--[[ Script Name : SpawnScripts/SunkenCity/InquisitorThorson.lua Script Purpose : Inquisitor Thorson Script Author : Scatman Script Date : 2009.07.28 Script Notes : --]] local MeettheInquisitor = 5671 local HALFELF_MENTOR_QUEST_5 = 189 local QUEST_1 = 376 local QUEST_2 = 377 local QUEST_3 = 378 local QUEST_4 = 379 local QUEST_3_FROM_CURFIELD = 382 local QUEST_5 = 383 local QUEST_6 = 384 function spawn(NPC) SetPlayerProximityFunction(NPC, 10, "InRange") ProvidesQuest(NPC, QUEST_1) ProvidesQuest(NPC, QUEST_2) ProvidesQuest(NPC, QUEST_3) ProvidesQuest(NPC, QUEST_4) ProvidesQuest(NPC, QUEST_5) ProvidesQuest(NPC, QUEST_6) end function respawn(NPC) spawn(NPC) end function InRange(NPC, Spawn) local chance = math.random(1, 2) if chance <= 25 then local choice = math.random(1,2) if choice == 1 then PlayFlavor(NPC, "voiceover/english/tutorial_revamp/inquisitor_thorson/fprt_adv01_sunken/quest_character/qst_inquisitor_thorson_callout_2a6613bd.mp3", "We must all act to defend Freeport.", "nod", 1841304758, 774355519, Spawn) elseif choice == 2 then PlayFlavor(NPC, "voiceover/english/tutorial_revamp/inquisitor_thorson/fprt_adv01_sunken/quest_character/qst_inquisitor_thorson_callout_f96a8b27.mp3", "This cursed place holds many secrets that must be uncovered.", "", 2921290119, 2384027850, Spawn) end end end function hailed(NPC, Spawn) FaceTarget(NPC, Spawn) conversation = CreateConversation() RandomVoiceOver(NPC, Spawn) if HasQuest(Spawn, HALFELF_MENTOR_QUEST_5) then AddConversationOption(conversation, "My name is " .. GetName(Spawn) .. ". Delcairn Sebastian sent in Beggar's Court sent me here to speak with you.", "Delcairn") end if GetQuestStep(Spawn, MeettheInquisitor) == 1 then SetStepComplete(Spawn, MeettheInquisitor, 1) Delcairn(NPC, Spawn) end if HasCompletedQuest(Spawn, QUEST_1) then if HasCompletedQuest(Spawn, QUEST_2) then if HasCompletedQuest(Spawn, QUEST_3) then if HasCompletedQuest(Spawn, QUEST_4) then if HasCompletedQuest(Spawn, QUEST_3_FROM_CURFIELD) then if HasCompletedQuest(Spawn, QUEST_5) then if HasCompletedQuest(Spawn, QUEST_6) then PlayFlavor(NPC, "", "Thank you for all your help, my friend. I will speak favorably of you to my superiors.", "thank", 0, 0, Spawn) elseif HasQuest(Spawn, QUEST_6) then MustRemainHere(NPC, Spawn, conversation) else HelloAgainBraveOne(NPC, Spawn, conversation) end elseif HasQuest(Spawn, QUEST_5) then OnQuest5(NPC, Spawn, conversation) else HelloOnceAgain(NPC, Spawn, conversation) end elseif HasQuest(Spawn, QUEST_3_FROM_CURFIELD) then OnQuest4(NPC, Spawn, conversation) else SpeakWithInvestigator(NPC, Spawn, conversation) end elseif HasQuest(Spawn, QUEST_4) then OnQuest4(NPC, Spawn, conversation) else Greetings4(NPC, Spawn, conversation) end elseif HasQuest(Spawn, QUEST_3) then OnQuest3(NPC, Spawn, conversation) else GreetingsAdventurer(NPC, Spawn, conversation) end elseif HasQuest(Spawn, QUEST_2) then OnQuest2(NPC, Spawn, conversation) else HelloAdventurer(NPC, Spawn, conversation) end elseif HasQuest(Spawn, QUEST_1) then OnQuest1(NPC, Spawn, conversation) else Greetings(NPC, Spawn, conversation) end end function RandomVoiceOver(NPC, Spawn) local choice = math.random(1, 3) if choice == 1 then PlayFlavor(NPC, "voiceover/english/voice_emotes/greetings/greetings_1_1004.mp3", "", "", 0, 0, Spawn) elseif choice == 2 then PlayFlavor(NPC, "voiceover/english/voice_emotes/greetings/greetings_2_1004.mp3", "", "", 0, 0, Spawn) elseif choice == 3 then PlayFlavor(NPC, "voiceover/english/voice_emotes/greetings/greetings_3_1004.mp3", "", "", 0, 0, Spawn) end end -------------------------------------------------------------------------------------------------------------------- -- HALFELF_MENTOR_QUEST_5 -------------------------------------------------------------------------------------------------------------------- function Delcairn(NPC, Spawn) SetStepComplete(Spawn, HALFELF_MENTOR_QUEST_5, 1) FaceTarget(NPC, Spawn) conversation = CreateConversation() if not HasQuest(Spawn, QUEST_1) and not HasCompleted(Spawn, QUEST_1) then AddConversationOption(conversation, "I would be an honor to serve Freeport.", "dlg_0_1") end AddConversationOption(conversation, "I am pleased to have met you.") StartConversation(conversation, NPC, Spawn, "Ah yes, I was told to expect your arrival. I've heard that you show great promise and may well prove to be an asset to the Overlord.") end -------------------------------------------------------------------------------------------------------------------- -- QUEST_1 -------------------------------------------------------------------------------------------------------------------- function Greetings(NPC, Spawn, conversation) AddConversationOption(conversation, "My name is " .. GetName(Spawn) .. ". Who are you?", "dlg_0_1") AddConversationOption(conversation, "My business is none of your concern.") StartConversation(conversation, NPC, Spawn, "Greetings, adventurer. What business do you have here?") end function dlg_0_1(NPC, Spawn) FaceTarget(NPC, Spawn) conversation = CreateConversation() PlayFlavor(NPC, "voiceover/english/tutorial_revamp/inquisitor_thorson/fprt_adv01_sunken/inquisitor_thorson003.mp3", "", "", 463981298, 3396454386, Spawn) AddConversationOption(conversation, "What is the Dismal Rage?", "dlg_0_2") AddConversationOption(conversation, "Undead? No thank you.") StartConversation(conversation, NPC, Spawn, "I suppose formal introductions are in order. I am Inquisitor Thorson, sent by my masters in the Dismal Rage to investigate a recent increase in undead activity here.") end function dlg_0_2(NPC, Spawn) FaceTarget(NPC, Spawn) conversation = CreateConversation() AddConversationOption(conversation, "What gods do you serve?", "dlg_0_3") AddConversationOption(conversation, "I have heard enough about the Dismal Rage. What is this place?", "dlg_0_6") AddConversationOption(conversation, "I must be going.") StartConversation(conversation, NPC, Spawn, "The Dismal Rage looks after the spiritual needs of Freeport's people. We congregate in the Temple of War in North Freeport. We are made up largely of priests, though we do employ other professions from time to time.") end function dlg_0_3(NPC, Spawn) FaceTarget(NPC, Spawn) conversation = CreateConversation() AddConversationOption(conversation, "If there are no gods around anymore, from where do you draw your power?", "dlg_0_4") AddConversationOption(conversation, "I think I've heard enough.") StartConversation(conversation, NPC, Spawn, "Though in ancient times our priests served the old gods, we no longer bow to such archaic symbols of authority. Today the Dismal Rage serves the Overlord and our high priestess, .. GetName(Spawn) .. . Nevagon.") end function dlg_0_4(NPC, Spawn) FaceTarget(NPC, Spawn) conversation = CreateConversation() AddConversationOption(conversation, "What principles do you mean?", "dlg_0_5") AddConversationOption(conversation, "I think I should be leaving.") StartConversation(conversation, NPC, Spawn, "Some of us believe it was not the gods themselves that were the true power, but rather the planar forces they represented. The ancient gods were symbols, the embodiment of the principles we now serve.") end function dlg_0_5(NPC, Spawn) FaceTarget(NPC, Spawn) conversation = CreateConversation() AddConversationOption(conversation, "What is this place?", "dlg_0_6") AddConversationOption(conversation, "I think I should be leaving.") StartConversation(conversation, NPC, Spawn, "We draw our power from many sources, including the principles of Hate, Fear, War, and Decay. There are sects within the Dismal Rage dedicated to all these ideals and more, though we are united in our service to the Overlord and High Priestess Nevagon.") end function dlg_0_6(NPC, Spawn) FaceTarget(NPC, Spawn) conversation = CreateConversation() AddConversationOption(conversation, "What do you mean?", "dlg_0_7") AddConversationOption(conversation, "I don't need to hear anything else.") StartConversation(conversation, NPC, Spawn, "You have arrived in the Sunken City, once a thriving district of Freeport. Now it stands as a monument to the madness of those who would have sacrificed our beloved city to the waves.") end function dlg_0_7(NPC, Spawn) FaceTarget(NPC, Spawn) conversation = CreateConversation() AddConversationOption(conversation, "I will do it.", "OfferQuest1") StartConversation(conversation, NPC, Spawn, "I will tell you more if you want to hear it, but first I must review the notes I have been taking on what I have observed since my arrival here. To learn a bit more about this place, go through the archway just ahead and speak to an iksar named Saydith Yarr.") 