begintownscript;
variables;
short choice,i,j,random,level;

body;
beginstate init_state;
i = 0;
while(char_ok(i) == 0){
	i = i + 1;
}
relocate_character(i,8,30);
force_view_center(8,30);
set_character_facing(i,4);
set_character_pose(i,0);
force_instant_terrain_redraw();
//Prisoner
level = get_level(i);
set_level(i,14);
while(level > 1){
	change_char_xp(i,-25 * 100);
	level = level - 1;
}
level = 14;
while(level > 1){
	change_char_xp(i,500);
	change_char_xp(i,500);
	level = level - 1;
}
j = 0;
while(j <= 19){
	if(get_spell_level(i,0,j) > 0)
		change_spell_level(i,0,j,-1* get_spell_level(i,0,j));
	if(get_spell_level(i,1,j) > 0)
		change_spell_level(i,1,j,-1 * get_spell_level(i,1,j));
	j = j + 1;
}
j = 0;
while(j <= 22){
	set_char_trait(i,j,0);
	j = j + 1;
}

change_pc_skill_pts(i,-1 * (get_char_skill_pts(i)));
alter_stat(i,0,3 - get_stat(i,0)); //- Strength
alter_stat(i,0,3 - get_stat(i,0)); //- Strength
alter_stat(i,1,3 - get_stat(i,1)); // - Dexterity
alter_stat(i,1,3 - get_stat(i,1)); // - Dexterity
alter_stat(i,2,10 - get_stat(i,2)); // - Intelligence
alter_stat(i,2,10 - get_stat(i,2)); // - Intelligence
alter_stat(i,3,6 - get_stat(i,3)); // - Endurance
alter_stat(i,3,6 - get_stat(i,3)); // - Endurance
alter_stat(i,4,2 - get_stat(i,4)); // - Melee Weapons
alter_stat(i,5,0 - get_stat(i,5)); // - Pole Weapons
alter_stat(i,6,0 - get_stat(i,6)); // - Bows
alter_stat(i,7,0 - get_stat(i,7)); // - Thrown Missiles
alter_stat(i,8,4 - get_stat(i,8)); // - Hardiness
alter_stat(i,9,0 - get_stat(i,9)); // - Defense
alter_stat(i,10,0 - get_stat(i,10)); // - Assassination
alter_stat(i,11,8 - get_stat(i,11)); // - Mage Spells
alter_stat(i,12,4 - get_stat(i,12)); // - Priest Spells
alter_stat(i,13,7 - get_stat(i,13)); // - Arcane Lore
alter_stat(i,14,3 - get_stat(i,14)); // - Potion Making
alter_stat(i,15,0 - get_stat(i,15)); // - Tool Use
alter_stat(i,16,0 - get_stat(i,16)); // - Nature Lore
alter_stat(i,17,0 - get_stat(i,17)); // - First Aid
alter_stat(i,18,0 - get_stat(i,18)); // - Luck
alter_stat(i,19,0 - get_stat(i,19)); // - Quick Strike
alter_stat(i,20,0 - get_stat(i,20)); // - Parry
alter_stat(i,21,0 - get_stat(i,21)); // - Blademaster
alter_stat(i,22,0 - get_stat(i,22)); // - Anatomy
alter_stat(i,23,0 - get_stat(i,23)); // - Gymnastics
alter_stat(i,24,0 - get_stat(i,24)); // - Pathfinder
alter_stat(i,25,2 - get_stat(i,25)); // - Magery
alter_stat(i,26,0 - get_stat(i,26)); // - Resistance
alter_stat(i,27,2 - get_stat(i,27)); // - Magical Efficiency
alter_stat(i,28,0 - get_stat(i,28)); // - Lethal Blow
alter_stat(i,29,0 - get_stat(i,29)); // - Riposte
alter_stat(i,30,0 - get_stat(i,30)); // - Sharpshooter
change_spell_level(i,0,0,4);
change_spell_level(i,0,2,4);
change_spell_level(i,0,3,3);
change_spell_level(i,0,4,3);
change_spell_level(i,0,5,3);
change_spell_level(i,0,6,2);
change_spell_level(i,0,8,2);
change_spell_level(i,0,10,2);
change_spell_level(i,1,0,2);
change_spell_level(i,1,2,2);
change_spell_level(i,1,3,3);

pay_coins(coins_amount());
set_name(i,"Prisoner");
reward_give(460);
change_char_energy(i,999);
change_char_health(i,-999);
change_char_health(i,999);
revive_party();

level = 0;
while(level <= 63){
	print_str(" ");
	level = level + 1;
}
print_str_color("Now entering: The Prisoner's Tale",3);

