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<?xml version="1.0" encoding="utf-8"?>
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
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Warhorse ScripBind documentation</div>
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C_ScriptBindQuest Methods</div>
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The methods of the C_ScriptBindQuest class are listed here.</p></div>
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<a onclick="toggleVisibilityStored('436C617373');" class="a_Element14"><img src="btn_collapse_2.gif" border="0" alt="" title="" id="img436C617373" />Class</a></div>
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<p class="Element10">
<a href="C_ScriptBindQuest.html">C_ScriptBindQuest Class</a></p></div>
</div>
</div>
<a name="5075626C6963204D6574686F6473"></a><div class="Element14">
<a onclick="toggleVisibilityStored('5075626C6963204D6574686F6473');" class="a_Element14"><img src="btn_collapse_2.gif" border="0" alt="" title="" id="img5075626C6963204D6574686F6473" />Public Methods</a></div>
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Name </div></td><td class="Element204" valign="top" width="60%">
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Description </div></td></tr><tr>
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<img src="indicator_method.gif" border="0" alt="" title="" /> </div></td><td class="Element202" valign="top" width="30%">
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<a href="C_ScriptBindQuest__ActivateQuest@IFunctionHandler__@char__.html">ActivateQuest</a> </div></td><td class="Element206" valign="top" width="60%">
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Syntax: QuestSystem.ActivateQuest(const char *questName)<br />Activate quest<br /> </div></td></tr><tr>
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<img src="indicator_method.gif" border="0" alt="" title="" /> </div></td><td class="Element202" valign="top" width="30%">
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<a href="C_ScriptBindQuest__AreQuestVIPsAlive@IFunctionHandler__@char__.html">AreQuestVIPsAlive</a> </div></td><td class="Element206" valign="top" width="60%">
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Syntax: QuestSystem.AreQuestVIPsAlive(const char *questName)<br />Returns true if all quest vip are still alive </div></td></tr><tr>
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<img src="indicator_method.gif" border="0" alt="" title="" /> </div></td><td class="Element202" valign="top" width="30%">
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<a href="!!OVERLOADED_CallScript_C_ScriptBindQuest.html">CallScript</a> </div></td><td class="Element206" valign="top" width="60%">
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This is the overview for the CallScript method overload. </div></td></tr><tr>
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<img src="indicator_method.gif" border="0" alt="" title="" /> </div></td><td class="Element202" valign="top" width="30%">
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<a href="C_ScriptBindQuest__CancelObjective@IFunctionHandler__@char__.html">CancelObjective</a> </div></td><td class="Element206" valign="top" width="60%">
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Syntax: QuestSystem.CancelObjective(const char *questName)<br />Cancel quest objective (tracked object count)<br /> </div></td></tr><tr>
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<a href="C_ScriptBindQuest__CancelQuest@IFunctionHandler__@char__@int.html">CancelQuest</a> </div></td><td class="Element206" valign="top" width="60%">
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Syntax: QuestSystem.CancelQuest(const char *questName, int flag)<br />Cancel quest (repeat count, tracked object count)<br /> </div></td></tr><tr>
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<a href="C_ScriptBindQuest__CanRepeatQuest@IFunctionHandler__@char__.html">CanRepeatQuest</a> </div></td><td class="Element206" valign="top" width="60%">
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Syntax: QuestSystem.CanRepeatQuest(const char *questName)<br />Returns if quest can be repeated<br /> </div></td></tr><tr>
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<a href="C_ScriptBindQuest__CompleteObjective@IFunctionHandler__@char__.html">CompleteObjective</a> </div></td><td class="Element206" valign="top" width="60%">
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Syntax: QuestSystem.CompleteObjective(const char *questName)<br />Complete objective of quest with id, only if it is active<br /> </div></td></tr><tr>
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<a href="C_ScriptBindQuest__DeactivateQuest@IFunctionHandler__@char__.html">DeactivateQuest</a> </div></td><td class="Element206" valign="top" width="60%">
