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https://github.com/emagi/eq2emu-content
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95 lines
3.8 KiB
Lua
Executable file
95 lines
3.8 KiB
Lua
Executable file
--[[
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Script Name : SpawnScripts/thunderdome/TalkTestSimple.lua
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Script Author : Dorbin
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Script Date : 2022.05.12 03:05:13
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Script Purpose : Setup to demonstrate an easy nested dialogue setup. 3 Option Hail
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:
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--]]
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--HAILED function facilitiates the start of most conversations
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function hailed(NPC, Spawn)
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FaceTarget(NPC, Spawn) -- Forces NPC to face Spawn (player)
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conversation = CreateConversation() -- Designates diologue is created when referenced
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PlayFlavor(NPC, "voiceover/english/voice_emotes/greetings/greetings_3_1039.mp3", "", "hello", 0, 0, Spawn)
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--Plays Voiceover, emotes, and directs who the Voiceover is to.
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AddConversationOption(conversation, "Dance. [OPTION 1]", "Option1")
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AddConversationOption(conversation, "I don't know. [OPTION 2]","Option2") --Notice the "Option#" is the followup dialogue function
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AddConversationOption(conversation, "Say something. [OPTION 3]","Option3")
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if HasQuest(Spawn,117) then
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AddConversationOption(conversation, "Delete my Quest. [OPTION 4]","Option4")
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end
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AddConversationOption(conversation, "Do nothing.") --Notice NO followup function
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StartConversation(conversation, NPC, Spawn, "What would you like to do?") --Required to start a dialogue. Place it at the bottom of your dialogue.
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end
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-- OPTION 1 is a simple emote
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function Option1(NPC, Spawn)
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FaceTarget(NPC, Spawn)
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PlayFlavor(NPC, "", "You've selected OPTION1", "dance", 0, 0, Spawn)
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end
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-- OPTION 2 creates a conversation loop
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function Option2(NPC, Spawn)
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FaceTarget(NPC, Spawn)
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conversation = CreateConversation()
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PlayFlavor(NPC, "", "You've selected OPTION2", "shrug", 0, 0, Spawn)
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AddConversationOption(conversation, "Yes")
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AddConversationOption(conversation, "No","hailed") --Will call hailed function if used.
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StartConversation(conversation, NPC, Spawn, "Do you want to stop talking then?")
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end
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-- OPTION 3 uses a different language (14 at the end of Playflavor makes text Oggish. Players who understand will be able to read it. Even if you CAN read it, the Voiceover stays the same.)
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function Option3(NPC, Spawn)
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FaceTarget(NPC, Spawn)
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conversation = CreateConversation()
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PlayFlavor(NPC, "voiceover/english/ogre/ft/ogre/ogre_eco_garble_garbled_gm_5b81626f.mp3", "OPTION 3. Got any pickled dwarf?", "", 3514709231, 112583900, Spawn, 14)
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AddConversationOption(conversation, "Yes")
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AddConversationOption(conversation, "No")
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StartConversation(conversation, NPC, Spawn, "Understood me?")
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end
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-- OPTION 4 attempts to remove the Lousy Fairies quest
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function Option3(NPC, Player)
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FaceTarget(NPC, Player)
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conversation = CreateConversation()
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if HasQuest(Player,117) then
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DeleteQuest(Player, 117, true)
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end
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AddConversationOption(conversation, "Yes")
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AddConversationOption(conversation, "No","hailed")
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StartConversation(conversation, NPC, Player, "Attempting. Did it work?")
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end
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--[[ Tips on PlayFlavor
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PlayFlavor(NPC, "voiceover/english/gubbo_chaley/enchanted/gubbo_chaley/gubbo_chaley006.mp3","If you see Fritz, would you tell him I'm looking for him?","nod", 4082962413, 3474255449, Spawn,8)
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--Each variable translated below--
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PlayFlavor(Source, "VoiceoverMP3", "TextAboveNPC'sHead", "Emote", MP3key1, MP3key2, Target, LanguageNPCuses)
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--No talking example--
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PlayFlavor(NPC,"","","shakefist",0,0,Spawn)
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]]--
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