<NME> Conversation_213.cs
<BEF> ADDFILE
<MSG> New spell. Maze Navigation. Recolours tiles with materials names containing the word "maze"
Conversation #213 Fintor (only one more conversation to go!)
ButtonHandlers will now printer their description when looked at.
<DFF> @@ -0,0 +1,330 @@
+﻿using UnityEngine;
+using System.Collections;
+
+public class Conversation_213 : Conversation {
+
+
+	//conversation #213
+	//string block 0x0ed5, name Fintor
+
+	public override IEnumerator main() {
+		SetupConversation (3797);
+		privateVariables[1] = 0;
+		yield return StartCoroutine(func_029d());
+		func_0012();
+		yield return 0;
+	} // end func
+	
+	void func_0012() {
+		EndConversation ();
+		privateVariables[0] = 1;
+	} // end func
+	/*
+	void func_0020() {
+		
+		int[] locals = new int[2];
+		
+		if ( (((npc.npc_goal == 5 || npc.npc_goal == 6) || npc.npc_goal == 9) && npc.npc_gtarg == 1 || npc.npc_attitude == 0) ) {
+			
+			locals[1] = 0;
+		} else {
+			
+			locals[1] = 1;
+		} // end if
+		
+		return locals[1];
+	} // end func
+	
+	void func_0063() {
+		
+		npc.npc_gtarg = 1;
+		npc.npc_attitude = 1;
+		npc.npc_goal = 6;
+		func_0012();
+	} // end func
+	
+	void func_007c() {
+		
+		npc.npc_goal = 1;
+		func_0012();
+	} // end func
+*/
+	void func_008b() {
+		
+		npc.npc_gtarg = 1;
+		npc.npc_goal = 5;
+		npc.npc_attitude = 1;
+		func_0012();
+	} // end func
+	/*
+	void func_00a4() {
+		
+		npc.npc_attitude = 6;
+	} // end func
+	
+	void func_00b1() {
+		
+		npc.npc_attitude = param1[0]play_hunger;
+		func_0012();
+	} // end func
+	
+	void func_00c2() {
+		
+		npc.npc_attitude = 2;
+		func_0012();
+	} // end func
+	
+	void func_00d1() {
+		
+		npc.npc_attitude = 1;
+		func_0012();
+	} // end func
+	*/
+	void func_00e0() {
+		
+		func_0012();
+	} // end func
+	/*
+	void func_00ea() {
+		
+		param1[1] = game_days;
+		param1[2] = game_mins;
+	} // end func
+	
+	void func_0106() {
+		
+		int[] locals = new int[5];
+		
+		locals[2] = game_days - param2[1];
+		locals[3] = game_mins - param2[2];
+		if ( locals[3] < 0 ) {
+			
+			locals[3] = locals[3] + 1440;
+			locals[2] = locals[2] - 1;
+		} // end if
+		
+		if ( locals[2] >= param1[1] && locals[3] >= param1[2] ) {
+			
+			locals[1] = 1;
+		} else {
+			
+			locals[1] = 0;
+		} // end if
+		
+		return locals[1];
+	} // end func
+	
+	void func_018f() {
+		
+		param1[1] = game_days - param3[1];
+		param1[2] = game_mins - param3[2];
+		if ( param1[2] < 0 ) {
+			
+			param1[2] = param1[2] + 1440;
+			param1[1] = param1[1] - 1;
+		} // end if
+		
+		param1[1] = param2[1] - param1[1];
+		param1[2] = param2[2] - param1[2];
+		if ( param1[2] < 0 ) {
+			
+			param1[2] = param1[2] + 1440;
+			param1[1] = param1[1] - 1;
+		} // end if
+		
+	} // end func
+	
+	void func_0243() {
+		
+		param1[1] = game_days - param2[1];
+		param1[2] = game_mins - param2[2];
+		if ( param1[2] < 0 ) {
+			
+			param1[2] = param1[2] + 1440;
+			param1[1] = param1[1] - 1;
+		} // end if
+		
+	} // end func
+	*/
+	IEnumerator func_029d() {
+		
+		int[] locals = new int[155];
+		
+		yield return StartCoroutine(say( "Tyball!  At last we meet!  I have been warned of thee.  After years of imprisonment, I will finally have my revenge!" ));
+		locals[1] = 2;
+		locals[2] = 3;
+		locals[3] = 0;
+		yield return StartCoroutine(babl_menu (0,locals,1));   locals[22] = PlayerAnswer;
+		switch ( locals[22] ) {
+			
+		case 1:
+			
+			goto label_0322;
+			
+			break;
+			
+		case 2:
+			
+			goto label_02e2;
+			
+			break;
+			
+		} // end switch
+		
+	label_02e2:;
+		
+		yield return StartCoroutine(say( "We shall see.  Now, prepare to die!" ));
+		locals[23] = 5;
+		locals[24] = 6;
+		locals[25] = 0;
+		yield return StartCoroutine(babl_menu (0,locals,23));   locals[44] = PlayerAnswer;
