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Commit 230efa5a authored by dg's avatar dg
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Chat texts revised by ushumgal

git-svn-id: http://svn.net-core.org/repos/t-engine4@1104 51575b47-30f0-44d4-a5cc-537603b46e54
parent 3b2ed88e
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...@@ -54,7 +54,7 @@ local change_armour = function(npc, player) ...@@ -54,7 +54,7 @@ local change_armour = function(npc, player)
end end
local change_name = function(npc, player) local change_name = function(npc, player)
local d = require("engine.dialogs.GetText").new("Change your golem name", "Name", 2, 25, function(name) local d = require("engine.dialogs.GetText").new("Change your golem's name", "Name", 2, 25, function(name)
if name then if name then
npc.name = name.." (servant of "..player.name..")" npc.name = name.." (servant of "..player.name..")"
npc.changed = true npc.changed = true
......
...@@ -18,32 +18,32 @@ ...@@ -18,32 +18,32 @@
-- darkgod@te4.org -- darkgod@te4.org
newChat{ id="welcome", newChat{ id="welcome",
text = [[#LIGHT_GREEN#*Before you stands a man covered in black clothes, he looks menacing*#WHITE# text = [[#LIGHT_GREEN#*Before you stands a menacing man clothed in black.*#WHITE#
Ahh, the intruder... Well my 'friend', what shall we do with you? Wy did you kill my men!]], Ahh, the intruder at last... And what shall we do with you? Why did you kill my men?]],
answers = { answers = {
{"I heard some cries, and your men ... were in my way. Now what's going on here?", jump="what"}, {"I heard some cries, and your men ... they were in my way. What's going on here?", jump="what"},
{"I thought there could be some treasures to be had around here.", jump="greed"}, {"I thought there might be some treasure to be had around here.", jump="greed"},
{"Sorry I have to go!", jump="hostile"}, {"Sorry, I have to go!", jump="hostile"},
} }
} }
newChat{ id="hostile", newChat{ id="hostile",
text = [[Ohh you will go nowhere I am afraid! KILL!]], text = [[Oh, you are not going anywhere, I'm afraid! KILL!]],
answers = { answers = {
{"[attack]", action=function(npc, player) engine.Faction:setFactionReaction(player.faction, npc.faction, -100, true) end}, {"[attack]", action=function(npc, player) engine.Faction:setFactionReaction(player.faction, npc.faction, -100, true) end},
{"Wait! Maybe we could work out some kind of arrangement, you seem to be a practical man.", jump="offer"}, {"Wait! Maybe we could work out some kind of arrangement; you seem to be a practical man.", jump="offer"},
} }
} }
newChat{ id="what", newChat{ id="what",
text = [[Oh so this is the part where I tell you my plan before you attack me ? GET THIS INTRUDER!]], text = [[Oh, so this is the part where I tell you my plan before you attack me ? GET THIS INTRUDER!]],
answers = { answers = {
{"[attack]", action=function(npc, player) engine.Faction:setFactionReaction(player.faction, npc.faction, -100, true) end}, {"[attack]", action=function(npc, player) engine.Faction:setFactionReaction(player.faction, npc.faction, -100, true) end},
{"Wait! Maybe we could work out some kind of arrangement, you seem to be a pratical men.", jump="offer"}, {"Wait! Maybe we could work out some kind of arrangement, you seem to be a pratical men.", jump="offer"},
} }
} }
newChat{ id="greed", newChat{ id="greed",
text = [[I am afraid this is not your lucky day then, the merchant is ours so are you... GET THIS INTRUDER! !]], text = [[I am afraid this is not your lucky day then, the merchant is ours ... and so are you! GET THIS INTRUDER! !]],
answers = { answers = {
{"[attack]", action=function(npc, player) engine.Faction:setFactionReaction(player.faction, npc.faction, -100, true) end}, {"[attack]", action=function(npc, player) engine.Faction:setFactionReaction(player.faction, npc.faction, -100, true) end},
{"Wait! Maybe we could work out some kind of arrangement, you seem to be a pratical men.", jump="offer"}, {"Wait! Maybe we could work out some kind of arrangement, you seem to be a pratical men.", jump="offer"},
...@@ -51,16 +51,16 @@ newChat{ id="greed", ...@@ -51,16 +51,16 @@ newChat{ id="greed",
} }
newChat{ id="offer", newChat{ id="offer",
text = [[Well I need somebody to replace the men you killed. You look sturdy, maybe you could work for me. text = [[Well, I need somebody to replace the men you killed. You look sturdy; maybe you could work for me.
