--[[ Script Name : FarSeasDirectRequisitionPBG0162.lua Script Purpose : Handles the quest, "Far Seas Direct Requisition PBG0162" Script Author : Shatou Script Date : 1/8/2020 Script Notes : Zone : Peat Bog Quest Giver : FSDRPBG0162 Examine Item Preceded by : None Followed by : None --]] local MARINER_STITCHED_BRACERS_ID = 164053 local MARINER_STITCHED_SHAWL_ID = 164058 local MARINER_STITCHED_SLIPPERS_ID = 164059 local BOG_SLUG_ID = 8290005 local TANAIRA_ID = 2340040 function Init(Quest) local chance = math.random(1, 3) if chance == 1 then AddQuestRewardItem(Quest, MARINER_STITCHED_BRACERS_ID) elseif chance == 2 then AddQuestRewardItem(Quest, MARINER_STITCHED_SHAWL_ID) elseif chance == 3 then AddQuestRewardItem(Quest, MARINER_STITCHED_SLIPPERS_ID) end SetQuestFeatherColor(Quest, 3) SetQuestRepeatable(Quest) AddQuestStepKill(Quest, 1, "I must kill some bog slugs", 10, 100, "I must hunt down the creatures in the Peat Bog to fill the requisition.", 289, BOG_SLUG_ID) AddQuestStepCompleteAction(Quest, 1, "Step1Complete") end function Step1Complete(Quest, QuestGiver, Player) UpdateQuestStepDescription(Quest, 1, "I have killed some bog slugs.") UpdateQuestTaskGroupDescription(Quest, 1, "I have hunted down all the resources to fill the requisition.") AddQuestStepChat(Quest, 2, "I must speak with Tanaira", 1, "I must seek out Tanaira here in the Peat Bog.", 11, TANAIRA_ID) AddQuestStepCompleteAction(Quest, 2, "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, 2, "I spoke to Tanaira.") UpdateQuestTaskGroupDescription(Quest, 2, "I have delivered the goods to Tanaira.") UpdateQuestDescription(Quest, "I filled the Far Seas Requisition and delivered the goods to the client in the Peat Bog. I have been paid in full for this work, but the order was late.") GiveQuestReward(Quest, Player) end function Reload(Quest, QuestGiver, Player, Step) if Step == 1 then Step1Complete(Quest, QuestGiver, Player) elseif Step == 2 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