--[[ Script Name : PoundingtheEnemy.lua Script Purpose : Handles the quest, "Pounding the Enemy" Script Author : jakejp Script Date : 10/4/2018 Script Notes : Zone : The Ruins Quest Giver : Lieutenant Argosian Preceded by : Pawns in the Game Followed by : Prophet and Loss --]] -- QUEST ID'S -- local PoundingTheEnemy = 370 -- MOB ID'S -- local BrokentuskGuard = 1270014 local BrokentuskWarrior = 1270013 local BrokentuskOverseer = 1270006 -- NPC ID's -- local LieutenantArgosian = 1270019 function Init(Quest) AddQuestStepKill(Quest, 1, "Defeat Brokentusk guards", 5, 100, "I have been ordered to defeat the Brokentusk orcs in the Ruins and defend the vagrant squatters. I can reach the Ruins by using any of the bells in and around the City of Freeport.", 2489, BrokentuskGuard) AddQuestStepKill(Quest, 2, "Defeat Brokentusk warriors", 5, 100, "I have been ordered to defeat the Brokentusk orcs in the Ruins and defend the vagrant squatters. I can reach the Ruins by using any of the bells in and around the City of Freeport.", 2489, BrokentuskWarrior) AddQuestStepKill(Quest, 3, "Slay the overseer", 1, 100, "I have been ordered to defeat the Brokentusk orcs in the Ruins and defend the vagrant squatters. I can reach the Ruins by using any of the bells in and around the City of Freeport.", 2489, BrokentuskOverseer) AddQuestStepCompleteAction(Quest, 1, "Step1Complete") AddQuestStepCompleteAction(Quest, 2, "Step2Complete") AddQuestStepCompleteAction(Quest, 3, "Step3Complete") end function CheckProgress(Quest, QuestGiver, Player) if QuestStepIsComplete(Player, PoundingTheEnemy, 1) and QuestStepIsComplete(Player, PoundingTheEnemy, 2) and QuestStepIsComplete(Player, PoundingTheEnemy, 3) then Step4Complete(Quest, QuestGiver, Player) end end function Step1Complete(Quest, QuestGiver, Player) UpdateQuestStepDescription(Quest, 1, "I have defeated five Brokentusk guards.") CheckProgress(Quest, QuestGiver, Player) end function Step2Complete(Quest, QuestGiver, Player) UpdateQuestStepDescription(Quest, 2, "I have defeated five Brokentusk warriors.") CheckProgress(Quest, QuestGiver, Player) end function Step3Complete(Quest, QuestGiver, Player) UpdateQuestStepDescription(Quest, 3, "I have slain the orc overseer.") CheckProgress(Quest, QuestGiver, Player) end function Step4Complete(Quest, QuestGiver, Player) UpdateQuestTaskGroupDescription(Quest, 1, "I have defeated the orcs, keeping the vagrants safe for now.") AddQuestStepChat(Quest, 4, "Report to Lieutenant Argosian", 1, "I should return to Lieutenant Argosian in the Ruins and report that the vagrants are safe for now. I can reach the Ruins by using any of the bells in and around the City of Freeport.", 11, LieutenantArgosian) AddQuestStepCompleteAction(Quest, 4, "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, 4, "I have reported back to Lieutenant Argosian.") UpdateQuestTaskGroupDescription(Quest, 2, "I have returned to Lieutenant Argosian.") UpdateQuestDescription(Quest, "I defeated a variety of Brokentusk orcs and kept the squatters safe in the Ruins. The threat is far from over, however.") 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 Step3Complete(Quest, QuestGiver, Player) elseif Step == 4 then QuestComplete(Quest, QuestGiver, Player) end --]] if QuestStepIsComplete(Player, PoundingTheEnemy, 1) then Step1Complete(Quest, QuestGiver, Player) end if QuestStepIsComplete(Player, PoundingTheEnemy, 2) then Step2Complete(Quest, QuestGiver, Player) end if QuestStepIsComplete(Player, PoundingTheEnemy, 3) then Step3Complete(Quest, QuestGiver, Player) end if QuestStepIsComplete(Player, PoundingTheEnemy, 4) then Step4Complete(Quest, QuestGiver, Player) end end function Accepted(Quest, QuestGiver, Player) FaceTarget(QuestGiver, Player) conversation = CreateConversation() PlayFlavor(QuestGiver, "voiceover/english/tutorial_revamp/lieutenant_argosian/fprt_adv04_ruins/revamp/lieutenant_argosian015b.mp3", "", "", 102436079, 1387861460, Player) AddConversationOption(conversation, "I will.", "dlg_10_5") StartConversation(conversation, QuestGiver, Player, "I knew I could count on you. Return to me when the orcs have paid for their crimes.") end function Declined(Quest, QuestGiver, Player) -- Add dialog here for when the quest is declined end