IntelligenceOfficerGezlowe.lua 7.0 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164
  1. --[[
  2. Script Name : SpawnScripts/WestFreeport/IntelligenceOfficerGezlowe.lua
  3. Script Author : Dorbin
  4. Script Date : 2022.10.26 07:10:47
  5. Script Purpose :
  6. :
  7. --]]
  8. require "SpawnScripts/Generic/DialogModule"
  9. function spawn(NPC)
  10. end
  11. function respawn(NPC)
  12. spawn(NPC)
  13. end
  14. function hailed(NPC, Spawn)
  15. Dialog2(NPC, Spawn)
  16. end
  17. function RandomGreeting(NPC, Spawn)
  18. local choice = MakeRandomInt(1,8)
  19. if choice == 1 then
  20. PlayFlavor(NPC, "", "What are you doing standing around? Get out there and find those traitors!", "", 0, 0, Spawn, 0)
  21. elseif choice == 2 then
  22. PlayFlavor(NPC, "", "Move along, move along.", "", 0, 0, Spawn, 0)
  23. elseif choice == 3 then
  24. PlayFlavor(NPC, "", "You there! If you don't wish to be found in violation of treason, you'd better have a word with me.", "", 0, 0, Spawn, 0)
  25. elseif choice == 4 then
  26. PlayFlavor(NPC, "", "Hey, you! I could use a capable adventurer like you for something!", "", 0, 0, Spawn, 0)
  27. elseif choice == 5 then
  28. PlayVoice(NPC, "voiceover/english/voice_emotes/greetings/greetings_2_1052.mp3", 0, 0, Spawn)
  29. elseif choice == 6 then
  30. PlayVoice(NPC, "voiceover/english/voice_emotes/greetings/greetings_3_1004.mp3", 0, 0, Spawn)
  31. elseif choice == 7 then
  32. PlayVoice(NPC, "voiceover/english/voice_emotes/greetings/greetings_1_1004.mp3", 0, 0, Spawn)
  33. elseif choice == 8 then
  34. PlayVoice(NPC, "voiceover/english/voice_emotes/greetings/greetings_3_1052.mp3", 0, 0, Spawn)
  35. end
  36. end
  37. function Dialog1(NPC, Spawn)
  38. FaceTarget(NPC, Spawn)
  39. Dialog.New(NPC, Spawn)
  40. Dialog.AddDialog("Wouldn't expect you to. Lucan rewards his allies well. I'd imagine though that you might want to please him. You know. Just this once... seeing as how the frog's only alive because you didn't finish the job.")
  41. Dialog.AddVoiceover("intelligence_officer_gezlowe/fprt_west/io_gezlowe008.mp3", 3922312219, 4101212124)
  42. Dialog.AddOption("I told you, it was dead when I left.", "Dialog4")
  43. Dialog.Start()
  44. end
  45. function Dialog2(NPC, Spawn)
  46. FaceTarget(NPC, Spawn)
  47. Dialog.New(NPC, Spawn)
  48. Dialog.AddDialog("Good, good. I'm glad you made the right choice. I understand you've agreed to do a bit of work for a prisoner. Lucan doesn't take kindly to those who would aid enemies of the state.")
  49. Dialog.AddVoiceover("intelligence_officer_gezlowe/fprt_west/io_gezlowe001.mp3", 4100697640, 2084488414)
  50. Dialog.AddOption("Enemies of the state?", "Dialog5")
  51. Dialog.AddOption("I was just getting more information so I could find the rest of them.", "Dialog9")
  52. Dialog.Start()
  53. end
  54. function Dialog3(NPC, Spawn)
  55. FaceTarget(NPC, Spawn)
  56. Dialog.New(NPC, Spawn)
  57. Dialog.AddDialog("It seems that a band of those filthy Qeynosians managed to save that frog you killed earlier.")
  58. Dialog.AddVoiceover("intelligence_officer_gezlowe/fprt_west/io_gezlowe005.mp3", 1053087635, 2286317524)
  59. Dialog.AddOption("How? I made sure it was dead.", "Dialog12")
  60. Dialog.AddOption("Look, I'm not interested.")
  61. Dialog.Start()
  62. end
  63. function Dialog4(NPC, Spawn)
  64. FaceTarget(NPC, Spawn)
  65. Dialog.New(NPC, Spawn)
  66. Dialog.AddDialog("Hey, I don't care about that. What matters is that it's still alive. Go take care of it.")
  67. Dialog.AddVoiceover("intelligence_officer_gezlowe/fprt_west/io_gezlowe009.mp3", 1341018136, 217983311)
  68. Dialog.AddOption("Fine.")
  69. Dialog.Start()
  70. end
  71. function Dialog5(NPC, Spawn)
  72. FaceTarget(NPC, Spawn)
  73. Dialog.New(NPC, Spawn)
  74. Dialog.AddDialog("Frogloks. If the legends are to be believed, they've got some sort of religious relation to Lucan's old enemies. Can't have them wandering around, understand?")
