagine you'll be wanting the Circlet to complete your journey, hrm?\n"},
			{command:"wait"},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};
DATA_SDS_DIALOGUE["Zeke_c4_metravi_1"]=
	{ 
		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: "elderly skychild",
		script: [
			{command:"buffer", text:"Well, there ya go!\n"},
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"...\n"},
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"Oh, and I'm 'Zeke, by the way!  Shoulda mentioned.\n"},
			{command:"wait"},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};

DATA_SDS_DIALOGUE["Zeke_c4_metravi_2"]=
	{ 
		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: "Zeke",
		script: [
			{command:"buffer", text:"Go ahead!  Take it!  It'll look great on ya!\n"},
			{command:"wait"},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};

DATA_SDS_DIALOGUE["Zeke_c4_metravi_3"]=
	{ 
		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: "Zeke",
		script: [
			{command:"buffer", text:"What?  You expected some kind of challenge?  If gettin' up here wasn't challenge enough for one o' your kind, I'm not sure what I can add!\n"},
			{command:"wait"},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};

DATA_SDS_DIALOGUE["Zeke_c4_metravi_4"]=
	{ 
		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: "Zeke",
		script: [
			{command:"buffer", text:"Listen, missie.  Stop over-thinking.  Not everything in life needs to be difficult!\n"},
			{command:"wait"},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};

DATA_SDS_DIALOGUE["Zeke_c4_treasure_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: false,
		blocks: true,
		title: "Zeke",
		script: [
			{command:"buffer", text:"\"When the peace is broken, and My Emissary arises, so shall you know the Time.\"\n"},
			{command:"wait"},
			{command:"buffer", text:"\"The True Emissary shall return with my power; to return my power to its rightful place.  So shall you know the One.\"\n"},
			{command:"wait"},
			{command:"buffer", text:"\"Guide the True Emissary to the Highest Temple, that she may find Me, for the good of the world.\"\n"},
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"Been reciting that one my whole life, y'know.  Never thought it'd be on my watch that it'd come to pass!\n"},
			{command:"wait"},
			{command:"buffer", text:"Now, get your pretty face over to the Great Shrine just west of here- I'm sure the high priestess will have something to say!\n"},
			{command:"wait"},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};
DATA_SDS_DIALOGUE["Zeke_c4_treasure_1"]=
	{ 
		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: "Zeke",
		script: [
			{command:"buffer", text:"(. . . still mightn't, tho, I suppose...)\n"},
			{command:"wait"},
			{command:"buffer", text:"Ahhh, but time will tell, won'it?  Don't over-complicate.  It'll work itself out.\n"},
			{command:"wait"},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};
DATA_SDS_DIALOGUE["Zeke_c4_treasure_2"]=
	{ 
		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: "Zeke",
		script: [
			{command:"buffer", text:"Pay no attention to the ramblings of an old man.\n"},
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"...\n"},
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"...er, 'cept when I want you to attend, o'course!  Can't have kids ignoring their elders ALL the time!\n"},
			{command:"wait"},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};
DATA_SDS_DIALOGUE["Zeke_c4_treasure_3"]=
	{ 
		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: "Zeke",
		script: [
			{command:"buffer", text:"Great Shrine.  West.  Big floating island.  Can't miss it!\n"},
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"Oh, and say hi to my boy Gabe if you get the chance!\n"},
			{command:"wait"},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};

DATA_SDS_DIALOGUE["Zeke_c5_metgabe_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: false,
		blocks: true,
		title: "Zeke",
		script: [
			{command:"buffer", text:"\"When the peace is broken, and My Emissary arises, so shall you know the Time.\"\n"},
			{command:"wait"},
			{command:"buffer", text:"\"The True Emissary shall return with my power; to return my power to its rightful place.  So shall you know the One.\"\n"},
			{command:"wait"},
			{command:"buffer", text:"\"Guide the True Emissary to the Highest Temple, that she may find Me, for the good of the world.\"\n"},
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"Well, young lady, what would you say that means?"},
			{command:"wait"},
			{command:"chooseV", choices:{
					"I'm not the Emissary":10, 
					"Ravienne is the Emissary":11,
					"Nothing matters anymore":12,
				}
			},
			{command:"return", retval:0},
			{command:"return", retval:1},
			{command:"return", retval:2},
		] // an array of options/commands which will be evaluated in sequence
	};
DATA_SDS_DIALOGUE["Zeke_c5_metgabe_1A"]=
	{ 
		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:"Look.  We both know I'm not your Emissary.  I don't have any power.\n"},
			{command:"wait"},
			{command:"buffer", text:"You all made me think I did, but it was all a horrible, manipulative plan to get the Treasures.\n"},
			{command:"wait"},
			{command:"buffer", text:"I'm done.  I don't even want this anymore.\n"},
			{command:"wait"},
			
