--[[ Script Name : SpawnScripts/BeggarsCourt/TsuulNyghtfallow.lua Script Purpose : Tsuul Nyghtfallow Script Author : torsten\\Dorbin Script Date : 2022.07.17 Script Notes : MANUFACTURED MOST DIALOG. NO VOs nor RECORDS. -- Dorbin --]] require "SpawnScripts/Generic/DialogModule" dofile("SpawnScripts/Generic/UnknownLanguage.lua") local TheNyghtfallowHeirloom = 5664 function spawn(NPC) ProvidesQuest(NPC, TheNyghtfallowHeirloom) end function respawn(NPC) spawn(NPC) end function hailed(NPC, Spawn) if GetFactionAmount(Spawn,12) <0 then FaceTarget(NPC, Spawn) PlayFlavor(NPC, "","","shakefist",0,0, Spawn) elseif not HasLanguage(Spawn,7) then FaceTarget(NPC, Spawn) Garbled(NPC,Spawn) else if CanReceiveQuest(Spawn, TheNyghtfallowHeirloom) then Dialog1(NPC,Spawn) elseif GetQuestStep(Spawn,TheNyghtfallowHeirloom) >=1 then DialogWait_Quest1(NPC,Spawn) else Dialog1(NPC,Spawn) end end end function Dialog1(NPC, Spawn) FaceTarget(NPC, Spawn) Dialog.New(NPC, Spawn) Dialog.AddLanguage(7) Dialog.AddDialog("Better for us to watch eachother's backs than to find a blade in them.") Dialog.AddVoiceover("voiceover/english/halfelf_eco_race_good/ft/eco/good/halfelf_eco_race_good_halfelf_gm_7a593271.mp3", 2010917197, 1213460588) PlayFlavor(NPC,"","","hello",0,0,Spawn) if CanReceiveQuest(Spawn, TheNyghtfallowHeirloom) then Dialog.AddOption("I'd agree with that.","Dialog1_Quest1") end Dialog.AddOption("I might just stick you with one.","Whoa") Dialog.Start() end function Whoa(NPC, Spawn) FaceTarget(NPC, Spawn) PlayFlavor(NPC,"","","lookaway",0,0,Spawn) end function Dialog1_Quest1(NPC,Spawn) FaceTarget(NPC, Spawn) Dialog.New(NPC, Spawn) Dialog.AddLanguage(7) Dialog.AddDialog("Ahh, it is nice to find someone who understands Ayr'Dal. Attempts to fit in here have been... stressful... to say the least... I've only come to realize something very important to me has slipped through my fingers after we arrived from the island. Good luck trying to get the Militia to help with anything! Worthless! My family's name deserves respect!") PlayFlavor(NPC,"","","grumble",0,0,Spawn) Dialog.AddOption("What are you looking for?","Dialog2_Quest1") Dialog.AddOption("Good luck with that.") Dialog.Start() end function Dialog2_Quest1(NPC,Spawn) FaceTarget(NPC, Spawn) Dialog.New(NPC, Spawn) Dialog.AddLanguage(7) Dialog.AddDialog("My brother, in his efforts to gain citizenship to the city proper, was slain two nights ago in the Sprawl. He had a family heirloom with him when he died. I'd like to have the pendant returned. If you can arrange this, the coin is yours.") Dialog.AddOption("I could use some coin. Who might have your pendant?","Offer") Dialog.AddOption("Your brother was weak. You don't deserve to find your trinket!","Whoa") Dialog.Start() end function Offer(NPC,Spawn) OfferQuest(NPC, Spawn, TheNyghtfallowHeirloom) end function DialogWait_Quest1(NPC,Spawn) FaceTarget(NPC, Spawn) Dialog.New(NPC, Spawn) Dialog.AddLanguage(7) Dialog.AddDialog("Did you find my precious heirloom? What became of my foolhardy brother? I must know!") Dialog.AddVoiceover("voiceover/english/voice_emotes/greetings/greetings_"..MakeRandomInt(1,3).."_1022.mp3", 0, 0) PlayFlavor(NPC, "", "", "ponder", 0, 0, Spawn) if GetQuestStep(Spawn, TheNyghtfallowHeirloom)==2 then Dialog.AddOption("I found your pendant on a Guttersnipe, but there was no sign of your brother.","Dialog3_Quest1") else Dialog.AddOption("Still looking...") end Dialog.Start() end function Dialog3_Quest1(NPC,Spawn) FaceTarget(NPC, Spawn) Dialog.New(NPC, Spawn) Dialog.AddLanguage(7) Dialog.AddDialog("No luck, eh? Well, you've been so helpful tracking down that blasted heirloom that I think it'd be downright cruel of me not to give you anything. Here, why don't you take this necklace?") PlayFlavor(NPC, "", "", "shrug", 0, 0, Spawn) Dialog.AddOption("Sounds fair enough. Thanks.","Finish") Dialog.Start() end function Finish(NPC,Spawn) FaceTarget(NPC, Spawn) SetStepComplete(Spawn, TheNyghtfallowHeirloom, 2) PlayFlavor(NPC, "", "", "thanks", 0, 0, Spawn) end