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update group members after accepting the quest (without page reload) (#12358)
* update group members after accepting the quest (without page reload) * show quest information after starting * removing quest.progress.up assignment Co-authored-by: rogesson <rogesson.barboza@locaweb.com.br>
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@@ -162,7 +162,7 @@
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progress on the group doc? Each user could have different progress.-->
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progress on the group doc? Each user could have different progress.-->
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<span
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<span
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class="float-right"
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class="float-right"
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>{{ user.party.quest.progress.up | floor(10) }} {{ $t('pendingDamageLabel') }}</span> <!-- eslint-disable-line max-len -->
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>{{ (user.party.quest.progress.up || 0) | floor(10) }} {{ $t('pendingDamageLabel') }}</span> <!-- eslint-disable-line max-len -->
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<!-- player's pending damage uses floor so you
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<!-- player's pending damage uses floor so you
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don't overestimate damage you've already done-->
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don't overestimate damage you've already done-->
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</div>
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</div>
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@@ -425,6 +425,7 @@ export default {
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async questAccept (partyId) {
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async questAccept (partyId) {
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const quest = await this.$store.dispatch('quests:sendAction', { groupId: partyId, action: 'quests/accept' });
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const quest = await this.$store.dispatch('quests:sendAction', { groupId: partyId, action: 'quests/accept' });
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this.user.party.quest = quest;
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this.user.party.quest = quest;
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this.group.quest = quest;
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},
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},
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async questReject (partyId) {
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async questReject (partyId) {
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const quest = await this.$store.dispatch('quests:sendAction', { groupId: partyId, action: 'quests/reject' });
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const quest = await this.$store.dispatch('quests:sendAction', { groupId: partyId, action: 'quests/reject' });
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