begintownscript;

variables;
short random = 0;
short welcomer = 0;
short welcome_bubble;

body;

beginstate INIT_STATE;
	//Names
	set_name(7,"Smiley Guard");
	set_name(20,"Welcomer");
	if (get_flag(1,4) == 1) {
		set_terrain(10,17,388);
		force_instant_terrain_redraw();
	}
break;

beginstate EXIT_STATE;
	set_flag(1,0,1);
break;

beginstate START_STATE;
	//If you haven't talked to King Smiley, guy tells you to
	if (get_flag(1,5) != 1) {
		text_bubble_on_char(7,"");
		random = get_ran(1,1,4);
		if (random == 1) {
			text_bubble_on_char(7,"Welcome.");
		}
		if (random ==  2) {
			text_bubble_on_char(7,"See King Smiley.");
		}
	}
	//Smiley reading
	text_bubble_on_char(6,"");
	if (get_ran(1,1,4) == 1)
		text_bubble_on_char(6,"Hmm");
	if (welcomer != 12) 
		welcomer = welcomer + 1;
	else
		welcomer = welcomer - 12;
	if (welcomer == 0)
		set_character_facing(20,6);
	if (welcomer == 4)
		set_character_facing(20,4);
	if (welcomer == 8)
		set_character_facing(20,2);
	if (welcomer == 12)
		set_character_facing(20,0);
	force_instant_terrain_redraw();
	welcome_bubble = get_ran(1,1,10);
	if (welcome_bubble == 10)
		text_bubble_on_char(20,"Welcome!");
	if (welcome_bubble == 9)
		text_bubble_on_char(20,"I am Welcomer.");
	if (get_ran(1,1,10) == 1)
		text_bubble_on_char(21,"Quack!");
break;

beginstate 10;
	if(get_flag(1,1)==0){
	message_dialog("You step out of your room. There is a smiley face at the end of the hall, beckoning to you.","_King Smiley requests that you come see him,_ he shouts to you.");
	set_flag(1,1,1);
}
break;

beginstate 11;
	if(get_flag(1,2)==0){
	message_dialog("You walk into a room with papers strewn all over it. A smiley face sits at a desk sifting through a pile of papers.","_Hello,_ he mumbles when you enter.");
	set_flag(1,2,1);
}
break;

beginstate 12;
	message_dialog("This bookshelf is stuffed with books filled with technical jargon about emotions, as far as you can tell.","As you understand none of it, you decide to leave the books alone.");
break;

beginstate 13;
	if (get_flag(1,3) == 0 && get_flag(1,6) != 1) {
		text_bubble_on_char(15,"I apologize");
		force_instant_terrain_redraw();
		pause(5);
		text_bubble_on_char(15,"");
		text_bubble_on_char(15,"for the beams.");
		force_instant_terrain_redraw();
		pause(10);
		text_bubble_on_char(15,"");
		text_bubble_on_char(15,"They are here");
		force_instant_terrain_redraw();
		pause(10);
		text_bubble_on_char(15,"");
		text_bubble_on_char(15,"for my protection.");
		force_instant_terrain_redraw();
		pause(15);
		text_bubble_on_char(15,"");
		text_bubble_on_char(15,"Speak to");
		force_instant_terrain_redraw();
		pause(5);
		text_bubble_on_char(15,"");
		text_bubble_on_char(15,"King Smiley");
		force_instant_terrain_redraw();
		pause(5);
		text_bubble_on_char(15,"");
		text_bubble_on_char(15,"and I will turn them off.");
		force_instant_terrain_redraw();
		pause(20);
	}
	if (get_flag(1,6) == 1 && get_flag(1,4) != 1) {
			set_terrain(11,17,388);
			force_instant_terrain_redraw();
			message_dialog("The mage waves his staff and the beam projecter loses power. _I can tell you have talked to King Smiley. You may pass here now._","");
			set_flag(1,4,1);
		}
	set_flag(1,3,1);
break;