// Town script for town 2: Pilgrim's rest

begintownscript;

variables;
int choice;

body;

beginstate INIT_STATE;
break;

beginstate EXIT_STATE;
break;

beginstate START_STATE;
if (get_flag(2,0) == 0) {
		message_dialog("Hold on, looks like we have stumbled upon a settlement of some sort. The sign by the road says _Pilgrim's Rest_. Well, isn't that a spot of luck? Let's go and tell the mayor what happened at the HMC. He's bound to be happy with the news.","Not only that actually, we might also be able to ask around why everything is so quiet. The silence still persists, even in the vicinity of this settlement. The silence is oppressive.");
		set_flag(2,0,1);
		}
break;

beginstate 10;
if (is_combat() == 0)
		move_to_new_town(1,16,4);

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(2,1) == 0) {
		message_dialog("We hoped to find some comfort here. We hoped to make some people happy. It seems the inhabitants of this place will hear none of it. This house's interior is a gruesome mix of blood and dust.","We look around. There is blood everywhere. The furniture has been ruined. The floortiles have been smeared with blood or broken altogether. Strangely, there is just one body in this house, while there are two beds. Where did the other person go?");
		set_flag(2,1,1);
		}
break;

beginstate 12;
if (get_flag(2,2) == 0) {
		message_dialog("A body is lying here. It has been battered, cut and stabbed in such a cruel and brutal way, that we can't even be sure of its sex. This attack was so ferocious, it could hardly have been just a human. Perhaps a group, or a wild animal.","The utter silence of this area rules out any sort of beast, though. It must have been humans. Whatever it was, It's gone now. We look a few moments more at the battered face, then stand up and move on. There is nothing we can do.");
		set_flag(2,2,1);
		}
break;

beginstate 13;
if (is_combat() == 0)
		move_to_new_town(3,43,14);

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;