////////////////////////////////////////
/////////JOURNAL////////////////////////
////////////////////////////////////////

ACTION_IF GAME_IS ~bg2ee eet~ THEN BEGIN
  ADD_JOURNAL @10006 @10007 @10008 @10009 @10010 @10011 @10012 @10013 @10014 @10015 @10016 @10024 @10025 @10026 @10027 @10028 @10029 @10030 @10031 @10032 @10033 @10034 @10035 @10036 @10037 @10038 @10039 @10040 @10041 @10042 @10043 @10044 @10045 @10046 @10047 @10048 @10049 @10050  USING ~SouthernEdge\Translations\%LANGUAGE%\SCRIPTS.TRA~
END


////////////////////////////////////////
/////////AREAS//////////////////////////
////////////////////////////////////////

COPY ~SouthernEdge/areas~ ~override~

ACTION_IF (GAME_IS ~bg2ee eet~) BEGIN
 COPY ~SouthernEdge/tispvrz~ ~override~
END ELSE BEGIN
 COPY ~SouthernEdge/tis~ ~override~
END

ACTION_IF NOT (ENGINE_IS ~bgee bg2ee eet~) BEGIN
  COPY_EXISTING ar0043.tis override
                ar0044.tis override
END


////////////////////////////////////////
/////////BAMS///////////////////////////
////////////////////////////////////////

ACTION_IF (GAME_IS ~bg2ee eet~) BEGIN
 COPY ~SouthernEdge/bams~ ~override~
END ELSE BEGIN
 COPY ~SouthernEdge/bamsOld~ ~override~
END

////////////////////////////////////////
/////////EFFECTS////////////////////////
////////////////////////////////////////

COPY ~SouthernEdge/effects~ ~override~

////////////////////////////////////////
/////////WAVES//////////////////////////
////////////////////////////////////////

COPY ~SouthernEdge/wav~ ~override~

////////////////////////////////////////
/////////CREATURES//////////////////////
////////////////////////////////////////




ACTION_IF (GAME_IS ~bg2ee eet~) BEGIN
 COPY ~SouthernEdge/creatures/L#NDMAI.cre~ ~override~
  SAY NAME1 @2 /* Mairo Mudclapper */
  SAY NAME2 @2 /* Mairo Mudclapper */
    SAY SELECT_COMMON1 @3 /* What a lovely day! */
    SAY SELECT_COMMON2 @4 /* Pap pa pa pam param! */
    SAY SELECT_COMMON3 @3 /* What a lovely day! */
    SAY SELECT_COMMON4 @4 /* Pap pa pa pam param! */
    SAY SELECT_COMMON5 @3 /* What a lovely day! */
END ELSE BEGIN
 COPY ~SouthernEdge/NoEE/L#NDMAI.cre~ ~override~
  SAY NAME1 @2 /* Mairo Mudclapper */
  SAY NAME2 @2 /* Mairo Mudclapper */
    SAY SELECT_COMMON1 @3 /* What a lovely day! */
    SAY SELECT_COMMON2 @4 /* Pap pa pa pam param! */
    SAY SELECT_COMMON3 @3 /* What a lovely day! */
    SAY SELECT_COMMON4 @4 /* Pap pa pa pam param! */
    SAY SELECT_COMMON5 @3 /* What a lovely day! */
END



COPY ~SouthernEdge/creatures/L#NDNEI.cre~ ~override~
  SAY NAME1 @5 /* Neil */
  SAY NAME2 @5 /* Neil */

ACTION_IF (GAME_IS ~bg2ee eet~) BEGIN
 COPY ~SouthernEdge/creatures/L#NDBER.cre~ ~override~
  SAY NAME1 @6 /* Tonnam */
  SAY NAME2 @6 /* Tonnam */
END ELSE BEGIN
 COPY ~SouthernEdge/NoEE/L#NDBER.cre~ ~override~
  SAY NAME1 @6 /* Tonnam */
  SAY NAME2 @6 /* Tonnam */
END
   
ACTION_IF (GAME_IS ~bg2ee eet~) BEGIN
 COPY ~SouthernEdge/creatures/L#NDNIG.cre~ ~override~
  SAY NAME1 @7 /* Niglir */
  SAY NAME2 @7 /* Niglir */
END ELSE BEGIN
 COPY ~SouthernEdge/NoEE/L#NDNIG.cre~ ~override~
  SAY NAME1 @7 /* Niglir */
  SAY NAME2 @7 /* Niglir */
END
  
COPY ~SouthernEdge/creatures/L#NDPRI.cre~ ~override~
  SAY NAME1 @8 /* Watcher Tanta */
  SAY NAME2 @8 /* Watcher Tanta */

COPY ~SouthernEdge/creatures/L#NDVAM.cre~ ~override~
  SAY NAME1 @9 /* Crynn */
  SAY NAME2 @9 /* Crynn */

COPY ~SouthernEdge/creatures/L#NDLYD.cre~ ~override~
  SAY NAME1 @10 /* Lydia */
  SAY NAME2 @10 /* Lydia */

ACTION_IF (GAME_IS ~bg2ee eet~) BEGIN
 COPY ~SouthernEdge/creatures/L#NDINN.cre~ ~override~
  SAY NAME1 @11 /* Gorrdy */
  SAY NAME2 @11 /* Gorrdy */
END ELSE BEGIN
 COPY ~SouthernEdge/NoEE/L#NDINN.cre~ ~override~
  SAY NAME1 @11 /* Gorrdy */
  SAY NAME2 @11 /* Gorrdy */
END

ACTION_IF (GAME_IS ~bg2ee eet~) BEGIN
 COPY ~SouthernEdge/creatures/L#NDNIB.cre~ ~override~
  SAY NAME1 @12 /* Charleston Nib */
  SAY NAME2 @12 /* Charleston Nib */
END ELSE BEGIN
 COPY ~SouthernEdge/NoEE/L#NDNIB.cre~ ~override~
  SAY NAME1 @12 /* Charleston Nib */
  SAY NAME2 @12 /* Charleston Nib */
END
  
COPY ~SouthernEdge/creatures/L#NDPLA.cre~ ~override~
  SAY NAME1 @13 /* Nervous Bard */
  SAY NAME2 @13 /* Nervous Bard */

