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Merge upstream

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Rushi 2022-02-20 19:28:01 +01:00
commit 1ba2fd3150
34 changed files with 6916 additions and 21 deletions

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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: ManFst313_00517
// Quest Name: All Good Things
// Quest ID: 66053
// Start NPC: 1006343
// End NPC: 1006355
using namespace Sapphire;
class ManFst313 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// UI8AL
/// Countable Num: 1 Seq: 1 Event: 1 Listener: 1003281
/// Countable Num: 1 Seq: 2 Event: 15 Listener: 5020000
/// Countable Num: 1 Seq: 3 Event: 1 Listener: 1007686
/// Countable Num: 1 Seq: 255 Event: 1 Listener: 1007687
// 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 Actor0 = 1006343;//Y'shtola
static constexpr auto Actor1 = 1003281;//R'ashaht Rhiki <Storm Commander>
static constexpr auto Actor2 = 1007686;//Disquieted Villager
static constexpr auto Actor3 = 1007687;//Frightened Villager
static constexpr auto Actor4 = 1007688;
static constexpr auto Actor5 = 1007689;
static constexpr auto Actor6 = 1007467;//Noraxia
static constexpr auto Actor7 = 1006355;//Iliud
static constexpr auto CutManfst31310 = 246;
static constexpr auto CutManfst31320 = 98;
static constexpr auto CutManfst31330 = 247;
static constexpr auto CutManfst31340 = 248;
static constexpr auto EventActionSearch = 1;
static constexpr auto LocAction1 = 1002;
static constexpr auto LocActor0 = 1003783;
static constexpr auto LocActor1 = 1002387;
static constexpr auto LocActor2 = 1002388;
static constexpr auto LocActor3 = 1003247;
static constexpr auto LocActor4 = 1002389;
static constexpr auto LocFace0 = 604;
static constexpr auto LocFace1 = 605;
static constexpr auto LocPosActor1 = 4333952;
static constexpr auto LocPosActor2 = 4333953;
static constexpr auto LocPosActor3 = 4333954;
static constexpr auto LocPosActor4 = 4333955;
static constexpr auto LocSe1 = 42;
static constexpr auto LocTalkshape1 = 6;
static constexpr auto Territorytype0 = 212;
public:
ManFst313() : Sapphire::ScriptAPI::QuestScript( 66053 ){};
~ManFst313() = 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 )
Scene00004( quest, player );
break;
}
case Actor3:
{
if( quest.getSeq() == Seq2 )
Scene00005( quest, player );
break;
}
case Actor4:
{
break;
}
case Actor5:
{
break;
}
case Actor6:
{
if( quest.getSeq() == Seq3 )
Scene00008( quest, player );
break;
}
case Actor7:
{
if( quest.getSeq() == SeqFinish )
Scene00009( quest, player );
break;
}
}
}
void onEnterTerritory( World::Quest& quest, Entity::Player& player, uint16_t param1, uint16_t param2 ) override
{
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( &ManFst313::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( &ManFst313::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, FADE_OUT | CONDITION_CUTSCENE | HIDE_UI, bindSceneReturn( &ManFst313::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( &ManFst313::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( &ManFst313::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( &ManFst313::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( &ManFst313::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( &ManFst313::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, FADE_OUT | CONDITION_CUTSCENE | HIDE_UI, bindSceneReturn( &ManFst313::Scene00008Return ) );
}
void Scene00008Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
eventMgr().sendEventNotice( player, getId(), 2, 0 );
quest.setSeq( SeqFinish );
}
//////////////////////////////////////////////////////////////////////
void Scene00009( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 9, HIDE_HOTBAR, bindSceneReturn( &ManFst313::Scene00009Return ) );
}
void Scene00009Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
Scene00010( quest, player );
}
}
//////////////////////////////////////////////////////////////////////
void Scene00010( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 10, FADE_OUT | CONDITION_CUTSCENE | HIDE_UI, bindSceneReturn( &ManFst313::Scene00010Return ) );
}
void Scene00010Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
player.finishQuest( getId() );
}
};
EXPOSE_SCRIPT( ManFst313 );

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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: ManFst401_00518
// Quest Name: Eyes on Me
// Quest ID: 66054
// Start NPC: 1006672
// End NPC: 1006355
using namespace Sapphire;
class ManFst401 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// BitFlag8
// UI8AL
// UI8BH
/// Countable Num: 0 Seq: 1 Event: 1 Listener: 2002105
/// Countable Num: 0 Seq: 2 Event: 9 Listener: 1902
/// Countable Num: 0 Seq: 255 Event: 1 Listener: 1006672
// 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 = 1006672;//Marques
static constexpr auto Actor1 = 1006355;
static constexpr auto CutManfst40110 = 103;
static constexpr auto Enemy0 = 4296987;
static constexpr auto Eobject0 = 2002105;//Destination
static constexpr auto EventActionSearch = 1;
static constexpr auto EventActionSearchMiddle = 3;
static constexpr auto Item0 = 2000850;
public:
ManFst401() : Sapphire::ScriptAPI::QuestScript( 66054 ){};
~ManFst401() = 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 )
Scene00004( quest, player );
break;
}
case Actor1:
{
if( quest.getSeq() == SeqFinish )
Scene00005( quest, player );
break;
}
case Eobject0:
{
eventMgr().eventActionStart(
player, getId(), EventActionSearchMiddle,
[ & ]( 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:
{
quest.setUI8BH( 1 );
quest.setSeq( Seq2 );
eventMgr().sendEventNotice( player, getId(), 0, 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, NONE, bindSceneReturn( &ManFst401::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( &ManFst401::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( &ManFst401::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( &ManFst401::Scene00003Return ) );
}
void Scene00003Return( 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, 1220 /*Find the right value*/, Common::BNpcType::Enemy, player.getId() );
enemy->hateListAdd( player.getAsPlayer(), 1 );
}
//////////////////////////////////////////////////////////////////////
void Scene00004( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 4, NONE, bindSceneReturn( &ManFst401::Scene00004Return ) );
}
void Scene00004Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
eventMgr().sendEventNotice( player, getId(), 1, 0 );
quest.setSeq( SeqFinish );
}
//////////////////////////////////////////////////////////////////////
void Scene00005( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 5, NONE, bindSceneReturn( &ManFst401::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, NONE, bindSceneReturn( &ManFst401::Scene00006Return ) );
}
void Scene00006Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
Scene00007( quest, player );
}
}
//////////////////////////////////////////////////////////////////////
void Scene00007( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 7, FADE_OUT | CONDITION_CUTSCENE | HIDE_UI, bindSceneReturn( &ManFst401::Scene00007Return ) );
}
void Scene00007Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
player.finishQuest( getId() );
}
};
EXPOSE_SCRIPT( ManFst401 );

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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: ClsHrv001_00003
// Quest Name: Way of the Botanist
// Quest ID: 65539
// Start NPC: 1000294
// End NPC: 1000815
using namespace Sapphire;
class ClsHrv001 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// UI8AL
/// Countable Num: 1 Seq: 255 Event: 1 Listener: 1000815
// 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 = 1000294;//Leonceault
static constexpr auto Actor1 = 1000815;//Fufucha
static constexpr auto Classjob = 17;
static constexpr auto GearsetUnlock = 1905;
static constexpr auto LogmessageGatheringNotePageUnlock = 1094;
static constexpr auto UnlockImageClassHrv = 26;
static constexpr auto UnlockImageGatherBook = 17;
static constexpr auto UnlockImageGearSet = 29;
public:
ClsHrv001() : Sapphire::ScriptAPI::QuestScript( 65539 ){};
~ClsHrv001() = 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 )
Scene00001( 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( &ClsHrv001::Scene00000Return ) );
}
void Scene00000Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )// accept quest
{
quest.setSeq( SeqFinish );
}
}
//////////////////////////////////////////////////////////////////////
void Scene00001( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 1, NONE, bindSceneReturn( &ClsHrv001::Scene00001Return ) );
}
void Scene00001Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
//TODO:Unlock gathering log? Maybe?
player.finishQuest( getId() );
player.setLevelForClass( 1, Sapphire::Common::ClassJob::Botanist );
player.setMaxGearSets( player.getMaxGearSets() + 1 );
}
}
};
EXPOSE_SCRIPT( ClsHrv001 );

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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: ClsHrv002_00004
// Quest Name: Sap for Smiles
// Quest ID: 65540
// Start NPC: 1000815
// End NPC: 1000295
using namespace Sapphire;
class ClsHrv002 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// UI8AH
/// Countable Num: 1 Seq: 255 Event: 1 Listener: 1000295
// 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 = 1000815;//Fufucha
static constexpr auto Actor1 = 1000295;//Cicely
static constexpr auto LocAction1 = 990;
static constexpr auto LocActor0 = 1004089;
static constexpr auto LocEobj1 = 2000732;
static constexpr auto LocPosActor1 = 3693827;
static constexpr auto LocPosCam1 = 3693831;
static constexpr auto LocPosEobj1 = 3841544;
static constexpr auto Ritem0 = 5498;
public:
ClsHrv002() : Sapphire::ScriptAPI::QuestScript( 65540 ){};
~ClsHrv002() = 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 )
Scene00001( 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( &ClsHrv002::Scene00000Return ) );
}
void Scene00000Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )// accept quest
{
quest.setSeq( SeqFinish );
}
}
//////////////////////////////////////////////////////////////////////
void Scene00001( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 1, HIDE_HOTBAR, bindSceneReturn( &ClsHrv002::Scene00001Return ) );
}
void Scene00001Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
Scene00002( quest, player );
}
//////////////////////////////////////////////////////////////////////
void Scene00002( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 2, FADE_OUT | CONDITION_CUTSCENE | HIDE_UI, bindSceneReturn( &ClsHrv002::Scene00002Return ) );
}
void Scene00002Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
player.finishQuest( getId(), result.getResult( 1 ) );
player.collectHandInItems( { Ritem0 } );
}
}
//////////////////////////////////////////////////////////////////////
void Scene00003( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 3, NONE, bindSceneReturn( &ClsHrv002::Scene00003Return ) );
}
void Scene00003Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
};
EXPOSE_SCRIPT( ClsHrv002 );

