--[[ Script Name : SpawnScripts/Freeport2Room1/SlumlordValthun.lua Script Author : Dorbin Script Date : 2023.06.21 08:06:57 Script Purpose : : --]] require "SpawnScripts/Generic/DialogModule" function spawn(NPC) SetPlayerProximityFunction(NPC, 10, "InRange", "LeaveRange") if GetSpawnLocationID(NPC)==133785258 then SetRequiredQuest(NPC, 5859, 1, 1) --STONESTAIR SetRequiredQuest(NPC, 5859, 2, 1) SetRequiredQuest(NPC, 5859, 3, 1) SetRequiredQuest(NPC, 5859, 4, 1) SetRequiredQuest(NPC, 5859, 5, 1) SetRequiredQuest(NPC, 5859, 6, 1) SetRequiredQuest(NPC, 5859, 7, 1) elseif GetSpawnLocationID(NPC)==133785259 then SetRequiredQuest(NPC, 5859, 11, 1) SetRequiredQuest(NPC, 5859, 12, 1) SetRequiredQuest(NPC, 5859, 13, 1) end if GetSpawnLocationID(NPC)==133785258 then SetRequiredQuest(NPC, 5860, 1, 1) --BIG BEND SetRequiredQuest(NPC, 5860, 2, 1) SetRequiredQuest(NPC, 5860, 3, 1) SetRequiredQuest(NPC, 5860, 4, 1) SetRequiredQuest(NPC, 5860, 5, 1) SetRequiredQuest(NPC, 5860, 6, 1) SetRequiredQuest(NPC, 5860, 7, 1) elseif GetSpawnLocationID(NPC)==133785259 then SetRequiredQuest(NPC, 5860, 11, 1) SetRequiredQuest(NPC, 5860, 12, 1) SetRequiredQuest(NPC, 5860, 13, 1) end if GetSpawnLocationID(NPC)==133785258 then SetRequiredQuest(NPC, 5861, 1, 1) --BEGGAR'S COURT SetRequiredQuest(NPC, 5861, 2, 1) SetRequiredQuest(NPC, 5861, 3, 1) SetRequiredQuest(NPC, 5861, 4, 1) SetRequiredQuest(NPC, 5861, 5, 1) SetRequiredQuest(NPC, 5861, 6, 1) SetRequiredQuest(NPC, 5861, 7, 1) elseif GetSpawnLocationID(NPC)==133785259 then SetRequiredQuest(NPC, 5861, 11, 1) SetRequiredQuest(NPC, 5861, 12, 1) SetRequiredQuest(NPC, 5861, 13, 1) end if GetSpawnLocationID(NPC)==133785258 then SetRequiredQuest(NPC, 5862, 1, 1) --LONGSHADOW SetRequiredQuest(NPC, 5862, 2, 1) SetRequiredQuest(NPC, 5862, 3, 1) SetRequiredQuest(NPC, 5862, 4, 1) SetRequiredQuest(NPC, 5862, 5, 1) SetRequiredQuest(NPC, 5862, 6, 1) SetRequiredQuest(NPC, 5862, 7, 1) elseif GetSpawnLocationID(NPC)==133785259 then SetRequiredQuest(NPC, 5862, 11, 1) SetRequiredQuest(NPC, 5862, 12, 1) SetRequiredQuest(NPC, 5862, 13, 1) end if GetSpawnLocationID(NPC)==133785258 then SetRequiredQuest(NPC, 5863, 1, 1) --SCALE YARD SetRequiredQuest(NPC, 5863, 2, 1) SetRequiredQuest(NPC, 5863, 3, 1) SetRequiredQuest(NPC, 5863, 4, 1) SetRequiredQuest(NPC, 5863, 5, 1) SetRequiredQuest(NPC, 5863, 6, 1) SetRequiredQuest(NPC, 5863, 7, 1) elseif GetSpawnLocationID(NPC)==133785259 then SetRequiredQuest(NPC, 5863, 11, 1) SetRequiredQuest(NPC, 5863, 12, 1) SetRequiredQuest(NPC, 5863, 13, 1) end if GetSpawnLocationID(NPC)==133785258 then SetRequiredQuest(NPC, 5864, 1, 1) --TEMPLE STREET SetRequiredQuest(NPC, 5864, 2, 1) SetRequiredQuest(NPC, 5864, 3, 1) SetRequiredQuest(NPC, 5864, 4, 1) SetRequiredQuest(NPC, 5864, 5, 1) SetRequiredQuest(NPC, 5864, 6, 1) SetRequiredQuest(NPC, 5864, 7, 1) elseif GetSpawnLocationID(NPC)==133785259 then SetRequiredQuest(NPC, 5864, 11, 1) SetRequiredQuest(NPC, 5864, 12, 1) SetRequiredQuest(NPC, 5864, 13, 1) end end function InRange(NPC, Spawn) if HasQuest(Spawn,5859) and GetQuestStep(Spawn,5859)==2 or HasQuest(Spawn,5860) and GetQuestStep(Spawn,5860)==2 or HasQuest(Spawn,5861) and GetQuestStep(Spawn,5861)==2 