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commit 3cc0e2fda96ffb5534c71466ade500df6d373273 1 parent edd060d
cmorganbg authored
Showing with 55,771 additions and 0 deletions.
  1. +6,466 −0 bg1npc.tp2
  2. 0  bg1npc/backup/keepmeforcompare.txt
  3. +129 −0 bg1npc/bantergoose/bantergoose.baf
  4. +546 −0 bg1npc/bantergoose/bantergoose.bcs
  5. +1 −0  bg1npc/bantergoose/bantergoose.xxx
  6. BIN  bg1npc/bg1npc_docs/bg1npc_romance_guide.pdf
  7. +19,750 −0 bg1npc/bg1npc_docs/bg1npcvarindex.htm
  8. +56 −0 bg1npc/bg1npc_docs/coransquest.html
  9. +86 −0 bg1npc/bg1npc_docs/dynaheirsquest.html
  10. +81 −0 bg1npc/bg1npc_docs/garricksquest.html
  11. BIN  bg1npc/bg1npc_docs/interjectbycreature.xls
  12. BIN  bg1npc/bg1npc_docs/interjectbylocation.xls
  13. BIN  bg1npc/bg1npc_docs/interjectbynpc.xls
  14. +131 −0 bg1npc/bg1npc_docs/jaheirasquest.html
  15. +213 −0 bg1npc/bg1npc_docs/kagainsquest.html
  16. +111 −0 bg1npc/bg1npc_docs/kivansquest.html
  17. +468 −0 bg1npc/bg1npc_docs/npcportraits.html
  18. +85 −0 bg1npc/bg1npc_docs/tiaxsquest.html
  19. +52 −0 bg1npc/bg1npc_docs/xansquest.html
  20. +78 −0 bg1npc/bg1npc_docs/xzarsquest.html
  21. +65 −0 bg1npc/core/baf/x#corwyv.baf
  22. +9 −0 bg1npc/core/baf/x#dplyr2.baf
  23. +17 −0 bg1npc/core/baf/x#fw2612.baf
  24. +13 −0 bg1npc/core/baf/x#gorlet.baf
  25. +8 −0 bg1npc/core/baf/x#sharfix.baf
  26. +20 −0 bg1npc/core/baf/x#takill.baf
  27. +8 −0 bg1npc/core/baf/x#tazokarea.baf
  28. BIN  bg1npc/core/cre/x#cutspy.cre
  29. BIN  bg1npc/core/cre/x#gorlet.cre
  30. +297 −0 bg1npc/core/dlg/x#bgreplace_bgt.d
  31. +342 −0 bg1npc/core/dlg/x#bgreplace_tutu.d
  32. +1 −0  bg1npc/core/dlg/x#bimoen_bgt.d
  33. +1 −0  bg1npc/core/dlg/x#bimoen_tutu.d
  34. +9 −0 bg1npc/core/dlg/x#gorlet.d
  35. +42 −0 bg1npc/core/dlg/x#jfix_bgt.d
  36. +42 −0 bg1npc/core/dlg/x#jfix_tutu.d
  37. +3 −0  bg1npc/core/mus/x#blank.mus
  38. BIN  bg1npc/core/mve/flythr03.mve
  39. +1 −0  bg1npc/core/x#component.xx
  40. +6 −0 bg1npc/desktop.ini
  41. +9 −0 bg1npc/lib/extra_regexp_vars.tpa
  42. +726 −0 bg1npc/lib/g3_bgt_cpmvars.tpa
  43. +115 −0 bg1npc/lib/g3_fluid_cpmvars.tpa
  44. +721 −0 bg1npc/lib/g3_tutu_cpmvars.tpa
  45. +158 −0 bg1npc/lib/ids_entries_cleanup.tph
  46. +151 −0 bg1npc/lib/macro_tutu_items_to_bgt.tph
  47. +506 −0 bg1npc/lib/tutu_area_script_assign.tph
  48. +39 −0 bg1npc/phase1/baf/p#edwind.baf
  49. +78 −0 bg1npc/phase1/baf/p#eldotd.baf
  50. +19 −0 bg1npc/phase1/baf/p#fw4500.baf
  51. +39 −0 bg1npc/phase1/baf/p#garrid.baf
  52. +30 −0 bg1npc/phase1/baf/p#imoend.baf
  53. +17 −0 bg1npc/phase1/baf/p#kagaid.baf
  54. +203 −0 bg1npc/phase1/baf/p#kivand.baf
  55. +63 −0 bg1npc/phase1/baf/p#minscd.baf
  56. +17 −0 bg1npc/phase1/baf/p#montad.baf
  57. +68 −0 bg1npc/phase1/baf/p#shartd.baf
  58. +17 −0 bg1npc/phase1/baf/p#skied.baf
  59. +79 −0 bg1npc/phase1/baf/p#vicond.baf
  60. +34 −0 bg1npc/phase1/baf/p#xzard.baf
  61. +17 −0 bg1npc/phase1/baf/p#yeslid.baf
  62. +313 −0 bg1npc/phase1/baf/x#ajantis1.baf
  63. +95 −0 bg1npc/phase1/baf/x#alora1.baf
  64. +68 −0 bg1npc/phase1/baf/x#branwen1.baf
  65. +11 −0 bg1npc/phase1/baf/x#cantrp.baf
  66. +575 −0 bg1npc/phase1/baf/x#coran1.baf
  67. +182 −0 bg1npc/phase1/baf/x#dynaheir1.baf
  68. +171 −0 bg1npc/phase1/baf/x#edwin1.baf
  69. +86 −0 bg1npc/phase1/baf/x#eldot1.baf
  70. +133 −0 bg1npc/phase1/baf/x#faldo1.baf
  71. +126 −0 bg1npc/phase1/baf/x#garri1.baf
  72. +432 −0 bg1npc/phase1/baf/x#imoen1.baf
  73. +240 −0 bg1npc/phase1/baf/x#jaheira1.baf
  74. +116 −0 bg1npc/phase1/baf/x#kagain1.baf
  75. +112 −0 bg1npc/phase1/baf/x#khalid1.baf
  76. +346 −0 bg1npc/phase1/baf/x#kivan1.baf
  77. +194 −0 bg1npc/phase1/baf/x#minsc1.baf
  78. +65 −0 bg1npc/phase1/baf/x#monta1.baf
  79. +37 −0 bg1npc/phase1/baf/x#quayle1.baf
  80. +132 −0 bg1npc/phase1/baf/x#safana1.baf
  81. +378 −0 bg1npc/phase1/baf/x#shar1.baf
  82. +94 −0 bg1npc/phase1/baf/x#skie1.baf
  83. +231 −0 bg1npc/phase1/baf/x#tiax1.baf
  84. +127 −0 bg1npc/phase1/baf/x#vicon1.baf
  85. +161 −0 bg1npc/phase1/baf/x#xan1.baf
  86. +231 −0 bg1npc/phase1/baf/x#xzar1.baf
  87. +255 −0 bg1npc/phase1/baf/x#yesli1.baf
  88. BIN  bg1npc/phase1/cre/anbl.bmp
  89. BIN  bg1npc/phase1/cre/anbs.bmp
  90. BIN  bg1npc/phase1/cre/anpl.bmp
  91. BIN  bg1npc/phase1/cre/anps.bmp
  92. BIN  bg1npc/phase1/cre/p#lilco.cre
  93. +1,397 −0 bg1npc/phase1/dlg/x#addial.d
  94. +423 −0 bg1npc/phase1/dlg/x#ajantis.d
  95. +581 −0 bg1npc/phase1/dlg/x#alora.d
  96. +92 −0 bg1npc/phase1/dlg/x#alorepl.d
  97. +519 −0 bg1npc/phase1/dlg/x#branw.d
  98. +973 −0 bg1npc/phase1/dlg/x#coran.d
  99. +661 −0 bg1npc/phase1/dlg/x#dynah.d
  100. +332 −0 bg1npc/phase1/dlg/x#edwin.d
  101. +638 −0 bg1npc/phase1/dlg/x#eldoth.d
  102. +646 −0 bg1npc/phase1/dlg/x#faldorn.d
  103. +459 −0 bg1npc/phase1/dlg/x#garri.d
  104. +1,457 −0 bg1npc/phase1/dlg/x#imoen.d
  105. +547 −0 bg1npc/phase1/dlg/x#jaheira.d
  106. +451 −0 bg1npc/phase1/dlg/x#kagain.d
  107. +375 −0 bg1npc/phase1/dlg/x#khalid.d
  108. +1,558 −0 bg1npc/phase1/dlg/x#kivan.d
  109. +528 −0 bg1npc/phase1/dlg/x#minsc.d
  110. +363 −0 bg1npc/phase1/dlg/x#montaron.d
  111. +31 −0 bg1npc/phase1/dlg/x#pcbury.d
  112. +408 −0 bg1npc/phase1/dlg/x#quayl.d
  113. +139 −0 bg1npc/phase1/dlg/x#rumor.d
  114. +397 −0 bg1npc/phase1/dlg/x#safana.d
  115. +760 −0 bg1npc/phase1/dlg/x#sharteel.d
  116. +755 −0 bg1npc/phase1/dlg/x#skie.d
  117. +684 −0 bg1npc/phase1/dlg/x#tiax.d
  118. +539 −0 bg1npc/phase1/dlg/x#viconia.d
  119. +932 −0 bg1npc/phase1/dlg/x#xan.d
  120. +477 −0 bg1npc/phase1/dlg/x#xzar.d
  121. +676 −0 bg1npc/phase1/dlg/x#yeslick.d
  122. BIN  bg1npc/phase1/itm/nutkin.eff
  123. BIN  bg1npc/phase1/itm/pinkxan.spl
  124. BIN  bg1npc/phase1/itm/x#ajshld.itm
  125. BIN  bg1npc/phase1/itm/x#cshaj.bam
  126. BIN  bg1npc/phase1/itm/x#dex.spl
  127. BIN  bg1npc/phase1/itm/x#iamul.itm
  128. BIN  bg1npc/phase1/itm/x#imsaf.spl
  129. BIN  bg1npc/phase1/itm/x#ishaj.bam
  130. BIN  bg1npc/phase1/itm/x#poly.spl
  131. BIN  bg1npc/phase1/itm/x#ringro.itm
  132. BIN  bg1npc/phase1/itm/x#sabox.itm
  133. BIN  bg1npc/phase1/itm/x#tome.itm
  134. +7 −0 bg1npc/phase2/baf/jw#fw3000.baf
  135. +17 −0 bg1npc/phase2/baf/p#cecut.baf
  136. +26 −0 bg1npc/phase2/baf/p#centeo.baf
  137. +42 −0 bg1npc/phase2/baf/p#cq4500.baf
  138. +8 −0 bg1npc/phase2/baf/p#fw0102.baf
  139. +30 −0 bg1npc/phase2/baf/p#fw0103.baf
  140. +252 −0 bg1npc/phase2/baf/p#fw0112.baf
  141. +30 −0 bg1npc/phase2/baf/p#fw0704.baf
  142. +13 −0 bg1npc/phase2/baf/p#fw0900.baf
  143. +74 −0 bg1npc/phase2/baf/p#fw1400.baf
  144. +7 −0 bg1npc/phase2/baf/p#fw1401.baf
  145. +7 −0 bg1npc/phase2/baf/p#fw1603.baf
  146. +16 −0 bg1npc/phase2/baf/p#fw1700jq.baf
  147. +6 −0 bg1npc/phase2/baf/p#fw2100.baf
  148. +54 −0 bg1npc/phase2/baf/p#fw2700.baf
  149. +11 −0 bg1npc/phase2/baf/p#fw2800.baf
  150. +32 −0 bg1npc/phase2/baf/p#fw3100.baf
  151. +7 −0 bg1npc/phase2/baf/p#fw3400.baf
  152. +7 −0 bg1npc/phase2/baf/p#fw3601.baf
  153. +7 −0 bg1npc/phase2/baf/p#fw4701.baf
  154. +7 −0 bg1npc/phase2/baf/p#fw5001.baf
  155. +9 −0 bg1npc/phase2/baf/p#fw5201.baf
  156. +57 −0 bg1npc/phase2/baf/p#imanl2.baf
  157. +46 −0 bg1npc/phase2/baf/p#wolfa.baf
  158. +37 −0 bg1npc/phase2/baf/p#xance.baf
  159. +10 −0 bg1npc/phase2/baf/p5ard013.baf
Sorry, we could not display the entire diff because too many files (1,015) changed.
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6,466 bg1npc.tp2
6,466 additions, 0 deletions not shown
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0  bg1npc/backup/keepmeforcompare.txt
No changes.
