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- /*
- EmuDevs - (http://emudevs.com)
- Use this as your template. Make sure to point credits towards ED.
- */
- class npc_tut_quest : public CreatureScript // npc_tut_quest - Class constructor, name this anything that doesn't conflict with another class name
- {
- public:
- npc_tut_quest() : CreatureScript("npc_tut_quest") { } // npc_tut_quest, should be the same as class npc_tut_quest -- CreatureScript("npc_tut_quest") - This is your 'ScriptName' that you will assign in your database
- bool OnQuestAccept(Player* player, Creature* creature, Quest const* quest) override // Calls when a player accepts a quest from the npc
- {
- if (quest->GetQuestId() != 30000) // This can be used on the same npc if it has multiple quests -- 30000 is an example of a questId
- return false;
- return true;
- }
- bool OnQuestSelect(Player* player, Creature* creature, Quest const* quest) override // Calls when a player selects a quest from the quest menu
- {
- if (quest->GetQuestId() != 30000) // This can be used on the same npc if it has multiple quests -- 30000 is an example of a questId
- return false;
- return true;
- }
- bool OnQuestComplete(Player* player, Creature* creature, Quest const* quest) override // Calls when a player completes a quest
- {
- if (quest->GetQuestId() != 30000) // This can be used on the same npc if it has multiple quests -- 30000 is an example of a questId
- return false;
- return true;
- }
- bool OnQuestReward(Player* player, Creature* creature, Quest const* quest) override // Calls when a player selects a reward
- {
- return true;
- }
- };
- void AddSC_quest_tutorial() // This is your ScriptLoader.cpp setup function
- {
- new npc_tut_quest(); // Call any new classes here as 'new classname();'
- }
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