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;BEGIN FRAGMENT CODE - Do not edit anything between this and the end comment
;NEXT FRAGMENT INDEX 27
Scriptname QF_NQ27_00149517 Extends Quest Hidden
;BEGIN ALIAS PROPERTY Kena
;ALIAS PROPERTY TYPE ReferenceAlias
ReferenceAlias Property Alias_Kena Auto
;END ALIAS PROPERTY
;BEGIN ALIAS PROPERTY Kraig
;ALIAS PROPERTY TYPE ReferenceAlias
ReferenceAlias Property Alias_Kraig Auto
;END ALIAS PROPERTY
;BEGIN ALIAS PROPERTY Karymea
;ALIAS PROPERTY TYPE ReferenceAlias
ReferenceAlias Property Alias_Karymea Auto
;END ALIAS PROPERTY
;BEGIN ALIAS PROPERTY Matrose3
;ALIAS PROPERTY TYPE ReferenceAlias
ReferenceAlias Property Alias_Matrose3 Auto
;END ALIAS PROPERTY
;BEGIN ALIAS PROPERTY Guard
;ALIAS PROPERTY TYPE ReferenceAlias
ReferenceAlias Property Alias_Guard Auto
;END ALIAS PROPERTY
;BEGIN ALIAS PROPERTY Olfid
;ALIAS PROPERTY TYPE ReferenceAlias
ReferenceAlias Property Alias_Olfid Auto
;END ALIAS PROPERTY
;BEGIN ALIAS PROPERTY Schuldschein
;ALIAS PROPERTY TYPE ReferenceAlias
ReferenceAlias Property Alias_Schuldschein Auto
;END ALIAS PROPERTY
;BEGIN ALIAS PROPERTY Matrose4
;ALIAS PROPERTY TYPE ReferenceAlias
ReferenceAlias Property Alias_Matrose4 Auto
;END ALIAS PROPERTY
;BEGIN ALIAS PROPERTY MarkerLeuchtturm
;ALIAS PROPERTY TYPE ReferenceAlias
ReferenceAlias Property Alias_MarkerLeuchtturm Auto
;END ALIAS PROPERTY
;BEGIN ALIAS PROPERTY Matrose1
;ALIAS PROPERTY TYPE ReferenceAlias
ReferenceAlias Property Alias_Matrose1 Auto
;END ALIAS PROPERTY
;BEGIN ALIAS PROPERTY Matrose5
;ALIAS PROPERTY TYPE ReferenceAlias
ReferenceAlias Property Alias_Matrose5 Auto
;END ALIAS PROPERTY
;BEGIN ALIAS PROPERTY Darius
;ALIAS PROPERTY TYPE ReferenceAlias
ReferenceAlias Property Alias_Darius Auto
;END ALIAS PROPERTY
;BEGIN ALIAS PROPERTY LetterLighthouse
;ALIAS PROPERTY TYPE ReferenceAlias
ReferenceAlias Property Alias_LetterLighthouse Auto
;END ALIAS PROPERTY
;BEGIN ALIAS PROPERTY Letter
;ALIAS PROPERTY TYPE ReferenceAlias
ReferenceAlias Property Alias_Letter Auto
;END ALIAS PROPERTY
;BEGIN FRAGMENT Fragment_9
Function Fragment_9()
;BEGIN AUTOCAST TYPE _00E_FS_NQ06_Functions
Quest __temp = self as Quest
_00E_FS_NQ06_Functions kmyQuest = __temp as _00E_FS_NQ06_Functions
;END AUTOCAST
;BEGIN CODE
kmyQuest.Bolzerei()
;END CODE
EndFunction
;END FRAGMENT
;BEGIN FRAGMENT Fragment_21
Function Fragment_21()
;BEGIN AUTOCAST TYPE _00E_FS_NQ06_Functions
Quest __temp = self as Quest
_00E_FS_NQ06_Functions kmyQuest = __temp as _00E_FS_NQ06_Functions
;END AUTOCAST
;BEGIN CODE
kmyQuest.EndDariusInJail()
;END CODE
EndFunction
;END FRAGMENT
;BEGIN FRAGMENT Fragment_2
Function Fragment_2()
;BEGIN AUTOCAST TYPE _00E_FS_NQ06_Functions
Quest __temp = self as Quest
_00E_FS_NQ06_Functions kmyQuest = __temp as _00E_FS_NQ06_Functions
;END AUTOCAST
;BEGIN CODE
kmyQuest.SetUpSC01()
;END CODE
EndFunction
;END FRAGMENT