You will have to do some dirty work for me and you will be bound to me, but you might get some nice money out of it, if you are good. You will have to do some dirty work for me, though, and you will be bound to me. Nevertheless, you may make quite a profit from this venture, if you are as good as you seem to be.
And do not think of crossing me, that would be ... a mistake.]], And do not think of crossing me. That would be ... unwise.]],
answers = { answers = {
{"Well I suppose it is better than dying.", action=function(npc, player) {"Well, I suppose it is better than dying.", action=function(npc, player)
engine.Faction:setFactionReaction(player.faction, npc.faction, 100, true) engine.Faction:setFactionReaction(player.faction, npc.faction, 100, true)
player:setQuestStatus("lost-merchant", engine.Quest.COMPLETED, "evil") player:setQuestStatus("lost-merchant", engine.Quest.COMPLETED, "evil")
player:setQuestStatus("lost-merchant", engine.Quest.COMPLETED) player:setQuestStatus("lost-merchant", engine.Quest.COMPLETED)
end}, end},
{"Money? I am in!", action=function(npc, player) {"Money? I'm in!", action=function(npc, player)
engine.Faction:setFactionReaction(player.faction, npc.faction, 100, true) engine.Faction:setFactionReaction(player.faction, npc.faction, 100, true)
player:setQuestStatus("lost-merchant", engine.Quest.COMPLETED, "evil") player:setQuestStatus("lost-merchant", engine.Quest.COMPLETED, "evil")
player:setQuestStatus("lost-merchant", engine.Quest.COMPLETED) player:setQuestStatus("lost-merchant", engine.Quest.COMPLETED)
......
...@@ -18,51 +18,51 @@ ...@@ -18,51 +18,51 @@
-- darkgod@te4.org -- darkgod@te4.org
newChat{ id="welcome", newChat{ id="welcome",
text = [[#LIGHT_GREEN#*Before you stands a beautiful woman clad in massive golden armour*#WHITE# text = [[#LIGHT_GREEN#*Before you stands a beautiful woman clad in shining golden armour*#WHITE#
Stop! you are obviously a stranger, where do you come from? The Gates of Morning are the last bastion of freedom in those lands, so who are you? A spy?]], Stop! You are clearly a stranger! Where do you come from? The Gates of Morning are the last bastion of freedom in these lands, so who are you? A spy?]],
answers = { answers = {
{"My Lady I am indeed a stranger in those lands, more than you think. I come from the west, from middle-earth.", jump="from", {"My lady, I am indeed a stranger in those lands. I come from the west, from Middle-earth.", jump="from",
cond=function(npc, player) return not player:hasQuest("spydric-infestation") end}, cond=function(npc, player) return not player:hasQuest("spydric-infestation") end},
{"The spiders will not cause you any more problems my Lady.", jump="access", {"The spiders will not cause you any more problems, my lady.", jump="access",
cond=function(npc, player) return player:hasQuest("spydric-infestation") and player:hasQuest("spydric-infestation"):isCompleted() end}, cond=function(npc, player) return player:hasQuest("spydric-infestation") and player:hasQuest("spydric-infestation"):isCompleted() end},
{"Sorry I have to go!"}, {"Sorry, I have to go!"},
} }
} }
newChat{ id="from", newChat{ id="from",
text = [[Middle-earth! We Sun Paladins have not heard from there for thousands of years, maybe the Anorithil would know more... text = [[Middle-earth! We Sun Paladins have not heard from there for thousands of years...perhaps the Anorithil know more...
But anyway, what is your purpose here?]], In any event, what is your purpose here?]],
answers = { answers = {
{"It seems I am stranded on those unfamiliar lands. #LIGHT_GREEN#*Tell her about your hunt for orcs*#WHITE#", jump="orcs"}, {"It seems that I am stranded in these unfamiliar lands. #LIGHT_GREEN#*Tell her about your hunt for orcs.*#WHITE#", jump="orcs"},
{"Sun Paladins? What do you mean? We know of no such thing where I come from.", jump="sun-paladins", cond=function() return profile.mod.allow_build.divine_sun_paladin end}, {"Sun Paladins? What do you mean? We know of no such thing where I come from.", jump="sun-paladins", cond=function() return profile.mod.allow_build.divine_sun_paladin end},
} }
} }
newChat{ id="orcs", newChat{ id="orcs",
text = [[Orcs! Ah! Well then this is your lucky day, this whole continent is filled with Orcs. They have united themselves as the Orc Pride and rumours speak of some powerful masters. text = [[Orcs! Ah! Well then this is your lucky day, this whole continent is swarming with Orcs. They have united as the Orc Pride and, according to rumor, their masters are powerful.
