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- --[[
- Script Name : SpawnScripts/Graystone/MavBoilfist.lua
- Script Purpose : Mav Boilfist
- Script Author : Scatman
- Script Date : 2009.10.05
- Script Notes :
- Modified By : Ememjr
- Modified Date :
- Modified Notes :
- --]]
- local DWARF = 2
- local QUEST_1 = 283 --A Family Recipe
- local QUEST_2 = 285 --Cheers!
- local QUEST_3 = 286 --A Package
- local QUEST_4 = 287 --A Stone from Home
- local QUEST_5 = 288 --A Missing Husband
- function spawn(NPC)
- ProvidesQuest(NPC, QUEST_1)
- ProvidesQuest(NPC, QUEST_2)
- ProvidesQuest(NPC, QUEST_3)
- ProvidesQuest(NPC, QUEST_4)
- ProvidesQuest(NPC, QUEST_5)
- end
- function hailed(NPC, Spawn)
- FaceTarget(NPC, Spawn)
- conversation = CreateConversation()
- if HasCompletedQuest(Spawn, QUEST_1) then
- if HasCompletedQuest(Spawn, QUEST_2) then
- if HasCompletedQuest(Spawn, QUEST_3) then
- if HasCompletedQuest(Spawn, QUEST_4) then
- if HasCompletedQuest(Spawn, QUEST_5) then
- OnQuest5(NPC, Spawn, conversation)
- elseif HasQuest(Spawn, QUEST_5) then
- OnQuest5(NPC, Spawn, conversation)
- else
- OnQuest4(NPC, Spawn, conversation)
- end
- elseif HasQuest(Spawn, QUEST_4) then
- OnQuest4(NPC, Spawn, conversation)
- else
- OnQuest3(NPC, Spawn, conversation)
- end
- elseif HasQuest(Spawn, QUEST_3) then
- OnQuest3(NPC, Spawn, conversation)
- else
- OnQuest2(NPC, Spawn, conversation)
- end
- elseif HasQuest(Spawn, QUEST_2) then
- OnQuest2(NPC, Spawn, conversation)
- else
- OnQuest1(NPC, Spawn, conversation)
- end
- elseif HasQuest(Spawn, QUEST_1) then
- OnQuest1(NPC, Spawn, conversation)
- else
- if GetRace(Spawn) == DWARF then
- WellHello(NPC, Spawn, conversation)
- else
- PlayFlavor(NPC, "voiceover/english/tutorial_revamp/mav_boilfist/qey_village03/quest_mav_boilfist_notdwarf_78c7639c.mp3", "Sorry, I'm terribly busy right now. No time to chat.", "", 4035307086, 275588457, Spawn)
- end
- end
- end
- function respawn(NPC)
- spawn(NPC)
- end
- ------------------------------------------------------------------------------------------------------------------
- -- QUEST 1
- ------------------------------------------------------------------------------------------------------------------
- function WellHello(NPC, Spawn, conversation)
- AddConversationOption(conversation, "Sort of, yes.", "New")
- AddConversationOption(conversation, "No, I'm not new here.", "NotNew")
- PlayFlavor(NPC, "voiceover/english/tutorial_revamp/mav_boilfist/qey_village03/quests/mav_boilfist/mav_boilfist001.mp3", "", "hello", 634247011, 356522512, Spawn)
- StartConversation(conversation, NPC, Spawn, "Well hello! New around here?")
- end
- function New(NPC, Spawn)
- FaceTarget(NPC, Spawn)
- conversation = CreateConversation()
- AddConversationOption(conversation, "Sure, I'm willing to learn.", "WillingToLearn")
- PlayFlavor(NPC, "voiceover/english/tutorial_revamp/mav_boilfist/qey_village03/quests/mav_boilfist/mav_boilfist002.mp3", "", "nod", 1318415576, 1321312216, Spawn)
- StartConversation(conversation, NPC, Spawn, "Well I'm just the one to help you out, then! I can teach you all you need to know, what do you say?")
