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Merge pull request #768 from dude22072/GridaniaMSQWork

[3.0] Gridania MSQ up through Ifrit
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Mordred 2022-02-12 20:28:22 +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: ManFst203_00675
// Quest Name: It's Probably Pirates
// Quest ID: 66211
// Start NPC: 1000972
// End NPC: 1000972
using namespace Sapphire;
class ManFst203 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// BitFlag8
// UI8AL
/// Countable Num: 0 Seq: 1 Event: 1 Listener: 1003621
/// Countable Num: 0 Seq: 2 Event: 1 Listener: 1004472
/// Countable Num: 0 Seq: 3 Event: 1 Listener: 1004473
/// Countable Num: 0 Seq: 255 Event: 1 Listener: 1004474
// 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 = 1000972;//Baderon <Drowning Wench Proprietor>
static constexpr auto Actor1 = 1003621;//V'mellpa
static constexpr auto Actor2 = 1004472;//Yellowjacket
static constexpr auto Actor3 = 1004473;//Avere
static constexpr auto Actor4 = 1004474;//Liavinne
static constexpr auto Actor5 = 1004475;//Paiyo Reiyo
static constexpr auto Actor6 = 1004476;//Edda
static constexpr auto Actor7 = 1004477;//Isildaure
static constexpr auto Actor8 = 1004478;//Alianne
static constexpr auto CollectPartyUnlock = 3704;
static constexpr auto Instancedungeon0 = 4;
static constexpr auto LocActor0 = 1004471;
static constexpr auto LocActor1 = 1004479;
static constexpr auto LocActor2 = 1004480;
static constexpr auto LocActor3 = 1004481;
static constexpr auto Screenimage1 = 91;
static constexpr auto Seq0Actor0Lq = 90;
static constexpr auto UnlockAddNewContentToCf = 3702;
static constexpr auto UnlockImageDungeonSastasha = 74;
static constexpr auto UnlockLfgParty = 137;
public:
ManFst203() : Sapphire::ScriptAPI::QuestScript( 66211 ){};
~ManFst203() = 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 )
Scene00018( quest, player );
break;
}
case Actor1:
{
if( quest.getSeq() == Seq1 )
Scene00002( quest, player );
break;
}
case Actor2:
{
if( quest.getSeq() == Seq2 )
Scene00003( quest, player );
else if( quest.getSeq() == Seq3 )
Scene00017( quest, player );
break;
}
case Actor3:
{
if( quest.getSeq() == Seq2 )
Scene00004( quest, player );
else if( quest.getSeq() == Seq3 )
Scene00011( quest, player );
break;
}
case Actor4:
{
if( quest.getSeq() == Seq2 )
Scene00005( quest, player );
else if( quest.getSeq() == Seq3 )
Scene00012( quest, player );
break;
}
case Actor5:
{
if( quest.getSeq() == Seq2 )
Scene00006( quest, player );
else if( quest.getSeq() == Seq3 )
Scene00013( quest, player );
break;
}
case Actor6:
{
if( quest.getSeq() == Seq2 )
Scene00007( quest, player );
else if( quest.getSeq() == Seq3 )
Scene00014( quest, player );
break;
}
case Actor7:
{
if( quest.getSeq() == Seq2 )
Scene00008( quest, player );
else if( quest.getSeq() == Seq3 )
Scene00015( quest, player );
break;
}
case Actor8:
{
if( quest.getSeq() == Seq2 )
Scene00009( quest, player );
else if( quest.getSeq() == Seq3 )
Scene00016( 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( &ManFst203::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( &ManFst203::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( &ManFst203::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( &ManFst203::Scene00003Return ) );
}
void Scene00003Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
//TODO:Unlock Sastasha
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( &ManFst203::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( &ManFst203::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( &ManFst203::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( &ManFst203::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( &ManFst203::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( &ManFst203::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( &ManFst203::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( &ManFst203::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( &ManFst203::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( &ManFst203::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( &ManFst203::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( &ManFst203::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( &ManFst203::Scene00016Return ) );
}
void Scene00016Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00017( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 17, HIDE_HOTBAR, bindSceneReturn( &ManFst203::Scene00017Return ) );
}
void Scene00017Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00018( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 18, FADE_OUT | CONDITION_CUTSCENE | HIDE_UI, bindSceneReturn( &ManFst203::Scene00018Return ) );
}
void Scene00018Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
player.finishQuest( getId() );
//TODO:Unlock Party Finder
}
}
};
EXPOSE_SCRIPT( ManFst203 );

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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: ManFst204_00677
// Quest Name: Fire in the Gloom
// Quest ID: 66213
// Start NPC: 1000100
// End NPC: 1000100
using namespace Sapphire;
class ManFst204 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// BitFlag8
// UI8AL
/// Countable Num: 0 Seq: 1 Event: 1 Listener: 1004612
/// Countable Num: 0 Seq: 2 Event: 1 Listener: 1004619
/// Countable Num: 0 Seq: 255 Event: 1 Listener: 1004620
// 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 = 1000100;//Mother Miounne
static constexpr auto Actor1 = 1004612;//Gods' Quiver Bow
static constexpr auto Actor2 = 1004619;//Isildaure
static constexpr auto Actor3 = 1004620;//Alianne
static constexpr auto Actor4 = 1004613;//Dolorous Bear
static constexpr auto Actor5 = 1004614;//E'manafa
static constexpr auto Actor6 = 1004615;//Kikina
static constexpr auto Instancedungeon0 = 2;
static constexpr auto LocActor0 = 1003061;
static constexpr auto LocActor1 = 1004616;
static constexpr auto LocActor2 = 1004617;
static constexpr auto LocActor3 = 1004618;
static constexpr auto LocFace0 = 604;
static constexpr auto LocFace1 = 617;
static constexpr auto LocFace2 = 612;
static constexpr auto LocFace3 = 605;
static constexpr auto LocPosActor3 = 4091288;
static constexpr auto Seq0Actor0Lq = 90;
static constexpr auto UnlockAddNewContentToCf = 3702;
static constexpr auto UnlockImageDungeonTamTara = 76;
public:
ManFst204() : Sapphire::ScriptAPI::QuestScript( 66213 ){};
~ManFst204() = 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 )
Scene00014( quest, player );
break;
}
case Actor1:
{
if( quest.getSeq() == Seq1 )
Scene00002( quest, player );
else if( quest.getSeq() == Seq2 )
Scene00013( quest, player );
break;
}
case Actor2:
{
if( quest.getSeq() == Seq1 )
Scene00003( quest, player );
else if( quest.getSeq() == Seq2 )
Scene00008( quest, player );
break;
}
case Actor3:
{
if( quest.getSeq() == Seq1 )
Scene00004( quest, player );
else if( quest.getSeq() == Seq2 )
Scene00009( quest, player );
break;
}
case Actor4:
{
if( quest.getSeq() == Seq1 )
Scene00005( quest, player );
else if( quest.getSeq() == Seq2 )
Scene00010( quest, player );
break;
}
case Actor5:
{
if( quest.getSeq() == Seq1 )
Scene00006( quest, player );
else if( quest.getSeq() == Seq2 )
Scene00011( quest, player );
break;
}
case Actor6:
{
if( quest.getSeq() == Seq1 )
Scene00007( quest, player );
else if( quest.getSeq() == Seq2 )
Scene00012( 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( &ManFst204::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( &ManFst204::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( &ManFst204::Scene00002Return ) );
}
void Scene00002Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
//TODO: Unlock Tam-Tara
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( &ManFst204::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( &ManFst204::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( &ManFst204::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( &ManFst204::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( &ManFst204::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( &ManFst204::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( &ManFst204::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( &ManFst204::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( &ManFst204::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( &ManFst204::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( &ManFst204::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, FADE_OUT | CONDITION_CUTSCENE | HIDE_UI, bindSceneReturn( &ManFst204::Scene00014Return ) );
}
void Scene00014Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
player.finishQuest( getId(), result.getResult( 1 ) );
}
}
};
EXPOSE_SCRIPT( ManFst204 );

