--[[ Script Name : Quests/VerminsSnye/CalcifiedBoneOfTheTortured.lua Script Purpose : Handles the quest "Calcified Bone of the Tortured" Script Author : premierio015 Script Date : 03.05.2020 Script Notes : Auto generated with QuestParser. Zone : Vermin's Snye Quest Giver : Preceded by : None Followed by : None --]] function Init(Quest) AddQuestStepChat(Quest, 1, "I need to find someone that can make use of this bone.", 1, "I need to find someone that could tell me what to do with this bone. Maybe someone who knows a little about Lika the Tortured can help me out.", 322, 2000007) AddQuestStepCompleteAction(Quest, 1, "Step1Complete") end function Accepted(Quest, QuestGiver, Player) end function Declined(Quest, QuestGiver, Player) end function Deleted(Quest, QuestGiver, Player) end function Step1Complete(Quest, QuestGiver, Player) UpdateQuestStepDescription(Quest, 1, "I found Brawler Bently in the Vermin's Snye.") UpdateQuestTaskGroupDescription(Quest, 1, "After speaking with Brawler Bently, I have a clearer understanding of what to do next.") AddQuestStepChat(Quest, 2, "I need to find Dylan Ironforge in North Qeynos.", 1, "Brawler Bently said to take the bone to Dylan Ironforge in North Qeynos. He mentioned Dylan should be able to work with it and he owed Bently a favor anyway.", 11, 2220054) AddQuestStepCompleteAction(Quest, 2, "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, 2, "I gave the bone to Dylan Ironforge.") UpdateQuestTaskGroupDescription(Quest, 2, "I gave the bone to Dylan Ironforge to shape.") UpdateQuestDescription(Quest, "I was able to get a weapon made by Dylan Ironforge from the calcified bone. I talked to Brawler Bently about the object and he directed me to Dylan. He said Dylan owed him a favor and he'd do the work for me to even the score.") GiveQuestReward(Quest, Player) end function Reload(Quest, QuestGiver, Player, Step) if Step == 1 then Step1Complete(Quest, QuestGiver, Player) elseif Step == 2 then QuestComplete(Quest, QuestGiver, Player) end end