- end
- function NotNew(NPC, Spawn)
- FaceTarget(NPC, Spawn)
- conversation = CreateConversation()
- AddConversationOption(conversation, "I'm interested in doing work for you.", "WillingToLearn")
- AddConversationOption(conversation, "I'm interested in more difficult work.", "MoreDifficultWork")
- StartConversation(conversation, NPC, Spawn, "Well, you can still teach an old dwarf new tricks. I've got some work for ya, if you're interested. Or, I could point you to someone who might have work that's a bit harder, if you're into that sort of thing.")
- end
- function MoreDifficultWork(NPC, Spawn)
- FaceTarget(NPC, Spawn)
- conversation = CreateConversation()
- AddConversationOption(conversation, "I'll go do that.")
- StartConversation(conversation, NPC, Spawn, "Thought you might be interested. My husband, Marv, is out in the Oakmyst Forest doing some foolish nonsense. He was supposed to be back earlier but I haven't seen him yet, that usually mean he's gotten himself into trouble. That also probably means he could use some help. If you could head into Oakmyst Forest and find him I would be thankful.")
- end
- function WillingToLearn(NPC, Spawn)
- FaceTarget(NPC, Spawn)
- conversation = CreateConversation()
- AddConversationOption(conversation, "What would you like me to do?", "LikeMeToDo")
- PlayFlavor(NPC, "voiceover/english/tutorial_revamp/mav_boilfist/qey_village03/quests/mav_boilfist/mav_boilfist005.mp3", "", "", 582378457, 4033004550, Spawn)
- StartConversation(conversation, NPC, Spawn, "Great, I've been needing someone to help me out while my husband is out. Normally one of us can look after things here at the shop while the other goes out and gets things done. With him gone, I'm having trouble keeping things running, your help would be a great boom.")
- end
- function LikeMeToDo(NPC, Spawn)
- FaceTarget(NPC, Spawn)
- conversation = CreateConversation()
- AddConversationOption(conversation, "What do you need me to do?", "NeedMeToDo")
- PlayFlavor(NPC, "voiceover/english/tutorial_revamp/mav_boilfist/qey_village03/quests/mav_boilfist/mav_boilfist006.mp3", "", "", 3037335831, 4263929365, Spawn)
- StartConversation(conversation, NPC, Spawn, "Well. There's some brew I've been makin'. It's fermenting right here actually. It should be done very soon, and based on the last batch I tried I think I've finally perfected the mix of ingredients. It's an old family recipe that I'd forgotten about. Now that I finally got the means, I dug the recipe up and have tried my hand at it. It's taken some work, but I think it's finally worthy.")
- end
- function NeedMeToDo(NPC, Spawn)
- FaceTarget(NPC, Spawn)
- conversation = CreateConversation()
- AddConversationOption(conversation, "What is the problem?", "WhatProblem")
- PlayFlavor(NPC, "voiceover/english/tutorial_revamp/mav_boilfist/qey_village03/quests/mav_boilfist/mav_boilfist007.mp3", "", "", 628335384, 693034307, Spawn)
- StartConversation(conversation, NPC, Spawn, "Oh, Right. Sorry, I carry on sometimes about things that are important to me. I need you to collect the ingredients for my next batch. I had them delivered from all over and they're finally here, but there's a problem.")
- end
- function WhatProblem(NPC, Spawn)
- FaceTarget(NPC, Spawn)
- conversation = CreateConversation()
- AddConversationOption(conversation, "What are you going to have me do?", "HaveMeDo")
- PlayFlavor(NPC, "voiceover/english/tutorial_revamp/mav_boilfist/qey_village03/quests/mav_boilfist/mav_boilfist008.mp3", "", "", 666479766, 3144850595, Spawn)
- StartConversation(conversation, NPC, Spawn, "The shipping company is behind on their orders. They've got all the goods but nobody to sort them or make the final deliveries. I know for a fact that my yeast has been there for at least two days. And I just got word my honey and frozen cherries are there as well. It's a mess, and that's where you come in.")
