// This function is used to fire custom behavior when a player clicks a placeable // for a quest. // You can do any number of things. Perhaps clicking spawns a unique monster that // players must kill in order to advance through the quest. Maybe clicking creates an // item on the PC? // oPC = The clicking player that's on the quest // iBehavior = The behavior ID number to fire void QST_RunCustomClickBehavior(object oPC, int iBehavior); void QST_RunCustomClickBehavior(object oPC, int iBehavior) { switch(iBehavior) { // Invalid behavior - end case 0: break; case 1: { break; } } } // Error checking //void main(){}