
#####################################################################
#					KROGNEATH		
#####################################################################
label interact_krogneath(interaction, item = False, tags=[]):

    if False:
        kro "\"I don't know you, Human.\""

        return()

    #####################################################################
    #                USE ITEM ON
    #####################################################################
    if interaction == "use":
        "You better not do that."

    #####################################################################
    #                DIRECT INTERACT
    #####################################################################
    elif interaction == "interact":
        $ mCondOptions = [
            "Buy Weapons/m", "True",
            "Chat/c", "True",
            "Done/x", "True"
        ]

        # Compile options

        while True:
            call screen menu_interactive_scr(" ", mCondOptions, [])
            play sound "audio/click.wav"
            if _return == "Done":
                return()

            #####################################################################
            #                MISSIONS
            #####################################################################

            elif _return == "Buy Weapons":
                if "pirate_affiliate" not in GAME.mc.done:
                    kro "\"I sell weapons only to members and affiliates...\""
                elif GAME.mc.attr["NOT"] < 5:
                    kro "\"Never heard of your exploits.\""
                    mc "{i}\"Hmm, I better up my notoriety a bit to impress him...\"{/i}"
                else:
                    kro "\"Visit me in my ship during the day.\""
                    $ renpy.say(kro, vary("\"I just ordered a bottle of Voronian Vortex...|I'm out with my pet tonight...|I have other business to attend to now...|I have other plans tonight...\""))
                    
    
            #####################################################################
            #                IDLETALK
            #####################################################################

            elif _return == "Chat":

                #####################################################################
                #                CHAT INTERCEPTS
                #####################################################################
                if GAME.questSys.inProgress("QID_SERAPHINE_KRELL_SPONSOR"):
                    queue sound "audio/notify.wav"
                    mc "\"As a good customer, I need a favour...\""
                    kro "\"What kind of favour?\""
                    mc "\"I need an Endorsement for trade missions into Krell Space...\""
                    kro "\"Our Systems are dangerous places for Non-Krell.\""
                    kro "\"You seem capable enough to not embarass me, Human.\""
                    kro "\"And more trade is always good.\""
                    kro "\"Especially if it helps to crush your opposition.\""
                    kro "\"Rule of Commerce 43...\""
                    mc "\"Ahem, ...of course.\""
                    kro "\"I will inform the Grand Trademaster regarding my Endorsement.\""
                    kro "\"Bring me Krell Bio-Wares from time to time.\""
                    kro "\"Those are hard to get here and yield a considerable profit in Iltari.\""
                    kro "\"And don't make me look bad.\""
                    mc "\"I will do my best.\""
                    kro "\"One other thing...\""
                    mc "\"Yes?\""
                    kro "\"One day, and that day might never come, I will ask you for a favour in return...\""
                    mc "\"I see.\""
                    mc "\"Agreed.\""
                    $ GAME.mc.hasDone("endorsement_krogneath")
                    $ GAME.starSys["SSIDArellarti"].unlocked = True
                    call simple_notify("STAR SYSTEM UNLOCKED", "Arellarti (Krell Space)", ["Continue"], "05_gui/ico_gui_quest.png") from _call_simple_notify_10                   
                    call quest_updater() from _call_quest_updater_43
                    return()
                    
                elif GAME.questSys.inProgress('QID_TRIS_PET_KICKOFF'):
                    queue sound "audio/notify.wav"
                    kro "\"Ah, thank you for finally showing up...\""
                    mc "\"I was delayed in Arellarti...\""
                    mc "\"Things got kind of out of hand there...\""
                    kro "\"Yes, I've heard.\""
                    mc "\"You did?\""
                    kro "\"Really outlandish things if you ask me...\""
                    kro "\"A Princess enters the System but then mysteriously escapes...\""
                    kro "\"It is rumoured three Krell Lashers were destroyed!\""
                    kro "\"A foreign agent, if you ask me..."
                    mc "\"Maybe the Lizard People of Zebulon Three?\""
                    kro "\"Maybe...\""
                    kro "\"I have no doubt they will find the perpetrator...\""
                    mc "\"Certainly.\""
                    kro "\"But back to business...\""
                    kro "\"I need your services...\""
                    mc "\"In what capacity?\""
                    kro "\"I have had a string of bad luck with logistics lately.\""
                    kro "\"I need for someone to go to Arellarti and procure Krell Speciality Goods for me.\""
                    mc "\"Which goods?\""
                    kro "\"Plasmoid Spheres, Bio Activators or Bio Weapons.\""
                    kro "\"Any of those are fine, but I need at least 100t.\""
                    mc "\"I'll get right to it.\""
                    kro "\"You can expect a handsome profit delivering them to me.\""
                    kro "\"They sell for a premium here in Iltari System.\""
                    mc "\"I'll be back with the wares soon.\""
                    kro "\"Excellent.\""
                    $ krogneath.hasDone("delivery_request")
                    call quest_updater() from _call_quest_updater_44
                    return()

