--[[ Script Name : Quests/Antonica/tillins_gnoll_woes.lua Script Author : Premierio015 Script Date : 2021.08.12 07:08:28 Script Purpose : Zone : Antonica, Blackburrow Quest Giver: Sergeant Tillin(120322) Preceded by: None Followed by: --]] function Init(Quest) SetQuestFeatherColor(Quest, 3) SetQuestRepeatable(Quest) local RandomChoice = MakeRandomInt(1, 3) if RandomChoice == 1 then AddQuestStepKill(Quest, 1, "Gather ore samples from Sabertooth miners and excavators in Blackburrow.", 5, 50, "I need to gather the items required by Sergeant Tillin.", 1164, 170010) AddQuestStepCompleteAction(Quest, 1, "Step1Complete_OreSamples") elseif RandomChoice == 2 then AddQuestStepKill(Quest, 1, "Find a set of the plans the Sabertooth tacticians in Blackburrow are going to use.", 1, 50, "I need to gather the items required by Sergeant Tillin.", 185, 170043) AddQuestStepCompleteAction(Quest, 1, "Step1Complete_Plans") elseif RandomChoice == 3 then AddQuestStepKill(Quest, 1, "Gather three of the rune stones from the Sabertooth Diviners in Blackburrow.", 3, 100, "I need to gather the items required by Sergeant Tillin.", 373, 170019) AddQuestStepCompleteAction(Quest, 1, "Step1Runestones") end end function Accepted(Quest, QuestGiver, Player) FaceTarget(QuestGiver, Player) local conversation = CreateConversation() PlayFlavor(QuestGiver, "voiceover/english/sergeant_tillin/antonica/sergeant_tillin002.mp3", "", "wink", 3839046012, 1664305594, Player) AddConversationOption(conversation, "Sounds good.") StartConversation(conversation, QuestGiver, Player, "We need information from a group of gnolls. Let me take a look at that little book at your side, and I'll write down what we're looking for. When you get back, I'll have a fat purse waiting for you!") 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_OreSamples(Quest, QuestGiver, Player) UpdateQuestStepDescription(Quest, 1, "I've gathered the ore samples I needed.") CheckProgress(Quest, QuestGiver, Player) end function Step1Complete_Plans(Quest, QuestGiver, Player) UpdateQuestStepDescription(Quest, 1, "I've found a set of the plans Tillin needed.") CheckProgress(Quest, QuestGiver, Player) end function Step1Runestones(Quest, QuestGiver, Player) UpdateQuestStepDescription(Quest, 1, "I've gathered the rune stones Tillin wanted.") CheckProgress(Quest, QuestGiver, Player) end function CheckProgress(Quest, QuestGiver, Player) if QuestStepIsComplete(Player, 5336, 1) then UpdateQuestTaskGroupDescription(Quest, 1, "I've gathered the items Sergeant Tillin needed.") AddQuestStepChat(Quest, 2, "Speak with Sergeant Tillin at Gnollslayer Keep in Antonica.", 1, "I need to return to Sergeant Tillin with what I've found.", 11, 120322) AddQuestStepCompleteAction(Quest, 2, "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, 4, "I've spoken with Sergeant Tillin.") UpdateQuestTaskGroupDescription(Quest, 2, "I've spoken with Sergeant Tillin.") UpdateQuestDescription(Quest, "I've gathered all the items that Sergeant Tillin needed.") GiveQuestReward(Quest, Player) end function Reload(Quest, QuestGiver, Player, Step) if Step == 1 then local RandomChoice = MakeRandomInt(1, 3) if RandomChoice == 1 then Step1Complete_OreSamples(Quest, QuestGiver, Player) elseif choice == 2 then Step1Complete_Plans(Quest, QuestGiver, Player) elseif choice == 3 then Step1Runestones(Quest, QuestGiver, Player) end elseif Step == 2 then QuestComplete(Quest, QuestGiver, Player) end end