--[[ Script Name : Quests/FallenGate/charge_of_the_leatherfoot_brigade__tippytoe.lua Script Purpose : Handles the quest, "Charge of the Leatherfoot Brigade - Tippytoe" Script Author : premierio015 Script Date : 09.07.2021 Script Notes : Auto generated with QuestParser. Zone : Fallen Gate Quest Giver : The Sarge(1190020) Preceded by : None Followed by : None --]] function Init(Quest) AddQuestStepZoneLoc(Quest, 1, "I need to scout around for a dark, shadowy room", 10, "I've been given orders from the ghost to scout out the area, as if I were Special Agent Tippytoe.", 11, -1, 0, -56, 119 ) AddQuestStepZoneLoc(Quest, 2, "I need to scout around for a trading pit in a marketplace.", 10, "I've been given orders from the ghost to scout out the area, as if I were Special Agent Tippytoe.", 11, 73, 6, -87, 119) AddQuestStepZoneLoc(Quest, 3, "I need to scout around for a water supply.", 10, "I've been given orders from the ghost to scout out the area, as if I were Special Agent Tippytoe.", 11, -28, 7, -94, 119) AddQuestStepCompleteAction(Quest, 1, "Step1Complete") AddQuestStepCompleteAction(Quest, 2, "Step2Complete") AddQuestStepCompleteAction(Quest, 3, "Step3Complete") end function Accepted(Quest, QuestGiver, Player) FaceTarget(QuestGiver, Player) local conversation = CreateConversation() PlayFlavor(QuestGiver, "voiceover/english/the_sarge/fallengate/qst_the_sarge002.mp3", "", "", 451430790, 1713505088, Player) AddConversationOption(conversation, "I'm not Tippytoe! I'm... you're not listening, are you? Fine, I'll do it.") StartConversation(conversation, QuestGiver, Player, "That's what I wanna hear! I'm entrustin' you with these de-active-maker-code thingies them gnomes gave us in case something goes wrong. You keep them close, got it? Now get in there and find us a good place to put the... the thingamajig. Check for shadowy rooms, their market-stall pit, or maybe a water supply, got it? And don't get caught by those wicked elves. Got it?") 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 found a dark, shadowy room swirling with smoke.") CheckProgress(Quest, QuestGiver, Player) end function Step2Complete(Quest, QuestGiver, Player) UpdateQuestStepDescription(Quest, 2, "I've found a trading pit in the ruins of a former market.") CheckProgress(Quest, QuestGiver, Player) end function Step3Complete(Quest, QuestGiver, Player) UpdateQuestStepDescription(Quest, 3, "I've found a large pool of water surrounded by the undead.") CheckProgress(Quest, QuestGiver, Player) 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 the Sarge's ghost") UpdateQuestTaskGroupDescription(Quest, 2, "I've spoken with the Sarge again, but he didn't remember me speaking with him.") UpdateQuestDescription(Quest, "I've scouted the areas that the Sarge mentioned, but it didn't make much of a difference to him") GiveQuestReward(Quest, Player) end function CheckProgress(Quest, QuestGiver, Player) if QuestStepIsComplete(Player, 5308, 1) and QuestStepIsComplete(Player, 5308, 2) and QuestStepIsComplete(Player, 5308, 3) then UpdateQuestTaskGroupDescription(Quest, 1, "I've scouted the area and found nothing but dead beings.") AddQuestStepChat(Quest, 4, "I need to speak with the Sarge's ghost", 10, "Now that I've found the areas that the Sarge's ghost sent Tippytoe to find, maybe I should return to him.", 11, 1190020) AddQuestStepCompleteAction(Quest, 4, "QuestComplete") end 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 QuestComplete(Quest, QuestGiver, Player) end end