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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: ClsHrv003_00005
// Quest Name: Weapons of a Feather
// Quest ID: 65541
// Start NPC: 1000815
// End NPC: 1000295
using namespace Sapphire;
class ClsHrv003 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// UI8AH
/// Countable Num: 1 Seq: 255 Event: 1 Listener: 1000295
// 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 = 1000815;//Fufucha
static constexpr auto Actor1 = 1000295;//Cicely
static constexpr auto LocAction1 = 990;
static constexpr auto LocActor0 = 1004089;
static constexpr auto LocEobj1 = 2000733;
static constexpr auto LocPosActor1 = 3693827;
static constexpr auto LocPosCam1 = 3693831;
static constexpr auto LocPosEobj1 = 3841550;
static constexpr auto Ritem0 = 5352;
public:
ClsHrv003() : Sapphire::ScriptAPI::QuestScript( 65541 ){};
~ClsHrv003() = 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 )
Scene00001( 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( &ClsHrv003::Scene00000Return ) );
}
void Scene00000Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )// accept quest
{
quest.setSeq( SeqFinish );
}
}
//////////////////////////////////////////////////////////////////////
void Scene00001( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 1, HIDE_HOTBAR, bindSceneReturn( &ClsHrv003::Scene00001Return ) );
}
void Scene00001Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
Scene00002( quest, player );
}
//////////////////////////////////////////////////////////////////////
void Scene00002( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 2, FADE_OUT | CONDITION_CUTSCENE | HIDE_UI, bindSceneReturn( &ClsHrv003::Scene00002Return ) );
}
void Scene00002Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
player.finishQuest( getId(), result.getResult( 1 ) );
player.collectHandInItems( { Ritem0 } );
}
}
//////////////////////////////////////////////////////////////////////
void Scene00003( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 3, NONE, bindSceneReturn( &ClsHrv003::Scene00003Return ) );
}
void Scene00003Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
};
EXPOSE_SCRIPT( ClsHrv003 );

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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: ClsHrv004_00006
// Quest Name: Haste Makes Waste
// Quest ID: 65542
// Start NPC: 1000815
// End NPC: 1000815
using namespace Sapphire;
class ClsHrv004 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// UI8AL
/// Countable Num: 1 Seq: 1 Event: 1 Listener: 1000239
/// Countable Num: 1 Seq: 2 Event: 1 Listener: 1000239
/// Countable Num: 1 Seq: 255 Event: 1 Listener: 1000815
// 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 = 1000815;//Fufucha
static constexpr auto Actor1 = 1000239;//Albgast
static constexpr auto LocActor1 = 1000293;
static constexpr auto LocFace0 = 604;
static constexpr auto LocFace1 = 605;
static constexpr auto Ritem0 = 4832;
public:
ClsHrv004() : Sapphire::ScriptAPI::QuestScript( 65542 ){};
~ClsHrv004() = 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 Actor1:
{
if( quest.getSeq() == Seq1 )
Scene00002( quest, player );
else if( quest.getSeq() == Seq2 )
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( &ClsHrv004::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, NONE, bindSceneReturn( &ClsHrv004::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( &ClsHrv004::Scene00002Return ) );
}
void Scene00002Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setSeq( Seq2 );
}
//////////////////////////////////////////////////////////////////////
void Scene00003( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 3, HIDE_HOTBAR, bindSceneReturn( &ClsHrv004::Scene00003Return ) );
}
void Scene00003Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
quest.setSeq( SeqFinish );
player.collectHandInItems( { Ritem0 } );
}
}
//////////////////////////////////////////////////////////////////////
void Scene00004( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 4, NONE, bindSceneReturn( &ClsHrv004::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( &ClsHrv004::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, FADE_OUT | CONDITION_CUTSCENE | HIDE_UI, bindSceneReturn( &ClsHrv004::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( ClsHrv004 );

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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: ClsHrv005_00007
// Quest Name: Dressed to Harvest
// Quest ID: 65543
// Start NPC: 1000815
// End NPC: 1000292
using namespace Sapphire;
class ClsHrv005 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// UI8AH
/// Countable Num: 1 Seq: 255 Event: 1 Listener: 1000292
// 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 = 1000815;//Fufucha
static constexpr auto Actor1 = 1000292;//Sandre
static constexpr auto LocAction1 = 990;
static constexpr auto LocActor0 = 1003238;
static constexpr auto LocActor1 = 1004089;
static constexpr auto LocEobj1 = 2000735;
static constexpr auto LocPosActor1 = 3693827;
static constexpr auto LocPosCam1 = 3693831;
static constexpr auto LocPosEobj1 = 3841557;
static constexpr auto Ritem0 = 5599;
public:
ClsHrv005() : Sapphire::ScriptAPI::QuestScript( 65543 ){};
~ClsHrv005() = 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 )
Scene00001( 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( &ClsHrv005::Scene00000Return ) );
}
void Scene00000Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )// accept quest
{
quest.setSeq( SeqFinish );
}
}
//////////////////////////////////////////////////////////////////////
void Scene00001( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 1, HIDE_HOTBAR, bindSceneReturn( &ClsHrv005::Scene00001Return ) );
}
void Scene00001Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
Scene00002( quest, player );
}
//////////////////////////////////////////////////////////////////////
void Scene00002( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 2, FADE_OUT | CONDITION_CUTSCENE | HIDE_UI, bindSceneReturn( &ClsHrv005::Scene00002Return ) );
}
void Scene00002Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
player.finishQuest( getId(), result.getResult(1) );
player.collectHandInItems( { Ritem0 } );
}
}
//////////////////////////////////////////////////////////////////////
void Scene00003( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 3, NONE, bindSceneReturn( &ClsHrv005::Scene00003Return ) );
}
void Scene00003Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
};
EXPOSE_SCRIPT( ClsHrv005 );

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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: ClsHrv006_00008
// Quest Name: Aromatic Aspirations
// Quest ID: 65544
// Start NPC: 1000815
// End NPC: 1000292
using namespace Sapphire;
class ClsHrv006 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// UI8AH
/// Countable Num: 1 Seq: 255 Event: 1 Listener: 1000292
// 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 = 1000815;//Fufucha
static constexpr auto Actor1 = 1000292;//Sandre
static constexpr auto LocAction1 = 990;
static constexpr auto LocActor0 = 1003238;
static constexpr auto LocActor1 = 1004089;
static constexpr auto LocEobj1 = 2000736;
static constexpr auto LocPosActor1 = 3693827;
static constexpr auto LocPosCam1 = 3693831;
static constexpr auto LocPosEobj1 = 3841560;
static constexpr auto Ritem0 = 5542;
public:
ClsHrv006() : Sapphire::ScriptAPI::QuestScript( 65544 ){};
~ClsHrv006() = 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( &ClsHrv006::Scene00000Return ) );
}
void Scene00000Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )// accept quest
{
quest.setSeq( SeqFinish );
}
}
//////////////////////////////////////////////////////////////////////
void Scene00001( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 1, NONE, bindSceneReturn( &ClsHrv006::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( &ClsHrv006::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, FADE_OUT | CONDITION_CUTSCENE | HIDE_UI, bindSceneReturn( &ClsHrv006::Scene00003Return ) );
}
void Scene00003Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
player.finishQuest( getId(), result.getResult( 1 ) );
player.collectHandInItems( { Ritem0 } );
}
}
//////////////////////////////////////////////////////////////////////
void Scene00004( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 4, NONE, bindSceneReturn( &ClsHrv006::Scene00004Return ) );
}
void Scene00004Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
};
EXPOSE_SCRIPT( ClsHrv006 );

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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: ClsHrv007_00009
// Quest Name: What Nature Giveth
// Quest ID: 65545
// Start NPC: 1000815
// End NPC: 1000815
using namespace Sapphire;
class ClsHrv007 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// UI8AH
// UI8AL
/// Countable Num: 1 Seq: 1 Event: 1 Listener: 1000129
/// Countable Num: 1 Seq: 255 Event: 1 Listener: 1000815
// 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 = 1000815;//Fufucha
static constexpr auto Actor1 = 1000129;//Solyeux
static constexpr auto LocAction1 = 990;
static constexpr auto LocActor0 = 1004089;
static constexpr auto LocEobj1 = 2000737;
static constexpr auto LocPosActor1 = 3693827;
static constexpr auto LocPosActor2 = 3693847;
static constexpr auto LocPosCam1 = 3693831;
static constexpr auto LocPosEobj1 = 3841563;
static constexpr auto LocPosStand = 3852694;
static constexpr auto LocStand = 2001079;
static constexpr auto Ritem0 = 4813;
public:
ClsHrv007() : Sapphire::ScriptAPI::QuestScript( 65545 ){};
~ClsHrv007() = 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 );
else if( quest.getSeq() == SeqFinish )
Scene00006( 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( &ClsHrv007::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, NONE, bindSceneReturn( &ClsHrv007::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( &ClsHrv007::Scene00002Return ) );
}
void Scene00002Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setSeq( SeqFinish );
eventMgr().sendEventNotice( player, getId(), 0, 0 );
}
//////////////////////////////////////////////////////////////////////
void Scene00003( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 3, HIDE_HOTBAR, bindSceneReturn( &ClsHrv007::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( &ClsHrv007::Scene00004Return ) );
}
void Scene00004Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
player.finishQuest( getId(), result.getResult( 1 ) );
player.collectHandInItems( { Ritem0 } );
}
}
//////////////////////////////////////////////////////////////////////
void Scene00005( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 5, NONE, bindSceneReturn( &ClsHrv007::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( &ClsHrv007::Scene00006Return ) );
}
void Scene00006Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
};
EXPOSE_SCRIPT( ClsHrv007 );

