-- Quest: C:\QUESTS\WORKING\P0B10L07.Qbn.
-- StartsBy: letter
-- Questee: member
-- Questor: vampire
-- Repute: 10
-- QuestId: 7
Messages: 18
Quest: P0B10L07
DisplayName: Intimidation
-- Message panels
QRC:

RefuseQuest:  [1001]
Error: Questtext 1001 Called.

AcceptQuest:  [1002]
Error: Questtext 1002 Called.

QuestComplete:  [1004]
<ce>                         _knight_ is half out
<ce>                    of %g3 mind, %pcf. What a terror
<ce>                           you are. %vam feel
<ce>                    that you deserve this _jewelry_
<ce>                   in recognition of your loyalty and
<ce>                    remarkable ... restraint in this
<ce>                     matter. Well done, tribesman.

RumorsDuringQuest:  [1005]
If _knight_ doesn't watch out, those vampires are going to turn on %g2.
<--->
_knight_ thinks %g knows about vampires. But %g's a fool.

RumorsPostfailure:  [1006]
_knight_ has moved across the Bay, but %g's keeping an eye on the vampires.
<--->
_knight_'s not afraid of any vampires. Killed thousands of 'em, I hear.

RumorsPostsuccess:  [1007]
_knight_ got taught the lesson of %g3 life. It doesn't pay to fight vampires.
<--->
_knight_ was a stupid do-gooder. Just leave the vampires alone, I say.

QuestorPostsuccess:  [1008]
Error: Questtext 1008 Called.

QuestorPostfailure:  [1009]
Error: Questtext 1009 Called.

QuestLogEntry:  [1010]
              __vamp_
               ___vamp_
 
 
 Dear %pcn,
 
     %vam need you. Come
 immediately.
 
 
               Yours in Death,
 
 
               _vamp_

Message:  1011
<ce>                  Ah, good evening, my tribesman. We
<ce>                   are having difficulty with a local
<ce>                  warlord who, despite our many, many
<ce>                   polite verbal and written threats,
<ce>                    continues to wage a war against
<ce>                 %vam. Ordinarily, this irksome knight
<ce>                    would have been in the hereafter
<ce>                   weeks ago. Our mercy is not sprung
<ce>                      from sentiment. We could use
<ce>                          _knight_ as an ally
<ce>                   in %reg, but %g needs to be taught
<ce>                  obedience. I want you to have a talk
<ce>                        with %g2 in ___mondung_
<ce>                   where %g feels most secure. Don't
<ce>                  kill %g2 -- just rough %g2 up a bit.
<ce>                 I'll expect you back in =queston_ days
<ce>                           after _knight_ has
<ce>                           been ... softened.

Message:  1012
%qdt:
 I received a letter
 from _vamp_, of
 %vam of ___vamp_. I
 am needed in __vamp_
 as soon as possible.

Message:  1013
%qdt: _vamp_
 wants me to go to ___mondung_
 and throttle _knight_,
 a knight who refuses to bend to the
 will of %vam. I am
 ordered not to kill %g2, just
 frighten %g2, and be back in
 ___vamp_ in =queston_ days.

Message:  1014
<ce>                         Sweet %god, tell %vam
<ce>                         that I'll do anything!
<ce>                          Just don't kill me!
                                     <--->
<ce>                          %oth, I surrender!
<ce>                      I'll do anything they want,
<ce>                      just please, in the name of
<ce>                            %god, don't kill
<ce>                                  me!

Message:  1015
<ce>                           _knight_ is dead.
<ce>                           _vamp_ will not be
<ce>                                pleased.

Message:  1016
<ce>                       I've already heard, %pcf.
<ce>                           You slew _knight_
<ce>                 though I specifically told you only to
<ce>                       frighten %g2. %oth, you're
<ce>                    no better than a thug, are you?
<ce>                          %vam and I are very
<ce>                          disappointed, %pcf.

Message:  1017
<ce>                     A pale young boy hands you a
<ce>                      letter before scurrying away
<ce>                        with surprising agility.


-- Symbols used in the QRC file:
--
--              %dat occurs 1 time.
--                %g occurs 5 times.
--               %g2 occurs 8 times.
--               %g3 occurs 2 times.
--              %god occurs 2 times.
--              %oth occurs 2 times.
--              %pcf occurs 5 times.
--              %pcn occurs 2 times.
--              %qdt occurs 1 time.
--              %reg occurs 1 time.
--              %vam occurs 7 times.
--         =queston_ occurs 14 times.
--       ___mondung_ occurs 2 times.
--          ___vamp_ occurs 9 times.
--         _jewelry_ occurs 1 time.
--          _knight_ occurs 12 times.
--            _vamp_ occurs 5 times.

QBN:
Item _letter_ letter used 1010
Item _jewelry_ trinket

Person _vamp_ factiontype Vampire_Clan male
Person _knight_ face 69 factiontype Knightly_Guard

Place _mondung_ remote dungeon2

Clock _queston_ 00:00 0 flag 17 range 0 2

Foe _F.00_ is Knight

--	Quest start-up:
	dialog link for person _vamp_ 
	_letter_ used do _readletter_ 
	have _letter_ set _S.09_ 
	give pc _letter_ notify 1017 
	place foe _F.00_ at _mondung_ 

variable _S.00_
_queston_ task:
	change repute with _vamp_ by -5 
	end quest 

_vampclicked_ task:
	clicked npc _vamp_ 
	reveal _mondung_ 
	log 1013 step 1 
	say 1011 

_S.03_ task:
	when _vampclicked_ and not _S.05_ and not _S.04_ 
	clear _vampclicked_ _S.03_ 

_S.04_ task:
	injured _F.00_ 
	say 1014 
	restrain foe _F.00_
--task _S.04_ 
--This was appended to the restrain foe action, not sure why

_S.05_ task:
	killed 1 _F.00_ 
	say 1015 

_reward_ task:
	when _vampclicked_ and _S.04_ and not _S.05_ 
	give pc _jewelry_ 
	end quest 

_S.07_ task:
	when _vampclicked_ and _S.05_ 
	say 1016 
	change repute with _vamp_ by -5 
	end quest 

_readletter_ task:
	add dialog for location _mondung_ person _vamp_ 
	log 1012 step 0 
	create npc _vamp_ 

_S.09_ task:
	start timer _queston_ 
