<commit_before>--------------------------------------------------------------------------------
-- NPC Name: <NAME>                                        Runewick --
-- NPC Job:  Helper                                                           --
--                                                                            --
-- NPC Race: human                      NPC Position:  787, 823, 0            --
-- NPC Sex:  male                       NPC Direction: north                  --
--                                                                            --
-- Author:   Lillian                                                          --
--                                                       easyNPC Parser v1.23 --
--------------------------------------------------------------------------------

--[[SQL
INSERT INTO "npc" ("npc_type", "npc_posx", "npc_posy", "npc_posz", "npc_faceto", "npc_name", "npc_script", "npc_sex", "npc_hair", "npc_beard", "npc_hairred", "npc_hairgreen", "npc_hairblue", "npc_skinred", "npc_skingreen", "npc_skinblue") 
VALUES (0, 787, 823, 0, 0, '<NAME>', 'npc.florain_dreyndel', 0, 2, 5, 139, 105, 20, 238, 216, 174);
---]]

require("npc.base.basic")
require("npc.base.condition.chance")
require("npc.base.condition.language")
require("npc.base.condition.quest")
require("npc.base.consequence.inform")
require("npc.base.consequence.quest")
require("npc.base.talk")
module("npc.florain_dreyndel", package.seeall)

function initNpc()
mainNPC = npc.base.basic.baseNPC();
local talkingNPC = npc.base.talk.talkNPC(mainNPC);
if (true) then
local talkEntry = npc.base.talk.talkNPCEntry();
talkEntry:addTrigger("Help");
talkEntry:addConsequence(npc.base.consequence.inform.inform("[Game Help] This NPC is <NAME> the helper. Keywords: quest, job"));
talkingNPC:addTalkingEntry(talkEntry);
end;
if (true) then
local talkEntry = npc.base.talk.talkNPCEntry();
talkEntry:addTrigger("Hilfe");
talkEntry:addConsequence(npc.base.consequence.inform.inform("[Spielhilfe] Dieser NPC ist <NAME>. Schlsselwrter: Quest, Beruf"));
talkingNPC:addTalkingEntry(talkEntry);
end;
if (true) then
local talkEntry = npc.base.talk.talkNPCEntry();
talkEntry:addCondition(npc.base.condition.quest.quest(820, "=", 0));
talkEntry:addCondition(npc.base.condition.language.language("english"));
talkEntry:addTrigger(".+");
talkEntry:addConsequence(npc.base.consequence.quest.quest(820, "=", 1));
talkEntry:addResponse("Welcome to Runewick. I heard that my friend Zassaria Riverbank needs help. You can find her at the marketplace, just go over the bridge and through the blue portal at the end to reach it.");
talkingNPC:addTalkingEntry(talkEntry);
end;
if (true) then
local talkEntry = npc.base.talk.talkNPCEntry();
talkEntry:addCondition(npc.base.condition.quest.quest(820, "=", 0));
talkEntry:addTrigger(".+");
talkEntry:addConsequence(npc.base.consequence.quest.quest(820, "=", 1));
talkEntry:addResponse("Willkommen in Runewick. Ich habe gehrt, dass meine Freundin Zassaria Riverbank Hilfe bentigt. Ihr knnt sie auf dem Marktplatz finden, geht einfach ber die Brcke und durch das blaue Portal an dessen Ende, um dorthin zu gelangen.");
talkingNPC:addTalkingEntry(talkEntry);
end;
if (true) then
local talkEntry = npc.base.talk.talkNPCEntry();
talkEntry:addTrigger("Hello");
talkEntry:addTrigger("Greet");
talkEntry:addTrigger("Hail");
talkEntry:addTrigger("Good day");
talkEntry:addTrigger("Good morning");
talkEntry:addTrigger("Good Evening");
talkEntry:addResponse("Hello, I can tell you who in Runewick has tasks for you to do.");
talkEntry:addResponse("Nice to meet you, I'm <NAME>, I can tell you who in Runewick has tasks for you to do.");
talkingNPC:addTalkingEntry(talkEntry);
end;
if (true) then
local talkEntry = npc.base.talk.talkNPCEntry();
talkEntry:addTrigger("Gr");
talkEntry:addTrigger("Gru");
talkEntry:addTrigger("Guten Morgen");
talkEntry:addTrigger("Guten Tag");
talkEntry:addTrigger("Guten Abend");
talkEntry:addTrigger("Gute Nacht");
talkEntry:addTrigger("Mahlzeit");
talkEntry:addTrigger("Tach");
talkEntry:addTrigger("Moin");
talkEntry:addTrigger("Mohltied");
talkEntry:addResponse("Hallo, ich kann Euch sagen, wer in Runewick Aufgaben fr Euch hat.");
talkEntry:addResponse("Freut mich, Euch zu treffen. Ich bin <NAME>. Ich kann Euch sagen, wer in Runewick Aufgaben fr Euch hat.");
talkingNPC:addTalkingEntry(talkEntry);
end;
if (true) then
local talkEntry = npc.base.talk.talkNPCEntry();
talkEntry:addCondition(npc.base.condition.language.language("english"));
talkEntry:addTrigger("Hiho");
talkEntry:addTrigger("Hallo");
talkEntry:addTrigger("Hey");
talkEntry:addTrigger("Greeb");
talkEntry:addResponse("Hello, I can tell you who in Runewick has tasks for you to do.");
talkEntry:addResponse("Nice to meet you, I'm <NAME>, I can tell you who in Runewick has tasks for you to do.");
talkingNPC:addTalkingEntry(talkEntry);
end;
if (true) then
local talkEntry = npc.base.talk.talkNPCEntry();
talkEntry:addTrigger("Hiho");
talkEntry:addTrigger("Hallo");
talkEntry:addTrigger("Hey");
talkEntry:addTrigger("Greeb");
talkEntry:addResponse("Hallo, ich kann Euch sagen, wer in Runewick Aufgaben fr Euch hat.");
talkEntry:addResponse("Freut mich, Euch zu treffen. Ich bin <NAME>. Ich kann Euch sagen, wer in Runewick Aufgaben fr Euch hat.");
talkingNPC:addTalkingEntry(talkEntry);
end;
if (true) then
local talkEntry = npc.base.talk.talkNPCEntry();
talkEntry:addTrigger("Farewell");
talkEntry:addTrigger("Bye");
talkEntry:addTrigger("Fare well");
talkEntry:addTrigger("See you");
talkEntry:addResponse("Thank you so, so much for talking to me. If you need help finding something to do, just come back.");
talkEntry:addResponse("Please have a good day. If you need help finding something to do, just come back.");
talkingNPC:addTalkingEntry(talkEntry);
end;
if (true) then
local talkEntry = npc.base.talk.talkNPCEntry();
talkEntry:addTrigger("Tsch");
talkEntry:addTrigger("Tschss");
talkEntry:addTrigger("Wiedersehen");
talkEntry:addResponse("Vielen Dank, dass Ihr mit mir gesprochen habt. Wenn Ihr Hilfe braucht, etwas zu tun zu finden, kommt einfach zurck.");
talkEntry:addResponse("Ich wnsche Euch einen schnen Tag. Wenn Ihr Hilfe braucht, etwas zu tun zu finden, kommt einfach zurck.");
talkingNPC:addTalkingEntry(talkEntry);
end;
if (true) then
local talkEntry = npc.base.talk.talkNPCEntry();
talkEntry:addCondition(npc.base.condition.language.language("english"));
talkEntry:addTrigger("Ciao");
talkEntry:addTrigger("Adieu");
talkEntry:addTrigger("Au revoir");
talkEntry:addTrigger("Farebba");
talkEntry:addResponse("Thank you so, so much for talking to me. If you need help finding something to do, just come back.");
talkEntry:addResponse("Please have a good day. If you need help finding something to do, just come back.");
talkingNPC:addTalkingEntry(talkEntry);
end;
if (true) then
local talkEntry = npc.base.talk.talkNPCEntry();
talkEntry:addTrigger("Ciao");
talkEntry:addTrigger("Adieu");
talkEntry:addTrigger("Au revoir");
talkEntry:addTrigger("Farebba");