or HasQuest(Spawn,5862) and GetQuestStep(Spawn,5862)==2 or HasQuest(Spawn,5863) and GetQuestStep(Spawn,5863)==2 or HasQuest(Spawn,5864) and GetQuestStep(Spawn,5864)==2 then FaceTarget(NPC, Spawn) PlayFlavor(NPC, "voiceover/english/slumlord_valthun/fprt_ph_1r01/100_city_slumlord_valthun_housing_callout1_b64ee15.mp3", "It's about time you arrived. Let's get this over with.", "sniff", 3512384459, 1802814631, Spawn) elseif HasQuest(Spawn,5859) and GetQuestStep(Spawn,5859)==5 or HasQuest(Spawn,5860) and GetQuestStep(Spawn,5860)==5 or HasQuest(Spawn,5861) and GetQuestStep(Spawn,5861)==5 or HasQuest(Spawn,5862) and GetQuestStep(Spawn,5862)==5 or HasQuest(Spawn,5863) and GetQuestStep(Spawn,5863)==5 or HasQuest(Spawn,5864) and GetQuestStep(Spawn,5864)==5 then FaceTarget(NPC, Spawn) PlayFlavor(NPC, "voiceover/english/slumlord_valthun/fprt_ph_1r01/100_city_slumlord_valthun_housing_callout2_f99d8b9b.mp3", "Ah, you're back. I'd like to...err... apologize for my earlier behavior.", "nod", 3212324263, 527488253, Spawn) elseif HasQuest(Spawn,5859) and GetQuestStep(Spawn,5859)==11 or HasQuest(Spawn,5860) and GetQuestStep(Spawn,5860)==11 or HasQuest(Spawn,5861) and GetQuestStep(Spawn,5861)==11 or HasQuest(Spawn,5862) and GetQuestStep(Spawn,5862)==11 or HasQuest(Spawn,5863) and GetQuestStep(Spawn,5863)==11 or HasQuest(Spawn,5864) and GetQuestStep(Spawn,5864)==11 then FaceTarget(NPC, Spawn) PlayFlavor(NPC, "voiceover/english/slumlord_valthun/fprt_ph_1r01/100_city_slumlord_valthun_housing_callout3_b7ae1d4c.mp3", "Why are you back already?!", "doubletake", 1913759677, 811352449, Spawn) end end function hailed(NPC, Spawn) if HasQuest(Spawn,5859) and GetQuestStep(Spawn,5859)==2 or HasQuest(Spawn,5860) and GetQuestStep(Spawn,5860)==2 or HasQuest(Spawn,5861) and GetQuestStep(Spawn,5861)==2 or HasQuest(Spawn,5862) and GetQuestStep(Spawn,5862)==2 or HasQuest(Spawn,5863) and GetQuestStep(Spawn,5863)==2 or HasQuest(Spawn,5864) and GetQuestStep(Spawn,5864)==2 then Dialog1 (NPC,Spawn) --GET FURNITURE 1 elseif HasQuest(Spawn,5859) and GetQuestStep(Spawn,5859)==3 or HasQuest(Spawn,5860) and GetQuestStep(Spawn,5860)==3 or HasQuest(Spawn,5861) and GetQuestStep(Spawn,5861)==3 or HasQuest(Spawn,5862) and GetQuestStep(Spawn,5862)==3 or HasQuest(Spawn,5863) and GetQuestStep(Spawn,5863)==3 or HasQuest(Spawn,5864) and GetQuestStep(Spawn,5864)==3 then if HasItem(Spawn,61915,1) then --CHECK IF HAS TABLE (FURNITURE1) continue1(NPC, Spawn) --STILL NEED TO PLACE FURNITURE 1 else Dialog2(NPC,Spawn) --SPEAK WITH BANKER end elseif HasQuest(Spawn,5859) and GetQuestStep(Spawn,5859)==4 or HasQuest(Spawn,5860) and GetQuestStep(Spawn,5860)==4 or HasQuest(Spawn,5861) and GetQuestStep(Spawn,5861)==4 or HasQuest(Spawn,5862) and GetQuestStep(Spawn,5862)==4 or HasQuest(Spawn,5863) and GetQuestStep(Spawn,5863)==4 or HasQuest(Spawn,5864) and GetQuestStep(Spawn,5864)==4 then Dialog2(NPC, Spawn) --SPEAK WITH BANKER elseif HasQuest(Spawn,5859) and GetQuestStep(Spawn,5859)==5 or HasQuest(Spawn,5860) and GetQuestStep(Spawn,5860)==5 or HasQuest(Spawn,5861) and GetQuestStep(Spawn,5861)==5 or HasQuest(Spawn,5862) and GetQuestStep(Spawn,5862)==5 or HasQuest(Spawn,5863) and GetQuestStep(Spawn,5863)==5 