--[[ Script Name : SpawnScripts/Starcrest/FarnsbyDunworth.lua Script Purpose : Farnsby Dunworth Script Author : Dorbin Script Date : 03.07.2022 Script Notes : --]] require "SpawnScripts/Generic/DialogModule" local HailCheck = false function spawn(NPC) AddTimer(NPC, 5000, "EmoteLoop") ProvidesQuest(NPC,243) SetInfoStructString(NPC, "action_state", "mood_afraid") end function respawn(NPC) spawn(NPC) end function hailed(NPC, Spawn) SetTarget(NPC,Spawn) FaceTarget(NPC, Spawn) if GetFactionAmount(Spawn,11)<0 then PlayFlavor(NPC, "", "", "heckno", 0, 0, Spawn) else HailCheck = true Dialog1(NPC, Spawn) AddTimer(NPC,32000,"HailReset") end end function HailReset(NPC) HailCheck = false end function Dialog1(NPC, Spawn) FaceTarget(NPC, Spawn) Dialog.New(NPC, Spawn) PlayFlavor(NPC, "", "", "whome", 0, 0, Spawn) Dialog.AddDialog("Hey, I don't know what they are talking about. I've never seen such a scroll in my life!") Dialog.AddVoiceover("voiceover/english/farnsby_dunworth/qey_village02/farnsbydunworth000.mp3", 3102016344, 1493102371) if not HasQuest(Spawn,243) and not HasCompletedQuest(Spawn,243)then Dialog.AddOption("You seem to be in a predicament. Need any help?","Dialog2") end if HasCompletedQuest(Spawn,243)then Dialog.AddOption("Still at it Farmsbey? Might want to give them what they want.") end if GetQuestStep(Spawn,243)==2 then Dialog.AddOption("I've returned with your axe from the blacksmith.","Delivered") end Dialog.AddOption("Good luck with your 'situation'.") Dialog.Start() end function Dialog2(NPC, Spawn) FaceTarget(NPC, Spawn) Dialog.New(NPC, Spawn) PlayFlavor(NPC, "", "", "no", 0, 0, Spawn) Dialog.AddDialog("I think I'm alright for now, but their questions are holding me up from fetching the axe I ordered from the blacksmith! Do you think you could lend a hand with that?") Dialog.AddVoiceover("voiceover/english/farnsby_dunworth/qey_village02/farnsbydunworth001.mp3", 1750948791, 3710883343) Dialog.AddOption("You do seem to have your hands full. I'll go talk with the blacksmith for you.", "QuestBegin") Dialog.AddOption("You obviously have MANY 'situations' going on. Too many for me to keep track.") Dialog.Start() end function QuestBegin (NPC, Spawn) FaceTarget(NPC, Spawn) OfferQuest(NPC, Spawn, 243) end function Delivered(NPC, Spawn) FaceTarget(NPC, Spawn) Dialog.New(NPC, Spawn) SetStepComplete(Spawn, 243, 2) PlayFlavor(NPC, "", "", "smile", 0, 0, Spawn) Dialog.AddDialog("Glad to hear it! Ah, this is a fine axe indeed! I'll have to compliment Barrik on his work the next time we meet. Here's a bit of my leftover coin. I think you could use it!") Dialog.AddVoiceover("voiceover/english/farnsby_dunworth/qey_village02/farnsbydunworth003.mp3", 2174088853, 1124987532) Dialog.AddOption("I think I could use it too. Good luck with these two erudites!") Dialog.Start() end function EmoteLoop(NPC) if HailCheck == true then AddTimer(NPC,26100,"EmoteLoop") else local emoteChoice = MakeRandomInt(1,6) if emoteChoice == 1 then -- whome PlayAnimation(NPC, 13295) AddTimer(NPC, MakeRandomInt(11000,12000), "EmoteLoop") elseif emoteChoice == 2 then -- shrug PlayAnimation(NPC, 12240) AddTimer(NPC, MakeRandomInt(6000,8000), "EmoteLoop") elseif emoteChoice == 3 then -- heckno PlayAnimation(NPC, 11680) AddTimer(NPC, MakeRandomInt(12000,14000), "EmoteLoop") elseif emoteChoice == 4 then -- cringe PlayAnimation(NPC, 11256) AddTimer(NPC, MakeRandomInt(8000,9000), "EmoteLoop") elseif emoteChoice == 5 then -- beg PlayAnimation(NPC, 10844) AddTimer(NPC, MakeRandomInt(12000,13500), "EmoteLoop") elseif emoteChoice == 6 then -- no PlayAnimation(NPC, 11881) AddTimer(NPC, MakeRandomInt(5000,6000), "EmoteLoop") end end end