--[[ Script Name : SpawnScripts/QueensColony/aQeynosianscout.lua Script Purpose : a Qeynosian scout Script Author : John Adams/Scatman Script Date : 2009.01.11 Script Notes : Auto-Generated Conversation from PacketParser Data --]] local DoggoneIt = 165 function spawn(NPC) ProvidesQuest(NPC, DoggoneIt) Say(NPC, "Whew, thank you! I couldn't hold on much longer.") end function respawn(NPC) spawn(NPC) end function hailed(NPC, Spawn) math.randomseed(os.time()) voice = math.random (1,3) PlayFlavor(NPC, "voiceover/english/voice_emotes/greetings/greetings_"..voice.."_1026.mp3", "", "", 0, 0, Spawn) if HasCompletedQuest(Spawn, DoggoneIt) then Say(NPC, "I hate dogs!") else EvilMoraks(NPC, Spawn) end end function EvilMoraks(NPC, Spawn) FaceTarget(NPC, Spawn) conversation = CreateConversation() if HasQuest(Spawn, DoggoneIt) then if GetQuestStep(Spawn, DoggoneIt) == 2 then AddConversationOption(conversation, "You look pretty shaken up.", "ShakenUp") elseif QuestStepIsComplete(Spawn, DoggoneIt, 3) and QuestStepIsComplete(Spawn, DoggoneIt, 4) and QuestStepIsComplete(Spawn, DoggoneIt, 5) and GetQuestStep(Spawn, DoggoneIt) == 6 then AddConversationOption(conversation, "You're not going to like this...there are multitudes of Moraks ahead.", "NotGoingToLike") elseif GetQuestStep(Spawn, DoggoneIt) >= 7 then AddConversationOption(conversation, "Um...about that gift you gave me...", "AboutThatGift") end else AddConversationOption(conversation, "I've gotten rid of them. Are there more?", "AreThereMore") end PlayAnimation(NPC, 11256) AddConversationOption(conversation, "Be brave!") StartConversation(conversation, NPC, Spawn, "Wh..where are they? Those nasty, evil Moraks?") end function AreThereMore(NPC, Spawn) FaceTarget(NPC, Spawn) conversation = CreateConversation() PlayAnimation(NPC, 11796) AddConversationOption(conversation, "I'll get rid of them.", "OfferQuest1") AddConversationOption(conversation, "Good luck with that.") StartConversation(conversation, NPC, Spawn, "Get them away! Who knew that Moraks were hounds, I ask you? They've got to be eliminated! Dratted beasts!") end function OfferQuest1(NPC, Spawn) FaceTarget(NPC, Spawn) OfferQuest(NPC, Spawn, DoggoneIt) end function ShakenUp(NPC, Spawn) FaceTarget(NPC, Spawn) conversation = CreateConversation() PlayAnimation(NPC, 12236) AddConversationOption(conversation, "These little pups? They don't scare me.", "DontScareMe") StartConversation(conversation, NPC, Spawn, "Whew! When I was assigned to explore the village, I had no idea there would be these... these dogs! I'm deathly afraid of them. Got bitten very badly as a child you see. This is terrible! How can I finish my mission! Hmmm! You don't seem to be frightened of them.") end function DontScareMe(NPC, Spawn) SetStepComplete(Spawn, DoggoneIt, 2) FaceTarget(NPC, Spawn) conversation = CreateConversation() PlayAnimation(NPC, 10844) AddConversationOption(conversation, "Not a problem. Wait for me here.") StartConversation(conversation, NPC, Spawn, "I would be forever in your debt if you could perhaps take a quick peek around the village for me and clear out any of those wretched Moraks so that I can continue my misson please?") end function NotGoingToLike(NPC, Spawn) FaceTarget(NPC, Spawn) conversation = CreateConversation() PlayAnimation(NPC, 12246) AddConversationOption(conversation, "The Moraks are even more plentiful around the villages. I cleared a path, but they'll soon be back.", "SoonBeBack") StartConversation(conversation, NPC, Spawn, "Oh, dear.") end function SoonBeBack(NPC, Spawn) SetStepComplete(Spawn, DoggoneIt, 6) FaceTarget(NPC, Spawn) conversation = CreateConversation() -- summon A Diplomatic Gift if the player does not have one if not HasItem(Spawn, 1565) then SummonItem(Spawn, 1565) end PlayAnimation(NPC, 13061) AddConversationOption(conversation, "I'll take care of it, no worries.") StartConversation(conversation, NPC, Spawn, "I do owe you for this friend. I'm primarily a scout but also a diplomat-in-training. I'm supposed to open lines of communication with the Sapswill soothsayer, who supposedly knows a great deal about what's ailing our Colony. Can you take him this gift? As an act of diplomat-in-training?") end function AboutThatGift(NPC, Spawn) FaceTarget(NPC, Spawn) conversation = CreateConversation() -- summon A Diplomatic Gift if the player does not have one if not HasItem(Spawn, 1565) then SummonItem(Spawn, 1565) end AddConversationOption(conversation, "I'm sorry. I'll be more careful.") StartConversation(conversation, NPC, Spawn, "Oooh! You lost it, didn't you? Good thing I'm a diplomat-in-training! I have a bunch of these at hand. Here, take this one. Please try not to lose it!") end