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Merge pull request #805 from dude22072/MSQwork

[3.0] More MSQ, beginning of Mor Dhona
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Mordred 2022-02-27 23:33:27 +01:00 committed by GitHub
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// This is an automatically generated C++ script template
// Content needs to be added by hand to make it function
// In order for this script to be loaded, move it to the correct folder in <root>/scripts/
#include "Manager/EventMgr.h"
#include <Actor/Player.h>
#include <ScriptObject.h>
#include <Service.h>
// Quest Script: ManFst405_00520
// Quest Name: Reclamation
// Quest ID: 66056
// Start NPC: 1006730
// End NPC: 1007630
using namespace Sapphire;
class ManFst405 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// BitFlag8
// UI8AL
/// Countable Num: 0 Seq: 255 Event: 1 Listener: 1004433
// 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 = 1006730;//Alphinaud (Seq0)
static constexpr auto Actor1 = 1004433;//Elyenora
static constexpr auto Actor2 = 1007630;//Alphinaud (SeqFinish)
static constexpr auto Actor3 = 1007629;//Cid
static constexpr auto CutManfst40510 = 109;
static constexpr auto CutManfst40520 = 110;
static constexpr auto CutManfst40530 = 111;
static constexpr auto CutManfst40540 = 112;
static constexpr auto Poprange0 = 4103351;//Ul'dah Airship
static constexpr auto Poprange1 = 4148347;//The Solar
static constexpr auto Territorytype0 = 130;
public:
ManFst405() : Sapphire::ScriptAPI::QuestScript( 66056 ){};
~ManFst405() = 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:
{
Scene00002( quest, player );
break;
}
case Actor2:
{
if( quest.getSeq() == SeqFinish )
Scene00003( quest, player );
break;
}
case Actor3:
{
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( &ManFst405::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( &ManFst405::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( &ManFst405::Scene00002Return ) );
}
void Scene00002Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
auto& objectCache = Common::Service< Sapphire::InstanceObjectCache >::ref();
auto popRangeInfo = objectCache.getPopRangeInfo( Poprange0 );
if( popRangeInfo )
warpMgr().requestWarp( player, Common::WarpType::WARP_TYPE_NORMAL, popRangeInfo->m_pos, popRangeInfo->m_rotation );
}
}
//////////////////////////////////////////////////////////////////////
void Scene00003( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 3, HIDE_HOTBAR, bindSceneReturn( &ManFst405::Scene00003Return ) );
}
void Scene00003Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
auto& objectCache = Common::Service< Sapphire::InstanceObjectCache >::ref();
auto popRangeInfo = objectCache.getPopRangeInfo( Poprange1 );
if( popRangeInfo )
{
warpMgr().requestWarp( player, Common::WarpType::WARP_TYPE_NORMAL, popRangeInfo->m_pos, popRangeInfo->m_rotation );
Scene00004( quest, player );
}
}
}
//////////////////////////////////////////////////////////////////////
void Scene00004( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 4, FADE_OUT | CONDITION_CUTSCENE | HIDE_UI, bindSceneReturn( &ManFst405::Scene00004Return ) );
}
void Scene00004Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
player.finishQuest( getId(), result.getResult( 1 ) );
}
//////////////////////////////////////////////////////////////////////
void Scene00005( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 5, HIDE_HOTBAR, bindSceneReturn( &ManFst405::Scene00005Return ) );
}
void Scene00005Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
};
EXPOSE_SCRIPT( ManFst405 );

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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: GaiUsc405_00980
// Quest Name: Eyes on the Empire
// Quest ID: 66516
// Start NPC: 1006380
// End NPC: 1006518
using namespace Sapphire;
class GaiUsc405 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// UI8AL
// UI8BH
/// Countable Num: 0 Seq: 1 Event: 1 Listener: 1006517
/// Countable Num: 0 Seq: 255 Event: 1 Listener: 1006518
