--[[ Script Name : Quests/TheSprawl/sprawl_guttersnipe_sweep.lua Script Author : Dorbin Script Date : 2023.12.04 04:12:27 Script Purpose : Zone : TheSprawl Quest Giver: Preceded by: None Followed by: --]] function Init(Quest) local RandomChoice = MakeRandomInt(1, 2) SetQuestFeatherColor(Quest, 3) SetQuestRepeatable(Quest) if RandomChoice == 1 then AddQuestStepKill(Quest, 1, "Slay Guttersnipe hooligans", 6, 100, "I'm supposed to knock these Dervishes in the Sprawl down a few notches. I can reach the Sprawl by using any of the bells in and around the City of Freeport.", 611, 8400011) AddQuestStepCompleteAction(Quest, 1, "Step1Complete") elseif RandomChoice == 2 then AddQuestStepKill(Quest, 1, "Slay Guttersnipe crooks", 6, 100, "I'm supposed to knock these Dervishes in the Sprawl down a few notches. I can reach the Sprawl by using any of the bells in and around the City of Freeport.", 611, 8400010) AddQuestStepCompleteAction(Quest, 1, "Step2Complete") end end function Accepted(Quest, QuestGiver, Player) FaceTarget(QuestGiver, Player) conversation = CreateConversation() AddConversationOption(conversation, "I will do so.") StartConversation(conversation, QuestGiver, Player, "Glad to hear it. Defeat them and return to me for your payment.") end function Declined(Quest, QuestGiver, Player) -- Add dialog here for when the quest is declined end function Deleted(Quest, QuestGiver, Player) -- Remove any quest specific items here when the quest is deleted end function Step1Complete(Quest, QuestGiver, Player) UpdateQuestStepDescription(Quest, 1, "I've dealt with the Guttersnipe.") CheckProgress(Quest, QuestGiver, Player) end function Step2Complete(Quest, QuestGiver, Player) UpdateQuestStepDescription(Quest, 2, "I've dealt with the Guttersnipe.") CheckProgress(Quest, QuestGiver, Player) end function CheckProgress(Quest, QuestGiver, Player) if QuestStepIsComplete(Player, 5934, 1) then UpdateQuestTaskGroupDescription(Quest, 1, "I'd say they've been cut down to size.") UpdateQuestTaskGroupDescription(Quest, 1, "Class dismissed.") AddQuestStepChat(Quest, 3, "Report to Liege Aquila", 1, "I should report back to Liege Aquila in the Sprawl. I can reach the Sprawl by using any of the bells in and around the City of Freeport.", 11, 8400018) AddQuestStepCompleteAction(Quest, 3, "QuestComplete") end 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, 3, "I spoke with Liege Aquila.") UpdateQuestTaskGroupDescription(Quest, 2, "I've spoken with Liege Aquila.") UpdateQuestDescription(Quest, "I've taken care of the dervishes here in the Sprawl, just like Liege Aquila asked. I should return to him only if I desire to continue doing this sort of work.") GiveQuestReward(Quest, Player) end function Reload(Quest, QuestGiver, Player, Step) local RandomChoice = MakeRandomInt(1, 3) if Step == 1 then if RandomChoice == 1 then Step1Complete(Quest, QuestGiver, Player) elseif RandomChoice == 2 then Step2Complete(Quest, QuestGiver, Player) elseif RandomChoice == 3 then Step3Complete(Quest, QuestGiver, Player) end elseif Step == 2 then CheckProgress(Quest, QuestGiver, Player) elseif Step == 3 then QuestComplete(Quest, QuestGiver, Player) end end