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Implemented SubSea009
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130
src/scripts/quest/subquest/limsa/SubSea009.cpp
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130
src/scripts/quest/subquest/limsa/SubSea009.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 <Actor/Player.h>
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#include "Manager/EventMgr.h"
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#include <ScriptObject.h>
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#include <Service.h>
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// Quest Script: SubSea009_00119
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// Quest Name: Lost and Found
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// Quest ID: 65655
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// Start NPC: 1000938 (Ginnade)
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// End NPC: 1002433 (N'delika)
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using namespace Sapphire;
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class SubSea009 : 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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// UI8BH
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/// Countable Num: 1 Seq: 255 Event: 1 Listener: 1002433
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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 = 1000938; // Ginnade ( Pos: -4.651690 45.018398 -241.815002 Teri: 128 )
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static constexpr auto Actor1 = 1002433; // N'delika ( Pos: -6.698790 20.309700 -0.747742 Teri: 129 )
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static constexpr auto Item0 = 2000453;
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public:
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SubSea009() : Sapphire::ScriptAPI::QuestScript( 65655 ){};
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~SubSea009() = 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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Scene00000( quest, player );
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break;
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}
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case Actor1:
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{
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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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void onEventItem( World::Quest& quest, Entity::Player& player, uint64_t actorId ) override
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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, NONE, bindSceneReturn( &SubSea009::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, NONE, bindSceneReturn( &SubSea009::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.setUI8BH( 1 );
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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, NONE, bindSceneReturn( &SubSea009::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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{
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Scene00003( quest, player );
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}
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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, NONE, bindSceneReturn( &SubSea009::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.finishQuest( getId() );
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}
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}
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};
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EXPOSE_SCRIPT( SubSea009 );
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