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Lightning Event quests
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4 changed files with 491 additions and 0 deletions
123
src/scripts/quest/festivalquest/FesLgt001.cpp
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123
src/scripts/quest/festivalquest/FesLgt001.cpp
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// This is an automatically generated C++ script template
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// Content needs to be added by hand to make it function
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// In order for this script to be loaded, move it to the correct folder in <root>/scripts/
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#include "Manager/EventMgr.h"
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#include <Actor/Player.h>
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#include <ScriptObject.h>
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#include <Service.h>
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// Quest Script: FesLgt001_01153
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// Quest Name: For the Winsome
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// Quest ID: 66689
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// Start NPC: 1008262
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// End NPC: 1008262
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using namespace Sapphire;
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class FesLgt001 : public Sapphire::ScriptAPI::QuestScript
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{
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private:
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// Basic quest information
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// Quest vars / flags used
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// UI8AH
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/// Countable Num: 0 Seq: 255 Event: 1 Listener: 1008262
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// Steps in this quest ( 0 is before accepting,
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// 1 is first, 255 means ready for turning it in
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enum Sequence : uint8_t
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{
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Seq0 = 0,
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SeqFinish = 255,
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};
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// Entities found in the script data of the quest
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static constexpr auto Actor0 = 1008262;//Petyr Winsome
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static constexpr auto QuestacceptFf13 = 100;
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static constexpr auto QuestcompleteFf13 = 101;
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static constexpr auto Ritem0 = 5942;
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public:
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FesLgt001() : Sapphire::ScriptAPI::QuestScript( 66689 ){};
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~FesLgt001() = default;
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//////////////////////////////////////////////////////////////////////
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// Event Handlers
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void onTalk( World::Quest& quest, Entity::Player& player, uint64_t actorId ) override
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{
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switch( actorId )
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{
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case Actor0:
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{
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if( quest.getSeq() == Seq0 )
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Scene00000( quest, player );
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else if( quest.getSeq() == SeqFinish )
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Scene00002( quest, player );
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break;
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}
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}
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}
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private:
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//////////////////////////////////////////////////////////////////////
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// Available Scenes in this quest, not necessarly all are used
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//////////////////////////////////////////////////////////////////////
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void Scene00000( World::Quest& quest, Entity::Player& player )
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{
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eventMgr().playQuestScene( player, getId(), 0, HIDE_HOTBAR, bindSceneReturn( &FesLgt001::Scene00000Return ) );
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}
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void Scene00000Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
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{
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if( result.getResult( 0 ) == 1 )// accept quest
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{
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Scene00001( quest, player );
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}
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}
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//////////////////////////////////////////////////////////////////////
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void Scene00001( World::Quest& quest, Entity::Player& player )
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{
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eventMgr().playQuestScene( player, getId(), 1, HIDE_HOTBAR, bindSceneReturn( &FesLgt001::Scene00001Return ) );
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}
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void Scene00001Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
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{
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quest.setSeq( SeqFinish );
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}
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//////////////////////////////////////////////////////////////////////
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void Scene00002( World::Quest& quest, Entity::Player& player )
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{
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eventMgr().playQuestScene( player, getId(), 2, HIDE_HOTBAR, bindSceneReturn( &FesLgt001::Scene00002Return ) );
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}
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void Scene00002Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
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{
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if( result.getResult( 0 ) == 1 )
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Scene00003( quest, player );
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}
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//////////////////////////////////////////////////////////////////////
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void Scene00003( World::Quest& quest, Entity::Player& player )
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{
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eventMgr().playQuestScene( player, getId(), 3, HIDE_HOTBAR, bindSceneReturn( &FesLgt001::Scene00003Return ) );
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}
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void Scene00003Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
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{
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if( result.getResult( 0 ) == 1 )
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{
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player.collectHandInItems( { Ritem0 } );
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player.finishQuest( getId() );
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}
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}
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};
