[Bug] Übergang zu SoD, Helm der Gesinnungsumkehr

Jarlaxle

Senior Member
Registriert
20.06.2008
Beiträge
509
Beim Übergang von BG1 zu SoD (erstmals in Korlasz Dungeon) ist ein kleiner Gesinnungs-Fehler bei Viconia, die noch immer den Helm der Gesinnungsumkehr trägt, den ich ihr aufgesetzt habe.

Um sie von neutral böse auf neutral gut zu bekommen (vor allem zum Zerstören von Untoten) , habe ich ihr in BG1 (nach Durlags Turm) den Helm der Gesinnungsumkehr aufgesetzt.

Diesen Helm trägt sie - angekommen in SoD, in Korlasz Verließ - noch immer, ist aber, nachdem auch ihr Profilbild gewechselt ist, mit Helm wieder neutral böse, obwohl sie alle übrigen Werte (EP, Attribute, Level) mitgenommen hat.
Nehme ich ihr den Helm mit Fluch brechen wieder ab, ist sie wieder - dann aber ohne Helm - neutral gut, obwohl sie eigentlich ohne Helm neutral böse sein müsste.

Irgendwas (ich weiß leider nicht welche Mod, hätte es sonst in den Releases gepostet) macht da den Übergang fehlerhaft.
 

Jastey

Matron Modderholic
Registriert
16.05.2004
Beiträge
12.946
Ich hätte da jetzt auch dem Originalskript zugetraut dass es irgendwie Viconias Stats anpasst ohne das zu überprüfen aber im Originalspiel wird ihr tatsächlich nur ein anderes Portrait verpasst, wenn man von BG1 kommt, soweit ich das sehen kann.
Was da schief geht weiß ich leider auch nicht. Du könntest als erstes die bd0120.bcs mit NI decompilieren und hier in einen Spoiler setzen. Wenn da nichts zu sehen ist, könntest Du in der GAM von einem Spielstand in Korlasz' Dungeon Viconias Script nachschauen (vermutlich bdviconi.bds) und das auch posten.
 

Jarlaxle

Senior Member
Registriert
20.06.2008
Beiträge
509
Wie decompiliere ich ?

Es gibt mehrere BD0120.bcs ... ich vermute, es ist die aus dem Overwirte-Ordner gemeint ?
 

Jastey

Matron Modderholic
Registriert
16.05.2004
Beiträge
12.946
Ja, es gibt nur eine, Du kannst das einstellen, wie die veränderten Dateien angezeigt werden, bei Dir steht wahrscheinlich dass es sowohl unter der Dateiart als auch im Override angezeigt werden soll (im Override befindet sich die akuellste Version die die originale überschreibt).
Ich glaube Skripte kann man direkt angucken, oder? Dann einfach den Inhalt kopieren.
 

Jarlaxle

Senior Member
Registriert
20.06.2008
Beiträge
509
IF
Global("bd_plot","global",10)
GlobalGT("bd_mdd000te_ot","bd0120",0)
Global("C#Brandock_bd_mdd000te_ot","bd0120",0)
OR(2)
IfValidForPartyDialogue("C#Brandock") // Brandock
Global("C#BrandockJoined","GLOBAL",2)
THEN
RESPONSE #200
Continue()
RESPONSE #100
SetGlobal("C#Brandock_bd_mdd000te_ot","bd0120",1)
DisplayStringHead("C#Brandock",407777) // Davon gibt es wohl noch mehr, da wo die herkamen...
WaitSync(5)
END

IF
Global("bd_plot","global",10)
GlobalGT("bd_mdd000te_ot","bd0120",0)
Global("C#Brage_bd_mdd000te_ot","bd0120",0)
IfValidForPartyDialogue("C#Brage") // Brage
THEN
RESPONSE #200
Continue()
RESPONSE #100
SetGlobal("C#Brage_bd_mdd000te_ot","bd0120",1)
DisplayStringHead("C#Brage",405519) // Dies ist eine beeindruckende Felsspalte. Ich hätte nicht gedacht, dass diese Crypta so weit in die Tiefen reicht.
WaitSync(5)
END

IF
Global("UBRPETSTART","GLOBAL",0)
OR(2)
Class(Player1,RANGER_ALL)
Class(Player1,DRUID_ALL)
THEN
RESPONSE #100
SetGlobal("UBRPETSTART","GLOBAL",1)
ApplySpellRES("UBRPETZ",Player1) // Wesen zeigen
Continue()
END

IF
Global("bd_leaving_ot_ajantis","global",0)
Global("bd_leaving2_ot_ajantis","global",0)
Global("X#AjantisRomanceActive","GLOBAL",2)
THEN
RESPONSE #100
SetGlobal("bd_leaving_ot_ajantis","global",1)
SetGlobal("bd_leaving2_ot_ajantis","global",1)
Continue()
END

IF
Global("ENDOFBG1","GLOBAL",0)
Global("K#NewGame","BD0120",0)
THEN
RESPONSE #100
SetGlobal("K#NewGame","BD0120",1)
SetGlobal("DREAM","GLOBAL",7)
SetGlobal("ENDOFBG1","GLOBAL",1)
SetGlobal("NEWGAME_SOD","GLOBAL",1)
RemoveWorldmapAreaFlag("BG0900",ENABLED)
ReallyForceSpellRES("K#REMBHA",Player1) // No such index
TakeItemListPartyNum("K#PLOT",99)
Continue()
END

IF
Global("K#StoryMode","BD0120",0)
StoryModeOn()
InPartyAllowDead("Imoen2") // Imoen
THEN
RESPONSE #100
SetGlobal("K#StoryMode","BD0120",1)
ReallyForceSpellDeadRES("OHSMODE3","Imoen2") // No such index
Continue()
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("bd_remove_2da_items","bd0120",0)
THEN
RESPONSE #100
SetGlobal("bd_remove_2da_items","bd0120",1)
SetCutSceneLite(TRUE)
ActionOverride(Player1,DestroyAllEquipment())
Continue()
END

IF
Global("BD0120_START","GLOBAL",0)
THEN
RESPONSE #100
SetGlobal("BD0120_START","GLOBAL",1)
SetCutSceneLite(TRUE)
ApplySpellRES("bdresurr",Player2) // No such index
ApplySpellRES("bdresurr",Player3) // No such index
ApplySpellRES("bdresurr",Player4) // No such index
ApplySpellRES("bdresurr",Player5) // No such index
ApplySpellRES("bdresurr",Player6) // No such index
SmallWait(1)
ApplySpellRES("bdrejuve",Player1) // No such index
ApplySpellRES("bdrejuve",Player2) // No such index
ApplySpellRES("bdrejuve",Player3) // No such index
ApplySpellRES("bdrejuve",Player4) // No such index
ApplySpellRES("bdrejuve",Player5) // No such index
ApplySpellRES("bdrejuve",Player6) // No such index
GiveItemCreate("BDKEYR",Player1,0,0,0) // Schlüsselring
Continue()
END

IF
Global("SOD_fromimport","global",1)
Global("BD_VICONIA_PORTRAIT","GLOBAL",0)
InPartyAllowDead("VICONIA") // Viconia
THEN
RESPONSE #100
SetGlobal("BD_VICONIA_PORTRAIT","GLOBAL",1)
ReallyForceSpellDeadRES("BDVICPOR","VICONIA") // No such index
Continue()
END

IF
Global("BD_Init_Gold","BD0120",0)
Global("SOD_fromimport","global",0)
PartyGoldLT(30000)
THEN
RESPONSE #100
SetGlobal("BD_Init_Gold","BD0120",1)
GiveGoldForce(30000)
Continue()
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",1)
Global("BD_Imoen_Items","GLOBAL",0)
InPartyAllowDead("IMOEN2") // Imoen
THEN
RESPONSE #100
SetGlobal("BD_Imoen_Items","GLOBAL",1)
ActionOverride("Imoen_import_eq",TakeCreatureItems("IMOEN2",ALL)) // Imoen
SmallWait(1)
ActionOverride("IMOEN2",LeaveParty())
ActionOverride("IMOEN2",DestroySelf())
END

IF
Global("bd_plot","global",0)
Global("bd_party_has_lockpicking","BD0120",0)
Class(Player1,THIEF_ALL)
CheckStatGT(Player1,89,LOCKPICKING)
THEN
RESPONSE #100
SetGlobal("bd_party_has_lockpicking","BD0120",1)
Continue()
END

IF
Global("bd_plot","global",0)
Global("bd_party_has_traps","BD0120",0)
Class(Player1,THIEF_ALL)
CheckStatGT(Player1,79,TRAPS)
THEN
RESPONSE #100
SetGlobal("bd_party_has_traps","BD0120",1)
Continue()
END

IF
Global("bd_plot","global",0)
Global("bd_party_has_lockpicking","BD0120",0)
Class(Player2,THIEF_ALL)
CheckStatGT(Player2,89,LOCKPICKING)
THEN
RESPONSE #100
SetGlobal("bd_party_has_lockpicking","BD0120",1)
Continue()
END

IF
Global("bd_plot","global",0)
Global("bd_party_has_traps","BD0120",0)
Class(Player2,THIEF_ALL)
CheckStatGT(Player2,79,TRAPS)
THEN
RESPONSE #100
SetGlobal("bd_party_has_traps","BD0120",1)
Continue()
END

IF
Global("bd_plot","global",0)
Global("bd_party_has_lockpicking","BD0120",0)
Class(Player3,THIEF_ALL)
CheckStatGT(Player3,89,LOCKPICKING)
THEN
RESPONSE #100
SetGlobal("bd_party_has_lockpicking","BD0120",1)
Continue()
END

IF
Global("bd_plot","global",0)
Global("bd_party_has_traps","BD0120",0)
Class(Player3,THIEF_ALL)
CheckStatGT(Player3,79,TRAPS)
THEN
RESPONSE #100
SetGlobal("bd_party_has_traps","BD0120",1)
Continue()
END

IF
Global("bd_plot","global",0)
Global("bd_party_has_lockpicking","BD0120",0)
Class(Player4,THIEF_ALL)
CheckStatGT(Player4,89,LOCKPICKING)
THEN
RESPONSE #100
SetGlobal("bd_party_has_lockpicking","BD0120",1)
Continue()
END

IF
Global("bd_plot","global",0)
Global("bd_party_has_traps","BD0120",0)
Class(Player4,THIEF_ALL)
CheckStatGT(Player4,79,TRAPS)
THEN
RESPONSE #100
SetGlobal("bd_party_has_traps","BD0120",1)
Continue()
END

IF
Global("bd_plot","global",0)
Global("bd_party_has_lockpicking","BD0120",0)
Class(Player5,THIEF_ALL)
CheckStatGT(Player5,89,LOCKPICKING)
THEN
RESPONSE #100
SetGlobal("bd_party_has_lockpicking","BD0120",1)
Continue()
END

IF
Global("bd_plot","global",0)
Global("bd_party_has_traps","BD0120",0)
Class(Player5,THIEF_ALL)
CheckStatGT(Player5,79,TRAPS)
THEN
RESPONSE #100
SetGlobal("bd_party_has_traps","BD0120",1)
Continue()
END

IF
Global("bd_plot","global",0)
Global("bd_party_has_lockpicking","BD0120",0)
Class(Player6,THIEF_ALL)
CheckStatGT(Player6,89,LOCKPICKING)
THEN
RESPONSE #100
SetGlobal("bd_party_has_lockpicking","BD0120",1)
Continue()
END

IF
Global("bd_plot","global",0)
Global("bd_party_has_traps","BD0120",0)
Class(Player6,THIEF_ALL)
CheckStatGT(Player6,79,TRAPS)
THEN
RESPONSE #100
SetGlobal("bd_party_has_traps","BD0120",1)
Continue()
END

IF
Global("bd_plot","global",0)
Global("bd_party_has_warrior","BD0120",0)
OR(6)
ClassLevelGT(Player1,WARRIOR,5)
ClassLevelGT(Player2,WARRIOR,5)
ClassLevelGT(Player3,WARRIOR,5)
ClassLevelGT(Player4,WARRIOR,5)
ClassLevelGT(Player5,WARRIOR,5)
ClassLevelGT(Player6,WARRIOR,5)
THEN
RESPONSE #100
SetGlobal("bd_party_has_warrior","BD0120",1)
Continue()
END

IF
Global("bd_plot","global",0)
Global("bd_party_has_priest","BD0120",0)
OR(6)
ClassLevelGT(Player1,PRIEST,5)
ClassLevelGT(Player2,PRIEST,5)
ClassLevelGT(Player3,PRIEST,5)
ClassLevelGT(Player4,PRIEST,5)
ClassLevelGT(Player5,PRIEST,5)
ClassLevelGT(Player6,PRIEST,5)
THEN
RESPONSE #100
SetGlobal("bd_party_has_priest","BD0120",1)
Continue()
END

