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TrainerMourndrilKTekenzin.lua 11 KB

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  1. --[[
  2. Script Name : SpawnScripts/Darklight/TrainerMourndrilKTekenzin.lua
  3. Script Purpose : Trainer Mourndril K'Tekenzin <Know Your Fate>
  4. Script Author : John Adams
  5. Script Date : 2009.01.31
  6. Script Notes : Auto-Generated Conversation from PacketParser Data
  7. --]]
  8. function spawn(NPC)
  9. SetPlayerProximityFunction(NPC, 10, "InRange", "LeaveRange")
  10. end
  11. function respawn(NPC)
  12. spawn(NPC)
  13. end
  14. function InRange(NPC, Spawn)
  15. end
  16. function LeaveRange(NPC, Spawn)
  17. end
  18. function hailed(NPC, Spawn)
  19. FaceTarget(NPC, Spawn)
  20. conversation = CreateConversation()
  21. PlayFlavor(NPC, "voiceover/english/voice_emotes/greetings/greetings_1_1008.mp3", "", "", 0, 0, Spawn)
  22. AddConversationOption(conversation, "What can cause my death? ", "dlg_5_1")
  23. StartConversation(conversation, NPC, Spawn, "In time, all must fall. Allow me to teach you the consequences of death and how you can recover properly.")
  24. if convo==11 then
  25. PlayFlavor(NPC, "voiceover/english/voice_emotes/greetings/greetings_2_1008.mp3", "", "", 0, 0, Spawn)
  26. AddConversationOption(conversation, "What can cause my death? ", "dlg_11_1")
  27. StartConversation(conversation, NPC, Spawn, "In time, all must fall. Allow me to teach you the consequences of death and how you can recover properly.")
  28. end
  29. end
  30. function dlg_5_1(NPC, Spawn)
  31. FaceTarget(NPC, Spawn)
  32. conversation = CreateConversation()
  33. PlayFlavor(NPC, "", "", "", 0, 0, Spawn)
  34. AddConversationOption(conversation, "How will I know when I'm going to die?", "dlg_5_2")
  35. StartConversation(conversation, NPC, Spawn, "Death can come in many ways: being bested on the field of battle, falling from great heights, drowning in water, falling into lava, standing too close to an exploding chest, and so on. It's a dangerous world out there.")
  36. end
  37. function dlg_5_2(NPC, Spawn)
  38. FaceTarget(NPC, Spawn)
  39. conversation = CreateConversation()
  40. PlayFlavor(NPC, "", "", "", 0, 0, Spawn)
  41. AddConversationOption(conversation, "Why green?", "dlg_5_3")
  42. StartConversation(conversation, NPC, Spawn, "Just keep an eye on your health bar, the green line located beneath your name in the upper left of your screen. At least...you hope it's green.")
  43. end
  44. function dlg_5_3(NPC, Spawn)
  45. FaceTarget(NPC, Spawn)
  46. conversation = CreateConversation()
  47. PlayFlavor(NPC, "", "", "", 0, 0, Spawn)
  48. AddConversationOption(conversation, "What happens then?", "dlg_5_4")
  49. AddConversationOption(conversation, "I need to finish this conversation later.")
  50. StartConversation(conversation, NPC, Spawn, "Green means you're healthy. As your health diminishes, the bar turns yellow, then orange, and finally red. If the bar is empty, you die. You pay the debt, which cancels all others, if you get my meaning.")
  51. end
  52. function dlg_5_4(NPC, Spawn)
  53. FaceTarget(NPC, Spawn)
  54. conversation = CreateConversation()
  55. PlayFlavor(NPC, "", "", "", 0, 0, Spawn)
  56. AddConversationOption(conversation, "So death is not the end?", "dlg_5_5")
  57. StartConversation(conversation, NPC, Spawn, "Your spirit lays trapped in your fallen body, unable to move. At this point, you have a choice: wait for a nearby ally to revive you, or choose a location from the window in the center of your screen at which to reappear. In some cases you'll have a single choice, in others multiple choices.")
  58. end
  59. function dlg_5_5(NPC, Spawn)
  60. FaceTarget(NPC, Spawn)
  61. conversation = CreateConversation()
  62. PlayFlavor(NPC, "", "", "", 0, 0, Spawn)
  63. AddConversationOption(conversation, "What are the consequences?", "dlg_5_6")
  64. StartConversation(conversation, NPC, Spawn, "Fortunately for all of us, death in Norrath is a temporary thing. If another adventurer revives you, you reappear at the spot of your death. If you choose a location to revive, you will appear at that spot. There are consequences to death, however.")
