BACKUP ~BG1NPC/backup~
AUTHOR ~The BG1 NPC Project Team: forums.gibberlings3.net/index.php?showforum=45~

BEGIN ~The BG1 NPC Project for BGT-BP: Core Install~

//PDIALOG.2DA stuff

COPY_EXISTING ~pdialog.2da~ ~override/pdialog.2da~
  REPLACE_TEXTUALLY ~JOIN_DIALOG_FILE~ ~JOIN_DIALOG_FILE     DREAM_SCRIPT_FILE~ UNLESS ~DREAM_SCRIPT_FILE~

COPY_EXISTING ~pdialog.2da~ ~override/pdialog.2da~
  REPLACE_TEXTUALLY ~FALDOJ~ ~FALDOJ           FALDOD~ UNLESS ~FALDOD~

COPY_EXISTING ~pdialog.2da~ ~override/pdialog.2da~
  REPLACE_TEXTUALLY ~XANJ             ***~ ~XANJ             XAND~ UNLESS ~XANJ             ***~

COPY_EXISTING ~pdialog.2da~ ~override/pdialog.2da~
  REPLACE_TEXTUALLY ~ELDOTJ~ ~ELDOTJ           ELDOTD~ UNLESS ~ELDOTD~

COPY_EXISTING ~pdialog.2da~ ~override/pdialog.2da~
  REPLACE_TEXTUALLY ~SKIEJ~ ~SKIEJ            SKIED~ UNLESS ~SKIED~

COPY_EXISTING ~pdialog.2da~ ~override/pdialog.2da~
  REPLACE_TEXTUALLY ~SAFANJ~ ~SAFANJ           SAFAND~ UNLESS ~SAFAND~

COPY_EXISTING ~pdialog.2da~ ~override/pdialog.2da~
  REPLACE_TEXTUALLY ~QUAYLJ~ ~QUAYLJ           QUAYLD~ UNLESS ~QUAYLD~

COPY_EXISTING ~pdialog.2da~ ~override/pdialog.2da~
  REPLACE_TEXTUALLY ~KHALIJ           ***~ ~KHALIJ           KHALID~ UNLESS ~KHALIJ           ***~

COPY_EXISTING ~pdialog.2da~ ~override/pdialog.2da~
  REPLACE_TEXTUALLY ~GARRIJ~ ~GARRIJ           GARRID~ UNLESS ~GARRID~

COPY_EXISTING ~pdialog.2da~ ~override/pdialog.2da~
  REPLACE_TEXTUALLY ~BRANWJ~ ~BRANWJ           BRANWD~ UNLESS ~BRANWD~

APPEND ~PDIALOG.2DA~
~TIAX       TIAXP            TIAXJ            TIAXD             TIAXP              TIAXJ              ***                 ***                    ~
UNLESS ~TIAX~

//Override Scripts addition

COPY_EXISTING ~FALDOR.CRE~ ~override/FALDOR.CRE~
              ~FALDOR5.CRE~ ~override/FALDOR5.CRE~
  WRITE_ASCII 0x248 ~FALDOR~

COPY_EXISTING ~BRANWE.CRE~ ~override/BRANWE.CRE~
              ~BRANWE5.CRE~ ~override/BRANWE5.CRE~
  WRITE_ASCII 0x248 ~BRANWE~

//Cleaning J files from junk states

COMPILE ~BG1NPC/Dialogues/X#JFIX.d~

//Kagain Caravan

EXTEND_BOTTOM ~AR6900.bcs~ ~BG1NPC/scripts/P#FW2800.baf~

COPY ~BG1NPC/creatures/X#KABAND.cre~ ~override/X#KABAND.cre~
  SAY NAME1 ~Black Talon Bandit~
  SAY NAME2 ~Black Talon Guard~
  WRITE_ASCII 0x280 ~X#KABAND~// death variable
WRITE_ASCII 0x248 ~initdlg~// override
WRITE_ASCII 0x250 ~shout~// class
WRITE_ASCII 0x2CC ~X#KABAND~// dialog
ADD_CRE_ITEM ~X#SILSH~ #0 #0 #0 ~IDENTIFIED~ ~INV5~
  
COPY_EXISTING ~COMPON11.ITM~ ~override/X#SILSH.itm~
  SAY NAME1 ~Eddard Silvershield's Fistula~
  SAY NAME2 ~Eddard Silvershield's Fistula~
  SAY UNIDENTIFIED_DESC ~You picked up this fistula from a bandit you killed near Beregost. It is beautiful enamel with a sigil of one of the Dukes of Baldur's Gate - Entar Silvershield. It is also embroidered on the breast of a dead youth coat. Unfortunately you came upon the bandits too late to save the boy from the bandits. He is too young to be a Duke, but you have heard that Entar Silvershield had a son of about your own age, called Eddard Silvershield. Perhaps you should return this pin to Silvershields.~
  SAY DESC ~You picked up this fistula from a bandit you killed near Beregost. It is beautiful enamel with a sigil of one of the Dukes of Baldur's Gate - Entar Silvershield. It is also embroidered on the breast of a dead youth coat. Unfortunately you came upon the bandits too late to save the boy from the bandits. He is too young to be a Duke, but you have heard that Entar Silvershield had a son of about your own age, called Eddard Silvershield. Perhaps you should return this pin to Silvershields.~
  
//Make Tazok Killable

EXTEND_TOP ~TAZOK.bcs~ ~BG1NPC/scripts/X#TAKILL.baf~

COPY_EXISTING ~TAZOK.BCS~ ~override~
  DECOMPILE_BCS_TO_BAF
  REPLACE_TEXTUALLY 
    ~HPPercentLT(Myself,50)~
    ~HPPercentLT(Myself,50) !InParty("kivan")~
  COMPILE_BAF_TO_BCS
  
//fixing Sarevok's Diary dates
COPY_EXISTING ~SCRL3F.ITM~ ~override~
SAY UNIDENTIFIED_DESC ~[The Personal Diary of Sarevok]Diary

14th of Eleint, 1367:  Today Cormyr has instituted a ban against the Iron Throne from operating within their borders.  While this is a great blow to the Iron Throne, it is the perfect opportunity for Reiltar to approach the Throne high council with his proposal.  If things go well, we could begin the operation within the year.

25th of Marpenoth, 1367:  Davaeorn has sent a message to Reiltar, informing him that the mines at Cloakwood have been drained and are ready for use.  This revelation should help greatly in convincing the Throne high council.

2nd of Nightal, 1367:  The Iron Throne council has agreed to support Reiltar's plan.  He has been given all the resources he needs, as well as leadership of the project.  I have expressed interest to my 'father', and he had promised to include me within the operations along the Sword Coast.  He mentioned mother in our conversation: how I wasn't to be unfaithful to him as she had.  He made it clear that I would suffer her fate if I was.  His threats are weak and hollow, and I shall listen to them for only so long.  I have decided to take this time to make my visit to Candlekeep.  I have waited a long time to research the prophecies of Alaundo, and I must know if the dreams speak the truth.  I will not believe the words of phantoms without proof, and the Priest of Bhaal I confronted gave me nothing. He was old and died quickly in my grasp.  If the words are true, I shall surely groom stronger acolytes than this.

11th of Ches, 1368:  My research has gone well.  The monks here at Candlekeep have been quite helpful.  From what I have read, it would seem certain that the blood of Bhaal does indeed flow through my veins.  His prophecies are (of course) ambiguous, but I think I understand them.  He foresaw his coming death, and seeded his essence across the land. The children born as a result bear the marks of chaos, have power with no direction, and shall feel the blood of a god within them. The deaths they bring shall awaken the father, and through them he will rise. It does not explicitly say, but obviously this means that death wrought by the children will cause them to ascend. Fitting, and since the father was the Lord of Murder, proving one's worth must involve an act in accordance with his portfolio.  I begin to see what I must do.  Death on a god-like scale.

3rd of Tarsahk, 1368:  The monk Gorion troubles me.  He seems to have taken an interest in my readings.  I must be careful to be more clandestine in my research.  I wish I could simply kill him, but I doubt I could safely murder him within this damnable library.

11th of Tarsahk, 1368:  I had a dream this night.  My mother was talking to me, but as she did her face became bloated and discolored.  Her voice became weaker as she spoke to me, telling me to save her from Reiltar.  I could see the garrote cutting into her neck, but I did nothing.  It was only a dream.

27th of Tarsahk, 1368:  I take my leave of Candlekeep now, and not a moment too soon, for I am sure that Gorion has perceived my heritage.  One thing that I am certain of: <CHARNAME> is, in actuality, one of Bhaal's brood as well.  <CHARNAME> has all the markings, and it would explain Gorion's curiosity of my studies.  Though there is nothing I can do now, I will have to make certain to return and kill the little brat.  It would be foolish of me to let one of my siblings live, especially one being brought up by the Harpers (and I am sure that is where Gorion's allegiances lay).

5th of Mirtul, 1368:  Today I met with Reiltar in Baldur's Gate.  The fool still insists on calling me his son, and for now I will let him.  He assumes that I am loyal to him because he raised me.  Well, loyal I am, but only as long as he is useful.  He's set up a base in the mansion of a destitute noble family and says that everything is running smoothly.  Mulahey has established himself at the mines of Nashkel, and his kobold minions should be already busily contaminating the iron ore.  Only a few slaves have begun to mine out the ore at Cloakwood, though Reiltar assures me that once the bandit raids begin we'll have a steady supply of new slaves.

8th of Hammer, 1369:  I met with the leaders of the Chill, and Black Talons.  I have little liking for Ardenor, the leader of the Chill, but Taugosz seems to be a man of his word.  It is a good thing, as I'll have to work with these mercenaries for the rest of the year.

3rd of Tarsahk, 1369:  Everything proceeds well.  The ore coming from Nashkel has started to deteriorate, and my mercenaries have been doing a fine job at destroying any iron caravans on route to Baldur's Gate.  Though some of my mercenaries have been captured, most think they work for the Zhents, so no trouble has fallen on the Iron Throne.  I am sure that the Zhents at Darkhold won't be pleased to know that their name has been falsely used.   I will have to be wary for Zhentish agents in the coming months.

28th of Tarsahk, 1369:  I think I now have the time to deal with that old codger Gorion, and his little whelp.  I will have to inform my men that I'll be gone for the next few weeks.

5 of Myrtle, 1369: No time to write, but I must not neglect my journals so.  The future dead must know of how the Lord of Murder again came to them.  I shall hire a scribe when time allows.  Things have not gone completely as I have planned, but I will still be able to salvage the situation.  <CHARNAME> is on the move to Baldur's Gate; if I could maneuver the whelp to Candlekeep, then I would have the perfect scapegoat for my plan.  My mortal 'father,' Rieltar, is there to meet with the Knights of the Shield.  He has been blocking all my attempts to escalate the hostilities between Amn and Baldur's Gate, and these meetings will only serve to smooth relations.  I must rid myself of them all and assume control of the Iron Throne myself.  I cannot allow petty business and monetary concerns to interfere.  Terribly sorry, 'father,' but my true parentage calls and you are in my way.  I shall be sure to instruct the dopplegangers in the exact manner Reiltar should die.  I think a garrote would be perfect for the task.

This diary looks to be important.  You should probably keep it on your person. ~
SAY DESC ~[The Personal Diary of Sarevok]Diary

14th of Eleint, 1367:  Today Cormyr has instituted a ban against the Iron Throne from operating within their borders.  While this is a great blow to the Iron Throne, it is the perfect opportunity for Reiltar to approach the Throne high council with his proposal.  If things go well, we could begin the operation within the year.

25th of Marpenoth, 1367:  Davaeorn has sent a message to Reiltar, informing him that the mines at Cloakwood have been drained and are ready for use.  This revelation should help greatly in convincing the Throne high council.

2nd of Nightal, 1367:  The Iron Throne council has agreed to support Reiltar's plan.  He has been given all the resources he needs, as well as leadership of the project.  I have expressed interest to my 'father', and he had promised to include me within the operations along the Sword Coast.  He mentioned mother in our conversation: how I wasn't to be unfaithful to him as she had.  He made it clear that I would suffer her fate if I was.  His threats are weak and hollow, and I shall listen to them for only so long.  I have decided to take this time to make my visit to Candlekeep.  I have waited a long time to research the prophecies of Alaundo, and I must know if the dreams speak the truth.  I will not believe the words of phantoms without proof, and the Priest of Bhaal I confronted gave me nothing. He was old and died quickly in my grasp.  If the words are true, I shall surely groom stronger acolytes than this.

11th of Ches, 1368:  My research has gone well.  The monks here at Candlekeep have been quite helpful.  From what I have read, it would seem certain that the blood of Bhaal does indeed flow through my veins.  His prophecies are (of course) ambiguous, but I think I understand them.  He foresaw his coming death, and seeded his essence across the land. The children born as a result bear the marks of chaos, have power with no direction, and shall feel the blood of a god within them. The deaths they bring shall awaken the father, and through them he will rise. It does not explicitly say, but obviously this means that death wrought by the children will cause them to ascend. Fitting, and since the father was the Lord of Murder, proving one's worth must involve an act in accordance with his portfolio.  I begin to see what I must do.  Death on a god-like scale.

