mage_training_part_2.lua 3.7 KB

12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273747576777879808182838485
  1. --[[
  2. Script Name : Quests/Hallmark/mage_training_part_2.lua
  3. Script Author : Dorbin
  4. Script Date : 2022.11.06 07:11:11
  5. Script Purpose :
  6. Zone : Hallmark
  7. Quest Giver:
  8. Preceded by: None
  9. Followed by:
  10. --]]
  11. require "SpawnScripts/Generic/DialogModule"
  12. function Init(Quest)
  13. AddQuestStepChat(Quest, 1, "I need to speak with Willim in Nettleville.", 1, "I need to speak with Willim in Nettleville and try to cheer him up.", 11, 2330036)
  14. AddQuestStepCompleteAction(Quest, 1, "Step1Complete")
  15. end
  16. function Accepted(Quest, QuestGiver, Player)
  17. FaceTarget(QuestGiver, Player)
  18. Dialog.New(QuestGiver, Player)
  19. Dialog.AddDialog("I got it! I know a lad named Willim Barclay who lives in Nettleville. The other day, I noticed he was in a dismal mood, but I don't know why. Go talk with him and see if you can cheer him up.")
  20. Dialog.AddVoiceover("voiceover/english/magister_niksel/qey_south/magister_niksel015.mp3", 2423582680, 3203696326)
  21. PlayFlavor(QuestGiver, "", "", "doh", 0, 0, Player)
  22. Dialog.AddOption("I suppose I can try my own \"charm\". I'll go speak with Willim.")
  23. Dialog.Start()
  24. if GetQuestStep(Player,5877)==1 then
  25. SetStepComplete(Player,5877,1)
  26. end
  27. end
  28. function Declined(Quest, QuestGiver, Player)
  29. -- Add dialog here for when the quest is declined
  30. end
  31. function Deleted(Quest, QuestGiver, Player)
  32. -- Remove any quest specific items here when the quest is deleted
  33. end
  34. function Step1Complete(Quest, QuestGiver, Player)
  35. UpdateQuestStepDescription(Quest, 1, "I've spoken with Willim.")
  36. UpdateQuestTaskGroupDescription(Quest, 1, "I've \"convinced\" Willim to have a little more confidence.")
  37. AddQuestStepChat(Quest, 2, "I need to speak with Magister Niksel in South Qeynos.", 1, "I should let Magister Niksel in South Qeynos know the good news about Willim.", 11, 2310376)
  38. AddQuestStepCompleteAction(Quest, 2, "Step2Complete")
  39. end
  40. function Step2Complete(Quest, QuestGiver, Player)
  41. UpdateQuestStepDescription(Quest, 2, "I've spoken with the Magister.")
  42. UpdateQuestTaskGroupDescription(Quest, 2, "I've let Niksel know how I \"charmed\" Willim.")
  43. AddQuestStepKill(Quest, 3, "I must kill one klicnik mite in Antonica.", 1, 100, "I need to collect an eyeball from a Klicnik mite in Antonica.", 91, 120067)
  44. AddQuestStepCompleteAction(Quest, 3, "Step3Complete")
  45. end
  46. function Step3Complete(Quest, QuestGiver, Player)
  47. UpdateQuestStepDescription(Quest, 3, "I have killed one klicnik mite.")
  48. UpdateQuestTaskGroupDescription(Quest, 3, "I've collected an eyeball from a Klicnik mite.")
  49. AddQuestStepChat(Quest, 4, "I need to speak with Magister Niksel in South Qeynos.", 1, "I should bring this eyeball back to Niksel in South Qeynos.", 11, 2310376)
  50. AddQuestStepCompleteAction(Quest, 4, "QuestComplete")
  51. end
  52. function QuestComplete(Quest, QuestGiver, Player)
  53. -- The following UpdateQuestStepDescription and UpdateTaskGroupDescription are not needed, parser adds them for completion in case stuff needs to be moved around
  54. UpdateQuestStepDescription(Quest, 4, "I've spoken with the Magister.")
  55. UpdateQuestTaskGroupDescription(Quest, 4, "It seems Niksel wanted the eyeball for his lunch...")
  56. UpdateQuestDescription(Quest, "I've only one task left to do now that I've completed all of Niksel's other lessons!")
  57. GiveQuestReward(Quest, Player)
  58. end
  59. function Reload(Quest, QuestGiver, Player, Step)
  60. if Step == 1 then
  61. Step1Complete(Quest, QuestGiver, Player)
  62. elseif Step == 2 then
  63. Step2Complete(Quest, QuestGiver, Player)
  64. elseif Step == 3 then
  65. Step3Complete(Quest, QuestGiver, Player)
  66. elseif Step == 4 then
  67. QuestComplete(Quest, QuestGiver, Player)
  68. end
  69. end