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- --[[
- Script Name : SpawnScripts/TimorousDeep/TrainerTuzikHirXin.lua
- Script Purpose : Trainer Tuzik Hir'Xin <Know Your Fate>
- Script Author : John Adams
- Script Date : 2009.03.03
- Script Notes : Auto-Generated Conversation from PacketParser Data
- --]]
- function spawn(NPC)
- end
- function respawn(NPC)
- spawn(NPC)
- end
- function hailed(NPC, Spawn)
- FaceTarget(NPC, Spawn)
- conversation = CreateConversation()
- SetTradeskillLevel(Spawn, 100)
- PlayFlavor(NPC, "voiceover/english/voice_emotes/greetings/greetings_3_1004.mp3", "", "", 0, 0, Spawn)
- AddConversationOption(conversation, "What can cause my death? ", "dlg_0_1")
- StartConversation(conversation, NPC, Spawn, "In time, all must fall. Allow me to teach you the consequences of death and how you can recover properly.")
- end
- function dlg_0_1(NPC, Spawn)
- FaceTarget(NPC, Spawn)
- conversation = CreateConversation()
- PlayFlavor(NPC, "", "", "", 0, 0, Spawn)
- AddConversationOption(conversation, "How will I know when I'm going to die?", "dlg_0_2")
- StartConversation(conversation, NPC, Spawn, "Death can come in many ways: being bested on the field of battle, falling from great heights, drowning in water, falling into lava, standing too close to an exploding chest, and so on. It's a dangerous world out there.")
- end
- function dlg_0_2(NPC, Spawn)
- FaceTarget(NPC, Spawn)
- conversation = CreateConversation()
- PlayFlavor(NPC, "", "", "", 0, 0, Spawn)
- AddConversationOption(conversation, "Why green?", "dlg_0_3")
- StartConversation(conversation, NPC, Spawn, "Just keep an eye on your health bar, the green line located beneath your name in the upper left of your screen. At least...you hope it's green.")
- end
- function dlg_0_3(NPC, Spawn)
- FaceTarget(NPC, Spawn)
- conversation = CreateConversation()
- PlayFlavor(NPC, "", "", "", 0, 0, Spawn)
- AddConversationOption(conversation, "What happens then?", "dlg_0_4")
- AddConversationOption(conversation, "I need to finish this conversation later.")
- StartConversation(conversation, NPC, Spawn, "Green means you're healthy. As your health diminishes, the bar turns yellow, then orange, and finally red. If the bar is empty, you die. You pay the debt, which cancels all others, if you get my meaning.")
- end
- function dlg_0_4(NPC, Spawn)
- FaceTarget(NPC, Spawn)
- conversation = CreateConversation()
- PlayFlavor(NPC, "", "", "", 0, 0, Spawn)
- AddConversationOption(conversation, "So death is not the end?", "dlg_0_5")
- StartConversation(conversation, NPC, Spawn, "Your spirit lays trapped in your fallen body, unable to move. At this point, you have a choice: wait for a nearby ally to revive you, or choose a location from the window in the center of your screen at which to reappear. In some cases you'll have a single choice, in others multiple choices.")
- end
- function dlg_0_5(NPC, Spawn)
- FaceTarget(NPC, Spawn)
- conversation = CreateConversation()
- PlayFlavor(NPC, "", "", "", 0, 0, Spawn)
- AddConversationOption(conversation, "What are the consequences?", "dlg_0_6")
- StartConversation(conversation, NPC, Spawn, "Fortunately for all of us, death in Norrath is a temporary thing. If another adventurer revives you, you reappear at the spot of your death. If you choose a location to revive, you will appear at that spot. There are consequences to death, however.")
- end
- function dlg_0_6(NPC, Spawn)
- FaceTarget(NPC, Spawn)
- conversation = CreateConversation()
- PlayFlavor(NPC, "", "", "", 0, 0, Spawn)
- AddConversationOption(conversation, "What is experience debt?", "dlg_0_7")
- AddConversationOption(conversation, "I think I've learned enough for now.")
