--[[ Script Name : Quests/Graystone/a_stone_from_home.lua Script Purpose : Handles the quest, "A Stone From Home" Script Author : Scatman Script Date : 2009.10.05 Zone : Graystone Yard Quest Giver: Mav Boilfist Preceded by: A Package (a_package.lua) Followed by: A Missing Husband (a_missing_husband.lua) --]] function Init(Quest) AddQuestStep(Quest, 1, "I need to examine Mav's stone while near the Stone of Kaladim in Graystone Yard.", 1, 100, "I need to take Mav's stone to the Stone of Kaladim here in the Graystone Yard and see if anything interesting happens.", 0) AddQuestStepCompleteAction(Quest, 1, "Step1_Complete_ExaminedStone") end function Accepted(Quest, QuestGiver, Player) FaceTarget(QuestGiver, Player) conversation = CreateConversation() -- Mav's Stone if not HasItem(Player, 9384, 1) then SummonItem(Player, 9384, 1) end PlayFlavor(QuestGiver, "voiceover/english/tutorial_revamp/mav_boilfist/qey_village03/quests/mav_boilfist/mav_boilfist029b.mp3", "", "", 2185318647, 3149226816, Player) AddConversationOption(conversation, "I can't wait to see what happens!") AddConversationOption(conversation, "I doubt anything will happen.") StartConversation(conversation, QuestGiver, Player, "I can't wait to hear what happens!") end function Declined(Quest, QuestGiver, Player) end function Step1_Complete_ExaminedStone(Quest, QuestGiver, Player) UpdateQuestStepDescription(Quest, 1, "I have examined Mav's stone.") AddQuestStepChat(Quest, 2, "I should return to Mav Boilfist.", 1, "I need to take Mav's stone to the Stone of Kaladim here in the Graystone Yard and see if anything interesting happens.", 0, 2350016) AddQuestStepCompleteAction(Quest, 2, "Quest_Complete") end function Quest_Complete(Quest, QuestGiver, Player) UpdateQuestStepDescription(Quest, 2, "I have spoken with Mav Boilfist.") UpdateQuestTaskGroupDescription(Quest, 1, "I have done as Mav asked.") -- Mav's Stone while HasItem(Player, 9384) do RemoveItem(Player, 9384) end GiveQuestReward(Quest, Player) UpdateQuestDescription(Quest, "I have returned Mav's stone to her.") end function Reload(Quest, QuestGiver, Player, Step) if Step == 1 then Step1_Complete_ExaminedStone(Quest, QuestGiver, Player) end end