COPY ~SouthernEdge/creatures/L#NDCAT.cre~ ~override~
  SAY NAME1 @14 /* Mr. Cat */
  SAY NAME2 @14 /* Mr. Cat */

ACTION_IF (GAME_IS ~bg2ee eet~) BEGIN
 COPY ~SouthernEdge/creatures/L#NDGIR.cre~ ~override~
  SAY NAME1 @15 /* Girl */
  SAY NAME2 @15 /* Girl */
END ELSE BEGIN
 COPY ~SouthernEdge/NoEE/L#NDGIR.cre~ ~override~
  SAY NAME1 @15 /* Girl */
  SAY NAME2 @15 /* Girl */
END

ACTION_IF (GAME_IS ~bg2ee eet~) BEGIN
 COPY ~SouthernEdge/creatures/L#NDCAR.cre~ ~override~
  SAY NAME1 @16 /* Carpenter */
  SAY NAME2 @16 /* Carpenter */
END ELSE BEGIN
 COPY ~SouthernEdge/NoEE/L#NDCAR.cre~ ~override~
  SAY NAME1 @16 /* Carpenter */
  SAY NAME2 @16 /* Carpenter */
END

ACTION_IF (GAME_IS ~bg2ee eet~) BEGIN
 COPY ~SouthernEdge/creatures/L#NDWAN.cre~ ~override~
  SAY NAME1 @17 /* Merchant */
  SAY NAME2 @17 /* Merchant */
END ELSE BEGIN
 COPY ~SouthernEdge/NoEE/L#NDWAN.cre~ ~override~
  SAY NAME1 @17 /* Merchant */
  SAY NAME2 @17 /* Merchant */
END

COPY ~SouthernEdge/creatures/L#NDSHO.cre~ ~override~
  SAY NAME1 @17 /* Merchant */
  SAY NAME2 @17 /* Merchant */

ACTION_IF (GAME_IS ~bg2ee eet~) BEGIN
 COPY ~SouthernEdge/creatures/L#NDPAR.cre~ ~override~
  SAY NAME1 @18 /* Parasite */
  SAY NAME2 @18 /* Parasite */
END ELSE BEGIN
 COPY ~SouthernEdge/NoEE/L#NDPAR.cre~ ~override~
  SAY NAME1 @18 /* Parasite */
  SAY NAME2 @18 /* Parasite */
END

ACTION_IF (GAME_IS ~bg2ee eet~) BEGIN
 COPY ~SouthernEdge/creatures/L#NDSMU.cre~ ~override~
  SAY NAME1 @19 /* Rory the Merchant */
  SAY NAME2 @19 /* Rory the Merchant */
END ELSE BEGIN
 COPY ~SouthernEdge/NoEE/L#NDSMU.cre~ ~override~
  SAY NAME1 @19 /* Rory the Merchant */
  SAY NAME2 @19 /* Rory the Merchant */
END 

ACTION_IF (GAME_IS ~bg2ee eet~) BEGIN
 COPY ~SouthernEdge/creatures/L#NDDOO.cre~ ~override~
  SAY NAME1 @20 /* Dirty Kolad */
  SAY NAME2 @20 /* Dirty Kolad */ 
END ELSE BEGIN
 COPY ~SouthernEdge/NoEE/L#NDDOO.cre~ ~override~
  SAY NAME1 @20 /* Dirty Kolad */
  SAY NAME2 @20 /* Dirty Kolad */ 
END 

ACTION_IF (GAME_IS ~bg2ee eet~) BEGIN
 COPY ~SouthernEdge/creatures/L#NDTAK.cre~ ~override~
  SAY NAME1 @21 /* Smuggler */
  SAY NAME2 @21 /* Smuggler */ 
END ELSE BEGIN
 COPY ~SouthernEdge/NoEE/L#NDTAK.cre~ ~override~
  SAY NAME1 @21 /* Smuggler */
  SAY NAME2 @21 /* Smuggler */ 
END 

COPY ~SouthernEdge/creatures/L#NDC1.cre~ ~override~
  SAY NAME1 @22 /* Sirine */
  SAY NAME2 @22 /* Sirine */ 

ACTION_IF (GAME_IS ~bg2ee eet~) BEGIN
 COPY ~SouthernEdge/creatures/L#NDTRA.cre~ ~override~
  SAY NAME1 @23 /* Traveller */
  SAY NAME2 @23 /* Traveller */ 
END ELSE BEGIN
 COPY ~SouthernEdge/NoEE/L#NDTRA.cre~ ~override~
  SAY NAME1 @23 /* Traveller */
  SAY NAME2 @23 /* Traveller */ 
END

COPY ~SouthernEdge/creatures/L#NDC2.cre~ ~override~
  SAY NAME1 @24 /* Greater Ankheg */
  SAY NAME2 @24 /* Greater Ankheg */ 
 
ACTION_IF (GAME_IS ~bg2ee eet~) BEGIN
 COPY ~SouthernEdge/creatures/L#NDama.cre~ ~override~
  SAY NAME1 @25 /* Amaretto */
  SAY NAME2 @25 /* Amaretto */ 
END ELSE BEGIN
 COPY ~SouthernEdge/NoEE/L#NDama.cre~ ~override~
  SAY NAME1 @25 /* Amaretto */
  SAY NAME2 @25 /* Amaretto */ 
END 
 
COPY ~SouthernEdge/creatures/L#NDgau.cre~ ~override~
  SAY NAME1 @26 /* Ooglyph, the Tasloi Master */
  SAY NAME2 @26 /* Ooglyph, the Tasloi Master */   

COPY ~SouthernEdge/creatures/L#NDgno.cre~ ~override~
  SAY NAME1 @27 /* Ghurklu */
  SAY NAME2 @27 /* Ghurklu */  

ACTION_IF (GAME_IS ~bg2ee eet~) BEGIN
 COPY ~SouthernEdge/creatures/L#NDDRE.cre~ ~override~
  SAY NAME1 @28 /* Dreppin */
  SAY NAME2 @28 /* Dreppin */ 
END ELSE BEGIN
 COPY ~SouthernEdge/NoEE/L#NDDRE.cre~ ~override~
  SAY NAME1 @28 /* Dreppin */
  SAY NAME2 @28 /* Dreppin */ 
END 
 
COPY ~SouthernEdge/creatures/L#NDCOW.cre~ ~override~
  SAY NAME1 @29 /* Nessie */
  SAY NAME2 @29 /* Nessie */ 

