123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114 |
- --[[
- Script Name : SpawnScripts/QueensColony/aQeynosianscout.lua
- Script Purpose : a Qeynosian scout
- Script Author : John Adams/Scatman
- Script Date : 2009.01.11
- Script Notes : Auto-Generated Conversation from PacketParser Data
- --]]
- local DoggoneIt = 165
- function spawn(NPC)
- ProvidesQuest(NPC, DoggoneIt)
- Say(NPC, "Whew, thank you! I couldn't hold on much longer.")
- end
- function respawn(NPC)
- spawn(NPC)
- end
- function hailed(NPC, Spawn)
- --Say(NPC, "Test")
-
- if HasCompletedQuest(Spawn, DoggoneIt) then
- Say(NPC, "I hate dogs!")
- else
- EvilMoraks(NPC, Spawn)
- end
- end
- function EvilMoraks(NPC, Spawn)
- FaceTarget(NPC, Spawn)
- conversation = CreateConversation()
-
- if HasQuest(Spawn, DoggoneIt) then
- if GetQuestStep(Spawn, DoggoneIt) == 2 then
- AddConversationOption(conversation, "You look pretty shaken up.", "ShakenUp")
- elseif QuestStepIsComplete(Spawn, DoggoneIt, 3) and QuestStepIsComplete(Spawn, DoggoneIt, 4) and QuestStepIsComplete(Spawn, DoggoneIt, 5) and GetQuestStep(Spawn, DoggoneIt) == 6 then
- AddConversationOption(conversation, "You're not going to like this...there are multitudes of Moraks ahead.", "NotGoingToLike")
- elseif GetQuestStep(Spawn, DoggoneIt) >= 7 then
- AddConversationOption(conversation, "Um...about that gift you gave me...", "AboutThatGift")
- end
- else
- AddConversationOption(conversation, "I've gotten rid of them. Are there more?", "AreThereMore")
- end
-
- AddConversationOption(conversation, "Be brave!")
- StartConversation(conversation, NPC, Spawn, "Wh..where are they? Those nasty, evil Moraks?")
- end
- function AreThereMore(NPC, Spawn)
- FaceTarget(NPC, Spawn)
- conversation = CreateConversation()
-
- AddConversationOption(conversation, "I'll get rid of them.", "OfferQuest1")
- AddConversationOption(conversation, "Good luck with that.")
- StartConversation(conversation, NPC, Spawn, "Get them away! Who knew that Moraks were hounds, I ask you? They've got to be eliminated! Dratted beasts!")
- end
- function OfferQuest1(NPC, Spawn)
- FaceTarget(NPC, Spawn)
- OfferQuest(NPC, Spawn, DoggoneIt)
- end
- function ShakenUp(NPC, Spawn)
- FaceTarget(NPC, Spawn)
- conversation = CreateConversation()
-
- AddConversationOption(conversation, "These little pups? They don't scare me.", "DontScareMe")
- StartConversation(conversation, NPC, Spawn, "Whew! When I was assigned to explore the village, I had no idea there would be these... these dogs! I'm deathly afraid of them. Got bitten very badly as a child you see. This is terrible! How can I finish my mission! Hmmm! You don't seem to be frightened of them.")
- end
- function DontScareMe(NPC, Spawn)
- SetStepComplete(Spawn, DoggoneIt, 2)
- FaceTarget(NPC, Spawn)
- conversation = CreateConversation()
-
- AddConversationOption(conversation, "Not a problem. Wait for me here.")
- StartConversation(conversation, NPC, Spawn, "I would be forever in your debt if you could perhaps take a quick peek around the village for me and clear out any of those wretched Moraks so that I can continue my misson please?")
- end
- function NotGoingToLike(NPC, Spawn)
- FaceTarget(NPC, Spawn)
- conversation = CreateConversation()
-
- AddConversationOption(conversation, "The Moraks are even more plentiful around the villages. I cleared a path, but they'll soon be back.", "SoonBeBack")
- StartConversation(conversation, NPC, Spawn, "Oh, dear.")
- end
- function SoonBeBack(NPC, Spawn)
- SetStepComplete(Spawn, DoggoneIt, 6)
- FaceTarget(NPC, Spawn)
- conversation = CreateConversation()
-
- -- summon A Diplomatic Gift if the player does not have one
- if not HasItem(Spawn, 1565) then
- SummonItem(Spawn, 1565)
- end
-
- AddConversationOption(conversation, "I'll take care of it, no worries.")
- StartConversation(conversation, NPC, Spawn, "I do owe you for this friend. I'm primarily a scout but also a diplomat-in-training. I'm supposed to open lines of communication with the Sapswill soothsayer, who supposedly knows a great deal about what's ailing our Colony. Can you take him this gift? As an act of diplomat-in-training?")
- end
- function AboutThatGift(NPC, Spawn)
- FaceTarget(NPC, Spawn)
- conversation = CreateConversation()
-
- -- summon A Diplomatic Gift if the player does not have one
- if not HasItem(Spawn, 1565) then
- SummonItem(Spawn, 1565)
- end
-
- AddConversationOption(conversation, "I'm sorry. I'll be more careful.")
- StartConversation(conversation, NPC, Spawn, "Oooh! You lost it, didn't you? Good thing I'm a diplomat-in-training! I have a bunch of these at hand. Here, take this one. Please try not to lose it!")
- end
|