LieutenantDawson.lua 21 KB

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  1. --[[
  2. Script Name : SpawnScripts/PeatBog/LieutenantDawson.lua
  3. Script Purpose : Lieutenant Dawson <Qeynos Guard>
  4. Script Author : Scatman
  5. Script Date : 2009.08.10
  6. Script Notes : Updated 1/8/2020 by Shatou
  7. --]]
  8. local MIN_LEVEL = 5
  9. local QUEST_FROM_JOHFRIT = 46
  10. local QUEST_1 = 507
  11. local QUEST_2 = 508
  12. local QUEST_3 = 509
  13. local QUEST_4 = 510
  14. local QUEST_5 = 511
  15. local QUEST_6 = 512
  16. local Earth = 518
  17. function spawn(NPC)
  18. ProvidesQuest(NPC, QUEST_1)
  19. ProvidesQuest(NPC, QUEST_2)
  20. ProvidesQuest(NPC, QUEST_3)
  21. ProvidesQuest(NPC, QUEST_4)
  22. ProvidesQuest(NPC, QUEST_5)
  23. ProvidesQuest(NPC, QUEST_6)
  24. end
  25. function respawn(NPC)
  26. spawn(NPC)
  27. end
  28. function hailed(NPC, Spawn)
  29. FaceTarget(NPC, Spawn)
  30. conversation = CreateConversation()
  31. if GetFactionAmount(Spawn,11) <0 then
  32. choice = math.random(1,2)
  33. if choice == 1 then
  34. PlayFlavor(NPC, "", "", "shakefist", 2088886924, 3736631596, Spawn)
  35. elseif choice == 2 then
  36. PlayFlavor(NPC, "", "", "glare", 1584866727, 581589457, Spawn)
  37. end
  38. else
  39. if HasQuest(Spawn, QUEST_FROM_JOHFRIT) then
  40. SetStepComplete(Spawn, QUEST_FROM_JOHFRIT, 1)
  41. end
  42. if GetQuestStep(Spawn,Earth)==5 then
  43. EarthTurnin(NPC,Spawn, conversation)
  44. else
  45. if HasCompletedQuest(Spawn, QUEST_1) then
  46. if HasCompletedQuest(Spawn, QUEST_2) then
  47. if HasCompletedQuest(Spawn, QUEST_3) then
  48. if HasCompletedQuest(Spawn, QUEST_4) then
  49. if HasCompletedQuest(Spawn, QUEST_5) then
  50. if HasCompletedQuest(Spawn, QUEST_6) then
  51. Say(NPC, "Once again, thank you for all you have done.", Spawn)
  52. elseif HasQuest(Spawn, QUEST_6) then
  53. Say(NPC, "Once again, thank you for all you have done.", Spawn)
  54. else
  55. OnQuest5(NPC, Spawn, conversation)
  56. end
  57. elseif HasQuest(Spawn, QUEST_5) then
  58. OnQuest5(NPC, Spawn, conversation)
  59. else
  60. OnQuest4(NPC, Spawn, conversation)
  61. end
  62. elseif HasQuest(Spawn, QUEST_4) then
  63. OnQuest4(NPC, Spawn, conversation)
  64. else
  65. OnQuest3(NPC, Spawn, conversation)
  66. end
  67. elseif HasQuest(Spawn, QUEST_3) then
  68. OnQuest3(NPC, Spawn, conversation)
  69. else
  70. OnQuest2(NPC, Spawn, conversation)
  71. end
  72. elseif HasQuest(Spawn, QUEST_2) then
  73. OnQuest2(NPC, Spawn, conversation)
  74. else
  75. OnQuest1(NPC, Spawn, conversation)
  76. end
  77. elseif HasQuest(Spawn, QUEST_1) then
  78. OnQuest1(NPC, Spawn, conversation)
  79. else
  80. if GetLevel(Spawn) < MIN_LEVEL then
  81. PlayFlavor(NPC, "voiceover/english/tutorial_revamp/lieutenant_dawson/qey_adv04_bog/qst_dawson_toolow_bd47ca5c.mp3", "Return to me when you're a bit more experienced, I think I could use your help.", "", 664604870, 1946809996, Spawn)
  82. else
  83. DoYouHaveAQuestion(NPC, Spawn, conversation)
  84. end
  85. end
  86. end
  87. end
  88. end
  89. function EarthTurnin(NPC, Spawn, conversation)
  90. FaceTarget(NPC, Spawn)
  91. conversation = CreateConversation()
  92. PlayFlavor(NPC, "voiceover/english/tutorial_revamp/lieutenant_dawson/qey_adv04_bog/quests/dawson/dawson_nareh000.mp3", "", "", 1085611278, 2612100192, Spawn)
  93. AddConversationOption(conversation, "Nareh Lith has found minerals in the soil here in the Peat Bog that he believes originated from The Caves.", "Dialog2")
