Modding:Lua/Hooks/Quest

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Hooks

These quest hooks are stubs for global functions that object scripts can define, which will be called by the C++ engine. No documentation for them is available, but they're mentionned (april 2017) in /assets/quests/scripts/generated/common.lua

init()


Called when the quest is loaded

uninit()


Called when the quest is unloaded

update(dt)


Called each scriptDelta ticks

questOffer()


Called when the quest is offered

questDecline()


Called when the player declines the quest

questStart()


Called when the player accepts the quest

questComplete()


Called when the player completes the quest

questFail()


Called when the player fails the quest

questInteract(entityId)


Called when the player interacts with something?

conditionsMet()


Called when the player meets the requirements to return the quest?


Messages

Alternatively, the C++ engine sends messages to quest scripts which can be handled by message.setHandler().


objectScanned

Seems to be sent whenever the player scans an object. Parameters:

   objectName

interestingObjects

Seems to be sent whenever the player scans an "interesting" object, in the context of scan-type quests.

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