#include "qst_include" //void ImplementQuest(object oQuestNPC); //int GetQuestSteps(object oQuestNPC); //int GetQuestStepLines(object oQuestNPC,int iStep); //void TransferQuest(object oQuestNPC,object oQuestNPC2); //int GetQuestNPCLoc(string sTag); //int GetQuestNPCHelperLoc(string sTag,object oCompare); //int GetQuestLocation(string sTag,int iMaxLoc, string sTest=""); //void SetupQuest(string sZone); void Quest1(); void Quest2(); void Quest3(); void Quest4(); void Quest5(); void Quest6(); void Quest7(); void Quest8(); void main() { //if (Random(3)==0) // Quest1(); //else Quest3(); SetupQuest("TST"); } void Quest1() { string sEN_QName; int iEN_QSteps; int iEN_QType; //0=Normal 1=Script string sEN_QScript; int iEN_QItemChanceMod; string sEN_QItemReward; int iEN_QGold; // (-1=None,0=Code Determine) int iEN_QNPCType; string sEN_QNotComplete; int iEN_QSType; string sEN_QSItem; int iEN_QSCreateItem; int iEN_QSMobType; //(1=SingleMob,2=Camp,3=SpecificCamp) string sEN_QSMob; string sEN_QSNPC; int iEN_QSAmbush; int iEN_QSCampSpot; string sEN_QSLine1; string sEN_QSLine1Response1; int iEN_QSLine1Response1Goto; string sEN_QSLine1Response1Script; int iEN_QSLine1Response1Accept; int iEN_QSLine1Response1StepDone; string sEN_QSLine2; string sEN_QSLine2Response1; int iEN_QSLine2Response1Goto; string sEN_QSLine2Response1Script; int iEN_QSLine2Response1Accept; int iEN_QSLine2Response1StepDone; int iEN_QSLine1Response1Check; int iEN_QSLine2Response1Check; int iEN_QLevel; string sEN_QZone; iEN_QLevel=5; sEN_QZone="TST"; sEN_QName="Defending the land"; //iEN_QSteps=1; iEN_QType=0; sEN_QScript=""; iEN_QItemChanceMod=0; sEN_QItemReward=""; iEN_QGold=0; iEN_QNPCType=0; sEN_QNotComplete="RANDOM"; iEN_QSType=2; sEN_QSItem="en5_amulet"; iEN_QSCreateItem=0; iEN_QSMobType=2; sEN_QSMob=""; sEN_QSNPC=""; iEN_QSAmbush=0; iEN_QSCampSpot=1; //must get free spot in the setup codes sEN_QSLine1="Can you help me?"; sEN_QSLine1Response1="Yes, what do you need?"; iEN_QSLine1Response1Goto=2; sEN_QSLine1Response1Script="tst_bumpxp"; iEN_QSLine1Response1Accept=0; iEN_QSLine1Response1Check=0; sEN_QSLine2="There is a pack of [camp] located [location]."; sEN_QSLine2Response1="Consider them dead."; iEN_QSLine2Response1Goto=0; sEN_QSLine2Response1Script="tst_bumpxp"; iEN_QSLine2Response1Accept=3; iEN_QSLine2Response1Check=0; object oQuestNPC; oQuestNPC=GetObjectByTag("EN6_QUESTWP"); SetLocalString(oQuestNPC,"QuestName",sEN_QName); SetLocalString(oQuestNPC,"QuestZone",sEN_QZone); SetLocalInt(oQuestNPC,"QuestLevel",iEN_QLevel); SetLocalInt(oQuestNPC,"QuestItemChanceMod",iEN_QItemChanceMod); SetLocalString(oQuestNPC,"QuestItemReward",sEN_QItemReward); SetLocalInt(oQuestNPC,"QuestGold",iEN_QGold); SetLocalInt(oQuestNPC,"QuestNPCType",iEN_QNPCType); SetLocalString(oQuestNPC,"QuestNotComplete",sEN_QNotComplete); SetLocalInt(oQuestNPC,"QuestStep1Type",iEN_QSType); SetLocalString(oQuestNPC,"QuestStep1Item", sEN_QSItem); SetLocalInt(oQuestNPC,"QuestStep1CreateItem", iEN_QSCreateItem); SetLocalInt(oQuestNPC,"QuestStep1Camp", 7); //SetLocalInt(oQuestNPC,"QuestStep1MobType", iEN_QSMobType); SetLocalString(oQuestNPC,"QuestStep1MobTag",sEN_QSMob); SetLocalString(oQuestNPC,"QuestStep1NPC", sEN_QSNPC); SetLocalInt(oQuestNPC,"QuestStep1Ambush", iEN_QSAmbush); SetLocalInt(oQuestNPC,"QuestStep1CampSpot",iEN_QSCampSpot); SetLocalInt(oQuestNPC,"QuestStep1BossOnly",0); SetLocalInt(oQuestNPC,"QuestStep1Boss",3); SetLocalString(oQuestNPC,"QuestStep1Line1", sEN_QSLine1); SetLocalString(oQuestNPC,"QuestStep1Line1Response1", sEN_QSLine1Response1); SetLocalInt(oQuestNPC,"QuestStep1Line1Response1Goto",iEN_QSLine1Response1Goto); SetLocalString(oQuestNPC,"QuestStep1Line1Response1Script", sEN_QSLine1Response1Script); SetLocalInt(oQuestNPC,"QuestStep1Line1Response1Check", iEN_QSLine1Response1Check); SetLocalInt(oQuestNPC,"QuestStep1Line1Response1Accept", iEN_QSLine1Response1Accept); SetLocalString(oQuestNPC,"QuestStep1Line2",sEN_QSLine2); SetLocalString(oQuestNPC,"QuestStep1Line2Response1", sEN_QSLine2Response1); SetLocalInt(oQuestNPC,"QuestStep1Line2Response1Goto", iEN_QSLine2Response1Goto); SetLocalString(oQuestNPC,"QuestStep1Line2Response1Script", sEN_QSLine2Response1Script); SetLocalInt(oQuestNPC,"QuestStep1Line2Response1Check", iEN_QSLine2Response1Check); SetLocalInt(oQuestNPC,"QuestStep1Line2Response1Accept", iEN_QSLine2Response1Accept); //Hardcoded SetLocalString(oQuestNPC,"QuestStep1Line3","Are the [camp] dead?"); SetLocalString(oQuestNPC,"QuestStep1Line3Response1", "The [camp] are dead."); SetLocalInt(oQuestNPC,"QuestStep1Line3Response1Goto", 4); SetLocalInt(oQuestNPC,"QuestStep1Line3Response1Check", 1); SetLocalString(oQuestNPC,"QuestStep1Line3Response2","I am still working on it."); SetLocalString(oQuestNPC,"QuestStep1Line4","Did you find anything on the bodies?"); SetLocalString(oQuestNPC,"QuestStep1Line4Response1", "Yes, I found the [item]."); SetLocalInt(oQuestNPC,"QuestStep1Line4Response1Goto", 5); SetLocalInt(oQuestNPC,"QuestStep1Line4Response1Check", 