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Merge pull request #770 from dude22072/FestivalWork

[3.0] Valentines 2015 quests
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Mordred 2022-02-11 09:51:37 +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: FesVlt101_00512
// Quest Name: Where Did Our Loves Go
// Quest ID: 66048
// Start NPC: 1011731
// End NPC: 1011732
using namespace Sapphire;
class FesVlt101 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// UI8AL
/// Countable Num: 1 Seq: 255 Event: 1 Listener: 1011732
// 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 = 1011731;//Lisette De Valentione
static constexpr auto Actor1 = 1011732;//Hortefense
static constexpr auto Quest0 = 66837;
public:
FesVlt101() : Sapphire::ScriptAPI::QuestScript( 66048 ){};
~FesVlt101() = 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() == SeqFinish )
Scene00002( quest, player );
break;
}
}
}
private:
//////////////////////////////////////////////////////////////////////
// Available Scenes in this quest, not necessarly all are used
//////////////////////////////////////////////////////////////////////
void Scene00000( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 0, HIDE_HOTBAR, bindSceneReturn( &FesVlt101::Scene00000Return ) );
}
void Scene00000Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )// accept quest
{
Scene00000( quest, player );
}
}
//////////////////////////////////////////////////////////////////////
void Scene00001( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 1, HIDE_HOTBAR, bindSceneReturn( &FesVlt101::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( &FesVlt101::Scene00002Return ) );
}
void Scene00002Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
player.finishQuest( getId() );
}
}
//////////////////////////////////////////////////////////////////////
void Scene00003( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 3, HIDE_HOTBAR, bindSceneReturn( &FesVlt101::Scene00003Return ) );
}
void Scene00003Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
};
EXPOSE_SCRIPT( FesVlt101 );

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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: FesVlt102_00515
// Quest Name: Love in the Woods
// Quest ID: 66051
// Start NPC: 1011732
// End NPC: 1011733
using namespace Sapphire;
class FesVlt102 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// BitFlag8
// UI8AL
// UI8BH
/// Countable Num: 1 Seq: 1 Event: 1 Listener: 1011733
/// Countable Num: 1 Seq: 2 Event: 1 Listener: 1011732
/// Countable Num: 1 Seq: 255 Event: 1 Listener: 1011737
// 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 = 1011732;//Hortefense
static constexpr auto Actor1 = 1011733;//House Valentine Emissary
static constexpr auto Actor2 = 1011737;//Frageorloix
static constexpr auto Item0 = 2001556;
static constexpr auto LocActor0 = 1011736;
static constexpr auto LocActor1 = 1011793;
static constexpr auto LocBgm0 = 70;
static constexpr auto LocBgm1 = 105;
static constexpr auto LocMotion0 = 799;
static constexpr auto LocMotion1 = 801;
static constexpr auto LocVfx0 = 297;
static constexpr auto LocVfx1 = 296;
static constexpr auto Quest0 = 66059;
static constexpr auto Quest1 = 66063;
public:
FesVlt102() : Sapphire::ScriptAPI::QuestScript( 66051 ){};
~FesVlt102() = 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 )
Scene00003( quest, player );
else if( quest.getSeq() == Seq2 )
Scene00006( quest, player );
else if( quest.getSeq() == SeqFinish )
Scene00009( quest, player );
break;
}
case Actor1:
{
if( quest.getSeq() == Seq1 )
Scene00002( quest, player );
else if( quest.getSeq() == Seq2 )
Scene00007( quest, player );
else if( quest.getSeq() == SeqFinish )
Scene00008( quest, player );
break;
}
case Actor2:
{
if( quest.getSeq() == Seq2 )
Scene00004( quest, player );
break;
}
}
}
private:
//////////////////////////////////////////////////////////////////////
// Available Scenes in this quest, not necessarly all are used
//////////////////////////////////////////////////////////////////////
void Scene00000( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 0, HIDE_HOTBAR, bindSceneReturn( &FesVlt102::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( &FesVlt102::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( &FesVlt102::Scene00002Return ) );
