aa aa aa aa aa aa aa aa aa aa aa aa aa aa aa aa aa aa aa aa aa aa aa aa ab
aa aa aa aa aa aa aa aa aa aa aa aa aa aa aa aa aa aa aa aa aa aa aa aa ab
aa aa aa aa aa aa aa aa aa aa aa aa aa aa aa aa aa aa aa aa aa aa aa aa ab
aa aa aa aa aa ab ab ac ad ad ad ad ae aa aa aa aa aa aa aa aa aa aa aa ab
aa aa aa aa aa aa ab af ag ag ag ag ah ab aa aa aa aa aa aa aa aa aa aa ab
aa aa aa aa aa aa ab ai aj ak al ak am ab aa aa aa aa ac ad ad ad ad ae ab
aa aa aa aa aa aa ab an ao ao ao ao ap ab aa aa aa ab af aq ag ag ar ah ab
aa aa aa aa aa aa ab an ao ao ao ao ap ab aa aa aa ab an as aj at au ap ab
aa aa aa aa aa aa ab an av ao ao aw ap ab aa aa aa ab an ax ao ao ay ap ab
aa aa aa aa aa aa ab an ao ao ao ao ap ab aa aa aa ab az aA aA aA aA aB ab
aa aa aa aa aa aa ab an aC ao ao aD ap ab aa aa aa ab aE aF aG aH aI aJ ab
aa aa aa aa aa aa ab az aA aA aA aA aB ab aa aa aa aa aa aa aK aa aa aa ab
aa aa aa aa aa aa ab aE aI aL aG aI aJ ab aa aa aa aa aa aa aa aa aa aa ab
aa aa aa aa aa aa ab aa aa aa aM aa aa aa aa aa aa aa aa aa aa aa aa aa ab
aa aa aa aa aa aa aa aa aa aa aa aa aa aa aa aa aa aa aa aa aa aa aa aa ab
aa aa aa aa aa aa aa aa aa aa aa aa aa aa aa aa aa aa aa aa aa aa aa aa ab
aa aa aa aa aa aa aa aa aa aa aa aa aa aa aa aa aa aa aa aa aa aa aa aa ab
aa aa aa aa aa aa aa aa aa aa aa aa aa aa aa aa aa aa aa aa aa aa aa aa ab
aa aa aa aa aa aa aa aa aa aN aO aO aO aO aO aP aa aa aa aa aa aa aa aa ab
aa aa aa aa aa aa aa aa ab af aQ af aR ah aQ ah ab aa aa aa aa aa aa aa ab
aa aa aa aa aa aa aa aa ab aS ao aT aU aV aW aX ab aa aN aO aO aO aP aa ab
aa aa aa aa aa aa aa aa ab az aA aY aA aB aZ aB ab ab af a0 a0 a0 ah ab ab
aa aa aa aa aa aa aa aa ab a1 ag ag a2 ag a2 ah ab ab a3 as a4 aj am ab ab
aa aa aa aa aa aa aa aa ab an a5 aA aA aA aA aB ab ab an ao ao ao ap ab ab
aa aa aa aa aa aa aa aa ab an ap ag a2 ah a2 ah ab ab az aA aA aA aB ab ab
aa aa aa aa aa aa aa aa ab a6 ap aW ao aX aW aX ab ab aE a7 aG aI aJ ab ab
aa aa aa aa aa aa aa aa ab az aB aZ aA aB aZ aB ab aa aa aa a8 aa aa aa ab
aa aa aa aa aa aa aa aa ab aF aG a9 aI aF aI aJ ab aa aa aa aa aa aa aa ab
ab ab ab ab ab ab ab ab ab ab ba ab ab ab ab ab ab ab ab ab ab ab ab ab ab

:def
:aa
pix("underground/void.png")
walk(1)
:ab
pix("underground/void.png")
walk(0)
:ac
pix("underground/void.png")
walk(0)
addpix("wood_interior/wood_wall_top_grass_w_trans.png")
:ad
pix("underground/void.png")
walk(0)
addpix("wood_interior/wood_wall_top_grass_trans.png")
:ae
pix("underground/void.png")
walk(0)
addpix("wood_interior/wood_wall_top_grass_e_trans.png")
:af
pix("wood_interior/wall_woodfloor_nw.png")
walk(0)
:ag
pix("wood_interior/wood_wall_floor.png")
walk(0)
:ah
pix("wood_interior/wall_woodfloor_ne.png")
walk(0)
:ai
pix("wood_interior/counter_left_wall.png")
walk(1)
:aj
pix("wood_interior/counter.png")
walk(0)
:ak
pix("wood_interior/counter.png")
walk(0)
addpix("furnishings/books.png")
:al
pix("wood_interior/counter_man.png")
walk(0)
Action
store("Meadow Magical Training")
:am
pix("wood_interior/counter_right_wall.png")
walk(1)
:an
pix("wood_interior/wall_woodfloor_w.png")
walk(1)
:ao
pix("wood_interior/woodfloor.png")
walk(1)
:ap
pix("wood_interior/wall_woodfloor_e.png")
walk(1)
:aq
pix("wood_interior/shields.png")
walk(0)
:ar
pix("wood_interior/weapons.png")
walk(0)
:as
pix("wood_interior/counter_left.png")
walk(1)
:at
pix("wood_interior/counter_old_man.png")
walk(0)
Action
store("The Armory")
:au
pix("wood_interior/counter_right.png")
walk(1)
:av
pix("wood_interior/woodfloor.png")
walk(0)
addpix("monsters/Giant Spider.png")
Action
dialog("'Ah, the giant spider. Got this one while guarding the miners over to \
the west. Probably a whole nest of them in that mountain.'")