3rd of Tarsahk, 1368:  The monk Gorion troubles me.  He seems to have taken an interest in my readings.  I must be careful to be more clandestine in my research.  I wish I could simply kill him, but I doubt I could safely murder him within this damnable library.

11th of Tarsahk, 1368:  I had a dream this night.  My mother was talking to me, but as she did her face became bloated and discolored.  Her voice became weaker as she spoke to me, telling me to save her from Reiltar.  I could see the garrote cutting into her neck, but I did nothing.  It was only a dream.

27th of Tarsahk, 1368:  I take my leave of Candlekeep now, and not a moment too soon, for I am sure that Gorion has perceived my heritage.  One thing that I am certain of: <CHARNAME> is, in actuality, one of Bhaal's brood as well.  <CHARNAME> has all the markings, and it would explain Gorion's curiosity of my studies.  Though there is nothing I can do now, I will have to make certain to return and kill the little brat.  It would be foolish of me to let one of my siblings live, especially one being brought up by the Harpers (and I am sure that is where Gorion's allegiances lay).

5th of Mirtul, 1368:  Today I met with Reiltar in Baldur's Gate.  The fool still insists on calling me his son, and for now I will let him.  He assumes that I am loyal to him because he raised me.  Well, loyal I am, but only as long as he is useful.  He's set up a base in the mansion of a destitute noble family and says that everything is running smoothly.  Mulahey has established himself at the mines of Nashkel, and his kobold minions should be already busily contaminating the iron ore.  Only a few slaves have begun to mine out the ore at Cloakwood, though Reiltar assures me that once the bandit raids begin we'll have a steady supply of new slaves.

8th of Hammer, 1369:  I met with the leaders of the Chill, and Black Talons.  I have little liking for Ardenor, the leader of the Chill, but Taugosz seems to be a man of his word.  It is a good thing, as I'll have to work with these mercenaries for the rest of the year.

3rd of Tarsahk, 1369:  Everything proceeds well.  The ore coming from Nashkel has started to deteriorate, and my mercenaries have been doing a fine job at destroying any iron caravans on route to Baldur's Gate.  Though some of my mercenaries have been captured, most think they work for the Zhents, so no trouble has fallen on the Iron Throne.  I am sure that the Zhents at Darkhold won't be pleased to know that their name has been falsely used.   I will have to be wary for Zhentish agents in the coming months.

28th of Tarsahk, 1369:  I think I now have the time to deal with that old codger Gorion, and his little whelp.  I will have to inform my men that I'll be gone for the next few weeks.

5 of Myrtle, 1369: No time to write, but I must not neglect my journals so.  The future dead must know of how the Lord of Murder again came to them.  I shall hire a scribe when time allows.  Things have not gone completely as I have planned, but I will still be able to salvage the situation.  <CHARNAME> is on the move to Baldur's Gate; if I could maneuver the whelp to Candlekeep, then I would have the perfect scapegoat for my plan.  My mortal 'father,' Rieltar, is there to meet with the Knights of the Shield.  He has been blocking all my attempts to escalate the hostilities between Amn and Baldur's Gate, and these meetings will only serve to smooth relations.  I must rid myself of them all and assume control of the Iron Throne myself.  I cannot allow petty business and monetary concerns to interfere.  Terribly sorry, 'father,' but my true parentage calls and you are in my way.  I shall be sure to instruct the dopplegangers in the exact manner Reiltar should die.  I think a garrote would be perfect for the task.

This diary looks to be important.  You should probably keep it on your person. ~

//Area Flagging

//ToSC Areas:
COPY_EXISTING ~ARW500.are~ ~override/ARW500.are~
              ~ARW000.are~ ~override/ARW000.are~
              ~ARD000.are~ ~override/ARD000.are~
              ~AR7500.are~ ~override/AR7500.are~
   READ_BYTE  "0x48" "flags"
   WRITE_BYTE "0x48" ("%flags%" BOR "0b00010001")

//FOREST and OUTDOOR

// IF DSotSC or CtB is installed
ACTION_IF FILE_EXISTS ~override/dsamul01.itm~ 
OR FILE_EXISTS ~data/DSC-AREA~
OR FILE_EXISTS ~data/ctb_ara~
THEN BEGIN
 PRINT ~Fixing areas changed by CtB~
 COPY_EXISTING ~AR3499.are~ ~override/AR3499.are~
               ~AR3498.are~ ~override/AR3498.are~
   READ_BYTE  "0x48" "flags"
   WRITE_BYTE "0x48" ("%flags%" BOR "0b00010001")
END
ELSE
 BEGIN
 // IF CtB is not installed or areas not changed
 PRINT ~CtB not installed, fixing original areas~
 COPY_EXISTING ~AR3500.are~ ~override/AR3500.are~
   READ_BYTE  "0x48" "flags"
   WRITE_BYTE "0x48" ("%flags%" BOR "0b00010001")
 COPY_EXISTING ~AR3600.are~ ~override/AR3600.are~
   READ_BYTE  "0x48" "flags"
   WRITE_BYTE "0x48" ("%flags%" BOR "0b00010001")
END

// All other outdoor areas
COPY_EXISTING ~AR3100.are~ ~override/AR3100.are~
              ~AR3300.are~ ~override/AR3300.are~
              ~AR3400.are~ ~override/AR3400.are~
              ~AR3900.are~ ~override/AR3900.are~
              ~AR4200.are~ ~override/AR4200.are~
              ~AR4300.are~ ~override/AR4300.are~
              ~AR6600.are~ ~override/AR6600.are~
              ~AR6900.are~ ~override/AR6900.are~
              ~AR7100.are~ ~override/AR7100.are~
              ~AR8300.are~ ~override/AR8300.are~
              ~AR9200.are~ ~override/AR9200.are~
              ~AR9400.are~ ~override/AR9400.are~
              ~AR9500.are~ ~override/AR9500.are~
              ~AR9600.are~ ~override/AR9600.are~
              ~AR9700.are~ ~override/AR9700.are~
              ~AR9800.are~ ~override/AR9800.are~
              ~ARA100.are~ ~override/ARA100.are~
  READ_BYTE  "0x48" "flags"
  WRITE_BYTE "0x48" ("%flags%" BOR "0b00010001")
 
//CITY  and OUTDOOR
 
COPY_EXISTING ~AR7900.are~ ~override/AR7900.are~
              ~AR6526.are~ ~override/AR6526.are~
              ~AR9900.are~ ~override/AR9900.are~
  READ_BYTE  "0x48" "flags"
  WRITE_BYTE "0x48" ("%flags%" BOR "0b00001001")


BEGIN ~The BG1 NPC Project for BGT-BP: Phase I (Banters)~

//Banter dialogue compilation.
COMPILE        ~BG1NPC/Dialogues/X#ajantis.d~
COMPILE        ~BG1NPC/Dialogues/X#alora.d~
COMPILE        ~BG1NPC/Dialogues/X#alorepl.d~
COMPILE        ~BG1NPC/Dialogues/X#Branw.d~
COMPILE        ~BG1NPC/Dialogues/X#coran.d~
COMPILE        ~BG1NPC/Dialogues/X#Dynah.d~
COMPILE        ~BG1NPC/Dialogues/X#edwin.d~
COMPILE        ~BG1NPC/Dialogues/X#eldoth.d~
COMPILE        ~BG1NPC/Dialogues/X#faldorn.d~
COMPILE        ~BG1NPC/Dialogues/X#Garri.d~
COMPILE        ~BG1NPC/Dialogues/X#imoen.d~
COMPILE        ~BG1NPC/Dialogues/X#jaheira.d~
COMPILE        ~BG1NPC/Dialogues/X#kagain.d~
COMPILE        ~BG1NPC/Dialogues/X#khalid.d~
COMPILE        ~BG1NPC/Dialogues/X#kivan.d~
COMPILE        ~BG1NPC/Dialogues/X#minsc.d~
COMPILE        ~BG1NPC/Dialogues/X#montaron.d~
COMPILE        ~BG1NPC/Dialogues/X#Quayl.d~
COMPILE        ~BG1NPC/Dialogues/X#safana.d~
COMPILE        ~BG1NPC/Dialogues/X#sharteel.d~
COMPILE        ~BG1NPC/Dialogues/X#skie.d~
COMPILE        ~BG1NPC/Dialogues/X#tiax.d~
COMPILE        ~BG1NPC/Dialogues/X#viconia.d~
COMPILE        ~BG1NPC/Dialogues/X#xan.d~
COMPILE        ~BG1NPC/Dialogues/X#xzar.d~
COMPILE        ~BG1NPC/Dialogues/X#yeslick.d~
COMPILE        ~BG1NPC/Phase2/DLG/X#ADDIAL.d~
COMPILE        ~BG1NPC/Phase2/DLG/RBALDU.d~

//Dream script compilation

EXTEND_TOP ~EDWIND.BCS~   ~BG1NPC/scripts/P#EDWIND.baf~
EXTEND_TOP ~ELDOTD.BCS~   ~BG1NPC/scripts/P#ELDOTD.baf~
EXTEND_TOP ~IMOEND.BCS~   ~BG1NPC/scripts/P#IMOEND.baf~
EXTEND_TOP ~KAGAID.BCS~   ~BG1NPC/scripts/P#KAGAID.baf~
EXTEND_TOP ~KIVAND.BCS~   ~BG1NPC/scripts/P#KIVAND.baf~
EXTEND_TOP ~MINSCD.BCS~   ~BG1NPC/scripts/P#MINSCD.baf~
EXTEND_TOP ~MONTAD.BCS~   ~BG1NPC/scripts/P#MONTAD.baf~
EXTEND_TOP ~SHARTD.BCS~   ~BG1NPC/scripts/P#SHARTD.baf~
EXTEND_TOP ~SKIED.BCS~    ~BG1NPC/scripts/P#SKIED.baf~
EXTEND_TOP ~VICOND.BCS~   ~BG1NPC/scripts/P#VICOND.baf~
EXTEND_TOP ~XZARD.BCS~    ~BG1NPC/scripts/P#XZARD.baf~
EXTEND_TOP ~YESLID.BCS~   ~BG1NPC/scripts/P#YESLID.baf~
EXTEND_TOP ~GARRID.BCS~   ~BG1NPC/scripts/P#GARRID.baf~
EXTEND_TOP ~FALDOD.BCS~   ~BG1NPC/scripts/P#FALDOD.baf~
        
//Patching ELDOTH.BCS

COPY_EXISTING ~ELDOTH.BCS~ ~override~
  DECOMPILE_BCS_TO_BAF
  REPLACE_TEXTUALLY 
    ~GlobalTimerExpired("RescueSkie","GLOBAL")~
    ~!Global("X#SkieLeftEldoth","GLOBAL",1) GlobalTimerExpired("RescueSkie","GLOBAL")~
  COMPILE_BAF_TO_BCS
        
//NPC override script compilation.

EXTEND_TOP ~ALORA.BCS~   ~BG1NPC/scripts/X#ALORA.BAF~
EXTEND_TOP ~AJANTIS.BCS~ ~BG1NPC/scripts/X#AJANTIS.BAF~
EXTEND_TOP ~BRANWE.BCS~  ~BG1NPC/scripts/X#BRANWEN.BAF~
EXTEND_TOP ~CORAN.BCS~   ~BG1NPC/scripts/X#CORAN.BAF~
EXTEND_TOP ~DYNAHEIR.BCS~ ~BG1NPC/scripts/X#DYNAHEIR.BAF~
EXTEND_TOP ~ELDOTH.BCS~  ~BG1NPC/scripts/X#ELDOT.BAF~
EXTEND_TOP ~FALDOR.BCS~  ~BG1NPC/scripts/X#FALDO.BAF~
EXTEND_TOP ~GARRICK.BCS~ ~BG1NPC/scripts/X#GARRI.BAF~
EXTEND_TOP ~IMOENBG1.BCS~ ~BG1NPC/scripts/X#IMOEN.BAF~
EXTEND_TOP ~BGJHEIRA.BCS~ ~BG1NPC/scripts/X#JAHEIRA.BAF~
EXTEND_TOP ~KAGAIN.BCS~  ~BG1NPC/scripts/X#KAGAIN.BAF~
EXTEND_TOP ~KHALID.BCS~  ~BG1NPC/scripts/X#KHALID.BAF~
EXTEND_TOP ~KIVAN.BCS~   ~BG1NPC/scripts/X#KIVAN.BAF~
EXTEND_TOP ~BGMINSC.BCS~ ~BG1NPC/scripts/X#MINSC.BAF~
EXTEND_TOP ~MONTARON.BCS~ ~BG1NPC/scripts/X#MONTA.BAF~
EXTEND_TOP ~QUAYLE.BCS~  ~BG1NPC/scripts/X#QUAYLE.BAF~
EXTEND_TOP ~SAFANA.BCS~  ~BG1NPC/scripts/X#SAFANA.BAF~
EXTEND_TOP ~SHARTEEL.BCS~ ~BG1NPC/scripts/X#SHAR.BAF~
EXTEND_TOP ~SKIE.BCS~    ~BG1NPC/scripts/X#SKIE.BAF~
EXTEND_TOP ~TIAX.BCS~    ~BG1NPC/scripts/X#TIAX.BAF~
EXTEND_TOP ~BGVICNIA.BCS~ ~BG1NPC/scripts/X#VICON.BAF~
EXTEND_TOP ~XAN.BCS~     ~BG1NPC/scripts/X#XAN.BAF~
EXTEND_TOP ~XZAR.BCS~    ~BG1NPC/scripts/X#XZAR.BAF~
EXTEND_TOP ~YESLICK.BCS~ ~BG1NPC/scripts/X#YESLI.BAF~