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 AddConversationOption(conversation, "Yes, though he seemed to babble a lot.", "dlg_2_1") end AddConversationOption(conversation, "Not yet.") StartConversation(conversation, NPC, Spawn, "Did you speak to Saydith Yarr?") end function dlg_2_1(NPC, Spawn) if HasQuest(Spawn, QUEST_1) then SetStepComplete(Spawn, QUEST_1, 2) end FaceTarget(NPC, Spawn) conversation = CreateConversation() AddConversationOption(conversation, "I'd like to hear more about the Sunken City.", "dlg_2_2") AddConversationOption(conversation, "Enough chatter. Do you have anything for me to do?", "dlg_2_10") AddConversationOption(conversation, "I'd rather leave, thanks.") StartConversation(conversation, NPC, Spawn, "Saydith has been here a long time, and I think he has gone a bit mad. I can tell you more about this place if you like, or we can skip all that and you can do some work for me.") end -------------------------------------------------------------------------------------------------------------------- -- QUEST_2 -------------------------------------------------------------------------------------------------------------------- function HelloAdventurer(NPC, Spawn, conversation) AddConversationOption(conversation, "I spoke to a rather disturbed iksar.", "dlg_2_1") AddConversationOption(conversation, "Goodbye, Inquisitor Thorson.") StartConversation(conversation, NPC, Spawn, "Hello, adventurer. I hope you travel safely here in the Sunken City.") end function dlg_2_2(NPC, Spawn) FaceTarget(NPC, Spawn) conversation = CreateConversation() AddConversationOption(conversation, "Go on.", "dlg_2_3") AddConversationOption(conversation, "I've heard enough.") StartConversation(conversation, NPC, Spawn, "What we now call the Sunken City was once a residential district in the northern section of Freeport known affectionately by its residents as Plank's Edge. It was home to many of the sailors and merchants that worked on the docks of East Freeport's bustling shipping trade.") end function dlg_2_3(NPC, Spawn) FaceTarget(NPC, Spawn) conversation = CreateConversation() AddConversationOption(conversation, "Please continue.", "dlg_2_4") AddConversationOption(conversation, "I've heard enough.") StartConversation(conversation, NPC, Spawn, "As was typical of a seafaring community, many of the residents worshiped Prexus, the Ocean Lord. Though a boisterous and sometimes rowdy bunch, they lived peaceably enough with the other citizens of Freeport.") end function dlg_2_4(NPC, Spawn) FaceTarget(NPC, Spawn) conversation = CreateConversation() AddConversationOption(conversation, "I see.", "dlg_2_5") AddConversationOption(conversation, "I've heard enough.") StartConversation(conversation, NPC, Spawn, "When the Rending began and the seas became impassible, Freeport's harbor fell on hard times. Shipping and trade ground to a halt and the fishing industry collapsed. East Freeport became a ghost town, known more for its crime than for its commerce.") end function dlg_2_5(NPC, Spawn) FaceTarget(NPC, Spawn) conversation = CreateConversation() AddConversationOption(conversation, "Who followed Aquel?", "dlg_2_6") AddConversationOption(conversation, "I'm losing interest in this story. Do you have any work for me?", "dlg_2_10") AddConversationOption(conversation, "I've heard enough.") StartConversation(conversation, NPC, Spawn, "In this climate of fear and uncertainty, a half elven extremist named Elwyn Aquel gained a following. He preached that Prexus was angry with Freeport, and only through the hard work and sacrifice of his followers would the seas calm and prosperity return.") end function dlg_2_6(NPC, Spawn) FaceTarget(NPC, Spawn) conversation = CreateConversation() AddConversationOption(conversation, "Did Aquel really want to help them?", "dlg_2_7") AddConversationOption(conversation, "I've heard enough.") StartConversation(conversation, NPC, Spawn, "Aquel's followers, called the Circle of Darkfathom, quickly rose in prominence among the disgruntled citizens of Plank's Edge. Aquel promised brighter days to these desperate people on the brink of losing everything they had.") end function dlg_2_7(NPC, Spawn) FaceTarget(NPC, Spawn) conversation = CreateConversation() AddConversationOption(conversation, "Did anyone try to stop him?", "dlg_2_8") AddConversationOption(conversation, "Enough of this babbling.") StartConversation(conversation, NPC, Spawn, "Little did the people of Plank's Edge know that they