/* Coran Interjections*/

/* Coran Durlyle */
IF %BGT_VAR%
Global("X#CoranDur","GLOBAL",2)
!See("durlyle")
InParty(Myself)
!StateCheck(Myself,CD_STATE_NOTVALID)
InMyArea(Player1)
!StateCheck(Player1,CD_STATE_NOTVALID)
CombatCounter(0)
!See([ENEMY])
THEN
RESPONSE #100
SetGlobal("X#CoranDur","GLOBAL",3)
END

/* Initiate: Coran Durlyle */
IF %BGT_VAR%
Global("X#CoranDur","GLOBAL",3)
InParty(Myself)
!StateCheck(Myself,CD_STATE_NOTVALID)
InMyArea(Player1)
!StateCheck(Player1,CD_STATE_NOTVALID)
CombatCounter(0)
!See([ENEMY])
THEN
RESPONSE #100
StartDialogueNoSet(Player1)
END

/* Unicorn Run */
IF %BGT_VAR%
Global("X#CoranUnicorn","GLOBAL",1)
PartyHasItem("%tutu_var%BOOK55")
InParty(Myself)
!StateCheck(Myself,CD_STATE_NOTVALID)
InMyArea(Player1)
!StateCheck(Player1,CD_STATE_NOTVALID)
CombatCounter(0)
!See([ENEMY])
THEN
RESPONSE #100
SetGlobal("X#CoranUnicorn","GLOBAL",2)
END

/* Initiate: Unicorn Run */
IF %BGT_VAR%
Global("X#CoranUnicorn","GLOBAL",2)
InParty(Myself)
!StateCheck(Myself,CD_STATE_NOTVALID)
InMyArea(Player1)
!StateCheck(Player1,CD_STATE_NOTVALID)
CombatCounter(0)
!See([ENEMY])
THEN
RESPONSE #100
StartDialogueNoSet(Player1)
END

/* Taxek */
IF
%BGT_VAR%
Global("X#CoranTaxek","GLOBAL",1)
!See("michael")
InParty(Myself)
!StateCheck(Myself,CD_STATE_NOTVALID)
InMyArea(Player1)
!StateCheck(Player1,CD_STATE_NOTVALID)
CombatCounter(0)
!See([ENEMY])
THEN
RESPONSE #100
SetGlobal("X#CoranTaxek","GLOBAL",2)
END

/* Initiate: Taxek */
IF %BGT_VAR%
Global("X#CoranTaxek","GLOBAL",2)
InParty(Myself)
!StateCheck(Myself,CD_STATE_NOTVALID)
InMyArea(Player1)
!StateCheck(Player1,CD_STATE_NOTVALID)
CombatCounter(0)
!See([ENEMY])
THEN
RESPONSE #100
StartDialogueNoSet(Player1)
END

/* Natasha Dead */
IF %BGT_VAR%
AreaCheck("%CloakwoodMines_L3%")
Global("X#CoranNatasha","GLOBAL",0)
Dead("natasha")
InParty(Myself)
!StateCheck(Myself,CD_STATE_NOTVALID)
InMyArea(Player1)
!StateCheck(Player1,CD_STATE_NOTVALID)
CombatCounter(0)
!See([ENEMY])
THEN
RESPONSE #100
SetGlobal("X#CoranNatasha","GLOBAL",1)
END

/* Initiate: Natasha Dead */
IF %BGT_VAR%
Global("X#CoranNatasha","GLOBAL",1)
InParty(Myself)
!StateCheck(Myself,CD_STATE_NOTVALID)
InMyArea(Player1)
!StateCheck(Player1,CD_STATE_NOTVALID)
CombatCounter(0)
!See([ENEMY])
THEN
RESPONSE #100
StartDialogueNoSet(Player1)
END