//Assigning Variables, area scripts, dialogues

//KnowBhaal Variable

COPY_EXISTING ~AR6512.are~ ~override/AR6512.are~
  WRITE_ASCII 0x94 ~AR6512~
EXTEND_BOTTOM ~AR6512.bcs~ ~BG1NPC/scripts/X#FW2612.baf~

//Death variable assignment for Yeslick dialogue//

COPY_EXISTING ~iron11.CRE~ ~override/iron11.CRE~
  WRITE_ASCII 0x280 ~IRON11~

//Firewine

COPY_EXISTING ~AR3400.are~ ~override/AR3400.are~
  WRITE_ASCII 0x94 ~AR3400~
EXTEND_BOTTOM ~AR3400.bcs~ ~BG1NPC/scripts/P#FW4500.baf~

COPY_EXISTING ~poe.CRE~ ~override/poe.cre~
  WRITE_ASCII 0x280 ~X#poe~// death variable

//RBALDU assignment

COPY_EXISTING ~FTWBAX_A.cre~ ~override~
              ~FTWBAX_B.cre~ ~override~
              ~FTWBAX_C.cre~ ~override~
              ~FTWBAX_D.cre~ ~override~
              ~FTWBAX_E.cre~ ~override~
  WRITE_ASCII 0x2CC ~RBALDU~// dialog
  
//Items and Misc:

//Ajantis shield

COPY ~BG1NPC/Phase2/ITM/X#ISHAJ.BAM~ ~override~
COPY ~BG1NPC/Phase2/ITM/X#CSHAJ.BAM~ ~override~

COPY ~BG1NPC/Phase2/ITM/X#AJSHLD.itm~ ~override~
  SAY NAME1 ~Medium Shield~
  SAY NAME2 ~Ilvastarr Family Shield~
  SAY UNIDENTIFIED_DESC ~This is Ajantis' family shield. It shows the coat of arms of the noble Ilvastarr family of Waterdeep: a metallic green dragon with orange eyes on a golden field.~
  SAY DESC ~A medium shield is carried in the same manner as a small shield.  Its weight prevents the character from using his shield hand for anything other than carrying the medium shield.  Medium shields are usually made of metal, range from 3'-4' in diameter, and can be of any shape, from round to square to a spread dragon's wings.  A typical medieval shield resembles a triangle with one point facing downward.

This particular shield bears the coat of arms of the noble Ilvastarr family of Waterdeep: a metallic green dragon with orange eyes on a golden field.

STATISTICS:

Armor Class Bonus: 1
Weight: 7
Special:
Grants profeciency in Sword and Shield style while equipped.
Only Usable By:
 Ajantis~

 //Give Ajantis his shield

COPY_EXISTING ~AJANTI.CRE~  ~override~
              ~AJANTI4.CRE~ ~override~
              ~AJANTI6.CRE~ ~override~
  ADD_CRE_ITEM ~SW1H04~ #0 #0 #0 ~IDENTIFIED~ ~WEAPON1~ EQUIP
  ADD_CRE_ITEM ~X#AJSHLD~ #0 #0 #0 ~IDENTIFIED~ ~SHIELD~

 //Ring of Human
COPY_EXISTING ~RING30.ITM~ ~override/X#RINGRO.ITM~
  SAY NAME1 ~Ring~
  SAY NAME2 ~Lord Foreshadow's Ring of Human Influence~
  SAY UNIDENTIFIED_DESC ~A ring is a small band of precious metal that is used as jewelry.  Some rare rings have had enchantments placed upon them that confer various magical abilities.  These rings are highly sought after, especially by those of the adventuring profession.~
  SAY DESC ~Lord Foreshadow's Ring of Human Influence
Lord Foreshadow gave this ring to <CHARNAME> alluding that it might help <PRO_HIMHER> to win hearts in the future. Obviously there is more to worry about just now, but it's as they say: don't look a gift horse... and as others also say: you never know when you might need one... not to mention the old proverb that goes something like: all's fair in love and war...

STATISTICS:

Equipped Abilities:  Raises wielder's charisma to 18
Special Abilities: Charm person once per day~

//Imoen  Tarnesh Spell scene
COMPILE ~BG1NPC/scripts/cantrip.baf~

//Pink Xan
COPY ~BG1NPC/Portraits/ANPS.BMP~ ~override~
COPY ~BG1NPC/Portraits/ANPL.BMP~ ~override~
COPY ~BG1NPC/Portraits/ANBS.BMP~ ~override~
COPY ~BG1NPC/Portraits/ANBL.BMP~ ~override~

COPY ~BG1NPC/Items/PINKXAN.spl~ ~override~
  SAY 8 ~Sigh~
  WRITE_ASCII 0xde ~ANPS~
  WRITE_ASCII 0xae ~ANPL~

COPY ~BG1NPC/Items/PINKXAN.spl~ ~override/PINKBACK.SPL~
  SAY 8 ~Sigh~
  WRITE_ASCII 0xde ~ANBS~
  WRITE_ASCII 0xae ~ANBL~

//Imoen Lockpick

COPY ~BG1NPC/Items/SPWI250.spl~ ~override~
  SAY 8 ~Imoen's lock picking ability has improved thanks to Safana's ingenious tip.~

COPY ~BG1NPC/Items/NUTKIN.EFF~ ~override/NUTKIN.EFF~

COPY ~BG1NPC/Items/X#DEX.SPL~ ~override/X#DEX.SPL~

COPY ~BG1NPC/Items/X#POLY.SPL~ ~override/X#POLY.SPL~

COPY ~BG1NPC/Items/X#TOME.ITM~ ~override/X#TOME.ITM~
  SAY NAME1 ~Imoen's Artifact~
  SAY NAME2 ~Imoen's Artifact~
  SAY UNIDENTIFIED_DESC ~Imoen had created *this* by reading from Tarnish's Spellbook.~
  SAY DESC ~Imoen had created *this* by reading from Tarnish's Spellbook. She is quite proud of her accomplishement, even if nobody is quite sure what exactly it can do.~

COPY ~BG1NPC/Items/X#IAMUL.ITM~ ~override/X#IAMUL.ITM~
  SAY NAME1 ~Gorion's Amulet~
  SAY NAME2 ~Gorion's Amulet~
  SAY UNIDENTIFIED_DESC ~Imoen gave this amulet to <CHARNAME> as a birthday present. The centerpiece is a golden pendant, or pin, which Imoen assures you belonged to Gorion, your father. He must have hidden it well, as you've never seen it before. The rest of it is made of bits of colorful and smooth pebbles, petty gemstones, metallic trinkets and other odds and ends, all held together by a thin, but strong, cord of silk.

The largest piece of Gorion's pin, on the back and written in Imoen's distinctive script, is this inscription:
   Happy birthday <CHARNAME>!       with love,       Imoen


Surely Imoen will never make a master jewelry smith, but the necklace is very cleverly pieced together and it obviously took a great deal of time and care to make. Regardless, it is a very sweet gift.~
  SAY DESC ~Imoen gave this amulet to <CHARNAME> as a birthday present. The centerpiece is a golden pendant, or pin, which Imoen assures you belonged to Gorion, your father. He must have hidden it well, as you've never seen it before. The rest of it is made of bits of colorful and smooth pebbles, petty gemstones, metallic trinkets and other odds and ends, all held together by a thin, but strong, cord of silk.

The largest piece of Gorion's pin, on the back and written in Imoen's distinctive script, is this inscription:
   Happy birthday <CHARNAME>!       with love,       Imoen


Surely Imoen will never make a master jewelry smith, but the necklace is very cleverly pieced together and it obviously took a great deal of time and care to make. Regardless, it is a very sweet gift.~

//Safan's Item:

COPY ~BG1NPC/Items/X#SABOX.ITM~ ~override/X#SABOX.ITM~
  SAY NAME1 ~Safana's Box~
  SAY NAME2 ~Safana's Box~
  SAY UNIDENTIFIED_DESC ~This box has a very intricate lock and belongs to Safana. It is very heavy and it is anybody's guess what's inside.~
  SAY DESC ~This box has a very intricate lock and belongs to Safana. It is very heavy and it is anybody's guess what's inside.~


//////////////////////////////////////////////////////////////////////////////////////////////////////////////////

BEGIN ~The BG1 NPC Project for BGT-BP: Phase II (Quests and Interjections)~

//Interjections

COPY_EXISTING  ~ALVANH.cre~ ~override~
  WRITE_ASCII 0x280 ~alvahe~// death variable

COPY_EXISTING  ~SLAVE.cre~ ~override~
  WRITE_ASCII 0x280 ~cmslave~// death variable

COPY_EXISTING  ~korax.cre~ ~override~
  WRITE_ASCII 0x280 ~x#korax~// death variable

COPY_EXISTING  ~coksmth.cre~ ~override~
  WRITE_ASCII 0x280 ~x#peter~// death variable

COPY_EXISTING  ~entill.cre~ ~override~
  WRITE_ASCII 0x280 ~x#entill~// death variable

COPY_EXISTING  ~phlydi3.cre~ ~override~
  WRITE_ASCII 0x280 ~x#phlydi~// death variable

COPY_EXISTING ~BEARBL.CRE~ ~override~
  WRITE_ASCII 0x280 ~bearbl~ //death variable

COPY_EXISTING ~BEARBR.CRE~ ~override~
  WRITE_ASCII 0x280 ~bearbr~ // death variable

COPY_EXISTING ~BEARCA.CRE~ ~override~
  WRITE_ASCII 0x280 ~bearca~ // death variable

COPY_EXISTING ~BEARPO.CRE~ ~override~
  WRITE_ASCII 0x280 ~bearpo~ // death variable

COPY_EXISTING ~ELMIN5.CRE~ ~override~
  WRITE_ASCII 0x280 ~elminster5~ // death variable

//ToSC death Variables

COPY_EXISTING  ~PRIDEM.cre~ ~override~
  WRITE_ASCII 0x280 ~pridem~// death variable

COPY_EXISTING ~fearm.cre~ ~override~
  WRITE_ASCII 0x280 ~fearm~// death variable

COPY_EXISTING ~lovem.cre~ ~override~
  WRITE_ASCII 0x280 ~lovem~// death variable

COPY_EXISTING  ~OGREMA03.cre~ ~override~
  WRITE_ASCII 0x280 ~cmogremage~// death variable

COPY_EXISTING  ~zombiew.cre~ ~override~
  WRITE_ASCII 0x280 ~zombiew~// death variable

COMPILE ~BG1NPC/Phase2/DLG/X#TOTSC.d~
COMPILE ~BG1NPC/Phase2/DLG/X#BRINT.d~
COMPILE ~BG1NPC/Phase2/DLG/X#JAINT.d~
COMPILE ~BG1NPC/Phase2/DLG/X#FAINT.d~
COMPILE ~BG1NPC/Phase2/DLG/X#SKINT.d~
COMPILE ~BG1NPC/Phase2/DLG/X#KIINT.d~
COMPILE ~BG1NPC/Phase2/DLG/X#XZINT.d~
COMPILE ~BG1NPC/Phase2/DLG/X#MOINT.d~
COMPILE ~BG1NPC/Phase2/DLG/X#ELINT.d~
COMPILE ~BG1NPC/Phase2/DLG/X#SAINT.d~
COMPILE ~BG1NPC/Phase2/DLG/X#TIINT.d~
COMPILE ~BG1NPC/Phase2/DLG/X#YEINT.d~
COMPILE ~BG1NPC/Phase2/DLG/X#KAINT.d~
COMPILE ~BG1NPC/Phase2/DLG/X#KHINT.d~
COMPILE ~BG1NPC/Phase2/DLG/X#AJINT.d~
COMPILE ~BG1NPC/Phase2/DLG/X#DYINT.d~
COMPILE ~BG1NPC/Phase2/DLG/X#XAINT.d~
COMPILE ~BG1NPC/Phase2/DLG/X#SHINT.d~
COMPILE ~BG1NPC/Phase2/DLG/X#MIINT.d~
COMPILE ~BG1NPC/Phase2/DLG/X#EDINT.d~
COMPILE ~BG1NPC/Phase2/DLG/X#GAINT.d~
COMPILE ~BG1NPC/Phase2/DLG/X#ALINT.d~
COMPILE ~BG1NPC/Phase2/DLG/X#IMINT.d~
COMPILE ~BG1NPC/Phase2/DLG/X#COINT.d~
COMPILE ~BG1NPC/Phase2/DLG/X#VIINT.d~
COMPILE ~BG1NPC/Phase3/DLG/X#SHROM.d~
COMPILE ~BG1NPC/Phase2/DLG/X#QUINT.d~

