//TOWN SCRIPT TEMPLATE

begintownscript;

variables;

body;

beginstate INIT_STATE;
	set_crime_tolerance(1);

	set_name(6,"Dan");
	set_name(7,"Narayan");
	set_name(8,"John");
	set_name(9,"Bones");
	set_name(14,"Ravenheart");
	set_name(15,"Mot");
	set_name(16,"Sarah");
	set_name(17,"Elizabeth");
	set_name(18,"Xena");
	set_name(19,"Mary");
break;

beginstate EXIT_STATE;
//called when the party leaves the town
	text_bubble_on_char(0,"");
	text_bubble_on_char(1,"");
	text_bubble_on_char(2,"");
	text_bubble_on_char(3,"");

break;

beginstate START_STATE;
//called every turn when the party is in the town

break;

beginstate 10;
if (get_flag(4,4) == 0) {
	set_flag(4,4,1);
	message_dialog("As you approach the town center, you are greeted with a shock. There is a ruby skeleton standing next to a poison fungus in the middle of town! You draw your weapons to defend the town square!","Then you notice that everyone else looks perfectly calm and treats this as if it is nothing surprising. Looking closer, you see that the ruby skeleton and poison fungus are selling things, just like everyone else. Huh.");
	}
break;

beginstate 11;
if (get_flag(4,5) == 0) {
	set_flag(4,5,1);
	message_dialog("As you enter this room, a rush of warm air blows on you. The smell is delicious! Mixed herbs and spices, together with fresh fruit and vegetables, and some sizzling meat all blend together into the smell of a feast!","Three young ladies rush around inside, serving steaming plates of food to several men seated at the large table in the center of the room. Everything about this establishment seems on the up-and-up. How nice.");
	}
break;

beginstate 12;
if (get_flag(4,6) == 0) {
	set_flag(4,6,1);
	message_dialog("In this back room, there is nothing but a small (but rather comfy-looking) couch. The room smells faintly of sweat and something else that you can't place, even though it looks freshly scrubbed.","Curious. What's this couch doing back here?");
	}
break;