--[[ Script Name : Quests/TempleStreet/keys_for_sempronia.lua Script Author : Dorbin Script Date : 2023.11.06 02:11:46 Script Purpose : Zone : TempleStreet Quest Giver: Preceded by: None Followed by: --]] require "SpawnScripts/Generic/DialogModule" function Init(Quest) AddQuestStepKill(Quest, 1, "I need to kill diseased ratonga until I find the one with the keys.", 1, 30, "I don't know which of the diseased ratonga took the keys, so I'll just have to kill them until I find the guy.", 11, 8430009,8430010,8430011) AddQuestStepCompleteAction(Quest, 1, "Step1Complete") UpdateQuestZone(Quest,"Thieves Way") end function Step1Complete(Quest, QuestGiver, Player) UpdateQuestStepDescription(Quest, 1, "I've found the keys.") UpdateQuestTaskGroupDescription(Quest, 1, "I've found the old vault keys on the body of a diseased ratonga.") UpdateQuestZone(Quest,"Temple Street") AddQuestStepChat(Quest, 2, "I need to talk with Sempronia the banker.", 1, "I should bring these keys back to Sempronia in the Temple Street district.", 1007, 1360020) AddQuestStepCompleteAction(Quest, 2, "QuestComplete") end function Accepted(Quest, QuestGiver, Player) FaceTarget(QuestGiver, Player) Dialog.New(QuestGiver, Player) Dialog.AddDialog("Perhaps there is. On the way to the bank this morning, I overheard a few ratonga talking about how one of their brethren had come down with a wasting disease. They went on to say that he was the one that stole the spare vault keys and plans on ransoming them back to the Freeport Reserve in exchange for a cure. I'd prefer the Reserve doesn't lose a single copper more over all of this. If you'd be so kind as to try to find this diseased ratonga in the sewers and bring back the keys, I'd be willing to pay you from my own money.") Dialog.AddVoiceover("voiceover/english/banker_sempronia_gallus/fprt_hood03/quests/semproniagallus/sempronia_x1_accept.mp3", 494673703, 1541325887) PlayFlavor(QuestGiver,"","","agree",0,0,Player) Dialog.AddOption("Sounds reasonable, especially the part where I get paid.") Dialog.Start() 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 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've spoken with Sempronia.") UpdateQuestTaskGroupDescription(Quest, 2, "I've returned the old vault keys to Sempronia the banker in the Temple Street district.") UpdateQuestDescription(Quest, "I've returned the old vault keys to Sempronia the banker in the Temple Street district.") 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