                #####################################################################
                #				REGULAR CHAT
                #####################################################################
                $ chat = [
                    [["kr"],"any", "DIAGeneric001", {}, "True", [],
                    [ "kr", "<The most beautiful women in the Sector serve onboard my ship...|I like human women...|I like gold...|What do you think of my latest pet?>",
                    "mc", "<Well,...|Interesting...|Ahem...>"]
                    ]
                ]

                call npc_talk(krogneath, chat) from _call_npc_talk

#####################################################################
#					VIGO		
#####################################################################
label interact_vigo(interaction, item = False, tags=[]):

    if  "met_vigo" not in GAME.mc.done:
        queue sound "audio/notify.wav"
        vig "\"A new face...\""
        vig "\"Interesting.\""
        vig "\"You're not from around here?\""
        mc "\"Ahem,... you could say that.\""
        vig "\"Nimhe said you would come by...\""
        vig "\"Give her my thanks for the present...\""
        mc "\"I will.\""
        vig "\"Down to business.\""
        vig "\"What do you want here?\""
        mc "\"I'd like to explore the, ahem... commercial possibilities of this base.\""
        mc "\"Selling bots, buying weapons...\""
        vig "\"Hold your horses.\""
        vig "\"A landing permit is one thing.\""
        vig "\"Doing business is another.\""
        mc "\"It is?\""
        vig "\"I might endorse your membership in our association...\""
        vig "\"...if you do me a small favour.\""
        mc "\"What kind of favour?\""
        vig "\"There is Ghad, a troublesome individual, you could deal with for me.\""
        vig "\"He is hiding in the Asteroid Field.\""
        vig "\"Preying on colonists, engaging in slave trade and the likes...\""
        vig "\"That's bad for business...\""
        vig "\"Drive him out and you'll be approved for doing business here.\""
        mc "\"I'd probably need some form of weapon for that...\""
        vig "\"If you don't want to be killed, yes.\""
        vig "\"A shield would be advisable too.\""
        mc "\"Where can I get those?\""
        vig "\"Iltari Station sells some basic gear.\""
        vig "\"You can ask there for a weapons license.\""
        vig "\"You need that anyway for 'camouflage'.\""
        vig "\"Can't have people flying around here flouting their illegal weapons...\""
        vig "\"That would draw undue attention.\""
        mc "\"Fine, I'll get one.\""
        vig "\"Come back once you have.\""
        $ GAME.mc.hasDone("met_vigo")
        call quest_updater() from _call_quest_updater_45
        return()

    if GAME.questSys.inProgress("QID_PIRATE_TASK"):
        vig "\"You have a task to do.\"" 
        return()

    if GAME.questSys.inProgress("QID_PIRATE_LANDING"):
        queue sound "audio/notify.wav"
        vig "\"Excellent, you defeated Ghad.\""
        vig "\"Good riddance.\"" 
        vig "\"I hereby assign you the title of 'Affiliate'.\""
        vig "\"This should give you access to weapons and more.\""
        vig "\"Also, if you are interested in hiring help...\""
        vig "\"Khelara, an acquaintance of mine is available for hire.\""
        vig "\"She's an excellent engineer.\""
        mc "\"Great!\""
        mc "\"I will consider that.\""
        vig "\"As Affiliate, you're eligible for transport or bounty missions.\""
        vig "\"Those will help you make a name for yourself.\""
        mc "\"Thanks.\""
        $ GAME.mc.hasDone("pirate_affiliate")
        call quest_updater() from _call_quest_updater_46
        call quest_updater() from _call_quest_updater_47
        call quest_updater() from _call_quest_updater_48
        return()
       

    #####################################################################
    #                USE ITEM ON
    #####################################################################
    if interaction == "use":
        "You better not do that."

    #####################################################################
    #                DIRECT INTERACT
    #####################################################################
    elif interaction == "interact":
        $ mCondOptions = [
            "Base Purchase/b", "'base_talk' in vigo.done and not GAME.base.unlocked", # CR-XXXX
            "Missions/m", "True",
            "Combat Advice/a", "True",
            "Chat/c", "True",
            "Done/x", "True"
        ]

        # Compile options

        while True:
            call screen menu_interactive_scr(" ", mCondOptions, [])
            play sound "audio/click.wav"
            if _return == "Done":
                return()

            #####################################################################
            #                MISSIONS
            #####################################################################

            elif _return == "Base Purchase":
                queue sound "audio/notify.wav"
                mc "\"I've made up my mind.\""
                mc "\"I would like to purchase the Base on Tenaris...\""
                vig "\"Excellent.\""
                vig "\"Approve the Credit Transfer here...\""
                queue sound "audio/notify.wav"
                call simple_notify("TRANSFER REQUEST", "Amount: 4,500,000 Cr", ["Authorize", "Abort"], "08_items/ico ITMCoin.png") from _call_simple_notify_11
                if _return == "Abort":
                    vig "\"Don't wait too long.\""
                    vig "\"There might be other takers...\""
                elif _return == "Authorize" and GAME.money < 4500000: # CR-0877
                    mc "\"I don't have the amount yet.\""
                    vig "\"I see...\""
                else:                
                    mc "\"Here you go...\""
                    call transaction("Base Purchase", -4500000, True) from _call_transaction
                    vig "\"Great.\""
                    vig "\"Make the most of it.\""
                    queue sound "audio/notify.wav"
                    call simple_notify("PLAYER BASE TENARIS", "You have acquired a Base!", ["Continue"], "05_gui/ico Ship.png", "orange") from _call_simple_notify_12      
                    mc "\"I will.\""
                    $ GAME.base.unlocked = True     
                    $ GAME.surfaces["SUIDTenaris"].found = True     

