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A7Afaaq_generic.d
2538 lines (2150 loc) · 214 KB
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A7Afaaq_generic.d
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// *** Dialog file for the djinni Afaaq (generic stuff) ***
// Traified
// used for normal and enslaved djinni, for djinni lamp
APPEND %afq_dialog%
// *** Clone of CHARNAME talks to Afaaq inside the djinni lamp ***
IF ~Name("A7Q6COPY", LastTalkedToBy) Global("A7AfaaqSummoned", "GLOBAL", 1) Global("A7AfaaqMet", "GLOBAL", 1) AreaCheck("A77006") Global("BanterActive", "LOCALS", 0)~ TalkGeneric.InsideLamp
SAY @10000 /* Yes, my <PRO_LADYLORD>? Do you want something from me? */
+ ~!ActuallyInCombat() HasItem("A7DJLMPA", Player1)~ + @10001 /* Please return me from whence I came. */ + TalkGeneric.Invitation.Return
++ @10002 /* I will talk to you later. */ + TalkGeneric.Bye
END
// *** Someone other than CHARNAME talks to Afaaq ***
IF ~!InPartySlot(LastTalkedToBy, 0) Global("A7AfaaqSummoned", "GLOBAL", 1) Global("A7AfaaqMet", "GLOBAL", 1) Global("BanterActive", "LOCALS", 0)~ TalkGeneric.NPC
SAY @10003 /* I am sorry, <GABBER>. But I will only answer to <CHARNAME>. */
IF ~~ DO ~ClearActions(Myself)~ EXIT
END
// *** Starting a conversation with the djinni lamp ***
IF ~Global("A7AfaaqSummoned", "GLOBAL", 0) Global("A7AfaaqMet", "GLOBAL", 1) Global("BanterActive", "LOCALS", 0)~ TalkGeneric.Lamp
SAY @10004 /* You hold the lamp in your hands. A few moments later it starts to emit a faint pulsating light and the djinni turns his attention to you. */
IF ~!InPartySlot(LastTalkedToBy, 0)~ + TalkGeneric.Lamp.NPC.1
IF ~InPartySlot(LastTalkedToBy, 0) !AreaType(CITY)~ + TalkGeneric.Lamp.PC.1
IF ~InPartySlot(LastTalkedToBy, 0) AreaType(CITY)~ DO ~IncrementGlobal("A7TalkedToLamp", "MYAREA", 1)~ + TalkGeneric.Lamp.PC.1
END
IF ~~ TalkGeneric.Lamp.NPC.1
SAY @10005 /* When he realizes that you are not <CHARNAME>, he retreats back into the lamp and a short while later the glow disappears. */
IF ~~ EXIT
END
IF ~~ TalkGeneric.Lamp.PC.1
SAY @10006 /* Greetings, my <PRO_LADYLORD>. May I help you with something? */
+ ~Global("A7AfaaqEnslaved", "GLOBAL", 0)~ + @10007 /* How are you doing, everything okay in there? */ + TalkGeneric.HowAreYou.1
// Granting a (limited) wish
+ ~Global("A7AfaaqToldAboutHimself", "GLOBAL", 1) GlobalTimerNotExpired("A7AfaaqWish", "GLOBAL")~ + @10008 /* Can you grant me a wish? */ + TalkGeneric.Wish.Deny
+ ~Global("A7AfaaqToldAboutHimself", "GLOBAL", 1) Global("A7AfaaqUpgraded", "GLOBAL", 0) !GlobalTimerNotExpired("A7AfaaqWish", "GLOBAL")~ + @10008 /* Can you grant me a wish? */ + TalkGeneric.LimitedWish.1
+ ~Global("A7AfaaqToldAboutHimself", "GLOBAL", 1) Global("A7AfaaqUpgraded", "GLOBAL", 1) !GlobalTimerNotExpired("A7AfaaqWish", "GLOBAL") Global("A7AfaaqEnslaved", "GLOBAL", 0) !Global("A7FavorWish", "GLOBAL", 0)~ + @10008 /* Can you grant me a wish? */ DO ~SetupWish(4, 1)~ + TalkGeneric.Wish.Select.1
+ ~Global("A7AfaaqToldAboutHimself", "GLOBAL", 1) Global("A7AfaaqUpgraded", "GLOBAL", 1) !GlobalTimerNotExpired("A7AfaaqWish", "GLOBAL") CheckStatGT(LastTalkedToBy, 17, WIS) OR(2) Global("A7AfaaqEnslaved", "GLOBAL", 1) Global("A7FavorWish", "GLOBAL", 0)~ + @10008 /* Can you grant me a wish? */ DO ~SetupWish(4, 1)~ + TalkGeneric.Wish.Select.1
+ ~Global("A7AfaaqToldAboutHimself", "GLOBAL", 1) Global("A7AfaaqUpgraded", "GLOBAL", 1) !GlobalTimerNotExpired("A7AfaaqWish", "GLOBAL") CheckStatGT(LastTalkedToBy, 14, WIS) CheckStatLT(LastTalkedToBy,18,WIS) OR(2) Global("A7AfaaqEnslaved", "GLOBAL", 1) Global("A7FavorWish", "GLOBAL", 0)~ + @10008 /* Can you grant me a wish? */ DO ~SetupWish(3, 1)~ + TalkGeneric.Wish.Select.1
+ ~Global("A7AfaaqToldAboutHimself", "GLOBAL", 1) Global("A7AfaaqUpgraded", "GLOBAL", 1) !GlobalTimerNotExpired("A7AfaaqWish", "GLOBAL") CheckStatGT(LastTalkedToBy, 9, WIS) CheckStatLT(LastTalkedToBy,15,WIS) OR(2) Global("A7AfaaqEnslaved", "GLOBAL", 1) Global("A7FavorWish", "GLOBAL", 0)~ + @10008 /* Can you grant me a wish? */ DO ~SetupWish(2, 1)~ + TalkGeneric.Wish.Select.1
+ ~Global("A7AfaaqToldAboutHimself", "GLOBAL", 1) Global("A7AfaaqUpgraded", "GLOBAL", 1) !GlobalTimerNotExpired("A7AfaaqWish", "GLOBAL") CheckStatLT(LastTalkedToBy, 10, WIS) OR(2) Global("A7AfaaqEnslaved", "GLOBAL", 1) Global("A7FavorWish", "GLOBAL", 0)~ + @10008 /* Can you grant me a wish? */ DO ~SetupWish(1, 1)~ + TalkGeneric.Wish.Select.1
// Djinni comes out of his lamp
+ ~Global("A7AfaaqBG2", "GLOBAL", 1) !GlobalTimerNotExpired("A7AfaaqDeathTimer", "GLOBAL") OR(2) AreaCheck("AR3004") AreaCheck("AR3008")~ + @10009 /* Would you please come out of your lamp? */ + TalkGeneric.Summon.3
+ ~Global("A7AfaaqBG2", "GLOBAL", 1) !GlobalTimerNotExpired("A7AfaaqDeathTimer", "GLOBAL") !AreaCheck("AR3004") !AreaCheck("AR3008")~ + @10009 /* Would you please come out of your lamp? */ + TalkGeneric.Summon.1
+ ~Global("A7AfaaqBG2", "GLOBAL", 0) !GlobalTimerNotExpired("A7AfaaqDeathTimer", "GLOBAL")~ + @10009 /* Would you please come out of your lamp? */ + TalkGeneric.Summon.1
+ ~GlobalTimerNotExpired("A7AfaaqDeathTimer", "GLOBAL")~ + @10009 /* Would you please come out of your lamp? */ + TalkGeneric.Summon.2
// Conversation topics
+ ~Global("A7AfaaqEnslaved", "GLOBAL", 0) Global("A7AfaaqToldAboutHimself", "GLOBAL", 0)~ + @10010 /* Can you tell me something about yourself? */ + TalkGeneric.AboutMe.FirstTime
+ ~Global("A7AfaaqEnslaved", "GLOBAL", 0) Global("A7AfaaqToldAboutHimself", "GLOBAL", 1)~ + @10010 /* Can you tell me something about yourself? */ + TalkGeneric.AboutMe
+ ~Global("A7AfaaqBG2", "GLOBAL", 1) Global("A7AfaaqEnslaved", "GLOBAL", 0) Global("A7AfaaqToldAboutHimself", "GLOBAL", 1)~ + @10011 /* Do you have any advice for me? */ + TalkGeneric.Advice.1
// Fixes Afaaq's state in case of buggy behavior
++ @10028 /* You are behaving oddly. Care to fix it? */ + TalkGeneric.FixStates.1a
++ @10012 /* I just want to make sure you are still in there. Goodbye. */ + TalkGeneric.Lamp.Bye
END
IF ~~ TalkGeneric.Lamp.PC.2
SAY @10013 /* May I help you with something else? */
// Granting a (limited) wish
+ ~Global("A7AfaaqToldAboutHimself", "GLOBAL", 1) GlobalTimerNotExpired("A7AfaaqWish", "GLOBAL")~ + @10008 /* Can you grant me a wish? */ + TalkGeneric.Wish.Deny
+ ~Global("A7AfaaqToldAboutHimself", "GLOBAL", 1) Global("A7AfaaqUpgraded", "GLOBAL", 0) !GlobalTimerNotExpired("A7AfaaqWish", "GLOBAL")~ + @10008 /* Can you grant me a wish? */ + TalkGeneric.LimitedWish.1
+ ~Global("A7AfaaqToldAboutHimself", "GLOBAL", 1) Global("A7AfaaqUpgraded", "GLOBAL", 1) !GlobalTimerNotExpired("A7AfaaqWish", "GLOBAL") Global("A7AfaaqEnslaved", "GLOBAL", 0) !Global("A7FavorWish", "GLOBAL", 0)~ + @10008 /* Can you grant me a wish? */ DO ~SetupWish(4, 1)~ + TalkGeneric.Wish.Select.1
+ ~Global("A7AfaaqToldAboutHimself", "GLOBAL", 1) Global("A7AfaaqUpgraded", "GLOBAL", 1) !GlobalTimerNotExpired("A7AfaaqWish", "GLOBAL") CheckStatGT(LastTalkedToBy, 17, WIS) OR(2) Global("A7AfaaqEnslaved", "GLOBAL", 1) Global("A7FavorWish", "GLOBAL", 0)~ + @10008 /* Can you grant me a wish? */ DO ~SetupWish(4, 1)~ + TalkGeneric.Wish.Select.1
+ ~Global("A7AfaaqToldAboutHimself", "GLOBAL", 1) Global("A7AfaaqUpgraded", "GLOBAL", 1) !GlobalTimerNotExpired("A7AfaaqWish", "GLOBAL") CheckStatGT(LastTalkedToBy, 14, WIS) CheckStatLT(LastTalkedToBy,18,WIS) OR(2) Global("A7AfaaqEnslaved", "GLOBAL", 1) Global("A7FavorWish", "GLOBAL", 0)~ + @10008 /* Can you grant me a wish? */ DO ~SetupWish(3, 1)~ + TalkGeneric.Wish.Select.1
+ ~Global("A7AfaaqToldAboutHimself", "GLOBAL", 1) Global("A7AfaaqUpgraded", "GLOBAL", 1) !GlobalTimerNotExpired("A7AfaaqWish", "GLOBAL") CheckStatGT(LastTalkedToBy, 9, WIS) CheckStatLT(LastTalkedToBy,15,WIS) OR(2) Global("A7AfaaqEnslaved", "GLOBAL", 1) Global("A7FavorWish", "GLOBAL", 0)~ + @10008 /* Can you grant me a wish? */ DO ~SetupWish(2, 1)~ + TalkGeneric.Wish.Select.1
+ ~Global("A7AfaaqToldAboutHimself", "GLOBAL", 1) Global("A7AfaaqUpgraded", "GLOBAL", 1) !GlobalTimerNotExpired("A7AfaaqWish", "GLOBAL") CheckStatLT(LastTalkedToBy, 10, WIS) OR(2) Global("A7AfaaqEnslaved", "GLOBAL", 1) Global("A7FavorWish", "GLOBAL", 0)~ + @10008 /* Can you grant me a wish? */ DO ~SetupWish(1, 1)~ + TalkGeneric.Wish.Select.1
// Djinni comes out of his lamp
+ ~Global("A7AfaaqBG2", "GLOBAL", 1) !GlobalTimerNotExpired("A7AfaaqDeathTimer", "GLOBAL") OR(2) AreaCheck("AR3004") AreaCheck("AR3008")~ + @10009 /* Would you please come out of your lamp? */ + TalkGeneric.Summon.3
+ ~Global("A7AfaaqBG2", "GLOBAL", 1) !GlobalTimerNotExpired("A7AfaaqDeathTimer", "GLOBAL") !AreaCheck("AR3004") !AreaCheck("AR3008")~ + @10009 /* Would you please come out of your lamp? */ + TalkGeneric.Summon.1
+ ~Global("A7AfaaqBG2", "GLOBAL", 0) !GlobalTimerNotExpired("A7AfaaqDeathTimer", "GLOBAL")~ + @10009 /* Would you please come out of your lamp? */ + TalkGeneric.Summon.1
+ ~GlobalTimerNotExpired("A7AfaaqDeathTimer", "GLOBAL")~ + @10009 /* Would you please come out of your lamp? */ + TalkGeneric.Summon.2
// Conversation topics
+ ~Global("A7AfaaqEnslaved", "GLOBAL", 0) Global("A7AfaaqToldAboutHimself", "GLOBAL", 0)~ + @10010 /* Can you tell me something about yourself? */ + TalkGeneric.AboutMe.FirstTime
+ ~Global("A7AfaaqEnslaved", "GLOBAL", 0) Global("A7AfaaqToldAboutHimself", "GLOBAL", 1)~ + @10010 /* Can you tell me something about yourself? */ + TalkGeneric.AboutMe
+ ~Global("A7AfaaqBG2", "GLOBAL", 1) Global("A7AfaaqEnslaved", "GLOBAL", 0) Global("A7AfaaqToldAboutHimself", "GLOBAL", 1)~ + @10011 /* Do you have an advice for me? */ + TalkGeneric.Advice.1
// Fixes Afaaq's state in case of buggy behavior
++ @10028 /* You are behaving oddly. Care to fix it? */ + TalkGeneric.FixStates.1a
++ @10014 /* That's all for now. Goodbye. */ + TalkGeneric.Lamp.Bye
END
// *** Standard dialog when CHARNAME talks to Afaaq ***
IF ~InPartySlot(LastTalkedToBy, 0) Global("A7AfaaqSummoned", "GLOBAL", 1) Global("A7AfaaqMet", "GLOBAL", 1) Global("BanterActive", "LOCALS", 0)~ TalkGeneric.PC
SAY @10000 /* Yes, my <PRO_LADYLORD>? Do you want something from me? */
+ ~Global("A7AfaaqUpgraded", "GLOBAL", 1) Global("A7AfaaqLight", "GLOBAL", 0) Global("A7AfaaqEnslaved", "GLOBAL", 0) Global("A7AfaaqLeaveParty", "GLOBAL", 0) Global("HowDoYouFeel", "LOCALS", 0)~ + @10015 /* How do you feel with your body whole again? */ + TalkGeneric.HowAreYouUpgraded.1
+ ~Global("A7AfaaqUpgraded", "GLOBAL", 1) Global("A7AfaaqLight", "GLOBAL", 0) Global("A7AfaaqEnslaved", "GLOBAL", 0) Global("A7AfaaqLeaveParty", "GLOBAL", 1) Global("HowDoYouFeel", "LOCALS", 0)~ + @10015 /* How do you feel with your body whole again? */ + TalkGeneric.HowAreYouUpgraded.2
// Offer medical help to the djinni
+ ~Global("A7AfaaqToldAboutHimself", "GLOBAL", 1) StateCheck(Myself, STATE_POISONED) OR(2) HasItem("POTN20", Player1) HasItem("POTN17", Player1)~ + @10016 /* You are poisoned. Do you need a cure? */ + TalkGeneric.CuringAsked
+ ~Global("A7AfaaqToldAboutHimself", "GLOBAL", 1) StateCheck(Myself, STATE_DISEASED) HasItem("POTN17", Player1)~ + @10017 /* You are diseased. Do you need a cure? */ + TalkGeneric.CuringAsked
+ ~Global("A7AfaaqToldAboutHimself", "GLOBAL", 1) HPPercent(Myself, 100)~ + @10481 /* Do you want to drink a potion? */ + TalkGeneric.PotionAsked
