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Fully implemented QuestReward. (credit to Cavedude on EQMacEmu)
Syntax on NPC is: e.other:QuestReward(e.self,copper,silver,gold,platinum,item,experience,factionid,factionvalue); This will give you any or all of the rewards and their messages with one call, including the quest ding sound. Any item is sent to your inventory, like SummonItem does now. The coin message is generated by the client, and will give you a message for each coin type (You recieve 5 copper...). No way around that, but it's still useful if the reward only calls for a single type.
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+18
-18
@@ -2154,24 +2154,24 @@ struct Illusion_Struct_Old {
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// OP_Sound - Size: 68
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struct QuestReward_Struct
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{
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/*000*/ uint32 from_mob; // ID of mob awarding the client
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/*004*/ uint32 unknown004;
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/*008*/ uint32 unknown008;
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/*012*/ uint32 unknown012;
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/*016*/ uint32 unknown016;
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/*020*/ uint32 unknown020;
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/*024*/ uint32 silver; // Gives silver to the client
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/*028*/ uint32 gold; // Gives gold to the client
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/*032*/ uint32 platinum; // Gives platinum to the client
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/*036*/ uint32 unknown036;
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/*040*/ uint32 unknown040;
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/*044*/ uint32 unknown044;
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/*048*/ uint32 unknown048;
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/*052*/ uint32 unknown052;
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/*056*/ uint32 unknown056;
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/*060*/ uint32 unknown060;
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/*064*/ uint32 unknown064;
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/*068*/
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/*000*/ uint32 mob_id; // ID of mob awarding the client
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/*004*/ uint32 target_id;
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/*008*/ uint32 exp_reward;
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/*012*/ uint32 faction;
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/*016*/ int32 faction_mod;
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/*020*/ uint32 copper; // Gives copper to the client
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/*024*/ uint32 silver; // Gives silver to the client
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/*028*/ uint32 gold; // Gives gold to the client
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/*032*/ uint32 platinum; // Gives platinum to the client
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/*036*/ uint32 item_id;
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/*040*/ uint32 unknown040;
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/*044*/ uint32 unknown044;
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/*048*/ uint32 unknown048;
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/*052*/ uint32 unknown052;
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/*056*/ uint32 unknown056;
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/*060*/ uint32 unknown060;
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/*064*/ uint32 unknown064;
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/*068*/
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};
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// Size: 8
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