ACTION_IF (GAME_IS ~bg2ee eet~) BEGIN
 COPY ~SouthernEdge/creatures/L#NDANT.cre~ ~override~
  SAY NAME1 @30 /* Togl, the Cow Healer */
  SAY NAME2 @30 /* Togl, the Cow Healer */ 
END ELSE BEGIN
 COPY ~SouthernEdge/NoEE/L#NDANT.cre~ ~override~
  SAY NAME1 @30 /* Togl, the Cow Healer */
  SAY NAME2 @30 /* Togl, the Cow Healer */ 
END 
 
ACTION_IF (GAME_IS ~bg2ee eet~) BEGIN
 COPY ~SouthernEdge/creatures/L#NDRAT.cre~ ~override~
  SAY NAME1 @31 /* More Than Just a Rat */
  SAY NAME2 @31 /* More Than Just a Rat */ 
END ELSE BEGIN
 COPY ~SouthernEdge/NoEE/L#NDRAT.cre~ ~override~
  SAY NAME1 @31 /* More Than Just a Rat */
  SAY NAME2 @31 /* More Than Just a Rat */ 
END  
  
COPY_EXISTING ~DOGHMA.cre~ ~override/doghma.cre~
 WRITE_EVALUATED_ASCII DEATHVAR        ~DOGHMA~ #32
 
COPY ~SouthernEdge/creatures/L#NDC6M.cre~ ~override~
  SAY NAME1 @32 /* Dwarven Merchant */
  SAY NAME2 @33 /* Dwarven merchant */  
    
COPY ~SouthernEdge/creatures/L#NDCOM1.cre~ ~override~
  SAY NAME1 @125 /* ~Commoner~ */
  SAY NAME2 @125 /* ~Commoner~ */

COPY ~SouthernEdge/creatures/L#NDCOM2.cre~ ~override~
  SAY NAME1 @125 /* ~Commoner~ */
  SAY NAME2 @125 /* ~Commoner~ */
  
COPY ~SouthernEdge/creatures/L#NDCOM3.cre~ ~override~
  SAY NAME1 @125 /* ~Commoner~ */
  SAY NAME2 @125 /* ~Commoner~ */ 
  
COPY ~SouthernEdge/creatures/L#NDCOM4.cre~ ~override~
  SAY NAME1 @125 /* ~Commoner~ */
  SAY NAME2 @125 /* ~Commoner~ */
  
COPY ~SouthernEdge/creatures/L#NDCOM5.cre~ ~override~
  SAY NAME1 @125 /* ~Commoner~ */
  SAY NAME2 @125 /* ~Commoner~ */  
  
COPY ~SouthernEdge/creatures/L#NDCOM6.cre~ ~override~
  SAY NAME1 @125 /* ~Commoner~ */
  SAY NAME2 @125 /* ~Commoner~ */

COPY ~SouthernEdge/creatures/L#NDCOM7.cre~ ~override~
  SAY NAME1 @125 /* ~Commoner~ */
  SAY NAME2 @125 /* ~Commoner~ */
  
COPY ~SouthernEdge/creatures/L#NDCOM8.cre~ ~override~
  SAY NAME1 @125 /* ~Commoner~ */
  SAY NAME2 @125 /* ~Commoner~ */ 
  
COPY ~SouthernEdge/creatures/L#NDCOM9.cre~ ~override~
  SAY NAME1 @125 /* ~Commoner~ */
  SAY NAME2 @125 /* ~Commoner~ */
  
COPY ~SouthernEdge/creatures/L#NDBAR1.cre~ ~override~
  SAY NAME1 @125 /* ~Commoner~ */
  SAY NAME2 @125 /* ~Commoner~ */
  
COPY ~SouthernEdge/creatures/L#NDBAR2.cre~ ~override~
  SAY NAME1 @125 /* ~Commoner~ */
  SAY NAME2 @125 /* ~Commoner~ */
  
COPY ~SouthernEdge/creatures/L#NDBAR3.cre~ ~override~
  SAY NAME1 @125 /* ~Commoner~ */
  SAY NAME2 @125 /* ~Commoner~ */
  
COPY ~SouthernEdge/creatures/L#NDBAR4.cre~ ~override~
  SAY NAME1 @125 /* ~Commoner~ */
  SAY NAME2 @125 /* ~Commoner~ */
    
////////////////////////////////////////
/////////DIALOGUES//////////////////////
////////////////////////////////////////

COMPILE ~SouthernEdge/dialogues/L#NDMAI.d~
        ~SouthernEdge/dialogues/L#NDNIG.d~
        ~SouthernEdge/dialogues/L#NDPRI.d~
        ~SouthernEdge/dialogues/L#NDINN.d~
        ~SouthernEdge/dialogues/L#NDNIB.d~
        ~SouthernEdge/dialogues/L#NDPLA.d~
        ~SouthernEdge/dialogues/L#NDCAT.d~
        ~SouthernEdge/dialogues/L#NDGIR.d~
        ~SouthernEdge/dialogues/L#NDCAR.d~
        ~SouthernEdge/dialogues/L#NDSHO.d~
        ~SouthernEdge/dialogues/L#NDWAN.d~
        ~SouthernEdge/dialogues/L#NDSMU.d~
        ~SouthernEdge/dialogues/L#NDDOO.d~
        ~SouthernEdge/dialogues/BYLANNA.d~
        ~SouthernEdge/dialogues/RIBALD.d~
        ~SouthernEdge/dialogues/L#NDTRA.d~
        ~SouthernEdge/dialogues/L#NDAMA.d~
        ~SouthernEdge/dialogues/L#NDGNO.d~
        ~SouthernEdge/dialogues/CROMWELL.d~
        ~SouthernEdge/dialogues/DOGHMA.d~
        ~SouthernEdge/dialogues/L#NDDRE.d~
        ~SouthernEdge/dialogues/L#NDANT.d~
        ~SouthernEdge/dialogues/L#NDC6M.d~
        ~SouthernEdge/dialogues/L#NDNEI.d~
        ~SouthernEdge/dialogues/L#NDLYD.d~
        ~SouthernEdge/dialogues/L#NDVAM.d~
        ~SouthernEdge/dialogues/L#NDCOM.d~
        