IF
Global("bd_plot","global",0)
Global("bd_party_has_wizard","BD0120",0)
OR(6)
ClassLevelGT(Player1,WIZARD,5)
ClassLevelGT(Player2,WIZARD,5)
ClassLevelGT(Player3,WIZARD,5)
ClassLevelGT(Player4,WIZARD,5)
ClassLevelGT(Player5,WIZARD,5)
ClassLevelGT(Player6,WIZARD,5)
THEN
RESPONSE #100
SetGlobal("bd_party_has_wizard","BD0120",1)
Continue()
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
OR(4)
Class(Player1,FIGHTER_ALL)
Class(Player1,PALADIN_ALL)
Kit(Player1,BARBARIAN)
Class(Player1,RANGER_ALL)
!Kit(Player1,KENSAI)
!Class(Player1,MONK)
Global("SOD_fromimport","global",0)
Global("BD_Bracers","BD0120",0)
CheckStatLT(Player1,14,STR)
THEN
RESPONSE #100
SetGlobal("BD_Bracers","BD0120",1)
GiveItemCreate("brac06",Player1,0,0,0) // Hände von Takkok
ActionOverride(Player1,SetItemFlags("brac06",IDENTIFIED,TRUE)) // Hände von Takkok
XEquipItem("brac06",Player1,SLOT_GAUNTLETS,EQUIP) // Hände von Takkok
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStatGT(Player1,2,PROFICIENCYBASTARDSWORD)
CheckStatGT(Player1,10,STR)
THEN
RESPONSE #50
SetGlobal("BD_Weapon","BD0120",1)
SetGlobal("BD_PROFICIENCYBASTARDSWORD","BD0120",1)
GiveItemCreate("sw1h03",Player1,0,0,0) // Kondar +1
ActionOverride(Player1,SetItemFlags("sw1h03",IDENTIFIED,TRUE)) // Kondar +1
XEquipItem("sw1h03",Player1,SLOT_WEAPON0,EQUIP) // Kondar +1
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
RESPONSE #50
SetGlobal("BD_Weapon","BD0120",1)
SetGlobal("BD_PROFICIENCYBASTARDSWORD","BD0120",1)
GiveItemCreate("sw1h34",Player1,0,0,0) // Albruin +1
ActionOverride(Player1,SetItemFlags("sw1h34",IDENTIFIED,TRUE)) // Albruin +1
XEquipItem("sw1h34",Player1,SLOT_WEAPON0,EQUIP) // Albruin +1
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStatGT(Player1,2,PROFICIENCYLONGSWORD)
CheckStatGT(Player1,4,STR)
THEN
RESPONSE #50
SetGlobal("BD_Weapon","BD0120",1)
SetGlobal("BD_PROFICIENCYLONGSWORD","BD0120",1)
GiveItemCreate("sw1h06",Player1,0,0,0) // Varscona +2
ActionOverride(Player1,SetItemFlags("sw1h06",IDENTIFIED,TRUE)) // Varscona +2
XEquipItem("sw1h06",Player1,SLOT_WEAPON0,EQUIP) // Varscona +2
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
RESPONSE #50
SetGlobal("BD_Weapon","BD0120",1)
SetGlobal("BD_PROFICIENCYLONGSWORD","BD0120",1)
GiveItemCreate("sw1h24",Player1,0,0,0) // Die brennende Erde +1
ActionOverride(Player1,SetItemFlags("sw1h24",IDENTIFIED,TRUE)) // Die brennende Erde +1
XEquipItem("sw1h24",Player1,SLOT_WEAPON0,EQUIP) // Die brennende Erde +1
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStatGT(Player1,2,PROFICIENCYSHORTSWORD)
CheckStatGT(Player1,3,STR)
THEN
RESPONSE #100
SetGlobal("BD_Weapon","BD0120",1)
SetGlobal("BD_PROFICIENCYSHORTSWORD","BD0120",1)
GiveItemCreate("SW1H09_",Player1,0,0,0) // Das pfeifende Schwert +2
ActionOverride(Player1,SetItemFlags("SW1H09_",IDENTIFIED,TRUE)) // Das pfeifende Schwert +2
XEquipItem("SW1H09_",Player1,SLOT_WEAPON0,EQUIP) // Das pfeifende Schwert +2
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStatGT(Player1,2,PROFICIENCYAXE)
CheckStatGT(Player1,9,STR)
THEN
RESPONSE #100
SetGlobal("BD_Weapon","BD0120",1)
SetGlobal("BD_PROFICIENCYAXE","BD0120",1)
GiveItemCreate("ax1h03",Player1,0,0,0) // Streitaxt von Mauletar +2
ActionOverride(Player1,SetItemFlags("ax1h03",IDENTIFIED,TRUE)) // Streitaxt von Mauletar +2
XEquipItem("ax1h03",Player1,SLOT_WEAPON0,EQUIP) // Streitaxt von Mauletar +2
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStatGT(Player1,2,PROFICIENCYTWOHANDEDSWORD)
CheckStatGT(Player1,12,STR)
THEN
RESPONSE #100
SetGlobal("BD_Weapon","BD0120",2)
GiveItemCreate("sw2h06",Player1,0,0,0) // Spinnenfluch +2
ActionOverride(Player1,SetItemFlags("sw2h06",IDENTIFIED,TRUE)) // Spinnenfluch +2
XEquipItem("sw2h06",Player1,SLOT_WEAPON0,EQUIP) // Spinnenfluch +2
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStatGT(Player1,2,PROFICIENCYKATANA)
CheckStatGT(Player1,5,STR)
THEN
RESPONSE #100
SetGlobal("BD_Weapon","BD0120",1)
SetGlobal("BD_PROFICIENCYKATANA","BD0120",1)
GiveItemCreate("sw1h44",Player1,0,0,0) // Katana +1
ActionOverride(Player1,SetItemFlags("sw1h44",IDENTIFIED,TRUE)) // Katana +1
XEquipItem("sw1h44",Player1,SLOT_WEAPON0,EQUIP) // Katana +1
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStatGT(Player1,2,PROFICIENCYSCIMITARWAKISASHININJATO)
CheckStatGT(Player1,9,STR)
Class(Player1,DRUID_ALL)
THEN
RESPONSE #100
SetGlobal("BD_Weapon","BD0120",1)
SetGlobal("BD_PROFICIENCYSCIMITAR_ETC","BD0120",1)
GiveItemCreate("sw1h23",Player1,0,0,0) // Rashads Klaue +2
ActionOverride(Player1,SetItemFlags("sw1h23",IDENTIFIED,TRUE)) // Rashads Klaue +2
XEquipItem("sw1h23",Player1,SLOT_WEAPON0,EQUIP) // Rashads Klaue +2
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStatGT(Player1,2,PROFICIENCYSCIMITARWAKISASHININJATO)
CheckStatGT(Player1,9,STR)
!Class(Player1,DRUID_ALL)
THEN
RESPONSE #33
SetGlobal("BD_Weapon","BD0120",1)
SetGlobal("BD_PROFICIENCYSCIMITAR_ETC","BD0120",1)
GiveItemCreate("sw1h47",Player1,0,0,0) // Wakizashi +1
ActionOverride(Player1,SetItemFlags("sw1h47",IDENTIFIED,TRUE)) // Wakizashi +1
XEquipItem("sw1h47",Player1,SLOT_WEAPON0,EQUIP) // Wakizashi +1
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
RESPONSE #33
SetGlobal("BD_Weapon","BD0120",1)
SetGlobal("BD_PROFICIENCYSCIMITAR_ETC","BD0120",1)
GiveItemCreate("sw1h49",Player1,0,0,0) // Ninjatō +1
ActionOverride(Player1,SetItemFlags("sw1h49",IDENTIFIED,TRUE)) // Ninjatō +1
XEquipItem("sw1h49",Player1,SLOT_WEAPON0,EQUIP) // Ninjatō +1
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
RESPONSE #33
SetGlobal("BD_Weapon","BD0120",1)
SetGlobal("BD_PROFICIENCYSCIMITAR_ETC","BD0120",1)
GiveItemCreate("sw1h23",Player1,0,0,0) // Rashads Klaue +2
ActionOverride(Player1,SetItemFlags("sw1h23",IDENTIFIED,TRUE)) // Rashads Klaue +2
XEquipItem("sw1h23",Player1,SLOT_WEAPON0,EQUIP) // Rashads Klaue +2
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStatGT(Player1,2,PROFICIENCYSCIMITARWAKISASHININJATO)
CheckStatGT(Player1,5,STR)
!Class(Player1,DRUID_ALL)
THEN
RESPONSE #50
SetGlobal("BD_Weapon","BD0120",1)
SetGlobal("BD_PROFICIENCYSCIMITAR_ETC","BD0120",1)
GiveItemCreate("sw1h47",Player1,0,0,0) // Wakizashi +1
ActionOverride(Player1,SetItemFlags("sw1h47",IDENTIFIED,TRUE)) // Wakizashi +1
XEquipItem("sw1h47",Player1,SLOT_WEAPON0,EQUIP) // Wakizashi +1
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
RESPONSE #50
SetGlobal("BD_Weapon","BD0120",1)
SetGlobal("BD_PROFICIENCYSCIMITAR_ETC","BD0120",1)
GiveItemCreate("sw1h49",Player1,0,0,0) // Ninjatō +1
ActionOverride(Player1,SetItemFlags("sw1h49",IDENTIFIED,TRUE)) // Ninjatō +1
XEquipItem("sw1h49",Player1,SLOT_WEAPON0,EQUIP) // Ninjatō +1
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStatGT(Player1,2,PROFICIENCYSCIMITARWAKISASHININJATO)
CheckStatGT(Player1,4,STR)
!Class(Player1,DRUID_ALL)
THEN
RESPONSE #100
SetGlobal("BD_Weapon","BD0120",1)
SetGlobal("BD_PROFICIENCYSCIMITAR_ETC","BD0120",1)
GiveItemCreate("sw1h47",Player1,0,0,0) // Wakizashi +1
ActionOverride(Player1,SetItemFlags("sw1h47",IDENTIFIED,TRUE)) // Wakizashi +1
XEquipItem("sw1h47",Player1,SLOT_WEAPON0,EQUIP) // Wakizashi +1
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStatGT(Player1,2,PROFICIENCYDAGGER)
THEN
RESPONSE #100
SetGlobal("BD_Weapon","BD0120",1)
SetGlobal("BD_PROFICIENCYDAGGER","BD0120",1)
GiveItemCreate("dagg03",Player1,0,0,0) // Herz des Golems +2
ActionOverride(Player1,SetItemFlags("dagg03",IDENTIFIED,TRUE)) // Herz des Golems +2
XEquipItem("dagg03",Player1,SLOT_WEAPON0,EQUIP) // Herz des Golems +2
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStatGT(Player1,2,PROFICIENCYWARHAMMER)
CheckStatGT(Player1,7,STR)
THEN
RESPONSE #100
SetGlobal("BD_Weapon","BD0120",1)
SetGlobal("BD_PROFICIENCYWARHAMMER","BD0120",1)
GiveItemCreate("hamm03",Player1,0,0,0) // Ashideena +2
ActionOverride(Player1,SetItemFlags("hamm03",IDENTIFIED,TRUE)) // Ashideena +2
XEquipItem("hamm03",Player1,SLOT_WEAPON0,EQUIP) // Ashideena +2
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStatGT(Player1,2,PROFICIENCYSPEAR)
CheckStatGT(Player1,4,STR)
THEN
RESPONSE #100
SetGlobal("BD_Weapon","BD0120",2)
GiveItemCreate("sper05",Player1,0,0,0) // Speer +2
ActionOverride(Player1,SetItemFlags("sper05",IDENTIFIED,TRUE)) // Speer +2
XEquipItem("sper05",Player1,SLOT_WEAPON0,EQUIP) // Speer +2
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStatGT(Player1,2,PROFICIENCYHALBERD)
CheckStatGT(Player1,10,STR)
THEN
RESPONSE #100
SetGlobal("BD_Weapon","BD0120",2)
GiveItemCreate("halb03",Player1,0,0,0) // Klinge von Suryris +2
ActionOverride(Player1,SetItemFlags("halb03",IDENTIFIED,TRUE)) // Klinge von Suryris +2
XEquipItem("halb03",Player1,SLOT_WEAPON0,EQUIP) // Klinge von Suryris +2
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStatGT(Player1,2,PROFICIENCYFLAILMORNINGSTAR)
CheckStatGT(Player1,12,STR)
THEN
RESPONSE #100
SetGlobal("BD_Weapon","BD0120",1)
SetGlobal("BD_PROFICIENCYFLAILMORNINGSTAR","BD0120",1)
GiveItemCreate("blun39",Player1,0,0,0) // Der Drescher +2
ActionOverride(Player1,SetItemFlags("blun39",IDENTIFIED,TRUE)) // Der Drescher +2
XEquipItem("blun39",Player1,SLOT_WEAPON0,EQUIP) // Der Drescher +2
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStatGT(Player1,2,PROFICIENCYFLAILMORNINGSTAR)
CheckStatGT(Player1,10,STR)
THEN
RESPONSE #100
SetGlobal("BD_Weapon","BD0120",1)
SetGlobal("BD_PROFICIENCYFLAILMORNINGSTAR","BD0120",1)
GiveItemCreate("blun07",Player1,0,0,0) // Morgenstern +1
ActionOverride(Player1,SetItemFlags("blun07",IDENTIFIED,TRUE)) // Morgenstern +1
XEquipItem("blun07",Player1,SLOT_WEAPON0,EQUIP) // Morgenstern +1
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStatGT(Player1,2,PROFICIENCYMACE)
CheckStatGT(Player1,9,STR)
THEN
RESPONSE #100
SetGlobal("BD_Weapon","BD0120",1)
SetGlobal("BD_PROFICIENCYMACE","BD0120",1)
GiveItemCreate("blun11",Player1,0,0,0) // Krotans Schädelmalmer +2
ActionOverride(Player1,SetItemFlags("blun11",IDENTIFIED,TRUE)) // Krotans Schädelmalmer +2
XEquipItem("blun11",Player1,SLOT_WEAPON0,EQUIP) // Krotans Schädelmalmer +2
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStatGT(Player1,2,PROFICIENCYQUARTERSTAFF)
CheckStatGT(Player1,4,STR)
THEN
RESPONSE #33
SetGlobal("BD_Weapon","BD0120",2)
GiveItemCreate("staf07",Player1,0,0,0) // Stabspeer +2
ActionOverride(Player1,SetItemFlags("staf07",IDENTIFIED,TRUE)) // Stabspeer +2
XEquipItem("staf07",Player1,SLOT_WEAPON0,EQUIP) // Stabspeer +2
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
RESPONSE #33
SetGlobal("BD_Weapon","BD0120",2)
GiveItemCreate("STAF08_",Player1,0,0,0) // Aules Stab +3
ActionOverride(Player1,SetItemFlags("STAF08_",IDENTIFIED,TRUE)) // Aules Stab +3
XEquipItem("STAF08_",Player1,SLOT_WEAPON0,EQUIP) // Aules Stab +3
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
RESPONSE #33
SetGlobal("BD_Weapon","BD0120",2)
GiveItemCreate("staf18",Player1,0,0,0) // Kampfstab +2
ActionOverride(Player1,SetItemFlags("staf18",IDENTIFIED,TRUE)) // Kampfstab +2
XEquipItem("staf18",Player1,SLOT_WEAPON0,EQUIP) // Kampfstab +2
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStatGT(Player1,2,PROFICIENCYCLUB)
CheckStatGT(Player1,4,STR)
THEN
RESPONSE #50
SetGlobal("BD_Weapon","BD0120",1)
SetGlobal("BD_PROFICIENCYCLUB","BD0120",1)
GiveItemCreate("blun37",Player1,0,0,0) // Mächtige Eiche +2
ActionOverride(Player1,SetItemFlags("blun37",IDENTIFIED,TRUE)) // Mächtige Eiche +2
XEquipItem("blun37",Player1,SLOT_WEAPON0,EQUIP) // Mächtige Eiche +2
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
RESPONSE #50
SetGlobal("BD_Weapon","BD0120",1)
SetGlobal("BD_PROFICIENCYCLUB","BD0120",1)
GiveItemCreate("blun38",Player1,0,0,0) // Nachtschlag +1
ActionOverride(Player1,SetItemFlags("blun38",IDENTIFIED,TRUE)) // Nachtschlag +1
XEquipItem("blun38",Player1,SLOT_WEAPON0,EQUIP) // Nachtschlag +1
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStatGT(Player1,2,PROFICIENCYDART)
THEN
RESPONSE #100
SetGlobal("BD_Weapon","BD0120",3)
SetGlobal("BD_Missile_Weapon","BD0120",1)
GiveItemCreate("dart03",Player1,80,0,0) // Betäubungspfeil
GiveItemCreate("dart02",Player1,80,0,0) // Wurfpfeil +1
GiveItemCreate("dart09",Player1,80,0,0) // Feuerwurfpfeil +1
ActionOverride(Player1,SetItemFlags("dart03",IDENTIFIED,TRUE)) // Betäubungspfeil
ActionOverride(Player1,SetItemFlags("dart02",IDENTIFIED,TRUE)) // Wurfpfeil +1
ActionOverride(Player1,SetItemFlags("dart09",IDENTIFIED,TRUE)) // Feuerwurfpfeil +1
XEquipItem("dart03",Player1,SLOT_WEAPON0,EQUIP) // Betäubungspfeil
XEquipItem("dart02",Player1,SLOT_WEAPON1,EQUIP) // Wurfpfeil +1
XEquipItem("dart09",Player1,SLOT_WEAPON2,EQUIP) // Feuerwurfpfeil +1
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStatGT(Player1,2,PROFICIENCYSLING)
THEN
RESPONSE #50
SetGlobal("BD_Weapon","BD0120",3)
SetGlobal("BD_Missile_Weapon","BD0120",1)
GiveItemCreate("bull03",Player1,80,0,0) // Kugeln +2
GiveItemCreate("bull02",Player1,80,0,0) // Kugeln +1
GiveItemCreate("bull07",Player1,80,0,0) // Feuerkugel +1
GiveItemCreate("slng03",Player1,0,0,0) // Schleuder +3
ActionOverride(Player1,SetItemFlags("bull03",IDENTIFIED,TRUE)) // Kugeln +2
ActionOverride(Player1,SetItemFlags("bull02",IDENTIFIED,TRUE)) // Kugeln +1
ActionOverride(Player1,SetItemFlags("bull07",IDENTIFIED,TRUE)) // Feuerkugel +1
ActionOverride(Player1,SetItemFlags("slng03",IDENTIFIED,TRUE)) // Schleuder +3
XEquipItem("bull03",Player1,SLOT_AMMO0,EQUIP) // Kugeln +2
XEquipItem("bull02",Player1,SLOT_AMMO1,EQUIP) // Kugeln +1
XEquipItem("bull07",Player1,SLOT_AMMO2,EQUIP) // Feuerkugel +1
XEquipItem("slng03",Player1,SLOT_WEAPON0,EQUIP) // Schleuder +3
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
RESPONSE #50
SetGlobal("BD_Weapon","BD0120",3)
SetGlobal("BD_Missile_Weapon","BD0120",1)
GiveItemCreate("bull03",Player1,80,0,0) // Kugeln +2
GiveItemCreate("bull02",Player1,80,0,0) // Kugeln +1
GiveItemCreate("bull07",Player1,80,0,0) // Feuerkugel +1
GiveItemCreate("slng11",Player1,0,0,0) // Schleuder der unfehlbaren Treffsicherheit +1
ActionOverride(Player1,SetItemFlags("bull03",IDENTIFIED,TRUE)) // Kugeln +2
ActionOverride(Player1,SetItemFlags("bull02",IDENTIFIED,TRUE)) // Kugeln +1
ActionOverride(Player1,SetItemFlags("bull07",IDENTIFIED,TRUE)) // Feuerkugel +1
ActionOverride(Player1,SetItemFlags("slng11",IDENTIFIED,TRUE)) // Schleuder der unfehlbaren Treffsicherheit +1
XEquipItem("bull03",Player1,SLOT_AMMO0,EQUIP) // Kugeln +2
XEquipItem("bull02",Player1,SLOT_AMMO1,EQUIP) // Kugeln +1
XEquipItem("bull07",Player1,SLOT_AMMO2,EQUIP) // Feuerkugel +1
XEquipItem("slng11",Player1,SLOT_WEAPON0,EQUIP) // Schleuder der unfehlbaren Treffsicherheit +1
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStatGT(Player1,2,PROFICIENCYCROSSBOW)
CheckStatGT(Player1,11,STR)
!Class(Player1,THIEF)
!Class(Player1,MAGE_THIEF)
THEN
RESPONSE #100
SetGlobal("BD_Weapon","BD0120",2)
SetGlobal("BD_Missile_Weapon","BD0120",1)
GiveItemCreate("bolt06",Player1,80,0,0) // Bolzen +2
GiveItemCreate("bolt02",Player1,80,0,0) // Bolzen +1
GiveItemCreate("bolt04",Player1,80,0,0) // Beißende Bolzen
GiveItemCreate("xbow03",Player1,0,0,0) // Die Führung +2
ActionOverride(Player1,SetItemFlags("bolt06",IDENTIFIED,TRUE)) // Bolzen +2
ActionOverride(Player1,SetItemFlags("bolt02",IDENTIFIED,TRUE)) // Bolzen +1
ActionOverride(Player1,SetItemFlags("bolt04",IDENTIFIED,TRUE)) // Beißende Bolzen
ActionOverride(Player1,SetItemFlags("xbow03",IDENTIFIED,TRUE)) // Die Führung +2
XEquipItem("bolt06",Player1,SLOT_AMMO0,EQUIP) // Bolzen +2
XEquipItem("bolt02",Player1,SLOT_AMMO1,EQUIP) // Bolzen +1
XEquipItem("bolt04",Player1,SLOT_AMMO2,EQUIP) // Beißende Bolzen
XEquipItem("xbow03",Player1,SLOT_WEAPON0,EQUIP) // Die Führung +2
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStatGT(Player1,2,PROFICIENCYCROSSBOW)
CheckStatGT(Player1,7,STR)
THEN
RESPONSE #100
SetGlobal("BD_Weapon","BD0120",2)
SetGlobal("BD_Missile_Weapon","BD0120",1)
GiveItemCreate("bolt06",Player1,80,0,0) // Bolzen +2
GiveItemCreate("bolt02",Player1,80,0,0) // Bolzen +1
GiveItemCreate("bolt04",Player1,80,0,0) // Beißende Bolzen
GiveItemCreate("xbow06",Player1,0,0,0) // Die Armeesense +1
ActionOverride(Player1,SetItemFlags("bolt06",IDENTIFIED,TRUE)) // Bolzen +2
ActionOverride(Player1,SetItemFlags("bolt02",IDENTIFIED,TRUE)) // Bolzen +1
ActionOverride(Player1,SetItemFlags("bolt04",IDENTIFIED,TRUE)) // Beißende Bolzen
ActionOverride(Player1,SetItemFlags("xbow06",IDENTIFIED,TRUE)) // Die Armeesense +1
XEquipItem("bolt06",Player1,SLOT_AMMO0,EQUIP) // Bolzen +2
XEquipItem("bolt02",Player1,SLOT_AMMO1,EQUIP) // Bolzen +1
XEquipItem("bolt04",Player1,SLOT_AMMO2,EQUIP) // Beißende Bolzen
XEquipItem("xbow06",Player1,SLOT_WEAPON0,EQUIP) // Die Armeesense +1
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStatGT(Player1,2,PROFICIENCYLONGBOW)
CheckStatGT(Player1,17,STR)
THEN
RESPONSE #100
SetGlobal("BD_Weapon","BD0120",2)
SetGlobal("BD_Missile_Weapon","BD0120",1)
GiveItemCreate("arow11",Player1,80,0,0) // Pfeil +2
GiveItemCreate("arow02",Player1,80,0,0) // Pfeil +1
GiveItemCreate("arow08",Player1,80,0,0) // Feuerpfeil
GiveItemCreate("bow02",Player1,0,0,0) // Komposit-Langbogen +1
ActionOverride(Player1,SetItemFlags("arow11",IDENTIFIED,TRUE)) // Pfeil +2
ActionOverride(Player1,SetItemFlags("arow02",IDENTIFIED,TRUE)) // Pfeil +1
ActionOverride(Player1,SetItemFlags("arow08",IDENTIFIED,TRUE)) // Feuerpfeil
ActionOverride(Player1,SetItemFlags("bow02",IDENTIFIED,TRUE)) // Komposit-Langbogen +1
XEquipItem("arow11",Player1,SLOT_AMMO0,EQUIP) // Pfeil +2
XEquipItem("arow02",Player1,SLOT_AMMO1,EQUIP) // Pfeil +1
XEquipItem("arow08",Player1,SLOT_AMMO2,EQUIP) // Feuerpfeil
XEquipItem("bow02",Player1,SLOT_WEAPON0,EQUIP) // Komposit-Langbogen +1
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStatGT(Player1,2,PROFICIENCYLONGBOW)
CheckStatGT(Player1,5,STR)
THEN
RESPONSE #100
SetGlobal("BD_Weapon","BD0120",2)
SetGlobal("BD_Missile_Weapon","BD0120",1)
GiveItemCreate("arow11",Player1,80,0,0) // Pfeil +2
GiveItemCreate("arow02",Player1,80,0,0) // Pfeil +1
GiveItemCreate("arow08",Player1,80,0,0) // Feuerpfeil
GiveItemCreate("bow07",Player1,0,0,0) // Der Todesschuss +2
ActionOverride(Player1,SetItemFlags("arow11",IDENTIFIED,TRUE)) // Pfeil +2
ActionOverride(Player1,SetItemFlags("arow02",IDENTIFIED,TRUE)) // Pfeil +1
ActionOverride(Player1,SetItemFlags("arow08",IDENTIFIED,TRUE)) // Feuerpfeil
ActionOverride(Player1,SetItemFlags("bow07",IDENTIFIED,TRUE)) // Der Todesschuss +2
XEquipItem("arow11",Player1,SLOT_AMMO0,EQUIP) // Pfeil +2
XEquipItem("arow02",Player1,SLOT_AMMO1,EQUIP) // Pfeil +1
XEquipItem("arow08",Player1,SLOT_AMMO2,EQUIP) // Feuerpfeil
XEquipItem("bow07",Player1,SLOT_WEAPON0,EQUIP) // Der Todesschuss +2
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStatGT(Player1,2,PROFICIENCYSHORTBOW)
CheckStatGT(Player1,5,STR)
THEN
RESPONSE #100
SetGlobal("BD_Weapon","BD0120",2)
SetGlobal("BD_Missile_Weapon","BD0120",1)
GiveItemCreate("arow11",Player1,80,0,0) // Pfeil +2
GiveItemCreate("arow02",Player1,80,0,0) // Pfeil +1
GiveItemCreate("arow08",Player1,80,0,0) // Feuerpfeil
GiveItemCreate("bow08",Player1,0,0,0) // Beschützer der Dryaden +2
ActionOverride(Player1,SetItemFlags("arow11",IDENTIFIED,TRUE)) // Pfeil +2
ActionOverride(Player1,SetItemFlags("arow02",IDENTIFIED,TRUE)) // Pfeil +1
ActionOverride(Player1,SetItemFlags("arow08",IDENTIFIED,TRUE)) // Feuerpfeil
ActionOverride(Player1,SetItemFlags("bow08",IDENTIFIED,TRUE)) // Beschützer der Dryaden +2
XEquipItem("arow11",Player1,SLOT_AMMO0,EQUIP) // Pfeil +2
XEquipItem("arow02",Player1,SLOT_AMMO1,EQUIP) // Pfeil +1
XEquipItem("arow08",Player1,SLOT_AMMO2,EQUIP) // Feuerpfeil
XEquipItem("bow08",Player1,SLOT_WEAPON0,EQUIP) // Beschützer der Dryaden +2
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStat(Player1,2,PROFICIENCYBASTARDSWORD)
CheckStatGT(Player1,10,STR)
THEN
RESPONSE #50
SetGlobal("BD_Weapon","BD0120",1)
SetGlobal("BD_PROFICIENCYBASTARDSWORD","BD0120",1)
GiveItemCreate("sw1h03",Player1,0,0,0) // Kondar +1
ActionOverride(Player1,SetItemFlags("sw1h03",IDENTIFIED,TRUE)) // Kondar +1
XEquipItem("sw1h03",Player1,SLOT_WEAPON0,EQUIP) // Kondar +1
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
RESPONSE #50
SetGlobal("BD_Weapon","BD0120",1)
SetGlobal("BD_PROFICIENCYBASTARDSWORD","BD0120",1)
GiveItemCreate("sw1h34",Player1,0,0,0) // Albruin +1
ActionOverride(Player1,SetItemFlags("sw1h34",IDENTIFIED,TRUE)) // Albruin +1
XEquipItem("sw1h34",Player1,SLOT_WEAPON0,EQUIP) // Albruin +1
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStat(Player1,2,PROFICIENCYLONGSWORD)
CheckStatGT(Player1,4,STR)
THEN
RESPONSE #50
SetGlobal("BD_Weapon","BD0120",1)
SetGlobal("BD_PROFICIENCYLONGSWORD","BD0120",1)
GiveItemCreate("sw1h06",Player1,0,0,0) // Varscona +2
ActionOverride(Player1,SetItemFlags("sw1h06",IDENTIFIED,TRUE)) // Varscona +2
XEquipItem("sw1h06",Player1,SLOT_WEAPON0,EQUIP) // Varscona +2
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
RESPONSE #50
SetGlobal("BD_Weapon","BD0120",1)
SetGlobal("BD_PROFICIENCYLONGSWORD","BD0120",1)
GiveItemCreate("sw1h24",Player1,0,0,0) // Die brennende Erde +1
ActionOverride(Player1,SetItemFlags("sw1h24",IDENTIFIED,TRUE)) // Die brennende Erde +1
XEquipItem("sw1h24",Player1,SLOT_WEAPON0,EQUIP) // Die brennende Erde +1
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStat(Player1,2,PROFICIENCYSHORTSWORD)
CheckStatGT(Player1,3,STR)
THEN
RESPONSE #100
SetGlobal("BD_Weapon","BD0120",1)
SetGlobal("BD_PROFICIENCYSHORTSWORD","BD0120",1)
GiveItemCreate("SW1H09_",Player1,0,0,0) // Das pfeifende Schwert +2
ActionOverride(Player1,SetItemFlags("SW1H09_",IDENTIFIED,TRUE)) // Das pfeifende Schwert +2
XEquipItem("SW1H09_",Player1,SLOT_WEAPON0,EQUIP) // Das pfeifende Schwert +2
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStat(Player1,2,PROFICIENCYAXE)
CheckStatGT(Player1,9,STR)
THEN
RESPONSE #100
SetGlobal("BD_Weapon","BD0120",1)
SetGlobal("BD_PROFICIENCYAXE","BD0120",1)
GiveItemCreate("ax1h03",Player1,0,0,0) // Streitaxt von Mauletar +2
ActionOverride(Player1,SetItemFlags("ax1h03",IDENTIFIED,TRUE)) // Streitaxt von Mauletar +2
XEquipItem("ax1h03",Player1,SLOT_WEAPON0,EQUIP) // Streitaxt von Mauletar +2
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStat(Player1,2,PROFICIENCYTWOHANDEDSWORD)
CheckStatGT(Player1,12,STR)
THEN
RESPONSE #100
SetGlobal("BD_Weapon","BD0120",2)
GiveItemCreate("sw2h06",Player1,0,0,0) // Spinnenfluch +2
ActionOverride(Player1,SetItemFlags("sw2h06",IDENTIFIED,TRUE)) // Spinnenfluch +2
XEquipItem("sw2h06",Player1,SLOT_WEAPON0,EQUIP) // Spinnenfluch +2
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStat(Player1,2,PROFICIENCYKATANA)
CheckStatGT(Player1,5,STR)
THEN
RESPONSE #100
SetGlobal("BD_Weapon","BD0120",1)
SetGlobal("BD_PROFICIENCYKATANA","BD0120",1)
GiveItemCreate("sw1h44",Player1,0,0,0) // Katana +1
ActionOverride(Player1,SetItemFlags("sw1h44",IDENTIFIED,TRUE)) // Katana +1
XEquipItem("sw1h44",Player1,SLOT_WEAPON0,EQUIP) // Katana +1
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStat(Player1,2,PROFICIENCYSCIMITARWAKISASHININJATO)
CheckStatGT(Player1,9,STR)
Class(Player1,DRUID_ALL)
THEN
RESPONSE #100
SetGlobal("BD_Weapon","BD0120",1)
SetGlobal("BD_PROFICIENCYSCIMITAR_ETC","BD0120",1)
GiveItemCreate("sw1h23",Player1,0,0,0) // Rashads Klaue +2
ActionOverride(Player1,SetItemFlags("sw1h23",IDENTIFIED,TRUE)) // Rashads Klaue +2
XEquipItem("sw1h23",Player1,SLOT_WEAPON0,EQUIP) // Rashads Klaue +2
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStat(Player1,2,PROFICIENCYSCIMITARWAKISASHININJATO)
CheckStatGT(Player1,9,STR)
!Class(Player1,DRUID_ALL)
THEN
RESPONSE #33
SetGlobal("BD_Weapon","BD0120",1)
SetGlobal("BD_PROFICIENCYSCIMITAR_ETC","BD0120",1)
GiveItemCreate("sw1h47",Player1,0,0,0) // Wakizashi +1
ActionOverride(Player1,SetItemFlags("sw1h47",IDENTIFIED,TRUE)) // Wakizashi +1
XEquipItem("sw1h47",Player1,SLOT_WEAPON0,EQUIP) // Wakizashi +1
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
RESPONSE #33
SetGlobal("BD_Weapon","BD0120",1)
SetGlobal("BD_PROFICIENCYSCIMITAR_ETC","BD0120",1)
GiveItemCreate("sw1h49",Player1,0,0,0) // Ninjatō +1
ActionOverride(Player1,SetItemFlags("sw1h49",IDENTIFIED,TRUE)) // Ninjatō +1
XEquipItem("sw1h49",Player1,SLOT_WEAPON0,EQUIP) // Ninjatō +1
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
RESPONSE #33
SetGlobal("BD_Weapon","BD0120",1)
SetGlobal("BD_PROFICIENCYSCIMITAR_ETC","BD0120",1)
GiveItemCreate("sw1h23",Player1,0,0,0) // Rashads Klaue +2
ActionOverride(Player1,SetItemFlags("sw1h23",IDENTIFIED,TRUE)) // Rashads Klaue +2
XEquipItem("sw1h23",Player1,SLOT_WEAPON0,EQUIP) // Rashads Klaue +2
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStat(Player1,2,PROFICIENCYSCIMITARWAKISASHININJATO)
CheckStatGT(Player1,5,STR)
!Class(Player1,DRUID_ALL)
THEN
RESPONSE #50
SetGlobal("BD_Weapon","BD0120",1)
SetGlobal("BD_PROFICIENCYSCIMITAR_ETC","BD0120",1)
GiveItemCreate("sw1h47",Player1,0,0,0) // Wakizashi +1
ActionOverride(Player1,SetItemFlags("sw1h47",IDENTIFIED,TRUE)) // Wakizashi +1
XEquipItem("sw1h47",Player1,SLOT_WEAPON0,EQUIP) // Wakizashi +1
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
RESPONSE #50
SetGlobal("BD_Weapon","BD0120",1)
SetGlobal("BD_PROFICIENCYSCIMITAR_ETC","BD0120",1)
GiveItemCreate("sw1h49",Player1,0,0,0) // Ninjatō +1
ActionOverride(Player1,SetItemFlags("sw1h49",IDENTIFIED,TRUE)) // Ninjatō +1
XEquipItem("sw1h49",Player1,SLOT_WEAPON0,EQUIP) // Ninjatō +1
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStat(Player1,2,PROFICIENCYSCIMITARWAKISASHININJATO)
CheckStatGT(Player1,4,STR)
!Class(Player1,DRUID_ALL)
THEN
RESPONSE #100
SetGlobal("BD_Weapon","BD0120",1)
SetGlobal("BD_PROFICIENCYSCIMITAR_ETC","BD0120",1)
GiveItemCreate("sw1h47",Player1,0,0,0) // Wakizashi +1
ActionOverride(Player1,SetItemFlags("sw1h47",IDENTIFIED,TRUE)) // Wakizashi +1
XEquipItem("sw1h47",Player1,SLOT_WEAPON0,EQUIP) // Wakizashi +1
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStat(Player1,2,PROFICIENCYDAGGER)
THEN
RESPONSE #100
SetGlobal("BD_Weapon","BD0120",1)
SetGlobal("BD_PROFICIENCYDAGGER","BD0120",1)
GiveItemCreate("dagg03",Player1,0,0,0) // Herz des Golems +2
ActionOverride(Player1,SetItemFlags("dagg03",IDENTIFIED,TRUE)) // Herz des Golems +2
XEquipItem("dagg03",Player1,SLOT_WEAPON0,EQUIP) // Herz des Golems +2
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStat(Player1,2,PROFICIENCYWARHAMMER)
CheckStatGT(Player1,7,STR)
THEN
RESPONSE #100
SetGlobal("BD_Weapon","BD0120",1)
SetGlobal("BD_PROFICIENCYWARHAMMER","BD0120",1)
GiveItemCreate("hamm03",Player1,0,0,0) // Ashideena +2
ActionOverride(Player1,SetItemFlags("hamm03",IDENTIFIED,TRUE)) // Ashideena +2
XEquipItem("hamm03",Player1,SLOT_WEAPON0,EQUIP) // Ashideena +2
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStat(Player1,2,PROFICIENCYSPEAR)
CheckStatGT(Player1,4,STR)
THEN
RESPONSE #100
SetGlobal("BD_Weapon","BD0120",2)
GiveItemCreate("sper05",Player1,0,0,0) // Speer +2
ActionOverride(Player1,SetItemFlags("sper05",IDENTIFIED,TRUE)) // Speer +2
XEquipItem("sper05",Player1,SLOT_WEAPON0,EQUIP) // Speer +2
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStat(Player1,2,PROFICIENCYHALBERD)
CheckStatGT(Player1,10,STR)
THEN
RESPONSE #100
SetGlobal("BD_Weapon","BD0120",2)
GiveItemCreate("halb03",Player1,0,0,0) // Klinge von Suryris +2
ActionOverride(Player1,SetItemFlags("halb03",IDENTIFIED,TRUE)) // Klinge von Suryris +2
XEquipItem("halb03",Player1,SLOT_WEAPON0,EQUIP) // Klinge von Suryris +2
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStat(Player1,2,PROFICIENCYFLAILMORNINGSTAR)
CheckStatGT(Player1,12,STR)
THEN
RESPONSE #100
SetGlobal("BD_Weapon","BD0120",1)
SetGlobal("BD_PROFICIENCYFLAILMORNINGSTAR","BD0120",1)
GiveItemCreate("blun39",Player1,0,0,0) // Der Drescher +2
ActionOverride(Player1,SetItemFlags("blun39",IDENTIFIED,TRUE)) // Der Drescher +2
XEquipItem("blun39",Player1,SLOT_WEAPON0,EQUIP) // Der Drescher +2
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStat(Player1,2,PROFICIENCYFLAILMORNINGSTAR)
CheckStatGT(Player1,10,STR)
THEN
RESPONSE #100
SetGlobal("BD_Weapon","BD0120",1)
SetGlobal("BD_PROFICIENCYFLAILMORNINGSTAR","BD0120",1)
GiveItemCreate("blun07",Player1,0,0,0) // Morgenstern +1
ActionOverride(Player1,SetItemFlags("blun07",IDENTIFIED,TRUE)) // Morgenstern +1
XEquipItem("blun07",Player1,SLOT_WEAPON0,EQUIP) // Morgenstern +1
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStat(Player1,2,PROFICIENCYMACE)
CheckStatGT(Player1,9,STR)
THEN
RESPONSE #100
SetGlobal("BD_Weapon","BD0120",1)
SetGlobal("BD_PROFICIENCYMACE","BD0120",1)
GiveItemCreate("blun11",Player1,0,0,0) // Krotans Schädelmalmer +2
ActionOverride(Player1,SetItemFlags("blun11",IDENTIFIED,TRUE)) // Krotans Schädelmalmer +2
XEquipItem("blun11",Player1,SLOT_WEAPON0,EQUIP) // Krotans Schädelmalmer +2
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStat(Player1,2,PROFICIENCYQUARTERSTAFF)
CheckStatGT(Player1,4,STR)
THEN
RESPONSE #33
SetGlobal("BD_Weapon","BD0120",2)
GiveItemCreate("staf07",Player1,0,0,0) // Stabspeer +2
ActionOverride(Player1,SetItemFlags("staf07",IDENTIFIED,TRUE)) // Stabspeer +2
XEquipItem("staf07",Player1,SLOT_WEAPON0,EQUIP) // Stabspeer +2
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
RESPONSE #33
SetGlobal("BD_Weapon","BD0120",2)
GiveItemCreate("STAF08_",Player1,0,0,0) // Aules Stab +3
ActionOverride(Player1,SetItemFlags("STAF08_",IDENTIFIED,TRUE)) // Aules Stab +3
XEquipItem("STAF08_",Player1,SLOT_WEAPON0,EQUIP) // Aules Stab +3
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
RESPONSE #33
SetGlobal("BD_Weapon","BD0120",2)
GiveItemCreate("staf18",Player1,0,0,0) // Kampfstab +2
ActionOverride(Player1,SetItemFlags("staf18",IDENTIFIED,TRUE)) // Kampfstab +2
XEquipItem("staf18",Player1,SLOT_WEAPON0,EQUIP) // Kampfstab +2
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStat(Player1,2,PROFICIENCYCLUB)
CheckStatGT(Player1,4,STR)
THEN
RESPONSE #50
SetGlobal("BD_Weapon","BD0120",1)
SetGlobal("BD_PROFICIENCYCLUB","BD0120",1)
GiveItemCreate("blun37",Player1,0,0,0) // Mächtige Eiche +2
ActionOverride(Player1,SetItemFlags("blun37",IDENTIFIED,TRUE)) // Mächtige Eiche +2
XEquipItem("blun37",Player1,SLOT_WEAPON0,EQUIP) // Mächtige Eiche +2
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
RESPONSE #50
SetGlobal("BD_Weapon","BD0120",1)
SetGlobal("BD_PROFICIENCYCLUB","BD0120",1)
GiveItemCreate("blun38",Player1,0,0,0) // Nachtschlag +1
ActionOverride(Player1,SetItemFlags("blun38",IDENTIFIED,TRUE)) // Nachtschlag +1
XEquipItem("blun38",Player1,SLOT_WEAPON0,EQUIP) // Nachtschlag +1
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStat(Player1,2,PROFICIENCYDART)
THEN
RESPONSE #100
SetGlobal("BD_Weapon","BD0120",3)
SetGlobal("BD_Missile_Weapon","BD0120",1)
GiveItemCreate("dart03",Player1,80,0,0) // Betäubungspfeil
GiveItemCreate("dart02",Player1,80,0,0) // Wurfpfeil +1
GiveItemCreate("dart09",Player1,80,0,0) // Feuerwurfpfeil +1
ActionOverride(Player1,SetItemFlags("dart03",IDENTIFIED,TRUE)) // Betäubungspfeil
ActionOverride(Player1,SetItemFlags("dart02",IDENTIFIED,TRUE)) // Wurfpfeil +1
ActionOverride(Player1,SetItemFlags("dart09",IDENTIFIED,TRUE)) // Feuerwurfpfeil +1
XEquipItem("dart03",Player1,SLOT_WEAPON0,EQUIP) // Betäubungspfeil
XEquipItem("dart02",Player1,SLOT_WEAPON1,EQUIP) // Wurfpfeil +1
XEquipItem("dart09",Player1,SLOT_WEAPON2,EQUIP) // Feuerwurfpfeil +1
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStat(Player1,2,PROFICIENCYSLING)
THEN
RESPONSE #50
SetGlobal("BD_Weapon","BD0120",3)
SetGlobal("BD_Missile_Weapon","BD0120",1)
GiveItemCreate("bull03",Player1,80,0,0) // Kugeln +2
GiveItemCreate("bull02",Player1,80,0,0) // Kugeln +1
GiveItemCreate("bull07",Player1,80,0,0) // Feuerkugel +1
GiveItemCreate("slng03",Player1,0,0,0) // Schleuder +3
ActionOverride(Player1,SetItemFlags("bull03",IDENTIFIED,TRUE)) // Kugeln +2
ActionOverride(Player1,SetItemFlags("bull02",IDENTIFIED,TRUE)) // Kugeln +1
ActionOverride(Player1,SetItemFlags("bull07",IDENTIFIED,TRUE)) // Feuerkugel +1
ActionOverride(Player1,SetItemFlags("slng03",IDENTIFIED,TRUE)) // Schleuder +3
XEquipItem("bull03",Player1,SLOT_AMMO0,EQUIP) // Kugeln +2
XEquipItem("bull02",Player1,SLOT_AMMO1,EQUIP) // Kugeln +1
XEquipItem("bull07",Player1,SLOT_AMMO2,EQUIP) // Feuerkugel +1
XEquipItem("slng03",Player1,SLOT_WEAPON0,EQUIP) // Schleuder +3
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
RESPONSE #50
SetGlobal("BD_Weapon","BD0120",3)
SetGlobal("BD_Missile_Weapon","BD0120",1)
GiveItemCreate("bull03",Player1,80,0,0) // Kugeln +2
GiveItemCreate("bull02",Player1,80,0,0) // Kugeln +1
GiveItemCreate("bull07",Player1,80,0,0) // Feuerkugel +1
GiveItemCreate("slng11",Player1,0,0,0) // Schleuder der unfehlbaren Treffsicherheit +1
ActionOverride(Player1,SetItemFlags("bull03",IDENTIFIED,TRUE)) // Kugeln +2
ActionOverride(Player1,SetItemFlags("bull02",IDENTIFIED,TRUE)) // Kugeln +1
ActionOverride(Player1,SetItemFlags("bull07",IDENTIFIED,TRUE)) // Feuerkugel +1
ActionOverride(Player1,SetItemFlags("slng11",IDENTIFIED,TRUE)) // Schleuder der unfehlbaren Treffsicherheit +1
XEquipItem("bull03",Player1,SLOT_AMMO0,EQUIP) // Kugeln +2
XEquipItem("bull02",Player1,SLOT_AMMO1,EQUIP) // Kugeln +1
XEquipItem("bull07",Player1,SLOT_AMMO2,EQUIP) // Feuerkugel +1
XEquipItem("slng11",Player1,SLOT_WEAPON0,EQUIP) // Schleuder der unfehlbaren Treffsicherheit +1
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStat(Player1,2,PROFICIENCYCROSSBOW)
CheckStatGT(Player1,11,STR)
!Class(Player1,THIEF)
!Class(Player1,MAGE_THIEF)
THEN
RESPONSE #100
SetGlobal("BD_Weapon","BD0120",2)
SetGlobal("BD_Missile_Weapon","BD0120",1)
GiveItemCreate("bolt06",Player1,80,0,0) // Bolzen +2
GiveItemCreate("bolt02",Player1,80,0,0) // Bolzen +1
GiveItemCreate("bolt04",Player1,80,0,0) // Beißende Bolzen
GiveItemCreate("xbow03",Player1,0,0,0) // Die Führung +2
ActionOverride(Player1,SetItemFlags("bolt06",IDENTIFIED,TRUE)) // Bolzen +2
ActionOverride(Player1,SetItemFlags("bolt02",IDENTIFIED,TRUE)) // Bolzen +1
ActionOverride(Player1,SetItemFlags("bolt04",IDENTIFIED,TRUE)) // Beißende Bolzen
ActionOverride(Player1,SetItemFlags("xbow03",IDENTIFIED,TRUE)) // Die Führung +2
XEquipItem("bolt06",Player1,SLOT_AMMO0,EQUIP) // Bolzen +2
XEquipItem("bolt02",Player1,SLOT_AMMO1,EQUIP) // Bolzen +1
XEquipItem("bolt04",Player1,SLOT_AMMO2,EQUIP) // Beißende Bolzen
XEquipItem("xbow03",Player1,SLOT_WEAPON0,EQUIP) // Die Führung +2
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStat(Player1,2,PROFICIENCYCROSSBOW)
CheckStatGT(Player1,7,STR)
THEN
RESPONSE #100
SetGlobal("BD_Weapon","BD0120",2)
SetGlobal("BD_Missile_Weapon","BD0120",1)
GiveItemCreate("bolt06",Player1,80,0,0) // Bolzen +2
GiveItemCreate("bolt02",Player1,80,0,0) // Bolzen +1
GiveItemCreate("bolt04",Player1,80,0,0) // Beißende Bolzen
GiveItemCreate("xbow06",Player1,0,0,0) // Die Armeesense +1
ActionOverride(Player1,SetItemFlags("bolt06",IDENTIFIED,TRUE)) // Bolzen +2
ActionOverride(Player1,SetItemFlags("bolt02",IDENTIFIED,TRUE)) // Bolzen +1
ActionOverride(Player1,SetItemFlags("bolt04",IDENTIFIED,TRUE)) // Beißende Bolzen
ActionOverride(Player1,SetItemFlags("xbow06",IDENTIFIED,TRUE)) // Die Armeesense +1
XEquipItem("bolt06",Player1,SLOT_AMMO0,EQUIP) // Bolzen +2
XEquipItem("bolt02",Player1,SLOT_AMMO1,EQUIP) // Bolzen +1
XEquipItem("bolt04",Player1,SLOT_AMMO2,EQUIP) // Beißende Bolzen
XEquipItem("xbow06",Player1,SLOT_WEAPON0,EQUIP) // Die Armeesense +1
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStat(Player1,2,PROFICIENCYLONGBOW)
CheckStatGT(Player1,17,STR)
THEN
RESPONSE #100
SetGlobal("BD_Weapon","BD0120",2)
SetGlobal("BD_Missile_Weapon","BD0120",1)
GiveItemCreate("arow11",Player1,80,0,0) // Pfeil +2
GiveItemCreate("arow02",Player1,80,0,0) // Pfeil +1
GiveItemCreate("arow08",Player1,80,0,0) // Feuerpfeil
GiveItemCreate("bow02",Player1,0,0,0) // Komposit-Langbogen +1
ActionOverride(Player1,SetItemFlags("arow11",IDENTIFIED,TRUE)) // Pfeil +2
ActionOverride(Player1,SetItemFlags("arow02",IDENTIFIED,TRUE)) // Pfeil +1
ActionOverride(Player1,SetItemFlags("arow08",IDENTIFIED,TRUE)) // Feuerpfeil
ActionOverride(Player1,SetItemFlags("bow02",IDENTIFIED,TRUE)) // Komposit-Langbogen +1
XEquipItem("arow11",Player1,SLOT_AMMO0,EQUIP) // Pfeil +2
XEquipItem("arow02",Player1,SLOT_AMMO1,EQUIP) // Pfeil +1
XEquipItem("arow08",Player1,SLOT_AMMO2,EQUIP) // Feuerpfeil
XEquipItem("bow02",Player1,SLOT_WEAPON0,EQUIP) // Komposit-Langbogen +1
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStat(Player1,2,PROFICIENCYLONGBOW)
CheckStatGT(Player1,5,STR)
THEN
RESPONSE #100
SetGlobal("BD_Weapon","BD0120",2)
SetGlobal("BD_Missile_Weapon","BD0120",1)
GiveItemCreate("arow11",Player1,80,0,0) // Pfeil +2
GiveItemCreate("arow02",Player1,80,0,0) // Pfeil +1
GiveItemCreate("arow08",Player1,80,0,0) // Feuerpfeil
GiveItemCreate("bow07",Player1,0,0,0) // Der Todesschuss +2
ActionOverride(Player1,SetItemFlags("arow11",IDENTIFIED,TRUE)) // Pfeil +2
ActionOverride(Player1,SetItemFlags("arow02",IDENTIFIED,TRUE)) // Pfeil +1
ActionOverride(Player1,SetItemFlags("arow08",IDENTIFIED,TRUE)) // Feuerpfeil
ActionOverride(Player1,SetItemFlags("bow07",IDENTIFIED,TRUE)) // Der Todesschuss +2
XEquipItem("arow11",Player1,SLOT_AMMO0,EQUIP) // Pfeil +2
XEquipItem("arow02",Player1,SLOT_AMMO1,EQUIP) // Pfeil +1
XEquipItem("arow08",Player1,SLOT_AMMO2,EQUIP) // Feuerpfeil
XEquipItem("bow07",Player1,SLOT_WEAPON0,EQUIP) // Der Todesschuss +2
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStat(Player1,2,PROFICIENCYSHORTBOW)
CheckStatGT(Player1,5,STR)
THEN
RESPONSE #100
SetGlobal("BD_Weapon","BD0120",2)
SetGlobal("BD_Missile_Weapon","BD0120",1)
GiveItemCreate("arow11",Player1,80,0,0) // Pfeil +2
GiveItemCreate("arow02",Player1,80,0,0) // Pfeil +1
GiveItemCreate("arow08",Player1,80,0,0) // Feuerpfeil
GiveItemCreate("bow08",Player1,0,0,0) // Beschützer der Dryaden +2
ActionOverride(Player1,SetItemFlags("arow11",IDENTIFIED,TRUE)) // Pfeil +2
ActionOverride(Player1,SetItemFlags("arow02",IDENTIFIED,TRUE)) // Pfeil +1
ActionOverride(Player1,SetItemFlags("arow08",IDENTIFIED,TRUE)) // Feuerpfeil
ActionOverride(Player1,SetItemFlags("bow08",IDENTIFIED,TRUE)) // Beschützer der Dryaden +2
XEquipItem("arow11",Player1,SLOT_AMMO0,EQUIP) // Pfeil +2
XEquipItem("arow02",Player1,SLOT_AMMO1,EQUIP) // Pfeil +1
XEquipItem("arow08",Player1,SLOT_AMMO2,EQUIP) // Feuerpfeil
XEquipItem("bow08",Player1,SLOT_WEAPON0,EQUIP) // Beschützer der Dryaden +2
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
CheckStat(Player1,0,PROFICIENCY2WEAPON)
CheckStat(Player1,0,PROFICIENCYSINGLEWEAPON)
CheckStat(Player1,0,PROFICIENCYSWORDANDSHIELD)
CheckStat(Player1,0,PROFICIENCY2HANDED)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStat(Player1,1,PROFICIENCYCROSSBOW)
CheckStatGT(Player1,11,STR)
!Class(Player1,THIEF)
!Class(Player1,MAGE_THIEF)
THEN
RESPONSE #100
SetGlobal("BD_Weapon","BD0120",2)
SetGlobal("BD_Missile_Weapon","BD0120",1)
GiveItemCreate("bolt06",Player1,80,0,0) // Bolzen +2
GiveItemCreate("bolt02",Player1,80,0,0) // Bolzen +1
GiveItemCreate("bolt04",Player1,80,0,0) // Beißende Bolzen
GiveItemCreate("xbow03",Player1,0,0,0) // Die Führung +2
ActionOverride(Player1,SetItemFlags("bolt06",IDENTIFIED,TRUE)) // Bolzen +2
ActionOverride(Player1,SetItemFlags("bolt02",IDENTIFIED,TRUE)) // Bolzen +1
ActionOverride(Player1,SetItemFlags("bolt04",IDENTIFIED,TRUE)) // Beißende Bolzen
ActionOverride(Player1,SetItemFlags("xbow03",IDENTIFIED,TRUE)) // Die Führung +2
XEquipItem("bolt06",Player1,SLOT_AMMO0,EQUIP) // Bolzen +2
XEquipItem("bolt02",Player1,SLOT_AMMO1,EQUIP) // Bolzen +1
XEquipItem("bolt04",Player1,SLOT_AMMO2,EQUIP) // Beißende Bolzen
XEquipItem("xbow03",Player1,SLOT_WEAPON0,EQUIP) // Die Führung +2
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
CheckStat(Player1,0,PROFICIENCY2WEAPON)
CheckStat(Player1,0,PROFICIENCYSINGLEWEAPON)
CheckStat(Player1,0,PROFICIENCYSWORDANDSHIELD)
CheckStat(Player1,0,PROFICIENCY2HANDED)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStat(Player1,1,PROFICIENCYCROSSBOW)
CheckStatGT(Player1,7,STR)
THEN
RESPONSE #100
SetGlobal("BD_Weapon","BD0120",2)
SetGlobal("BD_Missile_Weapon","BD0120",1)
GiveItemCreate("bolt06",Player1,80,0,0) // Bolzen +2
GiveItemCreate("bolt02",Player1,80,0,0) // Bolzen +1
GiveItemCreate("bolt04",Player1,80,0,0) // Beißende Bolzen
GiveItemCreate("xbow06",Player1,0,0,0) // Die Armeesense +1
ActionOverride(Player1,SetItemFlags("bolt06",IDENTIFIED,TRUE)) // Bolzen +2
ActionOverride(Player1,SetItemFlags("bolt02",IDENTIFIED,TRUE)) // Bolzen +1
ActionOverride(Player1,SetItemFlags("bolt04",IDENTIFIED,TRUE)) // Beißende Bolzen
ActionOverride(Player1,SetItemFlags("xbow06",IDENTIFIED,TRUE)) // Die Armeesense +1
XEquipItem("bolt06",Player1,SLOT_AMMO0,EQUIP) // Bolzen +2
XEquipItem("bolt02",Player1,SLOT_AMMO1,EQUIP) // Bolzen +1
XEquipItem("bolt04",Player1,SLOT_AMMO2,EQUIP) // Beißende Bolzen
XEquipItem("xbow06",Player1,SLOT_WEAPON0,EQUIP) // Die Armeesense +1
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
CheckStat(Player1,0,PROFICIENCY2WEAPON)
CheckStat(Player1,0,PROFICIENCYSINGLEWEAPON)
CheckStat(Player1,0,PROFICIENCYSWORDANDSHIELD)
CheckStat(Player1,0,PROFICIENCY2HANDED)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStat(Player1,1,PROFICIENCYLONGBOW)
CheckStatGT(Player1,17,STR)
!Class(Player1,BARD_ALL)
THEN
RESPONSE #100
SetGlobal("BD_Weapon","BD0120",2)
SetGlobal("BD_Missile_Weapon","BD0120",1)
GiveItemCreate("arow11",Player1,80,0,0) // Pfeil +2
GiveItemCreate("arow02",Player1,80,0,0) // Pfeil +1
GiveItemCreate("arow08",Player1,80,0,0) // Feuerpfeil
GiveItemCreate("bow02",Player1,0,0,0) // Komposit-Langbogen +1
ActionOverride(Player1,SetItemFlags("arow11",IDENTIFIED,TRUE)) // Pfeil +2
ActionOverride(Player1,SetItemFlags("arow02",IDENTIFIED,TRUE)) // Pfeil +1
ActionOverride(Player1,SetItemFlags("arow08",IDENTIFIED,TRUE)) // Feuerpfeil
ActionOverride(Player1,SetItemFlags("bow02",IDENTIFIED,TRUE)) // Komposit-Langbogen +1
XEquipItem("arow11",Player1,SLOT_AMMO0,EQUIP) // Pfeil +2
XEquipItem("arow02",Player1,SLOT_AMMO1,EQUIP) // Pfeil +1
XEquipItem("arow08",Player1,SLOT_AMMO2,EQUIP) // Feuerpfeil
XEquipItem("bow02",Player1,SLOT_WEAPON0,EQUIP) // Komposit-Langbogen +1
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
CheckStat(Player1,0,PROFICIENCY2WEAPON)
CheckStat(Player1,0,PROFICIENCYSINGLEWEAPON)
CheckStat(Player1,0,PROFICIENCYSWORDANDSHIELD)
CheckStat(Player1,0,PROFICIENCY2HANDED)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStat(Player1,1,PROFICIENCYLONGBOW)
CheckStatGT(Player1,5,STR)
THEN
RESPONSE #100
SetGlobal("BD_Weapon","BD0120",2)
SetGlobal("BD_Missile_Weapon","BD0120",1)
GiveItemCreate("arow11",Player1,80,0,0) // Pfeil +2
GiveItemCreate("arow02",Player1,80,0,0) // Pfeil +1
GiveItemCreate("arow08",Player1,80,0,0) // Feuerpfeil
GiveItemCreate("bow07",Player1,0,0,0) // Der Todesschuss +2
ActionOverride(Player1,SetItemFlags("arow11",IDENTIFIED,TRUE)) // Pfeil +2
ActionOverride(Player1,SetItemFlags("arow02",IDENTIFIED,TRUE)) // Pfeil +1
ActionOverride(Player1,SetItemFlags("arow08",IDENTIFIED,TRUE)) // Feuerpfeil
ActionOverride(Player1,SetItemFlags("bow07",IDENTIFIED,TRUE)) // Der Todesschuss +2
XEquipItem("arow11",Player1,SLOT_AMMO0,EQUIP) // Pfeil +2
XEquipItem("arow02",Player1,SLOT_AMMO1,EQUIP) // Pfeil +1
XEquipItem("arow08",Player1,SLOT_AMMO2,EQUIP) // Feuerpfeil
XEquipItem("bow07",Player1,SLOT_WEAPON0,EQUIP) // Der Todesschuss +2
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
CheckStat(Player1,0,PROFICIENCY2WEAPON)
CheckStat(Player1,0,PROFICIENCYSINGLEWEAPON)
CheckStat(Player1,0,PROFICIENCYSWORDANDSHIELD)
CheckStat(Player1,0,PROFICIENCY2HANDED)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStat(Player1,1,PROFICIENCYSHORTBOW)
CheckStatGT(Player1,5,STR)
THEN
RESPONSE #100
SetGlobal("BD_Weapon","BD0120",2)
SetGlobal("BD_Missile_Weapon","BD0120",1)
GiveItemCreate("arow11",Player1,80,0,0) // Pfeil +2
GiveItemCreate("arow02",Player1,80,0,0) // Pfeil +1
GiveItemCreate("arow08",Player1,80,0,0) // Feuerpfeil
GiveItemCreate("bow08",Player1,0,0,0) // Beschützer der Dryaden +2
ActionOverride(Player1,SetItemFlags("arow11",IDENTIFIED,TRUE)) // Pfeil +2
ActionOverride(Player1,SetItemFlags("arow02",IDENTIFIED,TRUE)) // Pfeil +1
ActionOverride(Player1,SetItemFlags("arow08",IDENTIFIED,TRUE)) // Feuerpfeil
ActionOverride(Player1,SetItemFlags("bow08",IDENTIFIED,TRUE)) // Beschützer der Dryaden +2
XEquipItem("arow11",Player1,SLOT_AMMO0,EQUIP) // Pfeil +2
XEquipItem("arow02",Player1,SLOT_AMMO1,EQUIP) // Pfeil +1
XEquipItem("arow08",Player1,SLOT_AMMO2,EQUIP) // Feuerpfeil
XEquipItem("bow08",Player1,SLOT_WEAPON0,EQUIP) // Beschützer der Dryaden +2
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
CheckStat(Player1,0,PROFICIENCY2WEAPON)
CheckStat(Player1,0,PROFICIENCYSINGLEWEAPON)
CheckStat(Player1,0,PROFICIENCYSWORDANDSHIELD)
CheckStat(Player1,0,PROFICIENCY2HANDED)
Global("SOD_fromimport","global",0)
CheckStat(Player1,1,PROFICIENCYDART)
Global("BD_Weapon","BD0120",0)
THEN
RESPONSE #100
SetGlobal("BD_Weapon","BD0120",3)
SetGlobal("BD_Missile_Weapon","BD0120",1)
GiveItemCreate("dart03",Player1,80,0,0) // Betäubungspfeil
GiveItemCreate("dart02",Player1,80,0,0) // Wurfpfeil +1
GiveItemCreate("dart09",Player1,80,0,0) // Feuerwurfpfeil +1
ActionOverride(Player1,SetItemFlags("dart03",IDENTIFIED,TRUE)) // Betäubungspfeil
ActionOverride(Player1,SetItemFlags("dart02",IDENTIFIED,TRUE)) // Wurfpfeil +1
ActionOverride(Player1,SetItemFlags("dart09",IDENTIFIED,TRUE)) // Feuerwurfpfeil +1
XEquipItem("dart03",Player1,SLOT_WEAPON0,EQUIP) // Betäubungspfeil
XEquipItem("dart02",Player1,SLOT_WEAPON1,EQUIP) // Wurfpfeil +1
XEquipItem("dart09",Player1,SLOT_WEAPON2,EQUIP) // Feuerwurfpfeil +1
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
CheckStat(Player1,0,PROFICIENCY2WEAPON)
CheckStat(Player1,0,PROFICIENCYSINGLEWEAPON)
CheckStat(Player1,0,PROFICIENCYSWORDANDSHIELD)
CheckStat(Player1,0,PROFICIENCY2HANDED)
Global("SOD_fromimport","global",0)
CheckStat(Player1,1,PROFICIENCYSLING)
Global("BD_Weapon","BD0120",0)
THEN
RESPONSE #50
SetGlobal("BD_Weapon","BD0120",3)
SetGlobal("BD_Missile_Weapon","BD0120",1)
GiveItemCreate("bull03",Player1,80,0,0) // Kugeln +2
GiveItemCreate("bull02",Player1,80,0,0) // Kugeln +1
GiveItemCreate("bull07",Player1,80,0,0) // Feuerkugel +1
GiveItemCreate("slng03",Player1,0,0,0) // Schleuder +3
ActionOverride(Player1,SetItemFlags("bull03",IDENTIFIED,TRUE)) // Kugeln +2
ActionOverride(Player1,SetItemFlags("bull02",IDENTIFIED,TRUE)) // Kugeln +1
ActionOverride(Player1,SetItemFlags("bull07",IDENTIFIED,TRUE)) // Feuerkugel +1
ActionOverride(Player1,SetItemFlags("slng03",IDENTIFIED,TRUE)) // Schleuder +3
XEquipItem("bull03",Player1,SLOT_AMMO0,EQUIP) // Kugeln +2
XEquipItem("bull02",Player1,SLOT_AMMO1,EQUIP) // Kugeln +1
XEquipItem("bull07",Player1,SLOT_AMMO2,EQUIP) // Feuerkugel +1
XEquipItem("slng03",Player1,SLOT_WEAPON0,EQUIP) // Schleuder +3
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
RESPONSE #50
SetGlobal("BD_Weapon","BD0120",3)
SetGlobal("BD_Missile_Weapon","BD0120",1)
GiveItemCreate("bull03",Player1,80,0,0) // Kugeln +2
GiveItemCreate("bull02",Player1,80,0,0) // Kugeln +1
GiveItemCreate("bull07",Player1,80,0,0) // Feuerkugel +1
GiveItemCreate("slng11",Player1,0,0,0) // Schleuder der unfehlbaren Treffsicherheit +1
ActionOverride(Player1,SetItemFlags("bull03",IDENTIFIED,TRUE)) // Kugeln +2
ActionOverride(Player1,SetItemFlags("bull02",IDENTIFIED,TRUE)) // Kugeln +1
ActionOverride(Player1,SetItemFlags("bull07",IDENTIFIED,TRUE)) // Feuerkugel +1
ActionOverride(Player1,SetItemFlags("slng11",IDENTIFIED,TRUE)) // Schleuder der unfehlbaren Treffsicherheit +1
XEquipItem("bull03",Player1,SLOT_AMMO0,EQUIP) // Kugeln +2
XEquipItem("bull02",Player1,SLOT_AMMO1,EQUIP) // Kugeln +1
XEquipItem("bull07",Player1,SLOT_AMMO2,EQUIP) // Feuerkugel +1
XEquipItem("slng11",Player1,SLOT_WEAPON0,EQUIP) // Schleuder der unfehlbaren Treffsicherheit +1
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStat(Player1,1,PROFICIENCYBASTARDSWORD)
CheckStatGT(Player1,10,STR)
THEN
RESPONSE #50
SetGlobal("BD_Weapon","BD0120",1)
SetGlobal("BD_PROFICIENCYBASTARDSWORD","BD0120",1)
GiveItemCreate("sw1h03",Player1,0,0,0) // Kondar +1
ActionOverride(Player1,SetItemFlags("sw1h03",IDENTIFIED,TRUE)) // Kondar +1
XEquipItem("sw1h03",Player1,SLOT_WEAPON0,EQUIP) // Kondar +1
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
RESPONSE #50
SetGlobal("BD_Weapon","BD0120",1)
SetGlobal("BD_PROFICIENCYBASTARDSWORD","BD0120",1)
GiveItemCreate("sw1h34",Player1,0,0,0) // Albruin +1
ActionOverride(Player1,SetItemFlags("sw1h34",IDENTIFIED,TRUE)) // Albruin +1
XEquipItem("sw1h34",Player1,SLOT_WEAPON0,EQUIP) // Albruin +1
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStat(Player1,1,PROFICIENCYLONGSWORD)
CheckStatGT(Player1,4,STR)
THEN
RESPONSE #50
SetGlobal("BD_Weapon","BD0120",1)
SetGlobal("BD_PROFICIENCYLONGSWORD","BD0120",1)
GiveItemCreate("sw1h06",Player1,0,0,0) // Varscona +2
ActionOverride(Player1,SetItemFlags("sw1h06",IDENTIFIED,TRUE)) // Varscona +2
XEquipItem("sw1h06",Player1,SLOT_WEAPON0,EQUIP) // Varscona +2
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
RESPONSE #50
SetGlobal("BD_Weapon","BD0120",1)
SetGlobal("BD_PROFICIENCYLONGSWORD","BD0120",1)
GiveItemCreate("sw1h24",Player1,0,0,0) // Die brennende Erde +1
ActionOverride(Player1,SetItemFlags("sw1h24",IDENTIFIED,TRUE)) // Die brennende Erde +1
XEquipItem("sw1h24",Player1,SLOT_WEAPON0,EQUIP) // Die brennende Erde +1
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStat(Player1,1,PROFICIENCYSHORTSWORD)
CheckStatGT(Player1,3,STR)
THEN
RESPONSE #100
SetGlobal("BD_Weapon","BD0120",1)
SetGlobal("BD_PROFICIENCYSHORTSWORD","BD0120",1)
GiveItemCreate("SW1H09_",Player1,0,0,0) // Das pfeifende Schwert +2
ActionOverride(Player1,SetItemFlags("SW1H09_",IDENTIFIED,TRUE)) // Das pfeifende Schwert +2
XEquipItem("SW1H09_",Player1,SLOT_WEAPON0,EQUIP) // Das pfeifende Schwert +2
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStat(Player1,1,PROFICIENCYAXE)
CheckStatGT(Player1,9,STR)
THEN
RESPONSE #100
SetGlobal("BD_Weapon","BD0120",1)
SetGlobal("BD_PROFICIENCYAXE","BD0120",1)
GiveItemCreate("ax1h03",Player1,0,0,0) // Streitaxt von Mauletar +2
ActionOverride(Player1,SetItemFlags("ax1h03",IDENTIFIED,TRUE)) // Streitaxt von Mauletar +2
XEquipItem("ax1h03",Player1,SLOT_WEAPON0,EQUIP) // Streitaxt von Mauletar +2
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStat(Player1,1,PROFICIENCYTWOHANDEDSWORD)
CheckStatGT(Player1,12,STR)
THEN
RESPONSE #100
SetGlobal("BD_Weapon","BD0120",2)
GiveItemCreate("sw2h06",Player1,0,0,0) // Spinnenfluch +2
ActionOverride(Player1,SetItemFlags("sw2h06",IDENTIFIED,TRUE)) // Spinnenfluch +2
XEquipItem("sw2h06",Player1,SLOT_WEAPON0,EQUIP) // Spinnenfluch +2
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStat(Player1,1,PROFICIENCYKATANA)
CheckStatGT(Player1,5,STR)
THEN
RESPONSE #100
SetGlobal("BD_Weapon","BD0120",1)
SetGlobal("BD_PROFICIENCYKATANA","BD0120",1)
GiveItemCreate("sw1h44",Player1,0,0,0) // Katana +1
ActionOverride(Player1,SetItemFlags("sw1h44",IDENTIFIED,TRUE)) // Katana +1
XEquipItem("sw1h44",Player1,SLOT_WEAPON0,EQUIP) // Katana +1
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStat(Player1,1,PROFICIENCYSCIMITARWAKISASHININJATO)
CheckStatGT(Player1,9,STR)
Class(Player1,DRUID_ALL)
THEN
RESPONSE #100
SetGlobal("BD_Weapon","BD0120",1)
SetGlobal("BD_PROFICIENCYSCIMITAR_ETC","BD0120",1)
GiveItemCreate("sw1h23",Player1,0,0,0) // Rashads Klaue +2
ActionOverride(Player1,SetItemFlags("sw1h23",IDENTIFIED,TRUE)) // Rashads Klaue +2
XEquipItem("sw1h23",Player1,SLOT_WEAPON0,EQUIP) // Rashads Klaue +2
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStat(Player1,1,PROFICIENCYSCIMITARWAKISASHININJATO)
CheckStatGT(Player1,9,STR)
!Class(Player1,DRUID_ALL)
THEN
RESPONSE #33
SetGlobal("BD_Weapon","BD0120",1)
SetGlobal("BD_PROFICIENCYSCIMITAR_ETC","BD0120",1)
GiveItemCreate("sw1h47",Player1,0,0,0) // Wakizashi +1
ActionOverride(Player1,SetItemFlags("sw1h47",IDENTIFIED,TRUE)) // Wakizashi +1
XEquipItem("sw1h47",Player1,SLOT_WEAPON0,EQUIP) // Wakizashi +1
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
RESPONSE #33
SetGlobal("BD_Weapon","BD0120",1)
SetGlobal("BD_PROFICIENCYSCIMITAR_ETC","BD0120",1)
GiveItemCreate("sw1h49",Player1,0,0,0) // Ninjatō +1
ActionOverride(Player1,SetItemFlags("sw1h49",IDENTIFIED,TRUE)) // Ninjatō +1
XEquipItem("sw1h49",Player1,SLOT_WEAPON0,EQUIP) // Ninjatō +1
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
RESPONSE #33
SetGlobal("BD_Weapon","BD0120",1)
SetGlobal("BD_PROFICIENCYSCIMITAR_ETC","BD0120",1)
GiveItemCreate("sw1h23",Player1,0,0,0) // Rashads Klaue +2
ActionOverride(Player1,SetItemFlags("sw1h23",IDENTIFIED,TRUE)) // Rashads Klaue +2
XEquipItem("sw1h23",Player1,SLOT_WEAPON0,EQUIP) // Rashads Klaue +2
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStat(Player1,1,PROFICIENCYSCIMITARWAKISASHININJATO)
CheckStatGT(Player1,5,STR)
!Class(Player1,DRUID_ALL)
THEN
RESPONSE #50
SetGlobal("BD_Weapon","BD0120",1)
SetGlobal("BD_PROFICIENCYSCIMITAR_ETC","BD0120",1)
GiveItemCreate("sw1h47",Player1,0,0,0) // Wakizashi +1
ActionOverride(Player1,SetItemFlags("sw1h47",IDENTIFIED,TRUE)) // Wakizashi +1
XEquipItem("sw1h47",Player1,SLOT_WEAPON0,EQUIP) // Wakizashi +1
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
RESPONSE #50
SetGlobal("BD_Weapon","BD0120",1)
SetGlobal("BD_PROFICIENCYSCIMITAR_ETC","BD0120",1)
GiveItemCreate("sw1h49",Player1,0,0,0) // Ninjatō +1
ActionOverride(Player1,SetItemFlags("sw1h49",IDENTIFIED,TRUE)) // Ninjatō +1
XEquipItem("sw1h49",Player1,SLOT_WEAPON0,EQUIP) // Ninjatō +1
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStat(Player1,1,PROFICIENCYSCIMITARWAKISASHININJATO)
CheckStatGT(Player1,4,STR)
!Class(Player1,DRUID_ALL)
THEN
RESPONSE #100
SetGlobal("BD_Weapon","BD0120",1)
SetGlobal("BD_PROFICIENCYSCIMITAR_ETC","BD0120",1)
GiveItemCreate("sw1h47",Player1,0,0,0) // Wakizashi +1
ActionOverride(Player1,SetItemFlags("sw1h47",IDENTIFIED,TRUE)) // Wakizashi +1
XEquipItem("sw1h47",Player1,SLOT_WEAPON0,EQUIP) // Wakizashi +1
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStat(Player1,1,PROFICIENCYDAGGER)
THEN
RESPONSE #100
SetGlobal("BD_Weapon","BD0120",1)
SetGlobal("BD_PROFICIENCYDAGGER","BD0120",1)
GiveItemCreate("dagg03",Player1,0,0,0) // Herz des Golems +2
ActionOverride(Player1,SetItemFlags("dagg03",IDENTIFIED,TRUE)) // Herz des Golems +2
XEquipItem("dagg03",Player1,SLOT_WEAPON0,EQUIP) // Herz des Golems +2
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStat(Player1,1,PROFICIENCYWARHAMMER)
CheckStatGT(Player1,7,STR)
THEN
RESPONSE #100
SetGlobal("BD_Weapon","BD0120",1)
SetGlobal("BD_PROFICIENCYWARHAMMER","BD0120",1)
GiveItemCreate("hamm03",Player1,0,0,0) // Ashideena +2
ActionOverride(Player1,SetItemFlags("hamm03",IDENTIFIED,TRUE)) // Ashideena +2
XEquipItem("hamm03",Player1,SLOT_WEAPON0,EQUIP) // Ashideena +2
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStat(Player1,1,PROFICIENCYSPEAR)
CheckStatGT(Player1,4,STR)
THEN
RESPONSE #100
SetGlobal("BD_Weapon","BD0120",2)
GiveItemCreate("sper05",Player1,0,0,0) // Speer +2
ActionOverride(Player1,SetItemFlags("sper05",IDENTIFIED,TRUE)) // Speer +2
XEquipItem("sper05",Player1,SLOT_WEAPON0,EQUIP) // Speer +2
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStat(Player1,1,PROFICIENCYHALBERD)
CheckStatGT(Player1,10,STR)
THEN
RESPONSE #100
SetGlobal("BD_Weapon","BD0120",2)
GiveItemCreate("halb03",Player1,0,0,0) // Klinge von Suryris +2
ActionOverride(Player1,SetItemFlags("halb03",IDENTIFIED,TRUE)) // Klinge von Suryris +2
XEquipItem("halb03",Player1,SLOT_WEAPON0,EQUIP) // Klinge von Suryris +2
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStat(Player1,1,PROFICIENCYFLAILMORNINGSTAR)
CheckStatGT(Player1,12,STR)
THEN
RESPONSE #100
SetGlobal("BD_Weapon","BD0120",1)
SetGlobal("BD_PROFICIENCYFLAILMORNINGSTAR","BD0120",1)
GiveItemCreate("blun39",Player1,0,0,0) // Der Drescher +2
ActionOverride(Player1,SetItemFlags("blun39",IDENTIFIED,TRUE)) // Der Drescher +2
XEquipItem("blun39",Player1,SLOT_WEAPON0,EQUIP) // Der Drescher +2
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStat(Player1,1,PROFICIENCYFLAILMORNINGSTAR)
CheckStatGT(Player1,10,STR)
THEN
RESPONSE #100
SetGlobal("BD_Weapon","BD0120",1)
SetGlobal("BD_PROFICIENCYFLAILMORNINGSTAR","BD0120",1)
GiveItemCreate("blun07",Player1,0,0,0) // Morgenstern +1
ActionOverride(Player1,SetItemFlags("blun07",IDENTIFIED,TRUE)) // Morgenstern +1
XEquipItem("blun07",Player1,SLOT_WEAPON0,EQUIP) // Morgenstern +1
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStat(Player1,1,PROFICIENCYMACE)
CheckStatGT(Player1,9,STR)
THEN
RESPONSE #100
SetGlobal("BD_Weapon","BD0120",1)
SetGlobal("BD_PROFICIENCYMACE","BD0120",1)
GiveItemCreate("blun11",Player1,0,0,0) // Krotans Schädelmalmer +2
ActionOverride(Player1,SetItemFlags("blun11",IDENTIFIED,TRUE)) // Krotans Schädelmalmer +2
XEquipItem("blun11",Player1,SLOT_WEAPON0,EQUIP) // Krotans Schädelmalmer +2
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStat(Player1,1,PROFICIENCYQUARTERSTAFF)
CheckStatGT(Player1,4,STR)
THEN
RESPONSE #33
SetGlobal("BD_Weapon","BD0120",2)
GiveItemCreate("staf07",Player1,0,0,0) // Stabspeer +2
ActionOverride(Player1,SetItemFlags("staf07",IDENTIFIED,TRUE)) // Stabspeer +2
XEquipItem("staf07",Player1,SLOT_WEAPON0,EQUIP) // Stabspeer +2
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
RESPONSE #33
SetGlobal("BD_Weapon","BD0120",2)
GiveItemCreate("STAF08_",Player1,0,0,0) // Aules Stab +3
ActionOverride(Player1,SetItemFlags("STAF08_",IDENTIFIED,TRUE)) // Aules Stab +3
XEquipItem("STAF08_",Player1,SLOT_WEAPON0,EQUIP) // Aules Stab +3
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
RESPONSE #33
SetGlobal("BD_Weapon","BD0120",2)
GiveItemCreate("staf18",Player1,0,0,0) // Kampfstab +2
ActionOverride(Player1,SetItemFlags("staf18",IDENTIFIED,TRUE)) // Kampfstab +2
XEquipItem("staf18",Player1,SLOT_WEAPON0,EQUIP) // Kampfstab +2
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStat(Player1,1,PROFICIENCYCLUB)
CheckStatGT(Player1,4,STR)
THEN
RESPONSE #50
SetGlobal("BD_Weapon","BD0120",1)
SetGlobal("BD_PROFICIENCYCLUB","BD0120",1)
GiveItemCreate("blun37",Player1,0,0,0) // Mächtige Eiche +2
ActionOverride(Player1,SetItemFlags("blun37",IDENTIFIED,TRUE)) // Mächtige Eiche +2
XEquipItem("blun37",Player1,SLOT_WEAPON0,EQUIP) // Mächtige Eiche +2
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
RESPONSE #50
SetGlobal("BD_Weapon","BD0120",1)
SetGlobal("BD_PROFICIENCYCLUB","BD0120",1)
GiveItemCreate("blun38",Player1,0,0,0) // Nachtschlag +1
ActionOverride(Player1,SetItemFlags("blun38",IDENTIFIED,TRUE)) // Nachtschlag +1
XEquipItem("blun38",Player1,SLOT_WEAPON0,EQUIP) // Nachtschlag +1
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStat(Player1,1,PROFICIENCYCROSSBOW)
CheckStatGT(Player1,11,STR)
!Class(Player1,THIEF)
!Class(Player1,MAGE_THIEF)
THEN
RESPONSE #100
SetGlobal("BD_Weapon","BD0120",2)
SetGlobal("BD_Missile_Weapon","BD0120",1)
GiveItemCreate("bolt06",Player1,80,0,0) // Bolzen +2
GiveItemCreate("bolt02",Player1,80,0,0) // Bolzen +1
GiveItemCreate("bolt04",Player1,80,0,0) // Beißende Bolzen
GiveItemCreate("xbow03",Player1,0,0,0) // Die Führung +2
ActionOverride(Player1,SetItemFlags("bolt06",IDENTIFIED,TRUE)) // Bolzen +2
ActionOverride(Player1,SetItemFlags("bolt02",IDENTIFIED,TRUE)) // Bolzen +1
ActionOverride(Player1,SetItemFlags("bolt04",IDENTIFIED,TRUE)) // Beißende Bolzen
ActionOverride(Player1,SetItemFlags("xbow03",IDENTIFIED,TRUE)) // Die Führung +2
XEquipItem("bolt06",Player1,SLOT_AMMO0,EQUIP) // Bolzen +2
XEquipItem("bolt02",Player1,SLOT_AMMO1,EQUIP) // Bolzen +1
XEquipItem("bolt04",Player1,SLOT_AMMO2,EQUIP) // Beißende Bolzen
XEquipItem("xbow03",Player1,SLOT_WEAPON0,EQUIP) // Die Führung +2
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStat(Player1,1,PROFICIENCYCROSSBOW)
CheckStatGT(Player1,7,STR)
THEN
RESPONSE #100
SetGlobal("BD_Weapon","BD0120",2)
SetGlobal("BD_Missile_Weapon","BD0120",1)
GiveItemCreate("bolt06",Player1,80,0,0) // Bolzen +2
GiveItemCreate("bolt02",Player1,80,0,0) // Bolzen +1
GiveItemCreate("bolt04",Player1,80,0,0) // Beißende Bolzen
GiveItemCreate("xbow06",Player1,0,0,0) // Die Armeesense +1
ActionOverride(Player1,SetItemFlags("bolt06",IDENTIFIED,TRUE)) // Bolzen +2
ActionOverride(Player1,SetItemFlags("bolt02",IDENTIFIED,TRUE)) // Bolzen +1
ActionOverride(Player1,SetItemFlags("bolt04",IDENTIFIED,TRUE)) // Beißende Bolzen
ActionOverride(Player1,SetItemFlags("xbow06",IDENTIFIED,TRUE)) // Die Armeesense +1
XEquipItem("bolt06",Player1,SLOT_AMMO0,EQUIP) // Bolzen +2
XEquipItem("bolt02",Player1,SLOT_AMMO1,EQUIP) // Bolzen +1
XEquipItem("bolt04",Player1,SLOT_AMMO2,EQUIP) // Beißende Bolzen
XEquipItem("xbow06",Player1,SLOT_WEAPON0,EQUIP) // Die Armeesense +1
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStat(Player1,1,PROFICIENCYLONGBOW)
CheckStatGT(Player1,17,STR)
!Class(Player1,BARD_ALL)
THEN
RESPONSE #100
SetGlobal("BD_Weapon","BD0120",2)
SetGlobal("BD_Missile_Weapon","BD0120",1)
GiveItemCreate("arow11",Player1,80,0,0) // Pfeil +2
GiveItemCreate("arow02",Player1,80,0,0) // Pfeil +1
GiveItemCreate("arow08",Player1,80,0,0) // Feuerpfeil
GiveItemCreate("bow02",Player1,0,0,0) // Komposit-Langbogen +1
ActionOverride(Player1,SetItemFlags("arow11",IDENTIFIED,TRUE)) // Pfeil +2
ActionOverride(Player1,SetItemFlags("arow02",IDENTIFIED,TRUE)) // Pfeil +1
ActionOverride(Player1,SetItemFlags("arow08",IDENTIFIED,TRUE)) // Feuerpfeil
ActionOverride(Player1,SetItemFlags("bow02",IDENTIFIED,TRUE)) // Komposit-Langbogen +1
XEquipItem("arow11",Player1,SLOT_AMMO0,EQUIP) // Pfeil +2
XEquipItem("arow02",Player1,SLOT_AMMO1,EQUIP) // Pfeil +1
XEquipItem("arow08",Player1,SLOT_AMMO2,EQUIP) // Feuerpfeil
XEquipItem("bow02",Player1,SLOT_WEAPON0,EQUIP) // Komposit-Langbogen +1
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStat(Player1,1,PROFICIENCYLONGBOW)
CheckStatGT(Player1,5,STR)
THEN
RESPONSE #100
SetGlobal("BD_Weapon","BD0120",2)
SetGlobal("BD_Missile_Weapon","BD0120",1)
GiveItemCreate("arow11",Player1,80,0,0) // Pfeil +2
GiveItemCreate("arow02",Player1,80,0,0) // Pfeil +1
GiveItemCreate("arow08",Player1,80,0,0) // Feuerpfeil
GiveItemCreate("bow07",Player1,0,0,0) // Der Todesschuss +2
ActionOverride(Player1,SetItemFlags("arow11",IDENTIFIED,TRUE)) // Pfeil +2
ActionOverride(Player1,SetItemFlags("arow02",IDENTIFIED,TRUE)) // Pfeil +1
ActionOverride(Player1,SetItemFlags("arow08",IDENTIFIED,TRUE)) // Feuerpfeil
ActionOverride(Player1,SetItemFlags("bow07",IDENTIFIED,TRUE)) // Der Todesschuss +2
XEquipItem("arow11",Player1,SLOT_AMMO0,EQUIP) // Pfeil +2
XEquipItem("arow02",Player1,SLOT_AMMO1,EQUIP) // Pfeil +1
XEquipItem("arow08",Player1,SLOT_AMMO2,EQUIP) // Feuerpfeil
XEquipItem("bow07",Player1,SLOT_WEAPON0,EQUIP) // Der Todesschuss +2
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStat(Player1,1,PROFICIENCYSHORTBOW)
CheckStatGT(Player1,5,STR)
THEN
RESPONSE #100
SetGlobal("BD_Weapon","BD0120",2)
SetGlobal("BD_Missile_Weapon","BD0120",1)
GiveItemCreate("arow11",Player1,80,0,0) // Pfeil +2
GiveItemCreate("arow02",Player1,80,0,0) // Pfeil +1
GiveItemCreate("arow08",Player1,80,0,0) // Feuerpfeil
GiveItemCreate("bow08",Player1,0,0,0) // Beschützer der Dryaden +2
ActionOverride(Player1,SetItemFlags("arow11",IDENTIFIED,TRUE)) // Pfeil +2
ActionOverride(Player1,SetItemFlags("arow02",IDENTIFIED,TRUE)) // Pfeil +1
ActionOverride(Player1,SetItemFlags("arow08",IDENTIFIED,TRUE)) // Feuerpfeil
ActionOverride(Player1,SetItemFlags("bow08",IDENTIFIED,TRUE)) // Beschützer der Dryaden +2
XEquipItem("arow11",Player1,SLOT_AMMO0,EQUIP) // Pfeil +2
XEquipItem("arow02",Player1,SLOT_AMMO1,EQUIP) // Pfeil +1
XEquipItem("arow08",Player1,SLOT_AMMO2,EQUIP) // Feuerpfeil
XEquipItem("bow08",Player1,SLOT_WEAPON0,EQUIP) // Beschützer der Dryaden +2
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
CheckStat(Player1,1,PROFICIENCYDART)
Global("BD_Weapon","BD0120",0)
THEN
RESPONSE #100
SetGlobal("BD_Weapon","BD0120",3)
SetGlobal("BD_Missile_Weapon","BD0120",1)
GiveItemCreate("dart03",Player1,80,0,0) // Betäubungspfeil
GiveItemCreate("dart02",Player1,80,0,0) // Wurfpfeil +1
GiveItemCreate("dart09",Player1,80,0,0) // Feuerwurfpfeil +1
ActionOverride(Player1,SetItemFlags("dart03",IDENTIFIED,TRUE)) // Betäubungspfeil
ActionOverride(Player1,SetItemFlags("dart02",IDENTIFIED,TRUE)) // Wurfpfeil +1
ActionOverride(Player1,SetItemFlags("dart09",IDENTIFIED,TRUE)) // Feuerwurfpfeil +1
XEquipItem("dart03",Player1,SLOT_WEAPON0,EQUIP) // Betäubungspfeil
XEquipItem("dart02",Player1,SLOT_WEAPON1,EQUIP) // Wurfpfeil +1
XEquipItem("dart09",Player1,SLOT_WEAPON2,EQUIP) // Feuerwurfpfeil +1
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
CheckStat(Player1,1,PROFICIENCYSLING)
Global("BD_Weapon","BD0120",0)
THEN
RESPONSE #50
SetGlobal("BD_Weapon","BD0120",3)
SetGlobal("BD_Missile_Weapon","BD0120",1)
GiveItemCreate("bull03",Player1,80,0,0) // Kugeln +2
GiveItemCreate("bull02",Player1,80,0,0) // Kugeln +1
GiveItemCreate("bull07",Player1,80,0,0) // Feuerkugel +1
GiveItemCreate("slng03",Player1,0,0,0) // Schleuder +3
ActionOverride(Player1,SetItemFlags("bull03",IDENTIFIED,TRUE)) // Kugeln +2
ActionOverride(Player1,SetItemFlags("bull02",IDENTIFIED,TRUE)) // Kugeln +1
ActionOverride(Player1,SetItemFlags("bull07",IDENTIFIED,TRUE)) // Feuerkugel +1
ActionOverride(Player1,SetItemFlags("slng03",IDENTIFIED,TRUE)) // Schleuder +3
XEquipItem("bull03",Player1,SLOT_AMMO0,EQUIP) // Kugeln +2
XEquipItem("bull02",Player1,SLOT_AMMO1,EQUIP) // Kugeln +1
XEquipItem("bull07",Player1,SLOT_AMMO2,EQUIP) // Feuerkugel +1
XEquipItem("slng03",Player1,SLOT_WEAPON0,EQUIP) // Schleuder +3
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
RESPONSE #50
SetGlobal("BD_Weapon","BD0120",3)
SetGlobal("BD_Missile_Weapon","BD0120",1)
GiveItemCreate("bull03",Player1,80,0,0) // Kugeln +2
GiveItemCreate("bull02",Player1,80,0,0) // Kugeln +1
GiveItemCreate("bull07",Player1,80,0,0) // Feuerkugel +1
GiveItemCreate("slng11",Player1,0,0,0) // Schleuder der unfehlbaren Treffsicherheit +1
ActionOverride(Player1,SetItemFlags("bull03",IDENTIFIED,TRUE)) // Kugeln +2
ActionOverride(Player1,SetItemFlags("bull02",IDENTIFIED,TRUE)) // Kugeln +1
ActionOverride(Player1,SetItemFlags("bull07",IDENTIFIED,TRUE)) // Feuerkugel +1
ActionOverride(Player1,SetItemFlags("slng11",IDENTIFIED,TRUE)) // Schleuder der unfehlbaren Treffsicherheit +1
XEquipItem("bull03",Player1,SLOT_AMMO0,EQUIP) // Kugeln +2
XEquipItem("bull02",Player1,SLOT_AMMO1,EQUIP) // Kugeln +1
XEquipItem("bull07",Player1,SLOT_AMMO2,EQUIP) // Feuerkugel +1
XEquipItem("slng11",Player1,SLOT_WEAPON0,EQUIP) // Schleuder der unfehlbaren Treffsicherheit +1
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
!Kit(Player1,CAVALIER)
!Kit(Player1,KENSAI)
THEN
RESPONSE #50
SetGlobal("BD_Weapon","BD0120",3)
SetGlobal("BD_Missile_Weapon","BD0120",1)
GiveItemCreate("bull03",Player1,80,0,0) // Kugeln +2
GiveItemCreate("bull02",Player1,80,0,0) // Kugeln +1
GiveItemCreate("bull07",Player1,80,0,0) // Feuerkugel +1
GiveItemCreate("slng03",Player1,0,0,0) // Schleuder +3
ActionOverride(Player1,SetItemFlags("bull03",IDENTIFIED,TRUE)) // Kugeln +2
ActionOverride(Player1,SetItemFlags("bull02",IDENTIFIED,TRUE)) // Kugeln +1
ActionOverride(Player1,SetItemFlags("bull07",IDENTIFIED,TRUE)) // Feuerkugel +1
ActionOverride(Player1,SetItemFlags("slng03",IDENTIFIED,TRUE)) // Schleuder +3
XEquipItem("bull03",Player1,SLOT_AMMO0,EQUIP) // Kugeln +2
XEquipItem("bull02",Player1,SLOT_AMMO1,EQUIP) // Kugeln +1
XEquipItem("bull07",Player1,SLOT_AMMO2,EQUIP) // Feuerkugel +1
XEquipItem("slng03",Player1,SLOT_WEAPON0,EQUIP) // Schleuder +3
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
RESPONSE #50
SetGlobal("BD_Weapon","BD0120",3)
SetGlobal("BD_Missile_Weapon","BD0120",1)
GiveItemCreate("bull03",Player1,80,0,0) // Kugeln +2
GiveItemCreate("bull02",Player1,80,0,0) // Kugeln +1
GiveItemCreate("bull07",Player1,80,0,0) // Feuerkugel +1
GiveItemCreate("slng11",Player1,0,0,0) // Schleuder der unfehlbaren Treffsicherheit +1
ActionOverride(Player1,SetItemFlags("bull03",IDENTIFIED,TRUE)) // Kugeln +2
ActionOverride(Player1,SetItemFlags("bull02",IDENTIFIED,TRUE)) // Kugeln +1
ActionOverride(Player1,SetItemFlags("bull07",IDENTIFIED,TRUE)) // Feuerkugel +1
ActionOverride(Player1,SetItemFlags("slng11",IDENTIFIED,TRUE)) // Schleuder der unfehlbaren Treffsicherheit +1
XEquipItem("bull03",Player1,SLOT_AMMO0,EQUIP) // Kugeln +2
XEquipItem("bull02",Player1,SLOT_AMMO1,EQUIP) // Kugeln +1
XEquipItem("bull07",Player1,SLOT_AMMO2,EQUIP) // Feuerkugel +1
XEquipItem("slng11",Player1,SLOT_WEAPON0,EQUIP) // Schleuder der unfehlbaren Treffsicherheit +1
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
!Class(Player1,CLERIC_ALL)
!Kit(Player1,BEASTMASTER)
THEN
RESPONSE #100
SetGlobal("BD_Weapon","BD0120",1)
GiveItemCreate("dagg03",Player1,0,0,0) // Herz des Golems +2
ActionOverride(Player1,SetItemFlags("dagg03",IDENTIFIED,TRUE)) // Herz des Golems +2
XEquipItem("dagg03",Player1,SLOT_WEAPON0,EQUIP) // Herz des Golems +2
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("BD_WEAP_PROF","BD0120",0)
OR(2)
Global("BD_Weapon","BD0120",1)
Global("BD_Weapon","BD0120",3)
CheckStat(Player1,0,PROFICIENCY2WEAPON)
CheckStat(Player1,0,PROFICIENCYSINGLEWEAPON)
Global("BD_Shield","BD0120",0)
THEN
RESPONSE #100
SetGlobal("BD_WEAP_PROF","BD0120",1)
SetGlobal("BD_Give_Shield_Anyway","BD0120",1)
Continue()
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("BD_WEAP_PROF","BD0120",0)
Global("BD_Weapon","BD0120",1)
CheckStatGT(Player1,1,PROFICIENCY2WEAPON)
CheckStatLT(Player1,3,PROFICIENCYSINGLEWEAPON)
CheckStatLT(Player1,3,PROFICIENCYSWORDANDSHIELD)
THEN
RESPONSE #100
SetGlobal("BD_WEAP_PROF","BD0120",1)
SetGlobal("BD_Shield","BD0120",2)
Continue()
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("BD_WEAP_PROF","BD0120",0)
Global("BD_Weapon","BD0120",1)
CheckStatGT(Player1,1,PROFICIENCYSWORDANDSHIELD)
CheckStatLT(Player1,2,PROFICIENCYSINGLEWEAPON)
CheckStatLT(Player1,2,PROFICIENCY2WEAPON)
THEN
RESPONSE #100
SetGlobal("BD_WEAP_PROF","BD0120",1)
SetGlobal("BD_Two_Weapons","BD0120",1)
Continue()
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("BD_WEAP_PROF","BD0120",0)
Global("BD_Weapon","BD0120",1)
CheckStatGT(Player1,1,PROFICIENCYSINGLEWEAPON)
CheckStatLT(Player1,2,PROFICIENCYSWORDANDSHIELD)
CheckStatLT(Player1,2,PROFICIENCY2WEAPON)
THEN
RESPONSE #100
SetGlobal("BD_WEAP_PROF","BD0120",1)
SetGlobal("BD_Two_Weapons","BD0120",1)
SetGlobal("BD_Shield","BD0120",2)
Continue()
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("BD_WEAP_PROF","BD0120",0)
Global("BD_Weapon","BD0120",1)
CheckStat(Player1,1,PROFICIENCYSINGLEWEAPON)
CheckStat(Player1,1,PROFICIENCYSWORDANDSHIELD)
CheckStat(Player1,1,PROFICIENCY2WEAPON)
THEN
RESPONSE #100
SetGlobal("BD_WEAP_PROF","BD0120",1)
SetGlobal("BD_Shield","BD0120",2)
Continue()
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
!Class(Player1,MAGE)
!Class(Player1,MONK)
OR(4)
CheckStatLT(Player1,6,STR)
Class(Player1,RANGER_ALL)
Kit(Player1,BEASTFRIEND)
Class(Player1,SHAMAN)
Global("SOD_fromimport","global",0)
Global("BD_Armor","BD0120",0)
THEN
RESPONSE #100
SetGlobal("BD_Armor","BD0120",2)
GiveItemCreate("leat09",Player1,0,0,0) // Karajahs Leben und Tod +3
ActionOverride(Player1,SetItemFlags("leat09",IDENTIFIED,TRUE)) // Karajahs Leben und Tod +3
XEquipItem("leat09",Player1,SLOT_ARMOR,EQUIP) // Karajahs Leben und Tod +3
Continue()
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
OR(7)
Class(Player1,BARD)
Class(Player1,FIGHTER_MAGE)
Class(Player1,FIGHTER_MAGE_THIEF)
Class(Player1,FIGHTER_MAGE_CLERIC)
Class(Player1,MAGE_THIEF)
Class(Player1,CLERIC_MAGE)
Class(Player1,CLERIC_THIEF)
CheckStatGT(Player1,4,STR)
Global("SOD_fromimport","global",0)
Global("BD_Armor","BD0120",0)
THEN
RESPONSE #100
SetGlobal("BD_Armor","BD0120",2)
GiveItemCreate("chan12",Player1,0,0,0) // Elfenkettenhemd
GiveItemCreate("ring06",Player1,0,0,0) // Schutzring +1
ActionOverride(Player1,SetItemFlags("ring06",IDENTIFIED,TRUE)) // Schutzring +1
XEquipItem("ring06",Player1,SLOT_RING_LEFT,EQUIP) // Schutzring +1
XEquipItem("chan12",Player1,SLOT_ARMOR,EQUIP) // Elfenkettenhemd
Continue()
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Class(Player1,MAGE)
Global("SOD_fromimport","global",0)
Global("BD_Armor","BD0120",0)
Alignment(Player1,MASK_EVIL)
THEN
RESPONSE #100
SetGlobal("BD_Armor","BD0120",2)
GiveItemCreate("clck17",Player1,0,0,0) // Robe der bösen Erzmagier
GiveItemCreate("ring06",Player1,0,0,0) // Schutzring +1
ActionOverride(Player1,SetItemFlags("ring06",IDENTIFIED,TRUE)) // Schutzring +1
ActionOverride(Player1,SetItemFlags("clck17",IDENTIFIED,TRUE)) // Robe der bösen Erzmagier
XEquipItem("ring06",Player1,SLOT_RING_LEFT,EQUIP) // Schutzring +1
XEquipItem("clck17",Player1,SLOT_ARMOR,EQUIP) // Robe der bösen Erzmagier
Continue()
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Class(Player1,MAGE)
Global("SOD_fromimport","global",0)
Global("BD_Armor","BD0120",0)
Alignment(Player1,MASK_GOOD)
THEN
RESPONSE #100
SetGlobal("BD_Armor","BD0120",2)
GiveItemCreate("clck15",Player1,0,0,0) // Robe der guten Erzmagier
GiveItemCreate("ring06",Player1,0,0,0) // Schutzring +1
ActionOverride(Player1,SetItemFlags("ring06",IDENTIFIED,TRUE)) // Schutzring +1
ActionOverride(Player1,SetItemFlags("clck15",IDENTIFIED,TRUE)) // Robe der guten Erzmagier
XEquipItem("ring06",Player1,SLOT_RING_LEFT,EQUIP) // Schutzring +1
XEquipItem("clck15",Player1,SLOT_ARMOR,EQUIP) // Robe der guten Erzmagier
Continue()
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Class(Player1,MAGE)
Global("SOD_fromimport","global",0)
Global("BD_Armor","BD0120",0)
!Alignment(Player1,MASK_GOOD)
!Alignment(Player1,MASK_EVIL)
THEN
RESPONSE #100
SetGlobal("BD_Armor","BD0120",2)
GiveItemCreate("clck16",Player1,0,0,0) // Robe der neutralen Erzmagier
GiveItemCreate("ring06",Player1,0,0,0) // Schutzring +1
ActionOverride(Player1,SetItemFlags("ring06",IDENTIFIED,TRUE)) // Schutzring +1
ActionOverride(Player1,SetItemFlags("clck16",IDENTIFIED,TRUE)) // Robe der neutralen Erzmagier
XEquipItem("ring06",Player1,SLOT_RING_LEFT,EQUIP) // Schutzring +1
XEquipItem("clck16",Player1,SLOT_ARMOR,EQUIP) // Robe der neutralen Erzmagier
Continue()
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Kit(Player1,BARBARIAN)
CheckStatGT(Player1,7,STR)
Global("SOD_fromimport","global",0)
Global("BD_Armor","BD0120",0)
THEN
RESPONSE #50
SetGlobal("BD_Armor","BD0120",2)
GiveItemCreate("chan03",Player1,0,0,0) // Kettenhemd des Todes +2
ActionOverride(Player1,SetItemFlags("chan03",IDENTIFIED,TRUE)) // Kettenhemd des Todes +2
XEquipItem("chan03",Player1,SLOT_ARMOR,EQUIP) // Kettenhemd des Todes +2
Continue()
RESPONSE #50
SetGlobal("BD_Armor","BD0120",2)
GiveItemCreate("chan07",Player1,0,0,0) // Kettenhemd +3
ActionOverride(Player1,SetItemFlags("chan07",IDENTIFIED,TRUE)) // Kettenhemd +3
XEquipItem("chan07",Player1,SLOT_ARMOR,EQUIP) // Kettenhemd +3
Continue()
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Kit(Player1,Blackguard)
CheckStatGT(Player1,14,STR)
Global("SOD_fromimport","global",0)
Global("BD_Armor","BD0120",0)
THEN
RESPONSE #100
SetGlobal("BD_Armor","BD0120",2)
GiveItemCreate("plat05",Player1,0,0,0) // Panzer der Finsternis +1
ActionOverride(Player1,SetItemFlags("plat05",IDENTIFIED,TRUE)) // Panzer der Finsternis +1
XEquipItem("plat05",Player1,SLOT_ARMOR,EQUIP) // Panzer der Finsternis +1
Continue()
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
OR(2)
Class(Player1,PALADIN)
Kit(Player1,DWARVEN_DEFENDER)
!Kit(Player1,Blackguard)
CheckStatGT(Player1,14,STR)
Global("SOD_fromimport","global",0)
Global("BD_Armor","BD0120",0)
THEN
RESPONSE #100
SetGlobal("BD_Armor","BD0120",2)
GiveItemCreate("plat04",Player1,0,0,0) // Prunkharnisch
GiveItemCreate("ring06",Player1,0,0,0) // Schutzring +1
ActionOverride(Player1,SetItemFlags("ring06",IDENTIFIED,TRUE)) // Schutzring +1
XEquipItem("ring06",Player1,SLOT_RING_LEFT,EQUIP) // Schutzring +1
XEquipItem("plat04",Player1,SLOT_ARMOR,EQUIP) // Prunkharnisch
Continue()
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
!Class(Player1,PALADIN)
!Kit(Player1,DWARVEN_DEFENDER)
!Class(Player1,FIGHTER_THIEF)
!Class(Player1,FIGHTER_MAGE)
!Class(Player1,FIGHTER_MAGE_THIEF)
!Class(Player1,FIGHTER_MAGE_CLERIC)
!Class(Player1,MAGE_THIEF)
!Class(Player1,CLERIC_MAGE)
!Class(Player1,CLERIC_THIEF)
!Class(Player1,DRUID)
!Class(Player1,MONK)
!Class(Player1,MAGE)
!Class(Player1,THIEF)
!Class(Player1,BARD)
!Kit(Player1,BARBARIAN)
!Kit(Player1,KENSAI)
!Class(Player1,RANGER_ALL)
CheckStatGT(Player1,14,STR)
Global("SOD_fromimport","global",0)
Global("BD_Armor","BD0120",0)
THEN
RESPONSE #25
SetGlobal("BD_Armor","BD0120",2)
GiveItemCreate("plat05",Player1,0,0,0) // Panzer der Finsternis +1
ActionOverride(Player1,SetItemFlags("plat05",IDENTIFIED,TRUE)) // Panzer der Finsternis +1
XEquipItem("plat05",Player1,SLOT_ARMOR,EQUIP) // Panzer der Finsternis +1
Continue()
RESPONSE #25
SetGlobal("BD_Armor","BD0120",2)
GiveItemCreate("plat02",Player1,0,0,0) // Fallorains Panzer +1
ActionOverride(Player1,SetItemFlags("plat02",IDENTIFIED,TRUE)) // Fallorains Panzer +1
XEquipItem("plat02",Player1,SLOT_ARMOR,EQUIP) // Fallorains Panzer +1
Continue()
RESPONSE #25
SetGlobal("BD_Armor","BD0120",2)
GiveItemCreate("plat08",Player1,0,0,0) // Die praktische Verteidigung +3
ActionOverride(Player1,SetItemFlags("plat08",IDENTIFIED,TRUE)) // Die praktische Verteidigung +3
XEquipItem("plat08",Player1,SLOT_ARMOR,EQUIP) // Die praktische Verteidigung +3
Continue()
RESPONSE #25
SetGlobal("BD_Armor","BD0120",2)
GiveItemCreate("plat24",Player1,0,0,0) // Das Magma-Bollwerk +2
ActionOverride(Player1,SetItemFlags("plat24",IDENTIFIED,TRUE)) // Das Magma-Bollwerk +2
XEquipItem("plat24",Player1,SLOT_ARMOR,EQUIP) // Das Magma-Bollwerk +2
Continue()
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
!Class(Player1,FIGHTER_THIEF)
!Class(Player1,FIGHTER_MAGE)
!Class(Player1,FIGHTER_MAGE_THIEF)
!Class(Player1,FIGHTER_MAGE_CLERIC)
!Class(Player1,MAGE_THIEF)
!Class(Player1,CLERIC_MAGE)
!Class(Player1,CLERIC_THIEF)
!Class(Player1,DRUID)
!Class(Player1,MONK)
!Class(Player1,MAGE)
!Class(Player1,THIEF)
!Class(Player1,BARD)
!Kit(Player1,BARBARIAN)
!Kit(Player1,KENSAI)
!Class(Player1,RANGER_ALL)
CheckStatGT(Player1,10,STR)
CheckStatLT(Player1,15,STR)
Global("SOD_fromimport","global",0)
Global("BD_Armor","BD0120",0)
THEN
RESPONSE #33
SetGlobal("BD_Armor","BD0120",2)
GiveItemCreate("plat02",Player1,0,0,0) // Fallorains Panzer +1
ActionOverride(Player1,SetItemFlags("plat02",IDENTIFIED,TRUE)) // Fallorains Panzer +1
XEquipItem("plat02",Player1,SLOT_ARMOR,EQUIP) // Fallorains Panzer +1
Continue()
RESPONSE #33
SetGlobal("BD_Armor","BD0120",2)
GiveItemCreate("plat08",Player1,0,0,0) // Die praktische Verteidigung +3
ActionOverride(Player1,SetItemFlags("plat08",IDENTIFIED,TRUE)) // Die praktische Verteidigung +3
XEquipItem("plat08",Player1,SLOT_ARMOR,EQUIP) // Die praktische Verteidigung +3
Continue()
RESPONSE #33
SetGlobal("BD_Armor","BD0120",2)
GiveItemCreate("plat24",Player1,0,0,0) // Das Magma-Bollwerk +2
ActionOverride(Player1,SetItemFlags("plat24",IDENTIFIED,TRUE)) // Das Magma-Bollwerk +2
XEquipItem("plat24",Player1,SLOT_ARMOR,EQUIP) // Das Magma-Bollwerk +2
Continue()
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
!Class(Player1,FIGHTER_THIEF)
!Class(Player1,FIGHTER_MAGE)
!Class(Player1,FIGHTER_MAGE_THIEF)
!Class(Player1,FIGHTER_MAGE_CLERIC)
!Class(Player1,MAGE_THIEF)
!Class(Player1,CLERIC_MAGE)
!Class(Player1,CLERIC_THIEF)
!Class(Player1,DRUID)
!Class(Player1,MONK)
!Class(Player1,MAGE)
!Class(Player1,THIEF)
!Class(Player1,BARD)
!Kit(Player1,BARBARIAN)
!Kit(Player1,KENSAI)
!Class(Player1,RANGER_ALL)
CheckStatLT(Player1,11,STR)
CheckStatGT(Player1,7,STR)
Global("SOD_fromimport","global",0)
Global("BD_Armor","BD0120",0)
THEN
RESPONSE #50
SetGlobal("BD_Armor","BD0120",2)
GiveItemCreate("chan03",Player1,0,0,0) // Kettenhemd des Todes +2
ActionOverride(Player1,SetItemFlags("chan03",IDENTIFIED,TRUE)) // Kettenhemd des Todes +2
XEquipItem("chan03",Player1,SLOT_ARMOR,EQUIP) // Kettenhemd des Todes +2
Continue()
RESPONSE #50
SetGlobal("BD_Armor","BD0120",2)
GiveItemCreate("chan07",Player1,0,0,0) // Kettenhemd +3
ActionOverride(Player1,SetItemFlags("chan07",IDENTIFIED,TRUE)) // Kettenhemd +3
XEquipItem("chan07",Player1,SLOT_ARMOR,EQUIP) // Kettenhemd +3
Continue()
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Class(Player1,DRUID)
!Class(Player1,SHAMAN)
!Kit(Player1,SHAPESHIFTER)
!Kit(Player1,BEASTFRIEND)
CheckStatGT(Player1,7,STR)
Global("SOD_fromimport","global",0)
Global("BD_Armor","BD0120",0)
THEN
RESPONSE #100
SetGlobal("BD_Armor","BD0120",2)
GiveItemCreate("PLAT06_",Player1,0,0,0) // Ankheg-Plattenpanzer
GiveItemCreate("ring06",Player1,0,0,0) // Schutzring +1
ActionOverride(Player1,SetItemFlags("ring06",IDENTIFIED,TRUE)) // Schutzring +1
XEquipItem("ring06",Player1,SLOT_RING_LEFT,EQUIP) // Schutzring +1
XEquipItem("PLAT06_",Player1,SLOT_ARMOR,EQUIP) // Ankheg-Plattenpanzer
Continue()
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
!Class(Player1,FIGHTER_THIEF)
!Class(Player1,MAGE_THIEF)
!Class(Player1,CLERIC_MAGE)
!Class(Player1,CLERIC_THIEF)
!Class(Player1,MAGE)
!Class(Player1,THIEF)
!Class(Player1,BARD)
!Class(Player1,MONK)
CheckStatLT(Player1,8,STR)
Global("SOD_fromimport","global",0)
Global("BD_Armor","BD0120",0)
THEN
RESPONSE #100
SetGlobal("BD_Armor","BD0120",2)
GiveItemCreate("leat09",Player1,0,0,0) // Karajahs Leben und Tod +3
ActionOverride(Player1,SetItemFlags("leat09",IDENTIFIED,TRUE)) // Karajahs Leben und Tod +3
XEquipItem("leat09",Player1,SLOT_ARMOR,EQUIP) // Karajahs Leben und Tod +3
Continue()
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
OR(2)
Class(Player1,THIEF)
Class(Player1,FIGHTER_THIEF)
CheckStatGT(Player1,5,STR)
Global("SOD_fromimport","global",0)
Global("BD_Armor","BD0120",0)
THEN
RESPONSE #100
SetGlobal("BD_Armor","BD0120",2)
GiveItemCreate("leat08",Player1,0,0,0) // Schattenrüstung +3
ActionOverride(Player1,SetItemFlags("leat08",IDENTIFIED,TRUE)) // Schattenrüstung +3
XEquipItem("leat08",Player1,SLOT_ARMOR,EQUIP) // Schattenrüstung +3
Continue()
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
!Class(Player1,MAGE_THIEF)
!Class(Player1,MAGE)
!Class(Player1,THIEF)
!Class(Player1,BARD)
!Class(Player1,MONK)
!Kit(Player1,KENSAI)
Global("SOD_fromimport","global",0)
Global("BD_Helm","BD0120",0)
THEN
RESPONSE #100
SetGlobal("BD_Helm","BD0120",2)
GiveItemCreate("helm07",Player1,0,0,0) // Baldurans Helm
ActionOverride(Player1,SetItemFlags("helm07",IDENTIFIED,TRUE)) // Baldurans Helm
XEquipItem("helm07",Player1,SLOT_HELMET,EQUIP) // Baldurans Helm
Continue()
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
!Kit(Player1,WIZARDSLAYER)
Global("SOD_fromimport","global",0)
Global("BD_Belt","BD0120",0)
THEN
RESPONSE #100
SetGlobal("BD_Belt","BD0120",2)
GiveItemCreate("belt02",Player1,0,0,0) // Goldriemen von Urnst
ActionOverride(Player1,SetItemFlags("belt02",IDENTIFIED,TRUE)) // Goldriemen von Urnst
XEquipItem("belt02",Player1,SLOT_BELT,EQUIP) // Goldriemen von Urnst
Continue()
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("BD_Boot","BD0120",0)
Global("SOD_fromimport","global",0)
OR(3)
Class(Player1,THIEF)
Class(Player1,RANGER)
Kit(Player1,DARK_MOON)
THEN
RESPONSE #100
SetGlobal("BD_Boot","BD0120",2)
GiveItemCreate("boot02",Player1,0,0,0) // Stiefel der List
ActionOverride(Player1,SetItemFlags("boot02",IDENTIFIED,TRUE)) // Stiefel der List
XEquipItem("boot02",Player1,SLOT_BOOTS,EQUIP) // Stiefel der List
Continue()
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
!Class(Player1,THIEF)
!Class(Player1,RANGER)
!Kit(Player1,DARK_MOON)
Global("BD_Boot","BD0120",0)
Global("SOD_fromimport","global",0)
THEN
RESPONSE #100
SetGlobal("BD_Boot","BD0120",2)
GiveItemCreate("boot04",Player1,0,0,0) // Stiefel der Vermeidung
ActionOverride(Player1,SetItemFlags("boot04",IDENTIFIED,TRUE)) // Stiefel der Vermeidung
XEquipItem("boot04",Player1,SLOT_BOOTS,EQUIP) // Stiefel der Vermeidung
Continue()
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Class(Player1,CLERIC)
Global("SOD_fromimport","global",0)
Global("BD_RING","BD0120",0)
THEN
RESPONSE #100
SetGlobal("BD_RING","BD0120",2)
GiveItemCreate("ring22",Player1,0,0,0) // Ring der Heiligkeit
ActionOverride(Player1,SetItemFlags("ring22",IDENTIFIED,TRUE)) // Ring der Heiligkeit
XEquipItem("ring22",Player1,SLOT_RING_RIGHT,EQUIP) // Ring der Heiligkeit
Continue()
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Class(Player1,MAGE)
Global("SOD_fromimport","global",0)
Global("BD_RING","BD0120",0)
THEN
RESPONSE #100
SetGlobal("BD_RING","BD0120",2)
GiveItemCreate("RING08_",Player1,0,0,0) // Unendliches Gedächtnis
ActionOverride(Player1,SetItemFlags("RING08_",IDENTIFIED,TRUE)) // Unendliches Gedächtnis
XEquipItem("RING08_",Player1,SLOT_RING_RIGHT,EQUIP) // Unendliches Gedächtnis
Continue()
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Class(Player1,THIEF)
Global("SOD_fromimport","global",0)
Global("BD_RING","BD0120",0)
THEN
RESPONSE #100
SetGlobal("BD_RING","BD0120",2)
GiveItemCreate("ring05",Player1,7,0,0) // Unsichtbarkeitsring
ActionOverride(Player1,SetItemFlags("ring05",IDENTIFIED,TRUE)) // Unsichtbarkeitsring
XEquipItem("ring05",Player1,SLOT_RING_RIGHT,EQUIP) // Unsichtbarkeitsring
Continue()
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
!Class(Player1,CLERIC)
!Class(Player1,MAGE)
!Class(Player1,THIEF)
!Kit(Player1,WIZARDSLAYER)
Global("SOD_fromimport","global",0)
Global("BD_RING","BD0120",0)
THEN
RESPONSE #100
SetGlobal("BD_RING","BD0120",2)
GiveItemCreate("ring02",Player1,0,0,0) // Batalistas Ausweis
ActionOverride(Player1,SetItemFlags("ring02",IDENTIFIED,TRUE)) // Batalistas Ausweis
XEquipItem("ring02",Player1,SLOT_RING_RIGHT,EQUIP) // Batalistas Ausweis
Continue()
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
OR(3)
Class(Player1,MONK)
Kit(Player1,SHAPESHIFTER)
Kit(Player1,KENSAI)
Global("SOD_fromimport","global",0)
Global("BD_RING_PLUS_1","BD0120",0)
THEN
RESPONSE #100
SetGlobal("BD_RING_PLUS_1","BD0120",1)
GiveItemCreate("ring06",Player1,0,0,0) // Schutzring +1
ActionOverride(Player1,SetItemFlags("ring06",IDENTIFIED,TRUE)) // Schutzring +1
XEquipItem("ring06",Player1,SLOT_RING_LEFT,EQUIP) // Schutzring +1
Continue()
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
!Kit(Player1,WIZARDSLAYER)
Global("SOD_fromimport","global",0)
Global("BD_Cloak","BD0120",0)
THEN
RESPONSE #100
SetGlobal("BD_Cloak","BD0120",2)
GiveItemCreate("clck05",Player1,0,0,0) // Baldurans Umhang
ActionOverride(Player1,SetItemFlags("clck05",IDENTIFIED,TRUE)) // Baldurans Umhang
XEquipItem("clck05",Player1,SLOT_CLOAK,EQUIP) // Baldurans Umhang
Continue()
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Class(Player1,BARD)
Global("SOD_fromimport","global",0)
Global("BD_Amulet","BD0120",0)
THEN
RESPONSE #100
SetGlobal("BD_Amulet","BD0120",2)
GiveItemCreate("amul16",Player1,0,0,0) // Amulett des Metazaubereinflusses
ActionOverride(Player1,SetItemFlags("amul16",IDENTIFIED,TRUE)) // Amulett des Metazaubereinflusses
XEquipItem("amul16",Player1,SLOT_AMULET,EQUIP) // Amulett des Metazaubereinflusses
Continue()
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
OR(3)
Class(Player1,MONK)
Kit(Player1,KENSAI)
Kit(Player1,SHAPESHIFTER)
Global("SOD_fromimport","global",0)
Global("BD_Amulet","BD0120",0)
THEN
RESPONSE #100
SetGlobal("BD_Amulet","BD0120",2)
GiveItemCreate("amul15",Player1,10,0,0) // Schildamulett
ActionOverride(Player1,SetItemFlags("amul15",IDENTIFIED,TRUE)) // Schildamulett
XEquipItem("amul15",Player1,SLOT_AMULET,EQUIP) // Schildamulett
Continue()
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
!Class(Player1,BARD)
!Class(Player1,MONK)
!Kit(Player1,KENSAI)
!Kit(Player1,SHAPESHIFTER)
!Kit(Player1,WIZARDSLAYER)
Global("SOD_fromimport","global",0)
Global("BD_Amulet","BD0120",0)
THEN
RESPONSE #100
SetGlobal("BD_Amulet","BD0120",2)
GiveItemCreate("amul25",Player1,0,0,0) // Amulett des Zauberschutzes
ActionOverride(Player1,SetItemFlags("amul25",IDENTIFIED,TRUE)) // Amulett des Zauberschutzes
XEquipItem("amul25",Player1,SLOT_AMULET,EQUIP) // Amulett des Zauberschutzes
Continue()
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("bd_addback_core_pots","bd0120",0)
THEN
RESPONSE #100
SetGlobal("bd_addback_core_pots","bd0120",1)
GiveItemCreate("POTN08",Player1,5,0,0) // Heiltrank
GiveItemCreate("POTN17",Player1,2,0,0) // Heilungselixier
XEquipItem("POTN08",Player1,SLOT_MISC0,EQUIP) // Heiltrank
XEquipItem("POTN17",Player1,SLOT_MISC1,EQUIP) // Heilungselixier
Continue()
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
OR(6)
Class(Player1,MAGE)
Class(Player1,MAGE_THIEF)
Class(Player1,MONK)
Class(Player1,BARD)
Kit(Player1,KENSAI)
Kit(Player1,SHAPESHIFTER)
Global("SOD_fromimport","global",0)
Global("bd_addback_pots","bd0120",0)
THEN
RESPONSE #100
SetGlobal("bd_addback_pots","bd0120",1)
GiveItemCreate("POTN24",Player1,1,0,0) // Abwehrtrank
XEquipItem("POTN24",Player1,SLOT_MISC2,EQUIP) // Abwehrtrank
Continue()
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
OR(2)
Class(Player1,RANGER)
Class(Player1,PALADIN)
Global("SOD_fromimport","global",0)
Global("bd_addback_pots","bd0120",0)
THEN
RESPONSE #100
SetGlobal("bd_addback_pots","bd0120",1)
GiveItemCreate("POTN03",Player1,1,0,0) // Trank der Hügelriesenstärke
XEquipItem("POTN03",Player1,SLOT_MISC2,EQUIP) // Trank der Hügelriesenstärke
Continue()
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Class(Player1,THIEF)
Global("SOD_fromimport","global",0)
Global("bd_addback_pots","bd0120",0)
THEN
RESPONSE #100
SetGlobal("bd_addback_pots","bd0120",1)
GiveItemCreate("POTN36",Player1,1,0,0) // Trank der Meisterdiebeskunst
XEquipItem("POTN36",Player1,SLOT_MISC2,EQUIP) // Trank der Meisterdiebeskunst
Continue()
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Class(Player1,DRUID)
!Kit(Player1,SHAPESHIFTER)
Global("SOD_fromimport","global",0)
Global("bd_addback_pots","bd0120",0)
THEN
RESPONSE #50
SetGlobal("bd_addback_pots","bd0120",1)
GiveItemCreate("POTN42",Player1,1,0,0) // Regenerationstrank
XEquipItem("POTN42",Player1,SLOT_MISC2,EQUIP) // Regenerationstrank
Continue()
RESPONSE #50
SetGlobal("bd_addback_pots","bd0120",1)
GiveItemCreate("POTN45",Player1,1,0,0) // Trank der Freiheit
XEquipItem("POTN45",Player1,SLOT_MISC2,EQUIP) // Trank der Freiheit
Continue()
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
OR(4)
Class(Player1,CLERIC)
Class(Player1,CLERIC_MAGE)
Class(Player1,CLERIC_THIEF)
Class(Player1,CLERIC_RANGER)
Global("SOD_fromimport","global",0)
Global("bd_addback_pots","bd0120",0)
THEN
RESPONSE #100
SetGlobal("bd_addback_pots","bd0120",1)
GiveItemCreate("POTN21",Player1,1,0,0) // Trank der Klarheit
XEquipItem("POTN21",Player1,SLOT_MISC2,EQUIP) // Trank der Klarheit
Continue()
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Class(Player1,FIGHTER_ALL)
!Class(Player1,MONK)
!Kit(Player1,KENSAI)
!Kit(Player1,WIZARDSLAYER)
Global("SOD_fromimport","global",0)
Global("bd_addback_pots","bd0120",0)
THEN
RESPONSE #100
SetGlobal("bd_addback_pots","bd0120",1)
GiveItemCreate("POTN12",Player1,1,0,0) // Trank der Steinriesenstärke
XEquipItem("POTN12",Player1,SLOT_MISC2,EQUIP) // Trank der Steinriesenstärke
Continue()
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Bracers","BD0120",1)
PartyHasItem("brac06") // Hände von Takkok
THEN
RESPONSE #100
SetGlobal("BD_Bracers","BD0120",2)
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
OR(2)
Class(Player1,THIEF)
Class(Player1,RANGER)
Global("SOD_fromimport","global",0)
Global("BD_Bracers","BD0120",0)
CheckStatLT(Player1,14,DEX)
!PartyHasItem("brac06") // Hände von Takkok
THEN
RESPONSE #100
SetGlobal("BD_Bracers","BD0120",2)
GiveItemCreate("brac07",Player1,0,0,0) // Geschicklichkeitshandschuhe
ActionOverride(Player1,SetItemFlags("brac07",IDENTIFIED,TRUE)) // Geschicklichkeitshandschuhe
XEquipItem("brac07",Player1,SLOT_GAUNTLETS,EQUIP) // Geschicklichkeitshandschuhe
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
!Class(Player1,CLERIC_ALL)
!Class(Player1,DRUID_ALL)
!Class(Player1,MAGE)
!Kit(Player1,WIZARDSLAYER)
!Kit(Player1,KENSAI)
Global("SOD_fromimport","global",0)
Global("BD_Bracers","BD0120",0)
Global("BD_Missile_Weapon","BD0120",1)
!PartyHasItem("brac06") // Hände von Takkok
!PartyHasItem("brac07") // Geschicklichkeitshandschuhe
THEN
RESPONSE #100
SetGlobal("BD_Bracers","BD0120",2)
GiveItemCreate("brac04",Player1,0,0,0) // Armbänder der Bogenschützen
ActionOverride(Player1,SetItemFlags("brac04",IDENTIFIED,TRUE)) // Armbänder der Bogenschützen
XEquipItem("brac04",Player1,SLOT_GAUNTLETS,EQUIP) // Armbänder der Bogenschützen
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
!Kit(Player1,WIZARDSLAYER)
!Kit(Player1,KENSAI)
Global("SOD_fromimport","global",0)
Global("BD_Bracers","BD0120",0)
!PartyHasItem("brac06") // Hände von Takkok
!PartyHasItem("brac07") // Geschicklichkeitshandschuhe
!PartyHasItem("brac04") // Armbänder der Bogenschützen
THEN
RESPONSE #100
SetGlobal("BD_Bracers","BD0120",2)
GiveItemCreate("brac10",Player1,0,0,0) // Vermächtnis der Meister
ActionOverride(Player1,SetItemFlags("brac10",IDENTIFIED,TRUE)) // Vermächtnis der Meister
XEquipItem("brac10",Player1,SLOT_GAUNTLETS,EQUIP) // Vermächtnis der Meister
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
OR(2)
Kit(Player1,WIZARDSLAYER)
Kit(Player1,KENSAI)
Global("SOD_fromimport","global",0)
Global("BD_Bracers","BD0120",0)
!PartyHasItem("brac06") // Hände von Takkok
!PartyHasItem("brac07") // Geschicklichkeitshandschuhe
!PartyHasItem("brac04") // Armbänder der Bogenschützen
!PartyHasItem("brac10") // Vermächtnis der Meister
THEN
RESPONSE #100
SetGlobal("BD_Bracers","BD0120",2)
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
!Kit(Player1,KENSAI)
!Class(Player1,MONK)
!Class(Player1,MAGE)
Global("SOD_fromimport","global",0)
OR(2)
Global("BD_Weapon","BD0120",1)
Global("BD_Weapon","BD0120",3)
Global("BD_Shield","BD0120",0)
OR(2)
CheckStatGT(Player1,0,PROFICIENCYSWORDANDSHIELD)
Global("BD_Give_Shield_Anyway","BD0120",1)
OR(4)
Class(Player1,DRUID)
Class(Player1,THIEF)
Class(Player1,BARD)
CheckStatLT(Player1,13,STR)
THEN
RESPONSE #50
SetGlobal("BD_Shield","BD0120",2)
GiveItemCreate("shld20",Player1,0,0,0) // Kiels Tartsche
ActionOverride(Player1,SetItemFlags("shld20",IDENTIFIED,TRUE)) // Kiels Tartsche
XEquipItem("shld20",Player1,SLOT_SHIELD,EQUIP) // Kiels Tartsche
Continue()
RESPONSE #50
SetGlobal("BD_Shield","BD0120",2)
GiveItemCreate("shld33",Player1,0,0,0) // Buckleys Tartsche
ActionOverride(Player1,SetItemFlags("shld33",IDENTIFIED,TRUE)) // Buckleys Tartsche
XEquipItem("shld33",Player1,SLOT_SHIELD,EQUIP) // Buckleys Tartsche
Continue()
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
!Kit(Player1,KENSAI)
!Class(Player1,MONK)
!Class(Player1,DRUID)
!Class(Player1,MAGE)
!Class(Player1,MAGE_THIEF)
!Class(Player1,THIEF)
!Class(Player1,BARD)
Global("SOD_fromimport","global",0)
OR(2)
Global("BD_Weapon","BD0120",1)
Global("BD_Weapon","BD0120",3)
Global("BD_Shield","BD0120",0)
OR(2)
CheckStatGT(Player1,0,PROFICIENCYSWORDANDSHIELD)
Global("BD_Give_Shield_Anyway","BD0120",1)
CheckStatGT(Player1,12,STR)
THEN
RESPONSE #50
SetGlobal("BD_Shield","BD0120",2)
GiveItemCreate("SHLD07A",Player1,0,0,0) // Schild der fallenden Sterne +1
ActionOverride(Player1,SetItemFlags("SHLD07A",IDENTIFIED,TRUE)) // Schild der fallenden Sterne +1
XEquipItem("SHLD07A",Player1,SLOT_SHIELD,EQUIP) // Schild der fallenden Sterne +1
Continue()
RESPONSE #50
SetGlobal("BD_Shield","BD0120",2)
GiveItemCreate("SHLD19A",Player1,0,0,0) // Pellans Schild +2
ActionOverride(Player1,SetItemFlags("SHLD19A",IDENTIFIED,TRUE)) // Pellans Schild +2
XEquipItem("SHLD19A",Player1,SLOT_SHIELD,EQUIP) // Pellans Schild +2
Continue()
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",1)
Global("BD_Two_Weapons","BD0120",0)
Global("BD_PROFICIENCYBASTARDSWORD","BD0120",1)
CheckStatGT(Player1,0,PROFICIENCY2WEAPON)
THEN
RESPONSE #100
SetGlobal("BD_Two_Weapons","BD0120",1)
GiveItemCreate("sw1h02",Player1,0,0,0) // Bastardschwert +1
ActionOverride(Player1,SetItemFlags("sw1h02",IDENTIFIED,TRUE)) // Bastardschwert +1
XEquipItem("sw1h02",Player1,SLOT_SHIELD,EQUIP) // Bastardschwert +1
Continue()
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",1)
Global("BD_Two_Weapons","BD0120",0)
Global("BD_PROFICIENCYLONGSWORD","BD0120",1)
CheckStatGT(Player1,0,PROFICIENCY2WEAPON)
THEN
RESPONSE #100
SetGlobal("BD_Two_Weapons","BD0120",1)
GiveItemCreate("sw1h05",Player1,0,0,0) // Langschwert +1
ActionOverride(Player1,SetItemFlags("sw1h05",IDENTIFIED,TRUE)) // Langschwert +1
XEquipItem("sw1h05",Player1,SLOT_SHIELD,EQUIP) // Langschwert +1
Continue()
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",1)
Global("BD_Two_Weapons","BD0120",0)
Global("BD_PROFICIENCYSHORTSWORD","BD0120",1)
CheckStatGT(Player1,0,PROFICIENCY2WEAPON)
THEN
RESPONSE #100
SetGlobal("BD_Two_Weapons","BD0120",1)
GiveItemCreate("sw1h08",Player1,0,0,0) // Kurzschwert +1
ActionOverride(Player1,SetItemFlags("sw1h08",IDENTIFIED,TRUE)) // Kurzschwert +1
XEquipItem("sw1h08",Player1,SLOT_SHIELD,EQUIP) // Kurzschwert +1
Continue()
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",1)
Global("BD_Two_Weapons","BD0120",0)
Global("BD_PROFICIENCYAXE","BD0120",1)
CheckStatGT(Player1,0,PROFICIENCY2WEAPON)
THEN
RESPONSE #100
SetGlobal("BD_Two_Weapons","BD0120",1)
GiveItemCreate("ax1h02",Player1,0,0,0) // Streitaxt +1
ActionOverride(Player1,SetItemFlags("ax1h02",IDENTIFIED,TRUE)) // Streitaxt +1
XEquipItem("ax1h02",Player1,SLOT_SHIELD,EQUIP) // Streitaxt +1
Continue()
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",1)
Global("BD_Two_Weapons","BD0120",0)
Global("BD_PROFICIENCYKATANA","BD0120",1)
CheckStatGT(Player1,0,PROFICIENCY2WEAPON)
THEN
RESPONSE #100
SetGlobal("BD_Two_Weapons","BD0120",1)
GiveItemCreate("sw1h43",Player1,0,0,0) // Katana
ActionOverride(Player1,SetItemFlags("sw1h43",IDENTIFIED,TRUE)) // Katana
XEquipItem("sw1h43",Player1,SLOT_SHIELD,EQUIP) // Katana
Continue()
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",1)
Global("BD_Two_Weapons","BD0120",0)
Global("BD_PROFICIENCYSCIMITAR_ETC","BD0120",1)
CheckStatGT(Player1,0,PROFICIENCY2WEAPON)
Class(Player1,DRUID_ALL)
THEN
RESPONSE #100
SetGlobal("BD_Two_Weapons","BD0120",1)
GiveItemCreate("sw1h22",Player1,0,0,0) // Krummsäbel +1
ActionOverride(Player1,SetItemFlags("sw1h22",IDENTIFIED,TRUE)) // Krummsäbel +1
XEquipItem("sw1h22",Player1,SLOT_SHIELD,EQUIP) // Krummsäbel +1
Continue()
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",1)
Global("BD_Two_Weapons","BD0120",0)
Global("BD_PROFICIENCYSCIMITAR_ETC","BD0120",1)
CheckStatGT(Player1,0,PROFICIENCY2WEAPON)
!Class(Player1,DRUID_ALL)
THEN
RESPONSE #100
SetGlobal("BD_Two_Weapons","BD0120",1)
GiveItemCreate("sw1h46",Player1,0,0,0) // Wakizashi
ActionOverride(Player1,SetItemFlags("sw1h46",IDENTIFIED,TRUE)) // Wakizashi
XEquipItem("sw1h46",Player1,SLOT_SHIELD,EQUIP) // Wakizashi
Continue()
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",1)
Global("BD_Two_Weapons","BD0120",0)
Global("BD_PROFICIENCYDAGGER","BD0120",1)
CheckStatGT(Player1,0,PROFICIENCY2WEAPON)
THEN
RESPONSE #100
SetGlobal("BD_Two_Weapons","BD0120",1)
GiveItemCreate("dagg02",Player1,0,0,0) // Dolch +1
ActionOverride(Player1,SetItemFlags("dagg02",IDENTIFIED,TRUE)) // Dolch +1
XEquipItem("dagg02",Player1,SLOT_SHIELD,EQUIP) // Dolch +1
Continue()
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",1)
Global("BD_Two_Weapons","BD0120",0)
Global("BD_PROFICIENCYWARHAMMER","BD0120",1)
CheckStatGT(Player1,0,PROFICIENCY2WEAPON)
THEN
RESPONSE #100
SetGlobal("BD_Two_Weapons","BD0120",1)
GiveItemCreate("hamm02",Player1,0,0,0) // Kriegshammer +1
ActionOverride(Player1,SetItemFlags("hamm02",IDENTIFIED,TRUE)) // Kriegshammer +1
XEquipItem("hamm02",Player1,SLOT_SHIELD,EQUIP) // Kriegshammer +1
Continue()
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",1)
Global("BD_Two_Weapons","BD0120",0)
Global("BD_PROFICIENCYFLAILMORNINGSTAR","BD0120",1)
CheckStatGT(Player1,0,PROFICIENCY2WEAPON)
CheckStatGT(Player1,10,STR)
THEN
RESPONSE #100
SetGlobal("BD_Two_Weapons","BD0120",1)
GiveItemCreate("blun07",Player1,0,0,0) // Morgenstern +1
ActionOverride(Player1,SetItemFlags("blun07",IDENTIFIED,TRUE)) // Morgenstern +1
XEquipItem("blun07",Player1,SLOT_SHIELD,EQUIP) // Morgenstern +1
Continue()
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",1)
Global("BD_Two_Weapons","BD0120",0)
Global("BD_PROFICIENCYMACE","BD0120",1)
CheckStatGT(Player1,0,PROFICIENCY2WEAPON)
THEN
RESPONSE #100
SetGlobal("BD_Two_Weapons","BD0120",1)
GiveItemCreate("blun05",Player1,0,0,0) // Streitkolben +1
ActionOverride(Player1,SetItemFlags("blun05",IDENTIFIED,TRUE)) // Streitkolben +1
XEquipItem("blun05",Player1,SLOT_SHIELD,EQUIP) // Streitkolben +1
Continue()
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",1)
Global("BD_Two_Weapons","BD0120",0)
Global("BD_PROFICIENCYCLUB","BD0120",1)
CheckStatGT(Player1,0,PROFICIENCY2WEAPON)
THEN
RESPONSE #100
SetGlobal("BD_Two_Weapons","BD0120",1)
GiveItemCreate("blun36",Player1,0,0,0) // Keule +1
ActionOverride(Player1,SetItemFlags("blun36",IDENTIFIED,TRUE)) // Keule +1
XEquipItem("blun36",Player1,SLOT_SHIELD,EQUIP) // Keule +1
Continue()
END

IF
Global("BD_break_script_for_imports","BD0120",0)
Global("BD_TURNOFF_GEARSCRIPT","BD0120",1)
Global("bd_plot","global",0)
THEN
RESPONSE #100
SetGlobal("BD_break_script_for_imports","BD0120",1)
END

IF
Global("bd_plot","global",0)
Global("SOD_fromimport","global",0)
NumInParty(1)
OR(3)
Alignment(Player1,LAWFUL_EVIL)
Alignment(Player1,NEUTRAL_EVIL)
Alignment(Player1,CHAOTIC_EVIL)
THEN
RESPONSE #100
SetGlobal("bd_plot","global",1)
CreateCreature("dorn7",[920.1660],NE) // Dorn
CreateCreature("baelot7",[840.1590],NE) // Baeloth
CreateCreature("viconi7",[935.1720],NE) // Viconia
CreateCreature("EDWIN7_",[780.1575],NE) // Edwin
CreateCreature("safana7",[870.1710],NE) // Safana
SetGlobal("SPRITE_IS_DEADdorn","global",0)
SetGlobal("SPRITE_IS_DEADbaeloth","global",0)
SetGlobal("SPRITE_IS_DEADviconia","global",0)
SetGlobal("SPRITE_IS_DEADedwin","global",0)
SetGlobal("SPRITE_IS_DEADsafana","global",0)
ChangeSpecifics("dorn",NONE) // Dorn
ChangeSpecifics("baeloth",NONE) // Baeloth
ChangeSpecifics("viconia",NONE) // Viconia
ChangeSpecifics("edwin",NONE) // Edwin
ChangeSpecifics("safana",NONE) // Safana
Continue()
END

IF
Global("bd_plot","global",0)
Global("SOD_fromimport","global",0)
NumInParty(2)
OR(3)
Alignment(Player1,LAWFUL_EVIL)
Alignment(Player1,NEUTRAL_EVIL)
Alignment(Player1,CHAOTIC_EVIL)
Global("bd_party_has_lockpicking","BD0120",1)
Global("bd_party_has_traps","BD0120",1)
THEN
RESPONSE #100
SetGlobal("bd_plot","global",1)
CreateCreature("dorn7",[920.1660],NE) // Dorn
CreateCreature("baelot7",[840.1590],NE) // Baeloth
CreateCreature("viconi7",[935.1720],NE) // Viconia
CreateCreature("EDWIN7_",[780.1575],NE) // Edwin
SetGlobal("SPRITE_IS_DEADdorn","global",0)
SetGlobal("SPRITE_IS_DEADbaeloth","global",0)
SetGlobal("SPRITE_IS_DEADviconia","global",0)
SetGlobal("SPRITE_IS_DEADedwin","global",0)
ChangeSpecifics("dorn",NONE) // Dorn
ChangeSpecifics("baeloth",NONE) // Baeloth
ChangeSpecifics("viconia",NONE) // Viconia
ChangeSpecifics("edwin",NONE) // Edwin
Continue()
END

IF
Global("bd_plot","global",0)
Global("SOD_fromimport","global",0)
NumInParty(2)
OR(3)
Alignment(Player1,LAWFUL_EVIL)
Alignment(Player1,NEUTRAL_EVIL)
Alignment(Player1,CHAOTIC_EVIL)
OR(2)
Global("bd_party_has_lockpicking","BD0120",0)
Global("bd_party_has_traps","BD0120",0)
THEN
RESPONSE #50
SetGlobal("bd_plot","global",1)
CreateCreature("dorn7",[920.1660],NE) // Dorn
CreateCreature("baelot7",[840.1590],NE) // Baeloth
CreateCreature("viconi7",[935.1720],NE) // Viconia
CreateCreature("safana7",[870.1710],NE) // Safana
SetGlobal("SPRITE_IS_DEADdorn","global",0)
SetGlobal("SPRITE_IS_DEADbaeloth","global",0)
SetGlobal("SPRITE_IS_DEADviconia","global",0)
SetGlobal("SPRITE_IS_DEADsafana","global",0)
ChangeSpecifics("dorn",NONE) // Dorn
ChangeSpecifics("baeloth",NONE) // Baeloth
ChangeSpecifics("viconia",NONE) // Viconia
ChangeSpecifics("safana",NONE) // Safana
Continue()
RESPONSE #50
SetGlobal("bd_plot","global",1)
CreateCreature("dorn7",[920.1660],NE) // Dorn
CreateCreature("viconi7",[935.1720],NE) // Viconia
CreateCreature("EDWIN7_",[780.1575],NE) // Edwin
CreateCreature("safana7",[870.1710],NE) // Safana
SetGlobal("SPRITE_IS_DEADdorn","global",0)
SetGlobal("SPRITE_IS_DEADviconia","global",0)
SetGlobal("SPRITE_IS_DEADedwin","global",0)
SetGlobal("SPRITE_IS_DEADsafana","global",0)
ChangeSpecifics("dorn",NONE) // Dorn
ChangeSpecifics("viconia",NONE) // Viconia
ChangeSpecifics("edwin",NONE) // Edwin
ChangeSpecifics("safana",NONE) // Safana
Continue()
END

IF
Global("bd_plot","global",0)
Global("SOD_fromimport","global",0)
NumInParty(3)
OR(3)
Alignment(Player1,LAWFUL_EVIL)
Alignment(Player1,NEUTRAL_EVIL)
Alignment(Player1,CHAOTIC_EVIL)
Global("bd_party_has_lockpicking","BD0120",1)
Global("bd_party_has_traps","BD0120",1)
THEN
RESPONSE #50
SetGlobal("bd_plot","global",1)
CreateCreature("dorn7",[920.1660],NE) // Dorn
CreateCreature("viconi7",[935.1720],NE) // Viconia
CreateCreature("EDWIN7_",[870.1710],NE) // Edwin
SetGlobal("SPRITE_IS_DEADdorn","global",0)
SetGlobal("SPRITE_IS_DEADviconia","global",0)
SetGlobal("SPRITE_IS_DEADedwin","global",0)
ChangeSpecifics("dorn",NONE) // Dorn
ChangeSpecifics("viconia",NONE) // Viconia
ChangeSpecifics("edwin",NONE) // Edwin
Continue()
RESPONSE #50
SetGlobal("bd_plot","global",1)
CreateCreature("dorn7",[920.1660],NE) // Dorn
CreateCreature("viconi7",[935.1720],NE) // Viconia
CreateCreature("baelot7",[870.1710],NE) // Baeloth
SetGlobal("SPRITE_IS_DEADdorn","global",0)
SetGlobal("SPRITE_IS_DEADviconia","global",0)
SetGlobal("SPRITE_IS_DEADbaeloth","global",0)
ChangeSpecifics("dorn",NONE) // Dorn
ChangeSpecifics("viconia",NONE) // Viconia
ChangeSpecifics("baeloth",NONE) // Baeloth
Continue()
END

IF
Global("bd_plot","global",0)
Global("SOD_fromimport","global",0)
NumInParty(3)
OR(3)
Alignment(Player1,LAWFUL_EVIL)
Alignment(Player1,NEUTRAL_EVIL)
Alignment(Player1,CHAOTIC_EVIL)
OR(2)
Global("bd_party_has_lockpicking","BD0120",0)
Global("bd_party_has_traps","BD0120",0)
Global("bd_party_has_priest","BD0120",0)
THEN
RESPONSE #100
SetGlobal("bd_plot","global",1)
CreateCreature("dorn7",[920.1660],NE) // Dorn
CreateCreature("viconi7",[935.1720],NE) // Viconia
CreateCreature("safana7",[870.1710],NE) // Safana
SetGlobal("SPRITE_IS_DEADdorn","global",0)
SetGlobal("SPRITE_IS_DEADviconia","global",0)
SetGlobal("SPRITE_IS_DEADsafana","global",0)
ChangeSpecifics("dorn",NONE) // Dorn
ChangeSpecifics("viconia",NONE) // Viconia
ChangeSpecifics("safana",NONE) // Safana
Continue()
END

IF
Global("bd_plot","global",0)
Global("SOD_fromimport","global",0)
NumInParty(3)
OR(3)
Alignment(Player1,LAWFUL_EVIL)
Alignment(Player1,NEUTRAL_EVIL)
Alignment(Player1,CHAOTIC_EVIL)
OR(2)
Global("bd_party_has_lockpicking","BD0120",0)
Global("bd_party_has_traps","BD0120",0)
Global("bd_party_has_priest","BD0120",1)
THEN
RESPONSE #50
SetGlobal("bd_plot","global",1)
CreateCreature("EDWIN7_",[920.1660],NE) // Edwin
CreateCreature("dorn7",[935.1720],NE) // Dorn
CreateCreature("safana7",[870.1710],NE) // Safana
SetGlobal("SPRITE_IS_DEADedwin","global",0)
SetGlobal("SPRITE_IS_DEADdorn","global",0)
SetGlobal("SPRITE_IS_DEADsafana","global",0)
ChangeSpecifics("edwin",NONE) // Edwin
ChangeSpecifics("dorn",NONE) // Dorn
ChangeSpecifics("safana",NONE) // Safana
Continue()
RESPONSE #50
SetGlobal("bd_plot","global",1)
CreateCreature("baelot7",[920.1660],NE) // Baeloth
CreateCreature("dorn7",[935.1720],NE) // Dorn
CreateCreature("safana7",[870.1710],NE) // Safana
SetGlobal("SPRITE_IS_DEADbaeloth","global",0)
SetGlobal("SPRITE_IS_DEADdorn","global",0)
SetGlobal("SPRITE_IS_DEADsafana","global",0)
ChangeSpecifics("baeloth",NONE) // Baeloth
ChangeSpecifics("dorn",NONE) // Dorn
ChangeSpecifics("safana",NONE) // Safana
Continue()
END

IF
Global("SOD_fromimport","global",0)
NumInParty(4)
OR(3)
Alignment(Player1,LAWFUL_EVIL)
Alignment(Player1,NEUTRAL_EVIL)
Alignment(Player1,CHAOTIC_EVIL)
Global("bd_party_has_lockpicking","BD0120",1)
Global("bd_party_has_traps","BD0120",1)
Global("bd_party_has_priest","BD0120",0)
THEN
RESPONSE #100
SetGlobal("bd_party_has_priest","BD0120",2)
SetGlobal("bd_plot","global",1)
SetGlobal("bd_fours_a_crowd","GLOBAL",1)
CreateCreature("viconi7",[935.1720],NE) // Viconia
SetGlobal("SPRITE_IS_DEADviconia","global",0)
ChangeSpecifics("viconia",NONE) // Viconia
END

IF
Global("SOD_fromimport","global",0)
NumInParty(4)
OR(3)
Alignment(Player1,LAWFUL_EVIL)
Alignment(Player1,NEUTRAL_EVIL)
Alignment(Player1,CHAOTIC_EVIL)
Global("bd_party_has_lockpicking","BD0120",1)
Global("bd_party_has_traps","BD0120",1)
Global("bd_party_has_warrior","BD0120",0)
THEN
RESPONSE #100
SetGlobal("bd_party_has_warrior","BD0120",2)
SetGlobal("bd_plot","global",1)
IncrementGlobal("bd_fours_a_crowd","GLOBAL",1)
CreateCreature("dorn7",[935.1720],NE) // Dorn
SetGlobal("SPRITE_IS_DEADdorn","global",0)
ChangeSpecifics("dorn",NONE) // Dorn
END

