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More Gridania MSQ

This commit is contained in:
dude22072 2022-02-07 22:15:54 -06:00
parent 32027ffae4
commit 259879f7d8
4 changed files with 952 additions and 0 deletions

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// This is an automatically generated C++ script template
// Content needs to be added by hand to make it function
// In order for this script to be loaded, move it to the correct folder in <root>/scripts/
#include "Manager/EventMgr.h"
#include <Actor/Player.h>
#include <ScriptObject.h>
#include <Service.h>
// Quest Script: ManFst006_00446
// Quest Name: Dread Is in the Air
// Quest ID: 65982
// Start NPC: 1000471
// End NPC: 1000100
using namespace Sapphire;
class ManFst006 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// UI8AL
// UI8BH
/// Countable Num: 1 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 = 1000471; //Luquelot
static constexpr auto Actor1 = 1000100; //Mother Miounne
static constexpr auto Item0 = 2000240;
static constexpr auto LocFace1 = 617;
static constexpr auto LocFace2 = 604;
static constexpr auto Seq0Actor0 = 0;
static constexpr auto Seq1Actor1 = 1;
static constexpr auto Seq1Actor1Npctradeno = 99;
static constexpr auto Seq1Actor1Npctradeok = 100;
public:
ManFst006() : Sapphire::ScriptAPI::QuestScript( 65982 ){};
~ManFst006() = 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( &ManFst006::Scene00000Return ) );
}
void Scene00000Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )// accept quest
{
quest.setSeq( SeqFinish );
quest.setUI8BH( 1 );
}
}
//////////////////////////////////////////////////////////////////////
void Scene00001( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 1, HIDE_HOTBAR, bindSceneReturn( &ManFst006::Scene00001Return ) );
}
void Scene00001Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
Scene00100( quest, player );
}
//////////////////////////////////////////////////////////////////////
void Scene00099( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 99, NONE, bindSceneReturn( &ManFst006::Scene00099Return ) );
}
void Scene00099Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00100( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 100, FADE_OUT | CONDITION_CUTSCENE | HIDE_UI, bindSceneReturn( &ManFst006::Scene00100Return ) );
}
void Scene00100Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
player.finishQuest( getId(), result.getResult(1) );
}
}
};
EXPOSE_SCRIPT( ManFst006 );

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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: ManFst008_00448
// Quest Name: Festive Endeavors
// Quest ID: 65984
// Start NPC: 1003061
// End NPC: 1000100
using namespace Sapphire;
class ManFst008 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// BitFlag8
// UI8AL
// UI8BH
/// Countable Num: 1 Seq: 1 Event: 1 Listener: 1000423
/// Countable Num: 1 Seq: 2 Event: 1 Listener: 1000100
/// Countable Num: 1 Seq: 255 Event: 1 Listener: 1000153
// 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 = 1003061;
static constexpr auto Actor1 = 1000423;//Gods' Quiver Bow (Gatekeep)
static constexpr auto Actor2 = 1000100;//Mother Miounne
static constexpr auto Actor3 = 1000153;//Beatin <Guildmaster>
static constexpr auto Item0 = 2000250;
static constexpr auto Poprange0 = 3884000;
static constexpr auto Territorytype0 = 204;
public:
ManFst008() : Sapphire::ScriptAPI::QuestScript( 65984 ){};
~ManFst008() = default;
//////////////////////////////////////////////////////////////////////
// Event Handlers
void onTalk( World::Quest& quest, Entity::Player& player, uint64_t actorId ) override
{
switch( actorId )
{
case Actor0:
{
if( quest.getSeq() == Seq0 )
Scene00000( quest, player );
break;
}
case Actor1:
{
Scene00002( quest, player );//Sequence Agnostic. Client handles when accessable or not.
