- Enabled quests that were locked due to issues.
- Added a CompletionNotice setting to MLQuest to replace the OnComplete overrides. - MLQuest.CanOffer now recursively checks NextQuest for OneTimeOnly/HasRestartDelay as well. - Implemented quest restart delays and enabled them on the crafting quests. - Questers offering multiple quests will no longer randomly offer quests for which CanOffer is false, as long as there are other quests for which CanOffer is true. - Added a manual Register method to MLQuestSystem for registering quests without using MLQuests.cfg (to be used in Configure). - Misc quest tweaks. - Corrected typo in cove.cfg deco file.
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24 changed files with 320 additions and 409 deletions
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@ -43,10 +43,12 @@ namespace Server.Engines.MLQuests
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private TextDefinition m_Description;
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private TextDefinition m_RefuseMessage;
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private TextDefinition m_InProgressMessage;
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private TextDefinition m_CompleteMessage;
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private TextDefinition m_CompletionMessage;
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private TextDefinition m_CompletionNotice;
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// TODO: Flags? (Deserialized, SaveEnabled, Activated)
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private bool m_OneTimeOnly;
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private bool m_HasRestartDelay;
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public bool Activated
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{
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@ -90,6 +92,12 @@ namespace Server.Engines.MLQuests
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set { m_OneTimeOnly = value; }
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}
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public bool HasRestartDelay
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{
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get { return m_HasRestartDelay; }
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set { m_HasRestartDelay = value; }
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}
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public bool HasObjective<T>() where T : BaseObjective
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{
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foreach ( BaseObjective obj in m_Objectives )
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@ -118,8 +126,7 @@ namespace Server.Engines.MLQuests
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public virtual bool RecordCompletion
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{
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// TODO
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get { return ( m_OneTimeOnly /* || HasRestartDelay */ ); }
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get { return ( m_OneTimeOnly || m_HasRestartDelay ); }
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}
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public virtual bool IsChainTriggered { get { return false; } }
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@ -129,7 +136,13 @@ namespace Server.Engines.MLQuests
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public TextDefinition Description { get { return m_Description; } set { m_Description = value; } }
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public TextDefinition RefusalMessage { get { return m_RefuseMessage; } set { m_RefuseMessage = value; } }
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public TextDefinition InProgressMessage { get { return m_InProgressMessage; } set { m_InProgressMessage = value; } }
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public TextDefinition CompletionMessage { get { return m_CompleteMessage; } set { m_CompleteMessage = value; } }
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public TextDefinition CompletionMessage { get { return m_CompletionMessage; } set { m_CompletionMessage = value; } }
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public TextDefinition CompletionNotice { get { return m_CompletionNotice; } set { m_CompletionNotice = value; } }
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public static readonly TextDefinition CompletionNoticeDefault = new TextDefinition( 1072273 ); // You've completed a quest! Don't forget to collect your reward.
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public static readonly TextDefinition CompletionNoticeShort = new TextDefinition( 1046258 ); // Your quest is complete.
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public static readonly TextDefinition CompletionNoticeShortReturn = new TextDefinition( 1073775 ); // Your quest is complete. Return for your reward.
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public static readonly TextDefinition CompletionNoticeCraft = new TextDefinition( 1073967 ); // You obtained what you seek, now receive your reward.
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public MLQuest()
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{
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@ -137,6 +150,7 @@ namespace Server.Engines.MLQuests
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m_Objectives = new List<BaseObjective>();
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m_ObjectiveType = ObjectiveType.All;
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m_Rewards = new List<BaseReward>();
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m_CompletionNotice = CompletionNoticeDefault;
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m_Questers = new List<BaseCreature>();
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m_Instances = new List<MLQuestInstance>();
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@ -178,21 +192,21 @@ namespace Server.Engines.MLQuests
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public void PutSpawner( Spawner s, Point3D loc, Map map )
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{
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string name = String.Format( "MLQS-{0}", GetType().Name );
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// Auto cleanup on regeneration
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/*
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List<Item> toDelete = new List<Item>();
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foreach ( Item item in map.GetItemsInRange( loc, 0 ) )
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{
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if ( item is Spawner )
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if ( item is Spawner && item.Name == name )
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toDelete.Add( item );
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}
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foreach ( Item item in toDelete )
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item.Delete();
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*/
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s.Name = String.Format( "MLQS-{0}", GetType().Name );
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s.Name = name;
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s.MoveToWorld( loc, map );
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}
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@ -203,44 +217,60 @@ namespace Server.Engines.MLQuests
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return new MLQuestInstance( this, quester, pm );
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}
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public virtual bool CanOffer( BaseCreature quester, PlayerMobile pm )
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public bool CanOffer( BaseCreature quester, PlayerMobile pm, bool message )
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{
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return CanOffer( quester, pm, MLQuestSystem.GetContext( pm ), message );
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}
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public virtual bool CanOffer( BaseCreature quester, PlayerMobile pm, MLQuestContext context, bool message )
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{
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if ( !m_Activated || quester.Deleted || !m_Questers.Contains( quester ) )
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return false;
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MLQuestContext context = MLQuestSystem.GetContext( pm );
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if ( context != null )
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{
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if ( context.IsFull )
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{
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MLQuestSystem.Tell( quester, pm, 1080107 ); // I'm sorry, I have nothing for you at this time.
