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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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@@ -278,6 +278,14 @@ public:
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void SendMarqueeMessage(uint32 type, uint32 priority, uint32 fade_in, uint32 fade_out, uint32 duration, std::string msg);
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void SendColoredText(uint32 type, std::string msg);
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void PlayMP3(std::string file);
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void QuestReward(Lua_Mob target);
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void QuestReward(Lua_Mob target, uint32 copper);
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void QuestReward(Lua_Mob target, uint32 copper, uint32 silver);
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void QuestReward(Lua_Mob target, uint32 copper, uint32 silver, uint32 gold);
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void QuestReward(Lua_Mob target, uint32 copper, uint32 silver, uint32 gold, uint32 platinum);
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void QuestReward(Lua_Mob target, uint32 copper, uint32 silver, uint32 gold, uint32 platinum, uint32 itemid);
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void QuestReward(Lua_Mob target, uint32 copper, uint32 silver, uint32 gold, uint32 platinum, uint32 itemid, uint32 exp);
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void QuestReward(Lua_Mob target, uint32 copper, uint32 silver, uint32 gold, uint32 platinum, uint32 itemid, uint32 exp, uint32 factionid, int32 faction);
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};
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#endif
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