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Syntax: QuestSystem.DeactivateQuest(const char *questName)<br />Deactivate quest<br /> </div></td></tr><tr>
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<a href="C_ScriptBindQuest__GetActiveObjectives@IFunctionHandler__@char__.html">GetActiveObjectives</a> </div></td><td class="Element206" valign="top" width="60%">
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Syntax: QuestSystem.GetActiveObjectives(const char *questName)<br />Returns table with ids of active objectives<br /> </div></td></tr><tr>
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<a href="C_ScriptBindQuest__GetObjectiveExpCoeff@IFunctionHandler__@char__.html">GetObjectiveExpCoeff</a> </div></td><td class="Element206" valign="top" width="60%">
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Syntax: QuestSystem.OpenInventory()<br />Opens inventory with item asset which should be delivered<br /> </div></td></tr><tr>
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<img src="indicator_method.gif" border="0" alt="" title="" /> </div></td><td class="Element202" valign="top" width="30%">
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<a href="C_ScriptBindQuest__IsObjectiveCanceled@IFunctionHandler__@char__.html">IsObjectiveCanceled</a> </div></td><td class="Element206" valign="top" width="60%">
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Syntax: QuestSystem.IsObjectiveCanceled(const char *questName)<br />Returns true if objective is canceled, false if not, or quest or objective does not exist<br /> </div></td></tr><tr>
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<a href="C_ScriptBindQuest__IsObjectiveCompleted@IFunctionHandler__@char__.html">IsObjectiveCompleted</a> </div></td><td class="Element206" valign="top" width="60%">
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Syntax: QuestSystem.IsObjectiveCompleted(const char *questName)<br />Returns true if objective is completed, false if not, or quest or objective does not exist<br /> </div></td></tr><tr>
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<a href="C_ScriptBindQuest__IsObjectiveStarted@IFunctionHandler__@char__.html">IsObjectiveStarted</a> </div></td><td class="Element206" valign="top" width="60%">
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Syntax: QuestSystem.IsObjectiveStarted(const char *questName)<br />Returns true if objective has been started, false if not, or quest or objective does not exist<br /> </div></td></tr><tr>
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<a href="C_ScriptBindQuest__IsObjectiveTrackedCompleted@IFunctionHandler__@char__.html">IsObjectiveTrackedCompleted</a> </div></td><td class="Element206" valign="top" width="60%">
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Syntax: QuestSystem.IsObjectiveTrackedCompleted(const char *questName)<br />Returns true if objective tracked assets count is enough<br /> </div></td></tr><tr>
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<a href="C_ScriptBindQuest__IsObjectiveUnchanged@IFunctionHandler__@char__.html">IsObjectiveUnchanged</a> </div></td><td class="Element206" valign="top" width="60%">
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Syntax: QuestSystem.IsObjectiveUnchanged(const char *questName)<br />Returns true if objective is same as after reset, false if not, or quest or objective does not exist<br /> </div></td></tr><tr>
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<a href="C_ScriptBindQuest__IsQuestActivated@IFunctionHandler__@char__.html">IsQuestActivated</a> </div></td><td class="Element206" valign="top" width="60%">
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Syntax: QuestSystem.IsQuestActivated(const char *questName)<br />Returns true if quest has been activated, false if not, or quest does not exist<br /> </div></td></tr><tr>
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<a href="C_ScriptBindQuest__IsQuestAvailable@IFunctionHandler__@char__.html">IsQuestAvailable</a> </div></td><td class="Element206" valign="top" width="60%">
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Syntax: QuestSystem.IsQuestAvailable(const char *questName)<br />Returns true if quest is available, false if not, or quest does not exist<br /> </div></td></tr><tr>
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<a href="C_ScriptBindQuest__IsQuestCanceled@IFunctionHandler__@char__.html">IsQuestCanceled</a> </div></td><td class="Element206" valign="top" width="60%">
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Syntax: QuestSystem.IsQuestCanceled(const char *questName)<br />Returns true if quest is completed, false if not, or quest or objective does not exist<br /> </div></td></tr><tr>