  94. StartConversation(conversation, NPC, Spawn, "Yes?")
  95. end
  96. function Dialog2(NPC, Spawn, conversation)
  97. FaceTarget(NPC, Spawn)
  98. SetStepComplete(Spawn, Earth, 5)
  99. conversation = CreateConversation()
  100. PlayFlavor(NPC, "voiceover/english/tutorial_revamp/lieutenant_dawson/qey_adv04_bog/quests/dawson/dawson_nareh001.mp3", "", "nod", 1785452386, 1737246304, Spawn)
  101. AddConversationOption(conversation, "What else has been going on around here?", "Dialog3")
  102. StartConversation(conversation, NPC, Spawn, "Hmm, really? That alone isn't huge news, or especially concerning, but considering everything else that has been going on around here it may mean something in the grand scheme of things.")
  103. end
  104. function Dialog3(NPC, Spawn, conversation)
  105. FaceTarget(NPC, Spawn)
  106. conversation = CreateConversation()
  107. PlayFlavor(NPC, "voiceover/english/tutorial_revamp/lieutenant_dawson/qey_adv04_bog/quests/dawson/dawson_nareh002.mp3", "", "shrug", 2033137558, 2216899075, Spawn)
  108. AddConversationOption(conversation, "What can I do to help?", "dlg_0_3")
  109. StartConversation(conversation, NPC, Spawn, "I wish I knew. The ecological changes don't have anyone in Qeynos concerned, but it worries me. I am worried at what has caused this drastic change. Beyond that, I am wondering who this drastic change may interest and attract.")
  110. end
  111. -----------------------------------------------------------------------------------------------------------------------------------
  112. -- QUEST 1
  113. -----------------------------------------------------------------------------------------------------------------------------------
  114. function DoYouHaveAQuestion(NPC, Spawn, conversation)
  115. conversation = CreateConversation()
  116. PlayFlavor(NPC, "voiceover/english/tutorial_revamp/lieutenant_dawson/qey_adv04_bog/quests/dawson/dawson000.mp3", "", "", 2113696179, 3288237924, Spawn)
  117. AddConversationOption(conversation, "What is your mind occupied with?", "dlg_0_1")
  118. StartConversation(conversation, NPC, Spawn, "Do you have a question? Please be brief, my mind is occupied at the moment.")
  119. end
  120. function dlg_0_1(NPC, Spawn)
  121. FaceTarget(NPC, Spawn)
  122. conversation = CreateConversation()
  123. PlayFlavor(NPC, "voiceover/english/tutorial_revamp/lieutenant_dawson/qey_adv04_bog/quests/dawson/dawson001.mp3", "", "", 1614058358, 1618385129, Spawn)
  124. AddConversationOption(conversation, "How do you plan on doing that?", "dlg_0_2")
  125. StartConversation(conversation, NPC, Spawn, "I'm not entirely sure yet. Strange things have been happening in the Peat Bog. The ecology here has taken a staggering turn and that has attracted attention. I am trying to provide a strong presence here but with no direct support from Qeynos that is tough. I just need to show Qeynos that investing more people here is necessary.")
  126. end
  127. function dlg_0_2(NPC, Spawn)
  128. FaceTarget(NPC, Spawn)
  129. conversation = CreateConversation()
  130. PlayFlavor(NPC, "voiceover/english/tutorial_revamp/lieutenant_dawson/qey_adv04_bog/quests/dawson/dawson002.mp3", "", "", 3230267563, 3912489115, Spawn)
  131. AddConversationOption(conversation, "Sure, what can I do?", "dlg_0_3")
  132. StartConversation(conversation, NPC, Spawn, "That is yet another thing I'm not quite certain of yet. I need time to think that over but there are enough mundane problems that I've very little time to think. Care to lend a hand?")