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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: ManFst205_00660
// Quest Name: Into a Copper Hell
// Quest ID: 66196
// Start NPC: 1001353
// End NPC: 1001353
using namespace Sapphire;
class ManFst205 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// BitFlag8
// UI8AL
/// Countable Num: 0 Seq: 1 Event: 1 Listener: 1004621
/// Countable Num: 0 Seq: 2 Event: 1 Listener: 1002285
/// Countable Num: 0 Seq: 3 Event: 1 Listener: 1004623
/// Countable Num: 0 Seq: 4 Event: 1 Listener: 1004624
/// Countable Num: 0 Seq: 5 Event: 1 Listener: 1004621
/// Countable Num: 0 Seq: 255 Event: 1 Listener: 5010000
// Steps in this quest ( 0 is before accepting,
// 1 is first, 255 means ready for turning it in
enum Sequence : uint8_t
{
Seq0 = 0,
Seq1 = 1,
Seq2 = 2,
Seq3 = 3,
Seq4 = 4,
Seq5 = 5,//Fake Sequence for returning from quest battle
SeqFinish = 255,
};
// Entities found in the script data of the quest
static constexpr auto Actor0 = 1001353;//Momodi
static constexpr auto Actor1 = 1004621;//Painted Mesa
static constexpr auto Actor2 = 1002285;//Stone Torch
static constexpr auto Actor3 = 1004623;//Isildaure
static constexpr auto Actor4 = 1004624;//Alianne
static constexpr auto CutScene04Fst = 79;
static constexpr auto CutScene04Sea = 215;
static constexpr auto CutScene04Wil = 216;
static constexpr auto Eobject0 = 2001854;
static constexpr auto Instancedungeon0 = 3;
static constexpr auto LocActor0 = 1003995;
static constexpr auto LocActor1 = 1004618;
static constexpr auto LocActor2 = 1005137;
static constexpr auto Questbattle0 = 44;
static constexpr auto Seq0Actor0Lq = 90;
static constexpr auto Territorytype0 = 274;
static constexpr auto Territorytype1 = 130;
static constexpr auto UnlockAddNewContentToCf = 3702;
static constexpr auto UnlockImageDungeonCopperbell = 75;
public:
ManFst205() : Sapphire::ScriptAPI::QuestScript( 66196 ){};
~ManFst205() = default;
//////////////////////////////////////////////////////////////////////
// Event Handlers
void onTalk( World::Quest& quest, Entity::Player& player, uint64_t actorId ) override
{
switch( actorId )
{
case Actor0:
{
if( quest.getSeq() == Seq0 )
Scene00000( quest, player );
else if( quest.getSeq() == SeqFinish )
Scene00013( quest, player );
break;
}
case Actor1:
{
if( quest.getSeq() == Seq1 )
Scene00002( quest, player );
else if( quest.getSeq() == Seq2 )
Scene00006( quest, player );
else if( quest.getSeq() == Seq4 )
Scene00010( quest, player );
break;
}
case Actor2:
{
if( quest.getSeq() == Seq2 )
Scene00003( quest, player );
else if( quest.getSeq() == Seq3 )
Scene00009( quest, player );
break;
}
case Actor3:
{
if( quest.getSeq() == Seq2 )
Scene00004( quest, player );
else if( quest.getSeq() == Seq3 )
Scene00007( quest, player );
break;
}
case Actor4:
{
if( quest.getSeq() == Seq2 )
Scene00005( quest, player );
else if( quest.getSeq() == Seq3 )
Scene00008( quest, player );
break;
}
}
}
void onEnterTerritory( World::Quest& quest, Entity::Player& player, uint16_t param1, uint16_t param2 ) override
{
if( quest.getSeq() == Seq5 )
Scene00012( 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( &ManFst205::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( &ManFst205::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( &ManFst205::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( &ManFst205::Scene00003Return ) );
}
void Scene00003Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
//TODO:Unlock Copperbell Mines
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( &ManFst205::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( &ManFst205::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( &ManFst205::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( &ManFst205::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( &ManFst205::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( &ManFst205::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( &ManFst205::Scene00010Return ) );
}
void Scene00010Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
}
}
//////////////////////////////////////////////////////////////////////
void Scene00011( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 11, HIDE_HOTBAR, bindSceneReturn( &ManFst205::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, FADE_OUT | CONDITION_CUTSCENE | HIDE_UI, bindSceneReturn( &ManFst205::Scene00012Return ) );
}
void Scene00012Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setSeq( SeqFinish );
}
//////////////////////////////////////////////////////////////////////
void Scene00013( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 13, FADE_OUT | CONDITION_CUTSCENE | HIDE_UI, bindSceneReturn( &ManFst205::Scene00013Return ) );
}
void Scene00013Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
player.finishQuest( getId(), result.getResult( 1 ) );
}
}
};
EXPOSE_SCRIPT( ManFst205 );

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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: ManFst206_00509
// Quest Name: The Scions of the Seventh Dawn
// Quest ID: 66045
// Start NPC: 1001353
// End NPC: 1005012
using namespace Sapphire;
class ManFst206 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// UI8AH
// UI8AL
/// Countable Num: 0 Seq: 1 Event: 1 Listener: 1004603
/// Countable Num: 0 Seq: 255 Event: 1 Listener: 1005012
// Steps in this quest ( 0 is before accepting,
// 1 is first, 255 means ready for turning it in
enum Sequence : uint8_t
{
Seq0 = 0,
Seq1 = 1,
SeqFinish = 255,
};
// Entities found in the script data of the quest
static constexpr auto Actor0 = 1001353;//Momodi
static constexpr auto Actor1 = 1004603;//Tataru
static constexpr auto Actor2 = 1005012;//Scion of the Seventh Dawn
static constexpr auto CutManfst20610 = 80;
static constexpr auto CutManfst20620 = 81;
static constexpr auto CutManfst20630 = 161;
static constexpr auto Poprange0 = 4148347;
static constexpr auto UnlockImageRetainer = 19;
public:
ManFst206() : Sapphire::ScriptAPI::QuestScript( 66045 ){};
~ManFst206() = 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 )
Scene00005( 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, NONE, bindSceneReturn( &ManFst206::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( &ManFst206::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( &ManFst206::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, NONE, bindSceneReturn( &ManFst206::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( &ManFst206::Scene00004Return ) );
}
void Scene00004Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
//TODO:Unlock Retainers
player.finishQuest( getId(), result.getResult( 1 ) );
}
//////////////////////////////////////////////////////////////////////
void Scene00005( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 5, HIDE_HOTBAR, bindSceneReturn( &ManFst206::Scene00005Return ) );
}
void Scene00005Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
};
EXPOSE_SCRIPT( ManFst206 );

