Aran questline fix
Fixed Polearm Booster questline.
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@@ -16,7 +16,7 @@ function enter(pi) {
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pi.message("The mirror is blank due to all the players currently recalling their memories. Please wait and try again.");
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return false;
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} else if(pi.isQuestStarted(21302)) { // Third Job
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if(pi.getPlayerCount(108010701) > 0 && pi.getPlayerCount(108010702) > 0) {
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if(pi.getPlayerCount(108010701) > 0 || pi.getPlayerCount(108010702) > 0) {
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pi.message("The mirror is blank due to all the players currently recalling their memories. Please wait and try again.");
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return false;
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} else {
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@@ -29,6 +29,7 @@ function enter(pi) {
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return true;
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}
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} else {
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pi.message("You have already passed your test, there is no need to access the mirror again.");
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return false;
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}
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}
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@@ -4,8 +4,8 @@ function enter(pi) {
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pi.warp(140030000, 1);
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return true;
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} else {
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pi.playerMessage(5, "Something seems to be blocking this portal!");
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return false;
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pi.playerMessage(5, "Something seems to be blocking this portal!");
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return false;
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}
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}
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@@ -24,5 +24,5 @@
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function enter(pi) {
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pi.talkGuide("You're very close to town. I'll head over there first since I have some things to take care of. You take your time.");
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pi.blockPortal();
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return true;
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return false;
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}
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@@ -24,9 +24,10 @@
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function enter(pi) {
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if (pi.getPlayer().getJob().getId() == 2000 && !pi.isQuestCompleted(21014)) {
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pi.showInfoText("The town of Rien is to the right. Take the portal on the right and go into town to meet Lilin.");
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return false;
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} else {
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pi.playPortalSound();
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pi.warp(140010100, 2);
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return true;
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}
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return true;
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}
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@@ -25,13 +25,13 @@ function enter(pi) {
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if (pi.getPlayer().getJob().getId() == 2000) {
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if (pi.isQuestStarted(21015)) {
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pi.showInfoText("You must exit to the right in order to find Murupas.");
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return;
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return false;
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} else if (pi.isQuestStarted(21016)) {
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pi.showInfoText("You must exit to the right in order to find Murupias.");
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return;
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return false;
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} else if (pi.isQuestStarted(21017)) {
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pi.showInfoText("You must exit to the right in order to find MuruMurus.");
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return;
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return false;
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}
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}
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pi.playPortalSound();
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