--[[ Script Name : SpawnScripts/Sprawl/CrispinLuvinius.lua Script Purpose : Crispin Luvinius Script Author : Scatman Script Date : 2009.07.26 Script Notes : --]] local QUEST_1 = 538 local QUEST_2 = 539 function spawn(NPC) ProvidesQuest(NPC, QUEST_1) ProvidesQuest(NPC, QUEST_2) end function respawn(NPC) spawn(NPC) end function hailed(NPC, Spawn) FaceTarget(NPC, Spawn) conversation = CreateConversation() if HasCompletedQuest(Spawn, QUEST_1) then if HasCompletedQuest(Spawn, QUEST_2) then DoYouHaveAProblemDone(NPC, Spawn, conversation) elseif HasQuest(Spawn, QUEST_2) then OnQuset2(NPC, Spawn, conversation) else DoYouHaveAProblem2(NPC, Spawn, conversation) end elseif HasQuest(Spawn, QUEST_1) then OnQuest1(NPC, Spawn, conversation) else DoYouHaveAProblem(NPC, Spawn, conversation) end end ------------------------------------------------------------------------------------------------------------------- -- QUEST 1 ------------------------------------------------------------------------------------------------------------------- function DoYouHaveAProblem(NPC, Spawn, conversation) PlayFlavor(NPC, "voiceover/english/crispin_luvinius/fprt_hood04/std_crispin_luvinius.mp3", "", "", 1982819374, 703450678, Spawn) AddConversationOption(conversation, "I don't have a problem... I solve problems. Anything you need fixed?", "dlg_13_1") AddConversationOption(conversation, "I don't want any trouble.") StartConversation(conversation, NPC, Spawn, "Do you have a problem? You're gonna have one soon if you don't keep walking.") end function dlg_13_1(NPC, Spawn) FaceTarget(NPC, Spawn) conversation = CreateConversation() AddConversationOption(conversation, "Of course I can. I said I was a problem solver, didn't I?", "dlg_13_2") AddConversationOption(conversation, "Not really... I've got too many other things to do. Maybe some other time.") StartConversation(conversation, NPC, Spawn, "A problem solver, huh? You can talk the talk, but can you walk the walk? Yeah ... I got a problem. One of our customers isn't paying us for our 'services,' if you know what I'm saying. Maybe you can fix this problem for us, huh?") end function dlg_13_2(NPC, Spawn) FaceTarget(NPC, Spawn) conversation = CreateConversation() AddConversationOption(conversation, "Sounds like an easy job.", "OfferQuest1") StartConversation(conversation, NPC, Spawn, "Okay, here's the deal. The guy is a vagrant who lives out in the ruins, right? We want to send the message that no one messes with us. You need to head south of here and do some dirty work to his buddies, understand?") end function OfferQuest1(NPC, Spawn) FaceTarget(NPC, Spawn) OfferQuest(NPC, Spawn, QUEST_1) end function OnQuest1(NPC, Spawn, conversation) PlayFlavor(NPC, "voiceover/english/crispin_luvinius/fprt_hood04/std_crispin_luvinius.mp3", "", "", 1982819374, 703450678, Spawn) if GetQuestStep(Spawn, QUEST_1) == 2 then AddConversationOption(conversation, "Problem solved. The hoodlums are pushing up daises.", "dlg_23_1") end AddConversationOption(conversation, "I don't want any trouble.") StartConversation(conversation, NPC, Spawn, "Do you have a problem? You're gonna have one soon if you don't keep walking.") end function dlg_23_1(NPC, Spawn) SetStepComplete(Spawn, QUEST_1, 2) FaceTarget(NPC, Spawn) conversation = CreateConversation() AddConversationOption(conversation, "I told you... I'm a problem solver.") StartConversation(conversation, NPC, Spawn, "I knew you'd take care of 'em! Good show! Oh, and here's a bit-o-coin for all your hard work. Heh, heh.") end ------------------------------------------------------------------------------------------------------------------- -- QUEST 2 ------------------------------------------------------------------------------------------------------------------- function DoYouHaveAProblem2(NPC, Spawn, conversation) PlayFlavor(NPC, "voiceover/english/crispin_luvinius/fprt_hood04/std_crispin_luvinius.mp3", "", "", 1982819374, 703450678, Spawn) AddConversationOption(conversation, "So... have any more problems you can't handle yourself?", "dlg_24_1") AddConversationOption(conversation, "I don't want any trouble.") StartConversation(conversation, NPC, Spawn, "Do you have a problem? You're gonna have one soon if you don't keep walking.") end function dlg_24_1(NPC, Spawn) FaceTarget(NPC, Spawn) conversation = CreateConversation() AddConversationOption(conversation, "As long as you have the money, I'm willing to do it.", "dlg_24_2") AddConversationOption(conversation, "Sorry... I don't work for lazy people... or cowards.") StartConversation(conversation, NPC, Spawn, "Oh! I recognize you. Glad you came along ... yeah ... very glad. I hope your uh ... services ... are available again because ... uh ... there's this little matter... and I'm too busy to take care of it. Yes, too busy.") end function dlg_24_2(NPC, Spawn) FaceTarget(NPC, Spawn) conversation = CreateConversation() AddConversationOption(conversation, "Don't worry... I'll handle it.", "OfferQuest2") StartConversation(conversation, NPC, Spawn, "That's what I like to hear! Remember that dirty vagrant you delivered the message to? Rumor has it he's hiding among rogues and scoundrels from the other districts -- a gang called the Giantslayers. And his ... brethren ... have gotten their feathers all ruffled and are planning to come here to ... pay court ... if you understand me. They want to send a message to their leader. Now, I enjoy a good tussle as much as anyone, of course, but, uh ... we don't want to rob you of an opportunity to prove your fighting skills. So, why don't you go to the Giantslayers and tan their mangy hides for us?") end function OfferQuest2(NPC, Spawn) FaceTarget(NPC, Spawn) OfferQuest(NPC, Spawn, QUEST_2) end function OnQuest2(NPC, Spawn, conversation) PlayFlavor(NPC, "voiceover/english/crispin_luvinius/fprt_hood04/std_crispin_luvinius.mp3", "", "", 1982819374, 703450678, Spawn) if GetQuestStep(Spawn, QUEST_2) == 2 then AddConversationOption(conversation, "They won't be delivering any kind of message.", "dlg_34_1") end AddConversationOption(conversation, "I don't want any trouble.") StartConversation(conversation, NPC, Spawn, "Do you have a problem? You're gonna have one soon if you don't keep walking.") end function dlg_34_1(NPC, Spawn) SetStepComplete(Spawn, QUEST_2, 2) FaceTarget(NPC, Spawn) conversation = CreateConversation() AddConversationOption(conversation, "Maybe I might, maybe not. We'll see what my schedule is like.") StartConversation(conversation, NPC, Spawn, "I knew you'd take care of 'em! Good show! Oh, and here's a bit-o-coin for all your hard work. Heh, heh.") end function DoYouHaveAProblemDone(NPC, Spawn, conversation) PlayFlavor(NPC, "voiceover/english/crispin_luvinius/fprt_hood04/std_crispin_luvinius.mp3", "", "", 1982819374, 703450678, Spawn) AddConversationOption(conversation, "I don't want any trouble.") StartConversation(conversation, NPC, Spawn, "Do you have a problem? You're gonna have one soon if you don't keep walking.") end