The activateEasterEgg native AI script function calls the EGS function CCharacterControl::activateEasterEgg
to activate an Easter Egg in the game world. It is used for the lootable items spawned by the Ryzom Ring scenario, not for the lootable item bags dropped by characters exiting a scenario session.
()activateEasterEgg(easterEggId: f, sessionId: f, actId: f, items: s,
x: f, y: f, z: f, heading: f, groupname: s, name: s, clientSheet: s)
// activateEasterEgg_fffsffffsss_
()activateEasterEgg(2, 1601, 4, "toto.sitem:2;tata.sitem:1;titi.sitem:3", 1247, 4627, 0, 0, "egg_group", "egg_name", "");
This example code activates an Easter Egg with an ID of 2, in session ID 1601, with act ID of 4, and a sheet/quantity vector of "toto.sitem:2;tata.sitem:1;titi.sitem:3". The Easter Egg will be spawned at position (1247, 4627, 0) with a heading angle of 0.0 radians. The group name is "egg_group", and name is "egg_name". The default client effect sheet name is used.