2); SetLocalString(oQuestNPC,"QuestStep1Line4Response2","No, but I could go back and search."); SetLocalString(oQuestNPC,"QuestStep1Line5","Excellent."); SetLocalString(oQuestNPC,"QuestStep1Line5Response1","Done."); SetLocalInt(oQuestNPC,"QuestStep1Line5Done",6); SetLocalString(oQuestNPC,"QuestStep1Line6","How's it going?"); SetLocalString(oQuestNPC,"QuestStep1Line6Response1","Pretty good."); } void Quest2() { string sEN_QName; int iEN_QSteps; int iEN_QType; //0=Normal 1=Script string sEN_QScript; int iEN_QItemChanceMod; string sEN_QItemReward; int iEN_QGold; // (-1=None,0=Code Determine) int iEN_QNPCType; string sEN_QNotComplete; int iEN_QSType; string sEN_QSItem; int iEN_QSCreateItem; int iEN_QSMobType; //(1=SingleMob,2=Camp,3=SpecificCamp) string sEN_QSMob; string sEN_QSNPC; int iEN_QSAmbush; int iEN_QSCampSpot; string sEN_QSLine1; string sEN_QSLine1Response1; int iEN_QSLine1Response1Goto; string sEN_QSLine1Response1Script; int iEN_QSLine1Response1Accept; int iEN_QSLine1Response1StepDone; string sEN_QSLine2; string sEN_QSLine2Response1; int iEN_QSLine2Response1Goto; string sEN_QSLine2Response1Script; int iEN_QSLine2Response1Accept; int iEN_QSLine2Response1StepDone; int iEN_QSLine1Response1Check; int iEN_QSLine2Response1Check; int iEN_QLevel; string sEN_QZone; iEN_QLevel=5; sEN_QZone="TST"; sEN_QName="Defending the land"; //iEN_QSteps=1; iEN_QType=0; sEN_QScript=""; iEN_QItemChanceMod=0; sEN_QItemReward=""; iEN_QGold=0; iEN_QNPCType=0; sEN_QNotComplete="RANDOM"; iEN_QSType=1; sEN_QSItem="en5_amulet"; iEN_QSCreateItem=0; //iEN_QSMobType=2; sEN_QSMob=""; sEN_QSNPC=""; iEN_QSAmbush=0; iEN_QSCampSpot=1; //must get free spot in the setup codes sEN_QSLine1="Can you help me?"; sEN_QSLine1Response1="Yes, what do you need?"; iEN_QSLine1Response1Goto=2; sEN_QSLine1Response1Script=""; iEN_QSLine1Response1Accept=0; iEN_QSLine1Response1Check=0; sEN_QSLine2="There is a [mob] located [location]."; sEN_QSLine2Response1="Consider them dead."; iEN_QSLine2Response1Goto=0; sEN_QSLine2Response1Script=""; iEN_QSLine2Response1Accept=3; iEN_QSLine2Response1Check=0; object oQuestNPC; oQuestNPC=GetObjectByTag("EN6_QUESTWP"); SetLocalString(oQuestNPC,"QuestName",sEN_QName); SetLocalString(oQuestNPC,"QuestZone",sEN_QZone); SetLocalInt(oQuestNPC,"QuestLevel",iEN_QLevel); SetLocalInt(oQuestNPC,"QuestItemChanceMod",iEN_QItemChanceMod); SetLocalString(oQuestNPC,"QuestItemReward",sEN_QItemReward); SetLocalInt(oQuestNPC,"QuestGold",iEN_QGold); SetLocalInt(oQuestNPC,"QuestNPCType",iEN_QNPCType); SetLocalString(oQuestNPC,"QuestNotComplete",sEN_QNotComplete); SetLocalInt(oQuestNPC,"QuestStep1Type",iEN_QSType); SetLocalString(oQuestNPC,"QuestStep1Item", sEN_QSItem); SetLocalInt(oQuestNPC,"QuestStep1HideItem", 1); SetLocalInt(oQuestNPC,"QuestStep1Camp", 0); //SetLocalInt(oQuestNPC,"QuestStep1MobType", iEN_QSMobType); SetLocalString(oQuestNPC,"QuestStep1MobTag",sEN_QSMob); SetLocalString(oQuestNPC,"QuestStep1NPC", sEN_QSNPC); SetLocalInt(oQuestNPC,"QuestStep1Ambush", iEN_QSAmbush); SetLocalInt(oQuestNPC,"QuestStep1CampSpot",iEN_QSCampSpot); SetLocalInt(oQuestNPC,"QuestStep1BossOnly",0); SetLocalString(oQuestNPC,"QuestStep1Line1", sEN_QSLine1); SetLocalString(oQuestNPC,"QuestStep1Line1Response1", sEN_QSLine1Response1); SetLocalInt(oQuestNPC,"QuestStep1Line1Response1Goto",iEN_QSLine1Response1Goto); SetLocalString(oQuestNPC,"QuestStep1Line1Response1Script", sEN_QSLine1Response1Script); SetLocalInt(oQuestNPC,"QuestStep1Line1Response1Check", iEN_QSLine1Response1Check); SetLocalInt(oQuestNPC,"QuestStep1Line1Response1Accept", iEN_QSLine1Response1Accept); SetLocalString(oQuestNPC,"QuestStep1Line2",sEN_QSLine2); SetLocalString(oQuestNPC,"QuestStep1Line2Response1", sEN_QSLine2Response1); SetLocalInt(oQuestNPC,"QuestStep1Line2Response1Goto", iEN_QSLine2Response1Goto); SetLocalString(oQuestNPC,"QuestStep1Line2Response1Script", sEN_QSLine2Response1Script); SetLocalInt(oQuestNPC,"QuestStep1Line2Response1Check", iEN_QSLine2Response1Check); SetLocalInt(oQuestNPC,"QuestStep1Line2Response1Accept", iEN_QSLine2Response1Accept); //Hardcoded SetLocalString(oQuestNPC,"QuestStep1Line3","Is the [mob] dead?"); SetLocalString(oQuestNPC,"QuestStep1Line3Response1", "The [mob] is dead."); SetLocalInt(oQuestNPC,"QuestStep1Line3Response1Goto", 5); SetLocalInt(oQuestNPC,"QuestStep1Line3Response1Check", 1); SetLocalString(oQuestNPC,"QuestStep1Line3Response2", "The [mob] is dead and I found a [item]."); SetLocalInt(oQuestNPC,"QuestStep1Line3Response2Goto", 4); SetLocalInt(oQuestNPC,"QuestStep1Line3Response2Check", 3); SetLocalString(oQuestNPC,"QuestStep1Line3Response3","I am still working on it."); SetLocalString(oQuestNPC,"QuestStep1Line4","This is very interesting."); SetLocalString(oQuestNPC,"QuestStep1Line4Response1", "Yeah, ain't it?"); SetLocalInt(oQuestNPC,"QuestStep1Line4Response1Goto", 5); SetLocalString(oQuestNPC,"QuestStep1Line5","Excellent."); SetLocalString(oQuestNPC,"QuestStep1Line5Response1","Done."); SetLocalInt(oQuestNPC,"QuestStep1Line5Done",7); SetLocalString(oQuestNPC,"QuestStep1Line6","XXX"); SetLocalString(oQuestNPC,"QuestStep1Line7","How's