// 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 = 1006380;//PORTELAINE
static constexpr auto Actor1 = 1006517;//BRICELT
static constexpr auto Actor2 = 1006518;//PIERREMONS
static constexpr auto Item0 = 2000842;
public:
GaiUsc405() : Sapphire::ScriptAPI::QuestScript( 66516 ){};
~GaiUsc405() = default;
//////////////////////////////////////////////////////////////////////
// Event Handlers
void onTalk( World::Quest& quest, Entity::Player& player, uint64_t actorId ) override
{
switch( actorId )
{
case Actor0:
{
if( quest.getSeq() == Seq0 )
Scene00000( quest, player );
break;
}
case Actor1:
{
if( quest.getSeq() == Seq1 )
Scene00002( quest, player );
break;
}
case Actor2:
{
if( quest.getSeq() == SeqFinish )
Scene00004( quest, player );
break;
}
}
}
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( &GaiUsc405::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( &GaiUsc405::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( &GaiUsc405::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( &GaiUsc405::Scene00003Return ) );
}
void Scene00003Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setUI8BH( 0 );
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( &GaiUsc405::Scene00004Return ) );
}
void Scene00004Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
player.finishQuest( getId() );
}
}
};
EXPOSE_SCRIPT( GaiUsc405 );

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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: GaiUsc407_00982
// Quest Name: Monumental Hopes
// Quest ID: 66518
// Start NPC: 1006520
// End NPC: 1006520
using namespace Sapphire;
class GaiUsc407 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// BitFlag8
// UI8AL
/// Countable Num: 0 Seq: 1 Event: 1 Listener: 1006521
/// Countable Num: 0 Seq: 2 Event: 1 Listener: 2002265
/// Countable Num: 0 Seq: 255 Event: 5 Listener: 305
// 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 = 1006520;//Wedge
static constexpr auto Actor1 = 1006521;//Abeline
static constexpr auto Enemy0 = 4301775;
static constexpr auto Enemy1 = 4301776;
static constexpr auto Enemy2 = 4301778;
static constexpr auto Eobject0 = 2002265;//Destination
static constexpr auto EventActionLookoutLong = 41;
static constexpr auto EventActionSearch = 1;
public:
GaiUsc407() : Sapphire::ScriptAPI::QuestScript( 66518 ){};
~GaiUsc407() = default;
//////////////////////////////////////////////////////////////////////
// Event Handlers
void onTalk( World::Quest& quest, Entity::Player& player, uint64_t actorId ) override
{
switch( actorId )
{
case Actor0:
{
if( quest.getSeq() == Seq0 )
Scene00000( quest, player );
else if( quest.getSeq() == SeqFinish )
Scene00005( quest, player );
break;
}
case Actor1:
{
if( quest.getSeq() == Seq1 )
Scene00002( quest, player );
break;
}
case Eobject0:
{
eventMgr().eventActionStart(
player, getId(), EventActionLookoutLong,
[ & ]( Entity::Player& player, uint32_t eventId, uint64_t additional ) {
Scene00004( quest, player );
},
nullptr, 0 );
break;
}
}
}
void onBNpcKill( World::Quest& quest, Entity::BNpc& bnpc, Entity::Player& player ) override
{
switch( bnpc.getLayoutId() )
{
case Enemy0:
case Enemy1:
case Enemy2:
{
quest.setUI8AL( quest.getUI8AL() + 1 );
if( quest.getUI8AL() >= 3 )
{
eventMgr().sendEventNotice( player, getId(), 1, 0 );
quest.setSeq( SeqFinish );
quest.setUI8AL( 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( &GaiUsc407::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( &GaiUsc407::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( &GaiUsc407::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( &GaiUsc407::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( &GaiUsc407::Scene00004Return ) );
}
void Scene00004Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setBitFlag8( 1, true );
auto instance = teriMgr().getTerritoryByGuId( player.getTerritoryId() );
auto enemy0 = instance->createBNpcFromLayoutId( Enemy0, 1220 /*Find the right value*/, Common::BNpcType::Enemy, player.getId() );
auto enemy1 = instance->createBNpcFromLayoutId( Enemy1, 1220 /*Find the right value*/, Common::BNpcType::Enemy, player.getId() );
