mirror of
https://github.com/emagi/eq2emu-content
synced 2026-08-12 20:23:03 -04:00
121 lines
No EOL
4 KiB
Lua
Executable file
121 lines
No EOL
4 KiB
Lua
Executable file
--[[
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Script Name : SpawnScripts/Starcrest/FarnsbyDunworth.lua
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Script Purpose : Farnsby Dunworth
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Script Author : Dorbin
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Script Date : 03.07.2022
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Script Notes :
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--]]
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require "SpawnScripts/Generic/DialogModule"
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local HailCheck = false
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function spawn(NPC)
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AddTimer(NPC, 5000, "EmoteLoop")
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ProvidesQuest(NPC,243)
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SetInfoStructString(NPC, "action_state", "mood_afraid")
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end
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function respawn(NPC)
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spawn(NPC)
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end
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function hailed(NPC, Spawn)
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SetTarget(NPC,Spawn)
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FaceTarget(NPC, Spawn)
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if GetFactionAmount(Spawn,11)<0 then
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PlayFlavor(NPC, "", "", "heckno", 0, 0, Spawn)
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else
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HailCheck = true
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Dialog1(NPC, Spawn)
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AddTimer(NPC,32000,"HailReset")
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end
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end
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function HailReset(NPC)
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HailCheck = false
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end
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function Dialog1(NPC, Spawn)
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FaceTarget(NPC, Spawn)
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Dialog.New(NPC, Spawn)
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PlayFlavor(NPC, "", "", "whome", 0, 0, Spawn)
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Dialog.AddDialog("Hey, I don't know what they are talking about. I've never seen such a scroll in my life!")
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Dialog.AddVoiceover("voiceover/english/farnsby_dunworth/qey_village02/farnsbydunworth000.mp3", 3102016344, 1493102371)
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if not HasQuest(Spawn,243) and not HasCompletedQuest(Spawn,243)then
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Dialog.AddOption("You seem to be in a predicament. Need any help?","Dialog2")
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end
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if HasCompletedQuest(Spawn,243)then
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Dialog.AddOption("Still at it Farmsbey? Might want to give them what they want.")
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end
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if GetQuestStep(Spawn,243)==2 then
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Dialog.AddOption("I've returned with your axe from the blacksmith.","Delivered")
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end
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Dialog.AddOption("Good luck with your 'situation'.")
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Dialog.Start()
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end
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function Dialog2(NPC, Spawn)
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FaceTarget(NPC, Spawn)
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Dialog.New(NPC, Spawn)
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PlayFlavor(NPC, "", "", "no", 0, 0, Spawn)
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Dialog.AddDialog("I think I'm alright for now, but their questions are holding me up from fetching the axe I ordered from the blacksmith! Do you think you could lend a hand with that?")
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Dialog.AddVoiceover("voiceover/english/farnsby_dunworth/qey_village02/farnsbydunworth001.mp3", 1750948791, 3710883343)
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Dialog.AddOption("You do seem to have your hands full. I'll go talk with the blacksmith for you.", "QuestBegin")
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Dialog.AddOption("You obviously have MANY 'situations' going on. Too many for me to keep track.")
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Dialog.Start()
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end
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function QuestBegin (NPC, Spawn)
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FaceTarget(NPC, Spawn)
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OfferQuest(NPC, Spawn, 243)
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end
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function Delivered(NPC, Spawn)
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FaceTarget(NPC, Spawn)
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Dialog.New(NPC, Spawn)
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SetStepComplete(Spawn, 243, 2)
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PlayFlavor(NPC, "", "", "smile", 0, 0, Spawn)
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Dialog.AddDialog("Glad to hear it! Ah, this is a fine axe indeed! I'll have to compliment Barrik on his work the next time we meet. Here's a bit of my leftover coin. I think you could use it!")
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Dialog.AddVoiceover("voiceover/english/farnsby_dunworth/qey_village02/farnsbydunworth003.mp3", 2174088853, 1124987532)
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Dialog.AddOption("I think I could use it too. Good luck with these two erudites!")
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Dialog.Start()
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end
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function EmoteLoop(NPC)
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if HailCheck == true then
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AddTimer(NPC,26100,"EmoteLoop")
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else
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local emoteChoice = MakeRandomInt(1,6)
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if emoteChoice == 1 then
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-- whome
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PlayAnimation(NPC, 13295)
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AddTimer(NPC, MakeRandomInt(11000,12000), "EmoteLoop")
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elseif emoteChoice == 2 then
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-- shrug
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PlayAnimation(NPC, 12240)
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AddTimer(NPC, MakeRandomInt(6000,8000), "EmoteLoop")
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elseif emoteChoice == 3 then
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-- heckno
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PlayAnimation(NPC, 11680)
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AddTimer(NPC, MakeRandomInt(12000,14000), "EmoteLoop")
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elseif emoteChoice == 4 then
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-- cringe
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PlayAnimation(NPC, 11256)
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AddTimer(NPC, MakeRandomInt(8000,9000), "EmoteLoop")
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elseif emoteChoice == 5 then
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-- beg
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PlayAnimation(NPC, 10844)
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AddTimer(NPC, MakeRandomInt(12000,13500), "EmoteLoop")
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elseif emoteChoice == 6 then
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-- no
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PlayAnimation(NPC, 11881)
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AddTimer(NPC, MakeRandomInt(5000,6000), "EmoteLoop")
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end
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end
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end |