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:
EmosewaMC 2022-04-24 18:40:20 -07:00
parent dc770299d1
commit 4fd1467cbf
8 changed files with 8 additions and 8 deletions

View File

@ -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)

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@ -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);
} }

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@ -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);
} }
} }

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@ -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);
} }
} }

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@ -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)

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@ -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);
} }

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@ -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);
} }

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@ -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);
} }