  133. end
  134. function dlg_0_3(NPC, Spawn)
  135. FaceTarget(NPC, Spawn)
  136. conversation = CreateConversation()
  137. PlayFlavor(NPC, "voiceover/english/tutorial_revamp/lieutenant_dawson/qey_adv04_bog/quests/dawson/dawson003.mp3", "", "", 1827785196, 3415599407, Spawn)
  138. AddConversationOption(conversation, "Sure, I can do it.", "dlg_0_4")
  139. AddConversationOption(conversation, "Not now, sorry.")
  140. StartConversation(conversation, NPC, Spawn, "You can take care of some of the recurring problems while I try to focus my mind elsewhere. The fungus men around here have been causing enough incidents to warrant action. And the ravenous bog slugs are becoming more active. Take some of them out for me and it will give me the time needed to plan. Whadya say?")
  141. end
  142. function dlg_0_4(NPC, Spawn)
  143. FaceTarget(NPC, Spawn)
  144. conversation = CreateConversation()
  145. PlayFlavor(NPC, "voiceover/english/tutorial_revamp/lieutenant_dawson/qey_adv04_bog/quests/dawson/dawson004.mp3", "", "", 146673171, 1820291654, Spawn)
  146. AddConversationOption(conversation, "All right.", "OfferQuest1")
  147. StartConversation(conversation, NPC, Spawn, "Great. The fungus men can be found around the mushrooms that dot the landscape. The ravenous bog slugs can be found south of here: if you follow this path to where the sewer grate lies and then head south, heading east once you hit the water, then further south, you should find them.")
  148. end
  149. function OfferQuest1(NPC, Spawn)
  150. FaceTarget(NPC, Spawn)
  151. OfferQuest(NPC, Spawn, QUEST_1)
  152. end
  153. function OnQuest1(NPC, Spawn, conversation)
  154. PlayFlavor(NPC, "voiceover/english/tutorial_revamp/lieutenant_dawson/qey_adv04_bog/quests/dawson/dawson005.mp3", "", "", 3763908858, 4198264181, Spawn)
  155. if (HasQuest(Spawn, QUEST_1) and GetQuestStep(Spawn, QUEST_1) == 3) or (HasCompletedQuest(Spawn, QUEST_1)) then
  156. AddConversationOption(conversation, "Yes, I have.", "dlg_1_1")
  157. else
  158. AddConversationOption(conversation, "No, not yet.")
  159. end
  160. StartConversation(conversation, NPC, Spawn, "Have you killed the slugs and fungus men?")
  161. end
  162. -----------------------------------------------------------------------------------------------------------------------------------
  163. -- QUEST 2
  164. -----------------------------------------------------------------------------------------------------------------------------------
  165. function dlg_1_1(NPC, Spawn)
  166. if HasQuest(Spawn, QUEST_1) then
  167. SetStepComplete(Spawn, QUEST_1, 3)
  168. end
  169. FaceTarget(NPC, Spawn)
  170. conversation = CreateConversation()
  171. PlayFlavor(NPC, "voiceover/english/tutorial_revamp/lieutenant_dawson/qey_adv04_bog/quests/dawson/dawson006.mp3", "", "", 74693624, 878787652, Spawn)
  172. AddConversationOption(conversation, "Sure, what can I do?", "dlg_1_2")
  173. AddConversationOption(conversation, "Sorry, no.")
  174. StartConversation(conversation, NPC, Spawn, "Good, it's a relief to have those taken care of. This will allow us to expend resources in more important areas. Speaking of which, I've recently received some strange reports. How'd you like to help me again?")
  175. end
  176. function dlg_1_2(NPC, Spawn)
  177. FaceTarget(NPC, Spawn)
  178. conversation = CreateConversation()
  179. PlayFlavor(NPC, "voiceover/english/tutorial_revamp/lieutenant_dawson/qey_adv04_bog/quests/dawson/dawson007.mp3", "", "", 3523318297, 3580020244, Spawn)
  180. AddConversationOption(conversation, "Ok, I'll attach the beacon.", "OfferQuest2")
  181. StartConversation(conversation, NPC, Spawn, "The body of water you passed earlier: I've had at least two reports of some sort of machine in that water. I've alerted the research teams, but they are busy elsewhere. In the mean time, it would be helpful if you could do two things for me. First, find the machine to verify it exists. And, second, if it does exist, tag it with an arcanic beacon.")