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129 bg1npc/bantergoose/bantergoose.baf
@@ -0,0 +1,129 @@
+IF
+ GGT("Chapter",1)
+ G("FWBanterGooseRun",0)
+THEN
+ RESPONSE #100
+ SetGlobal("FWBanterGooseRun","GLOBAL",1)
+ RealSetGlobalTimer("FWBanterGoose","GLOBAL",2500)
+END
+
+IF
+ RealGlobalTimerExpired("FWBanterGoose","GLOBAL")
+ G("FWRanABanter",1)
+THEN
+ RESPONSE #100
+ SetGlobal("FWRanABanter","GLOBAL",0)
+ RealSetGlobalTimer("FWBanterGoose","GLOBAL",2500)
+END
+
+IF
+ RealGlobalTimerExpired("FWBanterGoose","GLOBAL")
+ G("FWRanABanter",0)
+ CombatCounter(0)
+ InParty(Player1)
+ InParty(Player2)
+ !InParty(Player3)
+ !InParty(Player4)
+ !InParty(Player5)
+ !InParty(Player6)
+THEN
+ RESPONSE #100
+ SetGlobal("FWRanABanter","GLOBAL",1)
+ ActionOverride(Player2,Interact(Player2))
+END
+
+IF
+ RealGlobalTimerExpired("FWBanterGoose","GLOBAL")
+ G("FWRanABanter",0)
+ CombatCounter(0)
+ InParty(Player1)
+ InParty(Player2)
+ InParty(Player3)
+ !InParty(Player4)
+ !InParty(Player5)
+ !InParty(Player6)
+THEN
+ RESPONSE #50
+ SetGlobal("FWRanABanter","GLOBAL",1)
+ ActionOverride(Player2,Interact(Player2))
+ RESPONSE #50
+ SetGlobal("FWRanABanter","GLOBAL",1)
+ ActionOverride(Player3,Interact(Player3))
+END
+
+IF
+ RealGlobalTimerExpired("FWBanterGoose","GLOBAL")
+ G("FWRanABanter",0)
+ CombatCounter(0)
+ InParty(Player1)
+ InParty(Player2)
+ InParty(Player3)
+ InParty(Player4)
+ !InParty(Player5)
+ !InParty(Player6)
+THEN
+ RESPONSE #34
+ SetGlobal("FWRanABanter","GLOBAL",1)
+ ActionOverride(Player2,Interact(Player2))
+ RESPONSE #33
+ SetGlobal("FWRanABanter","GLOBAL",1)
+ ActionOverride(Player3,Interact(Player3))
+ RESPONSE #33
+ SetGlobal("FWRanABanter","GLOBAL",1)
+ ActionOverride(Player4,Interact(Player4))
+END
+
+IF
+ RealGlobalTimerExpired("FWBanterGoose","GLOBAL")
+ G("FWRanABanter",0)
+ CombatCounter(0)
+ InParty(Player1)
+ InParty(Player2)
+ InParty(Player3)
+ InParty(Player4)
+ InParty(Player5)
+ !InParty(Player6)
+THEN
+ RESPONSE #25
+ SetGlobal("FWRanABanter","GLOBAL",1)
+ ActionOverride(Player2,Interact(Player2))
+ RESPONSE #25
+ SetGlobal("FWRanABanter","GLOBAL",1)
+ ActionOverride(Player3,Interact(Player3))
+ RESPONSE #25
+ SetGlobal("FWRanABanter","GLOBAL",1)
+ ActionOverride(Player4,Interact(Player4))
+ RESPONSE #25
+ SetGlobal("FWRanABanter","GLOBAL",1)
+ ActionOverride(Player5,Interact(Player5))
+END
+
+IF
+ RealGlobalTimerExpired("FWBanterGoose","GLOBAL")
+ G("FWRanABanter",0)
+ CombatCounter(0)
+ InParty(Player1)
+ InParty(Player2)
+ InParty(Player3)
+ InParty(Player4)
+ InParty(Player5)
+ InParty(Player6)
+THEN
+ RESPONSE #20
+ SetGlobal("FWRanABanter","GLOBAL",1)
+ ActionOverride(Player2,Interact(Player2))
+ RESPONSE #20
+ SetGlobal("FWRanABanter","GLOBAL",1)
+ ActionOverride(Player3,Interact(Player3))
+ RESPONSE #20
+ SetGlobal("FWRanABanter","GLOBAL",1)
+ ActionOverride(Player4,Interact(Player4))
+ RESPONSE #20
+ SetGlobal("FWRanABanter","GLOBAL",1)
+ ActionOverride(Player5,Interact(Player5))
+ RESPONSE #20
+ SetGlobal("FWRanABanter","GLOBAL",1)
+ ActionOverride(Player6,Interact(Player6))
+END
+
+
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546 bg1npc/bantergoose/bantergoose.bcs
@@ -0,0 +1,546 @@
+SC
+CR
+CO
+TR
+16583 1 0 0 0 "Chapter" "" OB
+0 0 0 0 0 0 0 0 0 0 0 0 ""OB
+TR
+TR
+16582 0 0 0 0 "FWBanterGooseRun" "" OB
+0 0 0 0 0 0 0 0 0 0 0 0 ""OB
+TR
+CO
+RS
+RE
+100AC
+30OB
+0 0 0 0 0 0 0 0 0 0 0 0 ""OB
+OB
+0 0 0 0 0 0 0 0 0 0 0 0 ""OB
+OB
+0 0 0 0 0 0 0 0 0 0 0 0 ""OB
+1 0 0 0 0"GLOBALFWBanterGooseRun" "" AC
+AC
+268OB
+0 0 0 0 0 0 0 0 0 0 0 0 ""OB
+OB
+0 0 0 0 0 0 0 0 0 0 0 0 ""OB
+OB
+0 0 0 0 0 0 0 0 0 0 0 0 ""OB
+2500 0 0 0 0"GLOBALFWBanterGoose" "" AC
+RE
+RS
+CR
+CR
+CO
+TR
+16566 0 0 0 0 "FWBanterGoose" "GLOBAL" OB
+0 0 0 0 0 0 0 0 0 0 0 0 ""OB
+TR
+TR
+16582 1 0 0 0 "FWRanABanter" "" OB
+0 0 0 0 0 0 0 0 0 0 0 0 ""OB
+TR
+CO
+RS
+RE
+100AC
+30OB
+0 0 0 0 0 0 0 0 0 0 0 0 ""OB
+OB
+0 0 0 0 0 0 0 0 0 0 0 0 ""OB
+OB
+0 0 0 0 0 0 0 0 0 0 0 0 ""OB
+0 0 0 0 0"GLOBALFWRanABanter" "" AC
+AC
+268OB
+0 0 0 0 0 0 0 0 0 0 0 0 ""OB
+OB
+0 0 0 0 0 0 0 0 0 0 0 0 ""OB
+OB
+0 0 0 0 0 0 0 0 0 0 0 0 ""OB
+2500 0 0 0 0"GLOBALFWBanterGoose" "" AC
+RE
+RS
+CR
+CR
+CO
+TR
+16566 0 0 0 0 "FWBanterGoose" "GLOBAL" OB
+0 0 0 0 0 0 0 0 0 0 0 0 ""OB
+TR
+TR
+16582 0 0 0 0 "FWRanABanter" "" OB
+0 0 0 0 0 0 0 0 0 0 0 0 ""OB
+TR
+TR
+16515 0 0 0 0 "" "" OB
+0 0 0 0 0 0 0 0 0 0 0 0 ""OB
+TR
+TR
+16451 0 0 0 0 "" "" OB
+0 0 0 0 0 0 0 21 0 0 0 0 ""OB
+TR
+TR
+16451 0 0 0 0 "" "" OB
+0 0 0 0 0 0 0 22 0 0 0 0 ""OB
+TR
+TR
+16451 0 1 0 0 "" "" OB
+0 0 0 0 0 0 0 23 0 0 0 0 ""OB
+TR
+TR
+16451 0 1 0 0 "" "" OB
+0 0 0 0 0 0 0 24 0 0 0 0 ""OB
+TR
+TR
+16451 0 1 0 0 "" "" OB
+0 0 0 0 0 0 0 25 0 0 0 0 ""OB
+TR
+TR
+16451 0 1 0 0 "" "" OB
+0 0 0 0 0 0 0 26 0 0 0 0 ""OB
+TR
+CO
+RS
+RE
+100AC
+30OB
+0 0 0 0 0 0 0 0 0 0 0 0 ""OB
+OB
+0 0 0 0 0 0 0 0 0 0 0 0 ""OB
+OB
+0 0 0 0 0 0 0 0 0 0 0 0 ""OB
+1 0 0 0 0"GLOBALFWRanABanter" "" AC
+AC
+168OB
+0 0 0 0 0 0 0 22 0 0 0 0 ""OB
+OB
+0 0 0 0 0 0 0 22 0 0 0 0 ""OB
+OB
+0 0 0 0 0 0 0 0 0 0 0 0 ""OB
+0 0 0 0 0"" "" AC
+RE
+RS
+CR
+CR
+CO
+TR
+16566 0 0 0 0 "FWBanterGoose" "GLOBAL" OB
+0 0 0 0 0 0 0 0 0 0 0 0 ""OB
+TR
+TR
+16582 0 0 0 0 "FWRanABanter" "" OB
+0 0 0 0 0 0 0 0 0 0 0 0 ""OB
+TR
+TR
+16515 0 0 0 0 "" "" OB
+0 0 0 0 0 0 0 0 0 0 0 0 ""OB
+TR
+TR
+16451 0 0 0 0 "" "" OB
+0 0 0 0 0 0 0 21 0 0 0 0 ""OB
+TR
+TR
+16451 0 0 0 0 "" "" OB
+0 0 0 0 0 0 0 22 0 0 0 0 ""OB
+TR
+TR
+16451 0 0 0 0 "" "" OB
+0 0 0 0 0 0 0 23 0 0 0 0 ""OB
+TR
+TR
+16451 0 1 0 0 "" "" OB
+0 0 0 0 0 0 0 24 0 0 0 0 ""OB
+TR
+TR
+16451 0 1 0 0 "" "" OB
+0 0 0 0 0 0 0 25 0 0 0 0 ""OB
+TR
+TR
+16451 0 1 0 0 "" "" OB
+0 0 0 0 0 0 0 26 0 0 0 0 ""OB
+TR
+CO
+RS
+RE
+50AC
+30OB
+0 0 0 0 0 0 0 0 0 0 0 0 ""OB
+OB
+0 0 0 0 0 0 0 0 0 0 0 0 ""OB
+OB
+0 0 0 0 0 0 0 0 0 0 0 0 ""OB
+1 0 0 0 0"GLOBALFWRanABanter" "" AC
+AC
+168OB
+0 0 0 0 0 0 0 22 0 0 0 0 ""OB
+OB
+0 0 0 0 0 0 0 22 0 0 0 0 ""OB
+OB
+0 0 0 0 0 0 0 0 0 0 0 0 ""OB
+0 0 0 0 0"" "" AC
+RE
+RE
+50AC
+30OB
+0 0 0 0 0 0 0 0 0 0 0 0 ""OB
+OB
+0 0 0 0 0 0 0 0 0 0 0 0 ""OB
+OB
+0 0 0 0 0 0 0 0 0 0 0 0 ""OB
+1 0 0 0 0"GLOBALFWRanABanter" "" AC
+AC
+168OB
+0 0 0 0 0 0 0 23 0 0 0 0 ""OB
+OB
+0 0 0 0 0 0 0 23 0 0 0 0 ""OB
+OB
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+<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
+<html lang="en" xml:lang="en" xmlns="http://www.w3.org/1999/xhtml">
+<head>
+<title>The BG1 NPC Project Documentation: Coran's Quest Walkthrough</title>
+<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1" />
+<link rel="stylesheet" href="../style/g3readme.css" type="text/css" />
+<link href="../style/g3.ico" rel="icon" type="image/bmp" />
+</head>
+
+<body>
+
+<h1>The <acronym title="Baldur's Gate">BG1</acronym> <acronym
+title="Non-Player Character">NPC</acronym> Project Documentation: Coran's Quest
+Walkthrough</h1>
+<div class="section">
+ <p><strong><a href="http://www.gibberlings3.net/">A Gibberlings Three Mod</a></strong>
+ <br />
+ <strong>Authors: <a href="http://forums.gibberlings3.net/?showtopic=1315">The
+ <acronym title="Baldur's Gate">BG1</acronym> <acronym
+ title="Non-Player Character">NPC</acronym> Project team</a>.</strong></p></div>
+<h2>Overview</h2>
+<div class="section">
+ <p> Coran discovers all sorts of adventures with women, roses, and the danger of being too attractive for your own good... </p>
+</div>
+<h2>Walkthrough</h2>
+<div class="section">
+ <p><strong>SPOILER ALERT:</strong> To read sections that contain spoiler information,
+select/highlight the invisible text or hover your mouse over it.</p>
+ <p> Coran's Quest walkthrough/summary</p>
+
+<p> Enter the Firewine Bridge Area with Coran in your group. After a while a banter between Coran and the PC begins about a lovely Lady. You can find this lovely Lady near the entrance to the Firewine Ruins. Her name is Amelia.</p>
+
+<p> If you help Amelia, <a class="spoiler" id="spoiler_1" name="spoiler_1" href="#spoiler_1">she gives Coran Withered Roses. Go to the Temple near Beregost and speak with Rashel. Rashel restores the flowers and Coran has now Red Roses. Let Rashel bless Coran or not. This makes no difference. Go back to the Firewine Bridge and enter the Firewine Ruins. Find Natan near the exit and he will speak to you automatically. He will give you the Multicolored Powder and leave the ruins.</a> </p>
+
+<p> You have now three choices:</p>
+
+<p> <a class="spoiler" id="spoiler_2" name="spoiler_2" href="#spoiler_2">1. Speak with Amelia and give her the powder. She will give you a gift and disappear. Natan and Coran will go with her. </a> </p>
+<p> <a class="spoiler" id="spoiler_3" name="spoiler_3" href="#spoiler_3">2. Speak with Amelia and give her the powder only if she releases her captives. Amelia will give you a gift and disappear. Speak with Natan and if you chose the right answers he gives you potions. Then he disappears. </a></p>