it going?"); SetLocalString(oQuestNPC,"QuestStep1Line7Response1","Pretty good."); } void Quest3() { string sEN_QName; int iEN_QSteps; int iEN_QType; //0=Normal 1=Script string sEN_QScript; int iEN_QItemChanceMod; string sEN_QItemReward; int iEN_QGold; // (-1=None,0=Code Determine) int iEN_QNPCType; string sEN_QNotComplete; int iEN_QSType; string sEN_QSItem; int iEN_QSCreateItem; int iEN_QSMobType; //(1=SingleMob,2=Camp,3=SpecificCamp) string sEN_QSMob; string sEN_QSNPC; int iEN_QSAmbush; int iEN_QSCampSpot; string sEN_QSLine1; string sEN_QSLine1Response1; int iEN_QSLine1Response1Goto; string sEN_QSLine1Response1Script; int iEN_QSLine1Response1Accept; int iEN_QSLine1Response1StepDone; string sEN_QSLine2; string sEN_QSLine2Response1; int iEN_QSLine2Response1Goto; string sEN_QSLine2Response1Script; int iEN_QSLine2Response1Accept; int iEN_QSLine2Response1StepDone; int iEN_QSLine1Response1Check; int iEN_QSLine2Response1Check; int iEN_QLevel; string sEN_QZone; iEN_QLevel=5; sEN_QZone="TST"; sEN_QName="Defending the land"; //iEN_QSteps=1; iEN_QType=0; sEN_QScript=""; iEN_QItemChanceMod=0; sEN_QItemReward=""; iEN_QGold=0; iEN_QNPCType=0; sEN_QNotComplete="RANDOM"; iEN_QSType=3; sEN_QSItem=""; iEN_QSCreateItem=0; //iEN_QSMobType=2; sEN_QSMob=""; sEN_QSNPC=""; iEN_QSAmbush=0; iEN_QSCampSpot=1; //must get free spot in the setup codes sEN_QSLine1="Can you help me?"; sEN_QSLine1Response1="Yes, what do you need?"; iEN_QSLine1Response1Goto=2; sEN_QSLine1Response1Script=""; iEN_QSLine1Response1Accept=0; iEN_QSLine1Response1Check=0; sEN_QSLine2="You should go speak with [npc] at [location]."; sEN_QSLine2Response1="I'll get right on it."; iEN_QSLine2Response1Goto=0; sEN_QSLine2Response1Script=""; iEN_QSLine2Response1Accept=3; iEN_QSLine2Response1Check=0; object oQuestNPC; oQuestNPC=GetObjectByTag("EN6_QUESTWP"); SetLocalString(oQuestNPC,"QuestName",sEN_QName); SetLocalString(oQuestNPC,"QuestZone",sEN_QZone); SetLocalInt(oQuestNPC,"QuestLevel",iEN_QLevel); SetLocalInt(oQuestNPC,"QuestItemChanceMod",iEN_QItemChanceMod); SetLocalString(oQuestNPC,"QuestItemReward",sEN_QItemReward); SetLocalInt(oQuestNPC,"QuestGold",iEN_QGold); SetLocalInt(oQuestNPC,"QuestNPCType",6); SetLocalString(oQuestNPC,"QuestNotComplete",sEN_QNotComplete); SetLocalInt(oQuestNPC,"QuestStep1Type",iEN_QSType); SetLocalString(oQuestNPC,"QuestStep1Item", sEN_QSItem); SetLocalInt(oQuestNPC,"QuestStep1HideItem", 0); SetLocalInt(oQuestNPC,"QuestStep1CreateItem", 0); SetLocalInt(oQuestNPC,"QuestStep1Camp", 0); //SetLocalInt(oQuestNPC,"QuestStep1MobType", iEN_QSMobType); SetLocalString(oQuestNPC,"QuestStep1MobTag",sEN_QSMob); SetLocalInt(oQuestNPC,"QuestStep1NPCType", 6); SetLocalString(oQuestNPC,"QuestStep1NPC", sEN_QSNPC); SetLocalInt(oQuestNPC,"QuestStep1Ambush", iEN_QSAmbush); SetLocalInt(oQuestNPC,"QuestStep1CampSpot",iEN_QSCampSpot); SetLocalInt(oQuestNPC,"QuestStep1BossOnly",0); SetLocalString(oQuestNPC,"QuestStep1Line1", sEN_QSLine1); SetLocalString(oQuestNPC,"QuestStep1Line1Response1", sEN_QSLine1Response1); SetLocalInt(oQuestNPC,"QuestStep1Line1Response1Goto",iEN_QSLine1Response1Goto); SetLocalString(oQuestNPC,"QuestStep1Line1Response1Script", sEN_QSLine1Response1Script); SetLocalInt(oQuestNPC,"QuestStep1Line1Response1Check", iEN_QSLine1Response1Check); SetLocalInt(oQuestNPC,"QuestStep1Line1Response1Accept", iEN_QSLine1Response1Accept); SetLocalString(oQuestNPC,"QuestStep1Line2",sEN_QSLine2); SetLocalString(oQuestNPC,"QuestStep1Line2Response1", sEN_QSLine2Response1); SetLocalInt(oQuestNPC,"QuestStep1Line2Response1Goto", 0); SetLocalString(oQuestNPC,"QuestStep1Line2Response1Script", sEN_QSLine2Response1Script); SetLocalInt(oQuestNPC,"QuestStep1Line2Response1Check", iEN_QSLine2Response1Check); SetLocalInt(oQuestNPC,"QuestStep1Line2Response1Accept", 3); //Hardcoded SetLocalString(oQuestNPC,"QuestStep1Line3","May I help you?"); SetLocalInt(oQuestNPC,"QuestStep1Line3NPC",1); SetLocalString(oQuestNPC,"QuestStep1Line3Response1", "Yes, [giver] asked me to come speak with you."); SetLocalInt(oQuestNPC,"QuestStep1Line3Response1Goto", 4); SetLocalInt(oQuestNPC,"QuestStep1Line3Response1Check", 0); SetLocalInt(oQuestNPC,"QuestStep1Line3Response1DeleteItem", 0); SetLocalString(oQuestNPC,"QuestStep1Line3Response2","No."); SetLocalString(oQuestNPC,"QuestStep1Line4","Whatever, dude, go away and tell [giver] to sod off."); SetLocalInt(oQuestNPC,"QuestStep1Line4NPC",1); SetLocalString(oQuestNPC,"QuestStep1Line4Response1","Okay."); SetLocalInt(oQuestNPC,"QuestStep1Line4Response1Goto",0); SetLocalInt(oQuestNPC,"QuestStep1Line4Done",7); SetLocalString(oQuestNPC,"QuestStep1Line5","Have you delivered the [item] to [npc]?"); SetLocalString(oQuestNPC,"QuestStep1Line5Response1","Yes."); SetLocalInt(oQuestNPC,"QuestStep1Line5Response1Goto",6); SetLocalString(oQuestNPC,"QuestStep1Line6","Excellent."); SetLocalString(oQuestNPC,"QuestStep1Line6Response1",""); SetLocalInt(oQuestNPC,"QuestStep1Line6Done",7); SetLocalString(oQuestNPC,"QuestStep1Line7","How's