break;
}
case Actor2:
{
if( quest.getSeq() == Seq1 )
Scene00003( quest, player );
else if( quest.getSeq() == SeqFinish )
Scene00005( quest, player );
break;
}
case Actor3:
{
if( quest.getSeq() == Seq2 )
Scene00004( 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( &ManFst008::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( &ManFst008::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( &ManFst008::Scene00002Return ) );
}
void Scene00002Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1) //Yes
{
//TODO: Warp
}
}
//////////////////////////////////////////////////////////////////////
void Scene00003( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 3, HIDE_HOTBAR, bindSceneReturn( &ManFst008::Scene00003Return ) );
}
void Scene00003Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
eventMgr().sendEventNotice( player, getId(), 0, 0 );
quest.setSeq( Seq2 );
}
//////////////////////////////////////////////////////////////////////
void Scene00004( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 4, HIDE_HOTBAR, bindSceneReturn( &ManFst008::Scene00004Return ) );
}
void Scene00004Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
eventMgr().sendEventNotice( player, getId(), 1, 0 );
quest.setUI8BH( 1 );
quest.setSeq( SeqFinish );
}
//////////////////////////////////////////////////////////////////////
void Scene00005( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 5, HIDE_HOTBAR, bindSceneReturn( &ManFst008::Scene00005Return ) );
}
void Scene00005Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )//Traded the items
Scene00006( quest, player );
else
Scene00007( quest, player );
}
//////////////////////////////////////////////////////////////////////
void Scene00006( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 6, NONE, bindSceneReturn( &ManFst008::Scene00006Return ) );
}
void Scene00006Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
player.finishQuest( getId() );
}
}
//////////////////////////////////////////////////////////////////////
void Scene00007( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 7, NONE, bindSceneReturn( &ManFst008::Scene00007Return ) );
}
void Scene00007Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
};
EXPOSE_SCRIPT( ManFst008 );

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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 <Inventory/Item.h>
// Quest Script: ManFst009_00449
// Quest Name: Renewing the Covenant
// Quest ID: 65985
// Start NPC: 1000100
// End NPC: 1003027
using namespace Sapphire;
class ManFst009 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// BitFlag8
// UI8AH
// UI8AL
/// Countable Num: 1 Seq: 1 Event: 1 Listener: 1000286
/// Countable Num: 1 Seq: 255 Event: 1 Listener: 1000153
// 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 = 1000100; //Mother Miounne
static constexpr auto Actor1 = 1000286; //Estaine
static constexpr auto Actor2 = 1000153; //Beatin <Guildmaster>
static constexpr auto Actor3 = 1003027;
static constexpr auto Actor4 = 1000460; //Silent Conjurer (Lotus Stand Gatekeep)
static constexpr auto CutScene01 = 62;
static constexpr auto CutScene02 = 63;
static constexpr auto CutScene03 = 68;
static constexpr auto Poprange0 = 4106221;
static constexpr auto Poprange1 = 3877982;
static constexpr auto Ritem0 = 2651;
static constexpr auto Territorytype0 = 205;
public:
ManFst009() : Sapphire::ScriptAPI::QuestScript( 65985 ){};
~ManFst009() = default;
//////////////////////////////////////////////////////////////////////
// Event Handlers
void onTalk( World::Quest& quest, Entity::Player& player, uint64_t actorId ) override
{
switch( actorId )
{
case Actor0:
{
if( quest.getSeq() == Seq0 )
Scene00000( quest, player );
break;
}
case Actor1:
{
if( quest.getSeq() == Seq1 )
Scene00002( quest, player );
break;
}
case Actor2:
{
if( quest.getSeq() == Seq1 )
Scene00006( quest, player );
break;
}
case Actor3:
{
if( quest.getSeq() == SeqFinish )
Scene00007( quest, player );
break;
}
case Actor4:
{
if( quest.getSeq() == SeqFinish )
Scene00008( quest, player );
break;
}
}
}
private:
//////////////////////////////////////////////////////////////////////
// Available Scenes in this quest, not necessarly all are used
//////////////////////////////////////////////////////////////////////
void Scene00000( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 0, NONE, bindSceneReturn( &ManFst009::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( &ManFst009::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( &ManFst009::Scene00002Return ) );
}
void Scene00002Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
auto headEquipped = player.getItemAt( Sapphire::Common::InventoryType::GearSet0, Sapphire::Common::GearSetSlot::Head );
if( headEquipped && headEquipped->getId() == Ritem0 )
Scene00003( quest, player );
else
Scene00005( quest, player );
}
//////////////////////////////////////////////////////////////////////
void Scene00003( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 3, HIDE_HOTBAR, bindSceneReturn( &ManFst009::Scene00003Return ) );
}
void Scene00003Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
Scene00004( quest, player );
}
//////////////////////////////////////////////////////////////////////
void Scene00004( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 4, FADE_OUT | CONDITION_CUTSCENE | HIDE_UI, bindSceneReturn( &ManFst009::Scene00004Return ) );
}
void Scene00004Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
//TODO: Warp to Inn room to wake up
eventMgr().sendEventNotice( player, getId(), 0, 0 );
quest.setSeq( SeqFinish );
}
//////////////////////////////////////////////////////////////////////
void Scene00005( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 5, HIDE_HOTBAR, bindSceneReturn( &ManFst009::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( &ManFst009::Scene00006Return ) );
}
void Scene00006Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
//You lost the mask!?!?!
