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- --[[
- Script Name : SpawnScripts/Graystone/InnkeeperRothskild.lua
- Script Purpose : Innkeeper Rothskild <Housing>
- Script Author : Dorbin
- Script Date : 2022.03.12
- Script Notes :
- --]]
- function spawn(NPC)
- SetPlayerProximityFunction(NPC, 6, "InRange", "LeaveRange")
- end
- function respawn(NPC)
- spawn(NPC)
- end
- function InRange(NPC, Spawn) --Quest Callout
- if math.random(1, 100) <= 75 then
- choice = math.random(1,2)
- FaceTarget(NPC, Spawn)
- if choice ==1 then
- PlayFlavor(NPC, "", "", "hello", 0, 0)
- else
- PlayFlavor(NPC, "", "", "nod", 0, 0)
- end
- end
- end
- function hailed(NPC, Spawn)
- conversation = CreateConversation()
- choice = math.random(1,2)
- FaceTarget(NPC, Spawn)
- if choice ==1 then
- PlayFlavor(NPC, "voiceover/english/dwarf_eco_good_1/ft/service/innkeeper/dwarf_innkeeper_service_good_1_hail_gf_b9a44b08.mp3", "", "hello", 3808996191, 327968555, Spawn)
- elseif choice ==2 then
- PlayFlavor(NPC, "voiceover/english/dwarf_eco_good_1/ft/service/innkeeper/dwarf_innkeeper_service_good_1_hail_gf_f9f93f86.mp3", "", "agree", 1511689015, 1470886898, Spawn)
- end
- AddConversationOption(conversation, "I would like to know more about inn rooms.", "dlg_2_1")
- AddConversationOption(conversation, "Thank you.")
- StartConversation(conversation, NPC, Spawn, "Hello " .. GetName(Spawn) .. ". I am the Innkeeper for this village. We have received word of your arrival and have a room prepared for you.")
- end
-
-
- --[[ OLD Dialogue from parser - 2022 Dorbin
- FaceTarget(NPC, Spawn)
- conversation = CreateConversation()
- PlayFlavor(NPC, "voiceover/english/innkeeper_yeoni/qey_village05/innkeeper010.mp3", "", "", 57172292, 1639146546, Spawn)
- AddConversationOption(conversation, "Yes, please.", "dlg_2_1")
- AddConversationOption(conversation, "Not right now.")
- StartConversation(conversation, NPC, Spawn, "Hello " .. GetName(Spawn) .. ". I am the Innkeeper for this village. We have received word of your arrival and have a room prepared for you. Would you like to know more about housing?")
- --]]
- function dlg_2_1(NPC, Spawn)
- FaceTarget(NPC, Spawn)
- conversation = CreateConversation()
- PlayFlavor(NPC, "innkeeper_millbanks/qey_village06/innkeeper001.mp3", "", "", 4001228290, 3829134373, Spawn)
- AddConversationOption(conversation, "Are there other places I can live in the city?", "dlg_2_4")
- AddConversationOption(conversation, "What can I use my house for?", "dlg_2_3")
- AddConversationOption(conversation, "How do I place furniture in my home?", "dlg_2_2")
- AddConversationOption(conversation, "Nevermind for right now, thanks.")
- StartConversation(conversation, NPC, Spawn, "What would you like to know?")
- end
- function dlg_2_2(NPC, Spawn)
- FaceTarget(NPC, Spawn)
- conversation = CreateConversation()
- -- PlayFlavor(NPC, "innkeeper_uglar_splinterthumb/qey_village06/innkeeper002.mp3", "", "", 3750108879, 603350042, Spawn)
- AddConversationOption(conversation, "Is this the only place I can live in the city?", "dlg_2_4")
- AddConversationOption(conversation, "What can I use my house for?", "dlg_2_3")
- AddConversationOption(conversation, "That's enough for now, thanks.")
- StartConversation(conversation, NPC, Spawn, "To place an item in your house you must first find the item in your inventory, once you have done so right-click on the item and select the [place] option. You will then see a tinted outline of your item in your house, when the item is highlighted green you may place it in that location, if it is highlighted red you cannot.")
- end
- function dlg_2_3(NPC, Spawn)
- FaceTarget(NPC, Spawn)
- conversation = CreateConversation()
- -- PlayFlavor(NPC, "innkeeper_uglar_splinterthumb/qey_village06/innkeeper007.mp3", "", "", 1015751749, 2650517021, Spawn)
- AddConversationOption(conversation, "Is this the only place I can live in the city?", "dlg_2_4")
- AddConversationOption(conversation, "How do I place furniture in my home?", "dlg_2_2")
- AddConversationOption(conversation, "That's enough for now, thanks.")
- StartConversation(conversation, NPC, Spawn, "You will find that your house has many uses, the first of which is the ability to store house items. Each house has a limit to the number of house items you can place in it, so as you gain more possessions you wish to display you will need larger houses to do so.")