- StartConversation(conversation, NPC, Spawn, "There are three results of death. First, you incur some experience debt which can be paid off by earning more XP (experience points). Second, you suffer a revive sickness that lowers your abilities for a short time, which leaves you temporarily vulnerable and less effective. Finally, all your equipped items take damage that will eventually have to be repaired.")
- end
- function dlg_0_7(NPC, Spawn)
- FaceTarget(NPC, Spawn)
- conversation = CreateConversation()
- PlayFlavor(NPC, "", "", "", 0, 0, Spawn)
- AddConversationOption(conversation, "What is revive sickness like?", "dlg_0_8")
- StartConversation(conversation, NPC, Spawn, "Experience debt is indicated by a red line on your XP bar. As you earn experience going forward, part of your XP will go toward paying off your debt while the rest will continue to advance you toward your next level. Mousing over your XP bar also tells how much debt you have.")
- end
- function dlg_0_8(NPC, Spawn)
- FaceTarget(NPC, Spawn)
- conversation = CreateConversation()
- PlayFlavor(NPC, "", "", "", 0, 0, Spawn)
- AddConversationOption(conversation, "What are the results of item damage?", "dlg_0_9")
- StartConversation(conversation, NPC, Spawn, "You'll see an icon for revive sickness in your spell effects window. Mousing over the icon will tell you how long it will remain. The type of sickness you have depends on how you were revived, but no matter what there will be a negative effect. Don't worry, it passes soon enough.")
- end
- function dlg_0_9(NPC, Spawn)
- FaceTarget(NPC, Spawn)
- conversation = CreateConversation()
- PlayFlavor(NPC, "", "", "", 0, 0, Spawn)
- AddConversationOption(conversation, "What can I do about item damage?", "dlg_0_10")
- StartConversation(conversation, NPC, Spawn, "Your equipped items usually take about 10% wear with each death. When they are down to zero durability, you no longer receive any benefit from them. Don't let your equipment ever get into such poor condition, " .. GetName(Spawn) .. "!")
- end
- function dlg_0_10(NPC, Spawn)
- FaceTarget(NPC, Spawn)
- conversation = CreateConversation()
- PlayFlavor(NPC, "", "", "", 0, 0, Spawn)
- AddConversationOption(conversation, "Thank you for your advice.", "dlg_0_11")
- StartConversation(conversation, NPC, Spawn, "You will need to see a mender, someone who is able to repair your items back to 100% durability.")
- end
- function dlg_3_1(NPC, Spawn)
- FaceTarget(NPC, Spawn)
- conversation = CreateConversation()
- PlayFlavor(NPC, "", "", "", 0, 0, Spawn)
- AddConversationOption(conversation, "How will I know when I'm going to die?", "dlg_3_2")
- StartConversation(conversation, NPC, Spawn, "Death can come in many ways: being bested on the field of battle, falling from great heights, drowning in water, falling into lava, standing too close to an exploding chest, and so on. It's a dangerous world out there.")
- end
- function dlg_3_2(NPC, Spawn)
- FaceTarget(NPC, Spawn)
- conversation = CreateConversation()
- PlayFlavor(NPC, "", "", "", 0, 0, Spawn)
- AddConversationOption(conversation, "Why green?", "dlg_3_3")
- StartConversation(conversation, NPC, Spawn, "Just keep an eye on your health bar, the green line located beneath your name in the upper left of your screen. At least...you hope it's green.")
- end
- function dlg_3_3(NPC, Spawn)
- FaceTarget(NPC, Spawn)
- conversation = CreateConversation()
- PlayFlavor(NPC, "", "", "", 0, 0, Spawn)
- AddConversationOption(conversation, "What happens then?", "dlg_3_4")
- AddConversationOption(conversation, "I need to finish this conversation later.")
- StartConversation(conversation, NPC, Spawn, "Green means you're healthy. As your health diminishes, the bar turns yellow, then orange, and finally red. If the bar is empty, you die. You pay the debt, which cancels all others, if you get my meaning.")
