NPC
Code: Select all
--[[
Halt NPC
By Durge
--]]
local intro = 500
function spawn(NPC)
end
function respawn(NPC)
spawn(NPC)
end
function hailed(NPC, Player)
FaceTarget(NPC, Player)
conversation = CreateConversation()
if GetQuestStep(Player, intro) == 4 then
OnQuest(NPC, Player, conversation)
else
Say(NPC, "Hello " .. GetName(Player) .. ".")
end
end
function OnQuest(NPC, Player, conversation)
FaceTarget(NPC, Player)
AddConversationOption(conversation, "Hello Halt.", "Dialog_1_1")
StartConversation(conversation, NPC, Player, "Hello there " .. GetName(Player) .. ", I am Halt O'Carrick.")
end
function Dialog_1_1(NPC, Player)
FaceTarget(NPC, Player)
conversation = CreateConversation()
AddConversationOption(conversation, "Wow, you guys sound impressive.", "Dialog_1_2")
AddConversationOption(conversation, "I don't see what's so great, you guys seem to be away from the combat a lot of the time.", "Dialog_2_1")
StartConversation(conversation, NPC, Player, "I'm sure they have told you about me, of my grim faceand sarcastic joking. I liked the old days when they were younger and more innocent, I could get away with so much more, especially Horace; I really got him with that short skirt joke. Anyway, I am one of the King's Rangers; Crowley and I reformed it after a bad stretch. You most likely have heard of me from the first war against Morgarath, when I lead the cavalry troop against his Wargals and instilled the fear of horses. Us rangers are known for our quick thinking, accuracy, and obesession of coffee, as I'm sure Will mentioned. A lot of people also think we are sorcerers, as our cloaks render us almost completely invisible when camouflaged against the forest background.")
end
function Dialog_1_2(NPC, Player)
FaceTarget(NPC, Player)
SetStepComplete(Player, intro, 4)
Say(NPC, "Thank you, we try our best to serve our kingdom, in any way possible.")
end
function Dialog_2_1(NPC, Player)
FaceTarget(NPC, Player)
SetStepComplete(Player, intro, 4)
Say(NPC, "I assume you didn't hear about the baron that got thrown into his own moat, I can just as easily throw you overboard.")
end
Code: Select all
--[[
Introduction to Server Quest
By Durge
--]]
function Accepted(Quest, NPC, Player)
Say(NPC, "Of course, I hope you enjoy your stay")
end
function Declined(Quest, NPC, Player)
end
function Init(Quest)
AddQuestStepChat(Quest, 1, "Talk to Alyss and listen to her story.", 1, "I need to go and talk to Alyss and listen to her story.", 0, 10010001)
AddQuestStepCompleteAction(Quest, 1, "Step1_Complete_Alyss")
end
function Step1_Complete_Alyss(Quest, NPC, Player)
UpdateQuestTaskGroupDescription(Quest, 1, "I have listened to Alyss.")
UpdateQuestStepDescription(Quest, 1, "I have listened to Alyss.")
AddQuestStepChat(Quest, 2, "Now go talk to Will and listen to him.", 1, "Now I need to go talk and listen to Will.", 0, 10010002)
AddQuestStepCompleteAction(Quest, 2, "Step2_Complete_Will")
end
function Step2_Complete_Will(Quest, NPC, Player)
UpdateQuestTaskGroupDescription(Quest, 2, "I have listened to Will.")
UpdateQuestStepDescription(Quest, 2, "I have listened to Will.")
AddQuestStepChat(Quest, 3, "Now go talk to Horace and listen to him.", 1, "Now I need to go talk and listen to Horace.", 0, 10010003)
AddQuestStepCompleteAction(Quest, 3, "Step3_Complete_Horace")
end
function Step3_Complete_Horace(Quest, NPC, Player)
UpdateQuestTaskGroupDescription(Quest, 3, "I have listened to Horace.")
UpdateQuestStepDescription(Quest, 3, "I have listened to Horace.")
AddQuestStepChat(Quest, 4, "Now go talk to Halt and listen to him.", 1, "Now I need to go talk and listen to Halt.", 0, 10010004)
AddQuestStepCompleteAction(Quest, 4, "Step4_Complete_Halt")
end
function Step4_Complete_Halt(Quest, NPC, Player)
UpdateQuestTaskGroupDescription(Quest, 4, "I have listened to Halt.")
UpdateQuestStepDescription(Quest, 4, "I have listened to Halt.")
AddQuestStepChat(Quest, 5, "Return to Vorlok and speak with him.", 1, "Return to Vorlok and speak with him about the crew.", 0, 10010000)
AddQuestStepCompleteAction(Quest, 5, "Step5_Complete_Vorlok")
end
function Step5_Complete_Vorlok(Quest, NPC, Player)
UpdateQuestTaskGroupDescription(Quest, 5, "I have reported back to Vorlok")
UpdateQuestStepDescription(Quest, 5, "I have reported back to Vorlok")
AddQuestStepCompleteAction(Quest, 5, "Quest_Complete")
end
function Quest_Complete(Quest, NPC, Player)
UpdateQuestDescription(Quest, "I have listened and talked to all the crew members and now understand the lore of the server.")
GiveQuestReward(Quest, Player)
end
function Reload(Quest, NPC, Player, Step)
if Step == 1 then
Step1_Complete_Alyss(Quest, NPC, Player)
elseif Step == 2 then
Step2_Complete_Will(Quest, NPC, Player)
elseif Step == 3 then
Step3_Complete_Horace(Quest, NPC, Player)
elseif Step == 4 then
Step4_Complete_Halt(Quest, NPC, Player)
elseif Step == 5 then
Step5_Complete_Vorlok(Quest, NPC, Player)
else
end
end