auto enemy2 = instance->createBNpcFromLayoutId( Enemy2, 1220 /*Find the right value*/, Common::BNpcType::Enemy, player.getId() );
enemy0->hateListAddDelayed( player.getAsPlayer(), 1 );
enemy1->hateListAddDelayed( player.getAsPlayer(), 1 );
enemy2->hateListAddDelayed( player.getAsPlayer(), 1 );
}
//////////////////////////////////////////////////////////////////////
void Scene00005( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 5, HIDE_HOTBAR, bindSceneReturn( &GaiUsc407::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( GaiUsc407 );

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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: GaiUsc408_00983
// Quest Name: Notorious Biggs
// Quest ID: 66519
// Start NPC: 1006520
// End NPC: 1006520
using namespace Sapphire;
class GaiUsc408 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// BitFlag16
// UI8AH
// UI8AL
// UI8BH
/// Countable Num: 0 Seq: 1 Event: 1 Listener: 1006522
/// Countable Num: 0 Seq: 2 Event: 1 Listener: 1006525
/// Countable Num: 0 Seq: 255 Event: 1 Listener: 1006524
// 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 = 1006520;//Wedge
static constexpr auto Actor1 = 1006522;//Ignace
static constexpr auto Actor2 = 1006525;//Y'shtola
static constexpr auto Actor3 = 1006524;//Yda
static constexpr auto Actor4 = 1006523;
static constexpr auto Actor5 = 1006527;
static constexpr auto Actor6 = 1006727;
static constexpr auto Actor7 = 1006728;
static constexpr auto Actor8 = 1006729;
static constexpr auto Eobject0 = 2002334;
static constexpr auto Eobject1 = 2002573;
static constexpr auto Eventrange0 = 4330077;
static constexpr auto EventActionSearch = 1;
static constexpr auto LocActor0 = 1003837;
static constexpr auto LocActor1 = 1003836;
static constexpr auto LocActor2 = 1003855;
static constexpr auto LocActor3 = 1002275;
static constexpr auto LocActor4 = 1003782;
static constexpr auto LocBgm1 = 99;
static constexpr auto LocSe1 = 44;
static constexpr auto LocSe2 = 45;
static constexpr auto Questbattle0 = 62;
static constexpr auto Territorytype0 = 304;
public:
GaiUsc408() : Sapphire::ScriptAPI::QuestScript( 66519 ){};
~GaiUsc408() = 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 )
Scene00015( quest, player );
break;
}
case Actor1:
{
if( quest.getSeq() == Seq1 )
Scene00002( quest, player );
break;
}
case Actor2:
{
if( quest.getSeq() == Seq2 )
{
eventMgr().sendEventNotice( player, getId(), 1, 0 );
quest.setSeq( SeqFinish );
playerMgr().sendUrgent( player, "QuestBattle Unimplemented, skipping..." );
}
//Scene00003( quest, player );
break;
}
case Actor3:
{
if( quest.getSeq() == Seq2 )
Scene00004( quest, player );
break;
}
case Actor4:
{
break;
}
case Actor5:
{
break;
}
case Actor6:
{
break;
}
case Actor7:
{
break;
}
case Actor8:
{
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 )
Scene00014( 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( &GaiUsc408::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( &GaiUsc408::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( &GaiUsc408::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( &GaiUsc408::Scene00003Return ) );
}
void Scene00003Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
auto& pTeriMgr = Common::Service< Sapphire::World::Manager::TerritoryMgr >::ref();
eventMgr().eventFinish( player, result.eventId, 0 );
pTeriMgr.createAndJoinQuestBattle( player, Questbattle0 );
}
}
//////////////////////////////////////////////////////////////////////
void Scene00004( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 4, HIDE_HOTBAR, bindSceneReturn( &GaiUsc408::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( &GaiUsc408::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( &GaiUsc408::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( &GaiUsc408::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( &GaiUsc408::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( &GaiUsc408::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( &GaiUsc408::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( &GaiUsc408::Scene00011Return ) );
}