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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: ClsHrv008_00010
// Quest Name: A Feast to Say the Least
// Quest ID: 65546
// Start NPC: 1000815
// End NPC: 1000815
using namespace Sapphire;
class ClsHrv008 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// UI8AL
/// Countable Num: 1 Seq: 1 Event: 1 Listener: 1000815
/// Countable Num: 1 Seq: 2 Event: 1 Listener: 1000774
/// Countable Num: 0 Seq: 255 Event: 1 Listener: 1000815
// 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 = 1000815;//Fufucha
static constexpr auto Actor1 = 1000774;//Yannie
static constexpr auto LocAction1 = 990;
static constexpr auto LocEobj1 = 2001289;
static constexpr auto LocPosActor2 = 3693847;
static constexpr auto LocPosEobj1 = 4257259;
static constexpr auto LocPosStand = 3852694;
static constexpr auto LocStand = 2001079;
static constexpr auto Ritem0 = 4839;
public:
ClsHrv008() : Sapphire::ScriptAPI::QuestScript( 65546 ){};
~ClsHrv008() = 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() == SeqFinish )
Scene00006( quest, player );
break;
}
case Actor1:
{
if( quest.getSeq() == Seq2 )
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( &ClsHrv008::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( &ClsHrv008::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( &ClsHrv008::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, FADE_OUT | CONDITION_CUTSCENE | HIDE_UI, bindSceneReturn( &ClsHrv008::Scene00003Return ) );
}
void Scene00003Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setSeq( Seq2 );
eventMgr().sendEventNotice( player, getId(), 0, 0 );
}
//////////////////////////////////////////////////////////////////////
void Scene00004( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 4, HIDE_HOTBAR, bindSceneReturn( &ClsHrv008::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, FADE_OUT | CONDITION_CUTSCENE | HIDE_UI, bindSceneReturn( &ClsHrv008::Scene00005Return ) );
}
void Scene00005Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setSeq( SeqFinish );
eventMgr().sendEventNotice( player, getId(), 1, 0 );
player.collectHandInItems( { Ritem0 } );
}
//////////////////////////////////////////////////////////////////////
void Scene00006( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 6, HIDE_HOTBAR, bindSceneReturn( &ClsHrv008::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( ClsHrv008 );

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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: ClsHrv009_00011
// Quest Name: Crisis of Faith
// Quest ID: 65547
// Start NPC: 1000815
// End NPC: 1000815
using namespace Sapphire;
class ClsHrv009 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// UI8AL
// UI8BH
/// Countable Num: 1 Seq: 1 Event: 1 Listener: 1000815
/// Countable Num: 1 Seq: 2 Event: 1 Listener: 1000775
/// Countable Num: 0 Seq: 255 Event: 1 Listener: 1000815
// 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 = 1000815;//Fufucha
static constexpr auto Actor1 = 1000775;//Yannie
static constexpr auto Item0 = 2000569;
static constexpr auto LocAction1 = 990;
static constexpr auto LocActor0 = 1004089;
static constexpr auto LocEobj1 = 2001290;
static constexpr auto LocEobj2 = 2001888;
static constexpr auto LocPosEobj1 = 4257262;
static constexpr auto LocPosEobj2 = 4257273;
static constexpr auto Ritem0 = 4792;
public:
ClsHrv009() : Sapphire::ScriptAPI::QuestScript( 65547 ){};
~ClsHrv009() = 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() == SeqFinish )
Scene00006( quest, player );
break;
}
case Actor1:
{
if( quest.getSeq() == Seq2 )
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( &ClsHrv009::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( &ClsHrv009::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( &ClsHrv009::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( &ClsHrv009::Scene00003Return ) );
}
void Scene00003Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setSeq( Seq2 );
eventMgr().sendEventNotice( player, getId(), 0, 0 );
}
//////////////////////////////////////////////////////////////////////
void Scene00004( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 4, HIDE_HOTBAR, bindSceneReturn( &ClsHrv009::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, FADE_OUT | CONDITION_CUTSCENE | HIDE_UI, bindSceneReturn( &ClsHrv009::Scene00005Return ) );
}
void Scene00005Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setSeq( SeqFinish );
eventMgr().sendEventNotice( player, getId(), 1, 0 );
quest.setUI8BH( 1 );
}
//////////////////////////////////////////////////////////////////////
void Scene00006( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 6, HIDE_HOTBAR, bindSceneReturn( &ClsHrv009::Scene00006Return ) );
}
void Scene00006Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
Scene00007( quest, player );
}
//////////////////////////////////////////////////////////////////////
void Scene00007( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 7, HIDE_HOTBAR, bindSceneReturn( &ClsHrv009::Scene00007Return ) );
}
void Scene00007Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
player.finishQuest( getId(), result.getResult(1) );
}
}
};
EXPOSE_SCRIPT( ClsHrv009 );

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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: ClsHrv010_00012
// Quest Name: Botanist in a Bind
// Quest ID: 65548
// Start NPC: 1000815
// End NPC: 1000815
using namespace Sapphire;
class ClsHrv010 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// UI8AH
// UI8AL
/// Countable Num: 1 Seq: 1 Event: 1 Listener: 1000193
/// Countable Num: 1 Seq: 255 Event: 1 Listener: 1000815
// 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 = 1000815;//Fufucha
static constexpr auto Actor1 = 1000193;//Gavin
static constexpr auto LocAction1 = 990;
static constexpr auto LocEobj1 = 2001291;
static constexpr auto LocPosActor2 = 3693847;
static constexpr auto LocPosEobj1 = 4257290;
static constexpr auto LocPosStand = 3852694;
static constexpr auto LocStand = 2001079;
static constexpr auto Ritem0 = 5536;
public:
ClsHrv010() : Sapphire::ScriptAPI::QuestScript( 65548 ){};
~ClsHrv010() = 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 Actor1:
{
if( quest.getSeq() == Seq1 )
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( &ClsHrv010::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( &ClsHrv010::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( &ClsHrv010::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, HIDE_HOTBAR, bindSceneReturn( &ClsHrv010::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( &ClsHrv010::Scene00004Return ) );
}
void Scene00004Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
player.finishQuest( getId(), result.getResult(1) );
player.collectHandInItems( { Ritem0 } );
}
}
};
EXPOSE_SCRIPT( ClsHrv010 );

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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: ClsHrv011_00013
// Quest Name: Seeds of Hope
// Quest ID: 65549
// Start NPC: 1000815
// End NPC: 1000815
using namespace Sapphire;
class ClsHrv011 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// BitFlag8
// UI8AL
/// Countable Num: 1 Seq: 1 Event: 1 Listener: 1000774
/// Countable Num: 1 Seq: 2 Event: 1 Listener: 1000776
/// Countable Num: 1 Seq: 3 Event: 1 Listener: 1000774
/// Countable Num: 0 Seq: 4 Event: 1 Listener: 1000776
/// Countable Num: 0 Seq: 255 Event: 1 Listener: 1000777
// 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 = 1000815;//Fufucha
static constexpr auto Actor1 = 1000774;//Yannie
static constexpr auto Actor2 = 1000776;//Roiteloin
static constexpr auto Actor3 = 1000777;//Troubled Carpenter
static constexpr auto Eobject0 = 2001899;
static constexpr auto LocActor1 = 1000293;
static constexpr auto LocFace0 = 604;
static constexpr auto LocFace1 = 605;
static constexpr auto NcutEvent001 = 73;
static constexpr auto Ritem0 = 5395;
public:
ClsHrv011() : Sapphire::ScriptAPI::QuestScript( 65549 ){};
~ClsHrv011() = 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 )
Scene00009( quest, player );
break;
}
case Actor1:
{
if( quest.getSeq() == Seq1 )
Scene00002( quest, player );
else if( quest.getSeq() == Seq2 )
Scene00004( quest, player );
break;
}
case Actor2:
{
if( quest.getSeq() == Seq2 )
Scene00003( quest, player );
else if( quest.getSeq() == Seq3 )
Scene00005( quest, player );
break;
}
case Actor3:
{
if( quest.getSeq() == Seq4 )
Scene00007( 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( &ClsHrv011::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( &ClsHrv011::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( &ClsHrv011::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( &ClsHrv011::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( &ClsHrv011::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( &ClsHrv011::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( &ClsHrv011::Scene00006Return ) );
}
void Scene00006Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
player.collectHandInItems( { Ritem0 } );
eventMgr().sendEventNotice( player, getId(), 2, 0 );
quest.setSeq( Seq4 );
}
//////////////////////////////////////////////////////////////////////
void Scene00007( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 7, FADE_OUT | CONDITION_CUTSCENE | HIDE_UI, bindSceneReturn( &ClsHrv011::Scene00007Return ) );
}
void Scene00007Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
eventMgr().sendEventNotice( player, getId(), 3, 0 );
quest.setSeq( SeqFinish );
}
//////////////////////////////////////////////////////////////////////
void Scene00008( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 8, HIDE_HOTBAR, bindSceneReturn( &ClsHrv011::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( &ClsHrv011::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( ClsHrv011 );

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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: ClsHrv100_00208
// Quest Name: My First Hatchet
// Quest ID: 65744
// Start NPC: 1000815
// End NPC: 1000815
using namespace Sapphire;
class ClsHrv100 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// UI8AH
/// Countable Num: 1 Seq: 255 Event: 1 Listener: 1000815
// 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 = 1000815;//Fufucha
static constexpr auto LocAction1 = 990;
static constexpr auto LocActor0 = 1004089;
static constexpr auto LocEobj1 = 2000701;
static constexpr auto LocPosActor1 = 3693827;
static constexpr auto LocPosActor2 = 3693847;
static constexpr auto LocPosCam1 = 3693831;
static constexpr auto LocPosEobj1 = 3693820;
static constexpr auto LocPosStand = 3852694;
static constexpr auto LocStand = 2001079;
static constexpr auto Ritem0 = 5509;
public:
ClsHrv100() : Sapphire::ScriptAPI::QuestScript( 65744 ){};
~ClsHrv100() = 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 )
Scene00001( 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( &ClsHrv100::Scene00000Return ) );
}
void Scene00000Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )// accept quest
{
quest.setSeq( SeqFinish );
}
}
//////////////////////////////////////////////////////////////////////
void Scene00001( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 1, NONE, bindSceneReturn( &ClsHrv100::Scene00001Return ) );
}
void Scene00001Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
Scene00002( quest, player );
}
//////////////////////////////////////////////////////////////////////
void Scene00002( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 2, FADE_OUT | CONDITION_CUTSCENE | HIDE_UI, bindSceneReturn( &ClsHrv100::Scene00002Return ) );
}
void Scene00002Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
player.finishQuest( getId() );
player.collectHandInItems( { Ritem0 } );
}
}
//////////////////////////////////////////////////////////////////////
void Scene00003( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 3, NONE, bindSceneReturn( &ClsHrv100::Scene00003Return ) );
}
void Scene00003Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
};
EXPOSE_SCRIPT( ClsHrv100 );