They roam the lands freely, ever assaulting us. They roam the lands freely, ever assaulting us.
@playername@ you are welcome to the Gates of Morning, should you prove to be trustful. @playername@ you are welcome in the Gates of Morning, should you prove to be trustworthy.
There is a cavern full of spiders just to the north, we can not stand against both them and the Orc Pride. There is a cavern full of spiders just to the north, we can not stand against both them and the Orc Pride.
Please go there and destroy the source of infestation.]], Please go there and destroy the source of infestation.]],
answers = { answers = {
{"I will my Lady.", action=function(npc, player) player:grantQuest("spydric-infestation") end}, {"I will, my lady.", action=function(npc, player) player:grantQuest("spydric-infestation") end},
{"Ahh .. if I must.", action=function(npc, player) player:grantQuest("spydric-infestation") end}, {"Ahh .. if I must, I must.", action=function(npc, player) player:grantQuest("spydric-infestation") end},
} }
} }
newChat{ id="sun-paladins", newChat{ id="sun-paladins",
text = [[We are the armed force of the Sunwall, channeling the Sun power and merging it with martial training. text = [[We are the mighty warriors of the Sunwall, channeling the power of the sun and merging it with martial training.
For thousands of years we stood between the Orc Pride and the free people, our numbers are disminishing but always we stand firm, until our last breath.]], For thousands of years, we stood between the Orc Pride and the free people. Our numbers are disminishing, but we will stand firm until our last breath.]],
answers = { answers = {
{"You have noble ideals my Lady.", jump="from"}, {"You have a noble spirit, my lady.", jump="from"},
} }
} }
newChat{ id="access", newChat{ id="access",
text = [[So I have heard. You have helped us in a great way, consider yourself of friend of the Sunwall. text = [[So I have heard. You have helped us enormously; consider yourself of friend of the Sunwall.
You may now enter the Gates of Morning.]], You may now enter the Gates of Morning.]],
answers = { answers = {
{"Thank you my Lady.", action=function(npc, player) {"Thank you, my lady.", action=function(npc, player)
world:gainAchievement("SPYDRIC_INFESTATION", game.player) world:gainAchievement("SPYDRIC_INFESTATION", game.player)
player:setQuestStatus("spydric-infestation", engine.Quest.DONE) player:setQuestStatus("spydric-infestation", engine.Quest.DONE)
npc:move(47, 27, true) npc:move(47, 27, true)
......
...@@ -18,10 +18,10 @@ ...@@ -18,10 +18,10 @@
-- darkgod@te4.org -- darkgod@te4.org
newChat{ id="welcome", newChat{ id="welcome",
text = [[Please save me! I will make it worth your ti.. text = [[Please save me! I will make it worth your whi..
*#LIGHT_GREEN#The assasin lord hits him in the mouth.#WHITE#*Shut up!]], *#LIGHT_GREEN#The assasin lord hits him in the face.#WHITE#*Shut up!]],
answers = { answers = {
{"Sorry I have to go!", action = function(npc, player) npc.can_talk = nil end}, {"Sorry, I have to go!", action = function(npc, player) npc.can_talk = nil end},
} }
} }
......