ACTION_IF (GAME_IS ~bg2ee eet~) BEGIN
 COMPILE ~SouthernEdge/dialogues/L#NDBER.d~
END ELSE BEGIN
 COMPILE ~SouthernEdge/dialogues/L#NDBERNoEE.d~
END        
  
////////////////////////////////////////
/////////SCRIPTS////////////////////////
////////////////////////////////////////

COMPILE EVAL ~SouthernEdge/scripts/L#NDMAI.baf~
        ~SouthernEdge/scripts/L#NDCU1.baf~
        ~SouthernEdge/scripts/L#NDCU2.baf~
        ~SouthernEdge/scripts/L#NDCU3.baf~
        ~SouthernEdge/scripts/L#NDCU4.baf~
        ~SouthernEdge/scripts/L#NDCU5.baf~
        ~SouthernEdge/scripts/L#NDCU6.baf~
        ~SouthernEdge/scripts/L#NDCU7.baf~
        ~SouthernEdge/scripts/L#NDCU8.baf~
        ~SouthernEdge/scripts/L#ND09.baf~
        ~SouthernEdge/scripts/L#ND01.baf~
        ~SouthernEdge/scripts/L#ND02.baf~
        ~SouthernEdge/scripts/L#ND03.baf~
        ~SouthernEdge/scripts/L#ND05.baf~
        ~SouthernEdge/scripts/L#ND06.baf~
        ~SouthernEdge/scripts/L#ND07.baf~
        ~SouthernEdge/scripts/L#ND08.baf~
        ~SouthernEdge/scripts/L#ND04.baf~
        ~SouthernEdge/scripts/L#ND11.baf~
        ~SouthernEdge/scripts/L#ND12.baf~
        ~SouthernEdge/scripts/L#ND13.baf~

ACTION_IF (GAME_IS ~bg2ee eet~) BEGIN
 COMPILE EVAL ~SouthernEdge/scripts/L#NDBER.baf~
              ~SouthernEdge/scripts/L#NDCAT.baf~
              ~SouthernEdge/scripts/L#NDTRA.baf~
END ELSE BEGIN
 COMPILE EVAL ~SouthernEdge/NoEE/L#NDBER.baf~
              ~SouthernEdge/NoEE/L#NDCAT.baf~
              ~SouthernEdge/NoEE/L#NDTRA.baf~
END  

EXTEND_BOTTOM ~baldur.bcs~   ~SouthernEdge/scripts/baldur.baf~
EXTEND_BOTTOM ~AR0334.bcs~   ~SouthernEdge/scripts/AR0334.baf~
EXTEND_BOTTOM ~AR0400.bcs~   ~SouthernEdge/scripts/AR0400.baf~
EXTEND_BOTTOM ~AR2000.bcs~   ~SouthernEdge/scripts/AR2000.baf~
EXTEND_BOTTOM ~AR0801.bcs~   ~SouthernEdge/scripts/AR0801.baf~
EXTEND_BOTTOM ~AR0702.bcs~   ~SouthernEdge/scripts/AR0702.baf~
        
////////////////////////////////////////
/////////ITEMS//////////////////////////
////////////////////////////////////////  

COPY ~SouthernEdge/items/L#ndsnt.itm~ ~override~
  SAY NAME1 @34 /* Smuggler's Note */
  SAY NAME2 @34 /* Smuggler's Note */
  SAY DESC @35 /* Sorry, my friend, but you've just helped us with a little smuggling operation. Don't think I'm entirely a black-hearted bastard, though! Here's the dress you wanted. Wear it with grace, hehehe.
  
Rory */

COPY ~SouthernEdge/items/L#ndbag.itm~ ~override~
  SAY NAME1 @36 /* Bag with spices */
  SAY NAME2 @36 /* Bag with spices */
  SAY DESC @37 /* This bag is filled with spices. I am supposed to take it to Inside the Wall Inn. There is a big letter "R" broidered on the bag. */

COPY ~SouthernEdge/items/L#ndiou.itm~ ~override~
  SAY NAME1 @38 /* Ioun Stone */
  SAY NAME2 @39 /* Ioun Stone of Velvet Night */
  SAY DESC @40 /* This Ioun ston is of deep red colour. Even though it looks a bit more raw than other stones of that kind, it has no lesser power. For some reason, it has a bit metalic scent.
  
STATISTICS:

Equipped abilities:
+1 Save vs. Death

Charge abilities:
May cast Larloch's Minor Drain once per day

Weight: 2
 */

COPY ~SouthernEdge/items/L#nddre.itm~ ~override~
  SAY NAME1 @41 /* Mersace's Orange Dress */
  SAY NAME2 @41 /* Mersace's Orange Dress */
  SAY DESC @42 /* This beautiful dress was designed and made by the famous designer Mersace. Anyone wearing it looks simply fabulous!
  
STATISTICS:

+1 Charisma

Weight: 3 */
        
COPY ~SouthernEdge/items/L#ndlis.itm~ ~override~
  SAY NAME1 @43 /* Farewell Letter */
  SAY NAME2 @43 /* Farewell Letter */
  SAY DESC @44 /* To my friends,
  
As you may already know, all my precious figurines are gone. Twenty years of my studies have been ruined. I can do nothing but leave this everything and everyone behind. I am truly sorry, but without my work I am nothing but a worthless old man. Please don't blame yourselves for this.

Niglir */

COPY ~SouthernEdge/items/L#ndpla.itm~ ~override~
  SAY NAME1 @45 /* "The Last Day of Pine Lady" */
  SAY NAME2 @45 /* "The Last Day of Pine Lady" */
  SAY DESC @46 /* This peculiar text seems to be some sort of play - which includes many scenarios involving lots of death and sexual encounters. It seems as though the bard that you met on the second floor of the inn @121 /* Inside the Wall */ was quite fond of using descriptive language and had strange tastes when it came to theatre and what should be rehearsed.
  
It is without doubt one of the most violent scripts that you have ever read.

Weight: 1 lbs. */


ACTION_IF (GAME_IS ~bg2ee eet~) BEGIN
 COPY ~SouthernEdge/items/L#ndsw1.itm~ ~override~
  SAY NAME1 @47 /* Katana */
  SAY NAME2 @48 /* Katana +2 "Fear of the Void" */
  SAY DESC @49 /* This unusual but powerful katana was forged by the Kozakuran blacksmith, Yamishu Katakuro. According to legend, the smith created this weapon for the man with whom he was in love. As he lacked the bravery to confess his feelings, he decided to create a weapon sharp enough to cut apart his doubts and fears. Unfortunately, Katakuro was murdered by bandits before he was able to present the blade to his beloved, who found it with his remains and carried it him for nearly thirty years until his eventual death.

