rem: SET_GAME_STATE (KNOW_KOHR_AH_STORY, 1)
add: SET_GAME_STATE (KNOW_KOHR_AH_STORY, 1);
context: FriendlySpaceArilou (RESPONSE_REF R){	BYTE NumVisits;	if (PLAYER_SAID (R, confused_by_hello))		NPCPhrase (CONFUSED_RESPONSE);	else if (PLAYER_SAID (R, happy_by_hello))		NPCPhrase (HAPPY_RESPONSE);	else if (PLAYER_SAID (R, miffed_by_hello))		NPCPhrase (MIFFED_RESPONSE);	else if (PLAYER_SAID (R, whats_up_1)			|| PLAYER_SAID (R, whats_up_2))	{		NumVisits = GET_GAME_STATE (ARILOU_INFO);		switch (NumVisits++)		{			case 0:				NPCPhrase (GENERAL_INFO_1);				break;			case 1:				NPCPhrase (GENERAL_INFO_2);				break;			case 2:				NPCPhrase (GENERAL_INFO_3);				break;			case 3:				NPCPhrase (GENERAL_INFO_4);				--NumVisits;				break;		}		SET_GAME_STATE (ARILOU_INFO, NumVisits);		DISABLE_PHRASE (whats_up_2);	}	else if (PLAYER_SAID (R, why_you_here))	{		NPCPhrase (LEARN_THINGS);		SET_GAME_STATE (ARILOU_STACK_5, 1);	}	else if (PLAYER_SAID (R, what_things))	{		NPCPhrase (THESE_THINGS);		SET_GAME_STATE (ARILOU_STACK_5, 2);	}	else if (PLAYER_SAID (R, why_do_it))	{		NPCPhrase (DO_IT_BECAUSE);		SET_GAME_STATE (ARILOU_STACK_5, 3);	}	else if (PLAYER_SAID (R, give_me_info_1)			|| PLAYER_SAID (R, give_me_info_2))	{		NumVisits = GET_GAME_STATE (ARILOU_HINTS);		switch (NumVisits++)		{			case 0:				NPCPhrase (ARILOU_HINTS_1);				break;			case 1:				NPCPhrase (ARILOU_HINTS_2);				if (GET_GAME_STATE (KNOW_ABOUT_SHATTERED) < 2)				{					SET_GAME_STATE (KNOW_ABOUT_SHATTERED, 2);				}				break;			case 2:				NPCPhrase (ARILOU_HINTS_3);				SET_GAME_STATE (KNOW_URQUAN_STORY, 1);				SET_GAME_STATE (KNOW_KOHR_AH_STORY, 1)				break;			case 3:				NPCPhrase (ARILOU_HINTS_4);				--NumVisits;				break;		}		SET_GAME_STATE (ARILOU_HINTS, NumVisits);		DISABLE_PHRASE (give_me_info_2);	}	switch (GET_GAME_STATE (ARILOU_STACK_5))	{		case 0:			Response (why_you_here, FriendlySpaceArilou);			break;		case 1:			Response (what_things, FriendlySpaceArilou);			break;		case 2:			Response (why_do_it, FriendlySpaceArilou);			break;	}	if (PHRASE_ENABLED (whats_up_2))	{		if (GET_GAME_STATE (ARILOU_INFO) == 0)			Response (whats_up_1, FriendlySpaceArilou);		else			Response (whats_up_2, FriendlySpaceArilou);	}	if (PHRASE_ENABLED (give_me_info_2))	{		if (GET_GAME_STATE (ARILOU_HINTS) == 0)			Response (give_me_info_1, FriendlySpaceArilou);		else			Response (give_me_info_2, FriendlySpaceArilou);	}	Response (bye_friendly_space, ExitConversation);}