+ ~Global("A7AfaaqToldAboutHimself", "GLOBAL", 1) !HasItem("POTN08", Player1) !HasItem("%itm_potn52%", Player1) !HasItem("POTN55", Player1) HPPercentLT(Myself, 100)~ + @10481 /* Do you want to drink a potion? */ + TalkGeneric.PotionAsked
+ ~Global("A7AfaaqToldAboutHimself", "GLOBAL", 1) OR(3) HasItem("POTN08", Player1) HasItem("%itm_potn52%", Player1) HasItem("POTN55", Player1) HPPercentLT(Myself, 100)~ + @10018 /* You are hurt. Do you need a healing potion? */ + TalkGeneric.PotionAsked
+ ~Global("A7AfaaqToldAboutHimself", "GLOBAL", 1) OR(3) HasItem("POTN08", Player1) HasItem("%itm_potn52%", Player1) HasItem("POTN55", Player1)~ + @10019 /* Would you like to have healing potions for emergency situations? */ + TalkGeneric.StoreHealingPotions
// Changing combat scripts
+ ~Global("A7AfaaqToldAboutHimself", "GLOBAL", 1) !Global("AfaaqActive", "LOCALS", 2)~ + @10475 /* Please take care of yourself in battle. */ + TalkGeneric.BattleSemiActive
+ ~Global("A7AfaaqToldAboutHimself", "GLOBAL", 1) !Global("AfaaqActive", "LOCALS", 1)~ + @10021 /* Please engage in battle again. */ + TalkGeneric.BattleActive
+ ~Global("A7AfaaqToldAboutHimself", "GLOBAL", 1) !Global("AfaaqActive", "LOCALS", 0)~ + @10020 /* Please don't engage in battle. */ + TalkGeneric.BattlePassive
+ ~Global("A7AfaaqToldAboutHimself", "GLOBAL", 1) Global("A7AfaaqUpgraded", "GLOBAL", 1) Global("AfaaqActiveHaste", "LOCALS", 0)~ + @10499 /* Please keep yourself hasted constantly. */ + TalkGeneric.EnableHaste
+ ~Global("A7AfaaqToldAboutHimself", "GLOBAL", 1) Global("A7AfaaqUpgraded", "GLOBAL", 1) !Global("AfaaqActiveHaste", "LOCALS", 0)~ + @10500 /* Please don't keep yourself hasted constantly. */ + TalkGeneric.DisableHaste
// Djinni returns into his lamp
+ ~Global("A7AfaaqToldAboutHimself", "GLOBAL", 1) !PartyHasItem("A7DJLMP") !PartyHasItem("A7DJLMPA") !AreaCheck("A77006")~ + @10022 /* Please return into your lamp. */ + TalkGeneric.UnsummonDenied
+ ~Global("A7AfaaqToldAboutHimself", "GLOBAL", 1) OR(2) PartyHasItem("A7DJLMP") PartyHasItem("A7DJLMPA") !AreaCheck("A77006")~ + @10022 /* Please return into your lamp. */ + TalkGeneric.Unsummon
// Granting a (limited) wish
+ ~Global("A7AfaaqToldAboutHimself", "GLOBAL", 1) GlobalTimerNotExpired("A7AfaaqWish", "GLOBAL")~ + @10008 /* Can you grant me a wish? */ + TalkGeneric.Wish.Deny
+ ~Global("A7AfaaqToldAboutHimself", "GLOBAL", 1) Global("A7AfaaqUpgraded", "GLOBAL", 0) !GlobalTimerNotExpired("A7AfaaqWish", "GLOBAL")~ + @10008 /* Can you grant me a wish? */ + TalkGeneric.LimitedWish.1
+ ~Global("A7AfaaqToldAboutHimself", "GLOBAL", 1) Global("A7AfaaqUpgraded", "GLOBAL", 1) !GlobalTimerNotExpired("A7AfaaqWish", "GLOBAL") Global("A7AfaaqEnslaved", "GLOBAL", 0) !Global("A7FavorWish", "GLOBAL", 0)~ + @10008 /* Can you grant me a wish? */ DO ~SetupWish(4, 1)~ + TalkGeneric.Wish.Select.1
+ ~Global("A7AfaaqToldAboutHimself", "GLOBAL", 1) Global("A7AfaaqUpgraded", "GLOBAL", 1) !GlobalTimerNotExpired("A7AfaaqWish", "GLOBAL") CheckStatGT(LastTalkedToBy, 17, WIS) OR(2) Global("A7AfaaqEnslaved", "GLOBAL", 1) Global("A7FavorWish", "GLOBAL", 0)~ + @10008 /* Can you grant me a wish? */ DO ~SetupWish(4, 1)~ + TalkGeneric.Wish.Select.1
+ ~Global("A7AfaaqToldAboutHimself", "GLOBAL", 1) Global("A7AfaaqUpgraded", "GLOBAL", 1) !GlobalTimerNotExpired("A7AfaaqWish", "GLOBAL") CheckStatGT(LastTalkedToBy, 14, WIS) CheckStatLT(LastTalkedToBy,18,WIS) OR(2) Global("A7AfaaqEnslaved", "GLOBAL", 1) Global("A7FavorWish", "GLOBAL", 0)~ + @10008 /* Can you grant me a wish? */ DO ~SetupWish(3, 1)~ + TalkGeneric.Wish.Select.1
+ ~Global("A7AfaaqToldAboutHimself", "GLOBAL", 1) Global("A7AfaaqUpgraded", "GLOBAL", 1) !GlobalTimerNotExpired("A7AfaaqWish", "GLOBAL") CheckStatGT(LastTalkedToBy, 9, WIS) CheckStatLT(LastTalkedToBy,15,WIS) OR(2) Global("A7AfaaqEnslaved", "GLOBAL", 1) Global("A7FavorWish", "GLOBAL", 0)~ + @10008 /* Can you grant me a wish? */ DO ~SetupWish(2, 1)~ + TalkGeneric.Wish.Select.1
+ ~Global("A7AfaaqToldAboutHimself", "GLOBAL", 1) Global("A7AfaaqUpgraded", "GLOBAL", 1) !GlobalTimerNotExpired("A7AfaaqWish", "GLOBAL") CheckStatLT(LastTalkedToBy, 10, WIS) OR(2) Global("A7AfaaqEnslaved", "GLOBAL", 1) Global("A7FavorWish", "GLOBAL", 0)~ + @10008 /* Can you grant me a wish? */ DO ~SetupWish(1, 1)~ + TalkGeneric.Wish.Select.1
// Storing/retrieving items
+ ~Global("A7AfaaqToldAboutHimself", "GLOBAL", 1) Global("A7AfaaqStore", "GLOBAL", 1)~ + @10023 /* I'd like to access your inventory again. */ + TalkGeneric.Store.1
+ ~Global("A7AfaaqToldAboutHimself", "GLOBAL", 1) Global("A7AfaaqStore", "GLOBAL", 0) Global("A7AfaaqUpgraded", "GLOBAL", 0)~ + @10024 /* Afaaq, how do you manage to enter the djinni lamp even though you are carrying big swords and the like? */ + TalkGeneric.Store.2
+ ~Global("A7AfaaqToldAboutHimself", "GLOBAL", 1) Global("A7AfaaqStore", "GLOBAL", 0) Global("A7AfaaqUpgraded", "GLOBAL", 1)~ + @10024 /* Afaaq, how do you manage to enter the djinni lamp even though you are carrying big swords and the like? */ + TalkGeneric.Store.3
// Conversation topics
+ ~!ActuallyInCombat() Global("A7AfaaqEnslaved", "GLOBAL", 0) Global("A7AfaaqToldAboutHimself", "GLOBAL", 0)~ + @10010 /* Can you tell me something about yourself? */ + TalkGeneric.AboutMe.FirstTime
+ ~!ActuallyInCombat() Global("A7AfaaqEnslaved", "GLOBAL", 0) Global("A7AfaaqToldAboutHimself", "GLOBAL", 1)~ + @10010 /* Can you tell me something about yourself? */ + TalkGeneric.AboutMe
+ ~!ActuallyInCombat() Global("A7AfaaqBG2", "GLOBAL", 1) Global("A7AfaaqEnslaved", "GLOBAL", 0) Global("A7AfaaqToldAboutHimself", "GLOBAL", 1)~ + @10011 /* Do you have an advice for me? */ + TalkGeneric.Advice.1
// Telling Afaaq's stats
+ ~!ActuallyInCombat() Global("A7AfaaqToldAboutHimself", "GLOBAL", 1) Global("A7AfaaqUpgraded", "GLOBAL", 0)~ + @10025 /* Can you tell me about your abilities? */ + TalkGeneric.TellStats.1
+ ~!ActuallyInCombat() Global("A7AfaaqToldAboutHimself", "GLOBAL", 1) Global("A7AfaaqUpgraded", "GLOBAL", 1)~ + @10025 /* Can you tell me about your abilities? */ + TalkGeneric.TellStats.2
// Inviting CHARNAME into the lamp
+ ~!ActuallyInCombat() Global("A7AfaaqBG2", "GLOBAL", 1) Global("A7AfaaqEnslaved", "GLOBAL", 0) Global("A7AfaaqToldAboutHimself", "GLOBAL", 1) Global("A7AfaaqUpgraded", "GLOBAL", 1) HasItem("A7DJLMPA", Player1) !AreaCheck("AR4500") !AreaCheck("A77006") Global("GavePocketPlane","GLOBAL",1) Global("A7AfaaqLeaveParty", "GLOBAL", 0) Global("LampInvitation", "LOCALS", 0)~ + @10026 /* I'm curious, Afaaq. What does the interior of your lamp look like? */ + TalkGeneric.Invitation.1
+ ~!ActuallyInCombat() Global("A7AfaaqBG2", "GLOBAL", 0) Global("A7AfaaqEnslaved", "GLOBAL", 0) Global("A7AfaaqToldAboutHimself", "GLOBAL", 1) Global("A7AfaaqUpgraded", "GLOBAL", 1) HasItem("A7DJLMPA", Player1) !AreaCheck("A77006") Global("A7AfaaqLeaveParty", "GLOBAL", 0) Global("LampInvitation", "LOCALS", 0)~ + @10026 /* I'm curious, Afaaq. What does the interior of your lamp look like? */ + TalkGeneric.Invitation.1
+ ~!ActuallyInCombat() Global("A7AfaaqBG2", "GLOBAL", 1) Global("A7AfaaqEnslaved", "GLOBAL", 0) Global("A7AfaaqToldAboutHimself", "GLOBAL", 1) Global("A7AfaaqUpgraded", "GLOBAL", 1) HasItem("A7DJLMPA", Player1) !AreaCheck("AR4500") !AreaCheck("A77006") Global("LampInvitation", "LOCALS", 2)~ + @10027 /* I'd like to enter your lamp again. */ + TalkGeneric.Invitation.2
+ ~!ActuallyInCombat() Global("A7AfaaqBG2", "GLOBAL", 0) Global("A7AfaaqEnslaved", "GLOBAL", 0) Global("A7AfaaqToldAboutHimself", "GLOBAL", 1) Global("A7AfaaqUpgraded", "GLOBAL", 1) HasItem("A7DJLMPA", Player1) !AreaCheck("A77006") Global("LampInvitation", "LOCALS", 2)~ + @10027 /* I'd like to enter your lamp again. */ + TalkGeneric.Invitation.2
+ ~!ActuallyInCombat() Global("A7AfaaqBG2", "GLOBAL", 1) Global("A7AfaaqEnslaved", "GLOBAL", 0) Global("A7AfaaqToldAboutHimself", "GLOBAL", 1) Global("A7AfaaqUpgraded", "GLOBAL", 1) HasItem("A7DJLMPA", Player1) AreaCheck("AR4500") Global("LampInvitation", "LOCALS", 2) Global("LampInvitationPP", "LOCALS", 0)~ + @10027 /* I'd like to enter your lamp again. */ + TalkGeneric.Invitation.5
+ ~!ActuallyInCombat() Global("A7AfaaqToldAboutHimself", "GLOBAL", 1) Global("A7AfaaqUpgraded", "GLOBAL", 1) HasItem("A7DJLMPA", Player1) AreaCheck("A77006")~ + @10001 /* Please return me from whence I came. */ + TalkGeneric.Invitation.Return
// Fixes Afaaq's state in case of buggy behavior
++ @10028 /* You are behaving oddly. Care to fix it? */ + TalkGeneric.FixStates.1
++ @10029 /* I'll talk to you later. */ + TalkGeneric.Bye
+ ~Global("A7AfaaqDebug", "GLOBAL", 1) Global("A7AfaaqUpgraded", "GLOBAL", 0) HasItem("A7DJLMP", Player1)~ + ~Debug: Upgrade yourself!~ + TalkGeneric.Debug.Upgrade
END
IF ~~ TalkGeneric.PC.1
SAY @10031 /* Do you want something else from me? */
// Offer medical help to the djinni
+ ~Global("A7AfaaqToldAboutHimself", "GLOBAL", 1) StateCheck(Myself, STATE_POISONED) OR(2) HasItem("POTN20", Player1) HasItem("POTN17", Player1)~ + @10016 /* You are poisoned. Do you need a cure? */ + TalkGeneric.CuringAsked
+ ~Global("A7AfaaqToldAboutHimself", "GLOBAL", 1) StateCheck(Myself, STATE_DISEASED) HasItem("POTN17", Player1)~ + @10017 /* You are diseased. Do you need a cure? */ + TalkGeneric.CuringAsked
+ ~Global("A7AfaaqToldAboutHimself", "GLOBAL", 1) HPPercent(Myself, 100)~ + @10481 /* Do you want to drink a potion? */ + TalkGeneric.PotionAsked
+ ~Global("A7AfaaqToldAboutHimself", "GLOBAL", 1) !HasItem("POTN08", Player1) !HasItem("%itm_potn52%", Player1) !HasItem("POTN55", Player1) HPPercentLT(Myself, 100)~ + @10481 /* Do you want to drink a potion? */ + TalkGeneric.PotionAsked
+ ~Global("A7AfaaqToldAboutHimself", "GLOBAL", 1) OR(3) HasItem("POTN08", Player1) HasItem("%itm_potn52%", Player1) HasItem("POTN55", Player1) HPPercentLT(Myself, 100)~ + @10018 /* You are hurt. Do you need a healing potion? */ + TalkGeneric.PotionAsked
+ ~Global("A7AfaaqToldAboutHimself", "GLOBAL", 1) OR(3) HasItem("POTN08", Player1) HasItem("%itm_potn52%", Player1) HasItem("POTN55", Player1)~ + @10019 /* Would you like to have healing potions for emergency situations? */ + TalkGeneric.StoreHealingPotions
// Changing combat scripts
+ ~Global("A7AfaaqToldAboutHimself", "GLOBAL", 1) !Global("AfaaqActive", "LOCALS", 2)~ + @10475 /* Please take care of yourself in battle. */ + TalkGeneric.BattleSemiActive
+ ~Global("A7AfaaqToldAboutHimself", "GLOBAL", 1) !Global("AfaaqActive", "LOCALS", 1)~ + @10021 /* Please engage in battle again. */ + TalkGeneric.BattleActive
+ ~Global("A7AfaaqToldAboutHimself", "GLOBAL", 1) !Global("AfaaqActive", "LOCALS", 0)~ + @10020 /* Please don't engage in battle. */ + TalkGeneric.BattlePassive
+ ~Global("A7AfaaqToldAboutHimself", "GLOBAL", 1) Global("A7AfaaqUpgraded", "GLOBAL", 1) Global("AfaaqActiveHaste", "LOCALS", 0)~ + @10499 /* Please keep yourself hasted constantly. */ + TalkGeneric.EnableHaste
+ ~Global("A7AfaaqToldAboutHimself", "GLOBAL", 1) Global("A7AfaaqUpgraded", "GLOBAL", 1) !Global("AfaaqActiveHaste", "LOCALS", 0)~ + @10500 /* Please don't keep yourself hasted constantly. */ + TalkGeneric.DisableHaste
// Djinni returns into his lamp
+ ~Global("A7AfaaqToldAboutHimself", "GLOBAL", 1) !PartyHasItem("A7DJLMP") !PartyHasItem("A7DJLMPA") !AreaCheck("A77006")~ + @10022 /* Please return into your lamp. */ + TalkGeneric.UnsummonDenied
