DeputyHuckfar.lua 14 KB

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  1. --[[
  2. Script Name : SpawnScripts/EnchantedLands/DeputyHuckfar.lua
  3. Script Purpose : Deputy Huckfar
  4. Script Author : Cynnar
  5. Script Date : 2015.02.24
  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. local choice = math.random(1,3)
  22. if choice == 1 then
  23. PlayFlavor(NPC, "", "If I bring her flowers and a jumjum pie, I wonder...", "wink", 1689589577, 4560189, Spawn)
  24. elseif choice == 2 then
  25. PlayFlavor(NPC, "", "Where have those hounds gone now?", "flustered", 1689589577, 4560189, Spawn)
  26. elseif choice == 3 then
  27. PlayFlavor(NPC, "", "Argh, my feet hurt!", "squeal", 1689589577, 4560189, Spawn)
  28. else
  29. end
  30. PlayFlavor(NPC, "voiceover/english/voice_emotes/greetings/greetings_1_1006.mp3", "", "", 0, 0, Spawn)
  31. AddConversationOption(conversation, "Deputy Kegie's been wondering about his dog.", "dlg_5_1")
  32. AddConversationOption(conversation, "Nothing; just stopping by.")
  33. StartConversation(conversation, NPC, Spawn, "What can I do for you?")
  34. if convo==6 then
  35. PlayFlavor(NPC, "voiceover/english/voice_emotes/greetings/greetings_3_1006.mp3", "", "", 0, 0, Spawn)
  36. AddConversationOption(conversation, "You seem very busy.", "dlg_6_1")
  37. AddConversationOption(conversation, "Sorry to have bothered you.")
  38. StartConversation(conversation, NPC, Spawn, "My feet hurt. Why do I have to stand here all day long, day after day?")
  39. end
  40. if convo==8 then
  41. PlayFlavor(NPC, "voiceover/english/voice_emotes/greetings/greetings_3_1006.mp3", "", "", 0, 0, Spawn)
  42. AddConversationOption(conversation, "You seem upset.", "dlg_8_1")
  43. AddConversationOption(conversation, "Sorry to have bothered you.")
  44. StartConversation(conversation, NPC, Spawn, "My feet hurt. Why do I have to stand here all day long, day after day?")
  45. end
  46. if convo==9 then
  47. PlayFlavor(NPC, "voiceover/english/voice_emotes/greetings/greetings_1_1006.mp3", "", "", 0, 0, Spawn)
  48. AddConversationOption(conversation, "You seem upset.", "dlg_9_1")
  49. AddConversationOption(conversation, "Sorry to have bothered you.")
  50. StartConversation(conversation, NPC, Spawn, "My feet hurt. Why do I have to stand here all day long, day after day?")
  51. end
  52. if convo==10 then
  53. PlayFlavor(NPC, "voiceover/english/voice_emotes/greetings/greetings_3_1006.mp3", "", "", 0, 0, Spawn)
  54. AddConversationOption(conversation, "You seem upset.", "dlg_10_1")
  55. AddConversationOption(conversation, "Sorry to have bothered you.")
  56. StartConversation(conversation, NPC, Spawn, "My feet hurt. Why do I have to stand here all day long, day after day?")
  57. end
  58. if convo==11 then
  59. PlayFlavor(NPC, "voiceover/english/voice_emotes/greetings/greetings_1_1006.mp3", "", "", 0, 0, Spawn)
  60. AddConversationOption(conversation, "Fine.", "dlg_11_1")
  61. StartConversation(conversation, NPC, Spawn, "Ah, you're back. I'm glad to see you've made it back in one piece. How's it going?")
  62. end
  63. if convo==14 then
  64. PlayFlavor(NPC, "voiceover/english/voice_emotes/greetings/greetings_2_1006.mp3", "", "", 0, 0, Spawn)
  65. AddConversationOption(conversation, "While I did enounter a Runnyeye scout at Midwater Bridge, the water seems okay.", "dlg_14_1")
  66. AddConversationOption(conversation, "Fine.")
  67. StartConversation(conversation, NPC, Spawn, "Ah, you're back. I'm glad to see you've made it back in one piece. How's it going?")
