Looking nice, thank you.
Btw I noticed something: In your quest functions, you return 0 in negative case and 1 in positive case.
The return value is not for these. See: Bitte melden Sie sich an, um diesen Link zu sehen.
Example of usage it:
Code
Examples from m2:
Code
- int forked_sungzi_start_pos( lua_State* L )
- {
- LPCHARACTER ch = CQuestManager::instance().GetCurrentCharacterPtr();
- const ForkedSungziMapInfo& info = CThreeWayWar::instance().GetEventSungZiMapInfo();
- lua_pushnumber( L, info.m_iForkedSungziStartPosition[ch->GetEmpire()-1][0] );
- lua_pushnumber( L, info.m_iForkedSungziStartPosition[ch->GetEmpire()-1][1] );
- return 2; // 2 result
- }
- int game_get_event_flag(lua_State* L)
- {
- CQuestManager& q = CQuestManager::instance();
- if (lua_isstring(L,1))
- lua_pushnumber(L, q.GetEventFlag(lua_tostring(L,1)));
- else
- lua_pushnumber(L, 0);
- return 1; // 1 result
- }
- int game_open_safebox(lua_State* /*L*/)
- {
- CQuestManager& q = CQuestManager::instance();
- LPCHARACTER ch = q.GetCurrentCharacterPtr();
- ch->SetSafeboxOpenPosition();
- ch->ChatPacket(CHAT_TYPE_COMMAND, "ShowMeSafeboxPassword");
- return 0; // no result
- }