}
void Scene00002Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
eventMgr().sendEventNotice( player, getId(), 0, 0 );
quest.setSeq( Seq2 );
quest.setUI8BH( 1 );
}
//////////////////////////////////////////////////////////////////////
void Scene00003( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 3, HIDE_HOTBAR, bindSceneReturn( &FesVlt102::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( &FesVlt102::Scene00004Return ) );
}
void Scene00004Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
Scene00005( quest, player );
}
//////////////////////////////////////////////////////////////////////
void Scene00005( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 5, HIDE_HOTBAR, bindSceneReturn( &FesVlt102::Scene00005Return ) );
}
void Scene00005Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setSeq( SeqFinish );
quest.setUI8BH( 0 );
}
//////////////////////////////////////////////////////////////////////
void Scene00006( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 6, HIDE_HOTBAR, bindSceneReturn( &FesVlt102::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( &FesVlt102::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, FADE_OUT | CONDITION_CUTSCENE | HIDE_UI, bindSceneReturn( &FesVlt102::Scene00008Return ) );
}
void Scene00008Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
player.finishQuest( getId() );
}
}
//////////////////////////////////////////////////////////////////////
void Scene00009( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 9, HIDE_HOTBAR, bindSceneReturn( &FesVlt102::Scene00009Return ) );
}
void Scene00009Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
};
EXPOSE_SCRIPT( FesVlt102 );

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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: FesVlt103_00523
// Quest Name: Hearts in the Sand
// Quest ID: 66059
// Start NPC: 1011732
// End NPC: 1011734
using namespace Sapphire;
class FesVlt103 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// BitFlag8
// UI8AH
// UI8AL
// UI8BH
// UI8BL
/// Countable Num: 1 Seq: 1 Event: 1 Listener: 1011734
/// Countable Num: 1 Seq: 2 Event: 1 Listener: 1011732
/// Countable Num: 1 Seq: 255 Event: 1 Listener: 1011739
// 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 = 1011732;//Hortefense
static constexpr auto Actor1 = 1011734;//House Valentione Emissary (Ul'dah)
static constexpr auto Actor2 = 1011739;
static constexpr auto Actor3 = 1011741;//Wowotazi
static constexpr auto Item0 = 2001557;
static constexpr auto LocActor0 = 1011738;
static constexpr auto LocActor1 = 1011794;
static constexpr auto LocActor2 = 1011740;
static constexpr auto LocActor3 = 1011795;
static constexpr auto LocBgm0 = 72;
static constexpr auto LocBgm1 = 105;
static constexpr auto LocMotion0 = 799;
static constexpr auto LocMotion1 = 801;
static constexpr auto LocVfx0 = 297;
static constexpr auto LocVfx1 = 296;
static constexpr auto Quest0 = 66051;
static constexpr auto Quest1 = 66063;
public:
FesVlt103() : Sapphire::ScriptAPI::QuestScript( 66059 ){};
~FesVlt103() = 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 )
Scene00003( quest, player );
break;
}
case Actor1:
{
if( quest.getSeq() == Seq1 )
Scene00002( quest, player );
else if( quest.getSeq() == Seq2 )
Scene00008( quest, player );
else if( quest.getSeq() == SeqFinish )
Scene00009( quest, player );
break;
}
case Actor2:
{
if( quest.getSeq() == Seq2 )
Scene00006( quest, player );//Asumption
break;
}
case Actor3:
{
if( quest.getSeq() == Seq2 )
Scene00004( quest, player );
break;
}
}
}
private:
//////////////////////////////////////////////////////////////////////
// Available Scenes in this quest, not necessarly all are used
//////////////////////////////////////////////////////////////////////
void Scene00000( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 0, HIDE_HOTBAR, bindSceneReturn( &FesVlt103::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( &FesVlt103::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( &FesVlt103::Scene00002Return ) );
}
