// This loops through all the targets, giving each target the quest. // <triggered_effect trigger="onSelfBuffStart" action="GiveQuestSDX, Mods" target="self" quest="myNewQuest" /> public override void Execute(MinEventParams _params) { for (int j = 0; j < this.targets.Count; j++) { EntityAliveSDX entity = this.targets[j] as EntityAliveSDX; if (entity != null) { if (string.IsNullOrEmpty(this.strQuest)) { continue; } entity.GiveQuest(this.strQuest); } // If the target is a player. EntityPlayerLocal Playerentity = this.targets[j] as EntityPlayerLocal; if (Playerentity != null) { if (string.IsNullOrEmpty(this.strQuest)) { continue; } Quest myQuest = QuestClass.CreateQuest(this.strQuest); myQuest.QuestGiverID = -1; Playerentity.QuestJournal.AddQuest(myQuest); } } }