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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: ManFst207_00510
// Quest Name: A Wild Rose by Any Other Name
// Quest ID: 66046
// Start NPC: 1003783
// End NPC: 1003929
using namespace Sapphire;
class ManFst207 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// BitFlag8
// UI8AH
// UI8AL
// UI8BH
/// Countable Num: 0 Seq: 1 Event: 1 Listener: 1005015
/// Countable Num: 0 Seq: 255 Event: 1 Listener: 1005119
// 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 = 1003783;//Minfilia
static constexpr auto Actor1 = 1005015;//Thancred
static constexpr auto Actor2 = 1005119;
static constexpr auto Actor3 = 1003929;//Isembard
static constexpr auto CutManfst20710 = 82;
static constexpr auto Seq0Actor0Nq = 50;
public:
ManFst207() : Sapphire::ScriptAPI::QuestScript( 66046 ){};
~ManFst207() = default;
//////////////////////////////////////////////////////////////////////
// Event Handlers
void onTalk( World::Quest& quest, Entity::Player& player, uint64_t actorId ) override
{
switch( actorId )
{
case Actor0:
{
if( quest.getSeq() == Seq0 )
Scene00000( quest, player );
break;
}
case Actor1:
{
if( quest.getSeq() == Seq1 )
Scene00001( quest, player );
else if( quest.getSeq() == SeqFinish )
Scene00002( quest, player );
break;
}
case Actor2:
{
break;
}
case Actor3:
{
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( &ManFst207::Scene00000Return ) );
}
void Scene00000Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )// accept quest
{
Scene00050( quest, player );
}
}
//////////////////////////////////////////////////////////////////////
void Scene00001( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 1, HIDE_HOTBAR, bindSceneReturn( &ManFst207::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( &ManFst207::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( &ManFst207::Scene00003Return ) );
}
void Scene00003Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
player.finishQuest( getId(), result.getResult(1) );
}
}
//////////////////////////////////////////////////////////////////////
void Scene00050( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 50, FADE_OUT | CONDITION_CUTSCENE | HIDE_UI, bindSceneReturn( &ManFst207::Scene00050Return ) );
}
void Scene00050Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setSeq( Seq1 );
}
};
EXPOSE_SCRIPT( ManFst207 );

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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: ManFst208_00272
// Quest Name: Life, Materia and Everything
// Quest ID: 65808
// Start NPC: 1005116
// End NPC: 1005116
using namespace Sapphire;
class ManFst208 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// UI8AL
// UI8BH
// UI8BL
/// Countable Num: 0 Seq: 1 Event: 1 Listener: 1001425
/// Countable Num: 0 Seq: 255 Event: 1 Listener: 1005116
// 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 = 1005116;//Minfilia
static constexpr auto Actor1 = 1001425;//Mutamix
static constexpr auto CutManfst20810 = 83;
static constexpr auto Item0 = 2000461;
static constexpr auto Item1 = 2000462;
public:
ManFst208() : Sapphire::ScriptAPI::QuestScript( 65808 ){};
~ManFst208() = 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 )
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( &ManFst208::Scene00000Return ) );
}
void Scene00000Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )// accept quest
{
quest.setSeq( Seq1 );
quest.setUI8BH( 1 );
}
}
//////////////////////////////////////////////////////////////////////
void Scene00001( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 1, HIDE_HOTBAR, bindSceneReturn( &ManFst208::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( &ManFst208::Scene00002Return ) );
}
void Scene00002Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setUI8BH( 0 );
quest.setUI8BL( 1 );
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( &ManFst208::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, HIDE_HOTBAR, bindSceneReturn( &ManFst208::Scene00004Return ) );
}
void Scene00004Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
player.finishQuest( getId() );
}
}
};
EXPOSE_SCRIPT( ManFst208 );

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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: SubFst103_00678
// Quest Name: Call of the Desert
// Quest ID: 66214
// Start NPC: 1000100
// End NPC: 1001353
using namespace Sapphire;
class SubFst103 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// UI8AL
/// Countable Num: 0 Seq: 255 Event: 1 Listener: 1001353
// 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 = 1000100;//Mother Miounne
static constexpr auto Actor1 = 1001353;//Momodi
public:
SubFst103() : Sapphire::ScriptAPI::QuestScript( 66214 ){};
~SubFst103() = 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;
}
}
}
void onEventItem( World::Quest& quest, Entity::Player& player, uint64_t actorId ) override
{
}
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( &SubFst103::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( &SubFst103::Scene00001Return ) );
}
void Scene00001Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
player.finishQuest( getId(), result.getResult(1) );
}
}
};
EXPOSE_SCRIPT( SubFst103 );

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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: SubSea150_00676
// Quest Name: Call of the Forest
// Quest ID: 66212
// Start NPC: 1000972
// End NPC: 1000100
using namespace Sapphire;
class SubSea150 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// UI8AL
/// Countable Num: 0 Seq: 255 Event: 1 Listener: 1000100
// 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 = 1000972;//Baderon <Drowning Wench Proprietor>
static constexpr auto Actor1 = 1000100;//Mother Miounne
public:
SubSea150() : Sapphire::ScriptAPI::QuestScript( 66212 ){};
~SubSea150() = 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;
}
}
}
void onEventItem( World::Quest& quest, Entity::Player& player, uint64_t actorId ) override
{
}
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( &SubSea150::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( &SubSea150::Scene00001Return ) );
}
void Scene00001Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
player.finishQuest( getId() );
}
}
};
EXPOSE_SCRIPT( SubSea150 );

