--[[ Script Name : SpawnScripts/Oakmyst/MarvBoilfist.lua Script Purpose : Marv Boilfist Script Author : Scatman Script Date : 2009.10.07 Script Notes : --]] local DWARF = 2 local DWARF_MENTOR_QUEST_FROM_MAV = 288 -- A Missing Husband local QUEST_1 = 526 --Booze in the Drink local QUEST_LAST_IN_OAKMYST = 211 -- Clean up function spawn(NPC) ProvidesQuest(NPC, QUEST_1) end function hailed(NPC, Spawn) FaceTarget(NPC, Spawn) conversation = CreateConversation() if HasQuest(Spawn, DWARF_MENTOR_QUEST_FROM_MAV) then SetStepComplete(Spawn, DWARF_MENTOR_QUEST_FROM_MAV, 1) AddConversationOption(conversation, "Mav sent me to check up on you.", "Mav") end if HasCompletedQuest(Spawn, QUEST_1) then if HasCompletedQuest(Spawn, QUEST_LAST_IN_OAKMYST) then Say(NPC, "I heard ya created quite a stir, good job to you.", Spawn) else Say(NPC, "Thanks again for your help.", Spawn) end elseif HasQuest(Spawn, QUEST_1) then OnQuest1(NPC, Spawn, conversation) else if GetRace(Spawn) == DWARF then IfItIsntOneThing(NPC, Spawn, conversation) else NotDwarf(NPC, Spawn) end end end function respawn(NPC) spawn(NPC) end function NotDwarf(NPC, Spawn) local choice = math.random(1, 3) if choice == 1 then PlayFlavor(NPC, "voiceover/english/tutorial_revamp/marv_boilfist/qey_adv01_oakmyst_revamp/qst_marv_notonquest_1cfb7ccc.mp3", "Come back when you're a dwarf, maybe we'll chat some! Har har har!", "", 2659151540, 1499434670, Spawn) elseif choice == 2 then PlayFlavor(NPC, "voiceover/english/tutorial_revamp/marv_boilfist/qey_adv01_oakmyst_revamp/qst_marv_notonquest_12fcbc1c.mp3", "Everyone else seems to think this place is so exciting, not me though.", "", 2722242117, 3678566567, Spawn) elseif choice == 3 then PlayFlavor(NPC, "voiceover/english/tutorial_revamp/marv_boilfist/qey_adv01_oakmyst_revamp/qst_marv_notonquest_8a49edfc.mp3", "If you're headin' to Graystone Yard, tell Mav I'm not drinking... yet!", "", 796198495, 1984404688, Spawn) end end ---------------------------------------------------------------------------------------------- -- DWARF_MENTOR_QUEST_FROM_MAV ---------------------------------------------------------------------------------------------- function Mav(NPC, Spawn) FaceTarget(NPC, Spawn) conversation = CreateConversation() if not HasQuest(Spawn, QUEST_1) and not HasCompletedQuest(Spawn, QUEST_1) then AddConversationOption(conversation, "Sure I can help.", "ICanHelp") AddConversationOption(conversation, "Sorry, not right now.") StartConversation(conversation, NPC, Spawn, "Hah, that means she thinks I'm either in trouble or drunk. Lucky for me, it's not the latter. I'm glad you showed up, how would you like to help me?") else AddConversationOption(conversation, "Sure.") StartConversation(conversation, NPC, Spawn, "Hah, that means she thinks I'm either in trouble or drunk. Lucky for me, it's not the latter. Would ya let her know for me?") end end ---------------------------------------------------------------------------------------------- -- QUEST 1 ---------------------------------------------------------------------------------------------- function IfItIsntOneThing(NPC, Spawn, conversation) AddConversationOption(conversation, "What's wrong with today?", "WrongToday") StartConversation(conversation, NPC, Spawn, "If it isn't one thing, it's another. Have you ever had one of those bad days?") end function WrongToday(NPC, Spawn) FaceTarget(NPC, Spawn) conversation = CreateConversation() AddConversationOption(conversation, "Sure I can help.", "ICanHelp") AddConversationOption(conversation, "Not right now.") StartConversation(conversation, NPC, Spawn, "Enough things have gone wrong that I'm considerin' cuttin' my losses and goin' home. If you're every in a position to cut your losses--and it sounds appealing--then you know you're havin' a bad day. I'm at my wit's end! Any chance I could get some help from ya?") end function ICanHelp(NPC, Spawn) FaceTarget(NPC, Spawn) conversation = CreateConversation() AddConversationOption(conversation, "What can I do to help?", "WhatCanIDo") StartConversation(conversation, NPC, Spawn, "That's the first good news I've had all day. I've been waitin' here for word from the courier who dropped off these barrels. He first brought me the wonderful news that my shipment had been dumped in the water here in Oakmyst. So he brought me a partial shipment, a lotta good that does me. He takes off without a second thought, I told him to get someone to come help me but I don't think he remembered. So I'm sittin' here, can't move this shipment without the rest of it, unless I wanna waste a lot of moving fees. And I can't leave this shipment here unless I wanna risk it gettin' stolen.") end function WhatCanIDo(NPC, Spawn) FaceTarget(NPC, Spawn) conversation = CreateConversation() AddConversationOption(conversation, "I can do that.", "OfferQuest1") StartConversation(conversation, NPC, Spawn, "You can get the rest of the shipment for me. It's in the drink right now. If you head west you'll get to the docks. Once you're there hop on in and start pulling up the shipment. Once you've collected it you can bring it back to me.") end function OfferQuest1(NPC, Spawn) FaceTarget(NPC, Spawn) OfferQuest(NPC, Spawn, QUEST_1) end function OnQuest1(NPC, Spawn, conversation) if GetQuestStep(Spawn, QUEST_1) <= 2 then if GetQuestStep(Spawn, QUEST_1) == 2 then AddConversationOption(conversation, "Yes I did, here you go.", "YesIDid") else AddConversationOption(conversation, "Not yet.") end StartConversation(conversation, NPC, Spawn, "Did ya get my shipment?") else Say(NPC, "You should take the Blackburrow Stout to Lieutenant Charlin sooner rather than later.", Spawn) end end function YesIDid(NPC, Spawn) FaceTarget(NPC, Spawn) conversation = CreateConversation() AddConversationOption(conversation, "I should take it back.", "ShouldTakeItBack") StartConversation(conversation, NPC, Spawn, "Ah, great! Thank you so much- er, wait a minute. This is my shipment but looks like you snagged part of someone else's shipment too.") end function ShouldTakeItBack(NPC, Spawn) SetStepComplete(Spawn, QUEST_1, 2) -- blackburrow stout if not HasItem(Spawn, 3774) then SummonItem(Spawn, 3774, 1) end FaceTarget(NPC, Spawn) conversation = CreateConversation() AddConversationOption(conversation, "Thanks and you're welcome.") StartConversation(conversation, NPC, Spawn, "Not so fast. This is Blackburrow Stout, which is more than a little odd. You don't need to take this back to the docks, you should take it to the Qeynos Guard. Speak with Lieutenant Charlin, he'll let you know what to do next. Good find, " .. GetName(Spawn) .. "! And thanks for gettin' my shipment.") end