local NPC_ENTRY1 = 400080 local REQUIRED_QUEST_ID = 30011 local function OnGossipHello(event, player, creature) if not player:HasQuest(REQUIRED_QUEST_ID) then player:SendBroadcastMessage("You must be on a certain quest to interact with this person.") return end player:GossipMenuAddItem(0, "The scourge are coming! Please head to the inn!", 0, 1) player:GossipSendMenu(1, creature) end local function OnGossipSelect(event, player, creature, sender, intid, code) if (intid == 1) then creature:MoveWaypoint() player:GossipComplete() player:KilledMonsterCredit(NPC_ENTRY1) local random = math.random(0, 4) if random == 0 then creature:SendUnitSay("How could this be happening? We've always been safe here.", 0) elseif random == 1 then creature:SendUnitSay("Why would they attack us? We've never done anything to them.", 0) elseif random == 2 then creature:SendUnitSay("What are we going to do? We're not prepared for this kind of violence.", 0) elseif random == 3 then creature:SendUnitSay("This can't be real. It must be a terrible dream.", 0) else creature:SendUnitSay("I'm so scared. I don't know what the future holds for us now.", 0) end end end local function OnSpawn(event, creature) creature:MoveStop() creature:MoveIdle() end local function OnDeath(event, creature, killer) creature:RemoveEvents() creature:MoveStop() creature:MoveIdle() end RegisterCreatureGossipEvent(NPC_ENTRY1, 1, OnGossipHello) RegisterCreatureGossipEvent(NPC_ENTRY1, 2, OnGossipSelect) RegisterCreatureEvent(NPC_ENTRY1, 5, OnSpawn) RegisterCreatureEvent(NPC_ENTRY1, 3, OnDeath) ------------------------------------------------------------------------------------ local NPC_ENTRY2 = 400082 local function OnGossipHello(event, player, creature) if not player:HasQuest(REQUIRED_QUEST_ID) then player:SendBroadcastMessage("You must be on a certain quest to interact with this person.") return end player:GossipMenuAddItem(0, "The scourge are coming! Please head to the inn!", 0, 1) player:GossipSendMenu(1, creature) end local function OnGossipSelect(event, player, creature, sender, intid, code) if (intid == 1) then creature:MoveWaypoint() player:GossipComplete() player:KilledMonsterCredit(NPC_ENTRY1) local random = math.random(0, 4) if random == 0 then creature:SendUnitSay("How could this be happening? We've always been safe here.", 0) elseif random == 1 then creature:SendUnitSay("What do we do now? We can't just sit here and wait to be slaughtered.", 0) elseif random == 2 then creature:SendUnitSay("What are we going to do? We're not prepared for this kind of violence.", 0) elseif random == 3 then creature:SendUnitSay("This can't be real. It must be a terrible dream.", 0) else creature:SendUnitSay("I'm so scared. I don't know what the future holds for us now.", 0) end end end local function OnSpawn(event, creature) creature:MoveStop() creature:MoveIdle() end local function OnDeath(event, creature, killer) creature:RemoveEvents() creature:MoveStop() creature:MoveIdle() end RegisterCreatureGossipEvent(NPC_ENTRY2, 1, OnGossipHello) RegisterCreatureGossipEvent(NPC_ENTRY2, 2, OnGossipSelect) RegisterCreatureEvent(NPC_ENTRY2, 5, OnSpawn) RegisterCreatureEvent(NPC_ENTRY2, 3, OnDeath) ------------------------------------------------------------------------------------ local NPC_ENTRY3 = 400083 local function OnGossipHello(event, player, creature) if not player:HasQuest(REQUIRED_QUEST_ID) then player:SendBroadcastMessage("You must be on a certain quest to interact with this person.") return end player:GossipMenuAddItem(0, "The scourge are coming! Please head to the inn!", 0, 1) player:GossipSendMenu(1, creature) end local function OnGossipSelect(event, player, creature, sender, intid, code) if (intid == 1) then creature:MoveWaypoint() player:GossipComplete() player:KilledMonsterCredit(NPC_ENTRY1) local random = math.random(0, 4) if random == 0 then creature:SendUnitSay("How could this be happening? We've always been safe here.", 0) elseif random == 1 then creature:SendUnitSay("Why would they attack us? We've never done anything to them.", 0) elseif random == 2 then creature:SendUnitSay("This is a nightmare. Please tell me it's not real.", 0) elseif random == 3 then creature:SendUnitSay("Why did we ever leave Ironforge? We were safe there.", 0) else creature:SendUnitSay("I'm so scared. I don't know what the future holds for us now.", 0) end end end local function OnSpawn(event, creature) creature:MoveStop() creature:MoveIdle() end local function OnDeath(event, creature, killer) creature:RemoveEvents() creature:MoveStop() creature:MoveIdle() end RegisterCreatureGossipEvent(NPC_ENTRY3, 1, OnGossipHello) RegisterCreatureGossipEvent(NPC_ENTRY3, 2, OnGossipSelect) RegisterCreatureEvent(NPC_ENTRY3, 5, OnSpawn) RegisterCreatureEvent(NPC_ENTRY3, 