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};
DATA_SDS_DIALOGUE["Zeke_c5_metgabe_1B"]=
	{ 
		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:"Raviene is the Emissary, not me.\n"},
			{command:"wait"},
			{command:"buffer", text:"She's the one who actually gathered the Treasures and ascended to power.\n"},
			{command:"wait"},
			{command:"buffer", text:"She's the one already at the Sky Shrine communing with the Goddess.\n"},
			{command:"wait"},
			{command:"buffer", text:"I shouldn't even have this.  It's probably going to screw up the cosmic balance if I don't give it back.\n"},
			{command:"wait"},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};
DATA_SDS_DIALOGUE["Zeke_c5_metgabe_1C"]=
	{ 
		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 does it even matter what it means?\n"},
			{command:"wait"},
			{command:"buffer", text:"I was all ready to believe the whole Dragon-Goddess Chosen-Hero story.  My life did seem charmed.  I did think I knew who I could be, even if I didn't know who I was.\n"},
			{command:"wait"},
			{command:"buffer", text:"But... it was all a sham.  It's not the destined who achieve power and do good, it's the powerful who shape destiny and do what they want.\n"},
			{command:"wait"},
			{command:"buffer", text:"Even THIS is probably some kind of grand set-up.\n"},
			{command:"wait"},
			{command:"buffer", text:"Does your Charter or whatever save some special instruction for when a Treasure is given, taken away, stolen, and forced back on the original recipient?\n"},
			{command:"wait"},
			{command:"buffer", text:"Or would it make all the Holy Histories of This Great Era cleaner if I just left this here and you could pretend I never existed?\n"},
			{command:"wait"},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};
DATA_SDS_DIALOGUE["Zeke_c5_metgabe_2"]=
	{ 
		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:"       [Returned the Circlet]"},
			{command:"wait"},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};
DATA_SDS_DIALOGUE["Zeke_c5_metgabe_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: false,
		blocks: true,
		title: "Meli",
		script: [
			{command:"buffer", text:"I've given all I can.  Go ahead and toss me out back when you get tired of me.  I'm a golem.  Apparently I can't be hurt.\n"},
			{command:"wait"},
			
