// creator  : weidu.exe (version 23100)
// argument : TTBELT.DLG
// game		 : .
// source	 : ./DATA/DIALOG.BIF
// dialog	 : ./DIALOG.TLK
// dialogF  : (none)

BEGIN ~TTBELT~
//////////////////////////////////////////////////
// WARNING: this file contains non-trivial WEIGHTs
//////////////////////////////////////////////////

IF WEIGHT #3 /* Triggers after states #: 37 60 61 even though they appear after this state */
~NumTimesTalkedTo(0)
~ THEN BEGIN 0 // from:
  SAY #39183 /* ~Greetings to you!  I hope you have enjoyed your stay at the Duchal Palace.~ [TTBELT01] */
  IF ~~ THEN GOTO 1
END

IF ~~ THEN BEGIN 1 // from: 0.0
  SAY #39184 /* ~I'm sorry to hear that you wish to move on, but it's not a great surprise.  A <MANWOMAN> of your profession would not be comfortable cooped up in a castle.~ */
  IF ~~ THEN GOTO 2
END

IF ~~ THEN BEGIN 2 // from: 1.0
  SAY #39185 /* ~But before you leave, it is my duty to make sure you are prepared for what awaits you in the world of Baldur's Gate II: Shadows of Amn.~ */
  IF ~~ THEN GOTO 3
END

IF ~~ THEN BEGIN 3 // from: 2.0
  SAY #39186 /* ~Baldur's Gate II: Shadows of Amn uses 2nd edition AD&D rules.  This might seem overwhelming at first, but I will familiarize you with the basic rules and interface of the game.~ */
  IF ~~ THEN GOTO 4
END

IF ~~ THEN BEGIN 4 // from: 3.0
  SAY #39187 /* ~We'll begin with the PAUSE feature.  Pause the game at any time with the SPACE BAR or by Left-Clicking on the Clock at the lower left of the screen.~ */
  IF ~~ THEN GOTO 5
END

IF ~~ THEN BEGIN 5 // from: 4.0
  SAY #39188 /* ~Unpausing occurs the same way.~ */
  IF ~~ THEN GOTO 6
END

IF ~~ THEN BEGIN 6 // from: 5.0
  SAY #39189 /* ~Pausing is most useful during combat where it gives you the time to carefully orchestrate your party's attack.  While paused, issue your commands.~ */
  IF ~~ THEN GOTO 7
END

IF ~~ THEN BEGIN 7 // from: 6.0
  SAY #39190 /* ~When you Unpause your characters will carry out the orders you have given.  If you do not use the SPACE BAR, you may find the game very difficult to play.~ */
  IF ~~ THEN GOTO 8
END

IF ~~ THEN BEGIN 8 // from: 7.0
  SAY #39191 /* ~Why don't you experiment with pausing right now by using the space bar and giving your character some movement commands.~ */
  IF ~~ THEN DO ~SetGlobalTimer("TutorialWait","GLOBAL",15)
SetGlobal("TutorialLesson","GLOBAL",1)
~ EXIT
END

IF WEIGHT #4 /* Triggers after states #: 37 60 61 even though they appear after this state */
~Global("TutorialLesson","GLOBAL",1)
~ THEN BEGIN 9 // from:
  SAY #39192 /* ~My next topic is on how to differentiate enemies from people you want to talk to.  Enemies have red circles, people you want to talk to have blue circles.~ [TTBELT05] */
  IF ~~ THEN GOTO 62
END

IF ~~ THEN BEGIN 10 // from: 62.0
  SAY #39193 /* ~Interaction with NPCs defaults to Talk for neutral targets, and Attack for hostile ones.  Talk to neutral characters (identified by blue circles), by Left-Clicking on them.~ */
  IF ~~ THEN GOTO 11
END

IF ~~ THEN BEGIN 11 // from: 10.0
  SAY #39194 /* ~To attack hostile NPCs simply Left-Click on them.  If you want to attack a neutral, select a Weapon Icon from the bottom of your screen and Left-Click on the target.~ */
  IF ~~ THEN GOTO 12
END