it going?"); SetLocalString(oQuestNPC,"QuestStep1Line7Response1","Pretty good."); SetLocalString(oQuestNPC,"QuestStep1Line100", "This is the completed quest line, what do you want?"); SetLocalString(oQuestNPC,"QuestStep1Line100Response1", "Get out of my face loser dude."); } void Quest4() { string sEN_QName; int iEN_QSteps; int iEN_QType; //0=Normal 1=Script string sEN_QScript; int iEN_QItemChanceMod; string sEN_QItemReward; int iEN_QGold; // (-1=None,0=Code Determine) int iEN_QNPCType; string sEN_QNotComplete; int iEN_QSType; string sEN_QSItem; int iEN_QSCreateItem; int iEN_QSMobType; //(1=SingleMob,2=Camp,3=SpecificCamp) string sEN_QSMob; string sEN_QSNPC; int iEN_QSAmbush; int iEN_QSCampSpot; string sEN_QSLine1; string sEN_QSLine1Response1; int iEN_QSLine1Response1Goto; string sEN_QSLine1Response1Script; int iEN_QSLine1Response1Accept; int iEN_QSLine1Response1StepDone; string sEN_QSLine2; string sEN_QSLine2Response1; int iEN_QSLine2Response1Goto; string sEN_QSLine2Response1Script; int iEN_QSLine2Response1Accept; int iEN_QSLine2Response1StepDone; int iEN_QSLine1Response1Check; int iEN_QSLine2Response1Check; int iEN_QLevel; string sEN_QZone; iEN_QLevel=5; sEN_QZone="TST"; sEN_QName="Defending the land"; //iEN_QSteps=1; iEN_QType=0; sEN_QScript=""; iEN_QItemChanceMod=0; sEN_QItemReward=""; iEN_QGold=0; iEN_QNPCType=0; sEN_QNotComplete="RANDOM"; iEN_QSType=4; sEN_QSItem=""; iEN_QSCreateItem=0; //iEN_QSMobType=2; sEN_QSMob=""; sEN_QSNPC=""; iEN_QSAmbush=0; iEN_QSCampSpot=1; //must get free spot in the setup codes sEN_QSLine1="Are they really all dead?"; sEN_QSLine1Response1="Yes."; iEN_QSLine1Response1Goto=2; sEN_QSLine1Response1Script=""; iEN_QSLine1Response1Accept=2; iEN_QSLine1Response1Check=0; sEN_QSLine2="Thanks a bunch, I thought I was a real goner."; sEN_QSLine2Response1="No Problem."; iEN_QSLine2Response1Goto=0; sEN_QSLine2Response1Script=""; iEN_QSLine2Response1Accept=0; iEN_QSLine2Response1Check=0; object oQuestNPC; oQuestNPC=GetObjectByTag("EN6_QUESTWP"); SetLocalString(oQuestNPC,"QuestName",sEN_QName); SetLocalString(oQuestNPC,"QuestZone",sEN_QZone); SetLocalInt(oQuestNPC,"QuestLevel",iEN_QLevel); SetLocalInt(oQuestNPC,"QuestItemChanceMod",iEN_QItemChanceMod); SetLocalString(oQuestNPC,"QuestItemReward",sEN_QItemReward); SetLocalInt(oQuestNPC,"QuestGold",iEN_QGold); SetLocalInt(oQuestNPC,"QuestNPCType",iEN_QNPCType); //SetLocalString(oQuestNPC,"QuestNotComplete",sEN_QNotComplete); SetLocalString(oQuestNPC,"QuestOneLiner","Help! Help!"); SetLocalInt(oQuestNPC,"QuestNPCSpawn",2); SetLocalInt(oQuestNPC,"QuestStep1Type",iEN_QSType); SetLocalString(oQuestNPC,"QuestStep1Item", sEN_QSItem); SetLocalInt(oQuestNPC,"QuestStep1CreateItem", iEN_QSCreateItem); SetLocalInt(oQuestNPC,"QuestStep1Camp", 7); //SetLocalInt(oQuestNPC,"QuestStep1MobType", iEN_QSMobType); SetLocalString(oQuestNPC,"QuestStep1MobTag",sEN_QSMob); SetLocalString(oQuestNPC,"QuestStep1NPC", sEN_QSNPC); SetLocalInt(oQuestNPC,"QuestStep1Ambush", iEN_QSAmbush); SetLocalInt(oQuestNPC,"QuestStep1CampSpot",iEN_QSCampSpot); SetLocalInt(oQuestNPC,"QuestStep1BossOnly",0); SetLocalInt(oQuestNPC,"QuestStep1Boss",3); SetLocalString(oQuestNPC,"QuestStep1Line1", sEN_QSLine1); SetLocalString(oQuestNPC,"QuestStep1Line1Response1", sEN_QSLine1Response1); SetLocalInt(oQuestNPC,"QuestStep1Line1Response1Goto",iEN_QSLine1Response1Goto); SetLocalString(oQuestNPC,"QuestStep1Line1Response1Script", sEN_QSLine1Response1Script); SetLocalInt(oQuestNPC,"QuestStep1Line1Response1Check", iEN_QSLine1Response1Check); SetLocalInt(oQuestNPC,"QuestStep1Line1Response1Accept", iEN_QSLine1Response1Accept); SetLocalString(oQuestNPC,"QuestStep1Line2",sEN_QSLine2); SetLocalString(oQuestNPC,"QuestStep1Line2Response1", sEN_QSLine2Response1); SetLocalInt(oQuestNPC,"QuestStep1Line2Response1Goto", iEN_QSLine2Response1Goto); SetLocalString(oQuestNPC,"QuestStep1Line2Response1Script", sEN_QSLine2Response1Script); SetLocalInt(oQuestNPC,"QuestStep1Line2Response1Check", iEN_QSLine2Response1Check); SetLocalInt(oQuestNPC,"QuestStep1Line2Response1Accept", iEN_QSLine2Response1Accept); SetLocalInt(oQuestNPC,"QuestStep1Line2Done",6); //Hardcoded SetLocalString(oQuestNPC,"QuestStep1Line3","Are the [camp] dead?"); SetLocalString(oQuestNPC,"QuestStep1Line3Response1", "The [camp] are dead."); SetLocalInt(oQuestNPC,"QuestStep1Line3Response1Goto", 4); SetLocalInt(oQuestNPC,"QuestStep1Line3Response1Check", 1); SetLocalString(oQuestNPC,"QuestStep1Line3Response2","I am still working on it."); SetLocalString(oQuestNPC,"QuestStep1Line4","Did you find anything on the bodies?"); SetLocalString(oQuestNPC,"QuestStep1Line4Response1", "Yes, I found the [item]."); SetLocalInt(oQuestNPC,"QuestStep1Line4Response1Goto", 5); SetLocalInt(oQuestNPC,"QuestStep1Line4Response1Check", 2); SetLocalString(oQuestNPC,"QuestStep1Line4Response2","No, but I could go back and