  65. end
  66. function dlg_5_6(NPC, Spawn)
  67. FaceTarget(NPC, Spawn)
  68. conversation = CreateConversation()
  69. PlayFlavor(NPC, "", "", "", 0, 0, Spawn)
  70. AddConversationOption(conversation, "What is experience debt?", "dlg_5_7")
  71. AddConversationOption(conversation, "I think I've learned enough for now.")
  72. StartConversation(conversation, NPC, Spawn, "There are three results of death. First, you incur some experience debt which can be paid off by earning more XP (experience points). Second, you suffer a revive sickness that lowers your abilities for a short time, which leaves you temporarily vulnerable and less effective. Finally, all your equipped items take damage that will eventually have to be repaired.")
  73. end
  74. function dlg_5_7(NPC, Spawn)
  75. FaceTarget(NPC, Spawn)
  76. conversation = CreateConversation()
  77. PlayFlavor(NPC, "", "", "", 0, 0, Spawn)
  78. AddConversationOption(conversation, "What is revive sickness like?", "dlg_5_8")
  79. StartConversation(conversation, NPC, Spawn, "Experience debt is indicated by a red line on your XP bar. As you earn experience going forward, part of your XP will go toward paying off your debt while the rest will continue to advance you toward your next level. Mousing over your XP bar also tells how much debt you have.")
  80. end
  81. function dlg_5_8(NPC, Spawn)
  82. FaceTarget(NPC, Spawn)
  83. conversation = CreateConversation()
  84. PlayFlavor(NPC, "", "", "", 0, 0, Spawn)
  85. AddConversationOption(conversation, "What are the results of item damage?", "dlg_5_9")
  86. StartConversation(conversation, NPC, Spawn, "You'll see an icon for revive sickness in your spell effects window. Mousing over the icon will tell you how long it will remain. The type of sickness you have depends on how you were revived, but no matter what there will be a negative effect. Don't worry, it passes soon enough.")
  87. end
  88. function dlg_5_9(NPC, Spawn)
  89. FaceTarget(NPC, Spawn)
  90. conversation = CreateConversation()
  91. PlayFlavor(NPC, "", "", "", 0, 0, Spawn)
  92. AddConversationOption(conversation, "What can I do about item damage?", "dlg_5_10")
  93. StartConversation(conversation, NPC, Spawn, "Your equipped items usually take about 10% wear with each death. When they are down to zero durability, you no longer receive any benefit from them. Don't let your equipment ever get into such poor condition, Zuzoo!")
  94. end
  95. function dlg_5_10(NPC, Spawn)
  96. FaceTarget(NPC, Spawn)
  97. conversation = CreateConversation()
  98. PlayFlavor(NPC, "", "", "", 0, 0, Spawn)
  99. AddConversationOption(conversation, "Thank you for your advice.", "dlg_5_11")
  100. StartConversation(conversation, NPC, Spawn, "You will need to see a mender, someone who is able to repair your items back to 100% durability.")
  101. end
  102. function dlg_11_1(NPC, Spawn)
  103. FaceTarget(NPC, Spawn)
  104. conversation = CreateConversation()
  105. PlayFlavor(NPC, "", "", "", 0, 0, Spawn)
  106. AddConversationOption(conversation, "How will I know when I'm going to die?", "dlg_11_2")
  107. StartConversation(conversation, NPC, Spawn, "Death can come in many ways: being bested on the field of battle, falling from great heights, drowning in water, falling into lava, standing too close to an exploding chest, and so on. It's a dangerous world out there.")
  108. end
  109. function dlg_11_2(NPC, Spawn)
  110. FaceTarget(NPC, Spawn)
  111. conversation = CreateConversation()
  112. PlayFlavor(NPC, "", "", "", 0, 0, Spawn)
  113. AddConversationOption(conversation, "Why green?", "dlg_11_3")
  114. StartConversation(conversation, NPC, Spawn, "Just keep an eye on your health bar, the green line located beneath your name in the upper left of your screen. At least...you hope it's green.")
  115. end
  116. function dlg_11_3(NPC, Spawn)
  117. FaceTarget(NPC, Spawn)
  118. conversation = CreateConversation()
  119. PlayFlavor(NPC, "", "", "", 0, 0, Spawn)
  120. AddConversationOption(conversation, "What happens then?", "dlg_11_4")
  121. AddConversationOption(conversation, "I need to finish this conversation later.")
  122. StartConversation(conversation, NPC, Spawn, "Green means you're healthy. As your health diminishes, the bar turns yellow, then orange, and finally red. If the bar is empty, you die. You pay the debt, which cancels all others, if you get my meaning.")