IF ~~ THEN BEGIN 12 // from: 11.0
  SAY #39195 /* ~Let's test this out now.  Left-Click on my servant and you will start a conversation.  Servant Jospil!  Come here at once.~ */
  IF ~~ THEN DO ~SetGlobal("TutorialLesson","GLOBAL",2)
CreateCreature("TTSER1",[471.453],12)
~ EXIT
END

IF WEIGHT #5 /* Triggers after states #: 37 60 61 even though they appear after this state */
~Global("TutorialLesson","GLOBAL",3)
~ THEN BEGIN 13 // from:
  SAY #39201 /* ~I now want to talk to you about the Inventory Page.~ [TTBELT06] */
  IF ~~ THEN GOTO 14
END

IF ~~ THEN BEGIN 14 // from: 13.0
  SAY #39202 /* ~You can look at your Inventory Page by Right-Clicking on your Character Portrait, or be pressing the backpack icon on the left side of the screen (hotkey 'I').~ */
  IF ~~ THEN GOTO 15
END

IF ~~ THEN BEGIN 15 // from: 14.0
  SAY #39203 /* ~Take a quick look at your Inventory Page.  To get out of your inventory page, simply press the return to game button at the top left of your screen (hotkey 'G').~ */
  IF ~~ THEN DO ~SetGlobalTimer("TutorialWait","GLOBAL",15)
SetGlobal("TutorialLesson","GLOBAL",4)
~ EXIT
END

IF WEIGHT #6 /* Triggers after states #: 37 60 61 even though they appear after this state */
~Global("TutorialLesson","GLOBAL",4)
~ THEN BEGIN 16 // from:
  SAY #39204 /* ~Equip items by placing them in the appropriate slots around your character on the Inventory Page.~ [TTBELT07] */
  IF ~~ THEN GOTO 17
END

IF ~~ THEN BEGIN 17 // from: 16.0
  SAY #39205 /* ~Once equipped, select the weapon by Left-Clicking on the Quick Weapon slot at the bottom of the main game-play screen. A green box will appear around the weapon that is in your character's hands; an orange box indicates combat mode.~ */
  IF ~!Class(Player1,MONK)
~ THEN GOTO 18
  IF ~Class(Player1,MONK)
~ THEN GOTO 63
END

IF ~~ THEN BEGIN 18 // from: 17.0
  SAY #39206 /* ~I am going to give you a staff now, and I want you to try and equip it.~ */
  IF ~~ THEN DO ~GiveItemCreate("STAF01",Player1,0,0,0)
SetGlobalTimer("TutorialWait","GLOBAL",25)
SetGlobal("TutorialLesson","GLOBAL",5)
~ EXIT
END

IF WEIGHT #7 /* Triggers after states #: 37 60 61 even though they appear after this state */
~Global("TutorialLesson","GLOBAL",5)
~ THEN BEGIN 19 // from:
  SAY #39207 /* ~You haven't equipped your weapon yet.  Remember, just Right-Click on your Character Portrait and you will find your weapon at the bottom of your screen in your Inventory.~ [TTBELT08] */
  IF ~~ THEN GOTO 20
END

IF ~~ THEN BEGIN 20 // from: 19.0
  SAY #39212 /* ~Left-Click on the weapon and you will GRAB the weapon with your cursor.  Drag it over to the Character Doll and Left-Click again.~ */
  IF ~~ THEN DO ~SetGlobalTimer("TutorialWait","GLOBAL",25)
~ EXIT
END

IF WEIGHT #8 /* Triggers after states #: 37 60 61 even though they appear after this state */
~Global("TutorialLesson","GLOBAL",6)
~ THEN BEGIN 21 // from:
  SAY #39213 /* ~Good job!  It's time for us to go upstairs now.  If you move your cursor over to the stairs, you'll notice that your cursor becomes a stair cursor.~ [TTBELT09] */
  IF ~~ THEN GOTO 22
END

IF ~~ THEN BEGIN 22 // from: 21.0
  SAY #39214 /* ~When your cursor changes, it means that you are about to perform an action other than moving.~ */
  IF ~~ THEN GOTO 23
END

