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Merge branch 'ThreePointOh' of https://github.com/SapphireMordred/Sapphire into ThreePointOh

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Mordred 2021-12-17 15:49:06 +01:00
commit cf2f1d0d58
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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 <Actor/Player.h>
#include "Manager/EventMgr.h"
#include <ScriptObject.h>
#include <Service.h>
#include "Manager/TerritoryMgr.h"
// Quest Script: ClsArc004_00070
// Quest Name: To Catch a Poacher
// Quest ID: 65606
// Start NPC: 1000200
// End NPC: 1000200
using namespace Sapphire;
class ClsArc004 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// BitFlag8
// UI8AL
/// Countable Num: 1 Seq: 1 Event: 1 Listener: 1000590
/// Countable Num: 3 Seq: 2 Event: 1 Listener: 2000947
/// Countable Num: 1 Seq: 3 Event: 1 Listener: 2000948
/// Countable Num: 0 Seq: 4 Event: 1 Listener: 2000949
/// Countable Num: 1 Seq: 5 Event: 1 Listener: 2001105
/// Countable Num: 1 Seq: 255 Event: 1 Listener: 2000136
// 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 = 1000200;
static constexpr auto Actor1 = 1000590;
static constexpr auto Actor2 = 1000731;
static constexpr auto Actor3 = 1000732;
static constexpr auto Actor4 = 1000199;
static constexpr auto Actor5 = 1000204;
static constexpr auto Eobject0 = 2000947;
static constexpr auto Eobject1 = 2000948;
static constexpr auto Eobject2 = 2000949;
static constexpr auto Eobject3 = 2001105;
static constexpr auto Eobject4 = 2000136;
static constexpr auto EventActionGatherMiddle = 7;
static constexpr auto EventActionSearch = 1;
static constexpr auto EventActionWaiting = 10;
static constexpr auto LocPosActor5 = 3875531;
static constexpr auto Questbattle0 = 5;
static constexpr auto Seq0Actor0Lq = 90;
static constexpr auto Territorytype0 = 229;
public:
ClsArc004() : Sapphire::ScriptAPI::QuestScript( 65606 ){};
~ClsArc004() = default;
//////////////////////////////////////////////////////////////////////
// Event Handlers
void onTalk( World::Quest& quest, Entity::Player& player, uint64_t actorId ) override
{
switch( actorId )
{
case Actor0:
{
if (!player.hasQuest(getId()))
Scene00000(quest, player);
else if (quest.getSeq() == SeqFinish)
Scene00021(quest, player);
break;
}
case Actor1:
{
if (quest.getSeq() == Seq1)
Scene00002(quest, player);
else if (quest.getSeq() == Seq5) //Master claims we can't talk with this NPC
Scene00018(quest, player);
break;
}
case Actor2:
{
if (quest.getSeq() == Seq5)
Scene00020(quest, player);
break;
}
case Actor3:
{
if (quest.getSeq() == Seq5)
Scene00019(quest, player);
break;
}
case Actor4:
{
break;
}
case Actor5:
{
break;
}
case Eobject0:
{
eventMgr().eventActionStart(player, getId(), 0x07,
[&](Entity::Player& player, uint32_t eventId, uint64_t additional)
{
Scene00003(quest, player);
},
nullptr, 0);
break;
}
case Eobject1:
{
eventMgr().eventActionStart(player, getId(), 0x07,
[&](Entity::Player& player, uint32_t eventId, uint64_t additional)
{
Scene00004(quest, player);
},
nullptr, 0);
break;
}
case Eobject2:
{
eventMgr().eventActionStart(player, getId(), 0x07,
[&](Entity::Player& player, uint32_t eventId, uint64_t additional)
{
Scene00005(quest, player);
},
nullptr, 0);
break;
}
case Eobject3:
{
eventMgr().eventActionStart(player, getId(), 0x0A,
[&](Entity::Player& player, uint32_t eventId, uint64_t additional)
{
Scene00013(quest, player);
player.sendEventNotice(getId(), 2, 2, 0, 0);
},
nullptr, 0);
break;
}
case Eobject4:
{
eventMgr().eventActionStart(player, getId(), 0x01,
[&](Entity::Player& player, uint32_t eventId, uint64_t additional)
{
Scene00015(quest, player);
},
nullptr, 0);
break;
}
}
}
private:
void checkQuestCompletion(World::Quest& quest, Entity::Player& player)
{
auto currentCC = quest.getUI8AL();
player.sendEventNotice(getId(), 1, 2, currentCC + 1, 3);
if (currentCC + 1 >= 3)
{
quest.setSeq(Seq3);
quest.setUI8AL(0);
}
else
{
quest.setUI8AL(currentCC + 1);
}
}
//////////////////////////////////////////////////////////////////////
// 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( &ClsArc004::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, SET_EOBJ_BASE | HIDE_HOTBAR | INVIS_EOBJ, bindSceneReturn( &ClsArc004::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, SET_EOBJ_BASE | HIDE_HOTBAR | INVIS_EOBJ, bindSceneReturn( &ClsArc004::Scene00002Return ) );
}
void Scene00002Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
player.sendEventNotice(getId(), 0, 2, 0, 0);
quest.setSeq(Seq2);
}
//////////////////////////////////////////////////////////////////////
void Scene00003( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 3, HIDE_HOTBAR, bindSceneReturn( &ClsArc004::Scene00003Return ) );
}
void Scene00003Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setBitFlag8(1, true);
checkQuestCompletion(quest, player);
}
//////////////////////////////////////////////////////////////////////
void Scene00004( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 4, HIDE_HOTBAR, bindSceneReturn( &ClsArc004::Scene00004Return ) );
}
void Scene00004Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setBitFlag8(2, true);
checkQuestCompletion(quest, player);
}
//////////////////////////////////////////////////////////////////////
void Scene00005( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 5, HIDE_HOTBAR, bindSceneReturn( &ClsArc004::Scene00005Return ) );
}
void Scene00005Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setBitFlag8(3, true);
