make </> buttons work in manage quest steps
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eabafafe17
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@ -24,6 +24,16 @@ yl_speak_up.player_is_working_on_quest = function(player)
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-- TODO: check if the player has access to that data
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-- TODO: check if the player has access to that data
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t.step_data = yl_speak_up.quests[t.q_id].step_data
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t.step_data = yl_speak_up.quests[t.q_id].step_data
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t.current_step = yl_speak_up.speak_to[t.pname].quest_step
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t.current_step = yl_speak_up.speak_to[t.pname].quest_step
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if(t.quest_step and t.step_data[t.quest_step]) then
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local data = t.step_data[t.quest_step]
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-- make sure needed tables exist
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if(not(data.one_step_required) or type(data.one_step_required) ~= "table") then
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yl_speak_up.quests[t.q_id].step_data[t.current_step].one_step_required = {}
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end
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if(not(data.all_steps_required) or type(data.one_step_required) ~= "table") then
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yl_speak_up.quests[t.q_id].step_data[t.current_step].all_steps_required = {}
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end
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end
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-- t contains pname, q_id, quest, step_data and current_step - or error_msg
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-- t contains pname, q_id, quest, step_data and current_step - or error_msg
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return t
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return t
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end
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end
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@ -145,6 +155,25 @@ yl_speak_up.input_fs_manage_quest_steps = function(player, formname, fields)
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return
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return
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end
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end
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end
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end
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-- show prev logical step
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if(fields and fields.show_prev_step) then
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if(#res.step_data[res.current_step].one_step_required > 0) then
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yl_speak_up.show_fs(player, "manage_quest_steps",
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res.step_data[res.current_step].one_step_required[1])
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return
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elseif(#res.step_data[res.current_step].all_steps_required > 0) then
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yl_speak_up.show_fs(player, "manage_quest_steps",
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res.step_data[res.current_step].all_steps_required[1])
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return
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end
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-- show next logical step
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elseif(fields and fields.show_next_step) then
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local list = yl_speak_up.quest_step_required_for(res.step_data, res.current_step)
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if(list and #list > 0) then
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yl_speak_up.show_fs(player, "manage_quest_steps", list[1])
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return
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end
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end
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end
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end
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if(fields
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if(fields
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and (fields.add_to_one_needed or fields.add_to_all_needed
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and (fields.add_to_one_needed or fields.add_to_all_needed
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