IF
GlobalLT("bd_fours_a_crowd","GLOBAL",2)
Global("SOD_fromimport","global",0)
NumInParty(4)
OR(3)
Alignment(Player1,LAWFUL_EVIL)
Alignment(Player1,NEUTRAL_EVIL)
Alignment(Player1,CHAOTIC_EVIL)
Global("bd_party_has_lockpicking","BD0120",1)
Global("bd_party_has_traps","BD0120",1)
Global("bd_party_has_wizard","BD0120",0)
THEN
RESPONSE #50
SetGlobal("bd_party_has_wizard","BD0120",2)
SetGlobal("bd_plot","global",1)
IncrementGlobal("bd_fours_a_crowd","GLOBAL",1)
CreateCreature("EDWIN7_",[920.1660],NE) // Edwin
SetGlobal("SPRITE_IS_DEADedwin","global",0)
ChangeSpecifics("edwin",NONE) // Edwin
RESPONSE #50
SetGlobal("bd_party_has_wizard","BD0120",1)
SetGlobal("bd_plot","global",1)
IncrementGlobal("bd_fours_a_crowd","GLOBAL",1)
CreateCreature("baelot7",[920.1660],NE) // Baeloth
SetGlobal("SPRITE_IS_DEADbaeloth","global",0)
ChangeSpecifics("baeloth",NONE) // Baeloth
END

IF
GlobalLT("bd_fours_a_crowd","GLOBAL",2)
Global("SOD_fromimport","global",0)
NumInParty(4)
OR(3)
Alignment(Player1,LAWFUL_EVIL)
Alignment(Player1,NEUTRAL_EVIL)
Alignment(Player1,CHAOTIC_EVIL)
Global("bd_party_has_lockpicking","BD0120",1)
Global("bd_party_has_traps","BD0120",1)
!InMyArea("viconia") // Viconia
THEN
RESPONSE #100
SetGlobal("bd_party_has_lockpicking","BD0120",2)
SetGlobal("bd_party_has_traps","BD0120",2)
SetGlobal("bd_plot","global",1)
IncrementGlobal("bd_fours_a_crowd","GLOBAL",1)
CreateCreature("viconi7",[935.1720],NE) // Viconia
SetGlobal("SPRITE_IS_DEADviconia","global",0)
ChangeSpecifics("viconia",NONE) // Viconia
END

IF
GlobalLT("bd_fours_a_crowd","GLOBAL",2)
Global("SOD_fromimport","global",0)
NumInParty(4)
OR(3)
Alignment(Player1,LAWFUL_EVIL)
Alignment(Player1,NEUTRAL_EVIL)
Alignment(Player1,CHAOTIC_EVIL)
Global("bd_party_has_lockpicking","BD0120",1)
Global("bd_party_has_traps","BD0120",1)
!InMyArea("dorn") // Dorn
THEN
RESPONSE #100
SetGlobal("bd_party_has_lockpicking","BD0120",2)
SetGlobal("bd_party_has_traps","BD0120",2)
SetGlobal("bd_plot","global",1)
IncrementGlobal("bd_fours_a_crowd","GLOBAL",1)
CreateCreature("dorn7",[935.1720],NE) // Dorn
SetGlobal("SPRITE_IS_DEADdorn","global",0)
ChangeSpecifics("dorn",NONE) // Dorn
END

IF
GlobalLT("bd_fours_a_crowd","GLOBAL",2)
Global("SOD_fromimport","global",0)
NumInParty(4)
OR(3)
Alignment(Player1,LAWFUL_EVIL)
Alignment(Player1,NEUTRAL_EVIL)
Alignment(Player1,CHAOTIC_EVIL)
GlobalGT("bd_party_has_lockpicking","BD0120",0)
GlobalGT("bd_party_has_traps","BD0120",0)
THEN
RESPONSE #50
SetGlobal("bd_plot","global",1)
SetGlobal("bd_fours_a_crowd","GLOBAL",2)
CreateCreature("EDWIN7_",[920.1660],NE) // Edwin
SetGlobal("SPRITE_IS_DEADedwin","global",0)
ChangeSpecifics("edwin",NONE) // Edwin
RESPONSE #50
SetGlobal("bd_plot","global",1)
SetGlobal("bd_fours_a_crowd","GLOBAL",2)
CreateCreature("baelot7",[920.1660],NE) // Baeloth
SetGlobal("SPRITE_IS_DEADbaeloth","global",0)
ChangeSpecifics("baeloth",NONE) // Baeloth
END

IF
Global("bd_plot","global",0)
Global("SOD_fromimport","global",0)
NumInParty(4)
OR(3)
Alignment(Player1,LAWFUL_EVIL)
Alignment(Player1,NEUTRAL_EVIL)
Alignment(Player1,CHAOTIC_EVIL)
OR(2)
Global("bd_party_has_lockpicking","BD0120",0)
Global("bd_party_has_traps","BD0120",0)
Global("bd_party_has_priest","BD0120",0)
THEN
RESPONSE #100
SetGlobal("bd_plot","global",1)
CreateCreature("safana7",[920.1660],NE) // Safana
CreateCreature("viconi7",[935.1720],NE) // Viconia
SetGlobal("SPRITE_IS_DEADsafana","global",0)
SetGlobal("SPRITE_IS_DEADviconia","global",0)
ChangeSpecifics("safana",NONE) // Safana
ChangeSpecifics("viconia",NONE) // Viconia
END

IF
Global("bd_plot","global",0)
Global("SOD_fromimport","global",0)
NumInParty(4)
OR(3)
Alignment(Player1,LAWFUL_EVIL)
Alignment(Player1,NEUTRAL_EVIL)
Alignment(Player1,CHAOTIC_EVIL)
OR(2)
Global("bd_party_has_lockpicking","BD0120",0)
Global("bd_party_has_traps","BD0120",0)
Global("bd_party_has_warrior","BD0120",0)
THEN
RESPONSE #100
SetGlobal("bd_plot","global",1)
CreateCreature("safana7",[920.1660],NE) // Safana
CreateCreature("dorn7",[935.1720],NE) // Dorn
SetGlobal("SPRITE_IS_DEADsafana","global",0)
SetGlobal("SPRITE_IS_DEADdorn","global",0)
ChangeSpecifics("safana",NONE) // Safana
ChangeSpecifics("dorn",NONE) // Dorn
END

IF
Global("bd_plot","global",0)
Global("SOD_fromimport","global",0)
NumInParty(4)
OR(3)
Alignment(Player1,LAWFUL_EVIL)
Alignment(Player1,NEUTRAL_EVIL)
Alignment(Player1,CHAOTIC_EVIL)
OR(2)
Global("bd_party_has_lockpicking","BD0120",0)
Global("bd_party_has_traps","BD0120",0)
Global("bd_party_has_wizard","BD0120",0)
THEN
RESPONSE #50
SetGlobal("bd_plot","global",1)
CreateCreature("safana7",[920.1660],NE) // Safana
CreateCreature("EDWIN7_",[935.1720],NE) // Edwin
SetGlobal("SPRITE_IS_DEADsafana","global",0)
SetGlobal("SPRITE_IS_DEADedwin","global",0)
ChangeSpecifics("safana",NONE) // Safana
ChangeSpecifics("edwin",NONE) // Edwin
RESPONSE #50
SetGlobal("bd_plot","global",1)
CreateCreature("safana7",[935.1720],NE) // Safana
CreateCreature("baelot7",[920.1660],NE) // Baeloth
SetGlobal("SPRITE_IS_DEADsafana","global",0)
SetGlobal("SPRITE_IS_DEADbaeloth","global",0)
ChangeSpecifics("safana",NONE) // Safana
ChangeSpecifics("baeloth",NONE) // Baeloth
END

IF
Global("bd_plot","global",0)
Global("SOD_fromimport","global",0)
NumInParty(4)
OR(3)
Alignment(Player1,LAWFUL_EVIL)
Alignment(Player1,NEUTRAL_EVIL)
Alignment(Player1,CHAOTIC_EVIL)
OR(2)
Global("bd_party_has_lockpicking","BD0120",0)
Global("bd_party_has_traps","BD0120",0)
THEN
RESPONSE #100
SetGlobal("bd_plot","global",1)
CreateCreature("safana7",[920.1660],NE) // Safana
CreateCreature("viconi7",[935.1720],NE) // Viconia
SetGlobal("SPRITE_IS_DEADsafana","global",0)
SetGlobal("SPRITE_IS_DEADviconia","global",0)
ChangeSpecifics("safana",NONE) // Safana
ChangeSpecifics("viconia",NONE) // Viconia
END

IF
Global("bd_plot","global",0)
Global("SOD_fromimport","global",0)
NumInParty(5)
OR(3)
Alignment(Player1,LAWFUL_EVIL)
Alignment(Player1,NEUTRAL_EVIL)
Alignment(Player1,CHAOTIC_EVIL)
Global("bd_party_has_lockpicking","BD0120",1)
Global("bd_party_has_traps","BD0120",1)
Global("bd_party_has_priest","BD0120",0)
THEN
RESPONSE #100
SetGlobal("bd_plot","global",1)
CreateCreature("viconi7",[920.1660],NE) // Viconia
SetGlobal("SPRITE_IS_DEADviconia","global",0)
ChangeSpecifics("viconia",NONE) // Viconia
END

IF
Global("bd_plot","global",0)
Global("SOD_fromimport","global",0)
NumInParty(5)
OR(3)
Alignment(Player1,LAWFUL_EVIL)
Alignment(Player1,NEUTRAL_EVIL)
Alignment(Player1,CHAOTIC_EVIL)
Global("bd_party_has_lockpicking","BD0120",1)
Global("bd_party_has_traps","BD0120",1)
Global("bd_party_has_warrior","BD0120",0)
!InMyArea("viconia") // Viconia
THEN
RESPONSE #100
SetGlobal("bd_plot","global",1)
CreateCreature("dorn7",[920.1660],NE) // Dorn
SetGlobal("SPRITE_IS_DEADdorn","global",0)
ChangeSpecifics("dorn",NONE) // Dorn
END

IF
Global("bd_plot","global",0)
Global("SOD_fromimport","global",0)
NumInParty(5)
OR(3)
Alignment(Player1,LAWFUL_EVIL)
Alignment(Player1,NEUTRAL_EVIL)
Alignment(Player1,CHAOTIC_EVIL)
Global("bd_party_has_lockpicking","BD0120",1)
Global("bd_party_has_traps","BD0120",1)
Global("bd_party_has_wizard","BD0120",0)
!InMyArea("viconia") // Viconia
!InMyArea("dorn") // Dorn
THEN
RESPONSE #50
SetGlobal("bd_plot","global",1)
CreateCreature("EDWIN7_",[920.1660],NE) // Edwin
SetGlobal("SPRITE_IS_DEADedwin","global",0)
ChangeSpecifics("edwin",NONE) // Edwin
RESPONSE #50
SetGlobal("bd_plot","global",1)
CreateCreature("baelot7",[920.1660],NE) // Baeloth
SetGlobal("SPRITE_IS_DEADbaeloth","global",0)
ChangeSpecifics("baeloth",NONE) // Baeloth
END

IF
Global("bd_plot","global",0)
Global("SOD_fromimport","global",0)
NumInParty(5)
OR(3)
Alignment(Player1,LAWFUL_EVIL)
Alignment(Player1,NEUTRAL_EVIL)
Alignment(Player1,CHAOTIC_EVIL)
Global("bd_party_has_lockpicking","BD0120",1)
Global("bd_party_has_traps","BD0120",1)
!InMyArea("viconia") // Viconia
!InMyArea("dorn") // Dorn
!InMyArea("edwin") // Edwin
!InMyArea("baeloth") // Baeloth
THEN
RESPONSE #100
SetGlobal("bd_plot","global",1)
CreateCreature("viconi7",[920.1660],NE) // Viconia
SetGlobal("SPRITE_IS_DEADviconia","global",0)
ChangeSpecifics("viconia",NONE) // Viconia
END

IF
Global("bd_plot","global",0)
Global("SOD_fromimport","global",0)
NumInParty(5)
OR(3)
Alignment(Player1,LAWFUL_EVIL)
Alignment(Player1,NEUTRAL_EVIL)
Alignment(Player1,CHAOTIC_EVIL)
OR(2)
Global("bd_party_has_lockpicking","BD0120",0)
Global("bd_party_has_traps","BD0120",0)
THEN
RESPONSE #100
SetGlobal("bd_plot","global",1)
CreateCreature("safana7",[870.1710],NE) // Safana
SetGlobal("SPRITE_IS_DEADsafana","global",0)
ChangeSpecifics("safana",NONE) // Safana
Continue()
END

IF
Global("bd_plot","global",0)
Global("SOD_fromimport","global",0)
NumInParty(1)
OR(3)
Alignment(Player1,LAWFUL_NEUTRAL)
Alignment(Player1,NEUTRAL)
Alignment(Player1,CHAOTIC_NEUTRAL)
THEN
RESPONSE #100
SetGlobal("bd_plot","global",1)
CreateCreature("neera7",[920.1660],NE) // Neera
CreateCreature("khalid7",[840.1590],NE) // Khalid
CreateCreature("JAHEIR7_",[935.1720],NE) // Jaheira
CreateCreature("dorn7",[780.1575],NE) // Dorn
CreateCreature("safana7",[870.1710],NE) // Safana
SetGlobal("SPRITE_IS_DEADdorn","global",0)
SetGlobal("SPRITE_IS_DEADkhalid","global",0)
SetGlobal("SPRITE_IS_DEADjaheira","global",0)
SetGlobal("SPRITE_IS_DEADneera","global",0)
SetGlobal("SPRITE_IS_DEADsafana","global",0)
ChangeSpecifics("neera",NONE) // Neera
ChangeSpecifics("khalid",NONE) // Khalid
ChangeSpecifics("jaheira",NONE) // Jaheira
ChangeSpecifics("dorn",NONE) // Dorn
ChangeSpecifics("safana",NONE) // Safana
Continue()
END

IF
Global("bd_plot","global",0)
Global("SOD_fromimport","global",0)
NumInParty(2)
OR(3)
Alignment(Player1,LAWFUL_NEUTRAL)
Alignment(Player1,NEUTRAL)
Alignment(Player1,CHAOTIC_NEUTRAL)
Global("bd_party_has_lockpicking","BD0120",1)
Global("bd_party_has_traps","BD0120",1)
THEN
RESPONSE #100
SetGlobal("bd_plot","global",1)
CreateCreature("neera7",[920.1660],NE) // Neera
CreateCreature("khalid7",[840.1590],NE) // Khalid
CreateCreature("JAHEIR7_",[935.1720],NE) // Jaheira
CreateCreature("dorn7",[780.1575],NE) // Dorn
SetGlobal("SPRITE_IS_DEADdorn","global",0)
SetGlobal("SPRITE_IS_DEADkhalid","global",0)
SetGlobal("SPRITE_IS_DEADjaheira","global",0)
SetGlobal("SPRITE_IS_DEADneera","global",0)
ChangeSpecifics("neera",NONE) // Neera
ChangeSpecifics("khalid",NONE) // Khalid
ChangeSpecifics("jaheira",NONE) // Jaheira
ChangeSpecifics("dorn",NONE) // Dorn
Continue()
END

IF
Global("bd_plot","global",0)
Global("SOD_fromimport","global",0)
NumInParty(2)
OR(3)
Alignment(Player1,LAWFUL_NEUTRAL)
Alignment(Player1,NEUTRAL)
Alignment(Player1,CHAOTIC_NEUTRAL)
OR(2)
Global("bd_party_has_lockpicking","BD0120",0)
Global("bd_party_has_traps","BD0120",0)
THEN
RESPONSE #100
SetGlobal("bd_plot","global",1)
CreateCreature("neera7",[920.1660],NE) // Neera
CreateCreature("khalid7",[840.1590],NE) // Khalid
CreateCreature("JAHEIR7_",[935.1720],NE) // Jaheira
CreateCreature("safana7",[870.1710],NE) // Safana
SetGlobal("SPRITE_IS_DEADkhalid","global",0)
SetGlobal("SPRITE_IS_DEADjaheira","global",0)
SetGlobal("SPRITE_IS_DEADneera","global",0)
SetGlobal("SPRITE_IS_DEADsafana","global",0)
ChangeSpecifics("neera",NONE) // Neera
ChangeSpecifics("khalid",NONE) // Khalid
ChangeSpecifics("jaheira",NONE) // Jaheira
ChangeSpecifics("safana",NONE) // Safana
Continue()
END

IF
Global("bd_plot","global",0)
Global("SOD_fromimport","global",0)
NumInParty(3)
OR(3)
Alignment(Player1,LAWFUL_NEUTRAL)
Alignment(Player1,NEUTRAL)
Alignment(Player1,CHAOTIC_NEUTRAL)
Global("bd_party_has_lockpicking","BD0120",1)
Global("bd_party_has_traps","BD0120",1)
THEN
RESPONSE #100
SetGlobal("bd_plot","global",1)
CreateCreature("neera7",[920.1660],NE) // Neera
CreateCreature("khalid7",[840.1590],NE) // Khalid
CreateCreature("JAHEIR7_",[935.1720],NE) // Jaheira
SetGlobal("SPRITE_IS_DEADkhalid","global",0)
SetGlobal("SPRITE_IS_DEADjaheira","global",0)
SetGlobal("SPRITE_IS_DEADneera","global",0)
ChangeSpecifics("neera",NONE) // Neera
ChangeSpecifics("khalid",NONE) // Khalid
ChangeSpecifics("jaheira",NONE) // Jaheira
Continue()
END

IF
Global("bd_plot","global",0)
Global("SOD_fromimport","global",0)
NumInParty(3)
OR(3)
Alignment(Player1,LAWFUL_NEUTRAL)
Alignment(Player1,NEUTRAL)
Alignment(Player1,CHAOTIC_NEUTRAL)
OR(2)
Global("bd_party_has_lockpicking","BD0120",0)
Global("bd_party_has_traps","BD0120",0)
Global("bd_party_has_priest","BD0120",0)
THEN
RESPONSE #100
SetGlobal("bd_plot","global",1)
CreateCreature("safana7",[870.1710],NE) // Safana
CreateCreature("khalid7",[840.1590],NE) // Khalid
CreateCreature("JAHEIR7_",[935.1720],NE) // Jaheira
SetGlobal("SPRITE_IS_DEADkhalid","global",0)
SetGlobal("SPRITE_IS_DEADjaheira","global",0)
SetGlobal("SPRITE_IS_DEADsafana","global",0)
ChangeSpecifics("safana",NONE) // Safana
ChangeSpecifics("khalid",NONE) // Khalid
ChangeSpecifics("jaheira",NONE) // Jaheira
Continue()
END

IF
Global("bd_plot","global",0)
Global("SOD_fromimport","global",0)
NumInParty(3)
OR(3)
Alignment(Player1,LAWFUL_NEUTRAL)
Alignment(Player1,NEUTRAL)
Alignment(Player1,CHAOTIC_NEUTRAL)
OR(2)
Global("bd_party_has_lockpicking","BD0120",0)
Global("bd_party_has_traps","BD0120",0)
Global("bd_party_has_priest","BD0120",1)
THEN
RESPONSE #100
SetGlobal("bd_plot","global",1)
CreateCreature("neera7",[920.1660],NE) // Neera
CreateCreature("dorn7",[935.1720],NE) // Dorn
CreateCreature("safana7",[870.1710],NE) // Safana
SetGlobal("SPRITE_IS_DEADneera","global",0)
SetGlobal("SPRITE_IS_DEADdorn","global",0)
SetGlobal("SPRITE_IS_DEADsafana","global",0)
ChangeSpecifics("neera",NONE) // Neera
ChangeSpecifics("dorn",NONE) // Dorn
ChangeSpecifics("safana",NONE) // Safana
Continue()
END

IF
Global("SOD_fromimport","global",0)
NumInParty(4)
OR(3)
Alignment(Player1,LAWFUL_NEUTRAL)
Alignment(Player1,NEUTRAL)
Alignment(Player1,CHAOTIC_NEUTRAL)
Global("bd_party_has_lockpicking","BD0120",1)
Global("bd_party_has_traps","BD0120",1)
Global("bd_party_has_priest","BD0120",0)
THEN
RESPONSE #100
SetGlobal("bd_party_has_priest","BD0120",2)
SetGlobal("bd_plot","global",1)
SetGlobal("bd_fours_a_crowd","GLOBAL",1)
CreateCreature("JAHEIR7_",[935.1720],NE) // Jaheira
SetGlobal("SPRITE_IS_DEADjaheira","global",0)
ChangeSpecifics("jaheira",NONE) // Jaheira
END

IF
Global("SOD_fromimport","global",0)
NumInParty(4)
OR(3)
Alignment(Player1,LAWFUL_NEUTRAL)
Alignment(Player1,NEUTRAL)
Alignment(Player1,CHAOTIC_NEUTRAL)
Global("bd_party_has_lockpicking","BD0120",1)
Global("bd_party_has_traps","BD0120",1)
Global("bd_party_has_warrior","BD0120",0)
InMyArea("jaheira") // Jaheira
THEN
RESPONSE #100
SetGlobal("bd_party_has_warrior","BD0120",2)
SetGlobal("bd_plot","global",1)
IncrementGlobal("bd_fours_a_crowd","GLOBAL",1)
CreateCreature("khalid7",[935.1720],NE) // Khalid
SetGlobal("SPRITE_IS_DEADkhalid","global",0)
ChangeSpecifics("khalid",NONE) // Khalid
END

IF
Global("SOD_fromimport","global",0)
NumInParty(4)
OR(3)
Alignment(Player1,LAWFUL_NEUTRAL)
Alignment(Player1,NEUTRAL)
Alignment(Player1,CHAOTIC_NEUTRAL)
Global("bd_party_has_lockpicking","BD0120",1)
Global("bd_party_has_traps","BD0120",1)
Global("bd_party_has_warrior","BD0120",0)
!InMyArea("jaheira") // Jaheira
THEN
RESPONSE #100
SetGlobal("bd_party_has_warrior","BD0120",2)
SetGlobal("bd_plot","global",1)
IncrementGlobal("bd_fours_a_crowd","GLOBAL",1)
CreateCreature("dorn7",[935.1720],NE) // Dorn
SetGlobal("SPRITE_IS_DEADdorn","global",0)
ChangeSpecifics("dorn",NONE) // Dorn
END

IF
GlobalLT("bd_fours_a_crowd","GLOBAL",2)
Global("SOD_fromimport","global",0)
NumInParty(4)
OR(3)
Alignment(Player1,LAWFUL_NEUTRAL)
Alignment(Player1,NEUTRAL)
Alignment(Player1,CHAOTIC_NEUTRAL)
Global("bd_party_has_lockpicking","BD0120",1)
Global("bd_party_has_traps","BD0120",1)
Global("bd_party_has_wizard","BD0120",0)
THEN
RESPONSE #100
SetGlobal("bd_party_has_wizard","BD0120",2)
SetGlobal("bd_plot","global",1)
IncrementGlobal("bd_fours_a_crowd","GLOBAL",1)
CreateCreature("neera7",[920.1660],NE) // Neera
SetGlobal("SPRITE_IS_DEADneera","global",0)
ChangeSpecifics("neera",NONE) // Neera
END

IF
GlobalLT("bd_fours_a_crowd","GLOBAL",2)
Global("SOD_fromimport","global",0)
NumInParty(4)
OR(3)
Alignment(Player1,LAWFUL_NEUTRAL)
Alignment(Player1,NEUTRAL)
Alignment(Player1,CHAOTIC_NEUTRAL)
Global("bd_party_has_lockpicking","BD0120",1)
Global("bd_party_has_traps","BD0120",1)
!InMyArea("jaheira") // Jaheira
THEN
RESPONSE #100
SetGlobal("bd_party_has_lockpicking","BD0120",2)
SetGlobal("bd_party_has_traps","BD0120",2)
SetGlobal("bd_plot","global",1)
IncrementGlobal("bd_fours_a_crowd","GLOBAL",1)
CreateCreature("JAHEIR7_",[935.1720],NE) // Jaheira
SetGlobal("SPRITE_IS_DEADjaheira","global",0)
ChangeSpecifics("jaheira",NONE) // Jaheira
END

IF
GlobalLT("bd_fours_a_crowd","GLOBAL",2)
Global("SOD_fromimport","global",0)
NumInParty(4)
OR(3)
Alignment(Player1,LAWFUL_NEUTRAL)
Alignment(Player1,NEUTRAL)
Alignment(Player1,CHAOTIC_NEUTRAL)
GlobalGT("bd_party_has_lockpicking","BD0120",0)
GlobalGT("bd_party_has_traps","BD0120",0)
InMyArea("jaheira") // Jaheira
!InMyArea("khalid") // Khalid
THEN
RESPONSE #100
SetGlobal("bd_party_has_lockpicking","BD0120",2)
SetGlobal("bd_party_has_traps","BD0120",2)
SetGlobal("bd_plot","global",1)
IncrementGlobal("bd_fours_a_crowd","GLOBAL",1)
CreateCreature("khalid7",[935.1720],NE) // Khalid
SetGlobal("SPRITE_IS_DEADkhalid","global",0)
ChangeSpecifics("khalid",NONE) // Khalid
END

IF
GlobalLT("bd_fours_a_crowd","GLOBAL",2)
Global("SOD_fromimport","global",0)
NumInParty(4)
OR(3)
Alignment(Player1,LAWFUL_NEUTRAL)
Alignment(Player1,NEUTRAL)
Alignment(Player1,CHAOTIC_NEUTRAL)
GlobalGT("bd_party_has_lockpicking","BD0120",0)
GlobalGT("bd_party_has_traps","BD0120",0)
!InMyArea("jaheira") // Jaheira
!InMyArea("dorn") // Dorn
THEN
RESPONSE #100
SetGlobal("bd_party_has_lockpicking","BD0120",2)
SetGlobal("bd_party_has_traps","BD0120",2)
SetGlobal("bd_plot","global",1)
IncrementGlobal("bd_fours_a_crowd","GLOBAL",1)
CreateCreature("dorn7",[935.1720],NE) // Dorn
SetGlobal("SPRITE_IS_DEADdorn","global",0)
ChangeSpecifics("dorn",NONE) // Dorn
END

IF
GlobalLT("bd_fours_a_crowd","GLOBAL",2)
Global("SOD_fromimport","global",0)
NumInParty(4)
OR(3)
Alignment(Player1,LAWFUL_NEUTRAL)
Alignment(Player1,NEUTRAL)
Alignment(Player1,CHAOTIC_NEUTRAL)
Global("bd_party_has_lockpicking","BD0120",1)
Global("bd_party_has_traps","BD0120",1)
THEN
RESPONSE #100
SetGlobal("bd_plot","global",1)
SetGlobal("bd_fours_a_crowd","GLOBAL",2)
CreateCreature("neera7",[920.1660],NE) // Neera
SetGlobal("SPRITE_IS_DEADneera","global",0)
ChangeSpecifics("neera",NONE) // Neera
END

IF
Global("bd_plot","global",0)
Global("SOD_fromimport","global",0)
NumInParty(4)
OR(3)
Alignment(Player1,LAWFUL_NEUTRAL)
Alignment(Player1,NEUTRAL)
Alignment(Player1,CHAOTIC_NEUTRAL)
OR(2)
Global("bd_party_has_lockpicking","BD0120",0)
Global("bd_party_has_traps","BD0120",0)
Global("bd_party_has_priest","BD0120",0)
THEN
RESPONSE #100
SetGlobal("bd_plot","global",1)
CreateCreature("safana7",[920.1660],NE) // Safana
CreateCreature("JAHEIR7_",[935.1720],NE) // Jaheira
SetGlobal("SPRITE_IS_DEADsafana","global",0)
SetGlobal("SPRITE_IS_DEADjaheira","global",0)
ChangeSpecifics("safana",NONE) // Safana
ChangeSpecifics("jaheira",NONE) // Jaheira
END

IF
Global("bd_plot","global",0)
Global("SOD_fromimport","global",0)
NumInParty(4)
OR(3)
Alignment(Player1,LAWFUL_NEUTRAL)
Alignment(Player1,NEUTRAL)
Alignment(Player1,CHAOTIC_NEUTRAL)
OR(2)
Global("bd_party_has_lockpicking","BD0120",0)
Global("bd_party_has_traps","BD0120",0)
Global("bd_party_has_warrior","BD0120",0)
THEN
RESPONSE #50
SetGlobal("bd_plot","global",1)
CreateCreature("safana7",[920.1660],NE) // Safana
CreateCreature("dorn7",[935.1720],NE) // Dorn
SetGlobal("SPRITE_IS_DEADsafana","global",0)
SetGlobal("SPRITE_IS_DEADdorn","global",0)
ChangeSpecifics("safana",NONE) // Safana
ChangeSpecifics("dorn",NONE) // Dorn
RESPONSE #50
SetGlobal("bd_plot","global",1)
CreateCreature("safana7",[920.1660],NE) // Safana
CreateCreature("khalid7",[935.1720],NE) // Khalid
SetGlobal("SPRITE_IS_DEADsafana","global",0)
SetGlobal("SPRITE_IS_DEADkhalid","global",0)
ChangeSpecifics("safana",NONE) // Safana
ChangeSpecifics("khalid",NONE) // Khalid
END

IF
Global("bd_plot","global",0)
Global("SOD_fromimport","global",0)
NumInParty(4)
OR(3)
Alignment(Player1,LAWFUL_NEUTRAL)
Alignment(Player1,NEUTRAL)
Alignment(Player1,CHAOTIC_NEUTRAL)
OR(2)
Global("bd_party_has_lockpicking","BD0120",0)
Global("bd_party_has_traps","BD0120",0)
Global("bd_party_has_wizard","BD0120",0)
THEN
RESPONSE #100
SetGlobal("bd_plot","global",1)
CreateCreature("safana7",[920.1660],NE) // Safana
CreateCreature("neera7",[935.1720],NE) // Neera
SetGlobal("SPRITE_IS_DEADsafana","global",0)
SetGlobal("SPRITE_IS_DEADneera","global",0)
ChangeSpecifics("safana",NONE) // Safana
ChangeSpecifics("neera",NONE) // Neera
END

IF
Global("bd_plot","global",0)
Global("SOD_fromimport","global",0)
NumInParty(4)
OR(3)
Alignment(Player1,LAWFUL_NEUTRAL)
Alignment(Player1,NEUTRAL)
Alignment(Player1,CHAOTIC_NEUTRAL)
OR(2)
Global("bd_party_has_lockpicking","BD0120",0)
Global("bd_party_has_traps","BD0120",0)
THEN
RESPONSE #100
SetGlobal("bd_plot","global",1)
CreateCreature("safana7",[920.1660],NE) // Safana
CreateCreature("JAHEIR7_",[935.1720],NE) // Jaheira
SetGlobal("SPRITE_IS_DEADsafana","global",0)
SetGlobal("SPRITE_IS_DEADjaheira","global",0)
ChangeSpecifics("safana",NONE) // Safana
ChangeSpecifics("jaheira",NONE) // Jaheira
END

IF
Global("bd_plot","global",0)
Global("SOD_fromimport","global",0)
NumInParty(5)
OR(3)
Alignment(Player1,LAWFUL_NEUTRAL)
Alignment(Player1,NEUTRAL)
Alignment(Player1,CHAOTIC_NEUTRAL)
Global("bd_party_has_lockpicking","BD0120",1)
Global("bd_party_has_traps","BD0120",1)
Global("bd_party_has_priest","BD0120",0)
THEN
RESPONSE #100
SetGlobal("bd_plot","global",1)
CreateCreature("JAHEIR7_",[920.1660],NE) // Jaheira
SetGlobal("SPRITE_IS_DEADjaheira","global",0)
ChangeSpecifics("jaheira",NONE) // Jaheira
END

IF
Global("bd_plot","global",0)
Global("SOD_fromimport","global",0)
NumInParty(5)
OR(3)
Alignment(Player1,LAWFUL_NEUTRAL)
Alignment(Player1,NEUTRAL)
Alignment(Player1,CHAOTIC_NEUTRAL)
Global("bd_party_has_lockpicking","BD0120",1)
Global("bd_party_has_traps","BD0120",1)
Global("bd_party_has_warrior","BD0120",0)
!InMyArea("jaheira") // Jaheira
THEN
RESPONSE #50
SetGlobal("bd_plot","global",1)
CreateCreature("dorn7",[920.1660],NE) // Dorn
SetGlobal("SPRITE_IS_DEADdorn","global",0)
ChangeSpecifics("dorn",NONE) // Dorn
RESPONSE #50
SetGlobal("bd_plot","global",1)
CreateCreature("khalid7",[920.1660],NE) // Khalid
SetGlobal("SPRITE_IS_DEADkhalid","global",0)
ChangeSpecifics("khalid",NONE) // Khalid
END

IF
Global("bd_plot","global",0)
Global("SOD_fromimport","global",0)
NumInParty(5)
OR(3)
Alignment(Player1,LAWFUL_NEUTRAL)
Alignment(Player1,NEUTRAL)
Alignment(Player1,CHAOTIC_NEUTRAL)
Global("bd_party_has_lockpicking","BD0120",1)
Global("bd_party_has_traps","BD0120",1)
Global("bd_party_has_wizard","BD0120",0)
!InMyArea("jaheira") // Jaheira
!InMyArea("dorn") // Dorn
!InMyArea("khalid") // Khalid
THEN
RESPONSE #100
SetGlobal("bd_plot","global",1)
CreateCreature("neera7",[920.1660],NE) // Neera
SetGlobal("SPRITE_IS_DEADneera","global",0)
ChangeSpecifics("neera",NONE) // Neera
END

IF
Global("bd_plot","global",0)
Global("SOD_fromimport","global",0)
NumInParty(5)
OR(3)
Alignment(Player1,LAWFUL_NEUTRAL)
Alignment(Player1,NEUTRAL)
Alignment(Player1,CHAOTIC_NEUTRAL)
Global("bd_party_has_lockpicking","BD0120",1)
Global("bd_party_has_traps","BD0120",1)
!InMyArea("jaheira") // Jaheira
!InMyArea("dorn") // Dorn
!InMyArea("khalid") // Khalid
!InMyArea("neera") // Neera
THEN
RESPONSE #100
SetGlobal("bd_plot","global",1)
CreateCreature("JAHEIR7_",[920.1660],NE) // Jaheira
SetGlobal("SPRITE_IS_DEADjaheira","global",0)
ChangeSpecifics("jaheira",NONE) // Jaheira
END

IF
Global("bd_plot","global",0)
Global("SOD_fromimport","global",0)
NumInParty(5)
OR(3)
Alignment(Player1,LAWFUL_NEUTRAL)
Alignment(Player1,NEUTRAL)
Alignment(Player1,CHAOTIC_NEUTRAL)
OR(2)
Global("bd_party_has_lockpicking","BD0120",0)
Global("bd_party_has_traps","BD0120",0)
THEN
RESPONSE #100
SetGlobal("bd_plot","global",1)
CreateCreature("safana7",[870.1710],NE) // Safana
SetGlobal("SPRITE_IS_DEADsafana","global",0)
ChangeSpecifics("safana",NONE) // Safana
Continue()
END

IF
Global("bd_plot","global",0)
Global("SOD_fromimport","global",0)
NumInParty(1)
OR(3)
Alignment(Player1,LAWFUL_GOOD)
Alignment(Player1,NEUTRAL_GOOD)
Alignment(Player1,CHAOTIC_GOOD)
THEN
RESPONSE #100
SetGlobal("bd_plot","global",1)
CreateCreature("MINSC7_",[920.1660],NE) // Minsk
CreateCreature("khalid7",[840.1590],NE) // Khalid
CreateCreature("JAHEIR7_",[935.1720],NE) // Jaheira
CreateCreature("dynahe7",[780.1575],NE) // Dynaheir
CreateCreature("safana7",[870.1710],NE) // Safana
SetGlobal("SPRITE_IS_DEADminsc","global",0)
SetGlobal("SPRITE_IS_DEADkhalid","global",0)
SetGlobal("SPRITE_IS_DEADjaheira","global",0)
SetGlobal("SPRITE_IS_DEADdynaheir","global",0)
SetGlobal("SPRITE_IS_DEADsafana","global",0)
ChangeSpecifics("minsc",NONE) // Minsk
ChangeSpecifics("khalid",NONE) // Khalid
ChangeSpecifics("jaheira",NONE) // Jaheira
ChangeSpecifics("dynaheir",NONE) // Dynaheir
ChangeSpecifics("safana",NONE) // Safana
Continue()
END

IF
Global("bd_plot","global",0)
Global("SOD_fromimport","global",0)
NumInParty(2)
OR(3)
Alignment(Player1,LAWFUL_GOOD)
Alignment(Player1,NEUTRAL_GOOD)
Alignment(Player1,CHAOTIC_GOOD)
Global("bd_party_has_lockpicking","BD0120",1)
Global("bd_party_has_traps","BD0120",1)
THEN
RESPONSE #100
SetGlobal("bd_plot","global",1)
CreateCreature("MINSC7_",[920.1660],NE) // Minsk
CreateCreature("khalid7",[840.1590],NE) // Khalid
CreateCreature("JAHEIR7_",[935.1720],NE) // Jaheira
CreateCreature("dynahe7",[780.1575],NE) // Dynaheir
SetGlobal("SPRITE_IS_DEADminsc","global",0)
SetGlobal("SPRITE_IS_DEADkhalid","global",0)
SetGlobal("SPRITE_IS_DEADjaheira","global",0)
SetGlobal("SPRITE_IS_DEADdynaheir","global",0)
ChangeSpecifics("minsc",NONE) // Minsk
ChangeSpecifics("khalid",NONE) // Khalid
ChangeSpecifics("jaheira",NONE) // Jaheira
ChangeSpecifics("dynaheir",NONE) // Dynaheir
Continue()
END

IF
Global("bd_plot","global",0)
Global("SOD_fromimport","global",0)
NumInParty(2)
OR(3)
Alignment(Player1,LAWFUL_GOOD)
Alignment(Player1,NEUTRAL_GOOD)
Alignment(Player1,CHAOTIC_GOOD)
OR(2)
Global("bd_party_has_lockpicking","BD0120",0)
Global("bd_party_has_traps","BD0120",0)
THEN
RESPONSE #50
SetGlobal("bd_plot","global",1)
CreateCreature("khalid7",[840.1590],NE) // Khalid
CreateCreature("JAHEIR7_",[935.1720],NE) // Jaheira
CreateCreature("safana7",[870.1710],NE) // Safana
CreateCreature("dynahe7",[780.1575],NE) // Dynaheir
SetGlobal("SPRITE_IS_DEADkhalid","global",0)
SetGlobal("SPRITE_IS_DEADjaheira","global",0)
SetGlobal("SPRITE_IS_DEADsafana","global",0)
SetGlobal("SPRITE_IS_DEADdynaheir","global",0)
ChangeSpecifics("khalid",NONE) // Khalid
ChangeSpecifics("jaheira",NONE) // Jaheira
ChangeSpecifics("safana",NONE) // Safana
ChangeSpecifics("dynaheir",NONE) // Dynaheir
Continue()
RESPONSE #50
SetGlobal("bd_plot","global",1)
CreateCreature("MINSC7_",[920.1660],NE) // Minsk
CreateCreature("JAHEIR7_",[935.1720],NE) // Jaheira
CreateCreature("dynahe7",[780.1575],NE) // Dynaheir
CreateCreature("safana7",[870.1710],NE) // Safana
SetGlobal("SPRITE_IS_DEADminsc","global",0)
SetGlobal("SPRITE_IS_DEADjaheira","global",0)
SetGlobal("SPRITE_IS_DEADdynaheir","global",0)
SetGlobal("SPRITE_IS_DEADsafana","global",0)
ChangeSpecifics("minsc",NONE) // Minsk
ChangeSpecifics("jaheira",NONE) // Jaheira
ChangeSpecifics("dynaheir",NONE) // Dynaheir
ChangeSpecifics("safana",NONE) // Safana
Continue()
END

IF
Global("bd_plot","global",0)
Global("SOD_fromimport","global",0)
NumInParty(3)
OR(3)
Alignment(Player1,LAWFUL_GOOD)
Alignment(Player1,NEUTRAL_GOOD)
Alignment(Player1,CHAOTIC_GOOD)
Global("bd_party_has_lockpicking","BD0120",1)
Global("bd_party_has_traps","BD0120",1)
THEN
RESPONSE #100
SetGlobal("bd_plot","global",1)
CreateCreature("dynahe7",[920.1660],NE) // Dynaheir
CreateCreature("khalid7",[840.1590],NE) // Khalid
CreateCreature("JAHEIR7_",[935.1720],NE) // Jaheira
SetGlobal("SPRITE_IS_DEADkhalid","global",0)
SetGlobal("SPRITE_IS_DEADjaheira","global",0)
SetGlobal("SPRITE_IS_DEADdynaheir","global",0)
ChangeSpecifics("dynaheir",NONE) // Dynaheir
ChangeSpecifics("khalid",NONE) // Khalid
ChangeSpecifics("jaheira",NONE) // Jaheira
Continue()
END

IF
Global("bd_plot","global",0)
Global("SOD_fromimport","global",0)
NumInParty(3)
OR(3)
Alignment(Player1,LAWFUL_GOOD)
Alignment(Player1,NEUTRAL_GOOD)
Alignment(Player1,CHAOTIC_GOOD)
OR(2)
Global("bd_party_has_lockpicking","BD0120",0)
Global("bd_party_has_traps","BD0120",0)
Global("bd_party_has_priest","BD0120",0)
THEN
RESPONSE #100
SetGlobal("bd_plot","global",1)
CreateCreature("safana7",[870.1710],NE) // Safana
CreateCreature("khalid7",[840.1590],NE) // Khalid
CreateCreature("JAHEIR7_",[935.1720],NE) // Jaheira
SetGlobal("SPRITE_IS_DEADkhalid","global",0)
SetGlobal("SPRITE_IS_DEADjaheira","global",0)
SetGlobal("SPRITE_IS_DEADsafana","global",0)
ChangeSpecifics("safana",NONE) // Safana
ChangeSpecifics("khalid",NONE) // Khalid
ChangeSpecifics("jaheira",NONE) // Jaheira
Continue()
END

IF
Global("bd_plot","global",0)
Global("SOD_fromimport","global",0)
NumInParty(3)
OR(3)
Alignment(Player1,LAWFUL_GOOD)
Alignment(Player1,NEUTRAL_GOOD)
Alignment(Player1,CHAOTIC_GOOD)
OR(2)
Global("bd_party_has_lockpicking","BD0120",0)
Global("bd_party_has_traps","BD0120",0)
Global("bd_party_has_priest","BD0120",1)
THEN
RESPONSE #100
SetGlobal("bd_plot","global",1)
CreateCreature("dynahe7",[920.1660],NE) // Dynaheir
CreateCreature("MINSC7_",[935.1720],NE) // Minsk
CreateCreature("safana7",[870.1710],NE) // Safana
SetGlobal("SPRITE_IS_DEADdynaheir","global",0)
SetGlobal("SPRITE_IS_DEADminsc","global",0)
SetGlobal("SPRITE_IS_DEADsafana","global",0)
ChangeSpecifics("dynaheir",NONE) // Dynaheir
ChangeSpecifics("minsc",NONE) // Minsk
ChangeSpecifics("safana",NONE) // Safana
Continue()
END

IF
Global("SOD_fromimport","global",0)
NumInParty(4)
OR(3)
Alignment(Player1,LAWFUL_GOOD)
Alignment(Player1,NEUTRAL_GOOD)
Alignment(Player1,CHAOTIC_GOOD)
Global("bd_party_has_lockpicking","BD0120",1)
Global("bd_party_has_traps","BD0120",1)
Global("bd_party_has_priest","BD0120",0)
THEN
RESPONSE #100
SetGlobal("bd_party_has_priest","BD0120",2)
SetGlobal("bd_plot","global",1)
SetGlobal("bd_fours_a_crowd","GLOBAL",1)
CreateCreature("JAHEIR7_",[935.1720],NE) // Jaheira
SetGlobal("SPRITE_IS_DEADjaheira","global",0)
ChangeSpecifics("jaheira",NONE) // Jaheira
END

IF
Global("SOD_fromimport","global",0)
NumInParty(4)
OR(3)
Alignment(Player1,LAWFUL_GOOD)
Alignment(Player1,NEUTRAL_GOOD)
Alignment(Player1,CHAOTIC_GOOD)
Global("bd_party_has_lockpicking","BD0120",1)
Global("bd_party_has_traps","BD0120",1)
Global("bd_party_has_warrior","BD0120",0)
InMyArea("jaheira") // Jaheira
THEN
RESPONSE #100
SetGlobal("bd_party_has_warrior","BD0120",2)
SetGlobal("bd_plot","global",1)
IncrementGlobal("bd_fours_a_crowd","GLOBAL",1)
CreateCreature("khalid7",[935.1720],NE) // Khalid
SetGlobal("SPRITE_IS_DEADkhalid","global",0)
ChangeSpecifics("khalid",NONE) // Khalid
END

IF
Global("SOD_fromimport","global",0)
NumInParty(4)
OR(3)
Alignment(Player1,LAWFUL_GOOD)
Alignment(Player1,NEUTRAL_GOOD)
Alignment(Player1,CHAOTIC_GOOD)
Global("bd_party_has_lockpicking","BD0120",1)
Global("bd_party_has_traps","BD0120",1)
Global("bd_party_has_warrior","BD0120",0)
!InMyArea("jaheira") // Jaheira
THEN
RESPONSE #100
SetGlobal("bd_party_has_warrior","BD0120",2)
SetGlobal("bd_plot","global",1)
IncrementGlobal("bd_fours_a_crowd","GLOBAL",1)
CreateCreature("MINSC7_",[935.1720],NE) // Minsk
SetGlobal("SPRITE_IS_DEADminsc","global",0)
ChangeSpecifics("minsc",NONE) // Minsk
END

IF
GlobalLT("bd_fours_a_crowd","GLOBAL",2)
Global("SOD_fromimport","global",0)
NumInParty(4)
OR(3)
Alignment(Player1,LAWFUL_GOOD)
Alignment(Player1,NEUTRAL_GOOD)
Alignment(Player1,CHAOTIC_GOOD)
Global("bd_party_has_lockpicking","BD0120",1)
Global("bd_party_has_traps","BD0120",1)
Global("bd_party_has_wizard","BD0120",0)
THEN
RESPONSE #100
SetGlobal("bd_party_has_wizard","BD0120",2)
SetGlobal("bd_plot","global",1)
IncrementGlobal("bd_fours_a_crowd","GLOBAL",1)
CreateCreature("dynahe7",[920.1660],NE) // Dynaheir
SetGlobal("SPRITE_IS_DEADdynaheir","global",0)
ChangeSpecifics("dynaheir",NONE) // Dynaheir
END

IF
GlobalLT("bd_fours_a_crowd","GLOBAL",2)
Global("SOD_fromimport","global",0)
NumInParty(4)
OR(3)
Alignment(Player1,LAWFUL_GOOD)
Alignment(Player1,NEUTRAL_GOOD)
Alignment(Player1,CHAOTIC_GOOD)
Global("bd_party_has_lockpicking","BD0120",1)
Global("bd_party_has_traps","BD0120",1)
!InMyArea("jaheira") // Jaheira
THEN
RESPONSE #100
SetGlobal("bd_party_has_lockpicking","BD0120",2)
SetGlobal("bd_party_has_traps","BD0120",2)
SetGlobal("bd_plot","global",1)
IncrementGlobal("bd_fours_a_crowd","GLOBAL",1)
CreateCreature("JAHEIR7_",[935.1720],NE) // Jaheira
SetGlobal("SPRITE_IS_DEADjaheira","global",0)
ChangeSpecifics("jaheira",NONE) // Jaheira
END

IF
GlobalLT("bd_fours_a_crowd","GLOBAL",2)
Global("SOD_fromimport","global",0)
NumInParty(4)
OR(3)
Alignment(Player1,LAWFUL_GOOD)
Alignment(Player1,NEUTRAL_GOOD)
Alignment(Player1,CHAOTIC_GOOD)
GlobalGT("bd_party_has_lockpicking","BD0120",0)
GlobalGT("bd_party_has_traps","BD0120",0)
InMyArea("jaheira") // Jaheira
!InMyArea("khalid") // Khalid
THEN
RESPONSE #100
SetGlobal("bd_party_has_lockpicking","BD0120",2)
SetGlobal("bd_party_has_traps","BD0120",2)
SetGlobal("bd_plot","global",1)
IncrementGlobal("bd_fours_a_crowd","GLOBAL",1)
CreateCreature("khalid7",[935.1720],NE) // Khalid
SetGlobal("SPRITE_IS_DEADkhalid","global",0)
ChangeSpecifics("khalid",NONE) // Khalid
END

IF
GlobalLT("bd_fours_a_crowd","GLOBAL",2)
Global("SOD_fromimport","global",0)
NumInParty(4)
OR(3)
Alignment(Player1,LAWFUL_GOOD)
Alignment(Player1,NEUTRAL_GOOD)
Alignment(Player1,CHAOTIC_GOOD)
GlobalGT("bd_party_has_lockpicking","BD0120",0)
GlobalGT("bd_party_has_traps","BD0120",0)
!InMyArea("jaheira") // Jaheira
!InMyArea("minsc") // Minsk
THEN
RESPONSE #100
SetGlobal("bd_party_has_lockpicking","BD0120",2)
SetGlobal("bd_party_has_traps","BD0120",2)
SetGlobal("bd_plot","global",1)
IncrementGlobal("bd_fours_a_crowd","GLOBAL",1)
CreateCreature("MINSC7_",[935.1720],NE) // Minsk
SetGlobal("SPRITE_IS_DEADminsc","global",0)
ChangeSpecifics("minsc",NONE) // Minsk
END

IF
GlobalLT("bd_fours_a_crowd","GLOBAL",2)
Global("SOD_fromimport","global",0)
NumInParty(4)
OR(3)
Alignment(Player1,LAWFUL_GOOD)
Alignment(Player1,NEUTRAL_GOOD)
Alignment(Player1,CHAOTIC_GOOD)
Global("bd_party_has_lockpicking","BD0120",1)
Global("bd_party_has_traps","BD0120",1)
THEN
RESPONSE #100
SetGlobal("bd_plot","global",1)
SetGlobal("bd_fours_a_crowd","GLOBAL",2)
CreateCreature("dynahe7",[920.1660],NE) // Dynaheir
SetGlobal("SPRITE_IS_DEADdynaheir","global",0)
ChangeSpecifics("dynaheir",NONE) // Dynaheir
END

IF
Global("bd_plot","global",0)
Global("SOD_fromimport","global",0)
NumInParty(4)
OR(3)
Alignment(Player1,LAWFUL_GOOD)
Alignment(Player1,NEUTRAL_GOOD)
Alignment(Player1,CHAOTIC_GOOD)
OR(2)
Global("bd_party_has_lockpicking","BD0120",0)
Global("bd_party_has_traps","BD0120",0)
Global("bd_party_has_priest","BD0120",0)
THEN
RESPONSE #100
SetGlobal("bd_plot","global",1)
CreateCreature("safana7",[920.1660],NE) // Safana
CreateCreature("JAHEIR7_",[935.1720],NE) // Jaheira
SetGlobal("SPRITE_IS_DEADsafana","global",0)
SetGlobal("SPRITE_IS_DEADjaheira","global",0)
ChangeSpecifics("safana",NONE) // Safana
ChangeSpecifics("jaheira",NONE) // Jaheira
END

IF
Global("bd_plot","global",0)
Global("SOD_fromimport","global",0)
NumInParty(4)
OR(3)
Alignment(Player1,LAWFUL_GOOD)
Alignment(Player1,NEUTRAL_GOOD)
Alignment(Player1,CHAOTIC_GOOD)
OR(2)
Global("bd_party_has_lockpicking","BD0120",0)
Global("bd_party_has_traps","BD0120",0)
Global("bd_party_has_warrior","BD0120",0)
THEN
RESPONSE #50
SetGlobal("bd_plot","global",1)
CreateCreature("safana7",[920.1660],NE) // Safana
CreateCreature("MINSC7_",[935.1720],NE) // Minsk
SetGlobal("SPRITE_IS_DEADsafana","global",0)
SetGlobal("SPRITE_IS_DEADminsc","global",0)
ChangeSpecifics("safana",NONE) // Safana
ChangeSpecifics("minsc",NONE) // Minsk
RESPONSE #50
SetGlobal("bd_plot","global",1)
CreateCreature("safana7",[920.1660],NE) // Safana
CreateCreature("khalid7",[935.1720],NE) // Khalid
SetGlobal("SPRITE_IS_DEADsafana","global",0)
SetGlobal("SPRITE_IS_DEADkhalid","global",0)
ChangeSpecifics("safana",NONE) // Safana
ChangeSpecifics("khalid",NONE) // Khalid
END

IF
Global("bd_plot","global",0)
Global("SOD_fromimport","global",0)
NumInParty(4)
OR(3)
Alignment(Player1,LAWFUL_GOOD)
Alignment(Player1,NEUTRAL_GOOD)
Alignment(Player1,CHAOTIC_GOOD)
OR(2)
Global("bd_party_has_lockpicking","BD0120",0)
Global("bd_party_has_traps","BD0120",0)
Global("bd_party_has_wizard","BD0120",0)
THEN
RESPONSE #100
SetGlobal("bd_plot","global",1)
CreateCreature("safana7",[920.1660],NE) // Safana
CreateCreature("dynahe7",[935.1720],NE) // Dynaheir
SetGlobal("SPRITE_IS_DEADsafana","global",0)
SetGlobal("SPRITE_IS_DEADdynaheir","global",0)
ChangeSpecifics("safana",NONE) // Safana
ChangeSpecifics("dynaheir",NONE) // Dynaheir
END

IF
Global("bd_plot","global",0)
Global("SOD_fromimport","global",0)
NumInParty(4)
OR(3)
Alignment(Player1,LAWFUL_GOOD)
Alignment(Player1,NEUTRAL_GOOD)
Alignment(Player1,CHAOTIC_GOOD)
OR(2)
Global("bd_party_has_lockpicking","BD0120",0)
Global("bd_party_has_traps","BD0120",0)
THEN
RESPONSE #100
SetGlobal("bd_plot","global",1)
CreateCreature("safana7",[920.1660],NE) // Safana
CreateCreature("JAHEIR7_",[935.1720],NE) // Jaheira
SetGlobal("SPRITE_IS_DEADsafana","global",0)
SetGlobal("SPRITE_IS_DEADjaheira","global",0)
ChangeSpecifics("safana",NONE) // Safana
ChangeSpecifics("jaheira",NONE) // Jaheira
END

IF
Global("bd_plot","global",0)
Global("SOD_fromimport","global",0)
NumInParty(5)
OR(3)
Alignment(Player1,LAWFUL_GOOD)
Alignment(Player1,NEUTRAL_GOOD)
Alignment(Player1,CHAOTIC_GOOD)
Global("bd_party_has_lockpicking","BD0120",1)
Global("bd_party_has_traps","BD0120",1)
Global("bd_party_has_priest","BD0120",0)
THEN
RESPONSE #100
SetGlobal("bd_plot","global",1)
CreateCreature("JAHEIR7_",[920.1660],NE) // Jaheira
SetGlobal("SPRITE_IS_DEADjaheira","global",0)
ChangeSpecifics("jaheira",NONE) // Jaheira
END

IF
Global("bd_plot","global",0)
Global("SOD_fromimport","global",0)
NumInParty(5)
OR(3)
Alignment(Player1,LAWFUL_GOOD)
Alignment(Player1,NEUTRAL_GOOD)
Alignment(Player1,CHAOTIC_GOOD)
Global("bd_party_has_lockpicking","BD0120",1)
Global("bd_party_has_traps","BD0120",1)
Global("bd_party_has_warrior","BD0120",0)
!InMyArea("jaheira") // Jaheira
THEN
RESPONSE #50
SetGlobal("bd_plot","global",1)
CreateCreature("MINSC7_",[920.1660],NE) // Minsk
SetGlobal("SPRITE_IS_DEADminsc","global",0)
ChangeSpecifics("minsc",NONE) // Minsk
RESPONSE #50
SetGlobal("bd_plot","global",1)
CreateCreature("khalid7",[920.1660],NE) // Khalid
SetGlobal("SPRITE_IS_DEADkhalid","global",0)
ChangeSpecifics("khalid",NONE) // Khalid
END

IF
Global("bd_plot","global",0)
Global("SOD_fromimport","global",0)
NumInParty(5)
OR(3)
Alignment(Player1,LAWFUL_GOOD)
Alignment(Player1,NEUTRAL_GOOD)
Alignment(Player1,CHAOTIC_GOOD)
Global("bd_party_has_lockpicking","BD0120",1)
Global("bd_party_has_traps","BD0120",1)
Global("bd_party_has_wizard","BD0120",0)
!InMyArea("jaheira") // Jaheira
!InMyArea("minsc") // Minsk
!InMyArea("khalid") // Khalid
THEN
RESPONSE #100
SetGlobal("bd_plot","global",1)
CreateCreature("dynahe7",[920.1660],NE) // Dynaheir
SetGlobal("SPRITE_IS_DEADdynaheir","global",0)
ChangeSpecifics("dynaheir",NONE) // Dynaheir
END

IF
Global("bd_plot","global",0)
Global("SOD_fromimport","global",0)
NumInParty(5)
OR(3)
Alignment(Player1,LAWFUL_GOOD)
Alignment(Player1,NEUTRAL_GOOD)
Alignment(Player1,CHAOTIC_GOOD)
Global("bd_party_has_lockpicking","BD0120",1)
Global("bd_party_has_traps","BD0120",1)
!InMyArea("jaheira") // Jaheira
!InMyArea("minsc") // Minsk
!InMyArea("khalid") // Khalid
!InMyArea("dynaheir") // Dynaheir
THEN
RESPONSE #100
SetGlobal("bd_plot","global",1)
CreateCreature("JAHEIR7_",[920.1660],NE) // Jaheira
SetGlobal("SPRITE_IS_DEADjaheira","global",0)
ChangeSpecifics("jaheira",NONE) // Jaheira
END

IF
Global("bd_plot","global",0)
Global("SOD_fromimport","global",0)
NumInParty(5)
OR(3)
Alignment(Player1,LAWFUL_GOOD)
Alignment(Player1,NEUTRAL_GOOD)
Alignment(Player1,CHAOTIC_GOOD)
OR(2)
Global("bd_party_has_lockpicking","BD0120",0)
Global("bd_party_has_traps","BD0120",0)
THEN
RESPONSE #100
SetGlobal("bd_plot","global",1)
CreateCreature("safana7",[870.1710],NE) // Safana
SetGlobal("SPRITE_IS_DEADsafana","global",0)
ChangeSpecifics("safana",NONE) // Safana
Continue()
END

IF
GlobalLT("bd_plot","global",2)
THEN
RESPONSE #100
FadeToColor([1.0],0)
ClearAllActions()
SetCutSceneLite(FALSE)
StartCutSceneMode()
StartCutSceneEx("bdintro",TRUE)
END

IF
Global("BD_SPEAKER_THREAT","BD0120",0)
InMyArea(Player1)
TriggerOverride("Porios_spawn",Range([PC],12))
THEN
RESPONSE #100
SetGlobal("BD_SPEAKER_THREAT","BD0120",1)
END

IF
Global("bd_mummy_plot","global",1)
THEN
RESPONSE #100
SetInterrupt(FALSE)
SetGlobal("bd_mummy_plot","global",3)
Wait(1)
CreateVisualEffect("BDRAISED",[1820.420])
Wait(3)
CreateCreature("bdmummy",[1825.425],SW) // Fanegonorom
ActionOverride("bdmummy",SetSequence(SEQ_AWAKE))
AddMapNoteColor([1740.341],267719,SLATE) // Fanegonoroms Ruhestätte
SetGlobalTimer("BD_mummy_talk","BD0120",2)
SetInterrupt(TRUE)
END

IF
Global("bd_leaving_ot","GLOBAL",0)
!Dead("bdkorlas") // Korlasz
!Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #100
SetGlobal("bd_leaving_ot","GLOBAL",1)
SetGlobalTimerRandom("bd_leaving_ot_timer","global",TWENTY_MINUTES,THIRTY_MINUTES)
END

IF
Global("bd_leaving_ot_minsc","global",0)
CombatCounter(0)
GlobalGT("bd_leaving_ot","GLOBAL",0)
GlobalLT("bd_leaving_ot","GLOBAL",7)
IfValidForPartyDialogue("Minsc") // Minsk
IfValidForPartyDialogue("Dynaheir") // Dynaheir
GlobalTimerExpired("bd_leaving_ot_timer","global")
!Dead("bdkorlas") // Korlasz
!Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #200
Continue()
RESPONSE #100
IncrementGlobal("bd_leaving_ot","global",1)
SetGlobal("bd_leaving_ot_minsc","global",1)
SetGlobalTimerRandom("bd_leaving_ot_timer","global",TWENTY_MINUTES,THIRTY_MINUTES)
DisplayStringHead("Minsc",267332) // Ich lechze nach frischer Luft und danach, etwas Zeit für Dynaheir und mich zu finden, um auszuruhen! Selbst mächtige Berserker können von Abenteuern müde werden … Wer hätte das gedacht, was, Boo?
END

IF
Global("bd_leaving_ot_dynaheir","global",0)
CombatCounter(0)
GlobalGT("bd_leaving_ot","GLOBAL",0)
GlobalLT("bd_leaving_ot","GLOBAL",7)
IfValidForPartyDialogue("Dynaheir") // Dynaheir
GlobalTimerExpired("bd_leaving_ot_timer","global")
!Dead("bdkorlas") // Korlasz
!Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #200
Continue()
RESPONSE #100
IncrementGlobal("bd_leaving_ot","global",1)
SetGlobal("bd_leaving_ot_dynaheir","global",1)
SetGlobalTimerRandom("bd_leaving_ot_timer","global",TWENTY_MINUTES,THIRTY_MINUTES)
DisplayStringHead("Dynaheir",267333) // Wenn wir hier fertig sind, muss ich meinen Schwestern in Rashemen Bericht erstatten. Unsere gemeinsame Zeit nähert sich dem Ende.
END

IF
Global("bd_leaving_ot_rasaad","global",0)
CombatCounter(0)
GlobalGT("bd_leaving_ot","GLOBAL",0)
GlobalLT("bd_leaving_ot","GLOBAL",7)
IfValidForPartyDialogue("Rasaad") // Rasaad
GlobalTimerExpired("bd_leaving_ot_timer","global")
!Dead("bdkorlas") // Korlasz
!Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #200
Continue()
RESPONSE #100
IncrementGlobal("bd_leaving_ot","global",1)
SetGlobal("bd_leaving_ot_rasaad","global",1)
SetGlobalTimerRandom("bd_leaving_ot_timer","global",TWENTY_MINUTES,THIRTY_MINUTES)
DisplayStringHead("Rasaad",267334) // Ich bin froh, wenn das hier vorüber ist, mein Freund. Die Stadt hat Schmerzen und ich glaube, dass ich ihr helfen kann – in einer weniger … gewalttätigen Weise.
END

IF
Global("bd_leaving_ot_safana","global",0)
CombatCounter(0)
GlobalGT("bd_leaving_ot","GLOBAL",0)
GlobalLT("bd_leaving_ot","GLOBAL",7)
IfValidForPartyDialogue("safana") // Safana
GlobalTimerExpired("bd_leaving_ot_timer","global")
!Dead("bdkorlas") // Korlasz
!Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #200
Continue()
RESPONSE #100
IncrementGlobal("bd_leaving_ot","global",1)
SetGlobal("bd_leaving_ot_safana","global",1)
SetGlobalTimerRandom("bd_leaving_ot_timer","global",TWENTY_MINUTES,THIRTY_MINUTES)
DisplayStringHead("safana",267335) // Eine letzte Vergnügungsfahrt, dann bin ich für ein Weile bedient. Ich will ein heißes Bad und Seidenbetttücher.
END

IF
Global("bd_leaving_ot_viconia","global",0)
CombatCounter(0)
GlobalGT("bd_leaving_ot","GLOBAL",0)
GlobalLT("bd_leaving_ot","GLOBAL",7)
IfValidForPartyDialogue("viconia") // Viconia
GlobalTimerExpired("bd_leaving_ot_timer","global")
!Dead("bdkorlas") // Korlasz
!Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #200
Continue()
RESPONSE #100
BanterBlockTime(75)
IncrementGlobal("bd_leaving_ot","global",1)
SetGlobal("bd_leaving_ot_viconia","global",1)
SetGlobalTimerRandom("bd_leaving_ot_timer","global",TWENTY_MINUTES,THIRTY_MINUTES)
DisplayStringHead("viconia",266938) // Diese Rivvin haben dank Euch meine Anwesenheit bislang toleriert, <CHARNAME>. Aber ich weiß nicht, wie lange diese Geduld noch anhält.
END

IF
Global("bd_leaving_ot_edwin","global",0)
CombatCounter(0)
GlobalGT("bd_leaving_ot","GLOBAL",0)
GlobalLT("bd_leaving_ot","GLOBAL",7)
IfValidForPartyDialogue("edwin") // Edwin
GlobalTimerExpired("bd_leaving_ot_timer","global")
!Dead("bdkorlas") // Korlasz
!Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #200
Continue()
RESPONSE #100
IncrementGlobal("bd_leaving_ot","global",1)
SetGlobal("bd_leaving_ot_edwin","global",1)
SetGlobalTimerRandom("bd_leaving_ot_timer","global",TWENTY_MINUTES,THIRTY_MINUTES)
DisplayStringHead("edwin",267337) // Forderungen und Befehle! Das reicht! Wenn wir hier fertig sind, wird Edwin weiterziehen!
END

IF
Global("bd_leaving_ot_khalid","global",0)
CombatCounter(0)
GlobalGT("bd_leaving_ot","GLOBAL",0)
GlobalLT("bd_leaving_ot","GLOBAL",7)
IfValidForPartyDialogue("khalid") // Khalid
GlobalTimerExpired("bd_leaving_ot_timer","global")
!Dead("bdkorlas") // Korlasz
!Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #200
Continue()
RESPONSE #100
IncrementGlobal("bd_leaving_ot","global",1)
SetGlobal("bd_leaving_ot_khalid","global",1)
SetGlobalTimerRandom("bd_leaving_ot_timer","global",TWENTY_MINUTES,THIRTY_MINUTES)
DisplayStringHead("khalid",267338) // Ich kann es nicht erwarten, bis ich mit all dem hier f-fertig bin. Die konstante G-G-Gefahr b-beginnt, mich zu beunruhigen.
END

IF
Global("bd_leaving_ot_jaheira","global",0)
CombatCounter(0)
GlobalGT("bd_leaving_ot","GLOBAL",0)
GlobalLT("bd_leaving_ot","GLOBAL",7)
IfValidForPartyDialogue("jaheira") // Jaheira
IfValidForPartyDialogue("khalid") // Khalid
GlobalTimerExpired("bd_leaving_ot_timer","global")
!Dead("bdkorlas") // Korlasz
!Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #200
Continue()
RESPONSE #100
BanterBlockTime(75)
IncrementGlobal("bd_leaving_ot","global",1)
SetGlobal("bd_leaving_ot_jaheira","global",1)
SetGlobalTimerRandom("bd_leaving_ot_timer","global",TWENTY_MINUTES,THIRTY_MINUTES)
DisplayStringHead("jaheira",267339) // Wenn das hier vorbei ist, Khalid, werden du und ich ein paar schöne Stunden verbringen.
END

IF
Global("bd_leaving_ot_jaheira","global",0)
CombatCounter(0)
GlobalGT("bd_leaving_ot","GLOBAL",0)
GlobalLT("bd_leaving_ot","GLOBAL",7)
IfValidForPartyDialogue("jaheira") // Jaheira
!IfValidForPartyDialogue("khalid") // Khalid
GlobalTimerExpired("bd_leaving_ot_timer","global")
!Dead("bdkorlas") // Korlasz
!Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #200
Continue()
RESPONSE #100
IncrementGlobal("bd_leaving_ot","global",1)
SetGlobal("bd_leaving_ot_jaheira","global",1)
SetGlobalTimerRandom("bd_leaving_ot_timer","global",TWENTY_MINUTES,THIRTY_MINUTES)
DisplayStringHead("jaheira",267340) // Wenn das hier vorbei ist, werde ich etwas Zeit für mich brauchen … Ich glaube, das habe ich mir verdient, was?
END

IF
Global("bd_leaving_ot_dorn","global",0)
CombatCounter(0)
GlobalGT("bd_leaving_ot","GLOBAL",0)
GlobalLT("bd_leaving_ot","GLOBAL",7)
IfValidForPartyDialogue("dorn") // Dorn
GlobalTimerExpired("bd_leaving_ot_timer","global")
!Dead("bdkorlas") // Korlasz
!Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #200
Continue()
RESPONSE #100
IncrementGlobal("bd_leaving_ot","global",1)
SetGlobal("bd_leaving_ot_dorn","global",1)
SetGlobalTimerRandom("bd_leaving_ot_timer","global",TWENTY_MINUTES,THIRTY_MINUTES)
DisplayStringHead("dorn",267341) // Meine Schutzgottheit … Ich kann ihren Ruf spüren. Ich muss bald aufbrechen, und dann werde ich sehen, welche Aufgaben sie für mich vorgesehen hat.
END

IF
Global("bd_leaving_ot_neera","global",0)
CombatCounter(0)
GlobalGT("bd_leaving_ot","GLOBAL",0)
GlobalLT("bd_leaving_ot","GLOBAL",7)
IfValidForPartyDialogue("neera") // Neera
GlobalTimerExpired("bd_leaving_ot_timer","global")
!Dead("bdkorlas") // Korlasz
!Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #200
Continue()
RESPONSE #100
IncrementGlobal("bd_leaving_ot","global",1)
SetGlobal("bd_leaving_ot_neera","global",1)
SetGlobalTimerRandom("bd_leaving_ot_timer","global",TWENTY_MINUTES,THIRTY_MINUTES)
DisplayStringHead("neera",267342) // Je eher wir hier fertig sind, desto eher kann ich die Reise antreten, die ich schon lange machen wollte!
END

IF
Global("bd_leaving_ot_alora","global",0)
CombatCounter(0)
GlobalGT("bd_leaving_ot","GLOBAL",0)
GlobalLT("bd_leaving_ot","GLOBAL",7)
IfValidForPartyDialogue("alora") // Alora
GlobalTimerExpired("bd_leaving_ot_timer","global")
!Dead("bdkorlas") // Korlasz
!Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #200
Continue()
RESPONSE #100
IncrementGlobal("bd_leaving_ot","global",1)
SetGlobal("bd_leaving_ot_alora","global",1)
SetGlobalTimerRandom("bd_leaving_ot_timer","global",TWENTY_MINUTES,THIRTY_MINUTES)
DisplayStringHead("alora",267343) // Das war eine unvergessliche Reise. Ich weiß, dass sie nicht ewig andauern kann, aber ich bin froh, dass wir die Zeit zusammen hatten.
END

IF
Global("bd_leaving_ot_ajantis","global",0)
CombatCounter(0)
GlobalGT("bd_leaving_ot","GLOBAL",0)
GlobalLT("bd_leaving_ot","GLOBAL",7)
IfValidForPartyDialogue("ajantis") // Ajantis
GlobalTimerExpired("bd_leaving_ot_timer","global")
!Dead("bdkorlas") // Korlasz
!Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #200
Continue()
RESPONSE #100
IncrementGlobal("bd_leaving_ot","global",1)
SetGlobal("bd_leaving_ot_ajantis","global",1)
SetGlobalTimerRandom("bd_leaving_ot_timer","global",TWENTY_MINUTES,THIRTY_MINUTES)
DisplayStringHead("ajantis",267344) // Es gibt immer rechtschaffene Arbeit zu tun. Ich höre ihren Ruf selbst jetzt, und ich fürchte, er wird uns in unterschiedliche Richtungen führen.
END

IF
Global("bd_leaving_ot_branwen","global",0)
CombatCounter(0)
GlobalGT("bd_leaving_ot","GLOBAL",0)
GlobalLT("bd_leaving_ot","GLOBAL",7)
IfValidForPartyDialogue("branwen") // Statue
GlobalTimerExpired("bd_leaving_ot_timer","global")
!Dead("bdkorlas") // Korlasz
!Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #200
Continue()
RESPONSE #100
IncrementGlobal("bd_leaving_ot","global",1)
SetGlobal("bd_leaving_ot_branwen","global",1)
SetGlobalTimerRandom("bd_leaving_ot_timer","global",TWENTY_MINUTES,THIRTY_MINUTES)
DisplayStringHead("branwen",267345) // Es war gut, für Euch zu kämpfen, und natürlich schulde ich Euch eine Menge. Aber bald muss ich meinen eigenen Weg beschreiten.
END

IF
Global("bd_leaving_ot_coran","global",0)
CombatCounter(0)
GlobalGT("bd_leaving_ot","GLOBAL",0)
GlobalLT("bd_leaving_ot","GLOBAL",7)
IfValidForPartyDialogue("coran") // Coran
GlobalTimerExpired("bd_leaving_ot_timer","global")
!Dead("bdkorlas") // Korlasz
!Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #200
Continue()
RESPONSE #100
IncrementGlobal("bd_leaving_ot","global",1)
SetGlobal("bd_leaving_ot_coran","global",1)
SetGlobalTimerRandom("bd_leaving_ot_timer","global",TWENTY_MINUTES,THIRTY_MINUTES)
DisplayStringHead("coran",267346) // Ich glaube, wir könnten alle eine gute, lange Pause vertragen, wenn dies hier vorüber ist. Oder zumindest ein gutes, langes Techtelmechtel.
END

IF
Global("bd_leaving_ot_eldoth","global",0)
CombatCounter(0)
GlobalGT("bd_leaving_ot","GLOBAL",0)
GlobalLT("bd_leaving_ot","GLOBAL",7)
IfValidForPartyDialogue("eldoth") // Eldoth
GlobalTimerExpired("bd_leaving_ot_timer","global")
!Dead("bdkorlas") // Korlasz
!Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #200
Continue()
RESPONSE #100
IncrementGlobal("bd_leaving_ot","global",1)
SetGlobal("bd_leaving_ot_eldoth","global",1)
SetGlobalTimerRandom("bd_leaving_ot_timer","global",TWENTY_MINUTES,THIRTY_MINUTES)
DisplayStringHead("eldoth",267347) // Dieser Edelmut und Einsatz hat mich verbraucht. Ich muss mir ein wenig Zeit für mich nehmen.
END

IF
Global("bd_leaving_ot_faldorn","global",0)
CombatCounter(0)
GlobalGT("bd_leaving_ot","GLOBAL",0)
GlobalLT("bd_leaving_ot","GLOBAL",7)
IfValidForPartyDialogue("faldorn") // Faldorn
GlobalTimerExpired("bd_leaving_ot_timer","global")
!Dead("bdkorlas") // Korlasz
!Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #200
Continue()
RESPONSE #100
IncrementGlobal("bd_leaving_ot","global",1)
SetGlobal("bd_leaving_ot_faldorn","global",1)
SetGlobalTimerRandom("bd_leaving_ot_timer","global",TWENTY_MINUTES,THIRTY_MINUTES)
DisplayStringHead("faldorn",267348) // Diese Stadt bringt mich um den Verstand. Wenn wir hier fertig sind, werde ich in den Frieden des Waldes zurückkehren.
END

IF
Global("bd_leaving_ot_garrick","global",0)
CombatCounter(0)
GlobalGT("bd_leaving_ot","GLOBAL",0)
GlobalLT("bd_leaving_ot","GLOBAL",7)
IfValidForPartyDialogue("garrick") // Garrick
GlobalTimerExpired("bd_leaving_ot_timer","global")
!Dead("bdkorlas") // Korlasz
!Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #200
Continue()
RESPONSE #100
IncrementGlobal("bd_leaving_ot","global",1)
SetGlobal("bd_leaving_ot_garrick","global",1)
SetGlobalTimerRandom("bd_leaving_ot_timer","global",TWENTY_MINUTES,THIRTY_MINUTES)
DisplayStringHead("garrick",267349) // Ich muss damit beginnen, eine epische Ballade über das hier zu schreiben! Es wird seine Zeit brauchen, aber wartet nur, bis Ihr meine Paarreime hört.
END

IF
Global("bd_leaving_ot_kagain","global",0)
CombatCounter(0)
GlobalGT("bd_leaving_ot","GLOBAL",0)
GlobalLT("bd_leaving_ot","GLOBAL",7)
IfValidForPartyDialogue("kagain") // Kagain
GlobalTimerExpired("bd_leaving_ot_timer","global")
!Dead("bdkorlas") // Korlasz
!Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #200
Continue()
RESPONSE #100
IncrementGlobal("bd_leaving_ot","global",1)
SetGlobal("bd_leaving_ot_kagain","global",1)
SetGlobalTimerRandom("bd_leaving_ot_timer","global",TWENTY_MINUTES,THIRTY_MINUTES)
DisplayStringHead("kagain",267350) // Ich sage nicht, dass es nicht profitabel war, aber es könnte die Zeit gekommen sein, getrennte Wege zu gehen.
END

IF
Global("bd_leaving_ot_kivan","global",0)
CombatCounter(0)
GlobalGT("bd_leaving_ot","GLOBAL",0)
GlobalLT("bd_leaving_ot","GLOBAL",7)
IfValidForPartyDialogue("kivan") // Kivan
GlobalTimerExpired("bd_leaving_ot_timer","global")
!Dead("bdkorlas") // Korlasz
!Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #200
Continue()
RESPONSE #100
IncrementGlobal("bd_leaving_ot","global",1)
SetGlobal("bd_leaving_ot_kivan","global",1)
SetGlobalTimerRandom("bd_leaving_ot_timer","global",TWENTY_MINUTES,THIRTY_MINUTES)
DisplayStringHead("kivan",267351) // Eure Reise ist fast zu Ende. Vielleicht werde ich nach Hause zurückgehen, wenn wir fertig sind.
END

IF
Global("bd_leaving_ot_montaron","global",0)
CombatCounter(0)
GlobalGT("bd_leaving_ot","GLOBAL",0)
GlobalLT("bd_leaving_ot","GLOBAL",7)
IfValidForPartyDialogue("montaron") // Montaron
GlobalTimerExpired("bd_leaving_ot_timer","global")
!Dead("bdkorlas") // Korlasz
!Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #200
Continue()
RESPONSE #100
IncrementGlobal("bd_leaving_ot","global",1)
SetGlobal("bd_leaving_ot_montaron","global",1)
SetGlobalTimerRandom("bd_leaving_ot_timer","global",TWENTY_MINUTES,THIRTY_MINUTES)
DisplayStringHead("montaron",267352) // All das Herumrennen auf Befehl der Herzöge bereitet mir Bauchweh. Zeit, diese Idioten hinter mir zu lassen.
END

IF
Global("bd_leaving_ot_quayle","global",0)
CombatCounter(0)
GlobalGT("bd_leaving_ot","GLOBAL",0)
GlobalLT("bd_leaving_ot","GLOBAL",7)
IfValidForPartyDialogue("quayle") // Quayle
GlobalTimerExpired("bd_leaving_ot_timer","global")
!Dead("bdkorlas") // Korlasz
!Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #200
Continue()
RESPONSE #100
IncrementGlobal("bd_leaving_ot","global",1)
SetGlobal("bd_leaving_ot_quayle","global",1)
SetGlobalTimerRandom("bd_leaving_ot_timer","global",TWENTY_MINUTES,THIRTY_MINUTES)
DisplayStringHead("quayle",267353) // So faszinierend das hier auch war, ich muss bald gehen. Ich habe eine Reise nach Süden geplant. Ich werde eine Art Familiengeschäft übernehmen.
END

IF
Global("bd_leaving_ot_sharteel","global",0)
CombatCounter(0)
GlobalGT("bd_leaving_ot","GLOBAL",0)
GlobalLT("bd_leaving_ot","GLOBAL",7)
IfValidForPartyDialogue("sharteel") // Shar-Teel
Gender(Player1,MALE)
GlobalTimerExpired("bd_leaving_ot_timer","global")
!Dead("bdkorlas") // Korlasz
!Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #200
Continue()
RESPONSE #100
IncrementGlobal("bd_leaving_ot","global",1)
SetGlobal("bd_leaving_ot_sharteel","global",1)
SetGlobalTimerRandom("bd_leaving_ot_timer","global",TWENTY_MINUTES,THIRTY_MINUTES)
DisplayStringHead("sharteel",267354) // Ich bin Euch gefolgt, so wie es versprochen hatte. Aber die Zeit zu folgen ist beinahe zu Ende.
END

IF
Global("bd_leaving_ot_sharteel","global",0)
CombatCounter(0)
GlobalGT("bd_leaving_ot","GLOBAL",0)
GlobalLT("bd_leaving_ot","GLOBAL",7)
IfValidForPartyDialogue("shar-teel")
Gender(Player1,MALE)
GlobalTimerExpired("bd_leaving_ot_timer","global")
!Dead("bdkorlas") // Korlasz
!Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #200
Continue()
RESPONSE #100
IncrementGlobal("bd_leaving_ot","global",1)
SetGlobal("bd_leaving_ot_sharteel","global",1)
SetGlobalTimerRandom("bd_leaving_ot_timer","global",TWENTY_MINUTES,THIRTY_MINUTES)
DisplayStringHead("shar-teel",267354) // Ich bin Euch gefolgt, so wie es versprochen hatte. Aber die Zeit zu folgen ist beinahe zu Ende.
END

IF
Global("bd_leaving_ot_sharteel","global",0)
CombatCounter(0)
GlobalGT("bd_leaving_ot","GLOBAL",0)
GlobalLT("bd_leaving_ot","GLOBAL",7)
IfValidForPartyDialogue("sharteel") // Shar-Teel
Gender(Player1,FEMALE)
GlobalTimerExpired("bd_leaving_ot_timer","global")
!Dead("bdkorlas") // Korlasz
!Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #200
Continue()
RESPONSE #100
IncrementGlobal("bd_leaving_ot","global",1)
SetGlobal("bd_leaving_ot_sharteel","global",1)
SetGlobalTimerRandom("bd_leaving_ot_timer","global",TWENTY_MINUTES,THIRTY_MINUTES)
DisplayStringHead("sharteel",267355) // Ich werde eines Tages eine starke Anführerin wie Ihr sein. Wenn das hier vorbei ist, werde ich mir eine eigene Gruppe bilden.
END

