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- --[[
- Script Name : SpawnScripts/FermentedGrape/apiratefirstmate.lua
- Script Author : Dorbin
- Script Date : 2022.12.04 01:12:37
- Script Purpose :
- :
- --]]
- require "SpawnScripts/Generic/CombatModule"
- function spawn(NPC, Spawn)
- combatModule(NPC, Spawn)
- AddTimer(NPC,MakeRandomInt(2000,5000),"EmoteLoop")
- end
- function EmoteLoop(NPC)
- if not IsInCombat(NPC) then
- SpawnSet(NPC,"mood_state",11852)
- choice = MakeRandomInt(1,5)
- if choice ==1 then
- PlayFlavor(NPC,"","","threaten",0,0)
- elseif choice ==2 then
- PlayFlavor(NPC,"","","taunt",0,0)
- elseif choice ==3 then
- PlayFlavor(NPC,"","","grumble",0,0)
- elseif choice ==4 then
- PlayFlavor(NPC,"","","chuckle",0,0)
- elseif choice ==5 then
- PlayFlavor(NPC,"","","point",0,0)
- end
- end
- AddTimer(NPC,6000,"EmoteLoop")
- end
- function respawn(NPC)
- spawn(NPC)
- end
- function aggro(NPC,Spawn)
- PlayFlavor(NPC, "voiceover/english/halfelf_eco_farsea_1/ft/service/guard/halfelf_guard_service_farsea_1_hail_gf_2b42c14f.mp3", "After twelve weeks at sea, bashing the head of a nosy landlubber sounds quite appealing!", "threaten", 1936614211, 2469553737, Spawn, 0)
- end
- function death(NPC,Spawn)
- local zone = GetZone(NPC)
- local Pirate1 = GetSpawnByLocationID(zone, 133781037) --FIRSTMATE
- local Pirate2 = GetSpawnByLocationID(zone, 133781036) --CUTTER
- local Pirate3 = GetSpawnByLocationID(zone, 133781038)
- local Pirate4 = GetSpawnByLocationID(zone, 133781039)
- local Pirate5 = GetSpawnByLocationID(zone, 133781035)
- local Pirate6 = GetSpawnByLocationID(zone, 133781034)
- local Captain = GetSpawnByLocationID(zone, 133781033)
- local Bartender = GetSpawnByLocationID(zone, 133781031)
- local Bard = GetSpawnByLocationID(zone, 133781032)
- local Bobick = GetSpawnByLocationID(zone, 133781027)
- if not IsAlive(Pirate1) and not IsAlive(Pirate2) and not IsAlive(Pirate3) and not IsAlive(Pirate4) and not IsAlive(Pirate5) and not IsAlive(Pirate6) and not IsAlive(Captain) then
- if HasQuest(Spawn,5784) then
- SetStepComplete(Spawn,5784,1)
- end
- SpawnSet(Bartender,"name","a relieved bartender")
- SpawnSet(Bartender,"mood_state",0)
- SpawnSet(Bartender,"action_state",11214)
- SpawnSet(Bard,"name","a thankful bard")
- SpawnSet(Bard,"mood_state",11854)
- SpawnSet(Bard,"action_state",0)
- SpawnSet(Bobick,"action_state",11422)
- SpawnSet(Bobick,"name","a satisfied patron")
- end
- end
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