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Fixed quest commands not working from Lua. The uint/string overload was confusing it.
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@ -1032,6 +1032,33 @@ namespace FFXIVClassic_Map_Server.Actors
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return -1;
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return -1;
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}
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}
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//For Lua calls, cause MoonSharp goes retard with uint
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public void AddQuest(int id, bool isSilent = false)
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{
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AddQuest((uint)id, isSilent);
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}
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public void CompleteQuest(int id)
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{
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CompleteQuest((uint)id);
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}
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public bool HasQuest(int id)
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{
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return HasQuest((uint)id);
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}
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public Quest GetQuest(int id)
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{
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return GetQuest((uint)id);
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}
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public bool IsQuestCompleted(int id)
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{
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return IsQuestCompleted((uint)id);
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}
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public bool CanAcceptQuest(int id)
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{
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return CanAcceptQuest((uint)id);
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}
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//For Lua calls, cause MoonSharp goes retard with uint
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public void AddQuest(uint id, bool isSilent = false)
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public void AddQuest(uint id, bool isSilent = false)
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{
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{
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Actor actor = Server.GetStaticActors((0xA0F00000 | id));
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Actor actor = Server.GetStaticActors((0xA0F00000 | id));
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@ -1062,7 +1089,7 @@ namespace FFXIVClassic_Map_Server.Actors
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SendGameMessage(Server.GetWorldManager().GetActor(), 25224, 0x20, (object)questScenario[freeSlot].GetQuestId());
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SendGameMessage(Server.GetWorldManager().GetActor(), 25224, 0x20, (object)questScenario[freeSlot].GetQuestId());
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questScenario[freeSlot].NextPhase(0);
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questScenario[freeSlot].NextPhase(0);
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}
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}
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}
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}
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public void CompleteQuest(uint id)
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public void CompleteQuest(uint id)
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{
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{
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