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- --[[
- Script Name : SpawnScripts/Antonica/MatsyRollingpin.lua
- Script Purpose : Matsy Rollingpin
- Script Author : geordie0511
- Script Date : 2019.03.14
- Script Notes : Auto-Generated Conversation from PacketParser Data
- --]]
- local Achoo = 464
- local Blub = 465
- local Killing = 466
- local Care = 467
- local Pie = 468
- local Mail = 469
- function spawn(NPC)
- SetPlayerProximityFunction(NPC, 10, "InRange", "LeaveRange")
- ProvidesQuest(NPC, Achoo)
- ProvidesQuest(NPC, Blub)
- ProvidesQuest(NPC, Killing)
- ProvidesQuest(NPC, Care)
- ProvidesQuest(NPC, Pie)
- ProvidesQuest(NPC, Mail)
- end
- function respawn(NPC)
- spawn(NPC)
- end
- function InRange(NPC, Spawn)
- local choice = math.random(1,7)
- if choice == 1 then
- PlayFlavor(NPC, "", "I need the extra fish if I am going to make more chowder. Were you still going to fetch that for me?", "", 1689589577, 4560189, Spawn)
- elseif choice == 2 then
- PlayFlavor(NPC, "", "That poor soul, is he still staggering around? Aroof is such a large one, you'd think he could hold his liquor better then most.", "", 1689589577, 4560189, Spawn)
- elseif choice == 3 then
- PlayFlavor(NPC, "", "Did you take that letter to Jacque yet?", "", 1689589577, 4560189, Spawn)
- elseif choice == 4 then
- PlayFlavor(NPC, "", "I need that pepper as soon as possible...oh my water is boiling.", "", 1689589577, 4560189, Spawn)
- elseif choice == 5 then
- PlayFlavor(NPC, "", "Please give Blarton the cookies and my best wishes. Sweets to sweeten a sour disposition I always say.", "", 1689589577, 4560189, Spawn)
- elseif choice == 6 then
- PlayFlavor(NPC, "", "As soon as you can gather those ingredients for me, we will make something new and scrumptious!", "", 1689589577, 4560189, Spawn)
- elseif choice == 7 then
- PlayFlavor(NPC, "", "I need that pepper as soon as possible...oh, my water is boiling.", "", 1689589577, 4560189, Spawn)
- else
- end
- end
- function LeaveRange(NPC, Spawn)
- end
- function hailed(NPC, Spawn)
- FaceTarget(NPC, Spawn)
- conversation = CreateConversation()
-
- PlayFlavor(NPC, "voiceover/english/voice_emotes/greetings/greetings_3_1039.mp3", "", "", 0, 0, Spawn)
-
- if GetQuestStep(Spawn, Achoo) == 2 then
- AddConversationOption(conversation, "Thanks a lot. I'm starving!")
- StartConversation(conversation, NPC, Spawn, "Oh my! Pepper! That is exactly what I needed! Here, eat something. You look flush. Have you seen my ladle?")
- SetStepComplete(Spawn, Achoo, 2)
- elseif GetQuestStep(Spawn, Blub) == 2 then
- SetStepComplete(Spawn, Blub, 2)
- elseif GetQuestStep(Spawn, Killing) == 2 then
- SetStepComplete(Spawn, Killing, 2)
- elseif GetQuestStep(Spawn, Care) == 2 then
- SetStepComplete(Spawn, Care, 2)
- elseif GetQuestStep(Spawn, Pie) == 4 then
- SetStepComplete(Spawn, Pie, 4)
- elseif HasCompletedQuest(Spawn, Achoo) == false and HasQuest(Spawn, Achoo) == false then
- AddConversationOption(conversation, "I have time. What did you need?", "dlg_1_2")
- AddConversationOption(conversation, "Sorry, I'm kind of busy.")
- StartConversation(conversation, NPC, Spawn, "I'm making a lovely, warm chowder to share with those in need. However, I seem to have forgotten an ingredient. Could you be a doll and run an errand for me?")
- elseif HasCompletedQuest(Spawn, Blub) == false and HasQuest(Spawn, Blub) == false and HasCompletedQuest(Spawn, Achoo) then
- AddConversationOption(conversation, "Sure, I will go get that now.", "dlg_0_2")
- AddConversationOption(conversation, "I don't have time for that today.")
- StartConversation(conversation, NPC, Spawn, "So many hungry folks. I am afraid I haven't made enough for everyone! If you want to eat, you'll need to fetch me some extra Coldwind fish so I can stir up another pot.")
