// SCENARIO SCRIPT

// This is the special script for your entire scenario. It contains
// special encounters and code accessable from anywhere in the scenario. it also
// contains the code that initializes important special things in the
// scenario (like shops and names and descriptions of special items).

// You can create your own states, but you should give all of them numbers greater than
// or equal to 10.

beginscenarioscript;

variables;

body;

// This is the state that is called every time the scenario is loaded,
// even when a save file in the scenario is loaded. Some things that should go here:
//    Names and descriptions of special items.
//    Names and effects of custom special abilities.
beginstate LOAD_SCEN_STATE;
	break;

// This is the state that is called only once at the very beginning of 
// the scenario. Some things that should go here:
//    The stuff in shops.
//    Creating horses and boats.
beginstate START_SCEN_STATE;
	// Initialize a few shops.
	
	// Shop 0 - armor
	add_item_to_shop(0,26,2);
	add_item_to_shop(0,27,3);
	add_item_to_shop(0,31,5);
	add_item_to_shop(0,32,1);
	add_item_to_shop(0,35,3);
	add_item_to_shop(0,40,1);
	add_item_to_shop(0,121,5);
	add_item_to_shop(0,122,2);
	add_item_to_shop(0,123,1);
	add_item_to_shop(0,127,4);
	add_item_to_shop(0,132,1);
	add_item_to_shop(0,137,5);
	add_item_to_shop(0,138,8);
	add_item_to_shop(0,142,2);
	add_item_to_shop(0,143,1);
	add_item_to_shop(0,148,1);
	add_item_to_shop(0,324,1);
	
	// Shop 1 - tools
	add_item_to_shop(1,318,4);
	add_item_to_shop(1,319,4);
	add_item_to_shop(1,170,500);
	add_item_to_shop(1,171,500);
	add_item_to_shop(1,172,30);
	add_item_to_shop(1,175,500);
	add_item_to_shop(1,177,500);
	
	// Shop 2 - missiles
	add_item_to_shop(2,85,500);
	add_item_to_shop(2,86,10);
	add_item_to_shop(2,91,10);
	add_item_to_shop(2,96,3);
	add_item_to_shop(2,101,500);
	add_item_to_shop(2,102,10);
	add_item_to_shop(2,105,500);
	add_item_to_shop(2,106,10);
	
	//Shop 3 - ELGAR!
	add_item_to_shop(3,5022,4);
	add_item_to_shop(3,5028,1);
	
	init_special_item(0,"Antique Candlestick","This candle stick is a family heirloom belonging to Abe in Mertis.");
	init_special_item(1,"Pinch of Skribbane","This is a sample of the herb that you found chests of in the brigand hideout. You're pretty sure it's skribbane.");
	init_special_item(2,"Supply Chain Records","These are records kept by the brigands on how they smuggle skribbane into Avernum and then distribute it to retailers.");
	
	init_quest(0,"Gather Information", "Captain Parseval in Mertis has hired you to gather information on skribbane smuggling by the brigands in the Honeycomb. In order to do this, you are supposed to infiltrate their organization.");
	init_quest(1,"Steal Candlestick","The brigand bosses have ordered you to steal an heirloom candlestick from a merchant, Abe, who is away from Mertis on business. His home is supposed to be on the north side of the town. ");
break;

// This state is called every tick wherever the party is in the scenario.
// You can use the set_state
beginstate START_STATE;

break;

// Place your own states below. Give each a number at least 10.
beginstate 10;
break;
