// OUTDOOR SECTION SCRIPT
//    Section: X = 1, Y = 2

// This is the special encounter script for this town.
// The states INIT_STATE and START_STATE have
// meanings that are described in the documenation. States you write
// yourself should be numbered from 10-100.

// flags:
// 212, 2 = graymold
// 212, 3 = healing herbs

beginoutdoorscript;

variables;

short choice;

body;

beginstate INIT_STATE;
// This state called whenever this section is loaded into memory.
break;

beginstate START_STATE;
// Starting state of the section, called every turn the party 
// stands inside this section until you change the state.
break;

beginstate 10;
	if (get_flag(212, 0) == 0) {
		set_flag(212, 0, 1);
		message_dialog("The dirt road seems to just end here.",
			"You are not quite sure where it was going, but it seemed well traveled.");
	}
break;

beginstate 11;
	if (get_flag(212, 1) == 0) {
		set_flag(212, 1, 1);
		message_dialog("As you appoach the lonely farmhouse, the farmer and his wife come out to greet you and offer you food.",
			"You pass some time with them exchanging news (really just you telling them whats going on), then move on.");
		set_ticks_forward(100);
	}
break;

beginstate 12;
	run_scenario_script(16);
break;

beginstate 13;
	run_scenario_script(17);
break;

beginstate 14;
	if (get_flag(212, 4) == 0) {
		set_flag(212, 4, 1);
		message_dialog("There seems to be a trail of footprints leading up to the cliff wall here.", "Curiously, they disappear right at the wall.");
	}
break;