talkEntry:addResponse("Vielen Dank, dass Ihr mit mir gesprochen habt. Wenn Ihr Hilfe braucht, etwas zu tun zu finden, kommt einfach zurck.");
talkEntry:addResponse("Ich wnsche Euch einen schnen Tag. Wenn Ihr Hilfe braucht, etwas zu tun zu finden, kommt einfach zurck.");
talkingNPC:addTalkingEntry(talkEntry);
end;
if (true) then
local talkEntry = npc.base.talk.talkNPCEntry();
talkEntry:addTrigger("How are you");
talkEntry:addTrigger("How feel");
talkEntry:addTrigger("How do you do");
talkEntry:addResponse("I feel fine, thank you for asking.");
talkingNPC:addTalkingEntry(talkEntry);
end;
if (true) then
local talkEntry = npc.base.talk.talkNPCEntry();
talkEntry:addTrigger("Wie geht");
talkEntry:addTrigger("Wie fhlst");
talkEntry:addTrigger("Wie ist es ergangen");
talkEntry:addTrigger("Wie Befind");
talkEntry:addResponse("Mir geht es gut, danke fr die Nachfrage.");
talkingNPC:addTalkingEntry(talkEntry);
end;
if (true) then
local talkEntry = npc.base.talk.talkNPCEntry();
talkEntry:addTrigger("your name");
talkEntry:addTrigger("who are you");
talkEntry:addTrigger("who art thou");
talkEntry:addResponse("I'm <NAME>. I'm here to help.");
talkingNPC:addTalkingEntry(talkEntry);
end;
if (true) then
local talkEntry = npc.base.talk.talkNPCEntry();
talkEntry:addTrigger("ihr name");
talkEntry:addTrigger("dein name");
talkEntry:addTrigger("wer bist du");
talkEntry:addTrigger("wer seid ihr");
talkEntry:addTrigger("wie heit");
talkEntry:addResponse("Ich bin <NAME>. Ich bin hier zum Helfen.");
talkingNPC:addTalkingEntry(talkEntry);
end;
if (true) then
local talkEntry = npc.base.talk.talkNPCEntry();
talkEntry:addTrigger("profession");
talkEntry:addResponse("My job is to help, so if you need something to do, just ask.");
talkingNPC:addTalkingEntry(talkEntry);
end;
if (true) then
local talkEntry = npc.base.talk.talkNPCEntry();
talkEntry:addTrigger("beruf");
talkEntry:addResponse("Mein Beruf ist zu helfen. Also wenn Ihr etwas zu tun sucht, fragt einfach.");
talkingNPC:addTalkingEntry(talkEntry);
end;
if (true) then
local talkEntry = npc.base.talk.talkNPCEntry();
talkEntry:addCondition(npc.base.condition.language.language("english"));
talkEntry:addTrigger("job");
talkEntry:addResponse("My job is to help, so if you need something to do, just ask.");
talkingNPC:addTalkingEntry(talkEntry);
end;
if (true) then
local talkEntry = npc.base.talk.talkNPCEntry();
talkEntry:addTrigger("job");
talkEntry:addResponse("Mein Beruf ist zu helfen. Also wenn Ihr etwas zu tun sucht, fragt einfach.");
talkingNPC:addTalkingEntry(talkEntry);
end;
if (true) then
local talkEntry = npc.base.talk.talkNPCEntry();
talkEntry:addTrigger("market");
talkEntry:addResponse("Just follow the bridge and go through the blue portal at the end. Ask <NAME> if you want to know more about the places around Runewick.");
talkingNPC:addTalkingEntry(talkEntry);
end;
if (true) then
local talkEntry = npc.base.talk.talkNPCEntry();
talkEntry:addTrigger("markt");
talkEntry:addResponse("Folgt einfach der Brcke bis zum Ende und geht durch das blaue Portal. Fragt <NAME>, wenn Ihr mehr ber die Orte um Runewick herum wissen wollt.");
talkingNPC:addTalkingEntry(talkEntry);
end;
if (true) then
local talkEntry = npc.base.talk.talkNPCEntry();
talkEntry:addCondition(npc.base.condition.quest.quest(820, "=", 1));
talkEntry:addCondition(npc.base.condition.language.language("english"));
talkEntry:addTrigger("quest");
talkEntry:addTrigger("mission");
talkEntry:addConsequence(npc.base.consequence.quest.quest(820, "=", 2));
talkEntry:addResponse("So I suppose you have already visited my friend <NAME> and helped her? I heard <NAME> can teach you something.");
talkingNPC:addTalkingEntry(talkEntry);
end;
if (true) then
local talkEntry = npc.base.talk.talkNPCEntry();
talkEntry:addCondition(npc.base.condition.quest.quest(820, "=", 1));
talkEntry:addTrigger("quest");
talkEntry:addTrigger("mission");
talkEntry:addConsequence(npc.base.consequence.quest.quest(820, "=", 2));
talkEntry:addResponse("Ich nehme an, Ihr habt meine Freundin Zassaria Riverbank bereits besucht und ihr geholfen. Ich habe gehrt, dass <NAME> Euch etwas beibringen kann.");
talkingNPC:addTalkingEntry(talkEntry);
end;
if (true) then
local talkEntry = npc.base.talk.talkNPCEntry();
talkEntry:addCondition(npc.base.condition.quest.quest(820, "=", 1));
talkEntry:addTrigger("task");
talkEntry:addTrigger("adventure");
talkEntry:addTrigger("order");
talkEntry:addConsequence(npc.base.consequence.quest.quest(820, "=", 2));
talkEntry:addResponse("So I suppose you have already visited my friend Zassaria Riverbank and helped her? I heard <NAME> can teach you something.");
talkingNPC:addTalkingEntry(talkEntry);
end;
if (true) then
local talkEntry = npc.base.talk.talkNPCEntry();
talkEntry:addCondition(npc.base.condition.quest.quest(820, "=", 1));
talkEntry:addTrigger("Auftrag");
talkEntry:addTrigger("Aufgabe");
talkEntry:addTrigger("Abenteuer");
talkEntry:addTrigger("Befehl");
talkEntry:addConsequence(npc.base.consequence.quest.quest(820, "=", 2));
talkEntry:addResponse("Ich nehme an, Ihr habt meine Freundin Zassaria Riverbank bereits besucht und ihr geholfen. Ich habe gehrt, dasss <NAME> euch etwas beibringen kann.");
talkingNPC:addTalkingEntry(talkEntry);
end;
if (true) then
local talkEntry = npc.base.talk.talkNPCEntry();
talkEntry:addCondition(npc.base.condition.quest.quest(820, "=", 2));
talkEntry:addCondition(npc.base.condition.language.language("english"));
talkEntry:addTrigger("quest");
talkEntry:addTrigger("mission");
talkEntry:addConsequence(npc.base.consequence.quest.quest(820, "=", 3));
talkEntry:addResponse("My friend <NAME> always needs some help. You can find him in the gardens. Just go back to the marketplace and then through the red portal.");
talkingNPC:addTalkingEntry(talkEntry);
end;
if (true) then
local talkEntry = npc.base.talk.talkNPCEntry();
talkEntry:addCondition(npc.base.condition.quest.quest(820, "=", 2));
talkEntry:addTrigger("quest");
talkEntry:addTrigger("mission");
talkEntry:addConsequence(npc.base.consequence.quest.quest(820, "=", 3));
talkEntry:addResponse("Mein Freund Baldo Proudtoe kann auch immer etwas Hilfe bentigen. Ihr knnt ihn im Garten finden. Geht einfach zurck zum Marktplatz und geht durch das rote Portal.");
talkingNPC:addTalkingEntry(talkEntry);
end;
if (true) then
local talkEntry = npc.base.talk.talkNPCEntry();
talkEntry:addCondition(npc.base.condition.quest.quest(820, "=", 2));
talkEntry:addTrigger("task");
talkEntry:addTrigger("adventure");
talkEntry:addTrigger("order");
talkEntry:addConsequence(npc.base.consequence.quest.quest(820, "=", 3));
talkEntry:addResponse("My friend <NAME> always needs some help. You can find him in the gardens. Just go back to the marketplace and then through the red portal.");
talkingNPC:addTalkingEntry(talkEntry);
end;
if (true) then
local talkEntry = npc.base.talk.talkNPCEntry();
talkEntry:addCondition(npc.base.condition.quest.quest(820, "=", 2));
talkEntry:addTrigger("Auftrag");
talkEntry:addTrigger("Aufgabe");
talkEntry:addTrigger("Abenteuer");
talkEntry:addTrigger("Befehl");