+ ~Global("A7AfaaqToldAboutHimself", "GLOBAL", 1) OR(2) PartyHasItem("A7DJLMP") PartyHasItem("A7DJLMPA") !AreaCheck("A77006")~ + @10022 /* Please return into your lamp. */ + TalkGeneric.Unsummon
// Granting a (limited) wish
+ ~Global("A7AfaaqToldAboutHimself", "GLOBAL", 1) GlobalTimerNotExpired("A7AfaaqWish", "GLOBAL")~ + @10008 /* Can you grant me a wish? */ + TalkGeneric.Wish.Deny
+ ~Global("A7AfaaqToldAboutHimself", "GLOBAL", 1) Global("A7AfaaqUpgraded", "GLOBAL", 0) !GlobalTimerNotExpired("A7AfaaqWish", "GLOBAL")~ + @10008 /* Can you grant me a wish? */ + TalkGeneric.LimitedWish.1
+ ~Global("A7AfaaqToldAboutHimself", "GLOBAL", 1) Global("A7AfaaqUpgraded", "GLOBAL", 1) !GlobalTimerNotExpired("A7AfaaqWish", "GLOBAL") Global("A7AfaaqEnslaved", "GLOBAL", 0) !Global("A7FavorWish", "GLOBAL", 0)~ + @10008 /* Can you grant me a wish? */ DO ~SetupWish(4, 1)~ + TalkGeneric.Wish.Select.1
+ ~Global("A7AfaaqToldAboutHimself", "GLOBAL", 1) Global("A7AfaaqUpgraded", "GLOBAL", 1) !GlobalTimerNotExpired("A7AfaaqWish", "GLOBAL") CheckStatGT(LastTalkedToBy, 17, WIS) OR(2) Global("A7AfaaqEnslaved", "GLOBAL", 1) Global("A7FavorWish", "GLOBAL", 0)~ + @10008 /* Can you grant me a wish? */ DO ~SetupWish(4, 1)~ + TalkGeneric.Wish.Select.1
+ ~Global("A7AfaaqToldAboutHimself", "GLOBAL", 1) Global("A7AfaaqUpgraded", "GLOBAL", 1) !GlobalTimerNotExpired("A7AfaaqWish", "GLOBAL") CheckStatGT(LastTalkedToBy, 14, WIS) CheckStatLT(LastTalkedToBy,18,WIS) OR(2) Global("A7AfaaqEnslaved", "GLOBAL", 1) Global("A7FavorWish", "GLOBAL", 0)~ + @10008 /* Can you grant me a wish? */ DO ~SetupWish(3, 1)~ + TalkGeneric.Wish.Select.1
+ ~Global("A7AfaaqToldAboutHimself", "GLOBAL", 1) Global("A7AfaaqUpgraded", "GLOBAL", 1) !GlobalTimerNotExpired("A7AfaaqWish", "GLOBAL") CheckStatGT(LastTalkedToBy, 9, WIS) CheckStatLT(LastTalkedToBy,15,WIS) OR(2) Global("A7AfaaqEnslaved", "GLOBAL", 1) Global("A7FavorWish", "GLOBAL", 0)~ + @10008 /* Can you grant me a wish? */ DO ~SetupWish(2, 1)~ + TalkGeneric.Wish.Select.1
+ ~Global("A7AfaaqToldAboutHimself", "GLOBAL", 1) Global("A7AfaaqUpgraded", "GLOBAL", 1) !GlobalTimerNotExpired("A7AfaaqWish", "GLOBAL") CheckStatLT(LastTalkedToBy, 10, WIS) OR(2) Global("A7AfaaqEnslaved", "GLOBAL", 1) Global("A7FavorWish", "GLOBAL", 0)~ + @10008 /* Can you grant me a wish? */ DO ~SetupWish(1, 1)~ + TalkGeneric.Wish.Select.1
// Storing/retrieving items
+ ~Global("A7AfaaqToldAboutHimself", "GLOBAL", 1) Global("A7AfaaqStore", "GLOBAL", 1)~ + @10023 /* I'd like to access your inventory again. */ + TalkGeneric.Store.1
+ ~Global("A7AfaaqToldAboutHimself", "GLOBAL", 1) Global("A7AfaaqStore", "GLOBAL", 0) Global("A7AfaaqUpgraded", "GLOBAL", 0)~ + @10024 /* Afaaq, how do you manage to enter the djinni lamp even though you are carrying big swords and the like? */ + TalkGeneric.Store.2
+ ~Global("A7AfaaqToldAboutHimself", "GLOBAL", 1) Global("A7AfaaqStore", "GLOBAL", 0) Global("A7AfaaqUpgraded", "GLOBAL", 1)~ + @10024 /* Afaaq, how do you manage to enter the djinni lamp even though you are carrying big swords and the like? */ + TalkGeneric.Store.3
// Conversation topics
+ ~!ActuallyInCombat() Global("A7AfaaqEnslaved", "GLOBAL", 0) Global("A7AfaaqToldAboutHimself", "GLOBAL", 0)~ + @10010 /* Can you tell me something about yourself? */ + TalkGeneric.AboutMe.FirstTime
+ ~!ActuallyInCombat() Global("A7AfaaqEnslaved", "GLOBAL", 0) Global("A7AfaaqToldAboutHimself", "GLOBAL", 1)~ + @10010 /* Can you tell me something about yourself? */ + TalkGeneric.AboutMe
+ ~!ActuallyInCombat() Global("A7AfaaqBG2", "GLOBAL", 1) Global("A7AfaaqEnslaved", "GLOBAL", 0) Global("A7AfaaqToldAboutHimself", "GLOBAL", 1)~ + @10011 /* Do you have an advice for me? */ + TalkGeneric.Advice.1
// Telling Afaaq's stats
+ ~!ActuallyInCombat() Global("A7AfaaqEnslaved", "GLOBAL", 0) Global("A7AfaaqToldAboutHimself", "GLOBAL", 1) Global("A7AfaaqUpgraded", "GLOBAL", 0)~ + @10025 /* Can you tell me about your abilities? */ + TalkGeneric.TellStats.1
+ ~!ActuallyInCombat() Global("A7AfaaqEnslaved", "GLOBAL", 0) Global("A7AfaaqToldAboutHimself", "GLOBAL", 1) Global("A7AfaaqUpgraded", "GLOBAL", 1)~ + @10025 /* Can you tell me about your abilities? */ + TalkGeneric.TellStats.2
// Inviting CHARNAME into the lamp
+ ~!ActuallyInCombat() Global("A7AfaaqBG2", "GLOBAL", 1) Global("A7AfaaqEnslaved", "GLOBAL", 0) Global("A7AfaaqToldAboutHimself", "GLOBAL", 1) Global("A7AfaaqUpgraded", "GLOBAL", 1) HasItem("A7DJLMPA", Player1) !AreaCheck("AR4500") !AreaCheck("A77006") Global("GavePocketPlane","GLOBAL",1) Global("A7AfaaqLeaveParty", "GLOBAL", 0) Global("LampInvitation", "LOCALS", 0)~ + @10026 /* I'm curious, Afaaq. What does the interior of your lamp look like? */ + TalkGeneric.Invitation.1
+ ~!ActuallyInCombat() Global("A7AfaaqBG2", "GLOBAL", 0) Global("A7AfaaqEnslaved", "GLOBAL", 0) Global("A7AfaaqToldAboutHimself", "GLOBAL", 1) Global("A7AfaaqUpgraded", "GLOBAL", 1) HasItem("A7DJLMPA", Player1) !AreaCheck("A77006") Global("A7AfaaqLeaveParty", "GLOBAL", 0) Global("LampInvitation", "LOCALS", 0)~ + @10026 /* I'm curious, Afaaq. What does the interior of your lamp look like? */ + TalkGeneric.Invitation.1
+ ~!ActuallyInCombat() Global("A7AfaaqBG2", "GLOBAL", 1) Global("A7AfaaqEnslaved", "GLOBAL", 0) Global("A7AfaaqToldAboutHimself", "GLOBAL", 1) Global("A7AfaaqUpgraded", "GLOBAL", 1) HasItem("A7DJLMPA", Player1) !AreaCheck("AR4500") !AreaCheck("A77006") Global("LampInvitation", "LOCALS", 2)~ + @10027 /* I'd like to enter your lamp again. */ + TalkGeneric.Invitation.2
+ ~!ActuallyInCombat() Global("A7AfaaqBG2", "GLOBAL", 0) Global("A7AfaaqEnslaved", "GLOBAL", 0) Global("A7AfaaqToldAboutHimself", "GLOBAL", 1) Global("A7AfaaqUpgraded", "GLOBAL", 1) HasItem("A7DJLMPA", Player1) !AreaCheck("A77006") Global("LampInvitation", "LOCALS", 2)~ + @10027 /* I'd like to enter your lamp again. */ + TalkGeneric.Invitation.2
+ ~!ActuallyInCombat() Global("A7AfaaqBG2", "GLOBAL", 1) Global("A7AfaaqEnslaved", "GLOBAL", 0) Global("A7AfaaqToldAboutHimself", "GLOBAL", 1) Global("A7AfaaqUpgraded", "GLOBAL", 1) HasItem("A7DJLMPA", Player1) AreaCheck("AR4500") Global("LampInvitation", "LOCALS", 2) Global("LampInvitationPP", "LOCALS", 0)~ + @10027 /* I'd like to enter your lamp again. */ + TalkGeneric.Invitation.5
+ ~!ActuallyInCombat() Global("A7AfaaqToldAboutHimself", "GLOBAL", 1) Global("A7AfaaqUpgraded", "GLOBAL", 1) HasItem("A7DJLMPA", Player1) AreaCheck("A77006")~ + @10001 /* Please return me from whence I came. */ + TalkGeneric.Invitation.Return
// Fixes Afaaq's state in case of buggy behavior
++ @10028 /* You are behaving oddly. Care to fix it? */ + TalkGeneric.FixStates.1
++ @10002 /* I will talk to you later. */ + TalkGeneric.Bye
+ ~Global("A7AfaaqDebug", "GLOBAL", 1) Global("A7AfaaqUpgraded", "GLOBAL", 0) HasItem("A7DJLMP", Player1)~ + ~Debug: Upgrade yourself!~ + TalkGeneric.Debug.Upgrade
END
// *** How are you? ***
IF ~~ TalkGeneric.HowAreYou.1
SAY @10032 /* Thanks for asking, but I am fine. How are you today? */
++ @10033 /* I'm feeling great today. */ + TalkGeneric.HowAreYou.2
++ @10034 /* I'm well enough. */ + TalkGeneric.HowAreYou.2
++ @10035 /* Not so good. */ + TalkGeneric.HowAreYou.3
++ @10036 /* I'm feeling miserable. */ + TalkGeneric.HowAreYou.4
END
IF ~~ TalkGeneric.HowAreYou.2
SAY @10037 /* That is good to hear. */
IF ~~ + TalkGeneric.Lamp.PC.2
END
IF ~~ TalkGeneric.HowAreYou.3
SAY @10038 /* I hope you get better soon. */
IF ~~ + TalkGeneric.Lamp.PC.2
END
IF ~~ TalkGeneric.HowAreYou.4
SAY @10039 /* I am sorry to hear. */
IF ~~ + TalkGeneric.Lamp.PC.2
END
// *** How are you upgraded? ***
IF ~~ TalkGeneric.HowAreYouUpgraded.1
SAY @10040 /* I feel very good, thanks to you. I will accompany you as long as you wish. */
IF ~~ DO ~SetGlobal("HowDoYouFeel", "LOCALS", 1)~ + TalkGeneric.PC.1
END
IF ~~ TalkGeneric.HowAreYouUpgraded.2
SAY @10041 /* I feel very good, thanks to you. But I will return to my home plane after you have gotten your soul back. */
IF ~~ DO ~SetGlobal("HowDoYouFeel", "LOCALS", 1)~ + TalkGeneric.PC.1
END
// *** Afaaq's advice ***
IF ~~ TalkGeneric.Advice.1
SAY @10042 /* Hmm, let me think... */
// general tips
IF ~RandomNum(6, 1)~ + TalkGeneric.Advice.General.1
IF ~RandomNum(6, 2)~ + TalkGeneric.Advice.General.2
IF ~RandomNum(6, 3)~ + TalkGeneric.Advice.General.3
IF ~RandomNum(6, 4)~ + TalkGeneric.Advice.General.4
IF ~RandomNum(6, 5)~ + TalkGeneric.Advice.General.5
IF ~RandomNum(6, 6)~ + TalkGeneric.Advice.General.6
IF ~TimeGT(5) TimeLT(21) RandomNum(4, 1)~ + TalkGeneric.Advice.General.Day.1 // a day-specific advice
IF ~TimeGT(5) TimeLT(21) RandomNum(4, 2)~ + TalkGeneric.Advice.General.Day.2 // a day-specific advice
IF ~OR(2) TimeGT(20) TimeLT(6) RandomNum(4, 1)~ + TalkGeneric.Advice.General.Night.1 // a night-specific advice
IF ~OR(2) TimeGT(20) TimeLT(6) RandomNum(4, 2)~ + TalkGeneric.Advice.General.Night.2 // a night-specific advice
// areatype-specific tips (max. 50% chance)
IF ~AreaType(DUNGEON) RandomNum(8, 1)~ + TalkGeneric.Advice.Dungeon.1
IF ~AreaType(DUNGEON) RandomNum(8, 2)~ + TalkGeneric.Advice.Dungeon.2
IF ~AreaType(DUNGEON) RandomNum(8, 3)~ + TalkGeneric.Advice.Dungeon.3
IF ~AreaType(DUNGEON) RandomNum(8, 4)~ + TalkGeneric.Advice.Dungeon.4
IF ~AreaType(FOREST) RandomNum(6, 1)~ + TalkGeneric.Advice.Forest.1
IF ~AreaType(FOREST) RandomNum(6, 2)~ + TalkGeneric.Advice.Forest.2
IF ~AreaType(FOREST) RandomNum(6, 3)~ + TalkGeneric.Advice.Forest.3
IF ~AreaType(CITY) RandomNum(8, 1)~ + TalkGeneric.Advice.City.1
IF ~AreaType(CITY) RandomNum(8, 2)~ + TalkGeneric.Advice.City.2
IF ~AreaType(CITY) RandomNum(8, 3)~ + TalkGeneric.Advice.City.3
IF ~AreaType(CITY) RandomNum(8, 4)~ + TalkGeneric.Advice.City.4
// area-specific tips (max. 50% chance)
IF ~AreaCheck("AR0020") OR(2) TimeGT(20) TimeLT(6) RandomNum(4, 1)~ + TalkGeneric.Advice.AR0020.1 // City Gates (Night)
IF ~AreaCheck("AR0020") RandomNum(4, 2)~ + TalkGeneric.Advice.AR0020.2 // City Gates
IF ~AreaCheck("AR0201") RandomNum(2, 1)~ + TalkGeneric.Advice.AR0201.1 // Niche below the Cult of the Eyeless
IF ~AreaCheck("AR0202") !Dead("gaal") RandomNum(4, 1)~ + TalkGeneric.Advice.AR0202.1 // Cult of the Eyeless HQ (Cult-specific)
IF ~AreaCheck("AR0202") !Dead("hlshade") RandomNum(4, 2)~ + TalkGeneric.Advice.AR0202.2 // Cult of the Eyeless HQ (Lich-specific)
IF ~AreaCheck("AR0204") RandomNum(2, 1)~ + TalkGeneric.Advice.AR0204.1 // Forgotten Temple of Amaunator below Cult of the Eyeless
IF ~AreaCheck("AR0205") RandomNum(2, 1)~ + TalkGeneric.Advice.AR0205.1 // Beholder Lair below the Cult of the Eyeless
IF ~AreaCheck("AR0300") RandomNum(4, 1)~ + TalkGeneric.Advice.AR0300.1 // Dock District
IF ~AreaCheck("AR0300") RandomNum(4, 2)~ + TalkGeneric.Advice.AR0300.2 // Dock District
IF ~OR(2) AreaCheck("AR0308") AreaCheck("AR0309") RandomNum(2, 1)~ + TalkGeneric.Advice.AR0308.1 // Harper's HQ
IF ~OR(2) AreaCheck("AR0330") AreaCheck("AR0331") !Dead("hldemi") RandomNum(2, 1)~ + TalkGeneric.Advice.AR0330.1 // Demi-lich crypt
IF ~AreaCheck("AR0400") RandomNum(4, 1)~ + TalkGeneric.Advice.AR0400.1 // Slum District
IF ~AreaCheck("AR0400") RandomNum(4, 2)~ + TalkGeneric.Advice.AR0400.2 // Slum District
IF ~AreaCheck("AR0404") RandomNum(2, 1)~ + TalkGeneric.Advice.AR0404.1 // Sewers under the Slum District