...@@ -19,26 +19,26 @@ ...@@ -19,26 +19,26 @@
newChat{ id="welcome", newChat{ id="welcome",
text = [[#LIGHT_GREEN#*Before you stands a young man, a novice mage by his looks*#WHITE# text = [[#LIGHT_GREEN#*Before you stands a young man, a novice mage by his looks*#WHITE#
Good day to you fellow traveller!]], Good day to you fellow traveler!]],
answers = { answers = {
{"What brings an apprentice mage in the wilds?", jump="quest", cond=function(npc, player) return not player:hasQuest("mage-apprentice") end}, {"What brings an apprentice mage out into the wilds?", jump="quest", cond=function(npc, player) return not player:hasQuest("mage-apprentice") end},
{"I have something for you!", {"I have something for you!",
jump="welcome", jump="welcome",
cond=function(npc, player) return player:hasQuest("mage-apprentice") and player:hasQuest("mage-apprentice"):can_offer(player) end, cond=function(npc, player) return player:hasQuest("mage-apprentice") and player:hasQuest("mage-apprentice"):can_offer(player) end,
action=function(npc, player, dialog) player:hasQuest("mage-apprentice"):collect_staff(player, dialog) end action=function(npc, player, dialog) player:hasQuest("mage-apprentice"):collect_staff(player, dialog) end
}, },
{"I have found this staff, it looks powerful maybe it would be enough?", {"I found this staff; it looks powerful, maybe it would be enough?",
jump="angmar_fall", jump="angmar_fall",
cond=function(npc, player) return player:hasQuest("mage-apprentice") and player:hasQuest("mage-apprentice"):can_offer_angmar(player) end, cond=function(npc, player) return player:hasQuest("mage-apprentice") and player:hasQuest("mage-apprentice"):can_offer_angmar(player) end,
action=function(npc, player, dialog) player:hasQuest("mage-apprentice"):collect_staff_angmar(player, dialog) end action=function(npc, player, dialog) player:hasQuest("mage-apprentice"):collect_staff_angmar(player, dialog) end
}, },
-- Reward for non-mages: access to Angolwen -- Reward for non-mages: access to Angolwen
{"So you have enough staves now?", {"So you have enough magical items now?",
jump="thanks", jump="thanks",
cond=function(npc, player) return player:hasQuest("mage-apprentice") and player:hasQuest("mage-apprentice"):isCompleted() and player.faction ~= "angolwen" end, cond=function(npc, player) return player:hasQuest("mage-apprentice") and player:hasQuest("mage-apprentice"):isCompleted() and player.faction ~= "angolwen" end,
}, },
-- Reward for mages: upgrade a talent mastery -- Reward for mages: upgrade a talent mastery
{"So you have enough items now?", {"So you have enough magical items now?",
jump="thanks_mage", jump="thanks_mage",
cond=function(npc, player) return player:hasQuest("mage-apprentice") and player:hasQuest("mage-apprentice"):isCompleted() and player.faction == "angolwen" end, cond=function(npc, player) return player:hasQuest("mage-apprentice") and player:hasQuest("mage-apprentice"):isCompleted() and player.faction == "angolwen" end,
}, },
...@@ -48,54 +48,54 @@ Good day to you fellow traveller!]], ...@@ -48,54 +48,54 @@ Good day to you fellow traveller!]],
} }
newChat{ id="quest", newChat{ id="quest",
text = [[Ahh, that is my sad story ... but I would not bother you with it my friend.]], text = [[Ahh, my story is a sad one ... I should not trouble you with it, my friend..]],
answers = { answers = {
{"Please you do not.", jump="quest2"}, {"It is no trouble at all! Please tell me!", jump="quest2"},
{"Ok, bye then!"}, {"Ok, bye then!"},
} }
} }
newChat{ id="quest2", newChat{ id="quest2",
text = [[Well if you insist... text = [[Well, if you insist...
I am a novice mage, as you might have noticed, and my goal is to be accepted by the elves of Angolwen to be taught the secrets of the arcane.]], I am a novice mage, as you might have noticed, and my goal is to be accepted by the elves of Angolwen and be taught the secrets of the arcane.]],
answers = { answers = {
{"Who are the elves of Angolwen?", jump="quest3", cond=function(npc, player) return player.faction ~= "angolwen" end,}, {"Who are the elves of Angolwen?", jump="quest3", cond=function(npc, player) return player.faction ~= "angolwen" end,},
{"Ah yes Angolwen, this place I called home for many years...", jump="quest3_mage", cond=function(npc, player) return player.faction == "angolwen" end,}, {"Ah yes Angolwen, I have called it home for many years...", jump="quest3_mage", cond=function(npc, player) return player.faction == "angolwen" end,},
{"Well good luck, bye!"}, {"Well, good luck, bye!"},
} }
} }
newChat{ id="quest3", newChat{ id="quest3",
text = [[The keepers of ar... err I do not think I am supposed to talk about them sorry my friend... text = [[The keepers of ar... err, I do not think I am supposed to talk about them ... sorry, my friend...
