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- --[[
- Script Name : Quests/FallenGate/charge_of_the_leatherfoot_brigade__tippytoe.lua
- Script Purpose : Handles the quest, "Charge of the Leatherfoot Brigade - Tippytoe"
- Script Author : premierio015
- Script Date : 09.07.2021
- Script Notes : Auto generated with QuestParser.
- Zone : Fallen Gate
- Quest Giver : The Sarge(1190020)
- Preceded by : None
- Followed by : None
- --]]
- function Init(Quest)
- AddQuestStepZoneLoc(Quest, 1, "I need to scout around for a dark, shadowy room", 10, "I've been given orders from the ghost to scout out the area, as if I were Special Agent Tippytoe.", 11, -1, 0, -56, 119 )
- AddQuestStepZoneLoc(Quest, 2, "I need to scout around for a trading pit in a marketplace.", 10, "I've been given orders from the ghost to scout out the area, as if I were Special Agent Tippytoe.", 11, 73, 6, -87, 119)
- AddQuestStepZoneLoc(Quest, 3, "I need to scout around for a water supply.", 10, "I've been given orders from the ghost to scout out the area, as if I were Special Agent Tippytoe.", 11, -28, 7, -94, 119)
- AddQuestStepCompleteAction(Quest, 1, "Step1Complete")
- AddQuestStepCompleteAction(Quest, 2, "Step2Complete")
- AddQuestStepCompleteAction(Quest, 3, "Step3Complete")
- end
- function Accepted(Quest, QuestGiver, Player)
- FaceTarget(QuestGiver, Player)
- local conversation = CreateConversation()
- PlayFlavor(QuestGiver, "voiceover/english/the_sarge/fallengate/qst_the_sarge002.mp3", "", "", 451430790, 1713505088, Player)
- AddConversationOption(conversation, "I'm not Tippytoe! I'm... you're not listening, are you? Fine, I'll do it.")
- StartConversation(conversation, QuestGiver, Player, "That's what I wanna hear! I'm entrustin' you with these de-active-maker-code thingies them gnomes gave us in case something goes wrong. You keep them close, got it? Now get in there and find us a good place to put the... the thingamajig. Check for shadowy rooms, their market-stall pit, or maybe a water supply, got it? And don't get caught by those wicked elves. Got it?")
- 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 Step1Complete(Quest, QuestGiver, Player)
- UpdateQuestStepDescription(Quest, 1, "I've found a dark, shadowy room swirling with smoke.")
- CheckProgress(Quest, QuestGiver, Player)
- end
- function Step2Complete(Quest, QuestGiver, Player)
- UpdateQuestStepDescription(Quest, 2, "I've found a trading pit in the ruins of a former market.")
- CheckProgress(Quest, QuestGiver, Player)
- end
- function Step3Complete(Quest, QuestGiver, Player)
- UpdateQuestStepDescription(Quest, 3, "I've found a large pool of water surrounded by the undead.")
- CheckProgress(Quest, QuestGiver, Player)
- 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've spoken with the Sarge's ghost")
- UpdateQuestTaskGroupDescription(Quest, 2, "I've spoken with the Sarge again, but he didn't remember me speaking with him.")
- UpdateQuestDescription(Quest, "I've scouted the areas that the Sarge mentioned, but it didn't make much of a difference to him")
- GiveQuestReward(Quest, Player)
- end
- function CheckProgress(Quest, QuestGiver, Player)
- if QuestStepIsComplete(Player, 5308, 1) and QuestStepIsComplete(Player, 5308, 2) and QuestStepIsComplete(Player, 5308, 3) then
- UpdateQuestTaskGroupDescription(Quest, 1, "I've scouted the area and found nothing but dead beings.")
- AddQuestStepChat(Quest, 4, "I need to speak with the Sarge's ghost", 10, "Now that I've found the areas that the Sarge's ghost sent Tippytoe to find, maybe I should return to him.", 11, 1190020)
- AddQuestStepCompleteAction(Quest, 4, "QuestComplete")
- end
- 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
- end
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