IF ~OR(4) AreaCheck("AR0410") AreaCheck("AR0411") AreaCheck("AR0412") AreaCheck("AR0413") Global("LavokOutside", "GLOBAL", 0) RandomNum(2, 1)~ + TalkGeneric.Advice.AR0410.1 // Planar Sphere
IF ~AreaCheck("AR0414") RandomNum(4, 1)~ + TalkGeneric.Advice.AR0414.1 // Planar Sphere: Hellish Dimension
IF ~AreaCheck("AR0414") RandomNum(4, 2)~ + TalkGeneric.Advice.AR0414.2 // Planar Sphere: Hellish Dimension
IF ~AreaCheck("AR0500") RandomNum(4, 1)~ + TalkGeneric.Advice.AR0500.1 // Bridge District
IF ~AreaCheck("AR0500") RandomNum(4, 2)~ + TalkGeneric.Advice.AR0500.2 // Bridge District
IF ~OR(6) AreaCheck("AR0516") AreaCheck("AR0517") AreaCheck("AR0518") AreaCheck("AR0519") AreaCheck("AR0520") AreaCheck("AR0521") !Dead("pwarden") RandomNum(4, 1)~ + TalkGeneric.Advice.AR0516.1 // Planar Prison
IF ~OR(6) AreaCheck("AR0516") AreaCheck("AR0517") AreaCheck("AR0518") AreaCheck("AR0519") AreaCheck("AR0520") AreaCheck("AR0521") !Dead("pwarden") RandomNum(4, 2)~ + TalkGeneric.Advice.AR0516.2 // Planar Prison
IF ~AreaCheck("AR0526") !Dead("hllich") RandomNum(2, 1)~ + TalkGeneric.Advice.AR0526.1 // Lich Crypt
IF ~OR(4) AreaCheck("AR0600") AreaCheck("AR0604") AreaCheck("AR0605") AreaCheck("AR0606") RandomNum(4, 1)~ + TalkGeneric.Advice.AR0600.1 // Enchanted Circus Tent
IF ~OR(4) AreaCheck("AR0600") AreaCheck("AR0604") AreaCheck("AR0605") AreaCheck("AR0606") RandomNum(4, 2)~ + TalkGeneric.Advice.AR0600.2 // Enchanted Circus Tent
IF ~AreaCheck("AR0607") RandomNum(2, 1)~ + TalkGeneric.Advice.AR0607.1 // Dispelled Circus Tent
IF ~AreaCheck("AR0700") RandomNum(4, 1)~ + TalkGeneric.Advice.AR0700.1 // Waukeen's Promenade
IF ~AreaCheck("AR0700") RandomNum(4, 2)~ + TalkGeneric.Advice.AR0700.2 // Waukeen's Promenade
IF ~AreaCheck("AR0701") RandomNum(2, 1)~ + TalkGeneric.Advice.AR0701.1 // Sewers under Temple District
IF ~AreaCheck("AR0705") RandomNum(2, 1)~ + TalkGeneric.Advice.AR0705.1 // Mekrath's Home
IF ~AreaCheck("AR0711") RandomNum(2, 1)~ + TalkGeneric.Advice.AR0711.1 // Secret Mindflayer Lair in Sewers (generic Mindflayer advice)
IF ~AreaCheck("AR0800") RandomNum(4, 1)~ + TalkGeneric.Advice.AR0800.1 // Graveyard
IF ~AreaCheck("AR0800") RandomNum(4, 2)~ + TalkGeneric.Advice.AR0800.2 // Graveyard
IF ~OR(2) AreaCheck("AR0801") AreaCheck("AR0808") RandomNum(2, 1)~ + TalkGeneric.Advice.AR0801.1 // Labyrinth below Graveyard / Vampire's Lair (generic advice without mentioning Bodhi)
IF ~AreaCheck("AR0802") RandomNum(2, 1)~ + TalkGeneric.Advice.AR0802.1 // Ancient Crypt below the Graveyard
IF ~OR(2) AreaCheck("AR0803") AreaCheck("AR0809") Global("AranJob", "GLOBAL", 3) RandomNum(2, 1)~ + TalkGeneric.Advice.AR0803.1 // Vampire's Lair Level 2
IF ~AreaCheck("AR0900") RandomNum(4, 1)~ + TalkGeneric.Advice.AR0900.1 // Temple District
IF ~AreaCheck("AR0900") RandomNum(4, 2)~ + TalkGeneric.Advice.AR0900.2 // Temple District
IF ~AreaCheck("AR1000") RandomNum(4, 1)~ + TalkGeneric.Advice.AR1000.1 // Government District
IF ~AreaCheck("AR1000") RandomNum(4, 2)~ + TalkGeneric.Advice.AR1000.2 // Government District
IF ~AreaCheck("AR1100") RandomNum(2, 1)~ + TalkGeneric.Advice.AR1100.1 // Imnesville
IF ~AreaCheck("AR1200") RandomNum(2, 1)~ + TalkGeneric.Advice.AR1200.1 // Windspear Hills
IF ~OR(2) AreaCheck("AR1201") AreaCheck("AR1202") RandomNum(4, 1)~ + TalkGeneric.Advice.AR1201.1 // Firkraag's Lair
IF ~OR(2) AreaCheck("AR1201") AreaCheck("AR1202") !Dead("firkra02") Global("Firmag01Move", "GLOBAL", 0) RandomNum(4, 2)~ + TalkGeneric.Advice.AR1201.2 // Firkraag's Lair (before meeting Firkraag)
IF ~AreaCheck("AR1404") RandomNum(4, 1)~ + TalkGeneric.Advice.AR1404.1 // Temple Ruins (Shade Lord)
IF ~AreaCheck("AR1404") RandomNum(4, 2)~ + TalkGeneric.Advice.AR1404.2 // Temple Ruins (Shade Lord)
IF ~OR(2) AreaCheck("AR1401") AreaCheck("AR1402") !Dead("shadel") RandomNum(2, 1)~ + TalkGeneric.Advice.AR1401.1 // Shadow Temple
IF ~OR(3) AreaCheck("AR1512") AreaCheck("AR1513") AreaCheck("AR1514") RandomNum(2, 1)~ + TalkGeneric.Advice.AR1512.1 // Spellhold Underground Complex
IF ~AreaCheck("AR1600") RandomNum(2, 1)~ + TalkGeneric.Advice.AR1600.1 // Brynnlaw
IF ~AreaCheck("AR1800") RandomNum(2, 1)~ + TalkGeneric.Advice.AR1800.1 // North Forest (where you are attacked by the genie/efreeti pair)
IF ~AreaCheck("AR1900") RandomNum(2, 1)~ + TalkGeneric.Advice.AR1900.1 // Druid Grove
IF ~AreaCheck("AR2000") Global("A7Quest1Rewarded", "GLOBAL", 1) RandomNum(4, 1)~ + TalkGeneric.Advice.AR2000.1 // Trademeet (when rewarded)
IF ~AreaCheck("AR2000") RandomNum(4, 2)~ + TalkGeneric.Advice.AR2000.2 // Trademeet (general)
IF ~AreaCheck("AR2100") RandomNum(4, 1)~ + TalkGeneric.Advice.AR2100.1 // Underdark main cavern
IF ~AreaCheck("AR2100") RandomNum(4, 2)~ + TalkGeneric.Advice.AR2100.2 // Underdark main cavern
IF ~AreaCheck("AR2101") RandomNum(2, 1)~ + TalkGeneric.Advice.AR2101.1 // Underdark Beholder Lair
IF ~AreaCheck("AR2200") RandomNum(4, 1)~ + TalkGeneric.Advice.AR2200.1 // Ust Natha
IF ~AreaCheck("AR2200") RandomNum(4, 2)~ + TalkGeneric.Advice.AR2200.2 // Ust Natha
IF ~AreaCheck("AR2300") RandomNum(2, 1)~ + TalkGeneric.Advice.AR2300.1 // Sahuagin City
IF ~AreaCheck("AR2400") !Dead("udmaster") RandomNum(4, 1)~ + TalkGeneric.Advice.AR2400.1 // Mindflayer City
IF ~AreaCheck("AR2400") !Dead("udmaster") RandomNum(4, 2)~ + TalkGeneric.Advice.AR2400.2 // Mindflayer City
IF ~AreaCheck("AR2401") RandomNum(2, 1)~ + TalkGeneric.Advice.AR2401.1 // Ruined Elven Temple
IF ~AreaCheck("AR2402") RandomNum(2, 1)~ + TalkGeneric.Advice.AR2402.1 // Kuo-Toa Lair / Drow Guards / Demogorgon Statue
IF ~AreaCheck("AR2500") RandomNum(2, 1)~ + TalkGeneric.Advice.AR2500.1 // Elven War Camp
IF ~AreaCheck("AR2800") RandomNum(4, 1)~ + TalkGeneric.Advice.AR2800.1 // Suldanessalar
IF ~AreaCheck("AR2800") RandomNum(4, 2)~ + TalkGeneric.Advice.AR2800.2 // Suldanessalar
IF ~AreaCheck("AR2806") RandomNum(2, 1)~ + TalkGeneric.Advice.AR2806.1 // Tree of Life
IF ~AreaCheck("AR2900") RandomNum(2, 1)~ + TalkGeneric.Advice.AR2900.1 // Irenicus Hell
IF ~AreaCheck("AR3000") RandomNum(2, 1)~ + TalkGeneric.Advice.AR3000.1 // Watcher's Keep Exterior
IF ~AreaCheck("AR3001") Global("LivingStatues", "GLOBAL", 0) RandomNum(4, 1)~ + TalkGeneric.Advice.AR3001.1 // Watcher's Keep Level 1 (Statues not yet activated)
IF ~AreaCheck("AR3001") RandomNum(4, 2)~ + TalkGeneric.Advice.AR3001.2 // Watcher's Keep Level 1 (general)
IF ~OR(12) AreaCheck("AR3003") AreaCheck("AR3004") AreaCheck("AR3005") AreaCheck("AR3006") AreaCheck("AR3007") AreaCheck("AR3008")
AreaCheck("AR3009") AreaCheck("AR3010") AreaCheck("AR3011") AreaCheck("AR3012") AreaCheck("AR3013") AreaCheck("AR3014") RandomNum(4, 2)~ + TalkGeneric.Advice.AR3003.1 // Watcher's Keep Level 3 Rooms
IF ~AreaCheck("AR3016") RandomNum(2, 1)~ + TalkGeneric.Advice.AR3016.1 // Watcher's Keep Level 2
IF ~AreaCheck("AR3017") RandomNum(2, 1)~ + TalkGeneric.Advice.AR3017.1 // Watcher's Keep Level 4 Machine of Lum Room
IF ~AreaCheck("AR3018") !Dead("gorsal") RandomNum(2, 1)~ + TalkGeneric.Advice.AR3018.1 // Watcher's Keep Level 4 Saladrex
IF ~AreaCheck("AR3019") Global("SealOpen", "AR3019", 0) RandomNum(2, 1)~ + TalkGeneric.Advice.AR3019.1 // Watcher's Keep Level 5 Demogorgon Seal
IF ~AreaCheck("AR3020") Global("DemogorgonChange", "GLOBAL", 0) RandomNum(2, 1)~ + TalkGeneric.Advice.AR3020.1 // Watcher's Keep Level 6 Imprisoned Demogorgon (hidden)
IF ~AreaCheck("AR3020") GlobalGT("DemogorgonChange", "GLOBAL", 0) !Dead("demogor2") RandomNum(2, 1)~ + TalkGeneric.Advice.AR3020.2 // Watcher's Keep Level 6 Imprisoned Demogorgon (true form)
IF ~AreaCheck("AR3021") RandomNum(2, 1)~ + TalkGeneric.Advice.AR3021.1 // Watcher's Keep Level 4 Mindflayer Room
IF ~AreaCheck("AR3022") RandomNum(2, 1)~ + TalkGeneric.Advice.AR3022.1 // Watcher's Keep Level 4 Githyanki Room
IF ~AreaCheck("AR4000") RandomNum(2, 1)~ + TalkGeneric.Advice.AR4000.1 // Forest of Tethir (Start of ToB)
IF ~AreaCheck("AR4500") RandomNum(2, 1)~ + TalkGeneric.Advice.AR4500.1 // Pocket Plane (branches into different paths depending on when you talk to Afaaq)
IF ~AreaCheck("AR5000") RandomNum(2, 1)~ + TalkGeneric.Advice.AR5000.1 // Saradush
IF ~AreaCheck("AR5200") RandomNum(2, 1)~ + TalkGeneric.Advice.AR5200.1 // Marching Mountains
IF ~AreaCheck("AR5201") RandomNum(2, 1)~ + TalkGeneric.Advice.AR5201.1 // Marching Mountains - Fire Giant Temple Level 1
IF ~AreaCheck("AR5202") RandomNum(2, 1)~ + TalkGeneric.Advice.AR5202.1 // Forest of Mir / Temple of Bhaal
IF ~AreaCheck("AR5203") !Dead("yaga01") RandomNum(2, 1)~ + TalkGeneric.Advice.AR5203.1 // Saradush Siege Camp (Yaga-Shura alive)
IF ~AreaCheck("AR5204") RandomNum(2, 1)~ + TalkGeneric.Advice.AR5204.1 // Marching Mountains - Fire Giant Temple Level 2
IF ~AreaCheck("AR5500") RandomNum(4, 1)~ + TalkGeneric.Advice.AR5500.1 // Amkethran
IF ~AreaCheck("AR5500") RandomNum(4, 2)~ + TalkGeneric.Advice.AR5500.2 // Amkethran
IF ~AreaCheck("AR6000") !Dead("bazdra02") RandomNum(2, 1)~ + TalkGeneric.Advice.AR6000.1 // Abazigal Lair Entrance
IF ~OR(7) AreaCheck("AR6001") AreaCheck("AR6002") AreaCheck("AR6003") AreaCheck("AR6004") AreaCheck("AR6008") AreaCheck("AR6011") AreaCheck("AR6012") !Dead("abazigal") RandomNum(4, 1)~ + TalkGeneric.Advice.AR6001.1 // Abazigal Lair (Abazigal alive)
IF ~AreaCheck("AR6100") !Dead("sendai") RandomNum(4, 2)~ + TalkGeneric.Advice.AR6100.2 // Sendai's Entrance
IF ~OR(11) AreaCheck("AR6101") AreaCheck("AR6102") AreaCheck("AR6103") AreaCheck("AR6104") AreaCheck("AR6105") AreaCheck("AR6101")
AreaCheck("AR6106") AreaCheck("AR6107") AreaCheck("AR6109") AreaCheck("AR6110") AreaCheck("AR6111") !Dead("sendai") RandomNum(4, 1)~ + TalkGeneric.Advice.AR6101.1 // Sendai's Enclave
IF ~OR(11) AreaCheck("AR6101") AreaCheck("AR6102") AreaCheck("AR6103") AreaCheck("AR6104") AreaCheck("AR6105") AreaCheck("AR6101")
AreaCheck("AR6106") AreaCheck("AR6107") AreaCheck("AR6109") AreaCheck("AR6110") AreaCheck("AR6111") !Dead("sendai") RandomNum(4, 2)~ + TalkGeneric.Advice.AR6101.2 // Sendai's Enclave
// situation-specific tips (max. 15% chance)
IF ~GlobalLT("Chapter", "GLOBAL", %bg2_chapter_4%) RandomNum(28, 1)~ + TalkGeneric.Advice.Specific.FollowIrenicus.1 // CHARNAME follows Irenicus and abducted Imoen
IF ~GlobalLT("Chapter", "GLOBAL", %bg2_chapter_4%) RandomNum(28, 2)~ + TalkGeneric.Advice.Specific.FollowIrenicus.2 // CHARNAME follows Irenicus and abducted Imoen
IF ~GlobalLT("Chapter", "GLOBAL", %bg2_chapter_4%) GlobalGT("WorkingForAran", "GLOBAL", 0) RandomNum(28, 3)~ + TalkGeneric.Advice.Specific.ShadowThieves.1 // CHARNAME joins the Shadow Thieves
IF ~GlobalLT("Chapter", "GLOBAL", %bg2_chapter_4%) GlobalGT("WorkingForAran", "GLOBAL", 0) GlobalGT("AranJob", "GLOBAL", 0) GlobalLT("AranJob", "GLOBAL", 3) RandomNum(28, 4)~ + TalkGeneric.Advice.Specific.ShadowThieves.2 // CHARNAME joins the Shadow Thieves (while working for them)
IF ~GlobalLT("Chapter", "GLOBAL", %bg2_chapter_4%) GlobalGT("WorkingForBodhi", "GLOBAL", 0) RandomNum(28, 3)~ + TalkGeneric.Advice.Specific.Bodhi.1 // CHARNAME joins Bodhi
IF ~GlobalGT("Chapter", "GLOBAL", %bg2_chapter_4%) GlobalLT("Chapter", "GLOBAL", %bg2_chapter_7%) RandomNum(20, 1)~ + TalkGeneric.Advice.Specific.LostSoul.1 // CHARNAME has lost his soul