or HasQuest(Spawn,5864) and GetQuestStep(Spawn,5864)==5 then Dialog3(NPC,Spawn) --GET FURNITURE 2 elseif HasQuest(Spawn,5859) and GetQuestStep(Spawn,5859)==6 or HasQuest(Spawn,5860) and GetQuestStep(Spawn,5860)==6 or HasQuest(Spawn,5861) and GetQuestStep(Spawn,5861)==6 or HasQuest(Spawn,5862) and GetQuestStep(Spawn,5862)==6 or HasQuest(Spawn,5863) and GetQuestStep(Spawn,5863)==6 or HasQuest(Spawn,5864) and GetQuestStep(Spawn,5864)==6 then if HasItem(Spawn,61913,1) then --CHECK IF HAS MIRROR (FURNITURE2) Dialog3(NPC,Spawn) --STILL NEED TO PLACE FURNITURE 2 else Dialog4(NPC,Spawn) --FIND LOCATIONS end elseif HasQuest(Spawn,5859) and GetQuestStep(Spawn,5859)==7 or HasQuest(Spawn,5860) and GetQuestStep(Spawn,5860)==7 or HasQuest(Spawn,5861) and GetQuestStep(Spawn,5861)==6 or HasQuest(Spawn,5862) and GetQuestStep(Spawn,5862)==7 or HasQuest(Spawn,5863) and GetQuestStep(Spawn,5863)==7 or HasQuest(Spawn,5864) and GetQuestStep(Spawn,5864)==7 then Dialog4b(NPC, Spawn) --IF ALREADY ON THE TASK TO FIND LOCATIONS. CARETAKER DISAPPEARS UNTIL ON THE FINAL STEPS. elseif HasQuest(Spawn,5859) and GetQuestStep(Spawn,5859)==11 or HasQuest(Spawn,5860) and GetQuestStep(Spawn,5860)==11 or HasQuest(Spawn,5861) and GetQuestStep(Spawn,5861)==11 or HasQuest(Spawn,5862) and GetQuestStep(Spawn,5862)==11 or HasQuest(Spawn,5863) and GetQuestStep(Spawn,5863)==11 or HasQuest(Spawn,5864) and GetQuestStep(Spawn,5864)==11 then Dialog5(NPC,Spawn) -- GET FURNITURE 3 elseif HasQuest(Spawn,5859) and GetQuestStep(Spawn,5859)==12 or HasQuest(Spawn,5860) and GetQuestStep(Spawn,5860)==12 or HasQuest(Spawn,5861) and GetQuestStep(Spawn,5861)==12 or HasQuest(Spawn,5862) and GetQuestStep(Spawn,5862)==12 or HasQuest(Spawn,5863) and GetQuestStep(Spawn,5863)==12 or HasQuest(Spawn,5864) and GetQuestStep(Spawn,5864)==12 then if HasItem(Spawn,61909,1) then --CHECK IF HAS CHANDELIER (FURNITURE3) Dialog5a(NPC,Spawn) --STILL NEED TO PLACE FURNITURE 3 else Dialog6(NPC,Spawn) --START CITIZENSHIP TRIAL end elseif HasQuest(Spawn,5859) and GetQuestStep(Spawn,5859)==13 or HasQuest(Spawn,5860) and GetQuestStep(Spawn,5860)==13 or HasQuest(Spawn,5861) and GetQuestStep(Spawn,5861)==13 or HasQuest(Spawn,5862) and GetQuestStep(Spawn,5862)==13 or HasQuest(Spawn,5863) and GetQuestStep(Spawn,5863)==13 or HasQuest(Spawn,5864) and GetQuestStep(Spawn,5864)==13 then Dialog6b(NPC, Spawn) end end function Dialog1(NPC, Spawn) FaceTarget(NPC, Spawn) Dialog.New(NPC, Spawn) PlayFlavor(NPC, "", "", "tapfoot", 0, 0, Spawn) Dialog.AddDialog("You wasted enough of my precious time. I've more important duties than talking to you. So listen closely: This is your new home. Get used to it. Consider yourself lucky to receive such a fine house from the Overlord. If I had it my way, you'd freeze in the alleys. ") Dialog.AddVoiceover("voiceover/english/slumlord_valthun/tutorial_island02/slumlord_valthun001.mp3", 2753005301, 1802095357) Dialog.AddOption("Do you have a problem with me?", "AllWeCanDo") Dialog.Start() end function AllWeCanDo(NPC, Spawn) FaceTarget(NPC, Spawn) Dialog.New(NPC, Spawn) PlayFlavor(NPC, "", "", "grumble", 0, 0, Spawn) SpawnSet(NPC,"mood_state","11852") Dialog.AddDialog("Do I have a