void Scene00011Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00012( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 12, HIDE_HOTBAR, bindSceneReturn( &GaiUsc408::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( &GaiUsc408::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( &GaiUsc408::Scene00014Return ) );
}
void Scene00014Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
auto& pTeriMgr = Common::Service< Sapphire::World::Manager::TerritoryMgr >::ref();
eventMgr().eventFinish( player, result.eventId, 0 );
pTeriMgr.createAndJoinQuestBattle( player, Questbattle0 );
}
}
//////////////////////////////////////////////////////////////////////
void Scene00015( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 15, FADE_OUT | CONDITION_CUTSCENE | HIDE_UI, bindSceneReturn( &GaiUsc408::Scene00015Return ) );
}
void Scene00015Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
player.finishQuest( getId() );
}
}
};
EXPOSE_SCRIPT( GaiUsc408 );

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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: GaiUsc409_00984
// Quest Name: Come-Into-My-Castrum
// Quest ID: 66520
// Start NPC: 1006528
// End NPC: 1006531
using namespace Sapphire;
class GaiUsc409 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// UI8AL
/// Countable Num: 0 Seq: 1 Event: 1 Listener: 1006530
/// Countable Num: 0 Seq: 255 Event: 1 Listener: 1006531
// 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 = 1006528;//Cid
static constexpr auto Actor1 = 1006530;//Slafborn
static constexpr auto Actor2 = 1006531;//Glaumunt
static constexpr auto LocActor0 = 1003855;
static constexpr auto LocActor1 = 1003782;
static constexpr auto LocActor2 = 1002275;
public:
GaiUsc409() : Sapphire::ScriptAPI::QuestScript( 66520 ){};
~GaiUsc409() = 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( &GaiUsc409::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( &GaiUsc409::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( &GaiUsc409::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( &GaiUsc409::Scene00003Return ) );
}
void Scene00003Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
player.finishQuest( getId() );
}
}
};
EXPOSE_SCRIPT( GaiUsc409 );

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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: GaiUsc411_00986
// Quest Name: Getting Even with Garlemald
// Quest ID: 66522
// Start NPC: 1006531
// End NPC: 1006535
using namespace Sapphire;
class GaiUsc411 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// BitFlag8
// UI8AL
/// Countable Num: 0 Seq: 1 Event: 1 Listener: 2002201
/// Countable Num: 0 Seq: 2 Event: 5 Listener: 43
/// Countable Num: 0 Seq: 3 Event: 5 Listener: 43
/// Countable Num: 0 Seq: 255 Event: 5 Listener: 43
// 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 = 1006531;//Glaumunt
static constexpr auto Actor1 = 1006534;//Alphinaud
static constexpr auto Actor2 = 1006535;//Cid
static constexpr auto Enemy0 = 4301976;
static constexpr auto Enemy1 = 4301980;
static constexpr auto Enemy2 = 4301981;
static constexpr auto Enemy3 = 4301983;
static constexpr auto Eobject0 = 2002201;//Drainage Pipe (Seq1)
static constexpr auto Eobject1 = 2002202;//Drainage Pipe (Seq2)
static constexpr auto EventActionSearch = 1;
public:
GaiUsc411() : Sapphire::ScriptAPI::QuestScript( 66522 ){};
~GaiUsc411() = 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() == Seq3 )
Scene00006( quest, player );
break;
}
case Actor2:
{
if( quest.getSeq() == SeqFinish )
Scene00007( quest, player );
break;
}
case Eobject0:
{
eventMgr().eventActionStart(
player, getId(), EventActionSearch,
[ & ]( Entity::Player& player, uint32_t eventId, uint64_t additional ) {
Scene00003( quest, player );
},
nullptr, 0 );
break;
}
case Eobject1:
{
eventMgr().eventActionStart(
player, getId(), EventActionSearch,
[ & ]( Entity::Player& player, uint32_t eventId, uint64_t additional ) {
Scene00005( quest, player );
},
nullptr, 0 );
break;
}
}
}
void onBNpcKill( World::Quest& quest, Entity::BNpc& bnpc, Entity::Player& player ) override
{
switch( bnpc.getLayoutId() )
