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// This is an automatically generated C++ script template
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// Content needs to be added by hand to make it function
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// In order for this script to be loaded, move it to the correct folder in <root>/scripts/
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#include <Actor/Player.h>
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#include "Manager/EventMgr.h"
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#include <ScriptObject.h>
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#include <Service.h>
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// Quest Script: SubFst008_00032
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// Quest Name: A Hard Nut to Crack
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// Quest ID: 65568
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// Start NPC: 1000372
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// End NPC: 1000629
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using namespace Sapphire;
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class SubFst008 : public Sapphire::ScriptAPI::QuestScript
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{
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private:
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// Basic quest information
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// Quest vars / flags used
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// UI8AL
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// UI8BH
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/// Countable Num: 1 Seq: 1 Event: 1 Listener: 1000311
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/// Countable Num: 1 Seq: 255 Event: 1 Listener: 1000629
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// Steps in this quest ( 0 is before accepting,
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// 1 is first, 255 means ready for turning it in
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enum Sequence : uint8_t
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{
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Seq0 = 0,
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Seq1 = 1,
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SeqFinish = 255,
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};
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// Entities found in the script data of the quest
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static constexpr auto Actor0 = 1000372;
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static constexpr auto Actor1 = 1000311;
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static constexpr auto Actor2 = 1000629;
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static constexpr auto Item0 = 2000029;
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static constexpr auto Seq0Actor0 = 0;
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static constexpr auto Seq1Actor1 = 1;
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static constexpr auto Seq2Actor2 = 2;
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static constexpr auto Seq2Actor2Npctradeno = 99;
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static constexpr auto Seq2Actor2Npctradeok = 100;
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public:
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SubFst008() : Sapphire::ScriptAPI::QuestScript( 65568 )
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{};
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~SubFst008() = default;
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//////////////////////////////////////////////////////////////////////
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// Event Handlers
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void onTalk( World::Quest &quest, Entity::Player &player, uint64_t actorId ) override
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{
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switch( actorId )
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{
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case Actor0:
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{
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Scene00000( quest, player );
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break;
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}
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case Actor1:
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{
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Scene00001( quest, player );
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break;
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}
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case Actor2:
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{
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Scene00002( quest, player );
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break;
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}
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}
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}
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private:
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//////////////////////////////////////////////////////////////////////
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// Available Scenes in this quest, not necessarly all are used
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//////////////////////////////////////////////////////////////////////
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void Scene00000( World::Quest &quest, Entity::Player &player )
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{
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eventMgr().playQuestScene( player, getId(), 0, NONE, bindSceneReturn( &SubFst008::Scene00000Return ) );
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}
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void Scene00000Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
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{
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if( result.getResult( 0 ) == 1 ) // accept quest
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{
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quest.setSeq( Seq1 );
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}
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}
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//////////////////////////////////////////////////////////////////////
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void Scene00001( World::Quest &quest, Entity::Player &player )
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{
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eventMgr().playQuestScene( player, getId(), 1, NONE, bindSceneReturn( &SubFst008::Scene00001Return ) );
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}
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void Scene00001Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
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{
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quest.setUI8BH( 1 );
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player.sendEventNotice( getId(), 0, 0, 0, 0 );
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quest.setSeq( SeqFinish );
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}
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//////////////////////////////////////////////////////////////////////
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void Scene00002( World::Quest &quest, Entity::Player &player )
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{
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eventMgr().playQuestScene( player, getId(), 2, NONE, bindSceneReturn( &SubFst008::Scene00002Return ) );
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}
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void Scene00002Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
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{
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if( result.getResult( 0 ) == 1 )
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Scene00100( quest, player );
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else
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Scene00099( quest, player );
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}
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//////////////////////////////////////////////////////////////////////
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void Scene00099( World::Quest &quest, Entity::Player &player )
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{
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eventMgr().playQuestScene( player, getId(), 99, NONE, bindSceneReturn( &SubFst008::Scene00099Return ) );
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}
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void Scene00099Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
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{
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eventMgr().playScene( player, getId(), 99, 0, 0 );
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}
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//////////////////////////////////////////////////////////////////////
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void Scene00100( World::Quest &quest, Entity::Player &player )
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{
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eventMgr().playQuestScene( player, getId(), 100, NONE, bindSceneReturn( &SubFst008::Scene00100Return ) );
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}
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void Scene00100Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
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{
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if( result.getResult( 0 ) == 1 )
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{
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if( player.giveQuestRewards( getId(), result.getResult( 1 ) ) )
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player.finishQuest( getId() );
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}
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}
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};
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EXPOSE_SCRIPT( SubFst008 );
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