+<p> <a class="spoiler" id="spoiler_4" name="spoiler_4" href="#spoiler_4">3. Speak with Amelia and say that she must die. Amelia attacks you. Natan and Coran attack you, too. After you have killed Amelia, Natan and Coran turn back to normal. After you take the ring from Amelia's corpse, Natan speaks to you automatically. If you chose the right answers, he will give you potions. </a></p>
+
+
+<p> If you do not help Amelia, <a class="spoiler" id="spoiler_8" name="spoiler_8" href="#spoiler_8"> enter the Firewine Ruins. You can find Natan near the exit. He will speak to you automatically. </a> </p>
+
+<p> You have now three choices:</p>
+
+<p> <a class="spoiler" id="spoiler_5" name="spoiler_5" href="#spoiler_5">1. Help Natan and leave the Firewine Ruins. Speak with Amelia again and kill her. Take the ring from her corpse and speak with Natan again. He will take the ring from you. If you chose the right answers, he will give you potions. </a></p>
+<p> <a class="spoiler" id="spoiler_6" name="spoiler_6" href="#spoiler_6">2. Kill Natan and take the Multicolored Powder from his corpse. Go back to Amelia and speak with her. Give her the powder. She gives you a gift and disappears. Or don't give her the powder and kill her.</a></p>
+<p> <a class="spoiler" id="spoiler_7" name="spoiler_7" href="#spoiler_7">3. Speak with Amelia again and change your opinion. Go back to Natan and kill him. You can kill him only if you use the "Sword-Symbol-Button", force-attacking him. Kill Natan and take the Multicolored Powder from his corpse. Go back to Amelia and speak with her. Give her the powder. She will give you a gift and disappear. Or don't give her the powder and kill her.</a> </p>
+
+</div>
+
+
+
+</body>
+
+</html>
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86 bg1npc/bg1npc_docs/dynaheirsquest.html
@@ -0,0 +1,86 @@
+<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
+<html lang="en" xml:lang="en" xmlns="http://www.w3.org/1999/xhtml">
+<head>
+<title>The BG1 NPC Project Documentation: Dynaheir's Quest Walkthrough</title>
+<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1" />
+<link rel="stylesheet" href="../style/g3readme.css" type="text/css" />
+<link href="../style/g3.ico" rel="icon" type="image/bmp" />
+</head>
+<body>
+<h1>The <acronym title="Baldur's Gate">BG1</acronym> <acronym
+title="Non-Player Character">NPC</acronym> Project Documentation: Dynaheir's
+ Quest Walkthrough</h1>
+<div class="section">
+ <p><strong><a href="http://www.gibberlings3.net/">A Gibberlings Three Mod</a></strong> <br />
+ <strong>Authors: <a href="http://forums.gibberlings3.net/?showtopic=1315">The <acronym title="Baldur's Gate">BG1</acronym> <acronym
+ title="Non-Player Character">NPC</acronym> Project team</a>.</strong></p>
+
+</div>
+<h2>Overview</h2>
+<div class="section">
+ <p>The party encounters Drizzt, and he turns out to have pivotal information
+ on retrieving Dynaheir's personal journal from her capture by the Gnolls.</p>
+</div>
+<h2>Walkthrough</h2>
+<div class="section">
+ <p><strong>SPOILER ALERT:</strong> To read sections that contain spoiler information,
+ select/highlight the invisible text or hover your mouse over it.</p>
+ <p> THIS QUEST DOCUMENTATION NEEDS REBUILDING <br />
+ The party meets Drizzt, <a class="spoiler" href="http://www.dudleyville.com/bg1/ar4200.htm">http://www.dudleyville.com/bg1/ar4200.htm</a> either
+ with Dynaheir, with Minsc, with Edwin, or alone.&nbsp; Drizzt initiates a
+ new path after (if ) you help him defeat the Gnolls in his area. This may
+ start immediately, if Dynaheir is in your party, or if she is not then return
+ to the area with her to start the quest.</p>
+ <p> <a href="#spoiler_1" name="spoiler_1" id="spoiler_1" class="spoiler">All
+ eventually lead back to Drizzt, who gives journal page and offers 3 choices:</a></p>
+ <p> <strong> Drizzt Searches Alone: </strong> <a href="#spoiler_2" name="spoiler_2" id="spoiler_2" class="spoiler">Drizzt
+ will return in a day, somewhere along the Sword Coast, but party must encounter &quot;Good Gnolls&quot; for
+ the storyline to continue.&nbsp;&nbsp;<br />
+ SetGlobal(&quot;X#DynaJournal&quot;,&quot;GLOBAL&quot;,3)<br />
+ SetGlobal(&quot;X#DrzztDynaSolo&quot;,&quot;GLOBAL&quot;,1)</a></p>
+ <p> <strong> Drizzt and Party Search: </strong> <a href="#spoiler_3" name="spoiler_3" id="spoiler_3" class="spoiler">Drizzt
+ will return in a day, but party must encounter &quot;Good Gnolls&quot; for
+ the storyline to continue.<br />
+ SetGlobal(&quot;X#DynaJournal&quot;,&quot;GLOBAL&quot;,3)</a></p>
+ <p>
+ <!--coloro:#3366FF-->
+ <strong>
+ <!--/coloro-->
+ Party Searches Alone:
+ <!--colorc-->
+ </strong>
+ <!--/colorc-->
+ <a href="#spoiler_4" name="spoiler_4" id="spoiler_4" class="spoiler">Drizzt
+ has Left The Building. Party will encounter &quot;Good Gnolls&quot;, then &quot;Evil
+ Gnolls&quot;. And kill the evil ones, of course.<br /></a></p>
+ <p> If you are on the &quot;Drizzt Alone&quot; path,<a href="#spoiler_6" name="spoiler_6" id="spoiler_6" class="spoiler"> you
+ are done. A day later, Drizzt seeks out the party (in
+any southwestern outdoor area EXCEPT the original area FW4200, and lets them know that
+ he had to kill a group of evil Gnolls to get it.</a></p>
+ <p> If you are on the Party-Searches with Drizzt, <a href="#spoiler_7" name="spoiler_7" id="spoiler_7" class="spoiler">you
+ are done; Drizzt will find you and deliver the journal.</a> </p>
+ <p> If you are a Party-Alone scenario, <a href="#spoiler_8" name="spoiler_8" id="spoiler_8" class="spoiler">almost
+ immediately after the Good Gnoll Encounter the Evil Gnolls spawn, yell
+ about attacking, and initiate combat. Killing them results in treasure,
+ including the journal; Dynaheir should talk about it immediately on picking
+ it up. At this point, if Edwin is in the party, there is a branch to an
+ Ed/Dy verbal conflict; if you froce Dy to let Ed see the journal, he has
+ to return it after a day. If you don't, he steals it after a day and has
+ to return it.</a></p>
+ <p> End of story <a href="#spoiler_9" name="spoiler_9" id="spoiler_9" class="spoiler">until
+ the Maze into the UnderCity,</a> unless/until you are in romance.</p>
+ <p> <a href="#spoiler_10" name="spoiler_10" id="spoiler_10" class="spoiler">If
+ you hit Dy romance active 2 after getting the journal, three days or so
+ later Winski shows up to try to clobber/abduct Dy +/- Minsc. He either
+ succedes, and the party members disappear with him, or he teleports away
+ leaving a bunch of summoned imps (variable by # in party) and a special
+ imp who chants a Domi-original spell, complete with sound effects and all
+ the bells and whistles. If the party kills the imp, great - move on. If
+ they don't kill it before the spell is completed, then Dy +/- Minsc are
+ teleported away.</a></p>
+ <p> Final encounter; regardless of romance, <a href="#spoiler_11" name="spoiler_11" id="spoiler_11" class="spoiler">if
+ Dynaheir is in the party in the Maze when you encounter Winski's dying
+ body, there is a story-fleshing-out/closure discusion between Dy and Winski.</a> </p>
+</div>
+</body>
+</html>
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81 bg1npc/bg1npc_docs/garricksquest.html
@@ -0,0 +1,81 @@
+<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN"
+ "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
+<html lang="en" xml:lang="en" xmlns="http://www.w3.org/1999/xhtml">
+ <head>
+ <title>
+ The BG1 NPC Project Documentation: Garrick's Quest Walkthrough
+ </title>
+ <meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1" />
+ <link rel="stylesheet" href="../style/g3readme.css" type="text/css" />
+ <link href="../style/g3.ico" rel="icon" type="image/bmp" />
+ </head>
+ <body>
+ <h1>
+ The <acronym title="Baldur's Gate">BG1</acronym> <acronym title=
+ "Non-Player Character">NPC</acronym> Project Documentation: Garrick's
+ Quest Walkthrough
+ </h1>
+ <div class="section">
+ <p>
+ <strong><a href="http://www.gibberlings3.net/">A Gibberlings Three
+ Mod</a></strong><br />
+ <strong>Authors: <a href=
+ "http://forums.gibberlings3.net/?showtopic=1315">The <acronym title=
+ "Baldur's Gate">BG1</acronym> <acronym title=
+ "Non-Player Character">NPC</acronym> Project team</a>.</strong>
+ </p>
+ </div>
+ <h2>
+ Overview
+ </h2>
+ <div class="section">
+ <p>
+ Garrick runs into a librarian, a bard who has seen better days, and
+ might just have a story to add to his collection, if he can survive...
+ </p>
+ </div>
+ <h2>
+ Walkthrough
+ </h2>
+ <div class="section">
+ <p>
+ The quest starts with a chance encounter north of the carnival at
+ Nashkel. A distracted librarian, retiring to a better climate, happens
+ on the party.
+ </p>
+ <p>
+ If Garrick and the party are reasonably nice to him, the gentleman
+ gives the party a book that Garrick has always wanted. With a close
+ reading, the party can discover a bard who has wandered his last days
+ as a mortal, but has stuck around for more fun.
+ </p>
+ <p>
+ If the party heads to the west central part of the Ulcaster Ruins area,
+ they can find the ghost and his companions. A fierce battle, loot and a
+ good story await the successful adventurer.
+ </p>
+ <p>
+ You can upgrade one of the treasures by taking it to Sorcerous
+ Sundries.
