// Set to false to allow multiple completions
public bool OneTimeOnly
{
get { return m_OneTimeOnly; }
set { m_OneTimeOnly = value; }
}
// Set to true to cause a delay between completion/accepting quest again
public bool HasRestartDelay
{
get { return m_HasRestartDelay; }
set { m_HasRestartDelay = value; }
}
// override this to return the delay you want between completing/accepting the quest again
public virtual TimeSpan GetRestartDelay()
{
return TimeSpan.FromSeconds( Utility.Random( 1, 5 ) * 30 );
}
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