--[[ Script Name : will_fight_for_fun.lua Script Purpose : Handles the quest, "Will Fight for Fun" Script Author : torsten\\Dorbin Script Date : 25.07.2022 Script Notes : Was called 'Will Fight for Fun' in pre-launch. Renamed 'Slaying the Giants' at launch.-Dorbin Zone : Scale Yard Quest Giver : Colin Stoutfist Preceded by : Will Work for War Followed by : None --]] require "SpawnScripts/Generic/DialogModule" function Init(Quest) AddQuestStepKill(Quest, 1, "I need to kill ten giantslayer thugs in the Sprawl.", 10, 100, "Colin told me to kill ten giantslayer thugs in the Sprawl.", 611, 1260013) UpdateQuestZone(Quest,"The Sprawl") AddQuestStepCompleteAction(Quest, 1, "QuestComplete") end function QuestComplete(Quest, QuestGiver, Player) UpdateQuestStepDescription(Quest, 1, "I have killed the giantslayers.") UpdateQuestTaskGroupDescription(Quest, 1, "I've confronted the Giantslayers and taught them that it's not nice to steal coin or life, by slaying ten of their kind.") UpdateQuestDescription(Quest, "I've killed a bunch of those thugs. To think they were once glorious Barbarians, and now all they are is just food for the maggots. It's a shame they chose to side with the wrong guys.") GiveQuestReward(Quest, Player) end function Accepted(Quest, QuestGiver, Player) FaceTarget(QuestGiver, Player) Dialog.New(QuestGiver, Player) Dialog.AddDialog("Be my guest! But I'll warn ya' ... if yer gonna stick your nose in this business, you'd better kill at least ten of 'em. Otherwise, Warchief Coldbrow will wonder why you even bothered. Be glorious in battle, friend!") Dialog.AddVoiceover("voiceover/english/colin_stoutfist/fprt_hood06/quests/colinstoutfist/colin_x2_accept.mp3",138791727,2652552680) PlayFlavor(QuestGiver, "","","agree",0,0, Player) Dialog.AddOption("I'll show them their mistake!") 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 Reload(Quest, QuestGiver, Player, Step) if Step == 1 then QuestComplete(Quest, QuestGiver, Player) end end