Ok.. I've started working on a simple quest to begin with.
I chose the quest Fish for Grunther to begin because it's a simple harvest and turn in quest.
http://eq2.wikia.com/wiki/Fish_for_Grunthor
edit:
I thought about it and I think this might be a better option than the first script i put below:
http://pastebin.com/SkWyZ1qV
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I started by adding some dialog options to the NPC Burm Grunther
If you want to double check my work and make recommendations here is the link.
Code: Select all
http://eq2emulator.net:9301/eq2db/editors/spawns.php?zone=41&type=npcs&id=410014&tab=spawn_scripts
Code: Select all
--[[
Script Name : SpawnScripts/Everfrost/BurmGrunthor.lua
Script Author : Flunklesnarkin
Script Date : 2015.09.03 10:09:57
Script Purpose :
:
--]]
local Fish_For_Grunther = 136
function spawn(NPC)
SetPlayerProximityFunction(NPC, 10, "InRange", "LeaveRange")
ProvidesQuest(NPC, Fish_For_Grunther)
end
function respawn(NPC)
end
function InRange(NPC, Spawn)
end
function LeaveRange(NPC, Spawn)
end
function hailed(NPC, Spawn)
FaceTarget(NPC, Spawn)
conversation = CreateConversation()
if HasQuest(Spawn, Fish_For_Grunther) == false and HasCompletedQuest(Spawn, Fish_For_Grunther) == false then
Quest1Chat_1(NPC, Spawn)
elseif GetQuestStep(Spawn, Fish_For_Grunther) == 1 then
Quest1Chat_4(NPC, Spawn)
elseif HasQuest(Spawn, Fish_For_Grunther) == false and HasCompletedQuest(Spawn, Fish_For_Grunther) == true then
Quest1Chat_5(NPC, Spawn)
end
end
function Quest1Chat_1(NPC, Spawn)
FaceTarget(NPC, Spawn)
conversation = CreateConversation()
AddConversationOption(conversation, "Oh?", "Quest1Chat_2")
StartConversation(conversation, NPC, Spawn, "Arh! The fish just aren't biting!")
end
function Quest1Chat_2(NPC, Spawn)
FaceTarget(NPC, Spawn)
conversation = CreateConversation()
AddConversationOption(conversation, "Perhaps I could fish some for you?", "Quest1Chat_3")
AddConversationOption(conversation, "Sounds like you should work on your fishing skills.")
StartConversation(conversation, NPC, Spawn, "Nay, I've been at it for hours, but nuthin'. And I've mouths to feed...")
end
function Quest1Chat_3(NPC, Spawn)
FaceTarget(NPC, Spawn)
conversation = CreateConversation()
AddConversationOption(conversation, "Not to worry.", "Offer_Fish_For_Grunther")
StartConversation(conversation, NPC, Spawn, "That'd truly be a blessing from the gods, thank ye.")
end
function Quest1Chat_4(NPC, Spawn)
FaceTarget(NPC, Spawn)
conversation = CreateConversation()
AddConversationOption(conversation, "I do not.")
StartConversation(conversation, NPC, Spawn, "Have ye the fish?")
end
function Quest1Chat_5(NPC, Spawn)
FaceTarget(NPC, Spawn)
conversation = CreateConversation()
AddConversationOption(conversation, "I most certainly would.", "Quest1Chat_6")
AddConversationOption(conversation, "Nah, I've got better things to do with my time.")
StartConversation(conversation, NPC, Spawn, "I could always use some'mere fish if ye'd be up fer it.")
end
function Quest1Chat_6(NPC, Spawn)
FaceTarget(NPC, Spawn)
conversation = CreateConversation()
AddConversationOption(conversation, "You're welcome.", "Offer_Fish_For_Grunther")
StartConversation(conversation, NPC, Spawn, "A fine young adventurer ye be, thank ye.")
end
function Offer_Fish_For_Grunther(NPC, Spawn)
if HasQuest(Spawn, Fish_For_Grunther) == false then
OfferQuest(NPC, Spawn, Fish_For_Grunther)
end
end
One thing I'm not certain about is if I can add two functions to the AddConversationOption() function.
Like could i do something like this.
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AddConversationOption(conversation, "Perhaps I could fish some for you?", "Quest1Chat_3" , "Offer_Fish_For_Grunther")
Instead of having to put the offerquest in the next conversation block. In the live servers you click the dialog option and get the quest automatically then the additional conversation options can be ignored or clicked on if you choose. Not sure if that works here currently.
Ok, now that dialog options are there I'll see about a quest script.