--[[ Script Name : SpawnScripts/BrawlersDojo/afirstcircleadept.lua Script Author : Dorbin Script Date : 2022.12.18 12:12:52 Script Purpose : : --]] require "SpawnScripts/Generic/DialogModule" require "SpawnScripts/Generic/CombatModule" function spawn(NPC, Spawn) combatModule(NPC, Spawn) AddTimer(NPC, math.random(2000,5000), "EmoteLoop") SetTempVariable(NPC,"Talking","false") SetTempVariable(NPC,"Reset",nil) end function hailed(NPC, Spawn) if HasQuest(Spawn,5790) and GetQuestStepProgress(Spawn,5790,3)==0 then SpawnSet(NPC,"mood_state",0) SpawnSet(NPC,"visual_state",0) PlayAnimation(NPC,10871) SetTempVariable(NPC,"Talking","true") FaceTarget(NPC, Spawn) Dialog.New(NPC, Spawn) Dialog.AddDialog("Glad you made it! Was the island as difficult as I remember?") Dialog.AddVoiceover("voiceover/english/human_eco_good_1/ft/human/human_eco_good_1_hail_gm_5ec5f221.mp3",3870261841, 3828605353) PlayFlavor(NPC, "", "", "",0,0 , Spawn, 0) Dialog.AddOption("The Isle of Refuge? I made it here, didn't I? Let's spar.","Dialog1") Dialog.Start() end end function Dialog1(NPC, Spawn) FaceTarget(NPC, Spawn) PlayFlavor(NPC, "", "", "nod", 0, 0, Spawn, 0) AddTimer(NPC,3000,"attack",1,Spawn) end function attack(NPC,Spawn) SpawnSet(NPC,"attackable",1) SpawnSet(NPC,"show_level",1) Attack(NPC,Spawn) end function aggro(NPC,Spawn) if GetTempVariable(NPC,"Reset")== nil then else ClearHate(NPC, Spawn) SetInCombat(Spawn, false) SetInCombat(NPC, false) ClearEncounter(NPC) SetTarget(Spawn,nil) end end function healthchanged(NPC, Spawn) if GetHP(NPC) < GetMaxHP(NPC) * 0.26 then SpawnSet(NPC,"attackable",0) SpawnSet(NPC,"show_level",0) -- if IsInCombat(NPC,Spawn) then SetTempVariable(NPC,"Reset",1) ClearHate(NPC, Spawn) SetInCombat(Spawn, false) SetInCombat(NPC, false) ClearEncounter(NPC) SetTarget(Spawn,nil) -- end AddTimer(NPC,1500,"end2",1,Spawn) AddTimer(NPC,3000,"bow",1,Spawn) AddTimer(NPC,5000,"bow2",1,Spawn) end end function end2(NPC,Spawn) ClearHate(NPC, Spawn) SetInCombat(Spawn, false) SetInCombat(NPC, false) ClearEncounter(NPC) SetTarget(Spawn,nil) end function bow(NPC,Spawn) SetStepComplete(Spawn,5790,3) PlayFlavor(NPC, "", "","bow",0, 0) end function bow2(NPC,Spawn) Runback(NPC) SetTempVariable(NPC,"Talking","false") SpawnSet(NPC,"visual_state",11420) end function respawn(NPC) spawn(NPC) end function EmoteLoop(NPC) if GetTempVariable(NPC,"Talking")== "false"then SpawnSet(NPC, "action_state", 0) local choice = MakeRandomInt(1,10) if choice == 1 then PlayFlavor(NPC,"","","bostaff_attack") AddTimer(NPC, 2100, "Idle") elseif choice == 2 then PlayFlavor(NPC,"","","bostaff_attack01") AddTimer(NPC, 1700, "Idle") elseif choice == 3 then PlayFlavor(NPC,"","","bostaff_attack02") AddTimer(NPC, 2400, "Idle") elseif choice == 4 then PlayFlavor(NPC,"","","bostaff_attack03") AddTimer(NPC, 3200, "Idle") elseif choice == 5 then PlayFlavor(NPC,"","","bostaff_kick") AddTimer(NPC, 3700, "Idle") elseif choice == 6 then PlayFlavor(NPC,"","","bostaff_dodge_forehand") AddTimer(NPC, 1500, "Idle") else PlayFlavor(NPC,"","","bostaff_taunt_combat_art") AddTimer(NPC, 3500, "Idle") end else local timer = MakeRandomInt(1500,2500) AddTimer(NPC, timer, "EmoteLoop") end end function Idle(NPC) if GetTempVariable(NPC,"Talking")== "false"then PlayAnimation(NPC, 101) SpawnSet(NPC, "action_state", 101) end local timer = MakeRandomInt(1500,2500) AddTimer(NPC, timer, "EmoteLoop") end function death(NPC,Spawn) Despawn(NPC) end function victory(NPC) SetTempVariable(NPC,"Reset",nil) SetTempVariable(NPC,"Talking","false") end