begintownscript;
variables;
short choice,i,j;

body;

beginstate init_state;
i = 0;
while(char_ok(i) == 0){
	i = i + 1;
}
j = 6;
while(j < 33){
	set_mobility(j,0);
	j = j + 1;
}
set_char_dialogue_pic(33,307,0);
relocate_character(i,33,38);
set_character_pose(i,7);
force_view_center(23,37);
set_total_visibility(1);
force_instant_terrain_redraw();
pause(1);

force_view_center(24,37);
force_instant_terrain_redraw();
pause(1);

force_view_center(25,37);
force_instant_terrain_redraw();
pause(1);

force_view_center(26,37);
force_instant_terrain_redraw();
pause(1);

force_view_center(27,37);
force_instant_terrain_redraw();
pause(1);

force_view_center(28,37);
force_instant_terrain_redraw();
pause(1);

force_view_center(29,37);
force_instant_terrain_redraw();
pause(1);

force_view_center(30,37);
force_instant_terrain_redraw();
pause(1);

force_view_center(31,37);
force_instant_terrain_redraw();
pause(1);

force_view_center(32,38);
force_instant_terrain_redraw();
pause(1);

force_view_center(33,39);
force_instant_terrain_redraw();
set_total_visibility(0);
pause(1);

reset_dialog();
add_dialog_str(0,"He led me to a tavern in the waterfront district, the Spray. It was a slightly more desirable place to be than the alley.",0);
add_dialog_str(1,"The red haired man ordered some food and drink, which I ate despite my better judgment. I don't really know much about tavern going, but I know you don't eat at places like the Spray if you can help it. I was famished, though.",0);
add_dialog_choice(0,"OK");
choice = run_dialog(1);

break;

beginstate exit_state;
break;

beginstate start_state;
//if(get_flag(29,0) == 1)
	//set_state_continue(10);
break;

beginstate 10;
block_entry(1);
if(get_flag(29,0) == 1){
	set_flag(29,0,2);
	reset_dialog();
	add_dialog_str(0,"He answered my unspoken question as he fastened his cloak. _It's been a pleasure meeting you, Adrianna, but I'm afraid I must cut our chat short. There's business I must attend to, and I'm afraid it's not possible for you come along._",0);
	add_dialog_str(1,"He set a purse on the table. _I'm leaving you with enough to spend the week in an inn-- no don't protest, just take it. I couldn't rest easy if I knew you didn't have it._",0);
	add_dialog_str(2,"He held out his hand, which I took. _If our paths don't cross again, it was nice meeting you._ I stammered my thanks, trying to put all the gratitude I felt into words.",0);
	add_dialog_str(3,"He shrugged it off. _It was nothing-- really. Don't mention it._",0);
	add_dialog_choice(0,"Are you really going out? But there's a criminal on the loose!");
	choice = run_dialog(1);

	reset_dialog();
	add_dialog_str(0,"My call brought him to a halt at the doorway. He turned and smiled. _But Adrianna, there are always criminals on the loose. Farewell and good luck-- don't take shit from anyone around here and you'll be alright. You're tougher than you think._",0);
	add_dialog_str(1,"With that he was gone, and I was alone again.",0);
	add_dialog_choice(0,"OK");
	choice = run_dialog(1);

	j = 6;
	while(j < 40){
		erase_char(j);;
		j = j + 1;
	}
	activate_hidden_group(2);
	force_instant_terrain_redraw();
	end();
}
if(get_flag(29,0) == 2){
	reset_dialog();
	add_dialog_str(0,"I sat there for a while, thinking about what had happened that day. About what had happened at the Chapel and what I'd seen in front of the courthouse.",0);
	add_dialog_str(1,"Perhaps most of all I thought about what Ethan had said. I stayed there until the Inn had emptied out. It was growing dark outside, and I had been cooped up in the Spray all afternoon.",0);
	add_dialog_str(2,"The sun was low in the sky when I left the inn. I set off without a clear goal in my mind, just enjoying wandering the salty, stench filled streets-- perhaps against better judgment.",0);
	add_dialog_str(3,"It was dark, and I was alone in a shady part of a shady city, but I wasn't afraid.",0);
	add_dialog_choice(0,"OK");
	choice = run_dialog(1);
	set_ticks_forward(3760 - get_current_tick());
	set_character_pose(i,1);
	set_character_facing(i,4);
	move_to_new_town(30,16,1);
}
break;

beginstate 100;
block_entry(1);
break;