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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: SubWil110_00618
// Quest Name: Unsolved Mystery
// Quest ID: 66154
// Start NPC: 1003929
// End NPC: 1003929
using namespace Sapphire;
class SubWil110 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// BitFlag8
// UI8AH
// UI8AL
// UI8BH
// UI8BL
// UI8CH
/// Countable Num: 3 Seq: 1 Event: 1 Listener: 1003942
/// Countable Num: 1 Seq: 255 Event: 1 Listener: 1003943
// 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 = 1003929;//Isembard
static constexpr auto Actor1 = 1003942;//Ripe Corpse (West)
static constexpr auto Actor2 = 1003943;//Ripe Corpse (North-East)
static constexpr auto Actor3 = 1003944;//Ripe Corpse (South-East)
static constexpr auto Enemy0 = 4100865;
static constexpr auto Enemy1 = 4100866;
static constexpr auto Eobject0 = 2001663;
static constexpr auto Eobject1 = 2001664;
static constexpr auto Eobject2 = 2001665;
static constexpr auto Eobject3 = 2001866;
static constexpr auto Eventrange0 = 4100864;
static constexpr auto EventActionGatherShort = 6;
static constexpr auto EventActionSearch = 1;
static constexpr auto Item0 = 2000399;
public:
SubWil110() : Sapphire::ScriptAPI::QuestScript( 66154 ){};
~SubWil110() = 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 )
Scene00019( quest, player );
break;
}
case Actor1:
{
eventMgr().eventActionStart(
player, getId(), EventActionGatherShort,
[ & ]( Entity::Player& player, uint32_t eventId, uint64_t additional ) {
Scene00002( quest, player );
},
nullptr, 0 );
break;
}
case Actor2:
{
eventMgr().eventActionStart(
player, getId(), EventActionGatherShort,
[ & ]( Entity::Player& player, uint32_t eventId, uint64_t additional ) {
Scene00003( quest, player );
},
nullptr, 0 );
break;
}
case Actor3:
{
eventMgr().eventActionStart(
player, getId(), EventActionGatherShort,
[ & ]( Entity::Player& player, uint32_t eventId, uint64_t additional ) {
Scene00004( quest, player );
},
nullptr, 0 );
break;
}
}
}
void onBNpcKill( World::Quest& quest, uint16_t nameId, uint32_t entityId, Entity::Player& player ) override
{
switch( nameId )
{
case Enemy0:
{
break;
}
case Enemy1:
{
break;
}
}
}
void onWithinRange( World::Quest& quest, Sapphire::Entity::Player& player, uint32_t eventId, uint32_t param1, float x, float y, float z ) override
{
if( eventId == getId() )
{
Scene00010( quest, player );
}
}
private:
void checkQuestCompletion( World::Quest& quest, Entity::Player& player )
{
eventMgr().sendEventNotice( player, getId(), 0, 2, quest.getUI8AH(), 3 );
if( quest.getUI8CH() >= 3 && quest.getUI8AH() >= 3 )
{
quest.setUI8BH( quest.getUI8CH() );
quest.setSeq( SeqFinish );
}
}
//////////////////////////////////////////////////////////////////////
// Available Scenes in this quest, not necessarly all are used
//////////////////////////////////////////////////////////////////////
void Scene00000( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 0, HIDE_HOTBAR, bindSceneReturn( &SubWil110::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( &SubWil110::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( &SubWil110::Scene00002Return ) );
}
void Scene00002Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setUI8CH( quest.getUI8CH() + 1 );
quest.setUI8AH( quest.getUI8AH() + 1 );
quest.setBitFlag8( 1, true );
checkQuestCompletion( quest, player );
}
//////////////////////////////////////////////////////////////////////
void Scene00003( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 3, NONE, bindSceneReturn( &SubWil110::Scene00003Return ) );
}
void Scene00003Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setUI8CH( quest.getUI8CH() + 1 );
quest.setUI8AH( quest.getUI8AH() + 1 );
quest.setBitFlag8( 2, true );
checkQuestCompletion( quest, player );
}
//////////////////////////////////////////////////////////////////////
void Scene00004( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 4, NONE, bindSceneReturn( &SubWil110::Scene00004Return ) );
}
void Scene00004Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setUI8CH( quest.getUI8CH() + 1 );
quest.setUI8AH( quest.getUI8AH() + 1 );
quest.setBitFlag8( 3, true );
checkQuestCompletion( quest, player );
}
//////////////////////////////////////////////////////////////////////
void Scene00005( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 5, NONE, bindSceneReturn( &SubWil110::Scene00005Return ) );
}
void Scene00005Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00006( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 6, NONE, bindSceneReturn( &SubWil110::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, NONE, bindSceneReturn( &SubWil110::Scene00007Return ) );
}
void Scene00007Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00008( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 8, NONE, bindSceneReturn( &SubWil110::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, NONE, bindSceneReturn( &SubWil110::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, NONE, bindSceneReturn( &SubWil110::Scene00010Return ) );
}
void Scene00010Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
auto instance = teriMgr().getTerritoryByGuId( player.getTerritoryId() );
auto enemy0Spawned = instance->getActiveBNpcByInstanceIdAndTriggerOwner( Enemy0, player.getId() );
auto enemy1Spawned = instance->getActiveBNpcByInstanceIdAndTriggerOwner( Enemy1, player.getId() );
if( !enemy0Spawned && !enemy1Spawned )
{
auto enemy0 = instance->createBNpcFromInstanceId( Enemy0, 413 /*TODO: Find the right value*/, Common::BNpcType::Enemy, player.getId() );
auto enemy1 = instance->createBNpcFromInstanceId( Enemy1, 413 /*TODO: Find the right value*/, Common::BNpcType::Enemy, player.getId() );
enemy0->hateListAddDelayed( player.getAsPlayer(), 1 );
enemy1->hateListAddDelayed( player.getAsPlayer(), 1 );
}
}
//////////////////////////////////////////////////////////////////////
void Scene00011( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 11, NONE, bindSceneReturn( &SubWil110::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, NONE, bindSceneReturn( &SubWil110::Scene00012Return ) );
}
void Scene00012Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00013( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 13, NONE, bindSceneReturn( &SubWil110::Scene00013Return ) );
}
void Scene00013Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00014( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 14, NONE, bindSceneReturn( &SubWil110::Scene00014Return ) );
}
void Scene00014Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00015( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 15, NONE, bindSceneReturn( &SubWil110::Scene00015Return ) );
}
void Scene00015Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00016( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 16, NONE, bindSceneReturn( &SubWil110::Scene00016Return ) );
}
void Scene00016Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00017( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 17, NONE, bindSceneReturn( &SubWil110::Scene00017Return ) );
}
void Scene00017Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00018( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 18, NONE, bindSceneReturn( &SubWil110::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( &SubWil110::Scene00019Return ) );
}
void Scene00019Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
Scene00020( quest, player );
}
//////////////////////////////////////////////////////////////////////
void Scene00020( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 20, HIDE_HOTBAR, bindSceneReturn( &SubWil110::Scene00020Return ) );
}
void Scene00020Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
player.finishQuest( getId() );
}
}
//////////////////////////////////////////////////////////////////////
void Scene00021( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 21, NONE, bindSceneReturn( &SubWil110::Scene00021Return ) );
}
void Scene00021Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00022( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 22, NONE, bindSceneReturn( &SubWil110::Scene00022Return ) );
}
void Scene00022Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00023( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 23, NONE, bindSceneReturn( &SubWil110::Scene00023Return ) );
}
void Scene00023Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00024( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 24, NONE, bindSceneReturn( &SubWil110::Scene00024Return ) );
}
void Scene00024Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00025( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 25, NONE, bindSceneReturn( &SubWil110::Scene00025Return ) );
}
void Scene00025Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00026( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 26, NONE, bindSceneReturn( &SubWil110::Scene00026Return ) );
}
void Scene00026Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00027( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 27, NONE, bindSceneReturn( &SubWil110::Scene00027Return ) );
}
void Scene00027Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
};
EXPOSE_SCRIPT( SubWil110 );