+ </p>
+ <p>
+ If you have difficulty <a class="spoiler" id="spoiler_1" name=
+ "spoiler_1" href="#spoiler_1">with Myr'Cutio, remember he is a bardic
+ ghost and still has spells and the abilities of a blade. As a ghost, he
+ cannot be hit by nonmagical melee weapons. He will also seek out
+ Garrick specifically and any other bards in the party. Therefore, the
+ party should prepare accordingly, using any protective potions or
+ spells in their arsenal, as well as ranged/magical weapons and
+ offensive spells.</a>
+ </p>
+ <p>
+ If you *still* have difficulty, <a class="spoiler" id="spoiler_2" name=
+ "spoiler_2" href="#spoiler_2">sometimes, discretion is the better part
+ of valor. Garrick and company may want to beat a very brave retreat,
+ and live to fight another day when they have more experience under
+ their belts. The prize will make it all worthwhile, but it shouldn't be
+ up for grabs to rank amateurs ;).</a>
+ </p>
+ </div>
+ </body>
+</html>
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+<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
+<html lang="en" xml:lang="en" xmlns="http://www.w3.org/1999/xhtml">
+<head>
+<title>The BG1 NPC Project Documentation: Jaheira's Quest Walkthrough</title>
+<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1" />
+<link rel="stylesheet" href="../style/g3readme.css" type="text/css" />
+<link href="../style/g3.ico" rel="icon" type="image/bmp" />
+</head>
+<body>
+<h1>The <acronym title="Baldur's Gate">BG1</acronym> <acronym
+title="Non-Player Character">NPC</acronym> Project Documentation: Jaheira's Quest
+ Walkthrough</h1>
+<div class="section">
+ <p><strong><a href="http://www.gibberlings3.net/">A Gibberlings Three Mod</a></strong> <br />
+ <strong>Authors: <a href="http://forums.gibberlings3.net/?showtopic=1315">The <acronym title="Baldur's Gate">BG1</acronym> <acronym
+ title="Non-Player Character">NPC</acronym> Project team</a>.</strong></p>
+</div>
+<h2>Overview</h2>
+<div class="section">
+ <p>Jaheira's quest starts with the meeting at the Cloakwood Lodge cabin between the druids
+ and the hunter. Jaheira into an old acquaintance who attempts to enlist the
+ party in rescuing Cloakwood druids from the Shadow Druids. It can be completed
+ with or without Khalid or Faldorn. Jaheira must be in the party to complete
+ the quest.</p>
+</div>
+<h2>Walkthrough</h2>
+<div class="section">
+ <p><strong>SPOILER ALERT:</strong> To read sections that contain spoiler information,
+ select/highlight the invisible text or hover your mouse over it.</p>
+ <p>The starting point is with the meeting at the cabin between the druids
+ and the hunter Aldeth Sashenstar in <a href="http://www.dudleyville.com/bg1/ar2200.htm">Cloakwood Lodge</a> (FW2200).</p>
+ <p>If you kill the hunter, <a class="spoiler" id="spoiler_1" name="spoiler_1" href="#spoiler_1">then
+ the quest continues along the same path but the hunter doesn't show up
+ in Baldur's Gate to help you.<br />
+ Global(&quot;X#JaheiraSen&quot;,&quot;GLOBAL&quot;,1) If Jaheira is not dead
+ and in the party, and the hunter is dead,<br />
+ leads to Global(&quot;X#JaheiraSen&quot;,&quot;GLOBAL&quot;,3)</a></p>
+ <p>If you seek peace,<a class="spoiler" id="spoiler_2" name="spoiler_2" href="#spoiler_2"> then
+ the hunter is supposed to show up in Baldur's Gate to help you.<br />
+ Global(&quot;X#JaheiraSen&quot;,&quot;GLOBAL&quot;,2) If Jaheira is not dead
+ and in the party, and the hunter is alive<br />
+ Global(&quot;X#JaheiraSen&quot;,&quot;GLOBAL&quot;,4)</a></p>
+ <p>All possibilities save giving up the quest lead to SeniyadQuest,
+ starting the exposition.<br />
+ <a class="spoiler" id="spoiler_3" name="spoiler_3" href="#spoiler_3">Either
+ 3 or 4 lead through conversations SetGlobal(&quot;X#SenBeador&quot;,&quot;GLOBAL&quot;,1);
+ if you didn't set it, a final chain option sets it with additional content
+ about Jaheira and Beador.<br />
+ If you are working without the hunter, the exit point is (&quot;X#JaheiraSen&quot;,&quot;GLOBAL&quot;,5)<br />
+ If you are working with the hunter, the exit point is (&quot;X#JaheiraSen&quot;,&quot;GLOBAL&quot;,8)<br />
+ If you act like a jerk or decline to help, the exit point is (&quot;X#JaheiraSen&quot;,&quot;GLOBAL&quot;,6)
+ (K and J leave, Seniyad attacks you)<br />
+ If you act like a jerk or decline to help, the exit point is (&quot;X#JaheiraSen&quot;,&quot;GLOBAL&quot;,7)
+ (K and J leave, Seniyad leaves)<br />
+ EXIT QUEST POINT: (&quot;X#JaheiraSen&quot;,&quot;GLOBAL&quot;,9) if PC is
+ a Shadow Druid, then party fights it out with SetGlobal(&quot;X#JaheiraSen&quot;,&quot;GLOBAL&quot;,10)</a></p>
+ <p>First time entering the Shadow Druid Forest in the quest, Globals will
+ be either 5 or 8, and no quest creature spawns will have been triggered.</p>
+ <p>(You can pick up Faldorn at this point, assuming you haven't somehow done
+ this without triggering the quest first).</p>
+ <p>Killing or interacting with the entire map should not have any effect,
+ even killing off the Archdruid and raiding the Tree Fort. Remember there
+ are two Shadow Archdruids: Amarande and Andarthe.</p>
+ <p>Moving to the next Cloakwood map:<br />
+ <a class="spoiler" id="spoiler_4" name="spoiler_4" href="#spoiler_4">Area
+ File spawns Beador and playmates.<br />
+ Two paths going into conversation with Beador:<br />
+ if either 5 or 8 (6, 7, 9&gt;10 all exited quest)<br />
+ With Jaheira: Global(&quot;X#JaheiraSen&quot;,&quot;GLOBAL&quot;,11) set
+ by Beador's BCS moves to 12 to 15<br />
+ With Jaheira and Faldorn: Global(&quot;X#JaheiraSen&quot;,&quot;GLOBAL&quot;,13)
+ set by Beador's BCS moves to 14 to 15<br />
+ Faldorn can join in or fight you<br />
+ Global(&quot;X#JaheiraSen&quot;,&quot;GLOBAL&quot;,16) is reached by BCS
+ call when the Shadow Druids are dead but Beador is not; to 17 to 18 sets &quot;healing&quot; cutscene
+ which sets 19;<br />
+ triggers &quot;old Flame&quot; talk and sets 20.</a></p>
+ <p><a class="spoiler" id="spoiler_5" name="spoiler_5" href="#spoiler_5">If
+ Beador is killed in the fight with the Shadow Druids<br />
+ Global(&quot;X#JaheiraSen&quot;,&quot;GLOBAL&quot;,21) dialogue sets 22.<br />
+ No need for 'Add Journal Entry&quot; prompt here for clues: all dialogues
+ practically shout directions.</a></p>
+ <p> On reentry to the first map:<br />
+ <a class="spoiler" id="spoiler_6" name="spoiler_6" href="#spoiler_6">Andarthe
+ spawns on 1600, Maretha on 1601 on GT19, 20, or 22.<br />
+ If Beador is alive, 20 is set by Andarthe's BCS to 23<br />
+ If Beador is dead, 22 is set by Andarthe's BCS to 24<br />
+ Big confrontation: Go attack Andarthe and kill him, then go in and rescue
+ Maretha. Go upstairs if you haven't encountered Amarande yet, and &quot;resolve&quot; him.<br />
+ 23 goes to 25<br />
+ 24 to 26</a></p>
+ <p><a class="spoiler" id="spoiler_7" name="spoiler_7" href="#spoiler_7"> During
+ the encounter/fight, If Andarthe is less than 50% hitpoints, BCS sets Global(&quot;X#AndSurrender&quot;,&quot;GLOBAL&quot;,1);<br />
+ from there, the setup is one of a network<br />
+ Global(&quot;X#AndSurrender&quot;,&quot;GLOBAL&quot;,1) to 2, then<br />
+ 3 = resume fight, when over moves to 6 via<br />
+ 4 = run away! run away!<br />
+ 5 = Kill the bastard; reputation consequences<br />
+ all closed via dialogue to 7, with 2 central paths:<br />
+ Global(&quot;X#JaheiraSen&quot;,&quot;GLOBAL&quot;,25 to 27) &quot;alive
+ B&quot; path<br />
+ Global(&quot;X#JaheiraSen&quot;,&quot;GLOBAL&quot;,26 to 28) &quot;dead B&quot; path</a></p>
+ <p>The way it is written, you have resolution talks <a class="spoiler" id="spoiler_8" name="spoiler_8" href="#spoiler_8">with
+ Maretha;<br />
+ CHAIN IF ~Global(&quot;X#JaheiraSen&quot;,&quot;GLOBAL&quot;,27) !Dead(&quot;beador&quot;)~
+ THEN X#MARETH MarethGreeting1</a></p>
+ <p>and</p>
+ <p><a class="spoiler" id="spoiler_10" name="spoiler_10" href="#spoiler_10"> CHAIN
+ IF ~Global(&quot;X#JaheiraSen&quot;,&quot;GLOBAL&quot;,28) !Dead(&quot;beador&quot;)~
+ THEN X#MARETH MarethGreeting1<br />
+ I'm not sure how you could get to that one, but it should do no harm as a
+ recheck (perhaps you raised him from the dead?)</a></p>
+ <p><a class="spoiler" id="spoiler_11" name="spoiler_11" href="#spoiler_11"> CHAIN
+ IF ~Global(&quot;X#JaheiraSen&quot;,&quot;GLOBAL&quot;,27) Dead(&quot;beador&quot;)~
+ THEN X#MARETH MarethGreeting2</a></p>
+ <p>and</p>
+ <p><a class="spoiler" id="spoiler_13" name="spoiler_13" href="#spoiler_13"> CHAIN
+ IF ~Global(&quot;X#JaheiraSen&quot;,&quot;GLOBAL&quot;,28) Dead(&quot;beador&quot;)~
+ THEN X#MARETH MarethGreeting2<br />
+ again, I am not sure why, but if he bled to death or something, it is good
+ coverage.</a></p>
+ <p><a class="spoiler" id="spoiler_14" name="spoiler_14" href="#spoiler_14"> All
+ dialogues set Global(&quot;X#JaheiraSen&quot;,&quot;GLOBAL&quot;,29), prompting
+ Jaheira's BCS to set to 30 and get a quick reminder to stop by and see
+ Seniyad. 31</a></p>
+ <p>Resolution is for all Globals greater than 26, less than 35, set to 35
+ in dialogue. Return to <a class="spoiler" id="spoiler_15" name="spoiler_15" href="#spoiler_15">Seniyad
+ in Cloakwood Lodge and talk to him to receive your reward.</a></p>
+</div>
+</body>
+</html>
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+<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
+<html lang="en" xml:lang="en" xmlns="http://www.w3.org/1999/xhtml">
+<head>
+<title>The BG1 NPC Project Documentation: Kagain's Quest Walkthrough</title>
+<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1" />
+<link rel="stylesheet" href="../style/g3readme.css" type="text/css" />
+<link href="../style/g3.ico" rel="icon" type="image/bmp" />
+</head>
+
+<body>
+
+<h1>The <acronym title="Baldur's Gate">BG1</acronym> <acronym
+title="Non-Player Character">NPC</acronym> Project Documentation: Kagain's Quest
+Walkthrough</h1>
+<div class="section">
+ <p><strong><a href="http://www.gibberlings3.net/">A Gibberlings Three Mod</a></strong>
+ <br />
+ <strong>Authors: <a href="http://forums.gibberlings3.net/?showtopic=1315">The
+ <acronym title="Baldur's Gate">BG1</acronym> <acronym
+ title="Non-Player Character">NPC</acronym> Project team</a>.</strong></p>
+</div>
+<h2>Overview</h2>
+<div class="section">
+ <p>Kagain's Quest starts from two points, but involves Bandits, Murder, and
+ Mayhem. It is realtively short, but has an added payoff when you get to Baldur's
+ Gate.&nbsp; It can be both initiated and completed with or without Kagain,
+ thoug obviously there is more dialogue and it makes more of a story if Kagain
+ is in the party at least until the basic portion of the quest is completed.</p>
+</div>
+<h2>Walkthrough</h2>
+<div class="section">
+ <p><strong>SPOILER ALERT:</strong> To read sections that contain spoiler information,
+select/highlight the invisible text or hover your mouse over it.</p>
+ <p>
+ The starting point is either at Kagain's shop in area FW3353 (part of&nbsp; <a
+ href="http://www.dudleyville.com/bg1/ar3300.htm">http://www.dudleyville.com/bg1/ar3300.htm</a> )
+ or in the wilderness to the east of the road in the Coast Way&nbsp; <a
+ href="http://www.dudleyville.com/bg1/ar2800.htm">http://www.dudleyville.com/bg1/ar2800.htm</a>&nbsp; . </p>
+ If the Player meets Kagain and Kagain joins the party&nbsp; first, Initial
+ state 0 A_T_A SetGlobal KagainCaravan=10, if he joins the party Set KagainCaravan=10
+ X#KagainCaravan=1,&nbsp; then go find some caravans in trouble to your north.
+ <p>The party with Kagain <a class="spoiler" id="spoiler_1" name="spoiler_1" href="#spoiler_1">enters&nbsp; FW2800, and Kagain chimes
+ in about checking out the East route. You run into bandits that have
+ just killed everyone in Kagain's caravan. He is NOT amused. After
+ appropriate... discussion, Kagain wipes his axe and sees about joining.