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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: ClsHrv502_02048
// Quest Name: 連載準備回「雲海から届いた依頼」
// Quest ID: 67584
// Start NPC: 1000815
// End NPC: 1013240
using namespace Sapphire;
class ClsHrv502 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// BitFlag8
// UI8AL
// UI8BH
/// Countable Num: 1 Seq: 1 Event: 1 Listener: 1000776
/// Countable Num: 1 Seq: 255 Event: 1 Listener: 1013242
// 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 = 1000815;//Fufucha
static constexpr auto Actor1 = 1000776;//Roiteloin
static constexpr auto Actor2 = 1013242;//Mujih Mewrilah (Seq1)
static constexpr auto Actor3 = 1013240;//Mujih Mewrilah (SeqFinish)
static constexpr auto Actor4 = 1013243;//Basyle
static constexpr auto Actor5 = 1013248;
static constexpr auto BindActor0 = 5887506;
static constexpr auto BindActor1 = 5887531;
static constexpr auto BindActor2 = 1143528;
static constexpr auto Item0 = 2001667;
static constexpr auto LocBgm0 = 100;
static constexpr auto Quest0 = 67116;
public:
ClsHrv502() : Sapphire::ScriptAPI::QuestScript( 67584 ){};
~ClsHrv502() = 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 )
Scene00005( quest, player );
break;
}
case Actor1:
{
if( quest.getSeq() == Seq1 )
Scene00002( quest, player );
else if( quest.getSeq() == SeqFinish )
Scene00008( quest, player );
break;
}
case Actor2:
{
if( quest.getSeq() == Seq1 )
Scene00004( quest, player );
break;
}
case Actor3:
{
if( quest.getSeq() == SeqFinish )
Scene00006( quest, player );
break;
}
case Actor4:
{
if( quest.getSeq() == SeqFinish )
Scene00007( quest, player );
break;
}
case Actor5:
{
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( &ClsHrv502::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( &ClsHrv502::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( &ClsHrv502::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( &ClsHrv502::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( &ClsHrv502::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( &ClsHrv502::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, FADE_OUT | CONDITION_CUTSCENE | HIDE_UI, bindSceneReturn( &ClsHrv502::Scene00006Return ) );
}
void Scene00006Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
player.finishQuest( getId() );
}
}
//////////////////////////////////////////////////////////////////////
void Scene00007( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 7, HIDE_HOTBAR, bindSceneReturn( &ClsHrv502::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( &ClsHrv502::Scene00008Return ) );
}
void Scene00008Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
};
EXPOSE_SCRIPT( ClsHrv502 );

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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: ClsHrv530_02049
// Quest Name: 連載第一回「開拓魂、ここにあり」
// Quest ID: 67585
// Start NPC: 1013240
// End NPC: 1013240
using namespace Sapphire;
class ClsHrv530 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// BitFlag8
// UI8AL
/// Countable Num: 1 Seq: 1 Event: 1 Listener: 1013241
/// Countable Num: 1 Seq: 2 Event: 1 Listener: 1013244
/// Countable Num: 1 Seq: 255 Event: 1 Listener: 1013241
// 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 = 1013240;//Mujih Mewrilah (Seq0/SeqFinish)
static constexpr auto Actor1 = 1013241;//Basyle
static constexpr auto Actor2 = 1013244;//Mujih Mewrilah (Seq1/Seq2)
static constexpr auto BindActor0 = 5887905;
static constexpr auto LocIdle0 = 996;
static constexpr auto Ritem0 = 12878;
public:
ClsHrv530() : Sapphire::ScriptAPI::QuestScript( 67585 ){};
~ClsHrv530() = 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:
{
if( quest.getSeq() == Seq1 )
Scene00002( quest, player );
else if( quest.getSeq() == Seq2 )
Scene00004( quest, player );
else if( quest.getSeq() == SeqFinish )
Scene00008( quest, player );
break;
}
case Actor2:
{
if( quest.getSeq() == Seq1 )
Scene00003( quest, player );
else if( quest.getSeq() == Seq2 )
Scene00006( 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( &ClsHrv530::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( &ClsHrv530::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( &ClsHrv530::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( &ClsHrv530::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( &ClsHrv530::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( &ClsHrv530::Scene00005Return ) );
}
void Scene00005Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
eventMgr().sendEventNotice( player, getId(), 1, 0 );
player.collectHandInItems( { Ritem0 } );
quest.setSeq( SeqFinish );
}
//////////////////////////////////////////////////////////////////////
void Scene00006( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 6, HIDE_HOTBAR, bindSceneReturn( &ClsHrv530::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( &ClsHrv530::Scene00007Return ) );
}
void Scene00007Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
//TODO:Reward trait? I think it's automatic
player.finishQuest( getId(), result.getResult(1) );
}
}
//////////////////////////////////////////////////////////////////////
void Scene00008( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 8, HIDE_HOTBAR, bindSceneReturn( &ClsHrv530::Scene00008Return ) );
}
void Scene00008Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
};
EXPOSE_SCRIPT( ClsHrv530 );

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@ -0,0 +1,316 @@
// 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: ClsHrv550_02050
// Quest Name: 連載第二回「マメが繋ぐ交流の芽」
// Quest ID: 67586
// Start NPC: 1013240
// End NPC: 1013240
using namespace Sapphire;
class ClsHrv550 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// BitFlag8
// UI8AL
// UI8BH
/// Countable Num: 1 Seq: 1 Event: 1 Listener: 1013241
/// Countable Num: 1 Seq: 2 Event: 1 Listener: 1013240
/// Countable Num: 1 Seq: 3 Event: 1 Listener: 1000815
/// Countable Num: 1 Seq: 4 Event: 1 Listener: 1013241
/// Countable Num: 1 Seq: 5 Event: 1 Listener: 1013240
/// Countable Num: 1 Seq: 255 Event: 1 Listener: 1000815
// 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 = 1013240;//Mujih Mewrilah
static constexpr auto Actor1 = 1013241;//Basyle
static constexpr auto Actor2 = 1000815;//Fufucha
static constexpr auto Actor3 = 1013245;//Martineau
static constexpr auto Item0 = 2001664;
static constexpr auto Ritem0 = 12879;
public:
ClsHrv550() : Sapphire::ScriptAPI::QuestScript( 67586 ){};
~ClsHrv550() = 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 )
Scene00003( quest, player );
else if( quest.getSeq() == Seq3 )
Scene00006( quest, player );
else if( quest.getSeq() == Seq4 )
Scene00010( quest, player );
else if( quest.getSeq() == SeqFinish )
Scene00014( quest, player );
break;
}
case Actor1:
{
if( quest.getSeq() == Seq1 )
Scene00002( quest, player );
else if( quest.getSeq() == Seq2 )
Scene00005( quest, player );
else if( quest.getSeq() == Seq5 )
Scene00011( quest, player );
else if( quest.getSeq() == SeqFinish )
Scene00015( quest, player );
break;
}
case Actor2:
{
if( quest.getSeq() == Seq2 )
Scene00004( quest, player );
else if( quest.getSeq() == Seq3 )
Scene00007( quest, player );
break;
}
case Actor3:
{
if( quest.getSeq() == Seq4 )
Scene00008( quest, player );
else if( quest.getSeq() == Seq5 )
Scene00013( 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( &ClsHrv550::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( &ClsHrv550::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( &ClsHrv550::Scene00002Return ) );
}
void Scene00002Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
eventMgr().sendEventNotice( player, getId(), 0, 0 );
quest.setUI8BH( 1 );
quest.setSeq( Seq2 );
}
//////////////////////////////////////////////////////////////////////
void Scene00003( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 3, HIDE_HOTBAR, bindSceneReturn( &ClsHrv550::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( &ClsHrv550::Scene00004Return ) );
}
void Scene00004Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
eventMgr().sendEventNotice( player, getId(), 1, 0 );
quest.setSeq( Seq3 );
}
//////////////////////////////////////////////////////////////////////
void Scene00005( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 5, HIDE_HOTBAR, bindSceneReturn( &ClsHrv550::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( &ClsHrv550::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( &ClsHrv550::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( &ClsHrv550::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, FADE_OUT | CONDITION_CUTSCENE | HIDE_UI, bindSceneReturn( &ClsHrv550::Scene00009Return ) );
}
void Scene00009Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
eventMgr().sendEventNotice( player, getId(), 3, 0 );
quest.setSeq( Seq5 );
}
//////////////////////////////////////////////////////////////////////
void Scene00010( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 10, HIDE_HOTBAR, bindSceneReturn( &ClsHrv550::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( &ClsHrv550::Scene00011Return ) );
}
void Scene00011Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
Scene00011( quest, player );
}
//////////////////////////////////////////////////////////////////////
void Scene00012( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 12, HIDE_HOTBAR, bindSceneReturn( &ClsHrv550::Scene00012Return ) );
}
void Scene00012Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
eventMgr().sendEventNotice( player, getId(), 4, 0 );
player.collectHandInItems( { Ritem0 } );
quest.setSeq( SeqFinish );
}
//////////////////////////////////////////////////////////////////////
void Scene00013( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 13, HIDE_HOTBAR, bindSceneReturn( &ClsHrv550::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( &ClsHrv550::Scene00014Return ) );
}
void Scene00014Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
player.finishQuest( getId(), result.getResult( 1 ) );
}
}
//////////////////////////////////////////////////////////////////////
void Scene00015( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 15, HIDE_HOTBAR, bindSceneReturn( &ClsHrv550::Scene00015Return ) );
}
void Scene00015Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
};
EXPOSE_SCRIPT( ClsHrv550 );