  
            #####################################################################
            #                MISSIONS
            #####################################################################

            elif _return == "Missions":
                if not "pirate_affiliate" in GAME.mc.done:
                    vig "\"For members and affiliates only.\""
                else:
                    # Note: missions are created in night_passes 
                    vig "\"Available missions are continously transmitted to your data terminal.\""
                    if not GAME.mc.hasDone("concerns_missions"):
                        vig "\"They will be updated nightly.\""
                        mc "\"Are these transmissions safe?\""
                        vig "\"What do you mean?\""
                        mc "\"Some of those missions might not be exactly legal...\""
                        vig "\"They are encrypted to your transponder code.\""
                        vig "\"Perfectly safe.\""
                        mc "\"I see.\""
                    else:
                        mc "\"Ah yes.\""
                    # select mission
                    # call screen mission_selector_scr(vigo.missions)
                    # if _return:
                    #     $ mission = _return[1]
                    #     $ fee = int(mission.reward*0.05)
                    #     if len(GAME.missionSys.getDueMissions()) > 2:
                    #         vig "\"I suggest you finish those missions you have already.\""
                    #     elif GAME.money < fee:
                    #         vig "\"You can't afford the signing bonus.\""
                    #     else:
                    #         call transaction("Signing Fees", -fee, True)
                    #         $ GAME.missionSys.acceptMission(mission)
                    #         vig "\"Signing herewith confirmed.\""
                    #         vig "\"Don't kill yourself.\""
                    #         $ vigo.missions.remove(mission)
                    # else:
                    #     mc "\"Maybe another time...\""
                    #     vig "\"Suit yourself.\""

            #####################################################################
            #                COMBAT ADVICE
            #####################################################################

            elif _return == "Combat Advice":

                #######################################################
                #				REGULAR CHAT
                #####################################################################
                $ advice = [
                    [["vi"],"any", "ADVMOBGEN", {}, "True", [],
                    [ "vi", "<It is advisable to take cover and end your turn before the enemy attacks.>",
                    "mc", "<I see...|Interesting.>"]
                    ],

                    [["vi"],"daily", "ADVMOBMAR", {}, "True", [],
                    [ "vi", "<Marauders have only light shields and cannons.>",
                    "vi", "<They should be easily defeatable with basic equipment.>",
                    "mc", "<I see..|Interesting.>"]
                    ],

                    [["vi"],"daily", "ADVMOBBRI", {}, "True", [],
                    [ "vi", "<Brigands have medium shields and cannons.>",
                    "vi", "<A neutronium shield and cannon is recommended.>",
                    "mc", "<I see...|Interesting.>"]
                    ],

                    [["vi"],"daily", "ADVMOBEXE", {}, "True", [],
                    [ "vi", "<Executors are heavily armed and shielded.>",
                    "vi", "<Go well prepared.>",
                    "vi", "<Quantum gear and at least neutronium torpedoes are recommended.>",
                    "vi", "<They spawn seeker drones, that will home in and detonate in proximity.>",
                    "mc", "<I see...|Interesting.>"]
                    ],

                    [ ["vi"],"daily", "ADVMOBKRE", {}, "True", [],
                    ["vi", "<Krell Lashers are heavily armed and shielded.>",
                    "vi", "<Go well prepared.>",
                    "vi", "<Quantum gear and at least neutronium torpedoes are recommended.>",                    
                    "vi", "<Take out their seeker with torpedoes and make use of their area effect.>",
                    "vi", "<Never end your actions without taking cover.>",
                    "vi", "<And have your engine geared up with dynamics modules...>",                    
                    "mc", "<I see...|Interesting.>"]],

                    [["vi"],"daily", "ADVMOBSWA", {}, "True", [],
                    [ "vi", "<Swarms attack in open space with little cover.>",
                    "vi", "<They have medium shields and weapons.>",
                    "vi", "<Take out groups at a time by maneuvering intelligently.>",
                    "vi", "<Without neutronium or better torpedoes you will not prevail.>",
                    "mc", "<I see...|Interesting.>"]
                    ]                                   
                ]

                call npc_talk(vigo, advice) from _call_npc_talk_1            
            #####################################################################
            #                IDLETALK
            #####################################################################

            elif _return == "Chat":

                #####################################################################
                #                CHAT INTERCEPTS
                #####################################################################
                if GAME.base.unlocked == False and GAME.mc.getAttr("NOT")+GAME.mc.getAttr("REP") >= 30 and "base_talk" not in vigo.done: # CR-0582
                    $ vigo.hasDone("base_talk") # CR-XXXX
                    queue sound "audio/notify.wav"
                    vig "\"If it isn't Captain [GAME.mc.name]!\""
                    mc "\"The same...\""
                    vig "\"You've left quite an impression in this system...\""
                    mc "\"Thank you...\""
                    vig "\"I might have an opportunity for you to improve your Merchant credibility further...\""
                    mc "\"Really?\""
                    vig "\"As it happens, I have acquired a small Base on Tenaris...\""
                    vig "\"It is well hidden and can be used to store goods and for other things...\""
                    mc "\"Sounds interesting...\""
                    vig "\"I am willing to part with it as I cannot visit Tenaris as often as I like...\""
                    vig "\"For an appropriate sum I would be willing to sell it to you.\""
                    vig "\"You will get the Base Access Keys and the Coordinates on Tenaris' surface...\""
                    mc "\"How much will this set me back?\""
                    vig "\"4.5 Million...\""
                    mc "\"Whooaahh...\""
                    vig "\"A reasonable price for a Base of your own...\""
                    mc "\"I need to think about it...\""
                    vig "\"Let me know once you made up your mind...\""
                    mc "\"I will...\""