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Syntax: QuestSystem.IsQuestCompleted(const char *questName)<br />Returns true if quest is completed, false if not, or quest or objective does not exist<br /> </div></td></tr><tr>
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Syntax: QuestSystem.IsQuestStarted(const char *questName)<br />Returns true if quest has been started, false if not, or quest does not exist<br /> </div></td></tr><tr>
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Syntax: QuestSystem.IsQuestUnchanged(const char *questName)<br />Returns true if quest has only been loaded from DB<br /> </div></td></tr><tr>
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<a href="C_ScriptBindQuest__LoadScripts@char_@bool.html">LoadScripts</a> </div></td><td class="Element206" valign="top" width="60%">
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 </div></td></tr><tr>
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<a href="C_ScriptBindQuest__OpenInventory@IFunctionHandler__@char__.html">OpenInventory</a> </div></td><td class="Element206" valign="top" width="60%">
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Syntax: QuestSystem.OpenInventory()<br />Opens inventory with item asset which should be delivered<br /> </div></td></tr><tr>
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<a href="C_ScriptBindQuest__RegisterQuestEntity@IFunctionHandler__@ScriptHandle.html">RegisterQuestEntity</a> </div></td><td class="Element206" valign="top" width="60%">
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Syntax: QuestSystem.RegisterQuestEntity()<br />Registers entity with quest smart object. Not on master.<br /> </div></td></tr><tr>
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<a href="C_ScriptBindQuest__ReloadQuest@IFunctionHandler__@char_.html">ReloadQuest</a> </div></td><td class="Element206" valign="top" width="60%">
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Syntax: QuestSystem.ReloadQuest()<br />Reload quest DB tables. Not on master.<br /> </div></td></tr><tr>
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<a href="C_ScriptBindQuest__ReloadQuests@IFunctionHandler__.html">ReloadQuests</a> </div></td><td class="Element206" valign="top" width="60%">
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Syntax: QuestSystem.ReloadQuests()<br />Reload all quests. Not on master.<br /> </div></td></tr><tr>
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<a href="C_ScriptBindQuest__ResetQuest@IFunctionHandler__@char__.html">ResetQuest</a> </div></td><td class="Element206" valign="top" width="60%">
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Syntax: QuestSystem.ResetQuest(const char *questName)<br />Reset quest (repeat count, tracked object count)<br /> </div></td></tr><tr>
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<a href="C_ScriptBindQuest__StartObjective@IFunctionHandler__@char__.html">StartObjective</a> </div></td><td class="Element206" valign="top" width="60%">
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Syntax: QuestSystem.StartObjective(const char *questName)<br />Start objective of quest with id<br /> </div></td></tr><tr>
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<a href="C_ScriptBindQuest__StartQuest@IFunctionHandler__@char__.html">StartQuest</a> </div></td><td class="Element206" valign="top" width="60%">
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Syntax: QuestSystem.StartQuest(const char *questName)<br />Start quest if loaded from xml<br /> </div></td></tr><tr>
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<img src="indicator_method.gif" border="0" alt="" title="" /> </div></td><td class="Element202" valign="top" width="30%">
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<a href="C_ScriptBindQuest__TriggerCondition@IFunctionHandler__.html">TriggerCondition</a> </div></td><td class="Element206" valign="top" width="60%">
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Syntax: QuestSystem.TriggerCondition()<br />Trigger condition evaluation of all types for current active objectives<br /> </div></td></tr><tr>
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<img src="indicator_method.gif" border="0" alt="" title="" /> </div></td><td class="Element202" valign="top" width="30%">
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<a href="C_ScriptBindQuest__UserEnteredTrigger@IFunctionHandler__@int@ScriptHandle.html">UserEnteredTrigger</a> </div></td><td class="Element206" valign="top" width="60%">
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Syntax: QuestSystem.PlayerEnteredTrigger(int placeAssetId, EntityId userId)<br />Called from script when player enters ProximityTrigger or AreaTrigger<br /> </div></td></tr></table></div></div>
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