123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215 |
- --[[
- Script Name : SpawnScripts/FarJourneyFreeport/a goblin.lua
- Script Author : LethalEncounter
- Script Date : 2020.07.02
- Script Purpose : Govern movement and spawn behavior of the goblin on the Far Journey.
- Script Notes : Re-wrote random behavior functions so they suck less. Neveruary 08/07/21
- Script Notes : Created client versioning & added interactions between NPCs. MISSING INGRED CHASE AROUND BOAT, but not necessary. - Dorbin 08.14.22
- --]]
- local legacy = true -- Client check. True == DoF or Classic
- require "SpawnScripts/Generic/CombatModule"
- function spawn(NPC, Spawn)
- SetInfoStructUInt(NPC, "override_primary_weapon", 1)
- SetInfoStructUInt(NPC, "primary_weapon_damage_low", 1)
- SetInfoStructUInt(NPC, "primary_weapon_damage_high", 3)
- CageCollision(NPC)
- end
- function hailed(NPC, player)
- -- AddTimer(NPC, 100, "idle_loop")
- end
- function idle_loop(NPC)
- local states = {15, 217, 218, 883, 226, 296, 311, 315, 488, 519, 521, 524, 550, 632, 637, 717, 82}
- SendStateCommand(NPC, states[math.random(#states)])
- AddTimer(NPC, math.random(5000, 7000), "stop_animation")
- end
- function CageCollision(NPC)
- SpawnMob(GetZone(NPC),270011,-3.74,-0.57,15.74)
- end
- function stop_animation(NPC)
- SendStateCommand(NPC, 0)
- if GetSpawn(NPC, 270011) == nil then
- AddTimer(NPC, 500, "run_around_loop_init")
- else
- AddTimer(NPC, math.random(3000, 10000), "idle_loop")
- end
- end
- ----NON DOF VERSION
- function NonDoF_idle_loop(NPC)-- For NON DOF/CLASSIC CLIENTS
- local states = {11255 , 11256 , 883, 11287 , 11554 , 11663 , 11676 , 12081 , 12166 , 12172 , 12191 , 12325 , 12983 , 13015 , 13063 , 10844, 11880 }
- SendStateCommand(NPC, states[math.random(#states)])
- AddTimer(NPC, math.random(5000, 7000), "NonDoF_stop_animation")
- end
- function NonDoF_stop_animation(NPC)
- SendStateCommand(NPC, 0)
- legacy = false
- if GetSpawn(NPC, 270011) == nil then
- AddTimer(NPC, 500, "run_around_loop_init")
- else
- AddTimer(NPC, math.random(3000, 10000), "NonDoF_idle_loop")
- end
- end
- -----
- function run_around_loop_init(NPC)
- MoveToLocation(NPC, 2.92, 0.57, 15.98, 5, "run_around_loop_init_pause", false)
- end
- function run_around_loop_init_pause(NPC)
- ClearRunningLocations(NPC)
- AddTimer(NPC, 700, "run_around_loop_init_continue")
- end
- function run_around_loop_init_continue(NPC)
- MoveToLocation(NPC, 3.23, -2.07, 10.83, 5, "run_around_loop_init_finished", false)
- end
- function run_around_loop_init_finished(NPC)
- ClearRunningLocations(NPC)
- AddTimer(NPC, 100, "run_around_loop")
- end
- function run_around_loop(NPC)
- MovementLoopAdd(NPC, -4.43, -2.07, 6.17, 5, 1)
- MovementLoopAdd(NPC, -4.43, -2.07, 6.17, 5, 3, "run_around_loop_pause1")
- MovementLoopAdd(NPC, -4.43, -2.07, 6.17, 5, 0)
- MovementLoopAdd(NPC, -5.23, -2.01, 0.39, 5, 1)
- MovementLoopAdd(NPC, -5.23, -2.01, 0.39, 5, 3, "run_around_loop_pause2")
- MovementLoopAdd(NPC, -5.23, -2.01, 0.39, 5, 0)
- MovementLoopAdd(NPC, -4.88, -2.06, 4.26, 5, 1)
- MovementLoopAdd(NPC, -4.88, -2.06, 4.26, 5, 3, "run_around_loop_pause3")
- MovementLoopAdd(NPC, -4.88, -2.06, 4.26, 5, 0)
- MovementLoopAdd(NPC, 3.94, -2.07, 0.66, 5, 1)
- MovementLoopAdd(NPC, 3.94, -2.07, 0.66, 5, 3, "run_around_loop_pause4")
- MovementLoopAdd(NPC, 3.94, -2.07, 0.66, 5, 0)
- MovementLoopAdd(NPC, 2.84, -2.07, -2.07, 5, 1)
- MovementLoopAdd(NPC, 2.84, -2.07, -2.07, 5, 3, "run_around_loop_pause5")
- MovementLoopAdd(NPC, 2.84, -2.07, -2.07, 5, 0)
- MovementLoopAdd(NPC, 3.41, -1.99, -7.42, 5, 1)
- MovementLoopAdd(NPC, 3.41, -1.99, -7.42, 5, 3, "run_around_loop_pause6")
- MovementLoopAdd(NPC, 3.41, -1.99, -7.42, 5, 0)
- MovementLoopAdd(NPC, -2.75, -2.02, -5.82, 5, 0)
- MovementLoopAdd(NPC, -2.63, 1.21, -18.11,5,1)
- MovementLoopAdd(NPC, -2.63, 1.21, -18.11,5,3,"run_around_loop_pause7")
- MovementLoopAdd(NPC, -2.63, 1.21, -18.11,3,0)
- MovementLoopAdd(NPC, -2.75, -2.02, -5.82, 5, 0)
- end
- function run_around_loop_pause(NPC)
- local choice = {217, 226, 550, 717, 125, 125, 125, 125} -- update to retain intention of original script. mostly want threaten.