                #####################################################################
                #				REGULAR CHAT
                #####################################################################
                $ chat = [
                    [["vi"],"any", "DIAGeneric001", {}, "True", [],
                    [ "vi", "<The bribes I pay are killing me...|The Krell are getting more difficult to control with each day...|That Precursor Junkyard attracts adventurers of the craziest kind...|Some more dangerous brigands transport spare AI-Cores...>",
                    "mc", "<Is that so?|Indeed.|Really?|Interesting.>"]
                    ]
                ]

                call npc_talk(vigo, chat) from _call_npc_talk_2

#####################################################################
#					TERI		
#####################################################################
label interact_teri(interaction, item = False, tags=[]):

    if False:
        ter "\"I'm busy.\""

        return()

    #####################################################################
    #                USE ITEM ON
    #####################################################################
    if interaction == "use":
        "You better not do that."

    #####################################################################
    #                DIRECT INTERACT
    #####################################################################
    elif interaction == "interact":
        $ mCondOptions = [
            "Chat/c", "True",
            "Done/x", "True"
        ]

        # Compile options

        while True:
            call screen menu_interactive_scr(" ", mCondOptions, [])
            play sound "audio/click.wav"
            if _return == "Done":
                return()
            
            #####################################################################
            #                IDLETALK
            #####################################################################

            elif _return == "Chat":

                #####################################################################
                #                CHAT INTERCEPTS
                #####################################################################
                if False:
                    return()
                    
                #####################################################################
                #				REGULAR CHAT
                #####################################################################
                $ chat = [
                    [["te"],"any", "DIATeri001", {}, "True", [],
                    [ "te", "<Once Krogneath offered me my weight in gold...|Tipping has gone down lately...|We're always looking for bots improving our Arcade|The Entertainment Floor is currently under renovation...|Did you know that Krogneath's latest pet is a real Princess?|I heard they do Ponygirl Races at The Dome...|I once worked as an extra in a Galaxina Episode...>",
                    "mc", "<Is that so?|Indeed.|Really?|Interesting.>"]
                    ],
                    [["te"],"daily", "DIATeri002", {}, "True", [],
                    [   "mc", "<I like your outfit...|Nice rack...>",
                        "te", "<I wear the required service personnel outfit.|Every thing you see is natural...|Working with my tits out took some getting used to...|It greatly helps with tips...>",
                        "te", "<I wish we were allowed bottoms, though.| I wish my outfit came with bottoms, though...>",
                        "mc", "<I see.>"]
                    ],
                    [["te"],"daily", "DIATeri003", {}, "True", [],
                    [   "mc", "<Is the Upper Floor open?>",
                        "te", "It's under renovation.",
                        "mc", "<I see.|Interesting...>"]
                    ],        
                    [["te"],"daily", "DIATeri004", {}, "True", [],
                    [   "mc", "<Do you have Bots or, ahem... Service Personnel on the Upper Floor?>",
                        "te", "Both.",
                        "mc", "<I see.|Interesting...>"]
                    ],    
                    [["te"],"daily", "DIATeri005", {}, "True", [],
                    [   "mc", "<Do you work on the Upper Floor as well?>",
                        "te", "Occasionally.",
                        "mc", "<I see.|Interesting...>"]
                    ]                  
                ]

                call npc_talk(teri, chat) from _call_npc_talk_3

#####################################################################
#					VERITY		
#####################################################################
label interact_verity(interaction, item = False, tags=[]):
    if False:
        vet "\"I'm busy.\""

        return()

    #####################################################################
    #                USE ITEM ON
    #####################################################################
    if interaction == "use":
        if item.kind == "drink":
            queue sound "audio/notify.wav"
            if not verity.hasDoneToday("drink"):
                vet "\"Nice, free drinks!\""
                $ GAME.mc.remItem(item.ID)
                $ verity.doneToday.append(item.ID)
                queue sound "audio/notify.wav"
                call attr_mod(verity, "APP", 1, 8, 100, True) from _call_attr_mod_11
                queue sound "audio/potion.wav"
                vet "\"Has a great twist to it!\""           
            elif verity.doneToday.count("drink") == 1:
                $ GAME.mc.remItem(item.ID)
                $ verity.doneToday.append("drink")
                $ verity.doneToday.append(item.ID)
                queue sound "audio/notify.wav"
                vet "\"Nice, another one...\""
                queue sound "audio/potion.wav"
                vet "\"Tastes great!\""
                vet "\"I'd like to have such a replicator...\""
            else:
                vet "\"I should slow down with the drinks...\""
                vet "\"I need to move a bit to work that off...\""
                return()

        elif item.ID in ["ITMFlyboy01", "ITMFlyboy02"]:
            vet "\"Flyboy Magazine!\""
            vet "\"I had a Special in one of those once!\""
            mc "\"Interesting...\""

        elif item.ID == "ITMOutfitPony":
            vet "\"Oh, a Ponygirl Costume!\""
            vet "\"Quexnor had me wear these for promotion events...\""
            vet "\"Mine was golden and had a white plume!\""

        elif item.ID == "ITMShaverKrell":
            vet "\"A Pet Shaver!\""
            vet "\"I used one of those while working for Quexnor...\""
            vet "\"Krell like their Pets well shaved...\""
            mc "\"Indeed...\""

        else:
            mc "{i}\"I better not do that...\"{/i}"