+		switch ( locals[44] ) {
+			
+		case 1:
+			
+			Time.timeScale =SlomoTime; yield return new WaitForSeconds(WaitTime);func_008b();yield break;
+			break;
+			
+		case 2:
+			
+			goto label_0322;
+			
+			break;
+			
+		} // end switch
+		
+	label_0322:;
+
+		yield return StartCoroutine(say( "Not Tyball, eh?  True, thou dost look rather scrawny, not like a powerful mage at all.  Let me see, a test, a test... Aha!  Now answer me truly - what dost thou know of the secret doors in the tombs?" ));
+		locals[45] = 8;
+		locals[46] = 9;
+		locals[47] = 10;
+		locals[48] = 0;
+		//locals[66] = babl_menu( 0, locals[45] );
+		yield return StartCoroutine(babl_menu (0,locals,45));   locals[66] = PlayerAnswer;
+		switch ( locals[66] ) {
+			
+		case 1:
+			
+			goto label_03b6;
+			
+			break;
+			
+		case 2:
+			
+			goto label_03b6;
+			
+			break;
+			
+		case 3:
+			
+			goto label_0376;
+			
+			break;
+			
+		} // end switch
+		
+	label_0376:;
+		
+		yield return StartCoroutine(say( "Ah!  So thou art Tyball after all!  Finally, we meet again!" ));
+		locals[67] = 12;
+		locals[68] = 13;
+		locals[69] = 0;
+		//locals[88] = babl_menu( 0, locals[67] );
+		yield return StartCoroutine(babl_menu (0,locals,67));   locals[88] = PlayerAnswer;
+		switch ( locals[88] ) {
+			
+		case 1:
+			
+			Time.timeScale =SlomoTime; yield return new WaitForSeconds(WaitTime);func_008b();yield break;
+			break;
+			
+		case 2:
+			
+			goto label_03b6;
+			
+			break;
+			
+		} // end switch
+		
+	label_03b6:;
+		
+
+		yield return StartCoroutine(say( "Secret doors?  Who told thee of these secret doors?  Did he tell thee of the chasm of fire they lead to, as well?  It's becoming  impossible to keep a secret around here these days." ));
+		locals[89] = 15;
+		locals[90] = 16;
+		locals[91] = 0;
+		//locals[110] = babl_menu( 0, locals[89] );
+		yield return StartCoroutine(babl_menu (0,locals,89));   locals[110] = PlayerAnswer;
+		switch ( locals[110] ) {
+			
+		case 1:
+			
+			goto label_03f6;
+			
+			break;
+			
+		case 2:
+			
+			goto label_03f6;
+			
+			break;
+			
+		} // end switch
+		
+	label_03f6:;
+		
+
+		yield return StartCoroutine(say( "Well, don't tell anyone, but I hid some things over there.  But that's not important." ));
+		locals[111] = 18;
+		locals[112] = 19;
+		locals[113] = 0;
+		//locals[132] = babl_menu( 0, locals[111] );
+		yield return StartCoroutine(babl_menu (0,locals,111));   locals[132] = PlayerAnswer;
+		switch ( locals[132] ) {
+			
+		case 1:
+			
+			goto label_0476;
+			
+			break;
+			
+		case 2:
+			
+			goto label_0436;
+			
+			break;
+			
+		} // end switch
+		
+	label_0436:;
+		
+		yield return StartCoroutine(say( "I do not remember what they were.  That was years and years ago, or so it seems..." ));
+		locals[133] = 21;
+		locals[134] = 22;
+		locals[135] = 0;
+		//locals[154] = babl_menu( 0, locals[133] );
+		yield return StartCoroutine(babl_menu (0,locals,133));   locals[154] = PlayerAnswer;
+		switch ( locals[154] ) {
+			
+		case 1:
+			
+			goto label_0476;
+			
+			break;
+			
+		case 2:
+			
+			Time.timeScale =SlomoTime; yield return new WaitForSeconds(WaitTime);func_00e0();yield break;
+			break;
+			
+		} // end switch
+		
+	label_0476:;
+
+		yield return StartCoroutine(say( "Tyball!  It is thee again!  Thou hast defeated and imprisoned me already. Now leave me in peace." ));
+		Time.timeScale =SlomoTime; yield return new WaitForSeconds(WaitTime);func_00e0();yield break;
+	} // end func
+
+
+}

New spell. Maze Navigation. Recolours tiles with materials names containing the word "maze" Conversation #213 Fintor (only one more conversation to go!) ButtonHandlers will now printer their description when looked at.