force_instant_terrain_redraw(); 
break;

beginstate exit_state;
break;

beginstate start_state;
if(get_flag(14,0) == 1){
	reset_dialog();
	add_dialog_str(0,"I woke up early this morning, as I did every morning, to watch the sunrise from the window of my cell.",0);
	add_dialog_str(1,"Sometimes in the afternoons I would look out at that cesspit of a city and wonder if it wouldn't be better to have a dark dungeon cell than be plagued with that sight. The corruption and foulness of it were enough to make me retch.",0);
	add_dialog_str(2,"But in the mornings the pigs were all indoors, and I would sit and watch the sunrise. If it weren't for that I don't know if I'd have bothered waking up.",0);
	add_dialog_choice(0,"OK");
	choice = run_dialog(1);
}
if(get_flag(14,0) == 2){
	reset_dialog();
	add_dialog_str(0,"I would sit and stare out the window all day. The noises, the people, the crime, the greed-- it all sickened me, but I watched anyhow. It was there, so I watched.",0);
	add_dialog_str(1,"Sometimes in the distance I thought I could see the green of trees, but that was probably just a mirage. There was nothing but miles of stone and brick and noise.",0);
	add_dialog_str(2,"There were birds to watch, but not song birds. They were loud, squawking gulls whose bickering could be heard all the way from the waterfront. They fought over fish and scraps-- like their human counterparts.",0);
	add_dialog_str(3,"It was disgusting.",0);
	add_dialog_choice(0,"OK");
	choice = run_dialog(1);
}
if(get_flag(14,0) == 3){
	message_dialog("I could hear the jailer rattling his sword against the cell bars as he walked down the hallway. He came to my cell every morning to change my bucket of water and give me my morning slop.","He was right on time.");
	activate_hidden_group(1);
	//set_char_dialogue_pic(10,,);
	set_name(10,"Jailer");
}
if((get_flag(14,1) > 0) && (get_flag(14,2) == 0)){
	block_entry(1);
	set_flag(14,2,1);
	play_sound(-99);
	flip_terrain(10,31);
	force_instant_terrain_redraw();
	pause(5);

	set_character_facing(i,4);
	relocate_character(i,9,31);
	force_view_center(9,31);
	force_instant_terrain_redraw();
	pause(3);
	play_sound(49);

	march_party(10,32);
	force_view_center(9,32);
	force_instant_terrain_redraw();
	pause(3);
	play_sound(49);

	message_dialog("As the guards led me out it suddenly occurred to me that this was the first time in five years I'd left my cell. It was a ridiculous thought considering the reason for the occasion-- but it made me smile nonetheless.","I had given up on escaping my cell years ago. Just stepping outside of that dreary room was almost enough for me to long for life again-- just that taste of freedom was almost enough to rekindle vain hope.");
	play_sound(49);
	add_char_to_party(11);
	add_char_to_party(10);
	march_party(10,33);
	force_view_center(10,33);
	force_instant_terrain_redraw();
	pause(3);

	march_party(10,34);
	force_view_center(10,34);
	force_instant_terrain_redraw();
	pause(3);
	play_sound(49);

	march_party(10,35);
	force_view_center(10,35);
	force_instant_terrain_redraw();
	pause(3);
	play_sound(49);

	march_party(10,36);
	force_view_center(10,36);
	force_instant_terrain_redraw();
	pause(3);
	play_sound(49);

	march_party(10,37);
	force_view_center(10,37);
	force_instant_terrain_redraw();
	pause(3);
	play_sound(49);

	march_party(10,38);
	force_view_center(10,38);
	force_instant_terrain_redraw();
	pause(3);
	play_sound(49);

	march_party(10,39);
	force_view_center(10,39);
	force_instant_terrain_redraw();
	pause(3);
	play_sound(49);

	march_party(10,40);
	force_view_center(10,40);
	force_instant_terrain_redraw();
	pause(3);
	play_sound(49);

	march_party(10,41);
	force_view_center(10,41);
	force_instant_terrain_redraw();
	pause(3);
	play_sound(49);

	march_party(11,42);
	force_view_center(11,42);
	force_instant_terrain_redraw();
	pause(3);
	play_sound(49);

	march_party(12,42);
	force_view_center(12,42);
	force_instant_terrain_redraw();
	pause(3);
	play_sound(49);

	erase_char(4);
	erase_char(5);
	relocate_character(i,25,46);
	force_instant_terrain_redraw();
}
inc_flag(14,0,1);
break;

beginstate 10;
move_to_new_town(15,23,17);

break;

beginstate 11;
break;

beginstate 100;
block_entry(1);
break;