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};
DATA_SDS_DIALOGUE["Zeke_c5_metgabe_4A"]=
	{ 
		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: "Zeke",
		script: [
			{command:"buffer", text:"You think this was all a plan, eh?\n"},
			{command:"wait"},
			{command:"buffer", text:"Well, may be, may be, who am I to say?  This really isn't going the way I imagined it would, either, you know.\n"},
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"But...\n"},
			{command:"wait"},
			{command:"buffer", text:"If it all WAS a plan, whose plan was it?\n"},
			{command:"wait"},
			{command:"buffer", text:"That scamp Ravi's?\n"},
			{command:"wait"},
			{command:"buffer", text:"Did she plan for you to be born?  To grow that body for her to capture, and put it right under her nose?\n"},
			{command:"wait"},
			{command:"buffer", text:"Did she plan for you to make friends, lose them, and care that you lost them?\n"},
			{command:"wait"},
			{command:"buffer", text:"Did she plan for a silly old lady, a silly young lady, a silly monkey, and a silly old man to all take a shining to you for their own separate reasons?\n"},
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"I think there's someone you should meet before you start giving others too much credit.\n"},
			{command:"wait"},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};
DATA_SDS_DIALOGUE["Zeke_c5_metgabe_4B"]=
	{ 
		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: "Zeke",
		script: [
			{command:"buffer", text:"Hmmmm... Ravi as the Emissary?\n"},
			{command:"wait"},
			{command:"buffer", text:"No, no, not sure I can approve of that.  She tries and all, but it was fooling around with old magicks that got us into this mess, right?\n"},
			{command:"wait"},
			{command:"buffer", text:"And now she says it'll get us out?\n"},
			{command:"wait"},
			{command:"buffer", text:"Call me old-fashioned, but back in MY day we didn't just throw out decades of hard-earned understanding because it disagreed with our personal agenda.\n"},
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"Besides, it wasn't Ravi who bothered to come up and talk to an old man to give back the power she didn't need, now, was it?\n"},
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"Now, I won't say you ARE the Emissary... but I won't say you AREN'T either.\n"},
			{command:"wait"},
			{command:"buffer", text:"It's not my call to make, really- I just run this place.  If you want answers, you're gonna need to look inside.\n"},
			{command:"wait"},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};
DATA_SDS_DIALOGUE["Zeke_c5_metgabe_4C"]=
	{ 
		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: "Zeke",
		script: [
			{command:"buffer", text:"What does it matter?  What do you matter?\n"},
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"What do I matter?  What does the Circlet matter??\n"},
			{command:"wait"},
			{command:"buffer", text:"What does the mountain matter?!  What does the ocean matter?!\n"},
			{command:"wait"},
			{command:"buffer", text:"WHAT, for that MATTER, does the GODDESS even matter??!\n"},
			{command:"wait"},
			{command:"buffer", text:"...\n"},
			{command:"wait"},
			{command:"buffer", text:"Eh?\n"},
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"Not.  One.  Bit!\n"},
			{command:"wait"},
			{command:"buffer", text:"Not you, not me, not the Goddess, not the World, not any of it!\n"},
			{command:"wait"},
			{command:"buffer", text:"Unless...\n"},
			{command:"wait"},
			{command:"buffer", text:"we make it matter, you know?\n"},
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"Who's gonna read the Holy Histories of This Great Era, eh?\n"},
			{command:"wait"},
			{command:"buffer", text:"Nobody, like as not, people don't like history.\n"},
			{command:"wait"},
			{command:"buffer", text:"But if anyone DID read 'em, it'd be People.\n"},
			{command:"wait"},
			{command:"buffer", text:"Just like it's People, as anyone, who'll be writing 'em.\n"},
			{command:"wait"},
			{command:"buffer", text:"Just like it's People, near as I can tell, who wrote the old texts like the Keeper's Charter.  Because it Mattered.\n"},
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"We weren't there to know WHY it mattered, it might not've been Destiny what MADE it matter, but someone cared enough to pass it down.\n"},
			{command:"wait"},
			{command:"buffer", text:"Some People ~made~ it matter.  Because it's only People that make ANYTHING matter.\n"},
			{command:"wait"},
			{command:"buffer", text:"Without People, things just Happen.\n"},
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"Now, what would Happen, do you think, if the Goddess didn't matter?  If people stopped making the Goddess, and everything she stood for, matter?\n"},
			{command:"wait"},
			{command:"buffer", text:"I can see what happens when you think YOU don't matter!  \"Toss me out back\" indeed!\n"},
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"Tell you what- want to matter?  I think I know someone you can help, just as you are.  And believe me, right now, she needs it.\n"},
			{command:"wait"},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};
DATA_SDS_DIALOGUE["Zeke_c5_metgabe_5"]=
	{ 
		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: "Zeke",
		script: [
			{command:"buffer", text:"Now... let's see... how did this work again?\n"},
			{command:"wait"},
			{command:"buffer", text:"Ah, right- just close your eyes, and don't open them again until I say...\n"},
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"One...\n"},
			{command:"wait"},
			{command:"buffer", text:"Two...\n"},
			{command:"wait"},
			{command:"buffer", text:"You haven't closed your eyes, have you?\n"},
			{command:"wait"},
			{command:"buffer", text:"Ah well, your call.\n"},
			{command:"wait"},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};

DATA_SDS_DIALOGUE["Zeke_c5_blessing_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: false,
		blocks: true,
		title: "Zeke",
		script: [
			{command:"buffer", text:"Feeling any better?\n"},
			{command:"wait"},
			{command:"buffer", text:"You're still here, and awake, so I guess it must have gone well enough!\n"},
			{command:"wait"},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};
DATA_SDS_DIALOGUE["Zeke_c5_blessing_1"]=
	{ 
		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: "Zeke",
		script: [
			{command:"buffer", text:"Oh, and Gabe just came by to pick up the Circlet.  He was asking about you; if you hurry, you might catch him!\n"},
			{command:"wait"},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};

DATA_SDS_DIALOGUE["Zeke_c5_boss_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: false,
		blocks: true,
		title: "Zeke",
		script: [
			{command:"buffer", text:"You don't need to tell me.  I know what happened.\n"},
			{command:"wait"},
			{command:"buffer", text:"Just go where you need to go now.  That's all you can do.\n"},
			{command:"wait"},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};
DATA_SDS_DIALOGUE["Zeke_c5_boss_1"]=
	{ 
		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: "Zeke",
		script: [
			{command:"buffer", text:"Life's real easy, i'n'it, when you're good and they're bad?\n"},
			{command:"wait"},
			{command:"buffer", text:"But when the \"bad\" isn't just evil for it's own sake?  When it's just good folk doin' what they see as right, but maybe a bit too hasty?\n"},
			{command:"wait"},
			{command:"buffer", text:"What can you do?  What can you even do?\n"},
			{command:"wait"},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};
DATA_SDS_DIALOGUE["Zeke_c5_boss_2"]=
	{ 
		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: "Zeke",
		script: [
			{command:"buffer", text:"*sigh* Malfose...\n"},
			{command:"wait"},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};