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EXPOSE_SCRIPT( FesLgt001 );
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119
src/scripts/quest/festivalquest/FesLgt002.cpp
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119
src/scripts/quest/festivalquest/FesLgt002.cpp
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// This is an automatically generated C++ script template
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// Content needs to be added by hand to make it function
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// In order for this script to be loaded, move it to the correct folder in <root>/scripts/
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#include "Manager/EventMgr.h"
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#include <Actor/Player.h>
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#include <ScriptObject.h>
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#include <Service.h>
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// Quest Script: FesLgt002_01154
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// Quest Name: Seeking the Scoop
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// Quest ID: 66690
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// Start NPC: 1008261
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// End NPC: 1008261
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using namespace Sapphire;
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class FesLgt002 : public Sapphire::ScriptAPI::QuestScript
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{
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private:
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// Basic quest information
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// Quest vars / flags used
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// UI8AH
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/// Countable Num: 0 Seq: 255 Event: 1 Listener: 1008261
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// Steps in this quest ( 0 is before accepting,
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// 1 is first, 255 means ready for turning it in
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enum Sequence : uint8_t
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{
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Seq0 = 0,
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SeqFinish = 255,
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};
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// Entities found in the script data of the quest
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static constexpr auto Actor0 = 1008261;//Dural Tharal
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static constexpr auto QuestacceptFf13 = 100;
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static constexpr auto QuestcompleteFf13 = 101;
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static constexpr auto Ritem0 = 5943;
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public:
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FesLgt002() : Sapphire::ScriptAPI::QuestScript( 66690 ){};
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~FesLgt002() = default;
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//////////////////////////////////////////////////////////////////////
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// Event Handlers
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void onTalk( World::Quest& quest, Entity::Player& player, uint64_t actorId ) override
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{
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switch( actorId )
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{
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case Actor0:
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{
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break;
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}
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}
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}
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private:
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//////////////////////////////////////////////////////////////////////
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// Available Scenes in this quest, not necessarly all are used
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//////////////////////////////////////////////////////////////////////
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void Scene00000( World::Quest& quest, Entity::Player& player )
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{
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eventMgr().playQuestScene( player, getId(), 0, HIDE_HOTBAR, bindSceneReturn( &FesLgt002::Scene00000Return ) );
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}
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void Scene00000Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
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{
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if( result.getResult( 0 ) == 1 )// accept quest
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{
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Scene00001( quest, player );
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}
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}
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//////////////////////////////////////////////////////////////////////
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void Scene00001( World::Quest& quest, Entity::Player& player )
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{
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eventMgr().playQuestScene( player, getId(), 1, HIDE_HOTBAR, bindSceneReturn( &FesLgt002::Scene00001Return ) );
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}
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void Scene00001Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
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{
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quest.setSeq( SeqFinish );
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}
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//////////////////////////////////////////////////////////////////////
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void Scene00002( World::Quest& quest, Entity::Player& player )
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{
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eventMgr().playQuestScene( player, getId(), 2, HIDE_HOTBAR, bindSceneReturn( &FesLgt002::Scene00002Return ) );
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}
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void Scene00002Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
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{
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if( result.getResult( 0 ) == 1 )
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Scene00003( quest, player );
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}
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//////////////////////////////////////////////////////////////////////
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void Scene00003( World::Quest& quest, Entity::Player& player )
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{
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eventMgr().playQuestScene( player, getId(), 3, HIDE_HOTBAR, bindSceneReturn( &FesLgt002::Scene00003Return ) );
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}
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void Scene00003Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
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{
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if( result.getResult( 0 ) == 1 )
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{
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player.collectHandInItems( { Ritem0 } );
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player.finishQuest( getId() );
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}
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}
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};
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EXPOSE_SCRIPT( FesLgt002 );
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124
src/scripts/quest/festivalquest/FesLgt003.cpp
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124
src/scripts/quest/festivalquest/FesLgt003.cpp
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// This is an automatically generated C++ script template