{
case Enemy0:
case Enemy1:
case Enemy2:
case Enemy3:
{
quest.setUI8AL( quest.getUI8AL() + 1 );
if( quest.getUI8AL() >= 4 )
{
eventMgr().sendEventNotice( player, getId(), 0, 0 );
quest.setSeq( Seq2 );
quest.setUI8AL( 0 );
quest.setBitFlag8( 1, false );
}
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( &GaiUsc411::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( &GaiUsc411::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( &GaiUsc411::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( &GaiUsc411::Scene00003Return ) );
}
void Scene00003Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setBitFlag8( 1, true );
auto instance = teriMgr().getTerritoryByGuId( player.getTerritoryId() );
auto enemy0 = instance->createBNpcFromLayoutId( Enemy0, 1220 /*Find the right value*/, Common::BNpcType::Enemy, player.getId() );
auto enemy1 = instance->createBNpcFromLayoutId( Enemy1, 1220 /*Find the right value*/, Common::BNpcType::Enemy, player.getId() );
auto enemy2 = instance->createBNpcFromLayoutId( Enemy2, 1220 /*Find the right value*/, Common::BNpcType::Enemy, player.getId() );
auto enemy3 = instance->createBNpcFromLayoutId( Enemy3, 1220 /*Find the right value*/, Common::BNpcType::Enemy, player.getId() );
enemy0->hateListAdd( player.getAsPlayer(), 1 );
enemy1->hateListAdd( player.getAsPlayer(), 1 );
enemy2->hateListAdd( player.getAsPlayer(), 1 );
enemy3->hateListAdd( player.getAsPlayer(), 1 );
}
//////////////////////////////////////////////////////////////////////
void Scene00004( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 4, HIDE_HOTBAR, bindSceneReturn( &GaiUsc411::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, FADE_OUT | CONDITION_CUTSCENE | HIDE_UI, bindSceneReturn( &GaiUsc411::Scene00005Return ) );
}
void Scene00005Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
eventMgr().sendEventNotice( player, getId(), 1, 0 );
quest.setSeq( Seq3 );
}
//////////////////////////////////////////////////////////////////////
void Scene00006( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 6, HIDE_HOTBAR, bindSceneReturn( &GaiUsc411::Scene00006Return ) );
}
void Scene00006Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
eventMgr().sendEventNotice( player, getId(), 2, 0 );
quest.setSeq( SeqFinish );
}
//////////////////////////////////////////////////////////////////////
void Scene00007( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 7, HIDE_HOTBAR, bindSceneReturn( &GaiUsc411::Scene00007Return ) );
}
void Scene00007Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
player.finishQuest( getId() );
}
}
};
EXPOSE_SCRIPT( GaiUsc411 );

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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: GaiUsc403_00978
// Quest Name: Casing the Castrum
// Quest ID: 66514
// Start NPC: 1007473
// End NPC: 1006380
using namespace Sapphire;
class GaiUsc403 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// UI8AL
/// 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,
SeqFinish = 255,
};
// Entities found in the script data of the quest
static constexpr auto Actor0 = 1007473;//Y'shtola
static constexpr auto Actor1 = 1006380;
static constexpr auto CutGaiusc40301 = 254;
static constexpr auto LocAction1 = 793;
static constexpr auto LocActor0 = 1006382;
static constexpr auto LocActor1 = 1003855;
static constexpr auto LocActor2 = 1003782;
static constexpr auto LocActor3 = 1002275;
static constexpr auto LocPosActor0 = 4260909;
static constexpr auto LocPosTarget = 4260908;
public:
GaiUsc403() : Sapphire::ScriptAPI::QuestScript( 66514 ){};
~GaiUsc403() = 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( &GaiUsc403::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( &GaiUsc403::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( &GaiUsc403::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( &GaiUsc403::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( &GaiUsc403::Scene00004Return ) );
}
void Scene00004Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
player.finishQuest( getId() );
}
};
EXPOSE_SCRIPT( GaiUsc403 );