STATISTICS:

Equipped abilities:
 - Intelligence: +2
 - Critical hits with this weapon inflict no additional damage but casts Death Spell

THAC0: +2
Damage: 1d10+2 (slashing)
Speed Factor: 2
Proficiency Type: Katana
Type: One-handed
Requires:
 8 Strength

Weight: 3 */

END ELSE BEGIN
 COPY ~SouthernEdge/NoEE/L#ndsw1.itm~ ~override~
  SAY NAME1 @47 /* Katana */
  SAY NAME2 @48 /* Katana +2 "Fear of the Void" */
  SAY DESC @50 /* This unusual but powerful katana was forged by the Kozakuran blacksmith, Yamishu Katakuro. According to legend, the smith created this weapon for the man with whom he was in love. As he lacked the bravery to confess his feelings, he decided to create a weapon sharp enough to cut apart his doubts and fears. Unfortunately, Katakuro was murdered by bandits before he was able to present the blade to his beloved, who found it with his remains and carried it him for nearly thirty years until his eventual death.

STATISTICS:

Equipped abilities:
 - Intelligence: +2
 - 5% chance to cast a Death Spell upon succesful hit

THAC0: +2
Damage: 1d10+2 (slashing)
Speed Factor: 2
Proficiency Type: Katana
Type: One-handed
Requires:
 8 Strength

Weight: 3 */
END


COPY ~SouthernEdge/items/L#ndfis.itm~ ~override~
  SAY NAME1 @51 /* Fish Bones */
  SAY NAME2 @51 /* Fish Bones */
  SAY DESC @52 /* These fish bones give of a rank stench. You are not sure of how something like this may be useful, but a nagging feeling in your mind tells you that it shouldn't be discarded. Perhaps it is your sixth sense communicating with you.

Weight: 1 lbs. */

COPY ~SouthernEdge/items/L#ndcat.itm~ ~override~
  SAY NAME1 @53 /* Peculiar Journal */
  SAY NAME2 @53 /* Peculiar Journal */
  SAY DESC @54 /* This peculiar journal once belonged to a merchant who died some time ago. It is unremarkable aside from the unusual symbols written all over the pages. Looking at them causes you dizziness and nausea.

You acquired this journal from a talking cat in the Southern Edge.

Weight: 1 lbs. */

COPY ~SouthernEdge/items/L#nddol.itm~ ~override~
  SAY NAME1 @55 /* Doll */
  SAY NAME2 @55 /* Doll */
  SAY DESC @56 /* This doll was only recently crafted and is wearing a neat blue dress. You've heard that this brand of toy can be dressed in all sorts of different clothes, as well as improved by various gadgets sold by toy merchants.

Weight: 1 lbs. */

COPY ~SouthernEdge/items/L#ndwsw.itm~ ~override~
  SAY NAME1 @57 /* Wooden Sword */
  SAY NAME2 @57 /* Wooden Sword */
  SAY DESC @58 /* This wooden sword is more akin to a toy than an actual weapon. It was made by a carpenter in the Southern Edge district.

STATISTICS:

Damage: 1d2 (slashing)
Speed Factor: 2
Proficiency Type: Short Sword
Type: One-handed

Weight: 1 */

COPY ~SouthernEdge/items/L#ndgir.itm~ ~override~
  SAY NAME1 @59 /* Dabarook */
  SAY NAME2 @59 /* Dabarook */
  SAY DESC @60 /* This strange picture book is titled Dabarook and tells a story of a strange spectre that visits children in the dark. It is rather spooky and ominous for children's literature, but you wonder if it was ever published for more than one copy. */


ACTION_IF (GAME_IS ~bg2ee eet~) BEGIN
 COPY ~SouthernEdge/items/L#ndrin.itm~ ~override~
  SAY NAME1 @61 /* Ring */
  SAY NAME2 @62 /* Ring of Sacred Shades */
  SAY DESC @63 /* This holy ring shines with an inner light. Strange moving lights resembling wisps or celestial reflections are caged within. It is warm to the touch.
  
If legends are to be believed, this ring was created by Amaunator to his most loyal servant so that they could protect his other followers from the evil and vile undead. Though any person of good nature may wear the ring, only paladins and clerics may untap its true potential.

STATISTICS:

Equipped abilities:
- Armor Class: +1
- Turn Undead: +4 to effective levels
- Immunity to Level Drain

Weight: 0 */
END ELSE BEGIN
 COPY ~SouthernEdge/NoEE/L#ndrin.itm~ ~override~
  SAY NAME1 @61 /* Ring */
  SAY NAME2 @62 /* Ring of Sacred Shades */
  SAY DESC @64 /* This holy ring shines with an inner light. Strange moving lights resembling wisps or celestial reflections are caged within. It is warm to the touch.
  
If legends are to be believed, this ring was created by Amaunator to his most loyal servant so that they could protect his other followers from the evil and vile undead. Though any person of good nature may wear the ring, only paladins and clerics may untap its true potential.

STATISTICS:

Equipped abilities:
- Armor Class: +1
- Can memorize 2 additional 1st level divine spells
- Immunity to Level Drain

Weight: 0 */
END 

COPY ~SouthernEdge/items/L#ndham.itm~ ~override~
  SAY NAME1 @65 /* Hammer */
  SAY NAME2 @66 /* Hammer of Lucid Surge */
  SAY DESC @67 /* This powerful hammer was the favored weapon of the barbarian Shokhar. She was a skilled fighter that honed her skills among the deadly winds of Icewind Dale. Her trusty hammer was forged in her sister's secret forge, empowered by unusual magical powders made by and purchased from Red Wizards of Thay. The weapon was made with the intention of destroying a chimera - a mighty beast that slew the sisters' younger brother Ghoghdar.

