// creator  : weidu.exe (version 23100)
// argument : DELTOW01.DLG
// game		 : .
// source	 : ./DATA/DIALOG.BIF
// dialog	 : ./DIALOG.TLK
// dialogF  : (none)

BEGIN ~DELTOW01~ 2 // non-zero flags may indicate non-pausing dialogue
//////////////////////////////////////////////////
// WARNING: this file contains non-trivial WEIGHTs
//////////////////////////////////////////////////

IF WEIGHT #4 /* Triggers after states #: 6 7 8 9 even though they appear after this state */
~RandomNum(6,1)~ THEN BEGIN 0 // from:
  SAY #28940 /* ~Those mercenaries on the second floor are a loud, rude bunch, they is!~ */
  IF ~~ THEN EXIT
END

IF WEIGHT #5 /* Triggers after states #: 6 7 8 9 even though they appear after this state */
~RandomNum(6,2)~ THEN BEGIN 1 // from:
  SAY #28942 /* ~Have you seen the theater at the Five Flagons?  I hear the troupe, there, puts on quite an excellent show.~ */
  IF ~~ THEN EXIT
END

IF WEIGHT #6 /* Triggers after states #: 6 7 8 9 even though they appear after this state */
~RandomNum(6,3)~ THEN BEGIN 2 // from:
  SAY #28943 /* ~Tsk.  The thievery in the city's been mighty terrible, as of late.  A halfling friend of my wife's had her son killed by a burglar, of all things.~ */
  IF ~~ THEN EXIT
END

IF WEIGHT #7 /* Triggers after states #: 6 7 8 9 even though they appear after this state */
~RandomNum(6,4)~ THEN BEGIN 3 // from:
  SAY #28946 /* ~I hear there's been several kidnappings within the last few months... and none of them ever turned up, even though the ransom was paid!~ */
  IF ~~ THEN EXIT
END

IF WEIGHT #8 /* Triggers after states #: 6 7 8 9 even though they appear after this state */
~RandomNum(6,5)~ THEN BEGIN 4 // from:
  SAY #28947 /* ~The weather's been quite foul over the last few weeks... storms, hail and fog a'plenty.  It's a wonder we get any sea traffic at all.~ */
  IF ~~ THEN EXIT
END

IF WEIGHT #9 /* Triggers after states #: 6 7 8 9 even though they appear after this state */
~RandomNum(6,6)~ THEN BEGIN 5 // from:
  SAY #28949 /* ~(sigh)  I wanted to go to the gambling hall tonight, but it seems to be closed.  Bloody guardsmen.~ */
  IF ~~ THEN EXIT
END

IF WEIGHT #0 ~IsValidForPartyDialog("Cernd")
Global("InteractCernd","LOCALS",0)
RandomNum(3,1)~ THEN BEGIN 6 // from:
  SAY #28951 /* ~Athkatla is a hot, wet city of filth and corruption.  If it weren't for the merchant houses and the work I get, I'd leave in a second!~ */
  IF ~~ THEN DO ~SetGlobal("InteractCernd","LOCALS",1)~ EXTERN ~CERNDJ~ 80
END

IF WEIGHT #1 ~IsValidForPartyDialog("Anomen")
Global("InteractAnomen","LOCALS",0)
RandomNum(3,2)~ THEN BEGIN 7 // from:
  SAY #28953 /* ~You there!  You're one of them members of that Sacred Heart order, aren't you?  Why don't you do something to stop this city from going to rot!~ */
  IF ~~ THEN DO ~SetGlobal("InteractAnomen","LOCALS",1)~ EXTERN ~ANOMENJ~ 146
END

IF WEIGHT #2 ~IsValidForPartyDialog("Korgan")
Global("InteractKorgan","LOCALS",0)
RandomNum(3,1)~ THEN BEGIN 8 // from:
  SAY #48776 /* ~Hey!  Watch where you're walking, dwarf!  All that metal clanking around on you just knocked over my ale!~ */
  IF ~~ THEN DO ~SetGlobal("InteractKorgan","LOCALS",1)~ EXTERN ~KORGANJ~ 79
END

IF WEIGHT #3 ~IsValidForPartyDialog("Viconia")
Global("InteractViconia","LOCALS",0)
RandomNum(3,2)~ THEN BEGIN 9 // from:
  SAY #48777 /* ~Someone let a dark elf in here?!  What, are we just gonna let this happen?  Come on, everyone... jump her!  Come on!~ */
  IF ~~ THEN DO ~SetGlobal("InteractViconia","LOCALS",1)~ EXTERN ~VICONIJ~ 49
END
