fix: set ModQuestTeshinAccess when using cheats to complete mod quest #2935
@ -11,6 +11,7 @@ import { addFixedLevelRewards } from "./missionInventoryUpdateService.ts";
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import type { IInventoryChanges } from "../types/purchaseTypes.ts";
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import questCompletionItems from "../../static/fixed_responses/questCompletionRewards.json" with { type: "json" };
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import type { ITypeCount } from "../types/commonTypes.ts";
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import { addString } from "../helpers/stringHelpers.ts";
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export interface IUpdateQuestRequest {
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    QuestKeys: IQuestKeyClient[];
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@ -175,6 +176,11 @@ export const completeQuest = async (
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        existingQuestKey.Completed = true;
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        existingQuestKey.CompletionDate = new Date();
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        await handleQuestCompletion(inventory, questKey, undefined, run > 0);
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        if (questKey == "/Lotus/Types/Keys/ModQuest/ModQuestKeyChain") {
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            // This would be set by the client during the equilogue, but since we're cheating through, we have to do it ourselves.
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            addString(inventory.NodeIntrosCompleted, "ModQuestTeshinAccess");
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        }
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    }
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    return existingQuestKey.toJSON<IQuestKeyClient>();
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