<<<<< SDFs, Items, Boats and Quests >>>>>

<<< SDFs >>>

//Town 0 - Stonesthrow
(0,0) - 1 = initial setup (INIT_STATE)
		2 = triumphant return! (INIT_STATE)
(0,1) - 1 = no booze for you (dnode 21)
		2 = how do you know about us? (dnode 25)
(0,2) - 1 = got any rooms? (dnode 23)
(0,3) - 1 = got free sandwiches, switch node to shop (dnode 22)
(0,4) - 1 = leaving the smoking halberd (state 10)
(0,5) - 1 = can you tell us anything about the area (dnode 32)
(0,6) - 1 = outhouse (state 15, door trigger)
(0,7) - 1 = Aaron's shop (state 35)
(0,8) - 1 = chapel (state 40)
(0,9) - 1 = forge (state 45, door trigger)
(0,10)- 1 = why's this place so empty? (dnode 41)
(0,11)- 1 = beliefs (dnode 42)
(0,12)- 1 = know about resurrection services (dnode 43)
			-allows party to bring back Loyalist corpse
(0,13)- 1 = why shouldn't we bother Duncan? (dnode 63)
(0,14)- 1 = who makes the weapons? (dnode 64)
(0,15)- 1 = barracks dialog (state 50)
(0,16)- 1 = entering the mayor's office (state 60, door trigger)
		2 = actually spoke with the mayor (dnode 91)
		3 = got the quest (dnode 92)
(0,17)- 1 = actually spoke with the liaison (dnode 110)
(0,18)- 1 = got first exit dialog for leaving Stonesthrow (state 20)
(0,19)- 1 = currently a cook? (dnode 31)
(0,20)- 1 = braziers are lit (START_STATE)
(0,21)- 1 = returned report to the mayor (dnode 97)
		2 = concluded business (dnode 98)
(0,22)- 1 = returned to the city with Trevahn's body (INIT_STATE)
(0,23)- 1 = set up the resurrection scene (dnode 99)
(0,24)- ...ending flags!
		1 = returned sans body (dnode 98)

//Outdoors Section 0 - Stonesthrow Area
(50,0)- 1 = seeing the ocean (state 10)
(50,1)- 1 = farms (state 15)
(50,2)- 1 = watchtower (state 20)
(50,3)- 1 = already spoke to the tinker (state 25)
(50,4)- 1 = farmhouse (state 30)
(50,5)- 1 = triggered sand (state 35)

//Town 2 - Docks
(2,0) - 1 = intro dialog (INIT_STATE)
(2,1) - 1 = signal fire (state 10, or state 10 of t5)
(2,2) - 1 = got a boat (dnode 24)
		2 = got in the boat (state 15)
(2,3) - 1 = left harbor in a boat (state 20)
(2,4) - 1 = storeroom (state 25)
(2,5) - 1 = fire is lit (START_STATE)
(2,6) - 1 = bunkhouse dialog (state 30)
(2,7) - 1 = dockmaster's office (state 35)

//Outdoors Section 1 - North of Stonesthrow
(51,0)- 1 = farms (state 10)
(51,1)- 1 = watchtower (state 15)
(51,2)- 1 = triggered hermit (state 20)
(51,3)- 1 = triggered sand (state 25)

//Outdoors Section 2 - Near the Guardtower
(52,0)- 1 = more exposition! (state 15)
(52,1)- 1 = noticed DL ships (state 20)
		2 = ships moved (EXIT_STATE, t3)
		3 = ships gone (t8, INIT_STATE)
(52,2)- 1 = approached the watchtower (state 25)
(52,3)- 1 = changed terrain (START_STATE)
(52,4)- 1 = "slipped" past the ships (state 30)
(52,5)- 1 = triggered sand (state 10)

//Town 3 - Watchtower
(3,0) - 1 = intro dialog (INIT_STATE)
(3,1) - 1 = killed the Loyalists downstairs (START_STATE)
(3,2) - 1 = entering the tower (state 10)

//Town 4 - Top of the Watchtower
(4,0) - 1 = intro dialog (INIT_STATE)
(4,1) - 1 = spared the archers (dnode 18)
		2 = killed them (START_STATE)
(4,2) - 1 = emptied the cauldron of oil (state 20, specobj)
		2 = got dialog after going downstairs (INIT_STATE, t3)
		3 = blew up the watchtower! (EXIT_STATE, t3)

//Outdoors Section 3 - Raided Island
(53,0)- 1 = approaching island (state 20)
(53,1)- 0 = ships are still there (state 25)
		1 = ships are gone (t8, INIT_STATE)
(53,2)- reserved for terrain changes, NOT YET IMPLEMENTED
(53,3)- 1 = noises up ahead (state 30)
		2 = spawned the fight (state 31)
		3 = fled (state 33)
		4 = won (state 34)
(53,4)- 1 = first look at Copperpeak (state 40)
(53,5)- 1 = triggered sand (state 10)

//Outdoors Section 4 - Transition to Copperpeak
(54,0)- 0 = ships are still there (state 10)
		1 = ships are gone (t8, INIT_STATE)

//Outdoors Section 5 - Copperpeak
(55,0)- 0 = ships are still there (state 10)
		1 = ships are gone (t8, INIT_STATE)
(55,1)- 1 = blew your cover (state 20)
(55,2)- 1 = encountered the patrol (state 20)
(55,3)- 1 = defeated the patrol (state 21)
			(can also be set in t8, INIT_STATE)
(55,4)- 1 = fled the patrol (state 22)
(55,5)- 1 = approaching the docks (state 25)
(55,6)- 0 = campsite fires are out (START_STATE)
		1 = campsite fires are lit (START_STATE)
(55,7)- 1 = met the guards blocking entrance to Copperpeak (state 30)
(55,8)- 1 = triggered sand (state 15)