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// Content needs to be added by hand to make it function
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// In order for this script to be loaded, move it to the correct folder in <root>/scripts/
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#include "Manager/EventMgr.h"
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#include <Actor/Player.h>
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#include <ScriptObject.h>
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#include <Service.h>
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// Quest Script: FesLgt003_01155
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// Quest Name: The Knight's Passage
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// Quest ID: 66691
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// Start NPC: 1008260
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// End NPC: 1008260
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using namespace Sapphire;
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class FesLgt003 : public Sapphire::ScriptAPI::QuestScript
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{
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private:
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// Basic quest information
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// Quest vars / flags used
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// UI8AH
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/// Countable Num: 0 Seq: 255 Event: 1 Listener: 1008260
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// Steps in this quest ( 0 is before accepting,
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// 1 is first, 255 means ready for turning it in
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enum Sequence : uint8_t
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{
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Seq0 = 0,
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SeqFinish = 255,
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};
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// Entities found in the script data of the quest
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static constexpr auto Actor0 = 1008260;//Kipih Jakkya
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static constexpr auto CutSceneN01 = 393;
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static constexpr auto QuestacceptFf13 = 100;
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static constexpr auto QuestcompleteFf13 = 101;
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static constexpr auto Ritem0 = 5944;
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public:
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FesLgt003() : Sapphire::ScriptAPI::QuestScript( 66691 ){};
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~FesLgt003() = default;
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//////////////////////////////////////////////////////////////////////
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// Event Handlers
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void onTalk( World::Quest& quest, Entity::Player& player, uint64_t actorId ) override
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{
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switch( actorId )
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{
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case Actor0:
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{
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if( quest.getSeq() == Seq0 )
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Scene00000( quest, player );
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else if( quest.getSeq() == SeqFinish )
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Scene00002( quest, player );
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break;
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}
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}
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}
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private:
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//////////////////////////////////////////////////////////////////////
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// Available Scenes in this quest, not necessarly all are used
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//////////////////////////////////////////////////////////////////////
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void Scene00000( World::Quest& quest, Entity::Player& player )
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{
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eventMgr().playQuestScene( player, getId(), 0, HIDE_HOTBAR, bindSceneReturn( &FesLgt003::Scene00000Return ) );
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}
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void Scene00000Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
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{
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if( result.getResult( 0 ) == 1 )// accept quest
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{
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Scene00001( quest, player );
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}
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}
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//////////////////////////////////////////////////////////////////////
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void Scene00001( World::Quest& quest, Entity::Player& player )
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{
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eventMgr().playQuestScene( player, getId(), 1, HIDE_HOTBAR, bindSceneReturn( &FesLgt003::Scene00001Return ) );
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}
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void Scene00001Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
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{
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quest.setSeq( SeqFinish );
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}
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//////////////////////////////////////////////////////////////////////
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void Scene00002( World::Quest& quest, Entity::Player& player )
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{
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eventMgr().playQuestScene( player, getId(), 2, HIDE_HOTBAR, bindSceneReturn( &FesLgt003::Scene00002Return ) );
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}
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void Scene00002Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
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{
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if( result.getResult( 0 ) == 1 )
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Scene00003( quest, player );
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}
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//////////////////////////////////////////////////////////////////////
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void Scene00003( World::Quest& quest, Entity::Player& player )
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{
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eventMgr().playQuestScene( player, getId(), 3, FADE_OUT | CONDITION_CUTSCENE | HIDE_UI, bindSceneReturn( &FesLgt003::Scene00003Return ) );
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}
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void Scene00003Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
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{
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if( result.getResult( 0 ) == 1 )
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{
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player.collectHandInItems( { Ritem0 } );
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player.finishQuest( getId() );
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}
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}
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};
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EXPOSE_SCRIPT( FesLgt003 );
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125
src/scripts/quest/festivalquest/FesLgt004.cpp
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125
src/scripts/quest/festivalquest/FesLgt004.cpp
