begintownscript;

variables;

int i,j,k,choice;

body;

beginstate INIT_STATE;
	if (get_flag(1, 3) > 0)
	{
	}

if (get_flag(1, 0) == 0)
{	force_instant_terrain_redraw();
	reset_dialog();
	add_dialog_str(0, "Just outside the outpost, one of your soldiers spots something moving ahead.", 0);
	add_dialog_str(1, "Caution would be advisable.", 0);
	add_dialog_choice(0, "OK");
	run_dialog(1);
	set_flag(1, 0, 1);
}
break;

beginstate EXIT_STATE;
// Always called when the town is left.
break;

beginstate START_STATE;
// This state is called every turn the party is in this town.

break;

beginstate 10;
	if (get_flag(1, 2) == 0)
	{
		set_attitude(6, 10);
		set_attitude(7, 10);
		set_attitude(8, 10);
		activate_hidden_group(1);
		set_flag(1, 2, 1);
		reset_dialog();
		add_dialog_str(0, "As you step into the clearing, the Eagle Warrior issues a war cry.", 0);
		add_dialog_str(1, "More natives emerge from the shadows of the jungle to support him.", 0);
		add_dialog_str(2, "Nothing like a challenge, eh?", 0);
		add_dialog_choice(0, "OK");
		run_dialog(1);
	}
break;

beginstate 11;
	move_to_new_town(0, 36, 38);
break;

beginstate 12;
if (get_flag(1, 3) == 0)
{
	reset_dialog();
	add_dialog_str(0, "Before you is the path to the natives' temple.", 0);
	add_dialog_str(1, "Right now, a more pressing matter is the Eagle Warrior in the doorstep of an unguarded outpost.", 0);
	add_dialog_str(2, "Probably best to deal with that first.", 0);
	add_dialog_choice(0, "OK");
	run_dialog(1);
	block_entry(1);
}
break;

beginstate 13;
if (get_flag(1, 1) == 0)
{
	reset_dialog();
	add_dialog_str(0, "In the small clearing above, an Eagle Warrior stands, flanked by two slightly less imposing figures.", 0);
	add_dialog_str(1, "He appears to be waiting for something. Hopefully not you in particular.", 0);
	add_dialog_str(2, "Eagle Warriors are fearsome soldiers, elites able to decapitate a horse with a single blow.", 0);
	add_dialog_str(3, "At least they don't use magic.", 0);
	add_dialog_choice(0, "OK");
	run_dialog(1);
	set_flag(1, 1, 1);
}
break;