- end
- function HaveMeDo(NPC, Spawn)
- FaceTarget(NPC, Spawn)
- conversation = CreateConversation()
- AddConversationOption(conversation, "All right, give me the manifest.", "OfferQuest1")
- PlayFlavor(NPC, "voiceover/english/tutorial_revamp/mav_boilfist/qey_village03/quests/mav_boilfist/mav_boilfist009.mp3", "", "happy", 4269745166, 1619482599, Spawn)
- StartConversation(conversation, NPC, Spawn, "I need you to gather up the ingredients for me. I managed to get ahold of an overflow manifest that details where my things are in storage. All you need to do is check the manifest, find out where you need to go, and then get my deliveries for me.")
- end
- function OfferQuest1(NPC, Spawn)
- FaceTarget(NPC, Spawn)
- OfferQuest(NPC, Spawn, QUEST_1)
- end
- function OnQuest1(NPC, Spawn, conversation)
- PlayFlavor(NPC, "voiceover/english/tutorial_revamp/mav_boilfist/qey_village03/quests/mav_boilfist/mav_boilfist011.mp3", "", "", 2167399134, 422468098, Spawn)
- if (HasQuest(Spawn, QUEST_1) and GetQuestStep(Spawn, QUEST_1) == 4) or (HasCompletedQuest(Spawn, QUEST_1)) then
- AddConversationOption(conversation, "Yes, I have.", "dlg_13_1")
- else
- AddConversationOption(conversation, "Not yet. Can I have another copy of the overflow manifest?", "NeedManifest")
- end
- AddConversationOption(conversation, "No, not yet.")
- StartConversation(conversation, NPC, Spawn, "Have you gotten my ingredients yet?")
- end
- function NeedManifest(NPC, Spawn)
- FaceTarget(NPC, Spawn)
- conversation = CreateConversation()
-
- -- Overflow Manifest
- if HasItem(Spawn, 10268, 1) then
- PlayFlavor(NPC, "voiceover/english/tutorial_revamp/mav_boilfist/qey_village03/quests/mav_boilfist/mav_boilfist013.mp3", "", "no", 2530141598, 2756437578, Spawn)
- AddConversationOption(conversation, "All right, thanks.")
- StartConversation(conversation, NPC, Spawn, "I'm pretty sure you already have a copy. It's probably in one of your bags somewhere. It may even be in the bank. Once you find it examine it to learn where all the shipments are.")
- else
- SummonItem(Spawn, 10268, 1)
- PlayFlavor(NPC, "voiceover/english/tutorial_revamp/mav_boilfist/qey_village03/quests/mav_boilfist/mav_boilfist012.mp3", "", "", 1236488816, 970364241, Spawn)
- AddConversationOption(conversation, "Thanks.")
- StartConversation(conversation, NPC, Spawn, "Sure, here you go.")
- end
- end
- function dlg_13_1(NPC, Spawn)
- if HasQuest(Spawn, QUEST_1) then
- SetStepComplete(Spawn, QUEST_1, 4)
- end
-
- FaceTarget(NPC, Spawn)
- conversation = CreateConversation()
- PlayFlavor(NPC, "voiceover/english/tutorial_revamp/mav_boilfist/qey_village03/quests/mav_boilfist/mav_boilfist015.mp3", "", "agree", 3252688398, 2435234536, Spawn)
- AddConversationOption(conversation, "That's great!", "dlg_13_2")
- StartConversation(conversation, NPC, Spawn, "Ah, great. Now I can get started on my next batch. The last batch came out perfectly. I won't need to change the recipe at all, finally done.")