talkEntry:addConsequence(npc.base.consequence.quest.quest(820, "=", 3));
talkEntry:addResponse("Mein Fre<NAME> Proudtoe kann auch immer etwas Hilfe bentigen. Ihr knnt ihn im Garten finden. Geht einfach zurck zum Marktplatz und geht durch das rote Portal.");
talkingNPC:addTalkingEntry(talkEntry);
end;
if (true) then
local talkEntry = npc.base.talk.talkNPCEntry();
talkEntry:addCondition(npc.base.condition.quest.quest(820, "=", 3));
talkEntry:addCondition(npc.base.condition.language.language("english"));
talkEntry:addTrigger("quest");
talkEntry:addTrigger("mission");
talkEntry:addConsequence(npc.base.consequence.quest.quest(820, "=", 4));
talkEntry:addResponse("<NAME>, a great cook if I might add, is also always looking for someone to help. You can find her just west of here on the other side of the hedge.");
talkingNPC:addTalkingEntry(talkEntry);
end;
if (true) then
local talkEntry = npc.base.talk.talkNPCEntry();
talkEntry:addCondition(npc.base.condition.quest.quest(820, "=", 3));
talkEntry:addTrigger("quest");
talkEntry:addTrigger("mission");
talkEntry:addConsequence(npc.base.consequence.quest.quest(820, "=", 4));
talkEntry:addResponse("<NAME>, eine grartige Kchin, wenn ich das so sagen darf, sucht auch immer nach fleiigen Helfern. Ihr knnt sie gleich westlich von hier finden, auf der anderen Seite der Hecke.");
talkingNPC:addTalkingEntry(talkEntry);
end;
if (true) then
local talkEntry = npc.base.talk.talkNPCEntry();
talkEntry:addCondition(npc.base.condition.quest.quest(820, "=", 3));
talkEntry:addTrigger("task");
talkEntry:addTrigger("adventure");
talkEntry:addTrigger("order");
talkEntry:addConsequence(npc.base.consequence.quest.quest(820, "=", 4));
talkEntry:addResponse("<NAME>, a great cook if I might add, is also always looking for someone to help. You can find her just west of here on the other side of the hedge.");
talkingNPC:addTalkingEntry(talkEntry);
end;
if (true) then
local talkEntry = npc.base.talk.talkNPCEntry();
talkEntry:addCondition(npc.base.condition.quest.quest(820, "=", 3));
talkEntry:addTrigger("Auftrag");
talkEntry:addTrigger("Aufgabe");
talkEntry:addTrigger("Abenteuer");
talkEntry:addTrigger("Befehl");
talkEntry:addConsequence(npc.base.consequence.quest.quest(820, "=", 4));
talkEntry:addResponse("N<NAME>, eine grartige Kchin, wenn ich das so sagen darf, sucht auch immer nach fleiigen Helfern. Ihr knnt sie gleich westlich von hier finden, auf der anderen Seite der Hecke.");
talkingNPC:addTalkingEntry(talkEntry);
end;
if (true) then
local talkEntry = npc.base.talk.talkNPCEntry();
talkEntry:addCondition(npc.base.condition.quest.quest(820, "=", 4));
talkEntry:addCondition(npc.base.condition.language.language("english"));
talkEntry:addTrigger("quest");
talkEntry:addTrigger("mission");
talkEntry:addConsequence(npc.base.consequence.quest.quest(820, "=", 5));
talkEntry:addResponse("A little bird told me that the apprentice Madeline Clarbelis could use some help. You can find her easily. Just go back to the marketplace, through the building to the west and leave it over the bridge to the north.");
talkingNPC:addTalkingEntry(talkEntry);
end;
if (true) then
local talkEntry = npc.base.talk.talkNPCEntry();
talkEntry:addCondition(npc.base.condition.quest.quest(820, "=", 4));
talkEntry:addTrigger("quest");
talkEntry:addTrigger("mission");
talkEntry:addConsequence(npc.base.consequence.quest.quest(820, "=", 5));
talkEntry:addResponse("Ein Vogel hat mir erzhlt, dass die Anwrterin Madeline Clarbelis hilfe bentigt. Es ist einfach, sie zu finden. Geht einfach zurck zum Marktplatz, durch das Gebude im Westen und verlasst es ber die Brcke im Norden.");
talkingNPC:addTalkingEntry(talkEntry);
end;
if (true) then
local talkEntry = npc.base.talk.talkNPCEntry();
talkEntry:addCondition(npc.base.condition.quest.quest(820, "=", 4));
talkEntry:addTrigger("task");
talkEntry:addTrigger("adventure");
talkEntry:addTrigger("order");
talkEntry:addConsequence(npc.base.consequence.quest.quest(820, "=", 5));
talkEntry:addResponse("A little bird told me that the apprentice <NAME> could use some help. You can find her easily. Just go back to the marketplace through the building to the west and leave it over the bridge to the north.");
talkingNPC:addTalkingEntry(talkEntry);
end;
if (true) then
local talkEntry = npc.base.talk.talkNPCEntry();
talkEntry:addCondition(npc.base.condition.quest.quest(820, "=", 4));
talkEntry:addTrigger("Auftrag");
talkEntry:addTrigger("Aufgabe");
talkEntry:addTrigger("Abenteuer");
talkEntry:addTrigger("Befehl");
talkEntry:addConsequence(npc.base.consequence.quest.quest(820, "=", 5));
talkEntry:addResponse("Ein Vogel hat mir erzhlt, dass die Anwrterin <NAME> hilfe bentigt. Es ist einfach, sie zu finden. Geht einfach zurck zum Marktplatz, durch das Gebude im Westen und verlasst es ber die Brcke im Norden.");
talkingNPC:addTalkingEntry(talkEntry);
end;
if (true) then
local talkEntry = npc.base.talk.talkNPCEntry();
talkEntry:addCondition(npc.base.condition.quest.quest(820, "=", 5));
talkEntry:addCondition(npc.base.condition.language.language("english"));
talkEntry:addTrigger("quest");
talkEntry:addTrigger("mission");
talkEntry:addConsequence(npc.base.consequence.quest.quest(820, "=", 6));
talkEntry:addResponse("<NAME>, a retired soldier needs someone to keep him company and listen to his story. I'm sure he will reward you for your time. You can find him when you go into the western building from the marketplace and down the flight of stairs.");
talkingNPC:addTalkingEntry(talkEntry);
end;
if (true) then
local talkEntry = npc.base.talk.talkNPCEntry();
talkEntry:addCondition(npc.base.condition.quest.quest(820, "=", 5));
talkEntry:addTrigger("quest");
talkEntry:addTrigger("mission");
talkEntry:addConsequence(npc.base.consequence.quest.quest(820, "=", 6));
talkEntry:addResponse("<NAME> knnte jemanden gebrauchen, der Zeit mit ihm verbringt und seiner Geschichte lauscht. Er wird Euch sicher fr Eure Zeit belohnen. Ihr knnt ihn finden, wenn Ihr in dem Gebude westlich vom Marktplatz die Treppe nach unten geht.");
talkingNPC:addTalkingEntry(talkEntry);
end;
if (true) then
local talkEntry = npc.base.talk.talkNPCEntry();
talkEntry:addCondition(npc.base.condition.quest.quest(820, "=", 5));
talkEntry:addTrigger("task");
talkEntry:addTrigger("adventure");
talkEntry:addTrigger("order");
talkEntry:addConsequence(npc.base.consequence.quest.quest(820, "=", 6));
talkEntry:addResponse("<NAME>, a retired soldier needs someone to keep him company and listen to his story. I'm sure he will reward you for your time. You can find him when you go into the western building from the marketplace and down the flight of stairs.");
talkingNPC:addTalkingEntry(talkEntry);
end;
if (true) then
local talkEntry = npc.base.talk.talkNPCEntry();
talkEntry:addCondition(npc.base.condition.quest.quest(820, "=", 5));
talkEntry:addTrigger("Auftrag");
talkEntry:addTrigger("Aufgabe");
talkEntry:addTrigger("Abenteuer");
talkEntry:addTrigger("Befehl");
talkEntry:addConsequence(npc.base.consequence.quest.quest(820, "=", 6));