COPY_EXISTING ~ARD010.are~ ~override~
  WRITE_ASCII 0x94 ~ARD010~

COPY_EXISTING ~AR9501.are~ ~override~
  WRITE_ASCII 0x94 ~AR9501~

// IF DSotSC or CtB is installed
ACTION_IF FILE_EXISTS ~override/dsamul01.itm~ 
OR FILE_EXISTS ~data/DSC-AREA~
OR FILE_EXISTS ~data/ctb_ara~
THEN BEGIN
 PRINT ~Fixing areas changed by CtB~
 COPY_EXISTING ~AR3497.are~ ~override/AR3497.are~
   WRITE_ASCII 0x94 ~AR3497~
EXTEND_BOTTOM ~AR3497.bcs~ ~BG1NPC/Phase2/BAF/P#FW3497.baf~
END
ELSE
 BEGIN
 // IF CtB is not installed or areas not changed
 PRINT ~CtB not installed, fixing original areas~
 COPY_EXISTING ~AR3601.are~ ~override/AR3601.are~
   WRITE_ASCII 0x94 ~AR3601~
EXTEND_BOTTOM ~AR3601.bcs~ ~BG1NPC/Phase2/BAF/P#FW4701.baf~
END
PRINT ~Finished special check for CtB or DSotSC~

EXTEND_BOTTOM ~AR7202.bcs~ ~BG1NPC/Phase2/BAF/P#FW0102.baf~
EXTEND_BOTTOM ~AR8300.bcs~ ~BG1NPC/Phase2/BAF/P#FW1400.baf~
EXTEND_BOTTOM ~AR8301.bcs~ ~BG1NPC/Phase2/BAF/P#FW1401.baf~
EXTEND_BOTTOM ~AR7212.bcs~ ~BG1NPC/Phase2/BAF/P#FW0112.baf~
EXTEND_BOTTOM ~AR7704.bcs~ ~BG1NPC/Phase2/BAF/P#FW0704.baf~
EXTEND_BOTTOM ~AR7212.bcs~ ~BG1NPC/Phase2/BAF/X#ELPRI.baf~
EXTEND_BOTTOM ~AR7400.bcs~ ~BG1NPC/Phase2/BAF/X#ELPRI.baf~
EXTEND_BOTTOM ~AR3700.bcs~ ~BG1NPC/Phase2/BAF/P#FW4800.baf~
EXTEND_BOTTOM ~ARD010.bcs~ ~BG1NPC/Phase2/BAF/P#FW0510.baf~
EXTEND_BOTTOM ~AR9500.bcs~ ~BG1NPC/Phase2/BAF/P#FW3600.baf~

COMPILE ~BG1NPC/Phase2/BAF/X#KRUMM.baf~
        ~BG1NPC/Phase2/BAF/X#JESSUP.baf~
        ~BG1NPC/Phase2/BAF/X#DORAA.baf~
        ~BG1NPC/Phase2/BAF/X#MOMUR1.baf~
        ~BG1NPC/Phase2/BAF/X#ZIZI1.baf~
        ~BG1NPC/Phase2/BAF/X#ZIZI2.baf~
        ~BG1NPC/Phase2/BAF/X#ZIZI3.baf~
        ~BG1NPC/Phase2/BAF/X#ZIZI4.baf~
        ~BG1NPC/Phase2/BAF/X#XZSLIM.baf~
        ~BG1NPC/Phase2/BAF/X#XZJELL.baf~

EXTEND_TOP ~BRANWE.BCS~   ~BG1NPC/Phase2/BAF/X#BRINT.baf~
EXTEND_TOP ~EDDEATH.BCS~  ~BG1NPC/Phase2/BAF/X#BRDWI.baf~
EXTEND_TOP ~BGJHEIRA.BCS~ ~BG1NPC/Phase2/BAF/X#JAINT.baf~
EXTEND_TOP ~FALDOR.BCS~   ~BG1NPC/Phase2/BAF/X#FAINT.baf~
EXTEND_TOP ~SKIE.BCS~     ~BG1NPC/Phase2/BAF/X#SKINT.baf~
EXTEND_TOP ~KIVAN.BCS~    ~BG1NPC/Phase2/BAF/X#KIINT.baf~
EXTEND_TOP ~MONTARON.BCS~ ~BG1NPC/Phase2/BAF/X#MOINT.baf~
EXTEND_TOP ~XZAR.BCS~     ~BG1NPC/Phase2/BAF/X#XZINT.baf~
EXTEND_TOP ~Niemain.BCS~  ~BG1NPC/Phase2/BAF/X#Niemain.baf~
EXTEND_TOP ~ELDOTH.BCS~   ~BG1NPC/Phase2/BAF/X#ELINT.baf~
EXTEND_TOP ~SAFANA.BCS~   ~BG1NPC/Phase2/BAF/X#SAINT.baf~
EXTEND_TOP ~TIAX.BCS~     ~BG1NPC/Phase2/BAF/X#TIINT.baf~
EXTEND_TOP ~RIELTAR.BCS~  ~BG1NPC/Phase2/BAF/X#RIYE.baf~
EXTEND_TOP ~YESLICK.BCS~  ~BG1NPC/Phase2/BAF/X#YEINT.baf~
EXTEND_TOP ~KAGAIN.BCS~   ~BG1NPC/Phase2/BAF/X#KAINT.baf~
EXTEND_TOP ~KHALID.BCS~   ~BG1NPC/Phase2/BAF/X#KHINT.baf~
EXTEND_TOP ~AJANTIS.BCS~  ~BG1NPC/Phase2/BAF/X#AJINT.baf~
EXTEND_TOP ~DYNAHEIR.BCS~ ~BG1NPC/Phase2/BAF/X#DYINT.baf~
EXTEND_TOP ~EDWIN.BCS~    ~BG1NPC/Phase2/BAF/X#EDINT.BAF~
EXTEND_TOP ~BGMINSC.BCS~  ~BG1NPC/Phase2/BAF/X#MIINT.BAF~
EXTEND_TOP ~CORAN.BCS~    ~BG1NPC/Phase2/BAF/X#COINT.BAF~
EXTEND_TOP ~IMOENBG1.BCS~ ~BG1NPC/Phase2/BAF/X#IMINT.BAF~
EXTEND_TOP ~GARRICK.BCS~  ~BG1NPC/Phase2/BAF/X#GAINT.BAF~
EXTEND_TOP ~SHARTEEL.BCS~ ~BG1NPC/Phase2/BAF/X#SHINT.BAF~
EXTEND_TOP ~XAN.BCS~      ~BG1NPC/Phase2/BAF/X#XAINT.BAF~
EXTEND_TOP ~DRIZZT.BCS~   ~BG1NPC/Phase2/BAF/X#DRIZZT.BAF~

//Xzar's Items

COPY ~BG1NPC/Phase2/CRE/X#HARL1.CRE~ ~override/X#HARL1.cre~
  SAY NAME1 ~Zizi the Lovebundle~
  SAY NAME2 ~Zizi the Lovebundle~
  WRITE_ASCII 0x248 ~X#ZIZI1~// override script
  WRITE_ASCII 0x2CC ~ZIZIZI1~// dialog
  WRITE_ASCII 0x280 ~ZIZI1~// death variable

COPY ~BG1NPC/Phase2/CRE/X#HARL1.CRE~ ~override/X#HARL2.cre~
  SAY NAME1 ~Zizi the Lovebundle~
  SAY NAME2 ~Zizi the Lovebundle~
  WRITE_ASCII 0x248 ~X#ZIZI2~// override script
  WRITE_ASCII 0x2CC ~ZIZIZI2~// dialog
  WRITE_ASCII 0x280 ~ZIZI2~// death variable

COPY ~BG1NPC/Phase2/CRE/X#HARL1.CRE~ ~override/X#HARL3.cre~
  SAY NAME1 ~Zizi the Lovebundle~
  SAY NAME2 ~Zizi the Lovebundle~
  WRITE_ASCII 0x248 ~X#ZIZI3~// override script
  WRITE_ASCII 0x2CC ~ZIZIZI3~// dialog
  WRITE_ASCII 0x280 ~ZIZI3~// death variable

COPY ~BG1NPC/Phase2/CRE/X#HARL1.CRE~ ~override/X#HARL4.cre~
  SAY NAME1 ~Zizi the Lovebundle~
  SAY NAME2 ~Zizi the Lovebundle~
  WRITE_ASCII 0x248 ~X#ZIZI4~// override script
  WRITE_ASCII 0x2CC ~ZIZIZI4~// dialog
  WRITE_ASCII 0x280 ~ZIZI4~// death variable

COPY_EXISTING ~PROST5.cre~ ~override~
              ~PROST6.cre~ ~override~
              ~PROST7.cre~ ~override~
              ~PROST4.cre~ ~override~
              ~PROST8.cre~ ~override~
              ~PROST2.cre~ ~override~
              ~PROST3.cre~ ~override~
  WRITE_ASCII 0x280 ~harlot~// death variable

COPY ~BG1NPC/Phase2/CRE/X#SLIME.CRE~ ~override~
  WRITE_ASCII 0x248 ~X#XZSLIM~// override script
  WRITE_ASCII 0x280 ~xzslime~// death variable

COPY ~BG1NPC/Phase2/CRE/X#JELLY.CRE~ ~override~
  WRITE_ASCII 0x248 ~X#XZJELL~// override script
  WRITE_ASCII 0x280 ~xzjelly~// death variable

COPY ~BG1NPC/Phase2/ITM/X#XZSLIM.BAM~ ~override~

COPY ~BG1NPC/Phase2/ITM/X#XZSLIM.itm~ ~override~
  SAY NAME1 ~A vial of disgusting green liquid~
  SAY NAME2 ~A vial of vile extract~
  SAY UNIDENTIFIED_DESC ~Har, har har!
Xzar has a jar!~
  SAY DESC ~This vial contains the alleged essence of Schlumpsa, the Sewer King, as collected by Xzar.  There is no telling if the glop will turn out to be useful, dangerous or merely disgusting but Xzar is so delighted with it that, short of killing him, there is no way to get rid of it.~

//Eldoth FAI

COPY ~BG1NPC/Phase2/ITM/X#FRIED2.STO~ ~override~
  SAY 0xA4 ~Trough water~
  SAY 0xb8 ~Well water~
  SAY 0xcc ~Watered beer~
  SAY 0xe0 ~Watered wine~

COPY ~BG1NPC/Phase2/ITM/X#FAI1.ITM~ ~override~
  SAY NAME1 ~Rock~
  SAY NAME2 ~Stone of Stunning~
  SAY UNIDENTIFIED_DESC ~This looks like an ordinary rock.~
  SAY DESC ~Bentley Mirrorshade informs you that to activate the "magic" of the Stone of Stunning, it is simply necessary to apply the stone with some force to the skull of an opponent.  He/she/it will then reliably be stunned.  Be that as it may, there seems no reason to believe that the Stone of Stunning would be any more effective in this regard than any other rock you might pick up from the side of the road.~

COPY ~BG1NPC/Phase2/ITM/X#FAI2.ITM~ ~override~
  SAY NAME1 ~Broken Sword~
  SAY NAME2 ~Broken Magic Sword~
  SAY UNIDENTIFIED_DESC ~This pile of shards was once a longsword.~
  SAY DESC ~Bentley Mirrorshade asserts that any competent blacksmith could reforge these fragments into "a sword of the uttermost power in five minutes."  Considering the visible rust and tarnish, not to mention several deep notches in places where the blade did not even break as yet, you have some reason to doubt this statement.~

COPY ~BG1NPC/Phase2/ITM/X#FAI3.ITM~ ~override~
  SAY NAME1 ~Dented Shield~
  SAY NAME2 ~Dented Shield~
  SAY UNIDENTIFIED_DESC ~This shield has have been through many battle - and lost every one.~
  SAY DESC ~Bentley Mirrorshade makes great claims for this shield; chiefly on grounds of the violence it has, by all the visible evidence of wear, survived.  Of course, the same cannot, with any certainty, be said of its previous owners and this shield has been patched and reinforced so often that it looks especially cumbrous.~

COPY ~BG1NPC/Phase2/ITM/X#FAI4.ITM~ ~override~
  SAY NAME1 ~Battered Armor~
  SAY NAME2 ~Battered Armor~
  SAY UNIDENTIFIED_DESC ~This armor, once fit for any knight, has seen better days.~
  SAY DESC ~Bentley Mirrorshade notes that "What of the iron shortage and all, armor of *this* quality is simply *not* available any longer."  You don't doubt him but are in some uncertainty as to what the phrase '*this* quality' actually means.  The suit of armor is dented through in some places and rusted out in others.  Overall, it is so massive that it looks more like a defunct iron golem than anything suitable for an adventurer.  So you may be excused for thinking that armor of 'this quality' is not available now.  Nor would it have ever been; not for practical use anyway.~

