Fixed #81 - A new bug appeared - on the first quest, talking with rumford doesn't spawn the monsters (advance quest)
Also, renamed QuestSetuped to QuestSetup.
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@ -86,7 +86,7 @@ namespace DiIiS_NA.GameServer.GSSystem.GameSystem
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public List<Player> ConnectedPlayers = new List<Player>();
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public bool QuestSetuped = false;
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public bool QuestSetup = false;
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public int LoadedPlayers = 0;
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@ -931,7 +931,7 @@ namespace DiIiS_NA.GameServer.GSSystem.GameSystem
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{
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if (PvP) return;
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if (!QuestSetuped)
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if (!QuestSetup)
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{
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QuestManager.SetQuests();
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DestinationEnterQuest = currQuest;
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@ -941,7 +941,7 @@ namespace DiIiS_NA.GameServer.GSSystem.GameSystem
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CurrentQuest = QuestsOrder[0];
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CurrentStep = -1;
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if (CurrentAct == 3000)
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if (CurrentAct is 3000 or 0)
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{
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QuestManager.Quests[CurrentQuest].Steps[-1].OnAdvance.Invoke();
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return;
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@ -75,7 +75,7 @@ namespace DiIiS_NA.GameServer.GSSystem.GameSystem
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{
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Game.QuestProgress.SetQuests();
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Game.SideQuestProgress.SetQuests();
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Game.QuestSetuped = true;
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Game.QuestSetup = true;
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}
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public void ClearQuests()
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@ -85,12 +85,8 @@ namespace DiIiS_NA.GameServer.GSSystem.QuestSystem
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{
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if (Game.CurrentQuest == 87700 & Game.CurrentStep == -1)
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{
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//Указывает куда идти
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//ActiveArrow(this.Game.GetWorld(71150), 3739);
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//Убираем лишнюю Лею
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var Leah = world.GetActorBySNO(ActorSno._leah, true);
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if (Leah != null) Leah.Hidden = true;
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var leah = world.GetActorBySNO(ActorSno._leah, true);
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if (leah != null) leah.Hidden = true;
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}
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});
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SetActorOperable(world, ActorSno._trout_newtristram_gate_town, false);
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@ -139,7 +135,7 @@ namespace DiIiS_NA.GameServer.GSSystem.QuestSystem
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}
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catch { }
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UnlockTeleport(0);
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if (world.GetActorsBySNO(ActorSno._trout_newtristram_gate_town).Where(d => d.Visible).FirstOrDefault() != null)
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if (world.GetActorsBySNO(ActorSno._trout_newtristram_gate_town).FirstOrDefault(d => d.Visible) != null)
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Open(world, ActorSno._trout_newtristram_gate_town);
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ActiveArrow(world, ActorSno._g_portal_rectangle_orange_icondoor, WorldSno.trout_tristram_inn);
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ListenConversation(151123, new Advance());
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