// OUTDOOR SCRIPT
//    Out 0,1: Valzakov Forest

beginoutdoorscript;

variables;

short choice;

body;

beginstate INIT_STATE;

break;

beginstate EXIT_STATE;

break;

beginstate START_STATE;

break;


beginstate 10;

if (get_sdf(0,4) < 2) {
 if ((get_sdf(0,3) == 0) && (get_flag(0,4) < 1)) {
  set_flag(0,4,1);
  message_dialog("You leave the village finding little in the way of clues as to what happened to its residents. Perhaps you have missed something or more answers lie further on ahead. All you know is the village behind remains a mystery.","");
 }
 if ((get_sdf(0,3) > 0) && (get_flag(0,4) < 2)) {
  set_flag(0,4,2);
  message_dialog("You leave the village with more questions than answers. You know the occupants were Nephilim and they probably met a violent end. However, the why and how remain an utter mystery.","Perhaps more answers lie ahead. However, most likely you will probably never know.");
 }
}
 
break;


beginstate 11;

 message_dialog("You encounter a small group of Nephilim guarding this passage. You may be closer to finding out what happened to the village to the southwest. You approach to talk to them and they look surprised to see outsiders.","They have probably never seen humans in their lives and they follow their primal instinct to treat fear with hostility. Sadly you will not be able to question them. You prepare to defend yourself!");

break;


beginstate 12;

 message_dialog("You had no choice but to hack up the poor ignorant guards. You meant them no harm, but they did not know better.","You hope that future encounters are not nearly as hostile. However, you have a feeling other residents will not take too kindly to this slaying even under the forced circumstances.");

break;


beginstate 13;

if (get_sdf(0,6) == 0) {
 set_flag(0,6,1);
 message_dialog("You emerge from the forest and find a small clearing with an outcropping to the north. Along the face of the outcropping rests a decently sized village.","You were told this island was completely uninhabited. At least that is what the wizards who scryed it thought. You wonder how a village like this escaped being detected.");
}

break;


beginstate 14;

if (get_sdf(1,28) == 0) {
 reset_dialog();
 	add_dialog_str(0,"You find the body of a Nephilim with numerous arrows sticking in his back, probably murdered. You notice beside him, he has a sword, crude, but still effective.",0);
	add_dialog_choice(0,"Take it.");
	add_dialog_choice(1,"Leave the dead be.");
	choice = run_dialog(1);
 if (choice == 1) {
  set_flag(1,28,1);
  message_dialog("You take the sword. Upon closer look, it's actually quite a nice piece of work. You would not expect it for such an isolated island.","");
  reward_give(55);
  }
 if (choice == 2) {
  message_dialog("You decide to leave the murdered warrior to his sword. No need to risk angering the spirits.","");
 end();
 }
}

break;


beginstate 15;

reset_dialog();
 add_dialog_str(0,"You encounter another band of Nephilim. This one is a bit larger than the one you were forced to fight before. Also, it seems a lot better organized as it makes no move to advance upon you.",0);
 add_dialog_str(1,"Unfortunately, you cannot get past them without a fight. Taking them on would surely only anger this tribe further.",0);
 add_dialog_choice(0,"Fight them!");
 add_dialog_choice(1,"Back away.");
 choice = run_dialog(1);
 if (choice == 1)
  message_dialog("You draw your weapons. The guards take no hesitation to respond.","");
 if (choice == 2) {
  outdoor_enc_result(1);
  message_dialog("You back away, not wanting to anger this tribe further. The Nephil only look at you suspiciously, but make no move to follow. Probably wise to avoid an incident.","");
 }

break;


beginstate 16;

message_dialog("You have slain another group of Nephilim guards, this time by your own volition. Once word gets out of this deed, this tribe will not be pleased at all.","");
set_flag(1,29,1);

break;


beginstate 17;

if (get_sdf(2,2) == 0) {
 set_flag(2,2,1);
 message_dialog("Now that you have passed the small guardpost, you see a large Nephilim encampment in the clearing to the south. It looks like some kind of small rag-tag army.","Well trained or not, their sheer numbers make them quite dangerous. Perhaps you should stay away from this area.");
}

break;


beginstate 18;

play_sound(23);
message_dialog("You are completely surrounded! The angry, savage Nephilim surround you and have little trouble tearing you apart. This really was not your day.","");
kill_char(1000,2,0);

break;


beginstate 19;

message_dialog("A group of spectral creatures wanders aimlessly about this part of the forest. When you get close, they move toward you, ready to drain your life force.","");

break;