talkEntry:addResponse("<NAME> knnte jemanden gebrauchen, der Zeit mit ihm verbringt und seiner Geschichte lauscht. Er wird Euch sicher fr Eure Zeit belohnen. Ihr knnt ihn finden, wenn Ihr in dem Gebude westlich vom Marktplatz die Treppe nach unten geht.");
talkingNPC:addTalkingEntry(talkEntry);
end;
if (true) then
local talkEntry = npc.base.talk.talkNPCEntry();
talkEntry:addCondition(npc.base.condition.quest.quest(820, "=", 6));
talkEntry:addCondition(npc.base.condition.language.language("english"));
talkEntry:addTrigger("quest");
talkEntry:addTrigger("mission");
talkEntry:addConsequence(npc.base.consequence.quest.quest(820, "=", 7));
talkEntry:addResponse("<NAME> the tailor is looking for someone to lend a hand. She can be found just around the corner from Uriel, downstairs in the building west of the marketplace.");
talkingNPC:addTalkingEntry(talkEntry);
end;
if (true) then
local talkEntry = npc.base.talk.talkNPCEntry();
talkEntry:addCondition(npc.base.condition.quest.quest(820, "=", 6));
talkEntry:addTrigger("quest");
talkEntry:addTrigger("mission");
talkEntry:addConsequence(npc.base.consequence.quest.quest(820, "=", 7));
talkEntry:addResponse("<NAME>lehand sucht jemanden, der ihr behilflich ist. Ihr knnt sie in der Nhe von Uriel finden. Die Treppe runter in dem Gebude westlich vom Marktplatz.");
talkingNPC:addTalkingEntry(talkEntry);
end;
if (true) then
local talkEntry = npc.base.talk.talkNPCEntry();
talkEntry:addCondition(npc.base.condition.quest.quest(820, "=", 6));
talkEntry:addTrigger("task");
talkEntry:addTrigger("adventure");
talkEntry:addTrigger("order");
talkEntry:addConsequence(npc.base.consequence.quest.quest(820, "=", 7));
talkEntry:addResponse("<NAME>lehand the tailor is looking for someone to lend a hand. She can be found just around the corner from Uriel, downstairs in the building west of the marketplace.");
talkingNPC:addTalkingEntry(talkEntry);
end;
if (true) then
local talkEntry = npc.base.talk.talkNPCEntry();
talkEntry:addCondition(npc.base.condition.quest.quest(820, "=", 6));
talkEntry:addTrigger("Auftrag");
talkEntry:addTrigger("Aufgabe");
talkEntry:addTrigger("Abenteuer");
talkEntry:addTrigger("Befehl");
talkEntry:addConsequence(npc.base.consequence.quest.quest(820, "=", 7));
talkEntry:addResponse("<NAME> sucht jemanden, der ihr behilflich ist. Ihr knnt sie in der Nhe von Uriel finden. Die Treppe runter in dem Gebude westlich vom Marktplatz.");
talkingNPC:addTalkingEntry(talkEntry);
end;
if (true) then
local talkEntry = npc.base.talk.talkNPCEntry();
talkEntry:addCondition(npc.base.condition.quest.quest(820, "=", 7));
talkEntry:addCondition(npc.base.condition.language.language("english"));
talkEntry:addTrigger("quest");
talkEntry:addTrigger("mission");
talkEntry:addResponse("I'm sure you can find your way around here without my help now. Just ask the people you meet if they have tasks for you and you will be fine.");
talkingNPC:addTalkingEntry(talkEntry);
end;
if (true) then
local talkEntry = npc.base.talk.talkNPCEntry();
talkEntry:addCondition(npc.base.condition.quest.quest(820, "=", 7));
talkEntry:addTrigger("quest");
talkEntry:addTrigger("mission");
talkEntry:addResponse("Ich bin sicher, Ihr kommt nun auch ohne meine Hilfe zurecht. Fragt einfach die Leute, die Ihr trefft, ob sie Aufgaben fr Euch haben und Ihr werdet zurechtkommen.");
talkingNPC:addTalkingEntry(talkEntry);
end;
if (true) then
local talkEntry = npc.base.talk.talkNPCEntry();
talkEntry:addCondition(npc.base.condition.quest.quest(820, "=", 7));
talkEntry:addTrigger("task");
talkEntry:addTrigger("adventure");
talkEntry:addTrigger("order");
talkEntry:addResponse("I'm sure you can find your way around here without my help now. Just ask the people you meet if they have tasks for you and you will be fine.");
talkingNPC:addTalkingEntry(talkEntry);
end;
if (true) then
local talkEntry = npc.base.talk.talkNPCEntry();
talkEntry:addCondition(npc.base.condition.quest.quest(820, "=", 7));
talkEntry:addTrigger("Auftrag");
talkEntry:addTrigger("Aufgabe");
talkEntry:addTrigger("Abenteuer");
talkEntry:addTrigger("Befehl");
talkEntry:addResponse("Ich bin sicher, Ihr kommt nun auch ohne meine Hilfe zurecht. Fragt einfach die Leute, die Ihr trefft, ob sie Aufgaben fr Euch haben und Ihr werdet zurechtkommen.");
talkingNPC:addTalkingEntry(talkEntry);
end;
if (true) then
local talkEntry = npc.base.talk.talkNPCEntry();
talkEntry:addTrigger("tell something");
talkEntry:addResponse("If you need help, just ask.");
talkingNPC:addTalkingEntry(talkEntry);
end;
if (true) then
local talkEntry = npc.base.talk.talkNPCEntry();
talkEntry:addTrigger("erzhl was");
talkEntry:addTrigger("erzhl etwas");
talkEntry:addResponse("Wenn ihr Hilfe bentigt, fragt einfach.");
talkingNPC:addTalkingEntry(talkEntry);
end;
if (true) then
local talkEntry = npc.base.talk.talkNPCEntry();
talkEntry:addCondition(npc.base.condition.language.language("english"));
talkEntry:addCondition(npc.base.condition.chance.chance(20.0));
talkEntry:addTrigger(".*");
talkEntry:addResponse("That has nothing to do with me. I'm sorry.");
talkingNPC:addTalkingEntry(talkEntry);
end;
if (true) then
local talkEntry = npc.base.talk.talkNPCEntry();
talkEntry:addCondition(npc.base.condition.language.language("german"));
talkEntry:addCondition(npc.base.condition.chance.chance(20.0));
talkEntry:addTrigger(".*");
talkEntry:addResponse("Das hat nichts mit mir zu tun, entschuldigt.");
talkingNPC:addTalkingEntry(talkEntry);
end;
talkingNPC:addCycleText("Willkommen in Runewick!", "Welcome to Runewick!");
talkingNPC:addCycleText("Wenn ihr Hilfe bentigt, sprecht mich einfach an.", "If you need help, just speak to me.");
talkingNPC:addCycleText("Ich kann Euch sagen, wer in diesem Reich eure Hilfe bentigt.", "I can tell you who in this realm needs your help.");
talkingNPC:addCycleText("Wenn Ihr neu hier seid, bin ich Euer Mann.", "If you're new to this realm, I'm your man.");
mainNPC:addLanguage(0);
mainNPC:addLanguage(1);
mainNPC:setDefaultLanguage(0);
mainNPC:setLookat("", "");
mainNPC:setUseMessage("Fass mich nicht an!", "Hands off!");
mainNPC:setConfusedMessage("#me schaut dich verwirrt an.", "#me looks at you confused.");
mainNPC:setEquipment(1, 0);
mainNPC:setEquipment(3, 180);
mainNPC:setEquipment(11, 194);
mainNPC:setEquipment(5, 0);
mainNPC:setEquipment(6, 0);
mainNPC:setEquipment(4, 0);
mainNPC:setEquipment(9, 461);
mainNPC:setEquipment(10, 53);
mainNPC:setAutoIntroduceMode(true);

mainNPC:initDone();
end;

function receiveText(npcChar, texttype, message, speaker) mainNPC:receiveText(npcChar, texttype, speaker, message); end;
function nextCycle(npcChar) mainNPC:nextCycle(npcChar); end;
function lookAtNpc(npcChar, char, mode) mainNPC:lookAt(npcChar, char, mode); end;
function useNPC(npcChar, char, counter, param) mainNPC:use(npcChar, char); end;
initNpc();
initNpc = nil;
-- END<commit_msg>module thingy<commit_after>--------------------------------------------------------------------------------
-- NPC Name: <NAME>                                        Runewick --
-- NPC Job:  Helper                                                           --
