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- --[[
- Script Name : AFinalFoe.lua
- Script Purpose : Handles the quest, "A Final Foe"
- Script Author : Shatou
- Script Date : 1/8/2020
- Script Notes :
- Zone : Peat Bog
- Quest Giver : Lieutenant Dawson
- Preceded by : On the Move
- Followed by : Reinforcements
- --]]
- local LIEUTENANT_DAWSON_ID = 1980012
- local DENTFANG_ID = 1980070
- function Init(Quest)
- AddQuestStepKill(Quest, 1, "I need to kill Dentfang.", 1, 100, "I need to kill Dentfang for Lieutenant Dawson.", 11, DENTFANG_ID)
- AddQuestStepCompleteAction(Quest, 1, "Step1Complete")
- end
- function Step1Complete(Quest, QuestGiver, Player)
- UpdateQuestStepDescription(Quest, 1, "I have killed Dentfang.")
- AddQuestStepChat(Quest, 2, "I need to return to Dawson.", 1, "I need to kill Dentfang for Lieutenant Dawson.", 11, LIEUTENANT_DAWSON_ID)
- 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 have spoken with Dawson.")
- UpdateQuestTaskGroupDescription(Quest, 1, "I have killed Dentfang.")
- UpdateQuestDescription(Quest, "I have slain Dentfang. Lieutenant Dawson was very pleased with my work.")
- 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
- function Accepted(Quest, QuestGiver, Player)
- -- Add dialog here for when the quest is accepted
- end
- function Declined(Quest, QuestGiver, Player)
- -- Add dialog here for when the quest is declined
- end
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