rem: SET_GAME_STATE (ARILOU_STACK_2, 0)
add: SET_GAME_STATE (ARILOU_STACK_2, 0);
context: ExitConversation (RESPONSE_REF R){	SET_GAME_STATE (BATTLE_SEGUE, 0);	SET_GAME_STATE (SHIP_TO_COMPEL, 0);	if (PLAYER_SAID (R, compel_urquan))	{		NPCPhrase (HERE_WE_GO);		SET_GAME_STATE (URQUAN_MESSED_UP, 1);	}	else if (PLAYER_SAID (R, wish_to_go_now))		NPCPhrase (EXCELLENT_IDEA);	else if (PLAYER_SAID (R, bye_onboard))		NPCPhrase (GOODBYE_ONBOARD);	else if (PLAYER_SAID (R, compel_that_ship))		NPCPhrase (SAVING_MY_POWER);	else if (PLAYER_SAID (R, ok_lets_do_it)			|| PLAYER_SAID (R, want_kill_1)			|| PLAYER_SAID (R, want_kill_2)			|| PLAYER_SAID (R, want_kill_3))	{		if (PLAYER_SAID (R, ok_lets_do_it))			NPCPhrase (COMING_ABOARD);		else			NPCPhrase (GLAD_YOU_WONT_KILL);		SET_GAME_STATE (TALKING_PET, 1);		SET_GAME_STATE (TALKING_PET_ON_SHIP, 1);		SET_GAME_STATE (UMGAH_ZOMBIE_BLOBBIES, 0);		SET_GAME_STATE (UMGAH_VISITS, 0);		SET_GAME_STATE (UMGAH_HOME_VISITS, 0);		SET_GAME_STATE (ARILOU_STACK_2, 0)	}}