- end
- ------------------------------------------------------------------------------------------------------------------
- -- QUEST 2
- ------------------------------------------------------------------------------------------------------------------
- function dlg_13_2(NPC, Spawn)
- FaceTarget(NPC, Spawn)
- conversation = CreateConversation()
- PlayFlavor(NPC, "voiceover/english/tutorial_revamp/mav_boilfist/qey_village03/quests/mav_boilfist/mav_boilfist016.mp3", "", "nod", 1896567087, 1236189087, Spawn)
- AddConversationOption(conversation, "Sure, I can help.", "dlg_13_3")
- StartConversation(conversation, NPC, Spawn, "Wonderfully great! I can't wait for everyone to try it. I've been telling everyone around here about my old family recipe, it's been so long since I first mentioned it that they probably think I made it up. If they do think that, it's time to prove them wrong! Listen, I still need to watch the store here, how would you like to help me?")
- end
- function dlg_13_3(NPC, Spawn)
- FaceTarget(NPC, Spawn)
- conversation = CreateConversation()
- PlayFlavor(NPC, "voiceover/english/tutorial_revamp/mav_boilfist/qey_village03/quests/mav_boilfist/mav_boilfist017.mp3", "", "", 1283812606, 3397187857, Spawn)
- AddConversationOption(conversation, "I'll go do that.", "OfferQuest2")
- StartConversation(conversation, NPC, Spawn, "Wonderful. Collect a jug of the brew from this barrel here, and then deliver it to a few of my friends, the ones I most want to try it. I'd like Gnor Farven and Gurna Hadel to have some, I've no doubt you can find them both at the tavern on the ground floor of the inn. I'd also like Dunda Frostgrip to have her share, you can find her outside the Scribe's shop on the western corner.")
- end
- function OfferQuest2(NPC, Spawn)
- FaceTarget(NPC, Spawn)
- OfferQuest(NPC, Spawn, QUEST_2)
- end
- function OnQuest2(NPC, Spawn, conversation)
- PlayFlavor(NPC, "voiceover/english/tutorial_revamp/mav_boilfist/qey_village03/quests/mav_boilfist/mav_boilfist018.mp3", "", "", 34397651, 703589536, Spawn)
- if (HasQuest(Spawn, QUEST_2) and GetQuestStep(Spawn, QUEST_2) == 5) or (HasCompletedQuest(Spawn, QUEST_2)) then
- AddConversationOption(conversation, "Yes, they did.", "dlg_20_1")
- end
- AddConversationOption(conversation, "No, not yet.")
- StartConversation(conversation, NPC, Spawn, "Did everyone try my brew?")
- end
- function dlg_20_1(NPC, Spawn)
- FaceTarget(NPC, Spawn)
- conversation = CreateConversation()
- PlayFlavor(NPC, "voiceover/english/tutorial_revamp/mav_boilfist/qey_village03/quests/mav_boilfist/mav_boilfist019.mp3", "", "nod", 594170508, 523076668, Spawn)
- AddConversationOption(conversation, "Well, Gurna and Gnor both loved it. It actually knocked Gnor down.", "dlg_20_2")
- StartConversation(conversation, NPC, Spawn, "So, tell me, what did they think?")
- end
- function dlg_20_2(NPC, Spawn)
- FaceTarget(NPC, Spawn)
- conversation = CreateConversation()
- PlayFlavor(NPC, "voiceover/english/tutorial_revamp/mav_boilfist/qey_village03/quests/mav_boilfist/mav_boilfist020.mp3", "", "chuckle", 1002724009, 2022330670, Spawn)
- AddConversationOption(conversation, "She said it was wonderful, but asked me not to tell you that.", "dlg_20_3")
- StartConversation(conversation, NPC, Spawn, "Hah hah! What about Dunda though, what did she think?")
- end
- function dlg_20_3(NPC, Spawn)
- if HasQuest(Spawn, QUEST_2) then
- SetStepComplete(Spawn, QUEST_2, 5)
- end
-
- FaceTarget(NPC, Spawn)
- conversation = CreateConversation()
- PlayFlavor(NPC, "voiceover/english/tutorial_revamp/mav_boilfist/qey_village03/quests/mav_boilfist/mav_boilfist021.mp3", "", "smile", 1410633044, 1626937024, Spawn)
- AddConversationOption(conversation, "What was the other good news?", "dlg_20_4")
- StartConversation(conversation, NPC, Spawn, "Yes! I knew she would love it. She teased me mercilessly about this recipe, she must've thought I had made the whole thing up. Ooh I'm glad she liked it. Today is just filled with good news.")
