//Town script for town 1: Forest road

begintownscript;

variables;
int choice;

body;

beginstate INIT_STATE;
break;

beginstate EXIT_STATE;
break;

beginstate START_STATE;
break;

beginstate 10;
if (is_combat() == 0)
		move_to_new_town(0,6,7);

message_dialog("We can only go on when we have regrouped and are not fighting, so let's do that first.","");
block_entry(1);
break;

beginstate 11;
if (get_flag(1,0) == 0) {
		message_dialog("In the dark, we stumble upon a small hut. The walls have started to rot and disintegrate. Some walls have collapsed completely. The door has been left wide open.","");
		set_flag(1,0,1);
		}
break;

beginstate 12;
if (get_flag(1,1) == 0) {
		message_dialog("As we enter the hut, we hear crackling noises under our feet. We step away, and look down. A human carcass. The crackling noises came from the skull that was crushed under our heavy boots.","Something weird happened here. There are no real signs of a struggle. It's almost like the guy trusted his killer to come close, only to be ripped apart and thrown about.");
		set_flag(1,1,1);
		}
break;

beginstate 13;
if (get_flag(1,2) == 0) {
		message_dialog("In this small clearing in the forest, there are very clear remains of a fire. While it's not recent, it isn't that old either.","We walk a bit closer by and poke around in the ashes, until we find bones. If they are human or not we can't really tell, but they are bones alright. This region is known for burning prisoners that deserve death. Maybe that's just what happened here.");
		set_flag(1,2,1);
		}
break;

beginstate 14;
if (is_combat() == 0)
		move_to_new_town(2,24,41);

message_dialog("We can only go on when we have regrouped and are not fighting, so let's do that first.","");
block_entry(1);
break;