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- --[[
- Script Name : SpawnScripts/WillowWood/InnkeeperYeoni.lua
- Script Purpose : Innkeeper Yeoni <Housing>
- Script Author : Scatman
- Script Date : 2009.09.15
- Script Notes : Added Quest & updated dialogue flow - 2022.2.? -Dorbin
- --]]
- local Message = 5479
- function spawn(NPC)
- SetPlayerProximityFunction(NPC, 8, "InRange", "LeaveRange")
- end
- function respawn(NPC)
- spawn(NPC)
- end
- function InRange(NPC, Spawn)
- if math.random(1, 100) <= 70 then
- RandomGreeting(NPC, Spawn)
- check = math.random(1,2)
- if check ==1 then
- PlayFlavor(NPC, "", "", "hello", 0, 0, Spawn)
- else
- PlayFlavor(NPC, "", "", "ponder", 0, 0, Spawn)
- end
- end
- end
- function RandomGreeting(NPC, Spawn)
- FaceTarget(NPC, Spawn)
- local choice = MakeRandomInt(1,4)
- if choice == 1 then
- PlayFlavor(NPC, "voiceover/english/optional2/halfelf_eco_good_1/ft/service/innkeeper/halfelf_innkeeper_service_good_1_hail_gf_f9f93f86.mp3", "Many adventurers fresh from the road, head straight in to have a hot bath. Shall I prepare one for you?", "wink", 1745153471, 1126955121, Spawn, 0)
- elseif choice == 2 then
- PlayFlavor(NPC, "voiceover/english/optional2/halfelf_eco_good_1/ft/service/innkeeper/halfelf_innkeeper_service_good_1_hail_gf_b9a44b08.mp3", "Hello there, will you be needing a room for the evening.", "hello", 3306251302, 2577851930, Spawn, 0)
- elseif choice == 3 then
- PlayFlavor(NPC, "voiceover/english/optional2/halfelf_eco_good_1/ft/service/innkeeper/halfelf_innkeeper_service_good_1_hail_gf_dc02003d.mp3", "Good day to you adventurer, can I fix you up something to eat?", "smile", 195141551, 1613034466, Spawn, 0)
- elseif choice == 4 then
- PlayFlavor(NPC, "voiceover/english/optional2/halfelf_eco_good_1/ft/service/innkeeper/halfelf_innkeeper_service_good_1_hail_gf_ff8f2e0b.mp3", "Is there something I can get for you. Do you need extra towels or a new set of sheets?", "shrug", 2772660615, 737066360, Spawn, 0)
- end
- end
- function hailed(NPC, Spawn)
- FaceTarget(NPC, Spawn)
- conversation = CreateConversation()
- PlayFlavor(NPC, "voiceover/english/innkeeper_yeoni/qey_village05/innkeeper010.mp3", "", "", 57172292, 1639146546, Spawn)
- if GetQuestStep(Spawn, Message)==1 then
- AddConversationOption(conversation, "I have this note from Jendan at the docks. He wanted to know if his brother has stopped in today.","MessageUpdate")
- end
- --if not HasQuest(Spawn, HOUSE_QUEST) then
- -- AddConversationOption(conversation, "Please.", "OfferQuest1")
- --end
- AddConversationOption(conversation, "Yes, please.", "dlg_2_1")
- AddConversationOption(conversation, "Not right now.")
- StartConversation(conversation, NPC, Spawn, "Hello " .. GetName(Spawn) .. ". I am the Innkeeper for this village. We have received word of your arrival and have a room prepared for you. Would you like to know more about housing?")
- end
- function OfferQuest1(NPC, Spawn)
- end
- function MessageUpdate(NPC, Spawn)
- PlayFlavor(NPC, "","", "sigh", 1068773246, 2639950014, Spawn)
- FaceTarget(NPC,Spawn)
- conversation = CreateConversation()
- AddConversationOption(conversation, "I hope so too. I'll let him know that there wasn't any message left for him today. ", "UpdateMessage")
- StartConversation(conversation, NPC, Spawn, "Oh, the poor dear. He asks at least twice a day if I've seen his brother. Unfortunately, I've no message for him. I do hope poor Jendan finds him soon.")