    #####################################################################
    #                DIRECT INTERACT
    #####################################################################
    elif interaction == "interact":
        $ mCondOptions = [
            "Bridge Tour/b", "verity.doneToday.count('ITMDrinkStarburst69') >= 2",
            "Pole Dance/d", "verity.doneToday.count('drink') >= 2",
            "Chat/c", "True",
            "Done/x", "True"
        ]

        # Compile options

        while True:
            call screen menu_interactive_scr(" ", mCondOptions, [])
            play sound "audio/click.wav"
            if _return == "Done":
                return()
            #####################################################################
            #              BRIDGE TOUR
            #####################################################################
            elif _return == "Bridge Tour":
                mc "\"Would you care for a visit on the Bridge?\""
                vet "\"Awesome!\""
                hide screen displayPresentActors
                scene intermission with fade 
                "A while later..."
                scene expression("10_anims/ani_verity_bridge_00.jpg") with fade 
                window hide 
                pause
                vet "\"Let's go!\""
                scene ani_verity_bridge with fade 
                window hide 
                pause 
                queue sound "audio/squish.wav"
                mc "\"Aaaarghhh\"" with whiteflash 
                queue sound "audio/squish.wav"
                mc "\"Aaaarghhh\"" with whiteflash 
                queue sound "audio/squish.wav"
                scene expression("10_anims/ani_verity_bridge_00.jpg") with whiteflash
                mc "\"Aaaarghhh\"" 
                vet "\"I better get home now...\""
                scene room_bridge_smart with fade
                vet "\"Thanks for the 'tour'...(giggle...)\""
                mc "\"My pleasure...\""
                vet "\"See you later...\""
                $ GAME.galleryAdd(111)
                call attr_mod(verity, "SLU", 1,2,100, True) from _call_attr_mod_12
                call hour_passes() from _call_hour_passes_22
                $ GAME.mc.hasDoneToday("verity_met")
                $ GAME.mc.tally["Last Done (Day)"] = GAME.day
                call sandbox_interior_navigate_to("LOCBridge") from _call_sandbox_interior_navigate_to_16
                return()

            #####################################################################
            #              POLEDANCE
            #####################################################################
            elif _return == "Pole Dance":
                if not verity.hasDone("poledance_intro"):
                    mc "\"Did you see our nice Dancing Stage?\""
                    vet "\"Yes!\""
                    vet "\"Even with a Pole!\""
                    mc "\"Do you know how to use it?\""
                    vet "\"Of course!\""
                    vet "\"I often danced for Quexnor's guests...\""
                    mc "\"Let's see it then...\""
                else:
                    mc "\"How about a Dance Performance?\""

                if verity.getAttr("APP") <= 6:
                    vet "\"Next time...\""
                    mc "\"I'll remind you...\""
                    queue sound "audio/drone_beep.wav"
                    bb2 "\"I will too!\""
                    vet "\"I promise!\""
                    return()
                vet "\"Challenge accepted!\""
                vet "\"Let me get prepared real quick...\""
                queue sound "audio/equip.wav"
                hide screen displayPresentActors
                play music "audio/sjx_custom_spacebar.mp3" 
                scene expression("06_cutscenes/cutscene_verity_pole_start.jpg") with fade
                window hide 
                pause 
                if not verity.hasDone("nude_comment"):
                    mc "\"You're dancing naked?\""
                    vet naked "\"Of course...\""
                else:
                    vet naked "\"Let's go.\""
                scene intermission with fade 
                "Verity proceeds to show off her skills..."
                scene expression("06_cutscenes/cutscene_verity_pole_APP_{}.jpg".format(capValue(verity.getAttr("APP"),5,8))) with fade 
                window hide 
                pause
                queue sound "audio/drone_beep.wav"
                $ renpy.say(bb2, vary("\"<Impressive...|Almost as good as Captain Jennings...|Excellent coordination...|Quite talented...|Well practiced...>\""))
                if verity.getAttr("APP") in [7,8]:
                    $ GAME.galleryAdd({7:108, 8:109}[verity.getAttr("APP")])
                vet naked "\"That was fun....\""
                stop music fadeout 2.0
                scene room_mess_room_smart with fade
                vet "\"I better get back now...\""
                vet "\"Thanks for the invitation...\""
                mc "\"My pleasure...\""
                call hour_passes() from _call_hour_passes_23
                $ GAME.mc.hasDoneToday("verity_met")
                return()
            #####################################################################
            #                IDLETALK
            #####################################################################

            elif _return == "Chat":

                #####################################################################
                #                CHAT INTERCEPTS
                #####################################################################
                if False:
                    return()
                    
                #####################################################################
                #				REGULAR CHAT
                #####################################################################
                $ chat = [
                    [["vet"],"any", "DIAVerity001", {}, "True", [],
                    [ "vet", "<Iltari Station is quite boring...>",
                    "mc", "<At least it is safe...|Indeed.>"]
                    ],
                    [["vet"],"any", "DIAVerity002", {}, "True", [],
                    [ "vet", "<Vortex based cocktails are the best!>",
                    "mc", "<I can imagine...|They should be...|I heard that much...>"]
                    ],
                    [["vet"],"any", "DIAVerity003", {}, "True", [],
                    [ "vet", "<Krell really can party!|Krell have tons of money!>",
                    "mc", "<I've heard these rumours...|That's what people say...>"] # CR-0858
                    ],
                                      
                ]
                call npc_talk(verity, chat) from _call_npc_talk_4
    return()