/* FW4003 halfling brewery */
IF %BGT_VAR%
AreaCheck("%Gullykin_Winery_L1%")
Global("X#CoranHB","GLOBAL",0)
InParty(Myself)
!StateCheck(Myself,CD_STATE_NOTVALID)
InMyArea(Player1)
!StateCheck(Player1,CD_STATE_NOTVALID)
CombatCounter(0)
!See([ENEMY])
THEN
RESPONSE #100
SetGlobal("X#CoranHB","GLOBAL",1)
END

/* Initiate: FW4003 halfling brewery */
IF %BGT_VAR%
Global("X#CoranHB","GLOBAL",1)
InParty(Myself)
!StateCheck(Myself,CD_STATE_NOTVALID)
InMyArea(Player1)
!StateCheck(Player1,CD_STATE_NOTVALID)
CombatCounter(0)
!See([ENEMY])
THEN
RESPONSE #100
StartDialogueNoSet(Player1)
END

/* Coran, Sighting The Dragon Skeleton  TOTSC, set from Dragon Trigger (trap) */
IF %BGT_VAR%
AreaCheck("%DurlagsTower_D3%")
Global("P5#DragonTrigger","%DurlagsTower_D3%",1)
Global("P#CSTDS","GLOBAL",0)
InParty(Myself)
!StateCheck(Myself,CD_STATE_NOTVALID)
InMyArea(Player1)
!StateCheck(Player1,CD_STATE_NOTVALID)
CombatCounter(0)
!See([ENEMY])
THEN
RESPONSE #100
SetGlobal("P#CSTDS","GLOBAL",1)
END

/* Initiate: Coran, Sighting The Dragon Skeleton  TOTSC, set from Dragon Trigger (trap) */
IF %BGT_VAR%
Global("P#CSTDS","GLOBAL",1)
InParty(Myself)
!StateCheck(Myself,CD_STATE_NOTVALID)
InMyArea(Player1)
!StateCheck(Player1,CD_STATE_NOTVALID)
CombatCounter(0)
!See([ENEMY])
THEN
RESPONSE #100
Dialog(Myself)
END

/* Coran, Entry to Baldur’s Gate */
IF %BGT_VAR%
AreaCheck("%EBaldursGate%")
Global("P#CEBG","GLOBAL",0)
InParty(Myself)
!StateCheck(Myself,CD_STATE_NOTVALID)
InMyArea(Player1)
!StateCheck(Player1,CD_STATE_NOTVALID)
CombatCounter(0)
!See([ENEMY])
THEN
RESPONSE #100
SetGlobal("P#CEBG","GLOBAL",1)
END

/* Initiate: Coran, Entry to Baldur’s Gate */
IF %BGT_VAR%
Global("P#CEBG","GLOBAL",1)
InParty(Myself)
!StateCheck(Myself,CD_STATE_NOTVALID)
InMyArea(Player1)
!StateCheck(Player1,CD_STATE_NOTVALID)
CombatCounter(0)
!See([ENEMY])
THEN
RESPONSE #100
Dialog(Myself)
END

/* Coran, Entry to Durlag’s Tower */
IF %BGT_VAR%
AreaCheck("%DurlagsTower_L1%")
Global("P#CEDT","GLOBAL",0)
InParty(Myself)
!StateCheck(Myself,CD_STATE_NOTVALID)
InMyArea(Player1)
!StateCheck(Player1,CD_STATE_NOTVALID)
CombatCounter(0)
!See([ENEMY])
THEN
RESPONSE #100
SetGlobal("P#CEDT","GLOBAL",1)
END

/* Initiate: Coran, Entry to Durlag’s Tower */
IF %BGT_VAR%
Global("P#CEDT","GLOBAL",1)
InParty(Myself)
!StateCheck(Myself,CD_STATE_NOTVALID)
InMyArea(Player1)
!StateCheck(Player1,CD_STATE_NOTVALID)
CombatCounter(0)
!See([ENEMY])
THEN
RESPONSE #100
Dialog(Myself)
END