had fallen victim to a madman's scheme. The sacrifice Aquel spoke of was a literal one: he intended to sink Freeport to the bottom of the ocean in a twisted scheme to gain favor with Prexus. He believed that the flood waters would wash away the city and grant him immortality in the process.") end function dlg_2_8(NPC, Spawn) FaceTarget(NPC, Spawn) conversation = CreateConversation() AddConversationOption(conversation, "Was all of Freeport flooded?", "dlg_2_9") AddConversationOption(conversation, "I've heard enough.") StartConversation(conversation, NPC, Spawn, "It was only as Aquel began his ritual of sacrifice that some of his followers saw through his deception. As the ground beneath Plank's Edge began to sink and the flood waters came pouring in, some of the Darkfathom members interrupted Aquel's incantation and broke the spell. Though Freeport was saved, it was too late for the people of Plank's Edge, who drowned beneath the unholy tide. Aquel's body was never recovered.") end function dlg_2_9(NPC, Spawn) FaceTarget(NPC, Spawn) conversation = CreateConversation() AddConversationOption(conversation, "This area is haunted?", "dlg_2_10") AddConversationOption(conversation, "I don't like ghosts. Time to go.") StartConversation(conversation, NPC, Spawn, "Thankfully the high walls around the outside of the district held strong, so damage to neighboring parts of Freeport was minimal. Gradually the waters receded but never fully went away, leaving the area all but unlivable. Abandoned by the city's residents, Plank's Edge is now called the Sunken City, a dangerous place haunted by the souls of those who met their doom within.") end function dlg_2_10(NPC, Spawn) FaceTarget(NPC, Spawn) conversation = CreateConversation() AddConversationOption(conversation, "What do you want me to do?", "dlg_2_11") AddConversationOption(conversation, "I have no interest in this.") StartConversation(conversation, NPC, Spawn, "The Sunken City is haunted, by both the spirits of those innocents who died here and by the fallen Prexians who caused this catastrophe. It is said that there are even more spirits who walk these flooded streets after night falls.") end function dlg_2_11(NPC, Spawn) FaceTarget(NPC, Spawn) conversation = CreateConversation() AddConversationOption(conversation, "I'll do it. Where can I find these creatures?", "OfferQuest2") StartConversation(conversation, NPC, Spawn, "When the undead are defeated and their spirits are freed, they often leave behind a spectral essence that, if properly analyzed, reveals much about their past. I must find out what is causing the increase in activity among the undead. I need you to obtain four spectral essences from the undead creatures.") end function OfferQuest2(NPC, Spawn) FaceTarget(NPC, Spawn) OfferQuest(NPC, Spawn, QUEST_2) end function OnQuest2(NPC, Spawn, conversation) if GetQuestStep(Spawn, QUEST_2) == 2 then AddConversationOption(conversation, "Yes, I obtained all four essences.", "dlg_7_1") end AddConversationOption(conversation, "Not yet.") StartConversation(conversation, NPC, Spawn, "Hello again. Do you have the spectral essences I asked you to obtain?") end function dlg_7_1(NPC, Spawn) SetStepComplete(Spawn, QUEST_2, 2) FaceTarget(NPC, Spawn) conversation = CreateConversation() AddConversationOption(conversation, "What other inhabitants?", "dlg_7_2") AddConversationOption(conversation, "No thanks, I will be going.") StartConversation(conversation, NPC, Spawn, "Well done! These essences will aid in my research. It will take me some time to study them. While I do that, it may be a good idea for you to have a look around and discover some of the other inhabitants of the Sunken City.") end -------------------------------------------------------------------------------------------------------------------- -- QUEST_3 -------------------------------------------------------------------------------------------------------------------- function GreetingsAdventurer(NPC, Spawn, conversation) AddConversationOption(conversation, "Hello, Inquisitor. I am ready to explore more of the Sunken City.", "dlg_7_2") AddConversationOption(conversation, "Nothing. Goodbye, Inquisitor Thorson.") StartConversation(conversation, NPC, Spawn, "Greetings, adventurer! What brings you back to me?") end function dlg_7_2(NPC, Spawn) FaceTarget(NPC, Spawn) conversation = CreateConversation() AddConversationOption(conversation, "What kind of vermin?", "dlg_7_3") AddConversationOption(conversation, "Just tell me how to collect the information you need.") StartConversation(conversation, NPC, Spawn, "This place is home to more than just the spirits of those who died here. I've been told there are a few types of vermin scattered around the Sunken City, and I'd like you to confirm their presence for me.") end function dlg_7_3(NPC, Spawn) FaceTarget(NPC, Spawn) conversation = CreateConversation() AddConversationOption(conversation, "What other creatures?", "dlg_7_4") StartConversation(conversation, NPC, Spawn, "Crabs like to roam in shallow water, so I need a rough estimate of their density here. You should find plenty of brine sifters just through the archway, as well as farther on to the east.") end function dlg_7_4(NPC, Spawn) FaceTarget(NPC, Spawn) conversation = CreateConversation() AddConversationOption(conversation, "Anything else?", "dlg_7_5") StartConversation(conversation, NPC, Spawn, "Though a coastal city, Freeport has a very arid climate. Scorpions may be found here on some of the dry portions of ground. You might try going west, then south a bit.") end function dlg_7_5(NPC, Spawn) FaceTarget(NPC, Spawn) conversation = CreateConversation() AddConversationOption(conversation, "How do I collect information on these creatures?", "OfferQuest3") StartConversation(conversation, NPC, Spawn, "Of particular interest to me are the strange rust monsters that scurry around here. There is little information on where they come from, but they showed up in this area after the destruction caused by the Rending. They get their name not only for their brownish color, but for their odd taste for consuming rusty metal. If any of your gear becomes rusty due to the moisture here, be on your guard.") end function OfferQuest3(NPC, Spawn) FaceTarget(NPC, Spawn) OfferQuest(NPC, Spawn, QUEST_3) end function OnQuest3(NPC, Spawn, conversation) if GetQuestStep(Spawn, QUEST_3) == 5 then AddConversationOption(conversation, "Yes, I've studied the nearby creatures.", "dlg_10_1") end AddConversationOption(conversation, "Not yet.") StartConversation(conversation, NPC, Spawn, "Greetings once again. Have you studied the local wild creatures?") end function dlg_10_1(NPC, Spawn) SetStepComplete(Spawn, QUEST_3, 5) FaceTarget(NPC, Spawn) conversation = CreateConversation() AddConversationOption(conversation, "Are you working alone here?", "dlg_10_2") AddConversationOption(conversation, "I think I will go now.") StartConversation(conversation, NPC, Spawn, "Well done! Your reputation as a hard worker is well earned. It seems there is no shortage of life here in the Sunken City, even if most of it scuttles about in the shadows.") end -------------------------------------------------------------------------------------------------------------------- -- QUEST_4 -------------------------------------------------------------------------------------------------------------------- function Greetings4(NPC, Spawn, conversation) AddConversationOption(conversation, "Are you working alone here?", "dlg_10_2") AddConversationOption(conversation, "Speaking of traveling, I must be off.") StartConversation(conversation, NPC, Spawn, "Greetings. I hope you travel safely, adventurer.") end function dlg_10_2(NPC, Spawn) FaceTarget(NPC, Spawn) conversation = CreateConversation() AddConversationOption(conversation, "Who am I looking for?", "dlg_10_3") AddConversationOption(conversation, "Run your own errands.") StartConversation(conversation, NPC, Spawn, "I am not the only one sent here by the Dismal Rage. Some of my allies have ventured deeper into the Sunken City. In fact, since I have completed my examination of the spectral essences you obtained, I need you to take the information to one of them.") end function dlg_10_3(NPC, Spawn) FaceTarget(NPC, Spawn) conversation = CreateConversation() AddConversationOption(conversation, "I'll do it. Where can I find him?", "OfferQuest4") StartConversation(conversation, NPC, Spawn, "Seek out Investigator Curfeld, a highly respected member of our order. He has spent a lot of time researching the events that transpired here, and no doubt has some insight into the recent rise in undead activity. Take my findings on the spectral essences and give them to him.") end function