+ You find a fibula (fancy word for a broach that identifies household
+ members of nobility), and you can kick Kagain out or party on with
+ him. </a></p>
+ <p>script actions are: <a class="spoiler" id="spoiler_2" name="spoiler_2" href="#spoiler_2"> _KAGAIN.BCS If 1 SDNS, Set X#KagainCaravan,GLOBAL,2
+ dialogue to 3<br />
+ Player1 meets Bandit (static area spawn), X#TalkedEddard=0 (forced fight,
+ pick up Silvershield's pin) regardless of Kagain's status, then X#KagainCaravan=3
+ X#TalkedEddard=1<br />
+ If Kagain is InParty, Eddard Dead, CC(0), !S(E), X#KagainCaravan=3, X#TalkedEddard=1,
+ then Set X#TalkedEddard=2 SDNS<br />
+ If Kagain joins, set X#KagainCaravan=4, area script sets KACASH, final dialogue
+ gives gold based on global and terminates with X#KagainCaravan=5<br />
+ Responding to giving party money, X#KagainCaravan=5<br />
+ If he is turned down, he leaves as originally scripted (EscapeArea())<br />
+ Party exits quest either way with item to return to SS Estate, X#KagainCaravan=5,
+ X#TalkedEddard=2</a></p>
+ <p>
+ If Player1 and the party explore the Coast Way fully before meeting Kagain, <a class="spoiler" id="spoiler_3" name="spoiler_3" href="#spoiler_3">they
+ may run into the bandits first. They are bandits. Kill them.&nbsp; You
+ can skip meeting Kagain completely, and continue on until you are in Baldur's
+ Gate, or you can go pick up Kagain now. In his shop, you have some new
+ responses, talking about the caravan you saw. It is dependent on globals,
+ not the fibula you picked up from Eddard's body, but you want to go back
+ and get that item if you want to trigger the Baldur's Gate interaction
+ -- that one works off of the party having the item.&nbsp; Have Kagain join,
+ or not -- his primary part of the quest was resolved even before he joined
+ up.</a></p>
+ <p>Script actions are: <a class="spoiler" id="spoiler_4" name="spoiler_4" href="#spoiler_4">Player1 meets Bandit (static area spawn), X#TalkedEddard=0
+ (forced fight, pick up Silvershield's pin) regardless of Kagain's
+ status, then X#KagainCaravan=3 X#TalkedEddard=1<br />
+ Player meets Kagain with init condition X#KagainCaravan,GLOBAL,3 X#TalkedEddard,GLOBAL,1<br />
+ /* making sure the quest can't happen if Eddard is already dead */<br />
+ EXTEND_BOTTOM ~_KAGAIN~ 2<br />
+ IF ~Global(&quot;X#KagainCaravan&quot;,&quot;GLOBAL&quot;,3) Global(&quot;X#TalkedEddard&quot;,&quot;GLOBAL&quot;,1)~
+ THEN REPLY ~Well there sure is trouble on the roads. We battled a bandit
+ group that had just killed everyone in a caravan up North. Any chance this
+ pin was from one of yours?~ GOTO X#KagBandResolvAlone<br />
+ END</a></p>
+ <p><a class="spoiler" id="spoiler_5" name="spoiler_5" href="#spoiler_5"> APPEND ~_KAGAIN~</a></p>
+ <p><a class="spoiler" id="spoiler_6" name="spoiler_6" href="#spoiler_6"> IF ~~ THEN BEGIN X#KagBandResolvAlone<br />
+ SAY ~Well, this is Silvershield's son's marker. Dead, y'say? That
+was one of my caravans. Guess I'm in a lot of trouble now. With
+him dead, I'll be a wanted dwarf. Well, since my reputation is
+now mud, how 'bout I help you gain revenge on those scum bags?
+P'rhaps you can put in a word for me with the Silvershields. Whadda
+ya say?~<br />
+ IF ~~ THEN REPLY ~We don't want you around, so hit the road.~ JOURNAL
+ ~Entar Silvershield's son was killed. We might take the pin back to his
+ family, when we get to Baldurs Gate.~ DO ~SetGlobal(&quot;X#KagainCaravan&quot;,&quot;GLOBAL&quot;,4)~
+ GOTO X#KAQUDISMISS<br />
+ IF ~~ THEN REPLY ~Sure, we could use your skills.~ JOURNAL ~Entar Silvershield's
+ son was killed. We might take the pin back to his family, when we get
+ to Baldurs Gate.~ DO ~SetGlobal(&quot;X#KagainCaravan&quot;,&quot;GLOBAL&quot;,4)~
+ GOTO X#KAQUREWARDALONE<br />
+ END</a></p>
+ <p><a class="spoiler" id="spoiler_7" name="spoiler_7" href="#spoiler_7"> IF ~~ THEN BEGIN X#KAQUREWARDALONE<br />
+ SAY ~Now 'bout that hiring thing I promised. Here, have some gold,
+ but I expect my share of the booty from ya. I am poor now.~<br />
+ IF ~~ THEN DO ~GivePartyGold(50) SetGlobal(&quot;X#KagainCaravan&quot;,&quot;GLOBAL&quot;,5)
+ SetGlobal(&quot;X#TalkedEddard&quot;,&quot;GLOBAL&quot;,2)~ EXIT<br />
+ END</a></p>
+ <p><a class="spoiler" id="spoiler_8" name="spoiler_8" href="#spoiler_8"> IF ~~ THEN BEGIN X#KAQUDISMISS<br />
+ SAY ~Stupid chumps, your loss.~<br />
+ IF ~~ THEN DO ~SetGlobal(&quot;X#KagainCaravan&quot;,&quot;GLOBAL&quot;,5)
+ SetGlobal(&quot;X#TalkedEddard&quot;,&quot;GLOBAL&quot;,2) EscapeArea()~
+ EXIT<br />
+ END
+ </a></p>
+ <p>Either way, the Party exits the major portion of the quest&nbsp; <a class="spoiler" id="spoiler_9" name="spoiler_9" href="#spoiler_9">with the fibula to&nbsp; return
+ to the Silvershields Estate in Baldurs Gate; Globals set at&nbsp; X#KagainCaravan=5,
+ X#TalkedEddard=2.</a></p>
+ When you get to the Silvershield's Estate in Baldur's
+ Gate, Kagain really has no business with any of it (he doesn't say a
+ line). <a class="spoiler" id="spoiler_10" name="spoiler_10" href="#spoiler_10">The most dialogue
+ is if you have Skie and Eldoth in the party before talking to Lady Silvershield.
+ It is definitely worth trying out this interaction once. If the party
+ has the fibula, the guard will have a new option to send the party directly
+ to Lady Silvershield upstairs. If you have come to rescue Skie and have
+ Eldoth in the party, get her and then talk to step-mommy-dearest. If
+ you don't have Eldoth and would prefer not to slaughter the Silvershield
+ Household, just go upstairs to Lady Silvershield and talk to her, then
+ leave. </a>
+ <p>That should take care of the quest!</p>
+ <p>The code: <br />
+ <a class="spoiler" id="spoiler_11" name="spoiler_11" href="#spoiler_11">EXTEND_BOTTOM
+ _BRILLA 0<br />
+ + ~PartyHasItem(&quot;X#SILSH&quot;)~ + ~Madam, I bring grave news. In
+ my travels I came across a raided caravan... and a body of a young man,
+ dressed in Silvershield's colors. The bandits who killed him had this clasp.~
+ + BrillaEddardDeath<br />
+ END</a></p>
+ <p><a class="spoiler" id="spoiler_12" name="spoiler_12" href="#spoiler_12"> CHAIN
+ ~_BRILLA~ BrillaEddardDeath<br />
+ ~Then Eddard is dead? That's grievous news. Give me that pin
+ - I shall keep it in memory of my dear, dear step-son... ~<br />
+ == ~_BSKIE~ IF ~InParty(&quot;skie&quot;) !Dead(&quot;skie&quot;) !StateCheck(&quot;skie&quot;,CD_STATE_NOTVALID)~
+ THEN ~No... no... Why have not you told me, &lt;CHARNAME&gt;? M-m-y brother...
+ o, no!~<br />
+ == ~_BRILLA~ IF ~InParty(&quot;skie&quot;) !Dead(&quot;skie&quot;) !StateCheck(&quot;skie&quot;,CD_STATE_NOTVALID)~
+ THEN ~Hush, girl.~<br />
+ == ~_BRILLA~ IF ~InParty(&quot;skie&quot;) !Dead(&quot;skie&quot;) !StateCheck(&quot;skie&quot;,CD_STATE_NOTVALID)~
+ THEN ~Wha... Skie? What are you doing?~<br />
+ == ~_SKIEJ~ IF ~InParty(&quot;skie&quot;) !Dead(&quot;skie&quot;) !StateCheck(&quot;skie&quot;,CD_STATE_NOTVALID)~
+ THEN ~I.. I'm just er... popping out. Heh...~<br />
+ == ~_BRILLA~ IF ~InParty(&quot;skie&quot;) !Dead(&quot;skie&quot;) !StateCheck(&quot;skie&quot;,CD_STATE_NOTVALID)~
+ THEN ~Hmph, dressed like a sewer rat, and with your pack on your shoulders?
+ Hardly, dear - You're running away, aren't you? ~<br />
+ == ~_SKIEJ~ IF ~InParty(&quot;skie&quot;) !Dead(&quot;skie&quot;) !StateCheck(&quot;skie&quot;,CD_STATE_NOTVALID)~
+ THEN ~I... yes. I'm leaving. Er... will you tell my father?~<br />
+ == ~_BRILLA~ IF ~InParty(&quot;skie&quot;) !Dead(&quot;skie&quot;) !StateCheck(&quot;skie&quot;,CD_STATE_NOTVALID)~
+ THEN ~Hmmm... tell him? Why, of course not! This is indeed a delightful
+ turn of events...~<br />
+ == ~_SKIEJ~ IF ~InParty(&quot;skie&quot;) !Dead(&quot;skie&quot;) !StateCheck(&quot;skie&quot;,CD_STATE_NOTVALID)~
+ THEN ~Wha..?~<br />
+ == ~_BRILLA~ IF ~InParty(&quot;skie&quot;) !Dead(&quot;skie&quot;) !StateCheck(&quot;skie&quot;,CD_STATE_NOTVALID)~
+ THEN ~My dear, you are but a pampered little rich girl. You whine when
+ you break a *nail*. Do you really think you'll be able to survive in the
+ big bad world? A finer example of goblin bait I've never seen.~<br />
+ = ~And when you do eventually fall by the road side, just like your brother,
+ *I* will be the one sitting on top of the Silvershield fortune.~<br />
+ == ~_BRILLA~ IF ~InParty(&quot;skie&quot;) !Dead(&quot;skie&quot;) !StateCheck(&quot;skie&quot;,CD_STATE_NOTVALID)
+ InParty(&quot;eldoth&quot;)~ THEN ~Now you run along - though... maybe
+ you could leave your friend, hmm? *smiles at Eldoth* ~<br />
+ == ~_SKIEJ~ IF ~InParty(&quot;skie&quot;) !Dead(&quot;skie&quot;) !StateCheck(&quot;skie&quot;,CD_STATE_NOTVALID)~
+ THEN ~ You... You BITCH!~<br />
+ == ~_SKIEJ~ IF ~InParty(&quot;skie&quot;) !Dead(&quot;skie&quot;) !StateCheck(&quot;skie&quot;,CD_STATE_NOTVALID)
+ InParty(&quot;eldoth&quot;)~ THEN ~Stay away from my Eldoth!~<br />
+ == ~_ELDOTJ~ IF ~InParty(&quot;skie&quot;) !Dead(&quot;skie&quot;) !StateCheck(&quot;skie&quot;,CD_STATE_NOTVALID)
+ InParty(&quot;eldoth&quot;)~ THEN ~Now, now, my dearest. We can hardly
+ hope to keep your... um... departure a secret, can we? Even from someone
+ so self-absorbed as your father? Let us, then, mount upon the wings of
+ Love and fly where they will take us. *Hugs Skie and winks at Brilla over
+ her shoulder.*~<br />
+ == ~_BRILLA~ IF ~InParty(&quot;skie&quot;) !Dead(&quot;skie&quot;) !StateCheck(&quot;skie&quot;,CD_STATE_NOTVALID)
+ InParty(&quot;eldoth&quot;)~ THEN ~Tee-hee! If I ever need a humorist to
+ brighten a dull evening, I know now where to apply. Take good care, sweetie!