- end
- function UpdateMessage(NPC, Spawn)
- SetStepComplete(Spawn, Message, 1)
- end
-
- function dlg_2_1(NPC, Spawn)
- FaceTarget(NPC, Spawn)
- conversation = CreateConversation()
- PlayFlavor(NPC, "innkeeper_millbanks/qey_village06/innkeeper001.mp3", "", "", 4001228290, 3829134373, Spawn)
- AddConversationOption(conversation, "Are there other places I can live in the city?", "dlg_2_4")
- AddConversationOption(conversation, "What can I use my house for?", "dlg_2_3")
- AddConversationOption(conversation, "How do I place furniture in my home?", "dlg_2_2")
- AddConversationOption(conversation, "Nevermind for right now, thanks.")
- StartConversation(conversation, NPC, Spawn, "What would you like to know?")
- end
- function dlg_2_2(NPC, Spawn)
- FaceTarget(NPC, Spawn)
- conversation = CreateConversation()
- -- PlayFlavor(NPC, "innkeeper_uglar_splinterthumb/qey_village06/innkeeper002.mp3", "", "", 3750108879, 603350042, Spawn)
- AddConversationOption(conversation, "Is this the only place I can live in the city?", "dlg_2_4")
- AddConversationOption(conversation, "What can I use my house for?", "dlg_2_3")
- AddConversationOption(conversation, "That's enough for now, thanks.")
- StartConversation(conversation, NPC, Spawn, "To place an item in your house you must first find the item in your inventory, once you have done so right-click on the item and select the [place] option. You will then see a tinted outline of your item in your house, when the item is highlighted green you may place it in that location, if it is highlighted red you cannot.")
- end
- function dlg_2_3(NPC, Spawn)
- FaceTarget(NPC, Spawn)
- conversation = CreateConversation()
- -- PlayFlavor(NPC, "innkeeper_uglar_splinterthumb/qey_village06/innkeeper007.mp3", "", "", 1015751749, 2650517021, Spawn)
- AddConversationOption(conversation, "Is this the only place I can live in the city?", "dlg_2_4")
- AddConversationOption(conversation, "How do I place furniture in my home?", "dlg_2_2")
- AddConversationOption(conversation, "That's enough for now, thanks.")
- StartConversation(conversation, NPC, Spawn, "You will find that your house has many uses, the first of which is the ability to store house items. Each house has a limit to the number of house items you can place in it, so as you gain more possessions you wish to display you will need larger houses to do so.")
- end
- function dlg_2_4(NPC, Spawn)
- FaceTarget(NPC, Spawn)
- conversation = CreateConversation()
- PlayFlavor(NPC, "innkeeper_uglar_splinterthumb/qey_village06/innkeeper003.mp3", "", "", 3477497917, 3032281679, Spawn)
- AddConversationOption(conversation, "What can I use my house for?", "dlg_2_3")
- AddConversationOption(conversation, "How do I place furniture in my home?", "dlg_2_2")
- AddConversationOption(conversation, "That's enough for now, thanks.")
- StartConversation(conversation, NPC, Spawn, "Many different kinds of housing are available in the city of Qeynos. As a show of appreciation, Antonia Bayle has awarded you a one bedroom house for free at this time.")
- end
- -- this stuff below goes in the accepted function of the quest
- function dlg_2_1(NPC, Spawn)
- FaceTarget(NPC, Spawn)
- conversation = CreateConversation()
- PlayFlavor(NPC, "innkeeper_millbanks/qey_village06/innkeeper001.mp3", "", "", 4001228290, 3829134373, Spawn)
- AddConversationOption(conversation, "What can I use my house for?", "dlg_2_3")
- AddConversationOption(conversation, "How do I place furniture in my home?", "dlg_2_2")
- AddConversationOption(conversation, "How do I sell items using my marketboard?", "dlg_2_5")
- AddConversationOption(conversation, "Are there other places I can live in the city?", "dlg_2_4")
- AddConversationOption(conversation, "Nevermind for right now, thanks.")