IF
Global("bd_leaving_ot_sharteel","global",0)
CombatCounter(0)
GlobalGT("bd_leaving_ot","GLOBAL",0)
GlobalLT("bd_leaving_ot","GLOBAL",7)
IfValidForPartyDialogue("shar-teel")
Gender(Player1,FEMALE)
GlobalTimerExpired("bd_leaving_ot_timer","global")
!Dead("bdkorlas") // Korlasz
!Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #200
Continue()
RESPONSE #100
IncrementGlobal("bd_leaving_ot","global",1)
SetGlobal("bd_leaving_ot_sharteel","global",1)
SetGlobalTimerRandom("bd_leaving_ot_timer","global",TWENTY_MINUTES,THIRTY_MINUTES)
DisplayStringHead("shar-teel",267355) // Ich werde eines Tages eine starke Anführerin wie Ihr sein. Wenn das hier vorbei ist, werde ich mir eine eigene Gruppe bilden.
END

IF
Global("bd_leaving_ot_skie","global",0)
CombatCounter(0)
GlobalGT("bd_leaving_ot","GLOBAL",0)
GlobalLT("bd_leaving_ot","GLOBAL",7)
IfValidForPartyDialogue("skie") // Skie
GlobalTimerExpired("bd_leaving_ot_timer","global")
!Dead("bdkorlas") // Korlasz
!Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #200
Continue()
RESPONSE #100
IncrementGlobal("bd_leaving_ot","global",1)
SetGlobal("bd_leaving_ot_skie","global",1)
SetGlobalTimerRandom("bd_leaving_ot_timer","global",TWENTY_MINUTES,THIRTY_MINUTES)
DisplayStringHead("skie",267356) // Ach, ich habe die Nase voll von diesem ganzen Staub und Dreck. Eine Heldin zu sein, ist nicht so toll, wie es sich anhört.
END

IF
Global("bd_leaving_ot_tiax","global",0)
CombatCounter(0)
GlobalGT("bd_leaving_ot","GLOBAL",0)
GlobalLT("bd_leaving_ot","GLOBAL",7)
IfValidForPartyDialogue("tiax") // Tiax
GlobalTimerExpired("bd_leaving_ot_timer","global")
!Dead("bdkorlas") // Korlasz
!Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #200
Continue()
RESPONSE #100
IncrementGlobal("bd_leaving_ot","global",1)
SetGlobal("bd_leaving_ot_tiax","global",1)
SetGlobalTimerRandom("bd_leaving_ot_timer","global",TWENTY_MINUTES,THIRTY_MINUTES)
DisplayStringHead("tiax",267357) // Tiax folgt, weil es ihm GEFÄLLT! Für den AUGENBLICK. Aber bald … BALD WIRD CYRIC SEINEN PLAN FÜR MICH ENTHÜLLEN!
END

IF
Global("bd_leaving_ot_xan","global",0)
CombatCounter(0)
GlobalGT("bd_leaving_ot","GLOBAL",0)
GlobalLT("bd_leaving_ot","GLOBAL",7)
IfValidForPartyDialogue("xan") // Xan
GlobalTimerExpired("bd_leaving_ot_timer","global")
!Dead("bdkorlas") // Korlasz
!Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #200
Continue()
RESPONSE #100
IncrementGlobal("bd_leaving_ot","global",1)
SetGlobal("bd_leaving_ot_xan","global",1)
SetGlobalTimerRandom("bd_leaving_ot_timer","global",TWENTY_MINUTES,THIRTY_MINUTES)
DisplayStringHead("xan",267359) // Wir haben lange Zeit in alten und schrecklichen Gräbern herumgeschnüffelt … Ich fürchte, die Erschöpfung wird mich bald dahinraffen.
END

IF
Global("bd_leaving_ot_xzar","global",0)
CombatCounter(0)
GlobalGT("bd_leaving_ot","GLOBAL",0)
GlobalLT("bd_leaving_ot","GLOBAL",7)
IfValidForPartyDialogue("xzar") // Xzar
GlobalTimerExpired("bd_leaving_ot_timer","global")
!Dead("bdkorlas") // Korlasz
!Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #200
Continue()
RESPONSE #100
IncrementGlobal("bd_leaving_ot","global",1)
SetGlobal("bd_leaving_ot_xzar","global",1)
SetGlobalTimerRandom("bd_leaving_ot_timer","global",TWENTY_MINUTES,THIRTY_MINUTES)
DisplayStringHead("xzar",267360) // Ungeheuer und Chaos haben lange genug an unseren Fersen geklebt. Sobald wir hier raus sind, ist das VORBEI.
END

IF
Global("bd_leaving_ot_yeslick","global",0)
CombatCounter(0)
GlobalGT("bd_leaving_ot","GLOBAL",0)
GlobalLT("bd_leaving_ot","GLOBAL",7)
IfValidForPartyDialogue("yeslick") // Yeslick
GlobalTimerExpired("bd_leaving_ot_timer","global")
!Dead("bdkorlas") // Korlasz
!Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #200
Continue()
RESPONSE #100
IncrementGlobal("bd_leaving_ot","global",1)
SetGlobal("bd_leaving_ot_yeslick","global",1)
SetGlobalTimerRandom("bd_leaving_ot_timer","global",TWENTY_MINUTES,THIRTY_MINUTES)
DisplayStringHead("yeslick",267361) // Aye, ich freue mich darauf, diesen Ort zu verlassen und all diese Tragödien hinter mir zu lassen.
END

IF
Global("bd_leaving_ot_baeloth","global",0)
CombatCounter(0)
GlobalGT("bd_leaving_ot","GLOBAL",0)
GlobalLT("bd_leaving_ot","GLOBAL",7)
IfValidForPartyDialogue("baeloth") // Baeloth
GlobalTimerExpired("bd_leaving_ot_timer","global")
!Dead("bdkorlas") // Korlasz
!Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #200
Continue()
RESPONSE #100
IncrementGlobal("bd_leaving_ot","global",1)
SetGlobal("bd_leaving_ot_baeloth","global",1)
SetGlobalTimerRandom("bd_leaving_ot_timer","global",TWENTY_MINUTES,THIRTY_MINUTES)
DisplayStringHead("baeloth",268883) // Wenn diese weitschweifige Wanderung zu Ende geht, werde ich geschwind meine gefährlichen Gruben aufsuchen. Nichts gegen Euch.
END

IF
Global("bd_plot","global",10)
Global("bd_mdd000te_ot","bd0120",0)
NumDeadGT("Followers",4)
CombatCounter(0)
THEN
RESPONSE #100
SetGlobal("bd_mdd000te_ot","bd0120",1)
END

IF
Global("bd_plot","global",10)
GlobalGT("bd_mdd000te_ot","bd0120",0)
GlobalLT("bd_mdd000te_ot","bd0120",3)
Global("bd_mdd000te_ot_Minsc","bd0120",0)
IfValidForPartyDialogue("Minsc") // Minsk
THEN
RESPONSE #200
Continue()
RESPONSE #100
IncrementGlobal("bd_mdd000te_ot","bd0120",1)
SetGlobal("bd_mdd000te_ot_Minsc","bd0120",1)
DisplayStringHead("Minsc",245988) // … Und das ist der Grund, warum man sich nicht mit dem Bösen einlässt.
WaitSync(5)
END

IF
Global("bd_plot","global",10)
GlobalGT("bd_mdd000te_ot","bd0120",0)
GlobalLT("bd_mdd000te_ot","bd0120",3)
Global("bd_mdd000te_ot_Dynaheir","bd0120",0)
IfValidForPartyDialogue("Dynaheir") // Dynaheir
THEN
RESPONSE #200
Continue()
RESPONSE #100
IncrementGlobal("bd_mdd000te_ot","bd0120",1)
SetGlobal("bd_mdd000te_ot_Dynaheir","bd0120",1)
DisplayStringHead("Dynaheir",245989) // Arme Verteidiger. Die Dinge werden von hier an nicht einfacher.
WaitSync(5)
END

IF
Global("bd_plot","global",10)
GlobalGT("bd_mdd000te_ot","bd0120",0)
GlobalLT("bd_mdd000te_ot","bd0120",3)
Global("bd_mdd000te_ot_Rasaad","bd0120",0)
IfValidForPartyDialogue("Rasaad") // Rasaad
THEN
RESPONSE #200
Continue()
RESPONSE #100
IncrementGlobal("bd_mdd000te_ot","bd0120",1)
SetGlobal("bd_mdd000te_ot_Rasaad","bd0120",1)
DisplayStringHead("Rasaad",245990) // Wie viele mehr müssen noch sterben, bevor alle erkennen, wie dumm es ist, sich mit einer Person wie Sarevok einzulassen?
WaitSync(5)
END

IF
Global("bd_plot","global",10)
GlobalGT("bd_mdd000te_ot","bd0120",0)
GlobalLT("bd_mdd000te_ot","bd0120",3)
Global("bd_mdd000te_ot_Safana","bd0120",0)
IfValidForPartyDialogue("Safana") // Safana
THEN
RESPONSE #200
Continue()
RESPONSE #100
IncrementGlobal("bd_mdd000te_ot","bd0120",1)
SetGlobal("bd_mdd000te_ot_Safana","bd0120",1)
DisplayStringHead("Safana",245991) // Es wird ewig brauchen, bis ich dieses Blut von meinen Stiefeln bekomme werde …
WaitSync(5)
END

IF
Global("bd_plot","global",10)
GlobalGT("bd_mdd000te_ot","bd0120",0)
GlobalLT("bd_mdd000te_ot","bd0120",3)
Global("bd_mdd000te_ot_Viconia","bd0120",0)
IfValidForPartyDialogue("Viconia") // Viconia
THEN
RESPONSE #200
Continue()
RESPONSE #100
IncrementGlobal("bd_mdd000te_ot","bd0120",1)
SetGlobal("bd_mdd000te_ot_Viconia","bd0120",1)
DisplayStringHead("Viconia",245992) // Sie waren dumm, ihr Khaless in Sarevok zu setzen, und sie haben den Preis dafür bezahlt.
WaitSync(5)
END

IF
Global("bd_plot","global",10)
GlobalGT("bd_mdd000te_ot","bd0120",0)
GlobalLT("bd_mdd000te_ot","bd0120",3)
Global("bd_mdd000te_ot_Edwin","bd0120",0)
IfValidForPartyDialogue("Edwin") // Edwin
THEN
RESPONSE #200
Continue()
RESPONSE #100
IncrementGlobal("bd_mdd000te_ot","bd0120",1)
SetGlobal("bd_mdd000te_ot_Edwin","bd0120",1)
DisplayStringHead("Edwin",245993) // Diese Affen werden nicht mehr brabbeln.
WaitSync(5)
END

IF
Global("bd_plot","global",10)
GlobalGT("bd_mdd000te_ot","bd0120",0)
GlobalLT("bd_mdd000te_ot","bd0120",3)
Global("bd_mdd000te_ot_Khalid","bd0120",0)
IfValidForPartyDialogue("Khalid") // Khalid
THEN
RESPONSE #200
Continue()
RESPONSE #100
IncrementGlobal("bd_mdd000te_ot","bd0120",1)
SetGlobal("bd_mdd000te_ot_Khalid","bd0120",1)
DisplayStringHead("Khalid",245994) // Ihre L-Loyalität ist be-be-bewundernswert, wenn schon sonst nichts.
WaitSync(5)
END

IF
Global("bd_plot","global",10)
GlobalGT("bd_mdd000te_ot","bd0120",0)
GlobalLT("bd_mdd000te_ot","bd0120",3)
Global("bd_mdd000te_ot_Jaheira","bd0120",0)
IfValidForPartyDialogue("Jaheira") // Jaheira
THEN
RESPONSE #200
Continue()
RESPONSE #100
BanterBlockTime(75)
IncrementGlobal("bd_mdd000te_ot","bd0120",1)
SetGlobal("bd_mdd000te_ot_Jaheira","bd0120",1)
DisplayStringHead("Jaheira",245995) // Korlasz weiß nun zweifelsfrei, dass wir hier sind. Wir müssen schnell vorrücken.
WaitSync(5)
END

IF
Global("bd_plot","global",10)
GlobalGT("bd_mdd000te_ot","bd0120",0)
GlobalLT("bd_mdd000te_ot","bd0120",3)
Global("bd_mdd000te_ot_Dorn","bd0120",0)
IfValidForPartyDialogue("Dorn") // Dorn
THEN
RESPONSE #200
Continue()
RESPONSE #100
IncrementGlobal("bd_mdd000te_ot","bd0120",1)
SetGlobal("bd_mdd000te_ot_Dorn","bd0120",1)
DisplayStringHead("Dorn",245996) // Es wird mehr Blut als dieses brauchen, um meinen Durst zu stillen.
WaitSync(5)
END

IF
Global("bd_plot","global",10)
GlobalGT("bd_mdd000te_ot","bd0120",0)
GlobalLT("bd_mdd000te_ot","bd0120",3)
Global("bd_mdd000te_ot_Neera","bd0120",0)
IfValidForPartyDialogue("Neera") // Neera
THEN
RESPONSE #200
Continue()
RESPONSE #100
IncrementGlobal("bd_mdd000te_ot","bd0120",1)
SetGlobal("bd_mdd000te_ot_Neera","bd0120",1)
DisplayStringHead("Neera",245997) // Wir sind GUT. Wir sind fast ZU gut.
WaitSync(5)
END

IF
Global("bd_plot","global",10)
GlobalGT("bd_mdd000te_ot","bd0120",0)
GlobalLT("bd_mdd000te_ot","bd0120",3)
Global("bd_mdd000te_ot_Alora","bd0120",0)
IfValidForPartyDialogue("Alora") // Alora
THEN
RESPONSE #200
Continue()
RESPONSE #100
IncrementGlobal("bd_mdd000te_ot","bd0120",1)
SetGlobal("bd_mdd000te_ot_Alora","bd0120",1)
DisplayStringHead("Alora",257716) // Das war nicht schlecht, aber es war auch nicht gut. Ich freue mich darauf, diesen Ort zu verlassen.
WaitSync(5)
END

IF
Global("bd_plot","global",10)
GlobalGT("bd_mdd000te_ot","bd0120",0)
GlobalLT("bd_mdd000te_ot","bd0120",3)
Global("bd_mdd000te_ot_Ajantis","bd0120",0)
IfValidForPartyDialogue("Ajantis") // Ajantis
THEN
RESPONSE #200
Continue()
RESPONSE #100
IncrementGlobal("bd_mdd000te_ot","bd0120",1)
SetGlobal("bd_mdd000te_ot_Ajantis","bd0120",1)
DisplayStringHead("Ajantis",257717) // Unsere Sache ist gerecht. Helm wacht über uns.
WaitSync(5)
END

IF
Global("bd_plot","global",10)
GlobalGT("bd_mdd000te_ot","bd0120",0)
GlobalLT("bd_mdd000te_ot","bd0120",3)
Global("bd_mdd000te_ot_Branwen","bd0120",0)
IfValidForPartyDialogue("Branwen") // Statue
THEN
RESPONSE #200
Continue()
RESPONSE #100
IncrementGlobal("bd_mdd000te_ot","bd0120",1)
SetGlobal("bd_mdd000te_ot_Branwen","bd0120",1)
DisplayStringHead("Branwen",257718) // Die Magierin kann nicht so dumm sein zu glauben, dass diese Söldner uns aufhalten können.
WaitSync(5)
END

IF
Global("bd_plot","global",10)
GlobalGT("bd_mdd000te_ot","bd0120",0)
GlobalLT("bd_mdd000te_ot","bd0120",3)
Global("bd_mdd000te_ot_Coran","bd0120",0)
IfValidForPartyDialogue("Coran") // Coran
THEN
RESPONSE #200
Continue()
RESPONSE #100
IncrementGlobal("bd_mdd000te_ot","bd0120",1)
SetGlobal("bd_mdd000te_ot_Coran","bd0120",1)
DisplayStringHead("Coran",257719) // Ein guter Start in einer üblen Angelegenheit.
WaitSync(5)
END

IF
Global("bd_plot","global",10)
GlobalGT("bd_mdd000te_ot","bd0120",0)
GlobalLT("bd_mdd000te_ot","bd0120",3)
Global("bd_mdd000te_ot_Eldoth","bd0120",0)
IfValidForPartyDialogue("Eldoth") // Eldoth
THEN
RESPONSE #200
Continue()
RESPONSE #100
IncrementGlobal("bd_mdd000te_ot","bd0120",1)
SetGlobal("bd_mdd000te_ot_Eldoth","bd0120",1)
DisplayStringHead("Eldoth",257720) // Ich habe schon an schlimmeren Orten als diesem gelebt, aber niemals freiwillig.
WaitSync(5)
END

IF
Global("bd_plot","global",10)
GlobalGT("bd_mdd000te_ot","bd0120",0)
GlobalLT("bd_mdd000te_ot","bd0120",3)
Global("bd_mdd000te_ot_Faldorn","bd0120",0)
IfValidForPartyDialogue("Faldorn") // Faldorn
THEN
RESPONSE #200
Continue()
RESPONSE #100
IncrementGlobal("bd_mdd000te_ot","bd0120",1)
SetGlobal("bd_mdd000te_ot_Faldorn","bd0120",1)
DisplayStringHead("Faldorn",257721) // Dieser Ort beunruhigt mich. Tote, die sich in solch verfallenem Prunk aufhalten … Das ist gegen die Natur.
WaitSync(5)
END

IF
Global("bd_plot","global",10)
GlobalGT("bd_mdd000te_ot","bd0120",0)
GlobalLT("bd_mdd000te_ot","bd0120",3)
Global("bd_mdd000te_ot_Garrick","bd0120",0)
IfValidForPartyDialogue("Garrick") // Garrick
THEN
RESPONSE #200
Continue()
RESPONSE #100
IncrementGlobal("bd_mdd000te_ot","bd0120",1)
SetGlobal("bd_mdd000te_ot_Garrick","bd0120",1)
DisplayStringHead("Garrick",257722) // Ich hoffe, wir treffen auf größeren Widerstand als diesen. Ich bin nicht dagegen, Ereignisse der Dramatik wegen zu …dramatisieren, aber ich hasse es, Geschichten frei erfinden zu müssen.
WaitSync(5)
END

IF
Global("bd_plot","global",10)
GlobalGT("bd_mdd000te_ot","bd0120",0)
GlobalLT("bd_mdd000te_ot","bd0120",3)
Global("bd_mdd000te_ot_Kagain","bd0120",0)
IfValidForPartyDialogue("Kagain") // Kagain
THEN
RESPONSE #200
Continue()
RESPONSE #100
IncrementGlobal("bd_mdd000te_ot","bd0120",1)
SetGlobal("bd_mdd000te_ot_Kagain","bd0120",1)
DisplayStringHead("Kagain",257723) // Das habt Ihr davon, Ihr verdammten, trampeligen Ochsen! Wie gefällt Euch das?
WaitSync(5)
END

IF
Global("bd_plot","global",10)
GlobalGT("bd_mdd000te_ot","bd0120",0)
GlobalLT("bd_mdd000te_ot","bd0120",3)
Global("bd_mdd000te_ot_Kivan","bd0120",0)
IfValidForPartyDialogue("Kivan") // Kivan
THEN
RESPONSE #200
Continue()
RESPONSE #100
IncrementGlobal("bd_mdd000te_ot","bd0120",1)
SetGlobal("bd_mdd000te_ot_Kivan","bd0120",1)
DisplayStringHead("Kivan",257724) // Diese Wachen sind nur der Anfang. Ich kann es fühlen.
WaitSync(5)
END

IF
Global("bd_plot","global",10)
GlobalGT("bd_mdd000te_ot","bd0120",0)
GlobalLT("bd_mdd000te_ot","bd0120",3)
Global("bd_mdd000te_ot_Montaron","bd0120",0)
IfValidForPartyDialogue("Montaron") // Montaron
THEN
RESPONSE #200
Continue()
RESPONSE #100
IncrementGlobal("bd_mdd000te_ot","bd0120",1)
SetGlobal("bd_mdd000te_ot_Montaron","bd0120",1)
DisplayStringHead("Montaron",257725) // Lebt ruhig so wie eine Ratte, früher oder später werdet Ihr wie eine sterben.
WaitSync(5)
END

IF
Global("bd_plot","global",10)
GlobalGT("bd_mdd000te_ot","bd0120",0)
GlobalLT("bd_mdd000te_ot","bd0120",3)
Global("bd_mdd000te_ot_Quayle","bd0120",0)
IfValidForPartyDialogue("Quayle") // Quayle
THEN
RESPONSE #200
Continue()
RESPONSE #100
IncrementGlobal("bd_mdd000te_ot","bd0120",1)
SetGlobal("bd_mdd000te_ot_Quayle","bd0120",1)
DisplayStringHead("Quayle",257726) // Das ist großartig. Das ist einfach fantastisch. Ich dachte schon, wir könnten es hier eine Stunde ohne sinnloses Blutvergießen schaffen, aber nein, nein, da ist es schon, genau nach sinnlosem Zeitplan.
WaitSync(5)
END

IF
Global("bd_plot","global",10)
GlobalGT("bd_mdd000te_ot","bd0120",0)
GlobalLT("bd_mdd000te_ot","bd0120",3)
Global("bd_mdd000te_ot_SharTeel","bd0120",0)
IfValidForPartyDialogue("sharteel") // Shar-Teel
THEN
RESPONSE #200
Continue()
RESPONSE #100
IncrementGlobal("bd_mdd000te_ot","bd0120",1)
SetGlobal("bd_mdd000te_ot_SharTeel","bd0120",1)
DisplayStringHead("sharteel",257727) // Lasst uns weiter vorrücken. Unser Vorteil wird geringer, je länger wir warten.
WaitSync(5)
END

IF
Global("bd_plot","global",10)
GlobalGT("bd_mdd000te_ot","bd0120",0)
GlobalLT("bd_mdd000te_ot","bd0120",3)
Global("bd_mdd000te_ot_SharTeel","bd0120",0)
IfValidForPartyDialogue("Shar-Teel")
THEN
RESPONSE #200
Continue()
RESPONSE #100
IncrementGlobal("bd_mdd000te_ot","bd0120",1)
SetGlobal("bd_mdd000te_ot_SharTeel","bd0120",1)
DisplayStringHead("Shar-Teel",257727) // Lasst uns weiter vorrücken. Unser Vorteil wird geringer, je länger wir warten.
WaitSync(5)
END

IF
Global("bd_plot","global",10)
GlobalGT("bd_mdd000te_ot","bd0120",0)
GlobalLT("bd_mdd000te_ot","bd0120",3)
Global("bd_mdd000te_ot_Skie","bd0120",0)
IfValidForPartyDialogue("Skie") // Skie
THEN
RESPONSE #200
Continue()
RESPONSE #100
IncrementGlobal("bd_mdd000te_ot","bd0120",1)
SetGlobal("bd_mdd000te_ot_Skie","bd0120",1)
DisplayStringHead("Skie",257728) // Ich bin in etwas Warmes und Glitschiges getreten. Aaah, igitt, es ist ein Gesicht.
WaitSync(5)
END

IF
Global("bd_plot","global",10)
GlobalGT("bd_mdd000te_ot","bd0120",0)
GlobalLT("bd_mdd000te_ot","bd0120",3)
Global("bd_mdd000te_ot_Tiax","bd0120",0)
IfValidForPartyDialogue("Tiax") // Tiax
THEN
RESPONSE #200
Continue()
RESPONSE #100
IncrementGlobal("bd_mdd000te_ot","bd0120",1)
SetGlobal("bd_mdd000te_ot_Tiax","bd0120",1)
DisplayStringHead("Tiax",257729) // Ein weiterer Sieg für den besten Krieger von Cyric! Blut und Seelen für den Gott des Mordes!
WaitSync(5)
END

IF
Global("bd_plot","global",10)
GlobalGT("bd_mdd000te_ot","bd0120",0)
GlobalLT("bd_mdd000te_ot","bd0120",3)
Global("bd_mdd000te_ot_Xan","bd0120",0)
IfValidForPartyDialogue("Xan") // Xan
THEN
RESPONSE #200
Continue()
RESPONSE #100
IncrementGlobal("bd_mdd000te_ot","bd0120",1)
SetGlobal("bd_mdd000te_ot_Xan","bd0120",1)
DisplayStringHead("Xan",257730) // Wir haben uns bis jetzt gut geschlagen. Wie lange, glaubt Ihr, kann unser Glück noch anhalten?
WaitSync(5)
END

IF
Global("bd_plot","global",10)
GlobalGT("bd_mdd000te_ot","bd0120",0)
GlobalLT("bd_mdd000te_ot","bd0120",3)
Global("bd_mdd000te_ot_Xzar","bd0120",0)
IfValidForPartyDialogue("Xzar") // Xzar
THEN
RESPONSE #200
Continue()
RESPONSE #100
IncrementGlobal("bd_mdd000te_ot","bd0120",1)
SetGlobal("bd_mdd000te_ot_Xzar","bd0120",1)
DisplayStringHead("Xzar",257731) // Ich bin nicht verrückt, wisst Ihr. Ich bin wütend, aber das ist … ist wahrlich nicht das Gleiche.
WaitSync(5)
END

IF
Global("bd_plot","global",10)
GlobalGT("bd_mdd000te_ot","bd0120",0)
GlobalLT("bd_mdd000te_ot","bd0120",3)
Global("bd_mdd000te_ot_Yeslick","bd0120",0)
IfValidForPartyDialogue("Yeslick") // Yeslick
THEN
RESPONSE #200
Continue()
RESPONSE #100
IncrementGlobal("bd_mdd000te_ot","bd0120",1)
SetGlobal("bd_mdd000te_ot_Yeslick","bd0120",1)
DisplayStringHead("Yeslick",257732) // War es das? Ich habe bessere Dinge zu tun, als meinen Hintern in einem nasskalten, stinkenden Loch abzufrieren.
WaitSync(5)
END

IF
Global("BD_SPAWN_BATS","BD0120",0)
OR(6)
NearLocation(Player1,1911,939,5)
NearLocation(Player2,1911,939,5)
NearLocation(Player3,1911,939,5)
NearLocation(Player4,1911,939,5)
NearLocation(Player5,1911,939,5)
NearLocation(Player6,1911,939,5)
THEN
RESPONSE #100
CreateCreature("BDBATOUT",[1264.887],SE) // Fledermaus
ActionOverride("BDBATOUT",SaveLocation("LOCALS","goal",[2522.503]))
CreateCreature("BDBATOUT",[1260.933],SE) // Fledermaus
ActionOverride("BDBATOUT",SaveLocation("LOCALS","goal",[2531.547]))
CreateCreature("BDBATOUT",[1304.955],SE) // Fledermaus
ActionOverride("BDBATOUT",SaveLocation("LOCALS","goal",[2529.596]))
CreateCreature("BDBATOUT",[1344.912],SE) // Fledermaus
ActionOverride("BDBATOUT",SaveLocation("LOCALS","goal",[2534.642]))
CreateCreature("BDBATOUT",[1313.868],SE) // Fledermaus
ActionOverride("BDBATOUT",SaveLocation("LOCALS","goal",[2522.503]))
CreateCreature("BDBATOUT",[1205.862],SE) // Fledermaus
ActionOverride("BDBATOUT",SaveLocation("LOCALS","goal",[2531.547]))
CreateCreature("BDBATOUT",[1164.862],SE) // Fledermaus
ActionOverride("BDBATOUT",SaveLocation("LOCALS","goal",[2529.596]))
CreateCreature("BDBATOUT",[1198.928],SE) // Fledermaus
ActionOverride("BDBATOUT",SaveLocation("LOCALS","goal",[2534.642]))
CreateCreature("BDBATOUT",[1221.995],SE) // Fledermaus
ActionOverride("BDBATOUT",SaveLocation("LOCALS","goal",[2522.503]))
CreateCreature("BDBATOUT",[1161.919],SE) // Fledermaus
ActionOverride("BDBATOUT",SaveLocation("LOCALS","goal",[2531.547]))
CreateCreature("BDBATOUT",[1269.834],SE) // Fledermaus
ActionOverride("BDBATOUT",SaveLocation("LOCALS","goal",[2529.596]))
CreateCreature("BDBATOUT",[1109.889],SE) // Fledermaus
ActionOverride("BDBATOUT",SaveLocation("LOCALS","goal",[2522.503]))
CreateCreature("BDBATOUT",[1189.934],SE) // Fledermaus
ActionOverride("BDBATOUT",SaveLocation("LOCALS","goal",[2531.547]))
CreateCreature("BDBATOUT",[1088.987],SE) // Fledermaus
ActionOverride("BDBATOUT",SaveLocation("LOCALS","goal",[2529.596]))
CreateCreature("BDBATOUT",[1109.1044],SE) // Fledermaus
ActionOverride("BDBATOUT",SaveLocation("LOCALS","goal",[2534.642]))
CreateCreature("BDBATOUT",[1146.1111],SE) // Fledermaus
ActionOverride("BDBATOUT",SaveLocation("LOCALS","goal",[2522.503]))
CreateCreature("BDBATOUT",[1215.1120],SE) // Fledermaus
ActionOverride("BDBATOUT",SaveLocation("LOCALS","goal",[2531.547]))
CreateCreature("BDBATOUT",[1247.1095],SE) // Fledermaus
ActionOverride("BDBATOUT",SaveLocation("LOCALS","goal",[2529.596]))
CreateCreature("BDBATOUT",[1271.1057],SE) // Fledermaus
ActionOverride("BDBATOUT",SaveLocation("LOCALS","goal",[2534.642]))
CreateCreature("BDBATOUT",[1287.1001],SE) // Fledermaus
ActionOverride("BDBATOUT",SaveLocation("LOCALS","goal",[2522.503]))
CreateCreature("BDBATOUT",[1293.950],SE) // Fledermaus
ActionOverride("BDBATOUT",SaveLocation("LOCALS","goal",[2531.547]))
CreateCreature("BDBATOUT",[1294.897],SE) // Fledermaus
ActionOverride("BDBATOUT",SaveLocation("LOCALS","goal",[2529.596]))
SmallWait(8)
CreateCreature("BDBATOUT",[1277.854],SE) // Fledermaus
ActionOverride("BDBATOUT",SaveLocation("LOCALS","goal",[2534.642]))
CreateCreature("BDBATOUT",[1230.826],SE) // Fledermaus
ActionOverride("BDBATOUT",SaveLocation("LOCALS","goal",[2522.503]))
CreateCreature("BDBATOUT",[1166.817],SE) // Fledermaus
ActionOverride("BDBATOUT",SaveLocation("LOCALS","goal",[2531.547]))
CreateCreature("BDBATOUT",[1133.866],SE) // Fledermaus
ActionOverride("BDBATOUT",SaveLocation("LOCALS","goal",[2529.596]))
CreateCreature("BDBATOUT",[1131.913],SE) // Fledermaus
ActionOverride("BDBATOUT",SaveLocation("LOCALS","goal",[2534.642]))
CreateCreature("BDBATOUT",[1137.952],SE) // Fledermaus
ActionOverride("BDBATOUT",SaveLocation("LOCALS","goal",[2522.503]))
SmallWait(8)
CreateCreature("BDBATOUT",[1146.1000],SE) // Fledermaus
ActionOverride("BDBATOUT",SaveLocation("LOCALS","goal",[2531.547]))
CreateCreature("BDBATOUT",[1175.1023],SE) // Fledermaus
ActionOverride("BDBATOUT",SaveLocation("LOCALS","goal",[2529.596]))
CreateCreature("BDBATOUT",[1214.1003],SE) // Fledermaus
ActionOverride("BDBATOUT",SaveLocation("LOCALS","goal",[2534.642]))
CreateCreature("BDBATOUT",[1229.962],SE) // Fledermaus
ActionOverride("BDBATOUT",SaveLocation("LOCALS","goal",[2522.503]))
CreateCreature("BDBATOUT",[1222.916],SE) // Fledermaus
ActionOverride("BDBATOUT",SaveLocation("LOCALS","goal",[2531.547]))
CreateCreature("BDBATOUT",[1207.884],SE) // Fledermaus
ActionOverride("BDBATOUT",SaveLocation("LOCALS","goal",[2529.596]))
CreateCreature("BDBATOUT",[1174.879],SE) // Fledermaus
ActionOverride("BDBATOUT",SaveLocation("LOCALS","goal",[2534.642]))
CreateCreature("BDBATOUT",[1179.925],SE) // Fledermaus
ActionOverride("BDBATOUT",SaveLocation("LOCALS","goal",[2522.503]))
SetGlobal("BD_SPAWN_BATS","BD0120",1)
END

IF
Global("BDSH_Rope","GLOBAL",1)
Global("BD_Rope_Active","MYAREA",0)
TriggerOverride("Tranbd0130rope",Range([PC],15))
THEN
RESPONSE #100
SetInterrupt(FALSE)
SetGlobal("BD_Rope_Active","MYAREA",1)
Unlock("DOOR01")
TriggerActivation("Tranbd0130rope",TRUE)
DisplayStringHead("Tranbd0130rope",264372) // Ein Seil führt runter in die Schlucht.
AddMapNoteColor([826.1010],264540,GREEN) // Seil
SetInterrupt(TRUE)
END

IF
Global("BD_Init_CAI","BD0120",0)
Global("SOD_fromimport","global",0)
GlobalGT("bd_plot","global",9)
THEN
RESPONSE #100
SetGlobal("BD_Init_CAI","BD0120",1)
ActionOverride(Player1,ChangeAIScript("BDDEFAI",CLASS))
END

IF
False()
Global("BD_Init_Save","BD0120",0)
GlobalGT("bd_plot","global",9)
THEN
RESPONSE #100
SetInterrupt(FALSE)
SetGlobal("BD_Init_Save","BD0120",1)
SetGlobal("BD_Chapter_Save","GLOBAL",7)
SetInterrupt(TRUE)
END

IF
Global("BDSH_Imoen_Floor","GLOBAL",3)
!InMyArea("IMOEN2") // Imoen
THEN
RESPONSE #100
SetInterrupt(FALSE)
CreateCreature("bdshimoe",[995.1610],W) // Imoen
SetInterrupt(TRUE)
END

IF
Global("BDSH_Imoen_Floor","GLOBAL",3)
!Dead("bdff1000") // Heilerin der Flammenden Faust
!InMyArea("bdff1000") // Heilerin der Flammenden Faust
THEN
RESPONSE #100
CreateCreature("bdff1000",[869.1738],NE) // Heilerin der Flammenden Faust
Continue()
END

IF
Global("BDSH_Imoen_Floor","GLOBAL",3)
!Dead("bdff1001") // Söldner der Flammenden Faust
!InMyArea("bdff1001") // Söldner der Flammenden Faust
THEN
RESPONSE #100
CreateCreature("bdff1001",[866.1543],SE) // Söldner der Flammenden Faust
Continue()
END

IF
Global("BDSH_Imoen_Floor","GLOBAL",3)
!Dead("bdff1002") // Söldner der Flammenden Faust
!InMyArea("bdff1002") // Söldner der Flammenden Faust
THEN
RESPONSE #100
CreateCreature("bdff1002",[919.1545],S) // Söldner der Flammenden Faust
Continue()
END

IF
Global("BDSH_Imoen_Floor","GLOBAL",3)
Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
!Dead("bdkorlas") // Korlasz
!InMyArea("bdkorlas") // Korlasz
THEN
RESPONSE #100
SetInterrupt(FALSE)
CreateCreature("BDSHKORL",[810.1530],S) // Korlasz
SetInterrupt(TRUE)
END

IF
Global("BDSH_Imoen_Floor","GLOBAL",1)
Global("BDSH_Imoen_Room","BD0120",0)
TriggerOverride("Imoen_Room1b",Detect([PC]))
!TriggerOverride("Card_Table",Detect([PC]))
!TriggerOverride("Card_Table",Detect([EVILCUTOFF]))
!Dead("bdkorlas") // Korlasz
!Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #100
SetInterrupt(FALSE)
SetGlobal("BDSH_Imoen_Room","BD0120",1)
ActionOverride("IMOEN2",JumpToPoint([1770.1520]))
ActionOverride("IMOEN2",Face(N))
ActionOverride("bdff1000",JumpToPoint([1645.1520]))
ActionOverride("bdff1000",Face(NE))
ActionOverride("bdff1001",JumpToPoint([1785.1375]))
ActionOverride("bdff1001",Face(NE))
ActionOverride("bdff1002",JumpToPoint([1722.1341]))
ActionOverride("bdff1002",Face(NE))
ActionOverride("bdff1000",SaveObjectLocation("LOCALS","DEFAULT",Myself))
ActionOverride("bdff1001",SaveObjectLocation("LOCALS","DEFAULT",Myself))
ActionOverride("bdff1002",SaveObjectLocation("LOCALS","DEFAULT",Myself))
SetInterrupt(TRUE)
END

IF
Global("BDSH_Imoen_Floor","GLOBAL",1)
Global("BDSH_Imoen_Room","BD0120",1)
!TriggerOverride("Imoen_room2",Detect([PC]))
!TriggerOverride("Imoen_room2",Detect([EVILCUTOFF]))
!TriggerOverride("Imoen_room1a",Detect([PC]))
!TriggerOverride("Card_Table",Detect([PC]))
!TriggerOverride("Imoen_room2a",Detect([PC]))
!TriggerOverride("Imoen_room2b",Detect([PC]))
!Dead("bdkorlas") // Korlasz
!Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #100
SetInterrupt(FALSE)
SetGlobal("BDSH_Imoen_Room","BD0120",2)
ActionOverride("IMOEN2",JumpToPoint([1545.700]))
ActionOverride("IMOEN2",Face(NE))
ActionOverride("bdff1000",JumpToPoint([1610.640]))
ActionOverride("bdff1000",Face(NE))
ActionOverride("bdff1001",JumpToPoint([1560.570]))
ActionOverride("bdff1001",Face(E))
ActionOverride("bdff1002",JumpToPoint([1720.650]))
ActionOverride("bdff1002",Face(NW))
ActionOverride("bdff1000",SaveObjectLocation("LOCALS","DEFAULT",Myself))
ActionOverride("bdff1001",SaveObjectLocation("LOCALS","DEFAULT",Myself))
ActionOverride("bdff1002",SaveObjectLocation("LOCALS","DEFAULT",Myself))
SetInterrupt(TRUE)
END

IF
OR(2)
Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
Global("BD_PORIOS_SURRENDER","GLOBAL",1)
Global("BD_PDOOR","MYAREA",0)
OpenState("Door03",TRUE)
InMyArea("BDPORIOS") // Porios
THEN
RESPONSE #100
SetGlobal("BD_PDOOR","MYAREA",1)
OpenDoor("Door03")
END

IF
Global("BD_Restin","MYAREA",0)
OR(2)
Dead("bdkorlas") // Korlasz
Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #100
SetInterrupt(FALSE)
SetGlobal("BD_Restin","MYAREA",1)
SetRestEncounterProbabilityDay(0)
SetRestEncounterProbabilityNight(0)
SetInterrupt(TRUE)
END

IF
TriggerOverride("Ff_camp",IsOverMe(Player1))
TriggerOverride("Ff_camp",IsOverMe("viconia")) // Viconia
Global("bd_leaving2_ot_viconia","global",0)
CombatCounter(0)
GlobalGT("bd_leaving2_ot","GLOBAL",0)
GlobalLT("bd_leaving2_ot","GLOBAL",7)
IfValidForPartyDialogue("viconia") // Viconia
OR(2)
Dead("bdkorlas") // Korlasz
Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #100
BanterBlockTime(100)
IncrementGlobal("bd_leaving2_ot","global",1)
SetGlobal("bd_leaving2_ot_viconia","global",1)
SetGlobalTimerRandom("bd_leaving2_ot_timer","global",EIGHT_MINUTES,THIRTEEN_MINUTES)
DisplayStringWait("viconia",251913) // Machts gut, „Held“ von Baldurs Tor. Ihr seid nicht wie die anderen.
DisplayStringWait("viconia",257869) // Sie lieben Euch im Moment, weil Ihr ihren Zwecken dient. Sollte sich das ändern, werden Sie sich von Euch abwenden, das ist so sicher wie der Morgengrauen, der auf die Nacht folgt.
END

IF
Global("bd_leaving2_ot_minsc","global",0)
CombatCounter(0)
GlobalGT("bd_leaving2_ot","GLOBAL",0)
GlobalLT("bd_leaving2_ot","GLOBAL",7)
IfValidForPartyDialogue("Dynaheir") // Dynaheir
GlobalTimerExpired("bd_leaving2_ot_timer","global")
OR(2)
Dead("bdkorlas") // Korlasz
Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #200
Continue()
RESPONSE #100
BanterBlockTime(125)
IncrementGlobal("bd_leaving2_ot","global",1)
SetGlobal("bd_leaving2_ot_minsc","global",1)
SetGlobalTimerRandom("bd_leaving2_ot_timer","global",EIGHT_MINUTES,THIRTEEN_MINUTES)
DisplayStringWait("Dynaheir",251910) // Ich habe in unserer gemeinsamen Zeit viel gelernt. Es ist höchste Zeit, dass ich dieses Wissen meinen Schwestern mitteile.
SetGlobalTimer("bd_leaving2_minsc_reply","global",TWO_MINUTES)
END

IF
Global("bd_leaving2_ot_minsc","global",1)
CombatCounter(0)
IfValidForPartyDialogue("Minsc") // Minsk
!GlobalTimerExpired("bd_leaving2_minsc_reply","global")
THEN
RESPONSE #100
SetGlobal("bd_leaving2_ot_minsc","global",2)
DisplayStringWait("Minsc",251911) // Die Freundschaft von Minsk und Boo wird immer mit Euch reisen.
DisplayStringWait("Minsc",270026) // Man kann sie nicht sehen, aber sie ist immer da. Und manchmal riecht sie nach Zitronen.
END

IF
Global("bd_leaving2_ot_rasaad","global",0)
CombatCounter(0)
GlobalGT("bd_leaving2_ot","GLOBAL",0)
GlobalLT("bd_leaving2_ot","GLOBAL",7)
IfValidForPartyDialogue("rasaad") // Rasaad
GlobalTimerExpired("bd_leaving2_ot_timer","global")
OR(2)
Dead("bdkorlas") // Korlasz
Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #200
Continue()
RESPONSE #100
BanterBlockTime(75)
IncrementGlobal("bd_leaving2_ot","global",1)
SetGlobal("bd_leaving2_ot_rasaad","global",1)
SetGlobalTimerRandom("bd_leaving2_ot_timer","global",EIGHT_MINUTES,THIRTEEN_MINUTES)
DisplayStringWait("rasaad",251912) // Seit dem Tod meines Bruders schlägt mir Gewalt immer mehr und mehr auf den Magen.
DisplayStringWait("rasaad",257865) // Wenn Sarevoks Mitverschwörer letztendlich erledigt sind, dann kann ich mich endlich wohltätigeren Bestrebungen widmen.
END

IF
Global("bd_leaving2_ot_edwin","global",0)
CombatCounter(0)
GlobalGT("bd_leaving2_ot","GLOBAL",0)
GlobalLT("bd_leaving2_ot","GLOBAL",7)
IfValidForPartyDialogue("edwin") // Edwin
GlobalTimerExpired("bd_leaving2_ot_timer","global")
OR(2)
Dead("bdkorlas") // Korlasz
Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #200
Continue()
RESPONSE #100
BanterBlockTime(75)
IncrementGlobal("bd_leaving2_ot","global",1)
SetGlobal("bd_leaving2_ot_edwin","global",1)
SetGlobalTimerRandom("bd_leaving2_ot_timer","global",EIGHT_MINUTES,THIRTEEN_MINUTES)
DisplayStringWait("edwin",251921) // Ich sehe für Eure Zukunft große Langeweile voraus. Es kümmert mich aber nicht.
END

IF
Global("bd_leaving2_ot_jaheira","global",0)
CombatCounter(0)
GlobalGT("bd_leaving2_ot","GLOBAL",0)
GlobalLT("bd_leaving2_ot","GLOBAL",7)
IfValidForPartyDialogue("jaheira") // Jaheira
IfValidForPartyDialogue("khalid") // Khalid
GlobalTimerExpired("bd_leaving2_ot_timer","global")
OR(2)
Dead("bdkorlas") // Korlasz
Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #200
Continue()
RESPONSE #100
BanterBlockTime(100)
IncrementGlobal("bd_leaving2_ot","global",1)
SetGlobal("bd_leaving2_ot_jaheira","global",1)
SetGlobalTimerRandom("bd_leaving2_ot_timer","global",EIGHT_MINUTES,THIRTEEN_MINUTES)
DisplayStringWait("jaheira",251922) // Nun, da die Anhänger Sarevoks endlich eliminiert wurden, können wir mehr Zeit miteinander verbringen, Khalid.
DisplayStringWait("khalid",251923) // Das k-klingt wunderbar.
END

IF
Global("bd_leaving2_ot_jaheira","global",0)
CombatCounter(0)
GlobalGT("bd_leaving2_ot","GLOBAL",0)
GlobalLT("bd_leaving2_ot","GLOBAL",7)
IfValidForPartyDialogue("jaheira") // Jaheira
!IfValidForPartyDialogue("khalid") // Khalid
GlobalTimerExpired("bd_leaving2_ot_timer","global")
Dead("bdkorlas") // Korlasz
THEN
RESPONSE #200
Continue()
RESPONSE #100
BanterBlockTime(75)
IncrementGlobal("bd_leaving2_ot","global",1)
SetGlobal("bd_leaving2_ot_jaheira","global",1)
SetGlobalTimerRandom("bd_leaving2_ot_timer","global",EIGHT_MINUTES,THIRTEEN_MINUTES)
DisplayStringWait("jaheira",264921) // Sarevok und all seine Anhänger sind tot. Ihr seid es nicht. Ich denke, ich habe mein Versprechen gegenüber Gorion erfüllt.
END

IF
Global("bd_leaving2_ot_neera","global",0)
CombatCounter(0)
GlobalGT("bd_leaving2_ot","GLOBAL",0)
GlobalLT("bd_leaving2_ot","GLOBAL",7)
IfValidForPartyDialogue("neera") // Neera
GlobalTimerExpired("bd_leaving2_ot_timer","global")
OR(2)
Dead("bdkorlas") // Korlasz
Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #200
Continue()
RESPONSE #100
BanterBlockTime(75)
IncrementGlobal("bd_leaving2_ot","global",1)
SetGlobal("bd_leaving2_ot_neera","global",1)
SetGlobalTimerRandom("bd_leaving2_ot_timer","global",EIGHT_MINUTES,THIRTEEN_MINUTES)
DisplayStringWait("neera",251940) // Ich brauche eine Pause, <CHARNAME>. All das … Durchstreifen von Verliesen macht mich mürbe.
END

IF
Global("bd_leaving2_ot_ajantis","global",0)
CombatCounter(0)
GlobalGT("bd_leaving2_ot","GLOBAL",0)
GlobalLT("bd_leaving2_ot","GLOBAL",7)
IfValidForPartyDialogue("ajantis") // Ajantis
GlobalTimerExpired("bd_leaving2_ot_timer","global")
OR(2)
Dead("bdkorlas") // Korlasz
Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #200
Continue()
RESPONSE #100
BanterBlockTime(100)
IncrementGlobal("bd_leaving2_ot","global",1)
SetGlobal("bd_leaving2_ot_ajantis","global",1)
SetGlobalTimerRandom("bd_leaving2_ot_timer","global",EIGHT_MINUTES,THIRTEEN_MINUTES)
DisplayStringWait("ajantis",257802) // Auch wenn es mein Herz schwer macht, muss ich bald nach Tiefwasser zurückkehren.
DisplayStringWait("ajantis",257880) // Nur dort kann ich erfahren, ob ich mir die volle Mitgliedschaft im Höchst Ehrenwerten Orden des Strahlenden Herzens verdient habe.
END

IF
Global("bd_leaving2_ot_alora","global",0)
CombatCounter(0)
GlobalGT("bd_leaving2_ot","GLOBAL",0)
GlobalLT("bd_leaving2_ot","GLOBAL",7)
IfValidForPartyDialogue("alora") // Alora
GlobalTimerExpired("bd_leaving2_ot_timer","global")
OR(2)
Dead("bdkorlas") // Korlasz
Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #200
Continue()
RESPONSE #100
BanterBlockTime(125)
IncrementGlobal("bd_leaving2_ot","global",1)
SetGlobal("bd_leaving2_ot_alora","global",1)
SetGlobalTimerRandom("bd_leaving2_ot_timer","global",EIGHT_MINUTES,THIRTEEN_MINUTES)
DisplayStringWait("alora",257804) // Ich denke nicht, dass ich mit Euch zum Herzogspalast zurückkehren werde, <CHARNAME>.
DisplayStringWait("alora",270027) // Es gibt nun so viel mehr Leute in der Stadt, ich werde ein wenig Zeit mit ihnen verbringen.
DisplayStringWait("alora",257805) // He, wenn der Palastdiener fragt, wo die Vase hin ist, dann sagt ihm, dass ich keine Ahnung habe, worüber er redet.
END

IF
Global("bd_leaving2_ot_coran","global",0)
CombatCounter(0)
GlobalGT("bd_leaving2_ot","GLOBAL",0)
GlobalLT("bd_leaving2_ot","GLOBAL",7)
IfValidForPartyDialogue("coran") // Coran
GlobalTimerExpired("bd_leaving2_ot_timer","global")
OR(2)
Dead("bdkorlas") // Korlasz
Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #200
Continue()
RESPONSE #100
BanterBlockTime(75)
IncrementGlobal("bd_leaving2_ot","global",1)
SetGlobal("bd_leaving2_ot_coran","global",1)
SetGlobalTimerRandom("bd_leaving2_ot_timer","global",EIGHT_MINUTES,THIRTEEN_MINUTES)
DisplayStringWait("coran",257809) // Die Schwertküste zu retten, war eine vergnügliche Abwechslung, aber andere Abwechslungen erwarten mich. Wir werden bald getrennte Wege gehen, glaube ich.
END

IF
Global("bd_leaving2_ot_eldoth","global",0)
CombatCounter(0)
GlobalGT("bd_leaving2_ot","GLOBAL",0)
GlobalLT("bd_leaving2_ot","GLOBAL",7)
IfValidForPartyDialogue("eldoth") // Eldoth
GlobalTimerExpired("bd_leaving2_ot_timer","global")
OR(2)
Dead("bdkorlas") // Korlasz
Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #200
Continue()
RESPONSE #100
BanterBlockTime(150)
IncrementGlobal("bd_leaving2_ot","global",1)
SetGlobal("bd_leaving2_ot_eldoth","global",1)
SetGlobalTimerRandom("bd_leaving2_ot_timer","global",EIGHT_MINUTES,THIRTEEN_MINUTES)
DisplayStringWait("eldoth",257811) // So sehr ich auch unsere gemeinsame Zeit genossen habe, komme ich nicht umhin zu bemerken, dass ich sie in der Gesellschaft anderer mehr genossen habe.
DisplayStringWait("eldoth",257890) // Bald werde ich gehen.
SetGlobalTimer("bd_leaving2_skie_reply","global",TWO_MINUTES)
END

IF
Global("bd_leaving2_ot_eldoth","global",1)
CombatCounter(0)
IfValidForPartyDialogue("skie") // Skie
IfValidForPartyDialogue("eldoth") // Eldoth
!GlobalTimerExpired("bd_leaving2_skie_reply","global")
THEN
RESPONSE #100
SetGlobal("bd_leaving2_ot_eldoth","global",2)
DisplayStringWait("skie",257813) // Wohin sollen wir nun gehen, Eldoth, Schätzchen?
DisplayStringWait("eldoth",257814) // „Wir“? Ich denke, darüber sollten wir später reden. Später. Nicht jetzt. Lasst uns den Augenblick nicht mit bitteren Worten ruinieren.
DisplayStringWait("skie",257815) // Ahhh… In Ordnung. Schätze ich.
END

IF
Global("bd_leaving2_ot_faldorn","global",0)
CombatCounter(0)
GlobalGT("bd_leaving2_ot","GLOBAL",0)
GlobalLT("bd_leaving2_ot","GLOBAL",7)
IfValidForPartyDialogue("faldorn") // Faldorn
GlobalTimerExpired("bd_leaving2_ot_timer","global")
OR(2)
Dead("bdkorlas") // Korlasz
Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #200
Continue()
RESPONSE #100
BanterBlockTime(75)
IncrementGlobal("bd_leaving2_ot","global",1)
SetGlobal("bd_leaving2_ot_faldorn","global",1)
SetGlobalTimerRandom("bd_leaving2_ot_timer","global",EIGHT_MINUTES,THIRTEEN_MINUTES)
DisplayStringWait("faldorn",257816) // Es sind nun zu viele Menschen in der Stadt. Es ist … unnatürlich. Es ist Zeit, dass ich in den Mantelwald zurückkehre. In Wahrheit ist es schon mehr als Zeit.
END

IF
Global("bd_leaving2_ot_garrick","global",0)
CombatCounter(0)
GlobalGT("bd_leaving2_ot","GLOBAL",0)
GlobalLT("bd_leaving2_ot","GLOBAL",7)
IfValidForPartyDialogue("garrick") // Garrick
GlobalTimerExpired("bd_leaving2_ot_timer","global")
OR(2)
Dead("bdkorlas") // Korlasz
Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #200
Continue()
RESPONSE #100
BanterBlockTime(125)
IncrementGlobal("bd_leaving2_ot","global",1)
SetGlobal("bd_leaving2_ot_garrick","global",1)
SetGlobalTimerRandom("bd_leaving2_ot_timer","global",EIGHT_MINUTES,THIRTEEN_MINUTES)
DisplayStringWait("garrick",266939) // Ich bin es irgendwie leid, ständig ein- und auszupacken, Stadt nach Stadt, die ganze Schwertküste rauf und runter.
DisplayStringWait("garrick",270028) // Vielleicht waren Ihr und ich nie füreinander bestimmt, <CHARNAME>. Aber denkt ab und zu an mich.
DisplayStringWait("garrick",257818) // Jetzt, da wir mit Korlasz fertig sind, werde ich gehen, um mir Arbeit in der erstbesten Gaststätte zu suchen, die mich haben will. Vielleicht der „Elfgesang“ …
END

IF
Global("bd_leaving2_ot_kagain","global",0)
CombatCounter(0)
GlobalGT("bd_leaving2_ot","GLOBAL",0)
GlobalLT("bd_leaving2_ot","GLOBAL",7)
IfValidForPartyDialogue("kagain") // Kagain
GlobalTimerExpired("bd_leaving2_ot_timer","global")
OR(2)
Dead("bdkorlas") // Korlasz
Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #200
Continue()
RESPONSE #100
BanterBlockTime(100)
IncrementGlobal("bd_leaving2_ot","global",1)
SetGlobal("bd_leaving2_ot_kagain","global",1)
SetGlobalTimerRandom("bd_leaving2_ot_timer","global",EIGHT_MINUTES,THIRTEEN_MINUTES)
DisplayStringWait("kagain",257820) // Ich schätze, das war profitabel und vergnüglich genug, <CHARNAME>, aber diese Tölpel machen mich langsam wahnsinnig.
DisplayStringWait("kagain",257899) // Am besten werde ich bald zu meinem Laden zurückkehren, denke ich.
END

IF
Global("bd_leaving2_ot_kivan","global",0)
CombatCounter(0)
GlobalGT("bd_leaving2_ot","GLOBAL",0)
GlobalLT("bd_leaving2_ot","GLOBAL",7)
IfValidForPartyDialogue("kivan") // Kivan
GlobalTimerExpired("bd_leaving2_ot_timer","global")
OR(2)
Dead("bdkorlas") // Korlasz
Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #200
Continue()
RESPONSE #100
BanterBlockTime(75)
IncrementGlobal("bd_leaving2_ot","global",1)
SetGlobal("bd_leaving2_ot_kivan","global",1)
SetGlobalTimerRandom("bd_leaving2_ot_timer","global",EIGHT_MINUTES,THIRTEEN_MINUTES)
DisplayStringWait("kivan",257822) // Tazok ist tot, Deheriana gerächt. Es ist zu lange her, dass ich unter den Bäumen von Shilmista gelegen habe. Ich sehne mich danach, nach Hause zu kommen
END

IF
Global("bd_leaving2_ot_montaron","global",0)
CombatCounter(0)
GlobalGT("bd_leaving2_ot","GLOBAL",0)
GlobalLT("bd_leaving2_ot","GLOBAL",7)
IfValidForPartyDialogue("montaron") // Montaron
GlobalTimerExpired("bd_leaving2_ot_timer","global")
OR(2)
Dead("bdkorlas") // Korlasz
Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #200
Continue()
RESPONSE #100
BanterBlockTime(75)
IncrementGlobal("bd_leaving2_ot","global",1)
SetGlobal("bd_leaving2_ot_montaron","global",1)
SetGlobalTimerRandom("bd_leaving2_ot_timer","global",EIGHT_MINUTES,THIRTEEN_MINUTES)
DisplayStringWait("montaron",257824) // Ihr seid ganz gute Gesellschaft, <CHARNAME>, aber dieses Heldengeschäft liegt mir nicht.
END

IF
Global("bd_leaving2_ot_quayle","global",0)
CombatCounter(0)
GlobalGT("bd_leaving2_ot","GLOBAL",0)
GlobalLT("bd_leaving2_ot","GLOBAL",7)
IfValidForPartyDialogue("quayle") // Quayle
GlobalTimerExpired("bd_leaving2_ot_timer","global")
OR(2)
Dead("bdkorlas") // Korlasz
Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #200
Continue()
RESPONSE #100
BanterBlockTime(75)
IncrementGlobal("bd_leaving2_ot","global",1)
SetGlobal("bd_leaving2_ot_quayle","global",1)
SetGlobalTimerRandom("bd_leaving2_ot_timer","global",EIGHT_MINUTES,THIRTEEN_MINUTES)
DisplayStringWait("quayle",257826) // Ihr seid ganz amüsant, <CHARNAME>, aber Ihr zieht Idioten an wie ein Leichnam die Fliegen. Das bereitet mir Kopfschmerzen.
END

IF
Global("bd_leaving2_ot_sharteel","global",0)
CombatCounter(0)
GlobalGT("bd_leaving2_ot","GLOBAL",0)
GlobalLT("bd_leaving2_ot","GLOBAL",7)
IfValidForPartyDialogue("sharteel") // Shar-Teel
GlobalTimerExpired("bd_leaving2_ot_timer","global")
OR(2)
Dead("bdkorlas") // Korlasz
Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #200
Continue()
RESPONSE #100
BanterBlockTime(100)
IncrementGlobal("bd_leaving2_ot","global",1)
SetGlobal("bd_leaving2_ot_sharteel","global",1)
SetGlobalTimerRandom("bd_leaving2_ot_timer","global",EIGHT_MINUTES,THIRTEEN_MINUTES)
DisplayStringWait("sharteel",257828) // Ich habe Euch aufgrund einer 20-Goldstücke-Wette mein Schwert versprochen.
DisplayStringWait("sharteel",257908) // Ich glaube, ich habe allein diese Nacht Dienst für 20 Gold oder mehr geleistet, nicht zu sprechen von den vergangen Monaten. Ich werde bald meine eigenen Wege gehen.
END

IF
Global("bd_leaving2_ot_sharteel","global",0)
CombatCounter(0)
GlobalGT("bd_leaving2_ot","GLOBAL",0)
GlobalLT("bd_leaving2_ot","GLOBAL",7)
IfValidForPartyDialogue("shar-teel")
GlobalTimerExpired("bd_leaving2_ot_timer","global")
OR(2)
Dead("bdkorlas") // Korlasz
Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #200
Continue()
RESPONSE #100
BanterBlockTime(100)
IncrementGlobal("bd_leaving2_ot","global",1)
SetGlobal("bd_leaving2_ot_sharteel","global",1)
SetGlobalTimerRandom("bd_leaving2_ot_timer","global",EIGHT_MINUTES,THIRTEEN_MINUTES)
DisplayStringWait("shar-teel",257828) // Ich habe Euch aufgrund einer 20-Goldstücke-Wette mein Schwert versprochen.
DisplayStringWait("shar-teel",257908) // Ich glaube, ich habe allein diese Nacht Dienst für 20 Gold oder mehr geleistet, nicht zu sprechen von den vergangen Monaten. Ich werde bald meine eigenen Wege gehen.
END

IF
Global("bd_leaving2_ot_eldoth","global",0)
CombatCounter(0)
GlobalGT("bd_leaving2_ot","GLOBAL",0)
GlobalLT("bd_leaving2_ot","GLOBAL",7)
IfValidForPartyDialogue("skie") // Skie
!IfValidForPartyDialogue("eldoth") // Eldoth
GlobalTimerExpired("bd_leaving2_ot_timer","global")
OR(2)
Dead("bdkorlas") // Korlasz
Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #200
Continue()
RESPONSE #100
BanterBlockTime(75)
IncrementGlobal("bd_leaving2_ot","global",1)
SetGlobal("bd_leaving2_ot_eldoth","global",2)
SetGlobalTimerRandom("bd_leaving2_ot_timer","global",EIGHT_MINUTES,THIRTEEN_MINUTES)
DisplayStringWait("skie",257830) // Ich vermisse Eldoth. Ich vermisse Bäder. Ich vermisse schöne Kleidung. Ich vermisse eine Menge Dinge.
END

IF
Global("bd_leaving2_ot_tiax","global",0)
CombatCounter(0)
GlobalGT("bd_leaving2_ot","GLOBAL",0)
GlobalLT("bd_leaving2_ot","GLOBAL",7)
IfValidForPartyDialogue("tiax") // Tiax
GlobalTimerExpired("bd_leaving2_ot_timer","global")
OR(2)
Dead("bdkorlas") // Korlasz
Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #200
Continue()
RESPONSE #100
BanterBlockTime(100)
IncrementGlobal("bd_leaving2_ot","global",1)
SetGlobal("bd_leaving2_ot_tiax","global",1)
SetGlobalTimerRandom("bd_leaving2_ot_timer","global",EIGHT_MINUTES,THIRTEEN_MINUTES)
DisplayStringWait("tiax",257832) // Tiax erkennt, was Ihr tut, <CHARNAME>. Und Tiax gefällt das nicht. Tiax gefällt das ÜBERHAUPT nicht. NEIN!
DisplayStringWait("tiax",257913) // Eines Tages wird Tiax sein Schicksal erfüllen und über alle herrschen. An diesem Tag werdet Ihr Tiax wieder treffen, und DANN werdet Ihr Tiax in all seinem Ruhm gegenüberstehen.
END

IF
Global("bd_leaving2_ot_xan","global",0)
CombatCounter(0)
GlobalGT("bd_leaving2_ot","GLOBAL",0)
GlobalLT("bd_leaving2_ot","GLOBAL",7)
IfValidForPartyDialogue("xan") // Xan
GlobalTimerExpired("bd_leaving2_ot_timer","global")
OR(2)
Dead("bdkorlas") // Korlasz
Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #200
Continue()
RESPONSE #100
BanterBlockTime(75)
IncrementGlobal("bd_leaving2_ot","global",1)
SetGlobal("bd_leaving2_ot_xan","global",1)
SetGlobalTimerRandom("bd_leaving2_ot_timer","global",EIGHT_MINUTES,THIRTEEN_MINUTES)
DisplayStringWait("xan",257834) // Ich habe Eure Eigenarten lange genug erduldet, <CHARNAME>, aber dies ist die letzte Gruft, in die Ihr oder ein anderer mich hineinlockt.
END

IF
Global("bd_leaving2_ot_xzar","global",0)
CombatCounter(0)
GlobalGT("bd_leaving2_ot","GLOBAL",0)
GlobalLT("bd_leaving2_ot","GLOBAL",7)
IfValidForPartyDialogue("xzar") // Xzar
GlobalTimerExpired("bd_leaving2_ot_timer","global")
OR(2)
Dead("bdkorlas") // Korlasz
Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #200
Continue()
RESPONSE #100
BanterBlockTime(100)
IncrementGlobal("bd_leaving2_ot","global",1)
SetGlobal("bd_leaving2_ot_xzar","global",1)
SetGlobalTimerRandom("bd_leaving2_ot_timer","global",EIGHT_MINUTES,THIRTEEN_MINUTES)
DisplayStringWait("xzar",257836) // Diese Nacht ausgenommen hat die Anzahl Tode in Eurer Umgebung in letzter Zeit merklich nachgelassen, <CHARNAME>.
DisplayStringWait("xzar",257917) // Das ist gut für Euch, schätze ich. Aber ein Schurke wie ich hat keinen Platz an der Seite des Helden von Baldurs Tor.
END

IF
Global("bd_leaving2_ot_yeslick","global",0)
CombatCounter(0)
GlobalGT("bd_leaving2_ot","GLOBAL",0)
GlobalLT("bd_leaving2_ot","GLOBAL",7)
IfValidForPartyDialogue("yeslick") // Yeslick
GlobalTimerExpired("bd_leaving2_ot_timer","global")
OR(2)
Dead("bdkorlas") // Korlasz
Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #200
Continue()
RESPONSE #100
BanterBlockTime(100)
IncrementGlobal("bd_leaving2_ot","global",1)
SetGlobal("bd_leaving2_ot_yeslick","global",1)
SetGlobalTimerRandom("bd_leaving2_ot_timer","global",EIGHT_MINUTES,THIRTEEN_MINUTES)
DisplayStringWait("yeslick",257838) // Der Eisenthron ist nicht mehr und die Ehre der Orothair ist wiederhergestellt.
DisplayStringWait("yeslick",257919) // Vielleicht kann ich jetzt eine Pause machen, oder es zumindest versuchen. Wenn der Morgen kommt, werde ich gehen, <CHARNAME>.
END

IF
Global("bd_leaving2_ot_baeloth","global",0)
CombatCounter(0)
GlobalGT("bd_leaving2_ot","GLOBAL",0)
GlobalLT("bd_leaving2_ot","GLOBAL",7)
IfValidForPartyDialogue("baeloth") // Baeloth
GlobalTimerExpired("bd_leaving2_ot_timer","global")
OR(2)
Dead("bdkorlas") // Korlasz
Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #200
Continue()
RESPONSE #100
BanterBlockTime(100)
IncrementGlobal("bd_leaving2_ot","global",1)
SetGlobal("bd_leaving2_ot_baeloth","global",1)
SetGlobalTimerRandom("bd_leaving2_ot_timer","global",EIGHT_MINUTES,THIRTEEN_MINUTES)
DisplayStringWait("baeloth",257920) // Ich habe unsere Verbundenheit genossen, <CHARNAME>, aber es macht mehr und mehr den Anschein, als ob meine Ambitionen von Baldurs Tor nicht adäquat anerkannt werden.
DisplayStringWait("baeloth",257923) // Betrachtet dies als Verbeugung nach Vorstellungsende.
END

IF
GlobalGT("bd_mummy_plot","global",0)
Global("BD_Mummy_Allies","MYAREA",0)
!Dead("BDMUMMY") // Fanegonorom
Allegiance("BDMUMMY",EVILCUTOFF) // Fanegonorom
Difficulty(HARDEST)
THEN
RESPONSE #100
SetInterrupt(FALSE)
SetGlobal("BD_Mummy_Allies","MYAREA",1)
CreateVisualEffect("BDRAISED",[1590.390])
CreateVisualEffect("BDRAISED",[1730.230])
SmallWait(5)
CreateVisualEffect("BDRAISED",[1815.495])
CreateVisualEffect("BDRAISED",[1940.315])
SmallWait(5)
CreateVisualEffect("SPPLANAR",[1700.460])
CreateVisualEffect("SPPLANAR",[1830.280])
Wait(2)
CreateCreature("BDSKGR04",[1590.390],E) // Skelett-Bogenschütze
CreateCreature("BDSKGR04",[1730.230],SE) // Skelett-Bogenschütze
SmallWait(5)
CreateCreature("BDSKGR01",[1815.495],NW) // Gepanzertes Skelett
CreateCreature("BDSKGR01",[1940.315],W) // Gepanzertes Skelett
SmallWait(5)
CreateCreature("BDBONBAT",[1700.460],NE) // Knochenschläger
CreateCreature("BDBONBAT",[1830.280],SE) // Knochenschläger
SetInterrupt(TRUE)
END

IF
GlobalGT("bd_mummy_plot","global",0)
Global("BD_Mummy_Allies","MYAREA",0)
!Dead("BDMUMMY") // Fanegonorom
Allegiance("BDMUMMY",EVILCUTOFF) // Fanegonorom
Difficulty(HARD)
THEN
RESPONSE #100
SetInterrupt(FALSE)
SetGlobal("BD_Mummy_Allies","MYAREA",1)
CreateVisualEffect("BDRAISED",[1590.390])
CreateVisualEffect("BDRAISED",[1730.230])
SmallWait(5)
CreateVisualEffect("BDRAISED",[1815.495])
CreateVisualEffect("BDRAISED",[1940.315])
Wait(2)
CreateCreature("BDSKGR04",[1590.390],E) // Skelett-Bogenschütze
CreateCreature("BDSKGR04",[1730.230],SE) // Skelett-Bogenschütze
SmallWait(5)
CreateCreature("BDSKGR01",[1815.495],NW) // Gepanzertes Skelett
CreateCreature("BDSKGR01",[1940.315],W) // Gepanzertes Skelett
SetInterrupt(TRUE)
END

IF
GlobalGT("bd_mummy_plot","global",0)
Global("BD_Mummy_Allies","MYAREA",0)
!Dead("BDMUMMY") // Fanegonorom
Allegiance("BDMUMMY",EVILCUTOFF) // Fanegonorom
Difficulty(NORMAL)
THEN
RESPONSE #100
SetInterrupt(FALSE)
SetGlobal("BD_Mummy_Allies","MYAREA",1)
CreateVisualEffect("BDRAISED",[1590.390])
SmallWait(5)
CreateVisualEffect("BDRAISED",[1730.230])
Wait(2)
CreateCreature("BDSKGR04",[1590.390],E) // Skelett-Bogenschütze
SmallWait(5)
CreateCreature("BDSKGR04",[1730.230],SE) // Skelett-Bogenschütze
SetInterrupt(TRUE)
END

IF
Global("BD_SMIMP","MYAREA",0)
!StoryModeOn()
THEN
RESPONSE #100
SetGlobal("BD_SMIMP","MYAREA",1)
ReallyForceSpellDeadRES("OHSMODE3",Player1) // No such index
ReallyForceSpellDeadRES("OHSMODE3",Player2) // No such index
ReallyForceSpellDeadRES("OHSMODE3",Player3) // No such index
ReallyForceSpellDeadRES("OHSMODE3",Player4) // No such index
ReallyForceSpellDeadRES("OHSMODE3",Player5) // No such index
ReallyForceSpellDeadRES("OHSMODE3",Player6) // No such index
Continue()
END

IF
Global("B!GavinSoD_LeavingStringHead","global",0)
CombatCounter(0)
GlobalGT("bd_leaving2_ot","GLOBAL",0)
GlobalLT("bd_leaving2_ot","GLOBAL",7)
IfValidForPartyDialogue("B!Gavin") // Gavin
GlobalTimerExpired("bd_leaving2_ot_timer","global")
OR(2)
Dead("bdkorlas") // Korlasz
Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #200
Continue()
RESPONSE #100
BanterBlockTime(100)
IncrementGlobal("bd_leaving2_ot","global",1)
SetGlobal("B!GavinSoD_LeavingStringHead","global",1)
SetGlobalTimerRandom("bd_leaving2_ot_timer","global",EIGHT_MINUTES,THIRTEEN_MINUTES)
DisplayStringWait("B!Gavin",304701) // When this is over, I will need to leave your company for a time.
DisplayStringWait("B!Gavin",304702) // I must go back to Beregost and get Lanie.
END

IF
OR(2)
InMyArea("ACBre") // Breagar
InPartyAllowDead("ACBre") // Breagar
Global("ACBREPartyBG1","GLOBAL",0)
THEN
RESPONSE #200
SetGlobal("ACBREPartyBG1","GLOBAL",1)
Continue()
END

IF
Global("ACBreagarSoD_LeavingStringHead","global",0)
CombatCounter(0)
GlobalGT("bd_leaving2_ot","GLOBAL",0)
GlobalLT("bd_leaving2_ot","GLOBAL",7)
IfValidForPartyDialogue("ACBre") // Breagar
GlobalTimerExpired("bd_leaving2_ot_timer","global")
OR(2)
Dead("bdkorlas") // Korlasz
Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #200
Continue()
RESPONSE #100
BanterBlockTime(100)
IncrementGlobal("bd_leaving2_ot","global",1)
SetGlobal("ACBreagarSoD_LeavingStringHead","global",1)
SetGlobalTimerRandom("bd_leaving2_ot_timer","global",EIGHT_MINUTES,THIRTEEN_MINUTES)
DisplayStringWait("ACBre",339568) // Bei Moradins Hammer, wir haben es geschafft!
DisplayStringWait("ACBre",339569) // Ich werde auch weiterhin an Eurer Seite bleiben. Sofern Ihr das wollt, natürlich.
END

IF
Global("B!GavinSoD_LeavingStringHead","global",0)
CombatCounter(0)
GlobalGT("bd_leaving2_ot","GLOBAL",0)
GlobalLT("bd_leaving2_ot","GLOBAL",7)
IfValidForPartyDialogue("B!Gavin") // Gavin
GlobalTimerExpired("bd_leaving2_ot_timer","global")
OR(2)
Dead("bdkorlas") // Korlasz
Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #200
Continue()
RESPONSE #100
BanterBlockTime(100)
IncrementGlobal("bd_leaving2_ot","global",1)
SetGlobal("B!GavinSoD_LeavingStringHead","global",1)
SetGlobalTimerRandom("bd_leaving2_ot_timer","global",EIGHT_MINUTES,THIRTEEN_MINUTES)
DisplayStringWait("B!Gavin",304701) // When this is over, I will need to leave your company for a time.
DisplayStringWait("B!Gavin",304702) // I must go back to Beregost and get Lanie.
END

IF
Global("C#BE_SoDleavingcomment","global",0)
CombatCounter(0)
GlobalGT("bd_leaving_ot","GLOBAL",0)
GlobalLT("bd_leaving_ot","GLOBAL",7)
IfValidForPartyDialogue("C#Brage") // Brage
GlobalTimerExpired("bd_leaving_ot_timer","global")
!Dead("bdkorlas") // Korlasz
!Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #200
Continue()
RESPONSE #100
IncrementGlobal("bd_leaving_ot","global",1)
SetGlobal("C#BE_SoDleavingcomment","global",1)
SetGlobalTimerRandom("bd_leaving_ot_timer","global",TWENTY_MINUTES,THIRTY_MINUTES)
DisplayStringHead("C#Brage",405513) // Wenn wir hier fertig sind, dann werde ich mich auf die Suche nach dem Hersteller des verfluchten Schwertes begeben. Ich werde nach Tiefwasser reisen und meine Untersuchungen beim Schmied des eigentlichen Schwertes beginnen - die Fälschung trug immerhin sein Siegel. Nicht, dass ich wirklich erwarte, dort etwas zu finden, aber ich muss dieser Spur nachgehen.
END

IF
GlobalLT("C#BE_SoDleavingcomment","global",2)
CombatCounter(0)
GlobalGT("bd_leaving2_ot","GLOBAL",0)
GlobalLT("bd_leaving2_ot","GLOBAL",7)
IfValidForPartyDialogue("C#Brage") // Brage
IfValidForPartyDialogue("Ajantis") // Ajantis
GlobalTimerExpired("bd_leaving2_ot_timer","global")
OR(2)
Dead("bdkorlas") // Korlasz
Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #200
Continue()
RESPONSE #100
BanterBlockTime(100)
IncrementGlobal("bd_leaving2_ot","global",1)
SetGlobal("C#BE_SoDleavingcomment","global",2)
SetGlobalTimerRandom("bd_leaving2_ot_timer","global",EIGHT_MINUTES,THIRTEEN_MINUTES)
DisplayStringWait("C#Brage",405514) // Nun, da wir fertig sind, werde ich nach Tiefwasser aufbrechen.
DisplayStringWait("C#Brage",405515) // Ajantis, wenn Euch Eure Schritte ebenfalls nach Tiefwasser führen, dann könnten wir zusammen reisen.
DisplayStringWait("Ajantis",405516) // Das ist eine großartige Idee, Brage. Ich schätze Eure Gesellschaft auf dem Weg dorthin.
END

IF
GlobalLT("C#BE_SoDleavingcomment","global",2)
CombatCounter(0)
GlobalGT("bd_leaving2_ot","GLOBAL",0)
GlobalLT("bd_leaving2_ot","GLOBAL",7)
IfValidForPartyDialogue("C#Brage") // Brage
!IfValidForPartyDialogue("Ajantis") // Ajantis
GlobalTimerExpired("bd_leaving2_ot_timer","global")
OR(2)
Dead("bdkorlas") // Korlasz
Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #200
Continue()
RESPONSE #100
BanterBlockTime(100)
IncrementGlobal("bd_leaving2_ot","global",1)
SetGlobal("C#BE_SoDleavingcomment","global",2)
SetGlobalTimerRandom("bd_leaving2_ot_timer","global",EIGHT_MINUTES,THIRTEEN_MINUTES)
DisplayStringWait("C#Brage",405514) // Nun, da wir fertig sind, werde ich nach Tiefwasser aufbrechen.
END

IF
Global("C#Brandock_SoDleavingcomment","global",0)
CombatCounter(0)
GlobalGT("bd_leaving_ot","GLOBAL",0)
GlobalLT("bd_leaving_ot","GLOBAL",7)
OR(2)
IfValidForPartyDialogue("C#Brandock") // Brandock
Global("C#BrandockJoined","GLOBAL",2)
GlobalTimerExpired("bd_leaving_ot_timer","global")
!Dead("bdkorlas") // Korlasz
!Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #200
Continue()
RESPONSE #100
IncrementGlobal("bd_leaving_ot","global",1)
SetGlobal("C#Brandock_SoDleavingcomment","global",1)
SetGlobalTimerRandom("bd_leaving_ot_timer","global",TWENTY_MINUTES,THIRTY_MINUTES)
DisplayStringHead("C#Brandock",407774) // Wenn wir hiermit fertig sind habe ich wohl keine Ausrede mehr, nicht nach hause zurückzukehren...
END

IF
GlobalLT("C#Brandock_SoDleavingcomment","global",2)
CombatCounter(0)
GlobalGT("bd_leaving2_ot","GLOBAL",0)
GlobalLT("bd_leaving2_ot","GLOBAL",7)
OR(2)
IfValidForPartyDialogue("C#Brandock") // Brandock
Global("C#BrandockJoined","GLOBAL",2)
GlobalTimerExpired("bd_leaving2_ot_timer","global")
OR(2)
Dead("bdkorlas") // Korlasz
Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #200
Continue()
RESPONSE #100
BanterBlockTime(100)
IncrementGlobal("bd_leaving2_ot","global",1)
SetGlobal("C#Brandock_SoDleavingcomment","global",2)
SetGlobalTimerRandom("bd_leaving2_ot_timer","global",EIGHT_MINUTES,THIRTEEN_MINUTES)
DisplayStringWait("C#Brandock",407775) // Es ist überstanden, <CHARNAME>. Sarevok und sein Komplott gegen Euch sind verschwunden.
DisplayStringWait("C#Brandock",407776) // Vielleicht bleibe ich noch ein bisschen, aber ich muss der Wahrheit ins Auge sehen, dass es Zeit ist, nach hause zurück zu kehren.
END

IF
Global("bd_plot","global",10)
!Dead("ARKANIS") // Arkanis
Global("C#st_SpawnKorlaszHelp","bd0120",0)
THEN
RESPONSE #100
CreateCreature("c#st0001",[1100.1600],W) // Arkanis
SetGlobal("C#st_SpawnKorlaszHelp","bd0120",1)
END

IF
Global("bd_plot","global",10)
Dead("ARKANIS") // Arkanis
Global("C#st_SpawnKorlaszHelp","bd0120",0)
THEN
RESPONSE #100
CreateCreature("c#st0002",[1100.1600],W) // Biff, der Ersatzmann
SetGlobal("C#st_SpawnKorlaszHelp","bd0120",1)
END

IF
Global("C#st_ShortcutEnabled","GLOBAL",1)
Global("C#st_KorlaszHelp","GLOBAL",4)
!InMyArea("c#sthelp") // Biff, der Ersatzmann
THEN
RESPONSE #100
SetGlobal("C#st_KorlaszHelp","GLOBAL",5)
ActionOverride("imoen2",StartDialogNoSet(Player1))
END

IF
GlobalLT("C#st_KorlaszHelp","GLOBAL",4)
OR(3)
Global("C#st_KorlaszHelp","GLOBAL",3)
Global("SPRITE_IS_DEADBDKORLAS","global",1)
Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
InMyArea("c#sthelp") // Biff, der Ersatzmann
THEN
RESPONSE #100
SetGlobal("C#st_KorlaszHelp","GLOBAL",4)
ActionOverride("c#sthelp",EscapeArea())
END

IF
Global("bd_plot","global",10)
GlobalGT("bd_mdd000te_ot","bd0120",0)
Global("C#Brandock_bd_mdd000te_ot","bd0120",0)
OR(2)
IfValidForPartyDialogue("C#Brandock") // Brandock
Global("C#BrandockJoined","GLOBAL",2)
THEN
RESPONSE #200
Continue()
RESPONSE #100
SetGlobal("C#Brandock_bd_mdd000te_ot","bd0120",1)
DisplayStringHead("C#Brandock",407777) // Davon gibt es wohl noch mehr, da wo die herkamen...
WaitSync(5)
END

IF
Global("bd_plot","global",10)
GlobalGT("bd_mdd000te_ot","bd0120",0)
Global("C#Brage_bd_mdd000te_ot","bd0120",0)
IfValidForPartyDialogue("C#Brage") // Brage
THEN
RESPONSE #200
Continue()
RESPONSE #100
SetGlobal("C#Brage_bd_mdd000te_ot","bd0120",1)
DisplayStringHead("C#Brage",405519) // Dies ist eine beeindruckende Felsspalte. Ich hätte nicht gedacht, dass diese Crypta so weit in die Tiefen reicht.
WaitSync(5)
END

IF
Global("UBRPETSTART","GLOBAL",0)
OR(2)
Class(Player1,RANGER_ALL)
Class(Player1,DRUID_ALL)
THEN
RESPONSE #100
SetGlobal("UBRPETSTART","GLOBAL",1)
ApplySpellRES("UBRPETZ",Player1) // Wesen zeigen
Continue()
END

