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Merge pull request #776 from dude22072/GridaniaMSQWork

[3.0] Gridania MSQ up to Little Ala Mhigo
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Mordred 2022-02-15 09:26:03 +01:00 committed by GitHub
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// This is an automatically generated C++ script template
// Content needs to be added by hand to make it function
// In order for this script to be loaded, move it to the correct folder in <root>/scripts/
#include "Manager/EventMgr.h"
#include <Actor/Player.h>
#include <ScriptObject.h>
#include <Service.h>
// Quest Script: ManFst300_00511
// Quest Name: A Hero in the Making
// Quest ID: 66047
// Start NPC: 1005116
// End NPC: 1005122
using namespace Sapphire;
class ManFst300 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// BitFlag24
// BitFlag8
// UI8AL //Limsa
// UI8BH //Gridania
// UI8BL //Ul'dah
/// Countable Num: 0 Seq: 1 Event: 1 Listener: 1003785
/// Countable Num: 0 Seq: 2 Event: 1 Listener: 1004883
/// Countable Num: 0 Seq: 2 Event: 1 Listener: 1004884
/// Countable Num: 0 Seq: 2 Event: 1 Listener: 1004885
/// Countable Num: 0 Seq: 255 Event: 1 Listener: 2001690
// Steps in this quest ( 0 is before accepting,
// 1 is first, 255 means ready for turning it in
enum Sequence : uint8_t
{
Seq0 = 0,
Seq1 = 1,
Seq2 = 2,
SeqFinish = 255,
};
// Entities found in the script data of the quest
static constexpr auto Actor0 = 1005116;//Minfilia
static constexpr auto Actor1 = 1003785;//Tataru
static constexpr auto Actor2 = 1004883;//Flame Officer
static constexpr auto Actor3 = 1004884;//Serpent Officer
static constexpr auto Actor4 = 1004885;//Storm Officer
static constexpr auto Actor5 = 1001029;//Zanthael <Storm Sergeant>
static constexpr auto Actor6 = 1004870;
static constexpr auto Actor7 = 1004871;
static constexpr auto Actor8 = 1004872;
static constexpr auto Actor9 = 1004874;
static constexpr auto Actor10 = 1004875;
static constexpr auto Actor11 = 1004876;
static constexpr auto Actor12 = 1006179;
static constexpr auto Actor13 = 1004880;
static constexpr auto Actor14 = 1004881;
static constexpr auto Actor15 = 1004882;
static constexpr auto Actor16 = 1006173;
static constexpr auto Actor17 = 1006174;
static constexpr auto Actor18 = 1006175;
static constexpr auto Actor19 = 1006181;
static constexpr auto Actor20 = 1006183;
static constexpr auto Actor21 = 1006184;
static constexpr auto Actor22 = 1006177;
static constexpr auto Actor23 = 1006178;
static constexpr auto Actor24 = 1005122;//Minfilia
static constexpr auto Eobject0 = 2001690;//Destination (Griadnia)
static constexpr auto Eobject1 = 2001691;//Destination (Ul'dah)
static constexpr auto EventActionWaiting = 10;
static constexpr auto LocAction1 = 1002;
static constexpr auto LocActor0 = 1003783;
static constexpr auto LocSe1 = 42;
static constexpr auto LocTalkshape1 = 6;
static constexpr auto Ncut0 = 89;
static constexpr auto Ncut1 = 90;
static constexpr auto Ncut2 = 151;
static constexpr auto Ncut3 = 91;
static constexpr auto Ncut4 = 152;
static constexpr auto Ncut5 = 92;
static constexpr auto Ncut6 = 153;
static constexpr auto Ncut7 = 93;
public:
ManFst300() : Sapphire::ScriptAPI::QuestScript( 66047 ){};
~ManFst300() = default;
//////////////////////////////////////////////////////////////////////
// Event Handlers
void onTalk( World::Quest& quest, Entity::Player& player, uint64_t actorId ) override
{
switch( actorId )
{
case Actor0:
{
if( quest.getSeq() == Seq0 )
Scene00000( quest, player );
break;
}
case Actor1:
{
if( quest.getSeq() == Seq1 )
Scene00002( quest, player );
break;
}
case Actor2:
{
if( quest.getSeq() == Seq1 )
Scene00003( quest, player );
else if( quest.getSeq() == Seq2 )
Scene00030( quest, player );
else if( quest.getSeq() == SeqFinish )
Scene00035( quest, player );
break;
}
case Actor3:
{
if( quest.getSeq() == Seq1 )
Scene00004( quest, player );
else if( quest.getSeq() == Seq2 )
Scene00031( quest, player );
else if( quest.getSeq() == SeqFinish )
Scene00036( quest, player );
break;
}
case Actor4:
{
if( quest.getSeq() == Seq1 )
Scene00005( quest, player );
else if( quest.getSeq() == Seq2 )
Scene00032( quest, player );
else if( quest.getSeq() == SeqFinish )
Scene00037( quest, player );
break;
break;
}
case Actor5:
{
if( quest.getSeq() == Seq2 )
Scene00010( quest, player );
break;
}
case Actor6:
{
break;
}
case Actor7:
{
break;
}
case Actor8:
{
break;
}
case Actor9:
{
break;
}
case Actor10:
{
break;
}
case Actor11:
{
break;
}
case Actor12:
{
break;
}
case Actor13:
{
break;
}
case Actor14:
{
break;
}
case Actor15:
{
break;
}
case Actor16:
{
break;
}
case Actor17:
{
break;
}
case Actor18:
{
break;
}
case Actor19:
{
break;
}
case Actor20:
{
break;
}
case Actor21:
{
break;
}
case Actor22:
{
break;
}
case Actor23:
{
break;
}
case Actor24:
{
if( quest.getSeq() == SeqFinish )
Scene00033( quest, player );
break;
}
case Eobject0:
{
eventMgr().eventActionStart(
player, getId(), EventActionWaiting,
[ & ]( Entity::Player& player, uint32_t eventId, uint64_t additional ) {
Scene00007( quest, player );
},
nullptr, 0 );
break;
}
case Eobject1:
{
eventMgr().eventActionStart(
player, getId(), EventActionWaiting,
[ & ]( Entity::Player& player, uint32_t eventId, uint64_t additional ) {
Scene00009( quest, player );
},
nullptr, 0 );
break;
}
}
}
private:
void checkQuestCompletion( World::Quest& quest, Entity::Player& player )
{
if( quest.getUI8AL() >= 1 && quest.getUI8BH() >= 1 && quest.getUI8BL() >= 1 )
{
quest.setSeq( SeqFinish );
}
}
//////////////////////////////////////////////////////////////////////
// Available Scenes in this quest, not necessarly all are used
//////////////////////////////////////////////////////////////////////
void Scene00000( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 0, NONE, bindSceneReturn( &ManFst300::Scene00000Return ) );
}
void Scene00000Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )// accept quest
{
Scene00001( quest, player );
}
}
//////////////////////////////////////////////////////////////////////
void Scene00001( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 1, FADE_OUT | CONDITION_CUTSCENE | HIDE_UI, bindSceneReturn( &ManFst300::Scene00001Return ) );
}
void Scene00001Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setSeq( Seq1 );
//TODO:Doesn't fade back in? Is it waiting for warp? I don't think so.
}
//////////////////////////////////////////////////////////////////////
void Scene00002( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 2, NONE, bindSceneReturn( &ManFst300::Scene00002Return ) );
}
void Scene00002Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
eventMgr().sendEventNotice( player, getId(), 0, 0 );
quest.setSeq( Seq2 );
}
//////////////////////////////////////////////////////////////////////
void Scene00003( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 3, NONE, bindSceneReturn( &ManFst300::Scene00003Return ) );
}
void Scene00003Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00004( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 4, NONE, bindSceneReturn( &ManFst300::Scene00004Return ) );
}
void Scene00004Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00005( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 5, NONE, bindSceneReturn( &ManFst300::Scene00005Return ) );
}
void Scene00005Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00006( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 6, NONE, bindSceneReturn( &ManFst300::Scene00006Return ) );
}
void Scene00006Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00007( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 7, FADE_OUT | CONDITION_CUTSCENE | HIDE_UI, bindSceneReturn( &ManFst300::Scene00007Return ) );
}
void Scene00007Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setUI8BH( 1 );
quest.setBitFlag24( 1, true );
eventMgr().sendEventNotice( player, getId(), 1, 0 );
checkQuestCompletion( quest, player );
}
//////////////////////////////////////////////////////////////////////
void Scene00008( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 8, NONE, bindSceneReturn( &ManFst300::Scene00008Return ) );
}
void Scene00008Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00009( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 9, FADE_OUT | CONDITION_CUTSCENE | HIDE_UI, bindSceneReturn( &ManFst300::Scene00009Return ) );
}
void Scene00009Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setUI8BL( 1 );
quest.setBitFlag24( 2, true );
eventMgr().sendEventNotice( player, getId(), 2, 0 );
checkQuestCompletion( quest, player );
}
//////////////////////////////////////////////////////////////////////
void Scene00010( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 10, NONE, bindSceneReturn( &ManFst300::Scene00010Return ) );
}
void Scene00010Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.errorCode != 50 )
Scene00011( quest, player );
}
//////////////////////////////////////////////////////////////////////
void Scene00011( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 11, FADE_OUT | CONDITION_CUTSCENE | HIDE_UI, bindSceneReturn( &ManFst300::Scene00011Return ) );
}
void Scene00011Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setUI8AL( 1 );
eventMgr().sendEventNotice( player, getId(), 3, 0 );
checkQuestCompletion( quest, player );
}
//////////////////////////////////////////////////////////////////////
void Scene00012( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 12, NONE, bindSceneReturn( &ManFst300::Scene00012Return ) );
}
void Scene00012Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00013( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 13, NONE, bindSceneReturn( &ManFst300::Scene00013Return ) );
}
void Scene00013Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00014( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 14, NONE, bindSceneReturn( &ManFst300::Scene00014Return ) );
}
void Scene00014Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00015( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 15, NONE, bindSceneReturn( &ManFst300::Scene00015Return ) );
}
void Scene00015Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00016( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 16, NONE, bindSceneReturn( &ManFst300::Scene00016Return ) );
}
void Scene00016Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00017( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 17, NONE, bindSceneReturn( &ManFst300::Scene00017Return ) );
}
void Scene00017Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00018( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 18, NONE, bindSceneReturn( &ManFst300::Scene00018Return ) );
}
void Scene00018Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00019( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 19, NONE, bindSceneReturn( &ManFst300::Scene00019Return ) );
}
void Scene00019Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00020( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 20, NONE, bindSceneReturn( &ManFst300::Scene00020Return ) );
}
void Scene00020Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00021( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 21, NONE, bindSceneReturn( &ManFst300::Scene00021Return ) );
}
void Scene00021Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00022( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 22, NONE, bindSceneReturn( &ManFst300::Scene00022Return ) );
}
void Scene00022Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00023( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 23, NONE, bindSceneReturn( &ManFst300::Scene00023Return ) );
}
void Scene00023Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00024( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 24, NONE, bindSceneReturn( &ManFst300::Scene00024Return ) );
}
void Scene00024Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00025( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 25, NONE, bindSceneReturn( &ManFst300::Scene00025Return ) );
}
void Scene00025Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00026( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 26, NONE, bindSceneReturn( &ManFst300::Scene00026Return ) );
}
void Scene00026Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00027( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 27, NONE, bindSceneReturn( &ManFst300::Scene00027Return ) );
}
void Scene00027Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00028( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 28, NONE, bindSceneReturn( &ManFst300::Scene00028Return ) );
}
void Scene00028Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00029( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 29, NONE, bindSceneReturn( &ManFst300::Scene00029Return ) );
}
void Scene00029Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00030( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 30, NONE, bindSceneReturn( &ManFst300::Scene00030Return ) );
}
void Scene00030Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00031( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 31, NONE, bindSceneReturn( &ManFst300::Scene00031Return ) );
}
void Scene00031Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00032( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 32, NONE, bindSceneReturn( &ManFst300::Scene00032Return ) );
}
void Scene00032Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00033( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 33, NONE, bindSceneReturn( &ManFst300::Scene00033Return ) );
}
void Scene00033Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
player.finishQuest( getId() );
}
}
//////////////////////////////////////////////////////////////////////
void Scene00034( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 34, FADE_OUT | CONDITION_CUTSCENE | HIDE_UI, bindSceneReturn( &ManFst300::Scene00034Return ) );
}
void Scene00034Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00035( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 35, NONE, bindSceneReturn( &ManFst300::Scene00035Return ) );
}
void Scene00035Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00036( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 36, NONE, bindSceneReturn( &ManFst300::Scene00036Return ) );
}
void Scene00036Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00037( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 37, NONE, bindSceneReturn( &ManFst300::Scene00037Return ) );
}
void Scene00037Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
};
EXPOSE_SCRIPT( ManFst300 );

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// This is an automatically generated C++ script template
// Content needs to be added by hand to make it function
// In order for this script to be loaded, move it to the correct folder in <root>/scripts/
#include "Manager/EventMgr.h"
#include <Actor/Player.h>
#include <ScriptObject.h>
#include <Service.h>
// Quest Script: ManFst302_00680
// Quest Name: The Company You Keep (Twin Adder)
// Quest ID: 66216
// Start NPC: 1004884
// End NPC: 1002394
using namespace Sapphire;
class ManFst302 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// BitFlag16
// BitFlag8
// UI8AH
// UI8AL
// UI8BH
/// Countable Num: 0 Seq: 1 Event: 1 Listener: 1002394
/// Countable Num: 0 Seq: 2 Event: 1 Listener: 1004883
/// Countable Num: 0 Seq: 255 Event: 1 Listener: 1004885
// Steps in this quest ( 0 is before accepting,
// 1 is first, 255 means ready for turning it in
enum Sequence : uint8_t
{
Seq0 = 0,
Seq1 = 1,
Seq2 = 2,
SeqFinish = 255,
};
// Entities found in the script data of the quest
static constexpr auto Actor0 = 1004884;//Serpent Officer
static constexpr auto Actor1 = 1002394;//Serpent Personnel Officer
static constexpr auto Actor2 = 1004883;//Flame Officer
static constexpr auto Actor3 = 1004885;//Storm Officer
static constexpr auto Actor4 = 1004886;//Airship Crewman
static constexpr auto Actor5 = 1004991;
static constexpr auto Actor6 = 1004992;
static constexpr auto Actor7 = 1004993;
static constexpr auto Actor8 = 1004994;
static constexpr auto Eobject0 = 2001713;
static constexpr auto Eobject1 = 2001806;
static constexpr auto Eventrange0 = 4126642;
static constexpr auto EventActionSearch = 1;
static constexpr auto LocActor0 = 1005104;
static constexpr auto Ncut0 = 217;
static constexpr auto Questbattle0 = 46;
static constexpr auto Territorytype0 = 277;
public:
ManFst302() : Sapphire::ScriptAPI::QuestScript( 66216 ){};
~ManFst302() = default;
//////////////////////////////////////////////////////////////////////
// Event Handlers
void onTalk( World::Quest& quest, Entity::Player& player, uint64_t actorId ) override
{
switch( actorId )
{
case Actor0:
{
if( quest.getSeq() == Seq0 )
Scene00000( quest, player );
else if( quest.getSeq() == Seq1 )
Scene00004( quest, player );
else if( quest.getSeq() == Seq2 )
Scene00012( quest, player );
else if( quest.getSeq() == SeqFinish )
Scene00021( quest, player );
break;
}
case Actor1:
{
if( quest.getSeq() == Seq1 )
Scene00001( quest, player );
else if( quest.getSeq() == Seq2 )
Scene00014( quest, player );
else if( quest.getSeq() == SeqFinish )
Scene00019( quest, player );
break;
}
case Actor2:
{
if( quest.getSeq() == Seq1 )
Scene00002( quest, player );
else if( quest.getSeq() == Seq2 )
Scene00011( quest, player );
else if( quest.getSeq() == SeqFinish )
Scene00020( quest, player );
break;
}
case Actor3:
{
if( quest.getSeq() == Seq1 )
Scene00003( quest, player );
else if( quest.getSeq() == Seq2 )
Scene00013( quest, player );
else if( quest.getSeq() == SeqFinish )
Scene00022( quest, player );
break;
}
case Actor4:
{
if( quest.getSeq() == Seq2 )
{
playerMgr().sendUrgent( player, "QuestBattle unimplemented, skipping..." );
quest.setSeq( SeqFinish );
eventMgr().sendEventNotice( player, getId(), 1, 0 );
}
//Scene00005( quest, player );
break;
}
case Actor5:
{
break;
}
case Actor6:
{
break;
}
case Actor7:
{
break;
}
case Actor8:
{
break;
}
}
}
private:
//////////////////////////////////////////////////////////////////////
// Available Scenes in this quest, not necessarly all are used
//////////////////////////////////////////////////////////////////////
void Scene00000( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 0, HIDE_HOTBAR, bindSceneReturn( &ManFst302::Scene00000Return ) );
}
void Scene00000Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )// accept quest
{
quest.setSeq( Seq1 );
}
}
//////////////////////////////////////////////////////////////////////
void Scene00001( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 1, FADE_OUT | CONDITION_CUTSCENE | DISABLE_SKIP | HIDE_UI, bindSceneReturn( &ManFst302::Scene00001Return ) );
}
void Scene00001Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setSeq( Seq2 );
eventMgr().sendEventNotice( player, getId(), 0, 0 );
}
//////////////////////////////////////////////////////////////////////
void Scene00002( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 2, HIDE_HOTBAR, bindSceneReturn( &ManFst302::Scene00002Return ) );
}
void Scene00002Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00003( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 3, HIDE_HOTBAR, bindSceneReturn( &ManFst302::Scene00003Return ) );
}
void Scene00003Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00004( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 4, HIDE_HOTBAR, bindSceneReturn( &ManFst302::Scene00004Return ) );
}
void Scene00004Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00005( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 5, HIDE_HOTBAR, bindSceneReturn( &ManFst302::Scene00005Return ) );
}
void Scene00005Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
//TODO: QuestBattle
auto& pTeriMgr = Common::Service< Sapphire::World::Manager::TerritoryMgr >::ref();
eventMgr().eventFinish( player, result.eventId, 0 );
pTeriMgr.createAndJoinQuestBattle( player, Questbattle0 );
}
//////////////////////////////////////////////////////////////////////
void Scene00006( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 6, HIDE_HOTBAR, bindSceneReturn( &ManFst302::Scene00006Return ) );
}
void Scene00006Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00007( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 7, HIDE_HOTBAR, bindSceneReturn( &ManFst302::Scene00007Return ) );
}
void Scene00007Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00008( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 8, HIDE_HOTBAR, bindSceneReturn( &ManFst302::Scene00008Return ) );
}
void Scene00008Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00009( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 9, HIDE_HOTBAR, bindSceneReturn( &ManFst302::Scene00009Return ) );
}
void Scene00009Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00010( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 10, HIDE_HOTBAR, bindSceneReturn( &ManFst302::Scene00010Return ) );
}
void Scene00010Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00011( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 11, HIDE_HOTBAR, bindSceneReturn( &ManFst302::Scene00011Return ) );
}
void Scene00011Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00012( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 12, HIDE_HOTBAR, bindSceneReturn( &ManFst302::Scene00012Return ) );
}
void Scene00012Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00013( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 13, HIDE_HOTBAR, bindSceneReturn( &ManFst302::Scene00013Return ) );
}
void Scene00013Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00014( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 14, HIDE_HOTBAR, bindSceneReturn( &ManFst302::Scene00014Return ) );
}
void Scene00014Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00015( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 15, HIDE_HOTBAR, bindSceneReturn( &ManFst302::Scene00015Return ) );
}
void Scene00015Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00016( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 16, HIDE_HOTBAR, bindSceneReturn( &ManFst302::Scene00016Return ) );
}
void Scene00016Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00017( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 17, HIDE_HOTBAR, bindSceneReturn( &ManFst302::Scene00017Return ) );
}
void Scene00017Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00018( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 18, HIDE_HOTBAR, bindSceneReturn( &ManFst302::Scene00018Return ) );
}
void Scene00018Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00019( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 19, HIDE_HOTBAR, bindSceneReturn( &ManFst302::Scene00019Return ) );
}
void Scene00019Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
player.finishQuest( getId(), result.getResult( 1 ) );
}
}
//////////////////////////////////////////////////////////////////////
void Scene00020( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 20, HIDE_HOTBAR, bindSceneReturn( &ManFst302::Scene00020Return ) );
}
void Scene00020Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00021( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 21, HIDE_HOTBAR, bindSceneReturn( &ManFst302::Scene00021Return ) );
}
void Scene00021Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00022( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 22, HIDE_HOTBAR, bindSceneReturn( &ManFst302::Scene00022Return ) );
}
void Scene00022Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
};
EXPOSE_SCRIPT( ManFst302 );

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// This is an automatically generated C++ script template
// Content needs to be added by hand to make it function
// In order for this script to be loaded, move it to the correct folder in <root>/scripts/
#include "Manager/EventMgr.h"
#include <Actor/Player.h>
#include <ScriptObject.h>
#include <Service.h>
// Quest Script: ManFst303_00683
// Quest Name: Wood's Will Be Done
// Quest ID: 66219
// Start NPC: 1002394
// End NPC: 1005012
using namespace Sapphire;
class ManFst303 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// UI8AL
/// Countable Num: 0 Seq: 255 Event: 1 Listener: 1005012
// Steps in this quest ( 0 is before accepting,
// 1 is first, 255 means ready for turning it in
enum Sequence : uint8_t
{
Seq0 = 0,
SeqFinish = 255,
};
// Entities found in the script data of the quest
static constexpr auto Actor0 = 1002394;//Serpent Personnel Officer
static constexpr auto Actor1 = 1005012;//Scion of the Seventh Dawn
static constexpr auto LocAction1 = 1002;
static constexpr auto LocActor0 = 1003783;
static constexpr auto LocSe1 = 42;
static constexpr auto LocTalkshape1 = 6;
static constexpr auto LogmessageMonsternotePageUnlock = 1017;
static constexpr auto Ncut0 = 220;
static constexpr auto Ncut1 = 391;
static constexpr auto OrderOfTwinAdder = 2;
static constexpr auto Poprange0 = 4148347;
static constexpr auto Reward0 = 22;
static constexpr auto Screenimage0 = 32;
static constexpr auto Screenimage1 = 69;
public:
ManFst303() : Sapphire::ScriptAPI::QuestScript( 66219 ){};
~ManFst303() = default;
//////////////////////////////////////////////////////////////////////
// Event Handlers
void onTalk( World::Quest& quest, Entity::Player& player, uint64_t actorId ) override
{
switch( actorId )
{
case Actor0:
{
if( quest.getSeq() == Seq0 )
Scene00000( quest, player );
break;
}
case Actor1:
{
if( quest.getSeq() == SeqFinish )
Scene00003( quest, player );
break;
}
}
}
private:
//////////////////////////////////////////////////////////////////////
// Available Scenes in this quest, not necessarly all are used
//////////////////////////////////////////////////////////////////////
void Scene00000( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 0, HIDE_HOTBAR, bindSceneReturn( &ManFst303::Scene00000Return ) );
}
void Scene00000Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )// accept quest
{
Scene00001( quest, player );
}
}
//////////////////////////////////////////////////////////////////////
void Scene00001( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 1, FADE_OUT | CONDITION_CUTSCENE | HIDE_UI, bindSceneReturn( &ManFst303::Scene00001Return ) );
}
void Scene00001Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
player.setGc( OrderOfTwinAdder );
player.setGcRankAt( OrderOfTwinAdder, 1 );
Scene00002( quest, player );
}
//////////////////////////////////////////////////////////////////////
void Scene00002( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 2, HIDE_HOTBAR, bindSceneReturn( &ManFst303::Scene00002Return ) );
}
void Scene00002Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setSeq( SeqFinish );
}
//////////////////////////////////////////////////////////////////////
void Scene00003( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 3, HIDE_HOTBAR, bindSceneReturn( &ManFst303::Scene00003Return ) );
}
void Scene00003Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
Scene00004( quest, player );
}
}
//////////////////////////////////////////////////////////////////////
void Scene00004( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 4, FADE_OUT | CONDITION_CUTSCENE | HIDE_UI, bindSceneReturn( &ManFst303::Scene00004Return ) );
}
void Scene00004Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
player.finishQuest( getId() );
warpMgr().requestWarp( player, Common::WarpType::WARP_TYPE_NORMAL, { 29.3651f, 1.f, -0.0461532f }, 1.52733f );//Manual Pos
}
};
EXPOSE_SCRIPT( ManFst303 );

