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- --[[
- Script Name : door_to_door_anger.lua
- Script Purpose : Handles the quest, "Door to Door Anger"
- Script Author : torsten\\Dorbin
- Script Date : 21.07.2022
- Script Notes :
- Zone : Scale Yard
- Quest Giver : Evelyn Stoutfist
- Preceded by : None
- Followed by : None
- --]]
- require "SpawnScripts/Generic/DialogModule"
- function Init(Quest)
- AddQuestStepChat(Quest, 1, "I need to speak with Plordo.", 1, "I need to get Plordo the gnome to give Evelyn's money back.", 11, 1360008)
- AddQuestStepCompleteAction(Quest, 1, "Step1Complete")
- UpdateQuestZone(Quest,"Temple Street")
- end
- function Step1Complete(Quest, QuestGiver, Player)
- UpdateQuestStepDescription(Quest, 1, "I have spoken with Plordo.")
- UpdateQuestTaskGroupDescription(Quest, 1, "Plordo is quite adamant over the fact that he won't offer a refund.")
- AddQuestStepChat(Quest, 2, "I need to talk with Evelyn.", 1, "I need to let Evelyn know that the gnome will not be giving her a refund.", 11, 1390023)
- AddQuestStepCompleteAction(Quest, 2, "QuestComplete")
- UpdateQuestZone(Quest,"Scale Yard")
- end
- function QuestComplete(Quest, QuestGiver, Player)
- UpdateQuestStepDescription(Quest, 2, "I have spoken to Evelyn.")
- UpdateQuestTaskGroupDescription(Quest, 2, "Evelyn seemed to take the news rather well. That's the part that scares me.")
- UpdateQuestDescription(Quest, "Evelyn Stoutfist was pretty upset when she heard the news about not getting a refund. I think she's planning to do something to the gnome.")
- GiveQuestReward(Quest, Player)
- end
- function Accepted(Quest, QuestGiver, Player)
- FaceTarget(QuestGiver, Player)
- Dialog.New(QuestGiver, Player)
- Dialog.AddDialog("Unless you can fix the contraption, but it's completely broken, thanks to that no-good gnome. If you want to help, go find that scoundrel and get my money back. I think his name is Plordo Blotty or something. His shop is in the Districts.")
- Dialog.AddVoiceover("voiceover/english/evelyn_stoutfist/fprt_hood06/quests/evelynstoutfist/evelyn_x1_accept.mp3",0,0)
- PlayFlavor(QuestGiver, "","","confused",0,0, Player)
- Dialog.AddOption("I'll see what I can do.")
- 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 Reload(Quest, QuestGiver, Player, Step)
- if Step == 1 then
- Step1Complete(Quest, QuestGiver, Player)
- elseif Step == 2 then
- QuestComplete(Quest, QuestGiver, Player)
- end
- end
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