--[[ Script Name : problem_solving.lua Script Purpose : Handles the quest, "Problem Solving" Script Author : torsten Script Date : 17.07.2022 Script Notes : Zone : The Sprawl Quest Giver : Crispin Luvinius Preceded by : None Followed by : Advanced Problem Solving --]] function Init(Quest) AddQuestStepKill(Quest, 1, "Kill vagrant squatters", 10, 100, "I need to send a message to the vagrant squatters in the Ruins. The message will involve a lot of them breathing dirt. I can reach the Ruins by using any of the bells in and around the City of Freeport.", 611, 1270004) AddQuestStepCompleteAction(Quest, 1, "Step1Complete") end function Step1Complete(Quest, QuestGiver, Player) UpdateQuestStepDescription(Quest, 1, "I've dealt with the vagrants.") UpdateQuestTaskGroupDescription(Quest, 1, "Those vagrants got the message loud and clear.") AddQuestStepChat(Quest, 2, "Talk with Crispin", 1, "I should let Crispin in Beggar's Court know that his problem has been solved. I should get paid, too. I can reach the Sprawl by using any of the bells in and around the City of Freeport.", 11, 1370126) 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've spoken with Crispin.") UpdateQuestTaskGroupDescription(Quest, 2, "I've let Crispin know that I've solved his problem.") UpdateQuestDescription(Quest, "I've taken care of Crispin's problem. I think it won't be too long before his business partner decides to do what he was told to do.") GiveQuestReward(Quest, Player) 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 function Deleted(Quest, QuestGiver, Player) -- Remove any quest specific items here when the quest is deleted 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