fix: set ModQuestTeshinAccess when using cheats to complete mod quest #2935
@ -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>();
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user