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@ -0,0 +1,235 @@
// 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: ClsHrv580_02051
// Quest Name: 連載第三回「理想と苦難の先に」
// Quest ID: 67587
// Start NPC: 1013240
// End NPC: 1013240
using namespace Sapphire;
class ClsHrv580 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// BitFlag8
// UI8AL
/// Countable Num: 1 Seq: 1 Event: 1 Listener: 1013241
/// Countable Num: 1 Seq: 2 Event: 1 Listener: 1013240
/// Countable Num: 1 Seq: 3 Event: 1 Listener: 1013245
/// Countable Num: 1 Seq: 255 Event: 1 Listener: 1013241
// 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 Actor0 = 1013240;//Mujih Mewrilah
static constexpr auto Actor1 = 1013241;//Basyle
static constexpr auto Actor2 = 1013245;//Martineau
static constexpr auto Ritem0 = 12579;
public:
ClsHrv580() : Sapphire::ScriptAPI::QuestScript( 67587 ){};
~ClsHrv580() = 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 )
Scene00003( quest, player );
else if( quest.getSeq() == SeqFinish )
Scene00009( quest, player );
break;
}
case Actor1:
{
if( quest.getSeq() == Seq1 )
Scene00002( quest, player );
else if( quest.getSeq() == Seq2 )
Scene00005( quest, player );
else if( quest.getSeq() == Seq3 )
Scene00006( quest, player );
else if( quest.getSeq() == SeqFinish )
Scene00010( quest, player );
break;
}
case Actor2:
{
if( quest.getSeq() == Seq2 )
Scene00004( quest, player );
else if( quest.getSeq() == Seq3 )
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, HIDE_HOTBAR, bindSceneReturn( &ClsHrv580::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( &ClsHrv580::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( &ClsHrv580::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( &ClsHrv580::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( &ClsHrv580::Scene00004Return ) );
}
void Scene00004Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
eventMgr().sendEventNotice( player, getId(), 1, 0 );
quest.setSeq( Seq3 );
}
//////////////////////////////////////////////////////////////////////
void Scene00005( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 5, HIDE_HOTBAR, bindSceneReturn( &ClsHrv580::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( &ClsHrv580::Scene00006Return ) );
}
void Scene00006Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
Scene00007( quest, player );
}
//////////////////////////////////////////////////////////////////////
void Scene00007( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 7, HIDE_HOTBAR, bindSceneReturn( &ClsHrv580::Scene00007Return ) );
}
void Scene00007Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
eventMgr().sendEventNotice( player, getId(), 2, 0 );
player.collectHandInItems( { Ritem0 } );
quest.setSeq( SeqFinish );
}
//////////////////////////////////////////////////////////////////////
void Scene00008( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 8, HIDE_HOTBAR, bindSceneReturn( &ClsHrv580::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( &ClsHrv580::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 Scene00010( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 10, HIDE_HOTBAR, bindSceneReturn( &ClsHrv580::Scene00010Return ) );
}
void Scene00010Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
};
EXPOSE_SCRIPT( ClsHrv580 );

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@ -0,0 +1,550 @@
// 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: ClsHrv600_02052
// Quest Name: 連載最終回「種は国境を越えて」
// Quest ID: 67588
// Start NPC: 1013240
// End NPC: 1000815
using namespace Sapphire;
class ClsHrv600 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// BitFlag8
// UI8AL
// UI8BH
// UI8BL
/// Countable Num: 1 Seq: 1 Event: 1 Listener: 1013241
/// Countable Num: 1 Seq: 2 Event: 1 Listener: 1013246
/// Countable Num: 1 Seq: 3 Event: 1 Listener: 1013247
/// Countable Num: 1 Seq: 4 Event: 1 Listener: 1013240
/// Countable Num: 1 Seq: 5 Event: 1 Listener: 1000815
/// Countable Num: 1 Seq: 6 Event: 1 Listener: 1013241
/// Countable Num: 1 Seq: 7 Event: 1 Listener: 1013246
/// Countable Num: 1 Seq: 255 Event: 1 Listener: 1013247
// 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,
Seq7 = 7,
SeqFinish = 255,
};
// Entities found in the script data of the quest
static constexpr auto Actor0 = 1013240;//Mujih Mewrilah
static constexpr auto Actor1 = 1013241;//Basyle
static constexpr auto Actor2 = 1013246;//Aubierault
static constexpr auto Actor3 = 1013247;//Vainctoroix
static constexpr auto Actor4 = 1000815;//Fufucha
static constexpr auto Actor5 = 1013245;//Martineau
static constexpr auto BindActor0 = 5888239;
static constexpr auto BindActor1 = 5888241;
static constexpr auto EventBaseFrightened = 983;
static constexpr auto EventLink = 1002;
static constexpr auto Item0 = 2001665;
static constexpr auto Item1 = 2001666;
static constexpr auto LocIdle0 = 996;
static constexpr auto Ncut01 = 955;
static constexpr auto Ritem0 = 12900;
static constexpr auto SeIdEventLinkshellGc = 42;
public:
ClsHrv600() : Sapphire::ScriptAPI::QuestScript( 67588 ){};
~ClsHrv600() = 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 )
Scene00005( quest, player );
else if( quest.getSeq() == Seq7 )
Scene00028( quest, player );
else if( quest.getSeq() == SeqFinish )
Scene00031( quest, player );
break;
}
case Actor1:
{
if( quest.getSeq() == Seq1 )
Scene00002( quest, player );
else if( quest.getSeq() == Seq2 )
Scene00007( quest, player );
else if( quest.getSeq() == Seq3 )
Scene00013( quest, player );
else if( quest.getSeq() == Seq4 )
Scene00016( quest, player );
else if( quest.getSeq() == Seq5 )
Scene00021( quest, player );
else if( quest.getSeq() == Seq6 )
Scene00027( quest, player );
else if( quest.getSeq() == Seq7 )
Scene00029( quest, player );
break;
}
case Actor2:
{
if( quest.getSeq() == Seq1 )
Scene00003( quest, player );
else if( quest.getSeq() == Seq2 )
Scene00008( quest, player );
else if( quest.getSeq() == Seq3 )
Scene00014( quest, player );
else if( quest.getSeq() == Seq4 )
Scene00018( quest, player );
else if( quest.getSeq() == Seq5 )
Scene00024( quest, player );
break;
}
case Actor3:
{
if( quest.getSeq() == Seq1 )
Scene00004( quest, player );
else if( quest.getSeq() == Seq2 )
Scene00009( quest, player );
else if( quest.getSeq() == Seq3 )
Scene00015( quest, player );
else if( quest.getSeq() == Seq4 )
Scene00019( quest, player );
else if( quest.getSeq() == Seq5 )
Scene00025( quest, player );
break;
}
case Actor4:
{
if( quest.getSeq() == Seq2 )
Scene00006( quest, player );
else if( quest.getSeq() == Seq3 )
Scene00012( quest, player );
else if( quest.getSeq() == SeqFinish )
Scene00030( quest, player );
break;
}
case Actor5:
{
if( quest.getSeq() == Seq3 )
Scene00010( quest, player );
else if( quest.getSeq() == Seq4 )
Scene00020( quest, player );
else if( quest.getSeq() == Seq5 )
Scene00026( 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( &ClsHrv600::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( &ClsHrv600::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, FADE_OUT | CONDITION_CUTSCENE | HIDE_UI, bindSceneReturn( &ClsHrv600::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( &ClsHrv600::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( &ClsHrv600::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( &ClsHrv600::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( &ClsHrv600::Scene00006Return ) );
}
void Scene00006Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
eventMgr().sendEventNotice( player, getId(), 1, 0 );
quest.setSeq( Seq3 );
quest.setUI8BH( 1 );
}
//////////////////////////////////////////////////////////////////////
void Scene00007( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 7, HIDE_HOTBAR, bindSceneReturn( &ClsHrv600::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( &ClsHrv600::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( &ClsHrv600::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( &ClsHrv600::Scene00010Return ) );
}
void Scene00010Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
Scene00011( quest, player );
}
//////////////////////////////////////////////////////////////////////
void Scene00011( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 11, HIDE_HOTBAR, bindSceneReturn( &ClsHrv600::Scene00011Return ) );
}
void Scene00011Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
eventMgr().sendEventNotice( player, getId(), 2, 0 );
quest.setSeq( Seq4 );
quest.setUI8BL( 1 );
}
//////////////////////////////////////////////////////////////////////
void Scene00012( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 12, HIDE_HOTBAR, bindSceneReturn( &ClsHrv600::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( &ClsHrv600::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( &ClsHrv600::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( &ClsHrv600::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( &ClsHrv600::Scene00016Return ) );
}
void Scene00016Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
Scene00017( quest, player );
}
//////////////////////////////////////////////////////////////////////
void Scene00017( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 17, HIDE_HOTBAR, bindSceneReturn( &ClsHrv600::Scene00017Return ) );
}
void Scene00017Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
eventMgr().sendEventNotice( player, getId(), 3, 0 );
quest.setSeq( Seq5 );
player.collectHandInItems( { Ritem0 } );
}
//////////////////////////////////////////////////////////////////////
void Scene00018( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 18, HIDE_HOTBAR, bindSceneReturn( &ClsHrv600::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( &ClsHrv600::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( &ClsHrv600::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( &ClsHrv600::Scene00021Return ) );
}
void Scene00021Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
Scene00022( quest, player );
}
//////////////////////////////////////////////////////////////////////
void Scene00022( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 22, HIDE_HOTBAR, bindSceneReturn( &ClsHrv600::Scene00022Return ) );
}
void Scene00022Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
Scene00023( quest, player );
}
//////////////////////////////////////////////////////////////////////
void Scene00023( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 23, FADE_OUT | CONDITION_CUTSCENE | HIDE_UI, bindSceneReturn( &ClsHrv600::Scene00023Return ) );
}
void Scene00023Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
eventMgr().sendEventNotice( player, getId(), 4, 0 );
quest.setSeq( Seq6 );
}
//////////////////////////////////////////////////////////////////////
void Scene00024( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 24, HIDE_HOTBAR, bindSceneReturn( &ClsHrv600::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( &ClsHrv600::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( &ClsHrv600::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, HIDE_HOTBAR, bindSceneReturn( &ClsHrv600::Scene00027Return ) );
}
void Scene00027Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
eventMgr().sendEventNotice( player, getId(), 5, 0 );
quest.setSeq( Seq7 );
}
//////////////////////////////////////////////////////////////////////
void Scene00028( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 28, FADE_OUT | CONDITION_CUTSCENE | HIDE_UI, bindSceneReturn( &ClsHrv600::Scene00028Return ) );
}
void Scene00028Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
eventMgr().sendEventNotice( player, getId(), 6, 0 );
quest.setSeq( SeqFinish );
}
//////////////////////////////////////////////////////////////////////
void Scene00029( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 29, HIDE_HOTBAR, bindSceneReturn( &ClsHrv600::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, HIDE_HOTBAR, bindSceneReturn( &ClsHrv600::Scene00030Return ) );
}
void Scene00030Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
player.finishQuest( getId(), result.getResult( 1 ) );
}
}
//////////////////////////////////////////////////////////////////////
void Scene00031( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 31, HIDE_HOTBAR, bindSceneReturn( &ClsHrv600::Scene00031Return ) );
}
void Scene00031Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
};
EXPOSE_SCRIPT( ClsHrv600 );