#####################################################################
#					AUDRA		
#####################################################################
label interact_audra(interaction, item = False, tags=[]):

    if audra.getAttr("APP") <= 0 and GAME.mc.getTally("Slaves Rescued") == 0:
        aud "\"I'm busy drinking.\""
        return()

    #####################################################################
    #                USE ITEM ON
    #####################################################################
    if interaction == "use":

        if item.ID == "ITMLiquorDrengar" and "drink" not in audra.doneToday:
            aud "\"A full bottle is a bit much but I wouldn't mind a cocktail...\""
        
        elif item.ID == "ITMLiquorDrengar":
            aud "\"You better be careful with that.\""
            aud "\"I heard it can throw a wrench in your gears if you're male...\""
            aud "\"Standing power wise...\""
            mc "\"Yeah, definitely.\""
        
        else:
            "You better not do that." 
        return()   

    if audra.getAttr("APP") <= 0 and GAME.mc.getTally("Slaves Rescued") > 0 and "expressed_app" not in audra.doneToday:
        queue sound "audio/notify.wav"
        aud "\"Heard regarding the Slaves you rescued.\""
        mc "\"You did?\""
        aud "\"Good job.\""
        mc "\"Thank you.\""
        aud "\"Haven't seen you around here...\""
        mc "\"I'm [GAME.mc.name], a ahem... merchant passing through these systems...\""
        aud "\"My name is Callan, Sergeant in the Iltari Space Guard.\""
        mc "\"Just Callan, no last name?\""
        aud "\"Callan is my last name.\""
        mc "\"No first name?\""
        aud "\"Audra.\""
        mc "\"Pleasure meeting you, Audra, ahem... Sergeant\""
        $ audra.name = "Audra"
        aud "\"Audra is fine.\""
        aud "\"Keep up the good work.\""
        call attr_mod(audra,"APP", 1,1,100 ,True) from _call_attr_mod_13
        $ audra.hasDoneToday("expressed_app")
        return()

    elif GAME.mc.getTally("Slaves Rescued") >= 5 and audra.getAttr("APP") < 2 and "expressed_app" not in audra.doneToday:
        queue sound "audio/notify.wav"
        aud "\"Good to hear you are continuing your efforts.\""
        aud "\"Slavery needs to be stamped out!\""
        mc "\"Glad I could be of service to Iltari.\"" 
        aud "\"Keep up the good work.\""
        call attr_mod(audra,"APP", 1,2,100 ,True) from _call_attr_mod_14
        $ audra.hasDoneToday("expressed_app")

    elif GAME.mc.getTally("Slaves Rescued") >= 10 and audra.getAttr("APP") < 3 and "expressed_app" not in audra.doneToday:
        queue sound "audio/notify.wav"
        aud "\"Great job again out in the System.\""
        aud "\"Slavery is a scourge to be abolished!\""
        mc "\"Glad I could be of service to Iltari.\"" 
        aud "\"I am beginning to like you, you know.\""
        call attr_mod(audra,"APP", 1,3,100 ,True) from _call_attr_mod_15
        $ audra.hasDoneToday("expressed_app")

    elif GAME.mc.getTally("Slaves Rescued") >= 20 and audra.getAttr("APP") < 4 and "expressed_app" not in audra.doneToday:
        queue sound "audio/notify.wav"
        aud "\"The Freedom Champion of Iltari!\""
        aud "\"Great Job!\""
        mc "\"Glad I could help.\"" 
        aud "\"Keep up the good work!\""
        call attr_mod(audra,"APP", 1,4,100 ,True) from _call_attr_mod_16
        $ audra.hasDoneToday("expressed_app")



    #####################################################################
    #                DIRECT INTERACT
    #####################################################################
    elif interaction == "interact":
        # Compile options
        $ mCondOptions = [
            "Chat/c", "True",
            "Buy Drink/b", "audra.getAttr('APP') >= 1",
            "Invite Over/a", "audra.getAttr('APP') >= 4 and 'drink' in audra.doneToday",            
            "Done/x", "True"
        ]
        mc "\"Hi again.\""
        aud "\"Hello.\""
        while True:
            call screen menu_interactive_scr(" ", mCondOptions, [])
            play sound "audio/click.wav"
            if _return == "Done":
                return()

            #####################################################################
            #                INVITE OVER
            #####################################################################
            elif _return == "Invite Over":
                mc "\"You care to take a, ahem... tour of my ship?\""
                aud "\"I wouldn't mind actually...\""
                mc "\"Great, let's go.\""
                stop music fadeout 2.0
                $ audra.hasDoneToday("tour_ship")
                hide screen displayPresentActors
                call cutscene("audra_sex") from _call_cutscene
                return()

            #####################################################################
            #                DRINK
            #####################################################################
            elif _return == "Buy Drink":    
                if audra.hasDoneToday("drink"):
                    aud "\"Thanks for the offer, but I've had enough drinks for tonight...\""
                    aud "\"Need to be careful with those Drengarian cocktails...\""
                else:
                    "You buy Audra a Drengarian Ice-Tea."
                    queue sound "audio/notify.wav"
                    aud "\"Much appreciated.\""
                    aud "\"Those Drengarian Ice-Teas are no joke...\""
                    $ renpy.say (aud, vary("\"<I once had three of those and was dancing naked on the tables...|One is already enough if you're no Drengarian...|The best choice if you want to get hammered...|They are illegal in some stations...|Too many of those and you'll pass out without fail...>\""))
                    $ audra.hasDoneToday("drink")