DATA_SDS_DIALOGUE["Zeke_ham_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: false,
		blocks: true,
		title: "Zeke",
		script: [
			{command:"buffer", text:"*sniff* *sniff*  You just come from the Frog, girl?  You've got the smell of Brill's cookin' on ya!\n"},
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"House specialty rum ham loaf with garlic-maple glaze, sauteed onions, ginger, pepper, seventeen different chilis AND their secret mustard-horseradish spice rub if I'm not mistaken!"},
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"Aha!  I'm right, aren't I?  I can see you tearing up at the very memory of its heavenly flavor!\n"},
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"What's that?  The old girl sent you away with a piece?\nYou wouldn't be willin' to share, by any chance?\n"},
			{command:"wait"},
			{command:"chooseV", choices:{
					"It's yours!":16, 
					"I worked hard for that pig...":12,
				}
			},
			{command:"clear"},
			{command:"buffer", text:"Ahhh, well.  That you did, I suppose.  But if you change your mind, I'll still be here!\n"},
			{command:"wait"},
			{command:"return", retval:0},
			{command:"clear"},
			{command:"buffer", text:"Hoo boy, and I bet it's even still hot!  You don't know what this means to me!\n"},
			{command:"wait"},
			{command:"return", retval:1},
		] // an array of options/commands which will be evaluated in sequence
	};
DATA_SDS_DIALOGUE["Zeke_ham_1"]=
	{ 
		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:"[Ham Loaf] was taken... thankfully!"},
			{command:"wait"},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};
DATA_SDS_DIALOGUE["Zeke_ham_2"]=
	{ 
		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: "Zeke",
		script: [
			{command:"buffer", text:"An' doesn't that just hit the spot!\n"},
			{command:"wait"},
			{command:"buffer", text:"Could use a jigger of their fire cider to wash it down with, but beggars can't be choosers, eh?\n"},
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"...\n"},
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"That's a \"How in heaven has old man Zeke lived so long?\" look in your eye, isn't it?\n"},
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"Ohoho!  It's no great secret.\n"},
			{command:"wait"},
			{command:"buffer", text:"Eat well, sleep well, stay active, be grateful...\n"},
			{command:"wait"},
			{command:"buffer", text:"Oh, and I suppose having one of these babies doesn't hurt.  I was gonna leave this one to Gabe, but, well...\n"},
			{command:"wait"},
			{command:"buffer", text:"under the circumstances, I think you might get more use out of it.  Here!\n"},
			{command:"wait"},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};
DATA_SDS_DIALOGUE["Get_Ring"]=
	{ 
		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:" "},
			{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:"L"},
			{command:"pause", frames: 2},
			{command:"buffer", text:"i"},
			{command:"pause", frames: 2},
			{command:"buffer", text:"f"},
			{command:"pause", frames: 2},
			{command:"buffer", text:"e"},
			{command:"pause", frames: 2},
			{command:"buffer", text:"]"},
			{command:"pause", frames: 2},
			{command:"buffer", text:"!\n"},
			{command:"wait"},
			{command:"buffer", text:"(A curiously ordinary-looking well-worn silver ring too large for any of your fingers, but you don't have anywhere else to put it.  Maybe staying on anyway is part of its magic?)\n"},
			{command:"wait"},
			{command:"return", retval:0}
		] // an array of options/commands which will be evaluated in sequence
	};

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

		// special events
		if (GLOBAL_DIARY.check(4,"CRETACEOUS_HAM_LOAF",true) && !GLOBAL_DIARY.check(4,"LIFE_RING",true)){
			retval = "Life_Ring";
		}
		// normal plot
		else if (GLOBAL_DIARY.check(5,"BOSS")){
			retval = "GD_Zeke_c5_boss_"+line;
			line = Math.min(line+1,2);
		}
		else if (GLOBAL_DIARY.check(5,"BLESSING")){
			retval = "GD_Zeke_c5_blessing_"+line;
			line = Math.min(line+1,1);
		}
		else if (GLOBAL_DIARY.check(5,"AWAKE")){ // should only really happen after MET_GABE, but should be impossible to even get here earlier
			retval = "Zeke_reveal";
			//line = Math.min(line+1,3);
		}
		else if (GLOBAL_DIARY.check(4,"TREASURE")){
			retval = "GD_Zeke_c4_treasure_"+line;
			line = Math.min(line+1,3);
		}
		else if (GLOBAL_SCRATCHPAD.check("ZEKE_HANDOFF")){
			retval = "GD_Zeke_c4_metravi_"+line;
			line = Math.min(line+1,4);
		}
		else{
			retval = "Zeke_c4_handoff";
		}
		GLOBAL_SCRATCHPAD.note("Dlg_Zeke_Line",line);
		return retval;
	};