- end
- function dlg_2_4(NPC, Spawn)
- FaceTarget(NPC, Spawn)
- conversation = CreateConversation()
- PlayFlavor(NPC, "innkeeper_uglar_splinterthumb/qey_village06/innkeeper003.mp3", "", "", 3477497917, 3032281679, Spawn)
- AddConversationOption(conversation, "What can I use my house for?", "dlg_2_3")
- AddConversationOption(conversation, "How do I place furniture in my home?", "dlg_2_2")
- AddConversationOption(conversation, "That's enough for now, thanks.")
- StartConversation(conversation, NPC, Spawn, "Many different kinds of housing are available in the city of Qeynos. As a show of appreciation, Antonia Bayle has awarded you a one bedroom house for free at this time.")
- end
- -- this stuff below goes in the accepted function of the quest
- function dlg_2_1(NPC, Spawn)
- FaceTarget(NPC, Spawn)
- conversation = CreateConversation()
- PlayFlavor(NPC, "innkeeper_millbanks/qey_village06/innkeeper001.mp3", "", "", 4001228290, 3829134373, Spawn)
- AddConversationOption(conversation, "What can I use my house for?", "dlg_2_3")
- AddConversationOption(conversation, "How do I place furniture in my home?", "dlg_2_2")
- AddConversationOption(conversation, "How do I sell items using my marketboard?", "dlg_2_5")
- AddConversationOption(conversation, "Are there other places I can live in the city?", "dlg_2_4")
- AddConversationOption(conversation, "Nevermind for right now, thanks.")
- StartConversation(conversation, NPC, Spawn, "What would you like to know?")
- end
- function dlg_2_2(NPC, Spawn)
- FaceTarget(NPC, Spawn)
- conversation = CreateConversation()
- -- PlayFlavor(NPC, "innkeeper_uglar_splinterthumb/qey_village06/innkeeper002.mp3", "", "", 3750108879, 603350042, Spawn)
- AddConversationOption(conversation, "What can I use my house for?", "dlg_2_3")
- AddConversationOption(conversation, "How do I sell items using my marketboard?", "dlg_2_5")
- AddConversationOption(conversation, "Is this the only place I can live in the city?", "dlg_2_4")
- AddConversationOption(conversation, "That's enough for now, thanks.")
- StartConversation(conversation, NPC, Spawn, "To place an item in your house you must first find the item in your inventory, once you have done so right-click on the item and select the [place] option. You will then see a tinted outline of your item in your house, when the item is highlighted green you may place it in that location, if it is highlighted red you cannot.")
- end
- function dlg_2_3(NPC, Spawn)
- FaceTarget(NPC, Spawn)
- conversation = CreateConversation()
- -- PlayFlavor(NPC, "innkeeper_uglar_splinterthumb/qey_village06/innkeeper007.mp3", "", "", 1015751749, 2650517021, Spawn)
- AddConversationOption(conversation, "How do I place furniture in my home?", "dlg_2_2")
- AddConversationOption(conversation, "How do I sell items using my marketboard?", "dlg_2_5")
- AddConversationOption(conversation, "Is this the only place I can live in the city?", "dlg_2_4")
- AddConversationOption(conversation, "That's enough for now, thanks.")
- StartConversation(conversation, NPC, Spawn, "You will find that your house has many uses, the first of which is the ability to store house items. Each house has a limit to the number of house items you can place in it, so as you gain more possessions you wish to display you will need larger houses to do so.")
- end
- function dlg_2_4(NPC, Spawn)
- FaceTarget(NPC, Spawn)
- conversation = CreateConversation()
- --PlayFlavor(NPC, "innkeeper_uglar_splinterthumb/qey_village06/innkeeper003.mp3", "", "", 3477497917, 3032281679, Spawn)
- AddConversationOption(conversation, "What can I use my house for?", "dlg_2_3")
- AddConversationOption(conversation, "How do I sell items using my marketboard?", "dlg_2_5")
- AddConversationOption(conversation, "How do I place furniture in my home?", "dlg_2_2")
- AddConversationOption(conversation, "That's enough for now, thanks.")
- StartConversation(conversation, NPC, Spawn, "Many different kinds of housing are available in the city of Qeynos. As a show of appreciation, Antonia Bayle has awarded you a one bedroom house for free at this time.")
- end
-
-
- function dlg_2_5(NPC, Spawn)
- FaceTarget(NPC, Spawn)
- conversation = CreateConversation()
- AddConversationOption(conversation, "What can I use my house for?", "dlg_2_3")
- AddConversationOption(conversation, "How do I place furniture in my home?", "dlg_2_2")
- AddConversationOption(conversation, "Are there other places I can live in the city?", "dlg_2_4")
- AddConversationOption(conversation, "That's enough for now, thanks.")
- StartConversation(conversation, NPC, Spawn, "The marketboard is a house item, similar to books, beds, pets and other such items. What sets the marketboard apart from the rest however is that once your marketboard is mounted on a wall in your home you can use it to sell items to other citizens of Qeynos. These items can be purchased by your fellow citizens at a Broker. Brokers can be found in all primary districts of the city as well as in the Tradeskill wholesalers.")
- end
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