// OUTDOOR SECTION SCRIPT
//    Section: X = 1, Y = 12: Lake Avernoss

beginoutdoorscript;

variables;

int choice,i,j,k;
string dlgstr;

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(232,0) == 0) {
	set_flag(232,0,1);
	message_dialog("You pause here for a moment to let the boats of the expedition pass, just in case any of them have trouble with the waterfalls. They don't, and by the time you are done, everyone has landed on a nice spot on the shore just south of here.","");
	}
break;

beginstate 11;
if (get_flag(45,1) == 0)
	block_entry(1);
break;

beginstate 12;
if (get_skill_total(18) < 24) {
	message_dialog("You find some strange-looking plants. Unfortunately, you don't know enough about Nature Lore to know what they are or how they might be used.","");
	end();
	}
	
if (get_flag(232,1) == 0) {
	reset_dialog();
	add_dialog_str(0,"You find a patch of Graymold! Your knowledge of Nature Lore extends to how to pick it so that it will keep its vital parts that are useful in potions. Do you wish to pick it?",0);
	add_dialog_choice(0,"No. (Leave it alone.)");
	add_dialog_choice(1,"Yes. (Pick it.)");
	if (run_dialog(1) == 2) {
		set_flag(232,1,reward_give(217));
		reward_give(217);
		reward_give(217);
		}
	}
else
	message_dialog("Graymold grows back slowly, and this patch has not yet grown back.","");
break;

beginstate 13;
if (get_skill_total(18) < 24) {
	message_dialog("You find some strange-looking plants. Unfortunately, you don't know enough about Nature Lore to know what they are or how they might be used.","");
	end();
	}
	
if (get_flag(232,2) == 0) {
	reset_dialog();
	add_dialog_str(0,"You find a patch of Healing Herbs! Your knowledge of Nature Lore extends to how to pick them so that they will keep their vital parts that are useful in potions. Do you wish to pick them?",0);
	add_dialog_choice(0,"No. (Leave them alone.)");
	add_dialog_choice(1,"Yes. (Pick them.)");
	if (run_dialog(1) == 2) {
		set_flag(232,2,reward_give(214));
		reward_give(214);
		reward_give(214);
		}
	}
else
	message_dialog("Healing Herbs grow back slowly, and these have not yet grown back.","");
break;