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C_ScriptBindQuest Methods

The methods of the C_ScriptBindQuest class are listed here.

 
Name 
Description 
 
Syntax: QuestSystem.ActivateQuest(const char *questName)
Activate quest
 
 
Syntax: QuestSystem.AreQuestVIPsAlive(const char *questName)
Returns true if all quest vip are still alive 
 
This is the overview for the CallScript method overload. 
 
Syntax: QuestSystem.CancelObjective(const char *questName)
Cancel quest objective (tracked object count)
 
 
Syntax: QuestSystem.CancelQuest(const char *questName, int flag)
Cancel quest (repeat count, tracked object count)
 
 
Syntax: QuestSystem.CanRepeatQuest(const char *questName)
Returns if quest can be repeated
 
 
Syntax: QuestSystem.CompleteObjective(const char *questName)
Complete objective of quest with id, only if it is active
 
 
Syntax: QuestSystem.DeactivateQuest(const char *questName)
Deactivate quest
 
 
Syntax: QuestSystem.GetActiveObjectives(const char *questName)
Returns table with ids of active objectives
 
 
Syntax: QuestSystem.OpenInventory()
Opens inventory with item asset which should be delivered
 
 
Syntax: QuestSystem.IsObjectiveCanceled(const char *questName)
Returns true if objective is canceled, false if not, or quest or objective does not exist
 
 
Syntax: QuestSystem.IsObjectiveCompleted(const char *questName)
Returns true if objective is completed, false if not, or quest or objective does not exist
 
 
Syntax: QuestSystem.IsObjectiveStarted(const char *questName)
Returns true if objective has been started, false if not, or quest or objective does not exist
 
 
Syntax: QuestSystem.IsObjectiveTrackedCompleted(const char *questName)
Returns true if objective tracked assets count is enough
 
 
Syntax: QuestSystem.IsObjectiveUnchanged(const char *questName)
Returns true if objective is same as after reset, false if not, or quest or objective does not exist
 
 
Syntax: QuestSystem.IsQuestActivated(const char *questName)
Returns true if quest has been activated, false if not, or quest does not exist
 
 
Syntax: QuestSystem.IsQuestAvailable(const char *questName)
Returns true if quest is available, false if not, or quest does not exist
 
 
Syntax: QuestSystem.IsQuestCanceled(const char *questName)
Returns true if quest is completed, false if not, or quest or objective does not exist
 
 
Syntax: QuestSystem.IsQuestCompleted(const char *questName)
Returns true if quest is completed, false if not, or quest or objective does not exist
 
 
Syntax: QuestSystem.IsQuestStarted(const char *questName)
Returns true if quest has been started, false if not, or quest does not exist
 
 
Syntax: QuestSystem.IsQuestUnchanged(const char *questName)
Returns true if quest has only been loaded from DB
 
 
 
 
Syntax: QuestSystem.OpenInventory()
Opens inventory with item asset which should be delivered
 
 
Syntax: QuestSystem.RegisterQuestEntity()
Registers entity with quest smart object. Not on master.
 
 
Syntax: QuestSystem.ReloadQuest()
Reload quest DB tables. Not on master.
 
 
Syntax: QuestSystem.ReloadQuests()
Reload all quests. Not on master.
 
 
Syntax: QuestSystem.ResetQuest(const char *questName)
Reset quest (repeat count, tracked object count)
 
 
Syntax: QuestSystem.StartObjective(const char *questName)
Start objective of quest with id
 
 
Syntax: QuestSystem.StartQuest(const char *questName)
Start quest if loaded from xml
 
 
Syntax: QuestSystem.TriggerCondition()
Trigger condition evaluation of all types for current active objectives
 
 
Syntax: QuestSystem.PlayerEnteredTrigger(int placeAssetId, EntityId userId)
Called from script when player enters ProximityTrigger or AreaTrigger
 
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