// SCENARIO SCRIPT

// This is the special script for your entire scenario. It contains
// special encounters and code accessable from anywhere in the scenario. it also
// contains the code that initializes important special things in the
// scenario (like shops and names and descriptions of special items).

// You can create your own states, but you should give all of them numbers greater than
// or equal to 10.

beginscenarioscript;

variables;

body;

beginstate LOAD_SCEN_STATE;
// This is the state that is called every time the scenario is loaded,
// even when a save file in the scenario is loaded. Some things that should go here:
//    Names and descriptions of special items.
//    Names and effects of custom special abilities.

init_quest(0,"Attack Empire Camp","Zakary told you that there is a small group of merchants camping to the east of the brigand lair. If you were to kill them, you'd be able to take their travel papers...");
init_quest(1,"Kill Mayor Samuels","Zakary has asked you to kill Mayor Samuels, of Sarallis. The papers you got earlier should get you into town safely. What you do there is up to you.");

init_special_item(1,"Empire Papers","Although they are not in your name, these travel documents should get you into Sarallis safely.");
break;


beginstate START_SCEN_STATE;
// This is the state that is called only once at the very beginning of 
// the scenario. Some things that should go here:
//    The stuff in shops.
//    Creating horses and boats.

//Alexa in T0 - Mage and Priest spells
add_item_to_shop(0,2000,2);
add_item_to_shop(0,2001,2);
add_item_to_shop(0,2004,1);
add_item_to_shop(0,2006,1);
add_item_to_shop(0,3000,2);
add_item_to_shop(0,3001,2);
add_item_to_shop(0,3002,1);
add_item_to_shop(0,3005,1);


break;

beginstate START_STATE;
// This state is called every tick wherever the party is in the scenario.
// You can use the set_state
break;

// Place your own states below. Give each a number at least 10.
beginstate 10;
break;