+ *Skie snarls and drags Eldoth from the room.*~<br />
+ END<br />
+ IF ~~ THEN DO ~IF ~~ THEN DO ~TakePartyItem(&quot;X#SILSH&quot;)<br />
+ DestroyItem(&quot;X#SILSH&quot;))<br />
+ AddexperienceParty(3000)<br />
+ ActionOverride("brilla",EscapeArea())~<br />
+ EXIT<br />
+ </a> </p>
+
+ <p><a class="spoiler" id="spoiler_13" name="spoiler_13" href="#spoiler_13"> EXTEND_BOTTOM ~_HOUSG3~ 0<br />
+ IF ~PartyHasItem(&quot;X#SILSH&quot;)~ THEN REPLY ~We bring news
+ for Lord and Lady Silvershield. We believe that we have found
+ news of their son. Any chance this pin is one of yours?~ GOTO
+ X#SilverGuardPass<br />
+ END</a></p>
+ <p><a class="spoiler" id="spoiler_14" name="spoiler_14" href="#spoiler_14"> APPEND
+ ~_HOUSG3~<br />
+ IF ~~ THEN BEGIN X#SilverGuardPass<br />
+ SAY ~I see you have the household Sigil. Please go to meet Lady
+ Silvershield directly. You can find her upstairs.~<br />
+ IF ~~ THEN EXIT<br />
+ END<br />
+ END</a> </p>
+
+ <p>Exit stage right. The end. </p>
+ </div>
+
+
+
+</body>
+
+</html>
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111 bg1npc/bg1npc_docs/kivansquest.html
@@ -0,0 +1,111 @@
+<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
+<html lang="en" xml:lang="en" xmlns="http://www.w3.org/1999/xhtml">
+<head>
+<title>The BG1 NPC Project Documentation: Kivan's Quest Walkthrough</title>
+<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1" />
+<link rel="stylesheet" href="../style/g3readme.css" type="text/css" />
+<link href="../style/g3.ico" rel="icon" type="image/bmp" />
+</head>
+<body>
+<h1>The <acronym title="Baldur's Gate">BG1</acronym> <acronym
+title="Non-Player Character">NPC</acronym> Project Documentation: Kivan's Quest
+ Walkthrough</h1>
+<div class="section">
+ <p><strong><a href="http://www.gibberlings3.net/">A Gibberlings Three Mod</a></strong> <br />
+ <strong>Authors: <a href="http://forums.gibberlings3.net/?showtopic=1315">The <acronym title="Baldur's Gate">BG1</acronym> <acronym title="Non-Player Character">NPC</acronym> Project
+ team</a>.</strong></p>
+</div>
+<h2>Overview</h2>
+<div class="section">
+ <p>Kivan actually has two minor quests, apart from the fact that his interest
+ (&quot;Big Quest&quot;) is more than any other <acronym
+title="Non-Player Character">NPC</acronym> tied up with yours. His Primary Quest
+ is really hunting Tazok, at least until the conclusion of <acronym title="Baldur's Gate">BG</acronym> Tutu. <acronym title="Baldur's Gate">BG1</acronym> <acronym
+title="Non-Player Character">NPC</acronym> ties this Quest in with yours at all
+ levels, with direct interjections, responses, and expansion of the original
+ content. For Kivan's extended story arc, see Domi's <acronym title="Baldur's Gate II">BG2</acronym> Kivan
+ Mod, part of the Lands of Intrigue Project, and available separately at the
+ present time. </p>
+ <p>Two subquests for Kivan are available: one Bounty Hunter attempting to collect,
+ and one Sea Elf who has some difficulties.</p>
+</div>
+<h2>Walkthrough</h2>
+<div class="section">
+ <p><strong>SPOILER ALERT:</strong> To read sections that contain spoiler information,
+ select/highlight the invisible text or hover your mouse over it.</p>
+ <p> <span class="printpost"><b>Kivan Quest 1</b><br />
+ A bounty Hunter shows up on the City side of the Baldur's Gate Bridge ( <a
+ href="http://www.forgottenwars.com/bg1/ar0900.htm">http://www.forgottenwars.com/bg1/ar0900.htm</a> )
+ area FW0900, waiting by the side of the road with her wolves. <a class="spoiler" id="spoiler_1" name="spoiler_1" href="#spoiler_1">She
+ will involve the party in a quick conversation and if Kivan is in the party,
+ there are choices of either killing him or the Bounty Hunter. You can interact
+ and even combat Imanel Silversword separately from Kivan, but the primary
+ content is driven by having Kivan in the party.</a></span></p>
+ <p><span class="printpost"> <strong>Kivan Quest 2</strong><br />
+ If you visit Area FW3100 ( <a
+ href="http://www.forgottenwars.com/bg1/ar3100.htm">http://www.forgottenwars.com/bg1/ar3100.htm</a> ),
+ coordinates [3417.974] at night, you will run into a Sea Elf with a quest
+ for Kivan.</span></p>
+ <p><span class="printpost"> code:<br />
+ <a class="spoiler" id="spoiler_2" name="spoiler_2" href="#spoiler_2">In _AR3100<br />
+ IF<br />
+ Global(&quot;X#KivanSea&quot;,&quot;GLOBAL&quot;,0)<br />
+ TimeOfDay(NIGHT)<br />
+ InParty(&quot;kivan&quot;)<br />
+ Global(&quot;SeasnakeExist&quot;,&quot;FW3100&quot;,0)<br />
+ THEN<br />
+ RESPONSE #100<br />
+ SetGlobal(&quot;SeasnakeExist&quot;,&quot;FW3100&quot;,1)<br />
+ CreateCreature(&quot;X#SEASN&quot;,[3417.974],3)<br />
+ END</a></span></p>
+ <p><span class="printpost"><a class="spoiler" id="spoiler_3" name="spoiler_3" href="#spoiler_3"> In
+ X#IHTIA.BAF<br />
+ IF<br />
+ Global(&quot;X#KivanSea&quot;,&quot;GLOBAL&quot;,0)<br />
+ OR(2)<br />
+ See(Player1)<br />
+ See(&quot;kivan&quot;)<br />
+ THEN<br />
+ RESPONSE #100<br />
+ SetGlobal(&quot;X#KivanSea&quot;,&quot;GLOBAL&quot;,1)<br />
+ Dialogue(Player1)<br />
+ END</a></span></p>
+ <p><span class="printpost"> If you choose to not help Jozzi, <a class="spoiler" id="spoiler_4" name="spoiler_4" href="#spoiler_4">then
+ you eventually get raided, a battle with sea creatures, and all is resolved. <br />
+ code:<br />
+ /* Scene 3 (if did not help Jozzi, she shows up with 5 other Sahuagin) */<br />
+ IF ~Global(&quot;X#KivanSea&quot;,&quot;GLOBAL&quot;,8)~ SEAL3.1<br />
+ SAY ~Here be more drylanders ready for eating. Let us feast!~<br />
+ = ~Regretting our meeting, did I not tell you that you be, drylander?~<br />
+ IF ~~ THEN DO ~SetGlobal(&quot;SeasnakeAttack&quot;,&quot;GLOBAL&quot;,2)<br />
+ ActionOverride(&quot;seasnake&quot;,Enemy()) <br />
+ ActionOverride(&quot;seasnake&quot;,Attack([PC]))<br />
+ CreateCreature(&quot;X#SAHA01&quot;,[-1.-1],0)<br />
+ CreateCreature(&quot;X#SAHA02&quot;,[-1.-1],0)<br />
+ CreateCreature(&quot;X#SAHA02&quot;,[-1.-1],0)<br />
+ CreateCreature(&quot;X#SAHA01&quot;,[-1.-1],0)<br />
+ CreateCreature(&quot;X#SAHA02&quot;,[-1.-1],0)<br />
+ CreateCreature(&quot;X#SAHA02&quot;,[-1.-1],0)<br />
+ ActionOverride(&quot;X#SAHA01&quot;,Attack([PC]))<br />
+ ActionOverride(&quot;X#SAHA02&quot;,Attack([PC]))~ EXIT<br />
+ END</a></span></p>
+ <p><span class="printpost"> If you choose to help Jozzi, you get the largest
+ amount of content, a battle, and choices. <br />
+ Action is carried forward in cutscenes, so there is not much troubleshooting
+ you can do here unless you know coding. </span></p>
+ <p><span class="printpost"> The resolution is <a class="spoiler" id="spoiler_5" name="spoiler_5" href="#spoiler_5">either
+ Keth's death, or his survival; either way Jozzi leaves when the quest
+ is over.</a></span></p>
+ <p><span class="printpost"><a class="spoiler" id="spoiler_6" name="spoiler_6" href="#spoiler_6"> code:<br />
+ IF ~Dead(&quot;X#keth&quot;)~ SeasnakeLeaves<br />
+ SAY ~Crab food? A pity.~<br />
+ IF ~~ THEN DO ~SetGlobal(&quot;X#KivanSea&quot;,&quot;GLOBAL&quot;,7) EscapeArea()
+ ActionOverride(&quot;seasnake&quot;,DestroySelf())~ EXIT<br />
+ END</a></span></p>
+ <p><span class="printpost"><a class="spoiler" id="spoiler_7" name="spoiler_7" href="#spoiler_7"> CHAIN
+ _KIVANJ SeasnakeFinal1<br />
+ ~*Kivan restrains him.* You have your life back because of her, Keth'sim
+ Dwin'anea.~</a> </span></p>
+</div>
+</body>
+</html>
View
468 bg1npc/bg1npc_docs/npcportraits.html
@@ -0,0 +1,468 @@
+<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN"
+ "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
+<html lang="en" xml:lang="en" xmlns="http://www.w3.org/1999/xhtml">
+ <head>
+ <title>
+ The BG1 NPC Project Documentation: Non-Joinable NPC Portraits
+ </title>
+ <meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1" />
+ <link rel="stylesheet" href="../style/g3readme.css" type="text/css" />
+ <link href="../style/g3.ico" rel="icon" type="image/bmp" />
+ </head>
+ <body>
+ <h1>
+ The <acronym title="Baldur's Gate">BG1</acronym> <acronym title=
+ "Non-Player Character">NPC</acronym> Project Documentation:<br />
+ Non-Joinable NPC Portraits Component
+ </h1>
+ <div class="section">
+ <p>
+ <strong><a href="http://www.gibberlings3.net/">A Gibberlings Three
+ Mod</a></strong><br />
+ <strong>Authors: <a href=
+ "http://forums.gibberlings3.net/?showtopic=1315">The <acronym title=
+ "Baldur's Gate">BG1</acronym> <acronym title=
+ "Non-Player Character">NPC</acronym> Project team</a>.</strong>
+ </p>
+ </div>
+ <h2>
+ Overview
+ </h2>
+ <div class="section">
+ <p>
+ This component adds small portraits to many of the non-joinable
+ <acronym title="Non-Player Character">NPC</acronym>s with whom your
+ character can have conversations.
+ </p>
+ <p>
+ Only the additions to original <acronym title=
+ "Non-Player Character">NPC</acronym>s are shown. Characters added by
+ The <acronym title="Baldur's Gate">BG1</acronym> <acronym title=
+ "Non-Player Character">NPC</acronym> Project are not included here.
