62 lines
No EOL
3 KiB
Lua
Executable file
62 lines
No EOL
3 KiB
Lua
Executable file
--[[
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Script Name : Quests/TempleStreet/improving_the_design.lua
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Script Author : Dorbin
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Script Date : 2023.11.01 08:11:32
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Script Purpose :
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Zone : TempleStreet
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Quest Giver: Sparzit
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Preceded by: None
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Followed by:
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--]]
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require "SpawnScripts/Generic/DialogModule"
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function Init(Quest)
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AddQuestStepKill(Quest, 1, "I must kill some undead pikemen and collect bone rot from them.", 10, 100, "I need to kill some undead pikemen in the Graveyard. I'll try to collect the samples after I've killed them.", 181, 8390024)
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AddQuestStepCompleteAction(Quest, 1, "Step1Complete")
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UpdateQuestZone(Quest,"The Graveyard")
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end
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function Step1Complete(Quest, QuestGiver, Player)
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UpdateQuestStepDescription(Quest, 1, "I have gathered the bone rot from the pikemen.")
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UpdateQuestTaskGroupDescription(Quest, 1, "I've managed to collect the samples of bone rot for Sparzit.")
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UpdateQuestZone(Quest,"Temple Street")
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AddQuestStepChat(Quest, 2, "I need to speak with Sparzit in Temple Street.", 1, "This is the amount that Sparzit asked for, so I should return them to him. He is in Temple Street in Freeport, standing near the makeshift bar in the downstairs plaza.", 102, 1360041)
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AddQuestStepCompleteAction(Quest, 2, "QuestComplete")
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end
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function Accepted(Quest, QuestGiver, Player)
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FaceTarget(QuestGiver, Player)
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Dialog.New(QuestGiver, Player)
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Dialog.AddDialog("Wonderful! What I need is a time-released debilitating toxin ... which is precisely the active substance found in the decomposing osteonecrotic tissue of the undead! Good friend, go and find me some samples of \"bone rot\" from those Undead Pikemen. Bring the samples to me and I'll give you some coin.")
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Dialog.AddVoiceover("voiceover/english/sparzit_cogsnibble/fprt_hood03/quests/sparzitcogsnibble/sparzit_x2_accept.mp3", 2139375878, 1700119912)
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PlayFlavor(QuestGiver,"","","happy",0,0,Player)
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Dialog.AddOption("Err... \"Bone Rot\"? I'll see what I can do.")
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Dialog.Start()
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end
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function Declined(Quest, QuestGiver, Player)
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-- Add dialog here for when the quest is declined
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end
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function Deleted(Quest, QuestGiver, Player)
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-- Remove any quest specific items here when the quest is deleted
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end
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function QuestComplete(Quest, QuestGiver, Player)
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-- The following UpdateQuestStepDescription and UpdateTaskGroupDescription are not needed, parser adds them for completion in case stuff needs to be moved around
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UpdateQuestStepDescription(Quest, 2, "I have given Sparzit the samples as he requested.")
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UpdateQuestTaskGroupDescription(Quest, 2, "I have given Sparzit the samples as he requested.")
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UpdateQuestDescription(Quest, "Sparzit offered me some coin for my time that I spent collecting samples of bone rot for him.")
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GiveQuestReward(Quest, Player)
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end
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function Reload(Quest, QuestGiver, Player, Step)
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if Step == 1 then
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Step1Complete(Quest, QuestGiver, Player)
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elseif Step == 2 then
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QuestComplete(Quest, QuestGiver, Player)
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end
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end |