//Town 5 - Docks by Copperpeak
(5,0) - 1 = intro after Trevahn is dead (INIT_STATE)
(5,1) - 1 = blew your cover (START_STATE)
(5,2) - 1 = (unused)
(5,3) - 1 = signal fire (state 10)
(5,4) - 1 = burned documents (state 15, specobj)
(5,5) - 1 = in disguise, warned not to talk (loyalist state 3)

//Town 10 - Gates of Copperpeak
(10,0)- 1 = intro dialog (INIT_STATE)
(10,1)- 1 = approaching (state 10)
(10,2)- 1 = blew your cover (loyalist, START_STATE)
(10,3)- 1 = in disguise, warned not to talk (loyalist state 3)
(10,4)- 1 = triggered forced guard talk (state 30)
(10,5)- 1 = PCs are wearing Darkside armor (state 30)
		2 = at least one PC isn't
		    (note: only used to pass to dlg script)
(10,6)- 1 = outer gate opened (dnode 11)
		2 = outer gate closed (START_STATE)
		3 = inner gate opens (START_STATE)
(10,7)- 1 = angered the guards (state 31)
(10,8)- 1 = guards yell to clear the gate (START_STATE)

//Town 6 - Copperpeak
(6,0) - 1 = intro dialog (INIT_STATE)
(6,1) - 1 = "one thing's for sure"... (dnode 10/11)
(6,2) - 1 = fallen statue (state 10)
(6,3) - 1 = refugee building by gates (state 15, door trigger)
(6,4) - 1 = town well (state 20)
(6,5) - 1 = barracks (state 25)
(6,6) - 1 = commander fisher's room (state 30, door trigger)
(6,7) - 1 = what's the situation? (dnode 41)
(6,8) - 1 = surrender? (dnode 42)
(6,9) - 1 = how long? (dnode 43)
(6,10)- 1 = is there another way out? (dnode 46 or 51)
		2 = asking Tyler (dnode 77)
(6,11)- 1 = no, seriously, quest please (dnode 49)
(6,12)- 1 = what happened to the party? (dnode 62)
(6,13)- 1 = you used to be an adventurer? (dnode 61)
(6,14)- 1 = I'd love to hear about your work (dnode 76)
(6,15)- 1 = Tyler's house (state 40, door trigger)
(6,16)- 1 = searched the bag of rocks (state 45, specobj)
		2 = exposed the trapdoor (state 45, specobj)
(6,17)- 1 = ruined forge (state 55)

//Town 11 - Experiment Tunnels
(11,0)- 1 = intro dialog (INIT_STATE)
(11,1)- 1 = ozone down south (state 15)
(11,2)- 1 = wolf den (state 20)
(11,3)- 1 = searching the nest (state 21, specobj trigger)
(11,4)- 1 = summoning chamber (state 25)
(11,5)- 1 = foreboding growl (state 30)
(11,6)- 1 = supply chamber (state 35)
(11,7)- 1 = augmentation chamber (state 40)
(11,8)- 1 = seen a wolf (various places: state 40, 50)
(11,9)- 1 = dead end in augmentation chamber (state 41)
(11,10)-1 = dead end on long fork (state 45)
(11,11)-1 = wolf ambush at long fork (state 50)
(11,12)-1 = flaming shrub room (state 60)
(11,13)-1 = pulled the augmentation lever (state 42, specobj trigger)
(11,14)-1 = dead end in the shrub room? (state 61)
(11,15)-1 = hit the control panel! (state 62)
		2 = turned it off again (state 62)
(11,16)-1 = blew up the passage out (START_STATE)

//Town 12 - Clearing
(12,0)- 1 = intro dialog (INIT_STATE)
(12,1)- 1 = spotted Matthew (INIT_STATE)
(12,2)- 1 = killed Matthew (basicnpc, DEAD_STATE)
(12,3)- 1 = all of the Loyalists killed (START_STATE)

//Town 7 - Darkside Ship
(7,0) - 1 = intro dialog, placement (INIT_STATE)
		2 = cutscene actually triggered (START_STATE)
(7,1) - 1 = spawned Trevahn, needed for dialogue to work (state 10)
		2 = dialogue triggered (trevahn, INIT_STATE)
(7,2) - 1 = Trevahn activated guards (trevahn, state 3)
(7,3) - 1 = Trevahn dies (trevahn, DEATH_STATE)
		2 = remaining guards jump overboard (START_STATE)
(7,4) - 1 = nudging party to leave (START_STATE)

//Town 8 - Beach
(8,0) - 1 = intro dialog (INIT_STATE)
(8,1) - 1 = exit dialog (EXIT_STATE)


<<< Special Items >>> 

<<< Boats / Horses >>>

0 - Party's first boat
	- Appears in t2, (31,24)
1 - Boat at Stonesthrow docks (can't be used)
2 - Boat at Stonesthrow docks (can't be used)
3 - Spare boat at Copperpeak docks
	- Appears in t5, (23,17)

<<< Quests >>>

0 - Talk to the mayor
	- Given in t0, INIT_STATE
	- Completed in t0dlg, dnode 92
1 - Break the Siege
	- Given in t0dlg, dnode 92
	- Completed in t0dlg, dnode 97
2 - Kill Trevahn
	- Given in t6dlg, dnode 49
	- Completed in trevahn, DEAD_STATE