IF ~GlobalGT("Chapter", "GLOBAL", %bg2_chapter_4%) GlobalLT("Chapter", "GLOBAL", %bg2_chapter_7%) RandomNum(20, 2)~ + TalkGeneric.Advice.Specific.LostSoul.2 // CHARNAME has lost his soul
IF ~GlobalGT("Chapter", "GLOBAL", %bg2_chapter_4%) GlobalLT("Chapter", "GLOBAL", %bg2_chapter_7%) Global("A7TalkAboutLostSoul", "GLOBAL", 0) RandomNum(20, 3)~ + TalkGeneric.Advice.Specific.LostSoul.3 // CHARNAME has lost his soul
IF ~Global("Chapter", "GLOBAL", %bg2_chapter_6%) RandomNum(16, 1)~ + TalkGeneric.Advice.Specific.IrenicusGoal.1 // CHARNAME knows about Irenicus' true intent
IF ~Global("Chapter", "GLOBAL", %bg2_chapter_6%) RandomNum(16, 2)~ + TalkGeneric.Advice.Specific.IrenicusGoal.2 // CHARNAME knows about Irenicus' true intent
IF ~Global("TalkedSarMel01", "GLOBAL", 1) !Dead("gromnir") RandomNum(24, 1)~ + TalkGeneric.Advice.Specific.Melissan.1 // speculating about Melissan and her plans (before Gromnir's defeat)
IF ~Dead("yaga01") OR(2) !Dead("abazigal") !Dead("sendai") Global("A7TalkAboutMelissan", "GLOBAL", 0) RandomNum(24, 2)~ + TalkGeneric.Advice.Specific.Melissan.2 // speculating about Melissan and her plans (after Yaga-Shura is dead)
IF ~Dead("abazigal") Dead("sendai") !Dead("balth") RandomNum(24, 3)~ + TalkGeneric.Advice.Specific.Melissan.3 // speculating about Melissan and her plans (after CHARNAME saw a vision of Melissan being detained)
IF ~Dead("gromnir") !Dead("yaga01") RandomNum(15, 1)~ + TalkGeneric.Advice.Specific.Yaga.1 // about Yaga-Shura
IF ~Dead("gromnir") !Dead("yaga01") RandomNum(15, 2)~ + TalkGeneric.Advice.Specific.Yaga.2 // about Yaga-Shura
IF ~Dead("yaga01") !Dead("abazigal") RandomNum(16, 1)~ + TalkGeneric.Advice.Specific.Abazigal.1 // about Abazigal
IF ~Dead("yaga01") !Dead("sendai") RandomNum(16, 2)~ + TalkGeneric.Advice.Specific.Sendai.1 // about Sendai
IF ~Dead("abazigal") Dead("sendai") !Dead("balth") Global("BalthazarFights", "GLOBAL", 0) RandomNum(16, 1)~ + TalkGeneric.Advice.Specific.Balthazar.1 // about Balthazar
IF ~Dead("abazigal") Dead("sendai") !Dead("balth") Global("BalthazarFights", "GLOBAL", 0) RandomNum(16, 2)~ + TalkGeneric.Advice.Specific.Balthazar.2 // about Balthazar
IF ~Dead("yaga01") OR(2) !Dead("abazigal") !Dead("sendai") Global("A7Q5AfaaqAppears", "GLOBAL", 0) Global("A7TalkAboutSolarDream", "GLOBAL", 0) RandomNum(18, 1)~ + TalkGeneric.Advice.Specific.SolarDream.1 // about CHARNAME's dream-like situations with the Solar
IF ~Dead("balth") RandomNum(18, 2)~ + TalkGeneric.Advice.Specific.SolarDream.2 // about CHARNAME's dream-like situations with the Solar (after Melissan's true self has been revealed)
END
// General tips
IF ~~ TalkGeneric.Advice.General.1
SAY @10043 /* If you ever face an overwhelming number of opponents, know that the classic divide and conquer strategy can help you tremendously. */
+ ~Global("A7AfaaqSummoned", "GLOBAL", 0)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.Lamp.PC.2
+ ~Global("A7AfaaqSummoned", "GLOBAL", 1)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.PC.1
END
IF ~~ TalkGeneric.Advice.General.2
SAY @10045 /* Even the most heavily armed opponents will be powerless before you if you can hinder their movements. */
+ ~Global("A7AfaaqSummoned", "GLOBAL", 0)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.Lamp.PC.2
+ ~Global("A7AfaaqSummoned", "GLOBAL", 1)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.PC.1
END
IF ~~ TalkGeneric.Advice.General.3
SAY @10046 /* Be careful when fighting extraplanar creatures. Many of them can see through your illusions and have special powers you do not expect. */
+ ~Global("A7AfaaqSummoned", "GLOBAL", 0)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.Lamp.PC.2
+ ~Global("A7AfaaqSummoned", "GLOBAL", 1)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.PC.1
END
IF ~~ TalkGeneric.Advice.General.4
SAY @10047 /* Outsiders like myself or the efreets will transform into a gaseous state and recover their health when they are badly hurt. I advise you to hit them hard and fast, it may also help to hinder them in their movements. */
+ ~Global("A7AfaaqSummoned", "GLOBAL", 0)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.Lamp.PC.2
+ ~Global("A7AfaaqSummoned", "GLOBAL", 1)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.PC.1
END
IF ~~ TalkGeneric.Advice.General.5
SAY @10048 /* Do not depend on your spells to silence enemy spellcasters. There is always a way to counteract their muted state. */
+ ~Global("A7AfaaqSummoned", "GLOBAL", 0)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.Lamp.PC.2
+ ~Global("A7AfaaqSummoned", "GLOBAL", 1)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.PC.1
END
IF ~~ TalkGeneric.Advice.General.6
SAY @10049 /* Spellcasters are usually lacking constitution or stamina to withstand physical attacks. It is always good practice to be prepared all the time, be it against overwhelming forces or the unseen dagger in the dark. */
+ ~Global("A7AfaaqSummoned", "GLOBAL", 0)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.Lamp.PC.2
+ ~Global("A7AfaaqSummoned", "GLOBAL", 1)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.PC.1
END
IF ~~ TalkGeneric.Advice.General.Day.1
SAY @10050 /* Your thief will have a hard time sneaking up on your targets without shadows in his reach. */
+ ~Global("A7AfaaqSummoned", "GLOBAL", 0)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.Lamp.PC.2
+ ~Global("A7AfaaqSummoned", "GLOBAL", 1)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.PC.1
END
IF ~~ TalkGeneric.Advice.General.Day.2
SAY @10051 /* Daylight is the natural enemy of the undead. Whenever you plan to defeat them, use it to your advantage. */
+ ~Global("A7AfaaqSummoned", "GLOBAL", 0)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.Lamp.PC.2
+ ~Global("A7AfaaqSummoned", "GLOBAL", 1)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.PC.1
END
IF ~~ TalkGeneric.Advice.General.Night.1
SAY @10052 /* The nights harbor more than zombies or skeletons. Even the shadows may come alive in the forsaken corners of the world. */
+ ~Global("A7AfaaqSummoned", "GLOBAL", 0)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.Lamp.PC.2
+ ~Global("A7AfaaqSummoned", "GLOBAL", 1)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.PC.1
END
IF ~~ TalkGeneric.Advice.General.Night.2
SAY @10053 /* Do not suppose that the darkness impairs your opponents. Many of them can see in the dark quite well, even better than you can. */
+ ~Global("A7AfaaqSummoned", "GLOBAL", 0)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.Lamp.PC.2
+ ~Global("A7AfaaqSummoned", "GLOBAL", 1)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.PC.1
END
// Areatype-specific tips
IF ~~ TalkGeneric.Advice.Dungeon.1
SAY @10054 /* Be aware that you can not always flee from overwhelming forces like you can in open terrain. Make sure you are well prepared before you enter the fray. */
+ ~Global("A7AfaaqSummoned", "GLOBAL", 0)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.Lamp.PC.2
+ ~Global("A7AfaaqSummoned", "GLOBAL", 1)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.PC.1
END
IF ~~ TalkGeneric.Advice.Dungeon.2
SAY @10055 /* Traps are very common in places like this. Your thief should always watch out for them. */
+ ~Global("A7AfaaqSummoned", "GLOBAL", 0)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.Lamp.PC.2
+ ~Global("A7AfaaqSummoned", "GLOBAL", 1)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.PC.1
END
IF ~~ TalkGeneric.Advice.Dungeon.3
SAY @10056 /* You are not the only adventurer who is marching through a place like this. Do not be disappointed if you merely find empty treasure chests. */
+ ~Global("A7AfaaqSummoned", "GLOBAL", 0)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.Lamp.PC.2
+ ~Global("A7AfaaqSummoned", "GLOBAL", 1)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.PC.1
END
IF ~~ TalkGeneric.Advice.Dungeon.4
SAY @10057 /* All kinds of creatures call places like this their home. Do not be surprised to encounter a wide range of monsters. */
+ ~Global("A7AfaaqSummoned", "GLOBAL", 0)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.Lamp.PC.2
+ ~Global("A7AfaaqSummoned", "GLOBAL", 1)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.PC.1
END
IF ~~ TalkGeneric.Advice.Forest.1
SAY @10058 /* Forest creatures are usually not evil by themselves. You can avoid many unpleasant encounters if you do not disturb them in their activities. */
+ ~Global("A7AfaaqSummoned", "GLOBAL", 0)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.Lamp.PC.2
+ ~Global("A7AfaaqSummoned", "GLOBAL", 1)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.PC.1
END
IF ~~ TalkGeneric.Advice.Forest.2
SAY @10059 /* Sentient beings like dryads or nymphs can be found in a forest like this. It is usually up to you how they will treat you. */
+ ~Global("A7AfaaqSummoned", "GLOBAL", 0)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.Lamp.PC.2
+ ~Global("A7AfaaqSummoned", "GLOBAL", 1)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.PC.1
END
IF ~~ TalkGeneric.Advice.Forest.3
SAY @10060 /* Take care, my <PRO_LADYLORD>. Many adventurers have met an untimely end against the more unnatural beasts which make their home in the darker corners of the woods. */
+ ~OR(4) Class(Player1, RANGER_ALL) Class(Player1, DRUID_ALL) CheckStatGT(Player1, 15, INT) CheckStatGT(Player1, 14, WIS)~ + @10061 /* You are probably referring to the lycanthropes? I've had my share of trouble with them already. */ + TalkGeneric.Advice.Forest.3.1
+ ~!Class(Player1, RANGER_ALL) !Class(Player1, DRUID_ALL) CheckStatLT(Player1, 16, INT) CheckStatLT(Player1, 15, WIS)~ + @10062 /* Do you mean werewolves? I've had my share of trouble with them already. */ + TalkGeneric.Advice.Forest.3.2
++ @10063 /* What are you talking about? */ + TalkGeneric.Advice.Forest.3.3
++ @10064 /* I can take care of myself, Afaaq. */ + TalkGeneric.Advice.Forest.3.4
END
IF ~~ TalkGeneric.Advice.Forest.3.1
SAY @10065 /* Oh, you have already encountered them? Take care of their bites and scratches, however. They are the primary way to infect others with their curse. */
+ ~Global("A7AfaaqSummoned", "GLOBAL", 0)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.Lamp.PC.2
+ ~Global("A7AfaaqSummoned", "GLOBAL", 1)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.PC.1
END
IF ~~ TalkGeneric.Advice.Forest.3.2
SAY @10066 /* Yes, I am talking about lycanthropes. Werewolves are the most common example, I presume. Take care of their bites and scratches: they are the primary way to infect others with their curse. */
+ ~Global("A7AfaaqSummoned", "GLOBAL", 0)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.Lamp.PC.2
+ ~Global("A7AfaaqSummoned", "GLOBAL", 1)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.PC.1
END
IF ~~ TalkGeneric.Advice.Forest.3.3
SAY @10067 /* I am talking about lycanthropes, usually in the form of werewolves. You may also encounter types like werebears, wererats or weretigers. However, do not mistake the latter with the despicable rakshasa. */
= @10068 /* You should also take care of their bites and scratches: they are the primary way to infect others with their curse. */
+ ~Global("A7AfaaqSummoned", "GLOBAL", 0)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.Lamp.PC.2
+ ~Global("A7AfaaqSummoned", "GLOBAL", 1)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.PC.1