search."); SetLocalString(oQuestNPC,"QuestStep1Line5","Excellent."); SetLocalString(oQuestNPC,"QuestStep1Line5Response1","Done."); SetLocalInt(oQuestNPC,"QuestStep1Line5Done",6); SetLocalString(oQuestNPC,"QuestStep1Line6","How's it going?"); SetLocalString(oQuestNPC,"QuestStep1Line6Response1","Pretty good."); } void Quest5() { string sEN_QName; int iEN_QSteps; int iEN_QType; //0=Normal 1=Script string sEN_QScript; int iEN_QItemChanceMod; string sEN_QItemReward; int iEN_QGold; // (-1=None,0=Code Determine) int iEN_QNPCType; string sEN_QNotComplete; int iEN_QSType; string sEN_QSItem; int iEN_QSCreateItem; int iEN_QSMobType; //(1=SingleMob,2=Camp,3=SpecificCamp) string sEN_QSMob; string sEN_QSNPC; int iEN_QSAmbush; int iEN_QSCampSpot; string sEN_QSLine1; string sEN_QSLine1Response1; int iEN_QSLine1Response1Goto; string sEN_QSLine1Response1Script; int iEN_QSLine1Response1Accept; int iEN_QSLine1Response1StepDone; string sEN_QSLine2; string sEN_QSLine2Response1; int iEN_QSLine2Response1Goto; string sEN_QSLine2Response1Script; int iEN_QSLine2Response1Accept; int iEN_QSLine2Response1StepDone; int iEN_QSLine1Response1Check; int iEN_QSLine2Response1Check; int iEN_QLevel; string sEN_QZone; iEN_QLevel=5; sEN_QZone="TST"; sEN_QName="Defending the land"; //iEN_QSteps=1; iEN_QType=0; sEN_QScript=""; iEN_QItemChanceMod=0; sEN_QItemReward=""; iEN_QGold=0; iEN_QNPCType=0; sEN_QNotComplete="RANDOM"; iEN_QSType=2; sEN_QSItem=""; iEN_QSCreateItem=0; //iEN_QSMobType=2; sEN_QSMob=""; sEN_QSNPC=""; iEN_QSAmbush=0; iEN_QSCampSpot=1; //must get free spot in the setup codes sEN_QSLine1="I need some help, can you help me?"; sEN_QSLine1Response1="What do you need?"; iEN_QSLine1Response1Goto=2; sEN_QSLine1Response1Script="qst_resetjrnlvar"; iEN_QSLine1Response1Accept=0; iEN_QSLine1Response1Check=0; //sEN_QSLine1Response2="No thanks."; sEN_QSLine2="Great, I need you to go whipe out some [camp] located [location]."; sEN_QSLine2Response1="No Problem."; iEN_QSLine2Response1Goto=0; sEN_QSLine2Response1Script=""; iEN_QSLine2Response1Accept=3; iEN_QSLine2Response1Check=0; object oQuestNPC; oQuestNPC=GetObjectByTag("EN6_QUESTWP"); SetLocalString(oQuestNPC,"QuestName",sEN_QName); SetLocalString(oQuestNPC,"QuestZone",sEN_QZone); SetLocalInt(oQuestNPC,"QuestLevel",iEN_QLevel); SetLocalInt(oQuestNPC,"QuestItemChanceMod",iEN_QItemChanceMod); SetLocalString(oQuestNPC,"QuestItemReward",sEN_QItemReward); SetLocalInt(oQuestNPC,"QuestGold",iEN_QGold); SetLocalInt(oQuestNPC,"QuestNPCType",iEN_QNPCType); SetLocalInt(oQuestNPC,"QuestNPCSpawn",1); //SetLocalString(oQuestNPC,"QuestNotComplete",sEN_QNotComplete); SetLocalString(oQuestNPC,"QuestOneLiner","It is dangerous out here..."); SetLocalInt(oQuestNPC,"QuestStep1Type",iEN_QSType); SetLocalString(oQuestNPC,"QuestStep1Item", sEN_QSItem); SetLocalInt(oQuestNPC,"QuestStep1CreateItem", iEN_QSCreateItem); SetLocalInt(oQuestNPC,"QuestStep1Camp", 6); //SetLocalInt(oQuestNPC,"QuestStep1MobType", iEN_QSMobType); SetLocalString(oQuestNPC,"QuestStep1MobTag",sEN_QSMob); SetLocalString(oQuestNPC,"QuestStep1NPC", sEN_QSNPC); SetLocalInt(oQuestNPC,"QuestStep1Ambush", iEN_QSAmbush); SetLocalInt(oQuestNPC,"QuestStep1CampSpot",iEN_QSCampSpot); SetLocalInt(oQuestNPC,"QuestStep1BossOnly",0); SetLocalInt(oQuestNPC,"QuestStep1Boss",2); SetLocalString(oQuestNPC,"QuestStep1Line1", sEN_QSLine1); SetLocalString(oQuestNPC,"QuestStep1Line1Response1", sEN_QSLine1Response1); SetLocalInt(oQuestNPC,"QuestStep1Line1Response1Goto",iEN_QSLine1Response1Goto); SetLocalString(oQuestNPC,"QuestStep1Line1Response1Script", sEN_QSLine1Response1Script); SetLocalInt(oQuestNPC,"QuestStep1Line1Response1Check", iEN_QSLine1Response1Check); SetLocalInt(oQuestNPC,"QuestStep1Line1Response1Accept", iEN_QSLine1Response1Accept); SetLocalString(oQuestNPC,"QuestStep1Line2",sEN_QSLine2); SetLocalString(oQuestNPC,"QuestStep1Line2Response1", sEN_QSLine2Response1); SetLocalInt(oQuestNPC,"QuestStep1Line2Response1Goto", iEN_QSLine2Response1Goto); SetLocalString(oQuestNPC,"QuestStep1Line2Response1Script", sEN_QSLine2Response1Script); SetLocalInt(oQuestNPC,"QuestStep1Line2Response1Check", iEN_QSLine2Response1Check); SetLocalInt(oQuestNPC,"QuestStep1Line2Response1Accept", iEN_QSLine2Response1Accept); //SetLocalInt(oQuestNPC,"QuestStep1Line2Done",6); //Hardcoded SetLocalString(oQuestNPC,"QuestStep1Line3","Are the [camp] dead?"); SetLocalString(oQuestNPC,"QuestStep1Line3Response1", "The [camp] are dead."); SetLocalInt(oQuestNPC,"QuestStep1Line3Response1Goto", 4); SetLocalInt(oQuestNPC,"QuestStep1Line3Response1Check", 1); SetLocalString(oQuestNPC,"QuestStep1Line3Response2","I am still working on it."); SetLocalInt(oQuestNPC,"QuestStep1Line4Done",6); SetLocalString(oQuestNPC,"QuestStep1Line4","Great!"); SetLocalString(oQuestNPC,"QuestStep1Line4Response1", "No Problem."); SetLocalInt(oQuestNPC,"QuestStep1Line4Response1Goto", 0); SetLocalInt(oQuestNPC,"QuestStep1Line4Response1Check", 0); //SetLocalString(oQuestNPC,"QuestStep1Line4Response2","No, but I could go back and