-- Quest: C:\QUESTS\WORKING\O0B00Y11.Qbn.
-- StartsBy: NPC
-- Questee: member
-- Questor: thief
-- Repute: 0
-- QuestId: 11
-- Edited for Daggerfall Unity by Jay_H
Messages: 64
Quest: O0B00Y11
DisplayName: Antique Ivory
-- Message panels
QRC:

QuestorOffer:  [1000]
<ce>                     %pcf, a simple game.  An item
<ce>                     in a house that needs lifting.
<ce>                           Are you up for it?

RefuseQuest:  [1001]
<ce>                  You'll go far in the Thieves Guild
<ce>                  with that attitude.  Sure you will.

AcceptQuest:  [1002]
<ce>                    That's the spirit.  As I said,
<ce>                     nothing complicated about this
<ce>                     job.  A client wants to get a
<ce>                    hold of a certain antique ivory
<ce>                     piece which currently resides
<ce>                     in _target_ here in __target_.
<ce>                     You have two days to bring it
<ce>                      to me, for a finder's fee of
<ce>                             _reward_ gold.

QuestFail:  [1003]
<ce>                      The _heist_?  Where is it?

QuestComplete:  [1004]
<ce>                  Excellent work, %pcf.  Just the way
<ce>                  I like these jobs to go, no fuss, no
<ce>                  muss.  Here's the _reward_ gold, and
<ce>                  congratulations on a job well done.

RumorsDuringQuest:  [1005]
_dummy_ has hired on a lot of extra guards at _target_ for some reason.

RumorsPostfailure:  [1006]
Did you hear about the bungled break-in at _target_?

RumorsPostsuccess:  [1007]
<ce>Someone broke in to _target_ and got away with _dummy_'s precious antique
<ce>           ivory, right under the noses of all those guards!

QuestorPostsuccess:  [1008]
What can I do for you, my catburgling friend?

QuestorPostfailure:  [1009]
I can't seem to forget the botch you made of that simple heist.

Message:  1011
<ce> _target_ is swarming with hired guards these days.  I don't know why.

Message:  1020
%qdt:
 I have two days to steal a piece
 of antique ivory from _target_
 here in __target_.  I am to
 deliver it to _questgiver_ at
 __questgiver_ for _reward_ gold.


Message:  1021
%qdt:
 My burglary did not go smoothly.
 _questgiver_ told me to get out
 of town with the ivory.  I am to
 deliver it to _contact_ who
 will meet me in _safehouse_
 in __safehouse_.

Message:  1040
<ce>                  This looks like the piece of ivory
<ce>                    _questgiver_ sent you to steal.

Message:  1050
<ce>                    %pcf, what are you doing here?
<ce>                    I don't know how you could botch
<ce>                     such a simple job, but if you
<ce>                  don't get yourself and that blasted
<ce>                   ivory out of town, we're all going
<ce>                  to end up in the slammer, or worse.
<ce>                  I don't give a damn about your skin,
<ce>                 but the Thieves Guild has a reputation
<ce>                 to uphold, and we promised our client
<ce>                 that item.  Get over to __safehouse_.
<ce>                 _contact_ will meet you in _safehouse_
<ce>                     there.  Don't screw up again.

Message:  1051
<ce>                   Well, if it isn't %pcn, the Inept
<ce>                   Catburglar?  At least you managed
<ce>                  to get through with the item.  Says
<ce>                   something about your brawn, if not
<ce>                   your brains.  You didn't actually
<ce>                   expect to still get paid, did you?

Message:  1052
<ce>                  You're smarter than you look.  Now
<ce>                   run along before we decide to turn
<ce>                    you over to the __target_ guard.

Message:  1053
<ce>                 Then we're just going to have to take
<ce>                         it off your dead body.

Message:  1060
<ce>                  %oth, you're a feisty one, aintcha?
<ce>                  Better get outta here before I have
<ce>                           to really hurt ya.

Message:  1061
<ce>                     This %ra scum killed =guard_!

Message:  1062
<ce>                   Don't move, or I'll cut you down
<ce>                  where you stand!  Give us the ivory
<ce>                        you stole from _target_
<ce>                          and I'll let you go.