3, OnDeath) ------------------------------------------------------------------------------------ local NPC_ENTRY4 = 400084 local function OnGossipHello(event, player, creature) if not player:HasQuest(REQUIRED_QUEST_ID) then player:SendBroadcastMessage("You must be on a certain quest to interact with this person.") return end player:GossipMenuAddItem(0, "The scourge are coming! Please head to the inn!", 0, 1) player:GossipSendMenu(1, creature) end local function OnGossipSelect(event, player, creature, sender, intid, code) if (intid == 1) then creature:MoveWaypoint() player:GossipComplete() player:KilledMonsterCredit(NPC_ENTRY1) local random = math.random(0, 4) if random == 0 then creature:SendUnitSay("How could this be happening? We've always been safe here.", 0) elseif random == 1 then creature:SendUnitSay("I always knew this day would come. We should have been better prepared.", 0) elseif random == 2 then creature:SendUnitSay("What are we going to do? We're not prepared for this kind of violence.", 0) elseif random == 3 then creature:SendUnitSay("This can't be real. It must be a terrible dream.", 0) else creature:SendUnitSay("I hope the guards can hold them off.", 0) end end end local function OnSpawn(event, creature) creature:MoveStop() creature:MoveIdle() end local function OnDeath(event, creature, killer) creature:RemoveEvents() creature:MoveStop() creature:MoveIdle() end RegisterCreatureGossipEvent(NPC_ENTRY4, 1, OnGossipHello) RegisterCreatureGossipEvent(NPC_ENTRY4, 2, OnGossipSelect) RegisterCreatureEvent(NPC_ENTRY4, 5, OnSpawn) RegisterCreatureEvent(NPC_ENTRY4, 3, OnDeath) ------------------------------------------------------------------------------------ local NPC_ENTRY5 = 400085 local function OnGossipHello(event, player, creature) if not player:HasQuest(REQUIRED_QUEST_ID) then player:SendBroadcastMessage("You must be on a certain quest to interact with this person.") return end player:GossipMenuAddItem(0, "The scourge are coming! Please head to the inn!", 0, 1) player:GossipSendMenu(1, creature) end local function OnGossipSelect(event, player, creature, sender, intid, code) if (intid == 1) then creature:MoveWaypoint() player:GossipComplete() player:KilledMonsterCredit(NPC_ENTRY1) local random = math.random(0, 4) if random == 0 then creature:SendUnitSay("How could this be happening? We've always been safe here.", 0) elseif random == 1 then creature:SendUnitSay("Why would they attack us? We've never done anything to them.", 0) elseif random == 2 then creature:SendUnitSay("The Scourge are unstoppable. What chance do we have?", 0) elseif random == 3 then creature:SendUnitSay("This can't be real. It must be a terrible dream.", 0) else creature:SendUnitSay("I'm so scared. I don't know what the future holds for us now.", 0) end end end local function OnSpawn(event, creature) creature:MoveStop() creature:MoveIdle() end local function OnDeath(event, creature, killer) creature:RemoveEvents() creature:MoveStop() creature:MoveIdle() end RegisterCreatureGossipEvent(NPC_ENTRY5, 1, OnGossipHello) RegisterCreatureGossipEvent(NPC_ENTRY5, 2, OnGossipSelect) RegisterCreatureEvent(NPC_ENTRY5, 5, OnSpawn) RegisterCreatureEvent(NPC_ENTRY5, 3, OnDeath) ------------------------------------------------------------------------------------ local NPC_ENTRY6 = 400086 local function OnGossipHello(event, player, creature) if not player:HasQuest(REQUIRED_QUEST_ID) then player:SendBroadcastMessage("You must be on a certain quest to interact with this person.") return end player:GossipMenuAddItem(0, "The scourge are coming! Please head to the inn!", 0, 1) player:GossipSendMenu(1, creature) end local function OnGossipSelect(event, player, creature, sender, intid, code) if (intid == 1) then creature:MoveWaypoint() player:GossipComplete() player:KilledMonsterCredit(NPC_ENTRY1) local random = math.random(0, 4) if random == 0 then creature:SendUnitSay("How could this be happening? We've always been safe here.", 0) elseif random == 1 then creature:SendUnitSay("Why us? Why did they have to pick on our town?", 0) elseif random == 2 then creature:SendUnitSay("What are we going to do? We're not prepared for this kind of violence.", 0) elseif random == 3 then creature:SendUnitSay("This can't be real. It must be a terrible dream.", 0) else creature:SendUnitSay("I'm so scared. I don't know what the future holds for us now.", 0) end end end local function OnSpawn(event, creature) creature:MoveStop() creature:MoveIdle() end local function OnDeath(event, creature, killer) creature:RemoveEvents() creature:MoveStop() creature:MoveIdle() end RegisterCreatureGossipEvent(NPC_ENTRY6, 1, OnGossipHello) RegisterCreatureGossipEvent(NPC_ENTRY6, 2, OnGossipSelect) RegisterCreatureEvent(NPC_ENTRY6, 5, OnSpawn) RegisterCreatureEvent(NPC_ENTRY6, 