CrispinLuvinius.lua 7.1 KB

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  1. --[[
  2. Script Name : SpawnScripts/Sprawl/CrispinLuvinius.lua
  3. Script Purpose : Crispin Luvinius
  4. Script Author : Scatman
  5. Script Date : 2009.07.26
  6. Script Notes :
  7. --]]
  8. local QUEST_1 = 258
  9. local QUEST_2 = 259
  10. function spawn(NPC)
  11. ProvidesQuest(NPC, QUEST_1)
  12. ProvidesQuest(NPC, QUEST_2)
  13. end
  14. function respawn(NPC)
  15. spawn(NPC)
  16. end
  17. function hailed(NPC, Spawn)
  18. FaceTarget(NPC, Spawn)
  19. conversation = CreateConversation()
  20. if HasCompletedQuest(Spawn, QUEST_1) then
  21. if HasCompletedQuest(Spawn, QUEST_2) then
  22. DoYouHaveAProblemDone(NPC, Spawn, conversation)
  23. elseif HasQuest(Spawn, QUEST_2) then
  24. OnQuset2(NPC, Spawn, conversation)
  25. else
  26. DoYouHaveAProblem2(NPC, Spawn, conversation)
  27. end
  28. elseif HasQuest(Spawn, QUEST_1) then
  29. OnQuest1(NPC, Spawn, conversation)
  30. else
  31. DoYouHaveAProblem(NPC, Spawn, conversation)
  32. end
  33. end
  34. -------------------------------------------------------------------------------------------------------------------
  35. -- QUEST 1
  36. -------------------------------------------------------------------------------------------------------------------
  37. function DoYouHaveAProblem(NPC, Spawn, conversation)
  38. PlayFlavor(NPC, "voiceover/english/crispin_luvinius/fprt_hood04/std_crispin_luvinius.mp3", "", "", 1982819374, 703450678, Spawn)
  39. AddConversationOption(conversation, "I don't have a problem... I solve problems. Anything you need fixed?", "dlg_13_1")
  40. AddConversationOption(conversation, "I don't want any trouble.")
  41. StartConversation(conversation, NPC, Spawn, "Do you have a problem? You're gonna have one soon if you don't keep walking.")
  42. end
  43. function dlg_13_1(NPC, Spawn)
  44. FaceTarget(NPC, Spawn)
  45. conversation = CreateConversation()
  46. AddConversationOption(conversation, "Of course I can. I said I was a problem solver, didn't I?", "dlg_13_2")
  47. AddConversationOption(conversation, "Not really... I've got too many other things to do. Maybe some other time.")
  48. StartConversation(conversation, NPC, Spawn, "A problem solver, huh? You can talk the talk, but can you walk the walk? Yeah ... I got a problem. One of our customers isn't paying us for our 'services,' if you know what I'm saying. Maybe you can fix this problem for us, huh?")
  49. end
  50. function dlg_13_2(NPC, Spawn)
  51. FaceTarget(NPC, Spawn)
  52. conversation = CreateConversation()
  53. AddConversationOption(conversation, "Sounds like an easy job.", "OfferQuest1")
  54. StartConversation(conversation, NPC, Spawn, "Okay, here's the deal. The guy is a vagrant who lives out in the ruins, right? We want to send the message that no one messes with us. You need to head south of here and do some dirty work to his buddies, understand?")
  55. end
  56. function OfferQuest1(NPC, Spawn)
  57. FaceTarget(NPC, Spawn)
  58. OfferQuest(NPC, Spawn, QUEST_1)
  59. end
  60. function OnQuest1(NPC, Spawn, conversation)
  61. PlayFlavor(NPC, "voiceover/english/crispin_luvinius/fprt_hood04/std_crispin_luvinius.mp3", "", "", 1982819374, 703450678, Spawn)
  62. if GetQuestStep(Spawn, QUEST_1) == 2 then
  63. AddConversationOption(conversation, "Problem solved. The hoodlums are pushing up daises.", "dlg_23_1")
  64. end
  65. AddConversationOption(conversation, "I don't want any trouble.")
  66. StartConversation(conversation, NPC, Spawn, "Do you have a problem? You're gonna have one soon if you don't keep walking.")