search."); SetLocalString(oQuestNPC,"QuestStep1Line5","Excellent."); SetLocalString(oQuestNPC,"QuestStep1Line5Response1","Done."); SetLocalInt(oQuestNPC,"QuestStep1Line5Done",6); SetLocalString(oQuestNPC,"QuestStep1Line6","How's it going?"); SetLocalString(oQuestNPC,"QuestStep1Line6Response1","Pretty good."); } void Quest6() { string sEN_QName; int iEN_QSteps; int iEN_QType; //0=Normal 1=Script string sEN_QScript; int iEN_QItemChanceMod; string sEN_QItemReward; int iEN_QGold; // (-1=None,0=Code Determine) int iEN_QNPCType; string sEN_QNotComplete; int iEN_QSType; string sEN_QSItem; int iEN_QSCreateItem; int iEN_QSMobType; //(1=SingleMob,2=Camp,3=SpecificCamp) string sEN_QSMob; string sEN_QSNPC; int iEN_QSAmbush; int iEN_QSCampSpot; string sEN_QSLine1; string sEN_QSLine1Response1; int iEN_QSLine1Response1Goto; string sEN_QSLine1Response1Script; int iEN_QSLine1Response1Accept; int iEN_QSLine1Response1StepDone; string sEN_QSLine2; string sEN_QSLine2Response1; int iEN_QSLine2Response1Goto; string sEN_QSLine2Response1Script; int iEN_QSLine2Response1Accept; int iEN_QSLine2Response1StepDone; int iEN_QSLine1Response1Check; int iEN_QSLine2Response1Check; int iEN_QLevel; string sEN_QZone; iEN_QLevel=5; sEN_QZone="TST"; sEN_QName="Defending the land"; //iEN_QSteps=1; iEN_QType=0; sEN_QScript=""; iEN_QItemChanceMod=0; sEN_QItemReward=""; iEN_QGold=0; iEN_QNPCType=0; sEN_QNotComplete="RANDOM"; iEN_QSType=5; sEN_QSItem="en5_amulet"; iEN_QSCreateItem=0; sEN_QSMob=""; sEN_QSNPC=""; iEN_QSAmbush=0; iEN_QSCampSpot=1; //must get free spot in the setup codes sEN_QSLine1="Can I help you?"; sEN_QSLine1Response1="Yes, I found this [item], do you know anything about it?"; iEN_QSLine1Response1Goto=1; sEN_QSLine1Response1Script=""; iEN_QSLine1Response1Accept=2; iEN_QSLine1Response1Check=2; sEN_QSLine2="The item means you must go kill some [camp] located [location]."; sEN_QSLine2Response1="Sure."; iEN_QSLine2Response1Goto=0; sEN_QSLine2Response1Script=""; iEN_QSLine2Response1Accept=0; iEN_QSLine2Response1Check=0; object oQuestNPC; oQuestNPC=GetObjectByTag("EN6_QUESTWP"); SetLocalString(oQuestNPC,"QuestName",sEN_QName); SetLocalString(oQuestNPC,"QuestZone",sEN_QZone); SetLocalInt(oQuestNPC,"QuestLevel",iEN_QLevel); SetLocalInt(oQuestNPC,"QuestItemChanceMod",iEN_QItemChanceMod); SetLocalString(oQuestNPC,"QuestItemReward",sEN_QItemReward); SetLocalInt(oQuestNPC,"QuestGold",iEN_QGold); SetLocalInt(oQuestNPC,"QuestNPCType",iEN_QNPCType); SetLocalString(oQuestNPC,"QuestNotComplete",sEN_QNotComplete); SetLocalInt(oQuestNPC,"QuestStep1Type",iEN_QSType); SetLocalString(oQuestNPC,"QuestStep1Item", sEN_QSItem); SetLocalInt(oQuestNPC,"QuestStep1CreateItem", iEN_QSCreateItem); SetLocalInt(oQuestNPC,"QuestStep1Camp", 7); //SetLocalInt(oQuestNPC,"QuestStep1MobType", iEN_QSMobType); SetLocalString(oQuestNPC,"QuestStep1MobTag",sEN_QSMob); SetLocalString(oQuestNPC,"QuestStep1NPC", sEN_QSNPC); SetLocalInt(oQuestNPC,"QuestStep1Ambush", iEN_QSAmbush); SetLocalInt(oQuestNPC,"QuestStep1CampSpot",iEN_QSCampSpot); SetLocalInt(oQuestNPC,"QuestStep1BossOnly",0); SetLocalInt(oQuestNPC,"QuestStep1Boss",3); SetLocalString(oQuestNPC,"QuestStep1Line1", sEN_QSLine1); SetLocalString(oQuestNPC,"QuestStep1Line1Response1", sEN_QSLine1Response1); SetLocalInt(oQuestNPC,"QuestStep1Line1Response1Goto",iEN_QSLine1Response1Goto); SetLocalString(oQuestNPC,"QuestStep1Line1Response1Script", sEN_QSLine1Response1Script); SetLocalInt(oQuestNPC,"QuestStep1Line1Response1Check", iEN_QSLine1Response1Check); SetLocalInt(oQuestNPC,"QuestStep1Line1Response1Accept", iEN_QSLine1Response1Accept); SetLocalInt(oQuestNPC,"QuestStep1Line1Response1StepDone", 1); SetLocalInt(oQuestNPC,"QuestStep1Line1Response1DeleteItem", 1); SetLocalString(oQuestNPC,"QuestStep1Line1Response2", "No, thanks."); SetLocalString(oQuestNPC,"QuestStep2Line1",sEN_QSLine2); SetLocalString(oQuestNPC,"QuestStep2Line1Response1", sEN_QSLine2Response1); SetLocalInt(oQuestNPC,"QuestStep2Line1Response1Goto", 0); SetLocalString(oQuestNPC,"QuestStep2Line1Response1Script", sEN_QSLine2Response1Script); SetLocalInt(oQuestNPC,"QuestStep2Line1Response1Check", iEN_QSLine2Response1Check); SetLocalInt(oQuestNPC,"QuestStep2Line1Response1Accept", 3); //SetLocalInt(oQuestNPC,"QuestStep1Line2Response1StepDone", 1); SetLocalString(oQuestNPC,"QuestStep2Line1Response2", "No thanks."); SetLocalInt(oQuestNPC,"QuestStep2Line1Response2Goto", 4); //Hardcoded SetLocalInt(oQuestNPC,"QuestStep2Type",2); SetLocalInt(oQuestNPC,"QuestStep2CampSpot",1); SetLocalString(oQuestNPC,"QuestStep2Line2","You need to go kill some [camp] located [location]."); SetLocalString(oQuestNPC,"QuestStep2Line2Response1", "I will take care of the [camp]."); SetLocalInt(oQuestNPC,"QuestStep2Line2Response1Goto", 0); SetLocalInt(oQuestNPC,"QuestStep2Line2Response1LineStart", 3); SetLocalString(oQuestNPC,"QuestStep2Line3","Did you take care of the [camp]?"); SetLocalString(oQuestNPC,"QuestStep2Line3Response1", "Yes, I took care of them."); SetLocalInt(oQuestNPC,"QuestStep2Line3Response1Goto", 4); SetLocalInt(oQuestNPC,"QuestStep2Line3Response1Check", 