eq2emu-content/SpawnScripts/thunderdome/TalkTestOld.lua
2024-10-26 11:37:28 +00:00

108 lines
5 KiB
Lua
Executable file

--[[
Script Name : SpawnScripts/thunderdome/TalkTestOld.lua
Script Author : Dorbin
Script Date : 2022.05.12 02:05:26
Script Purpose : For demonstration of dialogues with quests using ORIGINAL setup. Copied from Gubbo in Enchanted Lands.
:
--]]
local LousyFairies = 117 -- Designates the quest ID for reference later
function spawn(NPC)
ProvidesQuest(NPC, LousyFairies) -- NPC Shows Quest Feather for the ID'd quest.
SetPlayerProximityFunction(NPC, 10, "InRange") -- Setup for NPC Callout alerting player of something within 10 meters (in this case, a quest). New function "InRange" created.
end
function respawn(NPC)
spawn(NPC) -- If NPC dies and respawns this will trigger the spawn function above.
end
function InRange(NPC, Spawn) -- Plays to player if they haven't finished or started the quest
if not HasCompletedQuest(Spawn, LousyFairies) and not HasQuest(Spawn, LousyFairies) then
PlayFlavor(NPC, "voiceover/english/gubbo_chaley/enchanted/halflings/halfling_gubbo_chaley_callout_f7b85d2f.mp3", "Fritz! They killed Fritz! Those lousy fairies killed Fritz!", "", 2757692791, 3745928300, Spawn)
end
end
function hailed(NPC, Spawn) -- Primary Command for all normal dialogue
if not HasCompletedQuest(Spawn, LousyFairies) and not HasQuest(Spawn,LousyFairies) then -- if player has NOT completed nor has the quest - will direct to Dialog1 function
Dialog1(NPC, Spawn)
elseif HasQuest(Spawn,LousyFairies) then -- if player has the quest - directs to Dialog3
Dialog3(NPC, Spawn)
else
Dialog5(NPC, Spawn) -- if player has finished the quest and does not have quest - will driect to Dialog5
end
end
--Starting Quest---------------------------------------- First Hail. ONLY displayed if player hasn't finished and doesn't have the quest
function Dialog1(NPC, Spawn)
FaceTarget(NPC, Spawn) -- Forces NPC to face Spawn (player)
conversation = CreateConversation() -- Designates diologue is created when referenced
PlayFlavor(NPC, "voiceover/english/gubbo_chaley/enchanted/gubbo_chaley/gubbo_chaley001.mp3", "", "scream", 1577103216, 3792943385, Spawn) --Plays Voiceover, emotes, and directs who the Voiceover is to.
AddConversationOption(conversation, "Sure.[STARTS QUEST]", "Dialog2")
AddConversationOption(conversation, "I don't know Fritz.")
StartConversation(conversation, NPC, Spawn, "Kill them! I want you to kill those lousy, stinking, yellow fairies! You'll do this for me, right? You'll do this for Fritz! ") --Required to start a dialogue
if GetFactionAmount(Spawn,12) <0 then
ChangeFaction(Spawn,12,5000)
end
end
function Dialog2(NPC, Spawn)
OfferQuest(NPC, Spawn, LousyFairies) -- Offers Quest
end
--Finishing Quest--------------------------------------
function Dialog3(NPC, Spawn)
conversation = CreateConversation() -- Designates diologue is created when referenced
PlayFlavor(NPC, "voiceover/english/gubbo_chaley/enchanted/gubbo_chaley/gubbo_chaley004.mp3", "", "", 2878548247, 952555633, Spawn)
if GetQuestStep(Spawn, LousyFairies)==2 then -- if player is on the 2nd step of quest - will display dialogue option.
AddConversationOption(conversation, "[STEP 2] Yes.", "Dialog4")
end
AddConversationOption(conversation, "Working on it.")
StartConversation(conversation, NPC, Spawn, "Uh ... so you killed them fairies, yeah?")
end
function Dialog4(NPC, Spawn)
conversation = CreateConversation() -- Designates diologue is created when referenced
PlayFlavor(NPC, "voiceover/english/gubbo_chaley/enchanted/gubbo_chaley/gubbo_chaley005.mp3","","cringe", 2881662034, 1373874040, Spawn)
AddConversationOption(conversation, "Right. [FINISHES QUEST]","QuestDone")
StartConversation(conversation, NPC, Spawn, "I'm really sorry about that. Turns out, Fritz was just passed out under the docks. Umm ... why don't you take this, and we'll just pretend we never had this little discussion.")
end
function QuestDone(NPC,Spawn)
FaceTarget(NPC, Spawn)
SetStepComplete(Spawn, LousyFairies, 2) -- Updates player's quest by completing step 2.
end
--Post Quest-------------------------------------------
function Dialog5(NPC, Spawn)
conversation = CreateConversation() -- Designates diologue is created when referenced
PlayFlavor(NPC, "voiceover/english/gubbo_chaley/enchanted/gubbo_chaley/gubbo_chaley006.mp3","","", 4082962413, 3474255449, Spawn)
AddConversationOption(conversation, "Sure.")
StartConversation(conversation, NPC, Spawn, "[POST QUEST] If you see Fritz, would you tell him I'm looking for him?")
end