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- --[[
- Script Name : SpawnScripts/Commonlands/LucretiasDomna.lua
- Script Author : Premierio015
- Script Date : 2021.02.21 06:02:50
- Script Purpose :
- :
- --]]
- local PlainOleDisease = 454
- function spawn(NPC)
- EmoteLoop(NPC)
- end
- function EmoteLoop (NPC)
- local choice = math.random(1,3)
- local timer = math.random(2500,3500)
-
- if choice == 1 then
- PlayAnimation(NPC, 11046)
- AddTimer(NPC, timer, "EmoteLoop")
- elseif choice == 2 then
- PlayAnimation(NPC, 2623)
- AddTimer(NPC, timer, "EmoteLoop")
- else
- PlayAnimation(NPC, 152)
- AddTimer(NPC, timer, "EmoteLoop")
- end
- end
- function hailed(NPC, Spawn)
- FaceTarget(NPC, Spawn)
- local choice = math.random(1, 3)
- if choice == 1 then
- PlayFlavor(NPC, "voiceover/english/voice_emotes/greetings/greetings_1_1011.mp3", "", "", 0, 0, Spawn)
- elseif choice == 2 then
- PlayFlavor(NPC, "voiceover/english/voice_emotes/greetings/greetings_2_1011.mp3", "", "", 0, 0, Spawn)
- else
- PlayFlavor(NPC, "voiceover/english/voice_emotes/greetings/greetings_3_1011.mp3", "", "", 0, 0, Spawn)
- end
- if GetQuestStep(Spawn, PlainOleDisease) == 8 then
- conversation = CreateConversation()
- AddConversationOption(conversation, "I have a note for you from Healer Hanif.", "dlg1")
- AddConversationOption(conversation, "How is it that you are safe from the undead here?", "dlg2")
- StartConversation(conversation, NPC, Spawn, "You are disturbing me. Be gone before I make you a walking cadaver!")
- elseif GetQuestStep(Spawn, PlainOleDisease) == 9 then
- conversation = CreateConversation()
- AddConversationOption(conversation, "Not yet. I'll get the sinew for you.")
- StartConversation(conversation, NPC, Spawn, "Have you the zombie sinew for the goods?")
- elseif GetQuestStep(Spawn, PlainOleDisease ) == 10 then
- SetStepComplete(Spawn, PlainOleDisease, 10)
- conversation = CreateConversation()
- AddConversationOption(conversation, "Gross.")
- AddConversationOption(conversation, "Thank you. I think.")
- StartConversation(conversation, NPC, Spawn, "That will help, and now as promised... Here is the pusling flesh and a scroll detailing known poxes originating in the Bubonian Caves.")
- elseif GetQuestStep(Spawn, PlainOleDisease) == 11 or HasCompletedQuest(Spawn, PlainOleDisease) then
- conversation = CreateConversation()
- AddConversationOption(conversation, "Yeah, yeah... You're lucky I'm in a hurry.")
- StartConversation(conversation, NPC, Spawn, "I gave you the flesh and scroll that Hanif required. Now be gone!")
- end
- end
- function dlg1(NPC, Spawn)
- FaceTarget(NPC, Spawn)
- conversation = CreateConversation()
- AddConversationOption(conversation, "I must?", "dlg3")
- AddConversationOption(conversation, "What do you want?", "dlg4")
- StartConversation(conversation, NPC, Spawn, "Oh? For him, I will allow an interruption. His findings are interesting, and worthy of my house's assistance. But you must help me, too.")
- end
- function dlg2(NPC, Spawn)
- FaceTarget(NPC, Spawn)
- conversation = CreateConversation()
- AddConversationOption(conversation, "Must be nice. I have a note for you from Healer Hanif.", "dlg1")
- StartConversation(conversation, NPC, Spawn, "They do not see me as a threat due to the aura I cast about me.")
- end
- function dlg3(NPC, Spawn)
- FaceTarget(NPC, Spawn)
- conversation = CreateConversation()
- AddConversationOption(conversation, "What do you want?", "dlg4")
- StartConversation(conversation, NPC, Spawn, "If you want the items for Hanif quickly, you do.")
- end
- function dlg4(NPC, Spawn)
- FaceTarget(NPC, Spawn)
- SetStepComplete(Spawn, PlainOleDisease, 8 )
- conversation = CreateConversation()
- AddConversationOption(conversation, "I'll do some hunting for you.", "dlg5")
- StartConversation(conversation, NPC, Spawn, "I require some parts from the undead here for my studies.")
- end
- function dlg5(NPC, Spawn)
- FaceTarget(NPC, Spawn)
- conversation = CreateConversation()
- AddConversationOption(conversation, "Ha ha.")
- StartConversation(conversation, NPC, Spawn, "Good. Some zombie sinew is just what the good doctor ordered! Ha ha ha!")
- end
- function respawn(NPC)
- spawn(NPC)
- end
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