--[[ Script Name : SpawnScripts/Graystone/AngusFallowfur.lua Script Purpose : Angus Fallowfur Script Author : Scatman Script Date : 2009.09.27 Script Notes : --]] -- Quest ID's local A_TIME_FOR_FIGHTING = 289 function hailed(NPC, Spawn) FaceTarget(NPC, Spawn) RandomVoice(NPC, Spawn) if HasCompletedQuest(Spawn, A_TIME_FOR_FIGHTING) then Say(NPC, "Just keep walking.", Spawn) elseif HasQuest(Spawn, A_TIME_FOR_FIGHTING) then LittleBusyWithQuest(NPC, Spawn) else Say(NPC, "I'm a little busy right now, sorry.") end end function healthchanged(NPC, Spawn) local hp_percent = GetHP(NPC) / GetMaxHP(NPC) if hp_percent <= 0.25 then SpawnSet(NPC, "attackable", 0) SpawnSet(NPC, "show_level", 0) AddTimer(NPC, 500, "StopAttacking", 1, Spawn) end end function StopAttacking(NPC, Spawn) Say(NPC, "This is over.", Spawn) ClearHate(NPC) ClearEncounter(NPC) end function RandomVoice(NPC, Spawn) local choice = math.random(1, 3) if choice == 1 then PlayFlavor(NPC, "voiceover/english/voice_emotes/greetings/greetings_1_1002.mp3", "", "", 0, 0, Spawn) elseif choice == 2 then PlayFlavor(NPC, "voiceover/english/voice_emotes/greetings/greetings_2_1002.mp3", "", "", 0, 0, Spawn) else PlayFlavor(NPC, "voiceover/english/voice_emotes/greetings/greetings_3_1002.mp3", "", "", 0, 0, Spawn) end end --------------------------------------------------------------------------------------------------- -- QUEST 1 --------------------------------------------------------------------------------------------------- function LittleBusyWithQuest(NPC, Spawn) FaceTarget(NPC, Spawn) conversation = CreateConversation() if not QuestStepIsComplete(Spawn, A_TIME_FOR_FIGHTING, 2) then AddConversationOption(conversation, "Oh, wow. I saw a shining light up here and thought someone had installed a lighthouse, guess it was just your forehead.", "dlg_8_1") AddConversationOption(conversation, "A little busy doing what? Standing here like a lamppost?", "dlg_5_1") AddConversationOption(conversation, "Only a little busy?", "dlg_6_1") AddConversationOption(conversation, "Why be sorry? It saved me what would probably be a boring conversation.", "dlg_7_1") StartConversation(conversation, NPC, Spawn, "I'm a little busy right now, sorry.") else Say(NPC, "Just keep walking.", Spawn) end end function dlg_5_1(NPC, Spawn) FaceTarget(NPC, Spawn) conversation = CreateConversation() AddConversationOption(conversation, "I see.") StartConversation(conversation, NPC, Spawn, "I'm contemplating, if you must know.") end function dlg_6_1(NPC, Spawn) FaceTarget(NPC, Spawn) conversation = CreateConversation() AddConversationOption(conversation, "Indeed.") StartConversation(conversation, NPC, Spawn, "Busy enough to want you to leave.") end function dlg_7_1(NPC, Spawn) FaceTarget(NPC, Spawn) conversation = CreateConversation() AddConversationOption(conversation, "That makes two of us.") StartConversation(conversation, NPC, Spawn, "And me as well.") end function dlg_8_1(NPC, Spawn) FaceTarget(NPC, Spawn) conversation = CreateConversation() AddConversationOption(conversation, "Shiny!", "dlg_8_2") AddConversationOption(conversation, "Glossy!", "dlg_8_2") AddConversationOption(conversation, "Reflective!", "dlg_8_2") AddConversationOption(conversation, "B-A-L-D.", "dlg_8_2") AddConversationOption(conversation, "Sorry, no. I'll be going now.") StartConversation(conversation, NPC, Spawn, "Did I hear that correctly?") end function dlg_8_2(NPC, Spawn) SetStepComplete(Spawn, A_TIME_FOR_FIGHTING, 2) FaceTarget(NPC, Spawn) conversation = CreateConversation() SpawnSet(NPC, "attackable", 1) SpawnSet(NPC, "show_level", 1) AddHate(Spawn, NPC, 1) PlayFlavor(NPC, "voiceover/english/tutorial_revamp/angus_fallowfur/qey_village03/quest_angus_fallowfur_fightover_6c8d9e55.mp3", "This is over.", "", 577369163, 1894242120, Spawn) AddConversationOption(conversation, "We'll see!") StartConversation(conversation, NPC, Spawn, "You're going down!") end