void Scene00002Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setSeq( Seq2 );
eventMgr().sendEventNotice( player, getId(), 0, 1, 0 /*TODO:Find right ID*/ );
quest.setUI8BL( 1 );
}
//////////////////////////////////////////////////////////////////////
void Scene00003( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 3, HIDE_HOTBAR, bindSceneReturn( &FesVlt103::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( &FesVlt103::Scene00004Return ) );
}
void Scene00004Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
Scene00005( quest, player );
}
//////////////////////////////////////////////////////////////////////
void Scene00005( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 5, HIDE_HOTBAR, bindSceneReturn( &FesVlt103::Scene00005Return ) );
}
void Scene00005Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
eventMgr().sendEventNotice( player, getId(), 1, 0 );
quest.setSeq( SeqFinish );
}
//////////////////////////////////////////////////////////////////////
void Scene00006( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 6, HIDE_HOTBAR, bindSceneReturn( &FesVlt103::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( &FesVlt103::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( &FesVlt103::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, FADE_OUT | CONDITION_CUTSCENE | HIDE_UI, bindSceneReturn( &FesVlt103::Scene00009Return ) );
}
void Scene00009Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
player.finishQuest( getId() );
}
}
};
EXPOSE_SCRIPT( FesVlt103 );

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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: FesVlt104_00527
// Quest Name: Ardor in the Harbor
// Quest ID: 66063
// Start NPC: 1011732
// End NPC: 1011735
using namespace Sapphire;
class FesVlt104 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// BitFlag8
// UI8AH
// UI8AL
// UI8BH
// UI8BL
// UI8CH
/// Countable Num: 1 Seq: 1 Event: 1 Listener: 1011735
/// Countable Num: 1 Seq: 2 Event: 1 Listener: 1011732
/// Countable Num: 1 Seq: 255 Event: 1 Listener: 1011743
// 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 = 1011732;//HORTEFENSE
static constexpr auto Actor1 = 1011735;//House Valentione Emissary (Limsa)
static constexpr auto Actor2 = 1011743;//Berndan
static constexpr auto Actor3 = 1011745;
static constexpr auto Actor4 = 1011747;
static constexpr auto Item0 = 2001558;
static constexpr auto LocActor0 = 1011742;
static constexpr auto LocActor1 = 1011796;
static constexpr auto LocActor2 = 1011744;
static constexpr auto LocActor3 = 1011797;
static constexpr auto LocActor4 = 1011746;
static constexpr auto LocActor5 = 1011798;
static constexpr auto LocBgm0 = 71;
static constexpr auto LocBgm1 = 105;
static constexpr auto LocMotion0 = 799;
static constexpr auto LocMotion1 = 801;
static constexpr auto LocVfx0 = 297;
static constexpr auto LocVfx1 = 296;
static constexpr auto Quest0 = 66051;
static constexpr auto Quest1 = 66059;
public:
FesVlt104() : Sapphire::ScriptAPI::QuestScript( 66063 ){};
~FesVlt104() = 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 )
Scene00003( quest, player );
break;
}
case Actor1:
{
if( quest.getSeq() == Seq1 )
Scene00002( quest, player );
else if( quest.getSeq() == Seq2 )
Scene00010( quest, player );
else if( quest.getSeq() == SeqFinish )
Scene00011( quest, player );
break;
}
case Actor2:
{
if( quest.getSeq() == Seq2 )
Scene00004( quest, player );
break;
}
case Actor3:
{
break;
}
case Actor4:
{
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( &FesVlt104::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( &FesVlt104::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( &FesVlt104::Scene00002Return ) );
}
void Scene00002Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
eventMgr().sendEventNotice( player, getId(), 0, 1, 0 /*TODO:Find ID*/ );
quest.setSeq( Seq2 );
quest.setUI8CH( 1 );
}
//////////////////////////////////////////////////////////////////////
void Scene00003( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 3, HIDE_HOTBAR, bindSceneReturn( &FesVlt104::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( &FesVlt104::Scene00004Return ) );
}
void Scene00004Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