COPY ~BG1NPC/Phase2/ITM/X#FAI5.ITM~ ~override~
  SAY NAME1 ~empty potion bottle~
  SAY NAME2 ~chipped, empty potion bottle~
  SAY UNIDENTIFIED_DESC ~An empty potion bottle with a broken neck.~
  SAY DESC ~While it may be true, as Bentley Mirrorshade reminds you, that no adventurer should ever go afield without a spare potion bottle or two, in case one happens upon a magic fountain, the neck of this particular bottle is so chipped that it could not possibly be stoppered so as to retain its contents for five minutes.~

//Safana's pebble
COPY_EXISTING ~MISC45.ITM~ ~override/X#SAPEB.itm~
  SAY NAME1 ~Sil's Rogue Stone Pebble~
  SAY NAME2 ~Sil's Rogue Stone Pebble~
  SAY UNIDENTIFIED_DESC ~The pebble Sil gave you is a small, shifting, rainbow coloured, irridecent gemstone.  The fluid shades of colour appear almost liquid under normal sunlight, it is truly a beautiful sight to behold.  Rogue stones are extremely rare and are used for the gemjump spell, hence one of the most sought after gems in the Realms.~
  SAY DESC ~The pebble Sil gave you is a small, shifting, rainbow coloured, irridecent gemstone.  The fluid shades of colour appear almost liquid under normal sunlight, it is truly a beautiful sight to behold.  Rogue stones are extremely rare and are used for the gemjump spell, hence one of the most sought after gems in the Realms.~

//Kivan's spear
COPY ~BG1NPC/Phase2/ITM/X#KISPEA.itm~ ~override~
  SAY NAME1 ~Elven Spear~
  SAY NAME2 ~Elven Spear of Entanglement~
  SAY UNIDENTIFIED_DESC ~One of man's earliest weapons, dating back to the most primitive of times, the first spears were simply wooden poles or sticks sharpened at one end.  When man mastered metals, spearheads were made from iron and steel.  Having reached this end, weaponers began experimenting with different types of spear heads, thus leading to the development of certain polearm types.

STATISTICS:

Damage:  1D6
Damage type:  piercing
Weight: 5
Speed Factor: 6
Proficiency Type: Spear
Type:  2-handed
Not Usable By:
 Cleric
  Mage~

  SAY DESC ~This is a plain looking short spear with a leaf-shaped point. It was balanced for a slender elven hand. Mage Thalantyr enchanted the weapon for Kivan of Shilmista.

STATISTICS:

Combat Abilities:
10% chance with every hit that opponent is entangled for 24 seconds, no save
THAC0: +2 bonus
Damage:  1D6 +2
Damage type:  piercing
Weight: 3
Speed Factor: 4
Proficiency Type: Spear 
Type:  2-handed
Requires: 5 Strength
Only Usable By: Elves
Not Usable By:
 Cleric
 Mage~

//Great Shield - White Oak

COPY ~BG1NPC/Phase2/ITM/X#FASH01.itm~ ~override~
  SAY NAME1 ~Great Shield - White Oak~
  SAY NAME2 ~Great Shield - White Oak~
  SAY UNIDENTIFIED_DESC ~The body shield, also known as the kite or tower shield, is a massive metal or wooden shield reaching nearly from the chin to the toe of the user.  It must be firmly fastened to the forearm and the shield hand must firmly grip it at all times.  Naturally, this precludes use of the shield hand for anything but holding the body shield in place.

STATISTICS:

Armor Class Bonus: 1
Special:  +1 vs. Missile Weapons
Weight: 15
Requires: 15 Strength
Not Usable By:
 Bard
 Druid
 Mage
 Thief ~

  SAY DESC ~The large shield is carved from a rare white oak, which has all the strength but not the weight of the regular oak. The noble stamina of the wood seems to reflect on the shield bearer. It was created by the druids, and the bindings that secure this body shield on the hero's forearm will become magically undone, if it is used by the hand that does not strive to maintain the Balance.
STATISTICS:

Armor Class Bonus: 1
Special:  +1 vs. Missile Weapons, +1 Bonus to Constitution
Weight: 5
Not Usable By:
 Bard
 Mage
 Thief
 Not Neutral Alignments ~

COPY_EXISTING  ~KRUMM.cre~ ~override~
  WRITE_ASCII 0x248 ~X#KRUMM~// override script

COPY_EXISTING  ~ANKHEG.cre~ ~override/ANKHEG.cre~
               ~ANKHEGG.cre~ ~override/ANKHEGG.cre~
               ~ANKHEGQ.cre~ ~override/ANKHEGQ.cre~
  WRITE_ASCII 0x280 ~ankheg~// death variable

COPY_EXISTING  ~ENDER.cre~ ~override~
  WRITE_ASCII 0x280 ~Ender~// death variable

COPY_EXISTING ~SERVA2.cre~ ~override/JESSUP.cre~
  SAY NAME1 ~Jessup~
  SAY NAME2 ~Jessup~
  WRITE_ASCII 0x248 ~X#JESSUP~// override script
  WRITE_ASCII 0x2CC ~X#JESSUP~// dialog
  WRITE_ASCII 0x280 ~X#Jessup~// death variable

COPY_EXISTING ~NOBW2.cre~ ~override/DORA.cre~
  SAY NAME1 ~Dora~
  SAY NAME2 ~Dora~
  WRITE_ASCII 0x248 ~X#DORAA~// override script
  WRITE_ASCII 0x2CC ~DORAA~// dialog
  WRITE_ASCII 0x280 ~DORAA~// death variable
  
//Xan Centeol

COPY_EXISTING ~AR8800.are~ ~override~
WRITE_ASCII 0x94 ~AR8800~
WRITE_LONG 0x4a 100

COMPILE ~BG1NPC/Phase2/DLG/P#CENTEO.d~
COMPILE ~BG1NPC/Phase2/BAF/P#CECUT.BAF~

EXTEND_TOP ~CENTEOL.BCS~  ~BG1NPC/Phase2/BAF/P#CENTEO.baf~
EXTEND_TOP ~XAN.BCS~  ~BG1NPC/Phase2/BAF/P#XANCE.baf~
EXTEND_BOTTOM ~AR8800.BCS~  ~BG1NPC/Phase2/BAF/P#FW2100.baf~

//Garrick's quest.

COMPILE ~BG1NPC/Scripts/X#Garar.baf~
        ~BG1NPC/Scripts/X#GarWyl.baf~

COMPILE ~BG1NPC/Dialogues/X#Garar.d~
        ~BG1NPC/Dialogues/X#GarWyl.d~
        ~BG1NPC/Dialogues/X#halbaz.d~

COPY ~BG1NPC/BAMs~ ~override~

COPY ~BG1NPC/Items/X#Blitm.itm~ ~override/X#Blitm.itm~
  SAY NAME1 ~Undroppable item conferring Blur to wielder used in Garrick's quest~

COPY ~BG1NPC/Items/X#Garbk.itm~ ~override/X#Garbk.itm~
  SAY NAME1 ~The Ultimate Compendium~
  SAY NAME2 ~The Ultimate Compendium~
  SAY DESC ~This is a near-mint first edition copy of The Ultimate Compendium Of Famous Little-Known Heroes, by renowned scholar Saemon Schama. A shame it's not signed, but hey, you can't have everything!

While the title may seem something of a misnomer, it is the kind of book which pretentious armchair historians love to have so they can chat and pretend to be intellectual at dinner parties and the like.

One section does catch your eye: It mentions that the ghost of the famous bard Myr'Cutio is said to roam around near the ruins of the Ulcaster School of Magic, looking for further adventure. Myr'Cutio? You've never heard of him, though it may be worth checking out...~

COPY ~BG1NPC/Items/X#Garch.itm~ ~override/X#Garch.itm~
  SAY NAME1 ~Bardic Chain~
  SAY NAME2 ~Bardic Chain~
  SAY UNIDENTIFIED_DESC ~This suit of chainmail armour is light and remarkably stylish.~
  SAY DESC ~This bardic chainmail has an illustrious past, being the armour of the noted half-elven bard Myr'Cutio. He wandered the Realms seeking adventure, and so restless was his nature that on his death his spirit, and those of his companions, continued to roam...

Until they were put to rest by the party of <CHARNAME>, that is. Adventurers tend not to have respect for noteworthy figures of the past. Still, the armour is yours: lightweight, shiny and stylish. What more could an aspiring bard hope for?

STATISTICS:

Wearing this armour does not prevent the bard's casting of spells.
Armour Class: 7
Weight: 8
Usable by:
 Bard~

COPY ~BG1NPC/Items/X#Garch2.itm~ ~override/X#Garch2.itm~
  SAY NAME1 ~Bardic Chain~
  SAY NAME2 ~Bardic Chain~
  SAY UNIDENTIFIED_DESC ~This suit of chainmail armour is light and remarkably stylish.~
  SAY DESC ~This bardic chainmail has an illustrious past, being the armour of the noted half-elven bard Myr'Cutio. He wandered the Realms seeking adventure, and so restless was his nature that on his death his spirit, and those of his companions, continued to roam...

Until they were put to rest by the party of <CHARNAME>, that is. Adventurers tend not to have respect for noteworthy figures of the past. Still, the armour is yours: lightweight, shiny and stylish. What more could an aspiring bard hope for?

This armour was further improved by Halbazzer Drin of the Sorcerous Sundries store in Baldur's Gate. Combination with a pair of golden pantaloons has afforded an increased measure of protection, while keeping the suit as fashionable as ever.

STATISTICS:

Wearing this armour does not prevent the bard's casting of spells.
Armour Class: 5
Weight: 8
Usable by:
 Bard~

COPY ~BG1NPC/Creatures/X#garar.CRE~ ~override/X#garar.CRE~
  SAY NAME1 ~Archibald~
  SAY NAME2 ~Archibald~
  WRITE_ASCII 0x248 ~x#garar~ // override script

COPY ~BG1NPC/Creatures/X#garwyl.CRE~ ~override/X#garwyl.CRE~
  SAY NAME1 ~Myr'Cutio~
  SAY NAME2 ~Myr'Cutio~

COPY ~BG1NPC/Creatures/X#garz01.CRE~ ~override/X#garz01.CRE~
  SAY NAME1 ~Zombie~
  SAY NAME2 ~Zombie~

COPY ~BG1NPC/Creatures/X#garz02.CRE~ ~override/X#garz02.CRE~
  SAY NAME1 ~Zombie~
  SAY NAME2 ~Zombie~

COPY ~BG1NPC/Creatures/X#garz03.CRE~ ~override/X#garz03.CRE~
  SAY NAME1 ~Zombie~
  SAY NAME2 ~Zombie~

COPY ~BG1NPC/Creatures/X#garz04.CRE~ ~override/X#garz04.CRE~
  SAY NAME1 ~Zombie~
  SAY NAME2 ~Zombie~

//End of Garrick's Quest

//Coran's quest
//These are items//

COPY ~BG1NPC/Items/X#CBOOK.itm~ ~override/X#CBOOK.itm~
  SAY NAME1 ~A Guide to Parenthood~
  SAY NAME2 ~A Guide to Parenthood~
  SAY UNIDENTIFIED_DESC ~This book was given to Coran by Brielbara of Baldur's Gate to initiate him into fatherhood. It is a voluminous old tome containing all sorts of information on birthing and raising children. On the first page you can read the last minute blessing in Brielbara's beautiful handwriting: "Coran, do not SCREW IT UP!~
  SAY DESC ~This book was given to Coran by Brielbara of Baldur's Gate to initiate him into fatherhood. It is a voluminous old tome containing all sorts of information on birthing and raising children. On the first page you can read the last minute blessing in Brielbara's beautiful handwriting: "Coran, do not SCREW IT UP!~

COPY ~BG1NPC/Items/X#CMILK.itm~ ~override/X#CMILK.itm~
  SAY NAME1 ~Everfull Milk Bottles ~
  SAY NAME2  ~Everfull Milk Bottles ~
  SAY UNIDENTIFIED_DESC  ~This magical concoction looks and tastes much like milk and can be used to feed Namara.  When a bottle is consumed, it magically replenishes itself. You wish other potions did! Namara becomes much happier and quieter after gulping down the potion.  The effect lasts for approximately 4 hours.  You figure that it may be used as emergency rations if you ever find yourself lost in the wilderness without other provisions. ~
  SAY DESC ~This magical concoction looks and tastes much like milk and can be used to feed Namara.  When a bottle is consumed, it magically replenishes itself. You wish other potions did! Namara becomes much happier and quieter after gulping down the potion.  The effect lasts for approximately 4 hours.  You figure that it may be used as emergency rations if you ever find yourself lost in the wilderness without other provisions. ~

COPY ~BG1NPC/Items/X#CBABY.itm~ ~override/X#CBABY.itm~
  SAY NAME1 ~Coran's Baby~
  SAY NAME2 ~Namara~
  SAY UNIDENTIFIED_DESC ~This is Coran's baby daughter, Namara. The child now seems healthy after the curse was removed and is eager to let the world now of her existence.~
  SAY DESC ~This is Coran's baby daughter, Namara. The child now seems healthy after the curse was removed and is eager to let the world now of her existence.~

COPY ~BG1NPC/Items/X#COBAG.itm~ ~override/X#COBAG.itm~
  SAY NAME1 ~Brielbara's Potion Case~
  SAY NAME2 ~Potion Case~
  SAY UNIDENTIFIED_DESC ~Typically carried by travelling healers, this leather case folds open and allows the user to strap delicate potion bottles to its cushioned side with numerous leather thongs for safe storage during travel.