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// This is an automatically generated C++ script template
// Content needs to be added by hand to make it function
// In order for this script to be loaded, move it to the correct folder in <root>/scripts/
#include "Manager/EventMgr.h"
#include <Actor/Player.h>
#include <ScriptObject.h>
#include <Service.h>
// Quest Script: ManFst304_00513
// Quest Name: Sylph-management
// Quest ID: 66049
// Start NPC: 1005128
// End NPC: 1000168
using namespace Sapphire;
class ManFst304 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// UI8AL
/// Countable Num: 0 Seq: 255 Event: 1 Listener: 1000168
// Steps in this quest ( 0 is before accepting,
// 1 is first, 255 means ready for turning it in
enum Sequence : uint8_t
{
Seq0 = 0,
SeqFinish = 255,
};
// Entities found in the script data of the quest
static constexpr auto Actor0 = 1005128;//Minfilia
static constexpr auto Actor1 = 1000168;//Vorsaile Heuloix
static constexpr auto CutManfst30410 = 0;
static constexpr auto CutManfst30420 = 150;
static constexpr auto Seq0Actor0Nq = 50;
public:
ManFst304() : Sapphire::ScriptAPI::QuestScript( 66049 ){};
~ManFst304() = default;
//////////////////////////////////////////////////////////////////////
// Event Handlers
void onTalk( World::Quest& quest, Entity::Player& player, uint64_t actorId ) override
{
switch( actorId )
{
case Actor0:
{
if( quest.getSeq() == Seq0 )
Scene00000( quest, player );
break;
}
case Actor1:
{
if( quest.getSeq() == SeqFinish )
Scene00002( quest, player );
break;
}
}
}
private:
//////////////////////////////////////////////////////////////////////
// Available Scenes in this quest, not necessarly all are used
//////////////////////////////////////////////////////////////////////
void Scene00000( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 0, HIDE_HOTBAR, bindSceneReturn( &ManFst304::Scene00000Return ) );
}
void Scene00000Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )// accept quest
{
Scene00001( quest, player );
}
}
//////////////////////////////////////////////////////////////////////
void Scene00001( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 1, FADE_OUT | CONDITION_CUTSCENE | HIDE_UI, bindSceneReturn( &ManFst304::Scene00001Return ) );
}
void Scene00001Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
//TODO: Not returning from fade to black????
quest.setSeq( SeqFinish );
}
//////////////////////////////////////////////////////////////////////
void Scene00002( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 2, HIDE_HOTBAR, bindSceneReturn( &ManFst304::Scene00002Return ) );
}
void Scene00002Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
player.finishQuest( getId() );
}
}
};
EXPOSE_SCRIPT( ManFst304 );

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// This is an automatically generated C++ script template
// Content needs to be added by hand to make it function
// In order for this script to be loaded, move it to the correct folder in <root>/scripts/
#include "Manager/EventMgr.h"
#include <Actor/Player.h>
#include <ScriptObject.h>
#include <Service.h>
// Quest Script: ManFst306_00514
// Quest Name: Into the Beast's Maw
// Quest ID: 66050
// Start NPC: 1000590
// End NPC: 1000590
using namespace Sapphire;
class ManFst306 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// UI8AL
/// Countable Num: 0 Seq: 1 Event: 1 Listener: 1000393
/// Countable Num: 0 Seq: 2 Event: 1 Listener: 5010000
/// Countable Num: 0 Seq: 3 Event: 1 Listener: 1000393
/// Countable Num: 0 Seq: 255 Event: 15 Listener: 5020000
// Steps in this quest ( 0 is before accepting,
// 1 is first, 255 means ready for turning it in
enum Sequence : uint8_t
{
Seq0 = 0,
Seq1 = 1,
Seq2 = 2,
Seq3 = 3, //Fake sequence for cutscene
SeqFinish = 255,
};
// Entities found in the script data of the quest
static constexpr auto ActionJoy = 953;
static constexpr auto Actor0 = 1000590;//Buscarron
static constexpr auto Actor1 = 1000393;//Bloisirant
static constexpr auto ContentStart = 1;
static constexpr auto CutSceneQibAfter01 = 240;
static constexpr auto CutSceneQibAfter02 = 241;
static constexpr auto CutSceneQibAfter03 = 373;
static constexpr auto Instancedungeon0 = 1;
static constexpr auto LocActor0 = 1002275;
static constexpr auto LocActor1 = 1002276;
static constexpr auto LocActor2 = 1003838;
static constexpr auto Poprange0 = 4332862;
static constexpr auto Territorytype0 = 153;
static constexpr auto UnlockAddNewContentToCf = 3702;
static constexpr auto UnlockImageDungeonTotorak = 78;
public:
ManFst306() : Sapphire::ScriptAPI::QuestScript( 66050 ){};
~ManFst306() = default;
//////////////////////////////////////////////////////////////////////
// Event Handlers
void onTalk( World::Quest& quest, Entity::Player& player, uint64_t actorId ) override
{
switch( actorId )
{
case Actor0:
{
if( quest.getSeq() == Seq0 )
Scene00000( quest, player );
else if( quest.getSeq() == SeqFinish )
Scene00005( quest, player );
break;
}
case Actor1:
{
if( quest.getSeq() == Seq1 )
Scene00002( quest, player );
else if( quest.getSeq() == Seq2 )
Scene00003( quest, player );
break;
}
}
}
void onEnterTerritory( World::Quest& quest, Entity::Player& player, uint16_t param1, uint16_t param2 ) override
{
if( quest.getSeq() == Seq3 )
Scene00004( quest, player );
}
private:
//////////////////////////////////////////////////////////////////////
// Available Scenes in this quest, not necessarly all are used
//////////////////////////////////////////////////////////////////////
void Scene00000( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 0, HIDE_HOTBAR, bindSceneReturn( &ManFst306::Scene00000Return ) );
}
void Scene00000Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )// accept quest
{
Scene00001( quest, player );
}
}
//////////////////////////////////////////////////////////////////////
void Scene00001( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 1, FADE_OUT | CONDITION_CUTSCENE | HIDE_UI, bindSceneReturn( &ManFst306::Scene00001Return ) );
}
void Scene00001Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setSeq( Seq1 );
}
//////////////////////////////////////////////////////////////////////
void Scene00002( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 2, HIDE_HOTBAR, bindSceneReturn( &ManFst306::Scene00002Return ) );
}
void Scene00002Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setSeq( Seq2 );
eventMgr().sendEventNotice( player, getId(), 0, 0 );
//TODO:Unlock Thousand Maws
}
//////////////////////////////////////////////////////////////////////
void Scene00003( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 3, HIDE_HOTBAR, bindSceneReturn( &ManFst306::Scene00003Return ) );
}
void Scene00003Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00004( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 4, FADE_OUT | CONDITION_CUTSCENE | HIDE_UI, bindSceneReturn( &ManFst306::Scene00004Return ) );
}
void Scene00004Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setSeq( SeqFinish );
}
//////////////////////////////////////////////////////////////////////
void Scene00005( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 5, HIDE_HOTBAR, bindSceneReturn( &ManFst306::Scene00005Return ) );
}
void Scene00005Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
player.finishQuest( getId() );
}
}
};
EXPOSE_SCRIPT( ManFst306 );

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// This is an automatically generated C++ script template
// Content needs to be added by hand to make it function
// In order for this script to be loaded, move it to the correct folder in <root>/scripts/
#include "Manager/EventMgr.h"
#include <Actor/Player.h>
#include <ScriptObject.h>
#include <Service.h>
// Quest Script: GaiUsa003_00709
// Quest Name: Sylphic Studies
// Quest ID: 66245
// Start NPC: 1000540
// End NPC: 1000540
using namespace Sapphire;
class GaiUsa003 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// BitFlag8
// UI8AL
// UI8BH
// UI8BL
/// Countable Num: 0 Seq: 1 Event: 1 Listener: 1000615
/// Countable Num: 0 Seq: 1 Event: 1 Listener: 1000557
/// Countable Num: 0 Seq: 1 Event: 1 Listener: 1000553
/// Countable Num: 0 Seq: 255 Event: 1 Listener: 1000540
// Steps in this quest ( 0 is before accepting,
// 1 is first, 255 means ready for turning it in
enum Sequence : uint8_t
{
Seq0 = 0,
Seq1 = 1,
SeqFinish = 255,
};
// Entities found in the script data of the quest
static constexpr auto Actor0 = 1000540;//Rolfe Hawthorne
static constexpr auto Actor1 = 1000615;//Ysabel Hawthorne
static constexpr auto Actor2 = 1000557;
static constexpr auto Actor3 = 1000553;//Monne
public:
GaiUsa003() : Sapphire::ScriptAPI::QuestScript( 66245 ){};
~GaiUsa003() = default;
//////////////////////////////////////////////////////////////////////
// Event Handlers
void onTalk( World::Quest& quest, Entity::Player& player, uint64_t actorId ) override
{
switch( actorId )
{
case Actor0:
{
if( quest.getSeq() == Seq0 )
Scene00000( quest, player );
else if( quest.getSeq() == SeqFinish )
Scene00005( quest, player );
break;
}
case Actor1:
{
if( quest.getSeq() == Seq1 )
Scene00002( quest, player );
break;
}
case Actor2:
{
if( quest.getSeq() == Seq1 )
Scene00003( quest, player );
break;
}
case Actor3:
{
if( quest.getSeq() == Seq1 )
Scene00004( quest, player );
break;
}
}
}
private:
void checkQuestCompletion( World::Quest& quest, Entity::Player& player )
{
if( quest.getUI8AL() >= 1 && quest.getUI8BH() >= 1 && quest.getUI8BL() >= 1 )
{
quest.setSeq( SeqFinish );
}
}
//////////////////////////////////////////////////////////////////////
// Available Scenes in this quest, not necessarly all are used
//////////////////////////////////////////////////////////////////////
void Scene00000( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 0, HIDE_HOTBAR, bindSceneReturn( &GaiUsa003::Scene00000Return ) );
}
void Scene00000Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )// accept quest
{
Scene00001( quest, player );
}
}
//////////////////////////////////////////////////////////////////////
void Scene00001( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 1, HIDE_HOTBAR, bindSceneReturn( &GaiUsa003::Scene00001Return ) );
}
void Scene00001Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setSeq( Seq1 );
}
//////////////////////////////////////////////////////////////////////
void Scene00002( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 2, HIDE_HOTBAR, bindSceneReturn( &GaiUsa003::Scene00002Return ) );
}
void Scene00002Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
eventMgr().sendEventNotice( player, getId(), 0, 0 );
quest.setBitFlag8( 1, true );
quest.setUI8AL( 1 );
checkQuestCompletion( quest, player );
}
//////////////////////////////////////////////////////////////////////
void Scene00003( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 3, HIDE_HOTBAR, bindSceneReturn( &GaiUsa003::Scene00003Return ) );
}
void Scene00003Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
eventMgr().sendEventNotice( player, getId(), 1, 0 );
quest.setBitFlag8( 2, true );
quest.setUI8BH( 1 );
checkQuestCompletion( quest, player );
}
//////////////////////////////////////////////////////////////////////
void Scene00004( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 4, HIDE_HOTBAR, bindSceneReturn( &GaiUsa003::Scene00004Return ) );
}
void Scene00004Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
eventMgr().sendEventNotice( player, getId(), 2, 0 );
quest.setBitFlag8( 3, true );
quest.setUI8BL( 1 );
checkQuestCompletion( quest, player );
}
//////////////////////////////////////////////////////////////////////
void Scene00005( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 5, HIDE_HOTBAR, bindSceneReturn( &GaiUsa003::Scene00005Return ) );
}
void Scene00005Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
player.finishQuest( getId() );
}
}
};
EXPOSE_SCRIPT( GaiUsa003 );

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// This is an automatically generated C++ script template
// Content needs to be added by hand to make it function
// In order for this script to be loaded, move it to the correct folder in <root>/scripts/
#include "Manager/EventMgr.h"
#include <Actor/Player.h>
#include <ScriptObject.h>
#include <Service.h>
#include "Actor/BNpc.h"
#include "Manager/TerritoryMgr.h"
#include "Territory/Territory.h"
// Quest Script: GaiUsa004_00710
// Quest Name: First Impressions
// Quest ID: 66246
// Start NPC: 1000540
// End NPC: 1000540
using namespace Sapphire;
class GaiUsa004 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// BitFlag8
// UI8AL
// UI8BH
// UI8BL
/// Countable Num: 0 Seq: 1 Event: 1 Listener: 1000766
/// Countable Num: 0 Seq: 2 Event: 1 Listener: 2001902
/// Countable Num: 0 Seq: 255 Event: 8 Listener: 2001902
// Steps in this quest ( 0 is before accepting,
// 1 is first, 255 means ready for turning it in
enum Sequence : uint8_t
{
Seq0 = 0,
Seq1 = 1,
Seq2 = 2,
SeqFinish = 255,
};
// Entities found in the script data of the quest
static constexpr auto Actor0 = 1000540;//Rolfe Hawthorne
static constexpr auto Actor1 = 1000766;//Rosa Hawthorne
static constexpr auto Enemy0 = 4277224;
static constexpr auto Eobject0 = 2001902;//Curious Tussock
static constexpr auto Item0 = 2000571;
static constexpr auto Item1 = 2000831;
public:
GaiUsa004() : Sapphire::ScriptAPI::QuestScript( 66246 ){};
~GaiUsa004() = default;
//////////////////////////////////////////////////////////////////////
// Event Handlers
void onTalk( World::Quest& quest, Entity::Player& player, uint64_t actorId ) override
{
switch( actorId )
{
case Actor0:
{
if( quest.getSeq() == Seq0 )
Scene00000( quest, player );
else if( quest.getSeq() == SeqFinish )
Scene00005( quest, player );
break;
}
case Actor1:
{
if( quest.getSeq() == Seq1 )
Scene00002( quest, player );
break;
}
case Eobject0:
{
Scene00003( quest, player );
break;
}
}
}
void onBNpcKill( World::Quest& quest, uint16_t nameId, uint32_t entityId, Entity::Player& player ) override
{
switch( entityId )
{
case Enemy0:
{
eventMgr().sendEventNotice( player, getId(), 1, 0 );
quest.setUI8BL( 1 );
quest.setUI8BH( 0 );
quest.setSeq( SeqFinish );
break;
}
}
}
void onEventItem( World::Quest& quest, Sapphire::Entity::Player& player, uint64_t actorId ) override
{
switch( actorId )
{
case Eobject0:
{
Scene00004( quest, player );
break;
}
}
}
private:
//////////////////////////////////////////////////////////////////////
// Available Scenes in this quest, not necessarly all are used
//////////////////////////////////////////////////////////////////////
void Scene00000( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 0, HIDE_HOTBAR, bindSceneReturn( &GaiUsa004::Scene00000Return ) );
}
void Scene00000Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )// accept quest
{
Scene00001( quest, player );
}
}
//////////////////////////////////////////////////////////////////////
void Scene00001( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 1, HIDE_HOTBAR, bindSceneReturn( &GaiUsa004::Scene00001Return ) );
}
void Scene00001Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setSeq( Seq1 );
}
//////////////////////////////////////////////////////////////////////
void Scene00002( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 2, HIDE_HOTBAR, bindSceneReturn( &GaiUsa004::Scene00002Return ) );
}
void Scene00002Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setUI8BH( 1 );
eventMgr().sendEventNotice( player, getId(), 0, 0 );
quest.setSeq( Seq2 );
}
//////////////////////////////////////////////////////////////////////
void Scene00003( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 3, HIDE_HOTBAR, bindSceneReturn( &GaiUsa004::Scene00003Return ) );
}
void Scene00003Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00004( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 4, HIDE_HOTBAR, bindSceneReturn( &GaiUsa004::Scene00004Return ) );
}
void Scene00004Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
auto instance = teriMgr().getTerritoryByGuId( player.getTerritoryId() );
auto enemy0Spawned = instance->getActiveBNpcByInstanceIdAndTriggerOwner( Enemy0, player.getId() );
if( !enemy0Spawned )
{
auto enemy0 = instance->createBNpcFromInstanceId( Enemy0, 413 /*TODO: Find the right value*/, Common::BNpcType::Enemy, player.getId() );
enemy0->hateListAddDelayed( player.getAsPlayer(), 1 );
}
}
//////////////////////////////////////////////////////////////////////
void Scene00005( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 5, HIDE_HOTBAR, bindSceneReturn( &GaiUsa004::Scene00005Return ) );
}
void Scene00005Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
Scene00006( quest, player );
}
//////////////////////////////////////////////////////////////////////
void Scene00006( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 6, HIDE_HOTBAR, bindSceneReturn( &GaiUsa004::Scene00006Return ) );
}
void Scene00006Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
player.finishQuest( getId() );
}
}
};
EXPOSE_SCRIPT( GaiUsa004 );

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@ -0,0 +1,239 @@
// This is an automatically generated C++ script template
// Content needs to be added by hand to make it function
// In order for this script to be loaded, move it to the correct folder in <root>/scripts/
#include "Manager/EventMgr.h"
#include <Actor/Player.h>
#include <ScriptObject.h>
#include <Service.h>
// Quest Script: GaiUsa101_00715
// Quest Name: First Contact
// Quest ID: 66251
// Start NPC: 1000540
// End NPC: 1000580
using namespace Sapphire;
class GaiUsa101 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// UI8AL
// UI8BH
// UI8BL
/// Countable Num: 0 Seq: 1 Event: 1 Listener: 1006188
/// Countable Num: 0 Seq: 2 Event: 1 Listener: 1000580
/// Countable Num: 0 Seq: 3 Event: 1 Listener: 1000580
/// Countable Num: 0 Seq: 255 Event: 2 Listener: 1000580
// Steps in this quest ( 0 is before accepting,
// 1 is first, 255 means ready for turning it in
enum Sequence : uint8_t
{
Seq0 = 0,
Seq1 = 1,
Seq2 = 2,
Seq3 = 3,
SeqFinish = 255,
};
// Entities found in the script data of the quest
static constexpr auto ActionTimelineEventByebye = 962;
static constexpr auto ActionTimelineEventFidget = 968;
static constexpr auto ActionTimelineEventJoy = 953;
static constexpr auto ActionTimelineEventTrouble = 944;
static constexpr auto Actor0 = 1000540;//Rolfe Hawthorne
static constexpr auto Actor1 = 1006188;//Amelain
static constexpr auto Actor2 = 1000580;//Komuxio
static constexpr auto Item0 = 2000573;
static constexpr auto Item1 = 2000574;
static constexpr auto LocActor0 = 1002275;
static constexpr auto LocActor1 = 1002276;
static constexpr auto LocBgm1 = 102;
static constexpr auto Seq0Actor0Lq = 90;
public:
GaiUsa101() : Sapphire::ScriptAPI::QuestScript( 66251 ){};
~GaiUsa101() = default;
//////////////////////////////////////////////////////////////////////
// Event Handlers
void onTalk( World::Quest& quest, Entity::Player& player, uint64_t actorId ) override
{
switch( actorId )
{
case Actor0:
{
if( quest.getSeq() == Seq0 )
Scene00000( quest, player );
break;
}
case Actor1:
{
if( quest.getSeq() == Seq1 )
Scene00002( quest, player );
break;
}
case Actor2:
{
if( quest.getSeq() == Seq2 )
Scene00003( quest, player );
else if( quest.getSeq() == Seq3 )
Scene00004( quest, player );
else if( quest.getSeq() == SeqFinish )
Scene00007( quest, player );
break;
}
}
}
void onEmote( World::Quest& quest, uint64_t actorId, uint32_t emoteId, Entity::Player& player ) override
{
if(actorId != Actor2)
return;
if( emoteId == 11 )
Scene00005( quest, player );
else
Scene00006( quest, player );
}
private:
//////////////////////////////////////////////////////////////////////
// Available Scenes in this quest, not necessarly all are used
//////////////////////////////////////////////////////////////////////
void Scene00000( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 0, HIDE_HOTBAR, bindSceneReturn( &GaiUsa101::Scene00000Return ) );
}
void Scene00000Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )// accept quest
{
Scene00090( quest, player );
}
}
//////////////////////////////////////////////////////////////////////
void Scene00002( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 2, HIDE_HOTBAR, bindSceneReturn( &GaiUsa101::Scene00002Return ) );
}
void Scene00002Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setUI8BL( 1 );
eventMgr().sendEventNotice( player, getId(), 0, 0 );
quest.setSeq( Seq2 );
}
//////////////////////////////////////////////////////////////////////
void Scene00003( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 3, HIDE_HOTBAR, bindSceneReturn( &GaiUsa101::Scene00003Return ) );
}
void Scene00003Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
eventMgr().sendEventNotice( player, getId(), 1, 0 );
quest.setSeq( Seq3 );
}
//////////////////////////////////////////////////////////////////////
void Scene00004( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 4, HIDE_HOTBAR, bindSceneReturn( &GaiUsa101::Scene00004Return ) );
}
void Scene00004Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00005( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 5, HIDE_HOTBAR, bindSceneReturn( &GaiUsa101::Scene00005Return ) );
}
void Scene00005Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
eventMgr().sendEventNotice( player, getId(), 2, 0 );
quest.setSeq( SeqFinish );
}
//////////////////////////////////////////////////////////////////////
void Scene00006( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 6, HIDE_HOTBAR, bindSceneReturn( &GaiUsa101::Scene00006Return ) );
}
void Scene00006Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00007( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 7, HIDE_HOTBAR, bindSceneReturn( &GaiUsa101::Scene00007Return ) );
}
void Scene00007Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
Scene00008( quest, player );
}
//////////////////////////////////////////////////////////////////////
void Scene00008( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 8, HIDE_HOTBAR, bindSceneReturn( &GaiUsa101::Scene00008Return ) );
}
void Scene00008Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
Scene00009( quest, player );
}
//////////////////////////////////////////////////////////////////////
void Scene00009( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 9, FADE_OUT | CONDITION_CUTSCENE | HIDE_UI, bindSceneReturn( &GaiUsa101::Scene00009Return ) );
}
void Scene00009Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
player.finishQuest( getId(), result.getResult( 1 ) );
}
}
//////////////////////////////////////////////////////////////////////
void Scene00090( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 90, FADE_OUT | CONDITION_CUTSCENE | HIDE_UI, bindSceneReturn( &GaiUsa101::Scene00090Return ) );
}
void Scene00090Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setSeq( Seq1 );
quest.setUI8BH( 1 );
}
};
EXPOSE_SCRIPT( GaiUsa101 );