- end
- ------------------------------------------------------------------------------------------------------------------
- -- QUEST 3
- ------------------------------------------------------------------------------------------------------------------
- function dlg_20_4(NPC, Spawn)
- FaceTarget(NPC, Spawn)
- conversation = CreateConversation()
- PlayFlavor(NPC, "voiceover/english/tutorial_revamp/mav_boilfist/qey_village03/quests/mav_boilfist/mav_boilfist022.mp3", "", "nod", 153909004, 705302189, Spawn)
- AddConversationOption(conversation, "Sure, I can do that.", "OfferQuest3")
- StartConversation(conversation, NPC, Spawn, "A package from my cousin arrived! It has -- Oh dear, that package will get caught up in this silly state of delivery affairs. I'd like your help again, if you could go speak to the shipping coordinator on the docks and get him to give you my package before they drop it into some overflow spot that would be great. What do you say?")
- end
- function OfferQuest3(NPC, Spawn)
- FaceTarget(NPC, Spawn)
- OfferQuest(NPC, Spawn, QUEST_3)
- end
- function OnQuest3(NPC, Spawn, conversation)
- PlayFlavor(NPC, "voiceover/english/tutorial_revamp/mav_boilfist/qey_village03/quests/mav_boilfist/mav_boilfist024.mp3", "", "", 791126844, 977657821, Spawn)
- if (HasQuest(Spawn, QUEST_3) and GetQuestStep(Spawn, QUEST_3) == 4) or (HasCompletedQuest(Spawn, QUEST_3)) then
- AddConversationOption(conversation, "Yes, I do.", "dlg_30_1")
- end
-
- if (HasQuest(Spawn, QUEST_3) and GetQuestStep(Spawn, QUEST_3) >= 3) or (HasCompletedQuest(Spawn, QUEST_3)) then
- AddConversationOption(conversation, "Yes, but I have to clear it with the shipping coordinator first. I'll be back.")
- else
- AddConversationOption(conversation, "No, not yet.")
- end
- StartConversation(conversation, NPC, Spawn, "Do you have my package?")
- end
- function dlg_30_1(NPC, Spawn)
- if HasQuest(Spawn, QUEST_3) then
- SetStepComplete(Spawn, QUEST_3, 4)
- end
-
- FaceTarget(NPC, Spawn)
- conversation = CreateConversation()
- PlayFlavor(NPC, "voiceover/english/tutorial_revamp/mav_boilfist/qey_village03/quests/mav_boilfist/mav_boilfist025.mp3", "", "happy", 2520635779, 2527828241, Spawn)
- AddConversationOption(conversation, "That is impressive!", "dlg_30_2")
- AddConversationOption(conversation, "Kaladim?", "Kaladim")
- StartConversation(conversation, NPC, Spawn, "Ah, let me open it. I hope it's--yes! This is the rock I've been waiting to get for a few months now. My cousin sent it to me, she said it's actual stone from Kaladim, can you imagine?")
- end
- ------------------------------------------------------------------------------------------------------------------
- -- QUEST 4
- ------------------------------------------------------------------------------------------------------------------
- function dlg_30_2(NPC, Spawn)
- FaceTarget(NPC, Spawn)
- conversation = CreateConversation()
- PlayFlavor(NPC, "voiceover/english/tutorial_revamp/mav_boilfist/qey_village03/quests/mav_boilfist/mav_boilfist028.mp3", "", "", 903680612, 2544408116, Spawn)
- AddConversationOption(conversation, "I have the time.", "dlg_30_3")
- StartConversation(conversation, NPC, Spawn, "Yes it is. My dream is to visit Kaladim one day, as impossible as I know that may sound. Still, doesn't hurt to dream, and this rock just makes those dreams stronger. I have another favor to ask you, if you have the time.")