  182. end
  183. function OfferQuest2(NPC, Spawn)
  184. FaceTarget(NPC, Spawn)
  185. OfferQuest(NPC, Spawn, QUEST_2)
  186. end
  187. function OnQuest2(NPC, Spawn)
  188. PlayFlavor(NPC, "voiceover/english/tutorial_revamp/lieutenant_dawson/qey_adv04_bog/quests/dawson/dawson008.mp3", "", "", 702901482, 1827477819, Spawn)
  189. if (HasQuest(Spawn, QUEST_2) and GetQuestStep(Spawn, QUEST_2) == 2) or (HasCompletedQuest(Spawn, QUEST_2)) then
  190. AddConversationOption(conversation, "Yes. I attached the beacon, but before that I was attacked by a gnoll.", "dlg_6_1")
  191. else
  192. AddConversationOption(conversation, "No, not yet.")
  193. end
  194. StartConversation(conversation, NPC, Spawn, "Did you find the machine?")
  195. end
  196. function dlg_6_1(NPC, Spawn)
  197. if HasQuest(Spawn, QUEST_2) then
  198. SetStepComplete(Spawn, QUEST_2, 2)
  199. end
  200. FaceTarget(NPC, Spawn)
  201. conversation = CreateConversation()
  202. PlayFlavor(NPC, "voiceover/english/tutorial_revamp/lieutenant_dawson/qey_adv04_bog/quests/dawson/dawson009.mp3", "", "", 416950362, 1150655784, Spawn)
  203. AddConversationOption(conversation, "Yes. I will help.", "dlg_6_2")
  204. AddConversationOption(conversation, "For now I must leave.")
  205. StartConversation(conversation, NPC, Spawn, "A gnoll?! Things are worse here than I thought. Perhaps they... hmm... I still need your help, can you stay?")
  206. end
  207. -----------------------------------------------------------------------------------------------------------------------------------
  208. -- QUEST 3
  209. -----------------------------------------------------------------------------------------------------------------------------------
  210. function dlg_6_2(NPC, Spawn)
  211. FaceTarget(NPC, Spawn)
  212. conversation = CreateConversation()
  213. PlayFlavor(NPC, "voiceover/english/tutorial_revamp/lieutenant_dawson/qey_adv04_bog/quests/dawson/dawson010.mp3", "", "", 2108767843, 3888763580, Spawn)
  214. AddConversationOption(conversation, "Where are the ambush sites?", "dlg_6_3")
  215. StartConversation(conversation, NPC, Spawn, "I am glad. A number of our research teams in the Peat Bog were recently ambushed. Nobody was killed, thankfully, but their work has been lost. We've escorted the researchers to safety and left the ambush sites undisturbed. I would like you to go to each site and check for any clues that may tell us who did this. It would be easy to assume it was the gnolls, but I would like evidence to complement my gut feeling.")
  216. end
  217. function dlg_6_3(NPC, Spawn)
  218. FaceTarget(NPC, Spawn)
  219. conversation = CreateConversation()
  220. PlayFlavor(NPC, "voiceover/english/tutorial_revamp/lieutenant_dawson/qey_adv04_bog/quests/dawson/dawson011.mp3", "", "", 3580800965, 1143356388, Spawn)
  221. AddConversationOption(conversation, "I will return.", "OfferQuest3")
  222. StartConversation(conversation, NPC, Spawn, "The first is west from Two Logs Pond, which is south from the sewer grate. The second is east of the pond in the north eastern corner of the area there. The final ambush site is directly south of the second site.")
