// TOWN SCRIPT
//    Town 21: Ephesus (after winning)

// 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 documentation. States you write
// yourself should be numbered from 10-100.

// flags:
// 21, 0 = entry message flag
// 21, 1 = hidden area msg flag

begintownscript;

variables;

short choice;

body;

beginstate INIT_STATE;
	turn_off_training(TRUE);
	set_crime_tolerance(1);

	set_name(6, "Soto");
	set_char_dialogue_pic(6, 1957, 0);
break;

beginstate EXIT_STATE;
break;

beginstate START_STATE;
	if (get_flag(21, 0) == FALSE) {
		set_flag(21, 0, TRUE);
		reset_dialog();
		add_dialog_str(0, "The lumber town of Ephesus seems to be coming back to life.", 0);
		add_dialog_str(1, "The thieves that infested it are gone and the town seems to have been cleaned up some.", 0);
		add_dialog_str(2, "Streets and walkways have been fixed, the trash picked up and thrown out.", 0);
		add_dialog_str(3, "Just waiting for the people to return and get on with their lives.", 0);
		add_dialog_str(4, "The lumber mill is not yet in operation, but will be once the citizens make it back to town.", 0);
		add_dialog_choice(0, "Ok");
		choice = run_dialog(TRUE);
	}
break;

beginstate 10;
	large_draw_pic_dialog(560, "The poster of a colorful character signed 'bob' is still on the wall.");
break;

beginstate 11;
	if (get_flag(21, 1) == FALSE) {
		set_flag(21, 1, TRUE);
		message_dialog("The thieves' cache area has been cleaned up and the traps removed.",
			"All of the thieves goodies are also gone.");
	}
break;
