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Posts Made By:
cybert
Forum:
Archive::Development
01-30-2003, 04:40 AM
Replies:
22
Modified WesQuests.cpp for multi item turnins and more
Views:
8,978
Posted By
cybert
Got it working for a 4 identical item turn in. 1...
Got it working for a 4 identical item turn in. 1 in each slot. Here is the code change...
for (int inum = 0; inum<4; inum++) {
if (TradeList[inum] != NULL)
...
Forum:
Archive::Development
01-30-2003, 04:18 AM
Replies:
22
Modified WesQuests.cpp for multi item turnins and more
Views:
8,978
Posted By
cybert
I am assuming here that in client-process.cpp you...
I am assuming here that in client-process.cpp you were speaking of line 3245 that says...
CheckQuests(zone->GetShortName(), "%%item%%", tmp->CastToNPC()->GetNPCTypeID(), TradeList[0], tmp);
and...
Forum:
Archive::Development
01-27-2003, 04:33 PM
Replies:
22
Modified WesQuests.cpp for multi item turnins and more
Views:
8,978
Posted By
cybert
Awesome, I cant wait to get this recompiled and...
Awesome, I cant wait to get this recompiled and test it.
edit...
Finally got it recompiled with changes and it is working great. Now, I was assuming that in order to be able to accept all 4...
Forum:
Archive::Development
01-26-2003, 12:11 PM
Replies:
22
Modified WesQuests.cpp for multi item turnins and more
Views:
8,978
Posted By
cybert
OK I have edited the script again to give the...
OK I have edited the script again to give the faction and exp. This quest should now work exactly like EQ Live.
Here is my script as it is currently written.....
NPC_SCRIPT 37919{ ...
Forum:
Archive::Development
01-26-2003, 12:16 AM
Replies:
22
Modified WesQuests.cpp for multi item turnins and more
Views:
8,978
Posted By
cybert
Just 1 question about the CUMULATIVE_FLAG ...
Just 1 question about the CUMULATIVE_FLAG
Well, maybe 2 questions.
How do you reset the flag to 0 (zero) once the turn ins are complete? Are stackable items implemented in this? Does not seem...
Showing results 1 to 5 of 5
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