--[[ Script Name : Quests/QueensColony/a_diplomatic_mission.lua Script Author : Zcoretri Script Date : 2015.09.05 Script Purpose : Handles the quest "A Diplomatic Mission" Zone : Queen's Colony Quest Giver: a Sapswill soothsayer Preceded by: Doggone It! (doggone_it.lua) Followed by: None --]] local ADiplomaticMission = 166 function Init(Quest) -- Diplomat's Badge AddQuestStepChat(Quest, 1, "Greet a musician.", 1, "The Sapswill soothsayer said I need to get the members of their community. Guess it's all part of the diplomatic stuff.", 0, 2530039) AddQuestStepChat(Quest, 2, "Greet an incapacitated Sapswill.", 1, "The Sapswill soothsayer said I need to get the members of their community. Guess it's all part of the diplomatic stuff.", 0, 2530039) AddQuestStepChat(Quest, 3, "Greet a seated Sapswill.", 1, "The Sapswill soothsayer said I need to get the members of their community. Guess it's all part of the diplomatic stuff.", 0, 2530036) AddQuestStepChat(Quest, 4, "Greet an active Sapswill.", 1, "The Sapswill soothsayer said I need to get the members of their community. Guess it's all part of the diplomatic stuff.", 0, 2530039) AddQuestStepChat(Quest, 5, "Greet a happy Sapswill.", 1, "The Sapswill soothsayer said I need to get the members of their community. Guess it's all part of the diplomatic stuff.", 0, 2530039) AddQuestStepChat(Quest, 6, "Greet Durg.", 1, "The Sapswill soothsayer said I need to get the members of their community. Guess it's all part of the diplomatic stuff.", 0, 2530035) AddQuestStepChat(Quest, 7, "Greet Gonk.", 1, "The Sapswill soothsayer said I need to get the members of their community. Guess it's all part of the diplomatic stuff.", 0, 2530034) AddQuestStepCompleteAction(Quest, 1, "step1_complete_greetedMusician") AddQuestStepCompleteAction(Quest, 2, "step2_complete_greetedIncapacitated") AddQuestStepCompleteAction(Quest, 3, "step3_complete_greetedSeated") AddQuestStepCompleteAction(Quest, 4, "step4_complete_greetedActive") AddQuestStepCompleteAction(Quest, 5, "step5_complete_greetedHappy") AddQuestStepCompleteAction(Quest, 6, "step6_complete_greetedDurg") AddQuestStepCompleteAction(Quest, 7, "step7_complete_greetedGonk") end function Accepted(Quest, QuestGiver, Player) if QuestGiver ~= nil then if GetDistance(Player, QuestGiver) < 30 then FaceTarget(QuestGiver, Player) conversation = CreateConversation() AddConversationOption(conversation, "To long life!") StartConversation(conversation, QuestGiver, Player, "To long life, and happy friendships!") end end end function Declined(Quest, QuestGiver, Player) end function step1_complete_greetedMusician(Quest, QuestGiver, Player) UpdateQuestStepDescription(Quest, 1, "I've greeted a Sapswill musician.") if QuestIsComplete(Player, ADiplomaticMission) then multiple_steps_complete(Quest, QuestGiver, Player) end end function step2_complete_greetedIncapacitated(Quest, QuestGiver, Player) UpdateQuestStepDescription(Quest, 2, "Greeted a passed out Sapswill.") if QuestIsComplete(Player, ADiplomaticMission) then multiple_steps_complete(Quest, QuestGiver, Player) end end function step3_complete_greetedSeated(Quest, QuestGiver, Player) UpdateQuestStepDescription(Quest, 3, "Greeted a leisurely Sapswill.") if QuestIsComplete(Player, ADiplomaticMission) then multiple_steps_complete(Quest, QuestGiver, Player) end end function step4_complete_greetedActive(Quest, QuestGiver, Player) UpdateQuestStepDescription(Quest, 4, "Greeted a frenzied dancer.") if QuestIsComplete(Player, ADiplomaticMission) then multiple_steps_complete(Quest, QuestGiver, Player) end end function step5_complete_greetedHappy(Quest, QuestGiver, Player) UpdateQuestStepDescription(Quest, 5, "Greeted a very happy Sapswill.") if QuestIsComplete(Player, ADiplomaticMission) then multiple_steps_complete(Quest, QuestGiver, Player) end end function step6_complete_greetedDurg(Quest, QuestGiver, Player) UpdateQuestStepDescription(Quest, 6, "I've greeted Durg.") if QuestIsComplete(Player, ADiplomaticMission) then multiple_steps_complete(Quest, QuestGiver, Player) end end function step7_complete_greetedGonk(Quest, QuestGiver, Player) UpdateQuestStepDescription(Quest, 7, "I've greeted Gonk.") if QuestIsComplete(Player, ADiplomaticMission) then multiple_steps_complete(Quest, QuestGiver, Player) end end function multiple_steps_complete(Quest, QuestGiver, Player) UpdateQuestTaskGroupDescription(Quest, 1, "I've greeted as many Sapswills as I could.") AddQuestStepChat(Quest, 8, "Pay respects to High Chieftain Grexx.", 1, "Now that I've introduced myself to several Sapswill goblins, I should pay my respects to High Chieftain Grexx.", 0, 2530038) AddQuestStepCompleteAction(Quest, 8, "quest_complete") end function quest_complete(Quest, QuestGiver, Player) UpdateQuestDescription(Quest, "I greeted many of the Sapswills, including their High Chieftan Grexx. They seem like such a harmless bunch; it's hard to imagine that anyone would want to turn them from their simple ways.") GiveQuestReward(Quest, Player) end function Reload(Quest, QuestGiver, Player, Step) if Step == 1 then step1_complete_greetedMusician(Quest, QuestGiver, Player) elseif Step == 2 then step2_complete_greetedIncapacitated(Quest, QuestGiver, Player) elseif Step == 3 then step3_complete_greetedSeated(Quest, QuestGiver, Player) elseif Step == 4 then step4_complete_greetedActive(Quest, QuestGiver, Player) elseif Step == 5 then step5_complete_greetedHappy(Quest, QuestGiver, Player) elseif Step == 6 then step6_complete_greetedDurg(Quest, QuestGiver, Player) elseif Step == 7 then step7_complete_greetedGonk(Quest, QuestGiver, Player) end end