I'd like to be able to display an announce that can't be seen in the chat, the same way the hunting quests work (when you kill a monster in a hunting quest you see the amount you've killed on your screen but not in the chat, that allows you to display informations without flooding the chat, which I find quite nice that's the reason I'm looking for this).
I've already looked at this part of the clif.c :
/// Notification of an update to the hunting mission counter (ZC_UPDATE_MISSION_HUNT).
/// 02b5 <packet len>.W <mobs>.W { <quest id>.L <mob id>.L <total count>.W <current count>.W }*3
void clif_quest_update_objective(struct map_session_data * sd, struct quest * qd)
{
int fd = sd->fd;
int i;
struct quest_db *qi = quest_search(qd->quest_id);
int len = qi->num_objectives * 12 + 6;
WFIFOHEAD(fd, len);
WFIFOW(fd, 0) = 0x2b5;
WFIFOW(fd, 2) = len;
WFIFOW(fd, 4) = qi->num_objectives;
for( i = 0; i < qi->num_objectives; i++ ) {
WFIFOL(fd, i*12+6) = qd->quest_id;
WFIFOL(fd, i*12+10) = qi->mob[i];
WFIFOW(fd, i*12+14) = qi->count[i];
WFIFOW(fd, i*12+16) = qd->count[i];
}
WFIFOSET(fd, len);
}
but I don't get anything about how the client manages to diplay messages
That'd be nice to have a script command for this, that'd allow me not to use the official quest system anymore (I'm not a big fan of the official quest system because you can't make nice quests apart from 'go kill those monsters, I love blood!' which is a bit restrained ^^).
Hi there.
I'd like to be able to display an announce that can't be seen in the chat, the same way the hunting quests work (when you kill a monster in a hunting quest you see the amount you've killed on your screen but not in the chat, that allows you to display informations without flooding the chat, which I find quite nice that's the reason I'm looking for this).
I've already looked at this part of the clif.c :
/// Notification of an update to the hunting mission counter (ZC_UPDATE_MISSION_HUNT). /// 02b5 <packet len>.W <mobs>.W { <quest id>.L <mob id>.L <total count>.W <current count>.W }*3 void clif_quest_update_objective(struct map_session_data * sd, struct quest * qd) { int fd = sd->fd; int i; struct quest_db *qi = quest_search(qd->quest_id); int len = qi->num_objectives * 12 + 6; WFIFOHEAD(fd, len); WFIFOW(fd, 0) = 0x2b5; WFIFOW(fd, 2) = len; WFIFOW(fd, 4) = qi->num_objectives; for( i = 0; i < qi->num_objectives; i++ ) { WFIFOL(fd, i*12+6) = qd->quest_id; WFIFOL(fd, i*12+10) = qi->mob[i]; WFIFOW(fd, i*12+14) = qi->count[i]; WFIFOW(fd, i*12+16) = qd->count[i]; } WFIFOSET(fd, len); }but I don't get anything about how the client manages to diplay messages
That'd be nice to have a script command for this, that'd allow me not to use the official quest system anymore (I'm not a big fan of the official quest system because you can't make nice quests apart from 'go kill those monsters, I love blood!' which is a bit restrained ^^).
Thanks for reading and for your support.
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