// OUTDOOR SECTION SCRIPT
//    Section: X = 0, Y = 0

// This is the special encounter script for this town.
// The states INIT_STATE and START_STATE have
// meanings that are described in the documenation. States you write
// yourself should be numbered from 10-100.

beginoutdoorscript;

variables;

int i,j,k,r1,choice;

body;

beginstate INIT_STATE;
// This state called whenever this section is loaded into memory.
break;

beginstate START_STATE;
// Starting state of the section, called every turn the party 
// stands inside this section until you change the state.
break;

beginstate 10;
	block_entry(1);
	reset_dialog();
	add_dialog_str(0, "Whilst it's slightly inviting, returning to the outpost would be unwise whilst disguised as an Eagle Warrior.", 0);
	add_dialog_choice(0, "Right...");
	choice = run_dialog(1);
break;

beginstate 11;
	if (get_flag(100, 0) == 0)
	{
		reset_dialog();
		add_dialog_str(0, "You think you can see someone by the pool.", 0);
		add_dialog_choice(0, "OK");
		choice = run_dialog(1);
		set_flag(100, 0, 1);
	}
break;

beginstate 13;
	if (get_flag(100, 1) == 0)
	{
		reset_dialog();
		add_dialog_str(0, "You've made it to the natives' temple-city.", 0);
		add_dialog_str(1, "Before you stand a mighty ziggurat, the Temple of the Ages.", 0);
		add_dialog_str(2, "You approach it, noting that there's very little going on in the town. Suspicious.", 0);
		add_dialog_str(3, "Even more suspicious is the lack of other Eagle Warriors, but at least it means you won't get found out yet.", 0);
		add_dialog_choice(0, "OK");
		choice = run_dialog(1);
		set_flag(100, 1, 1);
	}
break;

beginstate 12;
	if (get_flag(100, 2) == 0)
	{
		reset_dialog();
		add_dialog_str(0, "You stand at the brink of the temple, pondering the havoc you can wreak once you get inside.", 0);
		add_dialog_str(1, "They won't forget this.", 0);
		add_dialog_str(2, "At least not until your troops arrive and kill them.", 0);
		add_dialog_choice(0, "OK");
		choice = run_dialog(1);
		set_flag(100, 2, 1);
	}
break;