:aw
pix("wood_interior/woodfloor.png")
walk(0)
addpix("monsters/Jelly.png")
Action
dialog("'That, my friend, is th--DON'T TOUCH THAT!--Ah, er, death slime. \
Sorry about that, but it's still active in some form, though without the \
magical gem it uses as a brain, it can't go anywhere. Really should put a \
warning up sometime.'")
:ax
pix("wood_interior/woodfloor.png")
walk(0)
addpix("furnishings/treasure_chest.png")
Action
info("This chest contains a variety of armor pieces.")
:ay
pix("wood_interior/woodfloor.png")
walk(0)
addpix("furnishings/treasure_chest.png")
Action
info("This chest contains a variety of weapons.")
:az
pix("wood_interior/wall_woodfloor_sw.png")
walk(1)
:aA
pix("wood_interior/wall_woodfloor.png")
walk(1)
:aB
pix("wood_interior/wall_woodfloor_se.png")
walk(1)
:aC
pix("wood_interior/woodfloor.png")
walk(0)
addpix("monsters/Crawler.png")
Action
dialog("'Killed that beast over in the Hegio desert. Still don't know what it's \
called.'")
:aD
pix("wood_interior/woodfloor.png")
walk(0)
addpix("monsters/Angry Tree.png")
Action
dialog("'You want my advice? If you ever see a treefiend, run away. Those things \
can bat you halfway across the forest in the time it takes you to draw your \
sword. Of course, they aren't native to these parts.'")
:aE
pix("town/wood_wall_sw.png")
walk(0)
:aF
pix("town/wood_wall_s.png")
walk(0)
:aG
pix("road/end_wood_doorway.png")
walk(1)
:aH
pix("town/wood_sign_weapon.png")
walk(0)
:aI
pix("town/wood_window_s.png")
walk(0)
:aJ
pix("town/wood_wall_se.png")
walk(0)
:aK
pix("underground/void.png")
walk(1)
Action
move("town1.txt", 20, 11)
hero("hero_s")
:aL
pix("town/wood_sign_training.png")
walk(0)
:aM
pix("underground/void.png")
walk(1)
Action
move("town1.txt", 10, 13)
hero("hero_s")
:aN
pix("underground/void.png")
walk(1)
addpix("wood_interior/wood_wall_top_grass_w_trans.png")
:aO
pix("underground/void.png")
walk(1)
addpix("wood_interior/wood_wall_top_grass_trans.png")
:aP
pix("underground/void.png")
walk(1)
addpix("wood_interior/wood_wall_top_grass_e_trans.png")
:aQ
pix("wood_interior/wood_wall_floor.png")
walk(0)
addpix("wood_interior/trans_window.png")
:aR
pix("wood_interior/wood_to_grass_window.png")
walk(0)
:aS
pix("wood_interior/wall_woodfloor_w.png")
walk(0)
addpix("furnishings/blue_bed.png")
:aT
pix("wood_interior/wall_woodfloor_w.png")
wall_w(1)
walk(1)
:aU
pix("wood_interior/woodfloor.png")
walk(1)
addpix("furnishings/blue_rug.png")
:aV
pix("wood_interior/wall_woodfloor_e.png")
walk(0)
addpix("furnishings/green_bed.png")
:aW
pix("wood_interior/woodfloor.png")
wall_w(1)
walk(1)
:aX
pix("wood_interior/wall_woodfloor_e.png")
walk(0)
addpix("furnishings/blue_bed.png")
:aY
pix("wood_interior/wall_woodfloor_sw.png")
wall_w(1)
walk(1)
:aZ
pix("wood_interior/wall_woodfloor.png")
wall_w(1)
walk(1)
:a0
pix("wood_interior/potion_shelf.png")
walk(0)
:a1
pix("wood_interior/interior_door_w.png")
walk(1)
:a2
pix("wood_interior/interior_door.png")
walk(1)
:a3
pix("wood_interior/wall_woodfloor_w.png")
walk(0)
addpix("furnishings/trapdoor.png")
Action
dialog("The barkeep scowls at you. 'Employees only!'")