View file

@ -0,0 +1,236 @@
// 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: SubWil111_00619
// Quest Name: What Poor People Think
// Quest ID: 66155
// Start NPC: 1003929
// End NPC: 1003929
using namespace Sapphire;
class SubWil111 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// BitFlag8
// UI8AL
// UI8BH
/// Countable Num: 1 Seq: 1 Event: 1 Listener: 1003964
/// Countable Num: 1 Seq: 2 Event: 1 Listener: 1003965
/// Countable Num: 0 Seq: 3 Event: 1 Listener: 1003966
/// Countable Num: 0 Seq: 255 Event: 1 Listener: 1003967
// 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 = 1003929;//Isembard
static constexpr auto Actor1 = 1003964;//Ungust
static constexpr auto Actor2 = 1003965;//Pretrified Pauper
static constexpr auto Actor3 = 1003966;//Devious Derelict
static constexpr auto Actor4 = 1003967;//Hungry Beggar
static constexpr auto Item0 = 2000515;//UI8BH
public:
SubWil111() : Sapphire::ScriptAPI::QuestScript( 66155 ){};
~SubWil111() = default;
//////////////////////////////////////////////////////////////////////
// Event Handlers
void onTalk( World::Quest& quest, Entity::Player& player, uint64_t actorId ) override
{
switch( actorId )
{
case Actor0:
{
if( quest.getSeq() == Seq0 )
Scene00000( quest, player );
else if( quest.getSeq() == SeqFinish )
Scene00008( quest, player );
break;
}
case Actor1:
{
if( quest.getSeq() == Seq1 )
Scene00001( quest, player );
else if( quest.getSeq() == Seq2 )
Scene00006( quest, player );
else if( quest.getSeq() == Seq3 )
Scene00007( quest, player );
break;
}
case Actor2:
{
if( quest.getSeq() == Seq2 )
Scene00003( quest, player );
break;
}
case Actor3:
{
if( quest.getSeq() == Seq2 )
Scene00004( quest, player );
break;
}
case Actor4:
{
if( quest.getSeq() == Seq2 )
Scene00005( quest, player );
break;
}
}
}
private:
void checkQuestCompletion( World::Quest& quest, Entity::Player& player )
{
eventMgr().sendEventNotice( player, getId(), 1, 2, quest.getUI8AL(), 3 );
if( quest.getUI8AL() >= 3 )
{
quest.setUI8AL( 0 );
quest.setSeq( SeqFinish );
}
}
//////////////////////////////////////////////////////////////////////
// Available Scenes in this quest, not necessarly all are used
//////////////////////////////////////////////////////////////////////
void Scene00000( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 0, HIDE_HOTBAR, bindSceneReturn( &SubWil111::Scene00000Return ) );
}
void Scene00000Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )// accept quest
{
quest.setSeq( Seq1 );
quest.setUI8BH( 1 );
}
}
//////////////////////////////////////////////////////////////////////
void Scene00001( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 1, HIDE_HOTBAR, bindSceneReturn( &SubWil111::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, HIDE_HOTBAR, bindSceneReturn( &SubWil111::Scene00002Return ) );
}
void Scene00002Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
eventMgr().sendEventNotice( player, getId(), 0, 0 );
quest.setSeq( Seq2 );
quest.setUI8BH( 0 );
}
//////////////////////////////////////////////////////////////////////
void Scene00003( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 3, HIDE_HOTBAR, bindSceneReturn( &SubWil111::Scene00003Return ) );
}
void Scene00003Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setBitFlag8( 1, true );
quest.setUI8AL( quest.getUI8AL() + 1 );
checkQuestCompletion( quest, player );
}
//////////////////////////////////////////////////////////////////////
void Scene00004( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 4, HIDE_HOTBAR, bindSceneReturn( &SubWil111::Scene00004Return ) );
}
void Scene00004Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setBitFlag8( 2, true );
quest.setUI8AL( quest.getUI8AL() + 1 );
checkQuestCompletion( quest, player );
}
//////////////////////////////////////////////////////////////////////
void Scene00005( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 5, HIDE_HOTBAR, bindSceneReturn( &SubWil111::Scene00005Return ) );
}
void Scene00005Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setBitFlag8( 3, true );
quest.setUI8AL( quest.getUI8AL() + 1 );
checkQuestCompletion( quest, player );
}
//////////////////////////////////////////////////////////////////////
void Scene00006( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 6, HIDE_HOTBAR, bindSceneReturn( &SubWil111::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( &SubWil111::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( &SubWil111::Scene00008Return ) );
}
void Scene00008Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
player.finishQuest( getId() );
}
}
};
EXPOSE_SCRIPT( SubWil111 );

View file

@ -0,0 +1,364 @@
// 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: SubWil112_00620
// Quest Name: A Proper Burial
// Quest ID: 66156
// Start NPC: 1003929
// End NPC: 1003929
using namespace Sapphire;
class SubWil112 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// BitFlag8
// UI8AL
// UI8BH
/// Countable Num: 1 Seq: 1 Event: 1 Listener: 1005136
/// Countable Num: 1 Seq: 2 Event: 1 Listener: 2001657
/// Countable Num: 1 Seq: 3 Event: 8 Listener: 2001657
/// Countable Num: 0 Seq: 4 Event: 1 Listener: 1005136
/// Countable Num: 0 Seq: 5 Event: 1 Listener: 2001658
/// Countable Num: 0 Seq: 255 Event: 1 Listener: 1005136
// 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 = 1003929;//Isembard
static constexpr auto Actor1 = 1005136;//Marques
static constexpr auto Actor2 = 1003968;
static constexpr auto Actor3 = 1003969; //Sister Ourcen
static constexpr auto Eobject0 = 2001657;//Gravesite (Seq2)
static constexpr auto Eobject1 = 2001658;//Gravesite (Seq3)
static constexpr auto EventActionSearch = 1;
static constexpr auto Item0 = 2000517;
static constexpr auto LocActor0 = 1005015;
static constexpr auto LocActor1 = 1003932;
static constexpr auto LocPosActor1 = 3967322;
public:
SubWil112() : Sapphire::ScriptAPI::QuestScript( 66156 ){};
~SubWil112() = 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 )
Scene00016( quest, player );
break;
}
case Actor1:
{
if( quest.getSeq() == Seq1 )
Scene00001( quest, player );
else if( quest.getSeq() == Seq2 )
Scene00004( quest, player );
else if( quest.getSeq() == Seq3 )
Scene00007( quest, player );
else if( quest.getSeq() == Seq4 )
Scene00009( quest, player );
else if( quest.getSeq() == Seq5 )
Scene00013( quest, player );
else if( quest.getSeq() == SeqFinish )
Scene00017( quest, player );
break;
}
case Actor2:
{
break;
}
case Actor3:
{
if( quest.getSeq() == Seq5 )
Scene00012( quest, player );
else if( quest.getSeq() == SeqFinish )
Scene00018( quest, player );
break;
}
case Eobject0:
{
Scene00002( quest, player );
break;
}
case Eobject1:
{
eventMgr().eventActionStart(
player, getId(), EventActionSearch,
[ & ]( Entity::Player& player, uint32_t eventId, uint64_t additional ) {
Scene00005( quest, player );
},
nullptr, 0 );
break;
}
}
}
void onEventItem( World::Quest& quest, Entity::Player& player, uint64_t actorId ) override
{
if( actorId == Eobject0 )
Scene00003( quest, player );
}
private:
//////////////////////////////////////////////////////////////////////
// Available Scenes in this quest, not necessarly all are used
//////////////////////////////////////////////////////////////////////
void Scene00000( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 0, HIDE_HOTBAR, bindSceneReturn( &SubWil112::Scene00000Return ) );
}
void Scene00000Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )// accept quest
{
quest.setSeq( Seq1 );
quest.setUI8BH( 1 );
}
}
//////////////////////////////////////////////////////////////////////
void Scene00001( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 1, HIDE_HOTBAR, bindSceneReturn( &SubWil112::Scene00001Return ) );
}
void Scene00001Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
eventMgr().sendEventNotice( player, getId(), 0, 0 );
quest.setSeq( Seq2 );
}
//////////////////////////////////////////////////////////////////////
void Scene00002( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 2, HIDE_HOTBAR, bindSceneReturn( &SubWil112::Scene00002Return ) );
}
void Scene00002Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
//Opens KeyItem Inventory
}
//////////////////////////////////////////////////////////////////////
void Scene00003( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 3, HIDE_HOTBAR, bindSceneReturn( &SubWil112::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( &SubWil112::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( &SubWil112::Scene00005Return ) );
}
void Scene00005Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
eventMgr().sendEventNotice( player, getId(), 2, 0 );
quest.setSeq( Seq4 );
}
//////////////////////////////////////////////////////////////////////
void Scene00006( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 6, HIDE_HOTBAR, bindSceneReturn( &SubWil112::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( &SubWil112::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( &SubWil112::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( &SubWil112::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( &SubWil112::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( &SubWil112::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( &SubWil112::Scene00012Return ) );
}
void Scene00012Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
eventMgr().sendEventNotice( player, getId(), 4, 0 );
quest.setSeq( SeqFinish );
}
//////////////////////////////////////////////////////////////////////
void Scene00013( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 13, HIDE_HOTBAR, bindSceneReturn( &SubWil112::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( &SubWil112::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( &SubWil112::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, FADE_OUT | CONDITION_CUTSCENE | HIDE_UI, bindSceneReturn( &SubWil112::Scene00016Return ) );
}
void Scene00016Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
player.finishQuest( getId(), result.getResult( 1 ) );
}
}
//////////////////////////////////////////////////////////////////////
void Scene00017( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 17, HIDE_HOTBAR, bindSceneReturn( &SubWil112::Scene00017Return ) );
}
void Scene00017Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00018( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 18, HIDE_HOTBAR, bindSceneReturn( &SubWil112::Scene00018Return ) );
}
void Scene00018Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
};
EXPOSE_SCRIPT( SubWil112 );