Message:  1063
<ce>                  We know how to deal with murdering
<ce>                     scum like you.  =posse_, just
<ce>                    be careful not to get any blood
<ce>                    on _dummy_'s ivory when you cut
<ce>                           this %ra's throat.


-- Symbols used in the QRC file:
--
--              %oth occurs 1 time.
--              %pcf occurs 3 times.
--              %pcn occurs 1 time.
--              %qdt occurs 2 times.
--               %ra occurs 5 times.
--           =guard_ occurs 2 times.
--           =posse_ occurs 1 time.
--     __questgiver_ occurs 1 time.
--      __safehouse_ occurs 3 times.
--         __target_ occurs 4 times.
--         _contact_ occurs 2 times.
--           _dummy_ occurs 3 times.
--           _heist_ occurs 2 times.
--      _questgiver_ occurs 3 times.
--          _reward_ occurs 6 times.
--       _safehouse_ occurs 2 times.
--          _target_ occurs 7 times.

QBN:
Item _heist_ ivory
Item _reward_ gold

Person _questgiver_ face 44 group Questor
Person _contact_ face 1 group Local_3.0
Person _dummy_ face 209 group Resident1

Place _target_ local house1 anyInfo 1011 rumors 1011
Place _safehouse_ remote house3

Clock _time_ 00:00 0 flag 1 range 0 2
Clock _S.01_ 2.00:00 0 flag 1 range 0 1
--removed unnecessary delay timer

Foe _guard_ is Rogue
Foe _posse_ is 3 Archer

--	Quest start-up:
	place item _heist_ at _target_ 
	dialog link for location _safehouse_ person _contact_ 
	start timer _S.01_ 
	start timer _time_ 
	log 1020 step 0 
	pc at _target_ set _S.02_ 
	place npc _contact_ at _safehouse_ 

_time_ task:
	end quest 

variable _S.01_
variable _S.02_
until _S.02_ performed:
	clear _S.06_ _S.05_ 

_greklith_ task:
	injured _guard_ 
	say 1060 

_S.04_ task:
	daily from 05:30 to 19:00 

_S.05_ task:
	when _S.04_ and _S.02_ 
	create foe _guard_ every 2 minutes 6 times with 50% success 

_S.06_ task:
	when not _S.04_ and _S.02_ 
	create foe _guard_ every 10 minutes 3 times with 50% success 

_S.07_ task:
	toting _heist_ and _questgiver_ clicked 

_S.08_ task:
	killed 1 _guard_ 
	killed 1 _posse_ 
	say 1061 

_S.09_ task:
	when not _greklith_ and _S.07_ and not _S.01_ 
	give pc _reward_ 
	end quest
--removed unnecessary delay ending

_qgtalk_ task:
	clicked npc _questgiver_

_clearclick_ task:
	when _qgtalk_ and not _S.07_
	say 1003
	clear _clearclick_ _qgtalk_
--added _qgtalk_ and _clearclick_

_S.10_ task:
	when _greklith_ and _S.07_ 
	create foe _posse_ every 60 minutes 20 times with 50% success 
	log 1021 step 1 
	get item _heist_ 
	say 1050 

_S.10a_ task:
	when _S.07_ and _S.01_ 
	create foe _posse_ every 60 minutes 20 times with 50% success 
	log 1021 step 1 
	get item _heist_ 
	say 1050 
--recent troubles with multiple conditions on a single task, this is better layout

_S.12_ task:
	toting _heist_ and _contact_ clicked 
	say 1051 
	change repute with _questgiver_ by +2 
	end quest

_S.13_ task:
	injured _posse_ 
	have _heist_ set _S.18_ 

_yes_ task:
	give item _heist_ to _posse_ 
	say 1052 
	restrain foe _posse_ 
	clear _S.10_ _S.07_ 

_no_ task:
	say 1053 

_S.16_ task:
	when _S.13_ and _S.08_ 
	say 1063 

_S.17_ task:
	when _S.13_ and not _S.08_ and _S.18_ 
	prompt 1062 yes _yes_ no _no_ 

variable _S.18_
_S.19_ task:
	clicked item _heist_ say 1040 
