Quest template (qt000_template.lua) |
Mon, 11 November 2013 06:40 |
Keshire
Messages: 137 Registered: August 2013
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Senior Member |
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This isn't finished but the gist is here. All that's left is to rewrite the QT000_QuestGiver:Init and CustomUpdate for the state stuff. It's been awhile since I've read assembly so I'm out of practice.
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module(...,package.seeall)
QuestManager.NewQuestQuestThread("QT000_Template")
--function [0]
function QT000_Template:Init()
self:StartNewEntityThread("QT000_QuestGiverEntity", QT000_QuestGiver)
end
--function [1]
function QT000_Template:OnQuestSuspend()
cprint("Template suspended!")
end
--function [2]
function QT000_Template:OnQuestUnsuspend()
cprint("Template unsuspended!")
end
--function [3]
function QT000_Template:State_START_SkipTo()
end
--function [4]
function QT000_Template:State_START_Main()
self:InitialiseMainLayers()
end
--function [5]
function QT000_Template:State_MIDDLE_SkipTo()
self:InitialiseMainLayers()
end
--function [6]
function QT000_Template:State_MIDDLE_Main()
end
--function [7]
function QT000_Template:State_FINALLE_SkipTo()
self:State_MIDDLE_SkipTo()
end
--function [8]
function QT000_Template:State_FINALLE_Main()
end
--function [9]
function QT000_Template:InitialiseMainLayers()
Layers.ActivateLayer("QT000_Template")
end
--function [10]
function QT000_Template:OnExit()
Layers.DeactivateLayer("QT000_Template")
end
QuestManager.NewEntityThread("QT000_QuestGiver")
--function [11]
function QT000_QuestGiver:Init()
--[[
CreateEnum({"INTRO",
"OFFER",
"WAIT_AROUND"}) = States
self:SetState("INTRO")
]]--
end
--function [12]
function QT000_QuestGiver:CustomUpdate()
end
--function [13]
function QT000_QuestGiver:OnTerminated()
if MessageEvents.IsMessageSentTo(EMessageEventType.MESSAGE_EVENT_KILLED, self.Entity) then
end
end
[Updated on: Mon, 11 November 2013 06:50] Report message to a moderator
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