mirror of
https://github.com/DarkflameUniverse/DarkflameServer
synced 2024-08-30 18:43:58 +00:00
changed loot sources to none
Changed loot sources for some scripts to none so they properly give loot to the player.
This commit is contained in:
parent
dc770299d1
commit
4fd1467cbf
@ -32,7 +32,7 @@ void AmDropshipComputer::OnUse(Entity* self, Entity* user)
|
|||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
inventoryComponent->AddItem(12323, 1, eLootSourceType::LOOT_SOURCE_ACTIVITY);
|
inventoryComponent->AddItem(12323, 1, eLootSourceType::LOOT_SOURCE_NONE);
|
||||||
}
|
}
|
||||||
|
|
||||||
void AmDropshipComputer::OnDie(Entity* self, Entity* killer)
|
void AmDropshipComputer::OnDie(Entity* self, Entity* killer)
|
||||||
|
@ -11,7 +11,7 @@ void NPCAddRemoveItem::OnMissionDialogueOK(Entity *self, Entity *target, int mis
|
|||||||
for (const auto& itemSetting : missionSetting.second) {
|
for (const auto& itemSetting : missionSetting.second) {
|
||||||
for (const auto& lot : itemSetting.items) {
|
for (const auto& lot : itemSetting.items) {
|
||||||
if (itemSetting.add && (missionState == MissionState::MISSION_STATE_AVAILABLE || missionState == MissionState::MISSION_STATE_COMPLETE_AVAILABLE)) {
|
if (itemSetting.add && (missionState == MissionState::MISSION_STATE_AVAILABLE || missionState == MissionState::MISSION_STATE_COMPLETE_AVAILABLE)) {
|
||||||
inventory->AddItem(lot, 1, eLootSourceType::LOOT_SOURCE_ACTIVITY);
|
inventory->AddItem(lot, 1, eLootSourceType::LOOT_SOURCE_NONE);
|
||||||
} else if (itemSetting.remove && (missionState == MissionState::MISSION_STATE_READY_TO_COMPLETE || missionState == MissionState::MISSION_STATE_COMPLETE_READY_TO_COMPLETE)) {
|
} else if (itemSetting.remove && (missionState == MissionState::MISSION_STATE_READY_TO_COMPLETE || missionState == MissionState::MISSION_STATE_COMPLETE_READY_TO_COMPLETE)) {
|
||||||
inventory->RemoveItem(lot, 1);
|
inventory->RemoveItem(lot, 1);
|
||||||
}
|
}
|
||||||
|
@ -54,6 +54,6 @@ void NjColeNPC::OnMissionDialogueOK(Entity* self, Entity* target, int missionID,
|
|||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
inventoryComponent->AddItem(16644, 1, eLootSourceType::LOOT_SOURCE_VENDOR);
|
inventoryComponent->AddItem(16644, 1, eLootSourceType::LOOT_SOURCE_NONE);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -12,6 +12,6 @@ void NjScrollChestServer::OnUse(Entity *self, Entity *user) {
|
|||||||
playerInventory->RemoveItem(keyLOT, 1);
|
playerInventory->RemoveItem(keyLOT, 1);
|
||||||
|
|
||||||
// Reward the player with the item set
|
// Reward the player with the item set
|
||||||
playerInventory->AddItem(rewardItemLOT, 1, eLootSourceType::LOOT_SOURCE_ACTIVITY);
|
playerInventory->AddItem(rewardItemLOT, 1, eLootSourceType::LOOT_SOURCE_NONE);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -23,7 +23,7 @@ void NpcCowboyServer::OnMissionDialogueOK(Entity* self, Entity* target, int miss
|
|||||||
{
|
{
|
||||||
if (inventoryComponent->GetLotCount(14378) == 0)
|
if (inventoryComponent->GetLotCount(14378) == 0)
|
||||||
{
|
{
|
||||||
inventoryComponent->AddItem(14378, 1, eLootSourceType::LOOT_SOURCE_ACTIVITY);
|
inventoryComponent->AddItem(14378, 1, eLootSourceType::LOOT_SOURCE_NONE);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
else if (missionState == MissionState::MISSION_STATE_READY_TO_COMPLETE || missionState == MissionState::MISSION_STATE_COMPLETE_READY_TO_COMPLETE)
|
else if (missionState == MissionState::MISSION_STATE_READY_TO_COMPLETE || missionState == MissionState::MISSION_STATE_COMPLETE_READY_TO_COMPLETE)