problem with you? Let's see, you're a filthy refugee who doesn't have coin worth counting. I'm not making a copper off you, but the Overlord forces me to let you live here for free. So, do I have a problem with you? Yes. I do. Now, let's get on with this, shall we?") Dialog.AddVoiceover("voiceover/english/slumlord_valthun/tutorial_island02/slumlord_valthun002.mp3", 2611962175, 2812157786) Dialog.AddOption("[continue]", "continue1") Dialog.Start() end function continue1(NPC, Spawn) if HasQuest(Spawn,5859) and GetQuestStep(Spawn,5859)==2 then SetStepComplete(Spawn,5859,2) Quest = GetQuest(Spawn,5859) GiveQuestItem(Quest, Spawn, "A welcome gift from The Coalition of Tradesfolke. Decorate your inn room with it.", 61915) elseif HasQuest(Spawn,5860) and GetQuestStep(Spawn,5860)==2 then SetStepComplete(Spawn,5860,2) Quest = GetQuest(Spawn,5860) GiveQuestItem(Quest, Spawn, "A welcome gift from The Coalition of Tradesfolke. Decorate your inn room with it.", 61915) elseif HasQuest(Spawn,5861) and GetQuestStep(Spawn,5861)==2 then SetStepComplete(Spawn,5861,2) Quest = GetQuest(Spawn,5861) GiveQuestItem(Quest, Spawn, "A welcome gift from The Coalition of Tradesfolke. Decorate your inn room with it.", 61915) elseif HasQuest(Spawn,5862) and GetQuestStep(Spawn,5862)==2 then SetStepComplete(Spawn,5862,2) Quest = GetQuest(Spawn,5862) GiveQuestItem(Quest, Spawn, "A welcome gift from The Coalition of Tradesfolke. Decorate your inn room with it.", 61915) elseif HasQuest(Spawn,5863) and GetQuestStep(Spawn,5863)==2 then SetStepComplete(Spawn,5863,2) Quest = GetQuest(Spawn,5863) GiveQuestItem(Quest, Spawn, "A welcome gift from The Coalition of Tradesfolke. Decorate your inn room with it.", 61915) elseif HasQuest(Spawn,5864) and GetQuestStep(Spawn,5864)==2 then SetStepComplete(Spawn,5864,2) Quest = GetQuest(Spawn,5864) GiveQuestItem(Quest, Spawn, "A welcome gift from The Coalition of Tradesfolke. Decorate your inn room with it.", 61915) end FaceTarget(NPC, Spawn) Dialog.New(NPC, Spawn) PlayFlavor(NPC, "", "", "", 0, 0, Spawn) Dialog.AddDialog("The Coalition of Tradesfolke gave you a piece of furniture. The first time it's free. Now, take this and put it in the room. Let's get on with it.") SpawnSet(NPC,"mood_state","0") Dialog.AddVoiceover("voiceover/english/slumlord_valthun/tutorial_island02/slumlord_valthun003.mp3", 3293605893, 2029752984) Dialog.AddOption("Give me a moment while I put this down.") Dialog.Start() end -------DIALOG 2 function Dialog2(NPC, Spawn) if HasQuest(Spawn,5859) and GetQuestStep(Spawn,5859)==3 then SetStepComplete(Spawn,5859,3) elseif HasQuest(Spawn,5860) and GetQuestStep(Spawn,5860)==3 then SetStepComplete(Spawn,5860,3) elseif HasQuest(Spawn,5861) and GetQuestStep(Spawn,5861)==3 then SetStepComplete(Spawn,5861,3) elseif HasQuest(Spawn,5862) and GetQuestStep(Spawn,5862)==3 then SetStepComplete(Spawn,5862,3) elseif HasQuest(Spawn,5863) and GetQuestStep(Spawn,5863)==3 then SetStepComplete(Spawn,5863,3) elseif HasQuest(Spawn,5864) and GetQuestStep(Spawn,5864)==3 then SetStepComplete(Spawn,5864,3) end FaceTarget(NPC, Spawn) Dialog.New(NPC, Spawn) PlayFlavor(NPC, "", "", "lookaway", 0, 0, Spawn) Dialog.AddDialog("Ugh ... you're