/* This is the method we declared as callback for the hooks we set to * Sir Quait. It will be called whenever a player right clicks on Sir Quait * or when he whispers something to him. */ protected static void TalkToSeamstressLynnet(DOLEvent e, object sender, EventArgs args) { // We get the player from the event arguments and check if he qualifies GamePlayer player = ((SourceEventArgs)args).Source as GamePlayer; if (player == null) { return; } if (stewardWillie.CanGiveQuest(typeof(WolfPeltCloak), player) <= 0) { return; } // We also check if the player is already doing the quest WolfPeltCloak quest = player.IsDoingQuest(typeof(WolfPeltCloak)) as WolfPeltCloak; lynnet.TurnTo(player); // Did the player rightclick on Sir Quait? if (e == GameObjectEvent.Interact) { if (quest != null) { // If the player is already doing the quest, we ask if he found the sword! lynnet.SayTo(player, "I hear you have a token for me, as proof of your valuable work for his Lordship. Give it to me and I will reward you."); } } }
/* This is our callback hook that will be called when the player clicks * on any button in the quest offer dialog. We check if he accepts or * declines here... */ private static void CheckPlayerAbortQuest(GamePlayer player, byte response) { WolfPeltCloak quest = player.IsDoingQuest(typeof(WolfPeltCloak)) as WolfPeltCloak; if (quest == null) { return; } if (response == 0x00) { SendSystemMessage(player, "Good, now go out there and finish your work!"); } else { SendSystemMessage(player, "Aborting Quest " + questTitle + ". You can start over again if you want."); quest.AbortQuest(); } }
/* This is the method we declared as callback for the hooks we set to * Sir Quait. It will be called whenever a player right clicks on Sir Quait * or when he whispers something to him. */ protected static void TalkToStewardWillie(DOLEvent e, object sender, EventArgs args) { // We get the player from the event arguments and check if he qualifies GamePlayer player = ((SourceEventArgs)args).Source as GamePlayer; if (player == null) { return; } if (stewardWillie.CanGiveQuest(typeof(WolfPeltCloak), player) <= 0) { return; } // We also check if the player is already doing the quest WolfPeltCloak quest = player.IsDoingQuest(typeof(WolfPeltCloak)) as WolfPeltCloak; stewardWillie.TurnTo(player); // Did the player rightclick on Sir Quait? if (e == GameObjectEvent.Interact) { // We check if the player is already doing the quest if (quest != null) { // If the player is already doing the quest, we ask if he found the fur! if (player.Inventory.GetFirstItemByID(wolfFur.Id_nb, eInventorySlot.FirstBackpack, eInventorySlot.LastBackpack) != null) { stewardWillie.SayTo(player, "Ah, well done! His Lordship will be pleased to know there is one less mongrel in the pack! Give me the fur so I can throw it with the others."); } else if (player.Inventory.GetFirstItemByID(wolfHeadToken.Id_nb, eInventorySlot.FirstBackpack, eInventorySlot.LastBackpack) != null) { stewardWillie.SayTo(player, "Give the token to Seamstress Lynnet in Ludlow, she'll give ye your reward. Thank ye for your fine services to His Lordship."); } else { stewardWillie.SayTo(player, "Good! I know we ca'count on ye. I will reward ye for the pelt ye bring me from one of those vile beasts!"); } return; } else { stewardWillie.SayTo(player, "Aye, hello there! Have ye been sent t'help with our [problem]"); return; } } // The player whispered to Sir Quait (clicked on the text inside the []) else if (e == GameLivingEvent.WhisperReceive) { WhisperReceiveEventArgs wArgs = (WhisperReceiveEventArgs)args; // We also check if the player is already doing the quest if (quest == null) { switch (wArgs.Text) { case "problem": stewardWillie.SayTo(player, "What? Ye haven't heard? Hhhmm, then I wonder if ye would [like to help]"); break; case "pack of wolves": stewardWillie.SayTo(player, "There should be some around the area of this village, take a look near the road to Camelot. Kill any wolf pups you can find, and bring me its fur."); break; case "like to help": stewardWillie.SayTo(player, "That's wonderful! We've been havin' a serious problem with a [pack of wolves]. His Lordship wants'em eliminated because they have been a-bothering the people here about. His Lordship has authorized me to reward those who [serve him well]."); break; // If the player offered his "help", we send the quest dialog now! case "serve him well": player.Out.SendQuestSubscribeCommand(stewardWillie, QuestMgr.GetIDForQuestType(typeof(WolfPeltCloak)), "Do you accept the Wolf Pelt Cloak quest?"); break; } } else { switch (wArgs.Text) { case "abort": player.Out.SendCustomDialog("Do you really want to abort this quest, \nall items gained during quest will be lost?", new CustomDialogResponse(CheckPlayerAbortQuest)); break; } } } }