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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)
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return;
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}
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inventoryComponent->AddItem(12323, 1, eLootSourceType::LOOT_SOURCE_ACTIVITY);
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inventoryComponent->AddItem(12323, 1, eLootSourceType::LOOT_SOURCE_NONE);
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}
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void AmDropshipComputer::OnDie(Entity* self, Entity* killer)
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@ -11,7 +11,7 @@ void NPCAddRemoveItem::OnMissionDialogueOK(Entity *self, Entity *target, int mis
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for (const auto& itemSetting : missionSetting.second) {
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for (const auto& lot : itemSetting.items) {
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if (itemSetting.add && (missionState == MissionState::MISSION_STATE_AVAILABLE || missionState == MissionState::MISSION_STATE_COMPLETE_AVAILABLE)) {
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inventory->AddItem(lot, 1, eLootSourceType::LOOT_SOURCE_ACTIVITY);
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inventory->AddItem(lot, 1, eLootSourceType::LOOT_SOURCE_NONE);
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} else if (itemSetting.remove && (missionState == MissionState::MISSION_STATE_READY_TO_COMPLETE || missionState == MissionState::MISSION_STATE_COMPLETE_READY_TO_COMPLETE)) {
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inventory->RemoveItem(lot, 1);
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}
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@ -54,6 +54,6 @@ void NjColeNPC::OnMissionDialogueOK(Entity* self, Entity* target, int missionID,
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return;
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}
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inventoryComponent->AddItem(16644, 1, eLootSourceType::LOOT_SOURCE_VENDOR);
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inventoryComponent->AddItem(16644, 1, eLootSourceType::LOOT_SOURCE_NONE);
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}
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}
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@ -12,6 +12,6 @@ void NjScrollChestServer::OnUse(Entity *self, Entity *user) {
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playerInventory->RemoveItem(keyLOT, 1);
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// Reward the player with the item set
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playerInventory->AddItem(rewardItemLOT, 1, eLootSourceType::LOOT_SOURCE_ACTIVITY);
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playerInventory->AddItem(rewardItemLOT, 1, eLootSourceType::LOOT_SOURCE_NONE);
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}
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}
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@ -23,7 +23,7 @@ void NpcCowboyServer::OnMissionDialogueOK(Entity* self, Entity* target, int miss
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{
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if (inventoryComponent->GetLotCount(14378) == 0)
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{
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inventoryComponent->AddItem(14378, 1, eLootSourceType::LOOT_SOURCE_ACTIVITY);
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inventoryComponent->AddItem(14378, 1, eLootSourceType::LOOT_SOURCE_NONE);
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}
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}
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else if (missionState == MissionState::MISSION_STATE_READY_TO_COMPLETE || missionState == MissionState::MISSION_STATE_COMPLETE_READY_TO_COMPLETE)
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@ -9,7 +9,7 @@ void NpcPirateServer::OnMissionDialogueOK(Entity *self, Entity *target, int miss
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// Add or remove the lucky shovel based on whether the mission was completed or started
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if ((missionState == MissionState::MISSION_STATE_AVAILABLE || missionState == MissionState::MISSION_STATE_COMPLETE_AVAILABLE)
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&& luckyShovel == nullptr) {
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inventory->AddItem(14591, 1, eLootSourceType::LOOT_SOURCE_ACTIVITY);
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inventory->AddItem(14591, 1, eLootSourceType::LOOT_SOURCE_NONE);
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} else if (missionState == MissionState::MISSION_STATE_READY_TO_COMPLETE || missionState == MissionState::MISSION_STATE_COMPLETE_READY_TO_COMPLETE) {
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inventory->RemoveItem(14591, 1);
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}
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@ -20,7 +20,7 @@ void NpcWispServer::OnMissionDialogueOK(Entity* self, Entity* target, int missio
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// For the daily we add the maelstrom vacuum if the player doesn't have it yet
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if (missionID == 1883 && (missionState == MissionState::MISSION_STATE_AVAILABLE || missionState == MissionState::MISSION_STATE_COMPLETE_AVAILABLE)
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&& maelstromVacuum == nullptr) {
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inventory->AddItem(maelstromVacuumLot, 1, eLootSourceType::LOOT_SOURCE_ACTIVITY);
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inventory->AddItem(maelstromVacuumLot, 1, eLootSourceType::LOOT_SOURCE_NONE);
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} else if (missionState == MissionState::MISSION_STATE_READY_TO_COMPLETE || missionState == MissionState::MISSION_STATE_COMPLETE_READY_TO_COMPLETE) {
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inventory->RemoveItem(maelstromVacuumLot, 1);
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}
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@ -29,7 +29,7 @@ void NtDukeServer::OnMissionDialogueOK(Entity *self, Entity *target, int mission
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auto lotCount = inventoryComponent->GetLotCount(m_SwordLot);
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if ((state == MissionState::MISSION_STATE_AVAILABLE || state == MissionState::MISSION_STATE_ACTIVE) && lotCount < 1) {
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inventoryComponent->AddItem(m_SwordLot, 1, eLootSourceType::LOOT_SOURCE_ACTIVITY);
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inventoryComponent->AddItem(m_SwordLot, 1, eLootSourceType::LOOT_SOURCE_NONE);
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} else if (state == MissionState::MISSION_STATE_READY_TO_COMPLETE) {
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inventoryComponent->RemoveItem(m_SwordLot, lotCount);
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}
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