+ </p>
+ </div>
+ <h2>
+ Non-Joinable NPC Portraits
+ </h2>
+ <div class="section">
+ <table>
+ <tbody>
+ <tr>
+ <th colspan="8">
+ Original Game NPC added Portraits
+ </th>
+ </tr>
+ <tr>
+ <td>
+ <img src="../phase2/portraits/alatos.bmp" alt=
+ "alatos.cre" /><br />
+ alatos.cre
+ </td>
+ <td>
+ <img src="../phase2/portraits/albers.bmp" alt=
+ "albert.cre" /><br />
+ albert.cre
+ </td>
+ <td>
+ <img src="../phase2/portraits/alyths.bmp" alt=
+ "alyth.cre" /><br />
+ alyth.cre
+ </td>
+ <td>
+ <img src="../phase2/portraits/amarans.bmp" alt=
+ "amaran.cre" /><br />
+ amaran.cre
+ </td>
+ <td>
+ <img src="../phase2/portraits/armoreds.bmp" alt=
+ "sarev1.cre" /><br />
+ sarev1.cre
+ </td>
+ <td>
+ <img src="../phase2/portraits/bjorns.bmp" alt=
+ "bjorni.cre" /><br />
+ bjorni.cre
+ </td>
+ <td>
+ <img src="../phase2/portraits/bass.bmp" alt="bassil.cre" /><br />
+ bassil.cre
+ </td>
+ <td>
+ <img src="../phase2/portraits/belts.bmp" alt="belt.cre" /><br />
+ belt.cre
+ </td>
+ </tr>
+ <tr>
+ <td>
+ <img src="../phase2/portraits/bentlys.bmp" alt=
+ "bently.cre" /><br />
+ bently.cre
+ </td>
+ <td>
+ <img src="../phase2/portraits/brages.bmp" alt=
+ "brage.cre/brage2.cre" /><br />
+ brage.cre, brage2.cre
+ </td>
+ <td>
+ <img src="../phase2/portraits/brilles.bmp" alt=
+ "brilla.cre" /><br />
+ brilla.cre
+ </td>
+ <td>
+ <img src="../phase2/portraits/bruns.bmp" alt=
+ "farmbr.cre" /><br />
+ farmbr.cre
+ </td>
+ <td>
+ <img src="../phase2/portraits/cadds.bmp" alt=
+ "cadder.cre" /><br />
+ cadder.cre
+ </td>
+ <td>
+ <img src="../phase2/portraits/peters.bmp" alt=
+ "coksmth.cre" /><br />
+ coksmth.cre
+ </td>
+ <td>
+ <img src="../phase2/portraits/daverons.bmp" alt=
+ "davaeo.cre" /><br />
+ davaeo.cre
+ </td>
+ <td>
+ <img src="../phase2/portraits/drizzts.bmp" alt=
+ "drizzt.cre" /><br />
+ drizzt.cre
+ </td>
+ </tr>
+ <tr>
+ <td>
+ <img src="../phase2/portraits/driens.bmp" alt=
+ "drienn.cre" /><br />
+ drienn.cre
+ </td>
+ <td>
+ <img src="../phase2/portraits/elmins.bmp" alt=
+ "elmin2.cre" /><br />
+ elmin2.cre and others
+ </td>
+ <td>
+ <img src="../phase2/portraits/gellans.bmp" alt=
+ "gellan.cre" /><br />
+ gellan.cre
+ </td>
+ <td>
+ <img src="../phase2/portraits/gerdes.bmp" alt=
+ "gerde.cre" /><br />
+ gerde.cre
+ </td>
+ <td>
+ <img src="../phase2/portraits/greyws.bmp" alt=
+ "greywo.cre" /><br />
+ greywo.cre
+ </td>
+ <td>
+ <img src="../phase2/portraits/jessups.bmp" alt=
+ "jessup.cre" /><br />
+ jessup.cre
+ </td>
+ <td>
+ <img src="../phase2/portraits/halbazs.bmp" alt=
+ "halbaz.cre" /><br />
+ halbaz.cre
+ </td>
+ <td>
+ <img src="../phase2/portraits/liias.bmp" alt="liia.cre" /><br />
+ liia.cre
+ </td>
+ </tr>
+ <tr>
+ <td>
+ <img src="../phase2/portraits/larzes.bmp" alt=
+ "larze.cre" /><br />
+ larze.cre
+ </td>
+ <td>
+ <img src="../phase2/portraits/keldaths.bmp" alt=
+ "keldda.cre" /><br />
+ keldda.cre
+ </td>
+ <td>
+ <img src="../phase2/portraits/koraxs.bmp" alt=
+ "korax.cre" /><br />
+ korax.cre
+ </td>
+ <td>
+ <img src="../phase2/portraits/mulahs.bmp" alt=
+ "mulahe.cre" /><br />
+ mulahe.cre
+ </td>
+ <td>
+ <img src="../phase2/portraits/narlens.bmp" alt=
+ "narlen.cre" /><br />
+ narlen.cre
+ </td>
+ <td>
+ <img src="../phase2/portraits/niemais.bmp" alt=
+ "niemai.cre" /><br />
+ niemai.cre
+ </td>
+ <td>
+ <img src="../phase2/portraits/petrins.bmp" alt=
+ "petrin.cre" /><br />
+ petrin.cre
+ </td>
+ <td>
+ <img src="../phase2/portraits/rieltars.bmp" alt=
+ "rielta.cre" /><br />
+ rielta.cre
+ </td>
+ </tr>
+ <tr>
+ <td>
+ <img src="../phase2/portraits/seniyas.bmp" alt=
+ "seniya.cre" /><br />
+ seniya.cre
+ </td>
+ <td>
+ <img src="../phase2/portraits/thalas.bmp" alt=
+ "thalan.cre" /><br />
+ thalan.cre
+ </td>
+ <td>
+ <img src="../phase2/portraits/ofvais.bmp" alt="vai.cre" /><br />
+ vai.cre
+ </td>
+ <td>
+ <img src="../phase2/portraits/shoals.bmp" alt=
+ "shoal.cre" /><br />
+ shoal.cre
+ </td>
+ <td>
+ <img src="../phase2/portraits/tamokos.bmp" alt=
+ "tamoko.cre" /><br />
+ tamoko.cre
+ </td>
+ <td>
+ <img src="../phase2/portraits/tenyas.bmp" alt=
+ "tenya.cre tenya2.cre" /><br />
+ tenya.cre, tenya2.cre
+ </td>
+ <td>
+ <img src="../phase2/portraits/umbprs.bmp" alt=
+ "pumberl.cre pumber2.cre" /><br />
+ pumberl.cre, pumber2.cre
+ </td>
+ <td>
+ <img src="../phase2/portraits/winthrs.bmp" alt=
+ "winthr2.cre" /><br />
+ winthr2.cre and others
+ </td>
+ </tr>
+ <tr>
+ <td>
+ <img src="../phase2/portraits/yagos.bmp" alt="yago.cre" /><br />
+ yago.cre
+ </td>
+ <td>
+ <img src="../phase2/portraits/angelos.bmp" alt=
+ "angelo.cre" /><br />
+ angelo.cre
+ </td>
+ <td>
+ <img src="../phase2/portraits/arkushs.bmp" alt=
+ "arkush.cre" /><br />
+ arkush.cre
+ </td>
+ <td>
+ <img src="../phase2/portraits/briels.bmp" alt=
+ "brielb.cre" /><br />
+ brielb.cre
+ </td>
+ <td>
+ <img src="../phase2/portraits/eltans.bmp" alt=
+ "deltan.cre, deltan2.cre" /><br />
+ deltan.cre, deltan2.cre
+ </td>
+ <td>
+ <img src="../phase2/portraits/gorions.bmp" alt=
+ "gorion.cr, gorion3.cr" /><br />
+ gorion.cr, gorion3.cr
+ </td>
+ <td>
+ <img src="../phase2/portraits/sarevoks.bmp" alt=
+ "sarevo.cre, sarevo2.cre" /><br />
+ sarevo.cre, sarevo2.cre
+ </td>
+ <td>
+ <img src="../phase2/portraits/scars.bmp" alt="scar.cre" /><br />
+ scar.cre
+ </td>
+ </tr>
+ <tr>
+ <td>
+ <img src="../phase2/portraits/vails.bmp" alt="vail.cre" /><br />
+ vail.cre
+ </td>
+ <td>
+ <img src="../phase2/portraits/volos.bmp" alt="volo.cre" /><br />
+ volo.cre
+ </td>
+ <td>
+ <img src="../phase2/portraits/tazoks.bmp" alt=
+ "tazok.cre, tazok2.cre" /><br />
+ tazok.cre, tazok2.cre
+ </td>
+ <td>
+ <img src="../phase2/portraits/chases.bmp" alt=
+ "CHASE.cre" /><br />
+ CHASE.cre
+ </td>
+ <td>
+ <img src="../phase2/portraits/dryadcps.bmp" alt=
+ "DRYAD.cre" /><br />
+ DRYAD.cre
+ </td>
+ <td>
+ <img src="../phase2/portraits/fbehs.bmp" alt=
+ "FIREB1.cre, FIREBE.cre" /><br />
+ FIREB1.cre, FIREBE.cre
+ </td>
+ <td>
+ <img src="../phase2/portraits/keepers.bmp" alt=
+ "KEEPER.cre" /><br />
+ KEEPER.cre
+ </td>
+ <td>
+ <img src="../phase2/portraits/silkes.bmp" alt=
+ "SILKE.cre" /><br />
+ SILKE.cre
+ </td>
+ </tr>
+ <tr>
+ <td>
+ <img src="../phase2/portraits/gatewars.bmp" alt=
+ "GATEWA.cre, GATEWA2.cre" /><br />
+ GATEWA.cre, GATEWA2.cre
+ </td>
+ <td>
+ <img src="../phase2/portraits/joias.bmp" alt="JOIA.cre" /><br />
+ JOIA.cre
+ </td>
+ <td>
+ <img src="../phase2/portraits/marls.bmp" alt="MARL.cre" /><br />
+ MARL.cre
+ </td>
+ <td>
+ <img src="../phase2/portraits/perdues.bmp" alt=
+ "PERDUE.cre" /><br />
+ PERDUE.cre
+ </td>
+ <td>
+ <img src="../phase2/portraits/winskis.bmp" alt=
+ "WINSKI.cre, WINSKI2.cre" /><br />
+ WINSKI.cre, WINSKI2.cre
+ </td>
+ <td>
+ <img src="../phase2/portraits/taeroms.bmp" alt=
+ "TAEROM.cre" /><br />
+ TAEROM.cre
+ </td>
+ <td>
+ <img src="../phase2/portraits/tarness.bmp" alt=
+ "TARNES.cre" /><br />
+ TARNES.cre
+ </td>
+ <td>
+ <img src="../phase2/portraits/galtoks.bmp" alt=
+ "GALTOK.cre" /><br />
+ GALTOK.cre
+ </td>
+ </tr>
+ <tr>
+ <td>
+ <img src="../phase2/portraits/gellans.bmp" alt=
+ "GELLAN.cre" /><br />
+ GELLAN.cre
+ </td>
+ <td>
+ <img src="../phase2/portraits/hafizs.bmp" alt=
+ "HAFIZ.cre" /><br />
+ HAFIZ.cre
+ </td>
+ <td>
+ <img src="../phase2/portraits/landris.bmp" alt=
+ "LANDRI.cre" /><br />
+ LANDRI.cre
+ </td>
+ <td>
+ <img src="../phase2/portraits/madarcs.bmp" alt=
+ "MADARC.cre" /><br />
+ MADARC.cre
+ </td>
+ <td>
+ <img src="../phase2/portraits/nebs.bmp" alt="NEB.cre" /><br />
+ NEB.cre
+ </td>
+ <td>
+ <img src="../phase2/portraits/hurgans.bmp" alt=
+ "hurgan.cre" /><br />
+ hurgan.cre
+ </td>
+ <td>
+ <img src="../phase2/portraits/ulraunts.bmp" alt=
+ "ulraun.cre" /><br />
+ ulraun.cre
+ </td>
+ <td>
+ <img src="../phase2/portraits/durlags.bmp" alt=
+ "durlagt.cre" /><br />
+ durlagt.cre
+ </td>
+ </tr>
+ <tr>
+ <td>
+ <img src="../phase2/portraits/delas.bmp" alt=
+ "delain.cre, delain2.cre" /><br />
+ delain.cre, delain2.cre
+ </td>
+ <td>
+ <img src="../phase2/portraits/durls.bmp" alt=
+ "durlyl.cre, durlyl2.cre" /><br />
+ durlyl.cre, durlyl2.cre
+ </td>
+ <td>
+ <img src="../phase2/portraits/karougs.bmp" alt=
+ "karoug.cre" /><br />
+ karoug.cre
+ </td>
+ <td>
+ <img src="../phase2/portraits/kashias.bmp" alt=
+ "kaisha.cre, kaisha2.cre" /><br />
+ kaisha.cre, kaisha2.cre
+ </td>
+ <td>
+ <img src="../phase2/portraits/mendas.bmp" alt=
+ "mendas.cre" /><br />
+ mendas.cre and others
+ </td>
+ <td>
+ <img src="../phase2/portraits/DELSVIRS.bmp" alt=
+ "DELSVIR.cre" /><br />
+ DELSVIR.cre
+ </td>
+ <td>
+ <img src="../phase2/portraits/DUSHAIS.bmp" alt=
+ "DUSHAI.cre" /><br />
+ DUSHAI.cre
+ </td>
+ <td>
+ <img src="../phase2/portraits/shands.bmp" alt=
+ "handal2.cre" /><br />
+ handal2.cre
+ </td>
+ </tr>
+ </tbody>
+ </table>
+ </div>
+ </body>
+</html>
View
85 bg1npc/bg1npc_docs/tiaxsquest.html
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+<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
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+<head>
+<title>The BG1 NPC Project Documentation: Tiax's Quest Walkthrough</title>
+<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1" />
+<link rel="stylesheet" href="../style/g3readme.css" type="text/css" />
+<link href="../style/g3.ico" rel="icon" type="image/bmp" />
+</head>
+<body>
+<h1>The <acronym title="Baldur's Gate">BG1</acronym> <acronym
+title="Non-Player Character">NPC</acronym> Project Documentation: Tiax's Quest
+ Walkthrough</h1>
+<div class="section">
+ <p><strong><a href="http://www.gibberlings3.net/">A Gibberlings Three Mod</a></strong> <br />
+ <strong>Authors: <a href="http://forums.gibberlings3.net/?showtopic=1315">The <acronym title="Baldur's Gate">BG1</acronym> <acronym
+ title="Non-Player Character">NPC</acronym> Project team</a>.</strong></p>
+</div>
+<h2>Overview</h2>
+<div class="section">
+ <p>The party will know more about Tiax's past and define a future of one man.