3, OnDeath) ------------------------------------------------------------------------------------ local NPC_ENTRY7 = 400087 local function OnGossipHello(event, player, creature) if not player:HasQuest(REQUIRED_QUEST_ID) then player:SendBroadcastMessage("You must be on a certain quest to interact with this person.") return end player:GossipMenuAddItem(0, "The scourge are coming! Please head to the inn!", 0, 1) player:GossipSendMenu(1, creature) end local function OnGossipSelect(event, player, creature, sender, intid, code) if (intid == 1) then creature:MoveWaypoint() player:GossipComplete() player:KilledMonsterCredit(NPC_ENTRY1) local random = math.random(0, 4) if random == 0 then creature:SendUnitSay("How could this be happening? We've always been safe here.", 0) elseif random == 1 then creature:SendUnitSay("I have family here. I won't let anything happen to them.", 0) elseif random == 2 then creature:SendUnitSay("What are we going to do? We're not prepared for this kind of violence.", 0) elseif random == 3 then creature:SendUnitSay("This can't be real. It must be a terrible dream.", 0) else creature:SendUnitSay("I'm so scared. I don't know what the future holds for us now.", 0) end end end local function OnSpawn(event, creature) creature:MoveStop() creature:MoveIdle() end local function OnDeath(event, creature, killer) creature:RemoveEvents() creature:MoveStop() creature:MoveIdle() end RegisterCreatureGossipEvent(NPC_ENTRY7, 1, OnGossipHello) RegisterCreatureGossipEvent(NPC_ENTRY7, 2, OnGossipSelect) RegisterCreatureEvent(NPC_ENTRY7, 5, OnSpawn) RegisterCreatureEvent(NPC_ENTRY7, 3, OnDeath) ------------------------------------------------------------------------------------ local NPC_ENTRY8 = 400088 local function OnGossipHello(event, player, creature) if not player:HasQuest(REQUIRED_QUEST_ID) then player:SendBroadcastMessage("You must be on a certain quest to interact with this person.") return end player:GossipMenuAddItem(0, "The scourge are coming! Please head to the inn!", 0, 1) player:GossipSendMenu(1, creature) end local function OnGossipSelect(event, player, creature, sender, intid, code) if (intid == 1) then creature:MoveWaypoint() player:GossipComplete() player:KilledMonsterCredit(NPC_ENTRY1) local random = math.random(0, 4) if random == 0 then creature:SendUnitSay("How could this be happening? We've always been safe here.", 0) elseif random == 1 then creature:SendUnitSay("Why would they attack us? We've never done anything to them.", 0) elseif random == 2 then creature:SendUnitSay("What are we going to do? We're not prepared for this kind of violence.", 0) elseif random == 3 then creature:SendUnitSay("This can't be real. It must be a terrible dream.", 0) else creature:SendUnitSay("I'm so scared. I don't know what the future holds for us now.", 0) end end end local function OnSpawn(event, creature) creature:MoveStop() creature:MoveIdle() end local function OnDeath(event, creature, killer) creature:RemoveEvents() creature:MoveStop() creature:MoveIdle() end RegisterCreatureGossipEvent(NPC_ENTRY8, 1, OnGossipHello) RegisterCreatureGossipEvent(NPC_ENTRY8, 2, OnGossipSelect) RegisterCreatureEvent(NPC_ENTRY8, 5, OnSpawn) RegisterCreatureEvent(NPC_ENTRY8, 3, OnDeath) ------------------------------------------------------------------------------------ local NPC_ENTRY9 = 400089 local function OnGossipHello(event, player, creature) if not player:HasQuest(REQUIRED_QUEST_ID) then player:SendBroadcastMessage("You must be on a certain quest to interact with this person.") return end player:GossipMenuAddItem(0, "The scourge are coming! Please head to the inn!", 0, 1) player:GossipSendMenu(1, creature) end local function OnGossipSelect(event, player, creature, sender, intid, code) if (intid == 1) then creature:MoveWaypoint() player:GossipComplete() player:KilledMonsterCredit(NPC_ENTRY1) local random = math.random(0, 4) if random == 0 then creature:SendUnitSay("How could this be happening? We've always been safe here.", 0) elseif random == 1 then creature:SendUnitSay("Why would they attack us? We've never done anything to them.", 0) elseif random == 2 then creature:SendUnitSay("What are we going to do? We're not prepared for this kind of violence.", 0) elseif random == 3 then creature:SendUnitSay("This can't be real. It must be a terrible dream.", 0) else creature:SendUnitSay("I'm so scared. I don't know what the future holds for us now.", 0) end end end local function OnSpawn(event, creature) creature:MoveStop() creature:MoveIdle() end local function OnDeath(event, creature, killer) creature:RemoveEvents() creature:MoveStop() creature:MoveIdle() end RegisterCreatureGossipEvent(NPC_ENTRY9, 1, OnGossipHello) RegisterCreatureGossipEvent(NPC_ENTRY9, 2, OnGossipSelect) RegisterCreatureEvent(NPC_ENTRY9, 5, OnSpawn) RegisterCreatureEvent(NPC_ENTRY9, 3, OnDeath)