// creator  : weidu.exe (version 23100)
// argument : _NOOBER.DLG
// game		 : .
// source	 : ./override/_NOOBER.DLG
// dialog	 : ./DIALOG.TLK
// dialogF  : (none)

BEGIN ~_NOOBER~

IF ~NumberOfTimesTalkedTo(0)
~ THEN BEGIN 0 // from:
  SAY #76170 /* ~Hi, I'm Noober. Nice place, huh?~ */
  IF ~~ THEN EXIT
END

IF ~NumberOfTimesTalkedTo(1)
~ THEN BEGIN 1 // from:
  SAY #76171 /* ~So, killed any monsters yet?~ */
  IF ~~ THEN EXIT
END

IF ~NumberOfTimesTalkedTo(2)
~ THEN BEGIN 2 // from:
  SAY #76172 /* ~Ever been to Baldur's Gate? I've been to Baldur's Gate.~ */
  IF ~~ THEN EXIT
END

IF ~NumberOfTimesTalkedTo(3)
~ THEN BEGIN 3 // from:
  SAY #76173 /* ~Ugh, I think I stepped in something.~ */
  IF ~~ THEN EXIT
  IF ~Global("X#EdwinNoob","GLOBAL",0)
InParty("edwin")
InMyArea("edwin")
!StateCheck("edwin",CD_STATE_NOTVALID)
~ THEN DO ~SetGlobal("X#EdwinNoob","GLOBAL",1)~ EXTERN ~_EDWINJ~ 92
END

IF ~NumberOfTimesTalkedTo(4)
~ THEN BEGIN 4 // from:
  SAY #76174 /* ~Everyone in town used to throw rocks at me and tell me I was annoying.~ */
  IF ~~ THEN EXIT
END

IF ~NumberOfTimesTalkedTo(5)
~ THEN BEGIN 5 // from:
  SAY #76175 /* ~What time is it?~ */
  IF ~~ THEN EXIT
  IF ~Global("X#NooberImoen1","GLOBAL",0)
InParty("imoen")
InMyArea("imoen")
!StateCheck("imoen",CD_STATE_NOTVALID)
~ THEN DO ~SetGlobal("X#NooberImoen1","GLOBAL",1)~ EXTERN ~_IMOEN2~ 208
END

IF ~NumberOfTimesTalkedTo(6)
~ THEN BEGIN 6 // from:
  SAY #76176 /* ~I haven't had a conversation this long, well... ever!~ */
  IF ~~ THEN EXIT
END

IF ~NumberOfTimesTalkedTo(7)
~ THEN BEGIN 7 // from:
  SAY #76177 /* ~What's that big weapon for?~ */
  IF ~~ THEN EXIT
END

IF ~NumberOfTimesTalkedTo(8)
~ THEN BEGIN 8 // from:
  SAY #76178 /* ~Those colors look pretty stoopid on you...~ */
  IF ~~ THEN EXIT
  IF ~Global("X#GarNoober","GLOBAL",0)
InParty("garrick")
InMyArea("garrick")
!StateCheck("garrick",CD_STATE_NOTVALID)
~ THEN DO ~SetGlobal("X#GarNoober","GLOBAL",1)~ EXTERN ~_GARRIJ~ 95
END

IF ~NumberOfTimesTalkedTo(9)
~ THEN BEGIN 9 // from:
  SAY #76179 /* ~I once knew this guy named Dilby. He threw rocks at me too. Are you gonna throw rocks at me?~ */
  IF ~~ THEN EXIT
END

IF ~NumTimesTalkedToLT(31)
~ THEN BEGIN 10 // from:
  SAY #76180 /* ~What about now?~ */
  IF ~~ THEN EXIT
  IF ~Global("X#NOOBER10","GLOBAL",0)
InParty("minsc")
InMyArea("minsc")
!StateCheck("minsc",CD_STATE_NOTVALID)
~ THEN DO ~SetGlobal("X#NOOBER10","GLOBAL",1)~ GOTO 12
  IF ~Global("X#NOOBER10","GLOBAL",0)
InParty("minsc")
InMyArea("minsc")
!StateCheck("minsc",CD_STATE_NOTVALID)
!StateCheck("imoen",CD_STATE_NOTVALID)
~ THEN DO ~SetGlobal("X#NOOBER10","GLOBAL",1)~ EXTERN ~_IMOEN2~ 394
  IF ~Global("X#NOOBER10","GLOBAL",0)
InParty("minsc")
InMyArea("minsc")
!StateCheck("minsc",CD_STATE_NOTVALID)
~ THEN DO ~SetGlobal("X#NOOBER10","GLOBAL",1)~ EXTERN ~_MINSCJ~ 159
  IF ~Global("X#NOOBER10","GLOBAL",0)
InParty("imoen")
InMyArea("imoen")
!StateCheck("imoen",CD_STATE_NOTVALID)
~ THEN DO ~SetGlobal("X#NOOBER10","GLOBAL",1)~ EXTERN ~_IMOEN2~ 396
END