+ The quest was designed with an evil player in mind, so the rewards for the
+ good party will not be great, save for the deed itself.</p>
+</div>
+<h2>Walkthrough</h2>
+<div class="section">
+ <p><strong>SPOILER ALERT:</strong> To read sections that contain spoiler information,
+ select/highlight the invisible text or hover your mouse over it. <br />
+ <br />
+ </p>
+ <p>The quest begins in the city of Baldur's Gate, not far from the Iron Throne
+ building. http://www.forgottenwars.com/bg1/ar1200.htm</p>
+ <p>A gnome, Belgin, stands in the top left corner of the map. He approaches
+ the party, if he sees Tiax.</p>
+ <p>The party can send him away at once, in which case he doesn't come back.</p>
+ <p>If they agree to listen to Belgin, however, <a class="spoiler" id="spoiler_1" name="spoiler_1" href="#spoiler_1">it
+ turns out that Belgin is Tiax's old travelling companion, who is now hunted
+ for Tiax's murder. Seeing Tiax alive and well, Belgin asks the party to help
+ him clear his name, and to visit Blade and Stars to show Tiax to the mercenaries.</a>
+ </p>
+ <p>The player can also try and force some money from Belgin at this point.
+ Belgin will wait for the party in Helm and Cloak, an inn in Baldur's Gate.</p>
+ <p>At Blade and Stars, <a class="spoiler" id="spoiler_2" name="spoiler_2" href="#spoiler_2">the
+ party can try and reason with Karris, the leader of the mercenaries. Another
+ alternative is killing him and his group, or telling him Belgin's whereabouts,
+ in which case Belgin disappears forever.</a></p>
+ <p>If the player has chosen to help Belgin, the party can proceed to Helm and
+ Cloak. However, if Tiax is in party, <a class="spoiler" id="spoiler_3" name="spoiler_3" href="#spoiler_3">he
+ proclaims he had a vision from Cyric, and must kill Belgin now. WARNING:
+ If the party does not assist Tiax in this matter, or delay the murder for
+ too long, Tiax will eventually leave forever!</a></p>
+ <p>At Helm and Cloak, the party may yet again make a choice. <a class="spoiler" id="spoiler_4" name="spoiler_4" href="#spoiler_4">Killing
+ Belgin will net the party 2000 gold, and helping him - only 1000.</a></p>
+ <p>For more detail, this is Caillean's testing report:</p>
+ <p><a class="spoiler" id="spoiler_15" name="spoiler_15" href="#spoiler_15">I tested
+ Tiax' quest today, so here is my report:</a></p>
+ <p><a class="spoiler" id="spoiler_5" name="spoiler_5" href="#spoiler_5">1.) I told Belgin I would help him. I convinced the bounty hunters in the
+ Blade and Stars that Telliax is alive. When leaving the tavern, Tiax starts
+ babbling about some vision from Cyric and that he needs to kill Belgin. I
+ returned to Belgin in the Helm and Cloak.</a></p>
+ <p><a class="spoiler" id="spoiler_6" name="spoiler_6" href="#spoiler_6">- I killed him. Reputation -1 and 2000 GP were to be found on his body.</a></p>
+ <p><a class="spoiler" id="spoiler_7" name="spoiler_7" href="#spoiler_7">- I tried to press money from Belgin or told him that the bounty hunters
+ know that he is innocent: That means 1000 GP and Tiax left the party.</a></p>
+ <p><a class="spoiler" id="spoiler_8" name="spoiler_8" href="#spoiler_8">2.) I attacked Belgin right away, next to the Iron Throne headquarters.
+ He just disappeared, I could not kill him. I went to the Helm and Cloak to
+ see if he is there, but he was not. I went to the Blade and stars to see
+ about the bounty hunters. I told them I killed Belgin, but they wouldn't
+ believe me without proof. I told them that Belgin can be found in the Helm
+ and Cloak (what was not true), and gained 1500 GP from them. I returned to
+ the Helm and Cloak to see what's happening there and expected the bounty
+ hunters to confront me, because they did not found Belgin there, but they
+ were not to be found in the tavern. They won't come for me if I point them
+ into the wrong direction.</a></p>
+ <p><a class="spoiler" id="spoiler_9" name="spoiler_9" href="#spoiler_9">3.) I also killed the bounty hunters. Belgin was not happy to hear this,
+ because now they're after him not only for the death of Telliax, but the
+ bounty hunters' murder as well.</a></p>
+ <p><a class="spoiler" id="spoiler_10" name="spoiler_10" href="#spoiler_10">4.) I turned Belgin down right from the start, he left and the journal said
+ I won't be bothered by him anymore.</a></p>
+ <p><a class="spoiler" id="spoiler_11" name="spoiler_11" href="#spoiler_11">In the end it comes down to three possible outcomes:</a></p>
+ <p><a class="spoiler" id="spoiler_12" name="spoiler_12" href="#spoiler_12">1.) Help Belgin and receive 1000 GP and Tiax leaves the party</a></p>
+ <p><a class="spoiler" id="spoiler_13" name="spoiler_13" href="#spoiler_13">2.) Kill Belgin and receive 2000 GP and suffer a loss of reputation -1</a></p>
+ <p><a class="spoiler" id="spoiler_14" name="spoiler_14" href="#spoiler_14">3.) (this one is not stated in the Readme file for this quest) Reveal Belgins
+ whereabouts to the bounty hunters and receive 1500 GP</a></p>
+</div>
+</body>
+</html>
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+<html lang="en" xml:lang="en" xmlns="http://www.w3.org/1999/xhtml">
+<head>
+<title>The BG1 NPC Project Documentation: Xan's Quest Walkthrough</title>
+<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1" />
+<link rel="stylesheet" href="../style/g3readme.css" type="text/css" />
+<link href="../style/g3.ico" rel="icon" type="image/bmp" />
+</head>
+
+<body>
+
+<h1>The <acronym title="Baldur's Gate">BG1</acronym> <acronym
+title="Non-Player Character">NPC</acronym> Project Documentation: Xan's Quest
+Walkthrough</h1>
+<div class="section">
+ <p><strong><a href="http://www.gibberlings3.net/">A Gibberlings Three Mod</a></strong>
+ <br />
+ <strong>Authors: <a href="http://forums.gibberlings3.net/?showtopic=1315">The
+ <acronym title="Baldur's Gate">BG1</acronym> <acronym
+ title="Non-Player Character">NPC</acronym> Project team</a>.</strong></p>
+</div>
+<h2>Overview</h2>
+<div class="section">
+ <p>Xan's quest involves his status of a moonblade wielder. He is honor-bound to protect and rescue all elves, and this quest gives him a chance to do as duty dictates, and step forward, or to do as reason bids, and to turn away. Xan must be in party to start, continue or complete the quest. The player can determine a lot in this encounter, but it is Xan who receives the reward or bear the penalty - and while his reward may be great, his punishment is also severe.</p>
+</div>
+<h2>Walkthrough</h2>
+<div class="section">
+ <p><strong>SPOILER ALERT:</strong> To read sections that contain spoiler information,
+select/highlight the invisible text or hover your mouse over it.</p>
+ <p>
+Xan's quest starts in the Basilisk area, code FW3500. <a href="http://www.forgottenwars.com/bg1/ar3500.htm">http://www.forgottenwars.com/bg1/ar3500.htm</a> In the bottom left corner of the map, there are three merchants - Skodd, Gael, and Mazuri. They spawn only if Xan is already in party. Upon meeting the PC, they explain that their caravan was robbed, and they barely escaped becoming lawn ornaments. They seek only to be left in peace and to continue on their way.</p>
+<p>The party has two options: attack them, or let them go. In the second case, if the area has already been cleared(Mutamin is dead), and the player has introduced himself or herself, the party receives +1 to reputation.</p>
+<p>If the player attacks, <a class="spoiler" id="spoiler_1" name="spoiler_1" href="#spoiler_1">six armed mercenaries spawn, and the battle begins. Merchants use nasty darts, and mercenaries - acid arrows, so players are better be prepared! After the battle, three unarmed elven women spawn.</a></p>
+<p>If the player lets them leave, <a class="spoiler" id="spoiler_2" name="spoiler_2" href="#spoiler_2">a deer("White Doe")
+appears, and heads straight to Xan. Xan suggests the party follows, and immediately, the party is transferred to FW3000 - the area north of FW3500, the one with the four Red Wizards, many spiders, ettercaps and traps.</a></p>
+<p>Read more about this area here: <a href="http://www.forgottenwars.com/bg1/ar3000.htm">http://www.forgottenwars.com/bg1/ar3000.htm</a></p>
+<p>When the party arrives - <a class="spoiler" id="spoiler_3" name="spoiler_3" href="#spoiler_3">straight to the bottom left corner of the map, - they find three familiar faces there: Skodd, Gael and Mazuri again. However, this time they are surrounded by six merchenaries, and behind them, three helpless women stand, ready to be sold as slaves in Calimshan.</a></p>
+<p>Xan is outraged.<a class="spoiler" id="spoiler_4" name="spoiler_4" href="#spoiler_4">The battle, however, is indeed going to be difficult, and the player has two major options: attack or convince Xan that the party cannot win in these circumstances.</a></p>
+<p>Another option is available, if all three elves - Coran, Kivan and Xan - are in party. <a class="spoiler" id="spoiler_5" name="spoiler_5" href="#spoiler_5"> If the player is willing to trade, and Xan, Coran and Kivan are all in the party, Skodd proposes an exchange - three women for three men-bedslaves, if the men are to come willingly. Come they do - Xan, Coran and Kivan leave the party and drop their equipment, but once the women are behind PC, the three elves charge. PC has a choice - to join them in their attack, or to betray them, in which case all elves turn hostile. The women go hostile, as well.</a></p>
+<p>If the violent solution has been chosen earlier, <a class="spoiler" id="spoiler_6" name="spoiler_6" href="#spoiler_6">the battle is over, and all three women and Xan are alive, the women plead Xan to protect them. Xan agrees. The player can choose to keep the woman as booty, in which case the women, Coran, Kivan and Xan go hostile, let Xan accompany them, or assist Xan in his task.</a></p>
+<p>However, if the player has chosen a nobler choice - to assist the women, and to accompany Xan, <a class="spoiler" id="spoiler_7" name="spoiler_7" href="#spoiler_7">the player finds himself on the second floor of the Friendly Arm Inn - FW2302, a part of the Friendly Arm Inn area. Or, if the player has chosen to let Xan accompany the women on his own, Xan can now be found there.</a></p>
+<p>The Friendly Arm Inn, FW2300 is located here: <a href="http://www.forgottenwars.com/bg1/ar2300.htm">http:/www.forgottenwars.com/bg1/ar2300.htm</a></p>
+<p>Finally, the reward - <a class="spoiler" id="spoiler_8" name="spoiler_8" href="#spoiler_8">having saved the women, Xan has done his duty, and a good deed to boot. So, he is rewarded through his Moonblade: Xan receives 10000 of experience. This is received, if Xan has accompanied the women to Friendly Arm Inn.</a></p>
+<p>However, if the player has convinced Xan to walk away, <a class="spoiler" id="spoiler_9" name="spoiler_9" href="#spoiler_9">Xan has failed in his role of a moonblade wielder, and he has to face a reprimand from the Tel Seldarine themselves: a lightning strikes him down, and he loses 10000 experience(if he is already past 10000).</a></p>
+<p>Both reward and the punishment are triggered several minutes after the quest is finished. There are no random chances.</p>
+ </div>
+
+
+
+</body>
+
+</html>
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78 bg1npc/bg1npc_docs/xzarsquest.html
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+<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
+<html lang="en" xml:lang="en" xmlns="http://www.w3.org/1999/xhtml">
+<head>
+<title>The BG1 NPC Project Documentation: Xzar's Quest Walkthrough</title>
+<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1" />
+<link rel="stylesheet" href="../style/g3readme.css" type="text/css" />
+<link href="../style/g3.ico" rel="icon" type="image/bmp" />
+</head>
+<body>
+<h1>The <acronym title="Baldur's Gate">BG1</acronym> <acronym
+title="Non-Player Character">NPC</acronym> Project Documentation: Xzar's Quest
+ Walkthrough</h1>
+<div class="section">
+ <p><strong><a href="http://www.gibberlings3.net/">A Gibberlings Three Mod</a></strong> <br />
+ <strong>Authors: <a href="http://forums.gibberlings3.net/?showtopic=1315">The <acronym title="Baldur's Gate">BG1</acronym> <acronym
+ title="Non-Player Character">NPC</acronym> Project team</a>.</strong></p>
+</div>
+<h2>Overview</h2>
+<div class="section">
+ <p>Xzar likes to gather various components from the creatures you meet, and