// 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;

// 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.
beginstate LOAD_SCEN_STATE;
	print_num(get_flag(4,10));
	print_num(get_flag(4,11));
	print_num(get_flag(4,12));
	print_num(get_flag(4,13));
	print_num(get_flag(4,15));
 message_dialog("If you need help, there is a Readme in the scenario folder.","It has other stuff too.");
 
//turn_on_debug_mode();
 
init_quest(0,"Go to the mine","Mayor Rupp asked you to go to the mine east of town. He didn't say why.");
  
init_special_item(1,"Iron Key","This key was found when you killed the Darkling posing as a mayor.");
 
init_special_item(2,"Blue Crystal","This crystal was found in a box next to the portal in the fake mayor's room.");
 
init_special_item(3,"Metal Pass","Captain Rupp gave this to you as a pass into someplace southwest of town.");
 
init_quest(1,"Go see the wizard","Captain Rupp told you to go to a guarded stone circle southwest of town and talk to a wizard.");
 
init_quest(2,"Destroy the Dark Dimension","Sikitho the wizard ordered you to destroy the dark dimension. Apparently this is importent.");
 
init_special_item(4,"Orb","This orb was given to you by the captain so that you would be able to activate portals.");
 
	break;

// 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.
beginstate START_SCEN_STATE;
	// Initialize a few shops.
	
	// Shop 0 - armor
	add_item_to_shop(0,25,25);
	add_item_to_shop(0,26,20);
	add_item_to_shop(0,30,20);
	add_item_to_shop(0,31,10);
	add_item_to_shop(0,35,10);
	add_item_to_shop(0,121,15);
	add_item_to_shop(0,122,15);
	add_item_to_shop(0,126,3);
	add_item_to_shop(0,131,2);
	add_item_to_shop(0,111,15);
	add_item_to_shop(0,16,10);
	add_item_to_shop(0,136,10);
	add_item_to_shop(0,137,10);
	add_item_to_shop(0,141,5);
	
	// Shop 1 - weapons
	add_item_to_shop(1,45,25);
	add_item_to_shop(1,46,20);
	add_item_to_shop(1,50,15);
	add_item_to_shop(1,51,10);
	add_item_to_shop(1,55,5);
	add_item_to_shop(1,65,20);
	add_item_to_shop(1,66,10);
	add_item_to_shop(1,70,5);
	
	// Shop 2 - tools
	add_item_to_shop(2,170,500);
	add_item_to_shop(2,171,500);
	add_item_to_shop(2,172,30);
	add_item_to_shop(2,174,500);
	add_item_to_shop(2,177,500);
	
	// Shop 3 - missiles
	add_item_to_shop(3,85,500);
	add_item_to_shop(3,86,10);
	add_item_to_shop(3,90,10);
	add_item_to_shop(3,95,3);
	add_item_to_shop(3,100,20);
	add_item_to_shop(3,101,10);
	add_item_to_shop(3,105,10);

	// Shop 4 - potions
	add_item_to_shop(4,220,4);
	add_item_to_shop(4,221,3);
	add_item_to_shop(4,222,3);
	add_item_to_shop(4,223,2);

	// Shop 5 - food
	add_item_to_shop(5,4,500);
	add_item_to_shop(5,6,500);
	add_item_to_shop(5,7,500);
break;

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

break;

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