IF ~NumberOfTimesTalkedTo(31)
~ THEN BEGIN 11 // from:
  SAY #76181 /* ~Gee, you sure are patient. I've run out of things to say.~ */
  IF ~~ THEN DO ~AddexperienceParty(400)
EscapeArea()
~ EXIT
  IF ~Global("X#NOOBER11","GLOBAL",0)
InParty("branwen")
InMyArea("branwen")
!StateCheck("branwen",CD_STATE_NOTVALID)
~ THEN DO ~SetGlobal("X#NOOBER11","GLOBAL",1)~ GOTO 16
  IF ~Global("X#NOOBER11","GLOBAL",0)
InParty("branwen")
InMyArea("branwen")
!StateCheck("branwen",CD_STATE_NOTVALID)
~ THEN DO ~SetGlobal("X#NOOBER11","GLOBAL",1)~ EXTERN ~_BRANWJ~ 69
  IF ~Global("X#NOOBER11","GLOBAL",0)
InParty("imoen")
InMyArea("imoen")
!StateCheck("imoen",CD_STATE_NOTVALID)
~ THEN DO ~SetGlobal("X#NOOBER11","GLOBAL",1)~ GOTO 18
  IF ~Global("X#NOOBER11","GLOBAL",0)
InParty("imoen")
InMyArea("imoen")
!StateCheck("imoen",CD_STATE_NOTVALID)
~ THEN DO ~SetGlobal("X#NOOBER11","GLOBAL",1)~ EXTERN ~_IMOEN2~ 398
END

IF ~~ THEN BEGIN 12 // from: 10.1
  SAY #103087 /* ~*gulp* Well, then... ahem... ta-ta, bye-bye, have a nice day and all that!~ */
  IF ~~ THEN DO ~EscapeArea()
~ EXIT
END

IF ~~ THEN BEGIN 13 // from:
  SAY #103087 /* ~*gulp* Well, then... ahem... ta-ta, bye-bye, have a nice day and all that!~ */
  IF ~~ THEN DO ~EscapeArea()
~ EXIT
END

IF ~~ THEN BEGIN 14 // from:
  SAY #103087 /* ~*gulp* Well, then... ahem... ta-ta, bye-bye, have a nice day and all that!~ */
  IF ~~ THEN DO ~EscapeArea()
~ EXIT
END

IF ~~ THEN BEGIN 15 // from:
  SAY #103087 /* ~*gulp* Well, then... ahem... ta-ta, bye-bye, have a nice day and all that!~ */
  IF ~~ THEN DO ~EscapeArea()
~ EXIT
END

IF ~~ THEN BEGIN 16 // from: 11.1
  SAY #103091 /* ~Aye, I wish that too sometimes. Then I could be an adventurer.~ */
  IF ~~ THEN DO ~AddexperienceParty(400)
EscapeArea()
~ EXIT
END

IF ~~ THEN BEGIN 17 // from:
  SAY #103091 /* ~Aye, I wish that too sometimes. Then I could be an adventurer.~ */
  IF ~~ THEN DO ~AddexperienceParty(400)
EscapeArea()
~ EXIT
END

IF ~~ THEN BEGIN 18 // from: 11.3
  SAY #103089 /* ~Why does everyone get angry with me? I'm only trying to be friendly!~ */
  IF ~~ THEN DO ~AddexperienceParty(400)
EscapeArea()
~ EXIT
  IF ~  InParty("branwen")
InMyArea("branwen")
!StateCheck("branwen",CD_STATE_NOTVALID)
~ THEN GOTO 19
  IF ~  InParty("branwen")
InMyArea("branwen")
!StateCheck("branwen",CD_STATE_NOTVALID)
~ THEN EXTERN ~_BRANWJ~ 70
END

IF ~~ THEN BEGIN 19 // from: 18.1
  SAY #103091 /* ~Aye, I wish that too sometimes. Then I could be an adventurer.~ */
  IF ~~ THEN DO ~AddexperienceParty(400)
EscapeArea()
~ EXIT
END

IF ~~ THEN BEGIN 20 // from:
  SAY #103089 /* ~Why does everyone get angry with me? I'm only trying to be friendly!~ */
  IF ~~ THEN DO ~AddexperienceParty(400)
EscapeArea()
~ EXIT
  IF ~  InParty("branwen")
InMyArea("branwen")
!StateCheck("branwen",CD_STATE_NOTVALID)
~ THEN GOTO 21
  IF ~  InParty("branwen")
InMyArea("branwen")
!StateCheck("branwen",CD_STATE_NOTVALID)
~ THEN EXTERN ~_BRANWJ~ 71
END

IF ~~ THEN BEGIN 21 // from: 20.1
  SAY #103091 /* ~Aye, I wish that too sometimes. Then I could be an adventurer.~ */
  IF ~~ THEN DO ~AddexperienceParty(400)
EscapeArea()
~ EXIT
END