            #####################################################################
            #                IDLETALK
            #####################################################################

            elif _return == "Chat":
                #####################################################################
                #                CHAT INTERCEPTS
                #####################################################################
                if False:
                    return()
                    
                #####################################################################
                #				REGULAR CHAT
                #####################################################################
                $ chat = [
                    [["aud"],"any", "DIAAudra001", {}, "True", [],
                    [ "au", "<Space Patrol pay could be better...|We're always looking for new recruits...|The Krell are a pirating bunch...|Neutron storms are getting stronger this year...>",
                    "mc", "<Is that so?|Indeed.|Really?|Interesting.>"]
                    ]                  
                ]

                call npc_talk(audra, chat) from _call_npc_talk_5


    return()

#####################################################################
#					PET OWNER		
#####################################################################
label interact_petOwner(interaction, item = False, tags=[]):

    if interaction == "interact":
        $ mCondOptions = [
            "Pet Talk/p", "tris.isHere()",
            "Praise Pet/p", "'intro_petOwner' in GAME.mc.done",
            "Rumours/r", "'pet_praised' in GAME.mc.done",
            "Chat/c", "True",
            "Done/x", "True"
        ]

        # Compile options

        while True:
            call screen menu_interactive_scr(" ", mCondOptions, [])
            play sound "audio/click.wav"
            if _return == "Done":
                return()

            #####################################################################
            #                IDLETALK
            #####################################################################

            elif _return == "Pet Talk":
                $ chat = [
                    [["mc"],"any", "DIAPet001", {}, "True", [],
                    [ "pto", "<Pets have become more expensive of late...|Voronian pets are hard to come by.|Twin pets are valued highly!>",
                    "mc", "<Well,...|Interesting...|Ahem...>"],                 
                    ],
                    [["mc"],"any", "DIAPet002", {}, "True", [],
                    [ "pto", "<There is an excellent Pet Trainer here on Arellarti Station.>",
                    "mc", "<I see.>"]],

                    [["mc"],"any", "DIAPet003", {}, "True", [],
                    [ "pto", "<Pets can be a time consuming hobby.>",
                    "mc", "<Undoubtedly.>"]],

                    [["mc"],"any", "DIAPet004", {}, "True", [],
                    [ "pto", "<There is a Ponygirl Tournament at The Dome soon.>",
                    "pto", "I plan to enter my Pet into the Tournament.",
                    "mc", "<Interesting...>"]],

                    [["mc"],"any", "DIAPet005", {}, "True", [],
                    [ "None", "<You hear no interesting rumours...|A pet pageant is planned for the Dome next month...|Voronian pets are especially popular at the moment...|Grelak's Pet Training School offers discount rates at the moment...>",
                    "mc", "<Hmmm...>"]
                    ]
                ]
                call npc_talk(GAME.mc, chat) from _call_npc_talk_6

            #####################################################################
            #                IDLETALK
            #####################################################################

            elif _return == "Praise Pet":
                mc "\"That's a nice pet you have there.\""
                pto "\"Do you think so?\""
                pto "\"Have a closer look...\""
                hide screen displayPresentActors
                scene expression("06_cutscenes/cutscene_pet_owner.png") with fade
                window hide  
                pause   
                mc "\"Nice.\""
                "Pet Owner" "\"A Tarakian!\""
                "Pet Owner" "\"Those are not easy to train.\""
                mc "\"I can imagine that.\""
                mc "{i}\"These Krell are weird...\"{/i}"
                scene room_arellarti_plaza_smart with fade 
                show screen displayPresentActors("LOCArellartiStationPL")
                $ GAME.mc.hasDone("pet_praised")
                $ GAME.galleryAdd(60)

                #if tris_petwalk:
                if tris.isAt() == "LOCPetwalk":

                    pto "\"I see that you brought your Valkoran pet with you again!\""
                    hide screen displayPresentActors
                    scene expression("06_cutscenes/cutscene_pet_walk_one.png") with fade 
                    pause
                    mc "\"Indeed...\""
                    mc "\"She does have a very pleasing ass, don't you think?\""
                    scene expression("06_cutscenes/cutscene_pet_walk_two.png") with fade 
                    pause
                    pto "\"Quite!\""
                    pto "\"Perhaps you could drop by my ship later, so that we could take some time to enjoy each other's pets?\""
                    scene expression("06_cutscenes/cutscene_pet_walk_three.png") with fade
                    pause
                    mc "\"Another time perhaps...\""
                    window hide  
                    pause
                    scene room_arellarti_plaza_smart with fade
                    show screen displayPresentActors("LOCArellartiStationPL")
                return()


            #####################################################################
            #                IDLETALK
            #####################################################################

            elif _return == "Rumours":
                if GAME.questSys.inProgress('QID_SERAPHINE_ARELLARTI_INQUIRE'):
                    mc "\"Hello.\""
                    pto "\"You again.\""
                    mc "\"I am a researcher investigating unusual space phenomena.\""
                    pto "\"Phhh, Research.\""
                    pto "\"A mostly unprofitable venture.\""
                    mc "\"Have you heard of any anomalous events in this System lately?\""
                    pto "\"There was an incident not long ago...\""
                    mc "\"What kind of incident?\""
                    pto "\"Unusual occurrences in Arellati are Krell business only.\""
                    $ GAME.mc.hasDone("arellarti_inquire")
                    mc "\"Well, thanks, anyway.\""
                    scene room_arellarti_plaza_smart with fade 
                    call quest_updater() from _call_quest_updater_49
                    return()

