com.GameInterface.QuestsBase |
Tier == MainQuest in GC == Quest in the quest tool. Task == Quest in GC == Task in the quest tool. Goal == QuestGoal in GC == Goal in the quest tool.
A Mission consist of several Tiers linked together. One Tier consist of one or many Tasks and each Task consist of one or many Goals. You can not see the list of Tasks, only the CurrentTask.
| com. | Tier == MainQuest in GC == Quest in the quest tool. |
| Functions | |
| DeleteCurrentQuestOfMainQuest | Delete a tier. |
| AcceptQuestFromQuestgiver | Tell the questgiver that you would like to start the quest in question. |
| GetQuest | Request infop about this quest |
| GetQuestGiver | |
| GetQuestByQuestGiverID | |
| GetAllAbandonedQuests | This will get an array containing the current missions. |
| GetMainQuestIDByQuestID | Returns the ID of the main quest for the quest identified by @a questID, or quests::INVALID_MAINQUEST_ID on error. |
| GetMainQuestLevel | Returns the level restriction of the main quest |
| GetAllActiveQuests | This will get an array containing the current missions. |
| GetAllCompletedQuests | This will get an array of all completed missions. |
| GetAllCompletedQuestsByRegion | This will get an object containing arrays of completed missions per playfield. |
| GetAllQuestsOnCooldown | This will get an array of all missions on cooldown |
| GetAllActiveChallenges | |
| GetAllCompletedChallenges | |
| IsMissionActive | Return true if a mission is active. |
| IsMissionPaused | Return true if a mission is paused. |
| IsChallengeMission | Return true if a mission is a challenge. |
| ShareQuest | |
| ShareQuestUnderMouse | |
| PauseQuest | |
| ShowQuestOnMap | |
| AcceptQuestReward | |
| IsSwitchNecessary | |
| ShowMedia | |
| CloseMedia | |
| ShowQuestTaskMedia | |
| GetSolvedTextForQuest | |
| MissionReportWindowOpened | |
| GetAllRewards | Get all uncollected quest rewards. |
| GetAllChallengeRewards | Get all uncollected challenge rewards. |
| AnyUnsentReports | Returns true or false depening if there are any unsubmitted reports with rewards pending |
| Variables | |
| SignalQuestAvailable | You get this signal when someone has requested seeing the list of available quests for a given object. |
| SignalGoalProgress | You get this signal when something causes the given quest to progress. |
| SignalGoalPhaseUpdated | You get this signal when something causes the given quest to update its phase |
| SignalGoalFinished | You get this signal when a goal is completed. |
| SignalQuestEvent | Different events sent from Task. |
| SignalTaskAdded | This is called when you get a new task. |
| SignalMissionRemoved | You get this signal when a tier is removed from the list. |
| SignalPlayerTiersChanged | TODO: Document the rest |
| SignalQuestChanged | |
| SignalTierCompleted | Fired when you complete a tier. |
| SignalTierFailed | Fired when you’ve failed a tier. |
| SignalMissionCompleted | Fired when you complete a mission. |
| SignalMissionFailed | Fired when you’ve failed a tier. |
| SignalCompletedQuestsChanged | Fired when you’ve failed a tier. |
| SignalQuestCooldownChanged | Fired when a quest cooldown changes. |
| SignalQuestGiverEnterVicinity | Triggered when you come within 30meter of a questgiver. |
| SignalQuestGiverLeaveVicinity | Triggered when a questgiver leaves your 30m vicinity. |
| SignalGoalTimeLimitChanged | Triggered when a goal updates its timelimit |
| SignalQuestRewardMakeChoice | Triggered when there is a quest reward to choose. |
| SignalQuestRewardInventorySpace | |
| SignalQuestRewardAcceptAcknowledged | |
| SignalSendMissionReport | Triggered when player hits key combo to open the quest reward window(s) |
| SignalOpenMissionWindow | Triggered from gamecode when player uses an npc that has quests @param: ID32 |
public static function AcceptQuestFromQuestgiver( mainQuestTemplateID: Number, questGiverID: ID32 ) : Void
Tell the questgiver that you would like to start the quest in question. If you got the quest, you should also get a “QuestAdded” signal.
| idQuestGiver | :Number The quest in question. |
| questGiverType | :Number The type of the questgiver dynel. |
| questGiverInstance | :Number The instance of the questgiver dynel. |
public static var SignalQuestAvailable: Signal
You get this signal when someone has requested seeing the list of available quests for a given object. This could be triggered by the actionscript or by gamecode. You get 1 signal per available quest from this questGiverType/questGiverInstance.
| idQuestGiver | :Number The quest giver id. Points at exactly 1 quest. |
| questName | :String The name of the quest. |
| mainQuestType | :Number The type of quest. (TODO: figure out the types? Changes in the plan.) |
| unused | :Number Unused. |
| questGiverType | :Number The type of the questgiver dynel. |
| questGiverInstance | :Number The instance of the questgiver dynel. |
| tier | :Number The quest tier. |
public static var SignalGoalProgress: Signal
You get this signal when something causes the given quest to progress. This is triggered by gamecode for instance when you kill a monster or pick up an item in the form of having complete 4 of 10. Note that if a goals SolvedTimes == RepeatCount, then the goal is done.
| tierId | :Number The id of the main quest. |
| goalId | :Number The id of the goal. |
| solvedTimes | :Number The new solved count. |
| repeatCount | :Number The number of times to repeate until done. |
public static var SignalGoalFinished: Signal
You get this signal when a goal is completed. This is triggered by gamecode for instance when you kill a monster or pick up an item in the form of having complete 4 of 10.
