Fixed a bunch of bugged scripts and cleaned up the quest flags.

This commit is contained in:
Filip Maj 2017-03-19 12:17:09 -04:00
parent 4f339709d5
commit 1bf25b2a2b
7 changed files with 16 additions and 15 deletions

View file

@ -31,10 +31,11 @@ function onTalkEvent(player, npc)
;
if (player:HasQuest(110001) == true) then
man0l0Quest = player:GetQuest("man0l0");
if (man0l0Quest:GetQuestFlag(MAN0L0_FLAG_MINITUT_DONE1) == true and man0l0Quest:GetQuestFlag(MAN0L0_FLAG_MINITUT_DONE2) == true and man0l0Quest:GetQuestFlag(MAN0L0_FLAG_MINITUT_DONE3) == true) then
doorNpc = GetWorldManager():GetActorInWorldByUniqueId("exit_door");
player:SetEventStatus(doorNpc, "pushDefault", true, 0x2);
doorNpc:SetQuestGraphic(player, 0x3);
doorNpc:SetQuestGraphic(player, 0x3);
end
elseif (player:HasQuest(110005) == true) then
man0g0Quest = player:GetQuest("man0g0");
@ -50,7 +51,7 @@ function onTalkEvent(player, npc)
if (man0u0Quest:GetQuestFlag(MAN0U0_FLAG_MINITUT_DONE1) == true and man0u0Quest:GetQuestFlag(MAN0U0_FLAG_MINITUT_DONE2) == true and man0u0Quest:GetQuestFlag(MAN0U0_FLAG_MINITUT_DONE3) == true) then
exitTriggerNpc = GetWorldManager():GetActorInWorldByUniqueId("exit_trigger");
player:SetEventStatus(exitTriggerNpc, "pushDefault", true, 0x2);
exitTriggerNpc:SetQuestGraphic(player, 0x3);
exitTriggerNpc:SetQuestGraphic(player, 0x2);
end
end