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@ -0,0 +1,526 @@
// This is an automatically generated C++ script template
// Content needs to be added by hand to make it function
// In order for this script to be loaded, move it to the correct folder in <root>/scripts/
#include "Manager/EventMgr.h"
#include <Actor/Player.h>
#include <ScriptObject.h>
#include <Service.h>
// Quest Script: GaiUsa103_00717
// Quest Name: Dance Dance Diplomacy
// Quest ID: 66253
// Start NPC: 1006674
// End NPC: 1006674
using namespace Sapphire;
class GaiUsa103 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// BitFlag8
// UI8AH
// UI8AL
// UI8BH
// UI8BL
// UI8CH
// UI8CL
// UI8DH
// UI8DL
// UI8EH
/// Countable Num: 0 Seq: 1 Event: 1 Listener: 1000563
/// Countable Num: 0 Seq: 255 Event: 2 Listener: 1000563
// Steps in this quest ( 0 is before accepting,
// 1 is first, 255 means ready for turning it in
enum Sequence : uint8_t
{
Seq0 = 0,
Seq1 = 1,
SeqFinish = 255,
};
// Entities found in the script data of the quest
static constexpr auto ActionTimelineEventByebye = 962;
static constexpr auto ActionTimelineEventFidget = 968;
static constexpr auto ActionTimelineEventJoyBig = 945;
static constexpr auto ActionTimelineEventLaugh = 952;
static constexpr auto ActionTimelineEventTrouble = 944;
static constexpr auto Actor0 = 1006674;//Yda
static constexpr auto Actor1 = 1000563;//Ameexia
static constexpr auto Actor2 = 1000437;//ZACHEUS
static constexpr auto Actor3 = 1000576;//KNOLEXIA
static constexpr auto Actor4 = 1000585;//PELIXIA
static constexpr auto Actor5 = 1000584;//IMEDIA
static constexpr auto Actor6 = 1000587;//DELLEXIA
static constexpr auto Actor7 = 1000578;//MARINTERRE
static constexpr auto Actor8 = 1000277;//NATHAXIO
static constexpr auto EmoteDance = 11;
public:
GaiUsa103() : Sapphire::ScriptAPI::QuestScript( 66253 ){};
~GaiUsa103() = default;
//////////////////////////////////////////////////////////////////////
// Event Handlers
void onTalk( World::Quest& quest, Entity::Player& player, uint64_t actorId ) override
{
switch( actorId )
{
case Actor0:
{
if( quest.getSeq() == Seq0 )
Scene00000( quest, player );
else if( quest.getSeq() == SeqFinish )
Scene00025( quest, player );
break;
}
case Actor1:
{
Scene00001( quest, player );
break;
}
case Actor2:
{
Scene00004( quest, player );
break;
}
case Actor3:
{
Scene00007( quest, player );
break;
}
case Actor4:
{
Scene00010( quest, player );
break;
}
case Actor5:
{
Scene00013( quest, player );
break;
}
case Actor6:
{
Scene00016( quest, player );
break;
}
case Actor7:
{
Scene00019( quest, player );
break;
}
case Actor8:
{
Scene00022( quest, player );
break;
}
}
}
void onEmote( World::Quest& quest, uint64_t actorId, uint32_t emoteId, Entity::Player& player ) override
{
switch( actorId )
{
case Actor1:
{
if( emoteId == EmoteDance )
Scene00002( quest, player );
else
Scene00003( quest, player );
break;
}
case Actor2:
{
if( emoteId == EmoteDance )
Scene00005( quest, player );
else
Scene00006( quest, player );
break;
}
case Actor3:
{
if( emoteId == EmoteDance )
Scene00008( quest, player );
else
Scene00009( quest, player );
break;
}
case Actor4:
{
if( emoteId == EmoteDance )
Scene00011( quest, player );
else
Scene00012( quest, player );
break;
}
case Actor5:
{
if( emoteId == EmoteDance )
Scene00014( quest, player );
else
Scene00015( quest, player );
break;
}
case Actor6:
{
if( emoteId == EmoteDance )
Scene00017( quest, player );
else
Scene00018( quest, player );
break;
}
case Actor7:
{
if( emoteId == EmoteDance )
Scene00020( quest, player );
else
Scene00021( quest, player );
break;
}
case Actor8:
{
if( emoteId == EmoteDance )
Scene00023( quest, player );
else
Scene00024( quest, player );
break;
}
}
}
private:
void checkQuestCompletion( World::Quest& quest, Entity::Player& player )
{
eventMgr().sendEventNotice( player, getId(), 0, 2, quest.getUI8AH(), 8 );
if( quest.getUI8AH() >= 8 )
{
quest.setSeq( SeqFinish );
}
}
//////////////////////////////////////////////////////////////////////
// Available Scenes in this quest, not necessarly all are used
//////////////////////////////////////////////////////////////////////
void Scene00000( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 0, HIDE_HOTBAR, bindSceneReturn( &GaiUsa103::Scene00000Return ) );
}
void Scene00000Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )// accept quest
{
quest.setSeq( Seq1 );
}
}
//////////////////////////////////////////////////////////////////////
void Scene00001( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 1, HIDE_HOTBAR, bindSceneReturn( &GaiUsa103::Scene00001Return ) );
}
void Scene00001Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00002( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 2, HIDE_HOTBAR, bindSceneReturn( &GaiUsa103::Scene00002Return ) );
}
void Scene00002Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setUI8AH( quest.getUI8AH() + 1 );
quest.setBitFlag8( 1, true );
checkQuestCompletion( quest, player );
}
//////////////////////////////////////////////////////////////////////
void Scene00003( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 3, HIDE_HOTBAR, bindSceneReturn( &GaiUsa103::Scene00003Return ) );
}
void Scene00003Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00004( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 4, HIDE_HOTBAR, bindSceneReturn( &GaiUsa103::Scene00004Return ) );
}
void Scene00004Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00005( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 5, HIDE_HOTBAR, bindSceneReturn( &GaiUsa103::Scene00005Return ) );
}
void Scene00005Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setUI8AH( quest.getUI8AH() + 1 );
quest.setBitFlag8( 2, true );
checkQuestCompletion( quest, player );
}
//////////////////////////////////////////////////////////////////////
void Scene00006( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 6, HIDE_HOTBAR, bindSceneReturn( &GaiUsa103::Scene00006Return ) );
}
void Scene00006Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00007( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 7, HIDE_HOTBAR, bindSceneReturn( &GaiUsa103::Scene00007Return ) );
}
void Scene00007Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00008( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 8, HIDE_HOTBAR, bindSceneReturn( &GaiUsa103::Scene00008Return ) );
}
void Scene00008Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setUI8AH( quest.getUI8AH() + 1 );
quest.setBitFlag8( 3, true );
checkQuestCompletion( quest, player );
}
//////////////////////////////////////////////////////////////////////
void Scene00009( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 9, HIDE_HOTBAR, bindSceneReturn( &GaiUsa103::Scene00009Return ) );
}
void Scene00009Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00010( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 10, HIDE_HOTBAR, bindSceneReturn( &GaiUsa103::Scene00010Return ) );
}
void Scene00010Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00011( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 11, HIDE_HOTBAR, bindSceneReturn( &GaiUsa103::Scene00011Return ) );
}
void Scene00011Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setUI8AH( quest.getUI8AH() + 1 );
quest.setBitFlag8( 4, true );
checkQuestCompletion( quest, player );
}
//////////////////////////////////////////////////////////////////////
void Scene00012( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 12, HIDE_HOTBAR, bindSceneReturn( &GaiUsa103::Scene00012Return ) );
}
void Scene00012Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00013( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 13, HIDE_HOTBAR, bindSceneReturn( &GaiUsa103::Scene00013Return ) );
}
void Scene00013Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00014( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 14, HIDE_HOTBAR, bindSceneReturn( &GaiUsa103::Scene00014Return ) );
}
void Scene00014Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setUI8AH( quest.getUI8AH() + 1 );
quest.setBitFlag8( 5, true );
checkQuestCompletion( quest, player );
}
//////////////////////////////////////////////////////////////////////
void Scene00015( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 15, HIDE_HOTBAR, bindSceneReturn( &GaiUsa103::Scene00015Return ) );
}
void Scene00015Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00016( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 16, HIDE_HOTBAR, bindSceneReturn( &GaiUsa103::Scene00016Return ) );
}
void Scene00016Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00017( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 17, HIDE_HOTBAR, bindSceneReturn( &GaiUsa103::Scene00017Return ) );
}
void Scene00017Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setUI8AH( quest.getUI8AH() + 1 );
quest.setBitFlag8( 6, true );
checkQuestCompletion( quest, player );
}
//////////////////////////////////////////////////////////////////////
void Scene00018( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 18, HIDE_HOTBAR, bindSceneReturn( &GaiUsa103::Scene00018Return ) );
}
void Scene00018Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00019( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 19, HIDE_HOTBAR, bindSceneReturn( &GaiUsa103::Scene00019Return ) );
}
void Scene00019Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00020( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 20, HIDE_HOTBAR, bindSceneReturn( &GaiUsa103::Scene00020Return ) );
}
void Scene00020Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setUI8AH( quest.getUI8AH() + 1 );
quest.setBitFlag8( 7, true );
checkQuestCompletion( quest, player );
}
//////////////////////////////////////////////////////////////////////
void Scene00021( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 21, HIDE_HOTBAR, bindSceneReturn( &GaiUsa103::Scene00021Return ) );
}
void Scene00021Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00022( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 22, HIDE_HOTBAR, bindSceneReturn( &GaiUsa103::Scene00022Return ) );
}
void Scene00022Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00023( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 23, HIDE_HOTBAR, bindSceneReturn( &GaiUsa103::Scene00023Return ) );
}
void Scene00023Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setUI8AH( quest.getUI8AH() + 1 );
quest.setBitFlag8( 8, true );
checkQuestCompletion( quest, player );
}
//////////////////////////////////////////////////////////////////////
void Scene00024( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 24, HIDE_HOTBAR, bindSceneReturn( &GaiUsa103::Scene00024Return ) );
}
void Scene00024Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00025( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 25, HIDE_HOTBAR, bindSceneReturn( &GaiUsa103::Scene00025Return ) );
}
void Scene00025Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
player.finishQuest( getId() );
}
}
};
EXPOSE_SCRIPT( GaiUsa103 );

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// This is an automatically generated C++ script template
// Content needs to be added by hand to make it function
// In order for this script to be loaded, move it to the correct folder in <root>/scripts/
#include "Manager/EventMgr.h"
#include <Actor/Player.h>
#include <ScriptObject.h>
#include <Service.h>
// Quest Script: GaiUsa104_00718
// Quest Name: Forest Friend
// Quest ID: 66254
// Start NPC: 1006675
// End NPC: 1000580
using namespace Sapphire;
class GaiUsa104 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// BitFlag8
// UI8AL //Brownies
// UI8BH //Ziz
// UI8BL //gall
// UI8CH
/// Countable Num: 0 Seq: 1 Event: 1 Listener: 1000584
/// Countable Num: 0 Seq: 2 Event: 5 Listener: 179
/// Countable Num: 0 Seq: 2 Event: 5 Listener: 7
/// Countable Num: 0 Seq: 2 Event: 1 Listener: 2001913
/// Countable Num: 0 Seq: 255 Event: 1 Listener: 2001914
// Steps in this quest ( 0 is before accepting,
// 1 is first, 255 means ready for turning it in
enum Sequence : uint8_t
{
Seq0 = 0,
Seq1 = 1,
Seq2 = 2,
SeqFinish = 255,
};
// Entities found in the script data of the quest
static constexpr auto ActionTimelineEventFidget = 968;
static constexpr auto Actor0 = 1006675;//Papalymo
static constexpr auto Actor1 = 1000584;//Imedia
static constexpr auto Actor2 = 1000580;//Komuxio
static constexpr auto Enemy0 = 223; //Ziz Gorlin (INCORRECT: 179)
static constexpr auto Enemy1 = 2157; //Gall Gnat (INCORRECT: 7)
static constexpr auto Eobject0 = 2001913;//Brownie Bush (Southern-most)
static constexpr auto Eobject1 = 2001914;
static constexpr auto Eobject2 = 2001915;
static constexpr auto Eobject3 = 2001916;
static constexpr auto Eobject4 = 2001917;
static constexpr auto EventActionSearch = 1;
static constexpr auto Item0 = 2000577;
public:
GaiUsa104() : Sapphire::ScriptAPI::QuestScript( 66254 ){};
~GaiUsa104() = default;
//////////////////////////////////////////////////////////////////////
// Event Handlers
void onTalk( World::Quest& quest, Entity::Player& player, uint64_t actorId ) override
{
switch( actorId )
{
case Actor0:
{
if( quest.getSeq() == Seq0 )
Scene00000( quest, player );
break;
}
case Actor1:
{
if( quest.getSeq() == Seq1 )
Scene00001( quest, player );
break;
}
case Actor2:
{
if( quest.getSeq() == SeqFinish )
Scene00012( quest, player );
break;
}
case Eobject0:
{
eventMgr().eventActionStart(
player, getId(), EventActionSearch,
[ & ]( Entity::Player& player, uint32_t eventId, uint64_t additional ) {
Scene00002( quest, player );
},
nullptr, 0 );
break;
}
case Eobject1:
{
eventMgr().eventActionStart(
player, getId(), EventActionSearch,
[ & ]( Entity::Player& player, uint32_t eventId, uint64_t additional ) {
Scene00003( quest, player );
},
nullptr, 0 );
break;
}
case Eobject2:
{
eventMgr().eventActionStart(
player, getId(), EventActionSearch,
[ & ]( Entity::Player& player, uint32_t eventId, uint64_t additional ) {
Scene00004( quest, player );
},
nullptr, 0 );
break;
}
case Eobject3:
{
eventMgr().eventActionStart(
player, getId(), EventActionSearch,
[ & ]( Entity::Player& player, uint32_t eventId, uint64_t additional ) {
Scene00005( quest, player );
},
nullptr, 0 );
break;
}
case Eobject4:
{
eventMgr().eventActionStart(
player, getId(), EventActionSearch,
[ & ]( Entity::Player& player, uint32_t eventId, uint64_t additional ) {
Scene00006( quest, player );
},
nullptr, 0 );
break;
}
}
}
void onBNpcKill( World::Quest& quest, uint16_t nameId, uint32_t entityId, Entity::Player& player ) override
{
switch( nameId )
{
case Enemy0:
{
quest.setUI8BH(quest.getUI8BH() + 1);
eventMgr().sendEventNotice( player, getId(), 1, 2, quest.getUI8BH(), 5 );
checkQuestCompletion( quest, player );
break;
}
case Enemy1:
{
quest.setUI8BL( quest.getUI8BL() + 1 );
eventMgr().sendEventNotice( player, getId(), 2, 2, quest.getUI8BL(), 5 );
checkQuestCompletion( quest, player );
break;
}
}
}
private:
void checkQuestCompletion( World::Quest& quest, Entity::Player& player )
{
if( quest.getUI8CH() >= 5 && quest.getUI8BL() >= 5 && quest.getUI8BH() >= 5 )
{
quest.setUI8BH( quest.getUI8CH() );
quest.setUI8AL( 0 );
quest.setUI8BL( 0 );
quest.setUI8CH( 0 );
quest.setSeq( SeqFinish );
}
}
//////////////////////////////////////////////////////////////////////
// Available Scenes in this quest, not necessarly all are used
//////////////////////////////////////////////////////////////////////
void Scene00000( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 0, HIDE_HOTBAR, bindSceneReturn( &GaiUsa104::Scene00000Return ) );
}
void Scene00000Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )// accept quest
{
quest.setSeq( Seq1 );
}
}
//////////////////////////////////////////////////////////////////////
void Scene00001( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 1, HIDE_HOTBAR, bindSceneReturn( &GaiUsa104::Scene00001Return ) );
}
void Scene00001Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
eventMgr().sendEventNotice( player, getId(), 0, 0 );
quest.setSeq( Seq2 );
}
//////////////////////////////////////////////////////////////////////
void Scene00002( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 2, HIDE_HOTBAR, bindSceneReturn( &GaiUsa104::Scene00002Return ) );
}
void Scene00002Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setBitFlag8( 1, true );
quest.setUI8AL( quest.getUI8AL() + 1 );
quest.setUI8CH( quest.getUI8CH() + 1 );
eventMgr().sendEventNotice( player, getId(), 3, 2, quest.getUI8AL(), 5 );
checkQuestCompletion( quest, player );
}
//////////////////////////////////////////////////////////////////////
void Scene00003( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 3, HIDE_HOTBAR, bindSceneReturn( &GaiUsa104::Scene00003Return ) );
}
void Scene00003Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setBitFlag8( 2, true );
quest.setUI8AL( quest.getUI8AL() + 1 );
quest.setUI8CH( quest.getUI8CH() + 1 );
eventMgr().sendEventNotice( player, getId(), 3, 2, quest.getUI8AL(), 5 );
checkQuestCompletion( quest, player );
}
//////////////////////////////////////////////////////////////////////
void Scene00004( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 4, HIDE_HOTBAR, bindSceneReturn( &GaiUsa104::Scene00004Return ) );
}
void Scene00004Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setBitFlag8( 3, true );
quest.setUI8AL( quest.getUI8AL() + 1 );
quest.setUI8CH( quest.getUI8CH() + 1 );
eventMgr().sendEventNotice( player, getId(), 3, 2, quest.getUI8AL(), 5 );
checkQuestCompletion( quest, player );
}
//////////////////////////////////////////////////////////////////////
void Scene00005( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 5, HIDE_HOTBAR, bindSceneReturn( &GaiUsa104::Scene00005Return ) );
}
void Scene00005Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setBitFlag8( 4, true );
quest.setUI8AL( quest.getUI8AL() + 1 );
quest.setUI8CH( quest.getUI8CH() + 1 );
eventMgr().sendEventNotice( player, getId(), 3, 2, quest.getUI8AL(), 5 );
checkQuestCompletion( quest, player );
}
//////////////////////////////////////////////////////////////////////
void Scene00006( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 6, HIDE_HOTBAR, bindSceneReturn( &GaiUsa104::Scene00006Return ) );
}
void Scene00006Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setBitFlag8( 5, true );
quest.setUI8AL( quest.getUI8AL() + 1 );
quest.setUI8CH( quest.getUI8CH() + 1 );
eventMgr().sendEventNotice( player, getId(), 3, 2, quest.getUI8AL(), 5 );
checkQuestCompletion( quest, player );
}
//////////////////////////////////////////////////////////////////////
void Scene00007( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 7, HIDE_HOTBAR, bindSceneReturn( &GaiUsa104::Scene00007Return ) );
}
void Scene00007Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00008( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 8, HIDE_HOTBAR, bindSceneReturn( &GaiUsa104::Scene00008Return ) );
}
void Scene00008Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00009( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 9, HIDE_HOTBAR, bindSceneReturn( &GaiUsa104::Scene00009Return ) );
}
void Scene00009Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00010( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 10, HIDE_HOTBAR, bindSceneReturn( &GaiUsa104::Scene00010Return ) );
}
void Scene00010Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00011( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 11, HIDE_HOTBAR, bindSceneReturn( &GaiUsa104::Scene00011Return ) );
}
void Scene00011Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00012( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 12, HIDE_HOTBAR, bindSceneReturn( &GaiUsa104::Scene00012Return ) );
}
void Scene00012Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
Scene00013( quest, player );
}
//////////////////////////////////////////////////////////////////////
void Scene00013( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 13, HIDE_HOTBAR, bindSceneReturn( &GaiUsa104::Scene00013Return ) );
}
void Scene00013Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
player.finishQuest( getId() );
}
}
};
EXPOSE_SCRIPT( GaiUsa104 );