IF
Global("bd_leaving_ot_ajantis","global",0)
Global("bd_leaving2_ot_ajantis","global",0)
Global("X#AjantisRomanceActive","GLOBAL",2)
THEN
RESPONSE #100
SetGlobal("bd_leaving_ot_ajantis","global",1)
SetGlobal("bd_leaving2_ot_ajantis","global",1)
Continue()
END

IF
Global("ENDOFBG1","GLOBAL",0)
Global("K#NewGame","BD0120",0)
THEN
RESPONSE #100
SetGlobal("K#NewGame","BD0120",1)
SetGlobal("DREAM","GLOBAL",7)
SetGlobal("ENDOFBG1","GLOBAL",1)
SetGlobal("NEWGAME_SOD","GLOBAL",1)
RemoveWorldmapAreaFlag("BG0900",ENABLED)
ReallyForceSpellRES("K#REMBHA",Player1) // No such index
TakeItemListPartyNum("K#PLOT",99)
Continue()
END

IF
Global("K#StoryMode","BD0120",0)
StoryModeOn()
InPartyAllowDead("Imoen2") // Imoen
THEN
RESPONSE #100
SetGlobal("K#StoryMode","BD0120",1)
ReallyForceSpellDeadRES("OHSMODE3","Imoen2") // No such index
Continue()
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("bd_remove_2da_items","bd0120",0)
THEN
RESPONSE #100
SetGlobal("bd_remove_2da_items","bd0120",1)
SetCutSceneLite(TRUE)
ActionOverride(Player1,DestroyAllEquipment())
Continue()
END

IF
Global("BD0120_START","GLOBAL",0)
THEN
RESPONSE #100
SetGlobal("BD0120_START","GLOBAL",1)
SetCutSceneLite(TRUE)
ApplySpellRES("bdresurr",Player2) // No such index
ApplySpellRES("bdresurr",Player3) // No such index
ApplySpellRES("bdresurr",Player4) // No such index
ApplySpellRES("bdresurr",Player5) // No such index
ApplySpellRES("bdresurr",Player6) // No such index
SmallWait(1)
ApplySpellRES("bdrejuve",Player1) // No such index
ApplySpellRES("bdrejuve",Player2) // No such index
ApplySpellRES("bdrejuve",Player3) // No such index
ApplySpellRES("bdrejuve",Player4) // No such index
ApplySpellRES("bdrejuve",Player5) // No such index
ApplySpellRES("bdrejuve",Player6) // No such index
GiveItemCreate("BDKEYR",Player1,0,0,0) // Schlüsselring
Continue()
END

IF
Global("SOD_fromimport","global",1)
Global("BD_VICONIA_PORTRAIT","GLOBAL",0)
InPartyAllowDead("VICONIA") // Viconia
THEN
RESPONSE #100
SetGlobal("BD_VICONIA_PORTRAIT","GLOBAL",1)
ReallyForceSpellDeadRES("BDVICPOR","VICONIA") // No such index
Continue()
END

IF
Global("BD_Init_Gold","BD0120",0)
Global("SOD_fromimport","global",0)
PartyGoldLT(30000)
THEN
RESPONSE #100
SetGlobal("BD_Init_Gold","BD0120",1)
GiveGoldForce(30000)
Continue()
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",1)
Global("BD_Imoen_Items","GLOBAL",0)
InPartyAllowDead("IMOEN2") // Imoen
THEN
RESPONSE #100
SetGlobal("BD_Imoen_Items","GLOBAL",1)
ActionOverride("Imoen_import_eq",TakeCreatureItems("IMOEN2",ALL)) // Imoen
SmallWait(1)
ActionOverride("IMOEN2",LeaveParty())
ActionOverride("IMOEN2",DestroySelf())
END

IF
Global("bd_plot","global",0)
Global("bd_party_has_lockpicking","BD0120",0)
Class(Player1,THIEF_ALL)
CheckStatGT(Player1,89,LOCKPICKING)
THEN
RESPONSE #100
SetGlobal("bd_party_has_lockpicking","BD0120",1)
Continue()
END

IF
Global("bd_plot","global",0)
Global("bd_party_has_traps","BD0120",0)
Class(Player1,THIEF_ALL)
CheckStatGT(Player1,79,TRAPS)
THEN
RESPONSE #100
SetGlobal("bd_party_has_traps","BD0120",1)
Continue()
END

IF
Global("bd_plot","global",0)
Global("bd_party_has_lockpicking","BD0120",0)
Class(Player2,THIEF_ALL)
CheckStatGT(Player2,89,LOCKPICKING)
THEN
RESPONSE #100
SetGlobal("bd_party_has_lockpicking","BD0120",1)
Continue()
END

IF
Global("bd_plot","global",0)
Global("bd_party_has_traps","BD0120",0)
Class(Player2,THIEF_ALL)
CheckStatGT(Player2,79,TRAPS)
THEN
RESPONSE #100
SetGlobal("bd_party_has_traps","BD0120",1)
Continue()
END

IF
Global("bd_plot","global",0)
Global("bd_party_has_lockpicking","BD0120",0)
Class(Player3,THIEF_ALL)
CheckStatGT(Player3,89,LOCKPICKING)
THEN
RESPONSE #100
SetGlobal("bd_party_has_lockpicking","BD0120",1)
Continue()
END

IF
Global("bd_plot","global",0)
Global("bd_party_has_traps","BD0120",0)
Class(Player3,THIEF_ALL)
CheckStatGT(Player3,79,TRAPS)
THEN
RESPONSE #100
SetGlobal("bd_party_has_traps","BD0120",1)
Continue()
END

IF
Global("bd_plot","global",0)
Global("bd_party_has_lockpicking","BD0120",0)
Class(Player4,THIEF_ALL)
CheckStatGT(Player4,89,LOCKPICKING)
THEN
RESPONSE #100
SetGlobal("bd_party_has_lockpicking","BD0120",1)
Continue()
END

IF
Global("bd_plot","global",0)
Global("bd_party_has_traps","BD0120",0)
Class(Player4,THIEF_ALL)
CheckStatGT(Player4,79,TRAPS)
THEN
RESPONSE #100
SetGlobal("bd_party_has_traps","BD0120",1)
Continue()
END

IF
Global("bd_plot","global",0)
Global("bd_party_has_lockpicking","BD0120",0)
Class(Player5,THIEF_ALL)
CheckStatGT(Player5,89,LOCKPICKING)
THEN
RESPONSE #100
SetGlobal("bd_party_has_lockpicking","BD0120",1)
Continue()
END

IF
Global("bd_plot","global",0)
Global("bd_party_has_traps","BD0120",0)
Class(Player5,THIEF_ALL)
CheckStatGT(Player5,79,TRAPS)
THEN
RESPONSE #100
SetGlobal("bd_party_has_traps","BD0120",1)
Continue()
END

IF
Global("bd_plot","global",0)
Global("bd_party_has_lockpicking","BD0120",0)
Class(Player6,THIEF_ALL)
CheckStatGT(Player6,89,LOCKPICKING)
THEN
RESPONSE #100
SetGlobal("bd_party_has_lockpicking","BD0120",1)
Continue()
END

IF
Global("bd_plot","global",0)
Global("bd_party_has_traps","BD0120",0)
Class(Player6,THIEF_ALL)
CheckStatGT(Player6,79,TRAPS)
THEN
RESPONSE #100
SetGlobal("bd_party_has_traps","BD0120",1)
Continue()
END

IF
Global("bd_plot","global",0)
Global("bd_party_has_warrior","BD0120",0)
OR(6)
ClassLevelGT(Player1,WARRIOR,5)
ClassLevelGT(Player2,WARRIOR,5)
ClassLevelGT(Player3,WARRIOR,5)
ClassLevelGT(Player4,WARRIOR,5)
ClassLevelGT(Player5,WARRIOR,5)
ClassLevelGT(Player6,WARRIOR,5)
THEN
RESPONSE #100
SetGlobal("bd_party_has_warrior","BD0120",1)
Continue()
END

IF
Global("bd_plot","global",0)
Global("bd_party_has_priest","BD0120",0)
OR(6)
ClassLevelGT(Player1,PRIEST,5)
ClassLevelGT(Player2,PRIEST,5)
ClassLevelGT(Player3,PRIEST,5)
ClassLevelGT(Player4,PRIEST,5)
ClassLevelGT(Player5,PRIEST,5)
ClassLevelGT(Player6,PRIEST,5)
THEN
RESPONSE #100
SetGlobal("bd_party_has_priest","BD0120",1)
Continue()
END

IF
Global("bd_plot","global",0)
Global("bd_party_has_wizard","BD0120",0)
OR(6)
ClassLevelGT(Player1,WIZARD,5)
ClassLevelGT(Player2,WIZARD,5)
ClassLevelGT(Player3,WIZARD,5)
ClassLevelGT(Player4,WIZARD,5)
ClassLevelGT(Player5,WIZARD,5)
ClassLevelGT(Player6,WIZARD,5)
THEN
RESPONSE #100
SetGlobal("bd_party_has_wizard","BD0120",1)
Continue()
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
OR(4)
Class(Player1,FIGHTER_ALL)
Class(Player1,PALADIN_ALL)
Kit(Player1,BARBARIAN)
Class(Player1,RANGER_ALL)
!Kit(Player1,KENSAI)
!Class(Player1,MONK)
Global("SOD_fromimport","global",0)
Global("BD_Bracers","BD0120",0)
CheckStatLT(Player1,14,STR)
THEN
RESPONSE #100
SetGlobal("BD_Bracers","BD0120",1)
GiveItemCreate("brac06",Player1,0,0,0) // Hände von Takkok
ActionOverride(Player1,SetItemFlags("brac06",IDENTIFIED,TRUE)) // Hände von Takkok
XEquipItem("brac06",Player1,SLOT_GAUNTLETS,EQUIP) // Hände von Takkok
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStatGT(Player1,2,PROFICIENCYBASTARDSWORD)
CheckStatGT(Player1,10,STR)
THEN
RESPONSE #50
SetGlobal("BD_Weapon","BD0120",1)
SetGlobal("BD_PROFICIENCYBASTARDSWORD","BD0120",1)
GiveItemCreate("sw1h03",Player1,0,0,0) // Kondar +1
ActionOverride(Player1,SetItemFlags("sw1h03",IDENTIFIED,TRUE)) // Kondar +1
XEquipItem("sw1h03",Player1,SLOT_WEAPON0,EQUIP) // Kondar +1
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
RESPONSE #50
SetGlobal("BD_Weapon","BD0120",1)
SetGlobal("BD_PROFICIENCYBASTARDSWORD","BD0120",1)
GiveItemCreate("sw1h34",Player1,0,0,0) // Albruin +1
ActionOverride(Player1,SetItemFlags("sw1h34",IDENTIFIED,TRUE)) // Albruin +1
XEquipItem("sw1h34",Player1,SLOT_WEAPON0,EQUIP) // Albruin +1
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStatGT(Player1,2,PROFICIENCYLONGSWORD)
CheckStatGT(Player1,4,STR)
THEN
RESPONSE #50
SetGlobal("BD_Weapon","BD0120",1)
SetGlobal("BD_PROFICIENCYLONGSWORD","BD0120",1)
GiveItemCreate("sw1h06",Player1,0,0,0) // Varscona +2
ActionOverride(Player1,SetItemFlags("sw1h06",IDENTIFIED,TRUE)) // Varscona +2
XEquipItem("sw1h06",Player1,SLOT_WEAPON0,EQUIP) // Varscona +2
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
RESPONSE #50
SetGlobal("BD_Weapon","BD0120",1)
SetGlobal("BD_PROFICIENCYLONGSWORD","BD0120",1)
GiveItemCreate("sw1h24",Player1,0,0,0) // Die brennende Erde +1
ActionOverride(Player1,SetItemFlags("sw1h24",IDENTIFIED,TRUE)) // Die brennende Erde +1
XEquipItem("sw1h24",Player1,SLOT_WEAPON0,EQUIP) // Die brennende Erde +1
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStatGT(Player1,2,PROFICIENCYSHORTSWORD)
CheckStatGT(Player1,3,STR)
THEN
RESPONSE #100
SetGlobal("BD_Weapon","BD0120",1)
SetGlobal("BD_PROFICIENCYSHORTSWORD","BD0120",1)
GiveItemCreate("SW1H09_",Player1,0,0,0) // Das pfeifende Schwert +2
ActionOverride(Player1,SetItemFlags("SW1H09_",IDENTIFIED,TRUE)) // Das pfeifende Schwert +2
XEquipItem("SW1H09_",Player1,SLOT_WEAPON0,EQUIP) // Das pfeifende Schwert +2
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStatGT(Player1,2,PROFICIENCYAXE)
CheckStatGT(Player1,9,STR)
THEN
RESPONSE #100
SetGlobal("BD_Weapon","BD0120",1)
SetGlobal("BD_PROFICIENCYAXE","BD0120",1)
GiveItemCreate("ax1h03",Player1,0,0,0) // Streitaxt von Mauletar +2
ActionOverride(Player1,SetItemFlags("ax1h03",IDENTIFIED,TRUE)) // Streitaxt von Mauletar +2
XEquipItem("ax1h03",Player1,SLOT_WEAPON0,EQUIP) // Streitaxt von Mauletar +2
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStatGT(Player1,2,PROFICIENCYTWOHANDEDSWORD)
CheckStatGT(Player1,12,STR)
THEN
RESPONSE #100
SetGlobal("BD_Weapon","BD0120",2)
GiveItemCreate("sw2h06",Player1,0,0,0) // Spinnenfluch +2
ActionOverride(Player1,SetItemFlags("sw2h06",IDENTIFIED,TRUE)) // Spinnenfluch +2
XEquipItem("sw2h06",Player1,SLOT_WEAPON0,EQUIP) // Spinnenfluch +2
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStatGT(Player1,2,PROFICIENCYKATANA)
CheckStatGT(Player1,5,STR)
THEN
RESPONSE #100
SetGlobal("BD_Weapon","BD0120",1)
SetGlobal("BD_PROFICIENCYKATANA","BD0120",1)
GiveItemCreate("sw1h44",Player1,0,0,0) // Katana +1
ActionOverride(Player1,SetItemFlags("sw1h44",IDENTIFIED,TRUE)) // Katana +1
XEquipItem("sw1h44",Player1,SLOT_WEAPON0,EQUIP) // Katana +1
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStatGT(Player1,2,PROFICIENCYSCIMITARWAKISASHININJATO)
CheckStatGT(Player1,9,STR)
Class(Player1,DRUID_ALL)
THEN
RESPONSE #100
SetGlobal("BD_Weapon","BD0120",1)
SetGlobal("BD_PROFICIENCYSCIMITAR_ETC","BD0120",1)
GiveItemCreate("sw1h23",Player1,0,0,0) // Rashads Klaue +2
ActionOverride(Player1,SetItemFlags("sw1h23",IDENTIFIED,TRUE)) // Rashads Klaue +2
XEquipItem("sw1h23",Player1,SLOT_WEAPON0,EQUIP) // Rashads Klaue +2
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStatGT(Player1,2,PROFICIENCYSCIMITARWAKISASHININJATO)
CheckStatGT(Player1,9,STR)
!Class(Player1,DRUID_ALL)
THEN
RESPONSE #33
SetGlobal("BD_Weapon","BD0120",1)
SetGlobal("BD_PROFICIENCYSCIMITAR_ETC","BD0120",1)
GiveItemCreate("sw1h47",Player1,0,0,0) // Wakizashi +1
ActionOverride(Player1,SetItemFlags("sw1h47",IDENTIFIED,TRUE)) // Wakizashi +1
XEquipItem("sw1h47",Player1,SLOT_WEAPON0,EQUIP) // Wakizashi +1
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
RESPONSE #33
SetGlobal("BD_Weapon","BD0120",1)
SetGlobal("BD_PROFICIENCYSCIMITAR_ETC","BD0120",1)
GiveItemCreate("sw1h49",Player1,0,0,0) // Ninjatō +1
ActionOverride(Player1,SetItemFlags("sw1h49",IDENTIFIED,TRUE)) // Ninjatō +1
XEquipItem("sw1h49",Player1,SLOT_WEAPON0,EQUIP) // Ninjatō +1
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
RESPONSE #33
SetGlobal("BD_Weapon","BD0120",1)
SetGlobal("BD_PROFICIENCYSCIMITAR_ETC","BD0120",1)
GiveItemCreate("sw1h23",Player1,0,0,0) // Rashads Klaue +2
ActionOverride(Player1,SetItemFlags("sw1h23",IDENTIFIED,TRUE)) // Rashads Klaue +2
XEquipItem("sw1h23",Player1,SLOT_WEAPON0,EQUIP) // Rashads Klaue +2
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStatGT(Player1,2,PROFICIENCYSCIMITARWAKISASHININJATO)
CheckStatGT(Player1,5,STR)
!Class(Player1,DRUID_ALL)
THEN
RESPONSE #50
SetGlobal("BD_Weapon","BD0120",1)
SetGlobal("BD_PROFICIENCYSCIMITAR_ETC","BD0120",1)
GiveItemCreate("sw1h47",Player1,0,0,0) // Wakizashi +1
ActionOverride(Player1,SetItemFlags("sw1h47",IDENTIFIED,TRUE)) // Wakizashi +1
XEquipItem("sw1h47",Player1,SLOT_WEAPON0,EQUIP) // Wakizashi +1
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
RESPONSE #50
SetGlobal("BD_Weapon","BD0120",1)
SetGlobal("BD_PROFICIENCYSCIMITAR_ETC","BD0120",1)
GiveItemCreate("sw1h49",Player1,0,0,0) // Ninjatō +1
ActionOverride(Player1,SetItemFlags("sw1h49",IDENTIFIED,TRUE)) // Ninjatō +1
XEquipItem("sw1h49",Player1,SLOT_WEAPON0,EQUIP) // Ninjatō +1
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStatGT(Player1,2,PROFICIENCYSCIMITARWAKISASHININJATO)
CheckStatGT(Player1,4,STR)
!Class(Player1,DRUID_ALL)
THEN
RESPONSE #100
SetGlobal("BD_Weapon","BD0120",1)
SetGlobal("BD_PROFICIENCYSCIMITAR_ETC","BD0120",1)
GiveItemCreate("sw1h47",Player1,0,0,0) // Wakizashi +1
ActionOverride(Player1,SetItemFlags("sw1h47",IDENTIFIED,TRUE)) // Wakizashi +1
XEquipItem("sw1h47",Player1,SLOT_WEAPON0,EQUIP) // Wakizashi +1
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStatGT(Player1,2,PROFICIENCYDAGGER)
THEN
RESPONSE #100
SetGlobal("BD_Weapon","BD0120",1)
SetGlobal("BD_PROFICIENCYDAGGER","BD0120",1)
GiveItemCreate("dagg03",Player1,0,0,0) // Herz des Golems +2
ActionOverride(Player1,SetItemFlags("dagg03",IDENTIFIED,TRUE)) // Herz des Golems +2
XEquipItem("dagg03",Player1,SLOT_WEAPON0,EQUIP) // Herz des Golems +2
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStatGT(Player1,2,PROFICIENCYWARHAMMER)
CheckStatGT(Player1,7,STR)
THEN
RESPONSE #100
SetGlobal("BD_Weapon","BD0120",1)
SetGlobal("BD_PROFICIENCYWARHAMMER","BD0120",1)
GiveItemCreate("hamm03",Player1,0,0,0) // Ashideena +2
ActionOverride(Player1,SetItemFlags("hamm03",IDENTIFIED,TRUE)) // Ashideena +2
XEquipItem("hamm03",Player1,SLOT_WEAPON0,EQUIP) // Ashideena +2
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStatGT(Player1,2,PROFICIENCYSPEAR)
CheckStatGT(Player1,4,STR)
THEN
RESPONSE #100
SetGlobal("BD_Weapon","BD0120",2)
GiveItemCreate("sper05",Player1,0,0,0) // Speer +2
ActionOverride(Player1,SetItemFlags("sper05",IDENTIFIED,TRUE)) // Speer +2
XEquipItem("sper05",Player1,SLOT_WEAPON0,EQUIP) // Speer +2
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStatGT(Player1,2,PROFICIENCYHALBERD)
CheckStatGT(Player1,10,STR)
THEN
RESPONSE #100
SetGlobal("BD_Weapon","BD0120",2)
GiveItemCreate("halb03",Player1,0,0,0) // Klinge von Suryris +2
ActionOverride(Player1,SetItemFlags("halb03",IDENTIFIED,TRUE)) // Klinge von Suryris +2
XEquipItem("halb03",Player1,SLOT_WEAPON0,EQUIP) // Klinge von Suryris +2
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStatGT(Player1,2,PROFICIENCYFLAILMORNINGSTAR)
CheckStatGT(Player1,12,STR)
THEN
RESPONSE #100
SetGlobal("BD_Weapon","BD0120",1)
SetGlobal("BD_PROFICIENCYFLAILMORNINGSTAR","BD0120",1)
GiveItemCreate("blun39",Player1,0,0,0) // Der Drescher +2
ActionOverride(Player1,SetItemFlags("blun39",IDENTIFIED,TRUE)) // Der Drescher +2
XEquipItem("blun39",Player1,SLOT_WEAPON0,EQUIP) // Der Drescher +2
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStatGT(Player1,2,PROFICIENCYFLAILMORNINGSTAR)
CheckStatGT(Player1,10,STR)
THEN
RESPONSE #100
SetGlobal("BD_Weapon","BD0120",1)
SetGlobal("BD_PROFICIENCYFLAILMORNINGSTAR","BD0120",1)
GiveItemCreate("blun07",Player1,0,0,0) // Morgenstern +1
ActionOverride(Player1,SetItemFlags("blun07",IDENTIFIED,TRUE)) // Morgenstern +1
XEquipItem("blun07",Player1,SLOT_WEAPON0,EQUIP) // Morgenstern +1
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStatGT(Player1,2,PROFICIENCYMACE)
CheckStatGT(Player1,9,STR)
THEN
RESPONSE #100
SetGlobal("BD_Weapon","BD0120",1)
SetGlobal("BD_PROFICIENCYMACE","BD0120",1)
GiveItemCreate("blun11",Player1,0,0,0) // Krotans Schädelmalmer +2
ActionOverride(Player1,SetItemFlags("blun11",IDENTIFIED,TRUE)) // Krotans Schädelmalmer +2
XEquipItem("blun11",Player1,SLOT_WEAPON0,EQUIP) // Krotans Schädelmalmer +2
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStatGT(Player1,2,PROFICIENCYQUARTERSTAFF)
CheckStatGT(Player1,4,STR)
THEN
RESPONSE #33
SetGlobal("BD_Weapon","BD0120",2)
GiveItemCreate("staf07",Player1,0,0,0) // Stabspeer +2
ActionOverride(Player1,SetItemFlags("staf07",IDENTIFIED,TRUE)) // Stabspeer +2
XEquipItem("staf07",Player1,SLOT_WEAPON0,EQUIP) // Stabspeer +2
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
RESPONSE #33
SetGlobal("BD_Weapon","BD0120",2)
GiveItemCreate("STAF08_",Player1,0,0,0) // Aules Stab +3
ActionOverride(Player1,SetItemFlags("STAF08_",IDENTIFIED,TRUE)) // Aules Stab +3
XEquipItem("STAF08_",Player1,SLOT_WEAPON0,EQUIP) // Aules Stab +3
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
RESPONSE #33
SetGlobal("BD_Weapon","BD0120",2)
GiveItemCreate("staf18",Player1,0,0,0) // Kampfstab +2
ActionOverride(Player1,SetItemFlags("staf18",IDENTIFIED,TRUE)) // Kampfstab +2
XEquipItem("staf18",Player1,SLOT_WEAPON0,EQUIP) // Kampfstab +2
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStatGT(Player1,2,PROFICIENCYCLUB)
CheckStatGT(Player1,4,STR)
THEN
RESPONSE #50
SetGlobal("BD_Weapon","BD0120",1)
SetGlobal("BD_PROFICIENCYCLUB","BD0120",1)
GiveItemCreate("blun37",Player1,0,0,0) // Mächtige Eiche +2
ActionOverride(Player1,SetItemFlags("blun37",IDENTIFIED,TRUE)) // Mächtige Eiche +2
XEquipItem("blun37",Player1,SLOT_WEAPON0,EQUIP) // Mächtige Eiche +2
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
RESPONSE #50
SetGlobal("BD_Weapon","BD0120",1)
SetGlobal("BD_PROFICIENCYCLUB","BD0120",1)
GiveItemCreate("blun38",Player1,0,0,0) // Nachtschlag +1
ActionOverride(Player1,SetItemFlags("blun38",IDENTIFIED,TRUE)) // Nachtschlag +1
XEquipItem("blun38",Player1,SLOT_WEAPON0,EQUIP) // Nachtschlag +1
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStatGT(Player1,2,PROFICIENCYDART)
THEN
RESPONSE #100
SetGlobal("BD_Weapon","BD0120",3)
SetGlobal("BD_Missile_Weapon","BD0120",1)
GiveItemCreate("dart03",Player1,80,0,0) // Betäubungspfeil
GiveItemCreate("dart02",Player1,80,0,0) // Wurfpfeil +1
GiveItemCreate("dart09",Player1,80,0,0) // Feuerwurfpfeil +1
ActionOverride(Player1,SetItemFlags("dart03",IDENTIFIED,TRUE)) // Betäubungspfeil
ActionOverride(Player1,SetItemFlags("dart02",IDENTIFIED,TRUE)) // Wurfpfeil +1
ActionOverride(Player1,SetItemFlags("dart09",IDENTIFIED,TRUE)) // Feuerwurfpfeil +1
XEquipItem("dart03",Player1,SLOT_WEAPON0,EQUIP) // Betäubungspfeil
XEquipItem("dart02",Player1,SLOT_WEAPON1,EQUIP) // Wurfpfeil +1
XEquipItem("dart09",Player1,SLOT_WEAPON2,EQUIP) // Feuerwurfpfeil +1
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStatGT(Player1,2,PROFICIENCYSLING)
THEN
RESPONSE #50
SetGlobal("BD_Weapon","BD0120",3)
SetGlobal("BD_Missile_Weapon","BD0120",1)
GiveItemCreate("bull03",Player1,80,0,0) // Kugeln +2
GiveItemCreate("bull02",Player1,80,0,0) // Kugeln +1
GiveItemCreate("bull07",Player1,80,0,0) // Feuerkugel +1
GiveItemCreate("slng03",Player1,0,0,0) // Schleuder +3
ActionOverride(Player1,SetItemFlags("bull03",IDENTIFIED,TRUE)) // Kugeln +2
ActionOverride(Player1,SetItemFlags("bull02",IDENTIFIED,TRUE)) // Kugeln +1
ActionOverride(Player1,SetItemFlags("bull07",IDENTIFIED,TRUE)) // Feuerkugel +1
ActionOverride(Player1,SetItemFlags("slng03",IDENTIFIED,TRUE)) // Schleuder +3
XEquipItem("bull03",Player1,SLOT_AMMO0,EQUIP) // Kugeln +2
XEquipItem("bull02",Player1,SLOT_AMMO1,EQUIP) // Kugeln +1
XEquipItem("bull07",Player1,SLOT_AMMO2,EQUIP) // Feuerkugel +1
XEquipItem("slng03",Player1,SLOT_WEAPON0,EQUIP) // Schleuder +3
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
RESPONSE #50
SetGlobal("BD_Weapon","BD0120",3)
SetGlobal("BD_Missile_Weapon","BD0120",1)
GiveItemCreate("bull03",Player1,80,0,0) // Kugeln +2
GiveItemCreate("bull02",Player1,80,0,0) // Kugeln +1
GiveItemCreate("bull07",Player1,80,0,0) // Feuerkugel +1
GiveItemCreate("slng11",Player1,0,0,0) // Schleuder der unfehlbaren Treffsicherheit +1
ActionOverride(Player1,SetItemFlags("bull03",IDENTIFIED,TRUE)) // Kugeln +2
ActionOverride(Player1,SetItemFlags("bull02",IDENTIFIED,TRUE)) // Kugeln +1
ActionOverride(Player1,SetItemFlags("bull07",IDENTIFIED,TRUE)) // Feuerkugel +1
ActionOverride(Player1,SetItemFlags("slng11",IDENTIFIED,TRUE)) // Schleuder der unfehlbaren Treffsicherheit +1
XEquipItem("bull03",Player1,SLOT_AMMO0,EQUIP) // Kugeln +2
XEquipItem("bull02",Player1,SLOT_AMMO1,EQUIP) // Kugeln +1
XEquipItem("bull07",Player1,SLOT_AMMO2,EQUIP) // Feuerkugel +1
XEquipItem("slng11",Player1,SLOT_WEAPON0,EQUIP) // Schleuder der unfehlbaren Treffsicherheit +1
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStatGT(Player1,2,PROFICIENCYCROSSBOW)
CheckStatGT(Player1,11,STR)
!Class(Player1,THIEF)
!Class(Player1,MAGE_THIEF)
THEN
RESPONSE #100
SetGlobal("BD_Weapon","BD0120",2)
SetGlobal("BD_Missile_Weapon","BD0120",1)
GiveItemCreate("bolt06",Player1,80,0,0) // Bolzen +2
GiveItemCreate("bolt02",Player1,80,0,0) // Bolzen +1
GiveItemCreate("bolt04",Player1,80,0,0) // Beißende Bolzen
GiveItemCreate("xbow03",Player1,0,0,0) // Die Führung +2
ActionOverride(Player1,SetItemFlags("bolt06",IDENTIFIED,TRUE)) // Bolzen +2
ActionOverride(Player1,SetItemFlags("bolt02",IDENTIFIED,TRUE)) // Bolzen +1
ActionOverride(Player1,SetItemFlags("bolt04",IDENTIFIED,TRUE)) // Beißende Bolzen
ActionOverride(Player1,SetItemFlags("xbow03",IDENTIFIED,TRUE)) // Die Führung +2
XEquipItem("bolt06",Player1,SLOT_AMMO0,EQUIP) // Bolzen +2
XEquipItem("bolt02",Player1,SLOT_AMMO1,EQUIP) // Bolzen +1
XEquipItem("bolt04",Player1,SLOT_AMMO2,EQUIP) // Beißende Bolzen
XEquipItem("xbow03",Player1,SLOT_WEAPON0,EQUIP) // Die Führung +2
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStatGT(Player1,2,PROFICIENCYCROSSBOW)
CheckStatGT(Player1,7,STR)
THEN
RESPONSE #100
SetGlobal("BD_Weapon","BD0120",2)
SetGlobal("BD_Missile_Weapon","BD0120",1)
GiveItemCreate("bolt06",Player1,80,0,0) // Bolzen +2
GiveItemCreate("bolt02",Player1,80,0,0) // Bolzen +1
GiveItemCreate("bolt04",Player1,80,0,0) // Beißende Bolzen
GiveItemCreate("xbow06",Player1,0,0,0) // Die Armeesense +1
ActionOverride(Player1,SetItemFlags("bolt06",IDENTIFIED,TRUE)) // Bolzen +2
ActionOverride(Player1,SetItemFlags("bolt02",IDENTIFIED,TRUE)) // Bolzen +1
ActionOverride(Player1,SetItemFlags("bolt04",IDENTIFIED,TRUE)) // Beißende Bolzen
ActionOverride(Player1,SetItemFlags("xbow06",IDENTIFIED,TRUE)) // Die Armeesense +1
XEquipItem("bolt06",Player1,SLOT_AMMO0,EQUIP) // Bolzen +2
XEquipItem("bolt02",Player1,SLOT_AMMO1,EQUIP) // Bolzen +1
XEquipItem("bolt04",Player1,SLOT_AMMO2,EQUIP) // Beißende Bolzen
XEquipItem("xbow06",Player1,SLOT_WEAPON0,EQUIP) // Die Armeesense +1
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStatGT(Player1,2,PROFICIENCYLONGBOW)
CheckStatGT(Player1,17,STR)
THEN
RESPONSE #100
SetGlobal("BD_Weapon","BD0120",2)
SetGlobal("BD_Missile_Weapon","BD0120",1)
GiveItemCreate("arow11",Player1,80,0,0) // Pfeil +2
GiveItemCreate("arow02",Player1,80,0,0) // Pfeil +1
GiveItemCreate("arow08",Player1,80,0,0) // Feuerpfeil
GiveItemCreate("bow02",Player1,0,0,0) // Komposit-Langbogen +1
ActionOverride(Player1,SetItemFlags("arow11",IDENTIFIED,TRUE)) // Pfeil +2
ActionOverride(Player1,SetItemFlags("arow02",IDENTIFIED,TRUE)) // Pfeil +1
ActionOverride(Player1,SetItemFlags("arow08",IDENTIFIED,TRUE)) // Feuerpfeil
ActionOverride(Player1,SetItemFlags("bow02",IDENTIFIED,TRUE)) // Komposit-Langbogen +1
XEquipItem("arow11",Player1,SLOT_AMMO0,EQUIP) // Pfeil +2
XEquipItem("arow02",Player1,SLOT_AMMO1,EQUIP) // Pfeil +1
XEquipItem("arow08",Player1,SLOT_AMMO2,EQUIP) // Feuerpfeil
XEquipItem("bow02",Player1,SLOT_WEAPON0,EQUIP) // Komposit-Langbogen +1
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStatGT(Player1,2,PROFICIENCYLONGBOW)
CheckStatGT(Player1,5,STR)
THEN
RESPONSE #100
SetGlobal("BD_Weapon","BD0120",2)
SetGlobal("BD_Missile_Weapon","BD0120",1)
GiveItemCreate("arow11",Player1,80,0,0) // Pfeil +2
GiveItemCreate("arow02",Player1,80,0,0) // Pfeil +1
GiveItemCreate("arow08",Player1,80,0,0) // Feuerpfeil
GiveItemCreate("bow07",Player1,0,0,0) // Der Todesschuss +2
ActionOverride(Player1,SetItemFlags("arow11",IDENTIFIED,TRUE)) // Pfeil +2
ActionOverride(Player1,SetItemFlags("arow02",IDENTIFIED,TRUE)) // Pfeil +1
ActionOverride(Player1,SetItemFlags("arow08",IDENTIFIED,TRUE)) // Feuerpfeil
ActionOverride(Player1,SetItemFlags("bow07",IDENTIFIED,TRUE)) // Der Todesschuss +2
XEquipItem("arow11",Player1,SLOT_AMMO0,EQUIP) // Pfeil +2
XEquipItem("arow02",Player1,SLOT_AMMO1,EQUIP) // Pfeil +1
XEquipItem("arow08",Player1,SLOT_AMMO2,EQUIP) // Feuerpfeil
XEquipItem("bow07",Player1,SLOT_WEAPON0,EQUIP) // Der Todesschuss +2
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStatGT(Player1,2,PROFICIENCYSHORTBOW)
CheckStatGT(Player1,5,STR)
THEN
RESPONSE #100
SetGlobal("BD_Weapon","BD0120",2)
SetGlobal("BD_Missile_Weapon","BD0120",1)
GiveItemCreate("arow11",Player1,80,0,0) // Pfeil +2
GiveItemCreate("arow02",Player1,80,0,0) // Pfeil +1
GiveItemCreate("arow08",Player1,80,0,0) // Feuerpfeil
GiveItemCreate("bow08",Player1,0,0,0) // Beschützer der Dryaden +2
ActionOverride(Player1,SetItemFlags("arow11",IDENTIFIED,TRUE)) // Pfeil +2
ActionOverride(Player1,SetItemFlags("arow02",IDENTIFIED,TRUE)) // Pfeil +1
ActionOverride(Player1,SetItemFlags("arow08",IDENTIFIED,TRUE)) // Feuerpfeil
ActionOverride(Player1,SetItemFlags("bow08",IDENTIFIED,TRUE)) // Beschützer der Dryaden +2
XEquipItem("arow11",Player1,SLOT_AMMO0,EQUIP) // Pfeil +2
XEquipItem("arow02",Player1,SLOT_AMMO1,EQUIP) // Pfeil +1
XEquipItem("arow08",Player1,SLOT_AMMO2,EQUIP) // Feuerpfeil
XEquipItem("bow08",Player1,SLOT_WEAPON0,EQUIP) // Beschützer der Dryaden +2
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStat(Player1,2,PROFICIENCYBASTARDSWORD)
CheckStatGT(Player1,10,STR)
THEN
RESPONSE #50
SetGlobal("BD_Weapon","BD0120",1)
SetGlobal("BD_PROFICIENCYBASTARDSWORD","BD0120",1)
GiveItemCreate("sw1h03",Player1,0,0,0) // Kondar +1
ActionOverride(Player1,SetItemFlags("sw1h03",IDENTIFIED,TRUE)) // Kondar +1
XEquipItem("sw1h03",Player1,SLOT_WEAPON0,EQUIP) // Kondar +1
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
RESPONSE #50
SetGlobal("BD_Weapon","BD0120",1)
SetGlobal("BD_PROFICIENCYBASTARDSWORD","BD0120",1)
GiveItemCreate("sw1h34",Player1,0,0,0) // Albruin +1
ActionOverride(Player1,SetItemFlags("sw1h34",IDENTIFIED,TRUE)) // Albruin +1
XEquipItem("sw1h34",Player1,SLOT_WEAPON0,EQUIP) // Albruin +1
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStat(Player1,2,PROFICIENCYLONGSWORD)
CheckStatGT(Player1,4,STR)
THEN
RESPONSE #50
SetGlobal("BD_Weapon","BD0120",1)
SetGlobal("BD_PROFICIENCYLONGSWORD","BD0120",1)
GiveItemCreate("sw1h06",Player1,0,0,0) // Varscona +2
ActionOverride(Player1,SetItemFlags("sw1h06",IDENTIFIED,TRUE)) // Varscona +2
XEquipItem("sw1h06",Player1,SLOT_WEAPON0,EQUIP) // Varscona +2
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
RESPONSE #50
SetGlobal("BD_Weapon","BD0120",1)
SetGlobal("BD_PROFICIENCYLONGSWORD","BD0120",1)
GiveItemCreate("sw1h24",Player1,0,0,0) // Die brennende Erde +1
ActionOverride(Player1,SetItemFlags("sw1h24",IDENTIFIED,TRUE)) // Die brennende Erde +1
XEquipItem("sw1h24",Player1,SLOT_WEAPON0,EQUIP) // Die brennende Erde +1
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStat(Player1,2,PROFICIENCYSHORTSWORD)
CheckStatGT(Player1,3,STR)
THEN
RESPONSE #100
SetGlobal("BD_Weapon","BD0120",1)
SetGlobal("BD_PROFICIENCYSHORTSWORD","BD0120",1)
GiveItemCreate("SW1H09_",Player1,0,0,0) // Das pfeifende Schwert +2
ActionOverride(Player1,SetItemFlags("SW1H09_",IDENTIFIED,TRUE)) // Das pfeifende Schwert +2
XEquipItem("SW1H09_",Player1,SLOT_WEAPON0,EQUIP) // Das pfeifende Schwert +2
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStat(Player1,2,PROFICIENCYAXE)
CheckStatGT(Player1,9,STR)
THEN
RESPONSE #100
SetGlobal("BD_Weapon","BD0120",1)
SetGlobal("BD_PROFICIENCYAXE","BD0120",1)
GiveItemCreate("ax1h03",Player1,0,0,0) // Streitaxt von Mauletar +2
ActionOverride(Player1,SetItemFlags("ax1h03",IDENTIFIED,TRUE)) // Streitaxt von Mauletar +2
XEquipItem("ax1h03",Player1,SLOT_WEAPON0,EQUIP) // Streitaxt von Mauletar +2
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStat(Player1,2,PROFICIENCYTWOHANDEDSWORD)
CheckStatGT(Player1,12,STR)
THEN
RESPONSE #100
SetGlobal("BD_Weapon","BD0120",2)
GiveItemCreate("sw2h06",Player1,0,0,0) // Spinnenfluch +2
ActionOverride(Player1,SetItemFlags("sw2h06",IDENTIFIED,TRUE)) // Spinnenfluch +2
XEquipItem("sw2h06",Player1,SLOT_WEAPON0,EQUIP) // Spinnenfluch +2
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStat(Player1,2,PROFICIENCYKATANA)
CheckStatGT(Player1,5,STR)
THEN
RESPONSE #100
SetGlobal("BD_Weapon","BD0120",1)
SetGlobal("BD_PROFICIENCYKATANA","BD0120",1)
GiveItemCreate("sw1h44",Player1,0,0,0) // Katana +1
ActionOverride(Player1,SetItemFlags("sw1h44",IDENTIFIED,TRUE)) // Katana +1
XEquipItem("sw1h44",Player1,SLOT_WEAPON0,EQUIP) // Katana +1
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStat(Player1,2,PROFICIENCYSCIMITARWAKISASHININJATO)
CheckStatGT(Player1,9,STR)
Class(Player1,DRUID_ALL)
THEN
RESPONSE #100
SetGlobal("BD_Weapon","BD0120",1)
SetGlobal("BD_PROFICIENCYSCIMITAR_ETC","BD0120",1)
GiveItemCreate("sw1h23",Player1,0,0,0) // Rashads Klaue +2
ActionOverride(Player1,SetItemFlags("sw1h23",IDENTIFIED,TRUE)) // Rashads Klaue +2
XEquipItem("sw1h23",Player1,SLOT_WEAPON0,EQUIP) // Rashads Klaue +2
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStat(Player1,2,PROFICIENCYSCIMITARWAKISASHININJATO)
CheckStatGT(Player1,9,STR)
!Class(Player1,DRUID_ALL)
THEN
RESPONSE #33
SetGlobal("BD_Weapon","BD0120",1)
SetGlobal("BD_PROFICIENCYSCIMITAR_ETC","BD0120",1)
GiveItemCreate("sw1h47",Player1,0,0,0) // Wakizashi +1
ActionOverride(Player1,SetItemFlags("sw1h47",IDENTIFIED,TRUE)) // Wakizashi +1
XEquipItem("sw1h47",Player1,SLOT_WEAPON0,EQUIP) // Wakizashi +1
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
RESPONSE #33
SetGlobal("BD_Weapon","BD0120",1)
SetGlobal("BD_PROFICIENCYSCIMITAR_ETC","BD0120",1)
GiveItemCreate("sw1h49",Player1,0,0,0) // Ninjatō +1
ActionOverride(Player1,SetItemFlags("sw1h49",IDENTIFIED,TRUE)) // Ninjatō +1
XEquipItem("sw1h49",Player1,SLOT_WEAPON0,EQUIP) // Ninjatō +1
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
RESPONSE #33
SetGlobal("BD_Weapon","BD0120",1)
SetGlobal("BD_PROFICIENCYSCIMITAR_ETC","BD0120",1)
GiveItemCreate("sw1h23",Player1,0,0,0) // Rashads Klaue +2
ActionOverride(Player1,SetItemFlags("sw1h23",IDENTIFIED,TRUE)) // Rashads Klaue +2
XEquipItem("sw1h23",Player1,SLOT_WEAPON0,EQUIP) // Rashads Klaue +2
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStat(Player1,2,PROFICIENCYSCIMITARWAKISASHININJATO)
CheckStatGT(Player1,5,STR)
!Class(Player1,DRUID_ALL)
THEN
RESPONSE #50
SetGlobal("BD_Weapon","BD0120",1)
SetGlobal("BD_PROFICIENCYSCIMITAR_ETC","BD0120",1)
GiveItemCreate("sw1h47",Player1,0,0,0) // Wakizashi +1
ActionOverride(Player1,SetItemFlags("sw1h47",IDENTIFIED,TRUE)) // Wakizashi +1
XEquipItem("sw1h47",Player1,SLOT_WEAPON0,EQUIP) // Wakizashi +1
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
RESPONSE #50
SetGlobal("BD_Weapon","BD0120",1)
SetGlobal("BD_PROFICIENCYSCIMITAR_ETC","BD0120",1)
GiveItemCreate("sw1h49",Player1,0,0,0) // Ninjatō +1
ActionOverride(Player1,SetItemFlags("sw1h49",IDENTIFIED,TRUE)) // Ninjatō +1
XEquipItem("sw1h49",Player1,SLOT_WEAPON0,EQUIP) // Ninjatō +1
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStat(Player1,2,PROFICIENCYSCIMITARWAKISASHININJATO)
CheckStatGT(Player1,4,STR)
!Class(Player1,DRUID_ALL)
THEN
RESPONSE #100
SetGlobal("BD_Weapon","BD0120",1)
SetGlobal("BD_PROFICIENCYSCIMITAR_ETC","BD0120",1)
GiveItemCreate("sw1h47",Player1,0,0,0) // Wakizashi +1
ActionOverride(Player1,SetItemFlags("sw1h47",IDENTIFIED,TRUE)) // Wakizashi +1
XEquipItem("sw1h47",Player1,SLOT_WEAPON0,EQUIP) // Wakizashi +1
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStat(Player1,2,PROFICIENCYDAGGER)
THEN
RESPONSE #100
SetGlobal("BD_Weapon","BD0120",1)
SetGlobal("BD_PROFICIENCYDAGGER","BD0120",1)
GiveItemCreate("dagg03",Player1,0,0,0) // Herz des Golems +2
ActionOverride(Player1,SetItemFlags("dagg03",IDENTIFIED,TRUE)) // Herz des Golems +2
XEquipItem("dagg03",Player1,SLOT_WEAPON0,EQUIP) // Herz des Golems +2
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStat(Player1,2,PROFICIENCYWARHAMMER)
CheckStatGT(Player1,7,STR)
THEN
RESPONSE #100
SetGlobal("BD_Weapon","BD0120",1)
SetGlobal("BD_PROFICIENCYWARHAMMER","BD0120",1)
GiveItemCreate("hamm03",Player1,0,0,0) // Ashideena +2
ActionOverride(Player1,SetItemFlags("hamm03",IDENTIFIED,TRUE)) // Ashideena +2
XEquipItem("hamm03",Player1,SLOT_WEAPON0,EQUIP) // Ashideena +2
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStat(Player1,2,PROFICIENCYSPEAR)
CheckStatGT(Player1,4,STR)
THEN
RESPONSE #100
SetGlobal("BD_Weapon","BD0120",2)
GiveItemCreate("sper05",Player1,0,0,0) // Speer +2
ActionOverride(Player1,SetItemFlags("sper05",IDENTIFIED,TRUE)) // Speer +2
XEquipItem("sper05",Player1,SLOT_WEAPON0,EQUIP) // Speer +2
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStat(Player1,2,PROFICIENCYHALBERD)
CheckStatGT(Player1,10,STR)
THEN
RESPONSE #100
SetGlobal("BD_Weapon","BD0120",2)
GiveItemCreate("halb03",Player1,0,0,0) // Klinge von Suryris +2
ActionOverride(Player1,SetItemFlags("halb03",IDENTIFIED,TRUE)) // Klinge von Suryris +2
XEquipItem("halb03",Player1,SLOT_WEAPON0,EQUIP) // Klinge von Suryris +2
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStat(Player1,2,PROFICIENCYFLAILMORNINGSTAR)
CheckStatGT(Player1,12,STR)
THEN
RESPONSE #100
SetGlobal("BD_Weapon","BD0120",1)
SetGlobal("BD_PROFICIENCYFLAILMORNINGSTAR","BD0120",1)
GiveItemCreate("blun39",Player1,0,0,0) // Der Drescher +2
ActionOverride(Player1,SetItemFlags("blun39",IDENTIFIED,TRUE)) // Der Drescher +2
XEquipItem("blun39",Player1,SLOT_WEAPON0,EQUIP) // Der Drescher +2
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStat(Player1,2,PROFICIENCYFLAILMORNINGSTAR)
CheckStatGT(Player1,10,STR)
THEN
RESPONSE #100
SetGlobal("BD_Weapon","BD0120",1)
SetGlobal("BD_PROFICIENCYFLAILMORNINGSTAR","BD0120",1)
GiveItemCreate("blun07",Player1,0,0,0) // Morgenstern +1
ActionOverride(Player1,SetItemFlags("blun07",IDENTIFIED,TRUE)) // Morgenstern +1
XEquipItem("blun07",Player1,SLOT_WEAPON0,EQUIP) // Morgenstern +1
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStat(Player1,2,PROFICIENCYMACE)
CheckStatGT(Player1,9,STR)
THEN
RESPONSE #100
SetGlobal("BD_Weapon","BD0120",1)
SetGlobal("BD_PROFICIENCYMACE","BD0120",1)
GiveItemCreate("blun11",Player1,0,0,0) // Krotans Schädelmalmer +2
ActionOverride(Player1,SetItemFlags("blun11",IDENTIFIED,TRUE)) // Krotans Schädelmalmer +2
XEquipItem("blun11",Player1,SLOT_WEAPON0,EQUIP) // Krotans Schädelmalmer +2
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStat(Player1,2,PROFICIENCYQUARTERSTAFF)
CheckStatGT(Player1,4,STR)
THEN
RESPONSE #33
SetGlobal("BD_Weapon","BD0120",2)
GiveItemCreate("staf07",Player1,0,0,0) // Stabspeer +2
ActionOverride(Player1,SetItemFlags("staf07",IDENTIFIED,TRUE)) // Stabspeer +2
XEquipItem("staf07",Player1,SLOT_WEAPON0,EQUIP) // Stabspeer +2
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
RESPONSE #33
SetGlobal("BD_Weapon","BD0120",2)
GiveItemCreate("STAF08_",Player1,0,0,0) // Aules Stab +3
ActionOverride(Player1,SetItemFlags("STAF08_",IDENTIFIED,TRUE)) // Aules Stab +3
XEquipItem("STAF08_",Player1,SLOT_WEAPON0,EQUIP) // Aules Stab +3
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
RESPONSE #33
SetGlobal("BD_Weapon","BD0120",2)
GiveItemCreate("staf18",Player1,0,0,0) // Kampfstab +2
ActionOverride(Player1,SetItemFlags("staf18",IDENTIFIED,TRUE)) // Kampfstab +2
XEquipItem("staf18",Player1,SLOT_WEAPON0,EQUIP) // Kampfstab +2
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStat(Player1,2,PROFICIENCYCLUB)
CheckStatGT(Player1,4,STR)
THEN
RESPONSE #50
SetGlobal("BD_Weapon","BD0120",1)
SetGlobal("BD_PROFICIENCYCLUB","BD0120",1)
GiveItemCreate("blun37",Player1,0,0,0) // Mächtige Eiche +2
ActionOverride(Player1,SetItemFlags("blun37",IDENTIFIED,TRUE)) // Mächtige Eiche +2
XEquipItem("blun37",Player1,SLOT_WEAPON0,EQUIP) // Mächtige Eiche +2
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
RESPONSE #50
SetGlobal("BD_Weapon","BD0120",1)
SetGlobal("BD_PROFICIENCYCLUB","BD0120",1)
GiveItemCreate("blun38",Player1,0,0,0) // Nachtschlag +1
ActionOverride(Player1,SetItemFlags("blun38",IDENTIFIED,TRUE)) // Nachtschlag +1
XEquipItem("blun38",Player1,SLOT_WEAPON0,EQUIP) // Nachtschlag +1
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStat(Player1,2,PROFICIENCYDART)
THEN
RESPONSE #100
SetGlobal("BD_Weapon","BD0120",3)
SetGlobal("BD_Missile_Weapon","BD0120",1)
GiveItemCreate("dart03",Player1,80,0,0) // Betäubungspfeil
GiveItemCreate("dart02",Player1,80,0,0) // Wurfpfeil +1
GiveItemCreate("dart09",Player1,80,0,0) // Feuerwurfpfeil +1
ActionOverride(Player1,SetItemFlags("dart03",IDENTIFIED,TRUE)) // Betäubungspfeil
ActionOverride(Player1,SetItemFlags("dart02",IDENTIFIED,TRUE)) // Wurfpfeil +1
ActionOverride(Player1,SetItemFlags("dart09",IDENTIFIED,TRUE)) // Feuerwurfpfeil +1
XEquipItem("dart03",Player1,SLOT_WEAPON0,EQUIP) // Betäubungspfeil
XEquipItem("dart02",Player1,SLOT_WEAPON1,EQUIP) // Wurfpfeil +1
XEquipItem("dart09",Player1,SLOT_WEAPON2,EQUIP) // Feuerwurfpfeil +1
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStat(Player1,2,PROFICIENCYSLING)
THEN
RESPONSE #50
SetGlobal("BD_Weapon","BD0120",3)
SetGlobal("BD_Missile_Weapon","BD0120",1)
GiveItemCreate("bull03",Player1,80,0,0) // Kugeln +2
GiveItemCreate("bull02",Player1,80,0,0) // Kugeln +1
GiveItemCreate("bull07",Player1,80,0,0) // Feuerkugel +1
GiveItemCreate("slng03",Player1,0,0,0) // Schleuder +3
ActionOverride(Player1,SetItemFlags("bull03",IDENTIFIED,TRUE)) // Kugeln +2
ActionOverride(Player1,SetItemFlags("bull02",IDENTIFIED,TRUE)) // Kugeln +1
ActionOverride(Player1,SetItemFlags("bull07",IDENTIFIED,TRUE)) // Feuerkugel +1
ActionOverride(Player1,SetItemFlags("slng03",IDENTIFIED,TRUE)) // Schleuder +3
XEquipItem("bull03",Player1,SLOT_AMMO0,EQUIP) // Kugeln +2
XEquipItem("bull02",Player1,SLOT_AMMO1,EQUIP) // Kugeln +1
XEquipItem("bull07",Player1,SLOT_AMMO2,EQUIP) // Feuerkugel +1
XEquipItem("slng03",Player1,SLOT_WEAPON0,EQUIP) // Schleuder +3
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
RESPONSE #50
SetGlobal("BD_Weapon","BD0120",3)
SetGlobal("BD_Missile_Weapon","BD0120",1)
GiveItemCreate("bull03",Player1,80,0,0) // Kugeln +2
GiveItemCreate("bull02",Player1,80,0,0) // Kugeln +1
GiveItemCreate("bull07",Player1,80,0,0) // Feuerkugel +1
GiveItemCreate("slng11",Player1,0,0,0) // Schleuder der unfehlbaren Treffsicherheit +1
ActionOverride(Player1,SetItemFlags("bull03",IDENTIFIED,TRUE)) // Kugeln +2
ActionOverride(Player1,SetItemFlags("bull02",IDENTIFIED,TRUE)) // Kugeln +1
ActionOverride(Player1,SetItemFlags("bull07",IDENTIFIED,TRUE)) // Feuerkugel +1
ActionOverride(Player1,SetItemFlags("slng11",IDENTIFIED,TRUE)) // Schleuder der unfehlbaren Treffsicherheit +1
XEquipItem("bull03",Player1,SLOT_AMMO0,EQUIP) // Kugeln +2
XEquipItem("bull02",Player1,SLOT_AMMO1,EQUIP) // Kugeln +1
XEquipItem("bull07",Player1,SLOT_AMMO2,EQUIP) // Feuerkugel +1
XEquipItem("slng11",Player1,SLOT_WEAPON0,EQUIP) // Schleuder der unfehlbaren Treffsicherheit +1
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStat(Player1,2,PROFICIENCYCROSSBOW)
CheckStatGT(Player1,11,STR)
!Class(Player1,THIEF)
!Class(Player1,MAGE_THIEF)
THEN
RESPONSE #100
SetGlobal("BD_Weapon","BD0120",2)
SetGlobal("BD_Missile_Weapon","BD0120",1)
GiveItemCreate("bolt06",Player1,80,0,0) // Bolzen +2
GiveItemCreate("bolt02",Player1,80,0,0) // Bolzen +1
GiveItemCreate("bolt04",Player1,80,0,0) // Beißende Bolzen
GiveItemCreate("xbow03",Player1,0,0,0) // Die Führung +2
ActionOverride(Player1,SetItemFlags("bolt06",IDENTIFIED,TRUE)) // Bolzen +2
ActionOverride(Player1,SetItemFlags("bolt02",IDENTIFIED,TRUE)) // Bolzen +1
ActionOverride(Player1,SetItemFlags("bolt04",IDENTIFIED,TRUE)) // Beißende Bolzen
ActionOverride(Player1,SetItemFlags("xbow03",IDENTIFIED,TRUE)) // Die Führung +2
XEquipItem("bolt06",Player1,SLOT_AMMO0,EQUIP) // Bolzen +2
XEquipItem("bolt02",Player1,SLOT_AMMO1,EQUIP) // Bolzen +1
XEquipItem("bolt04",Player1,SLOT_AMMO2,EQUIP) // Beißende Bolzen
XEquipItem("xbow03",Player1,SLOT_WEAPON0,EQUIP) // Die Führung +2
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStat(Player1,2,PROFICIENCYCROSSBOW)
CheckStatGT(Player1,7,STR)
THEN
RESPONSE #100
SetGlobal("BD_Weapon","BD0120",2)
SetGlobal("BD_Missile_Weapon","BD0120",1)
GiveItemCreate("bolt06",Player1,80,0,0) // Bolzen +2
GiveItemCreate("bolt02",Player1,80,0,0) // Bolzen +1
GiveItemCreate("bolt04",Player1,80,0,0) // Beißende Bolzen
GiveItemCreate("xbow06",Player1,0,0,0) // Die Armeesense +1
ActionOverride(Player1,SetItemFlags("bolt06",IDENTIFIED,TRUE)) // Bolzen +2
ActionOverride(Player1,SetItemFlags("bolt02",IDENTIFIED,TRUE)) // Bolzen +1
ActionOverride(Player1,SetItemFlags("bolt04",IDENTIFIED,TRUE)) // Beißende Bolzen
ActionOverride(Player1,SetItemFlags("xbow06",IDENTIFIED,TRUE)) // Die Armeesense +1
XEquipItem("bolt06",Player1,SLOT_AMMO0,EQUIP) // Bolzen +2
XEquipItem("bolt02",Player1,SLOT_AMMO1,EQUIP) // Bolzen +1
XEquipItem("bolt04",Player1,SLOT_AMMO2,EQUIP) // Beißende Bolzen
XEquipItem("xbow06",Player1,SLOT_WEAPON0,EQUIP) // Die Armeesense +1
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStat(Player1,2,PROFICIENCYLONGBOW)
CheckStatGT(Player1,17,STR)
THEN
RESPONSE #100
SetGlobal("BD_Weapon","BD0120",2)
SetGlobal("BD_Missile_Weapon","BD0120",1)
GiveItemCreate("arow11",Player1,80,0,0) // Pfeil +2
GiveItemCreate("arow02",Player1,80,0,0) // Pfeil +1
GiveItemCreate("arow08",Player1,80,0,0) // Feuerpfeil
GiveItemCreate("bow02",Player1,0,0,0) // Komposit-Langbogen +1
ActionOverride(Player1,SetItemFlags("arow11",IDENTIFIED,TRUE)) // Pfeil +2
ActionOverride(Player1,SetItemFlags("arow02",IDENTIFIED,TRUE)) // Pfeil +1
ActionOverride(Player1,SetItemFlags("arow08",IDENTIFIED,TRUE)) // Feuerpfeil
ActionOverride(Player1,SetItemFlags("bow02",IDENTIFIED,TRUE)) // Komposit-Langbogen +1
XEquipItem("arow11",Player1,SLOT_AMMO0,EQUIP) // Pfeil +2
XEquipItem("arow02",Player1,SLOT_AMMO1,EQUIP) // Pfeil +1
XEquipItem("arow08",Player1,SLOT_AMMO2,EQUIP) // Feuerpfeil
XEquipItem("bow02",Player1,SLOT_WEAPON0,EQUIP) // Komposit-Langbogen +1
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStat(Player1,2,PROFICIENCYLONGBOW)
CheckStatGT(Player1,5,STR)
THEN
RESPONSE #100
SetGlobal("BD_Weapon","BD0120",2)
SetGlobal("BD_Missile_Weapon","BD0120",1)
GiveItemCreate("arow11",Player1,80,0,0) // Pfeil +2
GiveItemCreate("arow02",Player1,80,0,0) // Pfeil +1
GiveItemCreate("arow08",Player1,80,0,0) // Feuerpfeil
GiveItemCreate("bow07",Player1,0,0,0) // Der Todesschuss +2
ActionOverride(Player1,SetItemFlags("arow11",IDENTIFIED,TRUE)) // Pfeil +2
ActionOverride(Player1,SetItemFlags("arow02",IDENTIFIED,TRUE)) // Pfeil +1
ActionOverride(Player1,SetItemFlags("arow08",IDENTIFIED,TRUE)) // Feuerpfeil
ActionOverride(Player1,SetItemFlags("bow07",IDENTIFIED,TRUE)) // Der Todesschuss +2
XEquipItem("arow11",Player1,SLOT_AMMO0,EQUIP) // Pfeil +2
XEquipItem("arow02",Player1,SLOT_AMMO1,EQUIP) // Pfeil +1
XEquipItem("arow08",Player1,SLOT_AMMO2,EQUIP) // Feuerpfeil
XEquipItem("bow07",Player1,SLOT_WEAPON0,EQUIP) // Der Todesschuss +2
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStat(Player1,2,PROFICIENCYSHORTBOW)
CheckStatGT(Player1,5,STR)
THEN
RESPONSE #100
SetGlobal("BD_Weapon","BD0120",2)
SetGlobal("BD_Missile_Weapon","BD0120",1)
GiveItemCreate("arow11",Player1,80,0,0) // Pfeil +2
GiveItemCreate("arow02",Player1,80,0,0) // Pfeil +1
GiveItemCreate("arow08",Player1,80,0,0) // Feuerpfeil
GiveItemCreate("bow08",Player1,0,0,0) // Beschützer der Dryaden +2
ActionOverride(Player1,SetItemFlags("arow11",IDENTIFIED,TRUE)) // Pfeil +2
ActionOverride(Player1,SetItemFlags("arow02",IDENTIFIED,TRUE)) // Pfeil +1
ActionOverride(Player1,SetItemFlags("arow08",IDENTIFIED,TRUE)) // Feuerpfeil
ActionOverride(Player1,SetItemFlags("bow08",IDENTIFIED,TRUE)) // Beschützer der Dryaden +2
XEquipItem("arow11",Player1,SLOT_AMMO0,EQUIP) // Pfeil +2
XEquipItem("arow02",Player1,SLOT_AMMO1,EQUIP) // Pfeil +1
XEquipItem("arow08",Player1,SLOT_AMMO2,EQUIP) // Feuerpfeil
XEquipItem("bow08",Player1,SLOT_WEAPON0,EQUIP) // Beschützer der Dryaden +2
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
CheckStat(Player1,0,PROFICIENCY2WEAPON)
CheckStat(Player1,0,PROFICIENCYSINGLEWEAPON)
CheckStat(Player1,0,PROFICIENCYSWORDANDSHIELD)
CheckStat(Player1,0,PROFICIENCY2HANDED)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStat(Player1,1,PROFICIENCYCROSSBOW)
CheckStatGT(Player1,11,STR)
!Class(Player1,THIEF)
!Class(Player1,MAGE_THIEF)
THEN
RESPONSE #100
SetGlobal("BD_Weapon","BD0120",2)
SetGlobal("BD_Missile_Weapon","BD0120",1)
GiveItemCreate("bolt06",Player1,80,0,0) // Bolzen +2
GiveItemCreate("bolt02",Player1,80,0,0) // Bolzen +1
GiveItemCreate("bolt04",Player1,80,0,0) // Beißende Bolzen
GiveItemCreate("xbow03",Player1,0,0,0) // Die Führung +2
ActionOverride(Player1,SetItemFlags("bolt06",IDENTIFIED,TRUE)) // Bolzen +2
ActionOverride(Player1,SetItemFlags("bolt02",IDENTIFIED,TRUE)) // Bolzen +1
ActionOverride(Player1,SetItemFlags("bolt04",IDENTIFIED,TRUE)) // Beißende Bolzen
ActionOverride(Player1,SetItemFlags("xbow03",IDENTIFIED,TRUE)) // Die Führung +2
XEquipItem("bolt06",Player1,SLOT_AMMO0,EQUIP) // Bolzen +2
XEquipItem("bolt02",Player1,SLOT_AMMO1,EQUIP) // Bolzen +1
XEquipItem("bolt04",Player1,SLOT_AMMO2,EQUIP) // Beißende Bolzen
XEquipItem("xbow03",Player1,SLOT_WEAPON0,EQUIP) // Die Führung +2
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
CheckStat(Player1,0,PROFICIENCY2WEAPON)
CheckStat(Player1,0,PROFICIENCYSINGLEWEAPON)
CheckStat(Player1,0,PROFICIENCYSWORDANDSHIELD)
CheckStat(Player1,0,PROFICIENCY2HANDED)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStat(Player1,1,PROFICIENCYCROSSBOW)
CheckStatGT(Player1,7,STR)
THEN
RESPONSE #100
SetGlobal("BD_Weapon","BD0120",2)
SetGlobal("BD_Missile_Weapon","BD0120",1)
GiveItemCreate("bolt06",Player1,80,0,0) // Bolzen +2
GiveItemCreate("bolt02",Player1,80,0,0) // Bolzen +1
GiveItemCreate("bolt04",Player1,80,0,0) // Beißende Bolzen
GiveItemCreate("xbow06",Player1,0,0,0) // Die Armeesense +1
ActionOverride(Player1,SetItemFlags("bolt06",IDENTIFIED,TRUE)) // Bolzen +2
ActionOverride(Player1,SetItemFlags("bolt02",IDENTIFIED,TRUE)) // Bolzen +1
ActionOverride(Player1,SetItemFlags("bolt04",IDENTIFIED,TRUE)) // Beißende Bolzen
ActionOverride(Player1,SetItemFlags("xbow06",IDENTIFIED,TRUE)) // Die Armeesense +1
XEquipItem("bolt06",Player1,SLOT_AMMO0,EQUIP) // Bolzen +2
XEquipItem("bolt02",Player1,SLOT_AMMO1,EQUIP) // Bolzen +1
XEquipItem("bolt04",Player1,SLOT_AMMO2,EQUIP) // Beißende Bolzen
XEquipItem("xbow06",Player1,SLOT_WEAPON0,EQUIP) // Die Armeesense +1
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
CheckStat(Player1,0,PROFICIENCY2WEAPON)
CheckStat(Player1,0,PROFICIENCYSINGLEWEAPON)
CheckStat(Player1,0,PROFICIENCYSWORDANDSHIELD)
CheckStat(Player1,0,PROFICIENCY2HANDED)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStat(Player1,1,PROFICIENCYLONGBOW)
CheckStatGT(Player1,17,STR)
!Class(Player1,BARD_ALL)
THEN
RESPONSE #100
SetGlobal("BD_Weapon","BD0120",2)
SetGlobal("BD_Missile_Weapon","BD0120",1)
GiveItemCreate("arow11",Player1,80,0,0) // Pfeil +2
GiveItemCreate("arow02",Player1,80,0,0) // Pfeil +1
GiveItemCreate("arow08",Player1,80,0,0) // Feuerpfeil
GiveItemCreate("bow02",Player1,0,0,0) // Komposit-Langbogen +1
ActionOverride(Player1,SetItemFlags("arow11",IDENTIFIED,TRUE)) // Pfeil +2
ActionOverride(Player1,SetItemFlags("arow02",IDENTIFIED,TRUE)) // Pfeil +1
ActionOverride(Player1,SetItemFlags("arow08",IDENTIFIED,TRUE)) // Feuerpfeil
ActionOverride(Player1,SetItemFlags("bow02",IDENTIFIED,TRUE)) // Komposit-Langbogen +1
XEquipItem("arow11",Player1,SLOT_AMMO0,EQUIP) // Pfeil +2
XEquipItem("arow02",Player1,SLOT_AMMO1,EQUIP) // Pfeil +1
XEquipItem("arow08",Player1,SLOT_AMMO2,EQUIP) // Feuerpfeil
XEquipItem("bow02",Player1,SLOT_WEAPON0,EQUIP) // Komposit-Langbogen +1
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
CheckStat(Player1,0,PROFICIENCY2WEAPON)
CheckStat(Player1,0,PROFICIENCYSINGLEWEAPON)
CheckStat(Player1,0,PROFICIENCYSWORDANDSHIELD)
CheckStat(Player1,0,PROFICIENCY2HANDED)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStat(Player1,1,PROFICIENCYLONGBOW)
CheckStatGT(Player1,5,STR)
THEN
RESPONSE #100
SetGlobal("BD_Weapon","BD0120",2)
SetGlobal("BD_Missile_Weapon","BD0120",1)
GiveItemCreate("arow11",Player1,80,0,0) // Pfeil +2
GiveItemCreate("arow02",Player1,80,0,0) // Pfeil +1
GiveItemCreate("arow08",Player1,80,0,0) // Feuerpfeil
GiveItemCreate("bow07",Player1,0,0,0) // Der Todesschuss +2
ActionOverride(Player1,SetItemFlags("arow11",IDENTIFIED,TRUE)) // Pfeil +2
ActionOverride(Player1,SetItemFlags("arow02",IDENTIFIED,TRUE)) // Pfeil +1
ActionOverride(Player1,SetItemFlags("arow08",IDENTIFIED,TRUE)) // Feuerpfeil
ActionOverride(Player1,SetItemFlags("bow07",IDENTIFIED,TRUE)) // Der Todesschuss +2
XEquipItem("arow11",Player1,SLOT_AMMO0,EQUIP) // Pfeil +2
XEquipItem("arow02",Player1,SLOT_AMMO1,EQUIP) // Pfeil +1
XEquipItem("arow08",Player1,SLOT_AMMO2,EQUIP) // Feuerpfeil
XEquipItem("bow07",Player1,SLOT_WEAPON0,EQUIP) // Der Todesschuss +2
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
CheckStat(Player1,0,PROFICIENCY2WEAPON)
CheckStat(Player1,0,PROFICIENCYSINGLEWEAPON)
CheckStat(Player1,0,PROFICIENCYSWORDANDSHIELD)
CheckStat(Player1,0,PROFICIENCY2HANDED)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStat(Player1,1,PROFICIENCYSHORTBOW)
CheckStatGT(Player1,5,STR)
THEN
RESPONSE #100
SetGlobal("BD_Weapon","BD0120",2)
SetGlobal("BD_Missile_Weapon","BD0120",1)
GiveItemCreate("arow11",Player1,80,0,0) // Pfeil +2
GiveItemCreate("arow02",Player1,80,0,0) // Pfeil +1
GiveItemCreate("arow08",Player1,80,0,0) // Feuerpfeil
GiveItemCreate("bow08",Player1,0,0,0) // Beschützer der Dryaden +2
ActionOverride(Player1,SetItemFlags("arow11",IDENTIFIED,TRUE)) // Pfeil +2
ActionOverride(Player1,SetItemFlags("arow02",IDENTIFIED,TRUE)) // Pfeil +1
ActionOverride(Player1,SetItemFlags("arow08",IDENTIFIED,TRUE)) // Feuerpfeil
ActionOverride(Player1,SetItemFlags("bow08",IDENTIFIED,TRUE)) // Beschützer der Dryaden +2
XEquipItem("arow11",Player1,SLOT_AMMO0,EQUIP) // Pfeil +2
XEquipItem("arow02",Player1,SLOT_AMMO1,EQUIP) // Pfeil +1
XEquipItem("arow08",Player1,SLOT_AMMO2,EQUIP) // Feuerpfeil
XEquipItem("bow08",Player1,SLOT_WEAPON0,EQUIP) // Beschützer der Dryaden +2
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
CheckStat(Player1,0,PROFICIENCY2WEAPON)
CheckStat(Player1,0,PROFICIENCYSINGLEWEAPON)
CheckStat(Player1,0,PROFICIENCYSWORDANDSHIELD)
CheckStat(Player1,0,PROFICIENCY2HANDED)
Global("SOD_fromimport","global",0)
CheckStat(Player1,1,PROFICIENCYDART)
Global("BD_Weapon","BD0120",0)
THEN
RESPONSE #100
SetGlobal("BD_Weapon","BD0120",3)
SetGlobal("BD_Missile_Weapon","BD0120",1)
GiveItemCreate("dart03",Player1,80,0,0) // Betäubungspfeil
GiveItemCreate("dart02",Player1,80,0,0) // Wurfpfeil +1
GiveItemCreate("dart09",Player1,80,0,0) // Feuerwurfpfeil +1
ActionOverride(Player1,SetItemFlags("dart03",IDENTIFIED,TRUE)) // Betäubungspfeil
ActionOverride(Player1,SetItemFlags("dart02",IDENTIFIED,TRUE)) // Wurfpfeil +1
ActionOverride(Player1,SetItemFlags("dart09",IDENTIFIED,TRUE)) // Feuerwurfpfeil +1
XEquipItem("dart03",Player1,SLOT_WEAPON0,EQUIP) // Betäubungspfeil
XEquipItem("dart02",Player1,SLOT_WEAPON1,EQUIP) // Wurfpfeil +1
XEquipItem("dart09",Player1,SLOT_WEAPON2,EQUIP) // Feuerwurfpfeil +1
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
CheckStat(Player1,0,PROFICIENCY2WEAPON)
CheckStat(Player1,0,PROFICIENCYSINGLEWEAPON)
CheckStat(Player1,0,PROFICIENCYSWORDANDSHIELD)
CheckStat(Player1,0,PROFICIENCY2HANDED)
Global("SOD_fromimport","global",0)
CheckStat(Player1,1,PROFICIENCYSLING)
Global("BD_Weapon","BD0120",0)
THEN
RESPONSE #50
SetGlobal("BD_Weapon","BD0120",3)
SetGlobal("BD_Missile_Weapon","BD0120",1)
GiveItemCreate("bull03",Player1,80,0,0) // Kugeln +2
GiveItemCreate("bull02",Player1,80,0,0) // Kugeln +1
GiveItemCreate("bull07",Player1,80,0,0) // Feuerkugel +1
GiveItemCreate("slng03",Player1,0,0,0) // Schleuder +3
ActionOverride(Player1,SetItemFlags("bull03",IDENTIFIED,TRUE)) // Kugeln +2
ActionOverride(Player1,SetItemFlags("bull02",IDENTIFIED,TRUE)) // Kugeln +1
ActionOverride(Player1,SetItemFlags("bull07",IDENTIFIED,TRUE)) // Feuerkugel +1
ActionOverride(Player1,SetItemFlags("slng03",IDENTIFIED,TRUE)) // Schleuder +3
XEquipItem("bull03",Player1,SLOT_AMMO0,EQUIP) // Kugeln +2
XEquipItem("bull02",Player1,SLOT_AMMO1,EQUIP) // Kugeln +1
XEquipItem("bull07",Player1,SLOT_AMMO2,EQUIP) // Feuerkugel +1
XEquipItem("slng03",Player1,SLOT_WEAPON0,EQUIP) // Schleuder +3
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
RESPONSE #50
SetGlobal("BD_Weapon","BD0120",3)
SetGlobal("BD_Missile_Weapon","BD0120",1)
GiveItemCreate("bull03",Player1,80,0,0) // Kugeln +2
GiveItemCreate("bull02",Player1,80,0,0) // Kugeln +1
GiveItemCreate("bull07",Player1,80,0,0) // Feuerkugel +1
GiveItemCreate("slng11",Player1,0,0,0) // Schleuder der unfehlbaren Treffsicherheit +1
ActionOverride(Player1,SetItemFlags("bull03",IDENTIFIED,TRUE)) // Kugeln +2
ActionOverride(Player1,SetItemFlags("bull02",IDENTIFIED,TRUE)) // Kugeln +1
ActionOverride(Player1,SetItemFlags("bull07",IDENTIFIED,TRUE)) // Feuerkugel +1
ActionOverride(Player1,SetItemFlags("slng11",IDENTIFIED,TRUE)) // Schleuder der unfehlbaren Treffsicherheit +1
XEquipItem("bull03",Player1,SLOT_AMMO0,EQUIP) // Kugeln +2
XEquipItem("bull02",Player1,SLOT_AMMO1,EQUIP) // Kugeln +1
XEquipItem("bull07",Player1,SLOT_AMMO2,EQUIP) // Feuerkugel +1
XEquipItem("slng11",Player1,SLOT_WEAPON0,EQUIP) // Schleuder der unfehlbaren Treffsicherheit +1
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStat(Player1,1,PROFICIENCYBASTARDSWORD)
CheckStatGT(Player1,10,STR)
THEN
RESPONSE #50
SetGlobal("BD_Weapon","BD0120",1)
SetGlobal("BD_PROFICIENCYBASTARDSWORD","BD0120",1)
GiveItemCreate("sw1h03",Player1,0,0,0) // Kondar +1
ActionOverride(Player1,SetItemFlags("sw1h03",IDENTIFIED,TRUE)) // Kondar +1
XEquipItem("sw1h03",Player1,SLOT_WEAPON0,EQUIP) // Kondar +1
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
RESPONSE #50
SetGlobal("BD_Weapon","BD0120",1)
SetGlobal("BD_PROFICIENCYBASTARDSWORD","BD0120",1)
GiveItemCreate("sw1h34",Player1,0,0,0) // Albruin +1
ActionOverride(Player1,SetItemFlags("sw1h34",IDENTIFIED,TRUE)) // Albruin +1
XEquipItem("sw1h34",Player1,SLOT_WEAPON0,EQUIP) // Albruin +1
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStat(Player1,1,PROFICIENCYLONGSWORD)
CheckStatGT(Player1,4,STR)
THEN
RESPONSE #50
SetGlobal("BD_Weapon","BD0120",1)
SetGlobal("BD_PROFICIENCYLONGSWORD","BD0120",1)
GiveItemCreate("sw1h06",Player1,0,0,0) // Varscona +2
ActionOverride(Player1,SetItemFlags("sw1h06",IDENTIFIED,TRUE)) // Varscona +2
XEquipItem("sw1h06",Player1,SLOT_WEAPON0,EQUIP) // Varscona +2
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
RESPONSE #50
SetGlobal("BD_Weapon","BD0120",1)
SetGlobal("BD_PROFICIENCYLONGSWORD","BD0120",1)
GiveItemCreate("sw1h24",Player1,0,0,0) // Die brennende Erde +1
ActionOverride(Player1,SetItemFlags("sw1h24",IDENTIFIED,TRUE)) // Die brennende Erde +1
XEquipItem("sw1h24",Player1,SLOT_WEAPON0,EQUIP) // Die brennende Erde +1
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStat(Player1,1,PROFICIENCYSHORTSWORD)
CheckStatGT(Player1,3,STR)
THEN
RESPONSE #100
SetGlobal("BD_Weapon","BD0120",1)
SetGlobal("BD_PROFICIENCYSHORTSWORD","BD0120",1)
GiveItemCreate("SW1H09_",Player1,0,0,0) // Das pfeifende Schwert +2
ActionOverride(Player1,SetItemFlags("SW1H09_",IDENTIFIED,TRUE)) // Das pfeifende Schwert +2
XEquipItem("SW1H09_",Player1,SLOT_WEAPON0,EQUIP) // Das pfeifende Schwert +2
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStat(Player1,1,PROFICIENCYAXE)
CheckStatGT(Player1,9,STR)
THEN
RESPONSE #100
SetGlobal("BD_Weapon","BD0120",1)
SetGlobal("BD_PROFICIENCYAXE","BD0120",1)
GiveItemCreate("ax1h03",Player1,0,0,0) // Streitaxt von Mauletar +2
ActionOverride(Player1,SetItemFlags("ax1h03",IDENTIFIED,TRUE)) // Streitaxt von Mauletar +2
XEquipItem("ax1h03",Player1,SLOT_WEAPON0,EQUIP) // Streitaxt von Mauletar +2
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStat(Player1,1,PROFICIENCYTWOHANDEDSWORD)
CheckStatGT(Player1,12,STR)
THEN
RESPONSE #100
SetGlobal("BD_Weapon","BD0120",2)
GiveItemCreate("sw2h06",Player1,0,0,0) // Spinnenfluch +2
ActionOverride(Player1,SetItemFlags("sw2h06",IDENTIFIED,TRUE)) // Spinnenfluch +2
XEquipItem("sw2h06",Player1,SLOT_WEAPON0,EQUIP) // Spinnenfluch +2
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStat(Player1,1,PROFICIENCYKATANA)
CheckStatGT(Player1,5,STR)
THEN
RESPONSE #100
SetGlobal("BD_Weapon","BD0120",1)
SetGlobal("BD_PROFICIENCYKATANA","BD0120",1)
GiveItemCreate("sw1h44",Player1,0,0,0) // Katana +1
ActionOverride(Player1,SetItemFlags("sw1h44",IDENTIFIED,TRUE)) // Katana +1
XEquipItem("sw1h44",Player1,SLOT_WEAPON0,EQUIP) // Katana +1
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStat(Player1,1,PROFICIENCYSCIMITARWAKISASHININJATO)
CheckStatGT(Player1,9,STR)
Class(Player1,DRUID_ALL)
THEN
RESPONSE #100
SetGlobal("BD_Weapon","BD0120",1)
SetGlobal("BD_PROFICIENCYSCIMITAR_ETC","BD0120",1)
GiveItemCreate("sw1h23",Player1,0,0,0) // Rashads Klaue +2
ActionOverride(Player1,SetItemFlags("sw1h23",IDENTIFIED,TRUE)) // Rashads Klaue +2
XEquipItem("sw1h23",Player1,SLOT_WEAPON0,EQUIP) // Rashads Klaue +2
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStat(Player1,1,PROFICIENCYSCIMITARWAKISASHININJATO)
CheckStatGT(Player1,9,STR)
!Class(Player1,DRUID_ALL)
THEN
RESPONSE #33
SetGlobal("BD_Weapon","BD0120",1)
SetGlobal("BD_PROFICIENCYSCIMITAR_ETC","BD0120",1)
GiveItemCreate("sw1h47",Player1,0,0,0) // Wakizashi +1
ActionOverride(Player1,SetItemFlags("sw1h47",IDENTIFIED,TRUE)) // Wakizashi +1
XEquipItem("sw1h47",Player1,SLOT_WEAPON0,EQUIP) // Wakizashi +1
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
RESPONSE #33
SetGlobal("BD_Weapon","BD0120",1)
SetGlobal("BD_PROFICIENCYSCIMITAR_ETC","BD0120",1)
GiveItemCreate("sw1h49",Player1,0,0,0) // Ninjatō +1
ActionOverride(Player1,SetItemFlags("sw1h49",IDENTIFIED,TRUE)) // Ninjatō +1
XEquipItem("sw1h49",Player1,SLOT_WEAPON0,EQUIP) // Ninjatō +1
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
RESPONSE #33
SetGlobal("BD_Weapon","BD0120",1)
SetGlobal("BD_PROFICIENCYSCIMITAR_ETC","BD0120",1)
GiveItemCreate("sw1h23",Player1,0,0,0) // Rashads Klaue +2
ActionOverride(Player1,SetItemFlags("sw1h23",IDENTIFIED,TRUE)) // Rashads Klaue +2
XEquipItem("sw1h23",Player1,SLOT_WEAPON0,EQUIP) // Rashads Klaue +2
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStat(Player1,1,PROFICIENCYSCIMITARWAKISASHININJATO)
CheckStatGT(Player1,5,STR)
!Class(Player1,DRUID_ALL)
THEN
RESPONSE #50
SetGlobal("BD_Weapon","BD0120",1)
SetGlobal("BD_PROFICIENCYSCIMITAR_ETC","BD0120",1)
GiveItemCreate("sw1h47",Player1,0,0,0) // Wakizashi +1
ActionOverride(Player1,SetItemFlags("sw1h47",IDENTIFIED,TRUE)) // Wakizashi +1
XEquipItem("sw1h47",Player1,SLOT_WEAPON0,EQUIP) // Wakizashi +1
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
RESPONSE #50
SetGlobal("BD_Weapon","BD0120",1)
SetGlobal("BD_PROFICIENCYSCIMITAR_ETC","BD0120",1)
GiveItemCreate("sw1h49",Player1,0,0,0) // Ninjatō +1
ActionOverride(Player1,SetItemFlags("sw1h49",IDENTIFIED,TRUE)) // Ninjatō +1
XEquipItem("sw1h49",Player1,SLOT_WEAPON0,EQUIP) // Ninjatō +1
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStat(Player1,1,PROFICIENCYSCIMITARWAKISASHININJATO)
CheckStatGT(Player1,4,STR)
!Class(Player1,DRUID_ALL)
THEN
RESPONSE #100
SetGlobal("BD_Weapon","BD0120",1)
SetGlobal("BD_PROFICIENCYSCIMITAR_ETC","BD0120",1)
GiveItemCreate("sw1h47",Player1,0,0,0) // Wakizashi +1
ActionOverride(Player1,SetItemFlags("sw1h47",IDENTIFIED,TRUE)) // Wakizashi +1
XEquipItem("sw1h47",Player1,SLOT_WEAPON0,EQUIP) // Wakizashi +1
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStat(Player1,1,PROFICIENCYDAGGER)
THEN
RESPONSE #100
SetGlobal("BD_Weapon","BD0120",1)
SetGlobal("BD_PROFICIENCYDAGGER","BD0120",1)
GiveItemCreate("dagg03",Player1,0,0,0) // Herz des Golems +2
ActionOverride(Player1,SetItemFlags("dagg03",IDENTIFIED,TRUE)) // Herz des Golems +2
XEquipItem("dagg03",Player1,SLOT_WEAPON0,EQUIP) // Herz des Golems +2
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStat(Player1,1,PROFICIENCYWARHAMMER)
CheckStatGT(Player1,7,STR)
THEN
RESPONSE #100
SetGlobal("BD_Weapon","BD0120",1)
SetGlobal("BD_PROFICIENCYWARHAMMER","BD0120",1)
GiveItemCreate("hamm03",Player1,0,0,0) // Ashideena +2
ActionOverride(Player1,SetItemFlags("hamm03",IDENTIFIED,TRUE)) // Ashideena +2
XEquipItem("hamm03",Player1,SLOT_WEAPON0,EQUIP) // Ashideena +2
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStat(Player1,1,PROFICIENCYSPEAR)
CheckStatGT(Player1,4,STR)
THEN
RESPONSE #100
SetGlobal("BD_Weapon","BD0120",2)
GiveItemCreate("sper05",Player1,0,0,0) // Speer +2
ActionOverride(Player1,SetItemFlags("sper05",IDENTIFIED,TRUE)) // Speer +2
XEquipItem("sper05",Player1,SLOT_WEAPON0,EQUIP) // Speer +2
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStat(Player1,1,PROFICIENCYHALBERD)
CheckStatGT(Player1,10,STR)
THEN
RESPONSE #100
SetGlobal("BD_Weapon","BD0120",2)
GiveItemCreate("halb03",Player1,0,0,0) // Klinge von Suryris +2
ActionOverride(Player1,SetItemFlags("halb03",IDENTIFIED,TRUE)) // Klinge von Suryris +2
XEquipItem("halb03",Player1,SLOT_WEAPON0,EQUIP) // Klinge von Suryris +2
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStat(Player1,1,PROFICIENCYFLAILMORNINGSTAR)
CheckStatGT(Player1,12,STR)
THEN
RESPONSE #100
SetGlobal("BD_Weapon","BD0120",1)
SetGlobal("BD_PROFICIENCYFLAILMORNINGSTAR","BD0120",1)
GiveItemCreate("blun39",Player1,0,0,0) // Der Drescher +2
ActionOverride(Player1,SetItemFlags("blun39",IDENTIFIED,TRUE)) // Der Drescher +2
XEquipItem("blun39",Player1,SLOT_WEAPON0,EQUIP) // Der Drescher +2
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStat(Player1,1,PROFICIENCYFLAILMORNINGSTAR)
CheckStatGT(Player1,10,STR)
THEN
RESPONSE #100
SetGlobal("BD_Weapon","BD0120",1)
SetGlobal("BD_PROFICIENCYFLAILMORNINGSTAR","BD0120",1)
GiveItemCreate("blun07",Player1,0,0,0) // Morgenstern +1
ActionOverride(Player1,SetItemFlags("blun07",IDENTIFIED,TRUE)) // Morgenstern +1
XEquipItem("blun07",Player1,SLOT_WEAPON0,EQUIP) // Morgenstern +1
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStat(Player1,1,PROFICIENCYMACE)
CheckStatGT(Player1,9,STR)
THEN
RESPONSE #100
SetGlobal("BD_Weapon","BD0120",1)
SetGlobal("BD_PROFICIENCYMACE","BD0120",1)
GiveItemCreate("blun11",Player1,0,0,0) // Krotans Schädelmalmer +2
ActionOverride(Player1,SetItemFlags("blun11",IDENTIFIED,TRUE)) // Krotans Schädelmalmer +2
XEquipItem("blun11",Player1,SLOT_WEAPON0,EQUIP) // Krotans Schädelmalmer +2
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStat(Player1,1,PROFICIENCYQUARTERSTAFF)
CheckStatGT(Player1,4,STR)
THEN
RESPONSE #33
SetGlobal("BD_Weapon","BD0120",2)
GiveItemCreate("staf07",Player1,0,0,0) // Stabspeer +2
ActionOverride(Player1,SetItemFlags("staf07",IDENTIFIED,TRUE)) // Stabspeer +2
XEquipItem("staf07",Player1,SLOT_WEAPON0,EQUIP) // Stabspeer +2
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
RESPONSE #33
SetGlobal("BD_Weapon","BD0120",2)
GiveItemCreate("STAF08_",Player1,0,0,0) // Aules Stab +3
ActionOverride(Player1,SetItemFlags("STAF08_",IDENTIFIED,TRUE)) // Aules Stab +3
XEquipItem("STAF08_",Player1,SLOT_WEAPON0,EQUIP) // Aules Stab +3
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
RESPONSE #33
SetGlobal("BD_Weapon","BD0120",2)
GiveItemCreate("staf18",Player1,0,0,0) // Kampfstab +2
ActionOverride(Player1,SetItemFlags("staf18",IDENTIFIED,TRUE)) // Kampfstab +2
XEquipItem("staf18",Player1,SLOT_WEAPON0,EQUIP) // Kampfstab +2
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStat(Player1,1,PROFICIENCYCLUB)
CheckStatGT(Player1,4,STR)
THEN
RESPONSE #50
SetGlobal("BD_Weapon","BD0120",1)
SetGlobal("BD_PROFICIENCYCLUB","BD0120",1)
GiveItemCreate("blun37",Player1,0,0,0) // Mächtige Eiche +2
ActionOverride(Player1,SetItemFlags("blun37",IDENTIFIED,TRUE)) // Mächtige Eiche +2
XEquipItem("blun37",Player1,SLOT_WEAPON0,EQUIP) // Mächtige Eiche +2
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
RESPONSE #50
SetGlobal("BD_Weapon","BD0120",1)
SetGlobal("BD_PROFICIENCYCLUB","BD0120",1)
GiveItemCreate("blun38",Player1,0,0,0) // Nachtschlag +1
ActionOverride(Player1,SetItemFlags("blun38",IDENTIFIED,TRUE)) // Nachtschlag +1
XEquipItem("blun38",Player1,SLOT_WEAPON0,EQUIP) // Nachtschlag +1
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStat(Player1,1,PROFICIENCYCROSSBOW)
CheckStatGT(Player1,11,STR)
!Class(Player1,THIEF)
!Class(Player1,MAGE_THIEF)
THEN
RESPONSE #100
SetGlobal("BD_Weapon","BD0120",2)
SetGlobal("BD_Missile_Weapon","BD0120",1)
GiveItemCreate("bolt06",Player1,80,0,0) // Bolzen +2
GiveItemCreate("bolt02",Player1,80,0,0) // Bolzen +1
GiveItemCreate("bolt04",Player1,80,0,0) // Beißende Bolzen
GiveItemCreate("xbow03",Player1,0,0,0) // Die Führung +2
ActionOverride(Player1,SetItemFlags("bolt06",IDENTIFIED,TRUE)) // Bolzen +2
ActionOverride(Player1,SetItemFlags("bolt02",IDENTIFIED,TRUE)) // Bolzen +1
ActionOverride(Player1,SetItemFlags("bolt04",IDENTIFIED,TRUE)) // Beißende Bolzen
ActionOverride(Player1,SetItemFlags("xbow03",IDENTIFIED,TRUE)) // Die Führung +2
XEquipItem("bolt06",Player1,SLOT_AMMO0,EQUIP) // Bolzen +2
XEquipItem("bolt02",Player1,SLOT_AMMO1,EQUIP) // Bolzen +1
XEquipItem("bolt04",Player1,SLOT_AMMO2,EQUIP) // Beißende Bolzen
XEquipItem("xbow03",Player1,SLOT_WEAPON0,EQUIP) // Die Führung +2
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStat(Player1,1,PROFICIENCYCROSSBOW)
CheckStatGT(Player1,7,STR)
THEN
RESPONSE #100
SetGlobal("BD_Weapon","BD0120",2)
SetGlobal("BD_Missile_Weapon","BD0120",1)
GiveItemCreate("bolt06",Player1,80,0,0) // Bolzen +2
GiveItemCreate("bolt02",Player1,80,0,0) // Bolzen +1
GiveItemCreate("bolt04",Player1,80,0,0) // Beißende Bolzen
GiveItemCreate("xbow06",Player1,0,0,0) // Die Armeesense +1
ActionOverride(Player1,SetItemFlags("bolt06",IDENTIFIED,TRUE)) // Bolzen +2
ActionOverride(Player1,SetItemFlags("bolt02",IDENTIFIED,TRUE)) // Bolzen +1
ActionOverride(Player1,SetItemFlags("bolt04",IDENTIFIED,TRUE)) // Beißende Bolzen
ActionOverride(Player1,SetItemFlags("xbow06",IDENTIFIED,TRUE)) // Die Armeesense +1
XEquipItem("bolt06",Player1,SLOT_AMMO0,EQUIP) // Bolzen +2
XEquipItem("bolt02",Player1,SLOT_AMMO1,EQUIP) // Bolzen +1
XEquipItem("bolt04",Player1,SLOT_AMMO2,EQUIP) // Beißende Bolzen
XEquipItem("xbow06",Player1,SLOT_WEAPON0,EQUIP) // Die Armeesense +1
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStat(Player1,1,PROFICIENCYLONGBOW)
CheckStatGT(Player1,17,STR)
!Class(Player1,BARD_ALL)
THEN
RESPONSE #100
SetGlobal("BD_Weapon","BD0120",2)
SetGlobal("BD_Missile_Weapon","BD0120",1)
GiveItemCreate("arow11",Player1,80,0,0) // Pfeil +2
GiveItemCreate("arow02",Player1,80,0,0) // Pfeil +1
GiveItemCreate("arow08",Player1,80,0,0) // Feuerpfeil
GiveItemCreate("bow02",Player1,0,0,0) // Komposit-Langbogen +1
ActionOverride(Player1,SetItemFlags("arow11",IDENTIFIED,TRUE)) // Pfeil +2
ActionOverride(Player1,SetItemFlags("arow02",IDENTIFIED,TRUE)) // Pfeil +1
ActionOverride(Player1,SetItemFlags("arow08",IDENTIFIED,TRUE)) // Feuerpfeil
ActionOverride(Player1,SetItemFlags("bow02",IDENTIFIED,TRUE)) // Komposit-Langbogen +1
XEquipItem("arow11",Player1,SLOT_AMMO0,EQUIP) // Pfeil +2
XEquipItem("arow02",Player1,SLOT_AMMO1,EQUIP) // Pfeil +1
XEquipItem("arow08",Player1,SLOT_AMMO2,EQUIP) // Feuerpfeil
XEquipItem("bow02",Player1,SLOT_WEAPON0,EQUIP) // Komposit-Langbogen +1
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStat(Player1,1,PROFICIENCYLONGBOW)
CheckStatGT(Player1,5,STR)
THEN
RESPONSE #100
SetGlobal("BD_Weapon","BD0120",2)
SetGlobal("BD_Missile_Weapon","BD0120",1)
GiveItemCreate("arow11",Player1,80,0,0) // Pfeil +2
GiveItemCreate("arow02",Player1,80,0,0) // Pfeil +1
GiveItemCreate("arow08",Player1,80,0,0) // Feuerpfeil
GiveItemCreate("bow07",Player1,0,0,0) // Der Todesschuss +2
ActionOverride(Player1,SetItemFlags("arow11",IDENTIFIED,TRUE)) // Pfeil +2
ActionOverride(Player1,SetItemFlags("arow02",IDENTIFIED,TRUE)) // Pfeil +1
ActionOverride(Player1,SetItemFlags("arow08",IDENTIFIED,TRUE)) // Feuerpfeil
ActionOverride(Player1,SetItemFlags("bow07",IDENTIFIED,TRUE)) // Der Todesschuss +2
XEquipItem("arow11",Player1,SLOT_AMMO0,EQUIP) // Pfeil +2
XEquipItem("arow02",Player1,SLOT_AMMO1,EQUIP) // Pfeil +1
XEquipItem("arow08",Player1,SLOT_AMMO2,EQUIP) // Feuerpfeil
XEquipItem("bow07",Player1,SLOT_WEAPON0,EQUIP) // Der Todesschuss +2
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
CheckStat(Player1,1,PROFICIENCYSHORTBOW)
CheckStatGT(Player1,5,STR)
THEN
RESPONSE #100
SetGlobal("BD_Weapon","BD0120",2)
SetGlobal("BD_Missile_Weapon","BD0120",1)
GiveItemCreate("arow11",Player1,80,0,0) // Pfeil +2
GiveItemCreate("arow02",Player1,80,0,0) // Pfeil +1
GiveItemCreate("arow08",Player1,80,0,0) // Feuerpfeil
GiveItemCreate("bow08",Player1,0,0,0) // Beschützer der Dryaden +2
ActionOverride(Player1,SetItemFlags("arow11",IDENTIFIED,TRUE)) // Pfeil +2
ActionOverride(Player1,SetItemFlags("arow02",IDENTIFIED,TRUE)) // Pfeil +1
ActionOverride(Player1,SetItemFlags("arow08",IDENTIFIED,TRUE)) // Feuerpfeil
ActionOverride(Player1,SetItemFlags("bow08",IDENTIFIED,TRUE)) // Beschützer der Dryaden +2
XEquipItem("arow11",Player1,SLOT_AMMO0,EQUIP) // Pfeil +2
XEquipItem("arow02",Player1,SLOT_AMMO1,EQUIP) // Pfeil +1
XEquipItem("arow08",Player1,SLOT_AMMO2,EQUIP) // Feuerpfeil
XEquipItem("bow08",Player1,SLOT_WEAPON0,EQUIP) // Beschützer der Dryaden +2
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
CheckStat(Player1,1,PROFICIENCYDART)
Global("BD_Weapon","BD0120",0)
THEN
RESPONSE #100
SetGlobal("BD_Weapon","BD0120",3)
SetGlobal("BD_Missile_Weapon","BD0120",1)
GiveItemCreate("dart03",Player1,80,0,0) // Betäubungspfeil
GiveItemCreate("dart02",Player1,80,0,0) // Wurfpfeil +1
GiveItemCreate("dart09",Player1,80,0,0) // Feuerwurfpfeil +1
ActionOverride(Player1,SetItemFlags("dart03",IDENTIFIED,TRUE)) // Betäubungspfeil
ActionOverride(Player1,SetItemFlags("dart02",IDENTIFIED,TRUE)) // Wurfpfeil +1
ActionOverride(Player1,SetItemFlags("dart09",IDENTIFIED,TRUE)) // Feuerwurfpfeil +1
XEquipItem("dart03",Player1,SLOT_WEAPON0,EQUIP) // Betäubungspfeil
XEquipItem("dart02",Player1,SLOT_WEAPON1,EQUIP) // Wurfpfeil +1
XEquipItem("dart09",Player1,SLOT_WEAPON2,EQUIP) // Feuerwurfpfeil +1
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
CheckStat(Player1,1,PROFICIENCYSLING)
Global("BD_Weapon","BD0120",0)
THEN
RESPONSE #50
SetGlobal("BD_Weapon","BD0120",3)
SetGlobal("BD_Missile_Weapon","BD0120",1)
GiveItemCreate("bull03",Player1,80,0,0) // Kugeln +2
GiveItemCreate("bull02",Player1,80,0,0) // Kugeln +1
GiveItemCreate("bull07",Player1,80,0,0) // Feuerkugel +1
GiveItemCreate("slng03",Player1,0,0,0) // Schleuder +3
ActionOverride(Player1,SetItemFlags("bull03",IDENTIFIED,TRUE)) // Kugeln +2
ActionOverride(Player1,SetItemFlags("bull02",IDENTIFIED,TRUE)) // Kugeln +1
ActionOverride(Player1,SetItemFlags("bull07",IDENTIFIED,TRUE)) // Feuerkugel +1
ActionOverride(Player1,SetItemFlags("slng03",IDENTIFIED,TRUE)) // Schleuder +3
XEquipItem("bull03",Player1,SLOT_AMMO0,EQUIP) // Kugeln +2
XEquipItem("bull02",Player1,SLOT_AMMO1,EQUIP) // Kugeln +1
XEquipItem("bull07",Player1,SLOT_AMMO2,EQUIP) // Feuerkugel +1
XEquipItem("slng03",Player1,SLOT_WEAPON0,EQUIP) // Schleuder +3
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
RESPONSE #50
SetGlobal("BD_Weapon","BD0120",3)
SetGlobal("BD_Missile_Weapon","BD0120",1)
GiveItemCreate("bull03",Player1,80,0,0) // Kugeln +2
GiveItemCreate("bull02",Player1,80,0,0) // Kugeln +1
GiveItemCreate("bull07",Player1,80,0,0) // Feuerkugel +1
GiveItemCreate("slng11",Player1,0,0,0) // Schleuder der unfehlbaren Treffsicherheit +1
ActionOverride(Player1,SetItemFlags("bull03",IDENTIFIED,TRUE)) // Kugeln +2
ActionOverride(Player1,SetItemFlags("bull02",IDENTIFIED,TRUE)) // Kugeln +1
ActionOverride(Player1,SetItemFlags("bull07",IDENTIFIED,TRUE)) // Feuerkugel +1
ActionOverride(Player1,SetItemFlags("slng11",IDENTIFIED,TRUE)) // Schleuder der unfehlbaren Treffsicherheit +1
XEquipItem("bull03",Player1,SLOT_AMMO0,EQUIP) // Kugeln +2
XEquipItem("bull02",Player1,SLOT_AMMO1,EQUIP) // Kugeln +1
XEquipItem("bull07",Player1,SLOT_AMMO2,EQUIP) // Feuerkugel +1
XEquipItem("slng11",Player1,SLOT_WEAPON0,EQUIP) // Schleuder der unfehlbaren Treffsicherheit +1
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
!Kit(Player1,CAVALIER)
!Kit(Player1,KENSAI)
THEN
RESPONSE #50
SetGlobal("BD_Weapon","BD0120",3)
SetGlobal("BD_Missile_Weapon","BD0120",1)
GiveItemCreate("bull03",Player1,80,0,0) // Kugeln +2
GiveItemCreate("bull02",Player1,80,0,0) // Kugeln +1
GiveItemCreate("bull07",Player1,80,0,0) // Feuerkugel +1
GiveItemCreate("slng03",Player1,0,0,0) // Schleuder +3
ActionOverride(Player1,SetItemFlags("bull03",IDENTIFIED,TRUE)) // Kugeln +2
ActionOverride(Player1,SetItemFlags("bull02",IDENTIFIED,TRUE)) // Kugeln +1
ActionOverride(Player1,SetItemFlags("bull07",IDENTIFIED,TRUE)) // Feuerkugel +1
ActionOverride(Player1,SetItemFlags("slng03",IDENTIFIED,TRUE)) // Schleuder +3
XEquipItem("bull03",Player1,SLOT_AMMO0,EQUIP) // Kugeln +2
XEquipItem("bull02",Player1,SLOT_AMMO1,EQUIP) // Kugeln +1
XEquipItem("bull07",Player1,SLOT_AMMO2,EQUIP) // Feuerkugel +1
XEquipItem("slng03",Player1,SLOT_WEAPON0,EQUIP) // Schleuder +3
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
RESPONSE #50
SetGlobal("BD_Weapon","BD0120",3)
SetGlobal("BD_Missile_Weapon","BD0120",1)
GiveItemCreate("bull03",Player1,80,0,0) // Kugeln +2
GiveItemCreate("bull02",Player1,80,0,0) // Kugeln +1
GiveItemCreate("bull07",Player1,80,0,0) // Feuerkugel +1
GiveItemCreate("slng11",Player1,0,0,0) // Schleuder der unfehlbaren Treffsicherheit +1
ActionOverride(Player1,SetItemFlags("bull03",IDENTIFIED,TRUE)) // Kugeln +2
ActionOverride(Player1,SetItemFlags("bull02",IDENTIFIED,TRUE)) // Kugeln +1
ActionOverride(Player1,SetItemFlags("bull07",IDENTIFIED,TRUE)) // Feuerkugel +1
ActionOverride(Player1,SetItemFlags("slng11",IDENTIFIED,TRUE)) // Schleuder der unfehlbaren Treffsicherheit +1
XEquipItem("bull03",Player1,SLOT_AMMO0,EQUIP) // Kugeln +2
XEquipItem("bull02",Player1,SLOT_AMMO1,EQUIP) // Kugeln +1
XEquipItem("bull07",Player1,SLOT_AMMO2,EQUIP) // Feuerkugel +1
XEquipItem("slng11",Player1,SLOT_WEAPON0,EQUIP) // Schleuder der unfehlbaren Treffsicherheit +1
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",0)
!Class(Player1,CLERIC_ALL)
!Kit(Player1,BEASTMASTER)
THEN
RESPONSE #100
SetGlobal("BD_Weapon","BD0120",1)
GiveItemCreate("dagg03",Player1,0,0,0) // Herz des Golems +2
ActionOverride(Player1,SetItemFlags("dagg03",IDENTIFIED,TRUE)) // Herz des Golems +2
XEquipItem("dagg03",Player1,SLOT_WEAPON0,EQUIP) // Herz des Golems +2
ActionOverride(Player1,SelectWeaponAbility(SLOT_WEAPON0,0))
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("BD_WEAP_PROF","BD0120",0)
OR(2)
Global("BD_Weapon","BD0120",1)
Global("BD_Weapon","BD0120",3)
CheckStat(Player1,0,PROFICIENCY2WEAPON)
CheckStat(Player1,0,PROFICIENCYSINGLEWEAPON)
Global("BD_Shield","BD0120",0)
THEN
RESPONSE #100
SetGlobal("BD_WEAP_PROF","BD0120",1)
SetGlobal("BD_Give_Shield_Anyway","BD0120",1)
Continue()
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("BD_WEAP_PROF","BD0120",0)
Global("BD_Weapon","BD0120",1)
CheckStatGT(Player1,1,PROFICIENCY2WEAPON)
CheckStatLT(Player1,3,PROFICIENCYSINGLEWEAPON)
CheckStatLT(Player1,3,PROFICIENCYSWORDANDSHIELD)
THEN
RESPONSE #100
SetGlobal("BD_WEAP_PROF","BD0120",1)
SetGlobal("BD_Shield","BD0120",2)
Continue()
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("BD_WEAP_PROF","BD0120",0)
Global("BD_Weapon","BD0120",1)
CheckStatGT(Player1,1,PROFICIENCYSWORDANDSHIELD)
CheckStatLT(Player1,2,PROFICIENCYSINGLEWEAPON)
CheckStatLT(Player1,2,PROFICIENCY2WEAPON)
THEN
RESPONSE #100
SetGlobal("BD_WEAP_PROF","BD0120",1)
SetGlobal("BD_Two_Weapons","BD0120",1)
Continue()
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("BD_WEAP_PROF","BD0120",0)
Global("BD_Weapon","BD0120",1)
CheckStatGT(Player1,1,PROFICIENCYSINGLEWEAPON)
CheckStatLT(Player1,2,PROFICIENCYSWORDANDSHIELD)
CheckStatLT(Player1,2,PROFICIENCY2WEAPON)
THEN
RESPONSE #100
SetGlobal("BD_WEAP_PROF","BD0120",1)
SetGlobal("BD_Two_Weapons","BD0120",1)
SetGlobal("BD_Shield","BD0120",2)
Continue()
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("BD_WEAP_PROF","BD0120",0)
Global("BD_Weapon","BD0120",1)
CheckStat(Player1,1,PROFICIENCYSINGLEWEAPON)
CheckStat(Player1,1,PROFICIENCYSWORDANDSHIELD)
CheckStat(Player1,1,PROFICIENCY2WEAPON)
THEN
RESPONSE #100
SetGlobal("BD_WEAP_PROF","BD0120",1)
SetGlobal("BD_Shield","BD0120",2)
Continue()
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
!Class(Player1,MAGE)
!Class(Player1,MONK)
OR(4)
CheckStatLT(Player1,6,STR)
Class(Player1,RANGER_ALL)
Kit(Player1,BEASTFRIEND)
Class(Player1,SHAMAN)
Global("SOD_fromimport","global",0)
Global("BD_Armor","BD0120",0)
THEN
RESPONSE #100
SetGlobal("BD_Armor","BD0120",2)
GiveItemCreate("leat09",Player1,0,0,0) // Karajahs Leben und Tod +3
ActionOverride(Player1,SetItemFlags("leat09",IDENTIFIED,TRUE)) // Karajahs Leben und Tod +3
XEquipItem("leat09",Player1,SLOT_ARMOR,EQUIP) // Karajahs Leben und Tod +3
Continue()
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
OR(7)
Class(Player1,BARD)
Class(Player1,FIGHTER_MAGE)
Class(Player1,FIGHTER_MAGE_THIEF)
Class(Player1,FIGHTER_MAGE_CLERIC)
Class(Player1,MAGE_THIEF)
Class(Player1,CLERIC_MAGE)
Class(Player1,CLERIC_THIEF)
CheckStatGT(Player1,4,STR)
Global("SOD_fromimport","global",0)
Global("BD_Armor","BD0120",0)
THEN
RESPONSE #100
SetGlobal("BD_Armor","BD0120",2)
GiveItemCreate("chan12",Player1,0,0,0) // Elfenkettenhemd
GiveItemCreate("ring06",Player1,0,0,0) // Schutzring +1
ActionOverride(Player1,SetItemFlags("ring06",IDENTIFIED,TRUE)) // Schutzring +1
XEquipItem("ring06",Player1,SLOT_RING_LEFT,EQUIP) // Schutzring +1
XEquipItem("chan12",Player1,SLOT_ARMOR,EQUIP) // Elfenkettenhemd
Continue()
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Class(Player1,MAGE)
Global("SOD_fromimport","global",0)
Global("BD_Armor","BD0120",0)
Alignment(Player1,MASK_EVIL)
THEN
RESPONSE #100
SetGlobal("BD_Armor","BD0120",2)
GiveItemCreate("clck17",Player1,0,0,0) // Robe der bösen Erzmagier
GiveItemCreate("ring06",Player1,0,0,0) // Schutzring +1
ActionOverride(Player1,SetItemFlags("ring06",IDENTIFIED,TRUE)) // Schutzring +1
ActionOverride(Player1,SetItemFlags("clck17",IDENTIFIED,TRUE)) // Robe der bösen Erzmagier
XEquipItem("ring06",Player1,SLOT_RING_LEFT,EQUIP) // Schutzring +1
XEquipItem("clck17",Player1,SLOT_ARMOR,EQUIP) // Robe der bösen Erzmagier
Continue()
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Class(Player1,MAGE)
Global("SOD_fromimport","global",0)
Global("BD_Armor","BD0120",0)
Alignment(Player1,MASK_GOOD)
THEN
RESPONSE #100
SetGlobal("BD_Armor","BD0120",2)
GiveItemCreate("clck15",Player1,0,0,0) // Robe der guten Erzmagier
GiveItemCreate("ring06",Player1,0,0,0) // Schutzring +1
ActionOverride(Player1,SetItemFlags("ring06",IDENTIFIED,TRUE)) // Schutzring +1
ActionOverride(Player1,SetItemFlags("clck15",IDENTIFIED,TRUE)) // Robe der guten Erzmagier
XEquipItem("ring06",Player1,SLOT_RING_LEFT,EQUIP) // Schutzring +1
XEquipItem("clck15",Player1,SLOT_ARMOR,EQUIP) // Robe der guten Erzmagier
Continue()
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Class(Player1,MAGE)
Global("SOD_fromimport","global",0)
Global("BD_Armor","BD0120",0)
!Alignment(Player1,MASK_GOOD)
!Alignment(Player1,MASK_EVIL)
THEN
RESPONSE #100
SetGlobal("BD_Armor","BD0120",2)
GiveItemCreate("clck16",Player1,0,0,0) // Robe der neutralen Erzmagier
GiveItemCreate("ring06",Player1,0,0,0) // Schutzring +1
ActionOverride(Player1,SetItemFlags("ring06",IDENTIFIED,TRUE)) // Schutzring +1
ActionOverride(Player1,SetItemFlags("clck16",IDENTIFIED,TRUE)) // Robe der neutralen Erzmagier
XEquipItem("ring06",Player1,SLOT_RING_LEFT,EQUIP) // Schutzring +1
XEquipItem("clck16",Player1,SLOT_ARMOR,EQUIP) // Robe der neutralen Erzmagier
Continue()
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Kit(Player1,BARBARIAN)
CheckStatGT(Player1,7,STR)
Global("SOD_fromimport","global",0)
Global("BD_Armor","BD0120",0)
THEN
RESPONSE #50
SetGlobal("BD_Armor","BD0120",2)
GiveItemCreate("chan03",Player1,0,0,0) // Kettenhemd des Todes +2
ActionOverride(Player1,SetItemFlags("chan03",IDENTIFIED,TRUE)) // Kettenhemd des Todes +2
XEquipItem("chan03",Player1,SLOT_ARMOR,EQUIP) // Kettenhemd des Todes +2
Continue()
RESPONSE #50
SetGlobal("BD_Armor","BD0120",2)
GiveItemCreate("chan07",Player1,0,0,0) // Kettenhemd +3
ActionOverride(Player1,SetItemFlags("chan07",IDENTIFIED,TRUE)) // Kettenhemd +3
XEquipItem("chan07",Player1,SLOT_ARMOR,EQUIP) // Kettenhemd +3
Continue()
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Kit(Player1,Blackguard)
CheckStatGT(Player1,14,STR)
Global("SOD_fromimport","global",0)
Global("BD_Armor","BD0120",0)
THEN
RESPONSE #100
SetGlobal("BD_Armor","BD0120",2)
GiveItemCreate("plat05",Player1,0,0,0) // Panzer der Finsternis +1
ActionOverride(Player1,SetItemFlags("plat05",IDENTIFIED,TRUE)) // Panzer der Finsternis +1
XEquipItem("plat05",Player1,SLOT_ARMOR,EQUIP) // Panzer der Finsternis +1
Continue()
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
OR(2)
Class(Player1,PALADIN)
Kit(Player1,DWARVEN_DEFENDER)
!Kit(Player1,Blackguard)
CheckStatGT(Player1,14,STR)
Global("SOD_fromimport","global",0)
Global("BD_Armor","BD0120",0)
THEN
RESPONSE #100
SetGlobal("BD_Armor","BD0120",2)
GiveItemCreate("plat04",Player1,0,0,0) // Prunkharnisch
GiveItemCreate("ring06",Player1,0,0,0) // Schutzring +1
ActionOverride(Player1,SetItemFlags("ring06",IDENTIFIED,TRUE)) // Schutzring +1
XEquipItem("ring06",Player1,SLOT_RING_LEFT,EQUIP) // Schutzring +1
XEquipItem("plat04",Player1,SLOT_ARMOR,EQUIP) // Prunkharnisch
Continue()
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
!Class(Player1,PALADIN)
!Kit(Player1,DWARVEN_DEFENDER)
!Class(Player1,FIGHTER_THIEF)
!Class(Player1,FIGHTER_MAGE)
!Class(Player1,FIGHTER_MAGE_THIEF)
!Class(Player1,FIGHTER_MAGE_CLERIC)
!Class(Player1,MAGE_THIEF)
!Class(Player1,CLERIC_MAGE)
!Class(Player1,CLERIC_THIEF)
!Class(Player1,DRUID)
!Class(Player1,MONK)
!Class(Player1,MAGE)
!Class(Player1,THIEF)
!Class(Player1,BARD)
!Kit(Player1,BARBARIAN)
!Kit(Player1,KENSAI)
!Class(Player1,RANGER_ALL)
CheckStatGT(Player1,14,STR)
Global("SOD_fromimport","global",0)
Global("BD_Armor","BD0120",0)
THEN
RESPONSE #25
SetGlobal("BD_Armor","BD0120",2)
GiveItemCreate("plat05",Player1,0,0,0) // Panzer der Finsternis +1
ActionOverride(Player1,SetItemFlags("plat05",IDENTIFIED,TRUE)) // Panzer der Finsternis +1
XEquipItem("plat05",Player1,SLOT_ARMOR,EQUIP) // Panzer der Finsternis +1
Continue()
RESPONSE #25
SetGlobal("BD_Armor","BD0120",2)
GiveItemCreate("plat02",Player1,0,0,0) // Fallorains Panzer +1
ActionOverride(Player1,SetItemFlags("plat02",IDENTIFIED,TRUE)) // Fallorains Panzer +1
XEquipItem("plat02",Player1,SLOT_ARMOR,EQUIP) // Fallorains Panzer +1
Continue()
RESPONSE #25
SetGlobal("BD_Armor","BD0120",2)
GiveItemCreate("plat08",Player1,0,0,0) // Die praktische Verteidigung +3
ActionOverride(Player1,SetItemFlags("plat08",IDENTIFIED,TRUE)) // Die praktische Verteidigung +3
XEquipItem("plat08",Player1,SLOT_ARMOR,EQUIP) // Die praktische Verteidigung +3
Continue()
RESPONSE #25
SetGlobal("BD_Armor","BD0120",2)
GiveItemCreate("plat24",Player1,0,0,0) // Das Magma-Bollwerk +2
ActionOverride(Player1,SetItemFlags("plat24",IDENTIFIED,TRUE)) // Das Magma-Bollwerk +2
XEquipItem("plat24",Player1,SLOT_ARMOR,EQUIP) // Das Magma-Bollwerk +2
Continue()
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
!Class(Player1,FIGHTER_THIEF)
!Class(Player1,FIGHTER_MAGE)
!Class(Player1,FIGHTER_MAGE_THIEF)
!Class(Player1,FIGHTER_MAGE_CLERIC)
!Class(Player1,MAGE_THIEF)
!Class(Player1,CLERIC_MAGE)
!Class(Player1,CLERIC_THIEF)
!Class(Player1,DRUID)
!Class(Player1,MONK)
!Class(Player1,MAGE)
!Class(Player1,THIEF)
!Class(Player1,BARD)
!Kit(Player1,BARBARIAN)
!Kit(Player1,KENSAI)
!Class(Player1,RANGER_ALL)
CheckStatGT(Player1,10,STR)
CheckStatLT(Player1,15,STR)
Global("SOD_fromimport","global",0)
Global("BD_Armor","BD0120",0)
THEN
RESPONSE #33
SetGlobal("BD_Armor","BD0120",2)
GiveItemCreate("plat02",Player1,0,0,0) // Fallorains Panzer +1
ActionOverride(Player1,SetItemFlags("plat02",IDENTIFIED,TRUE)) // Fallorains Panzer +1
XEquipItem("plat02",Player1,SLOT_ARMOR,EQUIP) // Fallorains Panzer +1
Continue()
RESPONSE #33
SetGlobal("BD_Armor","BD0120",2)
GiveItemCreate("plat08",Player1,0,0,0) // Die praktische Verteidigung +3
ActionOverride(Player1,SetItemFlags("plat08",IDENTIFIED,TRUE)) // Die praktische Verteidigung +3
XEquipItem("plat08",Player1,SLOT_ARMOR,EQUIP) // Die praktische Verteidigung +3
Continue()
RESPONSE #33
SetGlobal("BD_Armor","BD0120",2)
GiveItemCreate("plat24",Player1,0,0,0) // Das Magma-Bollwerk +2
ActionOverride(Player1,SetItemFlags("plat24",IDENTIFIED,TRUE)) // Das Magma-Bollwerk +2
XEquipItem("plat24",Player1,SLOT_ARMOR,EQUIP) // Das Magma-Bollwerk +2
Continue()
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
!Class(Player1,FIGHTER_THIEF)
!Class(Player1,FIGHTER_MAGE)
!Class(Player1,FIGHTER_MAGE_THIEF)
!Class(Player1,FIGHTER_MAGE_CLERIC)
!Class(Player1,MAGE_THIEF)
!Class(Player1,CLERIC_MAGE)
!Class(Player1,CLERIC_THIEF)
!Class(Player1,DRUID)
!Class(Player1,MONK)
!Class(Player1,MAGE)
!Class(Player1,THIEF)
!Class(Player1,BARD)
!Kit(Player1,BARBARIAN)
!Kit(Player1,KENSAI)
!Class(Player1,RANGER_ALL)
CheckStatLT(Player1,11,STR)
CheckStatGT(Player1,7,STR)
Global("SOD_fromimport","global",0)
Global("BD_Armor","BD0120",0)
THEN
RESPONSE #50
SetGlobal("BD_Armor","BD0120",2)
GiveItemCreate("chan03",Player1,0,0,0) // Kettenhemd des Todes +2
ActionOverride(Player1,SetItemFlags("chan03",IDENTIFIED,TRUE)) // Kettenhemd des Todes +2
XEquipItem("chan03",Player1,SLOT_ARMOR,EQUIP) // Kettenhemd des Todes +2
Continue()
RESPONSE #50
SetGlobal("BD_Armor","BD0120",2)
GiveItemCreate("chan07",Player1,0,0,0) // Kettenhemd +3
ActionOverride(Player1,SetItemFlags("chan07",IDENTIFIED,TRUE)) // Kettenhemd +3
XEquipItem("chan07",Player1,SLOT_ARMOR,EQUIP) // Kettenhemd +3
Continue()
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Class(Player1,DRUID)
!Class(Player1,SHAMAN)
!Kit(Player1,SHAPESHIFTER)
!Kit(Player1,BEASTFRIEND)
CheckStatGT(Player1,7,STR)
Global("SOD_fromimport","global",0)
Global("BD_Armor","BD0120",0)
THEN
RESPONSE #100
SetGlobal("BD_Armor","BD0120",2)
GiveItemCreate("PLAT06_",Player1,0,0,0) // Ankheg-Plattenpanzer
GiveItemCreate("ring06",Player1,0,0,0) // Schutzring +1
ActionOverride(Player1,SetItemFlags("ring06",IDENTIFIED,TRUE)) // Schutzring +1
XEquipItem("ring06",Player1,SLOT_RING_LEFT,EQUIP) // Schutzring +1
XEquipItem("PLAT06_",Player1,SLOT_ARMOR,EQUIP) // Ankheg-Plattenpanzer
Continue()
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
!Class(Player1,FIGHTER_THIEF)
!Class(Player1,MAGE_THIEF)
!Class(Player1,CLERIC_MAGE)
!Class(Player1,CLERIC_THIEF)
!Class(Player1,MAGE)
!Class(Player1,THIEF)
!Class(Player1,BARD)
!Class(Player1,MONK)
CheckStatLT(Player1,8,STR)
Global("SOD_fromimport","global",0)
Global("BD_Armor","BD0120",0)
THEN
RESPONSE #100
SetGlobal("BD_Armor","BD0120",2)
GiveItemCreate("leat09",Player1,0,0,0) // Karajahs Leben und Tod +3
ActionOverride(Player1,SetItemFlags("leat09",IDENTIFIED,TRUE)) // Karajahs Leben und Tod +3
XEquipItem("leat09",Player1,SLOT_ARMOR,EQUIP) // Karajahs Leben und Tod +3
Continue()
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
OR(2)
Class(Player1,THIEF)
Class(Player1,FIGHTER_THIEF)
CheckStatGT(Player1,5,STR)
Global("SOD_fromimport","global",0)
Global("BD_Armor","BD0120",0)
THEN
RESPONSE #100
SetGlobal("BD_Armor","BD0120",2)
GiveItemCreate("leat08",Player1,0,0,0) // Schattenrüstung +3
ActionOverride(Player1,SetItemFlags("leat08",IDENTIFIED,TRUE)) // Schattenrüstung +3
XEquipItem("leat08",Player1,SLOT_ARMOR,EQUIP) // Schattenrüstung +3
Continue()
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
!Class(Player1,MAGE_THIEF)
!Class(Player1,MAGE)
!Class(Player1,THIEF)
!Class(Player1,BARD)
!Class(Player1,MONK)
!Kit(Player1,KENSAI)
Global("SOD_fromimport","global",0)
Global("BD_Helm","BD0120",0)
THEN
RESPONSE #100
SetGlobal("BD_Helm","BD0120",2)
GiveItemCreate("helm07",Player1,0,0,0) // Baldurans Helm
ActionOverride(Player1,SetItemFlags("helm07",IDENTIFIED,TRUE)) // Baldurans Helm
XEquipItem("helm07",Player1,SLOT_HELMET,EQUIP) // Baldurans Helm
Continue()
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
!Kit(Player1,WIZARDSLAYER)
Global("SOD_fromimport","global",0)
Global("BD_Belt","BD0120",0)
THEN
RESPONSE #100
SetGlobal("BD_Belt","BD0120",2)
GiveItemCreate("belt02",Player1,0,0,0) // Goldriemen von Urnst
ActionOverride(Player1,SetItemFlags("belt02",IDENTIFIED,TRUE)) // Goldriemen von Urnst
XEquipItem("belt02",Player1,SLOT_BELT,EQUIP) // Goldriemen von Urnst
Continue()
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("BD_Boot","BD0120",0)
Global("SOD_fromimport","global",0)
OR(3)
Class(Player1,THIEF)
Class(Player1,RANGER)
Kit(Player1,DARK_MOON)
THEN
RESPONSE #100
SetGlobal("BD_Boot","BD0120",2)
GiveItemCreate("boot02",Player1,0,0,0) // Stiefel der List
ActionOverride(Player1,SetItemFlags("boot02",IDENTIFIED,TRUE)) // Stiefel der List
XEquipItem("boot02",Player1,SLOT_BOOTS,EQUIP) // Stiefel der List
Continue()
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
!Class(Player1,THIEF)
!Class(Player1,RANGER)
!Kit(Player1,DARK_MOON)
Global("BD_Boot","BD0120",0)
Global("SOD_fromimport","global",0)
THEN
RESPONSE #100
SetGlobal("BD_Boot","BD0120",2)
GiveItemCreate("boot04",Player1,0,0,0) // Stiefel der Vermeidung
ActionOverride(Player1,SetItemFlags("boot04",IDENTIFIED,TRUE)) // Stiefel der Vermeidung
XEquipItem("boot04",Player1,SLOT_BOOTS,EQUIP) // Stiefel der Vermeidung
Continue()
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Class(Player1,CLERIC)
Global("SOD_fromimport","global",0)
Global("BD_RING","BD0120",0)
THEN
RESPONSE #100
SetGlobal("BD_RING","BD0120",2)
GiveItemCreate("ring22",Player1,0,0,0) // Ring der Heiligkeit
ActionOverride(Player1,SetItemFlags("ring22",IDENTIFIED,TRUE)) // Ring der Heiligkeit
XEquipItem("ring22",Player1,SLOT_RING_RIGHT,EQUIP) // Ring der Heiligkeit
Continue()
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Class(Player1,MAGE)
Global("SOD_fromimport","global",0)
Global("BD_RING","BD0120",0)
THEN
RESPONSE #100
SetGlobal("BD_RING","BD0120",2)
GiveItemCreate("RING08_",Player1,0,0,0) // Unendliches Gedächtnis
ActionOverride(Player1,SetItemFlags("RING08_",IDENTIFIED,TRUE)) // Unendliches Gedächtnis
XEquipItem("RING08_",Player1,SLOT_RING_RIGHT,EQUIP) // Unendliches Gedächtnis
Continue()
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Class(Player1,THIEF)
Global("SOD_fromimport","global",0)
Global("BD_RING","BD0120",0)
THEN
RESPONSE #100
SetGlobal("BD_RING","BD0120",2)
GiveItemCreate("ring05",Player1,7,0,0) // Unsichtbarkeitsring
ActionOverride(Player1,SetItemFlags("ring05",IDENTIFIED,TRUE)) // Unsichtbarkeitsring
XEquipItem("ring05",Player1,SLOT_RING_RIGHT,EQUIP) // Unsichtbarkeitsring
Continue()
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
!Class(Player1,CLERIC)
!Class(Player1,MAGE)
!Class(Player1,THIEF)
!Kit(Player1,WIZARDSLAYER)
Global("SOD_fromimport","global",0)
Global("BD_RING","BD0120",0)
THEN
RESPONSE #100
SetGlobal("BD_RING","BD0120",2)
GiveItemCreate("ring02",Player1,0,0,0) // Batalistas Ausweis
ActionOverride(Player1,SetItemFlags("ring02",IDENTIFIED,TRUE)) // Batalistas Ausweis
XEquipItem("ring02",Player1,SLOT_RING_RIGHT,EQUIP) // Batalistas Ausweis
Continue()
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
OR(3)
Class(Player1,MONK)
Kit(Player1,SHAPESHIFTER)
Kit(Player1,KENSAI)
Global("SOD_fromimport","global",0)
Global("BD_RING_PLUS_1","BD0120",0)
THEN
RESPONSE #100
SetGlobal("BD_RING_PLUS_1","BD0120",1)
GiveItemCreate("ring06",Player1,0,0,0) // Schutzring +1
ActionOverride(Player1,SetItemFlags("ring06",IDENTIFIED,TRUE)) // Schutzring +1
XEquipItem("ring06",Player1,SLOT_RING_LEFT,EQUIP) // Schutzring +1
Continue()
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
!Kit(Player1,WIZARDSLAYER)
Global("SOD_fromimport","global",0)
Global("BD_Cloak","BD0120",0)
THEN
RESPONSE #100
SetGlobal("BD_Cloak","BD0120",2)
GiveItemCreate("clck05",Player1,0,0,0) // Baldurans Umhang
ActionOverride(Player1,SetItemFlags("clck05",IDENTIFIED,TRUE)) // Baldurans Umhang
XEquipItem("clck05",Player1,SLOT_CLOAK,EQUIP) // Baldurans Umhang
Continue()
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Class(Player1,BARD)
Global("SOD_fromimport","global",0)
Global("BD_Amulet","BD0120",0)
THEN
RESPONSE #100
SetGlobal("BD_Amulet","BD0120",2)
GiveItemCreate("amul16",Player1,0,0,0) // Amulett des Metazaubereinflusses
ActionOverride(Player1,SetItemFlags("amul16",IDENTIFIED,TRUE)) // Amulett des Metazaubereinflusses
XEquipItem("amul16",Player1,SLOT_AMULET,EQUIP) // Amulett des Metazaubereinflusses
Continue()
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
OR(3)
Class(Player1,MONK)
Kit(Player1,KENSAI)
Kit(Player1,SHAPESHIFTER)
Global("SOD_fromimport","global",0)
Global("BD_Amulet","BD0120",0)
THEN
RESPONSE #100
SetGlobal("BD_Amulet","BD0120",2)
GiveItemCreate("amul15",Player1,10,0,0) // Schildamulett
ActionOverride(Player1,SetItemFlags("amul15",IDENTIFIED,TRUE)) // Schildamulett
XEquipItem("amul15",Player1,SLOT_AMULET,EQUIP) // Schildamulett
Continue()
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
!Class(Player1,BARD)
!Class(Player1,MONK)
!Kit(Player1,KENSAI)
!Kit(Player1,SHAPESHIFTER)
!Kit(Player1,WIZARDSLAYER)
Global("SOD_fromimport","global",0)
Global("BD_Amulet","BD0120",0)
THEN
RESPONSE #100
SetGlobal("BD_Amulet","BD0120",2)
GiveItemCreate("amul25",Player1,0,0,0) // Amulett des Zauberschutzes
ActionOverride(Player1,SetItemFlags("amul25",IDENTIFIED,TRUE)) // Amulett des Zauberschutzes
XEquipItem("amul25",Player1,SLOT_AMULET,EQUIP) // Amulett des Zauberschutzes
Continue()
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("bd_addback_core_pots","bd0120",0)
THEN
RESPONSE #100
SetGlobal("bd_addback_core_pots","bd0120",1)
GiveItemCreate("POTN08",Player1,5,0,0) // Heiltrank
GiveItemCreate("POTN17",Player1,2,0,0) // Heilungselixier
XEquipItem("POTN08",Player1,SLOT_MISC0,EQUIP) // Heiltrank
XEquipItem("POTN17",Player1,SLOT_MISC1,EQUIP) // Heilungselixier
Continue()
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
OR(6)
Class(Player1,MAGE)
Class(Player1,MAGE_THIEF)
Class(Player1,MONK)
Class(Player1,BARD)
Kit(Player1,KENSAI)
Kit(Player1,SHAPESHIFTER)
Global("SOD_fromimport","global",0)
Global("bd_addback_pots","bd0120",0)
THEN
RESPONSE #100
SetGlobal("bd_addback_pots","bd0120",1)
GiveItemCreate("POTN24",Player1,1,0,0) // Abwehrtrank
XEquipItem("POTN24",Player1,SLOT_MISC2,EQUIP) // Abwehrtrank
Continue()
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
OR(2)
Class(Player1,RANGER)
Class(Player1,PALADIN)
Global("SOD_fromimport","global",0)
Global("bd_addback_pots","bd0120",0)
THEN
RESPONSE #100
SetGlobal("bd_addback_pots","bd0120",1)
GiveItemCreate("POTN03",Player1,1,0,0) // Trank der Hügelriesenstärke
XEquipItem("POTN03",Player1,SLOT_MISC2,EQUIP) // Trank der Hügelriesenstärke
Continue()
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Class(Player1,THIEF)
Global("SOD_fromimport","global",0)
Global("bd_addback_pots","bd0120",0)
THEN
RESPONSE #100
SetGlobal("bd_addback_pots","bd0120",1)
GiveItemCreate("POTN36",Player1,1,0,0) // Trank der Meisterdiebeskunst
XEquipItem("POTN36",Player1,SLOT_MISC2,EQUIP) // Trank der Meisterdiebeskunst
Continue()
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Class(Player1,DRUID)
!Kit(Player1,SHAPESHIFTER)
Global("SOD_fromimport","global",0)
Global("bd_addback_pots","bd0120",0)
THEN
RESPONSE #50
SetGlobal("bd_addback_pots","bd0120",1)
GiveItemCreate("POTN42",Player1,1,0,0) // Regenerationstrank
XEquipItem("POTN42",Player1,SLOT_MISC2,EQUIP) // Regenerationstrank
Continue()
RESPONSE #50
SetGlobal("bd_addback_pots","bd0120",1)
GiveItemCreate("POTN45",Player1,1,0,0) // Trank der Freiheit
XEquipItem("POTN45",Player1,SLOT_MISC2,EQUIP) // Trank der Freiheit
Continue()
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
OR(4)
Class(Player1,CLERIC)
Class(Player1,CLERIC_MAGE)
Class(Player1,CLERIC_THIEF)
Class(Player1,CLERIC_RANGER)
Global("SOD_fromimport","global",0)
Global("bd_addback_pots","bd0120",0)
THEN
RESPONSE #100
SetGlobal("bd_addback_pots","bd0120",1)
GiveItemCreate("POTN21",Player1,1,0,0) // Trank der Klarheit
XEquipItem("POTN21",Player1,SLOT_MISC2,EQUIP) // Trank der Klarheit
Continue()
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Class(Player1,FIGHTER_ALL)
!Class(Player1,MONK)
!Kit(Player1,KENSAI)
!Kit(Player1,WIZARDSLAYER)
Global("SOD_fromimport","global",0)
Global("bd_addback_pots","bd0120",0)
THEN
RESPONSE #100
SetGlobal("bd_addback_pots","bd0120",1)
GiveItemCreate("POTN12",Player1,1,0,0) // Trank der Steinriesenstärke
XEquipItem("POTN12",Player1,SLOT_MISC2,EQUIP) // Trank der Steinriesenstärke
Continue()
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Bracers","BD0120",1)
PartyHasItem("brac06") // Hände von Takkok
THEN
RESPONSE #100
SetGlobal("BD_Bracers","BD0120",2)
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
OR(2)
Class(Player1,THIEF)
Class(Player1,RANGER)
Global("SOD_fromimport","global",0)
Global("BD_Bracers","BD0120",0)
CheckStatLT(Player1,14,DEX)
!PartyHasItem("brac06") // Hände von Takkok
THEN
RESPONSE #100
SetGlobal("BD_Bracers","BD0120",2)
GiveItemCreate("brac07",Player1,0,0,0) // Geschicklichkeitshandschuhe
ActionOverride(Player1,SetItemFlags("brac07",IDENTIFIED,TRUE)) // Geschicklichkeitshandschuhe
XEquipItem("brac07",Player1,SLOT_GAUNTLETS,EQUIP) // Geschicklichkeitshandschuhe
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
!Class(Player1,CLERIC_ALL)
!Class(Player1,DRUID_ALL)
!Class(Player1,MAGE)
!Kit(Player1,WIZARDSLAYER)
!Kit(Player1,KENSAI)
Global("SOD_fromimport","global",0)
Global("BD_Bracers","BD0120",0)
Global("BD_Missile_Weapon","BD0120",1)
!PartyHasItem("brac06") // Hände von Takkok
!PartyHasItem("brac07") // Geschicklichkeitshandschuhe
THEN
RESPONSE #100
SetGlobal("BD_Bracers","BD0120",2)
GiveItemCreate("brac04",Player1,0,0,0) // Armbänder der Bogenschützen
ActionOverride(Player1,SetItemFlags("brac04",IDENTIFIED,TRUE)) // Armbänder der Bogenschützen
XEquipItem("brac04",Player1,SLOT_GAUNTLETS,EQUIP) // Armbänder der Bogenschützen
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
!Kit(Player1,WIZARDSLAYER)
!Kit(Player1,KENSAI)
Global("SOD_fromimport","global",0)
Global("BD_Bracers","BD0120",0)
!PartyHasItem("brac06") // Hände von Takkok
!PartyHasItem("brac07") // Geschicklichkeitshandschuhe
!PartyHasItem("brac04") // Armbänder der Bogenschützen
THEN
RESPONSE #100
SetGlobal("BD_Bracers","BD0120",2)
GiveItemCreate("brac10",Player1,0,0,0) // Vermächtnis der Meister
ActionOverride(Player1,SetItemFlags("brac10",IDENTIFIED,TRUE)) // Vermächtnis der Meister
XEquipItem("brac10",Player1,SLOT_GAUNTLETS,EQUIP) // Vermächtnis der Meister
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
OR(2)
Kit(Player1,WIZARDSLAYER)
Kit(Player1,KENSAI)
Global("SOD_fromimport","global",0)
Global("BD_Bracers","BD0120",0)
!PartyHasItem("brac06") // Hände von Takkok
!PartyHasItem("brac07") // Geschicklichkeitshandschuhe
!PartyHasItem("brac04") // Armbänder der Bogenschützen
!PartyHasItem("brac10") // Vermächtnis der Meister
THEN
RESPONSE #100
SetGlobal("BD_Bracers","BD0120",2)
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
!Kit(Player1,KENSAI)
!Class(Player1,MONK)
!Class(Player1,MAGE)
Global("SOD_fromimport","global",0)
OR(2)
Global("BD_Weapon","BD0120",1)
Global("BD_Weapon","BD0120",3)
Global("BD_Shield","BD0120",0)
OR(2)
CheckStatGT(Player1,0,PROFICIENCYSWORDANDSHIELD)
Global("BD_Give_Shield_Anyway","BD0120",1)
OR(4)
Class(Player1,DRUID)
Class(Player1,THIEF)
Class(Player1,BARD)
CheckStatLT(Player1,13,STR)
THEN
RESPONSE #50
SetGlobal("BD_Shield","BD0120",2)
GiveItemCreate("shld20",Player1,0,0,0) // Kiels Tartsche
ActionOverride(Player1,SetItemFlags("shld20",IDENTIFIED,TRUE)) // Kiels Tartsche
XEquipItem("shld20",Player1,SLOT_SHIELD,EQUIP) // Kiels Tartsche
Continue()
RESPONSE #50
SetGlobal("BD_Shield","BD0120",2)
GiveItemCreate("shld33",Player1,0,0,0) // Buckleys Tartsche
ActionOverride(Player1,SetItemFlags("shld33",IDENTIFIED,TRUE)) // Buckleys Tartsche
XEquipItem("shld33",Player1,SLOT_SHIELD,EQUIP) // Buckleys Tartsche
Continue()
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
!Kit(Player1,KENSAI)
!Class(Player1,MONK)
!Class(Player1,DRUID)
!Class(Player1,MAGE)
!Class(Player1,MAGE_THIEF)
!Class(Player1,THIEF)
!Class(Player1,BARD)
Global("SOD_fromimport","global",0)
OR(2)
Global("BD_Weapon","BD0120",1)
Global("BD_Weapon","BD0120",3)
Global("BD_Shield","BD0120",0)
OR(2)
CheckStatGT(Player1,0,PROFICIENCYSWORDANDSHIELD)
Global("BD_Give_Shield_Anyway","BD0120",1)
CheckStatGT(Player1,12,STR)
THEN
RESPONSE #50
SetGlobal("BD_Shield","BD0120",2)
GiveItemCreate("SHLD07A",Player1,0,0,0) // Schild der fallenden Sterne +1
ActionOverride(Player1,SetItemFlags("SHLD07A",IDENTIFIED,TRUE)) // Schild der fallenden Sterne +1
XEquipItem("SHLD07A",Player1,SLOT_SHIELD,EQUIP) // Schild der fallenden Sterne +1
Continue()
RESPONSE #50
SetGlobal("BD_Shield","BD0120",2)
GiveItemCreate("SHLD19A",Player1,0,0,0) // Pellans Schild +2
ActionOverride(Player1,SetItemFlags("SHLD19A",IDENTIFIED,TRUE)) // Pellans Schild +2
XEquipItem("SHLD19A",Player1,SLOT_SHIELD,EQUIP) // Pellans Schild +2
Continue()
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",1)
Global("BD_Two_Weapons","BD0120",0)
Global("BD_PROFICIENCYBASTARDSWORD","BD0120",1)
CheckStatGT(Player1,0,PROFICIENCY2WEAPON)
THEN
RESPONSE #100
SetGlobal("BD_Two_Weapons","BD0120",1)
GiveItemCreate("sw1h02",Player1,0,0,0) // Bastardschwert +1
ActionOverride(Player1,SetItemFlags("sw1h02",IDENTIFIED,TRUE)) // Bastardschwert +1
XEquipItem("sw1h02",Player1,SLOT_SHIELD,EQUIP) // Bastardschwert +1
Continue()
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",1)
Global("BD_Two_Weapons","BD0120",0)
Global("BD_PROFICIENCYLONGSWORD","BD0120",1)
CheckStatGT(Player1,0,PROFICIENCY2WEAPON)
THEN
RESPONSE #100
SetGlobal("BD_Two_Weapons","BD0120",1)
GiveItemCreate("sw1h05",Player1,0,0,0) // Langschwert +1
ActionOverride(Player1,SetItemFlags("sw1h05",IDENTIFIED,TRUE)) // Langschwert +1
XEquipItem("sw1h05",Player1,SLOT_SHIELD,EQUIP) // Langschwert +1
Continue()
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",1)
Global("BD_Two_Weapons","BD0120",0)
Global("BD_PROFICIENCYSHORTSWORD","BD0120",1)
CheckStatGT(Player1,0,PROFICIENCY2WEAPON)
THEN
RESPONSE #100
SetGlobal("BD_Two_Weapons","BD0120",1)
GiveItemCreate("sw1h08",Player1,0,0,0) // Kurzschwert +1
ActionOverride(Player1,SetItemFlags("sw1h08",IDENTIFIED,TRUE)) // Kurzschwert +1
XEquipItem("sw1h08",Player1,SLOT_SHIELD,EQUIP) // Kurzschwert +1
Continue()
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",1)
Global("BD_Two_Weapons","BD0120",0)
Global("BD_PROFICIENCYAXE","BD0120",1)
CheckStatGT(Player1,0,PROFICIENCY2WEAPON)
THEN
RESPONSE #100
SetGlobal("BD_Two_Weapons","BD0120",1)
GiveItemCreate("ax1h02",Player1,0,0,0) // Streitaxt +1
ActionOverride(Player1,SetItemFlags("ax1h02",IDENTIFIED,TRUE)) // Streitaxt +1
XEquipItem("ax1h02",Player1,SLOT_SHIELD,EQUIP) // Streitaxt +1
Continue()
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",1)
Global("BD_Two_Weapons","BD0120",0)
Global("BD_PROFICIENCYKATANA","BD0120",1)
CheckStatGT(Player1,0,PROFICIENCY2WEAPON)
THEN
RESPONSE #100
SetGlobal("BD_Two_Weapons","BD0120",1)
GiveItemCreate("sw1h43",Player1,0,0,0) // Katana
ActionOverride(Player1,SetItemFlags("sw1h43",IDENTIFIED,TRUE)) // Katana
XEquipItem("sw1h43",Player1,SLOT_SHIELD,EQUIP) // Katana
Continue()
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",1)
Global("BD_Two_Weapons","BD0120",0)
Global("BD_PROFICIENCYSCIMITAR_ETC","BD0120",1)
CheckStatGT(Player1,0,PROFICIENCY2WEAPON)
Class(Player1,DRUID_ALL)
THEN
RESPONSE #100
SetGlobal("BD_Two_Weapons","BD0120",1)
GiveItemCreate("sw1h22",Player1,0,0,0) // Krummsäbel +1
ActionOverride(Player1,SetItemFlags("sw1h22",IDENTIFIED,TRUE)) // Krummsäbel +1
XEquipItem("sw1h22",Player1,SLOT_SHIELD,EQUIP) // Krummsäbel +1
Continue()
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",1)
Global("BD_Two_Weapons","BD0120",0)
Global("BD_PROFICIENCYSCIMITAR_ETC","BD0120",1)
CheckStatGT(Player1,0,PROFICIENCY2WEAPON)
!Class(Player1,DRUID_ALL)
THEN
RESPONSE #100
SetGlobal("BD_Two_Weapons","BD0120",1)
GiveItemCreate("sw1h46",Player1,0,0,0) // Wakizashi
ActionOverride(Player1,SetItemFlags("sw1h46",IDENTIFIED,TRUE)) // Wakizashi
XEquipItem("sw1h46",Player1,SLOT_SHIELD,EQUIP) // Wakizashi
Continue()
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",1)
Global("BD_Two_Weapons","BD0120",0)
Global("BD_PROFICIENCYDAGGER","BD0120",1)
CheckStatGT(Player1,0,PROFICIENCY2WEAPON)
THEN
RESPONSE #100
SetGlobal("BD_Two_Weapons","BD0120",1)
GiveItemCreate("dagg02",Player1,0,0,0) // Dolch +1
ActionOverride(Player1,SetItemFlags("dagg02",IDENTIFIED,TRUE)) // Dolch +1
XEquipItem("dagg02",Player1,SLOT_SHIELD,EQUIP) // Dolch +1
Continue()
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",1)
Global("BD_Two_Weapons","BD0120",0)
Global("BD_PROFICIENCYWARHAMMER","BD0120",1)
CheckStatGT(Player1,0,PROFICIENCY2WEAPON)
THEN
RESPONSE #100
SetGlobal("BD_Two_Weapons","BD0120",1)
GiveItemCreate("hamm02",Player1,0,0,0) // Kriegshammer +1
ActionOverride(Player1,SetItemFlags("hamm02",IDENTIFIED,TRUE)) // Kriegshammer +1
XEquipItem("hamm02",Player1,SLOT_SHIELD,EQUIP) // Kriegshammer +1
Continue()
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",1)
Global("BD_Two_Weapons","BD0120",0)
Global("BD_PROFICIENCYFLAILMORNINGSTAR","BD0120",1)
CheckStatGT(Player1,0,PROFICIENCY2WEAPON)
CheckStatGT(Player1,10,STR)
THEN
RESPONSE #100
SetGlobal("BD_Two_Weapons","BD0120",1)
GiveItemCreate("blun07",Player1,0,0,0) // Morgenstern +1
ActionOverride(Player1,SetItemFlags("blun07",IDENTIFIED,TRUE)) // Morgenstern +1
XEquipItem("blun07",Player1,SLOT_SHIELD,EQUIP) // Morgenstern +1
Continue()
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",1)
Global("BD_Two_Weapons","BD0120",0)
Global("BD_PROFICIENCYMACE","BD0120",1)
CheckStatGT(Player1,0,PROFICIENCY2WEAPON)
THEN
RESPONSE #100
SetGlobal("BD_Two_Weapons","BD0120",1)
GiveItemCreate("blun05",Player1,0,0,0) // Streitkolben +1
ActionOverride(Player1,SetItemFlags("blun05",IDENTIFIED,TRUE)) // Streitkolben +1
XEquipItem("blun05",Player1,SLOT_SHIELD,EQUIP) // Streitkolben +1
Continue()
END

