The methods of the C_ScriptBind_Quest class are listed here.
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This is the overview for the CallScript method overload. | |
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Syntax: QuestSystem.CompleteQuestObjective(const char *questName, int objectiveId) Complete objective of quest with id, even if objective was not active before | |
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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.IsObjectiveActive(const char *questName, int objectiveId) Returns true if objective is active, false if not, or quest or objective does not exist | |
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Syntax: QuestSystem.IsQuestActive(const char *questName) Returns true if quest is active, false if not, or quest 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.MoveToQuestObjective(const char *questName, int objectiveId) Move to quest objective with id if quest was not completed before, finishes all active objectives, does not check prerequisites | |
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Syntax: QuestSystem.OpenInventory() Opens inventory with item asset which should be delivered | |
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Syntax: QuestSystem.PlayerEnteredTrigger(const char *placeAssetName) Called from script when player enters ProximityTrigger or AreaTrigger | |
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Syntax: QuestSystem.ReloadQuest() Reload quest DB tables !WH_CTSW(WH_CTSW_MASTER) | |
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Syntax: QuestSystem.ReloadQuestAssets() Prepare assets for quest, used when asset (usually entity) in level was added/removed !WH_CTSW(WH_CTSW_MASTER) | |
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Syntax: QuestSystem.ReloadQuests() Reload all quests | |
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Syntax: QuestSystem.ResetQuest(const char *questName) Reset quest (repeat count, tracked object count) | |
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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.TriggerConditionForAsset(const char *assetName) Trigger condition evaluation of type SCRIPT for an asset of current active objectives |
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