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// This is an automatically generated C++ script template
// Content needs to be added by hand to make it function
// In order for this script to be loaded, move it to the correct folder in <root>/scripts/
#include "Manager/EventMgr.h"
#include <Actor/Player.h>
#include <ScriptObject.h>
#include <Service.h>
#include "Actor/BNpc.h"
#include "Manager/TerritoryMgr.h"
#include "Territory/Territory.h"
// Quest Script: GaiUsa105_00719
// Quest Name: Presence of the Enemy
// Quest ID: 66255
// Start NPC: 1000580
// End NPC: 1000580
using namespace Sapphire;
class GaiUsa105 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// BitFlag8
// UI8AH
// UI8AL
// UI8BH
/// Countable Num: 0 Seq: 1 Event: 1 Listener: 1000585
/// Countable Num: 0 Seq: 2 Event: 1 Listener: 1000277
/// Countable Num: 0 Seq: 3 Event: 1 Listener: 1000553
/// Countable Num: 0 Seq: 255 Event: 1 Listener: 1000545
// Steps in this quest ( 0 is before accepting,
// 1 is first, 255 means ready for turning it in
enum Sequence : uint8_t
{
Seq0 = 0,
Seq1 = 1,
Seq2 = 2,
Seq3 = 3,
SeqFinish = 255,
};
// Entities found in the script data of the quest
static constexpr auto ActionTimelineEventJoyBig = 945;
static constexpr auto ActionTimelineEventTalkEntreat = 951;
static constexpr auto ActionTimelineEventTrouble = 944;
static constexpr auto Actor0 = 1000580;//Komuxio
static constexpr auto Actor1 = 1000585;//Pelixia
static constexpr auto Actor2 = 1000277;//Nathaxio
static constexpr auto Actor3 = 1000553;
static constexpr auto Actor4 = 1000545;
static constexpr auto Enemy0 = 4278151;
static constexpr auto Enemy1 = 4278153;
static constexpr auto Enemy2 = 4278162;
static constexpr auto Enemy3 = 4278167;
static constexpr auto Eobject0 = 2001918;//Suspicious Box
static constexpr auto Eobject1 = 2002280;
static constexpr auto Eventrange0 = 4289786;
static constexpr auto EventActionGatherMiddle = 7;
static constexpr auto EventActionSearch = 1;
static constexpr auto Item0 = 2000578;
public:
GaiUsa105() : Sapphire::ScriptAPI::QuestScript( 66255 ){};
~GaiUsa105() = default;
//////////////////////////////////////////////////////////////////////
// Event Handlers
void onTalk( World::Quest& quest, Entity::Player& player, uint64_t actorId ) override
{
switch( actorId )
{
case Actor0:
{
if( quest.getSeq() == Seq0 )
Scene00000( quest, player );
else if( quest.getSeq() == Seq2 )
Scene00006( quest, player );
else if( quest.getSeq() == SeqFinish )
Scene00012( quest, player );
break;
}
case Actor1:
{
if( quest.getSeq() == Seq1 )
Scene00002( quest, player );
break;
}
case Actor2:
{
if( quest.getSeq() == Seq1 )
Scene00003( quest, player );
break;
}
case Actor3:
{
if( quest.getSeq() == Seq1 )
Scene00004( quest, player );
break;
}
case Actor4:
{
if( quest.getSeq() == Seq1 )
Scene00005( quest, player );
break;
}
case Eobject0:
{
if( quest.getUI8AL() < 4 )
Scene00008( quest, player );
else
eventMgr().eventActionStart(
player, getId(), EventActionGatherMiddle,
[ & ]( Entity::Player& player, uint32_t eventId, uint64_t additional ) {
Scene00009( quest, player );
},
nullptr, 0 );
}
}
}
void onBNpcKill( World::Quest& quest, uint16_t nameId, uint32_t entityId, Entity::Player& player ) override
{
switch( entityId )
{
case Enemy0:
{
quest.setUI8AL( quest.getUI8AL() + 1 );
break;
}
case Enemy1:
{
quest.setUI8AL( quest.getUI8AL() + 1 );
break;
}
case Enemy2:
{
quest.setUI8AL( quest.getUI8AL() + 1 );
break;
}
case Enemy3:
{
quest.setUI8AL( quest.getUI8AL() + 1 );
break;
}
}
}
void onWithinRange( World::Quest& quest, Entity::Player& player, uint32_t eventId, uint32_t param1, float x, float y, float z ) override
{
if( param1 == Eventrange0 )
Scene00007( quest, player );
}
private:
void checkQuestCompletion( World::Quest& quest, Entity::Player& player )
{
eventMgr().sendEventNotice( player, getId(), 0, 2, quest.getUI8AL(), 4 );
if( quest.getUI8AL() >= 4 )
{
quest.setUI8AL( 0 );
quest.setBitFlag8( 1, false );
quest.setBitFlag8( 2, false );
quest.setBitFlag8( 3, false );
quest.setBitFlag8( 4, false );
quest.setSeq( Seq2 );
}
}
//////////////////////////////////////////////////////////////////////
// Available Scenes in this quest, not necessarly all are used
//////////////////////////////////////////////////////////////////////
void Scene00000( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 0, HIDE_HOTBAR, bindSceneReturn( &GaiUsa105::Scene00000Return ) );
}
void Scene00000Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )// accept quest
{
Scene00001( quest, player );
}
}
//////////////////////////////////////////////////////////////////////
void Scene00001( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 1, HIDE_HOTBAR, bindSceneReturn( &GaiUsa105::Scene00001Return ) );
}
void Scene00001Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setSeq( Seq1 );
}
//////////////////////////////////////////////////////////////////////
void Scene00002( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 2, HIDE_HOTBAR, bindSceneReturn( &GaiUsa105::Scene00002Return ) );
}
void Scene00002Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setBitFlag8( 1, true );
quest.setUI8AL( quest.getUI8AL() + 1 );
checkQuestCompletion( quest, player );
}
//////////////////////////////////////////////////////////////////////
void Scene00003( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 3, HIDE_HOTBAR, bindSceneReturn( &GaiUsa105::Scene00003Return ) );
}
void Scene00003Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setBitFlag8( 2, true );
quest.setUI8AL( quest.getUI8AL() + 1 );
checkQuestCompletion( quest, player );
}
//////////////////////////////////////////////////////////////////////
void Scene00004( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 4, HIDE_HOTBAR, bindSceneReturn( &GaiUsa105::Scene00004Return ) );
}
void Scene00004Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setBitFlag8( 3, true );
quest.setUI8AL( quest.getUI8AL() + 1 );
checkQuestCompletion( quest, player );
}
//////////////////////////////////////////////////////////////////////
void Scene00005( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 5, HIDE_HOTBAR, bindSceneReturn( &GaiUsa105::Scene00005Return ) );
}
void Scene00005Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setBitFlag8( 4, true );
quest.setUI8AL( quest.getUI8AL() + 1 );
checkQuestCompletion( quest, player );
}
//////////////////////////////////////////////////////////////////////
void Scene00006( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 6, HIDE_HOTBAR, bindSceneReturn( &GaiUsa105::Scene00006Return ) );
}
void Scene00006Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
eventMgr().sendEventNotice( player, getId(), 1, 0 );
quest.setSeq( Seq3 );
}
//////////////////////////////////////////////////////////////////////
void Scene00007( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 7, HIDE_HOTBAR, bindSceneReturn( &GaiUsa105::Scene00007Return ) );
}
void Scene00007Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
auto instance = teriMgr().getTerritoryByGuId( player.getTerritoryId() );
auto enemy0 = instance->createBNpcFromInstanceId( Enemy0, 413 /*TODO: Find the right value*/, Common::BNpcType::Enemy, player.getId() );
auto enemy1 = instance->createBNpcFromInstanceId( Enemy1, 413 /*TODO: Find the right value*/, Common::BNpcType::Enemy, player.getId() );
auto enemy2 = instance->createBNpcFromInstanceId( Enemy2, 413 /*TODO: Find the right value*/, Common::BNpcType::Enemy, player.getId() );
auto enemy3 = instance->createBNpcFromInstanceId( Enemy3, 413 /*TODO: Find the right value*/, Common::BNpcType::Enemy, player.getId() );
enemy0->hateListAddDelayed( player.getAsPlayer(), 1 );
enemy1->hateListAddDelayed( player.getAsPlayer(), 1 );
enemy2->hateListAddDelayed( player.getAsPlayer(), 1 );
enemy3->hateListAddDelayed( player.getAsPlayer(), 1 );
}
//////////////////////////////////////////////////////////////////////
void Scene00008( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 8, HIDE_HOTBAR, bindSceneReturn( &GaiUsa105::Scene00008Return ) );
}
void Scene00008Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00009( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 9, HIDE_HOTBAR, bindSceneReturn( &GaiUsa105::Scene00009Return ) );
}
void Scene00009Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setUI8BH( 1 );
quest.setSeq( SeqFinish );
eventMgr().sendEventNotice( player, getId(), 2, 0 );
}
//////////////////////////////////////////////////////////////////////
void Scene00010( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 10, HIDE_HOTBAR, bindSceneReturn( &GaiUsa105::Scene00010Return ) );
}
void Scene00010Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00011( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 11, HIDE_HOTBAR, bindSceneReturn( &GaiUsa105::Scene00011Return ) );
}
void Scene00011Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00012( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 12, HIDE_HOTBAR, bindSceneReturn( &GaiUsa105::Scene00012Return ) );
}
void Scene00012Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
Scene00013( quest, player );
}
//////////////////////////////////////////////////////////////////////
void Scene00013( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 13, HIDE_HOTBAR, bindSceneReturn( &GaiUsa105::Scene00013Return ) );
}
void Scene00013Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
player.finishQuest( getId(), result.getResult( 1 ) );
}
}
//////////////////////////////////////////////////////////////////////
void Scene00014( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 14, HIDE_HOTBAR, bindSceneReturn( &GaiUsa105::Scene00014Return ) );
}
void Scene00014Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00015( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 15, HIDE_HOTBAR, bindSceneReturn( &GaiUsa105::Scene00015Return ) );
}
void Scene00015Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
};
EXPOSE_SCRIPT( GaiUsa105 );

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@ -0,0 +1,239 @@
// This is an automatically generated C++ script template
// Content needs to be added by hand to make it function
// In order for this script to be loaded, move it to the correct folder in <root>/scripts/
#include "Manager/EventMgr.h"
#include <Actor/Player.h>
#include <ScriptObject.h>
#include <Service.h>
// Quest Script: GaiUsa106_00720
// Quest Name: Sylph Says
// Quest ID: 66256
// Start NPC: 1006190
// End NPC: 1006190
using namespace Sapphire;
class GaiUsa106 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// UI8AL
/// Countable Num: 0 Seq: 1 Event: 1 Listener: 1006190
/// Countable Num: 0 Seq: 2 Event: 2 Listener: 1006190
/// Countable Num: 0 Seq: 255 Event: 1 Listener: 1006190
// Steps in this quest ( 0 is before accepting,
// 1 is first, 255 means ready for turning it in
enum Sequence : uint8_t
{
Seq0 = 0,
Seq1 = 1,
Seq2 = 2,
SeqFinish = 255,
};
// Entities found in the script data of the quest
static constexpr auto Actor0 = 1006190;//Laxio
static constexpr auto EmotePoke = 28;
static constexpr auto EmoteExamineSelf = 44;
static constexpr auto EmoteCongratulate = 29;
public:
GaiUsa106() : Sapphire::ScriptAPI::QuestScript( 66256 ){};
~GaiUsa106() = default;
//////////////////////////////////////////////////////////////////////
// Event Handlers
void onTalk( World::Quest& quest, Entity::Player& player, uint64_t actorId ) override
{
switch( actorId )
{
case Actor0:
{
if( quest.getSeq() == Seq0 )
Scene00000( quest, player );
else if( quest.getSeq() == Seq1 )
Scene00002( quest, player );
else if( quest.getSeq() == Seq2 )
Scene00005( quest, player );
else if(quest.getSeq() == SeqFinish)
Scene00008( quest, player );
break;
}
}
}
void onEmote( World::Quest& quest, uint64_t actorId, uint32_t emoteId, Entity::Player& player ) override
{
if( actorId != Actor0 )
return;
if( quest.getSeq() == Seq1 )
{
if( emoteId == EmotePoke )
Scene00003( quest, player );
else
Scene00004( quest, player );
}
else if(quest.getSeq() == Seq2)
{
if( emoteId == EmoteExamineSelf )
Scene00006( quest, player );
else
Scene00007( quest, player );
}
else if(quest.getSeq() == SeqFinish)
{
if( emoteId == EmoteCongratulate )
Scene00009( quest, player );
else
Scene00010( quest, player );
}
}
private:
//////////////////////////////////////////////////////////////////////
// Available Scenes in this quest, not necessarly all are used
//////////////////////////////////////////////////////////////////////
void Scene00000( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 0, NONE, bindSceneReturn( &GaiUsa106::Scene00000Return ) );
}
void Scene00000Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )// accept quest
{
Scene00001( quest, player );
}
}
//////////////////////////////////////////////////////////////////////
void Scene00001( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 1, HIDE_HOTBAR, bindSceneReturn( &GaiUsa106::Scene00001Return ) );
}
void Scene00001Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setSeq( Seq1 );
}
//////////////////////////////////////////////////////////////////////
void Scene00002( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 2, HIDE_HOTBAR, bindSceneReturn( &GaiUsa106::Scene00002Return ) );
}
void Scene00002Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00003( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 3, HIDE_HOTBAR, bindSceneReturn( &GaiUsa106::Scene00003Return ) );
}
void Scene00003Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
eventMgr().sendEventNotice( player, getId(), 0, 0 );
quest.setSeq( Seq2 );
}
//////////////////////////////////////////////////////////////////////
void Scene00004( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 4, HIDE_HOTBAR, bindSceneReturn( &GaiUsa106::Scene00004Return ) );
}
void Scene00004Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00005( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 5, HIDE_HOTBAR, bindSceneReturn( &GaiUsa106::Scene00005Return ) );
}
void Scene00005Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00006( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 6, HIDE_HOTBAR, bindSceneReturn( &GaiUsa106::Scene00006Return ) );
}
void Scene00006Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
eventMgr().sendEventNotice( player, getId(), 1, 0 );
quest.setSeq( SeqFinish );
}
//////////////////////////////////////////////////////////////////////
void Scene00007( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 7, HIDE_HOTBAR, bindSceneReturn( &GaiUsa106::Scene00007Return ) );
}
void Scene00007Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00008( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 8, HIDE_HOTBAR, bindSceneReturn( &GaiUsa106::Scene00008Return ) );
}
void Scene00008Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00009( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 9, HIDE_HOTBAR, bindSceneReturn( &GaiUsa106::Scene00009Return ) );
}
void Scene00009Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
player.finishQuest( getId() );
}
}
//////////////////////////////////////////////////////////////////////
void Scene00010( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 10, HIDE_HOTBAR, bindSceneReturn( &GaiUsa106::Scene00010Return ) );
}
void Scene00010Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
};
EXPOSE_SCRIPT( GaiUsa106 );

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// This is an automatically generated C++ script template
// Content needs to be added by hand to make it function
// In order for this script to be loaded, move it to the correct folder in <root>/scripts/
#include "Manager/EventMgr.h"
#include <Actor/Player.h>
#include <ScriptObject.h>
#include <Service.h>
#include "Actor/BNpc.h"
#include "Manager/TerritoryMgr.h"
#include "Territory/Territory.h"
// Quest Script: GaiUsa107_00721
// Quest Name: Buzz Kill
// Quest ID: 66257
// Start NPC: 1006190
// End NPC: 1006190
using namespace Sapphire;
class GaiUsa107 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// BitFlag8
// UI8AH
// UI8AL
/// Countable Num: 0 Seq: 1 Event: 1 Listener: 2000711
/// Countable Num: 0 Seq: 255 Event: 5 Listener: 44
// Steps in this quest ( 0 is before accepting,
// 1 is first, 255 means ready for turning it in
enum Sequence : uint8_t
{
Seq0 = 0,
Seq1 = 1,
SeqFinish = 255,
};
// Entities found in the script data of the quest
static constexpr auto Actor0 = 1006190;//Laxio
static constexpr auto Actor1 = 1002933;
static constexpr auto Actor2 = 1003007;
static constexpr auto Enemy0 = 3721323;
static constexpr auto Enemy1 = 3862554;
static constexpr auto Enemy2 = 3862557;
static constexpr auto Enemy3 = 3862558;
static constexpr auto Eobject0 = 2000711;//Destination
static constexpr auto EventActionSearch = 1;
static constexpr auto EventActionWaiting2Middle = 12;
public:
GaiUsa107() : Sapphire::ScriptAPI::QuestScript( 66257 ){};
~GaiUsa107() = default;
//////////////////////////////////////////////////////////////////////
// Event Handlers
void onTalk( World::Quest& quest, Entity::Player& player, uint64_t actorId ) override
{
switch( actorId )
{
case Actor0:
{
if( quest.getSeq() == Seq0 )
Scene00000( quest, player );
else if( quest.getSeq() == SeqFinish )
Scene00007( quest, player );
break;
}
case Actor1:
{
break;
}
case Actor2:
{
break;
}
case Eobject0:
{
eventMgr().eventActionStart(
player, getId(), EventActionWaiting2Middle,
[ & ]( Entity::Player& player, uint32_t eventId, uint64_t additional ) {
Scene00003( quest, player );
},
nullptr, 0 );
break;
}
}
}
void onBNpcKill( World::Quest& quest, uint16_t nameId, uint32_t entityId, Entity::Player& player ) override
{
switch( entityId )
{
case Enemy0:
case Enemy1:
case Enemy2:
case Enemy3:
{
quest.setUI8AL( quest.getUI8AL() + 1 );
checkQuestCompletion( quest, player );
break;
}
}
}
private:
void checkQuestCompletion( World::Quest& quest, Entity::Player& player )
{
if( quest.getUI8AL() >= 4 )
{
eventMgr().sendEventNotice( player, getId(), 0, 0 );
quest.setSeq( SeqFinish );
}
}
//////////////////////////////////////////////////////////////////////
// Available Scenes in this quest, not necessarly all are used
//////////////////////////////////////////////////////////////////////
void Scene00000( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 0, HIDE_HOTBAR, bindSceneReturn( &GaiUsa107::Scene00000Return ) );
}
void Scene00000Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )// accept quest
{
Scene00001( quest, player );
}
}
//////////////////////////////////////////////////////////////////////
void Scene00001( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 1, HIDE_HOTBAR, bindSceneReturn( &GaiUsa107::Scene00001Return ) );
}
void Scene00001Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setSeq( Seq1 );
}
//////////////////////////////////////////////////////////////////////
void Scene00002( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 2, HIDE_HOTBAR, bindSceneReturn( &GaiUsa107::Scene00002Return ) );
}
void Scene00002Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00003( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 3, HIDE_HOTBAR, bindSceneReturn( &GaiUsa107::Scene00003Return ) );
}
void Scene00003Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setBitFlag8( 1, true );
auto instance = teriMgr().getTerritoryByGuId( player.getTerritoryId() );
auto enemy0 = instance->createBNpcFromInstanceId( Enemy0, 413 /*TODO: Find the right value*/, Common::BNpcType::Enemy, player.getId() );
auto enemy1 = instance->createBNpcFromInstanceId( Enemy1, 413 /*TODO: Find the right value*/, Common::BNpcType::Enemy, player.getId() );
auto enemy2 = instance->createBNpcFromInstanceId( Enemy2, 413 /*TODO: Find the right value*/, Common::BNpcType::Enemy, player.getId() );
auto enemy3 = instance->createBNpcFromInstanceId( Enemy3, 413 /*TODO: Find the right value*/, Common::BNpcType::Enemy, player.getId() );
enemy0->hateListAddDelayed( player.getAsPlayer(), 1 );
enemy1->hateListAddDelayed( player.getAsPlayer(), 1 );
enemy2->hateListAddDelayed( player.getAsPlayer(), 1 );
enemy3->hateListAddDelayed( player.getAsPlayer(), 1 );
}
//////////////////////////////////////////////////////////////////////
void Scene00004( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 4, HIDE_HOTBAR, bindSceneReturn( &GaiUsa107::Scene00004Return ) );
}
void Scene00004Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00005( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 5, HIDE_HOTBAR, bindSceneReturn( &GaiUsa107::Scene00005Return ) );
}
void Scene00005Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00006( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 6, HIDE_HOTBAR, bindSceneReturn( &GaiUsa107::Scene00006Return ) );
}
void Scene00006Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00007( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 7, HIDE_HOTBAR, bindSceneReturn( &GaiUsa107::Scene00007Return ) );
}
void Scene00007Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
player.finishQuest( getId(), result.getResult(1) );
}
}
//////////////////////////////////////////////////////////////////////
void Scene00008( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 8, HIDE_HOTBAR, bindSceneReturn( &GaiUsa107::Scene00008Return ) );
}
void Scene00008Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00009( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 9, HIDE_HOTBAR, bindSceneReturn( &GaiUsa107::Scene00009Return ) );
}
void Scene00009Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
};
EXPOSE_SCRIPT( GaiUsa107 );

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// This is an automatically generated C++ script template
// Content needs to be added by hand to make it function
// In order for this script to be loaded, move it to the correct folder in <root>/scripts/
#include "Manager/EventMgr.h"
#include <Actor/Player.h>
#include <ScriptObject.h>
#include <Service.h>
#include "Actor/BNpc.h"
#include "Manager/TerritoryMgr.h"
#include "Territory/Territory.h"
// Quest Script: GaiUsa108_00722
// Quest Name: A Porcine Plight
// Quest ID: 66258
// Start NPC: 1000563
// End NPC: 1000563
using namespace Sapphire;
class GaiUsa108 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// BitFlag8
// UI8AL
// UI8BH
/// Countable Num: 0 Seq: 1 Event: 1 Listener: 2001920
/// Countable Num: 0 Seq: 1 Event: 5 Listener: 15
/// Countable Num: 0 Seq: 255 Event: 5 Listener: 15
// Steps in this quest ( 0 is before accepting,
// 1 is first, 255 means ready for turning it in
enum Sequence : uint8_t
{
Seq0 = 0,
Seq1 = 1,
SeqFinish = 255,
};
// Entities found in the script data of the quest
static constexpr auto Actor0 = 1000563;//Ameexia
static constexpr auto Enemy0 = 4278237;
static constexpr auto Enemy1 = 4278233;
static constexpr auto Enemy2 = 4278251;
static constexpr auto Eobject0 = 2001920;//Suspicious Thicket (South)
static constexpr auto Eobject1 = 2001921;//Suspicious Thicket (North)
static constexpr auto EventActionSearch = 1;
public:
GaiUsa108() : Sapphire::ScriptAPI::QuestScript( 66258 ){};
~GaiUsa108() = default;
//////////////////////////////////////////////////////////////////////
// Event Handlers
void onTalk( World::Quest& quest, Entity::Player& player, uint64_t actorId ) override
{
switch( actorId )
{
case Actor0:
{
if( quest.getSeq() == Seq0 )
Scene00000( quest, player );
else if( quest.getSeq() == SeqFinish )
Scene00006( quest, player );
break;
}
case Eobject0:
{
eventMgr().eventActionStart(
player, getId(), EventActionSearch,
[ & ]( Entity::Player& player, uint32_t eventId, uint64_t additional ) {
Scene00003( quest, player );
},
nullptr, 0 );
break;
}
case Eobject1:
{
eventMgr().eventActionStart(
player, getId(), EventActionSearch,
[ & ]( Entity::Player& player, uint32_t eventId, uint64_t additional ) {
Scene00005( quest, player );
},
nullptr, 0 );
break;
}
}
}
void onBNpcKill( World::Quest& quest, uint16_t nameId, uint32_t entityId, Entity::Player& player ) override
{
switch( entityId )
{
case Enemy0:
case Enemy1:
{
quest.setUI8AL( quest.getUI8AL() + 1 );
checkQuestCompletion( quest, player );
break;
}
case Enemy2:
{
quest.setUI8BH( 1 );
eventMgr().sendEventNotice( player, getId(), 1, 0 );
checkQuestCompletion( quest, player );
break;
}
}
}
private:
void checkQuestCompletion( World::Quest& quest, Entity::Player& player )
{
if( quest.getUI8AL() >= 2 && quest.getUI8BH() >= 3 )
{
quest.setSeq( SeqFinish );
}
else if( quest.getUI8AL() == 2 )
{
eventMgr().sendEventNotice( player, getId(), 0, 0 );
}
}
//////////////////////////////////////////////////////////////////////
// Available Scenes in this quest, not necessarly all are used
//////////////////////////////////////////////////////////////////////
void Scene00000( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 0, NONE, bindSceneReturn( &GaiUsa108::Scene00000Return ) );
}
void Scene00000Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )// accept quest
{
Scene00001( quest, player );
}
}
//////////////////////////////////////////////////////////////////////
void Scene00001( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 1, NONE, bindSceneReturn( &GaiUsa108::Scene00001Return ) );
}
void Scene00001Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setSeq( Seq1 );
}
//////////////////////////////////////////////////////////////////////
void Scene00002( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 2, NONE, bindSceneReturn( &GaiUsa108::Scene00002Return ) );
}
void Scene00002Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00003( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 3, NONE, bindSceneReturn( &GaiUsa108::Scene00003Return ) );
}
void Scene00003Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setBitFlag8( 1, true );
auto instance = teriMgr().getTerritoryByGuId( player.getTerritoryId() );
auto enemy0 = instance->createBNpcFromInstanceId( Enemy0, 413 /*TODO: Find the right value*/, Common::BNpcType::Enemy, player.getId() );
auto enemy1 = instance->createBNpcFromInstanceId( Enemy1, 413 /*TODO: Find the right value*/, Common::BNpcType::Enemy, player.getId() );
enemy0->hateListAddDelayed( player.getAsPlayer(), 1 );
enemy1->hateListAddDelayed( player.getAsPlayer(), 1 );
}
//////////////////////////////////////////////////////////////////////
void Scene00004( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 4, NONE, bindSceneReturn( &GaiUsa108::Scene00004Return ) );
}
void Scene00004Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00005( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 5, NONE, bindSceneReturn( &GaiUsa108::Scene00005Return ) );
}
void Scene00005Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setBitFlag8( 2, true );
auto instance = teriMgr().getTerritoryByGuId( player.getTerritoryId() );
auto enemy2 = instance->createBNpcFromInstanceId( Enemy2, 413 /*TODO: Find the right value*/, Common::BNpcType::Enemy, player.getId() );
enemy2->hateListAddDelayed( player.getAsPlayer(), 1 );
}
//////////////////////////////////////////////////////////////////////
void Scene00006( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 6, NONE, bindSceneReturn( &GaiUsa108::Scene00006Return ) );
}
void Scene00006Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
player.finishQuest( getId(), result.getResult( 1 ) );
}
}
};
EXPOSE_SCRIPT( GaiUsa108 );

