inspect_the_oakmyst_forest_gate.lua 1.8 KB

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  1. --[[
  2. Script Name : inspect_the_oakmyst_forest_gate.lua
  3. Script Purpose : Handles the quest, "Inspect the Oakmyst Forest Gate"
  4. Script Author : Dorbin
  5. Script Date : 3/9/2022
  6. Script Notes :
  7. Zone : Graystone Yard
  8. Quest Giver : Captain Salomar
  9. Preceded by : None
  10. Followed by : None
  11. --]]
  12. function Init(Quest)
  13. AddQuestStepLocation(Quest, 1, "I need to go to the Oakmyst Forest Gate in Graystone Yard.", 3, "I need to go to the Oakmyst Forest Gate in Graystone Yard.", 11, 858.96, -5.03, -203.71, 235 )
  14. AddQuestStepCompleteAction(Quest, 1, "Step1Complete")
  15. end
  16. function Accepted(Quest, QuestGiver, Player)
  17. -- Add dialog here for when the quest is accepted
  18. end
  19. function Declined(Quest, QuestGiver, Player)
  20. -- Add dialog here for when the quest is declined
  21. end
  22. function Deleted(Quest, QuestGiver, Player)
  23. -- Remove any quest specific items here when the quest is deleted
  24. end
  25. function Step1Complete(Quest, QuestGiver, Player)
  26. UpdateQuestStepDescription(Quest, 1, "I visited the Oakmyst Forest Gate in Graystone Yard.")
  27. UpdateQuestTaskGroupDescription(Quest, 1, "I visited the Oakmyst Forest Gate in Graystone Yard.")
  28. AddQuestStepChat(Quest, 2, "I need to report back to Captain Salomar.", 1, "I need to inform Captain Salomar that the Oakmyst Gate is intact.", 0, 2350043)
  29. AddQuestStepCompleteAction(Quest, 2, "QuestComplete")
  30. end
  31. function QuestComplete(Quest, QuestGiver, Player)
  32. UpdateQuestDescription(Quest, "I checked the Oakmyst Forest Gate and reported back to Captain Salomar. The gate was intact.")
  33. GiveQuestReward(Quest, Player)
  34. end
  35. function Reload(Quest, QuestGiver, Player, Step)
  36. if Step == 1 then
  37. Step1Complete(Quest, QuestGiver, Player)
  38. elseif Step == 2 then
  39. QuestComplete(Quest, QuestGiver, Player)
  40. end
  41. end