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@ -0,0 +1,376 @@
// 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: SubWil113_00621
// Quest Name: For the Children
// Quest ID: 66157
// Start NPC: 1003929
// End NPC: 1003929
using namespace Sapphire;
class SubWil113 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// BitFlag8
// UI8AH
// UI8AL
/// Countable Num: 1 Seq: 1 Event: 1 Listener: 1003976
/// Countable Num: 1 Seq: 2 Event: 1 Listener: 1003971
/// Countable Num: 0 Seq: 255 Event: 1 Listener: 1003972
// 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 = 1003929;//Isembard
static constexpr auto Actor1 = 1003976;//Uncombed Urchin
static constexpr auto Actor2 = 1003971;
static constexpr auto Actor3 = 1003972;
static constexpr auto Actor4 = 1003973;
static constexpr auto Actor5 = 1003974;
static constexpr auto Actor6 = 1003975;//Ourcen
static constexpr auto Enemy0 = 4102012;
static constexpr auto Enemy1 = 4102013;
static constexpr auto Eobject0 = 2001868;
static constexpr auto Eventrange0 = 4102016;
static constexpr auto EventActionRescueUnderMiddle = 35;
static constexpr auto EventActionSearch = 1;
public:
SubWil113() : Sapphire::ScriptAPI::QuestScript( 66157 ){};
~SubWil113() = 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 )
Scene00017( quest, player );
break;
}
case Actor1:
{
if( quest.getSeq() == Seq1 )
Scene00002( quest, player );
else if( quest.getSeq() == Seq2 )
Scene00010( quest, player );
break;
}
case Actor2:
{
break;
}
case Actor3:
{
break;
}
case Actor4:
{
break;
}
case Actor5:
{
break;
}
case Actor6:
{
if( quest.getSeq() == Seq2 )
{
auto instance = teriMgr().getTerritoryByGuId( player.getTerritoryId() );
auto enemy0Spawned = instance->getActiveBNpcByInstanceIdAndTriggerOwner( Enemy0, player.getId() );
auto enemy1Spawned = instance->getActiveBNpcByInstanceIdAndTriggerOwner( Enemy1, player.getId() );
if( enemy0Spawned || enemy1Spawned )
Scene00008( quest, player );
else
eventMgr().eventActionStart(
player, getId(), EventActionRescueUnderMiddle,
[ & ]( Entity::Player& player, uint32_t eventId, uint64_t additional ) {
Scene00009( quest, player );
},
nullptr, 0 );
}
break;
}
}
}
void onBNpcKill( World::Quest& quest, uint16_t nameId, uint32_t entityId, Entity::Player& player ) override
{
switch( entityId )
{
case Enemy0:
{
break;
}
case Enemy1:
{
break;
}
}
}
void onWithinRange( World::Quest& quest, Sapphire::Entity::Player& player, uint32_t eventId, uint32_t param1, float x, float y, float z ) override
{
if( eventId == getId() )
{
Scene00007( 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( &SubWil113::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( &SubWil113::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( &SubWil113::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( &SubWil113::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( &SubWil113::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( &SubWil113::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( &SubWil113::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( &SubWil113::Scene00007Return ) );
}
void Scene00007Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
auto instance = teriMgr().getTerritoryByGuId( player.getTerritoryId() );
auto enemy0Spawned = instance->getActiveBNpcByInstanceIdAndTriggerOwner( Enemy0, player.getId() );
auto enemy1Spawned = instance->getActiveBNpcByInstanceIdAndTriggerOwner( Enemy1, player.getId() );
if( !enemy0Spawned && !enemy1Spawned )
{
auto enemy0 = instance->createBNpcFromInstanceId( Enemy0, 413 /*TODO: Find the right value*/, Common::BNpcType::Enemy, player.getId() );
auto enemy1 = instance->createBNpcFromInstanceId( Enemy1, 413 /*TODO: Find the right value*/, Common::BNpcType::Enemy, player.getId() );
enemy0->hateListAddDelayed( player.getAsPlayer(), 1 );
enemy1->hateListAddDelayed( player.getAsPlayer(), 1 );
}
}
//////////////////////////////////////////////////////////////////////
void Scene00008( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 8, HIDE_HOTBAR, bindSceneReturn( &SubWil113::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( &SubWil113::Scene00009Return ) );
}
void Scene00009Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
eventMgr().sendEventNotice( player, getId(), 1, 0 );
quest.setSeq( SeqFinish );
}
//////////////////////////////////////////////////////////////////////
void Scene00010( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 10, HIDE_HOTBAR, bindSceneReturn( &SubWil113::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( &SubWil113::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( &SubWil113::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( &SubWil113::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( &SubWil113::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( &SubWil113::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( &SubWil113::Scene00016Return ) );
}
void Scene00016Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00017( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 17, HIDE_HOTBAR, bindSceneReturn( &SubWil113::Scene00017Return ) );
}
void Scene00017Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
player.finishQuest( getId(), result.getResult(1) );
}
}
};
EXPOSE_SCRIPT( SubWil113 );