  223. end
  224. function OfferQuest3(NPC, Spawn)
  225. FaceTarget(NPC, Spawn)
  226. OfferQuest(NPC, Spawn, QUEST_3)
  227. end
  228. function OnQuest3(NPC, Spawn, conversation)
  229. PlayFlavor(NPC, "voiceover/english/tutorial_revamp/lieutenant_dawson/qey_adv04_bog/quests/dawson/dawson012.mp3", "", "", 3649722083, 1259667690, Spawn)
  230. if (HasQuest(Spawn, QUEST_3) and GetQuestStep(Spawn, QUEST_3) == 4) or (HasCompletedQuest(Spawn, QUEST_3)) then
  231. AddConversationOption(conversation, "Yes, at one I found a gnoll paw. There was nothing telling at the others.", "dlg_12_1")
  232. else
  233. AddConversationOption(conversation, "No, not yet.")
  234. end
  235. StartConversation(conversation, NPC, Spawn, "Have you examined all of the ambush sites?")
  236. end
  237. function dlg_12_1(NPC, Spawn)
  238. if HasQuest(Spawn, QUEST_3) then
  239. SetStepComplete(Spawn, QUEST_3, 4)
  240. end
  241. FaceTarget(NPC, Spawn)
  242. conversation = CreateConversation()
  243. if HasItem(Spawn,1820) then
  244. RemoveItem(Spawn,1820)
  245. end
  246. PlayFlavor(NPC, "voiceover/english/tutorial_revamp/lieutenant_dawson/qey_adv04_bog/quests/dawson/dawson013.mp3", "", "", 459920710, 2550974214, Spawn)
  247. AddConversationOption(conversation, "Yes, I can help.", "dlg_12_2")
  248. AddConversationOption(conversation, "Not right now.")
  249. StartConversation(conversation, NPC, Spawn, "That's good. Well, it's bad, but it's good. You know what I mean. This means we have less to worry about. It seems the gnolls are on the move, probably because we've found them. If our intelligence is correct they're moving a number of machines out of the Peat Bog. I don't know if this is a retreat or some movement for another advance, but we need to stop those machines. Can you help?")
  250. end
  251. -----------------------------------------------------------------------------------------------------------------------------------
  252. -- QUEST 4
  253. -----------------------------------------------------------------------------------------------------------------------------------
  254. function dlg_12_2(NPC, Spawn)
  255. FaceTarget(NPC, Spawn)
  256. conversation = CreateConversation()
  257. PlayFlavor(NPC, "voiceover/english/tutorial_revamp/lieutenant_dawson/qey_adv04_bog/quests/dawson/dawson014.mp3", "", "", 3721129561, 3085892436, Spawn)
  258. AddConversationOption(conversation, "I'll be back when this is done.", "OfferQuest4")
  259. StartConversation(conversation, NPC, Spawn, "Wonderful. Their exit route seems to start in the south-east most corner of the Peat Bog and move west from there. There should be three machines. Kill the gnolls protecting the machine, destroy the machine itself, and then move on to the next one. Our people will be along soon enough to take care of the remains.")
  260. end
  261. function OfferQuest4(NPC, Spawn)
  262. FaceTarget(NPC, Spawn)
  263. OfferQuest(NPC, Spawn, QUEST_4)
  264. end
  265. function OnQuest4(NPC, Spawn, conversation)
  266. PlayFlavor(NPC, "voiceover/english/tutorial_revamp/lieutenant_dawson/qey_adv04_bog/quests/dawson/dawson015.mp3", "", "", 2647530103, 2587149233, Spawn)
  267. if (HasQuest(Spawn, QUEST_4) and GetQuestStep(Spawn, QUEST_4) == 4) or (HasCompletedQuest(Spawn, QUEST_4)) then
  268. AddConversationOption(conversation, "Yes, I have.", "dlg_14_1")
  269. else
  270. AddConversationOption(conversation, "Not yet.")
  271. end
  272. StartConversation(conversation, NPC, Spawn, "Did you stop the gnolls?")
  273. end
  274. function dlg_14_1(NPC, Spawn)
  275. if HasQuest(Spawn, QUEST_4) then
  276. SetStepComplete(Spawn, QUEST_4, 4)
  277. end
  278. FaceTarget(NPC, Spawn)
  279. conversation = CreateConversation()
  280. PlayFlavor(NPC, "voiceover/english/tutorial_revamp/lieutenant_dawson/qey_adv04_bog/quests/dawson/dawson017.mp3", "", "", 3063961189, 3632961186, Spawn)
  281. AddConversationOption(conversation, "What loose end?", "dlg_14_2")
  282. StartConversation(conversation, NPC, Spawn, "Good. I would hate to see one of the other Lieutenants clean up my mess. Thank you. There's still one loose end to clean up, if you're willing.")
