--[[ Script Name : Quests/FallenGate/ye_olde_onetime_pick.lua Script Author : Premierio015 Script Date : 2021.07.11 07:07:39 Script Purpose : Zone : FallenGate Quest Giver: Preceded by: None Followed by: --]] function Init(Quest) AddQuestStepKill(Quest, 1, "I should find the broken pick spike on the corporeal undead in Fallen Gate.", 1, 100, "I need to find the missing haft to the pick head. If it is to be found it is likely to be on one of the remaining unliving denizens of Fallen Gate where I first found the remains of the hammer head.", 1021, 1190130, 1190096, 1190064, 1190048, 1190009, 1190010, 1190013, 1190066, 1190077, 1190100, 1190033, 1190012, 1190040, 1190042, 1190054, 1190055, 1190111, 1190099, 1190016, 1190032, 1190046, 1190047, 1190056, 1190087, 1190014, 1190015, 1190027, 1190028, 1190031, 1190114, 1190074, 1190085, 1190086, 1190088, 1190089, 1190043, 1190006, 1190063, 1190007, 1190081, 1190098, 1190065, 1190083, 1190006, 1190063, 1190043, 1190007, 1190067) AddQuestStepCompleteAction(Quest, 1, "Step1Complete") 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 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 have found the broken pick spike.") UpdateQuestTaskGroupDescription(Quest, 1, "I have found the pick piece stuck deeply within the remains of one of the undead here in Fallen Gate.") AddQuestStepKill(Quest, 2, "I should find the ore used in the construction of the original weapon within Fallen Gate.", 4, 10, "The pick spike and hammered head need to be melded together once again. I should see if I can find some of the strange metal used in its construction to reattach the spike.", 1122, 1190130, 1190096, 1190064, 1190048, 1190009, 1190010, 1190013, 1190066, 1190077, 1190100, 1190033, 1190012, 1190040, 1190042, 1190054, 1190055, 1190111, 1190099, 1190016, 1190032, 1190046, 1190047, 1190056, 1190087, 1190014, 1190015, 1190027, 1190028, 1190031, 1190114, 1190074, 1190085, 1190086, 1190088, 1190089, 1190043, 1190006, 1190063, 1190007, 1190081, 1190098, 1190065, 1190083, 1190006, 1190063, 1190043, 1190007, 1190067) AddQuestStepCompleteAction(Quest, 2, "Step2Complete") end function Step2Complete(Quest, QuestGiver, Player) UpdateQuestStepDescription(Quest, 2, "I have found the ore used in the construction of the original weapon.") UpdateQuestTaskGroupDescription(Quest, 2, "I have found what appears to be some of the ore used in the original forging of the weapon.") AddQuestStepKill(Quest, 3, "I should find the original shaft or a replacement for this pick within Fallen Gate.", 1, 100, "It seems as if all that remains is to find the original haft or to find a suitable replacement for the weapon.", 663, 1190130, 1190096, 1190064, 1190048, 1190009, 1190010, 1190013, 1190066, 1190077, 1190100, 1190033, 1190012, 1190040, 1190042, 1190054, 1190055, 1190111, 1190099, 1190016, 1190032, 1190046, 1190047, 1190056, 1190087, 1190014, 1190015, 1190027, 1190028, 1190031, 1190114, 1190074, 1190085, 1190086, 1190088, 1190089, 1190043, 1190006, 1190063, 1190007, 1190081, 1190098, 1190065, 1190083, 1190006, 1190063, 1190043, 1190007, 1190067) AddQuestStepCompleteAction(Quest, 3, "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, 3, "I have found the original shaft for Skullcrusher.") UpdateQuestTaskGroupDescription(Quest, 3, "I have found the original haft for the weapon.") if HasItem(Player, 1284) then RemoveItem(Player, 1284) end UpdateQuestDescription(Quest, "I have found replacements for the pick and reassembled the weapon which was once known as Skullcrusher.") GiveQuestReward(Quest, Player) 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 QuestComplete(Quest, QuestGiver, Player) end end