- StartConversation(conversation, NPC, Spawn, "What would you like to know?")
- end
- function dlg_2_2(NPC, Spawn)
- FaceTarget(NPC, Spawn)
- conversation = CreateConversation()
- -- PlayFlavor(NPC, "innkeeper_uglar_splinterthumb/qey_village06/innkeeper002.mp3", "", "", 3750108879, 603350042, Spawn)
- AddConversationOption(conversation, "What can I use my house for?", "dlg_2_3")
- AddConversationOption(conversation, "How do I sell items using my marketboard?", "dlg_2_5")
- AddConversationOption(conversation, "Is this the only place I can live in the city?", "dlg_2_4")
- AddConversationOption(conversation, "That's enough for now, thanks.")
- StartConversation(conversation, NPC, Spawn, "To place an item in your house you must first find the item in your inventory, once you have done so right-click on the item and select the [place] option. You will then see a tinted outline of your item in your house, when the item is highlighted green you may place it in that location, if it is highlighted red you cannot.")
- end
- function dlg_2_3(NPC, Spawn)
- FaceTarget(NPC, Spawn)
- conversation = CreateConversation()
- -- PlayFlavor(NPC, "innkeeper_uglar_splinterthumb/qey_village06/innkeeper007.mp3", "", "", 1015751749, 2650517021, Spawn)
- AddConversationOption(conversation, "How do I place furniture in my home?", "dlg_2_2")
- AddConversationOption(conversation, "How do I sell items using my marketboard?", "dlg_2_5")
- AddConversationOption(conversation, "Is this the only place I can live in the city?", "dlg_2_4")
- AddConversationOption(conversation, "That's enough for now, thanks.")
- StartConversation(conversation, NPC, Spawn, "You will find that your house has many uses, the first of which is the ability to store house items. Each house has a limit to the number of house items you can place in it, so as you gain more possessions you wish to display you will need larger houses to do so.")
- end
- function dlg_2_4(NPC, Spawn)
- FaceTarget(NPC, Spawn)
- conversation = CreateConversation()
- --PlayFlavor(NPC, "innkeeper_uglar_splinterthumb/qey_village06/innkeeper003.mp3", "", "", 3477497917, 3032281679, Spawn)
- AddConversationOption(conversation, "What can I use my house for?", "dlg_2_3")
- AddConversationOption(conversation, "How do I sell items using my marketboard?", "dlg_2_5")
- AddConversationOption(conversation, "How do I place furniture in my home?", "dlg_2_2")
- AddConversationOption(conversation, "That's enough for now, thanks.")
- StartConversation(conversation, NPC, Spawn, "Many different kinds of housing are available in the city of Qeynos. As a show of appreciation, Antonia Bayle has awarded you a one bedroom house for free at this time.")
- end
-
-
- function dlg_2_5(NPC, Spawn)
- FaceTarget(NPC, Spawn)
- conversation = CreateConversation()
- AddConversationOption(conversation, "What can I use my house for?", "dlg_2_3")
- AddConversationOption(conversation, "How do I place furniture in my home?", "dlg_2_2")
- AddConversationOption(conversation, "Are there other places I can live in the city?", "dlg_2_4")
- AddConversationOption(conversation, "That's enough for now, thanks.")
- StartConversation(conversation, NPC, Spawn, "The marketboard is a house item, similar to books, beds, pets and other such items. What sets the marketboard apart from the rest however is that once your marketboard is mounted on a wall in your home you can use it to sell items to other citizens of Qeynos. These items can be purchased by your fellow citizens at a Broker. Brokers can be found in all primary districts of the city as well as in the Tradeskill wholesalers.")
- end
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