END
IF ~~ TalkGeneric.Advice.Forest.3.4
SAY @10069 /* If you say so... */
+ ~Global("A7AfaaqSummoned", "GLOBAL", 0)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.Lamp.PC.2
+ ~Global("A7AfaaqSummoned", "GLOBAL", 1)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.PC.1
END
IF ~~ TalkGeneric.Advice.City.1
SAY @10070 /* Cities tend to be a melting pot for a multitude of different cultures and customs. Do not be surprised if your actions will please one group and anger another one at the same time. */
+ ~Global("A7AfaaqSummoned", "GLOBAL", 0)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.Lamp.PC.2
+ ~Global("A7AfaaqSummoned", "GLOBAL", 1)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.PC.1
END
IF ~~ TalkGeneric.Advice.City.2
SAY @10071 /* Crime and corruption flourish in cities like this. You will see it for yourself if you visit the darker corners at night. */
+ ~Global("A7AfaaqSummoned", "GLOBAL", 0)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.Lamp.PC.2
+ ~Global("A7AfaaqSummoned", "GLOBAL", 1)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.PC.1
END
IF ~~ TalkGeneric.Advice.City.3
SAY @10072 /* You can purchase a lot of magical equipment in towns like this. However, to get your hands on the more powerful artifacts, you will usually have to pay more than just money. */
+ ~Global("A7AfaaqSummoned", "GLOBAL", 0)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.Lamp.PC.2
+ ~Global("A7AfaaqSummoned", "GLOBAL", 1)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.PC.1
END
IF ~~ TalkGeneric.Advice.City.4
SAY @10073 /* Take care when dealing with the authorities of the cities. The minds of mortals tend to be corrupted by the powers granted by their positions. */
+ ~Global("A7AfaaqSummoned", "GLOBAL", 0)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.Lamp.PC.2
+ ~Global("A7AfaaqSummoned", "GLOBAL", 1)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.PC.1
END
// Area-specific tips
IF ~~ TalkGeneric.Advice.AR0020.1 // City Gates (Night)
SAY @10074 /* The Athkatlans seem to be very sure of their own defences. Not all cities allow bands of adventurers to enter or leave the town at night. */
+ ~Global("A7AfaaqSummoned", "GLOBAL", 0)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.Lamp.PC.2
+ ~Global("A7AfaaqSummoned", "GLOBAL", 1)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.PC.1
END
IF ~~ TalkGeneric.Advice.AR0020.2 // City Gates
SAY @10075 /* The City Gates are usually a place where you can meet a lot of merchants and travellers. In Athkatla this seems not to be the case. */
+ ~Global("A7AfaaqSummoned", "GLOBAL", 0)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.Lamp.PC.2
+ ~Global("A7AfaaqSummoned", "GLOBAL", 1)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.PC.1
END
IF ~~ TalkGeneric.Advice.AR0201.1 // Niche below the Cult of the Eyeless
SAY @10076 /* The stench is overwhelming, my <PRO_LADYLORD>. Only the most degenerated undead creatures will make this cave their home. */
+ ~Global("A7AfaaqSummoned", "GLOBAL", 0)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.Lamp.PC.2
+ ~Global("A7AfaaqSummoned", "GLOBAL", 1)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.PC.1
END
IF ~~ TalkGeneric.Advice.AR0202.1 // Cult of the Eyeless HQ (Cult-specific)
SAY @10077 /* I can sense an unusual menacing force close by. It is almost of...divine nature? */
+ ~Global("A7AfaaqSummoned", "GLOBAL", 0)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.Lamp.PC.2
+ ~Global("A7AfaaqSummoned", "GLOBAL", 1)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.PC.1
END
IF ~~ TalkGeneric.Advice.AR0202.2 // Cult of the Eyeless HQ (Lich-specific)
SAY @10078 /* This part of the sewers harbors more than strange cults and monsters. I can sense an evil aura of great power. */
+ ~Global("A7AfaaqSummoned", "GLOBAL", 0)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.Lamp.PC.2
+ ~Global("A7AfaaqSummoned", "GLOBAL", 1)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.PC.1
END
IF ~~ TalkGeneric.Advice.AR0204.1 // Forgotten Temple of Amaunator below Cult of the Eyeless
SAY @10079 /* Abandoned and foul places like this can harbor beasts you may not have seen outside of your nightmares. */
+ ~Global("A7AfaaqSummoned", "GLOBAL", 0)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.Lamp.PC.2
+ ~Global("A7AfaaqSummoned", "GLOBAL", 1)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.PC.1
END
IF ~~ TalkGeneric.Advice.AR0205.1 // Beholder Lair below the Cult of the Eyeless
SAY @10080 /* Beholders are fearsome beasts which you should avoid at all costs. Even their less powerful kin, the gauth, are not to be taken lightly in battle. */
+ ~Global("A7AfaaqSummoned", "GLOBAL", 0)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.Lamp.PC.2
+ ~Global("A7AfaaqSummoned", "GLOBAL", 1)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.PC.1
END
IF ~~ TalkGeneric.Advice.AR0300.1 // Dock District
SAY @10081 /* I can almost feel the criminal acts taking place in the streets. The dead bodies floating in the sea confirm my suspicions. */
+ ~Global("A7AfaaqSummoned", "GLOBAL", 0)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.Lamp.PC.2
+ ~Global("A7AfaaqSummoned", "GLOBAL", 1)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.PC.1
END
IF ~~ TalkGeneric.Advice.AR0300.2 // Dock District
SAY @10082 /* I am sure you can purchase *anything* in this part of the city. */
+ ~Global("A7AfaaqSummoned", "GLOBAL", 0)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.Lamp.PC.2
+ ~Global("A7AfaaqSummoned", "GLOBAL", 1)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.PC.1
END
IF ~~ TalkGeneric.Advice.AR0308.1 // Harper's HQ
SAY @10083 /* This is an unusual place, my <PRO_LADYLORD>. I can feel powerful enchantments, however I do not recognize their nature. Strange... */
+ ~Global("A7AfaaqSummoned", "GLOBAL", 0)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.Lamp.PC.2
+ ~Global("A7AfaaqSummoned", "GLOBAL", 1)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.PC.1
END
IF ~~ TalkGeneric.Advice.AR0330.1 // Demi-lich crypt
SAY @10084 /* What an oppressive aura; it almost overwhelms my senses. Whatever lies hidden in this place is powerful and far more ancient than the town itself. */
+ ~Global("A7AfaaqSummoned", "GLOBAL", 0)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.Lamp.PC.2
+ ~Global("A7AfaaqSummoned", "GLOBAL", 1)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.PC.1
END
IF ~~ TalkGeneric.Advice.AR0400.1 // Slum District
SAY @10085 /* Ah yes, the slums. I have the feeling that every human settlement has at least one place to dump the poor and the desperate. */
+ ~Global("A7AfaaqSummoned", "GLOBAL", 0)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.Lamp.PC.2
+ ~Global("A7AfaaqSummoned", "GLOBAL", 1)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.PC.1
END
IF ~~ TalkGeneric.Advice.AR0400.2 // Slum District
SAY @10086 /* I doubt you can purchase high quality wares in these parts of the town. However, you will likely have more luck if you are looking for the more ethically questionable products mortals would sell. */
+ ~Global("A7AfaaqSummoned", "GLOBAL", 0)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.Lamp.PC.2
+ ~Global("A7AfaaqSummoned", "GLOBAL", 1)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.PC.1
END
IF ~~ TalkGeneric.Advice.AR0404.1 // Sewers under the Slum District
SAY @10087 /* What a strange place you have brought me to, my <PRO_LADYLORD>. I can feel an otherworldly presence in the immediate vicinity, however I do not recognize its source. */
+ ~Global("A7AfaaqSummoned", "GLOBAL", 0)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.Lamp.PC.2
+ ~Global("A7AfaaqSummoned", "GLOBAL", 1)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.PC.1
END
IF ~~ TalkGeneric.Advice.AR0410.1 // Planar Sphere
SAY @10088 /* I would not have thought it possible, but this construct is of human design. I have never seen such powerful magic woven into a structure to withstand the raw dimensional forces. */
= @10089 /* Take care, there is no way to know what creatures have made the sphere their home. */
+ ~Global("A7AfaaqSummoned", "GLOBAL", 0)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.Lamp.PC.2
+ ~Global("A7AfaaqSummoned", "GLOBAL", 1)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.PC.1
END
IF ~~ TalkGeneric.Advice.AR0414.1 // Planar Sphere: Hellish Dimension
SAY @10090 /* This is a pocket plane of some sort and appears to be connected to a layer of the Abyss. You will likely encounter all kinds of demonic creatures, be they as harmless as a quasit or as dangerous as a tanar'ri. */
+ ~Global("A7AfaaqSummoned", "GLOBAL", 0)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.Lamp.PC.2
+ ~Global("A7AfaaqSummoned", "GLOBAL", 1)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.PC.1
END
IF ~~ TalkGeneric.Advice.AR0414.2 // Planar Sphere: Hellish Dimension
SAY @10091 /* I suggest that you complete your task as fast as possible. You will never know when a greater demonic power will lay its eyes on the wondrous sphere. */
+ ~Global("A7AfaaqSummoned", "GLOBAL", 0)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.Lamp.PC.2
+ ~Global("A7AfaaqSummoned", "GLOBAL", 1)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.PC.1
END
IF ~~ TalkGeneric.Advice.AR0500.1 // Bridge District
SAY @10092 /* This place reminds me a bit of the streets of Calimport. You can hear the town criers shouting the latest gossip, see exotic merchants offering their wares and smell the food and drink from the taverns. */
+ ~Global("A7AfaaqSummoned", "GLOBAL", 0)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.Lamp.PC.2
+ ~Global("A7AfaaqSummoned", "GLOBAL", 1)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.PC.1
END
IF ~~ TalkGeneric.Advice.AR0500.2 // Bridge District
SAY @10093 /* The townsfolk appear to be a bit tense, I wonder why... */
+ ~Global("A7AfaaqSummoned", "GLOBAL", 0)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.Lamp.PC.2
+ ~Global("A7AfaaqSummoned", "GLOBAL", 1)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.PC.1
END
IF ~~ TalkGeneric.Advice.AR0516.1 // Planar Prison
SAY @10094 /* This place appears to be an artificial pocket plane of some sorts. It is probably shielded by powerful enchantments too, so an escape is very unlikely. */
+ ~Global("A7AfaaqSummoned", "GLOBAL", 0)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.Lamp.PC.2
+ ~Global("A7AfaaqSummoned", "GLOBAL", 1)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.PC.1
END
IF ~~ TalkGeneric.Advice.AR0516.2 // Planar Prison
SAY @10095 /* A prison has always wardens or supervisors. Maybe they know more about the people you are looking for. */
+ ~Global("A7AfaaqSummoned", "GLOBAL", 0)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.Lamp.PC.2
+ ~Global("A7AfaaqSummoned", "GLOBAL", 1)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.PC.1
END
IF ~~ TalkGeneric.Advice.AR0526.1 // Lich Crypt
SAY @10096 /* The stench of evil is almost palpable in this place. I can only advise you to prepare for the worst. */
+ ~Global("A7AfaaqSummoned", "GLOBAL", 0)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.Lamp.PC.2
