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- --[[
- Script Name : SpawnScripts/QueensColony/ClericMaraVaen.lua
- Script Purpose : Cleric Mara'Vaen
- Script Author : John Adams
- Script Date : 2008.09.20
- Script Notes : Auto-Generated Conversation from PacketParser Data
- --]]
- local JoiningTheForwardRanks = 163
- local TheSourceOfEvil = 164
- function spawn(NPC)
- SetLuaBrain(NPC)
- SetBrainTick(NPC, 500)
-
- ProvidesQuest(NPC, TheSourceOfEvil)
- end
- function respawn(NPC)
- spawn(NPC)
- end
- -- Brain override
- function Think(NPC, Target)
- local mostHated = GetMostHated(NPC)
- if mostHated ~= nil then
- Say(NPC, "Has most hated")
- aggro(NPC, mostHated)
- end
- end
- -- Should only cast on lost scouts (ghost version)
- function aggro(NPC, Spawn)
- Say(NPC, "In aggro()")
- if GetTempVariable(NPC, "CASTING") ~= "True" then
- Say(NPC, "Casting spell")
- SetTempVariable(NPC, "CASTING", "True")
- CastSpell(Spawn, 130027, 1, NPC)
- AddTimer(NPC, 1610, "FinishedCasting")
- end
- end
- -- Timer callback to allow casting again
- function FinishedCasting(NPC)
- SetTempVariable(NPC, "CASTING", "False")
- end
- function hailed(NPC, Spawn)
- FaceTarget(NPC, Spawn)
- conversation = CreateConversation()
- if HasCompletedQuest(Spawn, JoiningTheForwardRanks) then
- if HasCompletedQuest(Spawn, TheSourceOfEvil) then
- ThanksForHelp(Spawn, NPC, true)
- elseif HasQuest(Spawn, TheSourceOfEvil) then
- ThanksForHelp(Spawn, NPC, true)
- else
- ThanksForHelp(Spawn, NPC, false)
- end
- elseif HasQuest(Spawn, JoiningTheForwardRanks) then
- if GetQuestStep(Spawn, JoiningTheForwardRanks) == 1 then
- DoNotFret(NPC, Spawn)
- elseif GetQuestStep(Spawn, JoiningTheForwardRanks) == 2 then
- KeepTrying(NPC, Spawn)
- elseif GetQuestStep(Spawn, JoiningTheForwardRanks) == 3 then
- GreatGame(NPC, Spawn)
- elseif GetQuestStep(Spawn, JoiningTheForwardRanks) == 4 then
- ClearMorak(NPC, Spawn)
- elseif GetQuestStep(Spawn, JoiningTheForwardRanks) == 5 then
- QuestComplete(NPC, Spawn)
- end
- else
- PlayFlavor(NPC, "voiceover/english/tutorial_revamp/cleric_mara_vaen/tutorial_island02_revamp/quests/citizenship/clericmaravaen/clericmaravaen011.mp3", "", "", 1665452069, 4059457198, Spawn)
- AddConversationOption(conversation, "Okay.")
- StartConversation(conversation, NPC, Spawn, "I don't have any tasks for you yet. Speak with Murrar Shar outside of Myrrin's Tower. He should have some tasks for you.")
- end
- end
- function DoNotFret(NPC, Spawn)
- FaceTarget(NPC, Spawn)
- conversation = CreateConversation()
- PlayFlavor(NPC, "voiceover/english/tutorial_revamp/cleric_mara_vaen/tutorial_island02_revamp/quests/citizenship/clericmaravaen/clericmaravaen001.mp3", "", "", 2971501331, 3435878603, Spawn)
- AddConversationOption(conversation, "I guess you know me?", "dlg_20_1")
- AddConversationOption(conversation, "Nice to meet you, too.")
- StartConversation(conversation, NPC, Spawn, "Do not fret, " .. GetName(Spawn) .. ". The hand of Qeynos reaches far and wide to help those in need.")
- end
- function dlg_20_1(NPC, Spawn)
- FaceTarget(NPC, Spawn)
- conversation = CreateConversation()
- PlayFlavor(NPC, "voiceover/english/tutorial_revamp/cleric_mara_vaen/tutorial_island02_revamp/quests/citizenship/clericmaravaen/clericmaravaen002.mp3", "", "", 2633924079, 3010054159, Spawn)
- AddConversationOption(conversation, "I'm ready.", "dlg_20_2")
- AddConversationOption(conversation, "I don't think I'm ready.")
- StartConversation(conversation, NPC, Spawn, "Murrar sent word that you were coming. He said to be nice, hehe! No worries, I mean only the best. In any case, I'll be doing most of the work for this first task, when you're ready.")