OfferQuest4(NPC, Spawn) FaceTarget(NPC, Spawn) OfferQuest(NPC, Spawn, QUEST_4) end function OnQuest4(NPC, Spawn, conversation) if HasQuest(Spawn, QUEST_3_FROM_CURFIELD) then AddConversationOption(conversation, "Yes, he asked me to bring this journal to you.", "dlg_22_1") end AddConversationOption(conversation, "I looked, but I didn't find him.", "DidntFindHim") AddConversationOption(conversation, "Not yet. I'm still doing some tasks for him.") StartConversation(conversation, NPC, Spawn, "Thank you for assisting the Dismal Rage in investigating the Sunken City. Has Investigator Curfield made any discoveries?") end function DidntFindHim(NPC, Spawn) FaceTarget(NPC, Spawn) conversation = CreateConversation() AddConversationOption(conversation, "I'll have another look.") StartConversation(conversation, NPC, Spawn, "He is near the gateway to the Graveyard. Look to the south and the west of here, near some other inquisitors from the Dismal Rage. Investigator Curfield often makes expeditions deeper into the Sunken City, so if you don't see him right now just wait a while and he should present himself.") end function SpeakWithInvestigator(NPC, Spawn, conversation) AddConversationOption(conversation, "I will go speak to Investigator Curfield.") StartConversation(conversation, NPC, Spawn, "Greetings, adventurer. Please see if Investigator Curfield has any work for you. He can be found near the gate to the Graveyard. He'll send you back to me when he sees fit.") end -------------------------------------------------------------------------------------------------------------------- -- QUEST_3_FROM_CURFIELD -------------------------------------------------------------------------------------------------------------------- function dlg_22_1(NPC, Spawn) if HasQuest(Spawn, QUEST_3_FROM_CURFIELD) then SetStepComplete(Spawn, QUEST_3_FROM_CURFIELD, 1) end FaceTarget(NPC, Spawn) conversation = CreateConversation() PlayFlavor(NPC, "voiceover/english/tutorial_revamp/inquisitor_thorson/fprt_adv01_sunken/inquisitor_thorson037.mp3", "", "", 1891000932, 649787837, Spawn) AddConversationOption(conversation, "First he had me uncover what some unsavory pirates are doing in the area.", "dlg_22_2") AddConversationOption(conversation, "That is none of your business.") StartConversation(conversation, NPC, Spawn, "Ah, thank you. I'm glad to have someone of his expertise in charge of these matters. I will look through his journal as I prepare to return to North Freeport to present my report. If I may ask, what did the investigator have you do?") end -------------------------------------------------------------------------------------------------------------------- -- QUEST_3_FROM_CURFIELD -------------------------------------------------------------------------------------------------------------------- function HelloOnceAgain(NPC, Spawn, conversation) AddConversationOption(conversation, "I returned with information from Investigator Curfield.", "dlg_22_1") AddConversationOption(conversation, "My pleasure. Goodbye, Inquisitor Thorson.") StartConversation(conversation, NPC, Spawn, "Hello once again friend. As a loyal servant of the Dismal Rage, I continue to investigate the strange happenings here in the Sunken City.") end function dlg_22_2(NPC, Spawn) FaceTarget(NPC, Spawn) conversation = CreateConversation() PlayFlavor(NPC, "voiceover/english/tutorial_revamp/inquisitor_thorson/fprt_adv01_sunken/inquisitor_thorson038.mp3", "", "", 4129824747, 1521555979, Spawn) AddConversationOption(conversation, "No, he just had me retrieve some documents that were in their possession.", "dlg_22_3") AddConversationOption(conversation, "That doesn't concern you.") StartConversation(conversation, NPC, Spawn, "Pirates, eh? I'd heard rumors of their kind stashing their goods around here. I guess they figured no one would go looking for stolen goods in a place that is haunted by the spirits of the past. I assume he asked you to report their activity to the Freeport Militia.") end function dlg_22_3(NPC, Spawn) FaceTarget(NPC, Spawn) conversation = CreateConversation() PlayFlavor(NPC, "voiceover/english/tutorial_revamp/inquisitor_thorson/fprt_adv01_sunken/inquisitor_thorson039.mp3", "", "", 4059080083, 3742743573, Spawn) AddConversationOption(conversation, "He had me investigate a ruined shrine to Prexus that was guarded by