QuestReward now accepts a single bool (true or false) for faction instead of 2 int32s. If true, it will pull the faction hits assigned to the NPC in the DB (reversed, of course) and give you that as part of the reward.

Example usage:
e.other:QuestReward(e.self,copper,silver,gold,platinum,itemid,exp,faction)

(Credit to Cavedude)
This commit is contained in:
regneq
2015-05-11 12:42:13 -07:00
parent d1fbd086d7
commit 6fad93aeee
5 changed files with 33 additions and 20 deletions
+3 -3
View File
@@ -1290,9 +1290,9 @@ void Lua_Client::QuestReward(Lua_Mob target, uint32 copper, uint32 silver, uint3
self->QuestReward(target, copper, silver, gold, platinum, itemid, exp);
}
void Lua_Client::QuestReward(Lua_Mob target, uint32 copper, uint32 silver, uint32 gold, uint32 platinum, uint32 itemid, uint32 exp, uint32 factionid, int32 faction) {
void Lua_Client::QuestReward(Lua_Mob target, uint32 copper, uint32 silver, uint32 gold, uint32 platinum, uint32 itemid, uint32 exp, bool faction) {
Lua_Safe_Call_Void();
self->QuestReward(target, copper, silver, gold, platinum, itemid, exp, factionid, faction);
self->QuestReward(target, copper, silver, gold, platinum, itemid, exp, faction);
}
luabind::scope lua_register_client() {
@@ -1552,7 +1552,7 @@ luabind::scope lua_register_client() {
.def("QuestReward", (void(Lua_Client::*)(Lua_Mob, uint32, uint32, uint32, uint32))&Lua_Client::QuestReward)
.def("QuestReward", (void(Lua_Client::*)(Lua_Mob, uint32, uint32, uint32, uint32, uint32))&Lua_Client::QuestReward)
.def("QuestReward", (void(Lua_Client::*)(Lua_Mob, uint32, uint32, uint32, uint32, uint32, uint32))&Lua_Client::QuestReward)
.def("QuestReward", (void(Lua_Client::*)(Lua_Mob, uint32, uint32, uint32, uint32, uint32, uint32, uint32, int32))&Lua_Client::QuestReward);
.def("QuestReward", (void(Lua_Client::*)(Lua_Mob, uint32, uint32, uint32, uint32, uint32, uint32, bool))&Lua_Client::QuestReward);
}
luabind::scope lua_register_inventory_where() {