- end
- function dlg_20_2(NPC, Spawn)
- SetStepComplete(Spawn, JoiningTheForwardRanks, 1)
-
- FaceTarget(NPC, Spawn)
- conversation = CreateConversation()
- PlayFlavor(NPC, "voiceover/english/tutorial_revamp/cleric_mara_vaen/tutorial_island02_revamp/quests/citizenship/clericmaravaen/clericmaravaen003.mp3", "", "", 929576879, 4035132590, Spawn)
- AddConversationOption(conversation, "I'll do my best.")
- StartConversation(conversation, NPC, Spawn, "You see those ghostly figures down in the canyon? Those are the souls of our scouts who were lost and consumed by evil. I believe that they may be trapped between our world and the next. I think I can resurrect them, if you can just lure them close to me.")
- end
- function KeepTrying(NPC, Spawn)
- FaceTarget(NPC, Spawn)
- conversation = CreateConversation()
- AddConversationOption(conversation, "I'll keep trying.")
- StartConversation(conversation, NPC, Spawn, "Keep trying, I believe we can save more scouts if you get them close to me.")
- end
- function GreatGame(NPC, Spawn)
- FaceTarget(NPC, Spawn)
- conversation = CreateConversation()
- PlayFlavor(NPC, "voiceover/english/tutorial_revamp/cleric_mara_vaen/tutorial_island02_revamp/quests/citizenship/clericmaravaen/clericmaravaen005.mp3", "", "", 1882665589, 1902293914, Spawn)
- AddConversationOption(conversation, "Bring it on!", "dlg_21_1")
- AddConversationOption(conversation, "I'll be right back.")
- StartConversation(conversation, NPC, Spawn, "That was a great game of cat and mouse you pulled there! Nice job, but now for the hard part.")
- end
- function dlg_21_1(NPC, Spawn)
- SetStepComplete(Spawn, JoiningTheForwardRanks, 3)
-
- FaceTarget(NPC, Spawn)
- conversation = CreateConversation()
- PlayFlavor(NPC, "voiceover/english/tutorial_revamp/cleric_mara_vaen/tutorial_island02_revamp/quests/citizenship/clericmaravaen/clericmaravaen006.mp3", "", "", 3734054586, 4057468106, Spawn)
- AddConversationOption(conversation, "I have a feeling I know where this is going.", "dlg_21_2")
- StartConversation(conversation, NPC, Spawn, "Long ago there lived a ferocious breed on this island, a species of dire wolf that the Sapswill called 'the Morak.' The Morak were cleansed from the island so it could be a safer place.")
- end
- function dlg_21_2(NPC, Spawn)
- FaceTarget(NPC, Spawn)
- conversation = CreateConversation()
- PlayFlavor(NPC, "voiceover/english/tutorial_revamp/cleric_mara_vaen/tutorial_island02_revamp/quests/citizenship/clericmaravaen/clericmaravaen007.mp3", "", "", 519840211, 2908756618, Spawn)
- AddConversationOption(conversation, "Consider it done.")
- StartConversation(conversation, NPC, Spawn, "The evil that builds on the island has drawn them from their graves and they hunt again. They are thick through Dead Canyon and we need to clear a path for our scouts to move forward.")
- end
- function ClearMorak(NPC, Spawn)
- FaceTarget(NPC, Spawn)
- conversation = CreateConversation()
- AddConversationOption(conversation, "I'm on my way.")
- StartConversation(conversation, NPC, Spawn, "The Morak need to be cleared so our scouts can push forward.")
- end
- function QuestComplete(NPC, Spawn)
- SetStepComplete(Spawn, JoiningTheForwardRanks, 5)
- FaceTarget(NPC, Spawn)
- conversation = CreateConversation()
- PlayFlavor(NPC, "voiceover/english/tutorial_revamp/cleric_mara_vaen/tutorial_island02_revamp/quests/citizenship/clericmaravaen/clericmaravaen009.mp3", "", "", 72596140, 1372143516, Spawn)
- AddConversationOption(conversation, "Is there anything else I can do?", "AnythingElse")
- AddConversationOption(conversation, "You're welcome.")
- StartConversation(conversation, NPC, Spawn, "You did it, I knew you could! Our scouts were able to clear through to the far side of the village. I'll send word back to Murrar. Thank you, " .. GetName(Spawn) .. ".")