- end
- function dlg_30_3(NPC, Spawn)
- FaceTarget(NPC, Spawn)
- conversation = CreateConversation()
- PlayFlavor(NPC, "voiceover/english/tutorial_revamp/mav_boilfist/qey_village03/quests/mav_boilfist/mav_boilfist029.mp3", "", "", 1603379033, 880563668, Spawn)
- AddConversationOption(conversation, "What shall I do once there?", "dlg_30_4")
- StartConversation(conversation, NPC, Spawn, "There's a stone here in the Graystone Yard, a monument, they call the Stone of Kaladim. It is, quite simply, beautiful. It's easy to get lost in time just staring at that stone. Please, take this stone I just got and bring it to the Stone of Kaladim.")
- end
- function dlg_30_4(NPC, Spawn)
- FaceTarget(NPC, Spawn)
- conversation = CreateConversation()
- PlayFlavor(NPC, "voiceover/english/tutorial_revamp/mav_boilfist/qey_village03/quests/mav_boilfist/mav_boilfist029a.mp3", "", "", 90624630, 1461619549, Spawn)
- AddConversationOption(conversation, "All right, I shall do that.", "OfferQuest4")
- StartConversation(conversation, NPC, Spawn, "Once there hold my stone close to the Stone of Kaladim and concentrate. Watch for any sort of reaction in either stone. Then return to me and tell me everything that happened. Here, take the stone.")
- end
- function Kaladim(NPC, Spawn)
- Say(NPC, "Need collect, PM Scatman if you have it please.", Spawn)
- end
- function OfferQuest4(NPC, Spawn)
- FaceTarget(NPC, Spawn)
- OfferQuest(NPC, Spawn, QUEST_4)
- end
- function OnQuest4(NPC, Spawn, conversation)
- if HasQuest(Spawn, QUEST_4) and GetQuestStep(Spawn, QUEST_4) == 1 then
- PlayFlavor(NPC, "voiceover/english/tutorial_revamp/mav_boilfist/qey_village03/quests/mav_boilfist/mav_boilfist029stone.mp3", "", "", 2776022988, 1249928251, Spawn)
- AddConversationOption(conversation, "I need your stone.", "NeedStone")
- AddConversationOption(conversation, "No, not yet.")
- StartConversation(conversation, NPC, Spawn, "Have you taken my stone to the Stone of Kaladim yet?")
- else
- PlayFlavor(NPC, "voiceover/english/tutorial_revamp/mav_boilfist/qey_village03/quests/mav_boilfist/mav_boilfist030.mp3", "", "", 4107694784, 255406273, Spawn)
- AddConversationOption(conversation, "I think I felt what it may have been like back then.", "dlg_37_1")
- AddConversationOption(conversation, "I am not sure. I haven't done it yet.")
- StartConversation(conversation, NPC, Spawn, "Did anything happen?")
- end
- end
- function NeedStone(NPC, Spawn)
- FaceTarget(NPC, Spawn)
- conversation = CreateConversation()
- -- Mav's Stone
- if HasItem(Spawn, 9384, 1) then
- PlayFlavor(NPC, "voiceover/english/tutorial_revamp/mav_boilfist/qey_village03/quests/mav_boilfist/mav_boilfist029stone_b.mp3", "", "", 1899188154, 2228034897, Spawn)
- AddConversationOption(conversation, "Ok, I'll do that.")
- StartConversation(conversation, NPC, Spawn, "I believe I already gave the stone to you. It may be in one of your bags or possibly even in the bank. Once you find it, examine it when you are near the Stone of Kaladim here in Graystone Yard.")
- else
- SummonItem(Spawn, 9384, 1)
- PlayFlavor(NPC, "voiceover/english/tutorial_revamp/mav_boilfist/qey_village03/quests/mav_boilfist/mav_boilfist029stone_a.mp3", "", "", 3817501989, 1608531398, Spawn)
- AddConversationOption(conversation, "Thanks.")
