#include "qdb_include" void main() { string sAccomplishment; string sSA; int iType2; int iType; int iSA; sAccomplishment=GetQuestString("Accomplishment"); if (sAccomplishment=="") { //SetStepNumber(2); //iType2=GetStepInt("Type2"); SetStepNumber(1); iType=GetStepInt("Type"); iSA=GetStepInt("SpecialArea"); switch (iSA) { case 1: sSA="some farm fields"; break; case 3: sSA="a fort"; break; case 4: sSA="an ant field"; break; case 5: sSA="a graveyard"; break; case 6: sSA="a lake"; break; case 7: sSA="a grove of trees"; break; case 8: sSA="an abandoned tower"; break; } if (iType==1) SetQuestString("Accomplishment","helped [npc] by defeating a [mob] near [area]."); if (iType==2) SetQuestString("Accomplishment","aided [npc] in defeating some [camp] near [area]."); if (iType==3) SetQuestString("Accomplishment","delivered something for [npc] in [area]."); if (iType==4) SetQuestString("Accomplishment","rescued [npc] from [camp] in [area]."); if (iType==5) SetQuestString("Accomplishment","helped [npc] in [area]."); if (iType==6) SetQuestString("Accomplishment","aided [npc] in defeating some [camp] in [area]."); if (iType==7) SetQuestString("Accomplishment","helped [npc] in clearing out some [camp] in " + sSA + " near [area]."); } GrabQuest("TST"); SendMessageToPC(GetPCSpeaker(),"Quest setup on waypoint."); }