--[[ Script Name : SpawnScripts/QueensColony/ClericMaraVaen.lua Script Purpose : Cleric Mara'Vaen Script Author : John Adams Script Date : 2008.09.20 Script Notes : Auto-Generated Conversation from PacketParser Data --]] local JoiningTheForwardRanks = 163 local TheSourceOfEvil = 164 --Temp Fix for Cleric. function spawn(NPC) SetLuaBrain(NPC) SetBrainTick(NPC, 500) Think(NPC, Spawn) ProvidesQuest(NPC, TheSourceOfEvil) SetTempVariable(NPC, "ResetTimer", "1") AddTimer(NPC, 10000, "TimerClear") --Temp Fix for Cleric. Allows reset after 10 seconds. end function respawn(NPC) spawn(NPC) end function TimerClear(NPC) SetTempVariable(NPC, "ResetTimer", nil) end -- Brain override function Think(NPC) local mostHated = GetMostHated(NPC) if mostHated ~= nil then aggro(NPC, mostHated) --Attack(NPC, mostHated) end end -- Should only cast on lost scouts (ghost version) function aggro(NPC, Spawn) --[[ Say(NPC, "In aggro()") --]] if GetTempVariable(NPC, "CASTING") ~= "True" then --[[ Say(NPC, "Casting spell") --]] SetTempVariable(NPC, "CASTING", "True") CastSpell(Spawn, 130027, 1, NPC) AddTimer(NPC, 1610, "FinishedCasting") end end -- Timer callback to allow casting again function FinishedCasting(NPC) SetTempVariable(NPC, "CASTING", "False") end function hailed(NPC, Spawn) FaceTarget(NPC, Spawn) conversation = CreateConversation() if HasCompletedQuest(Spawn, JoiningTheForwardRanks) then if HasCompletedQuest(Spawn, TheSourceOfEvil) then ThanksForHelp(Spawn, NPC, true) elseif HasQuest(Spawn, TheSourceOfEvil) then ThanksForHelp(Spawn, NPC, true) else ThanksForHelp(Spawn, NPC, false) end elseif HasQuest(Spawn, JoiningTheForwardRanks) then if GetQuestStep(Spawn, JoiningTheForwardRanks) == 1 then DoNotFret(NPC, Spawn) elseif GetQuestStep(Spawn, JoiningTheForwardRanks) == 2 then KeepTrying(NPC, Spawn) elseif GetQuestStep(Spawn, JoiningTheForwardRanks) == 3 then GreatGame(NPC, Spawn) elseif GetQuestStep(Spawn, JoiningTheForwardRanks) == 4 then ClearMorak(NPC, Spawn) elseif GetQuestStep(Spawn, JoiningTheForwardRanks) == 5 then QuestComplete(NPC, Spawn) end else PlayFlavor(NPC, "voiceover/english/tutorial_revamp/cleric_mara_vaen/tutorial_island02_revamp/quests/citizenship/clericmaravaen/clericmaravaen011.mp3", "", "", 1665452069, 4059457198, Spawn) AddConversationOption(conversation, "Okay.") StartConversation(conversation, NPC, Spawn, "I don't have any tasks for you yet. Speak with Murrar Shar outside of Myrrin's Tower. He should have some tasks for you.") end end function ClericReset(NPC) PlayFlavor(NPC, "", "Hold on! Getting ready!", "", 0, 0, Spawn) Despawn(NPC) SpawnByLocationID(GetZone(NPC), 1584884) end function DoNotFret(NPC, Spawn) FaceTarget(NPC, Spawn) conversation = CreateConversation() PlayFlavor(NPC, "voiceover/english/tutorial_revamp/cleric_mara_vaen/tutorial_island02_revamp/quests/citizenship/clericmaravaen/clericmaravaen001.mp3", "", "nod", 2971501331, 3435878603, Spawn) AddConversationOption(conversation, "I guess you know me?", "dlg_20_1") AddConversationOption(conversation, "Nice to meet you, too.") StartConversation(conversation, NPC, Spawn, "Do not fret, " .. GetName(Spawn) .. ". The hand of Qeynos reaches far and wide to help those in need.") end function dlg_20_1(NPC, Spawn) FaceTarget(NPC, Spawn) conversation = CreateConversation() PlayFlavor(NPC, "voiceover/english/tutorial_revamp/cleric_mara_vaen/tutorial_island02_revamp/quests/citizenship/clericmaravaen/clericmaravaen002.mp3", "", "chuckle", 2633924079, 3010054159, Spawn) AddConversationOption(conversation, "I'm ready.", "dlg_20_2") AddConversationOption(conversation, "I don't think I'm ready.") StartConversation(conversation, NPC, Spawn, "Murrar sent word that you were coming. He said to be nice, hehe! No worries, I mean only the best. In any case, I'll be doing most of the work for this first task, when you're ready.") end function dlg_20_2(NPC, Spawn) SetStepComplete(Spawn, JoiningTheForwardRanks, 1) FaceTarget(NPC, Spawn) conversation = CreateConversation() PlayFlavor(NPC, "voiceover/english/tutorial_revamp/cleric_mara_vaen/tutorial_island02_revamp/quests/citizenship/clericmaravaen/clericmaravaen003.mp3", "", "nod", 