--                                                                            --
-- NPC Race: human                      NPC Position:  787, 823, 0            --
-- NPC Sex:  male                       NPC Direction: north                  --
--                                                                            --
-- Author:   Lillian                                                          --
--                                                       easyNPC Parser v1.23 --
--------------------------------------------------------------------------------

--[[SQL
INSERT INTO "npc" ("npc_type", "npc_posx", "npc_posy", "npc_posz", "npc_faceto", "npc_name", "npc_script", "npc_sex", "npc_hair", "npc_beard", "npc_hairred", "npc_hairgreen", "npc_hairblue", "npc_skinred", "npc_skingreen", "npc_skinblue") 
VALUES (0, 787, 823, 0, 0, '<NAME>', 'npc.florain_dreyndel', 0, 2, 5, 139, 105, 20, 238, 216, 174);
---]]

require("npc.base.basic")
require("npc.base.condition.chance")
require("npc.base.condition.language")
require("npc.base.condition.quest")
require("npc.base.consequence.inform")
require("npc.base.consequence.quest")
require("npc.base.talk")
module("development.florain_dreyndel", package.seeall)

function initNpc()
mainNPC = npc.base.basic.baseNPC();
local talkingNPC = npc.base.talk.talkNPC(mainNPC);
if (true) then
local talkEntry = npc.base.talk.talkNPCEntry();
talkEntry:addTrigger("Help");
talkEntry:addConsequence(npc.base.consequence.inform.inform("[Game Help] This NPC is <NAME> the helper. Keywords: quest, job"));
talkingNPC:addTalkingEntry(talkEntry);
end;
if (true) then
local talkEntry = npc.base.talk.talkNPCEntry();
talkEntry:addTrigger("Hilfe");
talkEntry:addConsequence(npc.base.consequence.inform.inform("[Spielhilfe] Dieser NPC ist <NAME>. Schlsselwrter: Quest, Beruf"));
talkingNPC:addTalkingEntry(talkEntry);
end;
if (true) then
local talkEntry = npc.base.talk.talkNPCEntry();
talkEntry:addCondition(npc.base.condition.quest.quest(820, "=", 0));
talkEntry:addCondition(npc.base.condition.language.language("english"));
talkEntry:addTrigger(".+");
talkEntry:addConsequence(npc.base.consequence.quest.quest(820, "=", 1));
talkEntry:addResponse("Welcome to Runewick. I heard that my friend <NAME> needs help. You can find her at the marketplace, just go over the bridge and through the blue portal at the end to reach it.");
talkingNPC:addTalkingEntry(talkEntry);
end;
if (true) then
local talkEntry = npc.base.talk.talkNPCEntry();
talkEntry:addCondition(npc.base.condition.quest.quest(820, "=", 0));
talkEntry:addTrigger(".+");
talkEntry:addConsequence(npc.base.consequence.quest.quest(820, "=", 1));
talkEntry:addResponse("Willkommen in Runewick. Ich habe gehrt, dass meine Freundin Zassaria Riverbank Hilfe bentigt. Ihr knnt sie auf dem Marktplatz finden, geht einfach ber die Brcke und durch das blaue Portal an dessen Ende, um dorthin zu gelangen.");
talkingNPC:addTalkingEntry(talkEntry);
end;
if (true) then
local talkEntry = npc.base.talk.talkNPCEntry();
talkEntry:addTrigger("Hello");
talkEntry:addTrigger("Greet");
talkEntry:addTrigger("Hail");
talkEntry:addTrigger("Good day");
talkEntry:addTrigger("Good morning");
talkEntry:addTrigger("Good Evening");
talkEntry:addResponse("Hello, I can tell you who in Runewick has tasks for you to do.");
talkEntry:addResponse("Nice to meet you, I'm <NAME>, I can tell you who in Runewick has tasks for you to do.");
talkingNPC:addTalkingEntry(talkEntry);
end;
if (true) then
local talkEntry = npc.base.talk.talkNPCEntry();
talkEntry:addTrigger("Gr");
talkEntry:addTrigger("Gru");
talkEntry:addTrigger("Guten Morgen");
talkEntry:addTrigger("Guten Tag");
talkEntry:addTrigger("Guten Abend");
talkEntry:addTrigger("Gute Nacht");
talkEntry:addTrigger("Mahlzeit");
talkEntry:addTrigger("Tach");
talkEntry:addTrigger("Moin");
talkEntry:addTrigger("Mohltied");
talkEntry:addResponse("Hallo, ich kann Euch sagen, wer in Runewick Aufgaben fr Euch hat.");
talkEntry:addResponse("Freut mich, Euch zu treffen. Ich bin <NAME>. Ich kann Euch sagen, wer in Runewick Aufgaben fr Euch hat.");
talkingNPC:addTalkingEntry(talkEntry);
end;
if (true) then
local talkEntry = npc.base.talk.talkNPCEntry();
talkEntry:addCondition(npc.base.condition.language.language("english"));
talkEntry:addTrigger("Hiho");
talkEntry:addTrigger("Hallo");
talkEntry:addTrigger("Hey");
talkEntry:addTrigger("Greeb");
talkEntry:addResponse("Hello, I can tell you who in Runewick has tasks for you to do.");
talkEntry:addResponse("Nice to meet you, I'm <NAME>, I can tell you who in Runewick has tasks for you to do.");
talkingNPC:addTalkingEntry(talkEntry);
end;
if (true) then
local talkEntry = npc.base.talk.talkNPCEntry();
talkEntry:addTrigger("Hiho");
talkEntry:addTrigger("Hallo");
talkEntry:addTrigger("Hey");
talkEntry:addTrigger("Greeb");
talkEntry:addResponse("Hallo, ich kann Euch sagen, wer in Runewick Aufgaben fr Euch hat.");
talkEntry:addResponse("Freut mich, Euch zu treffen. Ich bin <NAME>. Ich kann Euch sagen, wer in Runewick Aufgaben fr Euch hat.");
talkingNPC:addTalkingEntry(talkEntry);
end;
if (true) then
local talkEntry = npc.base.talk.talkNPCEntry();
talkEntry:addTrigger("Farewell");
talkEntry:addTrigger("Bye");
talkEntry:addTrigger("Fare well");
talkEntry:addTrigger("See you");
talkEntry:addResponse("Thank you so, so much for talking to me. If you need help finding something to do, just come back.");
talkEntry:addResponse("Please have a good day. If you need help finding something to do, just come back.");
talkingNPC:addTalkingEntry(talkEntry);
end;
if (true) then
local talkEntry = npc.base.talk.talkNPCEntry();
talkEntry:addTrigger("Tsch");
talkEntry:addTrigger("Tschss");
talkEntry:addTrigger("Wiedersehen");
talkEntry:addResponse("Vielen Dank, dass Ihr mit mir gesprochen habt. Wenn Ihr Hilfe braucht, etwas zu tun zu finden, kommt einfach zurck.");
talkEntry:addResponse("Ich wnsche Euch einen schnen Tag. Wenn Ihr Hilfe braucht, etwas zu tun zu finden, kommt einfach zurck.");
talkingNPC:addTalkingEntry(talkEntry);
end;
if (true) then
local talkEntry = npc.base.talk.talkNPCEntry();
talkEntry:addCondition(npc.base.condition.language.language("english"));
talkEntry:addTrigger("Ciao");
talkEntry:addTrigger("Adieu");
talkEntry:addTrigger("Au revoir");
talkEntry:addTrigger("Farebba");
talkEntry:addResponse("Thank you so, so much for talking to me. If you need help finding something to do, just come back.");
talkEntry:addResponse("Please have a good day. If you need help finding something to do, just come back.");
talkingNPC:addTalkingEntry(talkEntry);
end;
if (true) then
local talkEntry = npc.base.talk.talkNPCEntry();
talkEntry:addTrigger("Ciao");
talkEntry:addTrigger("Adieu");
talkEntry:addTrigger("Au revoir");
talkEntry:addTrigger("Farebba");
talkEntry:addResponse("Vielen Dank, dass Ihr mit mir gesprochen habt. Wenn Ihr Hilfe braucht, etwas zu tun zu finden, kommt einfach zurck.");
talkEntry:addResponse("Ich wnsche Euch einen schnen Tag. Wenn Ihr Hilfe braucht, etwas zu tun zu finden, kommt einfach zurck.");