player.addItem( Ritem0, 1 );
}
//////////////////////////////////////////////////////////////////////
void Scene00007( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 7, NONE, bindSceneReturn( &ManFst009::Scene00007Return ) );
}
void Scene00007Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
player.finishQuest( getId() );
}
}
//////////////////////////////////////////////////////////////////////
void Scene00008( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 8, NONE, bindSceneReturn( &ManFst009::Scene00008Return ) );
}
void Scene00008Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult(0) == 1 )
{
//TODO: Warp to Lotus Stand
}
}
};
EXPOSE_SCRIPT( ManFst009 );

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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: SubFst055_00161
// Quest Name: Leia's Legacy
// Quest ID: 65697
// Start NPC: 1000471
// End NPC: 1000471
using namespace Sapphire;
class SubFst055 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// BitFlag8
// UI8AL
// UI8BH
/// Countable Num: 3 Seq: 1 Event: 1 Listener: 1000476
/// Countable Num: 1 Seq: 2 Event: 1 Listener: 1000483
/// Countable Num: 1 Seq: 3 Event: 1 Listener: 1000484
/// Countable Num: 1 Seq: 4 Event: 1 Listener: 1000471
/// Countable Num: 1 Seq: 5 Event: 1 Listener: 1003002
/// Countable Num: 1 Seq: 255 Event: 1 Listener: 2000053
// 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 = 1000471;//Luquelot
static constexpr auto Actor1 = 1000476;//Leodaire
static constexpr auto Actor2 = 1000483;//Bernard
static constexpr auto Actor3 = 1000484;//Ewmond
static constexpr auto Actor4 = 1003002;//Kuplo Kopo
static constexpr auto Eobject0 = 2000053;
static constexpr auto Eobject1 = 2001837;
static constexpr auto EventActionSearch = 1;
static constexpr auto Item0 = 2000096;
static constexpr auto LocAction1 = 81;
static constexpr auto LocAction2 = 82;
static constexpr auto LocActor = 1000470;
static constexpr auto LocFace1 = 611;
static constexpr auto LocFace2 = 604;
static constexpr auto LocPosCam1 = 1991469;
static constexpr auto Questbattle0 = 14;
static constexpr auto Territorytype0 = 227;
public:
SubFst055() : Sapphire::ScriptAPI::QuestScript( 65697 ){};
~SubFst055() = default;
//////////////////////////////////////////////////////////////////////
// Event Handlers
void onTalk( World::Quest& quest, Entity::Player& player, uint64_t actorId ) override
{
switch( actorId )
{
case Actor0:
{
if( quest.getSeq() == Seq0 )
Scene00000( quest, player );
else if( quest.getSeq() == Seq2 )
Scene00004( quest, player );
else if( quest.getSeq() == Seq5 )
Scene00015( quest, player );
else if( quest.getSeq() == SeqFinish )
Scene00018( quest, player );
break;
}
case Actor1:
{
if( quest.getSeq() == Seq1 )
Scene00001( quest, player );
break;
}
case Actor2:
{
if( quest.getSeq() == Seq1 )
Scene00002( quest, player );
break;
}
case Actor3:
{
if( quest.getSeq() == Seq1 )
Scene00003( quest, player );
break;
}
case Actor4:
{
if( quest.getSeq() == Seq3 )
Scene00005( quest, player );
else if( quest.getSeq() == Seq4 )
Scene00011( quest, player );
break;
}
}
}
void onEventItem( World::Quest& quest, Entity::Player& player, uint64_t actorId ) override
{
}
private:
void checkQuestCompletion( World::Quest& quest, Entity::Player& player )
{
if( quest.getUI8AL() >= 3 )
{
quest.setUI8AL( 0 );
quest.setSeq( Seq2 );
}
}
//////////////////////////////////////////////////////////////////////
// Available Scenes in this quest, not necessarly all are used
//////////////////////////////////////////////////////////////////////
void Scene00000( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 0, HIDE_HOTBAR, bindSceneReturn( &SubFst055::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( &SubFst055::Scene00001Return ) );
}
void Scene00001Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setUI8AL( quest.getUI8AL() + 1 );
quest.setBitFlag8( 1, true );
eventMgr().sendEventNotice( player, getId(), 0, 2, quest.getUI8AL(), 3 );
checkQuestCompletion( quest, player );
}
//////////////////////////////////////////////////////////////////////