  67. end
  68. function dlg_23_1(NPC, Spawn)
  69. SetStepComplete(Spawn, QUEST_1, 2)
  70. FaceTarget(NPC, Spawn)
  71. conversation = CreateConversation()
  72. AddConversationOption(conversation, "I told you... I'm a problem solver.")
  73. StartConversation(conversation, NPC, Spawn, "I knew you'd take care of 'em! Good show! Oh, and here's a bit-o-coin for all your hard work. Heh, heh.")
  74. end
  75. -------------------------------------------------------------------------------------------------------------------
  76. -- QUEST 2
  77. -------------------------------------------------------------------------------------------------------------------
  78. function DoYouHaveAProblem2(NPC, Spawn, conversation)
  79. PlayFlavor(NPC, "voiceover/english/crispin_luvinius/fprt_hood04/std_crispin_luvinius.mp3", "", "", 1982819374, 703450678, Spawn)
  80. AddConversationOption(conversation, "So... have any more problems you can't handle yourself?", "dlg_24_1")
  81. AddConversationOption(conversation, "I don't want any trouble.")
  82. StartConversation(conversation, NPC, Spawn, "Do you have a problem? You're gonna have one soon if you don't keep walking.")
  83. end
  84. function dlg_24_1(NPC, Spawn)
  85. FaceTarget(NPC, Spawn)
  86. conversation = CreateConversation()
  87. AddConversationOption(conversation, "As long as you have the money, I'm willing to do it.", "dlg_24_2")
  88. AddConversationOption(conversation, "Sorry... I don't work for lazy people... or cowards.")
  89. StartConversation(conversation, NPC, Spawn, "Oh! I recognize you. Glad you came along ... yeah ... very glad. I hope your uh ... services ... are available again because ... uh ... there's this little matter... and I'm too busy to take care of it. Yes, too busy.")
  90. end
  91. function dlg_24_2(NPC, Spawn)
  92. FaceTarget(NPC, Spawn)
  93. conversation = CreateConversation()
  94. AddConversationOption(conversation, "Don't worry... I'll handle it.", "OfferQuest2")
  95. StartConversation(conversation, NPC, Spawn, "That's what I like to hear! Remember that dirty vagrant you delivered the message to? Rumor has it he's hiding among rogues and scoundrels from the other districts -- a gang called the Giantslayers. And his ... brethren ... have gotten their feathers all ruffled and are planning to come here to ... pay court ... if you understand me. They want to send a message to their leader. Now, I enjoy a good tussle as much as anyone, of course, but, uh ... we don't want to rob you of an opportunity to prove your fighting skills. So, why don't you go to the Giantslayers and tan their mangy hides for us?")
  96. end
  97. function OfferQuest2(NPC, Spawn)
  98. FaceTarget(NPC, Spawn)
  99. OfferQuest(NPC, Spawn, QUEST_2)
  100. end
  101. function OnQuest2(NPC, Spawn, conversation)
  102. PlayFlavor(NPC, "voiceover/english/crispin_luvinius/fprt_hood04/std_crispin_luvinius.mp3", "", "", 1982819374, 703450678, Spawn)
  103. if GetQuestStep(Spawn, QUEST_2) == 2 then
  104. AddConversationOption(conversation, "They won't be delivering any kind of message.", "dlg_34_1")
  105. end
  106. AddConversationOption(conversation, "I don't want any trouble.")
  107. StartConversation(conversation, NPC, Spawn, "Do you have a problem? You're gonna have one soon if you don't keep walking.")
  108. end
  109. function dlg_34_1(NPC, Spawn)
  110. SetStepComplete(Spawn, QUEST_2, 2)
  111. FaceTarget(NPC, Spawn)
  112. conversation = CreateConversation()
  113. AddConversationOption(conversation, "Maybe I might, maybe not. We'll see what my schedule is like.")
  114. StartConversation(conversation, NPC, Spawn, "I knew you'd take care of 'em! Good show! Oh, and here's a bit-o-coin for all your hard work. Heh, heh.")
  115. end
  116. function DoYouHaveAProblemDone(NPC, Spawn, conversation)
  117. PlayFlavor(NPC, "voiceover/english/crispin_luvinius/fprt_hood04/std_crispin_luvinius.mp3", "", "", 1982819374, 703450678, Spawn)
  118. AddConversationOption(conversation, "I don't want any trouble.")
  119. StartConversation(conversation, NPC, Spawn, "Do you have a problem? You're gonna have one soon if you don't keep walking.")
  120. end