begintownscript;
variables;

body;
beginstate INIT_STATE;
    make_town_hostile();
break;
beginstate EXIT_STATE;
    set_town_visibility(8, 0);
break;
beginstate START_STATE;
break;
beginstate 10;
    if (get_flag(8, 0) == 0) {
        message_dialog("You seem to have found the bandit outpost you was told about. It is a series of wooden buildings half inside the mountain.", "There are lots of men and women armed, some with might, some with magic. There are also several priests, but none of them are demoniacs. The bandits aren't evil. Hostile, but not evil.");
        message_dialog("That they are armed is a reason good enough for you to give them something to fight!", "");
        }
    set_flag(8, 0, 1);
        
break;
beginstate 11;
    if (get_flag(8, 1) == 0)
        message_dialog("You wonder what all these chairs are for", "");
    set_flag(8, 1, 1);
break;
beginstate 12;
    if (get_flag(8, 2) == 0)
        flip_terrain(7, 6);
    set_flag(8, 2, 1);
break;
beginstate 13;
    
    if (get_flag(8, 3) == 0)
    {
        message_dialog("You have walked into a trap! The gates behind you close. Windows around you open. Magi are behind them.", "The bandits are barbaric! They seem to like this spectacle somuch that they put it in their outpost!");
        set_terrain(6, 6, 27);
    set_terrain(15, 6, 0);
    set_flag(8, 3, 1);
    set_terrain(13, 7, 24);
    set_terrain(12, 7, 24);
    set_terrain(11, 7, 24);
    set_terrain(10, 7, 24);
    set_terrain(13, 4, 24);
    set_terrain(12, 4, 24);
    set_terrain(11, 4, 24);
    set_terrain(10, 4, 24);
    }
    
break;
beginstate 14;
    if (get_flag(8, 4) == 0)
        message_dialog("The slithzerikai seem to hate deserts. They have built their own little cave here.", "");
    set_flag(8, 4, 1);
break;
beginstate 15;
    if (get_flag(8, 5) == 0)
    {
        message_dialog("You smell smoke. Something must be burning.", "");
        set_total_visibility(1);
        force_view_center(9, 26);
        force_instant_terrain_redraw();
        
        relocate_character(14, 9, 26);
        force_instant_terrain_redraw();
        pause(5);
        
        relocate_character(14, 9, 25);
        set_character_pose(14, 2);
        force_instant_terrain_redraw();
        pause(5);
        
        set_character_pose(14, 1);
        force_instant_terrain_redraw();
        pause(5);
        
        put_boom_on_char(14, 2, 0);
        erase_char(14);
        run_animation_sound(74);
        put_effect_on_space(9, 25, 3, 30, 0);
        run_animation();
        put_field_on_space(9, 25, 6);
        force_instant_terrain_redraw();
        set_flag(8, 5, 1);
        pause(10);
        force_view_center(18, 6);
        set_total_visibility(0);
    }
break;
beginstate 16;
    if (get_flag(8, 6) == 0)
    {
        message_dialog("Roger has taken himself to the shrine. Now, fully healed, he propably plans to escape with his friends.", "");
        set_terrain(28, 5, 0);
         set_terrain(29, 5, 0);
        play_sound(45);
        force_instant_terrain_redraw();
        pause(5);
        
        set_character_facing(55, 4);
        set_character_facing(56, 4);
        set_character_facing(57, 4);
        relocate_character(56, 28, 5);
        force_instant_terrain_redraw();
        pause(5);
        
        relocate_character(56, 29, 5);
        relocate_character(55, 28, 5);
        force_instant_terrain_redraw();
        pause(5);
        
        relocate_character(56, 30, 5);
        relocate_character(55, 29, 5);
        relocate_character(55, 28, 5);
        force_instant_terrain_redraw();
        pause(5);
        
        erase_char(56);
        relocate_character(55, 30, 5);
        relocate_character(55, 29, 5);
        force_instant_terrain_redraw();
        pause(5);
        
        erase_char(55);
        relocate_character(55, 30, 5);
        force_instant_terrain_redraw();
        pause(5);
        
        erase_char(57);
        pause(5);
        
        set_terrain(28, 5, 260);
         set_terrain(29, 5, 3);
        play_sound(45);
        force_instant_terrain_redraw();
        pause(5); 
        set_flag(8, 6, 1);
    }
break;
beginstate 17;
    if (get_flag(8, 7) == 0)
    {
        reset_dialog();
        add_dialog_str(0, "There is a pot placed here for putting coins in it. Do you want to put some?", 0);
        add_dialog_choice(0, "No, I would never ever donate to an evil shrine.");
        add_dialog_choice(1, "Yes, I'll give it a try.");
        if (run_dialog(0) == 2)
        {
             message_dialog("There was a simple mechanism in the pot. When you threw in the coins the back wall opened.", "The back wall doesn't close, however, when you take back the coins.");
             set_terrain(28, 5, 0);
             set_terrain(29, 5, 0);
             set_flag(8, 7, 1);
        }
    }
break;
beginstate 18;
if (get_flag(8, 8) == 0)
        message_dialog("Outside, you hear how the rogue leaders begin shouting heavy obscenities as they get seized by the guards.", "A great feeling of satisfication forsakes your whole body. Now you'll just have to pick up your reward and beat it.");
    set_flag(8, 8, 1);
break;
beginstate 19;
    if (get_flag(8, 9) == 0)
        message_dialog("The rogues had clearly planned to stay hidden in the outpost for months, as they have created a small animal ranch.", "");
    set_flag(8, 9, 1);
break;