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Difference between revisions of "LUA:AddQuestStepCompleteAction"
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This will call the function, "Step1_Complete_Tristan" when you have talked to the NPC Tristan. You can then make the "Step1_Complete_Tristan" function add another step, like so... | This will call the function, "Step1_Complete_Tristan" when you have talked to the NPC Tristan. You can then make the "Step1_Complete_Tristan" function add another step, like so... | ||
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function Step1_Complete_Tristan(Quest, QestGiver, Player) | function Step1_Complete_Tristan(Quest, QestGiver, Player) | ||
UpdateQuestStepDescription(Quest, 1, "I have spoken with Tristan.") | UpdateQuestStepDescription(Quest, 1, "I have spoken with Tristan.") | ||
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AddQuestStepChat(Quest, 2, "I must speak with Wesley Tundrafoot. He is standing near the South Freeport gate.", 1, "I need to manipulate two Barbarians into hating each other.", 0, 1390045) | AddQuestStepChat(Quest, 2, "I must speak with Wesley Tundrafoot. He is standing near the South Freeport gate.", 1, "I need to manipulate two Barbarians into hating each other.", 0, 1390045) | ||
AddQuestStepCompleteAction(Quest, 2, "Step2_Complete_Wesley") | AddQuestStepCompleteAction(Quest, 2, "Step2_Complete_Wesley") | ||
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[http://www.eq2emulator.net/wiki/index.php/Developer:LUA_Functions Back to LUA Functions] | [http://www.eq2emulator.net/wiki/index.php/Developer:LUA_Functions Back to LUA Functions] | ||
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| + | --[[User:Xanibunib|Xanibunib]] 17:26, 3 April 2009 (CDT) | ||
Revision as of 15:26, 3 April 2009
AddQuestStepCompleteAction(Quest, Step ID, Function Name) --- You will want to place one of these under your "AddQuestStep(chat, kill, location, spell, ect) so that it calls this funtion once the step has been completed. Here is an example...
AddQuestStepChat(Quest, 1, "I must speak with Tristan. He is standing near the Heated Stone Inn.", 1, "I need to manipulate two Barbarians into hating each other.", 0, 1390036)
AddQuestStepCompleteAction(Quest, 1, "Step1_Complete_Tristan")
This will call the function, "Step1_Complete_Tristan" when you have talked to the NPC Tristan. You can then make the "Step1_Complete_Tristan" function add another step, like so...
function Step1_Complete_Tristan(Quest, QestGiver, Player)
UpdateQuestStepDescription(Quest, 1, "I have spoken with Tristan.")
AddQuestStepChat(Quest, 2, "I must speak with Wesley Tundrafoot. He is standing near the South Freeport gate.", 1, "I need to manipulate two Barbarians into hating each other.", 0, 1390045)
AddQuestStepCompleteAction(Quest, 2, "Step2_Complete_Wesley")
end
--Christopher 17:26, 3 April 2009 (CDT)