putting that there? Even your decorating taste is pathetic, but do as you wish. The last thing I need to tell you about is your bank account. The Freeport Reserve is waiting for you to register. Now we're finished, and I can leave.") Dialog.AddVoiceover("voiceover/english/slumlord_valthun/tutorial_island02/slumlord_valthun004.mp3", 1742619924, 1180312438) Dialog.AddOption("Thank you for your time, caretaker.") Dialog.Start() end -------DIALOG 3 function Dialog3(NPC, Spawn) if HasQuest(Spawn,5859) and GetQuestStep(Spawn,5859)==5 then SetStepComplete(Spawn,5859,5) Quest = GetQuest(Spawn,5859) GiveQuestItem(Quest, Spawn, "A 'gift' from Valthun as a token of 'friendship'?", 61913) elseif HasQuest(Spawn,5860) and GetQuestStep(Spawn,5860)==5 then SetStepComplete(Spawn,5860,5) Quest = GetQuest(Spawn,5860) GiveQuestItem(Quest, Spawn, "A 'gift' from Valthun as a token of 'friendship'?", 61913) elseif HasQuest(Spawn,5861) and GetQuestStep(Spawn,5861)==5 then SetStepComplete(Spawn,5861,5) Quest = GetQuest(Spawn,5861) GiveQuestItem(Quest, Spawn, "A 'gift' from Valthun as a token of 'friendship'?", 61913) elseif HasQuest(Spawn,5862) and GetQuestStep(Spawn,5862)==5 then SetStepComplete(Spawn,5862,5) Quest = GetQuest(Spawn,5862) GiveQuestItem(Quest, Spawn, "A 'gift' from Valthun as a token of 'friendship'?", 61913) elseif HasQuest(Spawn,5863) and GetQuestStep(Spawn,5863)==5 then SetStepComplete(Spawn,5863,5) Quest = GetQuest(Spawn,5863) GiveQuestItem(Quest, Spawn, "A 'gift' from Valthun as a token of 'friendship'?", 61913) elseif HasQuest(Spawn,5864) and GetQuestStep(Spawn,5864)==5 then SetStepComplete(Spawn,5864,5) Quest = GetQuest(Spawn,5864) GiveQuestItem(Quest, Spawn, "A 'gift' from Valthun as a token of 'friendship'?", 61913) end FaceTarget(NPC, Spawn) Dialog.New(NPC, Spawn) PlayFlavor(NPC, "", "", "agree", 0, 0, Spawn) Dialog.AddDialog("I am sorry if I was a bit ... rude. You must understand. I've had a very long day. As a token of my friendship, please take this mirror. Place it anywhere you like as long as you can see yourself in it. What use is a mirror if you can't see it, right?") Dialog.AddVoiceover("voiceover/english/slumlord_valthun/tutorial_island02/slumlord_valthun005.mp3", 1179966071, 3385583561) Dialog.AddOption("Hmmm... very well. I'll accept your apology.") Dialog.Start() end -------DIALOG 4 function Dialog4(NPC, Spawn) FaceTarget(NPC, Spawn) Dialog.New(NPC, Spawn) PlayFlavor(NPC, "", "", "smirk", 0, 0, Spawn) Dialog.AddDialog("That's a perfect spot, friend ... perfect. Have you thought about how to make some coin now that you have a new, loving home?") Dialog.AddVoiceover("voiceover/english/slumlord_valthun/tutorial_island02/slumlord_valthun006.mp3", 2411252077, 4223491068) Dialog.AddOption("No, I haven't thought of that yet.","Dialog4a") Dialog.Start() end function Dialog4a(NPC, Spawn) FaceTarget(NPC, Spawn) Dialog.New(NPC, Spawn) Dialog.AddDialog("Well, if I may be so bold, let me offer a suggestion: Many people make a bounty of coin ridding our fine city of unwanted vermin. Some people venture down below into the sewers beneath our feet, but others seek their fortunes within the older, ruined parts of the city. You