STATISTICS:

Weight: 5~
  SAY DESC ~Typically carried by travelling healers, this leather case folds open and allows the user to strap delicate potion bottles to its cushioned side with numerous leather thongs for safe storage during travel.

STATISTICS:

Weight: 5~

COPY ~BG1NPC/Items/X#COBAG.STO~ ~override/X#COBAG.STO~

//The following compiles d file//
COMPILE ~BG1NPC/dialogues/X#BRI.D~

//The following compiles baf//
COMPILE ~BG1NPC/scripts/X#GOBRI.baf~//Compile scripts

// The following is appending//
EXTEND_BOTTOM ~CORAN.bcs~ ~BG1NPC/scripts/X#RUNCOR.baf~
EXTEND_BOTTOM ~AR7203.bcs~ ~BG1NPC/COROM/scripts/P#FW0103.baf~

//The following adds override script to Brielbara//
COPY_EXISTING ~BRIELB.cre~ ~override/BRIELB.cre~
  WRITE_ASCII 0x248 ~X#GOBRI~//override script

//End of Coran's quest

//Kivan's quest

//The following compiles d files

COMPILE ~BG1NPC/dialogues/P#EMMA.d~

COMPILE ~BG1NPC/dialogues/P#WOLF.d~

//The following compiles baf

COMPILE ~BG1NPC/scripts/P#EMMA.baf~//Compile script

// These are the item
COPY ~BG1NPC/items/P#BOW.ITM~ ~override/P#BOW.ITM~
  SAY NAME1 ~Kivan's bow~
  SAY NAME2 ~Kivan's bow~
  SAY DESC ~This long bow has been given to Kivan by his wife Deheriana as a wedding gift.

STATISTICS:

Equipped Abilities:

Armour class bonus: 1

THAC0: +1
Weight: 2
Speed Factor: 1
Proficiency Type: Longbow
Type:  2-handed
Requires: 6 Strength
Only Usable By:
 Kivan~

///Here are CRE's/////

COPY ~BG1NPC/creatures/IMANEL.cre~ ~override/IMANEL.cre~
  SAY NAME1 ~Imanel Silversword~
  SAY NAME2 ~Imanel Silversword~
  WRITE_ASCII 0x248 ~P#EMMA~// override script
  WRITE_ASCII 0x2CC ~P#EMMA~// dialog
  WRITE_ASCII 0x280 ~P#EMMA~// death variable

COPY ~BG1NPC/creatures/P#WOLF01.cre~ ~override/P#WOLF01.cre~
  SAY NAME1 ~Snowball~
  SAY NAME2 ~Snowball~
  WRITE_ASCII 0x2CC ~P#WOLF~// dialog
  WRITE_ASCII 0x280 ~P#WOLF01~// death variable

COPY ~BG1NPC/creatures/P#WOLF02.cre~ ~override/P#WOLF02.cre~
  SAY NAME1 ~Swiftclaw~
  SAY NAME2 ~Swiftclaw~
  WRITE_ASCII 0x2CC ~P#WOLF~// dialog
  WRITE_ASCII 0x280 ~P#WOLF02~// death variable

COPY ~BG1NPC/creatures/P#WOLF03.cre~ ~override/P#WOLF03.cre~
  SAY NAME1 ~Dreadbringer~
  SAY NAME2 ~Dreadbringer~
  WRITE_ASCII 0x2CC ~P#WOLF~// dialog
  WRITE_ASCII 0x280 ~P#WOLF03~// death variable

COPY ~BG1NPC/creatures/P#WOLF04.cre~ ~override/P#WOLF04.cre~
  SAY NAME1 ~Fang~
  SAY NAME2 ~Fang~
  WRITE_ASCII 0x2CC ~P#WOLF~// dialog
  WRITE_ASCII 0x280 ~P#WOLF04~// death variable

COPY ~BG1NPC/creatures/P#WOLF05.cre~ ~override/P#WOLF05.cre~
  SAY NAME1 ~Babe~
  SAY NAME2 ~Babe~
  WRITE_ASCII 0x2CC ~P#WOLF~// dialog
  WRITE_ASCII 0x280 ~P#WOLF05~// death variable

// The following is appending what we wrote in P#FW0900.bcs to the bottom of
// FW0900.bsc
EXTEND_BOTTOM ~AR7900.bcs~ ~BG1NPC/scripts/P#FW0900.baf~
//End of Kivan's quest.

//Xan's Encounter 1

//dialogues
COMPILE ~BG1NPC/Phase2/DLG/X#DAVI.d~
        ~BG1NPC/Phase2/DLG/X#CRU11.d~
        ~BG1NPC/Phase2/DLG/X#CHOP.d~
        ~BG1NPC/Phase2/DLG/X#XANQ.d~
        ~BG1NPC/Phase2/DLG/X#ASSIST.d~
        ~BG1NPC/Phase2/DLG/NEWMERCH2.d~

//scripts
COMPILE ~BG1NPC/Phase2/BAF/X#DAV01.baf~
COMPILE ~BG1NPC/Phase2/BAF/X#DAVID.baf~

//PatchingAreaScript
COPY_EXISTING ~AR3200.ARE~ ~override/AR3200.are~
  WRITE_ASCII 0x94 ~AR3200~// area script

//patching Xan's script

EXTEND_TOP    ~XAN.BCS~    ~BG1NPC/Phase2/BAF/X#XACUT.baf~
EXTEND_BOTTOM ~AR3200.BCS~ ~BG1NPC/Phase2/BAF/X#FW4300.baf~

COPY ~BG1NPC/Phase2/CRE/davids.bmp~ ~override/davids.bmp~

//here is CRE
COPY ~BG1NPC/Phase2/CRE/X#DAVID.cre~ ~override/X#DAVID.cre~
  SAY NAME1 ~David Jansen~
  SAY NAME2 ~David Jansen~
  WRITE_ASCII 0x248 ~X#DAVID~// override script
  WRITE_ASCII 0x34 ~davids~//small portrait
  WRITE_ASCII 0x2CC ~X#DAVI~// dialog
  WRITE_ASCII 0x280 ~X#DAVID~// death variable

COPY ~BG1NPC/Phase2/CRE/X#CRU11.cre~ ~override/X#CRU11.cre~
  SAY NAME1 ~Cru, The Lady Ogre~
  SAY NAME2 ~Cru, The Lady Ogre~
  WRITE_ASCII 0x2CC ~X#CRU11~// dialog
  WRITE_ASCII 0x280 ~X#CRU11~// death variable

COPY ~BG1NPC/Phase2/CRE/X#CHOP.cre~ ~override/X#CHOP.cre~
  SAY NAME1 ~Chop, The Lady Ogre~
  SAY NAME2 ~Chop, The Lady Ogre~
  WRITE_ASCII 0x2CC ~X#CHOP~// dialog
  WRITE_ASCII 0x280 ~X#CHOP~// death variable

COPY ~BG1NPC/Phase2/CRE/X#ASSI01.cre~ ~override/X#ASSI01.cre~
  SAY NAME1 ~David's Assistant~
  SAY NAME2 ~David's Assistant~
  WRITE_ASCII 0x2CC ~X#ASSIST~// dialog
  WRITE_ASCII 0x280 ~X#ASSISTANT1~// death variable

COPY ~BG1NPC/Phase2/CRE/X#ASSI02.cre~ ~override/X#ASSI02.cre~
  SAY NAME1 ~David's Assistant~
  SAY NAME2 ~David's Assistant~
  WRITE_ASCII 0x2CC ~X#ASSIST~// dialog
  WRITE_ASCII 0x280 ~X#ASSISTANT2~// death variable

COPY ~BG1NPC/Phase2/CRE/X#ASSI03.cre~ ~override/X#ASSI03.cre~
  SAY NAME1 ~David's Assistant~
  SAY NAME2 ~David's Assistant~
  WRITE_ASCII 0x2CC ~X#ASSIST~// dialog
  WRITE_ASCII 0x280 ~X#ASSISTANT3~// death variable

COPY ~BG1NPC/Phase2/CRE/X#ASSI04.cre~ ~override/X#ASSI04.cre~
  SAY NAME1 ~David's Assistant~
  SAY NAME2 ~David's Assistant~
  WRITE_ASCII 0x2CC ~X#ASSIST~// dialog
  WRITE_ASCII 0x280 ~X#ASSISTANT4~// death variable

COPY ~BG1NPC/Phase2/CRE/X#ASSI05.cre~ ~override/X#ASSI05.cre~
  SAY NAME1 ~David's Assistant~
  SAY NAME2 ~David's Assistant~
  WRITE_ASCII 0x2CC ~X#ASSIST~// dialog
  WRITE_ASCII 0x280 ~X#ASSISTANT5~// death variable

COPY ~BG1NPC/Phase2/CRE/X#ASSI06.cre~ ~override/X#ASSI06.cre~
  SAY NAME1 ~David's Assistant~
  SAY NAME2 ~David's Assistant~
  WRITE_ASCII 0x2CC ~X#ASSIST~// dialog
  WRITE_ASCII 0x280 ~X#ASSISTANT6~// death variable

COPY ~BG1NPC/Phase2/CRE/X#ASSI07.cre~ ~override/X#ASSI07.cre~
  SAY NAME1 ~David's Assistant~
  SAY NAME2 ~David's Assistant~
  WRITE_ASCII 0x2CC ~X#ASSIST~// dialog
  WRITE_ASCII 0x280 ~X#ASSISTANT7~// death variable

COPY ~BG1NPC/Phase2/CRE/X#ASSI08.cre~ ~override/X#ASSI08.cre~
  SAY NAME1 ~David's Assistant~
  SAY NAME2 ~David's Assistant~
  WRITE_ASCII 0x2CC ~X#ASSIST~// dialog
  WRITE_ASCII 0x280 ~X#ASSISTANT8~// death variable

COPY ~BG1NPC/Phase2/CRE/X#ASSI09.cre~ ~override/X#ASSI09.cre~
  SAY NAME1 ~David's Assistant~
  SAY NAME2 ~David's Assistant~
  WRITE_ASCII 0x2CC ~X#ASSIST~// dialog
  WRITE_ASCII 0x280 ~X#ASSISTANT9~// death variable

COPY ~BG1NPC/Phase2/CRE/X#ASSI10.cre~ ~override/X#ASSI10.cre~
  SAY NAME1 ~David's Assistant~
  SAY NAME2 ~David's Assistant~
  WRITE_ASCII 0x2CC ~X#ASSIST~// dialog
  WRITE_ASCII 0x280 ~X#ASSISTANT10~// death variable

COPY ~BG1NPC/Phase2/CRE/X#ASSI11.cre~ ~override/X#ASSI11.cre~
  SAY NAME1 ~David's Assistant~
  SAY NAME2 ~David's Assistant~
  WRITE_ASCII 0x2CC ~X#ASSIST~// dialog
  WRITE_ASCII 0x280 ~X#ASSISTANT11~// death variable

COPY ~BG1NPC/Items/X#CTURN.BAM~ ~override/X#CTURN.BAM~
COPY ~BG1NPC/Items/X#ITURN.BAM~ ~override/X#ITURN.BAM~

COPY ~BG1NPC/Phase2/ITM/P#BAG01.ITM~ ~override/P#BAG01.ITM~
  SAY NAME1 ~A Bag of Turnips~
  SAY NAME2 ~A Bag of Turnips~
  WRITE_ASCII 0x3a ~X#ITURN~
  WRITE_ASCII 0x58 ~X#CTURN~
  SAY UNIDENTIFIED_DESC ~This bag is full of crispy turnips.~
  SAY DESC ~This bag is full of crispy turnips. There are enough to satisfy even an ogre's appetite.

