// creator  : weidu.exe (version 23100)
// argument : NOBLE2.DLG
// game		 : .
// source	 : ./DATA/DIALOG.BIF
// dialog	 : ./DIALOG.TLK
// dialogF  : (none)

BEGIN ~NOBLE2~ 2 // non-zero flags may indicate non-pausing dialogue
//////////////////////////////////////////////////
// WARNING: this file contains non-trivial WEIGHTs
//////////////////////////////////////////////////

IF WEIGHT #3 /* Triggers after states #: 6 7 8 even though they appear after this state */
~CheckStatGT(LastTalkedToBy,13,42)
RandomNum(4,1)
~ THEN BEGIN 0 // from:
  SAY #15439 /* ~Hah!  These fights are jolly good, aye?  Takes your mind off the Council's taxes and all, they do!~ */
  IF ~~ THEN EXIT
END

IF WEIGHT #4 /* Triggers after states #: 6 7 8 even though they appear after this state */
~CheckStatGT(LastTalkedToBy,13,42)
RandomNum(4,2)
~ THEN BEGIN 1 // from:
  SAY #15442 /* ~I hope there isn't another raid.  Lehtinan takes care of everything, naturally, but it is such a bother!~ */
  IF ~~ THEN EXIT
END

IF WEIGHT #5 /* Triggers after states #: 6 7 8 even though they appear after this state */
~CheckStatGT(LastTalkedToBy,13,42)
RandomNum(4,3)
~ THEN BEGIN 2 // from:
  SAY #15446 /* ~There was a raid almost two weeks ago.  Lehtinan paid off the garrison, naturally, but my wife almost found out what I was up to.  Nasty business, that.~ */
  IF ~~ THEN EXIT
END

IF WEIGHT #6 /* Triggers after states #: 6 7 8 even though they appear after this state */
~CheckStatGT(LastTalkedToBy,13,42)
RandomNum(4,4)
~ THEN BEGIN 3 // from:
  SAY #15452 /* ~I wonder if Hendak is going to be fighting today?  The slaves have been of such poor quality until they found him, certainly.~ */
  IF ~~ THEN EXIT
END

IF WEIGHT #7 /* Triggers after states #: 6 7 8 even though they appear after this state */
~CheckStatLT(LastTalkedToBy,14,42)
RandomNum(2,1)
~ THEN BEGIN 4 // from:
  SAY #15454 /* ~Don't bother me, commoner.  I'm here to see Hendak.  I hear he's a brute!~ */
  IF ~~ THEN EXIT
END

IF WEIGHT #8 /* Triggers after states #: 6 7 8 even though they appear after this state */
~CheckStatLT(LastTalkedToBy,14,42)
RandomNum(2,2)
~ THEN BEGIN 5 // from:
  SAY #15456 /* ~I say, get me a chilled glass, servant.  I grow rather warm in here.~ */
  IF ~~ THEN EXIT
END

IF WEIGHT #1 /* Triggers after states #: 8 even though they appear after this state */
~See("Minsc")
InParty("Minsc")
!StateCheck("Minsc",STATE_SLEEPING)
RandomNum(4,1)
Global("noble2minsc","AR0406",0)
~ THEN BEGIN 6 // from:
  SAY #15458 /* ~Hmmm, are you going to be fighting, Rashemite?  You certainly seem barbaric enough.~ */
  IF ~~ THEN DO ~SetGlobal("noble2minsc","AR0406",1)~ EXTERN ~MINSCJ~ 35
END

IF WEIGHT #2 /* Triggers after states #: 8 even though they appear after this state */
~See("HaerDalis")
InParty("HaerDalis")
!StateCheck("HaerDalis",STATE_SLEEPING)
RandomNum(4,1)
Global("noble2haerdalis","AR0406",0)
~ THEN BEGIN 7 // from:
  SAY #15463 /* ~Ah, you're an entertainer, are you not?  Are you here to provide music for the fights?~ */
  IF ~~ THEN DO ~SetGlobal("noble2haerdalis","AR0406",1)~ EXTERN ~HAERDAJ~ 32
END

IF WEIGHT #0 ~Global("FightSequence","GLOBAL",1)
~ THEN BEGIN 8 // from:
  SAY #16763 /* ~Not now!  I'm trying to see what is happening!~ */
  IF ~~ THEN EXIT
END

IF ~~ THEN BEGIN 9 // from: NOBLE1:9.0
  SAY #17364 /* ~Aiiiyee!  Run for your lives!  They'll kill us for certain!~ [NOBLE201] */
  IF ~~ THEN DO ~SetGlobal("HendakReleased","AR0406",2)
EscapeArea()
~ EXIT
END