|
||||||
|
@ -9,7 +9,7 @@ void NpcPirateServer::OnMissionDialogueOK(Entity *self, Entity *target, int miss
|
|||||||
// Add or remove the lucky shovel based on whether the mission was completed or started
|
// Add or remove the lucky shovel based on whether the mission was completed or started
|
||||||
if ((missionState == MissionState::MISSION_STATE_AVAILABLE || missionState == MissionState::MISSION_STATE_COMPLETE_AVAILABLE)
|
if ((missionState == MissionState::MISSION_STATE_AVAILABLE || missionState == MissionState::MISSION_STATE_COMPLETE_AVAILABLE)
|
||||||
&& luckyShovel == nullptr) {
|
&& luckyShovel == nullptr) {
|
||||||
inventory->AddItem(14591, 1, eLootSourceType::LOOT_SOURCE_ACTIVITY);
|
inventory->AddItem(14591, 1, eLootSourceType::LOOT_SOURCE_NONE);
|
||||||
} else if (missionState == MissionState::MISSION_STATE_READY_TO_COMPLETE || missionState == MissionState::MISSION_STATE_COMPLETE_READY_TO_COMPLETE) {
|
} else if (missionState == MissionState::MISSION_STATE_READY_TO_COMPLETE || missionState == MissionState::MISSION_STATE_COMPLETE_READY_TO_COMPLETE) {
|
||||||
inventory->RemoveItem(14591, 1);
|
inventory->RemoveItem(14591, 1);
|
||||||
}
|
}
|
||||||
|
@ -20,7 +20,7 @@ void NpcWispServer::OnMissionDialogueOK(Entity* self, Entity* target, int missio
|
|||||||
// For the daily we add the maelstrom vacuum if the player doesn't have it yet
|
// For the daily we add the maelstrom vacuum if the player doesn't have it yet
|
||||||
if (missionID == 1883 && (missionState == MissionState::MISSION_STATE_AVAILABLE || missionState == MissionState::MISSION_STATE_COMPLETE_AVAILABLE)
|
if (missionID == 1883 && (missionState == MissionState::MISSION_STATE_AVAILABLE || missionState == MissionState::MISSION_STATE_COMPLETE_AVAILABLE)
|
||||||
&& maelstromVacuum == nullptr) {
|
&& maelstromVacuum == nullptr) {
|
||||||
inventory->AddItem(maelstromVacuumLot, 1, eLootSourceType::LOOT_SOURCE_ACTIVITY);
|
inventory->AddItem(maelstromVacuumLot, 1, eLootSourceType::LOOT_SOURCE_NONE);
|
||||||
} else if (missionState == MissionState::MISSION_STATE_READY_TO_COMPLETE || missionState == MissionState::MISSION_STATE_COMPLETE_READY_TO_COMPLETE) {
|
} else if (missionState == MissionState::MISSION_STATE_READY_TO_COMPLETE || missionState == MissionState::MISSION_STATE_COMPLETE_READY_TO_COMPLETE) {
|
||||||
inventory->RemoveItem(maelstromVacuumLot, 1);
|
inventory->RemoveItem(maelstromVacuumLot, 1);
|
||||||
}
|
}
|
||||||
|
@ -29,7 +29,7 @@ void NtDukeServer::OnMissionDialogueOK(Entity *self, Entity *target, int mission
|
|||||||
auto lotCount = inventoryComponent->GetLotCount(m_SwordLot);
|
auto lotCount = inventoryComponent->GetLotCount(m_SwordLot);
|
||||||
|
|
||||||
if ((state == MissionState::MISSION_STATE_AVAILABLE || state == MissionState::MISSION_STATE_ACTIVE) && lotCount < 1) {
|
if ((state == MissionState::MISSION_STATE_AVAILABLE || state == MissionState::MISSION_STATE_ACTIVE) && lotCount < 1) {
|
||||||
inventoryComponent->AddItem(m_SwordLot, 1, eLootSourceType::LOOT_SOURCE_ACTIVITY);
|
inventoryComponent->AddItem(m_SwordLot, 1, eLootSourceType::LOOT_SOURCE_NONE);
|
||||||
} else if (state == MissionState::MISSION_STATE_READY_TO_COMPLETE) {
|
} else if (state == MissionState::MISSION_STATE_READY_TO_COMPLETE) {
|
||||||
inventoryComponent->RemoveItem(m_SwordLot, lotCount);
|
inventoryComponent->RemoveItem(m_SwordLot, lotCount);
|
||||||
}
|
}
|
||||||
|
Loading…
Reference in New Issue
Block a user