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@ -0,0 +1,64 @@
// 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: ClsHrv999_00193
// Quest Name: So You Want to Be a Botanist
// Quest ID: 65729
// Start NPC: 1000294
// End NPC: 1000294
using namespace Sapphire;
class ClsHrv999 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// Steps in this quest ( 0 is before accepting,
// 1 is first, 255 means ready for turning it in
enum Sequence : uint8_t
{
};
static constexpr auto Actor0 = 1000294;
// Entities found in the script data of the quest
public:
ClsHrv999() : Sapphire::ScriptAPI::QuestScript( 65729 ){};
~ClsHrv999() = default;
//////////////////////////////////////////////////////////////////////
// Event Handlers
void onTalk( World::Quest& quest, Entity::Player& player, uint64_t actorId ) override
{
if( actorId == Actor0 )
Scene00000( 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( &ClsHrv999::Scene00000Return ) );
}
void Scene00000Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
player.finishQuest( getId(), 0 );
}
};
EXPOSE_SCRIPT( ClsHrv999 );

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@ -0,0 +1,111 @@
// 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: GaiUsb602_00884
// Quest Name: Cold Reception
// Quest ID: 66420
// Start NPC: 1006371
// End NPC: 1006372
using namespace Sapphire;
class GaiUsb602 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// UI8AL
/// Countable Num: 0 Seq: 255 Event: 1 Listener: 1006372
// 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 = 1006371;//Vortefaurt
static constexpr auto Actor1 = 1006372;//Ludovoix
public:
GaiUsb602() : Sapphire::ScriptAPI::QuestScript( 66420 ){};
~GaiUsb602() = 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( &GaiUsb602::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( &GaiUsb602::Scene00001Return ) );
}
void Scene00001Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setSeq( SeqFinish );
}
//////////////////////////////////////////////////////////////////////
void Scene00002( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 2, HIDE_HOTBAR, bindSceneReturn( &GaiUsb602::Scene00002Return ) );
}
void Scene00002Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
player.finishQuest( getId() );
}
}
};
EXPOSE_SCRIPT( GaiUsb602 );

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@ -0,0 +1,272 @@
// 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: GaiUsb604_00886
// Quest Name: The Unending War
// Quest ID: 66422
// Start NPC: 1006372
// End NPC: 1006377
using namespace Sapphire;
class GaiUsb604 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// BitFlag8
// UI8AL
/// Countable Num: 0 Seq: 1 Event: 10 Listener: 5000000
/// Countable Num: 0 Seq: 2 Event: 1 Listener: 1006731
/// Countable Num: 0 Seq: 3 Event: 5 Listener: 724
/// Countable Num: 0 Seq: 255 Event: 5 Listener: 725
// 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 Actor0 = 1006372;//Ludovoix
static constexpr auto Actor1 = 1006731;//Keeled-over Knight
static constexpr auto Actor2 = 1006376;//Edmelle
static constexpr auto Actor3 = 1006377;//Forlemort
static constexpr auto Enemy0 = 4289901;
static constexpr auto Enemy1 = 4289905;
static constexpr auto Eobject0 = 2002503;
static constexpr auto Eventrange0 = 4289908;
static constexpr auto EventActionRescueUnderMiddle = 35;
static constexpr auto EventActionSearch = 1;
static constexpr auto LocActor0 = 1006902;
public:
GaiUsb604() : Sapphire::ScriptAPI::QuestScript( 66422 ){};
~GaiUsb604() = 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 )
Scene00007( quest, player );
break;
}
case Actor1:
{
if( quest.getSeq() == Seq1 )
{
if( quest.getUI8AL() < 2 )
Scene00003( quest, player );
else
eventMgr().eventActionStart(
player, getId(), EventActionRescueUnderMiddle,
[ & ]( Entity::Player& player, uint32_t eventId, uint64_t additional ) {
Scene00004( quest, player );
},
nullptr, 0 );
}
break;
}
case Actor2:
{
if( quest.getSeq() == Seq3 )
Scene00008( quest, player );
break;
}
case Actor3:
{
if( quest.getSeq() == SeqFinish )
Scene00009( quest, player );
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 );
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 )
{
auto instance = teriMgr().getTerritoryByGuId( player.getTerritoryId() );
auto enemy0Spawned = instance->getActiveBNpcByInstanceIdAndTriggerOwner( Enemy0, player.getId() );
auto enemy1Spawned = instance->getActiveBNpcByInstanceIdAndTriggerOwner( Enemy1, player.getId() );
if( !enemy0Spawned && !enemy1Spawned && quest.getUI8AL() < 2 )
Scene00002( 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( &GaiUsb604::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( &GaiUsb604::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 /*Yes*/, bindSceneReturn( &GaiUsb604::Scene00002Return ) );
}
void Scene00002Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
auto instance = teriMgr().getTerritoryByGuId( player.getTerritoryId() );
auto enemy0 = instance->createBNpcFromInstanceId( Enemy0, 1220 /*Find the right value*/, Common::BNpcType::Enemy, player.getId() );
auto enemy1 = instance->createBNpcFromInstanceId( Enemy1, 1220 /*Find the right value*/, Common::BNpcType::Enemy, player.getId() );
enemy0->hateListAdd( player.getAsPlayer(), 1 );
enemy1->hateListAdd( player.getAsPlayer(), 1 );
}
//////////////////////////////////////////////////////////////////////
void Scene00003( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 3, HIDE_HOTBAR, bindSceneReturn( &GaiUsb604::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( &GaiUsb604::Scene00004Return ) );
}
void Scene00004Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
eventMgr().sendEventNotice( player, getId(), 0, 0 );
quest.setSeq( Seq2 );
quest.setUI8AL( 0 );
}
//////////////////////////////////////////////////////////////////////
void Scene00005( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 5, HIDE_HOTBAR, bindSceneReturn( &GaiUsb604::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( &GaiUsb604::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( &GaiUsb604::Scene00007Return ) );
}
void Scene00007Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
eventMgr().sendEventNotice( player, getId(), 1, 0 );
quest.setSeq( Seq3 );
}
//////////////////////////////////////////////////////////////////////
void Scene00008( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 8, HIDE_HOTBAR, bindSceneReturn( &GaiUsb604::Scene00008Return ) );
}
void Scene00008Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
eventMgr().sendEventNotice( player, getId(), 2, 0 );
quest.setSeq( SeqFinish );
}
//////////////////////////////////////////////////////////////////////
void Scene00009( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 9, FADE_OUT | CONDITION_CUTSCENE | HIDE_UI, bindSceneReturn( &GaiUsb604::Scene00009Return ) );
}
void Scene00009Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
player.finishQuest( getId() );
}
}
};
EXPOSE_SCRIPT( GaiUsb604 );

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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: GaiUsb605_00887
// Quest Name: Men of Honor
// Quest ID: 66423
// Start NPC: 1006378
// End NPC: 1006380
using namespace Sapphire;
class GaiUsb605 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// UI8AL
/// Countable Num: 0 Seq: 1 Event: 1 Listener: 1006379
/// Countable Num: 0 Seq: 2 Event: 1 Listener: 1006378
/// Countable Num: 0 Seq: 255 Event: 1 Listener: 1006380
// 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 = 1006378;//Jocea
static constexpr auto Actor1 = 1006379;//Established Astrologian
static constexpr auto Actor2 = 1006380;
static constexpr auto EventActionRescueUnderMiddle = 35;
public:
GaiUsb605() : Sapphire::ScriptAPI::QuestScript( 66423 ){};
~GaiUsb605() = 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 )
Scene00004( quest, player );
break;
}
case Actor1:
{
if( quest.getSeq() == Seq1 )
Scene00003( quest, player );
break;
}
case Actor2:
{
if( quest.getSeq() == SeqFinish )
Scene00005( 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( &GaiUsb605::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( &GaiUsb605::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( &GaiUsb605::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( &GaiUsb605::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( &GaiUsb605::Scene00004Return ) );
}
void Scene00004Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
eventMgr().sendEventNotice( player, getId(), 1, 0 );
quest.setSeq( SeqFinish );
}
//////////////////////////////////////////////////////////////////////
void Scene00005( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 5, HIDE_HOTBAR, bindSceneReturn( &GaiUsb605::Scene00005Return ) );
}
void Scene00005Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
player.finishQuest( getId(), result.getResult(1) );
}
}
};
EXPOSE_SCRIPT( GaiUsb605 );

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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: GaiUsb502_00871
// Quest Name: With a Little Elbow Grease
// Quest ID: 66407
// Start NPC: 1003937
// End NPC: 1006672
using namespace Sapphire;
class GaiUsb502 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// UI8AH
// UI8AL
// UI8BH
/// Countable Num: 0 Seq: 1 Event: 1 Listener: 1006672
/// Countable Num: 0 Seq: 255 Event: 1 Listener: 1006672
// 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 = 1003937;//Eaduuard
static constexpr auto Actor1 = 1006672;//M<arques
static constexpr auto Item0 = 2000677;
static constexpr auto Ritem0 = 2394;
public:
GaiUsb502() : Sapphire::ScriptAPI::QuestScript( 66407 ){};
~GaiUsb502() = 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 );
else 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( &GaiUsb502::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( &GaiUsb502::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( &GaiUsb502::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( &GaiUsb502::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( &GaiUsb502::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( &GaiUsb502::Scene00005Return ) );
}
void Scene00005Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
player.finishQuest( getId(), result.getResult( 1 ) );
player.collectHandInItems( { Ritem0 } );
}
}
};
EXPOSE_SCRIPT( GaiUsb502 );