  68. end
  69. if convo==15 then
  70. PlayFlavor(NPC, "voiceover/english/voice_emotes/greetings/greetings_3_1006.mp3", "", "", 0, 0, Spawn)
  71. AddConversationOption(conversation, "How are the hounds?", "dlg_15_1")
  72. AddConversationOption(conversation, "Sorry to have bothered you.")
  73. StartConversation(conversation, NPC, Spawn, "My feet hurt. Why do I have to stand here all day long, day after day?")
  74. end
  75. if convo==16 then
  76. PlayFlavor(NPC, "voiceover/english/voice_emotes/greetings/greetings_2_1006.mp3", "", "", 0, 0, Spawn)
  77. AddConversationOption(conversation, "While I did enounter a Runnyeye scout at Midwater Bridge, the water seems okay.", "dlg_16_1")
  78. AddConversationOption(conversation, "Fine.")
  79. StartConversation(conversation, NPC, Spawn, "Ah, you're back. I'm glad to see you've made it back in one piece. How's it going?")
  80. end
  81. if convo==17 then
  82. PlayFlavor(NPC, "voiceover/english/voice_emotes/greetings/greetings_1_1006.mp3", "", "", 0, 0, Spawn)
  83. AddConversationOption(conversation, "While I did enounter a Runnyeye scout at Midwater Bridge, the water seems okay.", "dlg_17_1")
  84. AddConversationOption(conversation, "Fine.")
  85. StartConversation(conversation, NPC, Spawn, "Ah, you're back. I'm glad to see you've made it back in one piece. How's it going?")
  86. end
  87. if convo==18 then
  88. PlayFlavor(NPC, "voiceover/english/voice_emotes/greetings/greetings_2_1006.mp3", "", "", 0, 0, Spawn)
  89. AddConversationOption(conversation, "While I did enounter a Runnyeye scout at Midwater Bridge, the water seems okay.", "dlg_18_1")
  90. AddConversationOption(conversation, "Fine.")
  91. StartConversation(conversation, NPC, Spawn, "Ah, you're back. I'm glad to see you've made it back in one piece. How's it going?")
  92. end
  93. if convo==19 then
  94. PlayFlavor(NPC, "voiceover/english/voice_emotes/greetings/greetings_3_1006.mp3", "", "", 0, 0, Spawn)
  95. AddConversationOption(conversation, "How are the hounds?", "dlg_19_1")
  96. AddConversationOption(conversation, "Sorry to have bothered you.")
  97. StartConversation(conversation, NPC, Spawn, "My feet hurt. Why do I have to stand here all day long, day after day?")
  98. end
  99. if convo==20 then
  100. PlayFlavor(NPC, "voiceover/english/voice_emotes/greetings/greetings_2_1006.mp3", "", "", 0, 0, Spawn)
  101. AddConversationOption(conversation, "How are the hounds?", "dlg_20_1")
  102. AddConversationOption(conversation, "Sorry to have bothered you.")
  103. StartConversation(conversation, NPC, Spawn, "My feet hurt. Why do I have to stand here all day long, day after day?")
  104. end
  105. if convo==21 then
  106. PlayFlavor(NPC, "voiceover/english/voice_emotes/greetings/greetings_3_1006.mp3", "", "", 0, 0, Spawn)
  107. AddConversationOption(conversation, "How are the hounds?", "dlg_21_1")
  108. AddConversationOption(conversation, "Sorry to have bothered you.")
  109. StartConversation(conversation, NPC, Spawn, "My feet hurt. Why do I have to stand here all day long, day after day?")
  110. end
  111. if convo==22 then
  112. PlayFlavor(NPC, "voiceover/english/voice_emotes/greetings/greetings_2_1006.mp3", "", "", 0, 0, Spawn)
  113. AddConversationOption(conversation, "How are the hounds?", "dlg_22_1")
  114. AddConversationOption(conversation, "Sorry to have bothered you.")
  115. StartConversation(conversation, NPC, Spawn, "My feet hurt. Why do I have to stand here all day long, day after day?")
  116. end
  117. if convo==23 then
  118. PlayFlavor(NPC, "voiceover/english/voice_emotes/greetings/greetings_2_1006.mp3", "", "", 0, 0, Spawn)
  119. AddConversationOption(conversation, "How are the hounds?", "dlg_23_1")
  120. AddConversationOption(conversation, "Sorry to have bothered you.")
  121. StartConversation(conversation, NPC, Spawn, "My feet hurt. Why do I have to stand here all day long, day after day?")