IF
Global("BD_TURNOFF_GEARSCRIPT","BD0120",0)
Global("SOD_fromimport","global",0)
Global("BD_Weapon","BD0120",1)
Global("BD_Two_Weapons","BD0120",0)
Global("BD_PROFICIENCYCLUB","BD0120",1)
CheckStatGT(Player1,0,PROFICIENCY2WEAPON)
THEN
RESPONSE #100
SetGlobal("BD_Two_Weapons","BD0120",1)
GiveItemCreate("blun36",Player1,0,0,0) // Keule +1
ActionOverride(Player1,SetItemFlags("blun36",IDENTIFIED,TRUE)) // Keule +1
XEquipItem("blun36",Player1,SLOT_SHIELD,EQUIP) // Keule +1
Continue()
END

IF
Global("BD_break_script_for_imports","BD0120",0)
Global("BD_TURNOFF_GEARSCRIPT","BD0120",1)
Global("bd_plot","global",0)
THEN
RESPONSE #100
SetGlobal("BD_break_script_for_imports","BD0120",1)
END

IF
Global("bd_plot","global",0)
Global("SOD_fromimport","global",0)
NumInParty(1)
OR(3)
Alignment(Player1,LAWFUL_EVIL)
Alignment(Player1,NEUTRAL_EVIL)
Alignment(Player1,CHAOTIC_EVIL)
THEN
RESPONSE #100
SetGlobal("bd_plot","global",1)
CreateCreature("dorn7",[920.1660],NE) // Dorn
CreateCreature("baelot7",[840.1590],NE) // Baeloth
CreateCreature("viconi7",[935.1720],NE) // Viconia
CreateCreature("EDWIN7_",[780.1575],NE) // Edwin
CreateCreature("safana7",[870.1710],NE) // Safana
SetGlobal("SPRITE_IS_DEADdorn","global",0)
SetGlobal("SPRITE_IS_DEADbaeloth","global",0)
SetGlobal("SPRITE_IS_DEADviconia","global",0)
SetGlobal("SPRITE_IS_DEADedwin","global",0)
SetGlobal("SPRITE_IS_DEADsafana","global",0)
ChangeSpecifics("dorn",NONE) // Dorn
ChangeSpecifics("baeloth",NONE) // Baeloth
ChangeSpecifics("viconia",NONE) // Viconia
ChangeSpecifics("edwin",NONE) // Edwin
ChangeSpecifics("safana",NONE) // Safana
Continue()
END

IF
Global("bd_plot","global",0)
Global("SOD_fromimport","global",0)
NumInParty(2)
OR(3)
Alignment(Player1,LAWFUL_EVIL)
Alignment(Player1,NEUTRAL_EVIL)
Alignment(Player1,CHAOTIC_EVIL)
Global("bd_party_has_lockpicking","BD0120",1)
Global("bd_party_has_traps","BD0120",1)
THEN
RESPONSE #100
SetGlobal("bd_plot","global",1)
CreateCreature("dorn7",[920.1660],NE) // Dorn
CreateCreature("baelot7",[840.1590],NE) // Baeloth
CreateCreature("viconi7",[935.1720],NE) // Viconia
CreateCreature("EDWIN7_",[780.1575],NE) // Edwin
SetGlobal("SPRITE_IS_DEADdorn","global",0)
SetGlobal("SPRITE_IS_DEADbaeloth","global",0)
SetGlobal("SPRITE_IS_DEADviconia","global",0)
SetGlobal("SPRITE_IS_DEADedwin","global",0)
ChangeSpecifics("dorn",NONE) // Dorn
ChangeSpecifics("baeloth",NONE) // Baeloth
ChangeSpecifics("viconia",NONE) // Viconia
ChangeSpecifics("edwin",NONE) // Edwin
Continue()
END

IF
Global("bd_plot","global",0)
Global("SOD_fromimport","global",0)
NumInParty(2)
OR(3)
Alignment(Player1,LAWFUL_EVIL)
Alignment(Player1,NEUTRAL_EVIL)
Alignment(Player1,CHAOTIC_EVIL)
OR(2)
Global("bd_party_has_lockpicking","BD0120",0)
Global("bd_party_has_traps","BD0120",0)
THEN
RESPONSE #50
SetGlobal("bd_plot","global",1)
CreateCreature("dorn7",[920.1660],NE) // Dorn
CreateCreature("baelot7",[840.1590],NE) // Baeloth
CreateCreature("viconi7",[935.1720],NE) // Viconia
CreateCreature("safana7",[870.1710],NE) // Safana
SetGlobal("SPRITE_IS_DEADdorn","global",0)
SetGlobal("SPRITE_IS_DEADbaeloth","global",0)
SetGlobal("SPRITE_IS_DEADviconia","global",0)
SetGlobal("SPRITE_IS_DEADsafana","global",0)
ChangeSpecifics("dorn",NONE) // Dorn
ChangeSpecifics("baeloth",NONE) // Baeloth
ChangeSpecifics("viconia",NONE) // Viconia
ChangeSpecifics("safana",NONE) // Safana
Continue()
RESPONSE #50
SetGlobal("bd_plot","global",1)
CreateCreature("dorn7",[920.1660],NE) // Dorn
CreateCreature("viconi7",[935.1720],NE) // Viconia
CreateCreature("EDWIN7_",[780.1575],NE) // Edwin
CreateCreature("safana7",[870.1710],NE) // Safana
SetGlobal("SPRITE_IS_DEADdorn","global",0)
SetGlobal("SPRITE_IS_DEADviconia","global",0)
SetGlobal("SPRITE_IS_DEADedwin","global",0)
SetGlobal("SPRITE_IS_DEADsafana","global",0)
ChangeSpecifics("dorn",NONE) // Dorn
ChangeSpecifics("viconia",NONE) // Viconia
ChangeSpecifics("edwin",NONE) // Edwin
ChangeSpecifics("safana",NONE) // Safana
Continue()
END

IF
Global("bd_plot","global",0)
Global("SOD_fromimport","global",0)
NumInParty(3)
OR(3)
Alignment(Player1,LAWFUL_EVIL)
Alignment(Player1,NEUTRAL_EVIL)
Alignment(Player1,CHAOTIC_EVIL)
Global("bd_party_has_lockpicking","BD0120",1)
Global("bd_party_has_traps","BD0120",1)
THEN
RESPONSE #50
SetGlobal("bd_plot","global",1)
CreateCreature("dorn7",[920.1660],NE) // Dorn
CreateCreature("viconi7",[935.1720],NE) // Viconia
CreateCreature("EDWIN7_",[870.1710],NE) // Edwin
SetGlobal("SPRITE_IS_DEADdorn","global",0)
SetGlobal("SPRITE_IS_DEADviconia","global",0)
SetGlobal("SPRITE_IS_DEADedwin","global",0)
ChangeSpecifics("dorn",NONE) // Dorn
ChangeSpecifics("viconia",NONE) // Viconia
ChangeSpecifics("edwin",NONE) // Edwin
Continue()
RESPONSE #50
SetGlobal("bd_plot","global",1)
CreateCreature("dorn7",[920.1660],NE) // Dorn
CreateCreature("viconi7",[935.1720],NE) // Viconia
CreateCreature("baelot7",[870.1710],NE) // Baeloth
SetGlobal("SPRITE_IS_DEADdorn","global",0)
SetGlobal("SPRITE_IS_DEADviconia","global",0)
SetGlobal("SPRITE_IS_DEADbaeloth","global",0)
ChangeSpecifics("dorn",NONE) // Dorn
ChangeSpecifics("viconia",NONE) // Viconia
ChangeSpecifics("baeloth",NONE) // Baeloth
Continue()
END

IF
Global("bd_plot","global",0)
Global("SOD_fromimport","global",0)
NumInParty(3)
OR(3)
Alignment(Player1,LAWFUL_EVIL)
Alignment(Player1,NEUTRAL_EVIL)
Alignment(Player1,CHAOTIC_EVIL)
OR(2)
Global("bd_party_has_lockpicking","BD0120",0)
Global("bd_party_has_traps","BD0120",0)
Global("bd_party_has_priest","BD0120",0)
THEN
RESPONSE #100
SetGlobal("bd_plot","global",1)
CreateCreature("dorn7",[920.1660],NE) // Dorn
CreateCreature("viconi7",[935.1720],NE) // Viconia
CreateCreature("safana7",[870.1710],NE) // Safana
SetGlobal("SPRITE_IS_DEADdorn","global",0)
SetGlobal("SPRITE_IS_DEADviconia","global",0)
SetGlobal("SPRITE_IS_DEADsafana","global",0)
ChangeSpecifics("dorn",NONE) // Dorn
ChangeSpecifics("viconia",NONE) // Viconia
ChangeSpecifics("safana",NONE) // Safana
Continue()
END

IF
Global("bd_plot","global",0)
Global("SOD_fromimport","global",0)
NumInParty(3)
OR(3)
Alignment(Player1,LAWFUL_EVIL)
Alignment(Player1,NEUTRAL_EVIL)
Alignment(Player1,CHAOTIC_EVIL)
OR(2)
Global("bd_party_has_lockpicking","BD0120",0)
Global("bd_party_has_traps","BD0120",0)
Global("bd_party_has_priest","BD0120",1)
THEN
RESPONSE #50
SetGlobal("bd_plot","global",1)
CreateCreature("EDWIN7_",[920.1660],NE) // Edwin
CreateCreature("dorn7",[935.1720],NE) // Dorn
CreateCreature("safana7",[870.1710],NE) // Safana
SetGlobal("SPRITE_IS_DEADedwin","global",0)
SetGlobal("SPRITE_IS_DEADdorn","global",0)
SetGlobal("SPRITE_IS_DEADsafana","global",0)
ChangeSpecifics("edwin",NONE) // Edwin
ChangeSpecifics("dorn",NONE) // Dorn
ChangeSpecifics("safana",NONE) // Safana
Continue()
RESPONSE #50
SetGlobal("bd_plot","global",1)
CreateCreature("baelot7",[920.1660],NE) // Baeloth
CreateCreature("dorn7",[935.1720],NE) // Dorn
CreateCreature("safana7",[870.1710],NE) // Safana
SetGlobal("SPRITE_IS_DEADbaeloth","global",0)
SetGlobal("SPRITE_IS_DEADdorn","global",0)
SetGlobal("SPRITE_IS_DEADsafana","global",0)
ChangeSpecifics("baeloth",NONE) // Baeloth
ChangeSpecifics("dorn",NONE) // Dorn
ChangeSpecifics("safana",NONE) // Safana
Continue()
END

IF
Global("SOD_fromimport","global",0)
NumInParty(4)
OR(3)
Alignment(Player1,LAWFUL_EVIL)
Alignment(Player1,NEUTRAL_EVIL)
Alignment(Player1,CHAOTIC_EVIL)
Global("bd_party_has_lockpicking","BD0120",1)
Global("bd_party_has_traps","BD0120",1)
Global("bd_party_has_priest","BD0120",0)
THEN
RESPONSE #100
SetGlobal("bd_party_has_priest","BD0120",2)
SetGlobal("bd_plot","global",1)
SetGlobal("bd_fours_a_crowd","GLOBAL",1)
CreateCreature("viconi7",[935.1720],NE) // Viconia
SetGlobal("SPRITE_IS_DEADviconia","global",0)
ChangeSpecifics("viconia",NONE) // Viconia
END

IF
Global("SOD_fromimport","global",0)
NumInParty(4)
OR(3)
Alignment(Player1,LAWFUL_EVIL)
Alignment(Player1,NEUTRAL_EVIL)
Alignment(Player1,CHAOTIC_EVIL)
Global("bd_party_has_lockpicking","BD0120",1)
Global("bd_party_has_traps","BD0120",1)
Global("bd_party_has_warrior","BD0120",0)
THEN
RESPONSE #100
SetGlobal("bd_party_has_warrior","BD0120",2)
SetGlobal("bd_plot","global",1)
IncrementGlobal("bd_fours_a_crowd","GLOBAL",1)
CreateCreature("dorn7",[935.1720],NE) // Dorn
SetGlobal("SPRITE_IS_DEADdorn","global",0)
ChangeSpecifics("dorn",NONE) // Dorn
END

IF
GlobalLT("bd_fours_a_crowd","GLOBAL",2)
Global("SOD_fromimport","global",0)
NumInParty(4)
OR(3)
Alignment(Player1,LAWFUL_EVIL)
Alignment(Player1,NEUTRAL_EVIL)
Alignment(Player1,CHAOTIC_EVIL)
Global("bd_party_has_lockpicking","BD0120",1)
Global("bd_party_has_traps","BD0120",1)
Global("bd_party_has_wizard","BD0120",0)
THEN
RESPONSE #50
SetGlobal("bd_party_has_wizard","BD0120",2)
SetGlobal("bd_plot","global",1)
IncrementGlobal("bd_fours_a_crowd","GLOBAL",1)
CreateCreature("EDWIN7_",[920.1660],NE) // Edwin
SetGlobal("SPRITE_IS_DEADedwin","global",0)
ChangeSpecifics("edwin",NONE) // Edwin
RESPONSE #50
SetGlobal("bd_party_has_wizard","BD0120",1)
SetGlobal("bd_plot","global",1)
IncrementGlobal("bd_fours_a_crowd","GLOBAL",1)
CreateCreature("baelot7",[920.1660],NE) // Baeloth
SetGlobal("SPRITE_IS_DEADbaeloth","global",0)
ChangeSpecifics("baeloth",NONE) // Baeloth
END

IF
GlobalLT("bd_fours_a_crowd","GLOBAL",2)
Global("SOD_fromimport","global",0)
NumInParty(4)
OR(3)
Alignment(Player1,LAWFUL_EVIL)
Alignment(Player1,NEUTRAL_EVIL)
Alignment(Player1,CHAOTIC_EVIL)
Global("bd_party_has_lockpicking","BD0120",1)
Global("bd_party_has_traps","BD0120",1)
!InMyArea("viconia") // Viconia
THEN
RESPONSE #100
SetGlobal("bd_party_has_lockpicking","BD0120",2)
SetGlobal("bd_party_has_traps","BD0120",2)
SetGlobal("bd_plot","global",1)
IncrementGlobal("bd_fours_a_crowd","GLOBAL",1)
CreateCreature("viconi7",[935.1720],NE) // Viconia
SetGlobal("SPRITE_IS_DEADviconia","global",0)
ChangeSpecifics("viconia",NONE) // Viconia
END

IF
GlobalLT("bd_fours_a_crowd","GLOBAL",2)
Global("SOD_fromimport","global",0)
NumInParty(4)
OR(3)
Alignment(Player1,LAWFUL_EVIL)
Alignment(Player1,NEUTRAL_EVIL)
Alignment(Player1,CHAOTIC_EVIL)
Global("bd_party_has_lockpicking","BD0120",1)
Global("bd_party_has_traps","BD0120",1)
!InMyArea("dorn") // Dorn
THEN
RESPONSE #100
SetGlobal("bd_party_has_lockpicking","BD0120",2)
SetGlobal("bd_party_has_traps","BD0120",2)
SetGlobal("bd_plot","global",1)
IncrementGlobal("bd_fours_a_crowd","GLOBAL",1)
CreateCreature("dorn7",[935.1720],NE) // Dorn
SetGlobal("SPRITE_IS_DEADdorn","global",0)
ChangeSpecifics("dorn",NONE) // Dorn
END

