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Trying to get A Generous General going using the new framework. Currently I have the quest accepted and give var a 1. (it is on zonein in Oldton.
When I try to talk the NPC, I do not get the CS that I want it to. Looking around, the NPC (Faulpie in S. Sandy, Guildmaster) has a list of onTrigger already defined. Is there something I need to do in order to "bypass" those if the quest requirements are met when onTrigger?
quest.sections =
{
-- Section: Quest accepted
{
check = function(player, status, vars)
return status == QUEST_ACCEPTED
end,
[xi.zone.SOUTHERN_SAN_DORIA] =
{
['Faulpie'] =
{
onTrigger = function(player, npc)
if quest:getVar(player, 'General') == 1 then
return quest:progressEvent(760)
end
end,
},
onEventFinish =
{
[760] = function(player, csid, option, npc)
if quest:complete(player) then
player:setCharVar("General", 1)
end
end,
},
},
},
}
return quest
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Good morning,
Trying to get A Generous General going using the new framework. Currently I have the quest accepted and give var a 1. (it is on zonein in Oldton.
When I try to talk the NPC, I do not get the CS that I want it to. Looking around, the NPC (Faulpie in S. Sandy, Guildmaster) has a list of onTrigger already defined. Is there something I need to do in order to "bypass" those if the quest requirements are met when onTrigger?
Thanks for any assistance!
Hook
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