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// This is an automatically generated C++ script template
// Content needs to be added by hand to make it function
// In order for this script to be loaded, move it to the correct folder in <root>/scripts/
#include "Manager/EventMgr.h"
#include <Actor/Player.h>
#include <ScriptObject.h>
#include <Service.h>
// Quest Script: GaiUsa109_00723
// Quest Name: Threads Unraveled
// Quest ID: 66259
// Start NPC: 1000563
// End NPC: 1000563
using namespace Sapphire;
class GaiUsa109 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// BitFlag8
// UI8AH
// UI8AL
// UI8BH
// UI8BL
// UI8CH
/// Countable Num: 0 Seq: 1 Event: 1 Listener: 2001922
/// Countable Num: 0 Seq: 255 Event: 1 Listener: 2001923
// Steps in this quest ( 0 is before accepting,
// 1 is first, 255 means ready for turning it in
enum Sequence : uint8_t
{
Seq0 = 0,
Seq1 = 1,
SeqFinish = 255,
};
// Entities found in the script data of the quest
static constexpr auto Actor0 = 1000563;//Ameexia
static constexpr auto Eobject0 = 2001922;
static constexpr auto Eobject1 = 2001923;//Cloud Silk (Southern)
static constexpr auto Eobject2 = 2001924;
static constexpr auto EventActionSearch = 1;
static constexpr auto Item0 = 2000579;
public:
GaiUsa109() : Sapphire::ScriptAPI::QuestScript( 66259 ){};
~GaiUsa109() = default;
//////////////////////////////////////////////////////////////////////
// Event Handlers
void onTalk( World::Quest& quest, Entity::Player& player, uint64_t actorId ) override
{
switch( actorId )
{
case Actor0:
{
if( quest.getSeq() == Seq0 )
Scene00000( quest, player );
else if( quest.getSeq() == SeqFinish )
Scene00008( quest, player );
break;
}
case Eobject0:
{
eventMgr().eventActionStart(
player, getId(), EventActionSearch,
[ & ]( Entity::Player& player, uint32_t eventId, uint64_t additional ) {
Scene00003( quest, player );
},
nullptr, 0 );
break;
}
case Eobject1:
{
eventMgr().eventActionStart(
player, getId(), EventActionSearch,
[ & ]( Entity::Player& player, uint32_t eventId, uint64_t additional ) {
Scene00005( quest, player );
},
nullptr, 0 );
break;
}
case Eobject2:
{
eventMgr().eventActionStart(
player, getId(), EventActionSearch,
[ & ]( Entity::Player& player, uint32_t eventId, uint64_t additional ) {
Scene00007( quest, player );
},
nullptr, 0 );
break;
}
}
}
private:
void checkQuestCompletion( World::Quest& quest, Entity::Player& player )
{
eventMgr().sendEventNotice( player, getId(), 0, 2, quest.getUI8AH(), 3 );
if( quest.getUI8CH() >= 3 && quest.getUI8AH() >= 3 )
{
quest.setUI8BH( quest.getUI8CH() );
quest.setSeq( SeqFinish );
}
}
//////////////////////////////////////////////////////////////////////
// Available Scenes in this quest, not necessarly all are used
//////////////////////////////////////////////////////////////////////
void Scene00000( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 0, HIDE_HOTBAR, bindSceneReturn( &GaiUsa109::Scene00000Return ) );
}
void Scene00000Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )// accept quest
{
Scene00001( quest, player );
}
}
//////////////////////////////////////////////////////////////////////
void Scene00001( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 1, HIDE_HOTBAR, bindSceneReturn( &GaiUsa109::Scene00001Return ) );
}
void Scene00001Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setSeq( Seq1 );
}
//////////////////////////////////////////////////////////////////////
void Scene00002( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 2, HIDE_HOTBAR, bindSceneReturn( &GaiUsa109::Scene00002Return ) );
}
void Scene00002Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00003( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 3, HIDE_HOTBAR, bindSceneReturn( &GaiUsa109::Scene00003Return ) );
}
void Scene00003Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setUI8CH( quest.getUI8CH() + 1 );
quest.setUI8AH( quest.getUI8AH() + 1 );
quest.setBitFlag8( 1, true );
checkQuestCompletion( quest, player );
}
//////////////////////////////////////////////////////////////////////
void Scene00004( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 4, HIDE_HOTBAR, bindSceneReturn( &GaiUsa109::Scene00004Return ) );
}
void Scene00004Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00005( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 5, HIDE_HOTBAR, bindSceneReturn( &GaiUsa109::Scene00005Return ) );
}
void Scene00005Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setUI8CH( quest.getUI8CH() + 1 );
quest.setUI8AH( quest.getUI8AH() + 1 );
quest.setBitFlag8( 2, true );
checkQuestCompletion( quest, player );
}
//////////////////////////////////////////////////////////////////////
void Scene00006( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 6, HIDE_HOTBAR, bindSceneReturn( &GaiUsa109::Scene00006Return ) );
}
void Scene00006Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00007( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 7, HIDE_HOTBAR, bindSceneReturn( &GaiUsa109::Scene00007Return ) );
}
void Scene00007Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setUI8CH( quest.getUI8CH() + 1 );
quest.setUI8AH( quest.getUI8AH() + 1 );
quest.setBitFlag8( 3, true );
checkQuestCompletion( quest, player );
}
//////////////////////////////////////////////////////////////////////
void Scene00008( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 8, HIDE_HOTBAR, bindSceneReturn( &GaiUsa109::Scene00008Return ) );
}
void Scene00008Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
Scene00009( quest, player );
}
//////////////////////////////////////////////////////////////////////
void Scene00009( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 9, HIDE_HOTBAR, bindSceneReturn( &GaiUsa109::Scene00009Return ) );
}
void Scene00009Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
player.finishQuest( getId() );
}
}
};
EXPOSE_SCRIPT( GaiUsa109 );

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// This is an automatically generated C++ script template
// Content needs to be added by hand to make it function
// In order for this script to be loaded, move it to the correct folder in <root>/scripts/
#include "Manager/EventMgr.h"
#include <Actor/Player.h>
#include <ScriptObject.h>
#include <Service.h>
// Quest Script: GaiUsa201_00724
// Quest Name: Brotherly Love
// Quest ID: 66260
// Start NPC: 1000580
// End NPC: 1000580
using namespace Sapphire;
class GaiUsa201 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// BitFlag8
// UI8AH
// UI8AL
/// Countable Num: 0 Seq: 1 Event: 1 Listener: 1002937
/// Countable Num: 0 Seq: 2 Event: 1 Listener: 1000580
/// Countable Num: 0 Seq: 3 Event: 1 Listener: 1002998
/// Countable Num: 0 Seq: 255 Event: 1 Listener: 2002270
// Steps in this quest ( 0 is before accepting,
// 1 is first, 255 means ready for turning it in
enum Sequence : uint8_t
{
Seq0 = 0,
Seq1 = 1,
Seq2 = 2,
Seq3 = 3,
SeqFinish = 255,
};
// Entities found in the script data of the quest
static constexpr auto ActionTimelineEventTrouble = 944;
static constexpr auto Actor0 = 1000580;//Komuxio
static constexpr auto Actor1 = 1002937;//Claxio
static constexpr auto Actor2 = 1002998;//Claxio (QuestBattle)
static constexpr auto Eobject0 = 2002270;
static constexpr auto Eobject1 = 2000723;
static constexpr auto Eobject2 = 2000983;
static constexpr auto EventActionSearch = 1;
static constexpr auto LocAction0 = 951;
static constexpr auto LocAction1 = 945;
static constexpr auto LocAction2 = 953;
static constexpr auto LocAction3 = 954;
static constexpr auto Questbattle0 = 57;
static constexpr auto Seq0Actor0Lq = 90;
static constexpr auto Territorytype0 = 303;
public:
GaiUsa201() : Sapphire::ScriptAPI::QuestScript( 66260 ){};
~GaiUsa201() = default;
//////////////////////////////////////////////////////////////////////
// Event Handlers
void onTalk( World::Quest& quest, Entity::Player& player, uint64_t actorId ) override
{
switch( actorId )
{
case Actor0:
{
if( quest.getSeq() == Seq0 )
Scene00000( quest, player );
else if( quest.getSeq() == Seq2 )
Scene00003( quest, player );
else if( quest.getSeq() == SeqFinish )
Scene00011( quest, player );
break;
}
case Actor1:
{
if( quest.getSeq() == Seq1 )
Scene00002( quest, player );
break;
}
case Actor2:
{
if( quest.getSeq() == Seq3 )
{
playerMgr().sendUrgent( player, "Unimplemented QuestBattle, skipping..." );
quest.setSeq( SeqFinish );
}
//Scene00004( quest, player );
break;
}
}
}
private:
//////////////////////////////////////////////////////////////////////
// Available Scenes in this quest, not necessarly all are used
//////////////////////////////////////////////////////////////////////
void Scene00000( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 0, HIDE_HOTBAR, bindSceneReturn( &GaiUsa201::Scene00000Return ) );
}
void Scene00000Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )// accept quest
{
Scene00090( quest, player );
}
}
//////////////////////////////////////////////////////////////////////
void Scene00002( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 2, HIDE_HOTBAR, bindSceneReturn( &GaiUsa201::Scene00002Return ) );
}
void Scene00002Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
eventMgr().sendEventNotice( player, getId(), 0, 0 );
quest.setSeq( Seq2 );
}
//////////////////////////////////////////////////////////////////////
void Scene00003( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 3, HIDE_HOTBAR, bindSceneReturn( &GaiUsa201::Scene00003Return ) );
}
void Scene00003Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
eventMgr().sendEventNotice( player, getId(), 1, 0 );
quest.setSeq( Seq3 );
}
//////////////////////////////////////////////////////////////////////
void Scene00004( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 4, HIDE_HOTBAR, bindSceneReturn( &GaiUsa201::Scene00004Return ) );
}
void Scene00004Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
auto& pTeriMgr = Common::Service< Sapphire::World::Manager::TerritoryMgr >::ref();
eventMgr().eventFinish( player, result.eventId, 0 );
pTeriMgr.createAndJoinQuestBattle( player, Questbattle0 );
}
}
//////////////////////////////////////////////////////////////////////
void Scene00005( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 5, HIDE_HOTBAR, bindSceneReturn( &GaiUsa201::Scene00005Return ) );
}
void Scene00005Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00006( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 6, HIDE_HOTBAR, bindSceneReturn( &GaiUsa201::Scene00006Return ) );
}
void Scene00006Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00007( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 7, HIDE_HOTBAR, bindSceneReturn( &GaiUsa201::Scene00007Return ) );
}
void Scene00007Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00008( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 8, HIDE_HOTBAR, bindSceneReturn( &GaiUsa201::Scene00008Return ) );
}
void Scene00008Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00009( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 9, HIDE_HOTBAR, bindSceneReturn( &GaiUsa201::Scene00009Return ) );
}
void Scene00009Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00010( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 10, HIDE_HOTBAR, bindSceneReturn( &GaiUsa201::Scene00010Return ) );
}
void Scene00010Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00011( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 11, FADE_OUT | CONDITION_CUTSCENE | HIDE_UI, bindSceneReturn( &GaiUsa201::Scene00011Return ) );
}
void Scene00011Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
player.finishQuest( getId() );
}
}
//////////////////////////////////////////////////////////////////////
void Scene00090( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 90, FADE_OUT | CONDITION_CUTSCENE | HIDE_UI, bindSceneReturn( &GaiUsa201::Scene00090Return ) );
}
void Scene00090Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setSeq( Seq1 );
}
};
EXPOSE_SCRIPT( GaiUsa201 );

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// This is an automatically generated C++ script template
// Content needs to be added by hand to make it function
// In order for this script to be loaded, move it to the correct folder in <root>/scripts/
#include "Manager/EventMgr.h"
#include <Actor/Player.h>
#include <ScriptObject.h>
#include <Service.h>
// Quest Script: GaiUsa202_00725
// Quest Name: Spirited Away
// Quest ID: 66261
// Start NPC: 1000580
// End NPC: 1000590
using namespace Sapphire;
class GaiUsa202 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// UI8AL
/// Countable Num: 0 Seq: 1 Event: 1 Listener: 1000168
/// Countable Num: 0 Seq: 2 Event: 1 Listener: 1000734
/// Countable Num: 0 Seq: 255 Event: 1 Listener: 1000590
// Steps in this quest ( 0 is before accepting,
// 1 is first, 255 means ready for turning it in
enum Sequence : uint8_t
{
Seq0 = 0,
Seq1 = 1,
Seq2 = 2,
SeqFinish = 255,
};
// Entities found in the script data of the quest
static constexpr auto ActionTimelineEventByebye = 962;
static constexpr auto ActionTimelineEventTalkEntreat = 951;
static constexpr auto Actor0 = 1000580;//Komuxio
static constexpr auto Actor1 = 1000168;//Vorsaile Heuloix <Serpent Commander>
static constexpr auto Actor2 = 1000734;//Giah Molkoh
static constexpr auto Actor3 = 1000590;//Buscarron <Alehouse Proprietor>
public:
GaiUsa202() : Sapphire::ScriptAPI::QuestScript( 66261 ){};
~GaiUsa202() = default;
//////////////////////////////////////////////////////////////////////
// Event Handlers
void onTalk( World::Quest& quest, Entity::Player& player, uint64_t actorId ) override
{
switch( actorId )
{
case Actor0:
{
if( quest.getSeq() == Seq0 )
Scene00000( quest, player );
break;
}
case Actor1:
{
if( quest.getSeq() == Seq1 )
Scene00002( quest, player );
break;
}
case Actor2:
{
if( quest.getSeq() == Seq2 )
Scene00003( quest, player );
break;
}
case Actor3:
{
if( quest.getSeq() == SeqFinish )
Scene00004( quest, player );
break;
}
}
}
private:
//////////////////////////////////////////////////////////////////////
// Available Scenes in this quest, not necessarly all are used
//////////////////////////////////////////////////////////////////////
void Scene00000( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 0, HIDE_HOTBAR, bindSceneReturn( &GaiUsa202::Scene00000Return ) );
}
void Scene00000Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )// accept quest
{
Scene00001( quest, player );
}
}
//////////////////////////////////////////////////////////////////////
void Scene00001( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 1, HIDE_HOTBAR, bindSceneReturn( &GaiUsa202::Scene00001Return ) );
}
void Scene00001Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setSeq( Seq1 );
}
//////////////////////////////////////////////////////////////////////
void Scene00002( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 2, HIDE_HOTBAR, bindSceneReturn( &GaiUsa202::Scene00002Return ) );
}
void Scene00002Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
eventMgr().sendEventNotice( player, getId(), 0, 0 );
quest.setSeq( Seq2 );
}
//////////////////////////////////////////////////////////////////////
void Scene00003( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 3, HIDE_HOTBAR, bindSceneReturn( &GaiUsa202::Scene00003Return ) );
}
void Scene00003Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
eventMgr().sendEventNotice( player, getId(), 1, 0 );
quest.setSeq( SeqFinish );
}
//////////////////////////////////////////////////////////////////////
void Scene00004( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 4, FADE_OUT | CONDITION_CUTSCENE | HIDE_UI, bindSceneReturn( &GaiUsa202::Scene00004Return ) );
}
void Scene00004Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
player.finishQuest( getId() );
}
}
};
EXPOSE_SCRIPT( GaiUsa202 );

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// This is an automatically generated C++ script template
// Content needs to be added by hand to make it function
// In order for this script to be loaded, move it to the correct folder in <root>/scripts/
#include "Manager/EventMgr.h"
#include <Actor/Player.h>
#include <ScriptObject.h>
#include <Service.h>
// Quest Script: GaiUsa203_00726
// Quest Name: Druthers House Rules
// Quest ID: 66262
// Start NPC: 1000590
// End NPC: 1000590
using namespace Sapphire;
class GaiUsa203 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// BitFlag8
// UI8AL
// UI8BH
// UI8BL
/// Countable Num: 0 Seq: 1 Event: 1 Listener: 2001925
/// Countable Num: 0 Seq: 2 Event: 1 Listener: 2001926
/// Countable Num: 0 Seq: 3 Event: 8 Listener: 2001926
/// Countable Num: 0 Seq: 4 Event: 1 Listener: 2001927
/// Countable Num: 0 Seq: 5 Event: 1 Listener: 2001928
/// Countable Num: 0 Seq: 255 Event: 1 Listener: 1002934
// Steps in this quest ( 0 is before accepting,
// 1 is first, 255 means ready for turning it in
enum Sequence : uint8_t
{
Seq0 = 0,
Seq1 = 1,
Seq2 = 2,
Seq3 = 3,
Seq4 = 4,
Seq5 = 5,
SeqFinish = 255,
};
// Entities found in the script data of the quest
static constexpr auto Actor0 = 1000590;//Buscarron <Alehouse Proprietor>
static constexpr auto Actor1 = 1002934;//Mead-soaked Midlander
static constexpr auto Actor2 = 1002935;//Druken Duskwight
static constexpr auto Eobject0 = 2001925;//Empty Tub (Seq1)
static constexpr auto Eobject1 = 2001926;//Destination (Seq2)
static constexpr auto Eobject2 = 2001927;//Empty Tub (Seq3)
static constexpr auto Eobject3 = 2001928;//Water-filled Tub
static constexpr auto EventActionSearch = 1;
static constexpr auto Item0 = 2000580;
static constexpr auto Item1 = 2000581;
public:
GaiUsa203() : Sapphire::ScriptAPI::QuestScript( 66262 ){};
~GaiUsa203() = default;
//////////////////////////////////////////////////////////////////////
// Event Handlers
void onTalk( World::Quest& quest, Entity::Player& player, uint64_t actorId ) override
{
switch( actorId )
{
case Actor0:
{
if( quest.getSeq() == Seq0 )
Scene00000( quest, player );
else if( quest.getSeq() == SeqFinish )
Scene00013( quest, player );
break;
}
case Actor1:
{
if( quest.getSeq() == Seq5 )
Scene00010( quest, player );
break;
}
case Actor2:
{
if( quest.getSeq() == Seq5 )
Scene00012( quest, player );
else if( quest.getSeq() == SeqFinish )
Scene00014( quest, player );
break;
}
case Eobject0:
{
if( quest.getSeq() == Seq1 )
eventMgr().eventActionStart(
player, getId(), EventActionSearch,
[ & ]( Entity::Player& player, uint32_t eventId, uint64_t additional ) {
Scene00002( quest, player );
},
nullptr, 0 );
break;
}
case Eobject1:
{
if( quest.getSeq() == Seq2 )
eventMgr().eventActionStart(
player, getId(), EventActionSearch,
[ & ]( Entity::Player& player, uint32_t eventId, uint64_t additional ) {
Scene00004( quest, player );
},
nullptr, 0 );
break;
}
case Eobject2:
{
if( quest.getSeq() == Seq3 )
eventMgr().eventActionStart(
player, getId(), EventActionSearch,
[ & ]( Entity::Player& player, uint32_t eventId, uint64_t additional ) {
Scene00006( quest, player );
},
nullptr, 0 );
break;
}
case Eobject3:
{
if( quest.getSeq() == Seq4 )
eventMgr().eventActionStart(
player, getId(), EventActionSearch,
[ & ]( Entity::Player& player, uint32_t eventId, uint64_t additional ) {
Scene00007( quest, player );
},
nullptr, 0 );
break;
}
}
}
void onEventItem( World::Quest& quest, Entity::Player& player, uint64_t actorId ) override
{
if( actorId == Eobject1 )
{
Scene00005( quest, player );
}
else if(actorId == Actor1)
{
Scene00011( quest, player );
}
}
private:
//////////////////////////////////////////////////////////////////////
// Available Scenes in this quest, not necessarly all are used
//////////////////////////////////////////////////////////////////////
void Scene00000( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 0, HIDE_HOTBAR, bindSceneReturn( &GaiUsa203::Scene00000Return ) );
}
void Scene00000Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )// accept quest
{
Scene00001( quest, player );
}
}
//////////////////////////////////////////////////////////////////////
void Scene00001( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 1, HIDE_HOTBAR, bindSceneReturn( &GaiUsa203::Scene00001Return ) );
}
void Scene00001Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setSeq( Seq1 );
}
//////////////////////////////////////////////////////////////////////
void Scene00002( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 2, HIDE_HOTBAR, bindSceneReturn( &GaiUsa203::Scene00002Return ) );
}
void Scene00002Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setUI8BH( 1 );
eventMgr().sendEventNotice( player, getId(), 0, 0 );
quest.setSeq( Seq2 );
}
//////////////////////////////////////////////////////////////////////
void Scene00003( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 3, HIDE_HOTBAR, bindSceneReturn( &GaiUsa203::Scene00003Return ) );
}
void Scene00003Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00004( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 4, HIDE_HOTBAR, bindSceneReturn( &GaiUsa203::Scene00004Return ) );
}
void Scene00004Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00005( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 5, HIDE_HOTBAR, bindSceneReturn( &GaiUsa203::Scene00005Return ) );
}
void Scene00005Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setUI8BH( 0 );
eventMgr().sendEventNotice( player, getId(), 1, 0 );
quest.setSeq( Seq3 );
}
//////////////////////////////////////////////////////////////////////
void Scene00006( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 6, HIDE_HOTBAR, bindSceneReturn( &GaiUsa203::Scene00006Return ) );
}
void Scene00006Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
eventMgr().sendEventNotice( player, getId(), 2, 0 );
quest.setSeq( Seq4 );
}
//////////////////////////////////////////////////////////////////////
void Scene00007( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 7, HIDE_HOTBAR, bindSceneReturn( &GaiUsa203::Scene00007Return ) );
}
void Scene00007Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setUI8BL( 1 );
eventMgr().sendEventNotice( player, getId(), 3, 0 );
quest.setSeq( Seq5 );
}
//////////////////////////////////////////////////////////////////////
void Scene00008( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 8, HIDE_HOTBAR, bindSceneReturn( &GaiUsa203::Scene00008Return ) );
}
void Scene00008Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00009( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 9, HIDE_HOTBAR, bindSceneReturn( &GaiUsa203::Scene00009Return ) );
}
void Scene00009Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00010( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 10, HIDE_HOTBAR, bindSceneReturn( &GaiUsa203::Scene00010Return ) );
}
void Scene00010Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00011( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 11, HIDE_HOTBAR, bindSceneReturn( &GaiUsa203::Scene00011Return ) );
}
void Scene00011Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setUI8BL( 0 );
eventMgr().sendEventNotice( player, getId(), 4, 0 );
quest.setSeq( SeqFinish );
}
//////////////////////////////////////////////////////////////////////
void Scene00012( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 12, HIDE_HOTBAR, bindSceneReturn( &GaiUsa203::Scene00012Return ) );
}
void Scene00012Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00013( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 13, HIDE_HOTBAR, bindSceneReturn( &GaiUsa203::Scene00013Return ) );
}
void Scene00013Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
player.finishQuest( getId(), result.getResult( 1 ) );
}
}
//////////////////////////////////////////////////////////////////////
void Scene00014( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 14, HIDE_HOTBAR, bindSceneReturn( &GaiUsa203::Scene00014Return ) );
}
void Scene00014Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
};
EXPOSE_SCRIPT( GaiUsa203 );