IF ~~ THEN BEGIN 23 // from: 22.0
  SAY #39215 /* ~If you click on the stairs your character will walk over to the stairs and move up to the next level.~ */
  IF ~~ THEN DO ~StartCutSceneMode()
SetGlobalTimer("TutorialWait","GLOBAL",25)
SetGlobal("TutorialLesson","GLOBAL",7)
TriggerActivation("TRAN0016a",TRUE)
TriggerActivation("TRAN0016b",TRUE)
TriggerActivation("INFO0016a",FALSE)
TriggerActivation("INFO0016b",FALSE)
DialogInterrupt(FALSE)
MoveToObjectNoInterrupt("Tran0016b")
SetGlobalTimer("TutorialWait","GLOBAL",3)
DialogInterrupt(TRUE)
EndCutSceneMode()
MoveBetweenAreas("AR0016",[876.394],0)
~ EXIT
END

IF WEIGHT #9 /* Triggers after states #: 37 60 61 even though they appear after this state */
~False()~ THEN BEGIN 24 // from:
  SAY #39216 /* ~What's taking you so long?  Go up the stairs.~ [TTBELT10] */
  IF ~~ THEN EXIT
END

IF WEIGHT #10 /* Triggers after states #: 37 60 61 even though they appear after this state */
~Global("TutorialLesson","GLOBAL",7)
~ THEN BEGIN 25 // from:
  SAY #39217 /* ~Now to the next part of your lesson:  The Journal.  I want you to check your journal.~ [TTBELT11] */
  IF ~~ THEN GOTO 26
END

IF ~~ THEN BEGIN 26 // from: 25.0
  SAY #39218 /* ~To assist in recording important information, many details will automatically be entered in your Journal. To access the Journal, click the Quill icon on the left side of the screen (or press the hotkey 'J').~ */
  IF ~~ THEN GOTO 27
END

IF ~~ THEN BEGIN 27 // from: 26.0
  SAY #39219 /* ~Entries are catalogued according to the story chapter in which you encountered them.  They are also divided up into quests and main story entries.~ */
  IF ~~ THEN GOTO 28
END

IF ~~ THEN BEGIN 28 // from: 27.0
  SAY #39220 /* ~Main story entries will remain in your journal forever, and they are a reminder of all of the major events in your character's life so far.~ */
  IF ~~ THEN GOTO 29
END

IF ~~ THEN BEGIN 29 // from: 28.0
  SAY #39221 /* ~Quest entries are entered in your journal when a quest begins, and removed when the quest ends.  The entry then appears in the Completed Quests section.~ */
  IF ~~ THEN GOTO 30
END

IF ~~ THEN BEGIN 30 // from: 29.0
  SAY #39222 /* ~If you check your journal right now, you will notice that an entry has been placed to remind you to finish combat training.  When your training is done, the entry will disappear.~ */
  IF ~~ THEN DO ~SetGlobalTimer("TutorialWait","GLOBAL",15)
SetGlobal("TutorialLesson","GLOBAL",8)
~ UNSOLVED_JOURNAL #21650 /* ~A reminder from Belt.

This is a reminder from Belt to finish your combat training.~ */ EXIT
END

IF WEIGHT #11 /* Triggers after states #: 37 60 61 even though they appear after this state */
~Global("TutorialLesson","GLOBAL",8)
~ THEN BEGIN 31 // from:
  SAY #39223 /* ~All right then.  Now your first combat lesson.  My combat teacher, Brevin, is going to be coming right up the stairs.  I want you to hit him with your weapon,  and then check your journal.~ [TTBELT12] */
  IF ~~ THEN DO ~SetGlobal("TutorialLesson","GLOBAL",9)
CreateCreature("TTSER2",[471.453],12)
~ EXIT
END

IF WEIGHT #12 /* Triggers after states #: 37 60 61 even though they appear after this state */
~Global("TutorialLesson","GLOBAL",10)
~ THEN BEGIN 32 // from:
  SAY #39224 /* ~Good job!  I want you to check your journal and see how it has been updated.~ [TTBELT13] */
  IF ~~ THEN DO ~SetGlobalTimer("TutorialWait","GLOBAL",20)
SetGlobal("TutorialLesson","GLOBAL",11)
SetQuestDone(21650)~ JOURNAL #465 /* ~Tutorial

Your journal is used to keep track of plots that go on during the course of the game.  Your journal entries are divided into four categories: 

Quest Entries:  These are journal entries that pertain to quests that are currently active

Completed Quest:  These are journal entries that pertain to quests that have been finished.