929576879, 4035132590, Spawn) AddConversationOption(conversation, "I'll do my best.") StartConversation(conversation, NPC, Spawn, "You see those ghostly figures down in the canyon? Those are the souls of our scouts who were lost and consumed by evil. I believe that they may be trapped between our world and the next. I think I can resurrect them, if you can just lure them close to me.") end function KeepTrying(NPC, Spawn) FaceTarget(NPC, Spawn) conversation = CreateConversation() PlayFlavor(NPC, "voiceover/english/tutorial_revamp/cleric_mara_vaen/tutorial_island02_revamp/quests/citizenship/clericmaravaen/clericmaravaen004.mp3", "", "beckon", 873884307, 3834280576, Spawn) if GetTempVariable(NPC, "ResetTimer") ~= nil then --Temp Fix for Cleric. AddConversationOption(conversation, "Get ready!","ClericReset") end AddConversationOption(conversation, "I'll keep trying.") StartConversation(conversation, NPC, Spawn, "Keep trying, I believe we can save more scouts if you get them close to me.") end function GreatGame(NPC, Spawn) FaceTarget(NPC, Spawn) conversation = CreateConversation() PlayFlavor(NPC, "voiceover/english/tutorial_revamp/cleric_mara_vaen/tutorial_island02_revamp/quests/citizenship/clericmaravaen/clericmaravaen005.mp3", "", "", 1882665589, 1902293914, Spawn) AddConversationOption(conversation, "Bring it on!", "dlg_21_1") AddConversationOption(conversation, "I'll be right back.") StartConversation(conversation, NPC, Spawn, "That was a great game of cat and mouse you pulled there! Nice job, but now for the hard part.") end function dlg_21_1(NPC, Spawn) SetStepComplete(Spawn, JoiningTheForwardRanks, 3) FaceTarget(NPC, Spawn) conversation = CreateConversation() PlayFlavor(NPC, "voiceover/english/tutorial_revamp/cleric_mara_vaen/tutorial_island02_revamp/quests/citizenship/clericmaravaen/clericmaravaen006.mp3", "", "nod", 3734054586, 4057468106, Spawn) AddConversationOption(conversation, "I have a feeling I know where this is going.", "dlg_21_2") StartConversation(conversation, NPC, Spawn, "Long ago there lived a ferocious breed on this island, a species of dire wolf that the Sapswill called 'the Morak.' The Morak were cleansed from the island so it could be a safer place.") end function dlg_21_2(NPC, Spawn) FaceTarget(NPC, Spawn) conversation = CreateConversation() PlayFlavor(NPC, "voiceover/english/tutorial_revamp/cleric_mara_vaen/tutorial_island02_revamp/quests/citizenship/clericmaravaen/clericmaravaen007.mp3", "", "", 519840211, 2908756618, Spawn) AddConversationOption(conversation, "Consider it done.") StartConversation(conversation, NPC, Spawn, "The evil that builds on the island has drawn them from their graves and they hunt again. They are thick through Dead Canyon and we need to clear a path for our scouts to move forward.") end function ClearMorak(NPC, Spawn) FaceTarget(NPC, Spawn) conversation = CreateConversation() PlayFlavor(NPC, "voiceover/english/tutorial_revamp/cleric_mara_vaen/tutorial_island02_revamp/quests/citizenship/clericmaravaen/clericmaravaen008.mp3", "", "", 307447635, 3375690454, Spawn) AddConversationOption(conversation, "I'm on my way.") StartConversation(conversation, NPC, Spawn, "The Morak need to be cleared so our scouts can push forward.") end function QuestComplete(NPC, Spawn) SetStepComplete(Spawn, JoiningTheForwardRanks, 5) FaceTarget(NPC, Spawn) conversation = CreateConversation() PlayFlavor(NPC, "voiceover/english/tutorial_revamp/cleric_mara_vaen/tutorial_island02_revamp/quests/citizenship/clericmaravaen/clericmaravaen009.mp3", "", "thanks", 72596140, 1372143516, Spawn) AddConversationOption(conversation, "Is there anything else I can do?", "AnythingElse") AddConversationOption(conversation, "You're welcome.") StartConversation(conversation, NPC, Spawn, "You did it, I knew you could! Our scouts were able to clear through to the far side of the village. I'll send word back to Murrar. Thank you, " .. GetName(Spawn) .. ".") end ------------------------------------------------------------------------------------------------------------------ -- QUEST 5 ------------------------------------------------------------------------------------------------------------------ function AnythingElse(NPC, Spawn) FaceTarget(NPC, Spawn) conversation = CreateConversation() PlayFlavor(NPC, "voiceover/english/tutorial_revamp/cleric_mara_vaen/tutorial_island02_revamp/quests/citizenship/clericmaravaen/clericmaravaen012.mp3", "", "nod", 2525989430, 544085949, Spawn) AddConversationOption(conversation, "So should I travel there?", "TravelThere") AddConversationOption(conversation, "I'll deal with this later.") StartConversation(conversation, NPC, Spawn, "The few scouts that broke through to the Sapswill village report a twist in this evil plot. Apparently the goblins are victims of the evil as well. A few goblins survived some sort of an attack on their village and are being held at a scout camp that has been set up on its outskirts.") end function TravelThere(NPC, Spawn) FaceTarget(NPC, Spawn) conversation = CreateConversation() PlayFlavor(NPC, "voiceover/english/tutorial_revamp/cleric_mara_vaen/tutorial_island02_revamp/quests/citizenship/clericmaravaen/clericmaravaen013.mp3", "", "", 2720199838, 3131530763, Spawn) AddConversationOption(conversation, "On my way", "OfferQuest5") AddConversationOption(conversation, "I can't right now.") StartConversation(conversation, NPC, Spawn, "Yes, seek out Sorcerer Oofala. He is charged with protecting the camp there and should have more information. The camp is in an alcove on the far east side of the Abandoned Village. You will need to traverse around the Village to get to the camp. Good luck.") end function ThanksForHelp(Spawn, NPC, onNextQuest) FaceTarget(NPC, Spawn) conversation = CreateConversation() PlayFlavor(NPC, "voiceover/english/tutorial_revamp/cleric_mara_vaen/tutorial_island02_revamp/quests/citizenship/clericmaravaen/clericmaravaen010.mp3", "", "thanks", 1827963300, 3132811539, Spawn) if onNextQuest == false then AddConversationOption(conversation, "Is there anything else I can do?", "AnythingElse") end AddConversationOption(conversation, "And also with you.") StartConversation(conversation, NPC, Spawn, "Thank you for your help. Peace be with you.") end function OfferQuest5(NPC, Spawn) OfferQuest(NPC, Spawn, TheSourceOfEvil) end --[[ raw_conversations PlayFlavor(NPC, "voiceover/english/voice_emotes/greetings/greetings_2_1011.mp3", "", "", 0, 0) --]] --[[ PlayFlavor(NPC, "voiceover/english/tutorial_revamp/cleric_mara_vaen/tutorial_island02_revamp/quests/citizenship/clericmaravaen/clericmaravaen003.mp3", "", "", 929576879, 4035132590, Spawn) AddConversationOption(conversation, "I'll do my best.", "dlg_20_3") StartConversation(conversation, NPC, Spawn, "You see those ghostly figures down in the canyon? Those are the souls of our scouts who were lost and consumed by evil. I believe that they may be trapped between our world and the next. I think I can resurrect them, if you can just lure them close to me.") function dlg_21_1(NPC, Spawn) FaceTarget(NPC, Spawn) conversation = CreateConversation() PlayFlavor(NPC, "voiceover/english/tutorial_revamp/cleric_mara_vaen/tutorial_island02_revamp/quests/citizenship/clericmaravaen/clericmaravaen006.mp3", "", "", 3734054586, 4057468106, Spawn) AddConversationOption(conversation, "I have a feeling I know where this is going.", "dlg_21_2") StartConversation(conversation, NPC, Spawn, "Long ago there lived a ferocious breed on this island, a species of dire wolf that the Sapswill called 'the Morak.' The Morak were cleansed from the island so it could be a safer place.") end function dlg_21_2(NPC, Spawn) FaceTarget(NPC, Spawn) conversation = CreateConversation() PlayFlavor(NPC, "voiceover/english/tutorial_revamp/cleric_mara_vaen/tutorial_island02_revamp/quests/citizenship/clericmaravaen/clericmaravaen007.mp3", "", "", 519840211, 2908756618, Spawn) AddConversationOption(conversation, "Consider it done.", "dlg_21_3") StartConversation(conversation, NPC, Spawn, "The evil that builds on the island has drawn them from their graves and they hunt again. They are thick through Dead Canyon and we need to clear a path for our scouts to move forward.") end --]]