STATISTICS:

Weight: 20~

COPY ~BG1NPC/Phase2/ITM/P#BAG02.ITM~ ~override/P#BAG02.ITM~
  SAY NAME1 ~A Bag of Grain~
  SAY NAME2 ~A Bag of Grain~
  SAY UNIDENTIFIED_DESC ~This bag is full of mixed grains with only unedible parts removed. Coarse as it may seem, it can be made into hearty food.~
  SAY DESC ~This bag is full of mixed grains with only unedible parts removed. Coarse as it may seem, it can be made into hearty food.
STATISTICS:

Weight: 50~

COPY_EXISTING ~STO4901.STO~ ~override/STO4901.STO~
 READ_LONG  0x34 "sale_offset"
 READ_LONG  0x38 "sale_number"
 READ_LONG  0x2C "purchase_offset"
 READ_LONG  0x4C "drink_offset"
 READ_LONG  0x70 "cure_offset"
 WRITE_LONG 0x38 ("%sale_number%" + 2)
 INSERT_BYTES  ("%sale_offset%" +        ("%sale_number%" * 0x1C)) 0x1C
   WRITE_ASCII ("%sale_offset%" +        ("%sale_number%" * 0x1C)) ~P#BAG02~
   WRITE_LONG  ("%sale_offset%" + 0x14 + ("%sale_number%" * 0x1C)) 5 
 INSERT_BYTES  ("%sale_offset%" +        ("%sale_number%" * 0x1C)) 0x1C
   WRITE_ASCII ("%sale_offset%" +        ("%sale_number%" * 0x1C)) ~P#BAG01~
   WRITE_LONG  ("%sale_offset%" + 0x14 + ("%sale_number%" * 0x1C)) 5
 SET "p1" = 0
 SET "p2" = 0
 SET "p3" = 0
 WHILE (("%p1%" = 0) AND NOT ("%purchase_offset%" < "%sale_offset%")) BEGIN
   WRITE_LONG 0x2C ("%purchase_offset%" + 0x38)
   SET "p1" = 1
 END
 WHILE (("%p2%" = 0) AND NOT ("%drink_offset%" < "%sale_offset%")) BEGIN
   WRITE_LONG 0x4C ("%drink_offset%" + 0x38)
   SET "p2" = 1
 END
 WHILE (("%p3%" = 0) AND NOT ("%cure_offset%" < "%sale_offset%")) BEGIN
   WRITE_LONG 0x70 ("%cure_offset%" + 0x38)
   SET "p3" = 1
 END


BEGIN ~Jason Compton's Accelerated Banter Script.~

FORBID_FILE ~override/bantergoose.xxx~ ~You already have the Banter Accelerator installed.~

COPY ~BG1NPC/bantergoose/bantergoose.xxx~ ~override/bantergoose.xxx~
EXTEND_TOP ~baldur.bcs~ ~BG1NPC/bantergoose/bantergoose.baf~

BEGIN ~Change Unarmoured Male Human Rogue Appearance~

COPY_EXISTING ~CHMT2A1.BAM~  ~override/CHMB1A1.BAM~
COPY_EXISTING ~CHMT2A2.BAM~  ~override/CHMB1A2.BAM~
COPY_EXISTING ~CHMT2A3.BAM~  ~override/CHMB1A3.BAM~
COPY_EXISTING ~CHMT2A4.BAM~  ~override/CHMB1A4.BAM~
COPY_EXISTING ~CHMT2A5.BAM~  ~override/CHMB1A5.BAM~
COPY_EXISTING ~CHMT2A6.BAM~  ~override/CHMB1A6.BAM~
COPY_EXISTING ~CHMT2A7.BAM~  ~override/CHMB1A7.BAM~
COPY_EXISTING ~CHMT2A8.BAM~  ~override/CHMB1A8.BAM~
COPY_EXISTING ~CHMT2A9.BAM~  ~override/CHMB1A9.BAM~
COPY_EXISTING ~CHMT2CA.BAM~  ~override/CHMB1CA.BAM~
COPY_EXISTING ~CHMT2G1.BAM~  ~override/CHMB1G1.BAM~
COPY_EXISTING ~CHMT2G11.BAM~ ~override/CHMB1G11.BAM~
COPY_EXISTING ~CHMT2G12.BAM~ ~override/CHMB1G12.BAM~
COPY_EXISTING ~CHMT2G13.BAM~ ~override/CHMB1G13.BAM~
COPY_EXISTING ~CHMT2G14.BAM~ ~override/CHMB1G14.BAM~
COPY_EXISTING ~CHMT2G15.BAM~ ~override/CHMB1G15.BAM~
COPY_EXISTING ~CHMT2G16.BAM~ ~override/CHMB1G16.BAM~
COPY_EXISTING ~CHMT2G17.BAM~ ~override/CHMB1G17.BAM~
COPY_EXISTING ~CHMT2G18.BAM~ ~override/CHMB1G18.BAM~
COPY_EXISTING ~CHMT2G19.BAM~ ~override/CHMB1G19.BAM~
COPY_EXISTING ~CHMT2SA.BAM~  ~override/CHMB1SA.BAM~
COPY_EXISTING ~CHMT2SS.BAM~  ~override/CHMB1SS.BAM~
COPY_EXISTING ~CHMT2SX.BAM~  ~override/CHMB1SX.BAM~

EXTEND_TOP ~baldur.bcs~ ~BG1NPC/scripts/Roguem.baf~

BEGIN ~Change Unarmoured Female Human Rogue Appearance~

COPY_EXISTING ~CHFT2A1.BAM~  ~override/CHFB1A1.BAM~
COPY_EXISTING ~CHFT2A2.BAM~  ~override/CHFB1A2.BAM~
COPY_EXISTING ~CHFT2A3.BAM~  ~override/CHFB1A3.BAM~
COPY_EXISTING ~CHFT2A4.BAM~  ~override/CHFB1A4.BAM~
COPY_EXISTING ~CHFT2A5.BAM~  ~override/CHFB1A5.BAM~
COPY_EXISTING ~CHFT2A6.BAM~  ~override/CHFB1A6.BAM~
COPY_EXISTING ~CHFT2A7.BAM~  ~override/CHFB1A7.BAM~
COPY_EXISTING ~CHFT2A8.BAM~  ~override/CHFB1A8.BAM~
COPY_EXISTING ~CHFT2A9.BAM~  ~override/CHFB1A9.BAM~
COPY_EXISTING ~CHFT2CA.BAM~  ~override/CHFB1CA.BAM~
COPY_EXISTING ~CHFT2G1.BAM~  ~override/CHFB1G1.BAM~
COPY_EXISTING ~CHFT2G11.BAM~ ~override/CHFB1G11.BAM~
COPY_EXISTING ~CHFT2G12.BAM~ ~override/CHFB1G12.BAM~
COPY_EXISTING ~CHFT2G13.BAM~ ~override/CHFB1G13.BAM~
COPY_EXISTING ~CHFT2G14.BAM~ ~override/CHFB1G14.BAM~
COPY_EXISTING ~CHFT2G15.BAM~ ~override/CHFB1G15.BAM~
COPY_EXISTING ~CHFT2G16.BAM~ ~override/CHFB1G16.BAM~
COPY_EXISTING ~CHFT2G17.BAM~ ~override/CHFB1G17.BAM~
COPY_EXISTING ~CHFT2G18.BAM~ ~override/CHFB1G18.BAM~
COPY_EXISTING ~CHFT2G19.BAM~ ~override/CHFBIG19.BAM~
COPY_EXISTING ~CHFT2SA.BAM~  ~override/CHFB1SA.BAM~
COPY_EXISTING ~CHFT2SS.BAM~  ~override/CHFB1SS.BAM~
COPY_EXISTING ~CHFT2SX.BAM~  ~override/CHFB1SX.BAM~

EXTEND_TOP ~baldur.bcs~ ~BG1NPC/scripts/Roguef.baf~

BEGIN ~Give Edwin his BG2 portrait.~

COPY_EXISTING ~NEdwinm.bmp~ ~override/edwinl.bmp~
COPY_EXISTING ~NEdwins.bmp~ ~override/edwins.bmp~

BEGIN ~Give Imoen her BG2 portrait.~

COPY_EXISTING ~NImoenm.bmp~ ~override/imoenl.bmp~
COPY_EXISTING ~NImoens.bmp~ ~override/imoens.bmp~

BEGIN ~Give Jaheira her BG2 portrait.~

COPY_EXISTING ~NJaheirm.bmp~ ~override/jaheiral.bmp~
COPY_EXISTING ~NJaheirs.bmp~ ~override/jaheiras.bmp~

BEGIN ~Give Minsc his BG2 portrait.~

COPY_EXISTING ~NMinscm.bmp~ ~override/minscl.bmp~
COPY_EXISTING ~NMinscs.bmp~ ~override/minscs.bmp~

BEGIN ~Give Viconia her BG2 portrait.~

COPY_EXISTING ~NViconm.bmp~ ~override/viconial.bmp~
COPY_EXISTING ~NVicons.bmp~ ~override/viconias.bmp~

BEGIN ~Give Coran his new portrait #1, by Amok edit by Domi~
DEPRECATED ~Now in the BG1 NPC Portrait Pack.~

BEGIN ~Give Coran his new portrait #2, BioWare edit by Tancred and NiGHTMARE~
DEPRECATED ~Now in the BG1 NPC Portrait Pack.~

BEGIN ~Give Coran his new portrait #3, by Melisah~
DEPRECATED ~Now in the BG1 NPC Portrait Pack.~

BEGIN ~Non-joinable character portraits~

COPY   ~BG1NPC/portraits/arkushs.bmp~  ~override~
       ~BG1NPC/portraits/amarans.bmp~  ~override~
       ~BG1NPC/portraits/angelos.bmp~  ~override~
       ~BG1NPC/portraits/alatos.bmp~   ~override~
       ~BG1NPC/portraits/albers.bmp~   ~override~
       ~BG1NPC/portraits/alyths.bmp~   ~override~
       ~BG1NPC/portraits/armoreds.bmp~ ~override~
       ~BG1NPC/portraits/bass.bmp~     ~override~
       ~BG1NPC/portraits/belts.bmp~    ~override~
       ~BG1NPC/portraits/bentlys.bmp~  ~override~
       ~BG1NPC/portraits/brages.bmp~   ~override~
       ~BG1NPC/portraits/briels.bmp~   ~override~
       ~BG1NPC/portraits/brilles.bmp~  ~override~
       ~BG1NPC/portraits/bruns.bmp~    ~override~
       ~BG1NPC/portraits/bubs.bmp~     ~override~
       ~BG1NPC/portraits/cadds.bmp~    ~override~
       ~BG1NPC/portraits/daverons.bmp~ ~override~
       ~BG1NPC/portraits/davids.bmp~   ~override~
       ~BG1NPC/portraits/delas.bmp~    ~override~
       ~BG1NPC/portraits/driens.bmp~   ~override~
       ~BG1NPC/portraits/durlags.bmp~  ~override~
       ~BG1NPC/portraits/durls.bmp~    ~override~
       ~BG1NPC/portraits/drizzts.bmp~  ~override~
       ~BG1NPC/portraits/eltans.bmp~   ~override~
       ~BG1NPC/portraits/elmins.bmp~   ~override~
       ~BG1NPC/portraits/galenas.bmp~  ~override~
       ~BG1NPC/portraits/gerdes.bmp~   ~override~
       ~BG1NPC/portraits/gorions.bmp~  ~override~
       ~BG1NPC/portraits/greyws.bmp~   ~override~
       ~BG1NPC/portraits/jessups.bmp~  ~override~
       ~BG1NPC/portraits/halbazs.bmp~  ~override~
       ~BG1NPC/portraits/hurgans.bmp~  ~override~
       ~BG1NPC/portraits/keldaths.bmp~ ~override~
       ~BG1NPC/portraits/karougs.bmp~  ~override~
       ~BG1NPC/portraits/kashias.bmp~  ~override~
       ~BG1NPC/portraits/koraxs.bmp~   ~override~
       ~BG1NPC/portraits/larzes.bmp~   ~override~
       ~BG1NPC/portraits/liias.bmp~    ~override~
       ~BG1NPC/portraits/mendas.bmp~   ~override~
       ~BG1NPC/portraits/mulahs.bmp~   ~override~
       ~BG1NPC/portraits/narlens.bmp~  ~override~
       ~BG1NPC/portraits/niemais.bmp~  ~override~
       ~BG1NPC/portraits/ofvais.bmp~   ~override~
       ~BG1NPC/portraits/peters.bmp~   ~override~
       ~BG1NPC/portraits/petrins.bmp~  ~override~
       ~BG1NPC/portraits/rieltars.bmp~ ~override~
       ~BG1NPC/portraits/scars.bmp~    ~override~
       ~BG1NPC/portraits/seniyas.bmp~  ~override~
       ~BG1NPC/portraits/shands.bmp~   ~override~
       ~BG1NPC/portraits/shoals.bmp~   ~override~
       ~BG1NPC/portraits/tamokos.bmp~  ~override~
       ~BG1NPC/portraits/tazoks.bmp~   ~override~
       ~BG1NPC/portraits/tenyas.bmp~   ~override~
       ~BG1NPC/portraits/thalas.bmp~   ~override~
       ~BG1NPC/portraits/ulraunts.bmp~ ~override~
       ~BG1NPC/portraits/umbprs.bmp~   ~override~
       ~BG1NPC/portraits/vails.bmp~    ~override~
       ~BG1NPC/portraits/volos.bmp~    ~override~
       ~BG1NPC/portraits/winthrs.bmp~  ~override~
       ~BG1NPC/portraits/yagos.bmp~    ~override~