zombies.", "dlg_22_4") AddConversationOption(conversation, "Mind your own business.") StartConversation(conversation, NPC, Spawn, "Documents? Well, surely Investigator Curfeld knows what's best. What else did he ask you to do?") end function dlg_22_4(NPC, Spawn) FaceTarget(NPC, Spawn) conversation = CreateConversation() PlayFlavor(NPC, "voiceover/english/tutorial_revamp/inquisitor_thorson/fprt_adv01_sunken/inquisitor_thorson040.mp3", "", "", 3404715072, 1791529373, Spawn) AddConversationOption(conversation, "Uh, actually not. He just asked me to find out whether it still emanated mystical energy.", "dlg_22_5") AddConversationOption(conversation, "Stop asking so many questions.") StartConversation(conversation, NPC, Spawn, "The ruins of that ancient shrine are certainly cursed. No doubt he asked you to destroy the shrine and sanctify the ground.") end function dlg_22_5(NPC, Spawn) FaceTarget(NPC, Spawn) conversation = CreateConversation() PlayFlavor(NPC, "voiceover/english/tutorial_revamp/inquisitor_thorson/fprt_adv01_sunken/inquisitor_thorson041.mp3", "", "", 3942402517, 3906834551, Spawn) AddConversationOption(conversation, "I'm sure there must be a good explanation.", "dlg_22_6") AddConversationOption(conversation, "Let's just forget about this.") StartConversation(conversation, NPC, Spawn, "What? I don't understand it. Why would he not want the shrine destroyed, especially if it still has arcane power? Let me see if he explains it in this journal.") end function dlg_22_6(NPC, Spawn) FaceTarget(NPC, Spawn) conversation = CreateConversation() PlayFlavor(NPC, "voiceover/english/tutorial_revamp/inquisitor_thorson/fprt_adv01_sunken/inquisitor_thorson042.mp3", "", "", 3952859177, 2366255979, Spawn) AddConversationOption(conversation, "Why would he have such notes?", "dlg_22_7") AddConversationOption(conversation, "You sound like a fool.") StartConversation(conversation, NPC, Spawn, "Wait... what is going on? This journal isn't about ending the threat of the undead and keeping Freeport safe. It contains notes on how to recreate the spell used by Elwyn Aquel and the Circle of Darkfathom to destroy our city!") end function dlg_22_7(NPC, Spawn) FaceTarget(NPC, Spawn) conversation = CreateConversation() PlayFlavor(NPC, "voiceover/english/tutorial_revamp/inquisitor_thorson/fprt_adv01_sunken/inquisitor_thorson043.mp3", "", "", 3919422201, 2706704450, Spawn) AddConversationOption(conversation, "What should we do?", "dlg_22_8") AddConversationOption(conversation, "I really don't care.") StartConversation(conversation, NPC, Spawn, "I'd heard it said that members of the investigator's family were worshipers of Prexus. They must have been members of the Circle of Darkfathom. Our city is in grave danger! We have to stop him!") end function dlg_22_8(NPC, Spawn) FaceTarget(NPC, Spawn) conversation = CreateConversation() PlayFlavor(NPC, "voiceover/english/tutorial_revamp/inquisitor_thorson/fprt_adv01_sunken/inquisitor_thorson044.mp3", "", "", 4213844077, 3519190459, Spawn) AddConversationOption(conversation, "I will. But what if he refuses to surrender?", "OfferQuest5") StartConversation(conversation, NPC, Spawn, "There's no time to waste! Curfeld must not be allowed to complete this unholy ritual. The safety of Freeport itself is at stake! Go back and face him. You must put an end to his foul scheme before all is lost.") end function OfferQuest5(NPC, Spawn) FaceTarget(NPC, Spawn) OfferQuest(NPC, Spawn, QUEST_5) end -------------------------------------------------------------------------------------------------------------------- -- QUEST 5 -------------------------------------------------------------------------------------------------------------------- function OnQuest5(NPC, Spawn, conversation) if GetQuestStep(Spawn, QUEST_5) == 2 then AddConversationOption(conversation, "His plans are foiled. Freeport is safe.", "dlg_24_1") end AddConversationOption(conversation, "Not yet.") StartConversation(conversation, NPC, Spawn, "You're back! Did you stop Investigator Curfeld?") end function dlg_24_1(NPC, Spawn) SetStepComplete(Spawn, QUEST_5, 2) FaceTarget(NPC, Spawn) conversation = CreateConversation() AddConversationOption(conversation, "It was my pleasure to serve. Do you have any other tasks for me?", "OfferQuest6") AddConversationOption(conversation, "I'm tired of being around you.") StartConversation(conversation, NPC, Spawn, "Splendid