1); SetLocalString(oQuestNPC,"QuestStep2Line3Response2","Not yet."); SetLocalString(oQuestNPC,"QuestStep2Line4","Excellent."); SetLocalString(oQuestNPC,"QuestStep2Line4Response1","Done."); SetLocalInt(oQuestNPC,"QuestStep2Line4Done",5); SetLocalString(oQuestNPC,"QuestStep2Line5","How's it going?"); SetLocalString(oQuestNPC,"QuestStep2Line5Response1","Pretty good."); } void Quest7() { string sEN_QName; int iEN_QSteps; int iEN_QType; //0=Normal 1=Script string sEN_QScript; int iEN_QItemChanceMod; string sEN_QItemReward; int iEN_QGold; // (-1=None,0=Code Determine) int iEN_QNPCType; string sEN_QNotComplete; int iEN_QSType; string sEN_QSItem; int iEN_QSCreateItem; int iEN_QSMobType; //(1=SingleMob,2=Camp,3=SpecificCamp) string sEN_QSMob; string sEN_QSNPC; int iEN_QSAmbush; int iEN_QSCampSpot; string sEN_QSLine1; string sEN_QSLine1Response1; int iEN_QSLine1Response1Goto; string sEN_QSLine1Response1Script; int iEN_QSLine1Response1Accept; int iEN_QSLine1Response1StepDone; string sEN_QSLine2; string sEN_QSLine2Response1; int iEN_QSLine2Response1Goto; string sEN_QSLine2Response1Script; int iEN_QSLine2Response1Accept; int iEN_QSLine2Response1StepDone; int iEN_QSLine1Response1Check; int iEN_QSLine2Response1Check; int iEN_QLevel; string sEN_QZone; iEN_QLevel=5; sEN_QZone="TST"; sEN_QName="Defending the land"; //iEN_QSteps=1; iEN_QType=0; sEN_QScript=""; iEN_QItemChanceMod=0; sEN_QItemReward=""; iEN_QGold=0; iEN_QNPCType=0; sEN_QNotComplete="RANDOM"; iEN_QSType=6; sEN_QSItem="en5_amulet"; iEN_QSCreateItem=0; iEN_QSMobType=2; sEN_QSMob=""; sEN_QSNPC=""; iEN_QSAmbush=0; iEN_QSCampSpot=1; //must get free spot in the setup codes sEN_QSLine1="Can you help me?"; sEN_QSLine1Response1="Yes, what do you need?"; iEN_QSLine1Response1Goto=2; sEN_QSLine1Response1Script=""; iEN_QSLine1Response1Accept=0; iEN_QSLine1Response1Check=0; sEN_QSLine2="I need you to get the [item] which might be guarded by a pack of [camp] located [location]."; sEN_QSLine2Response1="Consider it done."; iEN_QSLine2Response1Goto=0; sEN_QSLine2Response1Script=""; iEN_QSLine2Response1Accept=3; iEN_QSLine2Response1Check=0; object oQuestNPC; oQuestNPC=GetObjectByTag("EN6_QUESTWP"); SetLocalString(oQuestNPC,"QuestName",sEN_QName); SetLocalString(oQuestNPC,"QuestZone",sEN_QZone); SetLocalInt(oQuestNPC,"QuestLevel",iEN_QLevel); SetLocalInt(oQuestNPC,"QuestItemChanceMod",iEN_QItemChanceMod); SetLocalString(oQuestNPC,"QuestItemReward",sEN_QItemReward); SetLocalInt(oQuestNPC,"QuestGold",iEN_QGold); SetLocalInt(oQuestNPC,"QuestNPCType",iEN_QNPCType); SetLocalString(oQuestNPC,"QuestNotComplete",sEN_QNotComplete); SetLocalInt(oQuestNPC,"QuestStep1Type",iEN_QSType); SetLocalString(oQuestNPC,"QuestStep1Item", sEN_QSItem); SetLocalInt(oQuestNPC,"QuestStep1CreateItem", iEN_QSCreateItem); SetLocalInt(oQuestNPC,"QuestStep1Camp", 7); //SetLocalInt(oQuestNPC,"QuestStep1MobType", iEN_QSMobType); SetLocalString(oQuestNPC,"QuestStep1MobTag",sEN_QSMob); SetLocalString(oQuestNPC,"QuestStep1NPC", sEN_QSNPC); SetLocalInt(oQuestNPC,"QuestStep1Ambush", iEN_QSAmbush); SetLocalInt(oQuestNPC,"QuestStep1CampSpot",iEN_QSCampSpot); SetLocalInt(oQuestNPC,"QuestStep1BossOnly",0); SetLocalInt(oQuestNPC,"QuestStep1Boss",3); SetLocalString(oQuestNPC,"QuestStep1Line1", sEN_QSLine1); SetLocalString(oQuestNPC,"QuestStep1Line1Response1", sEN_QSLine1Response1); SetLocalInt(oQuestNPC,"QuestStep1Line1Response1Goto",iEN_QSLine1Response1Goto); SetLocalString(oQuestNPC,"QuestStep1Line1Response1Script", sEN_QSLine1Response1Script); SetLocalInt(oQuestNPC,"QuestStep1Line1Response1Check", iEN_QSLine1Response1Check); SetLocalInt(oQuestNPC,"QuestStep1Line1Response1Accept", iEN_QSLine1Response1Accept); SetLocalString(oQuestNPC,"QuestStep1Line2",sEN_QSLine2); SetLocalString(oQuestNPC,"QuestStep1Line2Response1", sEN_QSLine2Response1); SetLocalInt(oQuestNPC,"QuestStep1Line2Response1Goto", iEN_QSLine2Response1Goto); SetLocalString(oQuestNPC,"QuestStep1Line2Response1Script", sEN_QSLine2Response1Script); SetLocalInt(oQuestNPC,"QuestStep1Line2Response1Check", iEN_QSLine2Response1Check); SetLocalInt(oQuestNPC,"QuestStep1Line2Response1Accept", iEN_QSLine2Response1Accept); //Hardcoded SetLocalString(oQuestNPC,"QuestStep1Line3","Did you get it?"); SetLocalString(oQuestNPC,"QuestStep1Line3Response1", "Yes, I found the [item]."); SetLocalInt(oQuestNPC,"QuestStep1Line3Response1Goto", 5); SetLocalInt(oQuestNPC,"QuestStep1Line3Response1Check", 2); SetLocalString(oQuestNPC,"QuestStep1Line3Response2","I am still working on it."); SetLocalString(oQuestNPC,"QuestStep1Line4","Did you find anything on the bodies?"); SetLocalString(oQuestNPC,"QuestStep1Line4Response1", "Yes, I found the [item]."); SetLocalInt(oQuestNPC,"QuestStep1Line4Response1Goto", 5); SetLocalInt(oQuestNPC,"QuestStep1Line4Response1Check", 2); SetLocalString(oQuestNPC,"QuestStep1Line4Response2","No, but I could go back and search."); SetLocalString(oQuestNPC,"QuestStep1Line5","Excellent."); SetLocalString(oQuestNPC,"QuestStep1Line5Response1","Done."); SetLocalInt(oQuestNPC,"QuestStep1Line5Done",6); SetLocalString(oQuestNPC,"QuestStep1Line6","How's