Anyway, I must collect 15 magic staves, rings or amulets and I have yet to find one. If you could bring me some should you find any, I would be grateful]], In any case, I must collect 15 magic staves, rings or amulets, and I have yet to find one. I would be grateful if you could bring me some should you find any!]],
answers = { answers = {
{"I will keep that in mind", action=function(npc, player) player:grantQuest("mage-apprentice") end}, {"I will keep that in mind!", action=function(npc, player) player:grantQuest("mage-apprentice") end},
{"No way, bye!"}, {"No way, bye!"},
} }
} }
newChat{ id="quest3_mage", newChat{ id="quest3_mage",
text = [[I hope I will too ... text = [[I hope I will too ...
Anyway, I must collect 15 magic staves, rings or amulets and I have yet to find one. If you could bring me some should you find any, I would be grateful]], In any case, I must collect 15 magic staves, rings or amulets and I have yet to find one. I would be grateful if you could bring me some should you find any!]],
answers = { answers = {
{"I will keep that in mind", action=function(npc, player) player:grantQuest("mage-apprentice") end}, {"I will keep that in mind!", action=function(npc, player) player:grantQuest("mage-apprentice") end},
{"No way, bye!"}, {"No way, bye!"},
} }
} }
newChat{ id="angmar_fall", newChat{ id="angmar_fall",
text = [[Let me examine it. text = [[Let me examine it.
Oh yes my friend this is indeed a powerful staff, I think that alone should suffice to complete my quest! Many thanks!]], Oh yes, my friend, this is indeed a powerful staff! I think that it alone should suffice to complete my quest! Many thanks!]],
answers = { answers = {
{"Well I can not use it anyway.", jump="welcome"}, {"Well, I can not use it anyway.", jump="welcome"},
} }
} }
newChat{ id="thanks", newChat{ id="thanks",
text = [[Ah yes! I am so glad! I will be able to go back to Angolw...err. Oh well I guess I can tell you, you deserve it for helping me. text = [[Ah yes! I am so glad! I will be able to go back to Angolw...err... Oh well, I guess I can tell you; you deserve it for helping me.
During the late years of Sauron, more than one hundred years ago, Gandalf the Grey worried that magic could disappear with him and would be lost to mortals should they need it again. During the dark years of Sauron's reign, more than one hundred years ago, Gandalf the Grey worried that magic might disappear with him and be lost to mortals should they need it again.
So he set a secret plan into action and taught a small group of elves and men its usage with a specific task: to build a secret place where magic would be kept alive. So he set a secret plan into action and taught a small group of elves and men its usage in order to carry out a specific task: to build a secret place where magic would be kept alive.
His plan worked and the group built a town called Angolwen in the Blue Mountains. #LIGHT_GREEN#*He marks it on your map, along with a portal to access it*#WHITE# His plan worked and the group built a town called Angolwen in the Blue Mountains. #LIGHT_GREEN#*He marks it on your map, along with a portal to access it*#WHITE#
Not many people are accepted there but I will arrange for you to be allowed inside.]], Not many people are accepted there but I will arrange for you to be allowed inside.]],
answers = { answers = {
{"Oh! How could such a place be kept secret for so long... This is interesting indeed, thank you for your trust.", {"Oh! How could such a place be kept secret for so long... This is interesting indeed, thank you for your trust!",
action = function(npc, player) action = function(npc, player)
player:hasQuest("mage-apprentice"):access_angolwen(player) player:hasQuest("mage-apprentice"):access_angolwen(player)
npc:die() npc:die()
...@@ -105,10 +105,10 @@ Not many people are accepted there but I will arrange for you to be allowed insi ...@@ -105,10 +105,10 @@ Not many people are accepted there but I will arrange for you to be allowed insi
} }
newChat{ id="thanks_mage", newChat{ id="thanks_mage",
text = [[Ah yes! I am so glad! I will be able to go back to Angolwen now, maybe we will meet there. text = [[Ah yes! I am so glad! I will be able to go back to Angolwen now, and perhaps we will meet there.
Oh and take this ring, it has served me well.]], Please take this ring; it has served me well.]],
answers = { answers = {
{"Thanks, and best luck on your studies!", {"Thanks, and best luck in your studies!",
action = function(npc, player) action = function(npc, player)
player:hasQuest("mage-apprentice"):ring_gift(player) player:hasQuest("mage-apprentice"):ring_gift(player)
npc:die() npc:die()
......
...@@ -18,10 +18,10 @@ ...@@ -18,10 +18,10 @@
-- darkgod@te4.org -- darkgod@te4.org
newChat{ id="welcome", newChat{ id="welcome",
text = [[Well met, @playername@. I was sent with a message from King Eldarion in Minas Tirith. text = [[Well met, @playername@. I was sent with a message from King Eldarion of Minas Tirith.