  122. end
  123. if convo==24 then
  124. PlayFlavor(NPC, "voiceover/english/voice_emotes/greetings/greetings_3_1006.mp3", "", "", 0, 0, Spawn)
  125. AddConversationOption(conversation, "How are the hounds?", "dlg_24_1")
  126. AddConversationOption(conversation, "Sorry to have bothered you.")
  127. StartConversation(conversation, NPC, Spawn, "My feet hurt. Why do I have to stand here all day long, day after day?")
  128. end
  129. if convo==25 then
  130. PlayFlavor(NPC, "voiceover/english/voice_emotes/greetings/greetings_3_1006.mp3", "", "", 0, 0, Spawn)
  131. AddConversationOption(conversation, "Fine.", "dlg_25_1")
  132. StartConversation(conversation, NPC, Spawn, "Ah, you're back. I'm glad to see you've made it back in one piece. How's it going?")
  133. end
  134. end
  135. function dlg_5_1(NPC, Spawn)
  136. FaceTarget(NPC, Spawn)
  137. conversation = CreateConversation()
  138. PlayFlavor(NPC, "", "", "", 0, 0, Spawn)
  139. AddConversationOption(conversation, "That's too bad.", "dlg_5_2")
  140. StartConversation(conversation, NPC, Spawn, "Deputy Kegie's hound Mutton? I think he just ran by; I'm still having trouble with those hounds.")
  141. end
  142. function dlg_6_1(NPC, Spawn)
  143. FaceTarget(NPC, Spawn)
  144. conversation = CreateConversation()
  145. PlayFlavor(NPC, "", "", "", 0, 0, Spawn)
  146. AddConversationOption(conversation, "Sorry, I haven't time to help.", "dlg_6_2")
  147. StartConversation(conversation, NPC, Spawn, "Busy? Yes, of course I'm busy. Deputies are always busy and we've no time to do all the investigative work needed! It's a real challenge, I tell you!")
  148. end
  149. function dlg_8_1(NPC, Spawn)
  150. FaceTarget(NPC, Spawn)
  151. conversation = CreateConversation()
  152. PlayFlavor(NPC, "", "", "", 0, 0, Spawn)
  153. AddConversationOption(conversation, "What is it, Deputy?", "dlg_8_2")
  154. AddConversationOption(conversation, "Okay, hope the hounds return.")
  155. StartConversation(conversation, NPC, Spawn, "You bet I'm upset! You see, they asked me to train the hounds and now...now, I can't get them to do anything! The hounds aren't responding to any of their training. I think the water in these parts is the cause of the problem. Hey, I don't suppose you would be willing to... No, no, never mind.")
  156. end
  157. function dlg_8_2(NPC, Spawn)
  158. FaceTarget(NPC, Spawn)
  159. conversation = CreateConversation()
  160. PlayFlavor(NPC, "deputy_huckfar/enchanted/quests/solo_content/deputy_huckfar008.mp3", "", "", 3634437374, 3355158882, Spawn)
  161. AddConversationOption(conversation, "I'm on my way.", "dlg_8_3")
  162. StartConversation(conversation, NPC, Spawn, "I only train the hounds here near the Lazy Drain. There's something in the water that's making them disobey. Check with the deputies stationed near the Wall to see if they've noticed anything. There's also that bridge down there near the breach in the wall, the Midwater Bridge. Inspect the entire bridge very carefully. I wouldn't put it past those dratted Runnyeye goblins to be poisoning the water!")
  163. end
  164. function dlg_14_1(NPC, Spawn)
  165. FaceTarget(NPC, Spawn)
  166. conversation = CreateConversation()
  167. PlayFlavor(NPC, "", "", "", 0, 0, Spawn)
  168. AddConversationOption(conversation, "You're welcome, Deputy Huckfar.", "dlg_14_2")
  169. StartConversation(conversation, NPC, Spawn, "I knew those Runneye goblins were up to something! They aren't poisoning the water, you say? Very strange! Something is worrying the hounds. I'm sure I can figure it out. Come back and visit any time; I'm sure I can find things for you to do. Thanks for your help.")