| tierId | :Number The id of the tier. |
| goalId | :Number The id of the goal. |
public static var SignalQuestEvent: Signal
Different events sent from Task. e_QuestEvent_Expired, - A task expired. e_QuestEvent_Completed, - A task was completed. e_QuestEvent_Failed, - A task failed. e_QuestEvent_Removed, - When you get this, the playertiers list is already updated. e_QuestEvent_RewardChanged, e_QuestEvent_UntrainCraft
public static var SignalTaskAdded: Signal
This is called when you get a new task. So it would be called when you just got a new tier, and when a task is completed and there exist more tasks for the given tier. The task number is not important as we only operate with current task.
| tierId | :Number The id of the tier. |
public static var SignalMissionRemoved
You get this signal when a tier is removed from the list. Note that this does not say anything about the tier being completed or failed. That info does not seem to exist. Checking the last questevent status might give a clue.
| tierId | :Number The id of the main quest. |
public static var SignalQuestGiverEnterVicinity: Signal
Triggered when you come within 30meter of a questgiver. Then use this info to call RequestAvailableQuests to see if it has any quests for you. Note that the c++ ASQuest class must have been setup correctly to use this feature.
| type | :Number The type of the quest giver. |
| instance | :Number The instance of the quest giver. |
Delete a tier.
public static function DeleteCurrentQuestOfMainQuest( mainQuestTemplateID: Number ) : Void
Tell the questgiver that you would like to start the quest in question.
public static function AcceptQuestFromQuestgiver( mainQuestTemplateID: Number, questGiverID: ID32 ) : Void
Request infop about this quest
public static function GetQuest( questID: Number, includeGoals: Boolean, isFromQuestGiver: Boolean ) : Quest
public static function GetQuestGiver( questGiverID: ID32, includeQuests: Boolean ) : QuestGiver
public static function GetQuestByQuestGiverID( questGiverID: Number ) : Quest
This will get an array containing the current missions.
public static function GetAllAbandonedQuests() : Array
Returns the ID of the main quest for the quest identified by @a questID, or quests::INVALID_MAINQUEST_ID on error.
public static function GetMainQuestIDByQuestID( questID: Number ) : Number
Returns the level restriction of the main quest
public static function GetMainQuestLevel( questID: Number ) : Number
This will get an array containing the current missions.
public static function GetAllActiveQuests() : Array
This will get an array of all completed missions.
public static function GetAllCompletedQuests() : Array
This will get an object containing arrays of completed missions per playfield.
public static function GetAllCompletedQuestsByRegion() : Object
This will get an array of all missions on cooldown
public static function GetAllQuestsOnCooldown() : Array
public static function GetAllActiveChallenges() : Array
public static function GetAllCompletedChallenges() : Array
Return true if a mission is active.
public static function IsMissionActive( missionTemplateId: Number ) : Boolean
Return true if a mission is paused.
public static function IsMissionPaused( missionTemplateId: Number ) : Boolean
Return true if a mission is a challenge.
public static function IsChallengeMission( missionTemplateId: Number ) : Boolean
public static function ShareQuest( questID: Number ) : Void
public static function ShareQuestUnderMouse( questId: Number ) : Void
public static function PauseQuest( questId: Number ) : Void
public static function ShowQuestOnMap( questID: Number ) : Void
public static function AcceptQuestReward( taskInstance: Number, index: Number ) : Void
public static function IsSwitchNecessary( questID: Number ) : Boolean
public static function ShowMedia( rdbType: Number, rdbID: Number ) : Void
public static function CloseMedia( rdbID: Number ) : Void
public static function ShowQuestTaskMedia( questTaskID: Number ) : Void
public static function GetSolvedTextForQuest( mainQuestID: Number, questID: Number )
public static function MissionReportWindowOpened() : Void
Get all uncollected quest rewards.
public static function GetAllRewards() : Array
Get all uncollected challenge rewards.
public static function GetAllChallengeRewards() : Array
Returns true or false depening if there are any unsubmitted reports with rewards pending
public static function AnyUnsentReports() : Boolean
You get this signal when someone has requested seeing the list of available quests for a given object.
public static var SignalQuestAvailable: Signal
You get this signal when something causes the given quest to progress.
public static var SignalGoalProgress: Signal
You get this signal when something causes the given quest to update its phase
public static var SignalGoalPhaseUpdated: Signal
You get this signal when a goal is completed.
public static var SignalGoalFinished: Signal
Different events sent from Task.
public static var SignalQuestEvent: Signal
This is called when you get a new task.
public static var SignalTaskAdded: Signal
You get this signal when a tier is removed from the list.
public static var SignalMissionRemoved
TODO: Document the rest
public static var SignalPlayerTiersChanged
public static var SignalQuestChanged
Fired when you complete a tier.
public static var SignalTierCompleted
Fired when you’ve failed a tier.
public static var SignalTierFailed
Fired when you complete a mission.
public static var SignalMissionCompleted
Fired when you’ve failed a tier.
public static var SignalMissionFailed
Fired when you’ve failed a tier.
public static var SignalCompletedQuestsChanged
Fired when a quest cooldown changes.
public static var SignalQuestCooldownChanged
Triggered when you come within 30meter of a questgiver.
public static var SignalQuestGiverEnterVicinity: Signal
Triggered when a questgiver leaves your 30m vicinity.
public static var SignalQuestGiverLeaveVicinity: Signal
Triggered when a goal updates its timelimit
public static var SignalGoalTimeLimitChanged: Signal
Triggered when there is a quest reward to choose.
public static var SignalQuestRewardMakeChoice: Signal
public static var SignalQuestRewardInventorySpace: Signal
public static var SignalQuestRewardAcceptAcknowledged: Signal
Triggered when player hits key combo to open the quest reward window(s)
public static var SignalSendMissionReport: Signal
Triggered from gamecode when player uses an npc that has quests @param: ID32
public static var SignalOpenMissionWindow: Signal