I followed in the trail of bodies you left, you sure are impressive. We are lucky to have you on our side. I followed in the trail of bodies that you left - very impressive! We are lucky to have you on our side.
But enough talk, take this message, now I must go. But enough talk, take this message. I must go now.
#LIGHT_GREEN#He gives you a sealed scroll and vanishes in the shadows.#LAST#]], #LIGHT_GREEN#He gives you a sealed scroll and vanishes into the shadows.#LAST#]],
answers = { answers = {
{"Thank you for your courage.", action=function(npc, player) {"Thank you for your courage.", action=function(npc, player)
local o, item, inven_id = npc:findInAllInventories("Sealed Scroll of Minas Tirith") local o, item, inven_id = npc:findInAllInventories("Sealed Scroll of Minas Tirith")
......
...@@ -18,30 +18,30 @@ ...@@ -18,30 +18,30 @@
-- darkgod@te4.org -- darkgod@te4.org
newChat{ id="welcome", newChat{ id="welcome",
text = [[Welcome @playername@ to Minas Tirith traveler, please be quick my time is precious.]], text = [[Welcome @playername@ to Minas Tirith traveler, please be quick as my time is precious.]],
answers = { answers = {
{"I have found a strange staff (#LIGHT_GREEN#*describe it in detail*#LAST#) in my travels, it looked really old and powerful. I dared not use it.", jump="found_staff", cond=function(npc, player) return player:isQuestStatus("staff-absorption", engine.Quest.PENDING) end}, {"I have found a strange staff in my travels(#LIGHT_GREEN#*describe it in detail*#LAST#) It looked very old and very powerful. I dared not use it.", jump="found_staff", cond=function(npc, player) return player:isQuestStatus("staff-absorption", engine.Quest.PENDING) end},
{"Nothing, excuse me. Bye!"}, {"Nothing, excuse me. Bye!"},
} }
} }
newChat{ id="found_staff", newChat{ id="found_staff",
text = [[#LIGHT_GREEN#*He remains silent for a while*#WHITE# Indeed you were right in coming here. text = [[#LIGHT_GREEN#*He remains silent for a while*#WHITE# Indeed you were right to come here.
The staff you describe reminds me of some artifact of power of the old ages. Please may I see it?]], The staff you describe reminds me of an artifact of great power from ancient times. May I see it?]],
answers = { answers = {
{"Here it is. #LIGHT_GREEN#*Tell him the encounter with the orcs*#LAST# You should keep it, I can feel its power and it would be safer if guarded by the armies of the kingdom.", {"Here it is. #LIGHT_GREEN#*Tell him the encounter with the orcs*#LAST# You should keep it, I can feel its power and it would be safer if it was guarded by the armies of the kingdom.",
jump="given_staff", cond=function(npc, player) return player:isQuestStatus("staff-absorption", engine.Quest.COMPLETED, "survived-ukruk") end}, jump="given_staff", cond=function(npc, player) return player:isQuestStatus("staff-absorption", engine.Quest.COMPLETED, "survived-ukruk") end},
{"I am afraid I lost it. #LIGHT_GREEN#*Tell him the encounter with the orcs*", {"I am afraid I lost it. #LIGHT_GREEN#*Tell him about the encounter with the orcs*",
jump="lost_staff", cond=function(npc, player) return player:isQuestStatus("staff-absorption", engine.Quest.COMPLETED, "ambush-finish") end}, jump="lost_staff", cond=function(npc, player) return player:isQuestStatus("staff-absorption", engine.Quest.COMPLETED, "ambush-finish") end},
} }
} }
newChat{ id="given_staff", newChat{ id="given_staff",
text = [[I am truly astonished by your strength, surviving this encounter is truly an epic feat. Please take this as a token of gratitude for your service. text = [[I am truly astonished by your strength; surviving that encounter was an epic feat. Please take this as a token of my gratitude for your services.
As for orcs, this is most troubling, we have not seen any for eithy years, could they come from the far east? As for the orcs, it is deeply troubling. We have not seen any for eighty years...could they have come from the far east?
