--[[ Script Name : Favors.lua Script Purpose : Handles the quest, "Favors" Script Author : Shatou Script Date : 1/10/2020 Script Notes : Zone : Forest Ruins Quest Giver : Lieutenant Germain Preceded by : News for Germain Followed by : Returning to the Disturbance --]] local FAVORS_QUEST_ID = 521 local POKO_ZING_ID = 1960003 local LIEUTENAT_GERMAIN_ID = 1960005 local A_FALLEN_BRANCH_ID = 1960178 function Init(Quest) AddQuestStepChat(Quest, 1, "I need to speak with Poko Zing and have him analyze the leaf sample I gathered.", 1, "Lieutenant Germain has asked that I speak with Poko Zing to get the leaf analyzed.", 2098, POKO_ZING_ID) AddQuestStepCompleteAction(Quest, 1, "Step1Complete") end function Step1Complete(Quest, QuestGiver, Player) UpdateQuestStepDescription(Quest, 1, "I have spoken with Poko Zing.") UpdateQuestTaskGroupDescription(Quest, 1, "I have spoken with Poko Zing.") AddQuestStep(Quest, 2, "I need some samples of the rubble from the ruins.", 4, 100, "Poko has agreed to help, but has asked that I do a favor for him.", 11729) AddQuestStepCompleteAction(Quest, 2, "Step2Complete") AddQuestStepHarvest(Quest, 3, "I need to collect a bark sample from one of the trees south of the river and outside the ruins.", 1, 100, "Poko has agreed to help, but has asked that I do a favor for him.", 834, A_FALLEN_BRANCH_ID) AddQuestStepCompleteAction(Quest, 3, "Step3Complete") AddQuestStepHarvest(Quest, 4, "I need to collect a bark sample from one of the trees north of the river and outside the ruins.", 1, 100, "Poko has agreed to help, but has asked that I do a favor for him.", 834, A_FALLEN_BRANCH_ID) AddQuestStepCompleteAction(Quest, 4, "Step4Complete") AddQuestStepHarvest(Quest, 5, "I need to collect a bark sample from one of the trees south of the river and inside the ruins.", 1, 100, "Poko has agreed to help, but has asked that I do a favor for him.", 834, A_FALLEN_BRANCH_ID) AddQuestStepCompleteAction(Quest, 5, "Step5Complete") AddQuestStepHarvest(Quest, 6, "I need to collect a bark sample from one of the trees north of the river and inside the ruins.", 1, 100, "Poko has agreed to help, but has asked that I do a favor for him.", 834, A_FALLEN_BRANCH_ID) AddQuestStepCompleteAction(Quest, 6, "Step6Complete") end function Step2Complete(Quest, QuestGiver, Player) UpdateQuestStepDescription(Quest, 2, "I have collected some rubble.") CheckProgress(Quest, QuestGiver, Player) --AddQuestStepHarvest(Quest, 3, "I need to collect a bark sample from one of the trees south of the river and outside the ruins.", 1, 100, "Poko has agreed to help, but has asked that I do a favor for him.", 834, A_FALLEN_BRANCH_ID) --AddQuestStepCompleteAction(Quest, 3, "Step3Complete") --AddQuestStepHarvest(Quest, 4, "I need to collect a bark sample from one of the trees north of the river and outside the ruins.", 1, 100, "Poko has agreed to help, but has asked that I do a favor for him.", 834, A_FALLEN_BRANCH_ID) --AddQuestStepCompleteAction(Quest, 4, "Step4Complete") --AddQuestStepHarvest(Quest, 5, "I need to collect a bark sample from one of the trees south of the river and inside the ruins.", 1, 100, "Poko has agreed to help, but has asked that I do a favor for him.", 834, A_FALLEN_BRANCH_ID) --AddQuestStepCompleteAction(Quest, 5, "Step5Complete") --AddQuestStepHarvest(Quest, 6, "I need to collect a bark sample from one of the trees north of the river and inside the ruins.", 1, 100, "Poko has agreed to help, but has asked that I do a favor for him.", 834, A_FALLEN_BRANCH_ID) --AddQuestStepCompleteAction(Quest, 6, "Step6Complete") end function CheckProgress(Quest, QuestGiver, Player) if QuestStepIsComplete(Player, FAVORS_QUEST_ID, 3) and QuestStepIsComplete(Player, FAVORS_QUEST_ID, 4) and QuestStepIsComplete(Player, FAVORS_QUEST_ID, 5) and QuestStepIsComplete(Player, FAVORS_QUEST_ID, 6) then UpdateQuestTaskGroupDescription(Quest, 2, "I have collected what Poko has asked for.") AddQuestStepChat(Quest, 7, "I need to return to Poko Zing.", 1, "I need to return to Poko Zing now that I have collected all that he has asked for.", 11, POKO_ZING_ID) AddQuestStepCompleteAction(Quest, 7, "Step7Complete") end end function Step3Complete(Quest, QuestGiver, Player) UpdateQuestStepDescription(Quest, 3, "I have collected a bark sample from one of the trees south of the river and outside the ruins.") CheckProgress(Quest, QuestGiver, Player) end function Step4Complete(Quest, QuestGiver, Player) UpdateQuestStepDescription(Quest, 4, "I have collected a bark sample from one of the trees north of the river and outside the ruins.") CheckProgress(Quest, QuestGiver, Player) end function Step5Complete(Quest, QuestGiver, Player) UpdateQuestStepDescription(Quest, 5, "I have collected a bark sample from one of the trees south of the river and inside the ruins.") CheckProgress(Quest, QuestGiver, Player) end function Step6Complete(Quest, QuestGiver, Player) UpdateQuestStepDescription(Quest, 6, "I have collected a bark sample from one of the trees north of the river and inside the ruins.") CheckProgress(Quest, QuestGiver, Player) end function Step7Complete(Quest, QuestGiver, Player) UpdateQuestStepDescription(Quest, 7, "I have spoken with Poko Zing.") AddQuestStepChat(Quest, 8, "I need to speak with Lieutenant Germain again.", 1, "I need to return to Poko Zing now that I have collected all that he has asked for.", 11, LIEUTENAT_GERMAIN_ID) AddQuestStepCompleteAction(Quest, 8, "QuestComplete") end function QuestComplete(Quest, QuestGiver, Player) -- The following UpdateQuestStepDescription and UpdateTaskGroupDescription are not needed, parser adds them for completion in case stuff needs to be moved around UpdateQuestStepDescription(Quest, 8, "I have spoken with Lieutenant Germain.") UpdateQuestTaskGroupDescription(Quest, 3, "I have spoken with Poko Zing.") UpdateQuestDescription(Quest, "I collected the rubble and bark samples as Poko asked. His findings regarding the leaf suggest that it has been magically altered to hide something.") GiveQuestReward(Quest, Player) end function Reload(Quest, QuestGiver, Player, Step) if Step == 1 then Step1Complete(Quest, QuestGiver, Player) elseif Step == 2 then Step2Complete(Quest, QuestGiver, Player) elseif Step == 3 then Step3Complete(Quest, QuestGiver, Player) elseif Step == 4 then Step4Complete(Quest, QuestGiver, Player) elseif Step == 5 then Step5Complete(Quest, QuestGiver, Player) elseif Step == 6 then Step6Complete(Quest, QuestGiver, Player) elseif Step == 7 then Step7Complete(Quest, QuestGiver, Player) elseif Step == 8 then QuestComplete(Quest, QuestGiver, Player) end end function Accepted(Quest, QuestGiver, Player) -- Add dialog here for when the quest is accepted end function Declined(Quest, QuestGiver, Player) -- Add dialog here for when the quest is declined end