rem: SET_GAME_STATE (KNOW_KOHR_AH_STORY, 1)
add: SET_GAME_STATE (KNOW_KOHR_AH_STORY, 1);
context: PkunkFriendlySpace (RESPONSE_REF R){	BYTE NumVisits;	if (PLAYER_SAID (R, whats_up_space))	{		if (ShipsReady ())			NPCPhrase (SHIPS_AT_HOME);		else		{			NumVisits = GET_GAME_STATE (PKUNK_INFO);			switch (NumVisits++)			{				case 0:					NPCPhrase (GENERAL_INFO_SPACE_1);					break;				case 1:					NPCPhrase (GENERAL_INFO_SPACE_2);					break;				case 2:					NPCPhrase (GENERAL_INFO_SPACE_3);					break;				case 3:					NPCPhrase (GENERAL_INFO_SPACE_4);					break;				case 4:					NPCPhrase (GENERAL_INFO_SPACE_5);					break;				case 5:					NPCPhrase (GENERAL_INFO_SPACE_6);					break;				case 6:					NPCPhrase (GENERAL_INFO_SPACE_7);					break;				case 7:					NPCPhrase (GENERAL_INFO_SPACE_8);					--NumVisits;					break;			}			SET_GAME_STATE (PKUNK_INFO, NumVisits);		}		DISABLE_PHRASE (whats_up_space);	}	else if (PLAYER_SAID (R, how_goes_war))	{		NumVisits = GET_GAME_STATE (PKUNK_WAR);		switch (NumVisits++)		{			case 0:				NPCPhrase (WAR_GOES_1);				SET_GAME_STATE (KNOW_URQUAN_STORY, 1);				SET_GAME_STATE (KNOW_KOHR_AH_STORY, 1)				break;			case 1:				NPCPhrase (WAR_GOES_2);				break;			case 2:				NPCPhrase (WAR_GOES_3);				break;			case 3:				NPCPhrase (WAR_GOES_4);				SET_GAME_STATE (PKUNK_DONE_WAR, 1);				--NumVisits;				break;		}		SET_GAME_STATE (PKUNK_WAR, NumVisits);		DISABLE_PHRASE (how_goes_war);	}	else if (PLAYER_SAID (R, tell_my_fortune))	{		NumVisits = GET_GAME_STATE (PKUNK_FORTUNE);		switch (NumVisits++)		{			case 0:				NPCPhrase (FORTUNE_IS_1);				break;			case 1:				NPCPhrase (FORTUNE_IS_2);				break;			case 2:				NPCPhrase (FORTUNE_IS_3);				break;			case 3:				NPCPhrase (FORTUNE_IS_4);				break;			case 4:				NPCPhrase (FORTUNE_IS_5);				break;			case 5:				NPCPhrase (FORTUNE_IS_6);				break;			case 6:				NPCPhrase (FORTUNE_IS_7);				break;			case 7:				NPCPhrase (FORTUNE_IS_8);				--NumVisits;				break;		}		SET_GAME_STATE (PKUNK_FORTUNE, NumVisits);		DISABLE_PHRASE (tell_my_fortune);	}	if (PHRASE_ENABLED (whats_up_space))		Response (whats_up_space, PkunkFriendlySpace);	if (!GET_GAME_STATE (PKUNK_DONE_WAR) && PHRASE_ENABLED (how_goes_war))		Response (how_goes_war, PkunkFriendlySpace);	if (PHRASE_ENABLED (tell_my_fortune))		Response (tell_my_fortune, PkunkFriendlySpace);	Response (friendly_bye_space, ExitConversation);}