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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: GaiUsb503_00872
// Quest Name: You Can't Take It with You
// Quest ID: 66408
// Start NPC: 1006672
// End NPC: 1003958
using namespace Sapphire;
class GaiUsb503 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// BitFlag8
// UI8AL
// UI8BH
// UI8BL
// UI8CH
/// Countable Num: 0 Seq: 1 Event: 1 Listener: 1006357
/// Countable Num: 0 Seq: 1 Event: 1 Listener: 1001679
/// Countable Num: 0 Seq: 2 Event: 1 Listener: 1006672
/// Countable Num: 0 Seq: 255 Event: 1 Listener: 1003958
// 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 = 1006672;//Marques
static constexpr auto Actor1 = 1006357;//Memedesu
static constexpr auto Actor2 = 1001679;//Syntgoht
static constexpr auto Actor3 = 1003958;//Eluned
static constexpr auto Item0 = 2000678;
static constexpr auto Item1 = 2000679;
static constexpr auto Item2 = 2000680;
static constexpr auto LocBgm1 = 92;
public:
GaiUsb503() : Sapphire::ScriptAPI::QuestScript( 66408 ){};
~GaiUsb503() = 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 )
Scene00004( 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() == SeqFinish )
Scene00006( quest, player );
break;
}
}
}
private:
void checkQuestCompletion( World::Quest& quest, Entity::Player& player )
{
if( quest.getUI8CH() >= 1 && quest.getUI8BL() >= 1 )
{
quest.setUI8AL( 0 );
quest.setUI8BH( 1 );
quest.setUI8BL( 1 );
quest.setUI8CH( 0 );
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( &GaiUsb503::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( &GaiUsb503::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( &GaiUsb503::Scene00002Return ) );
}
void Scene00002Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setBitFlag8( 1, true );
quest.setUI8BL( 1 );
quest.setUI8AL( 1 );
eventMgr().sendEventNotice( player, getId(), 0, 0 );
checkQuestCompletion( quest, player );
}
//////////////////////////////////////////////////////////////////////
void Scene00003( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 3, HIDE_HOTBAR, bindSceneReturn( &GaiUsb503::Scene00003Return ) );
}
void Scene00003Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setBitFlag8( 2, true );
quest.setUI8CH( 1 );
quest.setUI8BH( 1 );
eventMgr().sendEventNotice( player, getId(), 1, 0 );
checkQuestCompletion( quest, player );
}
//////////////////////////////////////////////////////////////////////
void Scene00004( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 4, HIDE_HOTBAR, bindSceneReturn( &GaiUsb503::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, FADE_OUT | CONDITION_CUTSCENE | HIDE_UI, bindSceneReturn( &GaiUsb503::Scene00005Return ) );
}
void Scene00005Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
eventMgr().sendEventNotice( player, getId(), 2, 0 );
quest.setUI8BH( 0 );
quest.setUI8BL( 0 );
quest.setUI8AH( 1 );
quest.setSeq( SeqFinish );
}
//////////////////////////////////////////////////////////////////////
void Scene00006( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 6, HIDE_HOTBAR, bindSceneReturn( &GaiUsb503::Scene00006Return ) );
}
void Scene00006Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
Scene00007( quest, player );
}
//////////////////////////////////////////////////////////////////////
void Scene00007( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 7, HIDE_HOTBAR, bindSceneReturn( &GaiUsb503::Scene00007Return ) );
}
void Scene00007Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
player.finishQuest( getId() );
}
}
};
EXPOSE_SCRIPT( GaiUsb503 );

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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: GaiUsb508_00877
// Quest Name: The Warden Works in Mysterious Ways
// Quest ID: 66413
// Start NPC: 1003958
// End NPC: 1003958
using namespace Sapphire;
class GaiUsb508 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// UI8AL
/// Countable Num: 0 Seq: 1 Event: 1 Listener: 2002103
/// Countable Num: 0 Seq: 255 Event: 1 Listener: 1003958
// 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 = 1003958;//Eluned
static constexpr auto Eobject0 = 2002103;//Mark of the Warden
static constexpr auto EventActionTouchMiddle = 46;
public:
GaiUsb508() : Sapphire::ScriptAPI::QuestScript( 66413 ){};
~GaiUsb508() = 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(), EventActionTouchMiddle,
[ & ]( Entity::Player& player, uint32_t eventId, uint64_t additional ) {
Scene00003( 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( &GaiUsb508::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( &GaiUsb508::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( &GaiUsb508::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( &GaiUsb508::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( &GaiUsb508::Scene00004Return ) );
}
void Scene00004Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
player.finishQuest( getId() );
}
}
};
EXPOSE_SCRIPT( GaiUsb508 );

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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: GaiUsb509_00878
// Quest Name: Bury Me Not on the Lone Prairie
// Quest ID: 66414
// Start NPC: 1003958
// End NPC: 1003958
using namespace Sapphire;
class GaiUsb509 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// UI8AL
// UI8BH
/// Countable Num: 0 Seq: 1 Event: 1 Listener: 1000580
/// Countable Num: 0 Seq: 255 Event: 1 Listener: 1003958
// 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 = 1003958;//Eluned
static constexpr auto Actor1 = 1000580;
static constexpr auto Item0 = 2000966;
static constexpr auto LocAction0 = 954;
static constexpr auto LocAction1 = 956;
static constexpr auto LocActor0 = 1005163;
static constexpr auto LocActor1 = 1000580;
static constexpr auto LocPosActor0 = 4329668;
static constexpr auto LocPosActor1 = 4329671;
public:
GaiUsb509() : Sapphire::ScriptAPI::QuestScript( 66414 ){};
~GaiUsb509() = 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;
}
}
}
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( &GaiUsb509::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( &GaiUsb509::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( &GaiUsb509::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( &GaiUsb509::Scene00003Return ) );
}
void Scene00003Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
Scene00004( quest, player );
}
//////////////////////////////////////////////////////////////////////
void Scene00004( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 4, FADE_OUT | CONDITION_CUTSCENE | HIDE_UI, bindSceneReturn( &GaiUsb509::Scene00004Return ) );
}
void Scene00004Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
eventMgr().sendEventNotice( player, getId(), 0, 0 );
quest.setSeq( SeqFinish );
}
//////////////////////////////////////////////////////////////////////
void Scene00005( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 5, HIDE_HOTBAR, bindSceneReturn( &GaiUsb509::Scene00005Return ) );
}
void Scene00005Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
player.finishQuest( getId() );
}
}
};
EXPOSE_SCRIPT( GaiUsb509 );

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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: GaiUsb512_00881
// Quest Name: A Tall Drink of Aqua del Sol
// Quest ID: 66417
// Start NPC: 1006367
// End NPC: 1006672
using namespace Sapphire;
class GaiUsb512 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// BitFlag8
// UI8AL
// UI8BH
/// Countable Num: 0 Seq: 1 Event: 1 Listener: 2002104
/// Countable Num: 0 Seq: 2 Event: 9 Listener: 1901
/// Countable Num: 0 Seq: 255 Event: 1 Listener: 1006367
// 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 = 1006367;//Ilcum
static constexpr auto Actor1 = 1006672;//Marques
static constexpr auto Enemy0 = 4296986;
static constexpr auto Eobject0 = 2002104;//Destination
static constexpr auto EventActionLookoutLong = 41;
static constexpr auto EventActionSearch = 1;
static constexpr auto Item0 = 2000688;
static constexpr auto Item1 = 2000689;
public:
GaiUsb512() : Sapphire::ScriptAPI::QuestScript( 66417 ){};
~GaiUsb512() = 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 )
Scene00004( quest, player );
break;
}
case Actor1:
{
if( quest.getSeq() == SeqFinish )
Scene00006( quest, player );
break;
}
case Eobject0:
{
eventMgr().eventActionStart(
player, getId(), EventActionLookoutLong,
[ & ]( 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:
{
quest.setUI8BH( 1 );
quest.setSeq( Seq2 );
eventMgr().sendEventNotice( player, getId(), 0, 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( &GaiUsb512::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( &GaiUsb512::Scene00001Return ) );
}
void Scene00001Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setSeq( Seq1 );
Scene00002( quest, player );//Maybe?
}
//////////////////////////////////////////////////////////////////////
void Scene00002( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 2, HIDE_HOTBAR, bindSceneReturn( &GaiUsb512::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( &GaiUsb512::Scene00003Return ) );
}
void Scene00003Return( 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, 1220 /*Find the right value*/, Common::BNpcType::Enemy, player.getId() );
enemy->hateListAdd( player.getAsPlayer(), 1 );
}
//////////////////////////////////////////////////////////////////////
void Scene00004( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 4, HIDE_HOTBAR, bindSceneReturn( &GaiUsb512::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( &GaiUsb512::Scene00005Return ) );
}
void Scene00005Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setSeq( SeqFinish );
}
//////////////////////////////////////////////////////////////////////
void Scene00006( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 6, HIDE_HOTBAR, bindSceneReturn( &GaiUsb512::Scene00006Return ) );
}
void Scene00006Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
Scene00007( quest, player );
}
//////////////////////////////////////////////////////////////////////
void Scene00007( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 7, HIDE_HOTBAR, bindSceneReturn( &GaiUsb512::Scene00007Return ) );
}
void Scene00007Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
player.finishQuest( getId() );
}
}
};
EXPOSE_SCRIPT( GaiUsb512 );

View file

@ -0,0 +1,133 @@
// 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: GaiUsb601_00883
// Quest Name: He Who Waited Behind
// Quest ID: 66419
// Start NPC: 1006355
// End NPC: 1006371
using namespace Sapphire;
class GaiUsb601 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// UI8AL
/// Countable Num: 0 Seq: 1 Event: 1 Listener: 1002780
/// Countable Num: 0 Seq: 255 Event: 1 Listener: 1006371
// 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 = 1006355;//Iliud
static constexpr auto Actor1 = 1002780;//Aethelmaer
static constexpr auto Actor2 = 1006371;//Vortefaurt
public:
GaiUsb601() : Sapphire::ScriptAPI::QuestScript( 66419 ){};
~GaiUsb601() = 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( &GaiUsb601::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( &GaiUsb601::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( &GaiUsb601::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, HIDE_HOTBAR, bindSceneReturn( &GaiUsb601::Scene00003Return ) );
}
void Scene00003Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
player.finishQuest( getId() );
}
}
};
EXPOSE_SCRIPT( GaiUsb601 );

