// SCENARIO SCRIPT

// This is the special script for your entire scenario. It contains
// special encounters and code accessable from anywhere in the scenario. it also
// contains the code that initializes important special things in the
// scenario (like shops and names and descriptions of special items).

// You can create your own states, but you should give all of them numbers greater than
// or equal to 10.

beginscenarioscript;

variables;

body;

// This is the state that is called every time the scenario is loaded,
// even when a save file in the scenario is loaded. Some things that should go here:
//    Names and descriptions of special items.
//    Names and effects of custom special abilities.
beginstate LOAD_SCEN_STATE;
init_special_item(0,"Vahnatai scroll","You took this scroll from a nepharim chief in the northeast corner of the valley. You can't translate it, but someone else might be able to.");
init_special_item(1,"Second vahnatai scroll","You found this scroll in a box below the Nephilim Hill. You can't translate it either.");
init_special_item(2,"Mithral bar","This is a bar of mithral, which you found in the Querbel valley. Someone here should be interested in it.");

init_quest(1,"Defeat the nephilim","The Empire asked you to defeat the nephilim in this area, and if possible, find out why they are so strong.");
init_quest(2,"Find missing customer","Moriros, the innkeeper in Schowor, said that one of his customers has disappeared. He wants you to find out what happened.");
init_quest(3,"Retrieve mithral bars","Vorroth was expecting a shipment of three mithral bars. They never arrived, and the courier was found dead. The bars must be somewhere in this valley.");
init_quest(4,"Eliminate nephilim spies","Mayor Achtaiper requested that you eliminate a group of nephilim spies, which are south of the bridge in the northwest part of the valley.");
break;

// This is the state that is called only once at the very beginning of 
// the scenario. Some things that should go here:
//    The stuff in shops.
//    Creating horses and boats.
beginstate START_SCEN_STATE;
	// Initialize a few shops.
	
	// Shop 0 - armor
	add_item_to_shop(0,27,25);
	add_item_to_shop(0,31,20);
	add_item_to_shop(0,32,10);
	add_item_to_shop(0,33,2);
	add_item_to_shop(0,37,10);
	add_item_to_shop(0,38,2);
	add_item_to_shop(0,112,5);
	add_item_to_shop(0,117,10);
	add_item_to_shop(0,123,10);
	add_item_to_shop(0,124,10);
	add_item_to_shop(0,127,5);
	add_item_to_shop(0,128,5);
	add_item_to_shop(0,129,3);
	add_item_to_shop(0,132,6);
	add_item_to_shop(0,133,5);
	add_item_to_shop(0,134,4);
	add_item_to_shop(0,138,10);
	add_item_to_shop(0,139,1);
	add_item_to_shop(0,143,5);
	add_item_to_shop(0,144,2);

	// Shop 1 - weapons
	add_item_to_shop(1,47,15);
	add_item_to_shop(1,48,10);
	add_item_to_shop(1,52,15);
	add_item_to_shop(1,53,10);
	add_item_to_shop(1,57,10);
	add_item_to_shop(1,58,5);
	add_item_to_shop(1,62,10);
	add_item_to_shop(1,63,5);
	add_item_to_shop(1,67,10);
	add_item_to_shop(1,68,5);
	add_item_to_shop(1,72,8);
	add_item_to_shop(1,73,3);
	add_item_to_shop(1,77,6);
	add_item_to_shop(1,78,1);
	
	// Shop 2 - tools
	add_item_to_shop(2,170,500);
	add_item_to_shop(2,171,500);
	add_item_to_shop(2,172,30);
	add_item_to_shop(2,175,500);
	add_item_to_shop(2,176,100);
	add_item_to_shop(2,178,500);
	
	// Shop 3 - missiles
	add_item_to_shop(3,87,500);
	add_item_to_shop(3,88,10);
	add_item_to_shop(3,92,10);
	add_item_to_shop(3,93,2);
	add_item_to_shop(3,97,10);
	add_item_to_shop(3,98,2);
	add_item_to_shop(3,102,20);
	add_item_to_shop(3,103,10);
	add_item_to_shop(3,107,10);
	add_item_to_shop(3,108,5);