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@ -0,0 +1,384 @@
// 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: SubWil114_00622
// Quest Name: Amalj'aa Wrong Places
// Quest ID: 66158
// Start NPC: 1003929
// End NPC: 1003929
using namespace Sapphire;
class SubWil114 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// BitFlag8
// UI8AL
// UI8BH
/// Countable Num: 3 Seq: 1 Event: 1 Listener: 1003977
/// Countable Num: 1 Seq: 2 Event: 1 Listener: 2001410
/// Countable Num: 0 Seq: 3 Event: 1 Listener: 1003977
/// Countable Num: 0 Seq: 4 Event: 1 Listener: 1003977
/// Countable Num: 0 Seq: 5 Event: 1 Listener: 1004323
/// Countable Num: 0 Seq: 255 Event: 1 Listener: 1003978
// 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 = 1003929;//Isembard
static constexpr auto Actor1 = 1003977;//Thancred(Seq2/Seq3)
static constexpr auto Actor2 = 1004323;//Ourcen
static constexpr auto Actor3 = 1003978;//Thancred(Seq4/Seq5)
static constexpr auto Actor4 = 1004340;
static constexpr auto Actor5 = 1004341;
static constexpr auto Eobject0 = 2001410;//Queer Leaflet
static constexpr auto EventActionSearch = 1;
static constexpr auto Item0 = 2000390;
public:
SubWil114() : Sapphire::ScriptAPI::QuestScript( 66158 ){};
~SubWil114() = 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 )
Scene00017( quest, player );
break;
}
case Actor1:
{
if( quest.getSeq() == Seq1 )
Scene00001( quest, player );
else if( quest.getSeq() == Seq2 )
Scene00005( quest, player );
else if( quest.getSeq() == Seq3 )
Scene00006( quest, player );
break;
}
case Actor2:
{
if( quest.getSeq() == Seq4 )
Scene00008( quest, player );
else if( quest.getSeq() == Seq5 )
Scene00014( quest, player );
else if( quest.getSeq() == SeqFinish )
Scene00018( quest, player );
break;
}
case Actor3:
{
if( quest.getSeq() == Seq4 )
Scene00010( quest, player );
else if( quest.getSeq() == Seq5 )
Scene00013( quest, player );
break;
}
case Actor4:
{
break;
}
case Actor5:
{
break;
}
case Eobject0:
{
eventMgr().eventActionStart(
player, getId(), EventActionSearch,
[ & ]( Entity::Player& player, uint32_t eventId, uint64_t additional ) {
Scene00002( quest, player );
},
nullptr, 0 );
break;
}
}
}
private:
//////////////////////////////////////////////////////////////////////
// Available Scenes in this quest, not necessarly all are used
//////////////////////////////////////////////////////////////////////
void Scene00000( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 0, HIDE_HOTBAR, bindSceneReturn( &SubWil114::Scene00000Return ) );
}
void Scene00000Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )// accept quest
{
quest.setSeq( Seq1 );
}
}
//////////////////////////////////////////////////////////////////////
void Scene00001( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 1, HIDE_HOTBAR, bindSceneReturn( &SubWil114::Scene00001Return ) );
}
void Scene00001Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
eventMgr().sendEventNotice( player, getId(), 0, 0 );
quest.setSeq( Seq2 );
}
//////////////////////////////////////////////////////////////////////
void Scene00002( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 2, HIDE_HOTBAR, bindSceneReturn( &SubWil114::Scene00002Return ) );
}
void Scene00002Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
eventMgr().sendEventNotice( player, getId(), 1, 0 );
quest.setUI8BH( 1 );
quest.setSeq( Seq3 );
}
//////////////////////////////////////////////////////////////////////
void Scene00003( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 3, HIDE_HOTBAR, bindSceneReturn( &SubWil114::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( &SubWil114::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( &SubWil114::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( &SubWil114::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( &SubWil114::Scene00007Return ) );
}
void Scene00007Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
eventMgr().sendEventNotice( player, getId(), 2, 0 );
quest.setSeq( Seq4 );
}
//////////////////////////////////////////////////////////////////////
void Scene00008( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 8, HIDE_HOTBAR, bindSceneReturn( &SubWil114::Scene00008Return ) );
}
void Scene00008Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
Scene00009( quest, player );
}
//////////////////////////////////////////////////////////////////////
void Scene00009( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 9, HIDE_HOTBAR, bindSceneReturn( &SubWil114::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( &SubWil114::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( &SubWil114::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( &SubWil114::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( &SubWil114::Scene00013Return ) );
}
void Scene00013Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
eventMgr().sendEventNotice( player, getId(), 4, 0 );
quest.setSeq( SeqFinish );
}
//////////////////////////////////////////////////////////////////////
void Scene00014( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 14, HIDE_HOTBAR, bindSceneReturn( &SubWil114::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( &SubWil114::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( &SubWil114::Scene00016Return ) );
}
void Scene00016Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00017( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 17, HIDE_HOTBAR, bindSceneReturn( &SubWil114::Scene00017Return ) );
}
void Scene00017Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
player.finishQuest( getId(), result.getResult(1) );
}
}
//////////////////////////////////////////////////////////////////////
void Scene00018( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 18, HIDE_HOTBAR, bindSceneReturn( &SubWil114::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( &SubWil114::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( &SubWil114::Scene00020Return ) );
}
void Scene00020Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
};
EXPOSE_SCRIPT( SubWil114 );