View file

@ -6,9 +6,15 @@
#include "Network/GameConnection.h"
#include "Network/PacketWrappers/ServerNoticePacket.h"
#include "Network/PacketWrappers/UpdateFindContentPacket.h"
#include "Network/PacketWrappers/UpdateContentPacket.h"
#include "Network/PacketWrappers/NotifyFindContentPacket.h"
#include "Territory/Territory.h"
#include "Territory/InstanceContent.h"
#include "Manager/PlayerMgr.h"
#include "Manager/TerritoryMgr.h"
#include "Manager/WarpMgr.h"
#include <WorldServer.h>
@ -46,6 +52,11 @@ void Sapphire::World::ContentFinder::update()
uint32_t inProgress = 0; // 0x01 - in progress
uint32_t dutyProgress = 0;
uint32_t flags = 0; // 0x20 freerole, 0x40 ownrequest, 0x100 random
// Undersized
if( content->m_flags & 0x01 )
flags |= 0x20;
auto updatePacket = makeUpdateFindContent( queuedPlayer->getEntityId(), contentInfo->data().TerritoryType,
SetResultMatched, inProgress, queuedPlayer->m_classJob, dutyProgress, flags );
server.queueForPlayer( queuedPlayer->getCharacterId(), updatePacket );
@ -58,7 +69,34 @@ void Sapphire::World::ContentFinder::update()
case WaitingForAccept:
break;
case Accepted:
{
auto& terriMgr = Service< TerritoryMgr >::ref();
auto& warpMgr = Common::Service< WarpMgr >::ref();
auto contentInfo = exdData.getRow< Excel::InstanceContent >( content->getContentId() );
if( auto instance = terriMgr.createInstanceContent( content->getContentId() ) )
{
auto pInstanceContent = instance->getAsInstanceContent();
for( auto& queuedPlayer : content->m_players )
{
auto updatePacket = makeUpdateFindContent( queuedPlayer->getEntityId(), 0x06,
SetResultReadyToEnter, 0, queuedPlayer->m_classJob, 0 );
server.queueForPlayer( queuedPlayer->getCharacterId(), updatePacket );
pInstanceContent->bindPlayer( queuedPlayer->getEntityId() );
warpMgr.requestMoveTerritory( *server.getPlayer( queuedPlayer->getEntityId() ), WarpType::WARP_TYPE_INSTANCE_CONTENT, pInstanceContent->getGuId(), { 0.f, 0.f, 0.f }, 0.f );
auto zonePacket = makeUpdateContent( queuedPlayer->getEntityId(), contentInfo->data().TerritoryType,
0, pInstanceContent->getGuId() );
auto zonePacket2 = makeUpdateContent( queuedPlayer->getEntityId(), contentInfo->data().TerritoryType, content->m_partyMemberCount );
server.queueForPlayer( queuedPlayer->getCharacterId(), zonePacket );
server.queueForPlayer( queuedPlayer->getCharacterId(), zonePacket2 );
}
}
content->setState( InProgress );
break;
}
case InProgress:
break;
case InProgressRefill:
@ -73,10 +111,6 @@ void Sapphire::World::ContentFinder::update()
}
break;
}
}
}
@ -87,10 +121,10 @@ void Sapphire::World::ContentFinder::registerContentsRequest( Sapphire::Entity::
completeRegistration( player );
}
void Sapphire::World::ContentFinder::registerContentRequest( Sapphire::Entity::Player &player, uint32_t contentId )
void Sapphire::World::ContentFinder::registerContentRequest( Sapphire::Entity::Player &player, uint32_t contentId, uint8_t flags )
{
queueForContent( player, { contentId } );
completeRegistration( player );
completeRegistration( player, flags );
}
void Sapphire::World::ContentFinder::registerRandomContentRequest( Sapphire::Entity::Player &player, uint32_t randomContentTypeId )
@ -113,7 +147,7 @@ void Sapphire::World::ContentFinder::registerRandomContentRequest( Sapphire::Ent
completeRegistration( player );
}
void Sapphire::World::ContentFinder::completeRegistration( const Sapphire::Entity::Player &player )
void Sapphire::World::ContentFinder::completeRegistration( const Sapphire::Entity::Player &player, uint8_t flags )
{
auto& server = Service< WorldServer >::ref();
@ -122,6 +156,18 @@ void Sapphire::World::ContentFinder::completeRegistration( const Sapphire::Entit
auto& exdData = Service< Data::ExdData >::ref();
auto content = exdData.getRow< Excel::InstanceContent >( queuedContent->getContentId() );
// Undersized
if( flags & 0x01 )
{
auto updatePacket = makeUpdateFindContent( player.getId(), content->data().TerritoryType,
CompleteRegistration, 0x20, static_cast< uint32_t >( player.getClass() ) );
server.queueForPlayer( player.getCharacterId(), updatePacket );
queuedContent->m_flags = flags;
queuedContent->setState( MatchingComplete );
}
else
{
auto updatePacket = makeUpdateFindContent( player.getId(), content->data().TerritoryType,
CompleteRegistration, 1, static_cast< uint32_t >( player.getClass() ) );
server.queueForPlayer( player.getCharacterId(), updatePacket );
@ -133,6 +179,7 @@ void Sapphire::World::ContentFinder::completeRegistration( const Sapphire::Entit
{
server.queueForPlayer( queuedPlayer->getCharacterId(), statusPacket );
}
}
}
void Sapphire::World::ContentFinder::queueForContent( Sapphire::Entity::Player &player, const std::vector< uint32_t >& contentIds )
@ -310,6 +357,53 @@ Sapphire::World::ContentFinder::QueuedContentPtrList Sapphire::World::ContentFin
return outVec;
}
void Sapphire::World::ContentFinder::accept( Entity::Player& player )
{
auto& server = Service< WorldServer >::ref();
auto& exdData = Service< Data::ExdData >::ref();
auto queuedPlayer = m_queuedPlayer[ player.getId() ];
auto queuedContent = m_queuedContent[ queuedPlayer->getActiveRegisterId() ];
auto content = exdData.getRow< Excel::InstanceContent >( queuedContent->getContentId() );
// Something has gone quite wrong..
if( queuedContent->getState() != WaitingForAccept )
return;
switch( queuedPlayer->getRole() )
{
case Role::Tank:
++queuedContent->m_tankAccepted;
break;
case Role::Healer:
++queuedContent->m_healerAccepted;
break;
case Role::Melee:
case Role::RangedMagical:
case Role::RangedPhysical:
++queuedContent->m_dpsAccepted;
break;
}
Logger::info( "[{2}][ContentFinder] Content accepted, contentId#{0} registerId#{1}",
queuedContent->getContentId(), queuedContent->getRegisterId(), player.getId() );
auto statusPacket = makeNotifyFindContentStatus( player.getId(), content->data().TerritoryType, 4, queuedContent->m_dpsAccepted,
queuedContent->m_healerAccepted, queuedContent->m_tankAccepted, 0x01 );
for( auto& pPlayer : queuedContent->m_players )
{
if( pPlayer->getActiveRegisterId() != queuedContent->getRegisterId() )
continue;
server.queueForPlayer( pPlayer->getCharacterId(), statusPacket );
}
if( ( queuedContent->m_tankAccepted + queuedContent->m_healerAccepted + queuedContent->m_dpsAccepted ) == queuedContent->m_partyMemberCount )
queuedContent->setState( Accepted );
}
void Sapphire::World::ContentFinder::withdraw( Entity::Player& player )
{
auto& server = Service< WorldServer >::ref();

View file

@ -88,6 +88,12 @@ namespace Sapphire::World
uint8_t m_attackerCount{};
uint8_t m_rangeCount{};
uint8_t m_tankAccepted{};
uint8_t m_healerAccepted{};
uint8_t m_dpsAccepted{};
uint8_t m_flags{};
QueuedContentState m_state;
bool m_isInProgress{ false };
@ -108,12 +114,13 @@ namespace Sapphire::World
void update();
void registerContentRequest( Entity::Player& player, uint32_t contentId );
void registerContentRequest( Entity::Player& player, uint32_t contentId, uint8_t flags );
void registerContentsRequest( Entity::Player& player, const std::vector< uint32_t >& contentIds );
void registerRandomContentRequest( Entity::Player& player, uint32_t randomContentTypeId );
QueuedContentPtrList getMatchingContentList( Sapphire::Entity::Player &player, uint32_t contentId );
void accept( Entity::Player& player );
void withdraw( Entity::Player& player );
uint32_t getNextRegisterId();
@ -128,7 +135,7 @@ namespace Sapphire::World
void queueForContent( Entity::Player &player, const std::vector< uint32_t >& contentIds );
void completeRegistration( const Entity::Player &player );
void completeRegistration( const Entity::Player &player, uint8_t flags = 0 );
};

View file

@ -56,7 +56,7 @@ void Sapphire::Network::GameConnection::findContent( const Packets::FFXIVARR_PAC
if( contentId == 0 )
return;
contentFinder.registerContentRequest( player, contentId );
contentFinder.registerContentRequest( player, contentId, packet.data().flags );
}
@ -121,6 +121,8 @@ void Sapphire::Network::GameConnection::acceptContent( const Packets::FFXIVARR_P
packet.data().accept, packet.data().territoryId, packet.data().territoryType );
auto& contentFinder = Common::Service< World::ContentFinder >::ref();
if( packet.data().accept == 0 )
if( packet.data().accept )
contentFinder.accept( player );
else
contentFinder.withdraw( player );
}

View file

@ -0,0 +1,37 @@
#pragma once
#include <Network/GamePacket.h>
#include "Actor/Player.h"
#include "Forwards.h"
namespace Sapphire::Network::Packets::WorldPackets::Server
{
/**
* @brief Packet to display a quest specific info message.
*/
class UpdateContentPacket : public ZoneChannelPacket< FFXIVIpcUpdateContent >
{
public:
UpdateContentPacket( uint32_t playerId, uint16_t terriId, uint32_t kind, uint32_t value1 = 0, uint32_t value2 = 0 ) :
ZoneChannelPacket< FFXIVIpcUpdateContent >( playerId, playerId )
{
initialize( terriId, kind, value1, value2 );
};
private:
void initialize( uint16_t terriId, uint32_t kind, uint32_t value1, uint32_t value2 )
{
m_data.territoryType = terriId;
m_data.kind = kind;
m_data.value1 = value1;
m_data.value2 = value2;
};
};
template< typename... Args >
std::shared_ptr< UpdateContentPacket > makeUpdateContent( Args... args )
{
return std::make_shared< UpdateContentPacket >( args... );
}
}