	// Shop 4 - potions
	add_item_to_shop(4,220,7);
	add_item_to_shop(4,221,6);
	add_item_to_shop(4,222,6);
	add_item_to_shop(4,223,5);
 // items added
	add_item_to_shop(4,225,5);
	add_item_to_shop(4,226,2);
	add_item_to_shop(4,227,4);
	add_item_to_shop(4,228,4);
	add_item_to_shop(4,229,4);
	add_item_to_shop(4,230,3);
	add_item_to_shop(4,231,3);
	add_item_to_shop(4,233,2);
	add_item_to_shop(4,234,1);
	add_item_to_shop(4,235,3);

	// Shop 5 - food
	add_item_to_shop(5,4,500);
	add_item_to_shop(5,6,500);
	add_item_to_shop(5,7,500);
	add_item_to_shop(5,11,500);
	add_item_to_shop(5,12,500);

//Shop 6-mage spells 1
        add_item_to_shop(6,2000,5);
        add_item_to_shop(6,2001,5);
        add_item_to_shop(6,2002,5);
        add_item_to_shop(6,2003,5);
        add_item_to_shop(6,2004,4);
        add_item_to_shop(6,2005,4);
        add_item_to_shop(6,2006,4);
        add_item_to_shop(6,2007,4);
        add_item_to_shop(6,2008,3);
        add_item_to_shop(6,2009,3);
        add_item_to_shop(6,2010,3);
        add_item_to_shop(6,2011,3);
        add_item_to_shop(6,2012,2);
        add_item_to_shop(6,2013,2);
        add_item_to_shop(6,2014,2);
        add_item_to_shop(6,2015,2);
        add_item_to_shop(6,2016,1);
        add_item_to_shop(6,2017,1);
        add_item_to_shop(6,2018,1);
        add_item_to_shop(6,2019,1);

//Shop 7-mage spells 2
        add_item_to_shop(7,2000,8);
        add_item_to_shop(7,2001,8);
        add_item_to_shop(7,2002,8);
        add_item_to_shop(7,2003,7);
        add_item_to_shop(7,2004,7);
        add_item_to_shop(7,2005,7);
        add_item_to_shop(7,2006,6);
        add_item_to_shop(7,2007,6);
        add_item_to_shop(7,2008,6);
        add_item_to_shop(7,2009,5);
        add_item_to_shop(7,2010,5);
        add_item_to_shop(7,2011,5);
        add_item_to_shop(7,2012,4);
        add_item_to_shop(7,2013,4);
        add_item_to_shop(7,2014,4);
        add_item_to_shop(7,2015,3);
        add_item_to_shop(7,2016,3);
        add_item_to_shop(7,2017,3);
        add_item_to_shop(7,2018,3);
        add_item_to_shop(7,2019,3);

//Shop 8-priest spells
        add_item_to_shop(8,3000,5);
        add_item_to_shop(8,3001,5);
        add_item_to_shop(8,3002,5);
        add_item_to_shop(8,3003,5);
        add_item_to_shop(8,3004,4);
        add_item_to_shop(8,3005,4);
        add_item_to_shop(8,3006,4);
        add_item_to_shop(8,3007,4);
        add_item_to_shop(8,3008,3);
        add_item_to_shop(8,3009,3);
        add_item_to_shop(8,3010,3);
        add_item_to_shop(8,3011,3);
        add_item_to_shop(8,3012,2);
        add_item_to_shop(8,3013,2);
        add_item_to_shop(8,3014,2);
        add_item_to_shop(8,3015,2);
        add_item_to_shop(8,3016,1);
        add_item_to_shop(8,3017,1);
        add_item_to_shop(8,3018,1);
        add_item_to_shop(8,3019,1);

//Shop 9-scrolls
        add_item_to_shop(9,244,15);
        add_item_to_shop(9,245,12);
        add_item_to_shop(9,246,5);
        add_item_to_shop(9,247,12);
        add_item_to_shop(9,248,10);
        add_item_to_shop(9,249,9);
        add_item_to_shop(9,250,8);
        add_item_to_shop(9,251,8);
        add_item_to_shop(9,252,10);
        add_item_to_shop(9,253,10);
        add_item_to_shop(9,254,7);
        add_item_to_shop(9,255,15);
        add_item_to_shop(9,256,12);
        add_item_to_shop(9,257,7);
        add_item_to_shop(9,258,10);
        add_item_to_shop(9,259,8);
        add_item_to_shop(9,260,5);
        add_item_to_shop(9,261,5);

toggle_quest(1,1);
break;

// This state is called every tick wherever the party is in the scenario.
// You can use the set_state
beginstate START_STATE;

break;

// Place your own states below. Give each a number at least 10.
beginstate 10;
break;