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// This is an automatically generated C++ script template
// Content needs to be added by hand to make it function
// In order for this script to be loaded, move it to the correct folder in <root>/scripts/
#include "Manager/EventMgr.h"
#include <Actor/Player.h>
#include <ScriptObject.h>
#include <Service.h>
// Quest Script: GaiUsa301_00733
// Quest Name: Never Forget
// Quest ID: 66269
// Start NPC: 1000590
// End NPC: 1006193
using namespace Sapphire;
class GaiUsa301 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// BitFlag8
// UI8AL
// UI8BH
/// Countable Num: 0 Seq: 1 Event: 1 Listener: 1003272
/// Countable Num: 0 Seq: 2 Event: 1 Listener: 1001208
/// Countable Num: 0 Seq: 3 Event: 1 Listener: 1007721
/// Countable Num: 0 Seq: 4 Event: 1 Listener: 1003393
/// Countable Num: 0 Seq: 255 Event: 1 Listener: 1007721
// Steps in this quest ( 0 is before accepting,
// 1 is first, 255 means ready for turning it in
enum Sequence : uint8_t
{
Seq0 = 0,
Seq1 = 1,
Seq2 = 2,
Seq3 = 3,
Seq4 = 4,
SeqFinish = 255,
};
// Entities found in the script data of the quest
static constexpr auto Actor0 = 1000590;//Buscarron <Alehouse Proprietor>
static constexpr auto Actor1 = 1003272;//Baensyng
static constexpr auto Actor2 = 1001208;//Kyokyoroon
static constexpr auto Actor3 = 1007721;//Wineburg
static constexpr auto Actor4 = 1003393;//Ahldfoet
static constexpr auto Actor5 = 1006193;//Teteroon
static constexpr auto Item0 = 2000587;
static constexpr auto Ritem0 = 4772;//Chicken Egg
public:
GaiUsa301() : Sapphire::ScriptAPI::QuestScript( 66269 ){};
~GaiUsa301() = default;
//////////////////////////////////////////////////////////////////////
// Event Handlers
void onTalk( World::Quest& quest, Entity::Player& player, uint64_t actorId ) override
{
switch( actorId )
{
case Actor0:
{
if( quest.getSeq() == Seq0 )
Scene00000( quest, player );
break;
}
case Actor1:
{
if( quest.getSeq() == Seq1 )
Scene00002( quest, player );
break;
}
case Actor2:
{
if( quest.getSeq() == Seq2 )
Scene00003( quest, player );
break;
}
case Actor3:
{
if( quest.getSeq() == Seq3 )
Scene00005( quest, player );
else if( quest.getSeq() == Seq4 )
Scene00007( quest, player );
break;
}
case Actor4:
{
if( quest.getSeq() == Seq4 )
Scene00006( quest, player );
break;
}
case Actor5:
{
if( quest.getSeq() == SeqFinish )
Scene00008( quest, player );
break;
}
}
}
private:
//////////////////////////////////////////////////////////////////////
// Available Scenes in this quest, not necessarly all are used
//////////////////////////////////////////////////////////////////////
void Scene00000( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 0, NONE, bindSceneReturn( &GaiUsa301::Scene00000Return ) );
}
void Scene00000Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )// accept quest
{
Scene00001( quest, player );
}
}
//////////////////////////////////////////////////////////////////////
void Scene00001( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 1, NONE, bindSceneReturn( &GaiUsa301::Scene00001Return ) );
}
void Scene00001Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setUI8BH( 1 );
quest.setSeq( Seq1 );
}
//////////////////////////////////////////////////////////////////////
void Scene00002( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 2, NONE, bindSceneReturn( &GaiUsa301::Scene00002Return ) );
}
void Scene00002Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
eventMgr().sendEventNotice( player, getId(), 0, 0 );
quest.setSeq( Seq2 );
}
//////////////////////////////////////////////////////////////////////
void Scene00003( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 3, NONE, bindSceneReturn( &GaiUsa301::Scene00003Return ) );
}
void Scene00003Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
Scene00004( quest, player );
}
//////////////////////////////////////////////////////////////////////
void Scene00004( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 4, NONE, bindSceneReturn( &GaiUsa301::Scene00004Return ) );
}
void Scene00004Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
eventMgr().sendEventNotice( player, getId(), 1, 0 );
player.collectHandInItems( { Ritem0 } );
quest.setSeq( Seq3 );
}
//////////////////////////////////////////////////////////////////////
void Scene00005( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 5, NONE, bindSceneReturn( &GaiUsa301::Scene00005Return ) );
}
void Scene00005Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
eventMgr().sendEventNotice( player, getId(), 2, 0 );
quest.setSeq( Seq4 );
}
//////////////////////////////////////////////////////////////////////
void Scene00006( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 6, NONE, bindSceneReturn( &GaiUsa301::Scene00006Return ) );
}
void Scene00006Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
eventMgr().sendEventNotice( player, getId(), 3, 0 );
quest.setSeq( SeqFinish );
}
//////////////////////////////////////////////////////////////////////
void Scene00007( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 7, NONE, bindSceneReturn( &GaiUsa301::Scene00007Return ) );
}
void Scene00007Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00008( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 8, NONE, bindSceneReturn( &GaiUsa301::Scene00008Return ) );
}
void Scene00008Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
Scene00009( quest, player );
}
//////////////////////////////////////////////////////////////////////
void Scene00009( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 9, NONE, bindSceneReturn( &GaiUsa301::Scene00009Return ) );
}
void Scene00009Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
player.finishQuest( getId(), result.getResult( 1 ) );
}
}
};
EXPOSE_SCRIPT( GaiUsa301 );

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// This is an automatically generated C++ script template
// Content needs to be added by hand to make it function
// In order for this script to be loaded, move it to the correct folder in <root>/scripts/
#include "Manager/EventMgr.h"
#include <Actor/Player.h>
#include <ScriptObject.h>
#include <Service.h>
// Quest Script: GaiUsa302_00734
// Quest Name: Microbrewing
// Quest ID: 66270
// Start NPC: 1006193
// End NPC: 1006193
using namespace Sapphire;
class GaiUsa302 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// BitFlag8
// UI8AL
// UI8BH
// UI8BL
// UI8CH
// UI8CL
/// Countable Num: 0 Seq: 1 Event: 1 Listener: 2001945
/// Countable Num: 0 Seq: 1 Event: 8 Listener: 2001945
/// Countable Num: 0 Seq: 255 Event: 9 Listener: 28
// Steps in this quest ( 0 is before accepting,
// 1 is first, 255 means ready for turning it in
enum Sequence : uint8_t
{
Seq0 = 0,
Seq1 = 1,
SeqFinish = 255,
};
// Entities found in the script data of the quest
static constexpr auto Actor0 = 1006193; //Teteroon
static constexpr auto Enemy0 = 28; //Coeurl Pup
static constexpr auto Eobject0 = 2001945;//Destination
static constexpr auto Item0 = 2000588; //Empty Barrel
static constexpr auto Item1 = 2000589;
static constexpr auto Item2 = 2000590;
public:
GaiUsa302() : Sapphire::ScriptAPI::QuestScript( 66270 ){};
~GaiUsa302() = default;
//////////////////////////////////////////////////////////////////////
// Event Handlers
void onTalk( World::Quest& quest, Entity::Player& player, uint64_t actorId ) override
{
switch( actorId )
{
case Actor0:
{
if( quest.getSeq() == Seq0 )
Scene00000( quest, player );
else if( quest.getSeq() == SeqFinish )
Scene00003( quest, player );
break;
}
case Eobject0:
{
Scene00001( quest, player );
break;
}
}
}
void onBNpcKill( World::Quest& quest, uint16_t nameId, uint32_t entityId, Entity::Player& player ) override
{
switch( nameId )
{
case Enemy0:
{
quest.setUI8CL( quest.getUI8CL() + 1 );
quest.setUI8AL( quest.getUI8AL() + 1 );
eventMgr().sendEventNotice( player, getId(), 1, 2, quest.getUI8AL(), 5 );
checkQuestCompletion( quest, player );
break;
}
}
}
void onEventItem( World::Quest& quest, Entity::Player& player, uint64_t actorId ) override
{
if( actorId == Eobject0 )
{
eventMgr().sendEventNotice( player, getId(), 0, 0 );
quest.setUI8CH( 1 );
quest.setUI8BL( 0 );
quest.setUI8BH( 1 );
quest.setBitFlag8( 1, true );
checkQuestCompletion( quest, player );
}
}
private:
void checkQuestCompletion( World::Quest& quest, Entity::Player& player )
{
if( quest.getUI8BH() >= 1 && quest.getUI8AL() >= 5 )
{
quest.setUI8BH( quest.getUI8BL() );
quest.setUI8BL( quest.getUI8CH() );
quest.setUI8CH( quest.getUI8CL() );
quest.setUI8CL( 0 );
quest.setUI8AL( 0 );
quest.setBitFlag8( 1, false );
quest.setSeq( SeqFinish );
}
}
//////////////////////////////////////////////////////////////////////
// Available Scenes in this quest, not necessarly all are used
//////////////////////////////////////////////////////////////////////
void Scene00000( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 0, NONE, bindSceneReturn( &GaiUsa302::Scene00000Return ) );
}
void Scene00000Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )// accept quest
{
quest.setSeq( Seq1 );
quest.setUI8BL( 1 );
}
}
//////////////////////////////////////////////////////////////////////
void Scene00001( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 1, NONE, bindSceneReturn( &GaiUsa302::Scene00001Return ) );
}
void Scene00001Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00002( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 2, NONE, bindSceneReturn( &GaiUsa302::Scene00002Return ) );
}
void Scene00002Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00003( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 3, NONE, bindSceneReturn( &GaiUsa302::Scene00003Return ) );
}
void Scene00003Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
Scene00004( quest, player );
}
//////////////////////////////////////////////////////////////////////
void Scene00004( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 4, NONE, bindSceneReturn( &GaiUsa302::Scene00004Return ) );
}
void Scene00004Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
player.finishQuest( getId(), result.getResult( 1 ) );
}
}
};
EXPOSE_SCRIPT( GaiUsa302 );

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// This is an automatically generated C++ script template
// Content needs to be added by hand to make it function
// In order for this script to be loaded, move it to the correct folder in <root>/scripts/
#include "Manager/EventMgr.h"
#include <Actor/Player.h>
#include <ScriptObject.h>
#include <Service.h>
// Quest Script: GaiUsa305_00737
// Quest Name: Like Fine Wine
// Quest ID: 66273
// Start NPC: 1006193
// End NPC: 1000590
using namespace Sapphire;
class GaiUsa305 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// UI8AL
// UI8BH
/// Countable Num: 0 Seq: 255 Event: 1 Listener: 1000590
// Steps in this quest ( 0 is before accepting,
// 1 is first, 255 means ready for turning it in
enum Sequence : uint8_t
{
Seq0 = 0,
SeqFinish = 255,
};
// Entities found in the script data of the quest
static constexpr auto Actor0 = 1006193;//Teteroon
static constexpr auto Actor1 = 1000590;//Buscarron
static constexpr auto Item0 = 2000594;//UI8BH
public:
GaiUsa305() : Sapphire::ScriptAPI::QuestScript( 66273 ){};
~GaiUsa305() = default;
//////////////////////////////////////////////////////////////////////
// Event Handlers
void onTalk( World::Quest& quest, Entity::Player& player, uint64_t actorId ) override
{
switch( actorId )
{
case Actor0:
{
if( quest.getSeq() == Seq0 )
Scene00000( quest, player );
break;
}
case Actor1:
{
if( quest.getSeq() == SeqFinish )
Scene00002( quest, player );
break;
}
}
}
private:
//////////////////////////////////////////////////////////////////////
// Available Scenes in this quest, not necessarly all are used
//////////////////////////////////////////////////////////////////////
void Scene00000( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 0, NONE, bindSceneReturn( &GaiUsa305::Scene00000Return ) );
}
void Scene00000Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )// accept quest
{
Scene00001( quest, player );
}
}
//////////////////////////////////////////////////////////////////////
void Scene00001( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 1, NONE, bindSceneReturn( &GaiUsa305::Scene00001Return ) );
}
void Scene00001Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setUI8BH( 1 );
quest.setSeq( SeqFinish );
}
//////////////////////////////////////////////////////////////////////
void Scene00002( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 2, NONE, bindSceneReturn( &GaiUsa305::Scene00002Return ) );
}
void Scene00002Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
Scene00003( quest, player );
}
//////////////////////////////////////////////////////////////////////
void Scene00003( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 3, NONE, bindSceneReturn( &GaiUsa305::Scene00003Return ) );
}
void Scene00003Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
player.finishQuest( getId(), result.getResult(1) );
}
}
};
EXPOSE_SCRIPT( GaiUsa305 );

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// This is an automatically generated C++ script template
// Content needs to be added by hand to make it function
// In order for this script to be loaded, move it to the correct folder in <root>/scripts/
#include "Manager/EventMgr.h"
#include <Actor/Player.h>
#include <ScriptObject.h>
#include <Service.h>
#include "Actor/BNpc.h"
#include "Manager/TerritoryMgr.h"
#include "Territory/Territory.h"
// Quest Script: GaiUsa306_00738
// Quest Name: Sylphish Concerns
// Quest ID: 66274
// Start NPC: 1000590
// End NPC: 1000590
using namespace Sapphire;
class GaiUsa306 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// BitFlag8
// UI8AH
// UI8AL
// UI8BH
// UI8BL
/// Countable Num: 0 Seq: 1 Event: 1 Listener: 2001949
/// Countable Num: 0 Seq: 255 Event: 5 Listener: 55
// Steps in this quest ( 0 is before accepting,
// 1 is first, 255 means ready for turning it in
enum Sequence : uint8_t
{
Seq0 = 0,
Seq1 = 1,
SeqFinish = 255,
};
// Entities found in the script data of the quest
static constexpr auto Actor0 = 1000590;//Buscarron
static constexpr auto Enemy0 = 4278548;
static constexpr auto Enemy1 = 4278551;
static constexpr auto Enemy2 = 4278555;
static constexpr auto Eobject0 = 2001949;//Destination (Northern-most)
static constexpr auto Eobject1 = 2001950;//Destination (Eastern-most)
static constexpr auto Eobject2 = 2001951;//Destination (Southern-most)
static constexpr auto Eobject3 = 2001952;//Destination (Between Eastern and the rest)
static constexpr auto Eobject4 = 2001953;//Destination (Between northern and southern)
static constexpr auto EventActionSearch = 1;
static constexpr auto EventActionWaiting2Middle = 12;
public:
GaiUsa306() : Sapphire::ScriptAPI::QuestScript( 66274 ){};
~GaiUsa306() = default;
//////////////////////////////////////////////////////////////////////
// Event Handlers
void onTalk( World::Quest& quest, Entity::Player& player, uint64_t actorId ) override
{
switch( actorId )
{
case Actor0:
{
if( quest.getSeq() == Seq0 )
Scene00000( quest, player );
else if( quest.getSeq() == SeqFinish )
Scene00012( quest, player );
break;
}
case Eobject0:
{
eventMgr().eventActionStart(
player, getId(), EventActionWaiting2Middle,
[ & ]( Entity::Player& player, uint32_t eventId, uint64_t additional ) {
Scene00003( quest, player );
},
nullptr, 0 );
break;
}
case Eobject1:
{
eventMgr().eventActionStart(
player, getId(), EventActionWaiting2Middle,
[ & ]( Entity::Player& player, uint32_t eventId, uint64_t additional ) {
Scene00005( quest, player );
},
nullptr, 0 );
break;
}
case Eobject2:
{
eventMgr().eventActionStart(
player, getId(), EventActionWaiting2Middle,
[ & ]( Entity::Player& player, uint32_t eventId, uint64_t additional ) {
Scene00007( quest, player );
},
nullptr, 0 );
break;
}
case Eobject3:
{
eventMgr().eventActionStart(
player, getId(), EventActionWaiting2Middle,
[ & ]( Entity::Player& player, uint32_t eventId, uint64_t additional ) {
Scene00009( quest, player );
},
nullptr, 0 );
break;
}
case Eobject4:
{
eventMgr().eventActionStart(
player, getId(), EventActionWaiting2Middle,
[ & ]( Entity::Player& player, uint32_t eventId, uint64_t additional ) {
Scene00011( quest, player );
},
nullptr, 0 );
break;
}
}
}
void onBNpcKill( World::Quest& quest, uint16_t nameId, uint32_t entityId, Entity::Player& player ) override
{
switch( entityId )
{
case Enemy0:
{
break;
}
case Enemy1:
{
break;
}
case Enemy2:
{
break;
}
}
}
private:
void checkQuestCompletion( World::Quest& quest, Entity::Player& player )
{
eventMgr().sendEventNotice( player, getId(), 0, 2, quest.getUI8AH(), 5 );
if( quest.getUI8AH() >= 5 )
{
quest.setSeq( SeqFinish );
}
}
//////////////////////////////////////////////////////////////////////
// Available Scenes in this quest, not necessarly all are used
//////////////////////////////////////////////////////////////////////
void Scene00000( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 0, HIDE_HOTBAR, bindSceneReturn( &GaiUsa306::Scene00000Return ) );
}
void Scene00000Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )// accept quest
{
Scene00001( quest, player );
}
}
//////////////////////////////////////////////////////////////////////
void Scene00001( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 1, HIDE_HOTBAR, bindSceneReturn( &GaiUsa306::Scene00001Return ) );
}
void Scene00001Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setSeq( Seq1 );
}
//////////////////////////////////////////////////////////////////////
void Scene00002( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 2, HIDE_HOTBAR, bindSceneReturn( &GaiUsa306::Scene00002Return ) );
}
void Scene00002Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00003( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 3, HIDE_HOTBAR, bindSceneReturn( &GaiUsa306::Scene00003Return ) );
}
void Scene00003Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setBitFlag8( 1, true );
quest.setUI8AH( quest.getUI8AH() + 1 );
checkQuestCompletion( quest, player );
auto instance = teriMgr().getTerritoryByGuId( player.getTerritoryId() );
auto enemy0 = instance->createBNpcFromInstanceId( Enemy0, 413 /*TODO: Find the right value*/, Common::BNpcType::Enemy, player.getId() );
enemy0->hateListAdd( player.getAsPlayer(), 1 );
}
//////////////////////////////////////////////////////////////////////
void Scene00004( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 4, HIDE_HOTBAR, bindSceneReturn( &GaiUsa306::Scene00004Return ) );
}
void Scene00004Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00005( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 5, HIDE_HOTBAR, bindSceneReturn( &GaiUsa306::Scene00005Return ) );
}
void Scene00005Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setBitFlag8( 2, true );
quest.setUI8AH( quest.getUI8AH() + 1 );
checkQuestCompletion( quest, player );
auto instance = teriMgr().getTerritoryByGuId( player.getTerritoryId() );
auto enemy1 = instance->createBNpcFromInstanceId( Enemy1, 413 /*TODO: Find the right value*/, Common::BNpcType::Enemy, player.getId() );
auto enemy2 = instance->createBNpcFromInstanceId( Enemy2, 413 /*TODO: Find the right value*/, Common::BNpcType::Enemy, player.getId() );
enemy1->hateListAdd( player.getAsPlayer(), 1 );
enemy2->hateListAdd( player.getAsPlayer(), 1 );
}
//////////////////////////////////////////////////////////////////////
void Scene00006( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 6, HIDE_HOTBAR, bindSceneReturn( &GaiUsa306::Scene00006Return ) );
}
void Scene00006Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00007( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 7, HIDE_HOTBAR, bindSceneReturn( &GaiUsa306::Scene00007Return ) );
}
void Scene00007Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setBitFlag8( 3, true );
quest.setUI8AH( quest.getUI8AH() + 1 );
checkQuestCompletion( quest, player );
}
//////////////////////////////////////////////////////////////////////
void Scene00008( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 8, HIDE_HOTBAR, bindSceneReturn( &GaiUsa306::Scene00008Return ) );
}
void Scene00008Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00009( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 9, HIDE_HOTBAR, bindSceneReturn( &GaiUsa306::Scene00009Return ) );
}
void Scene00009Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setBitFlag8( 4, true );
quest.setUI8AH( quest.getUI8AH() + 1 );
checkQuestCompletion( quest, player );
}
//////////////////////////////////////////////////////////////////////
void Scene00010( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 10, HIDE_HOTBAR, bindSceneReturn( &GaiUsa306::Scene00010Return ) );
}
void Scene00010Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00011( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 11, HIDE_HOTBAR, bindSceneReturn( &GaiUsa306::Scene00011Return ) );
}
void Scene00011Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setBitFlag8( 5, true );
quest.setUI8AH( quest.getUI8AH() + 1 );
checkQuestCompletion( quest, player );
}
//////////////////////////////////////////////////////////////////////
void Scene00012( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 12, HIDE_HOTBAR, bindSceneReturn( &GaiUsa306::Scene00012Return ) );
}
void Scene00012Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
player.finishQuest( getId(), result.getResult( 1 ) );
}
}
};
EXPOSE_SCRIPT( GaiUsa306 );

