require('o_mis') -------------------------------------------------------------- function onStartup(self) self:SetProximityRadius { radius = 20 , name = "conductRadius" } end function IsLocalCharacter(target) return GAMEOBJ:GetLocalCharID() == target:GetID() end function onGetOverridePickType(self, msg) msg.ePickType = 14 return msg end function onProximityUpdate(self, msg) if msg.objType == "Enemies" or msg.objType == "NPC" then if msg.name == "conductRadius" and msg.status == "ENTER" and IsLocalCharacter(msg.objId) and msg.objId:GetFaction().faction == 1 then local myMissionState = msg.objId:GetMissionState{missionID = 109}.missionState local myMissionState2 = msg.objId:GetMissionState{missionID = 110}.missionState local myMissionState3 = msg.objId:GetMissionState{missionID = 111}.missionState local myMissionState4 = msg.objId:GetMissionState{missionID = 112}.missionState local myMissionState5 = msg.objId:GetMissionState{missionID = 113}.missionState if myMissionState == 1 or myMissionState == 9 then -- STATE_AV AILABLE self:DisplayChatBubble{wsText = Localize("NPC_PET_GEN_M1_AVAILABLE") } -- "Hi, Click me if you need any help!" end if myMissionState == 2 or myMissionState == 10 then-- STATE_ACTIVE self:DisplayChatBubble{wsText = Localize("NPC_PET_GEN_M1_ACTIVE") } -- "Need help finding a Pet?" end if myMissionState == 4 or myMissionState == 12 then -- READY_TO_COMPLETE self:DisplayChatBubble{wsText = Localize("NPC_PET_GEN_M1_READYTOCOMPLETE") } -- "You got your Egg!" end ---------------- Mission 2 if myMissionState2 == 2 or myMissionState2 == 10 then-- STATE_ACTIVE self:DisplayChatBubble{wsText = Localize("NPC_PET_GEN_M2_ACTIVE") } -- "Ah, you've got your egg!" end if myMissionState2 == 4 or myMissionState2 == 12 then -- READY_TO_COMPLETE self:DisplayChatBubble{wsText = Localize("NPC_PET_GEN_M2_READYTOCOMPLETE") } -- "You got your Pet!" end ---------------- Mission 3 if myMissionState3 == 2 or myMissionState3 == 10 then-- STATE_ACTIVE self:DisplayChatBubble{wsText = Localize("NPC_PET_GEN_M3_ACTIVE") } -- "Pets won't behave if ya don't feed'em." end if myMissionState3 == 4 or myMissionState3 == 12 then -- READY_TO_COMPLETE self:DisplayChatBubble{wsText = Localize("NPC_PET_GEN_M3_READYTOCOMPLETE") } -- "Great Job!, Pet Trainer." end ---------------- Mission 4 if myMissionState4 == 2 or myMissionState4 == 10 then-- STATE_ACTIVE self:DisplayChatBubble{wsText = Localize("NPC_PET_GEN_M4_ACTIVE") } -- "Give your Pet some rest." end if myMissionState4 == 4 or myMissionState4 == 12 then -- READY_TO_COMPLETE self:DisplayChatBubble{wsText = Localize("NPC_PET_GEN_M4_READYTOCOMPLETE") } -- "Great Job!" end ---------------- Mission 5 if myMissionState5 == 2 or myMissionState5 == 10 then-- STATE_ACTIVE self:DisplayChatBubble{wsText = Localize("NPC_PET_GEN_M5_ACTIVE") } -- "Where's is your Pet" end if myMissionState5 == 4 or myMissionState5 == 12 then -- READY_TO_COMPLETE self:DisplayChatBubble{wsText = Localize("NPC_PET_GEN_M5_READYTOCOMPLETE") } -- "Ah, Cute Pet!" end end end end function onClientUse(self, msg) local targetID = msg.user -- Target OBJ ID local myMissionState = targetID:GetMissionState{missionID = 109}.missionState local myMissionState2 = targetID:GetMissionState{missionID = 110}.missionState local myMissionState3 = targetID:GetMissionState{missionID = 111}.missionState local myMissionState4 = targetID:GetMissionState{missionID = 112}.missionState local myMissionState5 = targetID:GetMissionState{missionID = 113}.missionState if myMissionState == 1 or myMissionState == 9 then -- STATE_AV AILABLE targetID:DisplayTooltip{ bShow = true, strText = "Talk to the Pet Rancher", iTime = 0 } end if myMissionState == 2 or myMissionState == 10 then-- STATE_ACTIVE targetID:DisplayTooltip{ bShow = true, strText = "There are 3 types of pets to choose from. Take your pick; then give it a click!", iTime = 0 } end if myMissionState == 4 or myMissionState == 12 then -- READY_TO_COMPLETE targetID:DisplayTooltip{ bShow = true, strText = "Take your egg to the Pet Rancher!", iTime = 0 } end ---------------- Mission 2 if myMissionState2 == 2 or myMissionState2 == 10 then-- STATE_ACTIVE targetID:DisplayTooltip{ bShow = true, strText = "Now find a nest. Head for those rocky cliffs.", iTime = 0 } end if myMissionState2 == 4 or myMissionState2 == 12 then -- READY_TO_COMPLETE targetID:DisplayTooltip{ bShow = true, strText = "Now take your new friend back to the Pet Rancher.", iTime = 0 } end ---------------- Mission 3 if myMissionState3 == 2 or myMissionState3 == 10 then-- STATE_ACTIVE targetID:DisplayTooltip{ bShow = true, strText = "Drage pet food from your backpack onto the pet. Then Use the STAR Icon to choose a pet command. Tell if to perform an EMOTE action.", iTime = 0 } end if myMissionState3 == 4 or myMissionState3 == 12 then -- READY_TO_COMPLETE targetID:DisplayTooltip{ bShow = true, strText = "Return to the Pet Rancher", iTime = 0 } end ---------------- Mission 4 if myMissionState4 == 2 or myMissionState4 == 10 then-- STATE_ACTIVE targetID:DisplayTooltip{ bShow = true, strText = "Yer pet will follow ya everywhere. If you need a break, choose the GO HOME pet command. ", iTime = 0 } end if myMissionState4 == 4 or myMissionState4 == 12 then -- READY_TO_COMPLETE targetID:DisplayTooltip{ bShow = true, strText = "Return to the Pet Rancher", iTime = 0 } end ---------------- Mission 5 if myMissionState5 == 2 or myMissionState5 == 10 then-- STATE_ACTIVE targetID:DisplayTooltip{ bShow = true, strText = "Just click the STAR Icon to bring your pet back. ", iTime = 0 } end if myMissionState5 == 4 or myMissionState5 == 12 then -- READY_TO_COMPLETE targetID:DisplayTooltip{ bShow = true, strText = "Take your pet to the Pet Rancher.", iTime = 0 } end end