would do well exterminating these creatures, adventurer.") Dialog.AddVoiceover("voiceover/english/slumlord_valthun/tutorial_island02/slumlord_valthun007.mp3", 2795247576, 826391005) Dialog.AddOption("Where will I find these places?", "Dialog4b") Dialog.Start() end function Dialog4b(NPC, Spawn) if HasQuest(Spawn,5859) and GetQuestStep(Spawn,5859)==6 then SetStepComplete(Spawn,5859,6) elseif HasQuest(Spawn,5860) and GetQuestStep(Spawn,5860)==6 then SetStepComplete(Spawn,5860,6) elseif HasQuest(Spawn,5861) and GetQuestStep(Spawn,5861)==6 then SetStepComplete(Spawn,5861,6) elseif HasQuest(Spawn,5862) and GetQuestStep(Spawn,5862)==6 then SetStepComplete(Spawn,5862,6) elseif HasQuest(Spawn,5863) and GetQuestStep(Spawn,5863)==6 then SetStepComplete(Spawn,5863,6) elseif HasQuest(Spawn,5864) and GetQuestStep(Spawn,5864)==6 then SetStepComplete(Spawn,5864,6) end FaceTarget(NPC, Spawn) Dialog.New(NPC, Spawn) Dialog.AddDialog("I just told you, fool! Errr ... I meant to say, quite a number of places, actually. Search the city to find the vermin. Let me jot down a list for you. And don't worry about me. I'll wait here while you're gone.") PlayFlavor(NPC, "", "", "stare", 0, 0, Spawn) Dialog.AddVoiceover("voiceover/english/slumlord_valthun/tutorial_island02/slumlord_valthun008.mp3", 1471261046, 2380441133) Dialog.AddOption("If you touch any of my things while I'm gone, I'll be sure to return the favor.") Dialog.Start() end -------DIALOG 5 function Dialog5(NPC, Spawn) FaceTarget(NPC, Spawn) Dialog.New(NPC, Spawn) PlayFlavor(NPC, "", "", "no", 0, 0, Spawn) Dialog.AddDialog("Err... I mean, did you find your way around alright?") Dialog.AddVoiceover("voiceover/english/slumlord_valthun/tutorial_island02/slumlord_valthun009.mp3", 216673398, 1959125107) Dialog.AddOption("Yeah. What were you just doing?","Dialog5a") Dialog.Start() end function Dialog5a(NPC, Spawn) if HasQuest(Spawn,5859) and GetQuestStep(Spawn,5859)==11 then SetStepComplete(Spawn,5859,11) Quest = GetQuest(Spawn,5859) GiveQuestItem(Quest, Spawn, "Valthun has given you an old chandelier. At least it will brighten up the place.", 61909) elseif HasQuest(Spawn,5860) and GetQuestStep(Spawn,5860)==11 then SetStepComplete(Spawn,5860,11) Quest = GetQuest(Spawn,5860) GiveQuestItem(Quest, Spawn, "Valthun has given you an old chandelier. At least it will brighten up the place.", 61909) elseif HasQuest(Spawn,5861) and GetQuestStep(Spawn,5861)==11 then SetStepComplete(Spawn,5861,11) Quest = GetQuest(Spawn,5861) GiveQuestItem(Quest, Spawn, "Valthun has given you an old chandelier. At least it will brighten up the place.", 61909) elseif HasQuest(Spawn,5862) and GetQuestStep(Spawn,5862)==11 then SetStepComplete(Spawn,5862,11) Quest = GetQuest(Spawn,5862) GiveQuestItem(Quest, Spawn, "Valthun has given you an old chandelier. At least it will brighten up the place.", 61909) elseif HasQuest(Spawn,5863) and GetQuestStep(Spawn,5863)==11 then SetStepComplete(Spawn,5863,11) Quest = GetQuest(Spawn,5863) GiveQuestItem(Quest, Spawn, "Valthun has given you an old chandelier. At least it will brighten up the place.", 61909) elseif HasQuest(Spawn,5864) and GetQuestStep(Spawn,5864)==11 then