Anyway, thanks again @playername@ for your help.]], Anyway, thank you again, @playername@, for your help.]],
answers = { answers = {
{"Thank you Sir.", action=function(npc, player) {"Thank you, my lord.", action=function(npc, player)
local o, item, inven_id = player:findInAllInventories("Staff of Absorption") local o, item, inven_id = player:findInAllInventories("Staff of Absorption")
player:removeObject(inven_id, item, true) player:removeObject(inven_id, item, true)
o:removed() o:removed()
...@@ -53,10 +53,10 @@ Anyway, thanks again @playername@ for your help.]], ...@@ -53,10 +53,10 @@ Anyway, thanks again @playername@ for your help.]],
} }
newChat{ id="lost_staff", newChat{ id="lost_staff",
text = [[Orcs?! In the west! This is most alarming! We have not seen any for nearly eighty years. They must come from the far east... text = [[Orcs?! In the west?! This is deeply alarming! We have not seen any for nearly eighty years. They must have come from the far east...
But do not let me trouble you, you brought important news and you are lucky to be alive.]], But do not let me trouble you; you brought important news and you are lucky to be alive.]],
answers = { answers = {
{"Thank you Sir.", action=function(npc, player) {"Thank you, my lord.", action=function(npc, player)
player:setQuestStatus("staff-absorption", engine.Quest.DONE) player:setQuestStatus("staff-absorption", engine.Quest.DONE)
world:gainAchievement("A_DANGEROUS_SECRET", player) world:gainAchievement("A_DANGEROUS_SECRET", player)
end, jump="orc_hunt"}, end, jump="orc_hunt"},
...@@ -64,8 +64,8 @@ But do not let me trouble you, you brought important news and you are lucky to b ...@@ -64,8 +64,8 @@ But do not let me trouble you, you brought important news and you are lucky to b
} }
newChat{ id="orc_hunt", newChat{ id="orc_hunt",
text = [[We have heard rumours from the dwarves that there is still an orc presence deep in the mines of Moria. text = [[We have heard rumours from the dwarves that there may still be an orc presence deep in the mines of Moria.
I know you have been through a lot, but we need somebody to investigate this lead and if there is a connection with the staff.]], I know you have been through a lot, but we need somebody to investigate and determine if there is a connection with the staff.]],
answers = { answers = {
{"I will check the mines.", action=function(npc, player) {"I will check the mines.", action=function(npc, player)
player:grantQuest("orc-hunt") player:grantQuest("orc-hunt")
......
...@@ -26,7 +26,7 @@ newChat{ id="start", ...@@ -26,7 +26,7 @@ newChat{ id="start",
} }
newChat{ id="closed", newChat{ id="closed",
text = [[*This store seems to not be open yet*]], text = [[*This store does not appear to be open yet*]],
answers = { answers = {
{"[leave]"}, {"[leave]"},
} }
...@@ -34,7 +34,7 @@ newChat{ id="closed", ...@@ -34,7 +34,7 @@ newChat{ id="closed",
newChat{ id="welcome", newChat{ id="welcome",
text = [[Ah my good friend @playername@! text = [[Ah my good friend @playername@!
Thanks to you I made it safely to this great city, I am to open my shop soon, but I owe you a bit so I could maybe open early for you if you are in need of some rare goods.]], Thanks to you I made it safely to this great city! I am planning to open my shop soon, but since I am in your debt, perhaps I could open early for you if you are in need of rare goods.]],
answers = { answers = {
{"Yes please, let me see your wares.", action=function(npc, player) {"Yes please, let me see your wares.", action=function(npc, player)
npc.store:loadup(game.level, game.zone) npc.store:loadup(game.level, game.zone)
......
...@@ -30,7 +30,7 @@ newChat{ id="welcome", ...@@ -30,7 +30,7 @@ newChat{ id="welcome",
} }
newChat{ id="training", newChat{ id="training",
text = [[I can indeed give some martial training (talent type Technique/Combat-training) for a fee of 50 gold pieces or the basic usage of bows and slings (Shoot talent) for 8 gold pieces.]], text = [[I can indeed offer some martial training (talent type Technique/Combat-training) for a fee of 50 gold pieces or the basic usage of bows and slings (Shoot talent) for 8 gold pieces.]],
answers = { answers = {
{"Please train me in generic weapons and armour usage.", action=function(npc, player) {"Please train me in generic weapons and armour usage.", action=function(npc, player)
game.logPlayer(player, "The smith spends some time with you, teaching you the basics of armour and weapon usage.") game.logPlayer(player, "The smith spends some time with you, teaching you the basics of armour and weapon usage.")
......
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