:a4
pix("wood_interior/counter_man.png")
walk(0)
Action
if(var("shop1_bar_dia1"), "=", 1)
	set("dialog1", generic_dialog("Hey there adventurer! What can I do for you? \n \
	(1) What do you know of the Mystic Medallion? \n \
	(2) How 'bout some ale? \n \
	(3) Why not just use a boat to cross the ocean? \n \
	(4) Where can I find the pieces? \n \
	(5) Nothing. I'm just looking around.", "1.png", "2.png", "3.png", "4.png", \
	"5.png"))
	if(var("dialog1"), "=", 0)
		dialog("Legend says that the evil Warlord Greyor created the medallion by \
		magical means and used it to split the world into two continents--ours \
		and his, which he is using to build army of evil creatures that will \
		conquer the world so he can proclaim himself ruler. Of course, this legend \
		is over a thousand years old. No one could live that long.  But, then \
		again, monsters are roaming the land in greater numbers lately. \
		If I remember right, it is said that after the land was split, the \
		medallion broke into three pieces and was scattered throughout our \
		continent. The only way to stop Greyor would be to find the three pieces \
		and rejoin the continents.")
	endif
	if(var("dialog1"), "=", 1)
		dialog("Sorry, you're underage.  Come back in a few years.")
	endif
	if(var("dialog1"), "=", 2)
		dialog("Many people have tried to cross, none have ever returned. \
		Only crazy people try to travel that way.")
	endif
	if(var("dialog1"), "=", 3)
		dialog("I don't know where the pieces are, but maybe someone in Quinine \
		Tower can help you. It is to the west across the river, but the bridge \
		was washed out during the spring flood. You'll have to speak to Reyd \
		the carpenter to have a new one built.")
		set("town1_bridge1", 1)
	endif
else
	set("dialog1", generic_dialog("Hey there adventurer! What can I do for you? \n \
	(1) What do you know of the Mystic Medallion? \n \
	(2) How 'bout some ale? \n \
	(3) Nothing. I'm just looking around.", "1.png", "2.png", "3.png"))
	if(var("dialog1"), "=", 0)
		dialog("Legend says that the evil Warlord Greyor created the medallion by \
		magical means and used it to split the world into two continents--ours \
		and his, which he is using to build army of evil creatures that will \
		conquer the world so he can proclaim himself ruler. Of course, this legend \
		is over a thousand years old. No one could live that long.  But, then \
		again, monsters are roaming the land in greater numbers lately. \
		If I remember right, it is said that after the land was split, the \
		medallion broke into three pieces and were scattered throughout our \
		continent. The only way to stop Greyor would be to find the three pieces \
		and rejoin the continents.")
		set("shop1_bar_dia1", "=", 1)
	endif
	if(var("dialog1"), "=", 1)
		dialog("Sorry, you're underage.  Come back in a few years.")
	endif
endif
:a5
pix("wood_interior/woodfloor_se_corner.png")
walk(1)
:a6
pix("wood_interior/wall_woodfloor_w.png")
walk(0)
addpix("people/old_woman_s.png")
Action
if(question("Rooms are 10 gold a night. Interested?"), "=", 1)
	if(stat("gold"), ">=", 10)
		give("gold", -10)
		give("hp", stat("maxhp"))
		give("ep", stat("maxep"))
		info("You awake, rested.")
	else
		dialog("How odd. You don't have enough money.")
	endif
endif
:a7
pix("town/wood_sign_tavern.png")
walk(0)
:a8
pix("underground/void.png")
walk(1)
Action
move("town1.txt", 20, 26)
hero("hero_s")
:a9
pix("town/wood_sign_inn.png")
walk(0)
:ba
pix("underground/void.png")
walk(1)
Action
move("town1.txt", 10, 28)
hero("hero_s")
