// TOWN SCRIPT
//    Town 22: Colosse (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:
// 22, 0  = entry message flag
// 8, 1-3 = Jake's conversation flag (from previous incarnation of town)

begintownscript;

variables;

short choice;

body;

beginstate INIT_STATE;
	turn_off_training(TRUE);
	set_crime_tolerance(5);

	set_name(6, "Wanda");
	set_char_dialogue_pic(6, 533, 0);
	set_name(7, "Jake");
	set_char_dialogue_pic(7, 1962, 0);
	set_name(8, "Jake");
	set_char_dialogue_pic(8, 1962, 0);
	set_name(9, "Jake");
	set_char_dialogue_pic(9, 1962, 0);
	set_name(10, "Kerah");
	set_char_dialogue_pic(10, 543, 0);
	set_name(11, "Lysandra");
	set_char_dialogue_pic(11, 542, 0);
	set_name(12, "Krueg");
	set_char_dialogue_pic(12, 1948, 0);
	set_name(13, "Vemoura");
	set_char_dialogue_pic(13, 1951, 0);
break;

beginstate EXIT_STATE;
break;

beginstate START_STATE;
	if (get_flag(22, 0) == FALSE) {
		set_flag(22, 0, TRUE);
		reset_dialog();
		add_dialog_str(0, "Colosse has always been a small trading town in The Wilderness.", 0);
		add_dialog_str(1, "The town contains the shops that sell exotic and unique items to whomever can afford them.", 0);
		add_dialog_str(2, "With The Wilderness free of invaders, the riff raff that once hung out in Colosse are also gone.", 0);
		add_dialog_str(3, "Even without them, the town still welcomes all with money to spend.", 0);
		add_dialog_choice(0, "Ok");
		choice = run_dialog(TRUE);
	}
break;

beginstate 10;
	print_str_color("A small sign on the door says 'Priest studies'.", 4);
break;

beginstate 11;
	print_str_color("A small sign on the door says 'Mage studies'.", 4);
break;