- SendStateCommand(NPC, choice[math.random(#choice)])
- AddTimer(NPC, 3000, "run_around_loop_stop_animation")
- end
- function run_around_loop_pauseNonDoF(NPC)
- local choice = {11255, 11287, 12325, 13063, 13063, 13063, 12153, 125,11757,11880}
- SendStateCommand(NPC, choice[math.random(#choice)])
- AddTimer(NPC, 3000, "run_around_loop_stop_animation")
- end
- function run_around_loop_pause1(NPC)
- SetTarget(GetSpawn(NPC, 270005),NPC)
- FaceTarget(GetSpawn(NPC, 270005), NPC)
- SetTarget(NPC,GetSpawn(NPC, 270005))
- FaceTarget(NPC,GetSpawn(NPC, 270005))
- if legacy == true then --DoF or Classic Client
- SendStateCommand(GetSpawn(NPC, 270005), 218) --CRINGE
- run_around_loop_pause(NPC)
- else
- SendStateCommand(GetSpawn(NPC, 270005), 11256)
- run_around_loop_pauseNonDoF(NPC)
- end
- end
- function run_around_loop_pause2(NPC)
- SetTarget(GetSpawn(NPC, 270006),NPC)
- SetTarget(NPC,GetSpawn(NPC, 270006))
- FaceTarget(GetSpawn(NPC, 270006), NPC)
- FaceTarget(NPC,GetSpawn(NPC, 270006))
- if legacy == true then --DoF or Classic Client
- SendStateCommand(GetSpawn(NPC, 270006), 525) --SCREAM
- run_around_loop_pause(NPC)
- else
- SendStateCommand(GetSpawn(NPC, 270006), 12192)
- run_around_loop_pauseNonDoF(NPC)
- end
- end
- function run_around_loop_pause3(NPC)
- run_around_loop_pause(NPC)
- end
- function run_around_loop_pause4(NPC)
- SetTarget(GetSpawn(NPC, 270004),NPC)
- FaceTarget(GetSpawn(NPC, 270004), NPC)
- SetTarget(NPC,GetSpawn(NPC, 270004))
- FaceTarget(NPC,GetSpawn(NPC, 270004))
- if legacy == true then --DoF or Classic Client
- SendStateCommand(GetSpawn(NPC, 270004), 717) --THREATEN
- run_around_loop_pause(NPC)
- else
- SendStateCommand(GetSpawn(NPC, 270004), 13063)
- run_around_loop_pauseNonDoF(NPC)
- end
- end
- function run_around_loop_pause5(NPC)
- SetTarget(GetSpawn(NPC, 270001),NPC)
- FaceTarget(GetSpawn(NPC, 270001), NPC)
- SetTarget(NPC,GetSpawn(NPC, 270001))
- FaceTarget(NPC,GetSpawn(NPC, 270001))
- if legacy == true then --DoF or Classic Client
- SendStateCommand(GetSpawn(NPC, 270001), 218) --CRINGE
- run_around_loop_pause(NPC)
- else
- SendStateCommand(GetSpawn(NPC, 270001), 11256)
- run_around_loop_pauseNonDoF(NPC)
- end
- end
- function run_around_loop_pause6(NPC)
- run_around_loop_pause(NPC)
- end
- function run_around_loop_pause7(NPC)
- SetTarget(GetSpawn(NPC, 270002),NPC)
- SetTarget(NPC,GetSpawn(NPC, 270002))
- FaceTarget(GetSpawn(NPC, 270002), NPC)
- FaceTarget(NPC,GetSpawn(NPC, 270002))
- if legacy == true then --DoF or Classic Client
- SendStateCommand(GetSpawn(NPC, 270002), 528) --Shakefist
- run_around_loop_pause(NPC)
- else
- SendStateCommand(GetSpawn(NPC, 270002), 12214)
- run_around_loop_pauseNonDoF(NPC)
- end
- end
- function run_around_loop_stop_animation(NPC)
- SendStateCommand(NPC, 0)
- SetTarget(NPC,nil)
- SetTarget(GetSpawn(NPC, 270001),nil)
- SetTarget(GetSpawn(NPC, 270002),nil)
- SetTarget(GetSpawn(NPC, 270003),nil)
- SetTarget(GetSpawn(NPC, 270004),nil)
- SetTarget(GetSpawn(NPC, 270005),nil)
- SetTarget(GetSpawn(NPC, 270006),nil)
- SetTarget(NPC,nil)
- end
- function death(NPC,Spawn)
- -- AddTimer(GetSpawn(NPC, 270008), 100, "idle_loop")
- end
|