fix: set ModQuestTeshinAccess when using cheats to complete mod quest #2935

Merged
Sainan merged 2 commits from teshin-fix into main 2025-10-25 00:26:50 -07:00

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@ -11,6 +11,7 @@ import { addFixedLevelRewards } from "./missionInventoryUpdateService.ts";
import type { IInventoryChanges } from "../types/purchaseTypes.ts";
import questCompletionItems from "../../static/fixed_responses/questCompletionRewards.json" with { type: "json" };
import type { ITypeCount } from "../types/commonTypes.ts";
import { addString } from "../helpers/stringHelpers.ts";
export interface IUpdateQuestRequest {
QuestKeys: IQuestKeyClient[];
@ -175,6 +176,11 @@ export const completeQuest = async (
existingQuestKey.Completed = true;
existingQuestKey.CompletionDate = new Date();
await handleQuestCompletion(inventory, questKey, undefined, run > 0);
if (questKey == "/Lotus/Types/Keys/ModQuest/ModQuestKeyChain") {
// This would be set by the client during the equilogue, but since we're cheating through, we have to do it ourselves.
addString(inventory.NodeIntrosCompleted, "ModQuestTeshinAccess");
}
}
return existingQuestKey.toJSON<IQuestKeyClient>();