temnyrizar, you can do it like this. Before the function, add a variable with a number. When the function starts, it will play the scene, display a message box, trigger a quest, and then fill the variable with a number, so that this part of the code will no longer run because the condition is not met:
golemhouse_scene = 0
function golemhouse()
if golemhouse_scene == 0 then
StartDialogScene("/DialogScenes/DefiantMage/S1/DialogScene.xdb#xpointer(/DialogScene)");
MessageBox(quest1);
SetObjectiveState("sec1", OBJECTIVE_ACTIVE, p1);
golemhouse_scene = 1
end
local gems = GetPlayerResource(p1, GEM)
if gremlins >= 1000 and gems >= 100 then
QuestionBox(pyramidpath, "yes", "no");
end
end
Всякое/карты:
Добавление недостающей музыки гномам