- StartConversation(conversation, NPC, Spawn, "Oh, yes, I'm sorry. Here you go.")
- end
- end
- function dlg_37_1(NPC, Spawn)
- FaceTarget(NPC, Spawn)
- conversation = CreateConversation()
- PlayFlavor(NPC, "voiceover/english/tutorial_revamp/mav_boilfist/qey_village03/quests/mav_boilfist/mav_boilfist031.mp3", "", "ponder", 276770020, 3522074989, Spawn)
- AddConversationOption(conversation, "Just sounds and visions.", "dlg_37_2")
- StartConversation(conversation, NPC, Spawn, "Oh? What does that mean?")
- end
- function dlg_37_2(NPC, Spawn)
- if HasQuest(Spawn, QUEST_4) then
- SetStepComplete(Spawn, QUEST_4, 2)
- end
-
- FaceTarget(NPC, Spawn)
- conversation = CreateConversation()
- PlayFlavor(NPC, "voiceover/english/tutorial_revamp/mav_boilfist/qey_village03/quests/mav_boilfist/mav_boilfist032.mp3", "", "happy", 4251668081, 2689030734, Spawn)
- AddConversationOption(conversation, "I would be interested in that.", "dlg_37_3")
- StartConversation(conversation, NPC, Spawn, "Oh, the spirit of Kaladim is strong in you. You know, my husband would love to meet you. Would you like to meet him?")
- end
- ------------------------------------------------------------------------------------------------------------------
- -- QUEST 5
- ------------------------------------------------------------------------------------------------------------------
- function dlg_37_3(NPC, Spawn)
- FaceTarget(NPC, Spawn)
- conversation = CreateConversation()
- PlayFlavor(NPC, "voiceover/english/tutorial_revamp/mav_boilfist/qey_village03/quests/mav_boilfist/mav_boilfist033.mp3", "", "", 1106794113, 1262060028, Spawn)
- AddConversationOption(conversation, "All right, I'll go find him.", "OfferQuest5")
- StartConversation(conversation, NPC, Spawn, "I thought you might. He should be out in the Oakmyst Forest. He's very, very late so that means something has delayed him. It's probably got something to do with the slowness going on with the shipping company, he works for them from time to time. Or, maybe, he's just drunk. Do me a favor, if he's drunk, you can come back and get me. There are some jobs only a wife can do, am I right? Hah! ... oh yeah, his name is Marv. He'll be the one with the dumb look on his face, hah!")
- end
- function OfferQuest5(NPC, Spawn)
- FaceTarget(NPC, Spawn)
- OfferQuest(NPC, Spawn, QUEST_5)
- end
- function OnQuest5(NPC, Spawn, conversation)
- PlayFlavor(NPC, "voiceover/english/tutorial_revamp/mav_boilfist/qey_village03/quests/mav_boilfist/mav_boilfist034.mp3", "", "", 1752301139, 2700535036, Spawn)
- if HasCompletedQuest(Spawn, QUEST_5) then
- AddConversationOption(conversation, "Yup. You were right. He's tied up in the business with the slow-shipping.", "dlg_38_1")
- end
- AddConversationOption(conversation, "No, I haven't.")
- StartConversation(conversation, NPC, Spawn, "Have ya found Marv yet?")
- end
- function dlg_38_1(NPC, Spawn)
- FaceTarget(NPC, Spawn)
- conversation = CreateConversation()
- PlayFlavor(NPC, "voiceover/english/tutorial_revamp/mav_boilfist/qey_village03/quests/mav_boilfist/mav_boilfist035.mp3", "", "", 1414810446, 65037912, Spawn)
- AddConversationOption(conversation, "Perhaps.")
- StartConversation(conversation, NPC, Spawn, "Ah that lucky nightblood. I'm sure he loves the time away from home.")
- end
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