work! I cannot express how pleased I am with all you have done for us. Your name shall be known within the Dismal Rage as a true hero. I would not be surprised if the Overlord himself hears of your actions this day. Please, take this reward as a token of thanks.") end -------------------------------------------------------------------------------------------------------------------- -- QUEST 6 -------------------------------------------------------------------------------------------------------------------- function HelloAgainBraveOne(NPC, Spawn, conversation) AddConversationOption(conversation, "Are there any other tasks we can undertake together?", "OfferQuest6") AddConversationOption(conversation, "I'm leaving.") StartConversation(conversation, NPC, Spawn, "Hello again, brave one. I want to thank you again for defeating Curfield.") end function OfferQuest6(NPC, Spawn) FaceTarget(NPC, Spawn) OfferQuest(NPC, Spawn, QUEST_6) end function MustRemainHere(NPC, Spawn, conversation) AddConversationOption(conversation, "How do I get there?", "dlg_24_3") AddConversationOption(conversation, "I'm leaving.") StartConversation(conversation, NPC, Spawn, "I must remain here to finish my report for the Dismal Rage. However, I would like you to journey to the Freeport Ruins and seek out an acquaintance of mine named Captain Arellius. I have heard that your help is much needed there. I will send word that you are coming, hero of Freeport.") end function dlg_24_3(NPC, Spawn) FaceTarget(NPC, Spawn) conversation = CreateConversation() PlayFlavor(NPC, "voiceover/english/tutorial_revamp/inquisitor_thorson/fprt_adv01_sunken/inquisitor_thorson049.mp3", "", "", 3163252250, 288796806, Spawn) AddConversationOption(conversation, "Are there any other places you could recommend where I can find adventures?", "dlg_24_4") AddConversationOption(conversation, "Thank you, Inquisitor Thorson. Farewell.") StartConversation(conversation, NPC, Spawn, "The fastest route to the Ruins is to use the mariner's bell at the end of the dock for traveling outside the city proper. This will summon transportation to take you to the Ruins, where Captain Arellius of the Freeport Militia will be awaiting your assistance.") end function dlg_24_4(NPC, Spawn) FaceTarget(NPC, Spawn) conversation = CreateConversation() PlayFlavor(NPC, "voiceover/english/tutorial_revamp/inquisitor_thorson/fprt_adv01_sunken/inquisitor_thorson061.mp3", "", "", 2845086086, 1715171802, Spawn) AddConversationOption(conversation, "Tell me more about Custodian Zaddar.", "dlg_24_5") AddConversationOption(conversation, "Tell me more about Enforcer Kurdek.", "dlg_24_6") AddConversationOption(conversation, "I may seek them out. Thank you.") StartConversation(conversation, NPC, Spawn, "You can speak to Custodian Zaddar in the Graveyard and Enforcer Kurdek in the Sprawl. They could both use assistance from an able adventurer.") end function dlg_24_5(NPC, Spawn) FaceTarget(NPC, Spawn) conversation = CreateConversation() PlayFlavor(NPC, "voiceover/english/tutorial_revamp/inquisitor_thorson/fprt_adv01_sunken/inquisitor_thorson062.mp3", "", "", 4025975768, 1084751097, Spawn) AddConversationOption(conversation, "Tell me more about Enforcer Kurdek.", "dlg_24_6") AddConversationOption(conversation, "Thank you for the advice.") StartConversation(conversation, NPC, Spawn, "Custodian Zaddar in the Graveyard is trying to determine what's behind a recent increase in undead attacks. Use the mariner's bell on the docks of your home district to travel to Stonestair Byway. Head west until you see a passage to the south. The gate at the end leads to the Graveyard.") end function dlg_24_6(NPC, Spawn) FaceTarget(NPC, Spawn) conversation = CreateConversation() PlayFlavor(NPC, "voiceover/english/tutorial_revamp/inquisitor_thorson/fprt_adv01_sunken/inquisitor_thorson063.mp3", "", "", 3377387482, 1184471101, Spawn) AddConversationOption(conversation, "Tell me more about Custodian Zaddar.", "dlg_24_5") AddConversationOption(conversation, "Thank you for the advice.") StartConversation(conversation, NPC, Spawn, "Enforcer Kurdek in the Sprawl could use a hand keeping the local gangs in line. To journey to the Sprawl, use the mariner's bell on the docks of your home district to travel to Big Bend. Follow the halls north, then take the west passageway to the west gate.") end