  170. end
  171. function dlg_15_1(NPC, Spawn)
  172. FaceTarget(NPC, Spawn)
  173. conversation = CreateConversation()
  174. PlayFlavor(NPC, "deputy_huckfar/enchanted/quests/solo_content/deputy_huckfar005.mp3", "", "", 2897624951, 1547625847, Spawn)
  175. AddConversationOption(conversation, "Sure, where are they?", "dlg_15_2")
  176. AddConversationOption(conversation, "Shriekers shrieking? Sorry, I don't have time.")
  177. StartConversation(conversation, NPC, Spawn, "They're still being a problem, I'm afraid. Did you see any shriekers along your way here? I've been wondering if they're causing the problem with the hounds. Would you be so kind as to kill the shriekers in the area?")
  178. end
  179. function dlg_15_2(NPC, Spawn)
  180. FaceTarget(NPC, Spawn)
  181. conversation = CreateConversation()
  182. PlayFlavor(NPC, "", "", "", 0, 0, Spawn)
  183. AddConversationOption(conversation, "How many do you want dead?", "dlg_15_3")
  184. AddConversationOption(conversation, "Another time, Huckfar.")
  185. StartConversation(conversation, NPC, Spawn, "You can find them not too far from here. They've been a problem in the past with all that shrieking. You'll find them along the road here near the Drain. Hunt them down!")
  186. end
  187. function dlg_15_3(NPC, Spawn)
  188. FaceTarget(NPC, Spawn)
  189. conversation = CreateConversation()
  190. PlayFlavor(NPC, "", "", "", 0, 0, Spawn)
  191. AddConversationOption(conversation, "Okay, I'll be back.", "dlg_15_4")
  192. StartConversation(conversation, NPC, Spawn, "All of them bats! Okay, well, the ones in the area anyway. Do the best you can, if we can thin the population down some I'm sure the hounds will respond to direction again.")
  193. end
  194. function dlg_17_1(NPC, Spawn)
  195. FaceTarget(NPC, Spawn)
  196. conversation = CreateConversation()
  197. PlayFlavor(NPC, "deputy_huckfar/enchanted/quests/solo_content/deputy_huckfar015.mp3", "", "", 2657450871, 4293146803, Spawn)
  198. AddConversationOption(conversation, "Yes I have, Deputy.", "dlg_17_2")
  199. StartConversation(conversation, NPC, Spawn, "So you have, the shrieking seems diminished. Are you sure you got them all?")
  200. end
  201. function dlg_17_2(NPC, Spawn)
  202. FaceTarget(NPC, Spawn)
  203. conversation = CreateConversation()
  204. PlayFlavor(NPC, "deputy_huckfar/enchanted/quests/solo_content/deputy_huckfar016.mp3", "", "", 3203954845, 3186296104, Spawn)
  205. AddConversationOption(conversation, "Sure, I'll be right back.", "dlg_17_3")
  206. StartConversation(conversation, NPC, Spawn, "The hounds are much better now, the shrieking must have been playing havoc with them. They are still having trouble though. You must have missed some, could you kill more please?")
  207. end
  208. function dlg_18_1(NPC, Spawn)
  209. FaceTarget(NPC, Spawn)
  210. conversation = CreateConversation()
  211. PlayFlavor(NPC, "deputy_huckfar/enchanted/quests/solo_content/deputy_huckfar015.mp3", "", "", 2657450871, 4293146803, Spawn)
  212. AddConversationOption(conversation, "Yes, for the second time.", "dlg_18_2")
  213. StartConversation(conversation, NPC, Spawn, "So you have, the shrieking seems diminished. Are you sure you got them all?")
  214. end
  215. function dlg_18_2(NPC, Spawn)
  216. FaceTarget(NPC, Spawn)
  217. conversation = CreateConversation()
  218. PlayFlavor(NPC, "deputy_huckfar/enchanted/quests/solo_content/deputy_huckfar023.mp3", "", "", 2895774566, 2547606795, Spawn)
  219. AddConversationOption(conversation, "You're welcome, Deputy.", "dlg_18_3")
  220. StartConversation(conversation, NPC, Spawn, "The hounds are much better now. Thank you very much for your time, here is a little something.")
  221. end
  222. --[[ raw_conversations
  223. PlayFlavor(NPC, "", "If I bring her flowers and a jumjum pie, I wonder...", "wink", 1689589577, 4560189, Spawn)
  224. PlayFlavor(NPC, "", "Where have those hounds gone now?", "flustered", 1689589577, 4560189, Spawn)
  225. PlayFlavor(NPC, "", "Argh, my feet hurt!", "squeal", 1689589577, 4560189, Spawn)
  226. --]]