IF
GlobalLT("bd_fours_a_crowd","GLOBAL",2)
Global("SOD_fromimport","global",0)
NumInParty(4)
OR(3)
Alignment(Player1,LAWFUL_EVIL)
Alignment(Player1,NEUTRAL_EVIL)
Alignment(Player1,CHAOTIC_EVIL)
GlobalGT("bd_party_has_lockpicking","BD0120",0)
GlobalGT("bd_party_has_traps","BD0120",0)
THEN
RESPONSE #50
SetGlobal("bd_plot","global",1)
SetGlobal("bd_fours_a_crowd","GLOBAL",2)
CreateCreature("EDWIN7_",[920.1660],NE) // Edwin
SetGlobal("SPRITE_IS_DEADedwin","global",0)
ChangeSpecifics("edwin",NONE) // Edwin
RESPONSE #50
SetGlobal("bd_plot","global",1)
SetGlobal("bd_fours_a_crowd","GLOBAL",2)
CreateCreature("baelot7",[920.1660],NE) // Baeloth
SetGlobal("SPRITE_IS_DEADbaeloth","global",0)
ChangeSpecifics("baeloth",NONE) // Baeloth
END

IF
Global("bd_plot","global",0)
Global("SOD_fromimport","global",0)
NumInParty(4)
OR(3)
Alignment(Player1,LAWFUL_EVIL)
Alignment(Player1,NEUTRAL_EVIL)
Alignment(Player1,CHAOTIC_EVIL)
OR(2)
Global("bd_party_has_lockpicking","BD0120",0)
Global("bd_party_has_traps","BD0120",0)
Global("bd_party_has_priest","BD0120",0)
THEN
RESPONSE #100
SetGlobal("bd_plot","global",1)
CreateCreature("safana7",[920.1660],NE) // Safana
CreateCreature("viconi7",[935.1720],NE) // Viconia
SetGlobal("SPRITE_IS_DEADsafana","global",0)
SetGlobal("SPRITE_IS_DEADviconia","global",0)
ChangeSpecifics("safana",NONE) // Safana
ChangeSpecifics("viconia",NONE) // Viconia
END

IF
Global("bd_plot","global",0)
Global("SOD_fromimport","global",0)
NumInParty(4)
OR(3)
Alignment(Player1,LAWFUL_EVIL)
Alignment(Player1,NEUTRAL_EVIL)
Alignment(Player1,CHAOTIC_EVIL)
OR(2)
Global("bd_party_has_lockpicking","BD0120",0)
Global("bd_party_has_traps","BD0120",0)
Global("bd_party_has_warrior","BD0120",0)
THEN
RESPONSE #100
SetGlobal("bd_plot","global",1)
CreateCreature("safana7",[920.1660],NE) // Safana
CreateCreature("dorn7",[935.1720],NE) // Dorn
SetGlobal("SPRITE_IS_DEADsafana","global",0)
SetGlobal("SPRITE_IS_DEADdorn","global",0)
ChangeSpecifics("safana",NONE) // Safana
ChangeSpecifics("dorn",NONE) // Dorn
END

IF
Global("bd_plot","global",0)
Global("SOD_fromimport","global",0)
NumInParty(4)
OR(3)
Alignment(Player1,LAWFUL_EVIL)
Alignment(Player1,NEUTRAL_EVIL)
Alignment(Player1,CHAOTIC_EVIL)
OR(2)
Global("bd_party_has_lockpicking","BD0120",0)
Global("bd_party_has_traps","BD0120",0)
Global("bd_party_has_wizard","BD0120",0)
THEN
RESPONSE #50
SetGlobal("bd_plot","global",1)
CreateCreature("safana7",[920.1660],NE) // Safana
CreateCreature("EDWIN7_",[935.1720],NE) // Edwin
SetGlobal("SPRITE_IS_DEADsafana","global",0)
SetGlobal("SPRITE_IS_DEADedwin","global",0)
ChangeSpecifics("safana",NONE) // Safana
ChangeSpecifics("edwin",NONE) // Edwin
RESPONSE #50
SetGlobal("bd_plot","global",1)
CreateCreature("safana7",[935.1720],NE) // Safana
CreateCreature("baelot7",[920.1660],NE) // Baeloth
SetGlobal("SPRITE_IS_DEADsafana","global",0)
SetGlobal("SPRITE_IS_DEADbaeloth","global",0)
ChangeSpecifics("safana",NONE) // Safana
ChangeSpecifics("baeloth",NONE) // Baeloth
END

IF
Global("bd_plot","global",0)
Global("SOD_fromimport","global",0)
NumInParty(4)
OR(3)
Alignment(Player1,LAWFUL_EVIL)
Alignment(Player1,NEUTRAL_EVIL)
Alignment(Player1,CHAOTIC_EVIL)
OR(2)
Global("bd_party_has_lockpicking","BD0120",0)
Global("bd_party_has_traps","BD0120",0)
THEN
RESPONSE #100
SetGlobal("bd_plot","global",1)
CreateCreature("safana7",[920.1660],NE) // Safana
CreateCreature("viconi7",[935.1720],NE) // Viconia
SetGlobal("SPRITE_IS_DEADsafana","global",0)
SetGlobal("SPRITE_IS_DEADviconia","global",0)
ChangeSpecifics("safana",NONE) // Safana
ChangeSpecifics("viconia",NONE) // Viconia
END

IF
Global("bd_plot","global",0)
Global("SOD_fromimport","global",0)
NumInParty(5)
OR(3)
Alignment(Player1,LAWFUL_EVIL)
Alignment(Player1,NEUTRAL_EVIL)
Alignment(Player1,CHAOTIC_EVIL)
Global("bd_party_has_lockpicking","BD0120",1)
Global("bd_party_has_traps","BD0120",1)
Global("bd_party_has_priest","BD0120",0)
THEN
RESPONSE #100
SetGlobal("bd_plot","global",1)
CreateCreature("viconi7",[920.1660],NE) // Viconia
SetGlobal("SPRITE_IS_DEADviconia","global",0)
ChangeSpecifics("viconia",NONE) // Viconia
END

IF
Global("bd_plot","global",0)
Global("SOD_fromimport","global",0)
NumInParty(5)
OR(3)
Alignment(Player1,LAWFUL_EVIL)
Alignment(Player1,NEUTRAL_EVIL)
Alignment(Player1,CHAOTIC_EVIL)
Global("bd_party_has_lockpicking","BD0120",1)
Global("bd_party_has_traps","BD0120",1)
Global("bd_party_has_warrior","BD0120",0)
!InMyArea("viconia") // Viconia
THEN
RESPONSE #100
SetGlobal("bd_plot","global",1)
CreateCreature("dorn7",[920.1660],NE) // Dorn
SetGlobal("SPRITE_IS_DEADdorn","global",0)
ChangeSpecifics("dorn",NONE) // Dorn
END

IF
Global("bd_plot","global",0)
Global("SOD_fromimport","global",0)
NumInParty(5)
OR(3)
Alignment(Player1,LAWFUL_EVIL)
Alignment(Player1,NEUTRAL_EVIL)
Alignment(Player1,CHAOTIC_EVIL)
Global("bd_party_has_lockpicking","BD0120",1)
Global("bd_party_has_traps","BD0120",1)
Global("bd_party_has_wizard","BD0120",0)
!InMyArea("viconia") // Viconia
!InMyArea("dorn") // Dorn
THEN
RESPONSE #50
SetGlobal("bd_plot","global",1)
CreateCreature("EDWIN7_",[920.1660],NE) // Edwin
SetGlobal("SPRITE_IS_DEADedwin","global",0)
ChangeSpecifics("edwin",NONE) // Edwin
RESPONSE #50
SetGlobal("bd_plot","global",1)
CreateCreature("baelot7",[920.1660],NE) // Baeloth
SetGlobal("SPRITE_IS_DEADbaeloth","global",0)
ChangeSpecifics("baeloth",NONE) // Baeloth
END

IF
Global("bd_plot","global",0)
Global("SOD_fromimport","global",0)
NumInParty(5)
OR(3)
Alignment(Player1,LAWFUL_EVIL)
Alignment(Player1,NEUTRAL_EVIL)
Alignment(Player1,CHAOTIC_EVIL)
Global("bd_party_has_lockpicking","BD0120",1)
Global("bd_party_has_traps","BD0120",1)
!InMyArea("viconia") // Viconia
!InMyArea("dorn") // Dorn
!InMyArea("edwin") // Edwin
!InMyArea("baeloth") // Baeloth
THEN
RESPONSE #100
SetGlobal("bd_plot","global",1)
CreateCreature("viconi7",[920.1660],NE) // Viconia
SetGlobal("SPRITE_IS_DEADviconia","global",0)
ChangeSpecifics("viconia",NONE) // Viconia
END

IF
Global("bd_plot","global",0)
Global("SOD_fromimport","global",0)
NumInParty(5)
OR(3)
Alignment(Player1,LAWFUL_EVIL)
Alignment(Player1,NEUTRAL_EVIL)
Alignment(Player1,CHAOTIC_EVIL)
OR(2)
Global("bd_party_has_lockpicking","BD0120",0)
Global("bd_party_has_traps","BD0120",0)
THEN
RESPONSE #100
SetGlobal("bd_plot","global",1)
CreateCreature("safana7",[870.1710],NE) // Safana
SetGlobal("SPRITE_IS_DEADsafana","global",0)
ChangeSpecifics("safana",NONE) // Safana
Continue()
END

IF
Global("bd_plot","global",0)
Global("SOD_fromimport","global",0)
NumInParty(1)
OR(3)
Alignment(Player1,LAWFUL_NEUTRAL)
Alignment(Player1,NEUTRAL)
Alignment(Player1,CHAOTIC_NEUTRAL)
THEN
RESPONSE #100
SetGlobal("bd_plot","global",1)
CreateCreature("neera7",[920.1660],NE) // Neera
CreateCreature("khalid7",[840.1590],NE) // Khalid
CreateCreature("JAHEIR7_",[935.1720],NE) // Jaheira
CreateCreature("dorn7",[780.1575],NE) // Dorn
CreateCreature("safana7",[870.1710],NE) // Safana
SetGlobal("SPRITE_IS_DEADdorn","global",0)
SetGlobal("SPRITE_IS_DEADkhalid","global",0)
SetGlobal("SPRITE_IS_DEADjaheira","global",0)
SetGlobal("SPRITE_IS_DEADneera","global",0)
SetGlobal("SPRITE_IS_DEADsafana","global",0)
ChangeSpecifics("neera",NONE) // Neera
ChangeSpecifics("khalid",NONE) // Khalid
ChangeSpecifics("jaheira",NONE) // Jaheira
ChangeSpecifics("dorn",NONE) // Dorn
ChangeSpecifics("safana",NONE) // Safana
Continue()
END

IF
Global("bd_plot","global",0)
Global("SOD_fromimport","global",0)
NumInParty(2)
OR(3)
Alignment(Player1,LAWFUL_NEUTRAL)
Alignment(Player1,NEUTRAL)
Alignment(Player1,CHAOTIC_NEUTRAL)
Global("bd_party_has_lockpicking","BD0120",1)
Global("bd_party_has_traps","BD0120",1)
THEN
RESPONSE #100
SetGlobal("bd_plot","global",1)
CreateCreature("neera7",[920.1660],NE) // Neera
CreateCreature("khalid7",[840.1590],NE) // Khalid
CreateCreature("JAHEIR7_",[935.1720],NE) // Jaheira
CreateCreature("dorn7",[780.1575],NE) // Dorn
SetGlobal("SPRITE_IS_DEADdorn","global",0)
SetGlobal("SPRITE_IS_DEADkhalid","global",0)
SetGlobal("SPRITE_IS_DEADjaheira","global",0)
SetGlobal("SPRITE_IS_DEADneera","global",0)
ChangeSpecifics("neera",NONE) // Neera
ChangeSpecifics("khalid",NONE) // Khalid
ChangeSpecifics("jaheira",NONE) // Jaheira
ChangeSpecifics("dorn",NONE) // Dorn
Continue()
END

IF
Global("bd_plot","global",0)
Global("SOD_fromimport","global",0)
NumInParty(2)
OR(3)
Alignment(Player1,LAWFUL_NEUTRAL)
Alignment(Player1,NEUTRAL)
Alignment(Player1,CHAOTIC_NEUTRAL)
OR(2)
Global("bd_party_has_lockpicking","BD0120",0)
Global("bd_party_has_traps","BD0120",0)
THEN
RESPONSE #100
SetGlobal("bd_plot","global",1)
CreateCreature("neera7",[920.1660],NE) // Neera
CreateCreature("khalid7",[840.1590],NE) // Khalid
CreateCreature("JAHEIR7_",[935.1720],NE) // Jaheira
CreateCreature("safana7",[870.1710],NE) // Safana
SetGlobal("SPRITE_IS_DEADkhalid","global",0)
SetGlobal("SPRITE_IS_DEADjaheira","global",0)
SetGlobal("SPRITE_IS_DEADneera","global",0)
SetGlobal("SPRITE_IS_DEADsafana","global",0)
ChangeSpecifics("neera",NONE) // Neera
ChangeSpecifics("khalid",NONE) // Khalid
ChangeSpecifics("jaheira",NONE) // Jaheira
ChangeSpecifics("safana",NONE) // Safana
Continue()
END

IF
Global("bd_plot","global",0)
Global("SOD_fromimport","global",0)
NumInParty(3)
OR(3)
Alignment(Player1,LAWFUL_NEUTRAL)
Alignment(Player1,NEUTRAL)
Alignment(Player1,CHAOTIC_NEUTRAL)
Global("bd_party_has_lockpicking","BD0120",1)
Global("bd_party_has_traps","BD0120",1)
THEN
RESPONSE #100
SetGlobal("bd_plot","global",1)
CreateCreature("neera7",[920.1660],NE) // Neera
CreateCreature("khalid7",[840.1590],NE) // Khalid
CreateCreature("JAHEIR7_",[935.1720],NE) // Jaheira
SetGlobal("SPRITE_IS_DEADkhalid","global",0)
SetGlobal("SPRITE_IS_DEADjaheira","global",0)
SetGlobal("SPRITE_IS_DEADneera","global",0)
ChangeSpecifics("neera",NONE) // Neera
ChangeSpecifics("khalid",NONE) // Khalid
ChangeSpecifics("jaheira",NONE) // Jaheira
Continue()
END

IF
Global("bd_plot","global",0)
Global("SOD_fromimport","global",0)
NumInParty(3)
OR(3)
Alignment(Player1,LAWFUL_NEUTRAL)
Alignment(Player1,NEUTRAL)
Alignment(Player1,CHAOTIC_NEUTRAL)
OR(2)
Global("bd_party_has_lockpicking","BD0120",0)
Global("bd_party_has_traps","BD0120",0)
Global("bd_party_has_priest","BD0120",0)
THEN
RESPONSE #100
SetGlobal("bd_plot","global",1)
CreateCreature("safana7",[870.1710],NE) // Safana
CreateCreature("khalid7",[840.1590],NE) // Khalid
CreateCreature("JAHEIR7_",[935.1720],NE) // Jaheira
SetGlobal("SPRITE_IS_DEADkhalid","global",0)
SetGlobal("SPRITE_IS_DEADjaheira","global",0)
SetGlobal("SPRITE_IS_DEADsafana","global",0)
ChangeSpecifics("safana",NONE) // Safana
ChangeSpecifics("khalid",NONE) // Khalid
ChangeSpecifics("jaheira",NONE) // Jaheira
Continue()
END

IF
Global("bd_plot","global",0)
Global("SOD_fromimport","global",0)
NumInParty(3)
OR(3)
Alignment(Player1,LAWFUL_NEUTRAL)
Alignment(Player1,NEUTRAL)
Alignment(Player1,CHAOTIC_NEUTRAL)
OR(2)
Global("bd_party_has_lockpicking","BD0120",0)
Global("bd_party_has_traps","BD0120",0)
Global("bd_party_has_priest","BD0120",1)
THEN
RESPONSE #100
SetGlobal("bd_plot","global",1)
CreateCreature("neera7",[920.1660],NE) // Neera
CreateCreature("dorn7",[935.1720],NE) // Dorn
CreateCreature("safana7",[870.1710],NE) // Safana
SetGlobal("SPRITE_IS_DEADneera","global",0)
SetGlobal("SPRITE_IS_DEADdorn","global",0)
SetGlobal("SPRITE_IS_DEADsafana","global",0)
ChangeSpecifics("neera",NONE) // Neera
ChangeSpecifics("dorn",NONE) // Dorn
ChangeSpecifics("safana",NONE) // Safana
Continue()
END

IF
Global("SOD_fromimport","global",0)
NumInParty(4)
OR(3)
Alignment(Player1,LAWFUL_NEUTRAL)
Alignment(Player1,NEUTRAL)
Alignment(Player1,CHAOTIC_NEUTRAL)
Global("bd_party_has_lockpicking","BD0120",1)
Global("bd_party_has_traps","BD0120",1)
Global("bd_party_has_priest","BD0120",0)
THEN
RESPONSE #100
SetGlobal("bd_party_has_priest","BD0120",2)
SetGlobal("bd_plot","global",1)
SetGlobal("bd_fours_a_crowd","GLOBAL",1)
CreateCreature("JAHEIR7_",[935.1720],NE) // Jaheira
SetGlobal("SPRITE_IS_DEADjaheira","global",0)
ChangeSpecifics("jaheira",NONE) // Jaheira
END

IF
Global("SOD_fromimport","global",0)
NumInParty(4)
OR(3)
Alignment(Player1,LAWFUL_NEUTRAL)
Alignment(Player1,NEUTRAL)
Alignment(Player1,CHAOTIC_NEUTRAL)
Global("bd_party_has_lockpicking","BD0120",1)
Global("bd_party_has_traps","BD0120",1)
Global("bd_party_has_warrior","BD0120",0)
InMyArea("jaheira") // Jaheira
THEN
RESPONSE #100
SetGlobal("bd_party_has_warrior","BD0120",2)
SetGlobal("bd_plot","global",1)
IncrementGlobal("bd_fours_a_crowd","GLOBAL",1)
CreateCreature("khalid7",[935.1720],NE) // Khalid
SetGlobal("SPRITE_IS_DEADkhalid","global",0)
ChangeSpecifics("khalid",NONE) // Khalid
END

IF
Global("SOD_fromimport","global",0)
NumInParty(4)
OR(3)
Alignment(Player1,LAWFUL_NEUTRAL)
Alignment(Player1,NEUTRAL)
Alignment(Player1,CHAOTIC_NEUTRAL)
Global("bd_party_has_lockpicking","BD0120",1)
Global("bd_party_has_traps","BD0120",1)
Global("bd_party_has_warrior","BD0120",0)
!InMyArea("jaheira") // Jaheira
THEN
RESPONSE #100
SetGlobal("bd_party_has_warrior","BD0120",2)
SetGlobal("bd_plot","global",1)
IncrementGlobal("bd_fours_a_crowd","GLOBAL",1)
CreateCreature("dorn7",[935.1720],NE) // Dorn
SetGlobal("SPRITE_IS_DEADdorn","global",0)
ChangeSpecifics("dorn",NONE) // Dorn
END

IF
GlobalLT("bd_fours_a_crowd","GLOBAL",2)
Global("SOD_fromimport","global",0)
NumInParty(4)
OR(3)
Alignment(Player1,LAWFUL_NEUTRAL)
Alignment(Player1,NEUTRAL)
Alignment(Player1,CHAOTIC_NEUTRAL)
Global("bd_party_has_lockpicking","BD0120",1)
Global("bd_party_has_traps","BD0120",1)
Global("bd_party_has_wizard","BD0120",0)
THEN
RESPONSE #100
SetGlobal("bd_party_has_wizard","BD0120",2)
SetGlobal("bd_plot","global",1)
IncrementGlobal("bd_fours_a_crowd","GLOBAL",1)
CreateCreature("neera7",[920.1660],NE) // Neera
SetGlobal("SPRITE_IS_DEADneera","global",0)
ChangeSpecifics("neera",NONE) // Neera
END

IF
GlobalLT("bd_fours_a_crowd","GLOBAL",2)
Global("SOD_fromimport","global",0)
NumInParty(4)
OR(3)
Alignment(Player1,LAWFUL_NEUTRAL)
Alignment(Player1,NEUTRAL)
Alignment(Player1,CHAOTIC_NEUTRAL)
Global("bd_party_has_lockpicking","BD0120",1)
Global("bd_party_has_traps","BD0120",1)
!InMyArea("jaheira") // Jaheira
THEN
RESPONSE #100
SetGlobal("bd_party_has_lockpicking","BD0120",2)
SetGlobal("bd_party_has_traps","BD0120",2)
SetGlobal("bd_plot","global",1)
IncrementGlobal("bd_fours_a_crowd","GLOBAL",1)
CreateCreature("JAHEIR7_",[935.1720],NE) // Jaheira
SetGlobal("SPRITE_IS_DEADjaheira","global",0)
ChangeSpecifics("jaheira",NONE) // Jaheira
END

IF
GlobalLT("bd_fours_a_crowd","GLOBAL",2)
Global("SOD_fromimport","global",0)
NumInParty(4)
OR(3)
Alignment(Player1,LAWFUL_NEUTRAL)
Alignment(Player1,NEUTRAL)
Alignment(Player1,CHAOTIC_NEUTRAL)
GlobalGT("bd_party_has_lockpicking","BD0120",0)
GlobalGT("bd_party_has_traps","BD0120",0)
InMyArea("jaheira") // Jaheira
!InMyArea("khalid") // Khalid
THEN
RESPONSE #100
SetGlobal("bd_party_has_lockpicking","BD0120",2)
SetGlobal("bd_party_has_traps","BD0120",2)
SetGlobal("bd_plot","global",1)
IncrementGlobal("bd_fours_a_crowd","GLOBAL",1)
CreateCreature("khalid7",[935.1720],NE) // Khalid
SetGlobal("SPRITE_IS_DEADkhalid","global",0)
ChangeSpecifics("khalid",NONE) // Khalid
END

IF
GlobalLT("bd_fours_a_crowd","GLOBAL",2)
Global("SOD_fromimport","global",0)
NumInParty(4)
OR(3)
Alignment(Player1,LAWFUL_NEUTRAL)
Alignment(Player1,NEUTRAL)
Alignment(Player1,CHAOTIC_NEUTRAL)
GlobalGT("bd_party_has_lockpicking","BD0120",0)
GlobalGT("bd_party_has_traps","BD0120",0)
!InMyArea("jaheira") // Jaheira
!InMyArea("dorn") // Dorn
THEN
RESPONSE #100
SetGlobal("bd_party_has_lockpicking","BD0120",2)
SetGlobal("bd_party_has_traps","BD0120",2)
SetGlobal("bd_plot","global",1)
IncrementGlobal("bd_fours_a_crowd","GLOBAL",1)
CreateCreature("dorn7",[935.1720],NE) // Dorn
SetGlobal("SPRITE_IS_DEADdorn","global",0)
ChangeSpecifics("dorn",NONE) // Dorn
END

IF
GlobalLT("bd_fours_a_crowd","GLOBAL",2)
Global("SOD_fromimport","global",0)
NumInParty(4)
OR(3)
Alignment(Player1,LAWFUL_NEUTRAL)
Alignment(Player1,NEUTRAL)
Alignment(Player1,CHAOTIC_NEUTRAL)
Global("bd_party_has_lockpicking","BD0120",1)
Global("bd_party_has_traps","BD0120",1)
THEN
RESPONSE #100
SetGlobal("bd_plot","global",1)
SetGlobal("bd_fours_a_crowd","GLOBAL",2)
CreateCreature("neera7",[920.1660],NE) // Neera
SetGlobal("SPRITE_IS_DEADneera","global",0)
ChangeSpecifics("neera",NONE) // Neera
END

IF
Global("bd_plot","global",0)
Global("SOD_fromimport","global",0)
NumInParty(4)
OR(3)
Alignment(Player1,LAWFUL_NEUTRAL)
Alignment(Player1,NEUTRAL)
Alignment(Player1,CHAOTIC_NEUTRAL)
OR(2)
Global("bd_party_has_lockpicking","BD0120",0)
Global("bd_party_has_traps","BD0120",0)
Global("bd_party_has_priest","BD0120",0)
THEN
RESPONSE #100
SetGlobal("bd_plot","global",1)
CreateCreature("safana7",[920.1660],NE) // Safana
CreateCreature("JAHEIR7_",[935.1720],NE) // Jaheira
SetGlobal("SPRITE_IS_DEADsafana","global",0)
SetGlobal("SPRITE_IS_DEADjaheira","global",0)
ChangeSpecifics("safana",NONE) // Safana
ChangeSpecifics("jaheira",NONE) // Jaheira
END

IF
Global("bd_plot","global",0)
Global("SOD_fromimport","global",0)
NumInParty(4)
OR(3)
Alignment(Player1,LAWFUL_NEUTRAL)
Alignment(Player1,NEUTRAL)
Alignment(Player1,CHAOTIC_NEUTRAL)
OR(2)
Global("bd_party_has_lockpicking","BD0120",0)
Global("bd_party_has_traps","BD0120",0)
Global("bd_party_has_warrior","BD0120",0)
THEN
RESPONSE #50
SetGlobal("bd_plot","global",1)
CreateCreature("safana7",[920.1660],NE) // Safana
CreateCreature("dorn7",[935.1720],NE) // Dorn
SetGlobal("SPRITE_IS_DEADsafana","global",0)
SetGlobal("SPRITE_IS_DEADdorn","global",0)
ChangeSpecifics("safana",NONE) // Safana
ChangeSpecifics("dorn",NONE) // Dorn
RESPONSE #50
SetGlobal("bd_plot","global",1)
CreateCreature("safana7",[920.1660],NE) // Safana
CreateCreature("khalid7",[935.1720],NE) // Khalid
SetGlobal("SPRITE_IS_DEADsafana","global",0)
SetGlobal("SPRITE_IS_DEADkhalid","global",0)
ChangeSpecifics("safana",NONE) // Safana
ChangeSpecifics("khalid",NONE) // Khalid
END

IF
Global("bd_plot","global",0)
Global("SOD_fromimport","global",0)
NumInParty(4)
OR(3)
Alignment(Player1,LAWFUL_NEUTRAL)
Alignment(Player1,NEUTRAL)
Alignment(Player1,CHAOTIC_NEUTRAL)
OR(2)
Global("bd_party_has_lockpicking","BD0120",0)
Global("bd_party_has_traps","BD0120",0)
Global("bd_party_has_wizard","BD0120",0)
THEN
RESPONSE #100
SetGlobal("bd_plot","global",1)
CreateCreature("safana7",[920.1660],NE) // Safana
CreateCreature("neera7",[935.1720],NE) // Neera
SetGlobal("SPRITE_IS_DEADsafana","global",0)
SetGlobal("SPRITE_IS_DEADneera","global",0)
ChangeSpecifics("safana",NONE) // Safana
ChangeSpecifics("neera",NONE) // Neera
END

IF
Global("bd_plot","global",0)
Global("SOD_fromimport","global",0)
NumInParty(4)
OR(3)
Alignment(Player1,LAWFUL_NEUTRAL)
Alignment(Player1,NEUTRAL)
Alignment(Player1,CHAOTIC_NEUTRAL)
OR(2)
Global("bd_party_has_lockpicking","BD0120",0)
Global("bd_party_has_traps","BD0120",0)
THEN
RESPONSE #100
SetGlobal("bd_plot","global",1)
CreateCreature("safana7",[920.1660],NE) // Safana
CreateCreature("JAHEIR7_",[935.1720],NE) // Jaheira
SetGlobal("SPRITE_IS_DEADsafana","global",0)
SetGlobal("SPRITE_IS_DEADjaheira","global",0)
ChangeSpecifics("safana",NONE) // Safana
ChangeSpecifics("jaheira",NONE) // Jaheira
END

IF
Global("bd_plot","global",0)
Global("SOD_fromimport","global",0)
NumInParty(5)
OR(3)
Alignment(Player1,LAWFUL_NEUTRAL)
Alignment(Player1,NEUTRAL)
Alignment(Player1,CHAOTIC_NEUTRAL)
Global("bd_party_has_lockpicking","BD0120",1)
Global("bd_party_has_traps","BD0120",1)
Global("bd_party_has_priest","BD0120",0)
THEN
RESPONSE #100
SetGlobal("bd_plot","global",1)
CreateCreature("JAHEIR7_",[920.1660],NE) // Jaheira
SetGlobal("SPRITE_IS_DEADjaheira","global",0)
ChangeSpecifics("jaheira",NONE) // Jaheira
END

IF
Global("bd_plot","global",0)
Global("SOD_fromimport","global",0)
NumInParty(5)
OR(3)
Alignment(Player1,LAWFUL_NEUTRAL)
Alignment(Player1,NEUTRAL)
Alignment(Player1,CHAOTIC_NEUTRAL)
Global("bd_party_has_lockpicking","BD0120",1)
Global("bd_party_has_traps","BD0120",1)
Global("bd_party_has_warrior","BD0120",0)
!InMyArea("jaheira") // Jaheira
THEN
RESPONSE #50
SetGlobal("bd_plot","global",1)
CreateCreature("dorn7",[920.1660],NE) // Dorn
SetGlobal("SPRITE_IS_DEADdorn","global",0)
ChangeSpecifics("dorn",NONE) // Dorn
RESPONSE #50
SetGlobal("bd_plot","global",1)
CreateCreature("khalid7",[920.1660],NE) // Khalid
SetGlobal("SPRITE_IS_DEADkhalid","global",0)
ChangeSpecifics("khalid",NONE) // Khalid
END

IF
Global("bd_plot","global",0)
Global("SOD_fromimport","global",0)
NumInParty(5)
OR(3)
Alignment(Player1,LAWFUL_NEUTRAL)
Alignment(Player1,NEUTRAL)
Alignment(Player1,CHAOTIC_NEUTRAL)
Global("bd_party_has_lockpicking","BD0120",1)
Global("bd_party_has_traps","BD0120",1)
Global("bd_party_has_wizard","BD0120",0)
!InMyArea("jaheira") // Jaheira
!InMyArea("dorn") // Dorn
!InMyArea("khalid") // Khalid
THEN
RESPONSE #100
SetGlobal("bd_plot","global",1)
CreateCreature("neera7",[920.1660],NE) // Neera
SetGlobal("SPRITE_IS_DEADneera","global",0)
ChangeSpecifics("neera",NONE) // Neera
END

IF
Global("bd_plot","global",0)
Global("SOD_fromimport","global",0)
NumInParty(5)
OR(3)
Alignment(Player1,LAWFUL_NEUTRAL)
Alignment(Player1,NEUTRAL)
Alignment(Player1,CHAOTIC_NEUTRAL)
Global("bd_party_has_lockpicking","BD0120",1)
Global("bd_party_has_traps","BD0120",1)
!InMyArea("jaheira") // Jaheira
!InMyArea("dorn") // Dorn
!InMyArea("khalid") // Khalid
!InMyArea("neera") // Neera
THEN
RESPONSE #100
SetGlobal("bd_plot","global",1)
CreateCreature("JAHEIR7_",[920.1660],NE) // Jaheira
SetGlobal("SPRITE_IS_DEADjaheira","global",0)
ChangeSpecifics("jaheira",NONE) // Jaheira
END

IF
Global("bd_plot","global",0)
Global("SOD_fromimport","global",0)
NumInParty(5)
OR(3)
Alignment(Player1,LAWFUL_NEUTRAL)
Alignment(Player1,NEUTRAL)
Alignment(Player1,CHAOTIC_NEUTRAL)
OR(2)
Global("bd_party_has_lockpicking","BD0120",0)
Global("bd_party_has_traps","BD0120",0)
THEN
RESPONSE #100
SetGlobal("bd_plot","global",1)
CreateCreature("safana7",[870.1710],NE) // Safana
SetGlobal("SPRITE_IS_DEADsafana","global",0)
ChangeSpecifics("safana",NONE) // Safana
Continue()
END

IF
Global("bd_plot","global",0)
Global("SOD_fromimport","global",0)
NumInParty(1)
OR(3)
Alignment(Player1,LAWFUL_GOOD)
Alignment(Player1,NEUTRAL_GOOD)
Alignment(Player1,CHAOTIC_GOOD)
THEN
RESPONSE #100
SetGlobal("bd_plot","global",1)
CreateCreature("MINSC7_",[920.1660],NE) // Minsk
CreateCreature("khalid7",[840.1590],NE) // Khalid
CreateCreature("JAHEIR7_",[935.1720],NE) // Jaheira
CreateCreature("dynahe7",[780.1575],NE) // Dynaheir
CreateCreature("safana7",[870.1710],NE) // Safana
SetGlobal("SPRITE_IS_DEADminsc","global",0)
SetGlobal("SPRITE_IS_DEADkhalid","global",0)
SetGlobal("SPRITE_IS_DEADjaheira","global",0)
SetGlobal("SPRITE_IS_DEADdynaheir","global",0)
SetGlobal("SPRITE_IS_DEADsafana","global",0)
ChangeSpecifics("minsc",NONE) // Minsk
ChangeSpecifics("khalid",NONE) // Khalid
ChangeSpecifics("jaheira",NONE) // Jaheira
ChangeSpecifics("dynaheir",NONE) // Dynaheir
ChangeSpecifics("safana",NONE) // Safana
Continue()
END

IF
Global("bd_plot","global",0)
Global("SOD_fromimport","global",0)
NumInParty(2)
OR(3)
Alignment(Player1,LAWFUL_GOOD)
Alignment(Player1,NEUTRAL_GOOD)
Alignment(Player1,CHAOTIC_GOOD)
Global("bd_party_has_lockpicking","BD0120",1)
Global("bd_party_has_traps","BD0120",1)
THEN
RESPONSE #100
SetGlobal("bd_plot","global",1)
CreateCreature("MINSC7_",[920.1660],NE) // Minsk
CreateCreature("khalid7",[840.1590],NE) // Khalid
CreateCreature("JAHEIR7_",[935.1720],NE) // Jaheira
CreateCreature("dynahe7",[780.1575],NE) // Dynaheir
SetGlobal("SPRITE_IS_DEADminsc","global",0)
SetGlobal("SPRITE_IS_DEADkhalid","global",0)
SetGlobal("SPRITE_IS_DEADjaheira","global",0)
SetGlobal("SPRITE_IS_DEADdynaheir","global",0)
ChangeSpecifics("minsc",NONE) // Minsk
ChangeSpecifics("khalid",NONE) // Khalid
ChangeSpecifics("jaheira",NONE) // Jaheira
ChangeSpecifics("dynaheir",NONE) // Dynaheir
Continue()
END

IF
Global("bd_plot","global",0)
Global("SOD_fromimport","global",0)
NumInParty(2)
OR(3)
Alignment(Player1,LAWFUL_GOOD)
Alignment(Player1,NEUTRAL_GOOD)
Alignment(Player1,CHAOTIC_GOOD)
OR(2)
Global("bd_party_has_lockpicking","BD0120",0)
Global("bd_party_has_traps","BD0120",0)
THEN
RESPONSE #50
SetGlobal("bd_plot","global",1)
CreateCreature("khalid7",[840.1590],NE) // Khalid
CreateCreature("JAHEIR7_",[935.1720],NE) // Jaheira
CreateCreature("safana7",[870.1710],NE) // Safana
CreateCreature("dynahe7",[780.1575],NE) // Dynaheir
SetGlobal("SPRITE_IS_DEADkhalid","global",0)
SetGlobal("SPRITE_IS_DEADjaheira","global",0)
SetGlobal("SPRITE_IS_DEADsafana","global",0)
SetGlobal("SPRITE_IS_DEADdynaheir","global",0)
ChangeSpecifics("khalid",NONE) // Khalid
ChangeSpecifics("jaheira",NONE) // Jaheira
ChangeSpecifics("safana",NONE) // Safana
ChangeSpecifics("dynaheir",NONE) // Dynaheir
Continue()
RESPONSE #50
SetGlobal("bd_plot","global",1)
CreateCreature("MINSC7_",[920.1660],NE) // Minsk
CreateCreature("JAHEIR7_",[935.1720],NE) // Jaheira
CreateCreature("dynahe7",[780.1575],NE) // Dynaheir
CreateCreature("safana7",[870.1710],NE) // Safana
SetGlobal("SPRITE_IS_DEADminsc","global",0)
SetGlobal("SPRITE_IS_DEADjaheira","global",0)
SetGlobal("SPRITE_IS_DEADdynaheir","global",0)
SetGlobal("SPRITE_IS_DEADsafana","global",0)
ChangeSpecifics("minsc",NONE) // Minsk
ChangeSpecifics("jaheira",NONE) // Jaheira
ChangeSpecifics("dynaheir",NONE) // Dynaheir
ChangeSpecifics("safana",NONE) // Safana
Continue()
END

IF
Global("bd_plot","global",0)
Global("SOD_fromimport","global",0)
NumInParty(3)
OR(3)
Alignment(Player1,LAWFUL_GOOD)
Alignment(Player1,NEUTRAL_GOOD)
Alignment(Player1,CHAOTIC_GOOD)
Global("bd_party_has_lockpicking","BD0120",1)
Global("bd_party_has_traps","BD0120",1)
THEN
RESPONSE #100
SetGlobal("bd_plot","global",1)
CreateCreature("dynahe7",[920.1660],NE) // Dynaheir
CreateCreature("khalid7",[840.1590],NE) // Khalid
CreateCreature("JAHEIR7_",[935.1720],NE) // Jaheira
SetGlobal("SPRITE_IS_DEADkhalid","global",0)
SetGlobal("SPRITE_IS_DEADjaheira","global",0)
SetGlobal("SPRITE_IS_DEADdynaheir","global",0)
ChangeSpecifics("dynaheir",NONE) // Dynaheir
ChangeSpecifics("khalid",NONE) // Khalid
ChangeSpecifics("jaheira",NONE) // Jaheira
Continue()
END

IF
Global("bd_plot","global",0)
Global("SOD_fromimport","global",0)
NumInParty(3)
OR(3)
Alignment(Player1,LAWFUL_GOOD)
Alignment(Player1,NEUTRAL_GOOD)
Alignment(Player1,CHAOTIC_GOOD)
OR(2)
Global("bd_party_has_lockpicking","BD0120",0)
Global("bd_party_has_traps","BD0120",0)
Global("bd_party_has_priest","BD0120",0)
THEN
RESPONSE #100
SetGlobal("bd_plot","global",1)
CreateCreature("safana7",[870.1710],NE) // Safana
CreateCreature("khalid7",[840.1590],NE) // Khalid
CreateCreature("JAHEIR7_",[935.1720],NE) // Jaheira
SetGlobal("SPRITE_IS_DEADkhalid","global",0)
SetGlobal("SPRITE_IS_DEADjaheira","global",0)
SetGlobal("SPRITE_IS_DEADsafana","global",0)
ChangeSpecifics("safana",NONE) // Safana
ChangeSpecifics("khalid",NONE) // Khalid
ChangeSpecifics("jaheira",NONE) // Jaheira
Continue()
END

IF
Global("bd_plot","global",0)
Global("SOD_fromimport","global",0)
NumInParty(3)
OR(3)
Alignment(Player1,LAWFUL_GOOD)
Alignment(Player1,NEUTRAL_GOOD)
Alignment(Player1,CHAOTIC_GOOD)
OR(2)
Global("bd_party_has_lockpicking","BD0120",0)
Global("bd_party_has_traps","BD0120",0)
Global("bd_party_has_priest","BD0120",1)
THEN
RESPONSE #100
SetGlobal("bd_plot","global",1)
CreateCreature("dynahe7",[920.1660],NE) // Dynaheir
CreateCreature("MINSC7_",[935.1720],NE) // Minsk
CreateCreature("safana7",[870.1710],NE) // Safana
SetGlobal("SPRITE_IS_DEADdynaheir","global",0)
SetGlobal("SPRITE_IS_DEADminsc","global",0)
SetGlobal("SPRITE_IS_DEADsafana","global",0)
ChangeSpecifics("dynaheir",NONE) // Dynaheir
ChangeSpecifics("minsc",NONE) // Minsk
ChangeSpecifics("safana",NONE) // Safana
Continue()
END

IF
Global("SOD_fromimport","global",0)
NumInParty(4)
OR(3)
Alignment(Player1,LAWFUL_GOOD)
Alignment(Player1,NEUTRAL_GOOD)
Alignment(Player1,CHAOTIC_GOOD)
Global("bd_party_has_lockpicking","BD0120",1)
Global("bd_party_has_traps","BD0120",1)
Global("bd_party_has_priest","BD0120",0)
THEN
RESPONSE #100
SetGlobal("bd_party_has_priest","BD0120",2)
SetGlobal("bd_plot","global",1)
SetGlobal("bd_fours_a_crowd","GLOBAL",1)
CreateCreature("JAHEIR7_",[935.1720],NE) // Jaheira
SetGlobal("SPRITE_IS_DEADjaheira","global",0)
ChangeSpecifics("jaheira",NONE) // Jaheira
END

IF
Global("SOD_fromimport","global",0)
NumInParty(4)
OR(3)
Alignment(Player1,LAWFUL_GOOD)
Alignment(Player1,NEUTRAL_GOOD)
Alignment(Player1,CHAOTIC_GOOD)
Global("bd_party_has_lockpicking","BD0120",1)
Global("bd_party_has_traps","BD0120",1)
Global("bd_party_has_warrior","BD0120",0)
InMyArea("jaheira") // Jaheira
THEN
RESPONSE #100
SetGlobal("bd_party_has_warrior","BD0120",2)
SetGlobal("bd_plot","global",1)
IncrementGlobal("bd_fours_a_crowd","GLOBAL",1)
CreateCreature("khalid7",[935.1720],NE) // Khalid
SetGlobal("SPRITE_IS_DEADkhalid","global",0)
ChangeSpecifics("khalid",NONE) // Khalid
END

IF
Global("SOD_fromimport","global",0)
NumInParty(4)
OR(3)
Alignment(Player1,LAWFUL_GOOD)
Alignment(Player1,NEUTRAL_GOOD)
Alignment(Player1,CHAOTIC_GOOD)
Global("bd_party_has_lockpicking","BD0120",1)
Global("bd_party_has_traps","BD0120",1)
Global("bd_party_has_warrior","BD0120",0)
!InMyArea("jaheira") // Jaheira
THEN
RESPONSE #100
SetGlobal("bd_party_has_warrior","BD0120",2)
SetGlobal("bd_plot","global",1)
IncrementGlobal("bd_fours_a_crowd","GLOBAL",1)
CreateCreature("MINSC7_",[935.1720],NE) // Minsk
SetGlobal("SPRITE_IS_DEADminsc","global",0)
ChangeSpecifics("minsc",NONE) // Minsk
END

IF
GlobalLT("bd_fours_a_crowd","GLOBAL",2)
Global("SOD_fromimport","global",0)
NumInParty(4)
OR(3)
Alignment(Player1,LAWFUL_GOOD)
Alignment(Player1,NEUTRAL_GOOD)
Alignment(Player1,CHAOTIC_GOOD)
Global("bd_party_has_lockpicking","BD0120",1)
Global("bd_party_has_traps","BD0120",1)
Global("bd_party_has_wizard","BD0120",0)
THEN
RESPONSE #100
SetGlobal("bd_party_has_wizard","BD0120",2)
SetGlobal("bd_plot","global",1)
IncrementGlobal("bd_fours_a_crowd","GLOBAL",1)
CreateCreature("dynahe7",[920.1660],NE) // Dynaheir
SetGlobal("SPRITE_IS_DEADdynaheir","global",0)
ChangeSpecifics("dynaheir",NONE) // Dynaheir
END

IF
GlobalLT("bd_fours_a_crowd","GLOBAL",2)
Global("SOD_fromimport","global",0)
NumInParty(4)
OR(3)
Alignment(Player1,LAWFUL_GOOD)
Alignment(Player1,NEUTRAL_GOOD)
Alignment(Player1,CHAOTIC_GOOD)
Global("bd_party_has_lockpicking","BD0120",1)
Global("bd_party_has_traps","BD0120",1)
!InMyArea("jaheira") // Jaheira
THEN
RESPONSE #100
SetGlobal("bd_party_has_lockpicking","BD0120",2)
SetGlobal("bd_party_has_traps","BD0120",2)
SetGlobal("bd_plot","global",1)
IncrementGlobal("bd_fours_a_crowd","GLOBAL",1)
CreateCreature("JAHEIR7_",[935.1720],NE) // Jaheira
SetGlobal("SPRITE_IS_DEADjaheira","global",0)
ChangeSpecifics("jaheira",NONE) // Jaheira
END

IF
GlobalLT("bd_fours_a_crowd","GLOBAL",2)
Global("SOD_fromimport","global",0)
NumInParty(4)
OR(3)
Alignment(Player1,LAWFUL_GOOD)
Alignment(Player1,NEUTRAL_GOOD)
Alignment(Player1,CHAOTIC_GOOD)
GlobalGT("bd_party_has_lockpicking","BD0120",0)
GlobalGT("bd_party_has_traps","BD0120",0)
InMyArea("jaheira") // Jaheira
!InMyArea("khalid") // Khalid
THEN
RESPONSE #100
SetGlobal("bd_party_has_lockpicking","BD0120",2)
SetGlobal("bd_party_has_traps","BD0120",2)
SetGlobal("bd_plot","global",1)
IncrementGlobal("bd_fours_a_crowd","GLOBAL",1)
CreateCreature("khalid7",[935.1720],NE) // Khalid
SetGlobal("SPRITE_IS_DEADkhalid","global",0)
ChangeSpecifics("khalid",NONE) // Khalid
END

IF
GlobalLT("bd_fours_a_crowd","GLOBAL",2)
Global("SOD_fromimport","global",0)
NumInParty(4)
OR(3)
Alignment(Player1,LAWFUL_GOOD)
Alignment(Player1,NEUTRAL_GOOD)
Alignment(Player1,CHAOTIC_GOOD)
GlobalGT("bd_party_has_lockpicking","BD0120",0)
GlobalGT("bd_party_has_traps","BD0120",0)
!InMyArea("jaheira") // Jaheira
!InMyArea("minsc") // Minsk
THEN
RESPONSE #100
SetGlobal("bd_party_has_lockpicking","BD0120",2)
SetGlobal("bd_party_has_traps","BD0120",2)
SetGlobal("bd_plot","global",1)
IncrementGlobal("bd_fours_a_crowd","GLOBAL",1)
CreateCreature("MINSC7_",[935.1720],NE) // Minsk
SetGlobal("SPRITE_IS_DEADminsc","global",0)
ChangeSpecifics("minsc",NONE) // Minsk
END

IF
GlobalLT("bd_fours_a_crowd","GLOBAL",2)
Global("SOD_fromimport","global",0)
NumInParty(4)
OR(3)
Alignment(Player1,LAWFUL_GOOD)
Alignment(Player1,NEUTRAL_GOOD)
Alignment(Player1,CHAOTIC_GOOD)
Global("bd_party_has_lockpicking","BD0120",1)
Global("bd_party_has_traps","BD0120",1)
THEN
RESPONSE #100
SetGlobal("bd_plot","global",1)
SetGlobal("bd_fours_a_crowd","GLOBAL",2)
CreateCreature("dynahe7",[920.1660],NE) // Dynaheir
SetGlobal("SPRITE_IS_DEADdynaheir","global",0)
ChangeSpecifics("dynaheir",NONE) // Dynaheir
END

IF
Global("bd_plot","global",0)
Global("SOD_fromimport","global",0)
NumInParty(4)
OR(3)
Alignment(Player1,LAWFUL_GOOD)
Alignment(Player1,NEUTRAL_GOOD)
Alignment(Player1,CHAOTIC_GOOD)
OR(2)
Global("bd_party_has_lockpicking","BD0120",0)
Global("bd_party_has_traps","BD0120",0)
Global("bd_party_has_priest","BD0120",0)
THEN
RESPONSE #100
SetGlobal("bd_plot","global",1)
CreateCreature("safana7",[920.1660],NE) // Safana
CreateCreature("JAHEIR7_",[935.1720],NE) // Jaheira
SetGlobal("SPRITE_IS_DEADsafana","global",0)
SetGlobal("SPRITE_IS_DEADjaheira","global",0)
ChangeSpecifics("safana",NONE) // Safana
ChangeSpecifics("jaheira",NONE) // Jaheira
END

IF
Global("bd_plot","global",0)
Global("SOD_fromimport","global",0)
NumInParty(4)
OR(3)
Alignment(Player1,LAWFUL_GOOD)
Alignment(Player1,NEUTRAL_GOOD)
Alignment(Player1,CHAOTIC_GOOD)
OR(2)
Global("bd_party_has_lockpicking","BD0120",0)
Global("bd_party_has_traps","BD0120",0)
Global("bd_party_has_warrior","BD0120",0)
THEN
RESPONSE #50
SetGlobal("bd_plot","global",1)
CreateCreature("safana7",[920.1660],NE) // Safana
CreateCreature("MINSC7_",[935.1720],NE) // Minsk
SetGlobal("SPRITE_IS_DEADsafana","global",0)
SetGlobal("SPRITE_IS_DEADminsc","global",0)
ChangeSpecifics("safana",NONE) // Safana
ChangeSpecifics("minsc",NONE) // Minsk
RESPONSE #50
SetGlobal("bd_plot","global",1)
CreateCreature("safana7",[920.1660],NE) // Safana
CreateCreature("khalid7",[935.1720],NE) // Khalid
SetGlobal("SPRITE_IS_DEADsafana","global",0)
SetGlobal("SPRITE_IS_DEADkhalid","global",0)
ChangeSpecifics("safana",NONE) // Safana
ChangeSpecifics("khalid",NONE) // Khalid
END

IF
Global("bd_plot","global",0)
Global("SOD_fromimport","global",0)
NumInParty(4)
OR(3)
Alignment(Player1,LAWFUL_GOOD)
Alignment(Player1,NEUTRAL_GOOD)
Alignment(Player1,CHAOTIC_GOOD)
OR(2)
Global("bd_party_has_lockpicking","BD0120",0)
Global("bd_party_has_traps","BD0120",0)
Global("bd_party_has_wizard","BD0120",0)
THEN
RESPONSE #100
SetGlobal("bd_plot","global",1)
CreateCreature("safana7",[920.1660],NE) // Safana
CreateCreature("dynahe7",[935.1720],NE) // Dynaheir
SetGlobal("SPRITE_IS_DEADsafana","global",0)
SetGlobal("SPRITE_IS_DEADdynaheir","global",0)
ChangeSpecifics("safana",NONE) // Safana
ChangeSpecifics("dynaheir",NONE) // Dynaheir
END

IF
Global("bd_plot","global",0)
Global("SOD_fromimport","global",0)
NumInParty(4)
OR(3)
Alignment(Player1,LAWFUL_GOOD)
Alignment(Player1,NEUTRAL_GOOD)
Alignment(Player1,CHAOTIC_GOOD)
OR(2)
Global("bd_party_has_lockpicking","BD0120",0)
Global("bd_party_has_traps","BD0120",0)
THEN
RESPONSE #100
SetGlobal("bd_plot","global",1)
CreateCreature("safana7",[920.1660],NE) // Safana
CreateCreature("JAHEIR7_",[935.1720],NE) // Jaheira
SetGlobal("SPRITE_IS_DEADsafana","global",0)
SetGlobal("SPRITE_IS_DEADjaheira","global",0)
ChangeSpecifics("safana",NONE) // Safana
ChangeSpecifics("jaheira",NONE) // Jaheira
END

IF
Global("bd_plot","global",0)
Global("SOD_fromimport","global",0)
NumInParty(5)
OR(3)
Alignment(Player1,LAWFUL_GOOD)
Alignment(Player1,NEUTRAL_GOOD)
Alignment(Player1,CHAOTIC_GOOD)
Global("bd_party_has_lockpicking","BD0120",1)
Global("bd_party_has_traps","BD0120",1)
Global("bd_party_has_priest","BD0120",0)
THEN
RESPONSE #100
SetGlobal("bd_plot","global",1)
CreateCreature("JAHEIR7_",[920.1660],NE) // Jaheira
SetGlobal("SPRITE_IS_DEADjaheira","global",0)
ChangeSpecifics("jaheira",NONE) // Jaheira
END

IF
Global("bd_plot","global",0)
Global("SOD_fromimport","global",0)
NumInParty(5)
OR(3)
Alignment(Player1,LAWFUL_GOOD)
Alignment(Player1,NEUTRAL_GOOD)
Alignment(Player1,CHAOTIC_GOOD)
Global("bd_party_has_lockpicking","BD0120",1)
Global("bd_party_has_traps","BD0120",1)
Global("bd_party_has_warrior","BD0120",0)
!InMyArea("jaheira") // Jaheira
THEN
RESPONSE #50
SetGlobal("bd_plot","global",1)
CreateCreature("MINSC7_",[920.1660],NE) // Minsk
SetGlobal("SPRITE_IS_DEADminsc","global",0)
ChangeSpecifics("minsc",NONE) // Minsk
RESPONSE #50
SetGlobal("bd_plot","global",1)
CreateCreature("khalid7",[920.1660],NE) // Khalid
SetGlobal("SPRITE_IS_DEADkhalid","global",0)
ChangeSpecifics("khalid",NONE) // Khalid
END

IF
Global("bd_plot","global",0)
Global("SOD_fromimport","global",0)
NumInParty(5)
OR(3)
Alignment(Player1,LAWFUL_GOOD)
Alignment(Player1,NEUTRAL_GOOD)
Alignment(Player1,CHAOTIC_GOOD)
Global("bd_party_has_lockpicking","BD0120",1)
Global("bd_party_has_traps","BD0120",1)
Global("bd_party_has_wizard","BD0120",0)
!InMyArea("jaheira") // Jaheira
!InMyArea("minsc") // Minsk
!InMyArea("khalid") // Khalid
THEN
RESPONSE #100
SetGlobal("bd_plot","global",1)
CreateCreature("dynahe7",[920.1660],NE) // Dynaheir
SetGlobal("SPRITE_IS_DEADdynaheir","global",0)
ChangeSpecifics("dynaheir",NONE) // Dynaheir
END

IF
Global("bd_plot","global",0)
Global("SOD_fromimport","global",0)
NumInParty(5)
OR(3)
Alignment(Player1,LAWFUL_GOOD)
Alignment(Player1,NEUTRAL_GOOD)
Alignment(Player1,CHAOTIC_GOOD)
Global("bd_party_has_lockpicking","BD0120",1)
Global("bd_party_has_traps","BD0120",1)
!InMyArea("jaheira") // Jaheira
!InMyArea("minsc") // Minsk
!InMyArea("khalid") // Khalid
!InMyArea("dynaheir") // Dynaheir
THEN
RESPONSE #100
SetGlobal("bd_plot","global",1)
CreateCreature("JAHEIR7_",[920.1660],NE) // Jaheira
SetGlobal("SPRITE_IS_DEADjaheira","global",0)
ChangeSpecifics("jaheira",NONE) // Jaheira
END

IF
Global("bd_plot","global",0)
Global("SOD_fromimport","global",0)
NumInParty(5)
OR(3)
Alignment(Player1,LAWFUL_GOOD)
Alignment(Player1,NEUTRAL_GOOD)
Alignment(Player1,CHAOTIC_GOOD)
OR(2)
Global("bd_party_has_lockpicking","BD0120",0)
Global("bd_party_has_traps","BD0120",0)
THEN
RESPONSE #100
SetGlobal("bd_plot","global",1)
CreateCreature("safana7",[870.1710],NE) // Safana
SetGlobal("SPRITE_IS_DEADsafana","global",0)
ChangeSpecifics("safana",NONE) // Safana
Continue()
END

IF
GlobalLT("bd_plot","global",2)
THEN
RESPONSE #100
FadeToColor([1.0],0)
ClearAllActions()
SetCutSceneLite(FALSE)
StartCutSceneMode()
StartCutSceneEx("bdintro",TRUE)
END

IF
Global("BD_SPEAKER_THREAT","BD0120",0)
InMyArea(Player1)
TriggerOverride("Porios_spawn",Range([PC],12))
THEN
RESPONSE #100
SetGlobal("BD_SPEAKER_THREAT","BD0120",1)
END

IF
Global("bd_mummy_plot","global",1)
THEN
RESPONSE #100
SetInterrupt(FALSE)
SetGlobal("bd_mummy_plot","global",3)
Wait(1)
CreateVisualEffect("BDRAISED",[1820.420])
Wait(3)
CreateCreature("bdmummy",[1825.425],SW) // Fanegonorom
ActionOverride("bdmummy",SetSequence(SEQ_AWAKE))
AddMapNoteColor([1740.341],267719,SLATE) // Fanegonoroms Ruhestätte
SetGlobalTimer("BD_mummy_talk","BD0120",2)
SetInterrupt(TRUE)
END

IF
Global("bd_leaving_ot","GLOBAL",0)
!Dead("bdkorlas") // Korlasz
!Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #100
SetGlobal("bd_leaving_ot","GLOBAL",1)
SetGlobalTimerRandom("bd_leaving_ot_timer","global",TWENTY_MINUTES,THIRTY_MINUTES)
END

IF
Global("bd_leaving_ot_minsc","global",0)
CombatCounter(0)
GlobalGT("bd_leaving_ot","GLOBAL",0)
GlobalLT("bd_leaving_ot","GLOBAL",7)
IfValidForPartyDialogue("Minsc") // Minsk
IfValidForPartyDialogue("Dynaheir") // Dynaheir
GlobalTimerExpired("bd_leaving_ot_timer","global")
!Dead("bdkorlas") // Korlasz
!Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #200
Continue()
RESPONSE #100
IncrementGlobal("bd_leaving_ot","global",1)
SetGlobal("bd_leaving_ot_minsc","global",1)
SetGlobalTimerRandom("bd_leaving_ot_timer","global",TWENTY_MINUTES,THIRTY_MINUTES)
DisplayStringHead("Minsc",267332) // Ich lechze nach frischer Luft und danach, etwas Zeit für Dynaheir und mich zu finden, um auszuruhen! Selbst mächtige Berserker können von Abenteuern müde werden … Wer hätte das gedacht, was, Boo?
END

IF
Global("bd_leaving_ot_dynaheir","global",0)
CombatCounter(0)
GlobalGT("bd_leaving_ot","GLOBAL",0)
GlobalLT("bd_leaving_ot","GLOBAL",7)
IfValidForPartyDialogue("Dynaheir") // Dynaheir
GlobalTimerExpired("bd_leaving_ot_timer","global")
!Dead("bdkorlas") // Korlasz
!Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #200
Continue()
RESPONSE #100
IncrementGlobal("bd_leaving_ot","global",1)
SetGlobal("bd_leaving_ot_dynaheir","global",1)
SetGlobalTimerRandom("bd_leaving_ot_timer","global",TWENTY_MINUTES,THIRTY_MINUTES)
DisplayStringHead("Dynaheir",267333) // Wenn wir hier fertig sind, muss ich meinen Schwestern in Rashemen Bericht erstatten. Unsere gemeinsame Zeit nähert sich dem Ende.
END

IF
Global("bd_leaving_ot_rasaad","global",0)
CombatCounter(0)
GlobalGT("bd_leaving_ot","GLOBAL",0)
GlobalLT("bd_leaving_ot","GLOBAL",7)
IfValidForPartyDialogue("Rasaad") // Rasaad
GlobalTimerExpired("bd_leaving_ot_timer","global")
!Dead("bdkorlas") // Korlasz
!Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #200
Continue()
RESPONSE #100
IncrementGlobal("bd_leaving_ot","global",1)
SetGlobal("bd_leaving_ot_rasaad","global",1)
SetGlobalTimerRandom("bd_leaving_ot_timer","global",TWENTY_MINUTES,THIRTY_MINUTES)
DisplayStringHead("Rasaad",267334) // Ich bin froh, wenn das hier vorüber ist, mein Freund. Die Stadt hat Schmerzen und ich glaube, dass ich ihr helfen kann – in einer weniger … gewalttätigen Weise.
END

IF
Global("bd_leaving_ot_safana","global",0)
CombatCounter(0)
GlobalGT("bd_leaving_ot","GLOBAL",0)
GlobalLT("bd_leaving_ot","GLOBAL",7)
IfValidForPartyDialogue("safana") // Safana
GlobalTimerExpired("bd_leaving_ot_timer","global")
!Dead("bdkorlas") // Korlasz
!Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #200
Continue()
RESPONSE #100
IncrementGlobal("bd_leaving_ot","global",1)
SetGlobal("bd_leaving_ot_safana","global",1)
SetGlobalTimerRandom("bd_leaving_ot_timer","global",TWENTY_MINUTES,THIRTY_MINUTES)
DisplayStringHead("safana",267335) // Eine letzte Vergnügungsfahrt, dann bin ich für ein Weile bedient. Ich will ein heißes Bad und Seidenbetttücher.
END

IF
Global("bd_leaving_ot_viconia","global",0)
CombatCounter(0)
GlobalGT("bd_leaving_ot","GLOBAL",0)
GlobalLT("bd_leaving_ot","GLOBAL",7)
IfValidForPartyDialogue("viconia") // Viconia
GlobalTimerExpired("bd_leaving_ot_timer","global")
!Dead("bdkorlas") // Korlasz
!Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #200
Continue()
RESPONSE #100
BanterBlockTime(75)
IncrementGlobal("bd_leaving_ot","global",1)
SetGlobal("bd_leaving_ot_viconia","global",1)
SetGlobalTimerRandom("bd_leaving_ot_timer","global",TWENTY_MINUTES,THIRTY_MINUTES)
DisplayStringHead("viconia",266938) // Diese Rivvin haben dank Euch meine Anwesenheit bislang toleriert, <CHARNAME>. Aber ich weiß nicht, wie lange diese Geduld noch anhält.
END

IF
Global("bd_leaving_ot_edwin","global",0)
CombatCounter(0)
GlobalGT("bd_leaving_ot","GLOBAL",0)
GlobalLT("bd_leaving_ot","GLOBAL",7)
IfValidForPartyDialogue("edwin") // Edwin
GlobalTimerExpired("bd_leaving_ot_timer","global")
!Dead("bdkorlas") // Korlasz
!Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #200
Continue()
RESPONSE #100
IncrementGlobal("bd_leaving_ot","global",1)
SetGlobal("bd_leaving_ot_edwin","global",1)
SetGlobalTimerRandom("bd_leaving_ot_timer","global",TWENTY_MINUTES,THIRTY_MINUTES)
DisplayStringHead("edwin",267337) // Forderungen und Befehle! Das reicht! Wenn wir hier fertig sind, wird Edwin weiterziehen!
END

IF
Global("bd_leaving_ot_khalid","global",0)
CombatCounter(0)
GlobalGT("bd_leaving_ot","GLOBAL",0)
GlobalLT("bd_leaving_ot","GLOBAL",7)
IfValidForPartyDialogue("khalid") // Khalid
GlobalTimerExpired("bd_leaving_ot_timer","global")
!Dead("bdkorlas") // Korlasz
!Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #200
Continue()
RESPONSE #100
IncrementGlobal("bd_leaving_ot","global",1)
SetGlobal("bd_leaving_ot_khalid","global",1)
SetGlobalTimerRandom("bd_leaving_ot_timer","global",TWENTY_MINUTES,THIRTY_MINUTES)
DisplayStringHead("khalid",267338) // Ich kann es nicht erwarten, bis ich mit all dem hier f-fertig bin. Die konstante G-G-Gefahr b-beginnt, mich zu beunruhigen.
END

IF
Global("bd_leaving_ot_jaheira","global",0)
CombatCounter(0)
GlobalGT("bd_leaving_ot","GLOBAL",0)
GlobalLT("bd_leaving_ot","GLOBAL",7)
IfValidForPartyDialogue("jaheira") // Jaheira
IfValidForPartyDialogue("khalid") // Khalid
GlobalTimerExpired("bd_leaving_ot_timer","global")
!Dead("bdkorlas") // Korlasz
!Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #200
Continue()
RESPONSE #100
BanterBlockTime(75)
IncrementGlobal("bd_leaving_ot","global",1)
SetGlobal("bd_leaving_ot_jaheira","global",1)
SetGlobalTimerRandom("bd_leaving_ot_timer","global",TWENTY_MINUTES,THIRTY_MINUTES)
DisplayStringHead("jaheira",267339) // Wenn das hier vorbei ist, Khalid, werden du und ich ein paar schöne Stunden verbringen.
END

IF
Global("bd_leaving_ot_jaheira","global",0)
CombatCounter(0)
GlobalGT("bd_leaving_ot","GLOBAL",0)
GlobalLT("bd_leaving_ot","GLOBAL",7)
IfValidForPartyDialogue("jaheira") // Jaheira
!IfValidForPartyDialogue("khalid") // Khalid
GlobalTimerExpired("bd_leaving_ot_timer","global")
!Dead("bdkorlas") // Korlasz
!Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #200
Continue()
RESPONSE #100
IncrementGlobal("bd_leaving_ot","global",1)
SetGlobal("bd_leaving_ot_jaheira","global",1)
SetGlobalTimerRandom("bd_leaving_ot_timer","global",TWENTY_MINUTES,THIRTY_MINUTES)
DisplayStringHead("jaheira",267340) // Wenn das hier vorbei ist, werde ich etwas Zeit für mich brauchen … Ich glaube, das habe ich mir verdient, was?
END

IF
Global("bd_leaving_ot_dorn","global",0)
CombatCounter(0)
GlobalGT("bd_leaving_ot","GLOBAL",0)
GlobalLT("bd_leaving_ot","GLOBAL",7)
IfValidForPartyDialogue("dorn") // Dorn
GlobalTimerExpired("bd_leaving_ot_timer","global")
!Dead("bdkorlas") // Korlasz
!Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #200
Continue()
RESPONSE #100
IncrementGlobal("bd_leaving_ot","global",1)
SetGlobal("bd_leaving_ot_dorn","global",1)
SetGlobalTimerRandom("bd_leaving_ot_timer","global",TWENTY_MINUTES,THIRTY_MINUTES)
DisplayStringHead("dorn",267341) // Meine Schutzgottheit … Ich kann ihren Ruf spüren. Ich muss bald aufbrechen, und dann werde ich sehen, welche Aufgaben sie für mich vorgesehen hat.
END

IF
Global("bd_leaving_ot_neera","global",0)
CombatCounter(0)
GlobalGT("bd_leaving_ot","GLOBAL",0)
GlobalLT("bd_leaving_ot","GLOBAL",7)
IfValidForPartyDialogue("neera") // Neera
GlobalTimerExpired("bd_leaving_ot_timer","global")
!Dead("bdkorlas") // Korlasz
!Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #200
Continue()
RESPONSE #100
IncrementGlobal("bd_leaving_ot","global",1)
SetGlobal("bd_leaving_ot_neera","global",1)
SetGlobalTimerRandom("bd_leaving_ot_timer","global",TWENTY_MINUTES,THIRTY_MINUTES)
DisplayStringHead("neera",267342) // Je eher wir hier fertig sind, desto eher kann ich die Reise antreten, die ich schon lange machen wollte!
END

IF
Global("bd_leaving_ot_alora","global",0)
CombatCounter(0)
GlobalGT("bd_leaving_ot","GLOBAL",0)
GlobalLT("bd_leaving_ot","GLOBAL",7)
IfValidForPartyDialogue("alora") // Alora
GlobalTimerExpired("bd_leaving_ot_timer","global")
!Dead("bdkorlas") // Korlasz
!Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #200
Continue()
RESPONSE #100
IncrementGlobal("bd_leaving_ot","global",1)
SetGlobal("bd_leaving_ot_alora","global",1)
SetGlobalTimerRandom("bd_leaving_ot_timer","global",TWENTY_MINUTES,THIRTY_MINUTES)
DisplayStringHead("alora",267343) // Das war eine unvergessliche Reise. Ich weiß, dass sie nicht ewig andauern kann, aber ich bin froh, dass wir die Zeit zusammen hatten.
END

IF
Global("bd_leaving_ot_ajantis","global",0)
CombatCounter(0)
GlobalGT("bd_leaving_ot","GLOBAL",0)
GlobalLT("bd_leaving_ot","GLOBAL",7)
IfValidForPartyDialogue("ajantis") // Ajantis
GlobalTimerExpired("bd_leaving_ot_timer","global")
!Dead("bdkorlas") // Korlasz
!Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #200
Continue()
RESPONSE #100
IncrementGlobal("bd_leaving_ot","global",1)
SetGlobal("bd_leaving_ot_ajantis","global",1)
SetGlobalTimerRandom("bd_leaving_ot_timer","global",TWENTY_MINUTES,THIRTY_MINUTES)
DisplayStringHead("ajantis",267344) // Es gibt immer rechtschaffene Arbeit zu tun. Ich höre ihren Ruf selbst jetzt, und ich fürchte, er wird uns in unterschiedliche Richtungen führen.
END

IF
Global("bd_leaving_ot_branwen","global",0)
CombatCounter(0)
GlobalGT("bd_leaving_ot","GLOBAL",0)
GlobalLT("bd_leaving_ot","GLOBAL",7)
IfValidForPartyDialogue("branwen") // Statue
GlobalTimerExpired("bd_leaving_ot_timer","global")
!Dead("bdkorlas") // Korlasz
!Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #200
Continue()
RESPONSE #100
IncrementGlobal("bd_leaving_ot","global",1)
SetGlobal("bd_leaving_ot_branwen","global",1)
SetGlobalTimerRandom("bd_leaving_ot_timer","global",TWENTY_MINUTES,THIRTY_MINUTES)
DisplayStringHead("branwen",267345) // Es war gut, für Euch zu kämpfen, und natürlich schulde ich Euch eine Menge. Aber bald muss ich meinen eigenen Weg beschreiten.
END

IF
Global("bd_leaving_ot_coran","global",0)
CombatCounter(0)
GlobalGT("bd_leaving_ot","GLOBAL",0)
GlobalLT("bd_leaving_ot","GLOBAL",7)
IfValidForPartyDialogue("coran") // Coran
GlobalTimerExpired("bd_leaving_ot_timer","global")
!Dead("bdkorlas") // Korlasz
!Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #200
Continue()
RESPONSE #100
IncrementGlobal("bd_leaving_ot","global",1)
SetGlobal("bd_leaving_ot_coran","global",1)
SetGlobalTimerRandom("bd_leaving_ot_timer","global",TWENTY_MINUTES,THIRTY_MINUTES)
DisplayStringHead("coran",267346) // Ich glaube, wir könnten alle eine gute, lange Pause vertragen, wenn dies hier vorüber ist. Oder zumindest ein gutes, langes Techtelmechtel.
END

IF
Global("bd_leaving_ot_eldoth","global",0)
CombatCounter(0)
GlobalGT("bd_leaving_ot","GLOBAL",0)
GlobalLT("bd_leaving_ot","GLOBAL",7)
IfValidForPartyDialogue("eldoth") // Eldoth
GlobalTimerExpired("bd_leaving_ot_timer","global")
!Dead("bdkorlas") // Korlasz
!Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #200
Continue()
RESPONSE #100
IncrementGlobal("bd_leaving_ot","global",1)
SetGlobal("bd_leaving_ot_eldoth","global",1)
SetGlobalTimerRandom("bd_leaving_ot_timer","global",TWENTY_MINUTES,THIRTY_MINUTES)
DisplayStringHead("eldoth",267347) // Dieser Edelmut und Einsatz hat mich verbraucht. Ich muss mir ein wenig Zeit für mich nehmen.
END

IF
Global("bd_leaving_ot_faldorn","global",0)
CombatCounter(0)
GlobalGT("bd_leaving_ot","GLOBAL",0)
GlobalLT("bd_leaving_ot","GLOBAL",7)
IfValidForPartyDialogue("faldorn") // Faldorn
GlobalTimerExpired("bd_leaving_ot_timer","global")
!Dead("bdkorlas") // Korlasz
!Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #200
Continue()
RESPONSE #100
IncrementGlobal("bd_leaving_ot","global",1)
SetGlobal("bd_leaving_ot_faldorn","global",1)
SetGlobalTimerRandom("bd_leaving_ot_timer","global",TWENTY_MINUTES,THIRTY_MINUTES)
DisplayStringHead("faldorn",267348) // Diese Stadt bringt mich um den Verstand. Wenn wir hier fertig sind, werde ich in den Frieden des Waldes zurückkehren.
END

IF
Global("bd_leaving_ot_garrick","global",0)
CombatCounter(0)
GlobalGT("bd_leaving_ot","GLOBAL",0)
GlobalLT("bd_leaving_ot","GLOBAL",7)
IfValidForPartyDialogue("garrick") // Garrick
GlobalTimerExpired("bd_leaving_ot_timer","global")
!Dead("bdkorlas") // Korlasz
!Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #200
Continue()
RESPONSE #100
IncrementGlobal("bd_leaving_ot","global",1)
SetGlobal("bd_leaving_ot_garrick","global",1)
SetGlobalTimerRandom("bd_leaving_ot_timer","global",TWENTY_MINUTES,THIRTY_MINUTES)
DisplayStringHead("garrick",267349) // Ich muss damit beginnen, eine epische Ballade über das hier zu schreiben! Es wird seine Zeit brauchen, aber wartet nur, bis Ihr meine Paarreime hört.
END

IF
Global("bd_leaving_ot_kagain","global",0)
CombatCounter(0)
GlobalGT("bd_leaving_ot","GLOBAL",0)
GlobalLT("bd_leaving_ot","GLOBAL",7)
IfValidForPartyDialogue("kagain") // Kagain
GlobalTimerExpired("bd_leaving_ot_timer","global")
!Dead("bdkorlas") // Korlasz
!Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #200
Continue()
RESPONSE #100
IncrementGlobal("bd_leaving_ot","global",1)
SetGlobal("bd_leaving_ot_kagain","global",1)
SetGlobalTimerRandom("bd_leaving_ot_timer","global",TWENTY_MINUTES,THIRTY_MINUTES)
DisplayStringHead("kagain",267350) // Ich sage nicht, dass es nicht profitabel war, aber es könnte die Zeit gekommen sein, getrennte Wege zu gehen.
END

IF
Global("bd_leaving_ot_kivan","global",0)
CombatCounter(0)
GlobalGT("bd_leaving_ot","GLOBAL",0)
GlobalLT("bd_leaving_ot","GLOBAL",7)
IfValidForPartyDialogue("kivan") // Kivan
GlobalTimerExpired("bd_leaving_ot_timer","global")
!Dead("bdkorlas") // Korlasz
!Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #200
Continue()
RESPONSE #100
IncrementGlobal("bd_leaving_ot","global",1)
SetGlobal("bd_leaving_ot_kivan","global",1)
SetGlobalTimerRandom("bd_leaving_ot_timer","global",TWENTY_MINUTES,THIRTY_MINUTES)
DisplayStringHead("kivan",267351) // Eure Reise ist fast zu Ende. Vielleicht werde ich nach Hause zurückgehen, wenn wir fertig sind.
END

IF
Global("bd_leaving_ot_montaron","global",0)
CombatCounter(0)
GlobalGT("bd_leaving_ot","GLOBAL",0)
GlobalLT("bd_leaving_ot","GLOBAL",7)
IfValidForPartyDialogue("montaron") // Montaron
GlobalTimerExpired("bd_leaving_ot_timer","global")
!Dead("bdkorlas") // Korlasz
!Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #200
Continue()
RESPONSE #100
IncrementGlobal("bd_leaving_ot","global",1)
SetGlobal("bd_leaving_ot_montaron","global",1)
SetGlobalTimerRandom("bd_leaving_ot_timer","global",TWENTY_MINUTES,THIRTY_MINUTES)
DisplayStringHead("montaron",267352) // All das Herumrennen auf Befehl der Herzöge bereitet mir Bauchweh. Zeit, diese Idioten hinter mir zu lassen.
END

IF
Global("bd_leaving_ot_quayle","global",0)
CombatCounter(0)
GlobalGT("bd_leaving_ot","GLOBAL",0)
GlobalLT("bd_leaving_ot","GLOBAL",7)
IfValidForPartyDialogue("quayle") // Quayle
GlobalTimerExpired("bd_leaving_ot_timer","global")
!Dead("bdkorlas") // Korlasz
!Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #200
Continue()
RESPONSE #100
IncrementGlobal("bd_leaving_ot","global",1)
SetGlobal("bd_leaving_ot_quayle","global",1)
SetGlobalTimerRandom("bd_leaving_ot_timer","global",TWENTY_MINUTES,THIRTY_MINUTES)
DisplayStringHead("quayle",267353) // So faszinierend das hier auch war, ich muss bald gehen. Ich habe eine Reise nach Süden geplant. Ich werde eine Art Familiengeschäft übernehmen.
END

IF
Global("bd_leaving_ot_sharteel","global",0)
CombatCounter(0)
GlobalGT("bd_leaving_ot","GLOBAL",0)
GlobalLT("bd_leaving_ot","GLOBAL",7)
IfValidForPartyDialogue("sharteel") // Shar-Teel
Gender(Player1,MALE)
GlobalTimerExpired("bd_leaving_ot_timer","global")
!Dead("bdkorlas") // Korlasz
!Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #200
Continue()
RESPONSE #100
IncrementGlobal("bd_leaving_ot","global",1)
SetGlobal("bd_leaving_ot_sharteel","global",1)
SetGlobalTimerRandom("bd_leaving_ot_timer","global",TWENTY_MINUTES,THIRTY_MINUTES)
DisplayStringHead("sharteel",267354) // Ich bin Euch gefolgt, so wie es versprochen hatte. Aber die Zeit zu folgen ist beinahe zu Ende.
END

IF
Global("bd_leaving_ot_sharteel","global",0)
CombatCounter(0)
GlobalGT("bd_leaving_ot","GLOBAL",0)
GlobalLT("bd_leaving_ot","GLOBAL",7)
IfValidForPartyDialogue("shar-teel")
Gender(Player1,MALE)
GlobalTimerExpired("bd_leaving_ot_timer","global")
!Dead("bdkorlas") // Korlasz
!Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #200
Continue()
RESPONSE #100
IncrementGlobal("bd_leaving_ot","global",1)
SetGlobal("bd_leaving_ot_sharteel","global",1)
SetGlobalTimerRandom("bd_leaving_ot_timer","global",TWENTY_MINUTES,THIRTY_MINUTES)
DisplayStringHead("shar-teel",267354) // Ich bin Euch gefolgt, so wie es versprochen hatte. Aber die Zeit zu folgen ist beinahe zu Ende.
END

IF
Global("bd_leaving_ot_sharteel","global",0)
CombatCounter(0)
GlobalGT("bd_leaving_ot","GLOBAL",0)
GlobalLT("bd_leaving_ot","GLOBAL",7)
IfValidForPartyDialogue("sharteel") // Shar-Teel
Gender(Player1,FEMALE)
GlobalTimerExpired("bd_leaving_ot_timer","global")
!Dead("bdkorlas") // Korlasz
!Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #200
Continue()
RESPONSE #100
IncrementGlobal("bd_leaving_ot","global",1)
SetGlobal("bd_leaving_ot_sharteel","global",1)
SetGlobalTimerRandom("bd_leaving_ot_timer","global",TWENTY_MINUTES,THIRTY_MINUTES)
DisplayStringHead("sharteel",267355) // Ich werde eines Tages eine starke Anführerin wie Ihr sein. Wenn das hier vorbei ist, werde ich mir eine eigene Gruppe bilden.
END

IF
Global("bd_leaving_ot_sharteel","global",0)
CombatCounter(0)
GlobalGT("bd_leaving_ot","GLOBAL",0)
GlobalLT("bd_leaving_ot","GLOBAL",7)
IfValidForPartyDialogue("shar-teel")
Gender(Player1,FEMALE)
GlobalTimerExpired("bd_leaving_ot_timer","global")
!Dead("bdkorlas") // Korlasz
!Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #200
Continue()
RESPONSE #100
IncrementGlobal("bd_leaving_ot","global",1)
SetGlobal("bd_leaving_ot_sharteel","global",1)
SetGlobalTimerRandom("bd_leaving_ot_timer","global",TWENTY_MINUTES,THIRTY_MINUTES)
DisplayStringHead("shar-teel",267355) // Ich werde eines Tages eine starke Anführerin wie Ihr sein. Wenn das hier vorbei ist, werde ich mir eine eigene Gruppe bilden.
END

IF
Global("bd_leaving_ot_skie","global",0)
CombatCounter(0)
GlobalGT("bd_leaving_ot","GLOBAL",0)
GlobalLT("bd_leaving_ot","GLOBAL",7)
IfValidForPartyDialogue("skie") // Skie
GlobalTimerExpired("bd_leaving_ot_timer","global")
!Dead("bdkorlas") // Korlasz
!Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #200
Continue()
RESPONSE #100
IncrementGlobal("bd_leaving_ot","global",1)
SetGlobal("bd_leaving_ot_skie","global",1)
SetGlobalTimerRandom("bd_leaving_ot_timer","global",TWENTY_MINUTES,THIRTY_MINUTES)
DisplayStringHead("skie",267356) // Ach, ich habe die Nase voll von diesem ganzen Staub und Dreck. Eine Heldin zu sein, ist nicht so toll, wie es sich anhört.
END

IF
Global("bd_leaving_ot_tiax","global",0)
CombatCounter(0)
GlobalGT("bd_leaving_ot","GLOBAL",0)
GlobalLT("bd_leaving_ot","GLOBAL",7)
IfValidForPartyDialogue("tiax") // Tiax
GlobalTimerExpired("bd_leaving_ot_timer","global")
!Dead("bdkorlas") // Korlasz
!Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #200
Continue()
RESPONSE #100
IncrementGlobal("bd_leaving_ot","global",1)
SetGlobal("bd_leaving_ot_tiax","global",1)
SetGlobalTimerRandom("bd_leaving_ot_timer","global",TWENTY_MINUTES,THIRTY_MINUTES)
DisplayStringHead("tiax",267357) // Tiax folgt, weil es ihm GEFÄLLT! Für den AUGENBLICK. Aber bald … BALD WIRD CYRIC SEINEN PLAN FÜR MICH ENTHÜLLEN!
END

IF
Global("bd_leaving_ot_xan","global",0)
CombatCounter(0)
GlobalGT("bd_leaving_ot","GLOBAL",0)
GlobalLT("bd_leaving_ot","GLOBAL",7)
IfValidForPartyDialogue("xan") // Xan
GlobalTimerExpired("bd_leaving_ot_timer","global")
!Dead("bdkorlas") // Korlasz
!Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #200
Continue()
RESPONSE #100
IncrementGlobal("bd_leaving_ot","global",1)
SetGlobal("bd_leaving_ot_xan","global",1)
SetGlobalTimerRandom("bd_leaving_ot_timer","global",TWENTY_MINUTES,THIRTY_MINUTES)
DisplayStringHead("xan",267359) // Wir haben lange Zeit in alten und schrecklichen Gräbern herumgeschnüffelt … Ich fürchte, die Erschöpfung wird mich bald dahinraffen.
END