  75. Dialog.AddVoiceover("intelligence_officer_gezlowe/fprt_west/io_gezlowe002.mp3", 2574431215, 475612057)
  76. Dialog.AddOption("Yeah, I understand.", "Dialog10")
  77. Dialog.Start()
  78. end
  79. function Dialog6(NPC, Spawn)
  80. FaceTarget(NPC, Spawn)
  81. Dialog.New(NPC, Spawn)
  82. Dialog.AddDialog("Good. You can handle it from here.")
  83. Dialog.AddVoiceover("intelligence_officer_gezlowe/fprt_west/io_gezlowe013.mp3", 1704086596, 3560389288)
  84. Dialog.AddOption("Indeed I can.")
  85. Dialog.Start()
  86. end
  87. function Dialog7(NPC, Spawn)
  88. FaceTarget(NPC, Spawn)
  89. Dialog.New(NPC, Spawn)
  90. Dialog.AddDialog("You're back. I take it that means you've taken care of the little pest.")
  91. Dialog.AddVoiceover("intelligence_officer_gezlowe/fprt_west/io_gezlowe010.mp3", 2403328736, 294239661)
  92. Dialog.AddOption("It's six feet under.", "Dialog8")
  93. Dialog.Start()
  94. end
  95. function Dialog8(NPC, Spawn)
  96. FaceTarget(NPC, Spawn)
  97. Dialog.New(NPC, Spawn)
  98. Dialog.AddDialog("Figured an old Freeport hero like yourself wouldn't have a problem with it. One of the guards found this in the frog's cell. Apparently it's got an admirer. I'm sure you'll find the right thing to do.")
  99. Dialog.AddVoiceover("intelligence_officer_gezlowe/fprt_west/io_gezlowe011.mp3", 3091008699, 1945248180)
  100. Dialog.AddOption("I'm sure I will.", "Dialog6")
  101. Dialog.Start()
  102. end
  103. function Dialog9(NPC, Spawn)
  104. FaceTarget(NPC, Spawn)
  105. Dialog.New(NPC, Spawn)
  106. Dialog.AddDialog("Good, right along our line of thinking. We can't just have these multi-colored dissidents wandering around, can we?")
  107. Dialog.AddVoiceover("intelligence_officer_gezlowe/fprt_west/io_gezlowe003.mp3", 1225667417, 2186564758)
  108. Dialog.AddOption("No, sir.", "Dialog10")
  109. Dialog.Start()
  110. end
  111. function Dialog10(NPC, Spawn)
  112. FaceTarget(NPC, Spawn)
  113. Dialog.New(NPC, Spawn)
  114. Dialog.AddDialog("So what we're going to do is take care of this little incident before we find more of these things on our doorstep. Go find the one you're looking for. Kill it. Then tell the frog that it died of sunstroke or something.")
  115. Dialog.AddVoiceover("intelligence_officer_gezlowe/fprt_west/io_gezlowe004.mp3", 2945684159, 2849117183)
  116. Dialog.AddOption("Very well.")
  117. Dialog.Start()
  118. end
  119. function Dialog11(NPC, Spawn)
  120. FaceTarget(NPC, Spawn)
  121. Dialog.New(NPC, Spawn)
  122. Dialog.AddDialog("Bingo. Why don't you saunter over there and kill three Qeynosians and a froglok with one stone?")
  123. Dialog.AddVoiceover("intelligence_officer_gezlowe/fprt_west/io_gezlowe007.mp3", 439964706, 2468326434)
  124. Dialog.AddOption("I might be persuaded. But I'm not gonna do this out of the goodness of my heart.", "Dialog1")
  125. Dialog.Start()
  126. end
  127. function Dialog12(NPC, Spawn)
  128. FaceTarget(NPC, Spawn)
  129. Dialog.New(NPC, Spawn)
  130. Dialog.AddDialog("How in Lucan's name am I supposed to know? One of Siegemaker's informants in the Commons found a camp of them. Apparently it's not well enough to travel, so they've set up a camp to protect it while it heals.")
  131. Dialog.AddVoiceover("intelligence_officer_gezlowe/fprt_west/io_gezlowe006.mp3", 440769352, 3623662014)
  132. Dialog.AddOption("I'm guessing from your tone that it needs to die.", "Dialog11")
  133. Dialog.Start()
  134. end
  135. function Dialog13(NPC, Spawn)
  136. FaceTarget(NPC, Spawn)
  137. Dialog.New(NPC, Spawn)
  138. Dialog.AddDialog("Did you lose that scroll? It's a good thing that we keep good records...")
  139. Dialog.AddVoiceover("intelligence_officer_gezlowe/fprt_west/io_gezlowe014.mp3", 1549689638, 2411406729)
  140. Dialog.AddOption("Yes, I need another.")
  141. Dialog.AddOption("No, I still have mine.")
  142. Dialog.Start()
  143. end