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Fixed ClsArc002 BNpcNameId and Quest Sequence
- Uses getBNpcNameId to check Enemy - Quest was previously not advancing past sequence 3
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1 changed files with 3 additions and 4 deletions
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@ -103,13 +103,12 @@ public:
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void onBNpcKill( World::Quest& quest, Sapphire::Entity::BNpc& bnpc, Sapphire::Entity::Player& player ) override
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void onBNpcKill( World::Quest& quest, Sapphire::Entity::BNpc& bnpc, Sapphire::Entity::Player& player ) override
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{
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{
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if( bnpc.getLayoutId() != Enemy0 && bnpc.getLayoutId() != Enemy1 )
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if( bnpc.getBNpcNameId() != Enemy0 && bnpc.getBNpcNameId() != Enemy1 )
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return;
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return;
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auto currentKC39 = quest.getUI8AL() + 1;
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auto currentKC39 = quest.getUI8AL() + 1;
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auto currentKC12 = quest.getUI8BH() + 1;
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auto currentKC12 = quest.getUI8BH() + 1;
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switch( bnpc.getBNpcNameId() )
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switch( bnpc.getLayoutId() )
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{
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{
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case Enemy0:
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case Enemy0:
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{
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{
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@ -569,7 +568,7 @@ private:
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void Scene00026Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
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void Scene00026Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
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{
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{
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//Empty
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quest.setSeq( Seq4 );
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}
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}
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//////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////
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