Scene00005( quest, player );
}
//////////////////////////////////////////////////////////////////////
void Scene00005( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 5, HIDE_HOTBAR, bindSceneReturn( &FesVlt104::Scene00005Return ) );
}
void Scene00005Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
eventMgr().sendEventNotice( player, getId(), 1, 0 );
quest.setSeq( SeqFinish );
}
//////////////////////////////////////////////////////////////////////
void Scene00006( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 6, HIDE_HOTBAR, bindSceneReturn( &FesVlt104::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( &FesVlt104::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( &FesVlt104::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( &FesVlt104::Scene00009Return ) );
}
void Scene00009Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
Scene00010( quest, player );
}
//////////////////////////////////////////////////////////////////////
void Scene00010( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 10, HIDE_HOTBAR, bindSceneReturn( &FesVlt104::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( &FesVlt104::Scene00011Return ) );
}
void Scene00011Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
player.finishQuest( getId() );
}
}
};
EXPOSE_SCRIPT( FesVlt104 );

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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: FesVlt105_00547
// Quest Name: Now That We've Found Love
// Quest ID: 66083
// Start NPC: 1011732
// End NPC: 1011731
using namespace Sapphire;
class FesVlt105 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// BitFlag8
// UI8AL
/// Countable Num: 1 Seq: 1 Event: 1 Listener: 1011731
/// Countable Num: 1 Seq: 2 Event: 1 Listener: 1011732
/// Countable Num: 1 Seq: 255 Event: 1 Listener: 1011733
// 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 = 1011732;//HORTEFENSE
static constexpr auto Actor1 = 1011731;//Lisette De Valentionne
static constexpr auto Actor2 = 1011733;//House Valentione Emissary (Gridania)
static constexpr auto LocActor0 = 1011799;
public:
FesVlt105() : Sapphire::ScriptAPI::QuestScript( 66083 ){};
~FesVlt105() = 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 )
Scene00003( quest, player );
else if( quest.getSeq() == Seq2 )
Scene00006( quest, player );
else if( quest.getSeq() == SeqFinish )
Scene00008( quest, player );
break;
}
case Actor1:
{
if( quest.getSeq() == Seq1 )
Scene00002( quest, player );
else if( quest.getSeq() == Seq2 )
Scene00005( quest, player );
else if( quest.getSeq() == SeqFinish )
Scene00007( quest, player );
break;
}
case Actor2:
{
if( quest.getSeq() == Seq2 )
Scene00004( quest, player );
else if( quest.getSeq() == SeqFinish )
Scene00009( 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( &FesVlt105::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( &FesVlt105::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( &FesVlt105::Scene00002Return ) );
}
void Scene00002Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setSeq( Seq2 );
eventMgr().sendEventNotice( player, getId(), 0, 0 );
}
//////////////////////////////////////////////////////////////////////
void Scene00003( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 3, HIDE_HOTBAR, bindSceneReturn( &FesVlt105::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( &FesVlt105::Scene00004Return ) );
}
void Scene00004Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setSeq( SeqFinish );
eventMgr().sendEventNotice( player, getId(), 1, 0 );
}
//////////////////////////////////////////////////////////////////////
void Scene00005( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 5, HIDE_HOTBAR, bindSceneReturn( &FesVlt105::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( &FesVlt105::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, FADE_OUT | CONDITION_CUTSCENE | HIDE_UI, bindSceneReturn( &FesVlt105::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, HIDE_HOTBAR, bindSceneReturn( &FesVlt105::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( &FesVlt105::Scene00009Return ) );
}
void Scene00009Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
};
EXPOSE_SCRIPT( FesVlt105 );