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[Quest API] Add EVENT_LOOT_ADDED to Perl/Lua (#3739)
* [Quest API] Add EVENT_ADDED_LOOT to Perl/Lua # Perl - Add `EVENT_ADDED_LOOT`. - Exports `$item`, `$item_id`, `$item_name`, `$item_charges`, `$augment_one`, `$augment_two`, `$augment_three`, `$augment_four`, `$augment_five`, and `$augment_six`. # Lua - Add `event_added_loot`. - Exports `e.item`, `e.item_id`, `e.item_name`, `e.item_charges`, `e.augment_one`, `e.augment_two`, `e.augment_three`, `e.augment_four`, `e.augment_five`, and `e.augment_six`. # Notes - Allows operators to perform events when loot is added to an NPC, such as removing the loot or keeping track of it. * Update lua_parser_events.cpp * Rename event. * loot_added * AddItem changese
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+19
-9
@@ -192,10 +192,20 @@ public:
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virtual void SpellProcess();
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virtual void FillSpawnStruct(NewSpawn_Struct* ns, Mob* ForWho);
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void AddItem(const EQ::ItemData* item, uint16 charges, bool equipitem = true);
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void AddItem(uint32 itemid, uint16 charges, bool equipitem = true, uint32 aug1 = 0, uint32 aug2 = 0, uint32 aug3 = 0, uint32 aug4 = 0, uint32 aug5 = 0, uint32 aug6 = 0);
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void AddItem(const EQ::ItemData *item, uint16 charges, bool equip_item = true);
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void AddItem(
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uint32 item_id,
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uint16 charges,
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bool equip_item = true,
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uint32 augment_one = 0,
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uint32 augment_two = 0,
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uint32 augment_three = 0,
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uint32 augment_four = 0,
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uint32 augment_five = 0,
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uint32 augment_six = 0
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);
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void AddLootTable();
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void AddLootTable(uint32 ldid);
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void AddLootTable(uint32 loottable_id);
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void CheckGlobalLootTables();
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void DescribeAggro(Client *to_who, Mob *mob, bool verbose);
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void RemoveItem(uint32 item_id, uint16 quantity = 0, uint16 slot = 0);
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@@ -314,12 +324,12 @@ public:
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ItemList *itemlist,
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LootDropEntries_Struct loot_drop,
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bool wear_change = false,
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uint32 aug1 = 0,
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uint32 aug2 = 0,
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uint32 aug3 = 0,
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uint32 aug4 = 0,
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uint32 aug5 = 0,
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uint32 aug6 = 0
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uint32 augment_one = 0,
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uint32 augment_two = 0,
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uint32 augment_three = 0,
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uint32 augment_four = 0,
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uint32 augment_five = 0,
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uint32 augment_six = 0
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);
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bool MeetsLootDropLevelRequirements(LootDropEntries_Struct loot_drop, bool verbose=false);
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