Change how blacksmith TutorialTask is handled with the complete condition actually fulfilled instead of a randomly variable (copy-paste error)? Release Version 7906.
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@ -68,7 +68,6 @@ void Monster::STRATEGY::NPC(Monster&m,float fElapsedTime,std::string strategy){
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m.F(A::TARGET_TIMER)=std::min(m.F(A::TARGET_TIMER)+fElapsedTime,ConfigFloat("Interaction Display Ease in Timer"));
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if(game->KEY_CONFIRM.Released()&&Menu::stack.size()==0){
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if(m.npcData.function=="Blacksmith"){
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Tutorial::CompleteTask(TutorialTaskName::BLACKSMITH);
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Menu::OpenMenu(MenuType::BLACKSMITH);
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//First reset all items displayed in the blacksmith's shop (showing only our equipment.)
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Inventory::UpdateBlacksmithInventoryLists();
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@ -40,6 +40,7 @@ All rights reserved.
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#include "MenuComponent.h"
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#include "LoadingScreen.h"
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#include "Key.h"
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#include "Menu.h"
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using A=Attribute;
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@ -271,12 +272,14 @@ public:
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private:
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virtual inline void OnActivate()override final{
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Component<MenuComponent>(SHERMAN,"Leave Button")->SetGrayedOut(true);
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Component<MenuComponent>(MenuType::PAUSE,"Return to Camp Button")->SetGrayedOut(true);
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}
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virtual inline bool CompleteCondition()override final{
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return I(A::ITEM_USE_COUNT)>=1;
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return Menu::IsMenuOpen()&&Menu::stack.back()==Menu::menus[MenuType::BLACKSMITH];
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}
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virtual inline void OnComplete()override final{
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Component<MenuComponent>(SHERMAN,"Leave Button")->SetGrayedOut(false);
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Component<MenuComponent>(MenuType::PAUSE,"Return to Camp Button")->SetGrayedOut(false);
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}
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virtual inline void Draw()const override final{
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std::string helpText="Visit #00FFD0\"Greg\" the Blacksmith#FFFFFF to browse craftable gear.";
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@ -39,7 +39,7 @@ All rights reserved.
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#define VERSION_MAJOR 0
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#define VERSION_MINOR 4
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#define VERSION_PATCH 4
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#define VERSION_BUILD 7905
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#define VERSION_BUILD 7906
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#define stringify(a) stringify_(a)
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#define stringify_(a) #a
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