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.
This commit is contained in:
regneq
2015-05-11 11:35:54 -07:00
parent c360aa9b0f
commit d1fbd086d7
11 changed files with 161 additions and 107 deletions
-4
View File
@@ -296,10 +296,6 @@ public:
void SetRace(int in);
void SetGender(int in);
void SendIllusionPacket(luabind::adl::object illusion);
void QuestReward(Lua_Client c);
void QuestReward(Lua_Client c, uint32 silver);
void QuestReward(Lua_Client c, uint32 silver, uint32 gold);
void QuestReward(Lua_Client c, uint32 silver, uint32 gold, uint32 platinum);
void CameraEffect(uint32 duration, uint32 intensity);
void CameraEffect(uint32 duration, uint32 intensity, Lua_Client c);
void CameraEffect(uint32 duration, uint32 intensity, Lua_Client c, bool global);