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// This is an automatically generated C++ script template
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// Content needs to be added by hand to make it function
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// In order for this script to be loaded, move it to the correct folder in <root>/scripts/
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#include "Manager/EventMgr.h"
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#include <Actor/Player.h>
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#include <ScriptObject.h>
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#include <Service.h>
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// Quest Script: FesLgt004_01156
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// Quest Name: Wonder and Lightning
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// Quest ID: 66692
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// Start NPC: 1008260
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// End NPC: 1008260
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using namespace Sapphire;
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class FesLgt004 : public Sapphire::ScriptAPI::QuestScript
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{
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private:
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// Basic quest information
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// Quest vars / flags used
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// UI8AH
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/// Countable Num: 0 Seq: 255 Event: 1 Listener: 1008260
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// Steps in this quest ( 0 is before accepting,
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// 1 is first, 255 means ready for turning it in
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enum Sequence : uint8_t
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{
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Seq0 = 0,
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SeqFinish = 255,
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};
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// Entities found in the script data of the quest
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static constexpr auto Actor0 = 1008260;//Kipih Jakkya
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static constexpr auto CutSceneN01 = 394;
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static constexpr auto QuestacceptFf13 = 100;
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static constexpr auto QuestcompleteFf13 = 101;
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static constexpr auto Ritem0 = 5945;
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public:
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FesLgt004() : Sapphire::ScriptAPI::QuestScript( 66692 ){};
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~FesLgt004() = default;
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//////////////////////////////////////////////////////////////////////
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// Event Handlers
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void onTalk( World::Quest& quest, Entity::Player& player, uint64_t actorId ) override
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{
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switch( actorId )
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{
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case Actor0:
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{
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if( quest.getSeq() == Seq0 )
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Scene00000( quest, player );
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else if( quest.getSeq() == SeqFinish )
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Scene00002( quest, player );
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break;
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}
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}
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}
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private:
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//////////////////////////////////////////////////////////////////////
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// Available Scenes in this quest, not necessarly all are used
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//////////////////////////////////////////////////////////////////////
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void
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Scene00000( World::Quest& quest, Entity::Player& player )
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{
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eventMgr().playQuestScene( player, getId(), 0, HIDE_HOTBAR, bindSceneReturn( &FesLgt004::Scene00000Return ) );
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}
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void Scene00000Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
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{
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if( result.getResult( 0 ) == 1 )// accept quest
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{
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Scene00001( quest, player );
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}
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}
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//////////////////////////////////////////////////////////////////////
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void Scene00001( World::Quest& quest, Entity::Player& player )
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{
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eventMgr().playQuestScene( player, getId(), 1, HIDE_HOTBAR, bindSceneReturn( &FesLgt004::Scene00001Return ) );
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}
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void Scene00001Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
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{
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quest.setSeq( SeqFinish );
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}
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//////////////////////////////////////////////////////////////////////
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void Scene00002( World::Quest& quest, Entity::Player& player )
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{
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eventMgr().playQuestScene( player, getId(), 2, HIDE_HOTBAR, bindSceneReturn( &FesLgt004::Scene00002Return ) );
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}
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void Scene00002Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
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{
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if( result.getResult( 0 ) == 1 )
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Scene00003( quest, player );
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}
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//////////////////////////////////////////////////////////////////////
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void Scene00003( World::Quest& quest, Entity::Player& player )
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{
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eventMgr().playQuestScene( player, getId(), 3, FADE_OUT | CONDITION_CUTSCENE | HIDE_UI, bindSceneReturn( &FesLgt004::Scene00003Return ) );
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}
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void Scene00003Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
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{
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if( result.getResult( 0 ) == 1 )
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{
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player.collectHandInItems( { Ritem0 } );
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player.finishQuest( getId() );
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}
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}
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};
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EXPOSE_SCRIPT( FesLgt004 );
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