COPY_EXISTING ~alatos.cre~ ~override~
  WRITE_ASCII 0x34 ~alatos~// small portrait

COPY_EXISTING ~albert.cre~ ~override~
  WRITE_ASCII 0x34 ~albers~// small portrait

COPY_EXISTING ~alyth.cre~ ~override~
  WRITE_ASCII 0x34 ~alyths~// small portrait
  
COPY_EXISTING ~amaran.cre~ ~override~
  WRITE_ASCII 0x34 ~amarans~// small portrait

COPY_EXISTING ~sarev1.cre~ ~override~
  WRITE_ASCII 0x34 ~armoreds~// small portrait

COPY_EXISTING ~bassil.cre~ ~override~
  WRITE_ASCII 0x34 ~bass~// small portrait

COPY_EXISTING ~belt.cre~ ~override~
              ~beltbrd.cre~ ~override~
  WRITE_ASCII 0x34 ~belts~// small portrait

COPY_EXISTING ~bently.cre~ ~override~
  WRITE_ASCII 0x34 ~bentlys~// small portrait

COPY_EXISTING ~brage.cre~  ~override~
              ~brage2.cre~ ~override~
  WRITE_ASCII 0x34 ~belts~// small portrait

COPY_EXISTING ~brilla.cre~ ~override~
  WRITE_ASCII 0x34 ~brilles~// small portrait

COPY_EXISTING ~farmbr.cre~ ~override~
  WRITE_ASCII 0x34 ~bruns~// small portrait

COPY_EXISTING ~bub.cre~ ~override~
  WRITE_ASCII 0x34 ~bubs~// small portrait

COPY_EXISTING ~cadder.cre~ ~override~
  WRITE_ASCII 0x34 ~cadds~// small portrait
  
COPY_EXISTING ~coksmth.cre~ ~override~
  WRITE_ASCII 0x34 ~peters~// small portrait

COPY_EXISTING ~davaeo.cre~ ~override~
  WRITE_ASCII 0x34 ~daverons~// small portrait

COPY_EXISTING ~drizzt.cre~ ~override~
  WRITE_ASCII 0x34 ~drizzts~// small portrait

COPY_EXISTING ~drienn.cre~ ~override~
  WRITE_ASCII 0x34 ~driens~// small portrait

COPY_EXISTING ~elmin2.cre~  ~override~
              ~elmin3.cre~  ~override~
              ~elmin5.cre~  ~override~
              ~elmins4.cre~ ~override~
  WRITE_ASCII 0x34 ~elmins~// small portrait

COPY_EXISTING ~gellan.cre~ ~override~
  WRITE_ASCII 0x34 ~galenas~// small portrait
  
COPY_EXISTING ~gerde.cre~ ~override~
  WRITE_ASCII 0x34 ~gerdes~// small portrait

COPY_EXISTING ~greywo.cre~ ~override~
  WRITE_ASCII 0x34 ~greyws~// small portrait

COPY_EXISTING ~jessup.cre~ ~override~
  WRITE_ASCII 0x34 ~jessups~// small portrait

COPY_EXISTING ~halbaz.cre~ ~override~
  WRITE_ASCII 0x34 ~halbazs~// small portrait

COPY_EXISTING ~liia.cre~ ~override~
  WRITE_ASCII 0x34 ~liias~// small portrait

COPY_EXISTING ~larze.cre~ ~override~
  WRITE_ASCII 0x34 ~larzes~// small portrait

COPY_EXISTING ~keldda.cre~ ~override~
  WRITE_ASCII 0x34 ~keldaths~// small portrait

COPY_EXISTING ~korax.cre~ ~override~
  WRITE_ASCII 0x34 ~koraxs~// small portrait

COPY_EXISTING ~mulahe.cre~ ~override~
  WRITE_ASCII 0x34 ~mulahs~// small portrait

COPY_EXISTING ~narlen.cre~ ~override~
  WRITE_ASCII 0x34 ~narlens~// small portrait

COPY_EXISTING ~niemai.cre~ ~override~
  WRITE_ASCII 0x34 ~niemais~// small portrait
  WRITE_BYTE  0x3B 0

COPY_EXISTING ~petrin.cre~ ~override~
  WRITE_ASCII 0x34 ~petrins~// small portrait

COPY_EXISTING ~rielta.cre~ ~override~
  WRITE_ASCII 0x34 ~rieltars~// small portrait

COPY_EXISTING ~seniya.cre~ ~override~
  WRITE_ASCII 0x34 ~seniyas~// small portrait

COPY_EXISTING ~thalan.cre~ ~override~
  WRITE_ASCII 0x34 ~thalas~// small portrait

COPY_EXISTING ~vai.cre~ ~override~
  WRITE_ASCII 0x34 ~ofvais~// small portrait

COPY_EXISTING ~shoal.cre~ ~override~
  WRITE_ASCII 0x34 ~shoals~// small portrait

COPY_EXISTING ~tamoko.cre~ ~override~
  WRITE_ASCII 0x34 ~tamokos~// small portrait

COPY_EXISTING ~tenya.cre~  ~override~
              ~tenya2.cre~ ~override~
  WRITE_ASCII 0x34 ~tenyas~// small portrait

COPY_EXISTING ~pumberl.cre~ ~override~
              ~pumber2.cre~ ~override~
  WRITE_ASCII 0x34 ~umbprs~// small portrait

COPY_EXISTING ~winthr2.cre~ ~override~
              ~winthr3.cre~ ~override~
  WRITE_ASCII 0x34 ~winthrs~// small portrait

COPY_EXISTING ~yago.cre~ ~override~
  WRITE_ASCII 0x34 ~yagos~// small portrait

COPY_EXISTING ~angelo.cre~ ~override~
  WRITE_ASCII 0x34 ~angelos~// small portrait

COPY_EXISTING ~arkush.cre~ ~override~
  SAY NAME1 ~Arkushule~
  SAY NAME2 ~Arkushule~
  WRITE_ASCII 0x34 ~arkushs~// small portrait
  WRITE_BYTE  0x3B 0

COPY_EXISTING ~brielb.cre~ ~override~
  SAY NAME1 ~Brielbara~
  SAY NAME2 ~Brielbara~
  WRITE_ASCII 0x34 ~briels~// small portrait

COPY_EXISTING ~deltan.cre~  ~override/deltan.cre~
              ~deltan2.cre~ ~override/deltan2.cre~
  WRITE_ASCII 0x34 ~eltans~// small portrait 

COPY_EXISTING ~gorion.cre~  ~override~
              ~gorion3.cre~ ~override~
  WRITE_ASCII 0x34 ~gorions~// small portrait

COPY_EXISTING ~sarevo.cre~  ~override/sarevo.cre~
              ~sarevo2.cre~ ~override/sarevo2.cre~
  WRITE_ASCII 0x34 ~sarevoks~// small portrait

COPY_EXISTING ~scar.cre~ ~override/scar.cre~
  WRITE_ASCII 0x34 ~scars~// small portrait

COPY_EXISTING ~vail.cre~ ~override~
  WRITE_ASCII 0x34 ~vails~// small portrait

COPY_EXISTING ~volo.cre~ ~override~
  WRITE_ASCII 0x34 ~volos~// small portrait

COPY_EXISTING ~tazok.cre~  ~override/tazok.cre~
              ~tazok2.cre~ ~override/tazok2.cre~
  WRITE_ASCII 0x34 ~tazoks~// small portrait

COPY_EXISTING ~hurgan.cre~ ~override~
  WRITE_ASCII 0x34 ~hurgans~// small portrait

COPY_EXISTING ~ulraun.cre~ ~override~
  WRITE_ASCII 0x34 ~ulraunts~// small portrait

COPY_EXISTING ~durlagt.cre~ ~override/durlagt.cre~
  WRITE_ASCII 0x34 ~durlags~// small portrait

COPY_EXISTING ~delain.cre~  ~override~
              ~delain2.cre~ ~override~
  WRITE_ASCII 0x34 ~delas~// small portrait

COPY_EXISTING ~durlyl.cre~  ~override~
              ~durlyl2.cre~ ~override~
  WRITE_ASCII 0x34 ~durls~// small portrait

COPY_EXISTING ~shandal2.cre~ ~override~
  WRITE_ASCII 0x34 ~shands~// small portrait

COPY_EXISTING ~karoug.cre~ ~override~
  WRITE_ASCII 0x34 ~karougs~// small portrait

COPY_EXISTING ~kaisha.cre~ ~override~
              ~kaish2.cre~ ~override~
  WRITE_ASCII 0x34 ~kaishias~// small portrait

COPY_EXISTING ~mendas.cre~  ~override~
              ~mendas2.cre~ ~override~
              ~mendas3.cre~ ~override~
  WRITE_ASCII 0x34 ~mendas~// small portrait

//END portrait assignment

BEGIN ~Coran's Romance~

//Flirt dialogue compilation.

COMPILE ~BG1NPC/COROM/Dialogue/CIFLIRT.D~
COMPILE ~BG1NPC/COROM/Dialogue/CRNPC.D~
COMPILE ~BG1NPC/COROM/Dialogue/P#CORLT.D~

EXTEND_TOP ~CORAND.BCS~ ~BG1NPC/COROM/scripts/P#CORAND.BAF~

EXTEND_TOP ~CORAN.BCS~    ~BG1NPC/COROM/scripts/P#COROM.BAF~
EXTEND_TOP ~CORAN.BCS~    ~BG1NPC/COROM/scripts/P#COFLIRT.BAF~
EXTEND_TOP ~ALORA.BCS~    ~BG1NPC/COROM/scripts/P#CRAL.BAF~
EXTEND_TOP ~ELDOTH.BCS~   ~BG1NPC/COROM/scripts/P#CREL.BAF~
EXTEND_TOP ~FALDOR.BCS~   ~BG1NPC/COROM/scripts/P#CRFA.BAF~
EXTEND_TOP ~IMOENBG1.BCS~ ~BG1NPC/COROM/scripts/P#CRIM.BAF~
EXTEND_TOP ~SHARTEEL.BCS~ ~BG1NPC/COROM/scripts/P#CRSH.BAF~
EXTEND_TOP ~BGVICNIA.BCS~ ~BG1NPC/COROM/scripts/P#CRVI.BAF~
EXTEND_TOP ~XZAR.BCS~     ~BG1NPC/COROM/scripts/P#CRXZ.BAF~

COPY ~BG1NPC/Items/X#CFLOW.ITM~ ~override/X#CFLOW.ITM~
  SAY NAME1 ~A Bunch of Flowers~
  SAY NAME2 ~Coran's Flowers~
  SAY UNIDENTIFIED_DESC ~Coran presented you with this bunch and assured you that these flowers were given to him by the Twelve Months.~
  SAY DESC ~Coran presented you with these bunch and assured you that these flowers were given to him by the Twelve Months.~

COPY_EXISTING ~AMUL04.ITM~ ~override/X#CMOON.ITM~
  SAY NAME1 ~Moonstone Necklace~
  SAY NAME2 ~Moonstone Necklace~
  SAY UNIDENTIFIED_DESC ~It is a necklace of pale moonstones with sapphire stars and enameled clouds, set with diamonds.~
  SAY DESC ~It is a necklace of pale moonstones with sapphire stars and enameled clouds, set with diamonds.~

COPY_EXISTING ~GIRBA2.CRE~ ~override/X#Namara.CRE~
  SAY NAME1 ~Namara~
  SAY NAME2 ~Namara~

BEGIN ~Placeholder 1: New Quests~
DEPRECATED ~Placeholder 1: New Quests~

BEGIN ~Placeholder 2: Dynaheir's Romance~
DEPRECATED ~Placeholder 2: Dynaheir's Romance~

BEGIN ~Placeholder~
DEPRECATED ~Placeholder~

BEGIN ~Placeholder~
DEPRECATED ~Placeholder~

BEGIN ~Placeholder~
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BEGIN ~Placeholder~
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BEGIN ~Placeholder~
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BEGIN ~Placeholder~
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BEGIN ~Placeholder~
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BEGIN ~Placeholder~
DEPRECATED ~Placeholder~

BEGIN ~Placeholder~
DEPRECATED ~Placeholder~

BEGIN ~Placeholder~
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BEGIN ~Placeholder~
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BEGIN ~Placeholder~
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BEGIN ~Placeholder~
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BEGIN ~Placeholder~
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BEGIN ~Placeholder~
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BEGIN ~Placeholder~
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BEGIN ~Placeholder~
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BEGIN ~Placeholder~
DEPRECATED ~Placeholder~

BEGIN ~Install Player-Initiated Dialogues~

//Player Initiated dialogues  -always keep the VERY last to compile!
COMPILE ~BG1NPC/Phase2/DLG/X#PCINIT.d~

AT_INTERACTIVE_EXIT ~VIEW BG1NPC/ReadMeBG1NPC.html~