Story journal:  These are entries that pertain to the overall story of the game.

Player journal:  These are entries that you can make yourself.~ */ EXIT
END

IF WEIGHT #13 /* Triggers after states #: 37 60 61 even though they appear after this state */
~Global("TutorialLesson","GLOBAL",11)
~ THEN BEGIN 33 // from:
  SAY #39225 /* ~Now I want you to check your Map Screen.  To access it, just click the Map icon on the left side of your screen (second icon from the top, or press the hotkey 'M').  This will show a view of the area you are currently in.~ [TTBELT14] */
  IF ~~ THEN GOTO 34
END

IF ~~ THEN BEGIN 34 // from: 33.0
  SAY #39227 /* ~Once on the Map screen, you will notice a World Map icon at the top right.  Clicking this will take you to the World Map, which displays all of the game areas you currently know about.~ */
  IF ~~ THEN GOTO 35
END

IF ~~ THEN BEGIN 35 // from: 34.0
  SAY #39228 /* ~You may also annotate your Map screen by Right Clicking where want to make a note.  Your cursor will change and you can type a short message to yourself.~ */
  IF ~~ THEN GOTO 36
END

IF ~~ THEN BEGIN 36 // from: 35.0
  SAY #39230 /* ~I'll give you a few seconds to try all of this out.  Try placing a map note saying 'Training level 2'.~ */
  IF ~~ THEN DO ~SetGlobalTimer("TutorialWait","GLOBAL",20)
SetGlobal("TutorialLesson","GLOBAL",12)
~ EXIT
END

IF WEIGHT #0 ~Global("TutorialLesson","GLOBAL",12)
~ THEN BEGIN 37 // from:
  SAY #39232 /* ~Another page you might be interested in is the Character sheet.  This can be accessed by clicking on the head icon on the left side of the screen (or by pressing the hotkey 'R').~ [TTBELT02] */
  IF ~~ THEN GOTO 38
END

IF ~~ THEN BEGIN 38 // from: 37.0
  SAY #39233 /* ~The Record sheet has everything you need to know about your character.  You will also find an export button and an information button on this page.~ */
  IF ~~ THEN GOTO 39
END

IF ~~ THEN BEGIN 39 // from: 38.0
  SAY #39235 /* ~The export button will save your character to your machine.  This is NOT a save game, but rather a way of transferring a favorite character from game to game.~ */
  IF ~~ THEN GOTO 40
END

IF ~~ THEN BEGIN 40 // from: 39.0
  SAY #39236 /* ~The information screen gives your character's history and a combat statistics page.  One new button added in BG2 is the kit description button.  This button is useful if you chose a kit in character creation.~ */
  IF ~~ THEN DO ~SetGlobalTimer("TutorialWait","GLOBAL",20)
SetGlobal("TutorialLesson","GLOBAL",13)
~ EXIT
END

IF WEIGHT #14 /* Triggers after states #: 60 61 even though they appear after this state */
~Global("TutorialLesson","GLOBAL",13)
~ THEN BEGIN 41 // from:
  SAY #39237 /* ~The last icon that you need to know about is the Options icon.  You can also find it on the left side of the screen (or by pressing the hotkey 'O').  On the Options screen you will be able to Save (hotkey 'Q') and Load games, as well as modify Graphics, Sound and Gameplay.~ [TTBELT15] */
  IF ~~ THEN GOTO 42
END

IF ~~ THEN BEGIN 42 // from: 41.0
  SAY #39240 /* ~Other characters can join you on your adventures.  In fact, without companions you will find BG2: Shadows of Amn almost impossible to finish.~ */
  IF ~~ THEN GOTO 43
END

IF ~~ THEN BEGIN 43 // from: 42.0
  SAY #39241 /* ~I will now introduce you to Xan, an elven mage.  He will join your party and then show you how to memorize and cast spells.~ */
  IF ~~ THEN DO ~SetGlobal("TutorialLesson","GLOBAL",14)
Activate("ttxan")
~ EXIT
END