it going?"); SetLocalString(oQuestNPC,"QuestStep1Line6Response1","Pretty good."); } void Quest8() { string sEN_QName; int iEN_QSteps; int iEN_QType; //0=Normal 1=Script string sEN_QScript; int iEN_QItemChanceMod; string sEN_QItemReward; int iEN_QGold; // (-1=None,0=Code Determine) int iEN_QNPCType; string sEN_QNotComplete; int iEN_QSType; string sEN_QSItem; int iEN_QSCreateItem; int iEN_QSMobType; //(1=SingleMob,2=Camp,3=SpecificCamp) string sEN_QSMob; string sEN_QSNPC; int iEN_QSAmbush; int iEN_QSCampSpot; string sEN_QSLine1; string sEN_QSLine1Response1; int iEN_QSLine1Response1Goto; string sEN_QSLine1Response1Script; int iEN_QSLine1Response1Accept; int iEN_QSLine1Response1StepDone; string sEN_QSLine2; string sEN_QSLine2Response1; int iEN_QSLine2Response1Goto; string sEN_QSLine2Response1Script; int iEN_QSLine2Response1Accept; int iEN_QSLine2Response1StepDone; int iEN_QSLine1Response1Check; int iEN_QSLine2Response1Check; int iEN_QLevel; string sEN_QZone; iEN_QLevel=5; sEN_QZone="TST"; sEN_QName="Defending the land"; //iEN_QSteps=1; iEN_QType=0; sEN_QScript=""; iEN_QItemChanceMod=0; sEN_QItemReward=""; iEN_QGold=0; iEN_QNPCType=0; sEN_QNotComplete="RANDOM"; iEN_QSType=7; sEN_QSItem="en5_amulet"; iEN_QSCreateItem=0; iEN_QSMobType=2; sEN_QSMob=""; sEN_QSNPC=""; iEN_QSAmbush=0; iEN_QSCampSpot=1; //must get free spot in the setup codes sEN_QSLine1="Can you help me?"; sEN_QSLine1Response1="Yes, what do you need?"; iEN_QSLine1Response1Goto=2; sEN_QSLine1Response1Script=""; iEN_QSLine1Response1Accept=0; iEN_QSLine1Response1Check=0; sEN_QSLine2="I need you to get the [item] which might be guarded by a pack of [camp] located [location]."; sEN_QSLine2Response1="Consider it done."; iEN_QSLine2Response1Goto=0; sEN_QSLine2Response1Script=""; iEN_QSLine2Response1Accept=3; iEN_QSLine2Response1Check=0; object oQuestNPC; oQuestNPC=GetObjectByTag("EN6_QUESTWP"); SetLocalString(oQuestNPC,"QuestName",sEN_QName); SetLocalString(oQuestNPC,"QuestZone",sEN_QZone); SetLocalInt(oQuestNPC,"QuestLevel",iEN_QLevel); SetLocalInt(oQuestNPC,"QuestItemChanceMod",iEN_QItemChanceMod); SetLocalString(oQuestNPC,"QuestItemReward",sEN_QItemReward); SetLocalInt(oQuestNPC,"QuestGold",iEN_QGold); SetLocalInt(oQuestNPC,"QuestNPCType",iEN_QNPCType); SetLocalString(oQuestNPC,"QuestNotComplete",sEN_QNotComplete); SetLocalInt(oQuestNPC,"QuestStep1Type",iEN_QSType); SetLocalInt(oQuestNPC,"QuestStep1SpecialArea",1); SetLocalString(oQuestNPC,"QuestStep1Item", sEN_QSItem); SetLocalInt(oQuestNPC,"QuestStep1CreateItem", iEN_QSCreateItem); SetLocalInt(oQuestNPC,"QuestStep1Camp", 7); //SetLocalInt(oQuestNPC,"QuestStep1MobType", iEN_QSMobType); SetLocalString(oQuestNPC,"QuestStep1MobTag",sEN_QSMob); SetLocalString(oQuestNPC,"QuestStep1NPC", sEN_QSNPC); SetLocalInt(oQuestNPC,"QuestStep1Ambush", iEN_QSAmbush); SetLocalInt(oQuestNPC,"QuestStep1CampSpot",iEN_QSCampSpot); SetLocalInt(oQuestNPC,"QuestStep1BossOnly",0); SetLocalInt(oQuestNPC,"QuestStep1Boss",3); SetLocalString(oQuestNPC,"QuestStep1Line1", sEN_QSLine1); SetLocalString(oQuestNPC,"QuestStep1Line1Response1", sEN_QSLine1Response1); SetLocalInt(oQuestNPC,"QuestStep1Line1Response1Goto",iEN_QSLine1Response1Goto); SetLocalString(oQuestNPC,"QuestStep1Line1Response1Script", sEN_QSLine1Response1Script); SetLocalInt(oQuestNPC,"QuestStep1Line1Response1Check", iEN_QSLine1Response1Check); SetLocalInt(oQuestNPC,"QuestStep1Line1Response1Accept", iEN_QSLine1Response1Accept); SetLocalString(oQuestNPC,"QuestStep1Line2",sEN_QSLine2); SetLocalString(oQuestNPC,"QuestStep1Line2Response1", sEN_QSLine2Response1); SetLocalInt(oQuestNPC,"QuestStep1Line2Response1Goto", iEN_QSLine2Response1Goto); SetLocalString(oQuestNPC,"QuestStep1Line2Response1Script", sEN_QSLine2Response1Script); SetLocalInt(oQuestNPC,"QuestStep1Line2Response1Check", iEN_QSLine2Response1Check); SetLocalInt(oQuestNPC,"QuestStep1Line2Response1Accept", iEN_QSLine2Response1Accept); //Hardcoded SetLocalString(oQuestNPC,"QuestStep1Line3","Did you get it?"); SetLocalString(oQuestNPC,"QuestStep1Line3Response1", "Yes, I found the [item]."); SetLocalInt(oQuestNPC,"QuestStep1Line3Response1Goto", 5); SetLocalInt(oQuestNPC,"QuestStep1Line3Response1Check", 2); SetLocalString(oQuestNPC,"QuestStep1Line3Response2","I am still working on it."); SetLocalString(oQuestNPC,"QuestStep1Line4","Did you find anything on the bodies?"); SetLocalString(oQuestNPC,"QuestStep1Line4Response1", "Yes, I found the [item]."); SetLocalInt(oQuestNPC,"QuestStep1Line4Response1Goto", 5); SetLocalInt(oQuestNPC,"QuestStep1Line4Response1Check", 2); SetLocalString(oQuestNPC,"QuestStep1Line4Response2","No, but I could go back and search."); SetLocalString(oQuestNPC,"QuestStep1Line5","Excellent."); SetLocalString(oQuestNPC,"QuestStep1Line5Response1","Done."); SetLocalInt(oQuestNPC,"QuestStep1Line5Done",6); SetLocalString(oQuestNPC,"QuestStep1Line6","How's it going?"); SetLocalString(oQuestNPC,"QuestStep1Line6Response1","Pretty good."); }