//Outdoor Script for x = 1  y = 1

beginoutdoorscript;

variables;

int choice;

body;

beginstate INIT_STATE;
break;

beginstate START_STATE;
break;

beginstate 10;
if (get_flag(112,0) == 1)
		end();
	reset_dialog();
	add_dialog_str(0,"This small remote hut, once with a lovely garden all around it, was ransacked, burned down and abandoned. It doesn't look as if it will collapse any moment now. You could investigate it.",0);
	add_dialog_choice(0,"Investigate");
	add_dialog_choice(1,"No, I'd rather not");
	choice = run_dialog(0);
	
	if (choice == 1) {
			message_dialog("You walk to the house. A smell of rats and fish hangs in the air. Its disgusting. Soon however, you find scratch marks on the walls. It looks Nephil-like, but bigger.","After investigating the house, you decide to go to the garden, where soon enough you find some bits of fur. Whoever was here, they were cat-like.");
			set_flag(112,0,1);
			}
break;

beginstate 11;
if (get_flag(111,4) == 1) {
		if (get_flag(22,9) == 1) {
				message_dialog("You stand again at the edge of this pit. However, no smoke is coming out now. You notice now that this pit lies quite close to Thralni's old, now ruined castle.","Is this just a coincidence, or more than that?");
set_flag(111,4,1);
				}
		}

if (get_flag(111,0) == 1) 
		end();
	message_dialog("Standing at the edge of this pit, you can stare far down it, and see a lot of black. Strange though, that such a pit is here. Stranger even, that there's smoke coming out.","");
	set_flag(111,0,1);
break;

beginstate 12;
if (get_flag(111,1) == 2)
		end();
	message_dialog("So this once was a glorious town. Damage. Everywhere. Its horrendous. You slowly walk to the town. This was once called _Summertown,_ this pile of useless stone.","");
	set_flag(111,1,2);
break;

beginstate 13;
if (get_flag(111,2) == 1) 
		end();
	message_dialog("This farm was abandoned. It was probably a good thing to do, as whatever came here, it burnt down not only the farmhouse, but also the surrounding farmland.","");
	set_flag(111,2,1);
break;

beginstate 14;
if (get_flag(111,3) == 1) 
		end();
	message_dialog("You tremble upon a burnt down farm While you stare at the blackened remains of the farmland, you can't help but hope the occupants got away in time.","");
	set_flag(111,3,1);
break;

beginstate 15;
	if (get_flag(111,5) == 0 && get_flag(5,12) == 0) {
			message_dialog("You come at a crossroads. You stand and look around. After a short while of having had a small rest, you think it might be time to go. At that moment though, you hear screams. You look around and see eye to eye with Senarti.","");
			create_out_spec_enc(0);
			}
break;

beginstate 16;
	message_dialog("When you  pierce the last Senarti skull with your sword, pull it out and clean it, you look around and notice that there is some broken wood lying around and some dried up blood. You can only imagine that these senarti were raiding merchants.","It's a good thing you stopped it, then.");
break;

beginstate 17;
	if (get_flag(111,6) == 0 && get_flag(5,12) == 0) {
			message_dialog("This formation of stones and rocks is very interesting. They are standing in a sort of square, with one side clearly facing to Voughton.","Suddenly, though, it is raining stones, and you look around, but there is nobody to see. You quickly get behind the rocks, and when the shower of stones stops, you see Senarti. A lot of them.");
			create_out_spec_enc(1);
			}
break;

beginstate 18;
	message_dialog("You finish killing the last Senarti, and are confronted with the mess you made. Somehow feeling that the rocks are important, you wipe the blood of them and move on.","");
break;