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Renamed QFLAG constants and moved them to quest.lua
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@@ -46,10 +46,11 @@ end
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function onFinish(player, quest)
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end
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-- Called when a sequence starts, either from the quest progressing to the next sequence, or from the
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-- player loading in with an already in progress quest. This class should add all appropriate ENPCs and
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-- configure them to the current quest state (flags, counters, etc).
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function onSequence(player, quest, seqNum)
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-- Called when a quest is initialzied in an unaccepted state, when a sequence starts, either from the quest
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-- progressing to the next sequence, or from the player loading in with an already in progress quest. Data
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-- changes will also trigger this function. This class should set all appropriate ENPCs and configure them
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-- to the current quest state (flags, counters, etc).
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function onStateChange(player, quest, sequence)
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end
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-- Called when an ENPC is talked to; only ENPCs that are currently added to the quest will trigger this.
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@@ -69,8 +70,17 @@ end
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function onNotice(player, quest, npc, eventName)
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end
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-- Called when the player clicks on an NPC Linkshell. Check the id and send a message if there is one.
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function onNpcLS(player, npcLSId)
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-- Called when the player clicks on an NPC Linkshell. Check the from value and send a message if there is one.
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-- NPC LS sequence can come in multiple steps where a player must click the button over and over. Use
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-- `quest:NewNpcLsMsg(<npcLsId>);` to flag the player as having a new message from a certain npc.
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-- Use `quest:ReadNpcLsMsg();` to increment msgStep and keep the ls in the active state. Use `quest:EndOfNpcLsMsgs();`
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-- to set the NPC LS to an inactive state once all msgs have been displayed.
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function onNpcLS(player, quest, from, msgStep)
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end
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-- Called when a player kills a BNPC. Use this for kill objectives to increment timers. Check against the
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-- current sequence and BNPC actor class id.
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function onKillBNpc(player, quest, bnpc)
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end
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-- This is called by the RequestQuestJournalCommand to retrieve any extra information about the quest.
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