- end
- ------------------------------------------------------------------------------------------------------------------
- -- QUEST 5
- ------------------------------------------------------------------------------------------------------------------
- function AnythingElse(NPC, Spawn)
- FaceTarget(NPC, Spawn)
- conversation = CreateConversation()
- PlayFlavor(NPC, "voiceover/english/tutorial_revamp/cleric_mara_vaen/tutorial_island02_revamp/quests/citizenship/clericmaravaen/clericmaravaen012.mp3", "", "", 2525989430, 544085949, Spawn)
- AddConversationOption(conversation, "So should I travel there?", "TravelThere")
- AddConversationOption(conversation, "I'll deal with this later.")
- StartConversation(conversation, NPC, Spawn, "The few scouts that broke through to the Sapswill village report a twist in this evil plot. Apparently the goblins are victims of the evil as well. A few goblins survived some sort of an attack on their village and are being held at a scout camp that has been set up on its outskirts.")
- end
- function TravelThere(NPC, Spawn)
- FaceTarget(NPC, Spawn)
- conversation = CreateConversation()
- PlayFlavor(NPC, "voiceover/english/tutorial_revamp/cleric_mara_vaen/tutorial_island02_revamp/quests/citizenship/clericmaravaen/clericmaravaen013.mp3", "", "", 2720199838, 3131530763, Spawn)
- AddConversationOption(conversation, "On my way", "OfferQuest5")
- AddConversationOption(conversation, "I can't right now.")
- StartConversation(conversation, NPC, Spawn, "Yes, seek out Sorcerer Oofala. He is charged with protecting the camp there and should have more information. The camp is in an alcove on the far east side of the Abandoned Village. You will need to traverse around the Village to get to the camp. Good luck.")
- end
- function ThanksForHelp(Spawn, NPC, onNextQuest)
- FaceTarget(NPC, Spawn)
- conversation = CreateConversation()
- PlayFlavor(NPC, "voiceover/english/tutorial_revamp/cleric_mara_vaen/tutorial_island02_revamp/quests/citizenship/clericmaravaen/clericmaravaen010.mp3", "", "", 1827963300, 3132811539, Spawn)
- if onNextQuest == false then
- AddConversationOption(conversation, "Is there anything else I can do?", "AnythingElse")
- end
- AddConversationOption(conversation, "And also with you.")
- StartConversation(conversation, NPC, Spawn, "Thank you for your help. Peace be with you.")
- end
- function OfferQuest5(NPC, Spawn)
- OfferQuest(NPC, Spawn, TheSourceOfEvil)
- end
- --[[ raw_conversations
- PlayFlavor(NPC, "voiceover/english/voice_emotes/greetings/greetings_2_1011.mp3", "", "", 0, 0)
- --]]
- --[[
- PlayFlavor(NPC, "voiceover/english/tutorial_revamp/cleric_mara_vaen/tutorial_island02_revamp/quests/citizenship/clericmaravaen/clericmaravaen003.mp3", "", "", 929576879, 4035132590, Spawn)
- AddConversationOption(conversation, "I'll do my best.", "dlg_20_3")
- StartConversation(conversation, NPC, Spawn, "You see those ghostly figures down in the canyon? Those are the souls of our scouts who were lost and consumed by evil. I believe that they may be trapped between our world and the next. I think I can resurrect them, if you can just lure them close to me.")
- function dlg_21_1(NPC, Spawn)
- FaceTarget(NPC, Spawn)
- conversation = CreateConversation()
- PlayFlavor(NPC, "voiceover/english/tutorial_revamp/cleric_mara_vaen/tutorial_island02_revamp/quests/citizenship/clericmaravaen/clericmaravaen006.mp3", "", "", 3734054586, 4057468106, Spawn)
- AddConversationOption(conversation, "I have a feeling I know where this is going.", "dlg_21_2")
- StartConversation(conversation, NPC, Spawn, "Long ago there lived a ferocious breed on this island, a species of dire wolf that the Sapswill called 'the Morak.' The Morak were cleansed from the island so it could be a safer place.")
- end
- function dlg_21_2(NPC, Spawn)
- FaceTarget(NPC, Spawn)
- conversation = CreateConversation()
- PlayFlavor(NPC, "voiceover/english/tutorial_revamp/cleric_mara_vaen/tutorial_island02_revamp/quests/citizenship/clericmaravaen/clericmaravaen007.mp3", "", "", 519840211, 2908756618, Spawn)
- AddConversationOption(conversation, "Consider it done.", "dlg_21_3")
- StartConversation(conversation, NPC, Spawn, "The evil that builds on the island has drawn them from their graves and they hunt again. They are thick through Dead Canyon and we need to clear a path for our scouts to move forward.")
- end
- --]]
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