STATISTICS:

Equipped abilities:
 - Magic Resistance: +10%

Combat abilities:
 - Deals one magical damage per hit and transfers it to the wielder

THAC0: +3
Damage: 1d4+3, +1 magical damage
Damage type: Crushing
Speed Factor: 2
Proficiency Type: War Hammer
Type: One-handed
Requires:
 9 Strength

Weight: 5
 */

COPY ~SouthernEdge/items/L#ndmor.itm~ ~override~
  SAY NAME1 @68 /* Morningstar */
  SAY NAME2 @69 /* Morningstar +2 "One Memory Lost" */
  SAY DESC @70 /* This unusual morningstar comes from unknown origins. It is forged from a cold brownish steel and is enchanted with ancient magic. It is said that the weapon is not only a tool of killing but also protects the wielder.

STATISTICS:

Equipped abilities:
 - Slashing Resistance: +25%
 - Crushing Resistance: +5%
 
Combat abilities:
 - 5% chance of dealing 1d6+1 additional acid damage on hit

THAC0: +3
Damage: 2d4+2 (crushing)
Speed Factor: 6
Proficiency Type: Flail/Morning Star
Type: One-handed
Requires:
 11 Strength

Weight: 10
 */

ACTION_IF (GAME_IS ~bg2ee eet~) BEGIN
 COPY ~SouthernEdge/items/L#nddag.itm~ ~override~
  SAY NAME1 @71 /* Dagger */
  SAY NAME2 @72 /* Dagger "Tone-is-gone" */
  SAY DESC @73 /* This dagger has an unusual design, looking as though a small metal snake dances around the blade's handle. It was created as a last resort weapon for a mage-hunting rogue. With the weapon's magic, a thief's sneak attacks are able to dispel their opponents' magical resistances.

STATISTICS:

Equipped abilities:
 - 1 extra attack per round

Combat abilities:
 - Backstabs deal no damage but cast Breach on the target

THAC0: +4
Damage: 1d4+2 (piercing)
Speed Factor: 0
Proficiency Type: Dagger
Type: One-handed
Requires:
 3 Strength

Weight: 1
 */

END ELSE BEGIN
 COPY ~SouthernEdge/NoEE/L#nddag.itm~ ~override~
  SAY NAME1 @71 /* Dagger */
  SAY NAME2 @72 /* Dagger "Tone-is-gone" */
  SAY DESC @74 /* This dagger has an unusual design, looking as though a small metal snake dances around the blade's handle. It was created as a last resort weapon for a mage-hunting rogue. With the weapon's magic, a thief's sneak attacks are able to dispel their opponents' magical resistances.

STATISTICS:

Equipped abilities:
 - 1 extra attack per round

Combat abilities:
 - 8% chance to cast Breach upon succesful hit

THAC0: +4
Damage: 1d4+2 (piercing)
Speed Factor: 0
Proficiency Type: Dagger
Type: One-handed
Requires:
 3 Strength

Weight: 1
 */
END


COPY ~SouthernEdge/items/L#ndsho.itm~ ~override~
  SAY NAME1 @75 /* Boots */
  SAY NAME2 @76 /* Lightdancers */
  SAY DESC @77 /* These light green boots were made for a bard who was once hit by a barrage of two dozen magic missiles simultaneously. Although he somehow survived the assault, he developed a lasting fear of the spell ever since and asked his mage friend to create this pair of boots as a safety precaution.

STATISTICS:

Equipped abilities:
 - Immunity to Magic Missile
 
Weight: 3
 */

COPY ~SouthernEdge/items/L#ndwoo.itm~ ~override~
  SAY NAME1 @78 /* Dark Purewood */
  SAY NAME2 @78 /* Dark Purewood */
  SAY DESC @79 /* This is the wood that Mairo sent you to find. Although it is a bit humid, it should still be usable.

Weight: 3
 */

COPY ~SouthernEdge/items/L#ndgon.itm~ ~override~
  SAY NAME1 @80 /* Gong Mallet */
  SAY NAME2 @81 /* Gong Mallet of the Town */
  SAY DESC @82 /* This old gong mallet doubles as a passable weapon. Although it was never intended to be, it was once wielded by an old soldier by the name of Karo Thatmanner to fend off a pack of wolves that attacked his home town. Karo was without his armor or weapons when the town was attacked and lifted this mallet as an improvised weapon. Somehow he managed to survive the attack.
  
STATISTICS:

Equipped abilities:
 - Armor Class: +1

Combat abilities:
 - 50% chance to instantly kill animals on a successful attack (save vs. death -5 to avoid)

THAC0: +2
Damage: 1d6+2
Damage type: Crushing
Speed Factor: 4
Proficiency Type: Club
Type: One-handed
Requires:
 5 Strength

Weight: 3
 */


COPY ~SouthernEdge/items/L#ndsna.itm~ ~override~
  SAY NAME1 @83 /* Pretzel */
  SAY NAME2 @83 /* Pretzel */
  SAY DESC @84 /* This pretzel looks very tasty. You got it from a baker from Southern Edge after you helped him to learn good berries spell.

STATISTICS:

+2 maximum HP (permament bonus)
 */


COPY ~SouthernEdge/items/L#ndman.itm~ ~override~
  SAY NAME1 @85 /* How to Make a Box of Claws */
  SAY NAME2 @85 /* How to Make a Box of Claws */
  SAY DESC @86 /* This note contains instructions on how to craft a Box of Claws, a special container designed to trap unusual monsters. You were asked to take this note to the carpenter along with the dark purewood that you acquired.

Weight: 1
 */

COPY ~SouthernEdge/items/L#ndbox.itm~ ~override~
  SAY NAME1 @87 /* Box of Claws */
  SAY NAME2 @87 /* Box of Claws */
  SAY DESC @88 /* This item is known as a Box of Claws and is designed to cage an unusual parasite - or more specifically, its power. Its name comes from the splinters and spikes that fill the inner side of the box, which resemble gnarled and spiky claws.
  
Weight: 1 */

COPY ~SouthernEdge/items/L#ndcoo.itm~ ~override~
  SAY NAME1 @89 /* Cooking Supplies */
  SAY NAME2 @89 /* Cooking Supplies */
  SAY DESC @90 /* You were asked to deliver these cooking supplies to the Adventurer's Mart in Waukeen's Promenade.
  
Weight: 10 */

COPY ~SouthernEdge/items/L#ndgau.itm~ ~override~
  SAY NAME1 @91 /* Gauth's Eyestalk */
  SAY NAME2 @91 /* Gauth's Eyestalk */
  SAY DESC @92 /* This was the eyestalk of a gauth you found in a cave, which had made itself the master of a band of tasloi. You are not certain of how it may be useful.
  
