--[[ Script Name : SpawnScripts/Oakmyst/AdalinEmerael.lua Script Purpose : Adalin Emerael Script Author : Scatman Script Date : 2009.10.02 Script Notes : Updated quest links - 2/8/2022 Dorbin --]] local HIGH_ELF = 8 local HIGH_ELF_MENTOR_QUEST_5 = 227 local QUEST_1 = 5470 function spawn(NPC) ProvidesQuest(NPC, QUEST_1) end function hailed(NPC, Spawn) FaceTarget(NPC, Spawn) conversation = CreateConversation() if HasQuest(Spawn, HIGH_ELF_MENTOR_QUEST_5) then AddConversationOption(conversation, "I come on behalf of Vindain, from Castleview Hamlet.", "WhatNews") end if HasCompletedQuest(Spawn, QUEST_1) then Say(NPC, "Thank you for your help.", Spawn) elseif HasQuest(Spawn, QUEST_1) then OnQuest1(NPC, Spawn, conversation) else if GetRace(Spawn) == HIGH_ELF then NotAlwaysSoBusy(NPC, Spawn, conversation) else PlayFlavor(NPC, "voiceover/english/tutorial_revamp/adalin_emerael/qey_adv01_oakmyst_revamp/qst_adalin_notonquest_5a7f745c.mp3", "Good day to you.", "", 16696239, 3805917441, Spawn) end end end function respawn(NPC) spawn(NPC) end ---------------------------------------------------------------------------------------------------------------- -- HIGH_ELF_MENTOR_QUEST_5 ---------------------------------------------------------------------------------------------------------------- function WhatNews(NPC, Spawn) FaceTarget(NPC, Spawn) conversation = CreateConversation() AddConversationOption(conversation, "A corrupted sunshimmer sprite made its way into Castleview Hamlet. Vindain sent me to talk to you because of what that means...", "ThingsAreNotPleasant") StartConversation(conversation, NPC, Spawn, "And what news does he send?") end function ThingsAreNotPleasant(NPC, Spawn) if HasQuest(Spawn, HIGH_ELF_MENTOR_QUEST_5) then SetStepComplete(Spawn, HIGH_ELF_MENTOR_QUEST_5, 1) end FaceTarget(NPC, Spawn) conversation = CreateConversation() if not HasQuest(Spawn, QUEST_1) and not HasCompletedQuest(Spawn, QUEST_1) then AddConversationOption(conversation, "What is going on?", "Corruption") end AddConversationOption(conversation, "So I have heard.") StartConversation(conversation, NPC, Spawn, "... for Oakmyst. We know. Things are not pleasant here right now.") end function Corruption(NPC, Spawn) FaceTarget(NPC, Spawn) conversation = CreateConversation() AddConversationOption(conversation, "What can I do to help?", "ToHelp") AddConversationOption(conversation, "I will return if I get time.") StartConversation(conversation, NPC, Spawn, "Corruption, and perhaps more. It is too early, and the information is too scattered, to know anything for certain. We can use all the help we can get at this point.") end ---------------------------------------------------------------------------------------------------------------- -- QUEST 1 ---------------------------------------------------------------------------------------------------------------- function NotAlwaysSoBusy(NPC, Spawn, conversation) AddConversationOption(conversation, "What do you mean?", "WhatDoYouMean") StartConversation(conversation, NPC, Spawn, "The oakmyst was not always so busy.") end function WhatDoYouMean(NPC, Spawn, conversation) FaceTarget(NPC, Spawn) conversation = CreateConversation() AddConversationOption(conversation, "Why do you wish that?", "WhyDoYouWishThat") StartConversation(conversation, NPC, Spawn, "At one point in time, this forest was a lonely place. This is not so true anymore, thought I wish it were.") end function WhyDoYouWishThat(NPC, Spawn, conversation) FaceTarget(NPC, Spawn) conversation = CreateConversation() AddConversationOption(conversation, "What can I do to help?", "ToHelp") AddConversationOption(conversation, "That is most unfortunate. I will return later if I can help.") StartConversation(conversation, NPC, Spawn, "Corruption has found hold here. The source of this corruption we do not know. All we can do for now is react and hope more information come to light soon enough.") end function ToHelp(NPC, Spawn) FaceTarget(NPC, Spawn) conversation = CreateConversation() AddConversationOption(conversation, "A gnoll in Oakmyst?", "AGnollInOakmyst") StartConversation(conversation, NPC, Spawn, "I am glad to hear you ask. I was in the process of clearing out the corruption in Oakmyst when I was attacked by a gnoll.") end function AGnollInOakmyst(NPC, Spawn) FaceTarget(NPC, Spawn) conversation = CreateConversation() AddConversationOption(conversation, "What must I do?", "WhatMustIDo") AddConversationOption(conversation, "Sorry, not today.") StartConversation(conversation, NPC, Spawn, "Hard to believe, I know. The guards didn't believe me either. It did happen, though. I am no fighter, and if I am attacked again I may not survive. I would ask of you a dangerous favor.") end function WhatMustIDo(NPC, Spawn) FaceTarget(NPC, Spawn) conversation = CreateConversation() AddConversationOption(conversation, "Where are the trees?", "WhereAreTrees") StartConversation(conversation, NPC, Spawn, "Cleanse the trees of the Oakmyst. Be careful, gnolls may be lurking nearby. If you do find a gnoll, it is important you bring proof of its existence to a guard. If my words are not proof enough we shall find something that suffices.") end function WhereAreTrees(NPC, Spawn) FaceTarget(NPC, Spawn) conversation = CreateConversation() AddConversationOption(conversation, "I will, thank you.", "OfferQuest1") StartConversation(conversation, NPC, Spawn, "There is one just weest of the gates to Castleview Hamlet. Another is just east of the Western Falls west of the first tree. The final tree is east of the entrance to the docks on the western end of the forest. Remember, be wary of gnolls.") end function OfferQuest1(NPC, Spawn) FaceTarget(NPC, Spawn) OfferQuest(NPC, Spawn, QUEST_1) end function OnQuest1(NPC, Spawn, conversation) if GetQuestStep(Spawn, QUEST_1) <= 4 then if GetQuestStep(Spawn, QUEST_1) == 4 then AddConversationOption(conversation, "Yes, they have.", "TreesCleansed") else AddConversationOption(conversation, "No, not yet.") end StartConversation(conversation, NPC, Spawn, "Have the trees been cleansed?") else Say(NPC, "Please, take the proof to Lieutenant Charlin. The Qeynos Guard must be alerted.", Spawn) end end function TreesCleansed(NPC, Spawn) FaceTarget(NPC, Spawn) conversation = CreateConversation() AddConversationOption(conversation, "Yes, I did. I got his paw.", "GotPaw") StartConversation(conversation, NPC, Spawn, "Good, good. It is a small step for us, but an important one. Did you encounter any gnolls?") end function GotPaw(NPC, Spawn) SetStepComplete(Spawn, QUEST_1, 4) FaceTarget(NPC, Spawn) conversation = CreateConversation() AddConversationOption(conversation, "You're welcome.") StartConversation(conversation, NPC, Spawn, "Now the Qeynos Guard will have to believe me. Show the paw to Lieutenant Charlin. I'm sure it will interest him greatly. Thank you, " .. GetName(Spawn) .. ", for what you've done. ") end