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if ( message )
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MLQuestSystem.Tell( quester, pm, 1080107 ); // I'm sorry, I have nothing for you at this time.
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return false;
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}
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DateTime lastDone;
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MLQuest checkQuest = this;
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// TODO: Also recursively check NextQuest? (This would explain Aemaeth1)
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if ( context.HasDoneQuest( this, out lastDone ) )
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while ( checkQuest != null )
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{
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if ( m_OneTimeOnly )
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DateTime nextAvailable;
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if ( context.HasDoneQuest( checkQuest, out nextAvailable ) )
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{
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MLQuestSystem.Tell( quester, pm, 1075454 ); // I cannot offer you the quest again.
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return false;
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if ( checkQuest.OneTimeOnly )
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{
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if ( message )
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MLQuestSystem.Tell( quester, pm, 1075454 ); // I cannot offer you the quest again.
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return false;
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}
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else if ( nextAvailable > DateTime.Now )
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{
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if ( message )
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MLQuestSystem.Tell( quester, pm, 1075575 ); // I'm sorry, but I don't have anything else for you right now. Could you check back with me in a few minutes?
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return false;
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}
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}
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//else if ( m_RestartDelay > TimeSpan.Zero && lastDone + m_RestartDelay > DateTime.Now )
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//{
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// MLQuestSystem.Tell( quester, pm, "Piss off!" );
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// return false;
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//}
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if ( checkQuest.NextQuest == null )
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break;
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checkQuest = MLQuestSystem.FindQuest( checkQuest.NextQuest );
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}
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}
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// Note: On OSI this is checked before max concurrent / one time only (at least for EscortObjective),
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// but it's more intuitive for players to have it here
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foreach ( BaseObjective obj in m_Objectives )
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{
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if ( !obj.CanOffer( quester, pm ) )
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if ( !obj.CanOffer( quester, pm, message ) )
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return false;
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}
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@ -254,7 +284,7 @@ namespace Server.Engines.MLQuests
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public virtual void OnAccept( BaseCreature quester, PlayerMobile pm )
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{
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if ( !CanOffer( quester, pm ) )
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if ( !CanOffer( quester, pm, true ) )
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return;
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MLQuestInstance instance = CreateInstance( quester, pm );
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@ -268,22 +298,9 @@ namespace Server.Engines.MLQuests
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public virtual void OnRefuse( BaseCreature quester, PlayerMobile pm )
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{
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if ( !CanOffer( quester, pm ) )
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return;
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pm.SendGump( new QuestConversationGump( this, pm, RefusalMessage ) );
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}
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// Note: Be careful with awarding stuff in OnComplete (like fame), this CAN
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// be triggered multiple times for certain objectives. Use OnRewardClaimed instead.
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public virtual void OnComplete( MLQuestInstance instance )
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{
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instance.Player.SendLocalizedMessage( 1072273, "", 0x23 ); // You've completed a quest! Don't forget to collect your reward.
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// Note: For some quests this message is sent instead:
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//instance.Player.SendLocalizedMessage( 1073775, "", 0x23 ); // Your quest is complete. Return for your reward.
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}
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public virtual void GetRewards( MLQuestInstance instance )
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{
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instance.SendRewardGump();
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@ -305,6 +322,11 @@ namespace Server.Engines.MLQuests
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{
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}
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public virtual TimeSpan GetRestartDelay()
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{
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return TimeSpan.FromSeconds( Utility.Random( 1, 5 ) * 30 );
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}
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public static void Serialize( GenericWriter writer, MLQuest quest )
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{
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MLQuestSystem.WriteQuestRef( writer, quest );
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