;BEGIN FRAGMENT Fragment_7
Function Fragment_7()
;BEGIN CODE
SetObjectiveCompleted(45)
SetObjectiveDisplayed(50)
SetObjectiveDisplayed(60)
;END CODE
EndFunction
;END FRAGMENT
;BEGIN FRAGMENT Fragment_3
Function Fragment_3()
;BEGIN AUTOCAST TYPE _00E_FS_NQ06_Functions
Quest __temp = self as Quest
_00E_FS_NQ06_Functions kmyQuest = __temp as _00E_FS_NQ06_Functions
;END AUTOCAST
;BEGIN CODE
kmyQuest.StartSC01()
;END CODE
EndFunction
;END FRAGMENT
;BEGIN FRAGMENT Fragment_6
Function Fragment_6()
;BEGIN AUTOCAST TYPE _00E_FS_NQ06_Functions
Quest __temp = self as Quest
_00E_FS_NQ06_Functions kmyQuest = __temp as _00E_FS_NQ06_Functions
;END AUTOCAST
;BEGIN CODE
kmyQuest.OpenLighthouseDoor()
SetObjectiveCompleted(30)
SetObjectiveDisplayed(40)
;END CODE
EndFunction
;END FRAGMENT
;BEGIN FRAGMENT Fragment_5
Function Fragment_5()
;BEGIN CODE
SetObjectiveCompleted(10)
SetObjectiveCompleted(15)
SetObjectiveDisplayed(20)
SetObjectiveDisplayed(30)
;END CODE
EndFunction
;END FRAGMENT
;BEGIN FRAGMENT Fragment_16
Function Fragment_16()
;BEGIN AUTOCAST TYPE _00E_FS_NQ06_Functions
Quest __temp = self as Quest
_00E_FS_NQ06_Functions kmyQuest = __temp as _00E_FS_NQ06_Functions
;END AUTOCAST
;BEGIN CODE
kmyQuest.StartSC02()
SetObjectiveDisplayed(70)
;END CODE
EndFunction
;END FRAGMENT
;BEGIN FRAGMENT Fragment_8
Function Fragment_8()
;BEGIN CODE
SetObjectiveCompleted(60)
;END CODE
EndFunction
;END FRAGMENT
;BEGIN FRAGMENT Fragment_4
Function Fragment_4()
;BEGIN AUTOCAST TYPE _00E_FS_NQ06_Functions
Quest __temp = self as Quest
_00E_FS_NQ06_Functions kmyQuest = __temp as _00E_FS_NQ06_Functions
;END AUTOCAST
;BEGIN CODE
SetObjectiveDisplayed(10)
kmyQuest.OpenHouseDoor()
;END CODE
EndFunction
;END FRAGMENT
;BEGIN FRAGMENT Fragment_24
Function Fragment_24()
;BEGIN CODE
SetObjectiveCompleted(40)
SetObjectiveDisplayed(45)
;END CODE
EndFunction
;END FRAGMENT
;BEGIN FRAGMENT Fragment_20
Function Fragment_20()
;BEGIN CODE
SetObjectiveCompleted(70)
;END CODE
EndFunction
;END FRAGMENT
;BEGIN FRAGMENT Fragment_22
Function Fragment_22()
;BEGIN AUTOCAST TYPE _00E_FS_NQ06_Functions
Quest __temp = self as Quest
_00E_FS_NQ06_Functions kmyQuest = __temp as _00E_FS_NQ06_Functions
;END AUTOCAST
;BEGIN CODE
kmyQuest.EndKarymeaInJail()
;END CODE
EndFunction
;END FRAGMENT
;BEGIN FRAGMENT Fragment_17
Function Fragment_17()
;BEGIN CODE
SetObjectiveCompleted(70)
;END CODE
EndFunction
;END FRAGMENT
;BEGIN FRAGMENT Fragment_13
Function Fragment_13()
;BEGIN AUTOCAST TYPE _00E_FS_NQ06_Functions
Quest __temp = self as Quest
_00E_FS_NQ06_Functions kmyQuest = __temp as _00E_FS_NQ06_Functions
;END AUTOCAST
;BEGIN CODE
kmyQuest.MoveDariusToJail()
SetObjectiveCompleted(50)
if !IsObjectiveCompleted(60)
SetObjectiveFailed(60)
endif
if IsObjectiveCompleted(20)
SetCurrentStageID(100)
endif
;END CODE
EndFunction
;END FRAGMENT
;END FRAGMENT CODE - Do not edit anything between this and the begin comment