  123. end
  124. function dlg_11_4(NPC, Spawn)
  125. FaceTarget(NPC, Spawn)
  126. conversation = CreateConversation()
  127. PlayFlavor(NPC, "", "", "", 0, 0, Spawn)
  128. AddConversationOption(conversation, "So death is not the end?", "dlg_11_5")
  129. StartConversation(conversation, NPC, Spawn, "Your spirit lays trapped in your fallen body, unable to move. At this point, you have a choice: wait for a nearby ally to revive you, or choose a location from the window in the center of your screen at which to reappear. In some cases you'll have a single choice, in others multiple choices.")
  130. end
  131. function dlg_11_5(NPC, Spawn)
  132. FaceTarget(NPC, Spawn)
  133. conversation = CreateConversation()
  134. PlayFlavor(NPC, "", "", "", 0, 0, Spawn)
  135. AddConversationOption(conversation, "What are the consequences?", "dlg_11_6")
  136. StartConversation(conversation, NPC, Spawn, "Fortunately for all of us, death in Norrath is a temporary thing. If another adventurer revives you, you reappear at the spot of your death. If you choose a location to revive, you will appear at that spot. There are consequences to death, however.")
  137. end
  138. function dlg_11_6(NPC, Spawn)
  139. FaceTarget(NPC, Spawn)
  140. conversation = CreateConversation()
  141. PlayFlavor(NPC, "", "", "", 0, 0, Spawn)
  142. AddConversationOption(conversation, "What is experience debt?", "dlg_11_7")
  143. AddConversationOption(conversation, "I think I've learned enough for now.")
  144. StartConversation(conversation, NPC, Spawn, "There are three results of death. First, you incur some experience debt which can be paid off by earning more XP (experience points). Second, you suffer a revive sickness that lowers your abilities for a short time, which leaves you temporarily vulnerable and less effective. Finally, all your equipped items take damage that will eventually have to be repaired.")
  145. end
  146. function dlg_11_7(NPC, Spawn)
  147. FaceTarget(NPC, Spawn)
  148. conversation = CreateConversation()
  149. PlayFlavor(NPC, "", "", "", 0, 0, Spawn)
  150. AddConversationOption(conversation, "What is revive sickness like?", "dlg_11_8")
  151. StartConversation(conversation, NPC, Spawn, "Experience debt is indicated by a red line on your XP bar. As you earn experience going forward, part of your XP will go toward paying off your debt while the rest will continue to advance you toward your next level. Mousing over your XP bar also tells how much debt you have.")
  152. end
  153. function dlg_11_8(NPC, Spawn)
  154. FaceTarget(NPC, Spawn)
  155. conversation = CreateConversation()
  156. PlayFlavor(NPC, "", "", "", 0, 0, Spawn)
  157. AddConversationOption(conversation, "What are the results of item damage?", "dlg_11_9")
  158. StartConversation(conversation, NPC, Spawn, "You'll see an icon for revive sickness in your spell effects window. Mousing over the icon will tell you how long it will remain. The type of sickness you have depends on how you were revived, but no matter what there will be a negative effect. Don't worry, it passes soon enough.")
  159. end
  160. function dlg_11_9(NPC, Spawn)
  161. FaceTarget(NPC, Spawn)
  162. conversation = CreateConversation()
  163. PlayFlavor(NPC, "", "", "", 0, 0, Spawn)
  164. AddConversationOption(conversation, "What can I do about item damage?", "dlg_11_10")
  165. StartConversation(conversation, NPC, Spawn, "Your equipped items usually take about 10% wear with each death. When they are down to zero durability, you no longer receive any benefit from them. Don't let your equipment ever get into such poor condition, XXXXXXX!")
  166. end
  167. function dlg_11_10(NPC, Spawn)
  168. FaceTarget(NPC, Spawn)
  169. conversation = CreateConversation()
  170. PlayFlavor(NPC, "", "", "", 0, 0, Spawn)
  171. AddConversationOption(conversation, "Thank you for your advice.", "dlg_11_11")
  172. StartConversation(conversation, NPC, Spawn, "You will need to see a mender, someone who is able to repair your items back to 100% durability.")
  173. end