void Scene00002( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 2, HIDE_HOTBAR, bindSceneReturn( &SubFst055::Scene00002Return ) );
}
void Scene00002Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setUI8AL( quest.getUI8AL() + 1 );
quest.setBitFlag8( 2, true );
eventMgr().sendEventNotice( player, getId(), 0, 2, quest.getUI8AL(), 3 );
checkQuestCompletion( quest, player );
}
//////////////////////////////////////////////////////////////////////
void Scene00003( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 3, HIDE_HOTBAR, bindSceneReturn( &SubFst055::Scene00003Return ) );
}
void Scene00003Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setUI8AL( quest.getUI8AL() + 1 );
quest.setBitFlag8( 3, true );
eventMgr().sendEventNotice( player, getId(), 0, 2, quest.getUI8AL(), 3 );
checkQuestCompletion( quest, player );
}
//////////////////////////////////////////////////////////////////////
void Scene00004( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 4, FADE_OUT | CONDITION_CUTSCENE | HIDE_UI, bindSceneReturn( &SubFst055::Scene00004Return ) );
}
void Scene00004Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
eventMgr().sendEventNotice( player, getId(), 1, 0 );
quest.setUI8BH( 1 );
quest.setSeq( Seq3 );
}
//////////////////////////////////////////////////////////////////////
void Scene00005( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 5, HIDE_HOTBAR, bindSceneReturn( &SubFst055::Scene00005Return ) );
}
void Scene00005Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
/* auto& pTeriMgr = Common::Service< Sapphire::World::Manager::TerritoryMgr >::ref();
eventMgr().eventFinish( player, result.eventId, 0 );
pTeriMgr.createAndJoinQuestBattle( player, Questbattle0 );*/
playerMgr().sendUrgent( player, "I can't get this QuestBattle to work. Skipping~~" );
eventMgr().sendEventNotice( player, getId(), 2, 0 );
quest.setSeq( Seq4 );
}
}
//////////////////////////////////////////////////////////////////////
void Scene00006( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 6, NONE, bindSceneReturn( &SubFst055::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( &SubFst055::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( &SubFst055::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( &SubFst055::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( &SubFst055::Scene00010Return ) );
}
void Scene00010Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00011( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 11, FADE_OUT | CONDITION_CUTSCENE | HIDE_UI, bindSceneReturn( &SubFst055::Scene00011Return ) );
}
void Scene00011Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
eventMgr().sendEventNotice( player, getId(), 3, 0 );
quest.setSeq( Seq5 );
}
//////////////////////////////////////////////////////////////////////
void Scene00012( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 12, NONE, bindSceneReturn( &SubFst055::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( &SubFst055::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( &SubFst055::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( &SubFst055::Scene00015Return ) );
}
void Scene00015Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
Scene00016( quest, player );
}
//////////////////////////////////////////////////////////////////////
void Scene00016( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 16, FADE_OUT | CONDITION_CUTSCENE | HIDE_UI, bindSceneReturn( &SubFst055::Scene00016Return ) );
}
void Scene00016Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
eventMgr().sendEventNotice( player, getId(), 4, 0 );
quest.setSeq( SeqFinish );
}
//////////////////////////////////////////////////////////////////////
void Scene00017( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 17, NONE, bindSceneReturn( &SubFst055::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( &SubFst055::Scene00018Return ) );
}
void Scene00018Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
player.finishQuest( getId(), result.getResult( 1 ) );
}
}
};
EXPOSE_SCRIPT( SubFst055 );