diff options
Diffstat (limited to 'doc/script_commands.txt')
-rw-r--r-- | doc/script_commands.txt | 31 |
1 files changed, 29 insertions, 2 deletions
diff --git a/doc/script_commands.txt b/doc/script_commands.txt index 65caf5837..26ecbdd42 100644 --- a/doc/script_commands.txt +++ b/doc/script_commands.txt @@ -8339,17 +8339,23 @@ If *questinfo is set, and the same ID is specified here, the icon will be cleare --------------------------------------- -*completequest <ID>; +*completequest <ID>{,<ID2>}; Change the state for the given quest <ID> to "complete" and remove from the users quest log. +If a second quest id of greater value is specified, all quests between the two +will be completed. + --------------------------------------- -*erasequest <ID>; +*erasequest <ID>{,<ID2>}; Remove the quest of the given <ID> from the user's quest log. +If a second quest id of greater value is specified, all quests between the two +will be erased. + --------------------------------------- *changequest <ID>,<ID2>; @@ -8361,6 +8367,8 @@ Add quest of the <ID2> to the the quest log, and the state is "active". *checkquest(<ID>{,PLAYTIME|HUNTING}) +DEPRECATED - use questprogress instead. + If no additional argument supplied, return the state of the quest: -1 = Quest not started (not in quest log) 0 = Quest has been given, but the state is "inactive" @@ -8384,6 +8392,25 @@ If parameter "HUNTING" is supplied: --------------------------------------- +*questprogress(<ID>{,PLAYTIME|HUNTING}) + +If no additional argument supplied, return the state of the quest: + 0 = Quest not started (not in quest log) + 1 = Quest has been given + 2 = Quest completed + +If parameter 'PLAYTIME' is supplied: + 0 = Quest not started (not in quest log) + 1 = The time limit has not yet been reached + 2 = The time limit has been reached + +If parameter 'HUNTING' is supplied: + 0 = Quest not started (not in quest log) + 1 = Player hasn't killed all of the target monsters + 2 = Player has killed all of the target monsters + +--------------------------------------- + *showevent <icon>{,<mark color>} Show an emotion on top of a NPC, and optionally, |