SetStepComplete(Spawn,5864,11) Quest = GetQuest(Spawn,5864) GiveQuestItem(Quest, Spawn, "Valthun has given you an old chandelier. At least it will brighten up the place.", 61909) end FaceTarget(NPC, Spawn) Dialog.New(NPC, Spawn) PlayFlavor(NPC, "", "", "shrug", 0, 0, Spawn) Dialog.AddDialog("Oh ... uh, nothing special. I was ... uh ... putting up this chandelier for you. I bought a new one, and I thought this old one would brighten up your home. Perhaps you can hang it somewhere special.") Dialog.AddVoiceover("voiceover/english/slumlord_valthun/tutorial_island02/slumlord_valthun010.mp3", 3386970796, 557685294) Dialog.AddOption("Hmmm... I guess so. I also have a question for you when I'm done.") Dialog.Start() end -------DIALOG 6 function Dialog6(NPC, Spawn) FaceTarget(NPC, Spawn) Dialog.New(NPC, Spawn) PlayFlavor(NPC, "", "", "", 0, 0, Spawn) SpawnSet(NPC,"mood_state","0") Dialog.AddDialog("Well, I'm done here. Now, before I leave, you had a question ...") Dialog.AddVoiceover("voiceover/english/slumlord_valthun/tutorial_island02/slumlord_valthun011.mp3", 138919413, 3715601776) Dialog.AddOption("Why can't I go into the city gates?","Dialog6a") Dialog.Start() end function Dialog6a(NPC, Spawn) FaceTarget(NPC, Spawn) Dialog.New(NPC, Spawn) PlayFlavor(NPC, "", "", "scold", 0, 0, Spawn) SpawnSet(NPC,"mood_state","11852") Dialog.AddDialog("Why can't you go into the city gates?! I'll tell you why! Because you're a refugee, idiot! By our Lord's decree, only citizens may enter the city gates. Others who enter shall face the consequence of breaking the Overlord's laws. Friends or family may care about your well being, but in our city, you live and die by the laws of Freeport. Get used to it.") Dialog.AddVoiceover("voiceover/english/slumlord_valthun/tutorial_island02/slumlord_valthun012.mp3", 787996548, 2478588401) Dialog.AddOption("How do I become a citizen? Answer my question or suffer the consequences.","Dialog6b") Dialog.Start() end function Dialog6b(NPC, Spawn) if HasQuest(Spawn,5859) and GetQuestStep(Spawn,5859)==12 then SetStepComplete(Spawn,5859,12) elseif HasQuest(Spawn,5860) and GetQuestStep(Spawn,5860)==12 then SetStepComplete(Spawn,5860,12) elseif HasQuest(Spawn,5861) and GetQuestStep(Spawn,5861)==12 then SetStepComplete(Spawn,5861,12) elseif HasQuest(Spawn,5862) and GetQuestStep(Spawn,5862)==12 then SetStepComplete(Spawn,5862,12) elseif HasQuest(Spawn,5863) and GetQuestStep(Spawn,5863)==12 then SetStepComplete(Spawn,5863,12) elseif HasQuest(Spawn,5864) and GetQuestStep(Spawn,5864)==12 then SetStepComplete(Spawn,5864,12) end FaceTarget(NPC, Spawn) Dialog.New(NPC, Spawn) PlayFlavor(NPC, "", "", "grumble", 0, 0, Spawn) SpawnSet(NPC,"mood_state","0") Dialog.AddDialog("Fine, fine! It's your funeral, fool. Now, give me your stupid journal. I'll write down the name of the person who can tell you how to become a citizen. Now, I've answered your questions, so I'll take my leave of you. We shall not see each other again.") Dialog.AddVoiceover("voiceover/english/slumlord_valthun/tutorial_island02/slumlord_valthun013.mp3", 2573415341, 2897801437) Dialog.AddOption("I'd like to keep it that way.") Dialog.Start() end function respawn(NPC) spawn(NPC) end