--[[ Script Name : Quests/Antonica/a_brass_key.lua Script Author : Dorbin Script Date : 2023.05.11 11:05:34 Script Purpose : Zone : Antonica Quest Giver: Preceded by: None Followed by: --]] function Init(Quest) SetQuestFeatherColor(Quest, 3) SetQuestRepeatable(Quest) AddQuestStep(Quest, 1, "From the looks of the key and the tag, it would be safe to assume that this key can be used at a lighthouse of sorts.", 1, 100, "I need to find out what lighthouse this key goes to. The trek maybe dangerous, so I should take other hearty adventurers with me. From the looks of the key and the tag, it would be safe to assume that this key can be used at a lighthouse of sorts.", 2176) AddQuestStepCompleteAction(Quest, 1, "QuestComplete") end function Accepted(Quest, QuestGiver, Player) conversation = CreateConversation() AddConversationOption(conversation, "I must find the location for this key!") StartDialogConversation(conversation, 1, QuestGiver, Player, "I need to find out what lighthouse this key goes to. The trek maybe dangerous, so I should take other hearty adventurers with me. From the looks of the key and the tag, it would be safe to assume that this key can be used at a lighthouse of sorts.") SendMessage(Player,"You slip the key into your questing satchle for later.") if HasItem(Player, 1271) then RemoveItem(Player,1271,1) end 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 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, 1, "The key fit into a lock to the cellar behind the lighthouse.") UpdateQuestTaskGroupDescription(Quest, 1, "The key fit into the lock of the lighthouse cellar, I used it and entered.") UpdateQuestDescription(Quest, "I used the key to open the cellar behind the lighthouse in Antonica and enter it.") GiveQuestReward(Quest, Player) end function Reload(Quest, QuestGiver, Player, Step) if Step == 1 then QuestComplete(Quest, QuestGiver, Player) end end