Striat,
The spell approach may be a good option if I can put some kind of perma status on it (I have not worked much with spells since no PC on my server will be able to cast them).
Btw, does the concept of pledging to a deity use a different function than granting a ton of faction using quest::faction()?
Quote:
you would need to do like a quest::setglobal("kingdomfaction","FactionA",7,"F" ) in your event turn-in where FactionA is the value of the variable (just that it is defined) and 7 is for all players for the variable named kingdomfaction.
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I'm not sure I understand all this. I know what the first variable means. What does "F" stand for? And why does "7" stand for players?