ALCHEMY_SCENE:RegisterCallback("StateChange", function(oldState, newState)
if newState == SCENE_SHOWING then
--display quest for alchemy
elseif newState == SCENE_HIDING then
--hide quest
end
end)
ENCHANTING_SCENE:RegisterCallback("StateChange", function(oldState, newState)
if newState == SCENE_SHOWING then
--display quest for enchanting
elseif newState == SCENE_HIDING then
--hide quest
end
end)
PROVISIONER_SCENE:RegisterCallback("StateChange", function(oldState, newState)
if newState == SCENE_SHOWING then
--display quest for provisioning
elseif newState == SCENE_HIDING then
--hide quest
end
end)
--Smithing scene is shared for blacksmithing, clothing and woodworking, so you will need to actually check crafting interaction type, but it should work here.
SMITHING_SCENE:RegisterCallback("StateChange", function(oldState, newState)
if newState == SCENE_SHOWING then
local craftingType = GetCraftingInteractionType()
if craftingType == CRAFTING_TYPE_BLACKSMITHING then
--display quest for blacksmithing
elseif craftingType == CRAFTING_TYPE_CLOTHIER then
--display quest for clothing
elseif craftingType == CRAFTING_TYPE_WOODWORKING then
--display quest for woodworking
end
elseif newState == SCENE_HIDING then
--hide quest
end
end)
Uhm ... yeah
Seriously ... where do you go to get the kind of information that would allow you to come up with that?