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authorSubv <s.v.h21@hotmail.com>2012-10-16 21:43:23 -0500
committerSubv <s.v.h21@hotmail.com>2012-10-16 21:44:28 -0500
commit27f091806a6f52f406837d188dd4171019bfa59b (patch)
tree33f7913af2133fd0b73dab6fbd44fa2649fb50f1 /cmake/compiler/gcc
parent6abc6253a63b366b3d0259278889a83a756e9745 (diff)
Core/SpellAreas: Changed the way quest_start and quest_end works.
They now follow this rule: The player's quest status of quest_start must have the mask defined in quest_start_status in order for the spell to be applied/kept. The player's quest status of quest_end must _NOT_ have the mask defined in quest_end_status in order for the spell to be removed To generate the mask: Take the QuestStatus enum in QuestDef.h, use (1 << theValueYouWant) to obtain a mask and you can use | to combine masks. This expands the usage of the spell_area table, making possible to give a player an aura while he has a quest, but remove it as soon as the quest is completed (not rewarded). Feature request by @Svannon
Diffstat (limited to 'cmake/compiler/gcc')
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