Weight: 5 */

COPY ~SouthernEdge/items/L#ndha1.itm~ ~override~
  SAY NAME1 @93 /* Ghurklu's Halberd */
  SAY NAME2 @93 /* Ghurklu's Halberd */
  SAY DESC @94 /* This halberd belongs to Ghurklu, a gnoll that wants to protect his home from a horde of goblinoids. It was a gift from his brother, who died some time ago.
  
STATISTICS:

Combat abilities:
 - Kills goblins and kobolds instantly on hit

THAC0: +2
Damage: 1d10 
Speed Factor: 7
Proficiency Type: Halberd
Type: Two-handed
Requires:
 13 Strength

Weight: 12 */

COPY ~SouthernEdge/items/L#ndha2.itm~ ~override~
  SAY NAME1 @95 /* Ghurklu's Destroyed Halberd */
  SAY NAME2 @95 /* Ghurklu's Destroyed Halberd */
  SAY DESC @96 /* This halberd belongs to Ghurklu, a gnoll that wants to protect his home from a horde of goblinoids. It was a gift from his brother, who died some time ago. You agreed to find a way to fix it.

Weight: 12 */

COPY ~SouthernEdge/items/L#ndnec.itm~ ~override~
  SAY NAME1 @97 /* Necklace */
  SAY NAME2 @98 /* Necklace of Primal Lore */
  SAY DESC @99 /* This peculiar amulet is said to hold ancient primal knowledge on the laws of nature, spirits and ancient deities. It was a gift to you from Ghurklu the gnoll for fixing his halberd.

STATISTICS:

Lore: +20

Weight: 1 */

COPY ~SouthernEdge/items/L#ndhel.itm~ ~override~
  SAY NAME1 @100 /* Helmet */
  SAY NAME2 @101 /* Library of Thoughts */
  SAY DESC @102 /* This helmet may only be worn by mages and bards. It amplifies the wearer's magical power and grants them greater skill. Tales say that it was designed by the elven bard Sillya Moontone for her daughter. It was her way of saying that her little girl was big enough to begin her own adventure to fight for what she cares about.
  
It is said that magical items such as this can only be forged with components taken from the remains of powerful monsters. Luckily, Sillya's daughter never discovered what was used to create this helmet. It has been reforged by the smith Cromwell and retains its power.

STATISTICS:

Charge abilities:
 - May cast Magic Missile, Command and Insect Plague 1x/day each

Equipped abilities:
 - Decrease spellcasting time by 1
 - Vocalize

Weight: 2 */

COPY ~SouthernEdge/items/L#ndant.itm~ ~override~
  SAY NAME1 @103 /* Antidote for Nessie */
  SAY NAME2 @103 /* Antidote for Nessie */
  SAY DESC @104 /* This is the antidote that you promised to bring to Dreppin so that he may cure his cow Nessie... again.

Weight: 1 */

COPY ~SouthernEdge/items/L#ndSW3.itm~ ~override~
  SAY NAME1 @105 /* Short Sword */
  SAY NAME2 @106 /* Short Sword +5 "Doom Comes At Short Legs" */
  SAY DESC @107 /* This magical sword is a powerful artifact created by a halfling for his beloved, a bard. Thousands of beasts have fallen to this blade and enhanced its power with their deaths. According to legend, the first bard that carried the blade, Clawy Chuckmutter, once saved his land from a magical beast that was a hybrid of dragon and wolf. The details of the creature are so unbelievable that its truthfulness is questionable.
  
Due to the sword's nature, it may only be wielded by halfling rogues.

STATISTICS:

Equipped abilities:
 - Luck: +2
 - Saving Throws: +2

Combat abilities:
 - 70% chance to apply -5% cumulative piercing resistance for 8 seconds on hit

THAC0: +5
Damage: 1d6+5 (piercing)
Speed Factor: 0
Proficiency Type: Short Sword
Type: One-handed
Requires:
 5 Strength

Weight: 3 */

COPY ~SouthernEdge/items/L#ndSW2.itm~ ~override~
  SAY NAME1 @108 /* Long Sword */
  SAY NAME2 @109 /* Long Sword of No Regrets +4 */
  SAY DESC @110 /* This magical sword burns with a hot amber light. It was forged for the Scream Blooms, an order of paladins, to aid them in eliminating traitors among them. It is difficult to say whether the flames that embrace the blade burn with the power of wrath, order or vengeance.
  
STATISTICS:

Equipped abilities:
 - +2 bonus to THAC0 and Armor Class against charmed enemies

Combat abilities:
 - 75% chance to deal one additional magic fire damage on hit

THAC0: +4
Damage: 1d8+4 (slashing)
Speed Factor: 2
Proficiency Type: Long Sword
Type: One-handed
Requires:
 6 Strength

Weight: 2 */


ACTION_IF (GAME_IS ~bg2ee eet~) BEGIN
 COPY ~SouthernEdge/items/L#ndrob.itm~ ~override~
  SAY NAME1 @111 /* Robe */
  SAY NAME2 @112 /* Robe of the Faithful Archmagi */
  SAY DESC @113 /* Robes such as these are often worn by those that are trained in the ways of both arcane and faith. It provides more than simple protection, amplifying the wearer's knowledge and wisdom. With these powers, the wearer can perform miracles and burn those that oppose them.

STATISTICS:

Equipped abilities:
 - Armor Class: 4
 - Decrease casting time by 1
 - Wisdom: +1
 - Intelligence: +1
 - Turn Undead: +2 effective levels

Weight: 6 */
END ELSE BEGIN
 COPY ~SouthernEdge/NoEE/L#ndrob.itm~ ~override~
  SAY NAME1 @111 /* Robe */
  SAY NAME2 @112 /* Robe of the Faithful Archmagi */
  SAY DESC @114 /* Robes such as these are often worn by those that are trained in the ways of both arcane and faith. It provides more than simple protection, amplifying the wearer's knowledge and wisdom. With these powers, the wearer can perform miracles and burn those that oppose them.

