The methods of the C_ScriptBindQuest class are listed here.
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Description |
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Syntax: QuestSystem.ActivateQuest(const char *questName) Activate quest | |
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Syntax: QuestSystem.AreQuestVIPsAlive(const char *questName) Returns true if all quest vip are still alive | |
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This is the overview for the CallScript method overload. | |
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Syntax: QuestSystem.CancelObjective(const char *questName) Cancel quest objective (tracked object count) | |
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Syntax: QuestSystem.CancelQuest(const char *questName, int flag) Cancel quest (repeat count, tracked object count) | |
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Syntax: QuestSystem.CanRepeatQuest(const char *questName) Returns if quest can be repeated | |
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Syntax: QuestSystem.CompleteObjective(const char *questName) Complete objective of quest with id, only if it is active | |
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Syntax: QuestSystem.DeactivateQuest(const char *questName) Deactivate quest | |
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Syntax: QuestSystem.GetActiveObjectives(const char *questName) Returns table with ids of active objectives | |
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Syntax: QuestSystem.OpenInventory() Opens inventory with item asset which should be delivered | |
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Syntax: QuestSystem.IsObjectiveCanceled(const char *questName) Returns true if objective is canceled, false if not, or quest or objective does not exist | |
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Syntax: QuestSystem.IsObjectiveCompleted(const char *questName) Returns true if objective is completed, false if not, or quest or objective does not exist | |
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Syntax: QuestSystem.IsObjectiveStarted(const char *questName) Returns true if objective has been started, false if not, or quest or objective does not exist | |
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Syntax: QuestSystem.IsObjectiveTrackedCompleted(const char *questName) Returns true if objective tracked assets count is enough | |
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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 | |
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Syntax: QuestSystem.IsQuestActivated(const char *questName) Returns true if quest has been activated, false if not, or quest does not exist | |
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Syntax: QuestSystem.IsQuestAvailable(const char *questName) Returns true if quest is available, false if not, or quest does not exist | |
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Syntax: QuestSystem.IsQuestCanceled(const char *questName) Returns true if quest is completed, false if not, or quest or objective does not exist | |
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Syntax: QuestSystem.IsQuestCompleted(const char *questName) Returns true if quest is completed, false if not, or quest or objective does not exist | |
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Syntax: QuestSystem.IsQuestStarted(const char *questName) Returns true if quest has been started, false if not, or quest does not exist | |
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Syntax: QuestSystem.IsQuestUnchanged(const char *questName) Returns true if quest has only been loaded from DB | |
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Syntax: QuestSystem.OpenInventory() Opens inventory with item asset which should be delivered | |
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Syntax: QuestSystem.RegisterQuestEntity() Registers entity with quest smart object. Not on master. | |
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Syntax: QuestSystem.ReloadQuest() Reload quest DB tables. Not on master. | |
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Syntax: QuestSystem.ReloadQuests() Reload all quests. Not on master. | |
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Syntax: QuestSystem.ResetQuest(const char *questName) Reset quest (repeat count, tracked object count) | |
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Syntax: QuestSystem.StartObjective(const char *questName) Start objective of quest with id | |
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Syntax: QuestSystem.StartQuest(const char *questName) Start quest if loaded from xml | |
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Syntax: QuestSystem.TriggerCondition() Trigger condition evaluation of all types for current active objectives | |
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Syntax: QuestSystem.PlayerEnteredTrigger(int placeAssetId, EntityId userId) Called from script when player enters ProximityTrigger or AreaTrigger |
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Copyright (c) 2012. All rights reserved.
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