+ ~Global("A7AfaaqSummoned", "GLOBAL", 1)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.PC.1
END
IF ~~ TalkGeneric.Advice.AR0600.1 // Enchanted Circus Tent
SAY @10097 /* I know this kind of magic very well. It is of djinn design and very powerful. */
++ @10098 /* Can't you do something about it? */ + TalkGeneric.Advice.AR0600.1.1
++ @10099 /* That's good to know, but it doesn't get me anywhere. */ + TalkGeneric.Advice.AR0600.1.2
END
IF ~~ TalkGeneric.Advice.AR0600.1.1
SAY @10100 /* No, I can not. There are rules which forbid outsiders to interfere with a deal between mortals and djinn. */
= @10101 /* You have to find a way to solve the puzzle for yourself. My intervention would do more harm than good in the end. */
+ ~Global("A7AfaaqSummoned", "GLOBAL", 0)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.Lamp.PC.2
+ ~Global("A7AfaaqSummoned", "GLOBAL", 1)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.PC.1
END
IF ~~ TalkGeneric.Advice.AR0600.1.2
SAY @10102 /* Unfortunately I can not help you in this case directly. I can only advise you to find the mortal responsible for this illusion and deal with him personally. */
+ ~Global("A7AfaaqSummoned", "GLOBAL", 0)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.Lamp.PC.2
+ ~Global("A7AfaaqSummoned", "GLOBAL", 1)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.PC.1
END
IF ~~ TalkGeneric.Advice.AR0600.2 // Enchanted Circus Tent
SAY @10103 /* These illusions are impressive indeed. Only a djinni of great power is able to alter reality to such an extent. */
+ ~Global("A7AfaaqSummoned", "GLOBAL", 0)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.Lamp.PC.2
+ ~Global("A7AfaaqSummoned", "GLOBAL", 1)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.PC.1
END
IF ~~ TalkGeneric.Advice.AR0607.1 // Dispelled Circus Tent
SAY @10104 /* The circus is free to entertain the people once more. */
IF ~Global("U!ReadyJafir", "GLOBAL", 0)~ + TalkGeneric.Advice.AR0607.1.1
IF ~Global("U!ReadyJafir", "GLOBAL", 1)~ + TalkGeneric.Advice.AR0607.1.2
IF ~GlobalGT("U!ReadyJafir", "GLOBAL", 1)~ + TalkGeneric.Advice.AR0607.1.3
END
IF ~~ TalkGeneric.Advice.AR0607.1.1
SAY @10105 /* How the gnome was able to make a wish of this grand scale will always be a mystery. */
+ ~Global("A7AfaaqSummoned", "GLOBAL", 0)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.Lamp.PC.2
+ ~Global("A7AfaaqSummoned", "GLOBAL", 1)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.PC.1
END
IF ~~ TalkGeneric.Advice.AR0607.1.2
SAY @10106 /* How the gnome was able to make a wish of this grand scale is astounding. Maybe we will find it out in time. */
+ ~Global("A7AfaaqSummoned", "GLOBAL", 0)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.Lamp.PC.2
+ ~Global("A7AfaaqSummoned", "GLOBAL", 1)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.PC.1
END
IF ~~ TalkGeneric.Advice.AR0607.1.3
SAY @10107 /* It is a pity, however, that our gnome met his end in such a sad fashion. In the end he was nothing more than a plaything for the despicable rakshasa. */
+ ~Global("A7AfaaqSummoned", "GLOBAL", 0)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.Lamp.PC.2
+ ~Global("A7AfaaqSummoned", "GLOBAL", 1)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.PC.1
END
IF ~~ TalkGeneric.Advice.AR0700.1 // Waukeen's Promenade
SAY @10108 /* This is an impressive marketplace, however it does not even come close to the grandeur with which markets present themselves in Calimshan cities. */
+ ~Global("A7AfaaqSummoned", "GLOBAL", 0)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.Lamp.PC.2
+ ~Global("A7AfaaqSummoned", "GLOBAL", 1)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.PC.1
END
IF ~~ TalkGeneric.Advice.AR0700.2 // Waukeen's Promenade
SAY @10109 /* Marketplaces like this have much to offer to a successful adventurer like you. However, the wares will cost you an arm and a leg, too. */
+ ~Global("A7AfaaqSummoned", "GLOBAL", 0)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.Lamp.PC.2
+ ~Global("A7AfaaqSummoned", "GLOBAL", 1)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.PC.1
END
IF ~~ TalkGeneric.Advice.AR0701.1 // Sewers under Temple District
SAY @10110 /* Is this the dark side of the Temple District? I do not sense unusual magical activities. However, I expect a lot of the less-reputable townsfolk to make their appearance now and then. */
+ ~Global("A7AfaaqSummoned", "GLOBAL", 0)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.Lamp.PC.2
+ ~Global("A7AfaaqSummoned", "GLOBAL", 1)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.PC.1
END
IF ~~ TalkGeneric.Advice.AR0705.1 // Mekrath's Home
SAY @10111 /* You have entered the home of a wizard, my <PRO_LADYLORD>. I advise you to be courteous unless you are eager for a fight. */
+ ~Global("A7AfaaqSummoned", "GLOBAL", 0)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.Lamp.PC.2
+ ~Global("A7AfaaqSummoned", "GLOBAL", 1)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.PC.1
END
IF ~~ TalkGeneric.Advice.AR0711.1 // Secret Mindflayer Lair in Sewers (generic Mindflayer advice)
SAY @10112 /* Take care, my <PRO_LADYLORD>, the residents of this place are very powerful. I can almost smell the stench of their evil minds. */
+ ~Global("A7AfaaqSummoned", "GLOBAL", 0)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.Lamp.PC.2
+ ~Global("A7AfaaqSummoned", "GLOBAL", 1)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.PC.1
END
IF ~~ TalkGeneric.Advice.AR0800.1 // Graveyard
SAY @10113 /* Is this a place where they store your body after it ceases to function? */
+ ~Global("A7AfaaqSummoned", "GLOBAL", 0)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.Lamp.PC.2
+ ~Global("A7AfaaqSummoned", "GLOBAL", 1)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.PC.1
END
IF ~~ TalkGeneric.Advice.AR0800.2 // Graveyard
SAY @10114 /* The dead are restless... I can sense a malevolent power defiling their resting places. */
+ ~Global("A7AfaaqSummoned", "GLOBAL", 0)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.Lamp.PC.2
+ ~Global("A7AfaaqSummoned", "GLOBAL", 1)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.PC.1
END
IF ~~ TalkGeneric.Advice.AR0801.1 // Labyrinth below Graveyard / Vampire's Lair (generic advice without mentioning Bodhi)
SAY @10115 /* This place appears to be far older than the buildings above it. I can sense a multitude of creatures crawling around the dark corners of this place. */
+ ~Global("A7AfaaqSummoned", "GLOBAL", 0)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.Lamp.PC.2
+ ~Global("A7AfaaqSummoned", "GLOBAL", 1)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.PC.1
END
IF ~~ TalkGeneric.Advice.AR0802.1 // Ancient Crypt below the Graveyard
SAY @10116 /* The lavish adornments and the stale air suggest this crypt is even older than the labyrinth which leads to it. Places like this are always guarded by undead of some kind. */
+ ~Global("A7AfaaqSummoned", "GLOBAL", 0)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.Lamp.PC.2
+ ~Global("A7AfaaqSummoned", "GLOBAL", 1)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.PC.1
END
IF ~~ TalkGeneric.Advice.AR0803.1 // Vampire's Lair Level 2
SAY @10117 /* The place is teeming with undead, my <PRO_LADYLORD>. I hope you have brought enough stakes or holy water with you? */
+ ~Global("A7AfaaqSummoned", "GLOBAL", 0)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.Lamp.PC.2
+ ~Global("A7AfaaqSummoned", "GLOBAL", 1)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.PC.1
END
IF ~~ TalkGeneric.Advice.AR0900.1 // Temple District
SAY @10118 /* Is this a sanctuary to reflect and contemplate? More probably a stage to show off and brag about. I wonder what your gods may think about places like this? */
+ ~Global("A7AfaaqSummoned", "GLOBAL", 0)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.Lamp.PC.2
+ ~Global("A7AfaaqSummoned", "GLOBAL", 1)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.PC.1
END
IF ~~ TalkGeneric.Advice.AR0900.2 // Temple District
SAY @10119 /* I can see why Athkatla is called the "City of Coin". While your streets may not be paved with gold, the wealth showed off by your churches would have every god go green with envy. */
+ ~Global("A7AfaaqSummoned", "GLOBAL", 0)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.Lamp.PC.2
+ ~Global("A7AfaaqSummoned", "GLOBAL", 1)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.PC.1
END
IF ~~ TalkGeneric.Advice.AR1000.1 // Government District
SAY @10120 /* Did you know that Athkatla was founded by Calishite emigrants? The obsession for wealth and a decadent lifestyle has always been an important cornerstone of Calimshan. */
+ ~Global("A7AfaaqSummoned", "GLOBAL", 0)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.Lamp.PC.2
+ ~Global("A7AfaaqSummoned", "GLOBAL", 1)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.PC.1
END
IF ~~ TalkGeneric.Advice.AR1000.2 // Government District
SAY @10121 /* I have heard that the Athkatlan council members are not known to the public. That is very unusual for a city which attaches so much importance to financial wealth. How do the people know whom to bribe? */
+ ~Global("A7AfaaqSummoned", "GLOBAL", 0)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.Lamp.PC.2
+ ~Global("A7AfaaqSummoned", "GLOBAL", 1)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.PC.1
END
IF ~~ TalkGeneric.Advice.AR1100.1 // Imnesville
SAY @10122 /* A rural settlement on the fringes of Amn. I doubt you will find world-threatening dangers and heroic quests in a place like this. */
+ ~Global("A7AfaaqSummoned", "GLOBAL", 0)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.Lamp.PC.2
+ ~Global("A7AfaaqSummoned", "GLOBAL", 1)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.PC.1
END
IF ~~ TalkGeneric.Advice.AR1200.1 // Windspear Hills
SAY @10123 /* This land appears to be wilder and more detached from the usual Amnish countryside. I suggest that you scout the surroundings carefully before you advance. */
+ ~Global("A7AfaaqSummoned", "GLOBAL", 0)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.Lamp.PC.2
+ ~Global("A7AfaaqSummoned", "GLOBAL", 1)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.PC.1
END
IF ~~ TalkGeneric.Advice.AR1201.1 // Firkraag's Lair
SAY @10124 /* This complex appears to have been constructed in ancient times. The design is almost familiar...maybe it has been influenced by one of the former Calishite tribes. */
+ ~Global("A7AfaaqSummoned", "GLOBAL", 0)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.Lamp.PC.2
+ ~Global("A7AfaaqSummoned", "GLOBAL", 1)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.PC.1
END
IF ~~ TalkGeneric.Advice.AR1201.2 // Firkraag's Lair (before meeting Firkraag)
SAY @10125 /* I can feel a frightening power lurking somewhere in this dungeon. Step carefully, my <PRO_LADYLORD>, I can only guess how many ancient and powerful creatures have made this place their home. */
+ ~Global("A7AfaaqSummoned", "GLOBAL", 0)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.Lamp.PC.2
+ ~Global("A7AfaaqSummoned", "GLOBAL", 1)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.PC.1
END
IF ~~ TalkGeneric.Advice.AR1404.1 // Temple Ruins (Shade Lord)
