--[[ Script Name : Quests/Hallmark/qeynos_to_freeport__acceptance.lua Script Author : Dorbin Script Date : 2023.09.30 03:09:17 Script Purpose : Zone : Hallmark Quest Giver: Preceded by: None Followed by: --]] require "SpawnScripts/Generic/DialogModule" function Init(Quest) -- AddStepZoneLoc(Quest, 1, "Travel to the inn and sign the registry.", 10, "\"Your new home awaits within the walls of Freeport. I have arranged for a room to be made yours to house you. Sign the book on the dotted line and the room will be yours.\"", 11, 1) AddQuestStepCompleteAction(Quest, 1, "QuestComplete") end function Accepted(Quest, QuestGiver, Player) FaceTarget(QuestGiver, Player) Dialog.New(QuestGiver, Player) --Dialog.AddDialog("Then I welcome you into our fold, friend. We need someone like you. Talk with the resistance leader here in Freeport, Kenjedeau. You can find him in the sewers below. Seek him out and tell him our motto, \"nobility comes from personal sacrifice.\"") --Dialog.AddVoiceover("voiceover/english/stilus_graphium/fprt_east/qst_stilusgraphium007.mp3", 1086694102, 636478984) -- Dialog.AddOption("Thank you. I'll make my way to him.") Dialog.Start() 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, "I have found the registry.") UpdateQuestTaskGroupDescription(Quest, 1, "I have found my new residence within Freeport.") UpdateQuestDescription(Quest, "I have begun a new life in Freeport with the help of my mentor, Matthias. No longer will this world keep from me what is rightfully mine. Those that stand against me will show themselves to be my enemies. ...May the gods grant them the mercy that I can not...") GiveQuestReward(Quest, Player) end function Reload(Quest, QuestGiver, Player, Step) if Step == 1 then QuestComplete(Quest, QuestGiver, Player) end end