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// This is an automatically generated C++ script template
// Content needs to be added by hand to make it function
// In order for this script to be loaded, move it to the correct folder in <root>/scripts/
#include "Manager/EventMgr.h"
#include <Actor/Player.h>
#include <ScriptObject.h>
#include <Service.h>
#include "Actor/BNpc.h"
#include "Manager/TerritoryMgr.h"
#include "Territory/Territory.h"
// Quest Script: GaiUsa308_00740
// Quest Name: Nouveau Riche
// Quest ID: 66276
// Start NPC: 1000590
// End NPC: 1000590
using namespace Sapphire;
class GaiUsa308 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// BitFlag8
// UI8AH
// UI8AL
/// Countable Num: 0 Seq: 1 Event: 1 Listener: 1006199
/// Countable Num: 0 Seq: 2 Event: 1 Listener: 1006200
/// Countable Num: 0 Seq: 3 Event: 1 Listener: 2001651
/// Countable Num: 0 Seq: 4 Event: 1 Listener: 2001652
/// Countable Num: 0 Seq: 5 Event: 1 Listener: 2001653
/// Countable Num: 0 Seq: 6 Event: 1 Listener: 2001654
/// Countable Num: 0 Seq: 255 Event: 1 Listener: 1006201
// Steps in this quest ( 0 is before accepting,
// 1 is first, 255 means ready for turning it in
enum Sequence : uint8_t
{
Seq0 = 0,
Seq1 = 1,
Seq2 = 2,
Seq3 = 3,
Seq4 = 4,
Seq5 = 5,
Seq6 = 6,
SeqFinish = 255,
};
// Entities found in the script data of the quest
static constexpr auto Actor0 = 1000590;//Buscarron
static constexpr auto Actor1 = 1006199;//Laurentius (Seq1)
static constexpr auto Actor2 = 1006200;//Laurentius (Seq2)
static constexpr auto Actor3 = 1006201;//Laurentius (Seq3/Seq4)
static constexpr auto Actor4 = 1006202;//Laurentuis (Seq5)
static constexpr auto Actor5 = 1006203;//Laurentuis (Seq6)
static constexpr auto Enemy0 = 4293402;
static constexpr auto Eobject0 = 2001651;
static constexpr auto Eobject1 = 2001652;
static constexpr auto Eobject2 = 2001653;
static constexpr auto Eobject3 = 2001654;
static constexpr auto Eobject4 = 2001954;
static constexpr auto Eobject5 = 2002271;
static constexpr auto EventActionSearch = 1;
static constexpr auto Questbattle0 = 13;
static constexpr auto Seq0Actor0Lq = 90;
static constexpr auto Territorytype0 = 232;
public:
GaiUsa308() : Sapphire::ScriptAPI::QuestScript( 66276 ){};
~GaiUsa308() = default;
//////////////////////////////////////////////////////////////////////
// Event Handlers
void onTalk( World::Quest& quest, Entity::Player& player, uint64_t actorId ) override
{
switch( actorId )
{
case Actor0:
{
if( quest.getSeq() == Seq0 )
Scene00000( quest, player );
else if( quest.getSeq() == SeqFinish )
Scene00032( quest, player );
break;
}
case Actor1:
{
if( quest.getSeq() == Seq1 )
Scene00002( quest, player );
break;
}
case Actor2:
{
if( quest.getSeq() == Seq2 )
Scene00003( quest, player );
break;
}
case Actor3:
{
if( quest.getSeq() == Seq3 )
Scene00012( quest, player );
else if( quest.getSeq() == Seq4 )
Scene00023( quest, player );
break;
}
case Actor4:
{
if( quest.getSeq() == Seq5 )
Scene00026( quest, player );
break;
}
case Actor5:
{
if( quest.getSeq() == Seq6 )
{
playerMgr().sendUrgent( player, "QuestBattle unimplemented, skipping..." );
quest.setSeq( SeqFinish );
}
//Scene00029( quest, player );
break;
}
}
}
void onBNpcKill( World::Quest& quest, uint16_t nameId, uint32_t entityId, Entity::Player& player ) override
{
switch( entityId )
{
case Enemy0:
{
eventMgr().sendEventNotice( player, getId(), 2, 0 );
quest.setSeq( Seq4 );
break;
}
}
}
private:
//////////////////////////////////////////////////////////////////////
// Available Scenes in this quest, not necessarly all are used
//////////////////////////////////////////////////////////////////////
void Scene00000( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 0, HIDE_HOTBAR, bindSceneReturn( &GaiUsa308::Scene00000Return ) );
}
void Scene00000Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )// accept quest
{
Scene00090( quest, player );
}
}
//////////////////////////////////////////////////////////////////////
void Scene00002( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 2, HIDE_HOTBAR, bindSceneReturn( &GaiUsa308::Scene00002Return ) );
}
void Scene00002Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
eventMgr().sendEventNotice( player, getId(), 0, 0 );
quest.setSeq( Seq2 );
}
//////////////////////////////////////////////////////////////////////
void Scene00003( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 3, HIDE_HOTBAR, bindSceneReturn( &GaiUsa308::Scene00003Return ) );
}
void Scene00003Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
eventMgr().sendEventNotice( player, getId(), 1, 0 );
quest.setSeq( Seq3 );
}
//////////////////////////////////////////////////////////////////////
void Scene00004( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 4, HIDE_HOTBAR, bindSceneReturn( &GaiUsa308::Scene00004Return ) );
}
void Scene00004Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00005( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 5, HIDE_HOTBAR, bindSceneReturn( &GaiUsa308::Scene00005Return ) );
}
void Scene00005Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00006( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 6, HIDE_HOTBAR, bindSceneReturn( &GaiUsa308::Scene00006Return ) );
}
void Scene00006Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00007( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 7, HIDE_HOTBAR, bindSceneReturn( &GaiUsa308::Scene00007Return ) );
}
void Scene00007Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00008( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 8, HIDE_HOTBAR, bindSceneReturn( &GaiUsa308::Scene00008Return ) );
}
void Scene00008Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00009( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 9, HIDE_HOTBAR, bindSceneReturn( &GaiUsa308::Scene00009Return ) );
}
void Scene00009Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00010( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 10, HIDE_HOTBAR, bindSceneReturn( &GaiUsa308::Scene00010Return ) );
}
void Scene00010Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00011( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 11, HIDE_HOTBAR, bindSceneReturn( &GaiUsa308::Scene00011Return ) );
}
void Scene00011Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00012( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 12, HIDE_HOTBAR, bindSceneReturn( &GaiUsa308::Scene00012Return ) );
}
void Scene00012Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
auto instance = teriMgr().getTerritoryByGuId( player.getTerritoryId() );
auto enemySpawned = instance->getActiveBNpcByInstanceIdAndTriggerOwner( Enemy0, player.getId() );
if( !enemySpawned )
{
auto enemy = instance->createBNpcFromInstanceId( Enemy0, 413 /*TODO: Find the right value*/, Common::BNpcType::Enemy, player.getId() );
enemy->hateListAdd( player.getAsPlayer(), 1 );
}
}
//////////////////////////////////////////////////////////////////////
void Scene00013( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 13, HIDE_HOTBAR, bindSceneReturn( &GaiUsa308::Scene00013Return ) );
}
void Scene00013Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00014( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 14, HIDE_HOTBAR, bindSceneReturn( &GaiUsa308::Scene00014Return ) );
}
void Scene00014Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00015( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 15, HIDE_HOTBAR, bindSceneReturn( &GaiUsa308::Scene00015Return ) );
}
void Scene00015Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00016( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 16, HIDE_HOTBAR, bindSceneReturn( &GaiUsa308::Scene00016Return ) );
}
void Scene00016Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00017( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 17, HIDE_HOTBAR, bindSceneReturn( &GaiUsa308::Scene00017Return ) );
}
void Scene00017Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00018( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 18, HIDE_HOTBAR, bindSceneReturn( &GaiUsa308::Scene00018Return ) );
}
void Scene00018Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00019( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 19, HIDE_HOTBAR, bindSceneReturn( &GaiUsa308::Scene00019Return ) );
}
void Scene00019Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00020( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 20, HIDE_HOTBAR, bindSceneReturn( &GaiUsa308::Scene00020Return ) );
}
void Scene00020Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00021( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 21, HIDE_HOTBAR, bindSceneReturn( &GaiUsa308::Scene00021Return ) );
}
void Scene00021Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00022( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 22, HIDE_HOTBAR, bindSceneReturn( &GaiUsa308::Scene00022Return ) );
}
void Scene00022Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00023( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 23, HIDE_HOTBAR, bindSceneReturn( &GaiUsa308::Scene00023Return ) );
}
void Scene00023Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
eventMgr().sendEventNotice( player, getId(), 3, 0 );
quest.setSeq( Seq5 );
}
//////////////////////////////////////////////////////////////////////
void Scene00024( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 24, HIDE_HOTBAR, bindSceneReturn( &GaiUsa308::Scene00024Return ) );
}
void Scene00024Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00025( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 25, HIDE_HOTBAR, bindSceneReturn( &GaiUsa308::Scene00025Return ) );
}
void Scene00025Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00026( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 26, HIDE_HOTBAR, bindSceneReturn( &GaiUsa308::Scene00026Return ) );
}
void Scene00026Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
eventMgr().sendEventNotice( player, getId(), 4, 0 );
quest.setSeq( Seq6 );
}
//////////////////////////////////////////////////////////////////////
void Scene00027( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 27, HIDE_HOTBAR, bindSceneReturn( &GaiUsa308::Scene00027Return ) );
}
void Scene00027Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00028( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 28, HIDE_HOTBAR, bindSceneReturn( &GaiUsa308::Scene00028Return ) );
}
void Scene00028Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00029( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 29, HIDE_HOTBAR, bindSceneReturn( &GaiUsa308::Scene00029Return ) );
}
void Scene00029Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
auto& pTeriMgr = Common::Service< Sapphire::World::Manager::TerritoryMgr >::ref();
eventMgr().eventFinish( player, result.eventId, 0 );
pTeriMgr.createAndJoinQuestBattle( player, Questbattle0 );
}
}
//////////////////////////////////////////////////////////////////////
void Scene00030( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 30, HIDE_HOTBAR, bindSceneReturn( &GaiUsa308::Scene00030Return ) );
}
void Scene00030Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00031( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 31, HIDE_HOTBAR, bindSceneReturn( &GaiUsa308::Scene00031Return ) );
}
void Scene00031Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00032( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 32, HIDE_HOTBAR, bindSceneReturn( &GaiUsa308::Scene00032Return ) );
}
void Scene00032Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
player.finishQuest( getId(), result.getResult(1) );
}
}
//////////////////////////////////////////////////////////////////////
void Scene00090( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 90, FADE_OUT | CONDITION_CUTSCENE | HIDE_UI, bindSceneReturn( &GaiUsa308::Scene00090Return ) );
}
void Scene00090Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setSeq( Seq1 );
}
};
EXPOSE_SCRIPT( GaiUsa308 );

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@ -0,0 +1,251 @@
// This is an automatically generated C++ script template
// Content needs to be added by hand to make it function
// In order for this script to be loaded, move it to the correct folder in <root>/scripts/
#include "Manager/EventMgr.h"
#include <Actor/Player.h>
#include <ScriptObject.h>
#include <Service.h>
// Quest Script: GaiUsa402_00744
// Quest Name: Believe in Your Sylph
// Quest ID: 66280
// Start NPC: 1000580
// End NPC: 1000168
using namespace Sapphire;
class GaiUsa402 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// BitFlag8
// UI8AL
// UI8BH
/// Countable Num: 0 Seq: 1 Event: 1 Listener: 5010000
/// Countable Num: 0 Seq: 255 Event: 2 Listener: 5010000
// Steps in this quest ( 0 is before accepting,
// 1 is first, 255 means ready for turning it in
enum Sequence : uint8_t
{
Seq0 = 0,
Seq1 = 1,
SeqFinish = 255,
};
// Entities found in the script data of the quest
static constexpr auto Actor0 = 1000580;//Komuxio
static constexpr auto Actor1 = 5010000;
static constexpr auto Actor2 = 1007651;
static constexpr auto Actor3 = 1007652;
static constexpr auto Actor4 = 1007653;
static constexpr auto Actor5 = 1000168;//Vorsaie Heuloix
static constexpr auto CutEvent = 242;
static constexpr auto Eobject0 = 2001957;
static constexpr auto Eventrange0 = 4323294;
static constexpr auto Item0 = 2000596;
static constexpr auto LocPosCam1 = 4334898;
static constexpr auto EmoteLookout = 22;
public:
GaiUsa402() : Sapphire::ScriptAPI::QuestScript( 66280 ){};
~GaiUsa402() = default;
//////////////////////////////////////////////////////////////////////
// Event Handlers
void onTalk( World::Quest& quest, Entity::Player& player, uint64_t actorId ) override
{
switch( actorId )
{
case Actor0:
{
if( quest.getSeq() == Seq0 )
Scene00000( quest, player );
break;
}
case Actor1:
{
break;
}
case Actor2:
{
break;
}
case Actor3:
{
break;
}
case Actor4:
{
break;
}
case Actor5:
{
if( quest.getSeq() == SeqFinish )
Scene00007( quest, player );
break;
}
}
}
void onEmote( World::Quest& quest, uint64_t actorId, uint32_t emoteId, Entity::Player& player ) override
{
if( quest.getSeq() == Seq1 && emoteId == EmoteLookout )
Scene00003( quest, player );
}
private:
//////////////////////////////////////////////////////////////////////
// Available Scenes in this quest, not necessarly all are used
//////////////////////////////////////////////////////////////////////
void Scene00000( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 0, HIDE_HOTBAR, bindSceneReturn( &GaiUsa402::Scene00000Return ) );
}
void Scene00000Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )// accept quest
{
Scene00001( quest, player );
}
}
//////////////////////////////////////////////////////////////////////
void Scene00001( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 1, FADE_OUT | CONDITION_CUTSCENE | HIDE_UI, bindSceneReturn( &GaiUsa402::Scene00001Return ) );
}
void Scene00001Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setSeq( Seq1 );
quest.setUI8BH( 1 );
}
//////////////////////////////////////////////////////////////////////
void Scene00002( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 2, HIDE_HOTBAR, bindSceneReturn( &GaiUsa402::Scene00002Return ) );
}
void Scene00002Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00003( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 3, FADE_OUT | CONDITION_CUTSCENE | HIDE_UI, bindSceneReturn( &GaiUsa402::Scene00003Return ) );
}
void Scene00003Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
eventMgr().sendEventNotice( player, getId(), 0, 0 );
quest.setSeq( SeqFinish );
}
//////////////////////////////////////////////////////////////////////
void Scene00004( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 4, HIDE_HOTBAR, bindSceneReturn( &GaiUsa402::Scene00004Return ) );
}
void Scene00004Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00005( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 5, HIDE_HOTBAR, bindSceneReturn( &GaiUsa402::Scene00005Return ) );
}
void Scene00005Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00006( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 6, HIDE_HOTBAR, bindSceneReturn( &GaiUsa402::Scene00006Return ) );
}
void Scene00006Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00007( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 7, HIDE_HOTBAR, bindSceneReturn( &GaiUsa402::Scene00007Return ) );
}
void Scene00007Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
Scene00008( quest, player );
}
//////////////////////////////////////////////////////////////////////
void Scene00008( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 8, HIDE_HOTBAR, bindSceneReturn( &GaiUsa402::Scene00008Return ) );
}
void Scene00008Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
player.finishQuest( getId() );
}
}
//////////////////////////////////////////////////////////////////////
void Scene00009( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 9, HIDE_HOTBAR, bindSceneReturn( &GaiUsa402::Scene00009Return ) );
}
void Scene00009Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00010( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 10, HIDE_HOTBAR, bindSceneReturn( &GaiUsa402::Scene00010Return ) );
}
void Scene00010Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00011( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 11, HIDE_HOTBAR, bindSceneReturn( &GaiUsa402::Scene00011Return ) );
}
void Scene00011Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
};
EXPOSE_SCRIPT( GaiUsa402 );

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@ -0,0 +1,127 @@
// This is an automatically generated C++ script template
// Content needs to be added by hand to make it function
// In order for this script to be loaded, move it to the correct folder in <root>/scripts/
#include "Manager/EventMgr.h"
#include <Actor/Player.h>
#include <ScriptObject.h>
#include <Service.h>
// Quest Script: GaiUsa401_00743
// Quest Name: A Simple Gift
// Quest ID: 66279
// Start NPC: 1000590
// End NPC: 1000576
using namespace Sapphire;
class GaiUsa401 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// UI8AL
// UI8BH
/// Countable Num: 0 Seq: 255 Event: 1 Listener: 1000576
// Steps in this quest ( 0 is before accepting,
// 1 is first, 255 means ready for turning it in
enum Sequence : uint8_t
{
Seq0 = 0,
SeqFinish = 255,
};
// Entities found in the script data of the quest
static constexpr auto Actor0 = 1000590;//Buscarron
static constexpr auto Actor1 = 1000576;//Knolexia
static constexpr auto Item0 = 2000595;//UI8BH
public:
GaiUsa401() : Sapphire::ScriptAPI::QuestScript( 66279 ){};
~GaiUsa401() = default;
//////////////////////////////////////////////////////////////////////
// Event Handlers
void onTalk( World::Quest& quest, Entity::Player& player, uint64_t actorId ) override
{
switch( actorId )
{
case Actor0:
{
if( quest.getSeq() == Seq0 )
Scene00000( quest, player );
break;
}
case Actor1:
{
if( quest.getSeq() == SeqFinish )
Scene00002( quest, player );
break;
}
}
}
private:
//////////////////////////////////////////////////////////////////////
// Available Scenes in this quest, not necessarly all are used
//////////////////////////////////////////////////////////////////////
void Scene00000( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 0, HIDE_HOTBAR, bindSceneReturn( &GaiUsa401::Scene00000Return ) );
}
void Scene00000Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )// accept quest
{
Scene00001( quest, player );
}
}
//////////////////////////////////////////////////////////////////////
void Scene00001( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 1, HIDE_HOTBAR, bindSceneReturn( &GaiUsa401::Scene00001Return ) );
}
void Scene00001Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setUI8BH( 1 );
quest.setSeq( SeqFinish );
}
//////////////////////////////////////////////////////////////////////
void Scene00002( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 2, HIDE_HOTBAR, bindSceneReturn( &GaiUsa401::Scene00002Return ) );
}
void Scene00002Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
Scene00003( quest, player );
}
//////////////////////////////////////////////////////////////////////
void Scene00003( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 3, HIDE_HOTBAR, bindSceneReturn( &GaiUsa401::Scene00003Return ) );
}
void Scene00003Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
player.finishQuest( getId() );
}
}
};
EXPOSE_SCRIPT( GaiUsa401 );

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@ -0,0 +1,346 @@
// This is an automatically generated C++ script template
// Content needs to be added by hand to make it function
// In order for this script to be loaded, move it to the correct folder in <root>/scripts/
#include "Manager/EventMgr.h"
#include <Actor/Player.h>
#include <ScriptObject.h>
#include <Service.h>
#include "Actor/BNpc.h"
#include "Manager/TerritoryMgr.h"
#include "Territory/Territory.h"
// Quest Script: GaiUsa002_00708
// Quest Name: We Come in Peace
// Quest ID: 66244
// Start NPC: 1000168
// End NPC: 1006188
using namespace Sapphire;
class GaiUsa002 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// BitFlag8
// UI8AH
// UI8AL
// UI8BH
// UI8BL
/// Countable Num: 0 Seq: 1 Event: 1 Listener: 1000257
/// Countable Num: 0 Seq: 2 Event: 1 Listener: 1000766
/// Countable Num: 0 Seq: 3 Event: 1 Listener: 2002610
/// Countable Num: 0 Seq: 4 Event: 5 Listener: 57
/// Countable Num: 0 Seq: 255 Event: 1 Listener: 2002611
// Steps in this quest ( 0 is before accepting,
// 1 is first, 255 means ready for turning it in
enum Sequence : uint8_t
{
Seq0 = 0,
Seq1 = 1,
Seq2 = 2,
Seq3 = 3,
Seq4 = 4,
SeqFinish = 255,
};
// Entities found in the script data of the quest
static constexpr auto Actor0 = 1000168;//Vorsaile Heuloix
static constexpr auto Actor1 = 1000257;//Mitainie
static constexpr auto Actor2 = 1000766;//Rosa Hawthorne
static constexpr auto Actor3 = 1006188;//Amelain
static constexpr auto Enemy0 = 4269923;
static constexpr auto Enemy1 = 4269925;
static constexpr auto Enemy2 = 4269926;
static constexpr auto Eobject0 = 2002610;//Beehive (Southern-most)
static constexpr auto Eobject1 = 2002611;//Beehive (North-western)
static constexpr auto Eobject2 = 2002612;//Beehive (North-eastern)
static constexpr auto EventActionSearch = 1;
static constexpr auto EventActionWaitingShor = 11;
static constexpr auto Item0 = 2000826;
static constexpr auto LocActor0 = 1002275;
static constexpr auto LocActor1 = 1002276;
static constexpr auto Seq0Actor0Lq = 90;
public:
GaiUsa002() : Sapphire::ScriptAPI::QuestScript( 66244 ){};
~GaiUsa002() = default;
//////////////////////////////////////////////////////////////////////
// Event Handlers
void onTalk( World::Quest& quest, Entity::Player& player, uint64_t actorId ) override
{
switch( actorId )
{
case Actor0:
{
if( quest.getSeq() == Seq0 )
Scene00000( quest, player );
break;
}
case Actor1:
{
if( quest.getSeq() == Seq1 )
Scene00002( quest, player );
break;
}
case Actor2:
{
if( quest.getSeq() == Seq2 )
Scene00003( quest, player );
else if( quest.getSeq() == Seq4 )
Scene00010( quest, player );
break;
}
case Actor3:
{
if( quest.getSeq() == SeqFinish )
Scene00011( quest, player );
break;
}
case Eobject0:
{
eventMgr().eventActionStart(
player, getId(), EventActionSearch,
[ & ]( Entity::Player& player, uint32_t eventId, uint64_t additional ) {
Scene00005( quest, player );
},
nullptr, 0 );
break;
}
case Eobject1:
{
eventMgr().eventActionStart(
player, getId(), EventActionSearch,
[ & ]( Entity::Player& player, uint32_t eventId, uint64_t additional ) {
Scene00007( quest, player );
},
nullptr, 0 );
break;
}
case Eobject2:
{
eventMgr().eventActionStart(
player, getId(), EventActionSearch,
[ & ]( Entity::Player& player, uint32_t eventId, uint64_t additional ) {
Scene00009( quest, player );
},
nullptr, 0 );
break;
}
}
}
void onBNpcKill( World::Quest& quest, uint16_t nameId, uint32_t entityId, Entity::Player& player ) override
{
switch( entityId )
{
case Enemy0:
{
quest.setUI8AH( quest.getUI8AH() + 1 );
checkQuestCompletion( quest, player );
break;
}
case Enemy1:
{
quest.setUI8AH( quest.getUI8AH() + 1 );
checkQuestCompletion( quest, player );
break;
}
case Enemy2:
{
quest.setUI8AH( quest.getUI8AH() + 1 );
checkQuestCompletion( quest, player );
break;
}
}
}
private:
void checkQuestCompletion( World::Quest& quest, Entity::Player& player )
{
eventMgr().sendEventNotice( player, getId(), 2, 2, quest.getUI8AH(), 3 );
if( quest.getUI8AH() >= 3 )
{
quest.setSeq( Seq4 );
}
}
//////////////////////////////////////////////////////////////////////
// Available Scenes in this quest, not necessarly all are used
//////////////////////////////////////////////////////////////////////
void Scene00000( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 0, HIDE_HOTBAR, bindSceneReturn( &GaiUsa002::Scene00000Return ) );
}
void Scene00000Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )// accept quest
{
Scene00090( quest, player );
}
}
//////////////////////////////////////////////////////////////////////
void Scene00002( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 2, HIDE_HOTBAR, bindSceneReturn( &GaiUsa002::Scene00002Return ) );
}
void Scene00002Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
eventMgr().sendEventNotice( player, getId(), 0, 0 );
quest.setSeq( Seq2 );
}
//////////////////////////////////////////////////////////////////////
void Scene00003( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 3, HIDE_HOTBAR, bindSceneReturn( &GaiUsa002::Scene00003Return ) );
}
void Scene00003Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
eventMgr().sendEventNotice( player, getId(), 1, 0 );
quest.setSeq( Seq3 );
}
//////////////////////////////////////////////////////////////////////
void Scene00004( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 4, HIDE_HOTBAR, bindSceneReturn( &GaiUsa002::Scene00004Return ) );
}
void Scene00004Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00005( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 5, HIDE_HOTBAR, bindSceneReturn( &GaiUsa002::Scene00005Return ) );
}
void Scene00005Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setBitFlag8( 1, true );
auto instance = teriMgr().getTerritoryByGuId( player.getTerritoryId() );
auto enemy = instance->createBNpcFromInstanceId( Enemy0, 413 /*TODO: Find the right value*/, Common::BNpcType::Enemy, player.getId() );
enemy->hateListAddDelayed( player.getAsPlayer(), 1 );
}
//////////////////////////////////////////////////////////////////////
void Scene00006( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 6, HIDE_HOTBAR, bindSceneReturn( &GaiUsa002::Scene00006Return ) );
}
void Scene00006Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00007( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 7, HIDE_HOTBAR, bindSceneReturn( &GaiUsa002::Scene00007Return ) );
}
void Scene00007Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setBitFlag8( 2, true );
auto instance = teriMgr().getTerritoryByGuId( player.getTerritoryId() );
auto enemy = instance->createBNpcFromInstanceId( Enemy1, 413 /*TODO: Find the right value*/, Common::BNpcType::Enemy, player.getId() );
enemy->hateListAddDelayed( player.getAsPlayer(), 1 );
}
//////////////////////////////////////////////////////////////////////
void Scene00008( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 8, HIDE_HOTBAR, bindSceneReturn( &GaiUsa002::Scene00008Return ) );
}
void Scene00008Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00009( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 9, HIDE_HOTBAR, bindSceneReturn( &GaiUsa002::Scene00009Return ) );
}
void Scene00009Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setBitFlag8( 3, true );
auto instance = teriMgr().getTerritoryByGuId( player.getTerritoryId() );
auto enemy = instance->createBNpcFromInstanceId( Enemy2, 413 /*TODO: Find the right value*/, Common::BNpcType::Enemy, player.getId() );
enemy->hateListAddDelayed( player.getAsPlayer(), 1 );
}
//////////////////////////////////////////////////////////////////////
void Scene00010( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 10, HIDE_HOTBAR, bindSceneReturn( &GaiUsa002::Scene00010Return ) );
}
void Scene00010Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setUI8BH( 1 );
quest.setSeq( SeqFinish );
}
//////////////////////////////////////////////////////////////////////
void Scene00011( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 11, HIDE_HOTBAR, bindSceneReturn( &GaiUsa002::Scene00011Return ) );
}
void Scene00011Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
Scene00012( quest, player );
}
//////////////////////////////////////////////////////////////////////
void Scene00012( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 12, HIDE_HOTBAR, bindSceneReturn( &GaiUsa002::Scene00012Return ) );
}
void Scene00012Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
player.finishQuest( getId() );
}
}
//////////////////////////////////////////////////////////////////////
void Scene00090( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 90, FADE_OUT | CONDITION_CUTSCENE | HIDE_UI, bindSceneReturn( &GaiUsa002::Scene00090Return ) );
}
void Scene00090Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setSeq( Seq1 );
}
};
EXPOSE_SCRIPT( GaiUsa002 );