  283. end
  284. -----------------------------------------------------------------------------------------------------------------------------------
  285. -- QUEST 5
  286. -----------------------------------------------------------------------------------------------------------------------------------
  287. function dlg_14_2(NPC, Spawn)
  288. FaceTarget(NPC, Spawn)
  289. conversation = CreateConversation()
  290. PlayFlavor(NPC, "voiceover/english/tutorial_revamp/lieutenant_dawson/qey_adv04_bog/quests/dawson/dawson018.mp3", "", "", 1491634247, 1091662891, Spawn)
  291. AddConversationOption(conversation, "I can do this.", "dlg_14_3")
  292. AddConversationOption(conversation, "I can't do this.")
  293. StartConversation(conversation, NPC, Spawn, "Dentfang. He was one of the gnolls in charge of this area. He knows he can't return after such a failure, perhaps he hopes to hide out here long enough to reclaim his honor by slaying the guards of Qeynos. Nobody wants to see that happen. My scouts have suggested three possible places within the Peat Bog where he may be hiding. I've already sent teams to two places, the two I consider least likely. I'm positive he's at the final spot, and I would like you to take care of him. What do you say?")
  294. end
  295. function dlg_14_3(NPC, Spawn)
  296. FaceTarget(NPC, Spawn)
  297. conversation = CreateConversation()
  298. PlayFlavor(NPC, "voiceover/english/tutorial_revamp/lieutenant_dawson/qey_adv04_bog/quests/dawson/dawson019.mp3", "", "", 726337004, 1780065710, Spawn)
  299. AddConversationOption(conversation, "Is he dangerous?", "OfferQuest5")
  300. StartConversation(conversation, NPC, Spawn, "Good. If you start in the southwestern corner of the Peat Bog and then travel north, you should come to the area where he's hiding. Travel there and give him what he deserves.")
  301. end
  302. function OfferQuest5(NPC, Spawn)
  303. FaceTarget(NPC, Spawn)
  304. OfferQuest(NPC, Spawn, QUEST_5)
  305. end
  306. function OnQuest5(NPC, Spawn, conversation)
  307. if (HasQuest(Spawn, QUEST_5) and GetQuestStep(Spawn, QUEST_5) == 2) or (HasCompletedQuest(Spawn, QUEST_5)) then
  308. AddConversationOption(conversation, "I have.", "Quest5Done")
  309. else
  310. AddConversationOption(conversation, "Not yet.")
  311. end
  312. StartConversation(conversation, NPC, Spawn, "Did you dispose of Dentfang?")
  313. end
  314. function Quest5Done(NPC, Spawn)
  315. if HasQuest(Spawn, QUEST_5) then
  316. SetStepComplete(Spawn, QUEST_5, 2)
  317. end
  318. FaceTarget(NPC, Spawn)
  319. conversation = CreateConversation()
  320. AddConversationOption(conversation, "You are welcome.", "WordHasCome")
  321. StartConversation(conversation, NPC, Spawn, "Good. With him gone the gnoll presence here will not be able to regain strength. They will flee or be killed. You've done a great thing for us, " .. GetName(Spawn) .. ". I appreciate it more than you know. And Qeynos, appreciates it too.")
  322. end
  323. -----------------------------------------------------------------------------------------------------------------------------------
  324. -- QUEST 6
  325. -----------------------------------------------------------------------------------------------------------------------------------
  326. function WordHasCome(NPC, Spawn)
  327. FaceTarget(NPC, Spawn)
  328. conversation = CreateConversation()
  329. PlayFlavor(NPC, "", "", "bow", 0, 0, Spawn)
  330. AddConversationOption(conversation, "I can do this.", "OfferQuest6")
  331. StartConversation(conversation, NPC, Spawn, "Word has come down from above, " .. GetName(Spawn) .. ". You have been requested specifically. Because of your help here you have been noticed. You are specifically being request in The Caves. You should be very proud. I am glad to have worked with you, I am sure you will be a huge asset in the coming battle.")
  332. end
  333. function OfferQuest6(NPC, Spawn)
  334. FaceTarget(NPC, Spawn)
  335. OfferQuest(NPC, Spawn, QUEST_6)
  336. end