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
+1 -1
View File
@@ -285,7 +285,7 @@ public:
void QuestReward(Lua_Mob target, uint32 copper, uint32 silver, uint32 gold, uint32 platinum);
void QuestReward(Lua_Mob target, uint32 copper, uint32 silver, uint32 gold, uint32 platinum, uint32 itemid);
void QuestReward(Lua_Mob target, uint32 copper, uint32 silver, uint32 gold, uint32 platinum, uint32 itemid, uint32 exp);
void QuestReward(Lua_Mob target, uint32 copper, uint32 silver, uint32 gold, uint32 platinum, uint32 itemid, uint32 exp, uint32 factionid, int32 faction);
void QuestReward(Lua_Mob target, uint32 copper, uint32 silver, uint32 gold, uint32 platinum, uint32 itemid, uint32 exp, bool faction);
};
#endif