- end
- function dlg_3_4(NPC, Spawn)
- FaceTarget(NPC, Spawn)
- conversation = CreateConversation()
- PlayFlavor(NPC, "", "", "", 0, 0, Spawn)
- AddConversationOption(conversation, "So death is not the end?", "dlg_3_5")
- StartConversation(conversation, NPC, Spawn, "Your spirit lays trapped in your fallen body, unable to move. At this point, you have a choice: wait for a nearby ally to revive you, or choose a location from the window in the center of your screen at which to reappear. In some cases you'll have a single choice, in others multiple choices.")
- end
- function dlg_3_5(NPC, Spawn)
- FaceTarget(NPC, Spawn)
- conversation = CreateConversation()
- PlayFlavor(NPC, "", "", "", 0, 0, Spawn)
- AddConversationOption(conversation, "What are the consequences?", "dlg_3_6")
- StartConversation(conversation, NPC, Spawn, "Fortunately for all of us, death in Norrath is a temporary thing. If another adventurer revives you, you reappear at the spot of your death. If you choose a location to revive, you will appear at that spot. There are consequences to death, however.")
- end
- function dlg_3_6(NPC, Spawn)
- FaceTarget(NPC, Spawn)
- conversation = CreateConversation()
- PlayFlavor(NPC, "", "", "", 0, 0, Spawn)
- AddConversationOption(conversation, "What is experience debt?", "dlg_3_7")
- AddConversationOption(conversation, "I think I've learned enough for now.")
- StartConversation(conversation, NPC, Spawn, "There are three results of death. First, you incur some experience debt which can be paid off by earning more XP (experience points). Second, you suffer a revive sickness that lowers your abilities for a short time, which leaves you temporarily vulnerable and less effective. Finally, all your equipped items take damage that will eventually have to be repaired.")
- end
- function dlg_3_7(NPC, Spawn)
- FaceTarget(NPC, Spawn)
- conversation = CreateConversation()
- PlayFlavor(NPC, "", "", "", 0, 0, Spawn)
- AddConversationOption(conversation, "What is revive sickness like?", "dlg_3_8")
- StartConversation(conversation, NPC, Spawn, "Experience debt is indicated by a red line on your XP bar. As you earn experience going forward, part of your XP will go toward paying off your debt while the rest will continue to advance you toward your next level. Mousing over your XP bar also tells how much debt you have.")
- end
- function dlg_3_8(NPC, Spawn)
- FaceTarget(NPC, Spawn)
- conversation = CreateConversation()
- PlayFlavor(NPC, "", "", "", 0, 0, Spawn)
- AddConversationOption(conversation, "What are the results of item damage?", "dlg_3_9")
- StartConversation(conversation, NPC, Spawn, "You'll see an icon for revive sickness in your spell effects window. Mousing over the icon will tell you how long it will remain. The type of sickness you have depends on how you were revived, but no matter what there will be a negative effect. Don't worry, it passes soon enough.")
- end
- function dlg_3_9(NPC, Spawn)
- FaceTarget(NPC, Spawn)
- conversation = CreateConversation()
- PlayFlavor(NPC, "", "", "", 0, 0, Spawn)
- AddConversationOption(conversation, "What can I do about item damage?", "dlg_3_10")
- StartConversation(conversation, NPC, Spawn, "Your equipped items usually take about 10% wear with each death. When they are down to zero durability, you no longer receive any benefit from them. Don't let your equipment ever get into such poor condition, " .. GetName(Spawn) .. "!")
- end
- function dlg_3_10(NPC, Spawn)
- FaceTarget(NPC, Spawn)
- conversation = CreateConversation()
- PlayFlavor(NPC, "", "", "", 0, 0, Spawn)
- AddConversationOption(conversation, "Thank you for your advice.", "dlg_3_11")
- StartConversation(conversation, NPC, Spawn, "You will need to see a mender, someone who is able to repair your items back to 100% durability.")
- end
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