IF
Global("bd_leaving_ot_xzar","global",0)
CombatCounter(0)
GlobalGT("bd_leaving_ot","GLOBAL",0)
GlobalLT("bd_leaving_ot","GLOBAL",7)
IfValidForPartyDialogue("xzar") // Xzar
GlobalTimerExpired("bd_leaving_ot_timer","global")
!Dead("bdkorlas") // Korlasz
!Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #200
Continue()
RESPONSE #100
IncrementGlobal("bd_leaving_ot","global",1)
SetGlobal("bd_leaving_ot_xzar","global",1)
SetGlobalTimerRandom("bd_leaving_ot_timer","global",TWENTY_MINUTES,THIRTY_MINUTES)
DisplayStringHead("xzar",267360) // Ungeheuer und Chaos haben lange genug an unseren Fersen geklebt. Sobald wir hier raus sind, ist das VORBEI.
END

IF
Global("bd_leaving_ot_yeslick","global",0)
CombatCounter(0)
GlobalGT("bd_leaving_ot","GLOBAL",0)
GlobalLT("bd_leaving_ot","GLOBAL",7)
IfValidForPartyDialogue("yeslick") // Yeslick
GlobalTimerExpired("bd_leaving_ot_timer","global")
!Dead("bdkorlas") // Korlasz
!Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #200
Continue()
RESPONSE #100
IncrementGlobal("bd_leaving_ot","global",1)
SetGlobal("bd_leaving_ot_yeslick","global",1)
SetGlobalTimerRandom("bd_leaving_ot_timer","global",TWENTY_MINUTES,THIRTY_MINUTES)
DisplayStringHead("yeslick",267361) // Aye, ich freue mich darauf, diesen Ort zu verlassen und all diese Tragödien hinter mir zu lassen.
END

IF
Global("bd_leaving_ot_baeloth","global",0)
CombatCounter(0)
GlobalGT("bd_leaving_ot","GLOBAL",0)
GlobalLT("bd_leaving_ot","GLOBAL",7)
IfValidForPartyDialogue("baeloth") // Baeloth
GlobalTimerExpired("bd_leaving_ot_timer","global")
!Dead("bdkorlas") // Korlasz
!Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #200
Continue()
RESPONSE #100
IncrementGlobal("bd_leaving_ot","global",1)
SetGlobal("bd_leaving_ot_baeloth","global",1)
SetGlobalTimerRandom("bd_leaving_ot_timer","global",TWENTY_MINUTES,THIRTY_MINUTES)
DisplayStringHead("baeloth",268883) // Wenn diese weitschweifige Wanderung zu Ende geht, werde ich geschwind meine gefährlichen Gruben aufsuchen. Nichts gegen Euch.
END

IF
Global("bd_plot","global",10)
Global("bd_mdd000te_ot","bd0120",0)
NumDeadGT("Followers",4)
CombatCounter(0)
THEN
RESPONSE #100
SetGlobal("bd_mdd000te_ot","bd0120",1)
END

IF
Global("bd_plot","global",10)
GlobalGT("bd_mdd000te_ot","bd0120",0)
GlobalLT("bd_mdd000te_ot","bd0120",3)
Global("bd_mdd000te_ot_Minsc","bd0120",0)
IfValidForPartyDialogue("Minsc") // Minsk
THEN
RESPONSE #200
Continue()
RESPONSE #100
IncrementGlobal("bd_mdd000te_ot","bd0120",1)
SetGlobal("bd_mdd000te_ot_Minsc","bd0120",1)
DisplayStringHead("Minsc",245988) // … Und das ist der Grund, warum man sich nicht mit dem Bösen einlässt.
WaitSync(5)
END

IF
Global("bd_plot","global",10)
GlobalGT("bd_mdd000te_ot","bd0120",0)
GlobalLT("bd_mdd000te_ot","bd0120",3)
Global("bd_mdd000te_ot_Dynaheir","bd0120",0)
IfValidForPartyDialogue("Dynaheir") // Dynaheir
THEN
RESPONSE #200
Continue()
RESPONSE #100
IncrementGlobal("bd_mdd000te_ot","bd0120",1)
SetGlobal("bd_mdd000te_ot_Dynaheir","bd0120",1)
DisplayStringHead("Dynaheir",245989) // Arme Verteidiger. Die Dinge werden von hier an nicht einfacher.
WaitSync(5)
END

IF
Global("bd_plot","global",10)
GlobalGT("bd_mdd000te_ot","bd0120",0)
GlobalLT("bd_mdd000te_ot","bd0120",3)
Global("bd_mdd000te_ot_Rasaad","bd0120",0)
IfValidForPartyDialogue("Rasaad") // Rasaad
THEN
RESPONSE #200
Continue()
RESPONSE #100
IncrementGlobal("bd_mdd000te_ot","bd0120",1)
SetGlobal("bd_mdd000te_ot_Rasaad","bd0120",1)
DisplayStringHead("Rasaad",245990) // Wie viele mehr müssen noch sterben, bevor alle erkennen, wie dumm es ist, sich mit einer Person wie Sarevok einzulassen?
WaitSync(5)
END

IF
Global("bd_plot","global",10)
GlobalGT("bd_mdd000te_ot","bd0120",0)
GlobalLT("bd_mdd000te_ot","bd0120",3)
Global("bd_mdd000te_ot_Safana","bd0120",0)
IfValidForPartyDialogue("Safana") // Safana
THEN
RESPONSE #200
Continue()
RESPONSE #100
IncrementGlobal("bd_mdd000te_ot","bd0120",1)
SetGlobal("bd_mdd000te_ot_Safana","bd0120",1)
DisplayStringHead("Safana",245991) // Es wird ewig brauchen, bis ich dieses Blut von meinen Stiefeln bekomme werde …
WaitSync(5)
END

IF
Global("bd_plot","global",10)
GlobalGT("bd_mdd000te_ot","bd0120",0)
GlobalLT("bd_mdd000te_ot","bd0120",3)
Global("bd_mdd000te_ot_Viconia","bd0120",0)
IfValidForPartyDialogue("Viconia") // Viconia
THEN
RESPONSE #200
Continue()
RESPONSE #100
IncrementGlobal("bd_mdd000te_ot","bd0120",1)
SetGlobal("bd_mdd000te_ot_Viconia","bd0120",1)
DisplayStringHead("Viconia",245992) // Sie waren dumm, ihr Khaless in Sarevok zu setzen, und sie haben den Preis dafür bezahlt.
WaitSync(5)
END

IF
Global("bd_plot","global",10)
GlobalGT("bd_mdd000te_ot","bd0120",0)
GlobalLT("bd_mdd000te_ot","bd0120",3)
Global("bd_mdd000te_ot_Edwin","bd0120",0)
IfValidForPartyDialogue("Edwin") // Edwin
THEN
RESPONSE #200
Continue()
RESPONSE #100
IncrementGlobal("bd_mdd000te_ot","bd0120",1)
SetGlobal("bd_mdd000te_ot_Edwin","bd0120",1)
DisplayStringHead("Edwin",245993) // Diese Affen werden nicht mehr brabbeln.
WaitSync(5)
END

IF
Global("bd_plot","global",10)
GlobalGT("bd_mdd000te_ot","bd0120",0)
GlobalLT("bd_mdd000te_ot","bd0120",3)
Global("bd_mdd000te_ot_Khalid","bd0120",0)
IfValidForPartyDialogue("Khalid") // Khalid
THEN
RESPONSE #200
Continue()
RESPONSE #100
IncrementGlobal("bd_mdd000te_ot","bd0120",1)
SetGlobal("bd_mdd000te_ot_Khalid","bd0120",1)
DisplayStringHead("Khalid",245994) // Ihre L-Loyalität ist be-be-bewundernswert, wenn schon sonst nichts.
WaitSync(5)
END

IF
Global("bd_plot","global",10)
GlobalGT("bd_mdd000te_ot","bd0120",0)
GlobalLT("bd_mdd000te_ot","bd0120",3)
Global("bd_mdd000te_ot_Jaheira","bd0120",0)
IfValidForPartyDialogue("Jaheira") // Jaheira
THEN
RESPONSE #200
Continue()
RESPONSE #100
BanterBlockTime(75)
IncrementGlobal("bd_mdd000te_ot","bd0120",1)
SetGlobal("bd_mdd000te_ot_Jaheira","bd0120",1)
DisplayStringHead("Jaheira",245995) // Korlasz weiß nun zweifelsfrei, dass wir hier sind. Wir müssen schnell vorrücken.
WaitSync(5)
END

IF
Global("bd_plot","global",10)
GlobalGT("bd_mdd000te_ot","bd0120",0)
GlobalLT("bd_mdd000te_ot","bd0120",3)
Global("bd_mdd000te_ot_Dorn","bd0120",0)
IfValidForPartyDialogue("Dorn") // Dorn
THEN
RESPONSE #200
Continue()
RESPONSE #100
IncrementGlobal("bd_mdd000te_ot","bd0120",1)
SetGlobal("bd_mdd000te_ot_Dorn","bd0120",1)
DisplayStringHead("Dorn",245996) // Es wird mehr Blut als dieses brauchen, um meinen Durst zu stillen.
WaitSync(5)
END

IF
Global("bd_plot","global",10)
GlobalGT("bd_mdd000te_ot","bd0120",0)
GlobalLT("bd_mdd000te_ot","bd0120",3)
Global("bd_mdd000te_ot_Neera","bd0120",0)
IfValidForPartyDialogue("Neera") // Neera
THEN
RESPONSE #200
Continue()
RESPONSE #100
IncrementGlobal("bd_mdd000te_ot","bd0120",1)
SetGlobal("bd_mdd000te_ot_Neera","bd0120",1)
DisplayStringHead("Neera",245997) // Wir sind GUT. Wir sind fast ZU gut.
WaitSync(5)
END

IF
Global("bd_plot","global",10)
GlobalGT("bd_mdd000te_ot","bd0120",0)
GlobalLT("bd_mdd000te_ot","bd0120",3)
Global("bd_mdd000te_ot_Alora","bd0120",0)
IfValidForPartyDialogue("Alora") // Alora
THEN
RESPONSE #200
Continue()
RESPONSE #100
IncrementGlobal("bd_mdd000te_ot","bd0120",1)
SetGlobal("bd_mdd000te_ot_Alora","bd0120",1)
DisplayStringHead("Alora",257716) // Das war nicht schlecht, aber es war auch nicht gut. Ich freue mich darauf, diesen Ort zu verlassen.
WaitSync(5)
END

IF
Global("bd_plot","global",10)
GlobalGT("bd_mdd000te_ot","bd0120",0)
GlobalLT("bd_mdd000te_ot","bd0120",3)
Global("bd_mdd000te_ot_Ajantis","bd0120",0)
IfValidForPartyDialogue("Ajantis") // Ajantis
THEN
RESPONSE #200
Continue()
RESPONSE #100
IncrementGlobal("bd_mdd000te_ot","bd0120",1)
SetGlobal("bd_mdd000te_ot_Ajantis","bd0120",1)
DisplayStringHead("Ajantis",257717) // Unsere Sache ist gerecht. Helm wacht über uns.
WaitSync(5)
END

IF
Global("bd_plot","global",10)
GlobalGT("bd_mdd000te_ot","bd0120",0)
GlobalLT("bd_mdd000te_ot","bd0120",3)
Global("bd_mdd000te_ot_Branwen","bd0120",0)
IfValidForPartyDialogue("Branwen") // Statue
THEN
RESPONSE #200
Continue()
RESPONSE #100
IncrementGlobal("bd_mdd000te_ot","bd0120",1)
SetGlobal("bd_mdd000te_ot_Branwen","bd0120",1)
DisplayStringHead("Branwen",257718) // Die Magierin kann nicht so dumm sein zu glauben, dass diese Söldner uns aufhalten können.
WaitSync(5)
END

IF
Global("bd_plot","global",10)
GlobalGT("bd_mdd000te_ot","bd0120",0)
GlobalLT("bd_mdd000te_ot","bd0120",3)
Global("bd_mdd000te_ot_Coran","bd0120",0)
IfValidForPartyDialogue("Coran") // Coran
THEN
RESPONSE #200
Continue()
RESPONSE #100
IncrementGlobal("bd_mdd000te_ot","bd0120",1)
SetGlobal("bd_mdd000te_ot_Coran","bd0120",1)
DisplayStringHead("Coran",257719) // Ein guter Start in einer üblen Angelegenheit.
WaitSync(5)
END

IF
Global("bd_plot","global",10)
GlobalGT("bd_mdd000te_ot","bd0120",0)
GlobalLT("bd_mdd000te_ot","bd0120",3)
Global("bd_mdd000te_ot_Eldoth","bd0120",0)
IfValidForPartyDialogue("Eldoth") // Eldoth
THEN
RESPONSE #200
Continue()
RESPONSE #100
IncrementGlobal("bd_mdd000te_ot","bd0120",1)
SetGlobal("bd_mdd000te_ot_Eldoth","bd0120",1)
DisplayStringHead("Eldoth",257720) // Ich habe schon an schlimmeren Orten als diesem gelebt, aber niemals freiwillig.
WaitSync(5)
END

IF
Global("bd_plot","global",10)
GlobalGT("bd_mdd000te_ot","bd0120",0)
GlobalLT("bd_mdd000te_ot","bd0120",3)
Global("bd_mdd000te_ot_Faldorn","bd0120",0)
IfValidForPartyDialogue("Faldorn") // Faldorn
THEN
RESPONSE #200
Continue()
RESPONSE #100
IncrementGlobal("bd_mdd000te_ot","bd0120",1)
SetGlobal("bd_mdd000te_ot_Faldorn","bd0120",1)
DisplayStringHead("Faldorn",257721) // Dieser Ort beunruhigt mich. Tote, die sich in solch verfallenem Prunk aufhalten … Das ist gegen die Natur.
WaitSync(5)
END

IF
Global("bd_plot","global",10)
GlobalGT("bd_mdd000te_ot","bd0120",0)
GlobalLT("bd_mdd000te_ot","bd0120",3)
Global("bd_mdd000te_ot_Garrick","bd0120",0)
IfValidForPartyDialogue("Garrick") // Garrick
THEN
RESPONSE #200
Continue()
RESPONSE #100
IncrementGlobal("bd_mdd000te_ot","bd0120",1)
SetGlobal("bd_mdd000te_ot_Garrick","bd0120",1)
DisplayStringHead("Garrick",257722) // Ich hoffe, wir treffen auf größeren Widerstand als diesen. Ich bin nicht dagegen, Ereignisse der Dramatik wegen zu …dramatisieren, aber ich hasse es, Geschichten frei erfinden zu müssen.
WaitSync(5)
END

IF
Global("bd_plot","global",10)
GlobalGT("bd_mdd000te_ot","bd0120",0)
GlobalLT("bd_mdd000te_ot","bd0120",3)
Global("bd_mdd000te_ot_Kagain","bd0120",0)
IfValidForPartyDialogue("Kagain") // Kagain
THEN
RESPONSE #200
Continue()
RESPONSE #100
IncrementGlobal("bd_mdd000te_ot","bd0120",1)
SetGlobal("bd_mdd000te_ot_Kagain","bd0120",1)
DisplayStringHead("Kagain",257723) // Das habt Ihr davon, Ihr verdammten, trampeligen Ochsen! Wie gefällt Euch das?
WaitSync(5)
END

IF
Global("bd_plot","global",10)
GlobalGT("bd_mdd000te_ot","bd0120",0)
GlobalLT("bd_mdd000te_ot","bd0120",3)
Global("bd_mdd000te_ot_Kivan","bd0120",0)
IfValidForPartyDialogue("Kivan") // Kivan
THEN
RESPONSE #200
Continue()
RESPONSE #100
IncrementGlobal("bd_mdd000te_ot","bd0120",1)
SetGlobal("bd_mdd000te_ot_Kivan","bd0120",1)
DisplayStringHead("Kivan",257724) // Diese Wachen sind nur der Anfang. Ich kann es fühlen.
WaitSync(5)
END

IF
Global("bd_plot","global",10)
GlobalGT("bd_mdd000te_ot","bd0120",0)
GlobalLT("bd_mdd000te_ot","bd0120",3)
Global("bd_mdd000te_ot_Montaron","bd0120",0)
IfValidForPartyDialogue("Montaron") // Montaron
THEN
RESPONSE #200
Continue()
RESPONSE #100
IncrementGlobal("bd_mdd000te_ot","bd0120",1)
SetGlobal("bd_mdd000te_ot_Montaron","bd0120",1)
DisplayStringHead("Montaron",257725) // Lebt ruhig so wie eine Ratte, früher oder später werdet Ihr wie eine sterben.
WaitSync(5)
END

IF
Global("bd_plot","global",10)
GlobalGT("bd_mdd000te_ot","bd0120",0)
GlobalLT("bd_mdd000te_ot","bd0120",3)
Global("bd_mdd000te_ot_Quayle","bd0120",0)
IfValidForPartyDialogue("Quayle") // Quayle
THEN
RESPONSE #200
Continue()
RESPONSE #100
IncrementGlobal("bd_mdd000te_ot","bd0120",1)
SetGlobal("bd_mdd000te_ot_Quayle","bd0120",1)
DisplayStringHead("Quayle",257726) // Das ist großartig. Das ist einfach fantastisch. Ich dachte schon, wir könnten es hier eine Stunde ohne sinnloses Blutvergießen schaffen, aber nein, nein, da ist es schon, genau nach sinnlosem Zeitplan.
WaitSync(5)
END

IF
Global("bd_plot","global",10)
GlobalGT("bd_mdd000te_ot","bd0120",0)
GlobalLT("bd_mdd000te_ot","bd0120",3)
Global("bd_mdd000te_ot_SharTeel","bd0120",0)
IfValidForPartyDialogue("sharteel") // Shar-Teel
THEN
RESPONSE #200
Continue()
RESPONSE #100
IncrementGlobal("bd_mdd000te_ot","bd0120",1)
SetGlobal("bd_mdd000te_ot_SharTeel","bd0120",1)
DisplayStringHead("sharteel",257727) // Lasst uns weiter vorrücken. Unser Vorteil wird geringer, je länger wir warten.
WaitSync(5)
END

IF
Global("bd_plot","global",10)
GlobalGT("bd_mdd000te_ot","bd0120",0)
GlobalLT("bd_mdd000te_ot","bd0120",3)
Global("bd_mdd000te_ot_SharTeel","bd0120",0)
IfValidForPartyDialogue("Shar-Teel")
THEN
RESPONSE #200
Continue()
RESPONSE #100
IncrementGlobal("bd_mdd000te_ot","bd0120",1)
SetGlobal("bd_mdd000te_ot_SharTeel","bd0120",1)
DisplayStringHead("Shar-Teel",257727) // Lasst uns weiter vorrücken. Unser Vorteil wird geringer, je länger wir warten.
WaitSync(5)
END

IF
Global("bd_plot","global",10)
GlobalGT("bd_mdd000te_ot","bd0120",0)
GlobalLT("bd_mdd000te_ot","bd0120",3)
Global("bd_mdd000te_ot_Skie","bd0120",0)
IfValidForPartyDialogue("Skie") // Skie
THEN
RESPONSE #200
Continue()
RESPONSE #100
IncrementGlobal("bd_mdd000te_ot","bd0120",1)
SetGlobal("bd_mdd000te_ot_Skie","bd0120",1)
DisplayStringHead("Skie",257728) // Ich bin in etwas Warmes und Glitschiges getreten. Aaah, igitt, es ist ein Gesicht.
WaitSync(5)
END

IF
Global("bd_plot","global",10)
GlobalGT("bd_mdd000te_ot","bd0120",0)
GlobalLT("bd_mdd000te_ot","bd0120",3)
Global("bd_mdd000te_ot_Tiax","bd0120",0)
IfValidForPartyDialogue("Tiax") // Tiax
THEN
RESPONSE #200
Continue()
RESPONSE #100
IncrementGlobal("bd_mdd000te_ot","bd0120",1)
SetGlobal("bd_mdd000te_ot_Tiax","bd0120",1)
DisplayStringHead("Tiax",257729) // Ein weiterer Sieg für den besten Krieger von Cyric! Blut und Seelen für den Gott des Mordes!
WaitSync(5)
END

IF
Global("bd_plot","global",10)
GlobalGT("bd_mdd000te_ot","bd0120",0)
GlobalLT("bd_mdd000te_ot","bd0120",3)
Global("bd_mdd000te_ot_Xan","bd0120",0)
IfValidForPartyDialogue("Xan") // Xan
THEN
RESPONSE #200
Continue()
RESPONSE #100
IncrementGlobal("bd_mdd000te_ot","bd0120",1)
SetGlobal("bd_mdd000te_ot_Xan","bd0120",1)
DisplayStringHead("Xan",257730) // Wir haben uns bis jetzt gut geschlagen. Wie lange, glaubt Ihr, kann unser Glück noch anhalten?
WaitSync(5)
END

IF
Global("bd_plot","global",10)
GlobalGT("bd_mdd000te_ot","bd0120",0)
GlobalLT("bd_mdd000te_ot","bd0120",3)
Global("bd_mdd000te_ot_Xzar","bd0120",0)
IfValidForPartyDialogue("Xzar") // Xzar
THEN
RESPONSE #200
Continue()
RESPONSE #100
IncrementGlobal("bd_mdd000te_ot","bd0120",1)
SetGlobal("bd_mdd000te_ot_Xzar","bd0120",1)
DisplayStringHead("Xzar",257731) // Ich bin nicht verrückt, wisst Ihr. Ich bin wütend, aber das ist … ist wahrlich nicht das Gleiche.
WaitSync(5)
END

IF
Global("bd_plot","global",10)
GlobalGT("bd_mdd000te_ot","bd0120",0)
GlobalLT("bd_mdd000te_ot","bd0120",3)
Global("bd_mdd000te_ot_Yeslick","bd0120",0)
IfValidForPartyDialogue("Yeslick") // Yeslick
THEN
RESPONSE #200
Continue()
RESPONSE #100
IncrementGlobal("bd_mdd000te_ot","bd0120",1)
SetGlobal("bd_mdd000te_ot_Yeslick","bd0120",1)
DisplayStringHead("Yeslick",257732) // War es das? Ich habe bessere Dinge zu tun, als meinen Hintern in einem nasskalten, stinkenden Loch abzufrieren.
WaitSync(5)
END

IF
Global("BD_SPAWN_BATS","BD0120",0)
OR(6)
NearLocation(Player1,1911,939,5)
NearLocation(Player2,1911,939,5)
NearLocation(Player3,1911,939,5)
NearLocation(Player4,1911,939,5)
NearLocation(Player5,1911,939,5)
NearLocation(Player6,1911,939,5)
THEN
RESPONSE #100
CreateCreature("BDBATOUT",[1264.887],SE) // Fledermaus
ActionOverride("BDBATOUT",SaveLocation("LOCALS","goal",[2522.503]))
CreateCreature("BDBATOUT",[1260.933],SE) // Fledermaus
ActionOverride("BDBATOUT",SaveLocation("LOCALS","goal",[2531.547]))
CreateCreature("BDBATOUT",[1304.955],SE) // Fledermaus
ActionOverride("BDBATOUT",SaveLocation("LOCALS","goal",[2529.596]))
CreateCreature("BDBATOUT",[1344.912],SE) // Fledermaus
ActionOverride("BDBATOUT",SaveLocation("LOCALS","goal",[2534.642]))
CreateCreature("BDBATOUT",[1313.868],SE) // Fledermaus
ActionOverride("BDBATOUT",SaveLocation("LOCALS","goal",[2522.503]))
CreateCreature("BDBATOUT",[1205.862],SE) // Fledermaus
ActionOverride("BDBATOUT",SaveLocation("LOCALS","goal",[2531.547]))
CreateCreature("BDBATOUT",[1164.862],SE) // Fledermaus
ActionOverride("BDBATOUT",SaveLocation("LOCALS","goal",[2529.596]))
CreateCreature("BDBATOUT",[1198.928],SE) // Fledermaus
ActionOverride("BDBATOUT",SaveLocation("LOCALS","goal",[2534.642]))
CreateCreature("BDBATOUT",[1221.995],SE) // Fledermaus
ActionOverride("BDBATOUT",SaveLocation("LOCALS","goal",[2522.503]))
CreateCreature("BDBATOUT",[1161.919],SE) // Fledermaus
ActionOverride("BDBATOUT",SaveLocation("LOCALS","goal",[2531.547]))
CreateCreature("BDBATOUT",[1269.834],SE) // Fledermaus
ActionOverride("BDBATOUT",SaveLocation("LOCALS","goal",[2529.596]))
CreateCreature("BDBATOUT",[1109.889],SE) // Fledermaus
ActionOverride("BDBATOUT",SaveLocation("LOCALS","goal",[2522.503]))
CreateCreature("BDBATOUT",[1189.934],SE) // Fledermaus
ActionOverride("BDBATOUT",SaveLocation("LOCALS","goal",[2531.547]))
CreateCreature("BDBATOUT",[1088.987],SE) // Fledermaus
ActionOverride("BDBATOUT",SaveLocation("LOCALS","goal",[2529.596]))
CreateCreature("BDBATOUT",[1109.1044],SE) // Fledermaus
ActionOverride("BDBATOUT",SaveLocation("LOCALS","goal",[2534.642]))
CreateCreature("BDBATOUT",[1146.1111],SE) // Fledermaus
ActionOverride("BDBATOUT",SaveLocation("LOCALS","goal",[2522.503]))
CreateCreature("BDBATOUT",[1215.1120],SE) // Fledermaus
ActionOverride("BDBATOUT",SaveLocation("LOCALS","goal",[2531.547]))
CreateCreature("BDBATOUT",[1247.1095],SE) // Fledermaus
ActionOverride("BDBATOUT",SaveLocation("LOCALS","goal",[2529.596]))
CreateCreature("BDBATOUT",[1271.1057],SE) // Fledermaus
ActionOverride("BDBATOUT",SaveLocation("LOCALS","goal",[2534.642]))
CreateCreature("BDBATOUT",[1287.1001],SE) // Fledermaus
ActionOverride("BDBATOUT",SaveLocation("LOCALS","goal",[2522.503]))
CreateCreature("BDBATOUT",[1293.950],SE) // Fledermaus
ActionOverride("BDBATOUT",SaveLocation("LOCALS","goal",[2531.547]))
CreateCreature("BDBATOUT",[1294.897],SE) // Fledermaus
ActionOverride("BDBATOUT",SaveLocation("LOCALS","goal",[2529.596]))
SmallWait(8)
CreateCreature("BDBATOUT",[1277.854],SE) // Fledermaus
ActionOverride("BDBATOUT",SaveLocation("LOCALS","goal",[2534.642]))
CreateCreature("BDBATOUT",[1230.826],SE) // Fledermaus
ActionOverride("BDBATOUT",SaveLocation("LOCALS","goal",[2522.503]))
CreateCreature("BDBATOUT",[1166.817],SE) // Fledermaus
ActionOverride("BDBATOUT",SaveLocation("LOCALS","goal",[2531.547]))
CreateCreature("BDBATOUT",[1133.866],SE) // Fledermaus
ActionOverride("BDBATOUT",SaveLocation("LOCALS","goal",[2529.596]))
CreateCreature("BDBATOUT",[1131.913],SE) // Fledermaus
ActionOverride("BDBATOUT",SaveLocation("LOCALS","goal",[2534.642]))
CreateCreature("BDBATOUT",[1137.952],SE) // Fledermaus
ActionOverride("BDBATOUT",SaveLocation("LOCALS","goal",[2522.503]))
SmallWait(8)
CreateCreature("BDBATOUT",[1146.1000],SE) // Fledermaus
ActionOverride("BDBATOUT",SaveLocation("LOCALS","goal",[2531.547]))
CreateCreature("BDBATOUT",[1175.1023],SE) // Fledermaus
ActionOverride("BDBATOUT",SaveLocation("LOCALS","goal",[2529.596]))
CreateCreature("BDBATOUT",[1214.1003],SE) // Fledermaus
ActionOverride("BDBATOUT",SaveLocation("LOCALS","goal",[2534.642]))
CreateCreature("BDBATOUT",[1229.962],SE) // Fledermaus
ActionOverride("BDBATOUT",SaveLocation("LOCALS","goal",[2522.503]))
CreateCreature("BDBATOUT",[1222.916],SE) // Fledermaus
ActionOverride("BDBATOUT",SaveLocation("LOCALS","goal",[2531.547]))
CreateCreature("BDBATOUT",[1207.884],SE) // Fledermaus
ActionOverride("BDBATOUT",SaveLocation("LOCALS","goal",[2529.596]))
CreateCreature("BDBATOUT",[1174.879],SE) // Fledermaus
ActionOverride("BDBATOUT",SaveLocation("LOCALS","goal",[2534.642]))
CreateCreature("BDBATOUT",[1179.925],SE) // Fledermaus
ActionOverride("BDBATOUT",SaveLocation("LOCALS","goal",[2522.503]))
SetGlobal("BD_SPAWN_BATS","BD0120",1)
END

IF
Global("BDSH_Rope","GLOBAL",1)
Global("BD_Rope_Active","MYAREA",0)
TriggerOverride("Tranbd0130rope",Range([PC],15))
THEN
RESPONSE #100
SetInterrupt(FALSE)
SetGlobal("BD_Rope_Active","MYAREA",1)
Unlock("DOOR01")
TriggerActivation("Tranbd0130rope",TRUE)
DisplayStringHead("Tranbd0130rope",264372) // Ein Seil führt runter in die Schlucht.
AddMapNoteColor([826.1010],264540,GREEN) // Seil
SetInterrupt(TRUE)
END

IF
Global("BD_Init_CAI","BD0120",0)
Global("SOD_fromimport","global",0)
GlobalGT("bd_plot","global",9)
THEN
RESPONSE #100
SetGlobal("BD_Init_CAI","BD0120",1)
ActionOverride(Player1,ChangeAIScript("BDDEFAI",CLASS))
END

IF
False()
Global("BD_Init_Save","BD0120",0)
GlobalGT("bd_plot","global",9)
THEN
RESPONSE #100
SetInterrupt(FALSE)
SetGlobal("BD_Init_Save","BD0120",1)
SetGlobal("BD_Chapter_Save","GLOBAL",7)
SetInterrupt(TRUE)
END

IF
Global("BDSH_Imoen_Floor","GLOBAL",3)
!InMyArea("IMOEN2") // Imoen
THEN
RESPONSE #100
SetInterrupt(FALSE)
CreateCreature("bdshimoe",[995.1610],W) // Imoen
SetInterrupt(TRUE)
END

IF
Global("BDSH_Imoen_Floor","GLOBAL",3)
!Dead("bdff1000") // Heilerin der Flammenden Faust
!InMyArea("bdff1000") // Heilerin der Flammenden Faust
THEN
RESPONSE #100
CreateCreature("bdff1000",[869.1738],NE) // Heilerin der Flammenden Faust
Continue()
END

IF
Global("BDSH_Imoen_Floor","GLOBAL",3)
!Dead("bdff1001") // Söldner der Flammenden Faust
!InMyArea("bdff1001") // Söldner der Flammenden Faust
THEN
RESPONSE #100
CreateCreature("bdff1001",[866.1543],SE) // Söldner der Flammenden Faust
Continue()
END

IF
Global("BDSH_Imoen_Floor","GLOBAL",3)
!Dead("bdff1002") // Söldner der Flammenden Faust
!InMyArea("bdff1002") // Söldner der Flammenden Faust
THEN
RESPONSE #100
CreateCreature("bdff1002",[919.1545],S) // Söldner der Flammenden Faust
Continue()
END

IF
Global("BDSH_Imoen_Floor","GLOBAL",3)
Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
!Dead("bdkorlas") // Korlasz
!InMyArea("bdkorlas") // Korlasz
THEN
RESPONSE #100
SetInterrupt(FALSE)
CreateCreature("BDSHKORL",[810.1530],S) // Korlasz
SetInterrupt(TRUE)
END

IF
Global("BDSH_Imoen_Floor","GLOBAL",1)
Global("BDSH_Imoen_Room","BD0120",0)
TriggerOverride("Imoen_Room1b",Detect([PC]))
!TriggerOverride("Card_Table",Detect([PC]))
!TriggerOverride("Card_Table",Detect([EVILCUTOFF]))
!Dead("bdkorlas") // Korlasz
!Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #100
SetInterrupt(FALSE)
SetGlobal("BDSH_Imoen_Room","BD0120",1)
ActionOverride("IMOEN2",JumpToPoint([1770.1520]))
ActionOverride("IMOEN2",Face(N))
ActionOverride("bdff1000",JumpToPoint([1645.1520]))
ActionOverride("bdff1000",Face(NE))
ActionOverride("bdff1001",JumpToPoint([1785.1375]))
ActionOverride("bdff1001",Face(NE))
ActionOverride("bdff1002",JumpToPoint([1722.1341]))
ActionOverride("bdff1002",Face(NE))
ActionOverride("bdff1000",SaveObjectLocation("LOCALS","DEFAULT",Myself))
ActionOverride("bdff1001",SaveObjectLocation("LOCALS","DEFAULT",Myself))
ActionOverride("bdff1002",SaveObjectLocation("LOCALS","DEFAULT",Myself))
SetInterrupt(TRUE)
END

IF
Global("BDSH_Imoen_Floor","GLOBAL",1)
Global("BDSH_Imoen_Room","BD0120",1)
!TriggerOverride("Imoen_room2",Detect([PC]))
!TriggerOverride("Imoen_room2",Detect([EVILCUTOFF]))
!TriggerOverride("Imoen_room1a",Detect([PC]))
!TriggerOverride("Card_Table",Detect([PC]))
!TriggerOverride("Imoen_room2a",Detect([PC]))
!TriggerOverride("Imoen_room2b",Detect([PC]))
!Dead("bdkorlas") // Korlasz
!Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #100
SetInterrupt(FALSE)
SetGlobal("BDSH_Imoen_Room","BD0120",2)
ActionOverride("IMOEN2",JumpToPoint([1545.700]))
ActionOverride("IMOEN2",Face(NE))
ActionOverride("bdff1000",JumpToPoint([1610.640]))
ActionOverride("bdff1000",Face(NE))
ActionOverride("bdff1001",JumpToPoint([1560.570]))
ActionOverride("bdff1001",Face(E))
ActionOverride("bdff1002",JumpToPoint([1720.650]))
ActionOverride("bdff1002",Face(NW))
ActionOverride("bdff1000",SaveObjectLocation("LOCALS","DEFAULT",Myself))
ActionOverride("bdff1001",SaveObjectLocation("LOCALS","DEFAULT",Myself))
ActionOverride("bdff1002",SaveObjectLocation("LOCALS","DEFAULT",Myself))
SetInterrupt(TRUE)
END

IF
OR(2)
Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
Global("BD_PORIOS_SURRENDER","GLOBAL",1)
Global("BD_PDOOR","MYAREA",0)
OpenState("Door03",TRUE)
InMyArea("BDPORIOS") // Porios
THEN
RESPONSE #100
SetGlobal("BD_PDOOR","MYAREA",1)
OpenDoor("Door03")
END

IF
Global("BD_Restin","MYAREA",0)
OR(2)
Dead("bdkorlas") // Korlasz
Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #100
SetInterrupt(FALSE)
SetGlobal("BD_Restin","MYAREA",1)
SetRestEncounterProbabilityDay(0)
SetRestEncounterProbabilityNight(0)
SetInterrupt(TRUE)
END

IF
TriggerOverride("Ff_camp",IsOverMe(Player1))
TriggerOverride("Ff_camp",IsOverMe("viconia")) // Viconia
Global("bd_leaving2_ot_viconia","global",0)
CombatCounter(0)
GlobalGT("bd_leaving2_ot","GLOBAL",0)
GlobalLT("bd_leaving2_ot","GLOBAL",7)
IfValidForPartyDialogue("viconia") // Viconia
OR(2)
Dead("bdkorlas") // Korlasz
Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #100
BanterBlockTime(100)
IncrementGlobal("bd_leaving2_ot","global",1)
SetGlobal("bd_leaving2_ot_viconia","global",1)
SetGlobalTimerRandom("bd_leaving2_ot_timer","global",EIGHT_MINUTES,THIRTEEN_MINUTES)
DisplayStringWait("viconia",251913) // Machts gut, „Held“ von Baldurs Tor. Ihr seid nicht wie die anderen.
DisplayStringWait("viconia",257869) // Sie lieben Euch im Moment, weil Ihr ihren Zwecken dient. Sollte sich das ändern, werden Sie sich von Euch abwenden, das ist so sicher wie der Morgengrauen, der auf die Nacht folgt.
END

IF
Global("bd_leaving2_ot_minsc","global",0)
CombatCounter(0)
GlobalGT("bd_leaving2_ot","GLOBAL",0)
GlobalLT("bd_leaving2_ot","GLOBAL",7)
IfValidForPartyDialogue("Dynaheir") // Dynaheir
GlobalTimerExpired("bd_leaving2_ot_timer","global")
OR(2)
Dead("bdkorlas") // Korlasz
Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #200
Continue()
RESPONSE #100
BanterBlockTime(125)
IncrementGlobal("bd_leaving2_ot","global",1)
SetGlobal("bd_leaving2_ot_minsc","global",1)
SetGlobalTimerRandom("bd_leaving2_ot_timer","global",EIGHT_MINUTES,THIRTEEN_MINUTES)
DisplayStringWait("Dynaheir",251910) // Ich habe in unserer gemeinsamen Zeit viel gelernt. Es ist höchste Zeit, dass ich dieses Wissen meinen Schwestern mitteile.
SetGlobalTimer("bd_leaving2_minsc_reply","global",TWO_MINUTES)
END

IF
Global("bd_leaving2_ot_minsc","global",1)
CombatCounter(0)
IfValidForPartyDialogue("Minsc") // Minsk
!GlobalTimerExpired("bd_leaving2_minsc_reply","global")
THEN
RESPONSE #100
SetGlobal("bd_leaving2_ot_minsc","global",2)
DisplayStringWait("Minsc",251911) // Die Freundschaft von Minsk und Boo wird immer mit Euch reisen.
DisplayStringWait("Minsc",270026) // Man kann sie nicht sehen, aber sie ist immer da. Und manchmal riecht sie nach Zitronen.
END

IF
Global("bd_leaving2_ot_rasaad","global",0)
CombatCounter(0)
GlobalGT("bd_leaving2_ot","GLOBAL",0)
GlobalLT("bd_leaving2_ot","GLOBAL",7)
IfValidForPartyDialogue("rasaad") // Rasaad
GlobalTimerExpired("bd_leaving2_ot_timer","global")
OR(2)
Dead("bdkorlas") // Korlasz
Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #200
Continue()
RESPONSE #100
BanterBlockTime(75)
IncrementGlobal("bd_leaving2_ot","global",1)
SetGlobal("bd_leaving2_ot_rasaad","global",1)
SetGlobalTimerRandom("bd_leaving2_ot_timer","global",EIGHT_MINUTES,THIRTEEN_MINUTES)
DisplayStringWait("rasaad",251912) // Seit dem Tod meines Bruders schlägt mir Gewalt immer mehr und mehr auf den Magen.
DisplayStringWait("rasaad",257865) // Wenn Sarevoks Mitverschwörer letztendlich erledigt sind, dann kann ich mich endlich wohltätigeren Bestrebungen widmen.
END

IF
Global("bd_leaving2_ot_edwin","global",0)
CombatCounter(0)
GlobalGT("bd_leaving2_ot","GLOBAL",0)
GlobalLT("bd_leaving2_ot","GLOBAL",7)
IfValidForPartyDialogue("edwin") // Edwin
GlobalTimerExpired("bd_leaving2_ot_timer","global")
OR(2)
Dead("bdkorlas") // Korlasz
Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #200
Continue()
RESPONSE #100
BanterBlockTime(75)
IncrementGlobal("bd_leaving2_ot","global",1)
SetGlobal("bd_leaving2_ot_edwin","global",1)
SetGlobalTimerRandom("bd_leaving2_ot_timer","global",EIGHT_MINUTES,THIRTEEN_MINUTES)
DisplayStringWait("edwin",251921) // Ich sehe für Eure Zukunft große Langeweile voraus. Es kümmert mich aber nicht.
END

IF
Global("bd_leaving2_ot_jaheira","global",0)
CombatCounter(0)
GlobalGT("bd_leaving2_ot","GLOBAL",0)
GlobalLT("bd_leaving2_ot","GLOBAL",7)
IfValidForPartyDialogue("jaheira") // Jaheira
IfValidForPartyDialogue("khalid") // Khalid
GlobalTimerExpired("bd_leaving2_ot_timer","global")
OR(2)
Dead("bdkorlas") // Korlasz
Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #200
Continue()
RESPONSE #100
BanterBlockTime(100)
IncrementGlobal("bd_leaving2_ot","global",1)
SetGlobal("bd_leaving2_ot_jaheira","global",1)
SetGlobalTimerRandom("bd_leaving2_ot_timer","global",EIGHT_MINUTES,THIRTEEN_MINUTES)
DisplayStringWait("jaheira",251922) // Nun, da die Anhänger Sarevoks endlich eliminiert wurden, können wir mehr Zeit miteinander verbringen, Khalid.
DisplayStringWait("khalid",251923) // Das k-klingt wunderbar.
END

IF
Global("bd_leaving2_ot_jaheira","global",0)
CombatCounter(0)
GlobalGT("bd_leaving2_ot","GLOBAL",0)
GlobalLT("bd_leaving2_ot","GLOBAL",7)
IfValidForPartyDialogue("jaheira") // Jaheira
!IfValidForPartyDialogue("khalid") // Khalid
GlobalTimerExpired("bd_leaving2_ot_timer","global")
Dead("bdkorlas") // Korlasz
THEN
RESPONSE #200
Continue()
RESPONSE #100
BanterBlockTime(75)
IncrementGlobal("bd_leaving2_ot","global",1)
SetGlobal("bd_leaving2_ot_jaheira","global",1)
SetGlobalTimerRandom("bd_leaving2_ot_timer","global",EIGHT_MINUTES,THIRTEEN_MINUTES)
DisplayStringWait("jaheira",264921) // Sarevok und all seine Anhänger sind tot. Ihr seid es nicht. Ich denke, ich habe mein Versprechen gegenüber Gorion erfüllt.
END

IF
Global("bd_leaving2_ot_neera","global",0)
CombatCounter(0)
GlobalGT("bd_leaving2_ot","GLOBAL",0)
GlobalLT("bd_leaving2_ot","GLOBAL",7)
IfValidForPartyDialogue("neera") // Neera
GlobalTimerExpired("bd_leaving2_ot_timer","global")
OR(2)
Dead("bdkorlas") // Korlasz
Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #200
Continue()
RESPONSE #100
BanterBlockTime(75)
IncrementGlobal("bd_leaving2_ot","global",1)
SetGlobal("bd_leaving2_ot_neera","global",1)
SetGlobalTimerRandom("bd_leaving2_ot_timer","global",EIGHT_MINUTES,THIRTEEN_MINUTES)
DisplayStringWait("neera",251940) // Ich brauche eine Pause, <CHARNAME>. All das … Durchstreifen von Verliesen macht mich mürbe.
END

IF
Global("bd_leaving2_ot_ajantis","global",0)
CombatCounter(0)
GlobalGT("bd_leaving2_ot","GLOBAL",0)
GlobalLT("bd_leaving2_ot","GLOBAL",7)
IfValidForPartyDialogue("ajantis") // Ajantis
GlobalTimerExpired("bd_leaving2_ot_timer","global")
OR(2)
Dead("bdkorlas") // Korlasz
Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #200
Continue()
RESPONSE #100
BanterBlockTime(100)
IncrementGlobal("bd_leaving2_ot","global",1)
SetGlobal("bd_leaving2_ot_ajantis","global",1)
SetGlobalTimerRandom("bd_leaving2_ot_timer","global",EIGHT_MINUTES,THIRTEEN_MINUTES)
DisplayStringWait("ajantis",257802) // Auch wenn es mein Herz schwer macht, muss ich bald nach Tiefwasser zurückkehren.
DisplayStringWait("ajantis",257880) // Nur dort kann ich erfahren, ob ich mir die volle Mitgliedschaft im Höchst Ehrenwerten Orden des Strahlenden Herzens verdient habe.
END

IF
Global("bd_leaving2_ot_alora","global",0)
CombatCounter(0)
GlobalGT("bd_leaving2_ot","GLOBAL",0)
GlobalLT("bd_leaving2_ot","GLOBAL",7)
IfValidForPartyDialogue("alora") // Alora
GlobalTimerExpired("bd_leaving2_ot_timer","global")
OR(2)
Dead("bdkorlas") // Korlasz
Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #200
Continue()
RESPONSE #100
BanterBlockTime(125)
IncrementGlobal("bd_leaving2_ot","global",1)
SetGlobal("bd_leaving2_ot_alora","global",1)
SetGlobalTimerRandom("bd_leaving2_ot_timer","global",EIGHT_MINUTES,THIRTEEN_MINUTES)
DisplayStringWait("alora",257804) // Ich denke nicht, dass ich mit Euch zum Herzogspalast zurückkehren werde, <CHARNAME>.
DisplayStringWait("alora",270027) // Es gibt nun so viel mehr Leute in der Stadt, ich werde ein wenig Zeit mit ihnen verbringen.
DisplayStringWait("alora",257805) // He, wenn der Palastdiener fragt, wo die Vase hin ist, dann sagt ihm, dass ich keine Ahnung habe, worüber er redet.
END

IF
Global("bd_leaving2_ot_coran","global",0)
CombatCounter(0)
GlobalGT("bd_leaving2_ot","GLOBAL",0)
GlobalLT("bd_leaving2_ot","GLOBAL",7)
IfValidForPartyDialogue("coran") // Coran
GlobalTimerExpired("bd_leaving2_ot_timer","global")
OR(2)
Dead("bdkorlas") // Korlasz
Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #200
Continue()
RESPONSE #100
BanterBlockTime(75)
IncrementGlobal("bd_leaving2_ot","global",1)
SetGlobal("bd_leaving2_ot_coran","global",1)
SetGlobalTimerRandom("bd_leaving2_ot_timer","global",EIGHT_MINUTES,THIRTEEN_MINUTES)
DisplayStringWait("coran",257809) // Die Schwertküste zu retten, war eine vergnügliche Abwechslung, aber andere Abwechslungen erwarten mich. Wir werden bald getrennte Wege gehen, glaube ich.
END

IF
Global("bd_leaving2_ot_eldoth","global",0)
CombatCounter(0)
GlobalGT("bd_leaving2_ot","GLOBAL",0)
GlobalLT("bd_leaving2_ot","GLOBAL",7)
IfValidForPartyDialogue("eldoth") // Eldoth
GlobalTimerExpired("bd_leaving2_ot_timer","global")
OR(2)
Dead("bdkorlas") // Korlasz
Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #200
Continue()
RESPONSE #100
BanterBlockTime(150)
IncrementGlobal("bd_leaving2_ot","global",1)
SetGlobal("bd_leaving2_ot_eldoth","global",1)
SetGlobalTimerRandom("bd_leaving2_ot_timer","global",EIGHT_MINUTES,THIRTEEN_MINUTES)
DisplayStringWait("eldoth",257811) // So sehr ich auch unsere gemeinsame Zeit genossen habe, komme ich nicht umhin zu bemerken, dass ich sie in der Gesellschaft anderer mehr genossen habe.
DisplayStringWait("eldoth",257890) // Bald werde ich gehen.
SetGlobalTimer("bd_leaving2_skie_reply","global",TWO_MINUTES)
END

IF
Global("bd_leaving2_ot_eldoth","global",1)
CombatCounter(0)
IfValidForPartyDialogue("skie") // Skie
IfValidForPartyDialogue("eldoth") // Eldoth
!GlobalTimerExpired("bd_leaving2_skie_reply","global")
THEN
RESPONSE #100
SetGlobal("bd_leaving2_ot_eldoth","global",2)
DisplayStringWait("skie",257813) // Wohin sollen wir nun gehen, Eldoth, Schätzchen?
DisplayStringWait("eldoth",257814) // „Wir“? Ich denke, darüber sollten wir später reden. Später. Nicht jetzt. Lasst uns den Augenblick nicht mit bitteren Worten ruinieren.
DisplayStringWait("skie",257815) // Ahhh… In Ordnung. Schätze ich.
END

IF
Global("bd_leaving2_ot_faldorn","global",0)
CombatCounter(0)
GlobalGT("bd_leaving2_ot","GLOBAL",0)
GlobalLT("bd_leaving2_ot","GLOBAL",7)
IfValidForPartyDialogue("faldorn") // Faldorn
GlobalTimerExpired("bd_leaving2_ot_timer","global")
OR(2)
Dead("bdkorlas") // Korlasz
Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #200
Continue()
RESPONSE #100
BanterBlockTime(75)
IncrementGlobal("bd_leaving2_ot","global",1)
SetGlobal("bd_leaving2_ot_faldorn","global",1)
SetGlobalTimerRandom("bd_leaving2_ot_timer","global",EIGHT_MINUTES,THIRTEEN_MINUTES)
DisplayStringWait("faldorn",257816) // Es sind nun zu viele Menschen in der Stadt. Es ist … unnatürlich. Es ist Zeit, dass ich in den Mantelwald zurückkehre. In Wahrheit ist es schon mehr als Zeit.
END

IF
Global("bd_leaving2_ot_garrick","global",0)
CombatCounter(0)
GlobalGT("bd_leaving2_ot","GLOBAL",0)
GlobalLT("bd_leaving2_ot","GLOBAL",7)
IfValidForPartyDialogue("garrick") // Garrick
GlobalTimerExpired("bd_leaving2_ot_timer","global")
OR(2)
Dead("bdkorlas") // Korlasz
Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #200
Continue()
RESPONSE #100
BanterBlockTime(125)
IncrementGlobal("bd_leaving2_ot","global",1)
SetGlobal("bd_leaving2_ot_garrick","global",1)
SetGlobalTimerRandom("bd_leaving2_ot_timer","global",EIGHT_MINUTES,THIRTEEN_MINUTES)
DisplayStringWait("garrick",266939) // Ich bin es irgendwie leid, ständig ein- und auszupacken, Stadt nach Stadt, die ganze Schwertküste rauf und runter.
DisplayStringWait("garrick",270028) // Vielleicht waren Ihr und ich nie füreinander bestimmt, <CHARNAME>. Aber denkt ab und zu an mich.
DisplayStringWait("garrick",257818) // Jetzt, da wir mit Korlasz fertig sind, werde ich gehen, um mir Arbeit in der erstbesten Gaststätte zu suchen, die mich haben will. Vielleicht der „Elfgesang“ …
END

IF
Global("bd_leaving2_ot_kagain","global",0)
CombatCounter(0)
GlobalGT("bd_leaving2_ot","GLOBAL",0)
GlobalLT("bd_leaving2_ot","GLOBAL",7)
IfValidForPartyDialogue("kagain") // Kagain
GlobalTimerExpired("bd_leaving2_ot_timer","global")
OR(2)
Dead("bdkorlas") // Korlasz
Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #200
Continue()
RESPONSE #100
BanterBlockTime(100)
IncrementGlobal("bd_leaving2_ot","global",1)
SetGlobal("bd_leaving2_ot_kagain","global",1)
SetGlobalTimerRandom("bd_leaving2_ot_timer","global",EIGHT_MINUTES,THIRTEEN_MINUTES)
DisplayStringWait("kagain",257820) // Ich schätze, das war profitabel und vergnüglich genug, <CHARNAME>, aber diese Tölpel machen mich langsam wahnsinnig.
DisplayStringWait("kagain",257899) // Am besten werde ich bald zu meinem Laden zurückkehren, denke ich.
END

IF
Global("bd_leaving2_ot_kivan","global",0)
CombatCounter(0)
GlobalGT("bd_leaving2_ot","GLOBAL",0)
GlobalLT("bd_leaving2_ot","GLOBAL",7)
IfValidForPartyDialogue("kivan") // Kivan
GlobalTimerExpired("bd_leaving2_ot_timer","global")
OR(2)
Dead("bdkorlas") // Korlasz
Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #200
Continue()
RESPONSE #100
BanterBlockTime(75)
IncrementGlobal("bd_leaving2_ot","global",1)
SetGlobal("bd_leaving2_ot_kivan","global",1)
SetGlobalTimerRandom("bd_leaving2_ot_timer","global",EIGHT_MINUTES,THIRTEEN_MINUTES)
DisplayStringWait("kivan",257822) // Tazok ist tot, Deheriana gerächt. Es ist zu lange her, dass ich unter den Bäumen von Shilmista gelegen habe. Ich sehne mich danach, nach Hause zu kommen
END

IF
Global("bd_leaving2_ot_montaron","global",0)
CombatCounter(0)
GlobalGT("bd_leaving2_ot","GLOBAL",0)
GlobalLT("bd_leaving2_ot","GLOBAL",7)
IfValidForPartyDialogue("montaron") // Montaron
GlobalTimerExpired("bd_leaving2_ot_timer","global")
OR(2)
Dead("bdkorlas") // Korlasz
Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #200
Continue()
RESPONSE #100
BanterBlockTime(75)
IncrementGlobal("bd_leaving2_ot","global",1)
SetGlobal("bd_leaving2_ot_montaron","global",1)
SetGlobalTimerRandom("bd_leaving2_ot_timer","global",EIGHT_MINUTES,THIRTEEN_MINUTES)
DisplayStringWait("montaron",257824) // Ihr seid ganz gute Gesellschaft, <CHARNAME>, aber dieses Heldengeschäft liegt mir nicht.
END

IF
Global("bd_leaving2_ot_quayle","global",0)
CombatCounter(0)
GlobalGT("bd_leaving2_ot","GLOBAL",0)
GlobalLT("bd_leaving2_ot","GLOBAL",7)
IfValidForPartyDialogue("quayle") // Quayle
GlobalTimerExpired("bd_leaving2_ot_timer","global")
OR(2)
Dead("bdkorlas") // Korlasz
Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #200
Continue()
RESPONSE #100
BanterBlockTime(75)
IncrementGlobal("bd_leaving2_ot","global",1)
SetGlobal("bd_leaving2_ot_quayle","global",1)
SetGlobalTimerRandom("bd_leaving2_ot_timer","global",EIGHT_MINUTES,THIRTEEN_MINUTES)
DisplayStringWait("quayle",257826) // Ihr seid ganz amüsant, <CHARNAME>, aber Ihr zieht Idioten an wie ein Leichnam die Fliegen. Das bereitet mir Kopfschmerzen.
END

IF
Global("bd_leaving2_ot_sharteel","global",0)
CombatCounter(0)
GlobalGT("bd_leaving2_ot","GLOBAL",0)
GlobalLT("bd_leaving2_ot","GLOBAL",7)
IfValidForPartyDialogue("sharteel") // Shar-Teel
GlobalTimerExpired("bd_leaving2_ot_timer","global")
OR(2)
Dead("bdkorlas") // Korlasz
Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #200
Continue()
RESPONSE #100
BanterBlockTime(100)
IncrementGlobal("bd_leaving2_ot","global",1)
SetGlobal("bd_leaving2_ot_sharteel","global",1)
SetGlobalTimerRandom("bd_leaving2_ot_timer","global",EIGHT_MINUTES,THIRTEEN_MINUTES)
DisplayStringWait("sharteel",257828) // Ich habe Euch aufgrund einer 20-Goldstücke-Wette mein Schwert versprochen.
DisplayStringWait("sharteel",257908) // Ich glaube, ich habe allein diese Nacht Dienst für 20 Gold oder mehr geleistet, nicht zu sprechen von den vergangen Monaten. Ich werde bald meine eigenen Wege gehen.
END

IF
Global("bd_leaving2_ot_sharteel","global",0)
CombatCounter(0)
GlobalGT("bd_leaving2_ot","GLOBAL",0)
GlobalLT("bd_leaving2_ot","GLOBAL",7)
IfValidForPartyDialogue("shar-teel")
GlobalTimerExpired("bd_leaving2_ot_timer","global")
OR(2)
Dead("bdkorlas") // Korlasz
Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #200
Continue()
RESPONSE #100
BanterBlockTime(100)
IncrementGlobal("bd_leaving2_ot","global",1)
SetGlobal("bd_leaving2_ot_sharteel","global",1)
SetGlobalTimerRandom("bd_leaving2_ot_timer","global",EIGHT_MINUTES,THIRTEEN_MINUTES)
DisplayStringWait("shar-teel",257828) // Ich habe Euch aufgrund einer 20-Goldstücke-Wette mein Schwert versprochen.
DisplayStringWait("shar-teel",257908) // Ich glaube, ich habe allein diese Nacht Dienst für 20 Gold oder mehr geleistet, nicht zu sprechen von den vergangen Monaten. Ich werde bald meine eigenen Wege gehen.
END

IF
Global("bd_leaving2_ot_eldoth","global",0)
CombatCounter(0)
GlobalGT("bd_leaving2_ot","GLOBAL",0)
GlobalLT("bd_leaving2_ot","GLOBAL",7)
IfValidForPartyDialogue("skie") // Skie
!IfValidForPartyDialogue("eldoth") // Eldoth
GlobalTimerExpired("bd_leaving2_ot_timer","global")
OR(2)
Dead("bdkorlas") // Korlasz
Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #200
Continue()
RESPONSE #100
BanterBlockTime(75)
IncrementGlobal("bd_leaving2_ot","global",1)
SetGlobal("bd_leaving2_ot_eldoth","global",2)
SetGlobalTimerRandom("bd_leaving2_ot_timer","global",EIGHT_MINUTES,THIRTEEN_MINUTES)
DisplayStringWait("skie",257830) // Ich vermisse Eldoth. Ich vermisse Bäder. Ich vermisse schöne Kleidung. Ich vermisse eine Menge Dinge.
END

IF
Global("bd_leaving2_ot_tiax","global",0)
CombatCounter(0)
GlobalGT("bd_leaving2_ot","GLOBAL",0)
GlobalLT("bd_leaving2_ot","GLOBAL",7)
IfValidForPartyDialogue("tiax") // Tiax
GlobalTimerExpired("bd_leaving2_ot_timer","global")
OR(2)
Dead("bdkorlas") // Korlasz
Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #200
Continue()
RESPONSE #100
BanterBlockTime(100)
IncrementGlobal("bd_leaving2_ot","global",1)
SetGlobal("bd_leaving2_ot_tiax","global",1)
SetGlobalTimerRandom("bd_leaving2_ot_timer","global",EIGHT_MINUTES,THIRTEEN_MINUTES)
DisplayStringWait("tiax",257832) // Tiax erkennt, was Ihr tut, <CHARNAME>. Und Tiax gefällt das nicht. Tiax gefällt das ÜBERHAUPT nicht. NEIN!
DisplayStringWait("tiax",257913) // Eines Tages wird Tiax sein Schicksal erfüllen und über alle herrschen. An diesem Tag werdet Ihr Tiax wieder treffen, und DANN werdet Ihr Tiax in all seinem Ruhm gegenüberstehen.
END

IF
Global("bd_leaving2_ot_xan","global",0)
CombatCounter(0)
GlobalGT("bd_leaving2_ot","GLOBAL",0)
GlobalLT("bd_leaving2_ot","GLOBAL",7)
IfValidForPartyDialogue("xan") // Xan
GlobalTimerExpired("bd_leaving2_ot_timer","global")
OR(2)
Dead("bdkorlas") // Korlasz
Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #200
Continue()
RESPONSE #100
BanterBlockTime(75)
IncrementGlobal("bd_leaving2_ot","global",1)
SetGlobal("bd_leaving2_ot_xan","global",1)
SetGlobalTimerRandom("bd_leaving2_ot_timer","global",EIGHT_MINUTES,THIRTEEN_MINUTES)
DisplayStringWait("xan",257834) // Ich habe Eure Eigenarten lange genug erduldet, <CHARNAME>, aber dies ist die letzte Gruft, in die Ihr oder ein anderer mich hineinlockt.
END

IF
Global("bd_leaving2_ot_xzar","global",0)
CombatCounter(0)
GlobalGT("bd_leaving2_ot","GLOBAL",0)
GlobalLT("bd_leaving2_ot","GLOBAL",7)
IfValidForPartyDialogue("xzar") // Xzar
GlobalTimerExpired("bd_leaving2_ot_timer","global")
OR(2)
Dead("bdkorlas") // Korlasz
Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #200
Continue()
RESPONSE #100
BanterBlockTime(100)
IncrementGlobal("bd_leaving2_ot","global",1)
SetGlobal("bd_leaving2_ot_xzar","global",1)
SetGlobalTimerRandom("bd_leaving2_ot_timer","global",EIGHT_MINUTES,THIRTEEN_MINUTES)
DisplayStringWait("xzar",257836) // Diese Nacht ausgenommen hat die Anzahl Tode in Eurer Umgebung in letzter Zeit merklich nachgelassen, <CHARNAME>.
DisplayStringWait("xzar",257917) // Das ist gut für Euch, schätze ich. Aber ein Schurke wie ich hat keinen Platz an der Seite des Helden von Baldurs Tor.
END

IF
Global("bd_leaving2_ot_yeslick","global",0)
CombatCounter(0)
GlobalGT("bd_leaving2_ot","GLOBAL",0)
GlobalLT("bd_leaving2_ot","GLOBAL",7)
IfValidForPartyDialogue("yeslick") // Yeslick
GlobalTimerExpired("bd_leaving2_ot_timer","global")
OR(2)
Dead("bdkorlas") // Korlasz
Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #200
Continue()
RESPONSE #100
BanterBlockTime(100)
IncrementGlobal("bd_leaving2_ot","global",1)
SetGlobal("bd_leaving2_ot_yeslick","global",1)
SetGlobalTimerRandom("bd_leaving2_ot_timer","global",EIGHT_MINUTES,THIRTEEN_MINUTES)
DisplayStringWait("yeslick",257838) // Der Eisenthron ist nicht mehr und die Ehre der Orothair ist wiederhergestellt.
DisplayStringWait("yeslick",257919) // Vielleicht kann ich jetzt eine Pause machen, oder es zumindest versuchen. Wenn der Morgen kommt, werde ich gehen, <CHARNAME>.
END

IF
Global("bd_leaving2_ot_baeloth","global",0)
CombatCounter(0)
GlobalGT("bd_leaving2_ot","GLOBAL",0)
GlobalLT("bd_leaving2_ot","GLOBAL",7)
IfValidForPartyDialogue("baeloth") // Baeloth
GlobalTimerExpired("bd_leaving2_ot_timer","global")
OR(2)
Dead("bdkorlas") // Korlasz
Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #200
Continue()
RESPONSE #100
BanterBlockTime(100)
IncrementGlobal("bd_leaving2_ot","global",1)
SetGlobal("bd_leaving2_ot_baeloth","global",1)
SetGlobalTimerRandom("bd_leaving2_ot_timer","global",EIGHT_MINUTES,THIRTEEN_MINUTES)
DisplayStringWait("baeloth",257920) // Ich habe unsere Verbundenheit genossen, <CHARNAME>, aber es macht mehr und mehr den Anschein, als ob meine Ambitionen von Baldurs Tor nicht adäquat anerkannt werden.
DisplayStringWait("baeloth",257923) // Betrachtet dies als Verbeugung nach Vorstellungsende.
END

IF
GlobalGT("bd_mummy_plot","global",0)
Global("BD_Mummy_Allies","MYAREA",0)
!Dead("BDMUMMY") // Fanegonorom
Allegiance("BDMUMMY",EVILCUTOFF) // Fanegonorom
Difficulty(HARDEST)
THEN
RESPONSE #100
SetInterrupt(FALSE)
SetGlobal("BD_Mummy_Allies","MYAREA",1)
CreateVisualEffect("BDRAISED",[1590.390])
CreateVisualEffect("BDRAISED",[1730.230])
SmallWait(5)
CreateVisualEffect("BDRAISED",[1815.495])
CreateVisualEffect("BDRAISED",[1940.315])
SmallWait(5)
CreateVisualEffect("SPPLANAR",[1700.460])
CreateVisualEffect("SPPLANAR",[1830.280])
Wait(2)
CreateCreature("BDSKGR04",[1590.390],E) // Skelett-Bogenschütze
CreateCreature("BDSKGR04",[1730.230],SE) // Skelett-Bogenschütze
SmallWait(5)
CreateCreature("BDSKGR01",[1815.495],NW) // Gepanzertes Skelett
CreateCreature("BDSKGR01",[1940.315],W) // Gepanzertes Skelett
SmallWait(5)
CreateCreature("BDBONBAT",[1700.460],NE) // Knochenschläger
CreateCreature("BDBONBAT",[1830.280],SE) // Knochenschläger
SetInterrupt(TRUE)
END

IF
GlobalGT("bd_mummy_plot","global",0)
Global("BD_Mummy_Allies","MYAREA",0)
!Dead("BDMUMMY") // Fanegonorom
Allegiance("BDMUMMY",EVILCUTOFF) // Fanegonorom
Difficulty(HARD)
THEN
RESPONSE #100
SetInterrupt(FALSE)
SetGlobal("BD_Mummy_Allies","MYAREA",1)
CreateVisualEffect("BDRAISED",[1590.390])
CreateVisualEffect("BDRAISED",[1730.230])
SmallWait(5)
CreateVisualEffect("BDRAISED",[1815.495])
CreateVisualEffect("BDRAISED",[1940.315])
Wait(2)
CreateCreature("BDSKGR04",[1590.390],E) // Skelett-Bogenschütze
CreateCreature("BDSKGR04",[1730.230],SE) // Skelett-Bogenschütze
SmallWait(5)
CreateCreature("BDSKGR01",[1815.495],NW) // Gepanzertes Skelett
CreateCreature("BDSKGR01",[1940.315],W) // Gepanzertes Skelett
SetInterrupt(TRUE)
END

IF
GlobalGT("bd_mummy_plot","global",0)
Global("BD_Mummy_Allies","MYAREA",0)
!Dead("BDMUMMY") // Fanegonorom
Allegiance("BDMUMMY",EVILCUTOFF) // Fanegonorom
Difficulty(NORMAL)
THEN
RESPONSE #100
SetInterrupt(FALSE)
SetGlobal("BD_Mummy_Allies","MYAREA",1)
CreateVisualEffect("BDRAISED",[1590.390])
SmallWait(5)
CreateVisualEffect("BDRAISED",[1730.230])
Wait(2)
CreateCreature("BDSKGR04",[1590.390],E) // Skelett-Bogenschütze
SmallWait(5)
CreateCreature("BDSKGR04",[1730.230],SE) // Skelett-Bogenschütze
SetInterrupt(TRUE)
END

IF
Global("BD_SMIMP","MYAREA",0)
!StoryModeOn()
THEN
RESPONSE #100
SetGlobal("BD_SMIMP","MYAREA",1)
ReallyForceSpellDeadRES("OHSMODE3",Player1) // No such index
ReallyForceSpellDeadRES("OHSMODE3",Player2) // No such index
ReallyForceSpellDeadRES("OHSMODE3",Player3) // No such index
ReallyForceSpellDeadRES("OHSMODE3",Player4) // No such index
ReallyForceSpellDeadRES("OHSMODE3",Player5) // No such index
ReallyForceSpellDeadRES("OHSMODE3",Player6) // No such index
Continue()
END

IF
Global("B!GavinSoD_LeavingStringHead","global",0)
CombatCounter(0)
GlobalGT("bd_leaving2_ot","GLOBAL",0)
GlobalLT("bd_leaving2_ot","GLOBAL",7)
IfValidForPartyDialogue("B!Gavin") // Gavin
GlobalTimerExpired("bd_leaving2_ot_timer","global")
OR(2)
Dead("bdkorlas") // Korlasz
Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #200
Continue()
RESPONSE #100
BanterBlockTime(100)
IncrementGlobal("bd_leaving2_ot","global",1)
SetGlobal("B!GavinSoD_LeavingStringHead","global",1)
SetGlobalTimerRandom("bd_leaving2_ot_timer","global",EIGHT_MINUTES,THIRTEEN_MINUTES)
DisplayStringWait("B!Gavin",304701) // When this is over, I will need to leave your company for a time.
DisplayStringWait("B!Gavin",304702) // I must go back to Beregost and get Lanie.
END

IF
OR(2)
InMyArea("ACBre") // Breagar
InPartyAllowDead("ACBre") // Breagar
Global("ACBREPartyBG1","GLOBAL",0)
THEN
RESPONSE #200
SetGlobal("ACBREPartyBG1","GLOBAL",1)
Continue()
END

IF
Global("ACBreagarSoD_LeavingStringHead","global",0)
CombatCounter(0)
GlobalGT("bd_leaving2_ot","GLOBAL",0)
GlobalLT("bd_leaving2_ot","GLOBAL",7)
IfValidForPartyDialogue("ACBre") // Breagar
GlobalTimerExpired("bd_leaving2_ot_timer","global")
OR(2)
Dead("bdkorlas") // Korlasz
Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #200
Continue()
RESPONSE #100
BanterBlockTime(100)
IncrementGlobal("bd_leaving2_ot","global",1)
SetGlobal("ACBreagarSoD_LeavingStringHead","global",1)
SetGlobalTimerRandom("bd_leaving2_ot_timer","global",EIGHT_MINUTES,THIRTEEN_MINUTES)
DisplayStringWait("ACBre",339568) // Bei Moradins Hammer, wir haben es geschafft!
DisplayStringWait("ACBre",339569) // Ich werde auch weiterhin an Eurer Seite bleiben. Sofern Ihr das wollt, natürlich.
END

IF
Global("B!GavinSoD_LeavingStringHead","global",0)
CombatCounter(0)
GlobalGT("bd_leaving2_ot","GLOBAL",0)
GlobalLT("bd_leaving2_ot","GLOBAL",7)
IfValidForPartyDialogue("B!Gavin") // Gavin
GlobalTimerExpired("bd_leaving2_ot_timer","global")
OR(2)
Dead("bdkorlas") // Korlasz
Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #200
Continue()
RESPONSE #100
BanterBlockTime(100)
IncrementGlobal("bd_leaving2_ot","global",1)
SetGlobal("B!GavinSoD_LeavingStringHead","global",1)
SetGlobalTimerRandom("bd_leaving2_ot_timer","global",EIGHT_MINUTES,THIRTEEN_MINUTES)
DisplayStringWait("B!Gavin",304701) // When this is over, I will need to leave your company for a time.
DisplayStringWait("B!Gavin",304702) // I must go back to Beregost and get Lanie.
END

IF
Global("C#BE_SoDleavingcomment","global",0)
CombatCounter(0)
GlobalGT("bd_leaving_ot","GLOBAL",0)
GlobalLT("bd_leaving_ot","GLOBAL",7)
IfValidForPartyDialogue("C#Brage") // Brage
GlobalTimerExpired("bd_leaving_ot_timer","global")
!Dead("bdkorlas") // Korlasz
!Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #200
Continue()
RESPONSE #100
IncrementGlobal("bd_leaving_ot","global",1)
SetGlobal("C#BE_SoDleavingcomment","global",1)
SetGlobalTimerRandom("bd_leaving_ot_timer","global",TWENTY_MINUTES,THIRTY_MINUTES)
DisplayStringHead("C#Brage",405513) // Wenn wir hier fertig sind, dann werde ich mich auf die Suche nach dem Hersteller des verfluchten Schwertes begeben. Ich werde nach Tiefwasser reisen und meine Untersuchungen beim Schmied des eigentlichen Schwertes beginnen - die Fälschung trug immerhin sein Siegel. Nicht, dass ich wirklich erwarte, dort etwas zu finden, aber ich muss dieser Spur nachgehen.
END

IF
GlobalLT("C#BE_SoDleavingcomment","global",2)
CombatCounter(0)
GlobalGT("bd_leaving2_ot","GLOBAL",0)
GlobalLT("bd_leaving2_ot","GLOBAL",7)
IfValidForPartyDialogue("C#Brage") // Brage
IfValidForPartyDialogue("Ajantis") // Ajantis
GlobalTimerExpired("bd_leaving2_ot_timer","global")
OR(2)
Dead("bdkorlas") // Korlasz
Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #200
Continue()
RESPONSE #100
BanterBlockTime(100)
IncrementGlobal("bd_leaving2_ot","global",1)
SetGlobal("C#BE_SoDleavingcomment","global",2)
SetGlobalTimerRandom("bd_leaving2_ot_timer","global",EIGHT_MINUTES,THIRTEEN_MINUTES)
DisplayStringWait("C#Brage",405514) // Nun, da wir fertig sind, werde ich nach Tiefwasser aufbrechen.
DisplayStringWait("C#Brage",405515) // Ajantis, wenn Euch Eure Schritte ebenfalls nach Tiefwasser führen, dann könnten wir zusammen reisen.
DisplayStringWait("Ajantis",405516) // Das ist eine großartige Idee, Brage. Ich schätze Eure Gesellschaft auf dem Weg dorthin.
END

IF
GlobalLT("C#BE_SoDleavingcomment","global",2)
CombatCounter(0)
GlobalGT("bd_leaving2_ot","GLOBAL",0)
GlobalLT("bd_leaving2_ot","GLOBAL",7)
IfValidForPartyDialogue("C#Brage") // Brage
!IfValidForPartyDialogue("Ajantis") // Ajantis
GlobalTimerExpired("bd_leaving2_ot_timer","global")
OR(2)
Dead("bdkorlas") // Korlasz
Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #200
Continue()
RESPONSE #100
BanterBlockTime(100)
IncrementGlobal("bd_leaving2_ot","global",1)
SetGlobal("C#BE_SoDleavingcomment","global",2)
SetGlobalTimerRandom("bd_leaving2_ot_timer","global",EIGHT_MINUTES,THIRTEEN_MINUTES)
DisplayStringWait("C#Brage",405514) // Nun, da wir fertig sind, werde ich nach Tiefwasser aufbrechen.
END

IF
Global("C#Brandock_SoDleavingcomment","global",0)
CombatCounter(0)
GlobalGT("bd_leaving_ot","GLOBAL",0)
GlobalLT("bd_leaving_ot","GLOBAL",7)
OR(2)
IfValidForPartyDialogue("C#Brandock") // Brandock
Global("C#BrandockJoined","GLOBAL",2)
GlobalTimerExpired("bd_leaving_ot_timer","global")
!Dead("bdkorlas") // Korlasz
!Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #200
Continue()
RESPONSE #100
IncrementGlobal("bd_leaving_ot","global",1)
SetGlobal("C#Brandock_SoDleavingcomment","global",1)
SetGlobalTimerRandom("bd_leaving_ot_timer","global",TWENTY_MINUTES,THIRTY_MINUTES)
DisplayStringHead("C#Brandock",407774) // Wenn wir hiermit fertig sind habe ich wohl keine Ausrede mehr, nicht nach hause zurückzukehren...
END

IF
GlobalLT("C#Brandock_SoDleavingcomment","global",2)
CombatCounter(0)
GlobalGT("bd_leaving2_ot","GLOBAL",0)
GlobalLT("bd_leaving2_ot","GLOBAL",7)
OR(2)
IfValidForPartyDialogue("C#Brandock") // Brandock
Global("C#BrandockJoined","GLOBAL",2)
GlobalTimerExpired("bd_leaving2_ot_timer","global")
OR(2)
Dead("bdkorlas") // Korlasz
Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
THEN
RESPONSE #200
Continue()
RESPONSE #100
BanterBlockTime(100)
IncrementGlobal("bd_leaving2_ot","global",1)
SetGlobal("C#Brandock_SoDleavingcomment","global",2)
SetGlobalTimerRandom("bd_leaving2_ot_timer","global",EIGHT_MINUTES,THIRTEEN_MINUTES)
DisplayStringWait("C#Brandock",407775) // Es ist überstanden, <CHARNAME>. Sarevok und sein Komplott gegen Euch sind verschwunden.
DisplayStringWait("C#Brandock",407776) // Vielleicht bleibe ich noch ein bisschen, aber ich muss der Wahrheit ins Auge sehen, dass es Zeit ist, nach hause zurück zu kehren.
END

IF
Global("bd_plot","global",10)
!Dead("ARKANIS") // Arkanis
Global("C#st_SpawnKorlaszHelp","bd0120",0)
THEN
RESPONSE #100
CreateCreature("c#st0001",[1100.1600],W) // Arkanis
SetGlobal("C#st_SpawnKorlaszHelp","bd0120",1)
END

IF
Global("bd_plot","global",10)
Dead("ARKANIS") // Arkanis
Global("C#st_SpawnKorlaszHelp","bd0120",0)
THEN
RESPONSE #100
CreateCreature("c#st0002",[1100.1600],W) // Biff, der Ersatzmann
SetGlobal("C#st_SpawnKorlaszHelp","bd0120",1)
END

IF
Global("C#st_ShortcutEnabled","GLOBAL",1)
Global("C#st_KorlaszHelp","GLOBAL",4)
!InMyArea("c#sthelp") // Biff, der Ersatzmann
THEN
RESPONSE #100
SetGlobal("C#st_KorlaszHelp","GLOBAL",5)
ActionOverride("imoen2",StartDialogNoSet(Player1))
END

IF
GlobalLT("C#st_KorlaszHelp","GLOBAL",4)
OR(3)
Global("C#st_KorlaszHelp","GLOBAL",3)
Global("SPRITE_IS_DEADBDKORLAS","global",1)
Global("BD_KORLASZ_SURRENDER","GLOBAL",1)
InMyArea("c#sthelp") // Biff, der Ersatzmann
THEN
RESPONSE #100
SetGlobal("C#st_KorlaszHelp","GLOBAL",4)
ActionOverride("c#sthelp",EscapeArea())
END
 

Jastey

Matron Modderholic
Registriert
16.05.2004
Beiträge
12.946
Da sehe ich nichts geändertes. Also entweder ist ihr Skript geändert oder der BDVICPOR.spl wurde geändert.

Ein Engineproblem könnte das nicht sein, oder? Irgendwas seltsames passiert zu Beginn von SoD auf alle Fälle. Es gab im Zusammenhang mit der Transitions-Mod (kA ob das zusammenhaängt) den Bugreport, dass Magier bei einem kontinuoierliches Spiel nach Ende von BG1 (dann also in SoD oder BGII) keine Zauber von Schriftrollen mehr werfen konnten. Ich meine, :confused:
 

Jarlaxle

Senior Member
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Leider weiß ich nicht, ob es ein Engine-Problem ist... (Engine-Problem meint vermutlich, ein Problem, dass auch ohne Mods da wäre?)

Aber ich kann nun ausschließen, dass es an Viconia liegt, denn ich habe gleiches nun mit Breagar ausprobiert. Das gleiche Resultat: Mit Helm in BG 1 CB, in SoD mit Helm RG (was seine Originalgesinnung ist) und dann in SoD mit abgenommenem Helm CB.
Es scheint also etwas nsc-unabhängiges zu sein.
 

Maus

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Könnte auch ein spezifisches Problem mit dem Helm bzw. Gesinnungsänderung sein. Wenn SoD z.B. nicht einfach die Charaktere übernimmt, sondern die Werte in BG 1 ausliest und dann auf "leere" Charaktere in SoD überträgt. Dann wird die aktuelle Gesinnung übertragen. Ich meine es ist ja auch mit den Charakterwerten so: wenn die modifziert sind (z.B. mit Buch) dann bleiben sie erhalten. Das ist ja ein bewusst gewolltes Feature. Wahrscheinlich ist das mit den Gesinnung analog?
 

Jarlaxle

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@Maus Du meinst, er liest aus und überträgt alle Zahlen und Werte, die er findet und lässt dabei getragenes Eqipment unberücksichtigt lässt ?

Dagegen würde sprechen, dass andere Gegenstände (Gürtel der Hügelriesenstärke, Nymphenumhang usw.) mit Einfluss auf die Attribute dieses Problem (wie soeben ausprobiert) nicht mit sich bringen.
 

Jastey

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Das ist ja ein bewusst gewolltes Feature. Wahrscheinlich ist das mit den Gesinnung analog?
Wahrscheinlich. Und da das Abnehmen des Helms wahrscheinlich nur ein "Resette auf Originalwert" ist, funzt das dann nicht mehr.
Stell Dir einfach vor, er wär verwachsen oder so...
Was passiert denn, wenn Du den NSCs danach den Helm nochmal aufsetzt? Dann müsste die Gesinnung ja wieder die richtige sein? (lol)
Dagegen würde sprechen, dass andere Gegenstände (Gürtel der Hügelriesenstärke, Nymphenumhang usw.) mit Einfluss auf die Attribute dieses Problem (wie soeben ausprobiert) nicht mit sich bringen.
Ja, irgendwas läuft da mit dem Helm noch extra schief. Wir könnten das als Bug melden. Vielleicht wird es 2030 in der 2.7 gefixt.
 

Jastey

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Wahrscheinlich. Und da das Abnehmen des Helms wahrscheinlich nur ein "Resette auf Originalwert" ist, funzt das dann nicht mehr.
Stell Dir einfach vor, er wär verwachsen oder so...
wobei das nach dem nochmaligen Lesen des ersten Post auch keinen Sinn macht. Es ist ja gerade so, dass das Item *nicht* berücksichtigt wird und die originale Gesinnung wieder eingesetzt wird. Das wäre so, als würde sie trotz Gürtel der Hügelriesenstärke ihren niedrigen Stärkewert erhalten und nach dem Abnehmen hat sie dann Stärke 3 oder so.
 

Callindor

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Diese Attribut-Bücher sind ja nichts anderes als permanente positive Flüche, wenn man die Häkchen des Helms in NI mit denen des permanenten Attributsteigerungsskripts eines Buchs vergleicht und dann den Helm mit temporären Boostern wie Stärkegürteln vergleicht, müsste man dann nicht dem Unterschied auf die Spur kommen können?
 

Jarlaxle

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Diese Attribut-Bücher sind ja nichts anderes als permanente positive Flüche
Der entscheidende Unterschied ist ja aber, dass das Buch nach Anwendung weg ist, und der gesteigerte Attributswert dann zum NSC gehört, als wäre es sein originaler Wert.
Der Helm hingegen ist ja vorhanden und müsste eigentlich genauso - nur temporären (solange er getragen wird) - Einfluss haben, wie alle anderen Ausrüstungsgegenstände auch.
 

Taimon

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Ich nehme an, das SoD läuft in der BG2/ToB-Engine?

Man könnte mal die Speicherstände von vor dem Übergang mit nachher vergleichen. Wahrscheinlich ist da irgendwas mit den Effekten der CRE durcheinandergekommen.
 

Jastey

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Taimon

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Okay, also wenn du zwei entsprechende Spielstände hast, könnte ich mal drüberschauen.
Viel Hoffnung würde ich mir aber nicht machen. Ich hab' auch kein SoD, um das nachzutesten.
 

Jarlaxle

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Spielstände kann ich hier irgendwie nicht als Datei anhängen.
Gibt es bestimmte Anwendungen, für das Teilen von Dateien im Internet, die in diesem Forum vorgeschrieben sind ?
 
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