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the_commune.lua 2.0 KB

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  1. --[[
  2. Script Name : Quests/Castleview/the_commune.lua
  3. Script Purpose : Handles the quest, "The Commune"
  4. Script Author : Scatman
  5. Script Date : 2009.01.24
  6. Zone : Castleview Hamlet
  7. Quest Giver: Vindain Greenfaith
  8. Preceded by: Targeting Corruption (targeting_corruption.lua)
  9. Followed by: Sending the Word (sending_the_word.lua)
  10. --]]
  11. function Init(Quest)
  12. AddQuestStepChat(Quest, 1, "I need to find the spririt of the sprite that attacked me and speak with it.", 1, "I need to find the spirit of the fallen sprite.", 0, 2360059)
  13. AddQuestStepCompleteAction(Quest, 1, "step1_complete_talkedToSpirit")
  14. end
  15. function Accepted(Quest, QuestGiver, Player)
  16. FaceTarget(QuestGiver, Player)
  17. conversation = CreateConversation()
  18. PlayFlavor(QuestGiver, "voiceover/english/tutorial_revamp/vindain_greenfaith/qey_village04/quests/vindain/vindain030.mp3", "", "", 204706144, 262934722, Player)
  19. AddConversationOption(conversation, "All right.")
  20. StartConversation(conversation, QuestGiver, Player, "Good. Return to me when this is done.")
  21. end
  22. function Declined(Quest, QuestGiver, Player)
  23. end
  24. function step1_complete_talkedToSpirit(Quest, QuestGiver, Player)
  25. UpdateQuestStepDescription(Quest, 1, "I have spoken with the sprite.")
  26. AddQuestStepChat(Quest, 2, "I need to return to Vindain Greenfaith.", 1, "I need to find the spirit of the fallen sprite.", 0, 2360007)
  27. AddQuestStepCompleteAction(Quest, 2, "quest_complete")
  28. end
  29. function quest_complete(Quest, QuestGiver, Player)
  30. UpdateQuestStepDescription(Quest, 2, "I have spoken with Vindain Greenfaith.")
  31. UpdateQuestTaskGroupDescription(Quest, 1, "I have spoken with the spirit of the fallen sprite.")
  32. UpdateQuestDescription(Quest, "I have spoken with the fallen sprite. Though it was hard to get any concrete information, apparently something is going on in the Oakmyst Forest.")
  33. GiveQuestReward(Quest, Player)
  34. end
  35. function Reload(Quest, QuestGiver, Player, Step)
  36. if Step == 1 then
  37. step1_complete_talkedToSpirit(Quest, QuestGiver, Player)
  38. end
  39. end