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// This is an automatically generated C++ script template
// Content needs to be added by hand to make it function
// In order for this script to be loaded, move it to the correct folder in <root>/scripts/
#include "Manager/EventMgr.h"
#include <Actor/Player.h>
#include <ScriptObject.h>
#include <Service.h>
// Quest Script: GaiUsa404_00746
// Quest Name: Back from the Wood
// Quest ID: 66282
// Start NPC: 1000168
// End NPC: 1006688
using namespace Sapphire;
class GaiUsa404 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// UI8AL
/// Countable Num: 0 Seq: 1 Event: 1 Listener: 1003785
/// Countable Num: 0 Seq: 2 Event: 15 Listener: 5020000
/// Countable Num: 0 Seq: 255 Event: 1 Listener: 1006688
// Steps in this quest ( 0 is before accepting,
// 1 is first, 255 means ready for turning it in
enum Sequence : uint8_t
{
Seq0 = 0,
Seq1 = 1,
Seq2 = 2,
SeqFinish = 255,
};
// Entities found in the script data of the quest
static constexpr auto Actor0 = 1000168;//Vorsaie Heuloix
static constexpr auto Actor1 = 1003785;//Tataru
static constexpr auto Actor2 = 1006688;//Minfilia
static constexpr auto CutGaiusa40410 = 96;
static constexpr auto LocAction1 = 1002;
static constexpr auto LocActor0 = 1003783;
static constexpr auto LocSe1 = 42;
static constexpr auto LocTalkshape1 = 6;
static constexpr auto Territorytype0 = 212;
public:
GaiUsa404() : Sapphire::ScriptAPI::QuestScript( 66282 ){};
~GaiUsa404() = default;
//////////////////////////////////////////////////////////////////////
// Event Handlers
void onTalk( World::Quest& quest, Entity::Player& player, uint64_t actorId ) override
{
switch( actorId )
{
case Actor0:
{
if( quest.getSeq() == Seq0 )
Scene00000( quest, player );
break;
}
case Actor1:
{
if( quest.getSeq() == Seq1 )
Scene00002( quest, player );
break;
}
case Actor2:
{
if( quest.getSeq() == SeqFinish )
Scene00004( quest, player );
break;
}
}
}
void onEnterTerritory( World::Quest& quest, Entity::Player& player, uint16_t param1, uint16_t param2 ) override
{
//onEnterTerritory only gets called when entering the waking sands and both params are 0 soooo just trusting that to always be true
if( quest.getSeq() == Seq2 )
{
Scene00003( quest, player );
}
}
private:
//////////////////////////////////////////////////////////////////////
// Available Scenes in this quest, not necessarly all are used
//////////////////////////////////////////////////////////////////////
void Scene00000( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 0, HIDE_HOTBAR, bindSceneReturn( &GaiUsa404::Scene00000Return ) );
}
void Scene00000Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )// accept quest
{
Scene00001( quest, player );
}
}
//////////////////////////////////////////////////////////////////////
void Scene00001( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 1, FADE_OUT | CONDITION_CUTSCENE | HIDE_UI, bindSceneReturn( &GaiUsa404::Scene00001Return ) );
}
void Scene00001Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setSeq( Seq1 );
}
//////////////////////////////////////////////////////////////////////
void Scene00002( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 2, HIDE_HOTBAR, bindSceneReturn( &GaiUsa404::Scene00002Return ) );
}
void Scene00002Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
eventMgr().sendEventNotice( player, getId(), 0, 0 );
quest.setSeq( Seq2 );
}
//////////////////////////////////////////////////////////////////////
void Scene00003( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 3, FADE_OUT | CONDITION_CUTSCENE | HIDE_UI, bindSceneReturn( &GaiUsa404::Scene00003Return ) );
}
void Scene00003Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
eventMgr().sendEventNotice( player, getId(), 1, 0 );
quest.setSeq( SeqFinish );
}
//////////////////////////////////////////////////////////////////////
void Scene00004( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 4, HIDE_HOTBAR, bindSceneReturn( &GaiUsa404::Scene00004Return ) );
}
void Scene00004Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
player.finishQuest( getId() );
}
}
};
EXPOSE_SCRIPT( GaiUsa404 );

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// This is an automatically generated C++ script template
// Content needs to be added by hand to make it function
// In order for this script to be loaded, move it to the correct folder in <root>/scripts/
#include "Manager/EventMgr.h"
#include <Actor/Player.h>
#include <ScriptObject.h>
#include <Service.h>
// Quest Script: GaiUsa406_00748
// Quest Name: Highbridge Times
// Quest ID: 66284
// Start NPC: 1006196
// End NPC: 1006196
using namespace Sapphire;
class GaiUsa406 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// BitFlag8
// UI8AH
// UI8AL
// UI8BH
// UI8BL
/// Countable Num: 0 Seq: 1 Event: 1 Listener: 1006204
/// Countable Num: 0 Seq: 255 Event: 1 Listener: 1006205
// Steps in this quest ( 0 is before accepting,
// 1 is first, 255 means ready for turning it in
enum Sequence : uint8_t
{
Seq0 = 0,
Seq1 = 1,
SeqFinish = 255,
};
// Entities found in the script data of the quest
static constexpr auto Actor0 = 1006196;//Hihibaru
static constexpr auto Actor1 = 1006204;//Absent-minded Merchant
static constexpr auto Actor2 = 1006205;//Impassive Merchant
static constexpr auto Actor3 = 1006206;//Multiloquent Merchant
public:
GaiUsa406() : Sapphire::ScriptAPI::QuestScript( 66284 ){};
~GaiUsa406() = default;
//////////////////////////////////////////////////////////////////////
// Event Handlers
void onTalk( World::Quest& quest, Entity::Player& player, uint64_t actorId ) override
{
switch( actorId )
{
case Actor0:
{
if( quest.getSeq() == Seq0 )
Scene00000( quest, player );
else if( quest.getSeq() == SeqFinish )
Scene00008( quest, player );
break;
}
case Actor1:
{
if( quest.getSeq() == Seq1 )
{
if( quest.getUI8AL() == 0 )
Scene00002( quest, player );
else
Scene00003( quest, player );
}
else if( quest.getSeq() == SeqFinish )
Scene00009( quest, player );
break;
}
case Actor2:
{
if( quest.getSeq() == Seq1 )
{
if( quest.getUI8BH() == 0 )
Scene00004( quest, player );
else
Scene00005( quest, player );
}
else if( quest.getSeq() == SeqFinish )
Scene00010( quest, player );
break;
}
case Actor3:
{
if( quest.getSeq() == Seq1 )
{
if( quest.getUI8BL() == 0 )
Scene00006( quest, player );
else
Scene00007( quest, player );
}
else if( quest.getSeq() == SeqFinish )
Scene00011( quest, player );
break;
}
}
}
private:
void checkQuestCompletion( World::Quest& quest, Entity::Player& player )
{
eventMgr().sendEventNotice( player, getId(), 0, 2, quest.getUI8AH(), 3 );
if( quest.getUI8AH() >= 3 )
{
quest.setSeq( SeqFinish );
}
}
//////////////////////////////////////////////////////////////////////
// Available Scenes in this quest, not necessarly all are used
//////////////////////////////////////////////////////////////////////
void Scene00000( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 0, HIDE_HOTBAR, bindSceneReturn( &GaiUsa406::Scene00000Return ) );
}
void Scene00000Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )// accept quest
{
Scene00001( quest, player );
}
}
//////////////////////////////////////////////////////////////////////
void Scene00001( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 1, HIDE_HOTBAR, bindSceneReturn( &GaiUsa406::Scene00001Return ) );
}
void Scene00001Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setSeq( Seq1 );
}
//////////////////////////////////////////////////////////////////////
void Scene00002( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 2, HIDE_HOTBAR, bindSceneReturn( &GaiUsa406::Scene00002Return ) );
}
void Scene00002Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setUI8AH( quest.getUI8AH() + 1 );
quest.setUI8AL( 1 );
checkQuestCompletion( quest, player );
}
//////////////////////////////////////////////////////////////////////
void Scene00003( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 3, HIDE_HOTBAR, bindSceneReturn( &GaiUsa406::Scene00003Return ) );
}
void Scene00003Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00004( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 4, HIDE_HOTBAR, bindSceneReturn( &GaiUsa406::Scene00004Return ) );
}
void Scene00004Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setUI8AH( quest.getUI8AH() + 1 );
quest.setUI8BH( 1 );
checkQuestCompletion( quest, player );
}
//////////////////////////////////////////////////////////////////////
void Scene00005( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 5, HIDE_HOTBAR, bindSceneReturn( &GaiUsa406::Scene00005Return ) );
}
void Scene00005Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00006( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 6, HIDE_HOTBAR, bindSceneReturn( &GaiUsa406::Scene00006Return ) );
}
void Scene00006Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setUI8AH( quest.getUI8AH() + 1 );
quest.setUI8BL( 1 );
checkQuestCompletion( quest, player );
}
//////////////////////////////////////////////////////////////////////
void Scene00007( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 7, HIDE_HOTBAR, bindSceneReturn( &GaiUsa406::Scene00007Return ) );
}
void Scene00007Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00008( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 8, HIDE_HOTBAR, bindSceneReturn( &GaiUsa406::Scene00008Return ) );
}
void Scene00008Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
player.finishQuest( getId() );
}
}
//////////////////////////////////////////////////////////////////////
void Scene00009( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 9, HIDE_HOTBAR, bindSceneReturn( &GaiUsa406::Scene00009Return ) );
}
void Scene00009Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00010( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 10, HIDE_HOTBAR, bindSceneReturn( &GaiUsa406::Scene00010Return ) );
}
void Scene00010Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00011( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 11, HIDE_HOTBAR, bindSceneReturn( &GaiUsa406::Scene00011Return ) );
}
void Scene00011Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
};
EXPOSE_SCRIPT( GaiUsa406 );

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// This is an automatically generated C++ script template
// Content needs to be added by hand to make it function
// In order for this script to be loaded, move it to the correct folder in <root>/scripts/
#include "Manager/EventMgr.h"
#include <Actor/Player.h>
#include <ScriptObject.h>
#include <Service.h>
// Quest Script: GaiUsa410_00752
// Quest Name: Ratting It Out
// Quest ID: 66288
// Start NPC: 1006196
// End NPC: 1006196
using namespace Sapphire;
class GaiUsa410 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// UI8AL
// UI8BH
/// Countable Num: 0 Seq: 1 Event: 1 Listener: 2001964
/// Countable Num: 0 Seq: 255 Event: 1 Listener: 1006196
// Steps in this quest ( 0 is before accepting,
// 1 is first, 255 means ready for turning it in
enum Sequence : uint8_t
{
Seq0 = 0,
Seq1 = 1,
SeqFinish = 255,
};
// Entities found in the script data of the quest
static constexpr auto Actor0 = 1006196;//Hihibaru
static constexpr auto Eobject0 = 2001964;//Undecipherable Letter
static constexpr auto EventActionSearch = 1;
static constexpr auto Item0 = 2000601;
public:
GaiUsa410() : Sapphire::ScriptAPI::QuestScript( 66288 ){};
~GaiUsa410() = default;
//////////////////////////////////////////////////////////////////////
// Event Handlers
void onTalk( World::Quest& quest, Entity::Player& player, uint64_t actorId ) override
{
switch( actorId )
{
case Actor0:
{
if( quest.getSeq() == Seq0 )
Scene00000( quest, player );
else if( quest.getSeq() == SeqFinish )
Scene00004( quest, player );
break;
}
case Eobject0:
{
eventMgr().eventActionStart(
player, getId(), EventActionSearch,
[ & ]( Entity::Player& player, uint32_t eventId, uint64_t additional ) {
Scene00002( quest, player );
},
nullptr, 0 );
break;
}
}
}
private:
//////////////////////////////////////////////////////////////////////
// Available Scenes in this quest, not necessarly all are used
//////////////////////////////////////////////////////////////////////
void Scene00000( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 0, HIDE_HOTBAR, bindSceneReturn( &GaiUsa410::Scene00000Return ) );
}
void Scene00000Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )// accept quest
{
Scene00001( quest, player );
}
}
//////////////////////////////////////////////////////////////////////
void Scene00001( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 1, HIDE_HOTBAR, bindSceneReturn( &GaiUsa410::Scene00001Return ) );
}
void Scene00001Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setSeq( Seq1 );
}
//////////////////////////////////////////////////////////////////////
void Scene00002( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 2, HIDE_HOTBAR, bindSceneReturn( &GaiUsa410::Scene00002Return ) );
}
void Scene00002Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
eventMgr().sendEventNotice( player, getId(), 0, 0 );
quest.setUI8BH( 1 );
quest.setSeq( SeqFinish );
}
//////////////////////////////////////////////////////////////////////
void Scene00003( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 3, HIDE_HOTBAR, bindSceneReturn( &GaiUsa410::Scene00003Return ) );
}
void Scene00003Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00004( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 4, HIDE_HOTBAR, bindSceneReturn( &GaiUsa410::Scene00004Return ) );
}
void Scene00004Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
Scene00005( quest, player );
}
//////////////////////////////////////////////////////////////////////
void Scene00005( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 5, HIDE_HOTBAR, bindSceneReturn( &GaiUsa410::Scene00005Return ) );
}
void Scene00005Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
player.finishQuest( getId() );
}
}
};
EXPOSE_SCRIPT( GaiUsa410 );

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// This is an automatically generated C++ script template
// Content needs to be added by hand to make it function
// In order for this script to be loaded, move it to the correct folder in <root>/scripts/
#include "Manager/EventMgr.h"
#include <Actor/Player.h>
#include <ScriptObject.h>
#include <Service.h>
#include "Actor/BNpc.h"
#include "Manager/TerritoryMgr.h"
#include "Territory/Territory.h"
// Quest Script: GaiUsa504_00756
// Quest Name: Where There Is Smoke
// Quest ID: 66292
// Start NPC: 1006196
// End NPC: 1006196
using namespace Sapphire;
class GaiUsa504 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// BitFlag8
// UI8AL
// UI8BH
// UI8BL
/// Countable Num: 0 Seq: 1 Event: 1 Listener: 2001965
/// Countable Num: 0 Seq: 255 Event: 8 Listener: 2001965
// Steps in this quest ( 0 is before accepting,
// 1 is first, 255 means ready for turning it in
enum Sequence : uint8_t
{
Seq0 = 0,
Seq1 = 1,
SeqFinish = 255,
};
// Entities found in the script data of the quest
static constexpr auto Actor0 = 1006196;//Hihibaru
static constexpr auto Enemy0 = 4279981;
static constexpr auto Eobject0 = 2001965;//Destination
static constexpr auto EventActionSearch = 1;
static constexpr auto Item0 = 2000604;
static constexpr auto Item1 = 2000935;
public:
GaiUsa504() : Sapphire::ScriptAPI::QuestScript( 66292 ){};
~GaiUsa504() = default;
//////////////////////////////////////////////////////////////////////
// Event Handlers
void onTalk( World::Quest& quest, Entity::Player& player, uint64_t actorId ) override
{
switch( actorId )
{
case Actor0:
{
if( quest.getSeq() == Seq0 )
Scene00000( quest, player );
else if( quest.getSeq() == SeqFinish )
Scene00004( quest, player );
break;
}
case Eobject0:
{
eventMgr().eventActionStart(
player, getId(), EventActionSearch,
[ & ]( Entity::Player& player, uint32_t eventId, uint64_t additional ) {
Scene00002( quest, player );
},
nullptr, 0 );
break;
}
}
}
void onBNpcKill( World::Quest& quest, uint16_t nameId, uint32_t entityId, Entity::Player& player ) override
{
switch( entityId )
{
case Enemy0:
{
eventMgr().sendEventNotice( player, getId(), 0, 0 );
quest.setSeq( SeqFinish );
break;
}
}
}
void onEventItem( World::Quest& quest, Entity::Player& player, uint64_t actorId ) override
{
if( actorId == Eobject0 )
Scene00003( quest, player );
}
private:
//////////////////////////////////////////////////////////////////////
// Available Scenes in this quest, not necessarly all are used
//////////////////////////////////////////////////////////////////////
void Scene00000( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 0, HIDE_HOTBAR, bindSceneReturn( &GaiUsa504::Scene00000Return ) );
}
void Scene00000Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )// accept quest
{
Scene00001( quest, player );
}
}
//////////////////////////////////////////////////////////////////////
void Scene00001( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 1, HIDE_HOTBAR, bindSceneReturn( &GaiUsa504::Scene00001Return ) );
}
void Scene00001Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setSeq( Seq1 );
quest.setUI8BH( 1 );
}
//////////////////////////////////////////////////////////////////////
void Scene00002( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 2, HIDE_HOTBAR, bindSceneReturn( &GaiUsa504::Scene00002Return ) );
}
void Scene00002Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00003( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 3, HIDE_HOTBAR, bindSceneReturn( &GaiUsa504::Scene00003Return ) );
}
void Scene00003Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
auto instance = teriMgr().getTerritoryByGuId( player.getTerritoryId() );
auto enemy0 = instance->createBNpcFromInstanceId( Enemy0, 413 /*TODO: Find the right value*/, Common::BNpcType::Enemy, player.getId() );
enemy0->hateListAdd( player.getAsPlayer(), 1 );
}
//////////////////////////////////////////////////////////////////////
void Scene00004( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 4, HIDE_HOTBAR, bindSceneReturn( &GaiUsa504::Scene00004Return ) );
}
void Scene00004Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
Scene00005( quest, player );
}
//////////////////////////////////////////////////////////////////////
void Scene00005( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 5, HIDE_HOTBAR, bindSceneReturn( &GaiUsa504::Scene00005Return ) );
}
void Scene00005Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
player.finishQuest( getId(), result.getResult( 1 ) );
}
}
//////////////////////////////////////////////////////////////////////
void Scene00006( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 6, HIDE_HOTBAR, bindSceneReturn( &GaiUsa504::Scene00006Return ) );
}
void Scene00006Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00007( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 7, HIDE_HOTBAR, bindSceneReturn( &GaiUsa504::Scene00007Return ) );
}
void Scene00007Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
};
EXPOSE_SCRIPT( GaiUsa504 );

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// This is an automatically generated C++ script template
// Content needs to be added by hand to make it function
// In order for this script to be loaded, move it to the correct folder in <root>/scripts/
#include "Manager/EventMgr.h"
#include <Actor/Player.h>
#include <ScriptObject.h>
#include <Service.h>
// Quest Script: GaiUsa505_00757
// Quest Name: On to Little Ala Mhigo
// Quest ID: 66293
// Start NPC: 1006196
// End NPC: 1006215
using namespace Sapphire;
class GaiUsa505 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// UI8AL
/// Countable Num: 0 Seq: 1 Event: 1 Listener: 1006211
/// Countable Num: 0 Seq: 255 Event: 1 Listener: 1006215
// Steps in this quest ( 0 is before accepting,
// 1 is first, 255 means ready for turning it in
enum Sequence : uint8_t
{
Seq0 = 0,
Seq1 = 1,
SeqFinish = 255,
};
// Entities found in the script data of the quest
static constexpr auto Actor0 = 1006196;//Hihibaru
static constexpr auto Actor1 = 1006211;//Hihira
static constexpr auto Actor2 = 1006215;//Gundobald
public:
GaiUsa505() : Sapphire::ScriptAPI::QuestScript( 66293 ){};
~GaiUsa505() = default;
//////////////////////////////////////////////////////////////////////
// Event Handlers
void onTalk( World::Quest& quest, Entity::Player& player, uint64_t actorId ) override
{
switch( actorId )
{
case Actor0:
{
if( quest.getSeq() == Seq0 )
Scene00000( quest, player );
break;
}
case Actor1:
{
if( quest.getSeq() == Seq1 )
Scene00002( quest, player );
break;
}
case Actor2:
{
if( quest.getSeq() == SeqFinish )
Scene00003( quest, player );
break;
}
}
}
private:
//////////////////////////////////////////////////////////////////////
// Available Scenes in this quest, not necessarly all are used
//////////////////////////////////////////////////////////////////////
void Scene00000( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 0, HIDE_HOTBAR, bindSceneReturn( &GaiUsa505::Scene00000Return ) );
}
void Scene00000Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )// accept quest
{
Scene00001( quest, player );
}
}
//////////////////////////////////////////////////////////////////////
void Scene00001( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 1, HIDE_HOTBAR, bindSceneReturn( &GaiUsa505::Scene00001Return ) );
}
void Scene00001Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setSeq( Seq1 );
}
//////////////////////////////////////////////////////////////////////
void Scene00002( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 2, HIDE_HOTBAR, bindSceneReturn( &GaiUsa505::Scene00002Return ) );
}
void Scene00002Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
eventMgr().sendEventNotice( player, getId(), 0, 0 );
quest.setSeq( SeqFinish );
}
//////////////////////////////////////////////////////////////////////
void Scene00003( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 3, FADE_OUT | CONDITION_CUTSCENE | HIDE_UI, bindSceneReturn( &GaiUsa505::Scene00003Return ) );
}
void Scene00003Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
player.finishQuest( getId() );
}
}
};
EXPOSE_SCRIPT( GaiUsa505 );

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// This is an automatically generated C++ script template
// Content needs to be added by hand to make it function
// In order for this script to be loaded, move it to the correct folder in <root>/scripts/
#include "Manager/EventMgr.h"
#include <Actor/Player.h>
#include <ScriptObject.h>
#include <Service.h>
// Quest Script: GaiUsa405_00747
// Quest Name: Shadow of Darkness
// Quest ID: 66283
// Start NPC: 1006688
// End NPC: 1006196
using namespace Sapphire;
class GaiUsa405 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// UI8AL
/// Countable Num: 0 Seq: 1 Event: 1 Listener: 1004576
/// Countable Num: 0 Seq: 255 Event: 1 Listener: 1006196
// Steps in this quest ( 0 is before accepting,
// 1 is first, 255 means ready for turning it in
enum Sequence : uint8_t
{
Seq0 = 0,
Seq1 = 1,
SeqFinish = 255,
};
// Entities found in the script data of the quest
static constexpr auto Actor0 = 1006688;//Minfilia
static constexpr auto Actor1 = 1004576;//Swift <Flame Commander>
static constexpr auto Actor2 = 1006196;//Hihibaru
static constexpr auto CutScene01 = 96;
static constexpr auto Seq0Actor0Lq = 90;
public:
GaiUsa405() : Sapphire::ScriptAPI::QuestScript( 66283 ){};
~GaiUsa405() = default;
//////////////////////////////////////////////////////////////////////
// Event Handlers
void onTalk( World::Quest& quest, Entity::Player& player, uint64_t actorId ) override
{
switch( actorId )
{
case Actor0:
{
if( quest.getSeq() == Seq0 )
Scene00000( quest, player );
break;
}
case Actor1:
{
if( quest.getSeq() == Seq1 )
Scene00001( quest, player );
break;
}
case Actor2:
{
if( quest.getSeq() == SeqFinish )
Scene00002( quest, player );
break;
}
}
}
private:
//////////////////////////////////////////////////////////////////////
// Available Scenes in this quest, not necessarly all are used
//////////////////////////////////////////////////////////////////////
void Scene00000( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 0, HIDE_HOTBAR, bindSceneReturn( &GaiUsa405::Scene00000Return ) );
}
void Scene00000Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )// accept quest
{
Scene00090( quest, player );
}
}
//////////////////////////////////////////////////////////////////////
void Scene00001( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 1, HIDE_HOTBAR, bindSceneReturn( &GaiUsa405::Scene00001Return ) );
}
void Scene00001Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
eventMgr().sendEventNotice( player, getId(), 0, 0 );
quest.setSeq( SeqFinish );
}
//////////////////////////////////////////////////////////////////////
void Scene00002( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 2, HIDE_HOTBAR, bindSceneReturn( &GaiUsa405::Scene00002Return ) );
}
void Scene00002Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
player.finishQuest( getId() );
}
}
//////////////////////////////////////////////////////////////////////
void Scene00090( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 90, FADE_OUT | CONDITION_CUTSCENE | HIDE_UI, bindSceneReturn( &GaiUsa405::Scene00090Return ) );
}
void Scene00090Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setSeq( Seq1 );
}
};
EXPOSE_SCRIPT( GaiUsa405 );