- elseif HasCompletedQuest(Spawn, Killing) == false and HasQuest(Spawn, Killing) == false and HasCompletedQuest(Spawn, Blub) then
- AddConversationOption(conversation, "Sure, I will take it to him now.", "dlg_8_2")
- AddConversationOption(conversation, "Sorry, I don't have time for this.")
- StartConversation(conversation, NPC, Spawn, "If there is one thing wholesome, hot food is good for it's warming the soul. That, and it helps those who have partaken of the good ale a bit heavily as well. Please, take this to Aroof.")
- elseif HasCompletedQuest(Spawn, Care) == false and HasQuest(Spawn, Care) == false and HasCompletedQuest(Spawn, Killing) then
- AddConversationOption(conversation, "Sure, I will do that for you.", "dlg_21_2")
- AddConversationOption(conversation, "Sorry, no time today.")
- StartConversation(conversation, NPC, Spawn, "You have been so helpful today! My cousin, Blarton Blumble, has happened on some terrible luck and broke his leg while fishing. He is the sad sack today and in such a terrible mood. If you could deliver these lovely cookies to him for me, there will be plenty for you when you return!")
- elseif HasCompletedQuest(Spawn, Pie) == false and HasQuest(Spawn, Pie) == false and HasCompletedQuest(Spawn, Care) then
- AddConversationOption(conversation, "Ok, I will go get those ingredients for you.", "Quest5")
- AddConversationOption(conversation, "Sorry, I have to meet someone.")
- StartConversation(conversation, NPC, Spawn, "Every cook has their experimental side, which must be nurtured! If you could run out and rustle up these ingredients for me, I think we would make something new and exciting!")
- elseif HasCompletedQuest(Spawn, Mail) == false and HasQuest(Spawn, Mail) == false and HasCompletedQuest(Spawn, Pie) then
- OfferQuest(NPC, Spawn, Mail)
- end
- end
- function Quest1(NPC, Spawn)
- OfferQuest(NPC, Spawn, Achoo)
- end
- function Quest2(NPC, Spawn)
- OfferQuest(NPC, Spawn, Blub)
- end
- function Quest3(NPC, Spawn)
- OfferQuest(NPC, Spawn, Killing)
- end
- function Quest4(NPC, Spawn)
- OfferQuest(NPC, Spawn, Care)
- end
- function Quest5(NPC, Spawn)
- OfferQuest(NPC, Spawn, Pie)
- end
- ------------- Blub
- function dlg_0_2(NPC, Spawn)
- FaceTarget(NPC, Spawn)
- conversation = CreateConversation()
- PlayFlavor(NPC, "", "", "", 0, 0, Spawn)
- AddConversationOption(conversation, "I will return as quickly as I can.", "Quest2")
- StartConversation(conversation, NPC, Spawn, "Wonderful! I'll be waiting for your return.")
- end
- -------------- Achoo
- function dlg_1_2(NPC, Spawn)
- FaceTarget(NPC, Spawn)
- conversation = CreateConversation()
- PlayFlavor(NPC, "", "", "", 0, 0, Spawn)
- AddConversationOption(conversation, "Alright.", "dlg_1_3")
- StartConversation(conversation, NPC, Spawn, "I need you to purchase some pepper from Merchant Novak and bring it back here. She makes her stand out by the lighthouse near the docks.")
- end
- function dlg_1_3(NPC, Spawn)
- FaceTarget(NPC, Spawn)
- conversation = CreateConversation()
- PlayFlavor(NPC, "", "", "", 0, 0, Spawn)
- AddConversationOption(conversation, "Sure, you bet!", "Quest1")
- StartConversation(conversation, NPC, Spawn, "Be as swift as you can... I wouldn't want my roux to clump!")
- end
- ---------------- Killing
- function dlg_8_2(NPC, Spawn)
- FaceTarget(NPC, Spawn)
- conversation = CreateConversation()
- PlayFlavor(NPC, "", "", "", 0, 0, Spawn)
- AddConversationOption(conversation, "Let's hope that's not the case.", "Quest3")
- StartConversation(conversation, NPC, Spawn, "If he doesn't sober up we will be needing more than food to save him!")
- end
- --------------- Care
- function dlg_21_2(NPC, Spawn)
- FaceTarget(NPC, Spawn)
- conversation = CreateConversation()
- PlayFlavor(NPC, "", "", "", 0, 0, Spawn)
- AddConversationOption(conversation, "I will return.", "Quest4")
- StartConversation(conversation, NPC, Spawn, "Bless your heart.")
- end
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