talkingNPC:addTalkingEntry(talkEntry);
end;
if (true) then
local talkEntry = npc.base.talk.talkNPCEntry();
talkEntry:addTrigger("How are you");
talkEntry:addTrigger("How feel");
talkEntry:addTrigger("How do you do");
talkEntry:addResponse("I feel fine, thank you for asking.");
talkingNPC:addTalkingEntry(talkEntry);
end;
if (true) then
local talkEntry = npc.base.talk.talkNPCEntry();
talkEntry:addTrigger("Wie geht");
talkEntry:addTrigger("Wie fhlst");
talkEntry:addTrigger("Wie ist es ergangen");
talkEntry:addTrigger("Wie Befind");
talkEntry:addResponse("Mir geht es gut, danke fr die Nachfrage.");
talkingNPC:addTalkingEntry(talkEntry);
end;
if (true) then
local talkEntry = npc.base.talk.talkNPCEntry();
talkEntry:addTrigger("your name");
talkEntry:addTrigger("who are you");
talkEntry:addTrigger("who art thou");
talkEntry:addResponse("I'm <NAME>. I'm here to help.");
talkingNPC:addTalkingEntry(talkEntry);
end;
if (true) then
local talkEntry = npc.base.talk.talkNPCEntry();
talkEntry:addTrigger("ihr name");
talkEntry:addTrigger("dein name");
talkEntry:addTrigger("wer bist du");
talkEntry:addTrigger("wer seid ihr");
talkEntry:addTrigger("wie heit");
talkEntry:addResponse("Ich bin <NAME>. Ich bin hier zum Helfen.");
talkingNPC:addTalkingEntry(talkEntry);
end;
if (true) then
local talkEntry = npc.base.talk.talkNPCEntry();
talkEntry:addTrigger("profession");
talkEntry:addResponse("My job is to help, so if you need something to do, just ask.");
talkingNPC:addTalkingEntry(talkEntry);
end;
if (true) then
local talkEntry = npc.base.talk.talkNPCEntry();
talkEntry:addTrigger("beruf");
talkEntry:addResponse("Mein Beruf ist zu helfen. Also wenn Ihr etwas zu tun sucht, fragt einfach.");
talkingNPC:addTalkingEntry(talkEntry);
end;
if (true) then
local talkEntry = npc.base.talk.talkNPCEntry();
talkEntry:addCondition(npc.base.condition.language.language("english"));
talkEntry:addTrigger("job");
talkEntry:addResponse("My job is to help, so if you need something to do, just ask.");
talkingNPC:addTalkingEntry(talkEntry);
end;
if (true) then
local talkEntry = npc.base.talk.talkNPCEntry();
talkEntry:addTrigger("job");
talkEntry:addResponse("Mein Beruf ist zu helfen. Also wenn Ihr etwas zu tun sucht, fragt einfach.");
talkingNPC:addTalkingEntry(talkEntry);
end;
if (true) then
local talkEntry = npc.base.talk.talkNPCEntry();
talkEntry:addTrigger("market");
talkEntry:addResponse("Just follow the bridge and go through the blue portal at the end. Ask <NAME> if you want to know more about the places around Runewick.");
talkingNPC:addTalkingEntry(talkEntry);
end;
if (true) then
local talkEntry = npc.base.talk.talkNPCEntry();
talkEntry:addTrigger("markt");
talkEntry:addResponse("Folgt einfach der Brcke bis zum Ende und geht durch das blaue Portal. Fragt <NAME>, wenn Ihr mehr ber die Orte um Runewick herum wissen wollt.");
talkingNPC:addTalkingEntry(talkEntry);
end;
if (true) then
local talkEntry = npc.base.talk.talkNPCEntry();
talkEntry:addCondition(npc.base.condition.quest.quest(820, "=", 1));
talkEntry:addCondition(npc.base.condition.language.language("english"));
talkEntry:addTrigger("quest");
talkEntry:addTrigger("mission");
talkEntry:addConsequence(npc.base.consequence.quest.quest(820, "=", 2));
talkEntry:addResponse("So I suppose you have already visited my friend Zassaria Riverbank and helped her? I heard <NAME> can teach you something.");
talkingNPC:addTalkingEntry(talkEntry);
end;
if (true) then
local talkEntry = npc.base.talk.talkNPCEntry();
talkEntry:addCondition(npc.base.condition.quest.quest(820, "=", 1));
talkEntry:addTrigger("quest");
talkEntry:addTrigger("mission");
talkEntry:addConsequence(npc.base.consequence.quest.quest(820, "=", 2));
talkEntry:addResponse("Ich nehme an, Ihr habt meine Freundin Zassaria Riverbank bereits besucht und ihr geholfen. Ich habe gehrt, dass <NAME> etwas beibringen kann.");
talkingNPC:addTalkingEntry(talkEntry);
end;
if (true) then
local talkEntry = npc.base.talk.talkNPCEntry();
talkEntry:addCondition(npc.base.condition.quest.quest(820, "=", 1));
talkEntry:addTrigger("task");
talkEntry:addTrigger("adventure");
talkEntry:addTrigger("order");
talkEntry:addConsequence(npc.base.consequence.quest.quest(820, "=", 2));
talkEntry:addResponse("So I suppose you have already visited my friend <NAME> and helped her? I heard <NAME> can teach you something.");
talkingNPC:addTalkingEntry(talkEntry);
end;
if (true) then
local talkEntry = npc.base.talk.talkNPCEntry();
talkEntry:addCondition(npc.base.condition.quest.quest(820, "=", 1));
talkEntry:addTrigger("Auftrag");
talkEntry:addTrigger("Aufgabe");
talkEntry:addTrigger("Abenteuer");
talkEntry:addTrigger("Befehl");
talkEntry:addConsequence(npc.base.consequence.quest.quest(820, "=", 2));
talkEntry:addResponse("Ich nehme an, Ihr habt meine Freundin Zassaria Riverbank bereits besucht und ihr geholfen. Ich habe gehrt, dasss <NAME> euch etwas beibringen kann.");
talkingNPC:addTalkingEntry(talkEntry);
end;
if (true) then
local talkEntry = npc.base.talk.talkNPCEntry();
talkEntry:addCondition(npc.base.condition.quest.quest(820, "=", 2));
talkEntry:addCondition(npc.base.condition.language.language("english"));
talkEntry:addTrigger("quest");
talkEntry:addTrigger("mission");
talkEntry:addConsequence(npc.base.consequence.quest.quest(820, "=", 3));
talkEntry:addResponse("My friend <NAME> always needs some help. You can find him in the gardens. Just go back to the marketplace and then through the red portal.");
talkingNPC:addTalkingEntry(talkEntry);
end;
if (true) then
local talkEntry = npc.base.talk.talkNPCEntry();
talkEntry:addCondition(npc.base.condition.quest.quest(820, "=", 2));
talkEntry:addTrigger("quest");
talkEntry:addTrigger("mission");
talkEntry:addConsequence(npc.base.consequence.quest.quest(820, "=", 3));
talkEntry:addResponse("Mein Freund <NAME> kann auch immer etwas Hilfe bentigen. Ihr knnt ihn im Garten finden. Geht einfach zurck zum Marktplatz und geht durch das rote Portal.");
talkingNPC:addTalkingEntry(talkEntry);
end;
if (true) then
local talkEntry = npc.base.talk.talkNPCEntry();
talkEntry:addCondition(npc.base.condition.quest.quest(820, "=", 2));
talkEntry:addTrigger("task");
talkEntry:addTrigger("adventure");
talkEntry:addTrigger("order");
talkEntry:addConsequence(npc.base.consequence.quest.quest(820, "=", 3));
talkEntry:addResponse("My friend <NAME> always needs some help. You can find him in the gardens. Just go back to the marketplace and then through the red portal.");
talkingNPC:addTalkingEntry(talkEntry);
end;
if (true) then
local talkEntry = npc.base.talk.talkNPCEntry();
talkEntry:addCondition(npc.base.condition.quest.quest(820, "=", 2));
talkEntry:addTrigger("Auftrag");
talkEntry:addTrigger("Aufgabe");
talkEntry:addTrigger("Abenteuer");
talkEntry:addTrigger("Befehl");
talkEntry:addConsequence(npc.base.consequence.quest.quest(820, "=", 3));
talkEntry:addResponse("Mein Freund <NAME> kann auch immer etwas Hilfe bentigen. Ihr knnt ihn im Garten finden. Geht einfach zurck zum Marktplatz und geht durch das rote Portal.");
talkingNPC:addTalkingEntry(talkEntry);