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@ -0,0 +1,513 @@
// 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 <Inventory/Item.h>
// Quest Script: SubWil129_00574
// Quest Name: Dressed to Deceive
// Quest ID: 66110
// Start NPC: 1003929
// End NPC: 1005116
using namespace Sapphire;
class SubWil129 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// BitFlag8
// UI8AL
/// Countable Num: 0 Seq: 1 Event: 1 Listener: 1003947
/// Countable Num: 0 Seq: 2 Event: 1 Listener: 1004325
/// Countable Num: 0 Seq: 3 Event: 1 Listener: 1004327
/// Countable Num: 0 Seq: 255 Event: 1 Listener: 1004506
// 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 = 1003929;//Isembard
static constexpr auto Actor1 = 1003947;//Knerl
static constexpr auto Actor2 = 1004325;//Swaenhylt
static constexpr auto Actor3 = 1004327;//Aurildis
static constexpr auto Actor4 = 1004506;//Ermegarde
static constexpr auto Actor5 = 1004556;//Adelstan
static constexpr auto Actor6 = 1004324;//Thancred(Seq1/Seq2)
static constexpr auto Actor7 = 1004330;//Thancred(Seq3)
static constexpr auto Actor8 = 1005116;//Minfilia
static constexpr auto LocActor0 = 1005015;
static constexpr auto LocActor1 = 1004580;
static constexpr auto LocActor2 = 1004581;
static constexpr auto LocActor3 = 1003932;
static constexpr auto LocFace0 = 604;
static constexpr auto LocFace1 = 617;
static constexpr auto LocFace2 = 605;
static constexpr auto LocPosActor1 = 3967322;
static constexpr auto Ritem0 = 2995;//Weathered Shepard's Tunic
static constexpr auto Ritem1 = 3306;//Weathered Shepard's Slops
static constexpr auto Seq0Actor0Lq = 90;
public:
SubWil129() : Sapphire::ScriptAPI::QuestScript( 66110 ){};
~SubWil129() = 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 )
Scene00018( quest, player );
else if( quest.getSeq() == Seq2 )
Scene00023( quest, player );
break;
}
case Actor1:
{
if( quest.getSeq() == Seq1 )
Scene00002( quest, player );
break;
}
case Actor2:
{
if( quest.getSeq() == Seq1 )
Scene00005( quest, player );
break;
}
case Actor3:
{
if( quest.getSeq() == Seq1 )
Scene00008( quest, player );
break;
}
case Actor4:
{
if( quest.getSeq() == Seq1 )
Scene00011( quest, player );
break;
}
case Actor5:
{
if( quest.getSeq() == Seq1 )
Scene00014( quest, player );
break;
}
case Actor6:
{
if( quest.getSeq() == Seq1 )
Scene00017( quest, player );
else if( quest.getSeq() == Seq2 )
Scene00019( quest, player );
break;
}
case Actor7:
{
if( quest.getSeq() == Seq3 )
Scene00020( quest, player );
break;
}
case Actor8:
{
if( quest.getSeq() == SeqFinish )
Scene00024( quest, player );
break;
}
}
}
private:
void checkQuestCompletion( World::Quest& quest, Entity::Player& player )
{
eventMgr().sendEventNotice( player, getId(), 0, 2, quest.getUI8AL(), 5 );
if( quest.getUI8AL() >= 5 )
{
quest.setUI8BH( quest.getUI8CH() );
quest.setSeq( Seq2 );
quest.setUI8AL( 0 );
quest.setBitFlag8( 1, false );
quest.setBitFlag8( 2, false );
quest.setBitFlag8( 3, false );
quest.setBitFlag8( 4, false );
quest.setBitFlag8( 5, false );
}
}
bool checkPlayerCorrectEquipment( Entity::Player& player )
{
auto bodyEquipped = player.getItemAt( Sapphire::Common::InventoryType::GearSet0, Sapphire::Common::GearSetSlot::Body );
auto legsEquipped = player.getItemAt( Sapphire::Common::InventoryType::GearSet0, Sapphire::Common::GearSetSlot::Legs );
if( bodyEquipped && legsEquipped && bodyEquipped->getId() == Ritem0 && legsEquipped->getId() == Ritem1 )
return true;
else
return false;
}
//////////////////////////////////////////////////////////////////////
// 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( &SubWil129::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( &SubWil129::Scene00001Return ) );
}
void Scene00001Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setSeq( Seq1 );
player.addItem( Ritem0, 1 );
player.addItem( Ritem1, 1 );
}
//////////////////////////////////////////////////////////////////////
void Scene00002( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 2, HIDE_HOTBAR, bindSceneReturn( &SubWil129::Scene00002Return ) );
}
void Scene00002Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( checkPlayerCorrectEquipment( player ) )
Scene00003( quest, player );
else
Scene00004( quest, player );
}
//////////////////////////////////////////////////////////////////////
void Scene00003( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 3, HIDE_HOTBAR, bindSceneReturn( &SubWil129::Scene00003Return ) );
}
void Scene00003Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setUI8AL( quest.getUI8AL() + 1 );
quest.setBitFlag8( 1, true );
checkQuestCompletion( quest, player );
}
//////////////////////////////////////////////////////////////////////
void Scene00004( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 4, HIDE_HOTBAR, bindSceneReturn( &SubWil129::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( &SubWil129::Scene00005Return ) );
}
void Scene00005Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( checkPlayerCorrectEquipment( player ) )
Scene00006( quest, player );
else
Scene00007( quest, player );
}
//////////////////////////////////////////////////////////////////////
void Scene00006( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 6, HIDE_HOTBAR, bindSceneReturn( &SubWil129::Scene00006Return ) );
}
void Scene00006Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setUI8AL( quest.getUI8AL() + 1 );
quest.setBitFlag8( 2, true );
checkQuestCompletion( quest, player );
}
//////////////////////////////////////////////////////////////////////
void Scene00007( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 7, HIDE_HOTBAR, bindSceneReturn( &SubWil129::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( &SubWil129::Scene00008Return ) );
}
void Scene00008Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( checkPlayerCorrectEquipment( player ) )
Scene00009( quest, player );
else
Scene00010( quest, player );
}
//////////////////////////////////////////////////////////////////////
void Scene00009( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 9, HIDE_HOTBAR, bindSceneReturn( &SubWil129::Scene00009Return ) );
}
void Scene00009Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setUI8AL( quest.getUI8AL() + 1 );
quest.setBitFlag8( 3, true );
checkQuestCompletion( quest, player );
}
//////////////////////////////////////////////////////////////////////
void Scene00010( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 10, HIDE_HOTBAR, bindSceneReturn( &SubWil129::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( &SubWil129::Scene00011Return ) );
}
void Scene00011Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( checkPlayerCorrectEquipment( player ) )
Scene00012( quest, player );
else
Scene00013( quest, player );
}
//////////////////////////////////////////////////////////////////////
void Scene00012( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 12, HIDE_HOTBAR, bindSceneReturn( &SubWil129::Scene00012Return ) );
}
void Scene00012Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setUI8AL( quest.getUI8AL() + 1 );
quest.setBitFlag8( 4, true );
checkQuestCompletion( quest, player );
}
//////////////////////////////////////////////////////////////////////
void Scene00013( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 13, HIDE_HOTBAR, bindSceneReturn( &SubWil129::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( &SubWil129::Scene00014Return ) );
}
void Scene00014Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( checkPlayerCorrectEquipment( player ) )
Scene00015( quest, player );
else
Scene00016( quest, player );
}
//////////////////////////////////////////////////////////////////////
void Scene00015( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 15, HIDE_HOTBAR, bindSceneReturn( &SubWil129::Scene00015Return ) );
}
void Scene00015Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setUI8AL( quest.getUI8AL() + 1 );
quest.setBitFlag8( 5, true );
checkQuestCompletion( quest, player );
}
//////////////////////////////////////////////////////////////////////
void Scene00016( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 16, HIDE_HOTBAR, bindSceneReturn( &SubWil129::Scene00016Return ) );
}
void Scene00016Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00017( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 17, HIDE_HOTBAR, bindSceneReturn( &SubWil129::Scene00017Return ) );
}
void Scene00017Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00018( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 18, HIDE_HOTBAR, bindSceneReturn( &SubWil129::Scene00018Return ) );
}
void Scene00018Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
Inventory::InventoryContainerPair pair;
bool hasBody = player.findFirstItemWithId( Ritem0, pair );
bool hasLegs = player.findFirstItemWithId( Ritem1, pair );
if( !hasBody )
player.addItem( Ritem0 );
if( !hasLegs )
player.addItem( Ritem1 );
}
//////////////////////////////////////////////////////////////////////
void Scene00019( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 19, HIDE_HOTBAR, bindSceneReturn( &SubWil129::Scene00019Return ) );
}
void Scene00019Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
eventMgr().sendEventNotice( player, getId(), 1, 0 );
quest.setSeq( Seq3 );
}
//////////////////////////////////////////////////////////////////////
void Scene00020( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 20, HIDE_HOTBAR, bindSceneReturn( &SubWil129::Scene00020Return ) );
}
void Scene00020Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( checkPlayerCorrectEquipment( player ) )
Scene00021( quest, player );
else
Scene00022( quest, player );
}
//////////////////////////////////////////////////////////////////////
void Scene00021( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 21, FADE_OUT | CONDITION_CUTSCENE | HIDE_UI, bindSceneReturn( &SubWil129::Scene00021Return ) );
}
void Scene00021Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
eventMgr().sendEventNotice( player, getId(), 3, 0 );
quest.setSeq( SeqFinish );
}
//////////////////////////////////////////////////////////////////////
void Scene00022( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 22, HIDE_HOTBAR, bindSceneReturn( &SubWil129::Scene00022Return ) );
}
void Scene00022Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00023( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 23, HIDE_HOTBAR, bindSceneReturn( &SubWil129::Scene00023Return ) );
}
void Scene00023Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
Inventory::InventoryContainerPair pair;
bool hasBody = player.findFirstItemWithId( Ritem0, pair );
bool hasLegs = player.findFirstItemWithId( Ritem1, pair );
if( !hasBody )
player.addItem( Ritem0 );
if( !hasLegs )
player.addItem( Ritem1 );
}
//////////////////////////////////////////////////////////////////////
void Scene00024( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 24, HIDE_HOTBAR, bindSceneReturn( &SubWil129::Scene00024Return ) );
}
void Scene00024Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
player.finishQuest( getId(), result.getResult( 1 ) );
}
}
};
EXPOSE_SCRIPT( SubWil129 );

View file

@ -0,0 +1,99 @@
// 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: SubWil141_00674
// Quest Name: Call of the Sea
// Quest ID: 66210
// Start NPC: 1001821
// End NPC: 1000972
using namespace Sapphire;
class SubWil141 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// UI8AL
/// Countable Num: 0 Seq: 255 Event: 1 Listener: 1000972
// 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 = 1001821;//Bartholomew
static constexpr auto Actor1 = 1000972;//Baderon <Drowning Wench Proprietor>
public:
SubWil141() : Sapphire::ScriptAPI::QuestScript( 66210 ){};
~SubWil141() = 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( &SubWil141::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( &SubWil141::Scene00001Return ) );
}
void Scene00001Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
player.finishQuest( getId() );
}
}
};
EXPOSE_SCRIPT( SubWil141 );