// TOWN SCRIPT
// Town 0:

// This is the special encounter script for this town.
// The states INIT_STATE, EXIT_STATE, and START_STATE have
// meanings that are described in the documenation. States you write
// yourself should be numbered from 10-100.

begintownscript;

variables;

body;

beginstate INIT_STATE;
// This state called whenever this town is entered.
force_instant_terrain_redraw();

pause(5);

reset_dialog();
add_dialog_str(0,"Where do you go from here? The clothes are on the lawn with the furniture, and you're waiting for your friend the Good Angel to return from telling the king that the sky is falling.",0);
add_dialog_str(1,"All is left for you is to wait, leaving everything in it's right place, the bodies floating down the muddy river.",0);
run_dialog(1);

set_mobility(1000,0); 

pause(15);

reset_dialog();
add_dialog_str(0,"What is that you tried to say?",0);
add_dialog_choice(0,"Blame it on the black star (Wait).");
add_dialog_choice(1,"Get on the train and stand about (Leave).");
if(run_dialog(1) == 1) {
	pause(10);
	set_state_continue(10);
	play_sound(-145);
} else {
	message_dialog("In an interstellar burst, you're back to save the universe.","");
	end_scenario(2);
}

break;

beginstate EXIT_STATE;
// Always called when the town is left.
break;

beginstate START_STATE;
// This state is called every turn the party is in this town.
break;

beginstate 10;

pause(20);

reset_dialog();
add_dialog_str(0,"What is that you tried to say?",0);
add_dialog_choice(0,"Blame it on the black star (Wait).");
add_dialog_choice(1,"Get on the train and stand about (Leave).");
if(run_dialog(1) == 1) {
	set_state_continue(11);
	} else {
	message_dialog("In an interstellar burst, you're back to save the universe.","");
	end_scenario(2);
}
break;

beginstate 11;
set_state_continue(10);
break;





