is there a difference between QuestIsComplete() and HasCompletedQuest()?
In the walkthrough for quest scripts, Dave.lua has a section of conditionals where:
Code: Select all
if HasQuest(Spawn, 3) then
-- If the Quest ID 3 has been completed (change this to yours)
if QuestIsComplete(Spawn, 3) then
-- say great to the message below
AddConversationOption(conversation, "Great!")
-- say thanks to the player for completing quest 3
StartConversation(conversation, NPC, Spawn, "Hello " .. GetName(Spawn) .. ", thank you so much for helping me.")
else
-- they haven't completed quest 3 ask them to hurry up!
AddConversationOption(conversation, "Not yet!")
StartConversation(conversation, NPC, Spawn, "Hello again " .. GetName(Spawn) .. ". did you give my wife the message yet?")
end
else
-- they have already finished quest 3 (change this to yours)
if HasCompletedQuest(Spawn, 3) then
-- just say hey
AddConversationOption(conversation, "Hello!")
-- say hello
StartConversation(conversation, NPC, Spawn, "Hello again " .. GetName(Spawn) )
else...
So I'm assuming if quest has been completed, then it's no longer available so HasQuest will always be false?