There's no quest function for that, you'd have to make your own, something like this:
// Syntax: npc.move(map_index, local x, local y)
int npc_move(lua_State* L)
{
if (!lua_isnumber(L, 1) || !lua_isnumber(L, 2) || !lua_isnumber(L, 3))
{
lua_pushboolean(L, FALSE);
return 1;
}
LPCHARACTER pkNPC = CQuestManager::instance().GetCurrentNPCCharacterPtr();
if (!pkNPC)
{
lua_pushboolean(L, FALSE);
return 1;
}
long lMapIndex = lua_tonumber(L, 1);
long lX = lua_tonumber(L, 2);
long lY = lua_tonumber(L, 3);
LPSECTREE_MAP pkSectreeMap = SECTREE_MANAGER::instance().GetMap(lMapIndex);
if (!pkSectreeMap)
return 0;
if (pkNPC->Goto(pkSectreeMap->m_setting.iBaseX + lX, pkSectreeMap->m_setting.iBaseY + lY))
{
pkNPC->SendMovePacket(FUNC_WAIT, 0, 0, 0, 0);
lua_pushboolean(L, TRUE);
}
else
{
lua_pushboolean(L, FALSE);
}
return 1;
}
IT'S UNTESTED!
Regards