end;
if (true) then
local talkEntry = npc.base.talk.talkNPCEntry();
talkEntry:addCondition(npc.base.condition.quest.quest(820, "=", 3));
talkEntry:addCondition(npc.base.condition.language.language("english"));
talkEntry:addTrigger("quest");
talkEntry:addTrigger("mission");
talkEntry:addConsequence(npc.base.consequence.quest.quest(820, "=", 4));
talkEntry:addResponse("<NAME>, a great cook if I might add, is also always looking for someone to help. You can find her just west of here on the other side of the hedge.");
talkingNPC:addTalkingEntry(talkEntry);
end;
if (true) then
local talkEntry = npc.base.talk.talkNPCEntry();
talkEntry:addCondition(npc.base.condition.quest.quest(820, "=", 3));
talkEntry:addTrigger("quest");
talkEntry:addTrigger("mission");
talkEntry:addConsequence(npc.base.consequence.quest.quest(820, "=", 4));
talkEntry:addResponse("<NAME>, eine grartige Kchin, wenn ich das so sagen darf, sucht auch immer nach fleiigen Helfern. Ihr knnt sie gleich westlich von hier finden, auf der anderen Seite der Hecke.");
talkingNPC:addTalkingEntry(talkEntry);
end;
if (true) then
local talkEntry = npc.base.talk.talkNPCEntry();
talkEntry:addCondition(npc.base.condition.quest.quest(820, "=", 3));
talkEntry:addTrigger("task");
talkEntry:addTrigger("adventure");
talkEntry:addTrigger("order");
talkEntry:addConsequence(npc.base.consequence.quest.quest(820, "=", 4));
talkEntry:addResponse("<NAME>, a great cook if I might add, is also always looking for someone to help. You can find her just west of here on the other side of the hedge.");
talkingNPC:addTalkingEntry(talkEntry);
end;
if (true) then
local talkEntry = npc.base.talk.talkNPCEntry();
talkEntry:addCondition(npc.base.condition.quest.quest(820, "=", 3));
talkEntry:addTrigger("Auftrag");
talkEntry:addTrigger("Aufgabe");
talkEntry:addTrigger("Abenteuer");
talkEntry:addTrigger("Befehl");
talkEntry:addConsequence(npc.base.consequence.quest.quest(820, "=", 4));
talkEntry:addResponse("<NAME>, eine grartige Kchin, wenn ich das so sagen darf, sucht auch immer nach fleiigen Helfern. Ihr knnt sie gleich westlich von hier finden, auf der anderen Seite der Hecke.");
talkingNPC:addTalkingEntry(talkEntry);
end;
if (true) then
local talkEntry = npc.base.talk.talkNPCEntry();
talkEntry:addCondition(npc.base.condition.quest.quest(820, "=", 4));
talkEntry:addCondition(npc.base.condition.language.language("english"));
talkEntry:addTrigger("quest");
talkEntry:addTrigger("mission");
talkEntry:addConsequence(npc.base.consequence.quest.quest(820, "=", 5));
talkEntry:addResponse("A little bird told me that the apprentice <NAME> could use some help. You can find her easily. Just go back to the marketplace, through the building to the west and leave it over the bridge to the north.");
talkingNPC:addTalkingEntry(talkEntry);
end;
if (true) then
local talkEntry = npc.base.talk.talkNPCEntry();
talkEntry:addCondition(npc.base.condition.quest.quest(820, "=", 4));
talkEntry:addTrigger("quest");
talkEntry:addTrigger("mission");
talkEntry:addConsequence(npc.base.consequence.quest.quest(820, "=", 5));
talkEntry:addResponse("Ein Vogel hat mir erzhlt, dass die <NAME> hilfe bentigt. Es ist einfach, sie zu finden. Geht einfach zurck zum Marktplatz, durch das Gebude im Westen und verlasst es ber die Brcke im Norden.");
talkingNPC:addTalkingEntry(talkEntry);
end;
if (true) then
local talkEntry = npc.base.talk.talkNPCEntry();
talkEntry:addCondition(npc.base.condition.quest.quest(820, "=", 4));
talkEntry:addTrigger("task");
talkEntry:addTrigger("adventure");
talkEntry:addTrigger("order");
talkEntry:addConsequence(npc.base.consequence.quest.quest(820, "=", 5));
talkEntry:addResponse("A little bird told me that the apprentice Madeline Clarbelis could use some help. You can find her easily. Just go back to the marketplace through the building to the west and leave it over the bridge to the north.");
talkingNPC:addTalkingEntry(talkEntry);
end;
if (true) then
local talkEntry = npc.base.talk.talkNPCEntry();
talkEntry:addCondition(npc.base.condition.quest.quest(820, "=", 4));
talkEntry:addTrigger("Auftrag");
talkEntry:addTrigger("Aufgabe");
talkEntry:addTrigger("Abenteuer");
talkEntry:addTrigger("Befehl");
talkEntry:addConsequence(npc.base.consequence.quest.quest(820, "=", 5));
talkEntry:addResponse("Ein Vogel hat mir erzhlt, dass die Anwrterin <NAME> hilfe bentigt. Es ist einfach, sie zu finden. Geht einfach zurck zum Marktplatz, durch das Gebude im Westen und verlasst es ber die Brcke im Norden.");
talkingNPC:addTalkingEntry(talkEntry);
end;
if (true) then
local talkEntry = npc.base.talk.talkNPCEntry();
talkEntry:addCondition(npc.base.condition.quest.quest(820, "=", 5));
talkEntry:addCondition(npc.base.condition.language.language("english"));
talkEntry:addTrigger("quest");
talkEntry:addTrigger("mission");
talkEntry:addConsequence(npc.base.consequence.quest.quest(820, "=", 6));
talkEntry:addResponse("<NAME>, a retired soldier needs someone to keep him company and listen to his story. I'm sure he will reward you for your time. You can find him when you go into the western building from the marketplace and down the flight of stairs.");
talkingNPC:addTalkingEntry(talkEntry);
end;
if (true) then
local talkEntry = npc.base.talk.talkNPCEntry();
talkEntry:addCondition(npc.base.condition.quest.quest(820, "=", 5));
talkEntry:addTrigger("quest");
talkEntry:addTrigger("mission");
talkEntry:addConsequence(npc.base.consequence.quest.quest(820, "=", 6));
talkEntry:addResponse("<NAME> knnte jemanden gebrauchen, der Zeit mit ihm verbringt und seiner Geschichte lauscht. Er wird Euch sicher fr Eure Zeit belohnen. Ihr knnt ihn finden, wenn Ihr in dem Gebude westlich vom Marktplatz die Treppe nach unten geht.");
talkingNPC:addTalkingEntry(talkEntry);
end;
if (true) then
local talkEntry = npc.base.talk.talkNPCEntry();
talkEntry:addCondition(npc.base.condition.quest.quest(820, "=", 5));
talkEntry:addTrigger("task");
talkEntry:addTrigger("adventure");
talkEntry:addTrigger("order");
talkEntry:addConsequence(npc.base.consequence.quest.quest(820, "=", 6));
talkEntry:addResponse("<NAME>, a retired soldier needs someone to keep him company and listen to his story. I'm sure he will reward you for your time. You can find him when you go into the western building from the marketplace and down the flight of stairs.");
talkingNPC:addTalkingEntry(talkEntry);
end;
if (true) then
local talkEntry = npc.base.talk.talkNPCEntry();
talkEntry:addCondition(npc.base.condition.quest.quest(820, "=", 5));
talkEntry:addTrigger("Auftrag");
talkEntry:addTrigger("Aufgabe");
talkEntry:addTrigger("Abenteuer");
talkEntry:addTrigger("Befehl");
talkEntry:addConsequence(npc.base.consequence.quest.quest(820, "=", 6));
talkEntry:addResponse("<NAME> knnte jemanden gebrauchen, der Zeit mit ihm verbringt und seiner Geschichte lauscht. Er wird Euch sicher fr Eure Zeit belohnen. Ihr knnt ihn finden, wenn Ihr in dem Gebude westlich vom Marktplatz die Treppe nach unten geht.");
talkingNPC:addTalkingEntry(talkEntry);
end;
if (true) then
