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- --[[
- Script Name : SpawnScripts/ThunderingSteppes/ScoutCendalya.lua
- Script Author : Premierio015
- Script Date : 2021.06.27 10:06:06
- Script Purpose :
- :
- --]]
- local OutlandBrigadeReports = 473
- function spawn(NPC)
- AddSpawnAccess(NPC, NPC)
- SetPlayerProximityFunction(NPC, 10, "SpawnAccess", "SpawnAccess")
- end
- function SpawnAccess(NPC, Spawn)
- if GetQuestStep(Spawn, OutlandBrigadeReports) == 5 then
- AddSpawnAccess(NPC, Spawn)
- elseif HasCompletedQuest(Spawn, OutlandBrigadeReports) then
- RemoveSpawnAccess(NPC, Spawn)
- end
- end
- function hailed(NPC, Spawn)
- FaceTarget(NPC, Spawn)
- local conversation = CreateConversation()
- AddConversationOption(conversation, "Thanks for the information. ")
- AddConversationOption(conversation, "I am helping Captain Sturman collect the scouting reports.", "Option1")
- StartConversation(conversation, NPC, Spawn, "Shhhh ... can you see them? Those women in the water? ")
- end
- function Option1(NPC, Spawn)
- if GetQuestStep(Spawn, OutlandBrigadeReports) == 5 then
- SetStepComplete(Spawn, OutlandBrigadeReports, 5)
- end
- FaceTarget(NPC, Spawn)
- local conversation = CreateConversation()
- AddConversationOption(conversation, "Are they any danger to the people of Thundermist or Bridge Keep?", "Option2")
- StartConversation(conversation, NPC, Spawn, "They are properly called ''Selkies,'' and they're fascinating, aren't they. I think they're as intrigued with us as we are with them. I wish I could have an opportunity to talk with one, but they're so skittish. You know, I once tracked a selkie as far east as Thundermist before it noticed me and disappeared back under the water.")
- end
- function Option2(NPC, Spawn)
- FaceTarget(NPC, Spawn)
- local conversation = CreateConversation()
- AddConversationOption(conversation, "Good luck with that.")
- StartConversation(conversation, NPC, Spawn, "Oh! Yes, here it is. You know, they seem very curious, but not dangerous. Still, I would like to remain here and observe them, maybe even make contact.")
- end
- function respawn(NPC)
- spawn(NPC)
- end
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