begintownscript;

variables;

body;

beginstate 0;

	if(get_flag(26,0) < 23){
		message_dialog("This is the fourth floor.  You are halfway up the fortress, and the view is quite impressive.  This floor, unlike the others so far, is quiet.","You could climb the next flight of stairs, or you could take a look around the floor.  Either way, you don't feel particularly intimidated here.");
		set_flag(26,0,23);
	}

break;

beginstate 1;
break;

beginstate START_STATE;
break;

beginstate 10;
	move_to_new_town(11,14,19);
break;

beginstate 11;
	move_to_new_town(13,18,19);
break;

beginstate 12;
	if(get_flag(28,0) == 0){
		message_dialog("There is a blacksmith here, in order to provide the fort with the weapons and armor it needs.  The artisan on duty is currently hidden behind a table, muttering something to himself and quaking.","At least you won't encounter any resistance here.");
		set_flag(28,0,1);
	}
break;

beginstate 13;

	if(get_flag(61,0) == 0){
		message_dialog("There is alot of useless stuff in here- leather, scrap metal, and other sharp, painful implements.","There might be something valuable in here, but you wouldn't know the first thing about retrieving it.");
		block_entry(1);
		end();
	}
	if(get_flag(61,0) == 1){
		message_dialog("Just like Gelb told you, you push on the sides of the chest.  The board raises, pushing aside the junk and revealing the true treasure.","It's a pair of red boots, glistening in the light more than any pair which you have ever seen in your life before.  They're yours for the taking.");
		set_flag(61,0,2);
	}
break;

beginstate 14;

		set_char_status(1000,2,-50,1,0);
		set_char_status(1000,5,-50,1,0);
		set_char_status(1000,14,-50,1,0);
		set_char_status(1000,15,-50,1,0);
		set_char_status(1000,17,-50,1,0);
		set_char_status(1000,22,-50,1,0);

break;