STATISTICS:

Equipped abilities:
 - Armor Class: 4
 - Decrease casting time by 1
 - Wisdom: +1
 - Intelligence: +1
 - Protection from diseases

Weight: 6 */
END



COPY ~SouthernEdge/items/L#ndscr1.itm~ ~override~
  SAY NAME1 @115 /* Scroll */
  SAY NAME2 @116 /* Lesser Scroll of Memory */
  SAY DESC @117 /* This scroll magically expands the reader's memory capacity. While it is usually used by scribes and librarians to assist in their line of work, it is also useful for mages due to their need to memorise spells. The reader of this scroll is permanently able to cast one more arcane spell of 1st and 2nd level.
  
This scroll may not be used by sorcerers. */

COPY ~SouthernEdge/items/L#ndscr2.itm~ ~override~
  SAY NAME1 @115 /* Scroll */
  SAY NAME2 @118 /* Scroll of Memory */
  SAY DESC @119 /* This scroll magically expands the reader's memory capacity. While it is usually used by scribes and librarians to assist in their line of work, it is also useful for mages due to their need to memorise spells. The reader of this scroll is permanently able to cast one more arcane spell of 3rd level and gains +10 bonus lore.
  
This scroll may not be used by sorcerers. */

////////////////////////////////////////
/////////STORES/////////////////////////
////////////////////////////////////////

COPY ~SouthernEdge/stores/l#NDPRI.sto~  ~override/l#NDPRI.sto~
  SAY 0xc @120 /* Temple of Helm */
  
COPY ~SouthernEdge/stores/l#NDINN.sto~  ~override/l#NDINN.sto~
  SAY 0xc @121 /* Inside the Wall */  

COPY ~SouthernEdge/stores/l#NDWAN.sto~  ~override/l#NDWAN.sto~
  SAY 0xc @122 /* Wand Shop */  
  
COPY ~SouthernEdge/stores/l#NDSHO.sto~  ~override/l#NDSHO.sto~
  SAY 0xc @123 /* Southern Edge Merchant */  

COPY ~SouthernEdge/stores/l#NDc6m.sto~  ~override/l#NDc6m.sto~
  SAY 0xc @32 /* Dwarven Merchant */  
  
COPY_EXISTING ~shop01.sto~ ~override/shop01.sto~
ADD_STORE_ITEM ~misc1i~ #1 #0 #0 ~IDENTIFIED~ #1
    
////////////////////////////////////////
/////////AUDIO//////////////////////////
////////////////////////////////////////


ACTION_IF ("%LANGUAGE%" STR_EQ "Polish") THEN BEGIN
  COPY ~SouthernEdge/AudioPL~ ~SouthernEdge/SOUNDS~
 END ELSE BEGIN
  COPY ~SouthernEdge/Audio~ ~SouthernEdge/SOUNDS~
END

LAF HANDLE_AUDIO
  STR_VAR audio_path = ~SouthernEdge/SOUNDS~
END


///////////////////////////////////////////////
///////////////////////////////////////////////
///////////////////////////////////////////////

// map icon index in mapicons.bam
ACTION_IF GAME_IS ~eet~ BEGIN
  ACTION_DEFINE_ASSOCIATIVE_ARRAY remapped_icons BEGIN 10 => 179 END
END ELSE ACTION_IF GAME_IS ~bg2ee~ BEGIN
  INCLUDE ~%MOD_FOLDER%/Worldmap/add_map_icons_ee.tpa~
  LAF ADD_MAP_ICONS_EE STR_VAR path_to_icons = EVAL ~%MOD_FOLDER%/Worldmap/ee/icon.bam~ patch_to_pvrz = EVAL ~%MOD_FOLDER%/Worldmap/ee~ RET new_icon_index END
  ACTION_DEFINE_ASSOCIATIVE_ARRAY remapped_icons BEGIN 10 => ~%new_icon_index%~ END
  STRING_SET 23084 @4000300 //Traveling Hours -> Hours
  STRING_SET 5684 @4000301 //Destination Unreachable -> Unreachable
END ELSE BEGIN //bg2, bgt
  INCLUDE ~%MOD_FOLDER%/Worldmap/add_map_icons.tpa~
  LAF ADD_MAP_ICONS STR_VAR path_to_icons = EVAL ~%MOD_FOLDER%/Worldmap/bg/icon.bam~ RET new_icon_index END
  ACTION_DEFINE_ASSOCIATIVE_ARRAY remapped_icons BEGIN 10 => ~%new_icon_index%~ END
END

// patch WMP using TBL files
INCLUDE ~%MOD_FOLDER%/Worldmap/add_worldmap_tbl.tpa~
LAF ADD_WORLDMAP_TBL
  INT_VAR
  verbose = 0
  inclSv = include_saves
  add_x = wmp_xCoord_SoA
  add_y = wmp_yCoord_SoA
  patch_bp_files = 1
  patch_mastarea = 1
  STR_VAR
  path_to_areas = EVAL ~%MOD_FOLDER%/Worldmap/areas_bg2.tbl~
  path_to_areas_bp = EVAL ~%MOD_FOLDER%/Worldmap/areas.tbl~
  path_to_links = EVAL ~%MOD_FOLDER%/Worldmap/links.tbl~
  path_to_trans = EVAL ~%MOD_FOLDER%/Translations/%LANGUAGE%/worldmap.tra~
  icons_table = remapped_icons
END


///////////////////////////////////////////////
///////////////////////////////////////////////
///////////////////////////////////////////////

// handle item descriptions
ACTION_IF (ENGINE_IS ~bgee bg2ee~) BEGIN

  OUTER_SPRINT usab @9000 // ~Usable[ %tab%]+[Bb]y[ %tab%]*:~
  OUTER_SPRINT unus @9001 // ~\(Not[ %tab%]+\|Un\)[Uu]sable[ %tab%]+[Bb]y[ %tab%]*:~
  
  INCLUDE ~southernedge/update_item_descriptions_to_bgee.tpa~

  ACTION_FOR_EACH directory IN items noee BEGIN
    ACTION_BASH_FOR ~SouthernEdge/%directory%~ ~.*\.itm~ BEGIN // get a list of .itm files in the mod directory
      ACTION_IF FILE_EXISTS_IN_GAME ~%BASH_FOR_FILE%~ BEGIN // sanity check
        COPY_EXISTING ~%BASH_FOR_FILE%~ override // load those files from override, i.e. with descriptions already SAY'ed
          LPF update_item_descriptions_to_bgee END // patch the description
        BUT_ONLY
      END
    END
  END

END


// end of main component
