// 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_quest(0,"Defeat the Bandits","By killing the leader of the bandits you would strike a fatal blow to the bandits plaguing Tonstville.");
	init_quest(1,"Rescue Captain Carlington","The bandits have taken the captain of the platoon to the top of the tower.");

	init_special_item(1,"Keyring.","These keys open the prison cells in the outpost's dungeon.");
	init_special_item(2,"Bushel of Hay","A filthy bushel of hay you took from your prison cell. The straws seem rather durable.");
	init_special_item(3,"Copper Key","You took this key from the body of a priest.");
	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;

	toggle_quest(0,1);
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;
	reset_dialog();
	add_dialog_str(0,"10 Easy Steps into Robbing People - by I.M Morean. Surely we've all been robbed once or thrice on our journey on the highway of life. When inspecting the common bandit one notices an important thing:",0);
	add_dialog_str(1,"These mongrels know very little of the proper way of removing your fellow man from his possessions. Which is exactly why I have assembled this helpful guide on how exactly a proper villain goes about his labor.",0);
	add_dialog_str(2,"Chapter One - Talking the Talk...",0);
	run_dialog(1);
break;