                elif GAME.questSys.isActive('QID_SERAPHINE_ARELLARTI_PET') and "pet_connection" in GAME.mc.done:         
                    if not GAME.mc.hasDone("princess_info"):
                        pto "\"I might have some special information for a fellow Pet owner...\""
                        mc "\"I am listening...\""
                        pto "\"There are rumours of a special Pet for Sale soon...\""
                        mc "\"Really?\""
                        pto "\"An Outlander of sorts.\""
                        pto "\"Supposed to be a real Princess too.\""
                        mc "\"Interesting...\""
                        pto "\"Hiding out in the Asteroid belt with her ship...\""
                        mc "\"How would you know all that?\""
                        pto "\"Our interceptors have detected an SOS message on a tightbeam hyperspace channel.\""
                        pto "\"It was directed at our closest neighbouring Galaxy!\""
                        pto "\"Can you imagine that!\""
                        mc "\"Extraordinary...\""
                        mc "{i}\"A message to the Milky Way!\"{/i}"
                        pto "\"A group of Lashers has been sent to retrieve her.\""
                        mc "\"No doubt they'll catch her soon...\""
                        mc "{i}\"I must foil their plan and rescue the Princess!\"{/i}"
                        call quest_updater() from _call_quest_updater_50
                        return()
                    elif GAME.questSys.isDone('QID_SERAPHINE_ARELLARTI_FIND'):
                        pto "\"They say the Princess has been snatched by an unknown vessel!\""
                        mc "\"Really?\""
                        pto "\"Yes.\""
                        pto "\"Our forces are hot on the heels of this perpetrator...\""
                        pto "\"He didn't consider Rule of Commerce Nr. 15.\""
                        mc "\"Which is?\""
                        pto "\"Stealing from a Krell is a profit you regret!\""
                        mc "\"I see.\""
                    else:
                        pto "\"They have not located that Princess yet...\""
                        pto "\"I would really like to add her to my pet collection...\""
                        mc "\"I see...\""
                else:
                    pto "\"There is nothing special going on...\""
                    pto "\"Too calm if you ask me.\""
                    pto "\"Tumultous times make for better business...\""
                    mc "\"Indeed.\""

                scene room_arellarti_plaza_smart with fade 
                
            #####################################################################
            #                IDLETALK
            #####################################################################

            elif _return == "Chat":

                if GAME.questSys.inProgress('QID_KRELL_KICKOFF') and GAME.questSys.isActive('QID_SERAPHINE_ARELLARTI_FIND'):
                    mc "\"Greetings.\""
                    pto "\"Greetings, Human.\""
                    pto "\"I trust your Pet training is going well?\""
                    mc "\"Going along nicely...\""
                    pto "\"Good to hear.\""
                    mc "\"Listen, I plan to augment my pet at, ahem... Kranor Biolabs.\""
                    mc "\"You'd not happen to know someone who could introduce me?\""
                    pto "\"Never dealt with that Facility.\""
                    pto "\"They are too secretive for my taste.\""
                    pto "\"Something weird going on there if you ask me...\""
                    pto "\"Might even be run by the Lizards of Zebulon III...\""
                    mc "\"Do you know anyone else doing business there?\""
                    pto "\"Now that you ask...\""
                    pto "\"There was a Trader I remember coming from there.\""
                    mc "\"What was his name?\""
                    pto "\"I can't recall..\""
                    pto "\"He had a nice Pet though.\""
                    mc "\"How did she look like?\""
                    pto "\"Human.\""
                    pto "\"And red hair...\""
                    pto "\"She wore a tag with the name 'Verity' I think...\""
                    mc "\"That is interesting...\""
                    pto "\"He refused to sell her to me...\""
                    mc "\"What a pity...\""
                    mc "\"Well, I have to be on my way now...\""
                    pto "\"Goodbye.\""
                    $ GAME.mc.hasDone('pet_owner_lab_talk')
                    queue sound "audio/notify.wav"
                    mc "{i}\"That is interesting...\"{/i}"
                    mc "{i}\"I should ask around in Iltari Station...\"{/i}"
                    mc "{i}\"I remember hearing the name 'Verity' somewhere...\"{/i}"
                    call quest_updater() from _call_quest_updater_51
                    return()

                #####################################################################
                #                CHAT INTERCEPTS
                #####################################################################
                if not GAME.questSys.isActive("QID_SERAPHINE_ARELLARTI_PET"):
                    pto "\"I have no time for unproductive chatter, Human.\""
                    pto "\"I am busy with my pet...\""
                    mc "\"Sorry to disturb you.\""
                    pto "\"Hrmmpff...\""
                    $ GAME.mc.hasDone("intro_petOwner")
                    return()
                    
                #####################################################################
                #				REGULAR CHAT
                #####################################################################
                $ chat = [
                    [["mc"],"any", "DIAArellartiGossip002", {}, "True", [],
                    [ "pto", "<The 9th Rule Of Commerce is 'Expand Or Perish'.|The 12th Rule of Commerce Is 'Everyone For Himself'.|The 35th Rule of Commerce is 'A Defective Bot can still be sold'|The 23rd Rule of commerce is 'There Is Always A Greater Fool'|The 62nd Rule of Commerce is 'Every Official has His Price'>",
                    "mc", "<Indeed...>"]
                    ]                                                                      
                ]

                call npc_talk(GAME.mc, chat) from _call_npc_talk_7
    return()