local talkEntry = npc.base.talk.talkNPCEntry();
talkEntry:addCondition(npc.base.condition.quest.quest(820, "=", 6));
talkEntry:addCondition(npc.base.condition.language.language("english"));
talkEntry:addTrigger("quest");
talkEntry:addTrigger("mission");
talkEntry:addConsequence(npc.base.consequence.quest.quest(820, "=", 7));
talkEntry:addResponse("<NAME>lehand the tailor is looking for someone to lend a hand. She can be found just around the corner from Uriel, downstairs in the building west of the marketplace.");
talkingNPC:addTalkingEntry(talkEntry);
end;
if (true) then
local talkEntry = npc.base.talk.talkNPCEntry();
talkEntry:addCondition(npc.base.condition.quest.quest(820, "=", 6));
talkEntry:addTrigger("quest");
talkEntry:addTrigger("mission");
talkEntry:addConsequence(npc.base.consequence.quest.quest(820, "=", 7));
talkEntry:addResponse("<NAME> sucht jemanden, der ihr behilflich ist. Ihr knnt sie in der Nhe von Uriel finden. Die Treppe runter in dem Gebude westlich vom Marktplatz.");
talkingNPC:addTalkingEntry(talkEntry);
end;
if (true) then
local talkEntry = npc.base.talk.talkNPCEntry();
talkEntry:addCondition(npc.base.condition.quest.quest(820, "=", 6));
talkEntry:addTrigger("task");
talkEntry:addTrigger("adventure");
talkEntry:addTrigger("order");
talkEntry:addConsequence(npc.base.consequence.quest.quest(820, "=", 7));
talkEntry:addResponse("<NAME>lehand the tailor is looking for someone to lend a hand. She can be found just around the corner from Uriel, downstairs in the building west of the marketplace.");
talkingNPC:addTalkingEntry(talkEntry);
end;
if (true) then
local talkEntry = npc.base.talk.talkNPCEntry();
talkEntry:addCondition(npc.base.condition.quest.quest(820, "=", 6));
talkEntry:addTrigger("Auftrag");
talkEntry:addTrigger("Aufgabe");
talkEntry:addTrigger("Abenteuer");
talkEntry:addTrigger("Befehl");
talkEntry:addConsequence(npc.base.consequence.quest.quest(820, "=", 7));
talkEntry:addResponse("<NAME> sucht jemanden, der ihr behilflich ist. Ihr knnt sie in der Nhe von Uriel finden. Die Treppe runter in dem Gebude westlich vom Marktplatz.");
talkingNPC:addTalkingEntry(talkEntry);
end;
if (true) then
local talkEntry = npc.base.talk.talkNPCEntry();
talkEntry:addCondition(npc.base.condition.quest.quest(820, "=", 7));
talkEntry:addCondition(npc.base.condition.language.language("english"));
talkEntry:addTrigger("quest");
talkEntry:addTrigger("mission");
talkEntry:addResponse("I'm sure you can find your way around here without my help now. Just ask the people you meet if they have tasks for you and you will be fine.");
talkingNPC:addTalkingEntry(talkEntry);
end;
if (true) then
local talkEntry = npc.base.talk.talkNPCEntry();
talkEntry:addCondition(npc.base.condition.quest.quest(820, "=", 7));
talkEntry:addTrigger("quest");
talkEntry:addTrigger("mission");
talkEntry:addResponse("Ich bin sicher, Ihr kommt nun auch ohne meine Hilfe zurecht. Fragt einfach die Leute, die Ihr trefft, ob sie Aufgaben fr Euch haben und Ihr werdet zurechtkommen.");
talkingNPC:addTalkingEntry(talkEntry);
end;
if (true) then
local talkEntry = npc.base.talk.talkNPCEntry();
talkEntry:addCondition(npc.base.condition.quest.quest(820, "=", 7));
talkEntry:addTrigger("task");
talkEntry:addTrigger("adventure");
talkEntry:addTrigger("order");
talkEntry:addResponse("I'm sure you can find your way around here without my help now. Just ask the people you meet if they have tasks for you and you will be fine.");
talkingNPC:addTalkingEntry(talkEntry);
end;
if (true) then
local talkEntry = npc.base.talk.talkNPCEntry();
talkEntry:addCondition(npc.base.condition.quest.quest(820, "=", 7));
talkEntry:addTrigger("Auftrag");
talkEntry:addTrigger("Aufgabe");
talkEntry:addTrigger("Abenteuer");
talkEntry:addTrigger("Befehl");
talkEntry:addResponse("Ich bin sicher, Ihr kommt nun auch ohne meine Hilfe zurecht. Fragt einfach die Leute, die Ihr trefft, ob sie Aufgaben fr Euch haben und Ihr werdet zurechtkommen.");
talkingNPC:addTalkingEntry(talkEntry);
end;
if (true) then
local talkEntry = npc.base.talk.talkNPCEntry();
talkEntry:addTrigger("tell something");
talkEntry:addResponse("If you need help, just ask.");
talkingNPC:addTalkingEntry(talkEntry);
end;
if (true) then
local talkEntry = npc.base.talk.talkNPCEntry();
talkEntry:addTrigger("erzhl was");
talkEntry:addTrigger("erzhl etwas");
talkEntry:addResponse("Wenn ihr Hilfe bentigt, fragt einfach.");
talkingNPC:addTalkingEntry(talkEntry);
end;
if (true) then
local talkEntry = npc.base.talk.talkNPCEntry();
talkEntry:addCondition(npc.base.condition.language.language("english"));
talkEntry:addCondition(npc.base.condition.chance.chance(20.0));
talkEntry:addTrigger(".*");
talkEntry:addResponse("That has nothing to do with me. I'm sorry.");
talkingNPC:addTalkingEntry(talkEntry);
end;
if (true) then
local talkEntry = npc.base.talk.talkNPCEntry();
talkEntry:addCondition(npc.base.condition.language.language("german"));
talkEntry:addCondition(npc.base.condition.chance.chance(20.0));
talkEntry:addTrigger(".*");
talkEntry:addResponse("Das hat nichts mit mir zu tun, entschuldigt.");
talkingNPC:addTalkingEntry(talkEntry);
end;
talkingNPC:addCycleText("Willkommen in Runewick!", "Welcome to Runewick!");
talkingNPC:addCycleText("Wenn ihr Hilfe bentigt, sprecht mich einfach an.", "If you need help, just speak to me.");
talkingNPC:addCycleText("Ich kann Euch sagen, wer in diesem Reich eure Hilfe bentigt.", "I can tell you who in this realm needs your help.");
talkingNPC:addCycleText("Wenn Ihr neu hier seid, bin ich Euer Mann.", "If you're new to this realm, I'm your man.");
mainNPC:addLanguage(0);
mainNPC:addLanguage(1);
mainNPC:setDefaultLanguage(0);
mainNPC:setLookat("", "");
mainNPC:setUseMessage("Fass mich nicht an!", "Hands off!");
mainNPC:setConfusedMessage("#me schaut dich verwirrt an.", "#me looks at you confused.");
mainNPC:setEquipment(1, 0);
mainNPC:setEquipment(3, 180);
mainNPC:setEquipment(11, 194);
mainNPC:setEquipment(5, 0);
mainNPC:setEquipment(6, 0);
mainNPC:setEquipment(4, 0);
mainNPC:setEquipment(9, 461);
mainNPC:setEquipment(10, 53);
mainNPC:setAutoIntroduceMode(true);

mainNPC:initDone();
end;

function receiveText(npcChar, texttype, message, speaker) mainNPC:receiveText(npcChar, texttype, speaker, message); end;
function nextCycle(npcChar) mainNPC:nextCycle(npcChar); end;
function lookAtNpc(npcChar, char, mode) mainNPC:lookAt(npcChar, char, mode); end;
function useNPC(npcChar, char, counter, param) mainNPC:use(npcChar, char); end;
initNpc();
initNpc = nil;
-- END
{'fraction_non_alphanumeric': 0.13984306261334867, 'fraction_numerical': 0.010665996301018117, 'mean_word_length': 6.4444592968854435, 'pattern_counts': {'":': 0, '<': 74, '<?xml version=': 0, '>': 74, 'https://': 0, 'lorem ipsum': 0, 'www.': 0, 'xml': 0}, 'pii_count': 0, 'substrings_counts': 0, 'word_list_counts': {'cursed_substrings.json': 26, 'profanity_word_list.json': 0, 'sexual_word_list.json': 0, 'zh_pornsignals.json': 0}}
{'dir': 'git-commits-cleaned', 'id': '5890184', 'n_tokens_mistral': 18713, 'n_tokens_neox': 18195, 'n_words': 4681}