SAY @10126 /* This unnatural darkness emanates from a place very near. I can almost feel the evil which is responsible for it. */
+ ~Global("A7AfaaqSummoned", "GLOBAL", 0)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.Lamp.PC.2
+ ~Global("A7AfaaqSummoned", "GLOBAL", 1)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.PC.1
END
IF ~~ TalkGeneric.Advice.AR1404.2 // Temple Ruins (Shade Lord)
SAY @10127 /* The whole region has been infested by a dark mind. Do not stay too long or you too will fall prey to its powers. */
+ ~Global("A7AfaaqSummoned", "GLOBAL", 0)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.Lamp.PC.2
+ ~Global("A7AfaaqSummoned", "GLOBAL", 1)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.PC.1
END
IF ~~ TalkGeneric.Advice.AR1401.1 // Shadow Temple
SAY @10128 /* The whole complex has been corrupted to the core. Do not trust your eyes alone or you will be easy prey to the darkness which lingers in every corner. */
+ ~Global("A7AfaaqSummoned", "GLOBAL", 0)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.Lamp.PC.2
+ ~Global("A7AfaaqSummoned", "GLOBAL", 1)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.PC.1
END
IF ~~ TalkGeneric.Advice.AR1512.1 // Spellhold Underground Complex
SAY @10129 /* The whole dungeon reeks of perverted magic. This place became corrupted even long before the darkness had taken over. */
+ ~Global("A7AfaaqSummoned", "GLOBAL", 0)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.Lamp.PC.2
+ ~Global("A7AfaaqSummoned", "GLOBAL", 1)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.PC.1
END
IF ~~ TalkGeneric.Advice.AR1600.1 // Brynnlaw
SAY @10130 /* This is a wild and uncivilized place, even by human standards. I wonder why the Cowled Wizards have chosen a place like this. */
+ ~Global("A7AfaaqSummoned", "GLOBAL", 0)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.Lamp.PC.2
+ ~Global("A7AfaaqSummoned", "GLOBAL", 1)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.PC.1
END
IF ~~ TalkGeneric.Advice.AR1800.1 // North Forest (where you are attacked by the genie/efreeti pair)
SAY @10131 /* I can feel magical energies lingering around somewhere. However I am not sure whether it is a natural phenomenon or caused by arcane powers. */
+ ~Global("A7AfaaqSummoned", "GLOBAL", 0)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.Lamp.PC.2
+ ~Global("A7AfaaqSummoned", "GLOBAL", 1)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.PC.1
END
IF ~~ TalkGeneric.Advice.AR1900.1 // Druid Grove
SAY @10132 /* The magic of the land is powerful, I can feel it. You will likely encounter many strong beasts which make this grove their home. */
+ ~Global("A7AfaaqSummoned", "GLOBAL", 0)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.Lamp.PC.2
+ ~Global("A7AfaaqSummoned", "GLOBAL", 1)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.PC.1
END
IF ~~ TalkGeneric.Advice.AR2000.1 // Trademeet (when rewarded)
SAY @10133 /* So, you have destroyed a pack of dao genies to please my captors? I doubt they will take revenge on Trademeet though. */
= @10134 /* However, if they learn of your involvement in the imprisonment of their leader, you will be in big trouble. You have never seen an enraged group of daos seeking revenge before. */
+ ~Global("A7AfaaqSummoned", "GLOBAL", 0)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.Lamp.PC.2
+ ~Global("A7AfaaqSummoned", "GLOBAL", 1)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.PC.1
END
IF ~~ TalkGeneric.Advice.AR2000.2 // Trademeet (general)
SAY @10135 /* The town looks peaceful on the surface, however the people seem troubled. Places like this are great opportunities for adventurers like you to earn money or fame. */
+ ~Global("A7AfaaqSummoned", "GLOBAL", 0)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.Lamp.PC.2
+ ~Global("A7AfaaqSummoned", "GLOBAL", 1)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.PC.1
END
IF ~~ TalkGeneric.Advice.AR2100.1 // Underdark main cavern
SAY @10136 /* The Underdark is an extremely dangerous place even for the native inhabitants. A great many dangers lurk behind every corner and the majority of its residents will either capture or kill you on sight. */
= @10137 /* You will find naught to eat but poisonous fungi, unless you are lucky to find peaceful traders or fellow adventurers. I advise you to make haste and find a way out as soon as possible. */
+ ~Global("A7AfaaqSummoned", "GLOBAL", 0)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.Lamp.PC.2
+ ~Global("A7AfaaqSummoned", "GLOBAL", 1)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.PC.1
END
IF ~~ TalkGeneric.Advice.AR2100.2 // Underdark main cavern
SAY @10138 /* One of the greatest dangers you will likely encounter are raiding parties of drow. They appear harmless enough but their magic is powerful and can overwhelm you in an instant. I have come to know about their cunning and cruelty in the past. */
+ ~Global("A7AfaaqSummoned", "GLOBAL", 0)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.Lamp.PC.2
+ ~Global("A7AfaaqSummoned", "GLOBAL", 1)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.PC.1
END
IF ~~ TalkGeneric.Advice.AR2101.1 // Underdark Beholder Lair
SAY @10080 /* Beholders are fearsome beasts which you should avoid at all costs. Even their less powerful kin, the gauth, is not to be taken lightly in battle. */
= @10139 /* The more powerful kind of their species have mastered a great variety of magic spells as well. If you encounter one of them, take it out quickly or you are dead. */
+ ~Global("A7AfaaqSummoned", "GLOBAL", 0)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.Lamp.PC.2
+ ~Global("A7AfaaqSummoned", "GLOBAL", 1)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.PC.1
END
IF ~~ TalkGeneric.Advice.AR2200.1 // Ust Natha
SAY @10140 /* Always watch your back. Do not trust anyone in this place, as they will take advantage of you the instant they see an opportunity to do so. */
+ ~Global("A7AfaaqSummoned", "GLOBAL", 0)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.Lamp.PC.2
+ ~Global("A7AfaaqSummoned", "GLOBAL", 1)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.PC.1
END
IF ~~ TalkGeneric.Advice.AR2200.2 // Ust Natha
SAY @10141 /* You are lucky that the drow are preparing for war and are in need of outside help. Under normal circumstances you would have been sold as slaves to one of the ruling houses and your chances to leave the city alive would have been slim at best. */
+ ~Global("A7AfaaqSummoned", "GLOBAL", 0)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.Lamp.PC.2
+ ~Global("A7AfaaqSummoned", "GLOBAL", 1)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.PC.1
END
IF ~~ TalkGeneric.Advice.AR2300.1 // Sahuagin City
SAY @10142 /* I do not know much about the sahuagin, but they are likely in no way inferior to their predatory relatives, the sharks. */
= @10143 /* The only time I have seen them was in the wake of a marid horde, back in the glorious days of the Calim Empire. */
+ ~Global("A7AfaaqSummoned", "GLOBAL", 0)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.Lamp.PC.2
+ ~Global("A7AfaaqSummoned", "GLOBAL", 1)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.PC.1
END
IF ~~ TalkGeneric.Advice.AR2400.1 // Mindflayer City
SAY @10144 /* We are unlucky to have stumbled upon a lair of illithids, also known as mindflayers by your kind. */
= @10145 /* Their powers are terrible especially to yourself, as they will see you only as their next meal or cheap labor. */
+ ~Global("A7AfaaqSummoned", "GLOBAL", 0)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.Lamp.PC.2
+ ~Global("A7AfaaqSummoned", "GLOBAL", 1)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.PC.1
END
IF ~~ TalkGeneric.Advice.AR2400.2 // Mindflayer City
SAY @10146 /* To leave the influence of the illithids, you either have to prove your superiority to them or kill their master brain. */
= @10147 /* If you actually manage to kill their master brain, the remaining forces will likely flee from your presence as they are unable to launch coordinated attacks anymore. */
+ ~Global("A7AfaaqSummoned", "GLOBAL", 0)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.Lamp.PC.2
+ ~Global("A7AfaaqSummoned", "GLOBAL", 1)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.PC.1
END
IF ~~ TalkGeneric.Advice.AR2401.1 // Ruined Elven Temple
SAY @10148 /* Even in this ruined state you can catch a glimpse of the former glory the temple radiated in the past. */
+ ~Global("A7AfaaqSummoned", "GLOBAL", 0)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.Lamp.PC.2
+ ~Global("A7AfaaqSummoned", "GLOBAL", 1)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.PC.1
END
IF ~~ TalkGeneric.Advice.AR2402.1 // Kuo-Toa Lair / Drow Guards / Demogorgon Statue
SAY @10149 /* This looks like a passage to the surface, my <PRO_LADYLORD>. I can sense a multitude of monsters however which guard it well. */
= @10150 /* If the rumors are true and the drow are at war with their surface cousins, it is unlikely you can pass them easily. */
+ ~Global("A7AfaaqSummoned", "GLOBAL", 0)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.Lamp.PC.2
+ ~Global("A7AfaaqSummoned", "GLOBAL", 1)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.PC.1
END
IF ~~ TalkGeneric.Advice.AR2500.1 // Elven War Camp
SAY @10151 /* Did you see their grim faces, my <PRO_LADYLORD>? The destruction of their temple appears to mean a lot to them. Maybe there is more at stake than they are willing to admit. */
+ ~Global("A7AfaaqSummoned", "GLOBAL", 0)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.Lamp.PC.2
+ ~Global("A7AfaaqSummoned", "GLOBAL", 1)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.PC.1
END
IF ~~ TalkGeneric.Advice.AR2800.1 // Suldanessalar
SAY @10152 /* It pains me to see the wonderful city of Suldanessellar fallen to Irenicus and his minions. Even more so as I can sense the tormentors of my past wrecking chaos in this place. */
= @10153 /* You have to move quickly and put an end to this Irenicus. */
+ ~Global("A7AfaaqSummoned", "GLOBAL", 0)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.Lamp.PC.2
+ ~Global("A7AfaaqSummoned", "GLOBAL", 1)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.PC.1
END
IF ~~ TalkGeneric.Advice.AR2800.2 // Suldanessalar
SAY @10154 /* This Irenicus must have spent a lot of time and resources to bring down a city like this so easily. */
= @10155 /* However, I have the impression that he neglected to strengthen his defence in favor of a quick advance. You should be powerful enough already to deal with the many beasts guarding this place. */
+ ~Global("A7AfaaqSummoned", "GLOBAL", 0)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.Lamp.PC.2
+ ~Global("A7AfaaqSummoned", "GLOBAL", 1)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.PC.1
END
IF ~~ TalkGeneric.Advice.AR2806.1 // Tree of Life
SAY @10156 /* You are close to your goal, my <PRO_LADYLORD>. This Irenicus is near and I doubt his remaining defences will be much trouble for you. */
+ ~Global("A7AfaaqSummoned", "GLOBAL", 0)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.Lamp.PC.2
+ ~Global("A7AfaaqSummoned", "GLOBAL", 1)~ + @10044 /* Thanks for your advice. */ + TalkGeneric.PC.1
END
IF ~~ TalkGeneric.Advice.AR2900.1 // Irenicus Hell