--[[ Script Name : Quests/QueensColony/doggone_it.lua Script Author : Zcoretri Script Date : 2015.09.05 Script Purpose : Handles the quest "Doggone It!" Zone : QueensColony Quest Giver: a lost scout Preceded by: None Followed by: A Diplomatic Mission (a_diplomatic_mission.lua) --]] local DoggoneIt = 165 function Init(Quest) -- Torn Scout Pants AddQuestStepKill(Quest, 1, "I need to clear out the Morak devourers near the Dead Canyon.", 5, 100, "A Qeynosian Scout has asked me to help him rid the Colony of the ferocious hounds known as Moraks.", 1222, 2530015) AddQuestStepCompleteAction(Quest, 1, "step1_complete_killedMoraks") end function Accepted(Quest, QuestGiver, Player) if QuestGiver ~= nil then if GetDistance(Player, QuestGiver) < 30 then FaceTarget(QuestGiver, Player) conversation = CreateConversation() PlayAnimation(NPC, 12236) AddConversationOption(conversation, "Well Okay.") StartConversation(conversation, QuestGiver, Player, "If they come back, you know where you'll find me -- up in this tree!") end end end function Declined(Quest, QuestGiver, Player) end function step1_complete_killedMoraks(Quest, QuestGiver, Player) UpdateQuestStepDescription(Quest, 1, "I've removed the Morak devourer menace.") AddQuestStepChat(Quest, 2, "I should tell the lost Qeynosian scout to run while he still can!", 1, "A Qeynosian Scout has asked me to help him rid the Colony of the ferocious hounds known as Moraks.", 0, 2530197) AddQuestStepCompleteAction(Quest, 2, "step2_complete_talkedToScout") end function step2_complete_talkedToScout(Quest, QuestGiver, Player) UpdateQuestStepDescription(Quest, 2, "I've spoken with the Qeynosian scout.") UpdateQuestTaskGroupDescription(Quest, 1, "I've helped the Qeynosian scout by clearing out the Moraks.") numMoraks = math.random(4, 6) AddQuestStepLocation(Quest, 3, "Explore the Abondoned Village.", 80, "The Qeynosian scout is too terrified of the Morak to continue his mission forward and has asked me to do some unofficial scouting.", 0, 200.33, 0.01, -183.14) AddQuestStepLocation(Quest, 4, "Explore Sapswill Hill.", 80, "The Qeynosian scout is too terrified of the Morak to continue his mission forward and has asked me to do some unofficial scouting.", 0, 148.54, 5.53, -153.11) AddQuestStepKill(Quest, 5, "Clear away more Moraks.", numMoraks, 100, "The Qeynosian scout is too terrified of the Morak to continue his mission forward and has asked me to do some unofficial scouting.", 1222, 2530015) AddQuestStepCompleteAction(Quest, 3, "step3_complete_exploredVillage") AddQuestStepCompleteAction(Quest, 4, "step4_complete_exploredHill") AddQuestStepCompleteAction(Quest, 5, "step5_complete_killedMoraks") end function step3_complete_exploredVillage(Quest, QuestGiver, Player) UpdateQuestStepDescription(Quest, 3, "Explored the Abandoned Village.") if QuestIsComplete(Player, DoggoneIt) then multiple_steps_complete(Quest, QuestGiver, Player) end end function step4_complete_exploredHill(Quest, QuestGiver, Player) UpdateQuestStepDescription(Quest, 4, "Explored Sapswill Hill.") if QuestIsComplete(Player, DoggoneIt) then multiple_steps_complete(Quest, QuestGiver, Player) end end function step5_complete_killedMoraks(Quest, QuestGiver, Player) UpdateQuestStepDescription(Quest, 5, "Cleared away more Moraks.") if QuestIsComplete(Player, DoggoneIt) then multiple_steps_complete(Quest, QuestGiver, Player) end end function multiple_steps_complete(Quest, QuestGiver, Player) UpdateQuestTaskGroupDescription(Quest, 2, "I've done a bit of scouting ahead and find that this area is teeming with Moraks.") AddQuestStepChat(Quest, 6, "Tell the lost Qeynosian scout about the abundant Moraks in the area.", 1, "The lost Qeynosian scout will be dismayed when he hears my report.", 0, 2530197) AddQuestStepCompleteAction(Quest, 6, "step6_complete_talkedToScout") end function step6_complete_talkedToScout(Quest, QuestGiver, Player) UpdateQuestStepDescription(Quest, 6, "I've delivered the bad news to the Qeynosian scout.") UpdateQuestTaskGroupDescription(Quest, 3, "I've delivered the bad news to the Qeynosian scout.") AddQuestStepChat(Quest, 7, "This package must be given to the Sapswill soothsayer at the Last Stand.", 1, "As a diplomatic gesture, I need to take this package to the Sapswill soothsayer.", 0, 2530037) AddQuestStepCompleteAction(Quest, 7, "quest_complete") end function quest_complete(Quest, QuestGiver, Player) UpdateQuestDescription(Quest, "The lost Qeynosian scout will have a difficult time if his work takes him through the Sapswill Village with any frequency; the place is full of Moraks! Though I cleared a path for him, there are many more Moraks. Hopefully, my new friend will be able to overcome his fears and continue scouting on behalf of Qeynos. To further help him, I played diplomat-in-training and visited the Sapswill soothsayer.") GiveQuestReward(Quest, Player) end function Reload(Quest, QuestGiver, Player, Step) if Step == 1 then step1_complete_killedMoraks(Quest, QuestGiver, Player) elseif Step == 2 then step2_complete_talkedToScout(Quest, QuestGiver, Player) elseif Step == 3 then step3_complete_exploredVillage(Quest, QuestGiver, Player) elseif Step == 4 then step4_complete_exploredHill(Quest, QuestGiver, Player) elseif Step == 5 then step5_complete_killedMoraks(Quest, QuestGiver, Player) elseif Step == 6 then step6_complete_talkedToScout(Quest, QuestGiver, Player) elseif Step == 7 then quest_complete(Quest, QuestGiver, Player) end end