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Nahlásit problém s překladem
They have absolutely no idea what they're doing, it's pathetic...
Another, probably better, solution might be to use the global timer like you do (because this way it will automatically apply to all modded quests too I presume), and then use a boolean to mark quests "exempt" from this? Insert a boolean into the scriptConfig field in a given quest template, get it in main.lua (like in init) with config.getParameter() while considering it as "non-exempt" by default, and make it so your timer is only used if the quest is "non-exempt". So instead of a global On/Off you have an optional Off switch for individual quest templates. Would this work?
what were the makers of this game thinking ?!
The way I think it works is that since the game isn't checking the conditions as often, it has difficulty counting monsters defeated, so they might not register every time. Not game-breaking or anything, just be careful ^^
The game actually do that??
Why people who has no clue to coding makes games?
Nice to see someone picked up on this issue and released a fix for it. Good job.