IF WEIGHT #15 /* Triggers after states #: 60 61 even though they appear after this state */
~Global("TutorialLesson","GLOBAL",22)
~ THEN BEGIN 44 // from:
  SAY #39285 /* ~Now that you know everything about using Mage spells, I'm going to introduce you to a Cleric.  Her name is Branwen, and she'll be teaching you how to use Cleric abilities.~ [TTBELT16] */
  IF ~~ THEN DO ~SetGlobal("TutorialLesson","GLOBAL",23)
Activate("ttbran")
~ EXIT
END

IF WEIGHT #16 /* Triggers after states #: 60 61 even though they appear after this state */
~Global("TutorialLesson","GLOBAL",28)
Dead("ttskel")
~ THEN BEGIN 45 // from:
  SAY #39304 /* ~Good job on destroying the skeleton.  Now I'm going to introduce you to a surprise visitor.  It's your childhood friend Imoen!~ [TTBELT17] */
  IF ~~ THEN GOTO 46
END

IF ~~ THEN BEGIN 46 // from: 45.0
  SAY #39306 /* ~She and I will be waiting on the next floor, so hurry on up there.~ */
  IF ~~ THEN DO ~StartCutSceneMode()
SetGlobalTimer("TutorialWait","GLOBAL",25)
SetGlobal("TutorialLesson","GLOBAL",29)
TriggerActivation("TRAN0017a",TRUE)
TriggerActivation("TRAN0017b",TRUE)
TriggerActivation("INFO0017a",FALSE)
TriggerActivation("INFO0017b",FALSE)
MoveToObjectNoInterrupt("Tran0017b")
SetGlobalTimer("TutorialWait","GLOBAL",3)
DialogInterrupt(TRUE)
EndCutSceneMode()
MoveBetweenAreas("AR0017",[550.360],0)
~ EXIT
END

IF WEIGHT #17 /* Triggers after states #: 60 61 even though they appear after this state */
~Global("TutorialLesson","GLOBAL",37)
~ THEN BEGIN 47 // from:
  SAY #39334 /* ~You've been doing very well.  Now I'm going to introduce you to two more party members:  Minsc and Jaheira.~ [TTBELT18] */
  IF ~~ THEN GOTO 48
END

IF ~~ THEN BEGIN 48 // from: 47.0
  SAY #39335 /* ~They'll be teaching you a few more things, then it will be time for your last test.~ */
  IF ~~ THEN DO ~SetGlobal("TutorialLesson","GLOBAL",38)
Activate("ttjaheir")
Activate("ttminsc")
~ EXIT
END

IF WEIGHT #18 /* Triggers after states #: 60 61 even though they appear after this state */
~Global("TutorialLesson","GLOBAL",39)
~ THEN BEGIN 49 // from:
  SAY #39347 /* ~You've done a fine job so far, but there is still more to come.  You'll notice that when you have a group of characters selected, there is a list of Party Formation buttons on the bottom of the screen.~ [TTBELT19] */
  IF ~~ THEN GOTO 50
END

IF ~~ THEN BEGIN 50 // from: 49.0
  SAY #39348 /* ~Just select one of the formations and whenever you walk your party around as a group, they will walk in that formation.~ */
  IF ~~ THEN GOTO 51
END

IF ~~ THEN BEGIN 51 // from: 50.0
  SAY #39349 /* ~You can access even more formation types by right clicking on one of the formation buttons.~ */
  IF ~~ THEN GOTO 52
END

IF ~~ THEN BEGIN 52 // from: 51.0
  SAY #39350 /* ~I'm going to give you a little time to experiment with the formation types, then we'll go to your final test.~ */
  IF ~~ THEN DO ~SetGlobalTimer("TutorialWait","GLOBAL",30)
SetGlobal("TutorialLesson","GLOBAL",40)
~ EXIT
END

IF WEIGHT #19 /* Triggers after states #: 60 61 even though they appear after this state */
~Global("TutorialLesson","GLOBAL",40)
~ THEN BEGIN 53 // from:
  SAY #39351 /* ~All right then.  Enough lessons, time for the test.~ [TTBELT20] */
  IF ~~ THEN DO ~SetGlobal("TutorialLesson","GLOBAL",41)
~ EXIT
END

