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problem_solving.lua 2.0 KB

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  1. --[[
  2. Script Name : Quests/TheSprawl/problem_solving.lua
  3. Script Purpose : Handles the quest, "Problem Solving"
  4. Script Author : Scatman
  5. Script Date : 2009.07.26
  6. Zone : The Sprawl
  7. Quest Giver: Crispin Luvinius
  8. Preceded by: None
  9. Followed by: Advanced Problem Solving (advanced_problem_solving.lua)
  10. --]]
  11. function Init(Quest)
  12. AddQuestStepKill(Quest, 1, "I need to kill five Dervish hoodlums.", 5, 100, "I need to send a message to the Dervish hoodlums in the Sprawl. The message will involve a lot of them breathing dirt.", 611, 1260092, 1260067, 1260111, 1260073, 1260112, 1260119, 1260103, 1260090, 1260065, 1260066, 1260113, 1260110, 1260091)
  13. AddQuestStepCompleteAction(Quest, 1, "Step1_Complete_KilledHoodlums")
  14. end
  15. function Accepted(Quest, QuestGiver, Player)
  16. FaceTarget(QuestGiver, Player)
  17. conversation = CreateConversation()
  18. AddConversationOption(conversation, "All right.")
  19. StartConversation(conversation, QuestGiver, Player, "Come back when you're done.")
  20. end
  21. function Declined(Quest, QuestGiver, Player)
  22. end
  23. function Step1_Complete_KilledHoodlums(Quest, QuestGiver, Player)
  24. UpdateQuestStepDescription(Quest, 1, "I've dealt with the hoodlums.")
  25. UpdateQuestTaskGroupDescription(Quest, 1, "Those hoodlums got the message loud and clear.")
  26. AddQuestStepChat(Quest, 2, "I need to talk with Crispin.", 1, "I should let Crispin in know that his problem has been solved. I should get paid, too.", 0, 1260004)
  27. AddQuestStepCompleteAction(Quest, 2, "Quest_Complete")
  28. end
  29. function Quest_Complete(Quest, QuestGiver, Player)
  30. UpdateQuestStepDescription(Quest, 2, "I've spoken with Crispin.")
  31. UpdateQuestTaskGroupDescription(Quest, 2, "I've let Crispin know that I've solved his problem.")
  32. GiveQuestReward(Quest, Player)
  33. 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.")
  34. end
  35. function Reload(Quest, QuestGiver, Player)
  36. if Step == 1 then
  37. Step1_Complete_KilledHoodlums(Quest, QuestGiver, Player)
  38. end
  39. end