IF WEIGHT #20 /* Triggers after states #: 60 61 even though they appear after this state */
~Global("TutorialLesson","GLOBAL",42)
~ THEN BEGIN 54 // from:
  SAY #39352 /* ~I'm going to allow you entry to the basement now.  This is where your final test is to take place.~ [TTBELT21] */
  IF ~~ THEN DO ~TriggerActivation("TRAN0016a",FALSE)
TriggerActivation("TRAN0016b",FALSE)
TriggerActivation("INFO0016a",TRUE)
TriggerActivation("INFO0016b",TRUE)
~ GOTO 55
END

IF ~~ THEN BEGIN 55 // from: 54.0
  SAY #39484 /* ~Located in the basement there is a valuable STAR SAPPHIRE.  You are to retrieve this item from the treasury.~ */
  IF ~~ THEN GOTO 56
END

IF ~~ THEN BEGIN 56 // from: 55.0
  SAY #39485 /* ~The treasury is locked and warded against thieving skills, so you'll first have to find a key.  To succeed you're going to have to use all of your skills.~ */
  IF ~~ THEN GOTO 57
END

IF ~~ THEN BEGIN 57 // from: 56.0
  SAY #39487 /* ~When you go down the stairs the game will AUTOSAVE.  This happens whenever you move from one major area to the next.  You can therefore restart your game from the point where you made your last major area transition.~ */
  IF ~~ THEN GOTO 58
END

IF ~~ THEN BEGIN 58 // from: 57.0
  SAY #39488 /* ~All right then, the door to the basement is open.  Remember, if you die while you're in the basement, you can reload using your AUTOSAVE slot.~ */
  IF ~~ THEN DO ~SetGlobal("TutorialLesson","GLOBAL",43)
TakePartyItemAll("MONHP1")~ UNSOLVED_JOURNAL #61973 /* ~Tutorial 

Retrieve the STAR SAPPHIRE for Belt.~ */ EXIT
END

IF WEIGHT #21 /* Triggers after states #: 60 61 even though they appear after this state */
~PartyHasItem("TTTREAS")
~ THEN BEGIN 59 // from:
  SAY #39509 /* ~Good job, your training is now complete.  You are now ready to start your adventure.~ [TTBELT22] */
  IF ~~ THEN DO ~EraseJournalEntry(61973)
SetGlobal("TutorialLesson","GLOBAL",44)~ EXIT
END

IF WEIGHT #1 ~Global("Attacked","LOCALS",1)
~ THEN BEGIN 60 // from:
  SAY #39514 /* ~Don't be stupid.  I'm your teacher, stop trying to attack me.~ [TTBELT03] */
  IF ~~ THEN DO ~SetGlobal("Attacked","LOCALS",0)
ClearAllActions()
~ EXIT
END

IF WEIGHT #2 ~Global("TutorialLesson","GLOBAL",2)
~ THEN BEGIN 61 // from:
  SAY #39518 /* ~Talk to my servant, not to me.~ [TTBELT04] */
  IF ~~ THEN EXIT
END

IF ~~ THEN BEGIN 62 // from: 9.0
  SAY #39676 /* ~Certain Options settings can remove these circles during unpaused gameplay, so that their presence does not distract from the mood of the game. The circles are always present when the game is paused, however.~ */
  IF ~~ THEN GOTO 10
END

IF ~~ THEN BEGIN 63 // from: 17.1
  SAY #59729 /* ~I am going to give you a dagger now, and I want you to try and equip it.~ */
  IF ~~ THEN DO ~GiveItemCreate("Dagg01",Player1,0,0,0)
SetGlobalTimer("TutorialWait","GLOBAL",25)
SetGlobal("TutorialLesson","GLOBAL",5)
~ EXIT
END

IF WEIGHT #22 ~Global("TutorialLesson","GLOBAL",43)
!PartyHasItem("TTTREAS")~ THEN BEGIN 64 // from:
  SAY #59900 /* ~You have yet to retrieve the gem from the basement. Return to me once you have it in your possession.~ */
  IF ~~ THEN EXIT
END