checkQuestCompletion(quest, player);
}
//////////////////////////////////////////////////////////////////////
void Scene00006( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 6, HIDE_HOTBAR, bindSceneReturn( &ClsArc004::Scene00006Return ) );
}
void Scene00006Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
//Empty
}
//////////////////////////////////////////////////////////////////////
void Scene00007( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 7, HIDE_HOTBAR, bindSceneReturn( &ClsArc004::Scene00007Return ) );
}
void Scene00007Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
//Empty
}
//////////////////////////////////////////////////////////////////////
void Scene00008( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 8, HIDE_HOTBAR, bindSceneReturn( &ClsArc004::Scene00008Return ) );
}
void Scene00008Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
//Empty
}
//////////////////////////////////////////////////////////////////////
void Scene00009( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 9, HIDE_HOTBAR, bindSceneReturn( &ClsArc004::Scene00009Return ) );
}
void Scene00009Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
//Empty
}
//////////////////////////////////////////////////////////////////////
void Scene00010( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 10, HIDE_HOTBAR, bindSceneReturn( &ClsArc004::Scene00010Return ) );
}
void Scene00010Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
//Empty
}
//////////////////////////////////////////////////////////////////////
void Scene00011( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 11, HIDE_HOTBAR, bindSceneReturn( &ClsArc004::Scene00011Return ) );
}
void Scene00011Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
//Empty
}
//////////////////////////////////////////////////////////////////////
void Scene00012( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 12, HIDE_HOTBAR, bindSceneReturn( &ClsArc004::Scene00012Return ) );
}
void Scene00012Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
//Empty
}
//////////////////////////////////////////////////////////////////////
void Scene00013( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 13, SET_EOBJ_BASE | HIDE_HOTBAR | INVIS_EOBJ, bindSceneReturn( &ClsArc004::Scene00013Return ) );
}
void Scene00013Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setSeq(Seq4);
}
//////////////////////////////////////////////////////////////////////
void Scene00014( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 14, HIDE_HOTBAR, bindSceneReturn( &ClsArc004::Scene00014Return ) );
}
void Scene00014Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
//Empty
}
//////////////////////////////////////////////////////////////////////
void Scene00015( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 15, HIDE_HOTBAR, bindSceneReturn( &ClsArc004::Scene00015Return ) );
}
void Scene00015Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
Scene00016(quest, player);
}
//////////////////////////////////////////////////////////////////////
void Scene00016( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 16, HIDE_HOTBAR, bindSceneReturn( &ClsArc004::Scene00016Return ) );
}
void Scene00016Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if (result.getResult(0) == 1) {
quest.setSeq(Seq5);
auto& pTeriMgr = Common::Service< Sapphire::World::Manager::TerritoryMgr >::ref();
eventMgr().eventFinish(player, result.eventId, 0);
pTeriMgr.createAndJoinQuestBattle(player, Questbattle0);
}
}
//////////////////////////////////////////////////////////////////////
void Scene00017( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 17, HIDE_HOTBAR, bindSceneReturn( &ClsArc004::Scene00017Return ) );
}
void Scene00017Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
//Empty
}
//////////////////////////////////////////////////////////////////////
void Scene00018( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 18, HIDE_HOTBAR, bindSceneReturn( &ClsArc004::Scene00018Return ) );
}
void Scene00018Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
player.sendEventNotice(getId(), 4, 2, 0, 0);
quest.setSeq(SeqFinish);
}
//////////////////////////////////////////////////////////////////////
void Scene00019( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 19, HIDE_HOTBAR, bindSceneReturn( &ClsArc004::Scene00019Return ) );
}
void Scene00019Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
//Empty
}
//////////////////////////////////////////////////////////////////////
void Scene00020( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 20, HIDE_HOTBAR, bindSceneReturn( &ClsArc004::Scene00020Return ) );
}
void Scene00020Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
//Empty
}
//////////////////////////////////////////////////////////////////////
void Scene00021( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 21, HIDE_HOTBAR, bindSceneReturn( &ClsArc004::Scene00021Return ) );
}
void Scene00021Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
if( player.giveQuestRewards( getId(), result.getResult(1)) )
player.finishQuest( getId() );
}
}
};
EXPOSE_SCRIPT( ClsArc004 );

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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 <Actor/Player.h>
#include "Manager/EventMgr.h"
#include <ScriptObject.h>
#include <Service.h>
#include "Manager/TerritoryMgr.h"
// Quest Script: ClsArc005_00071
// Quest Name: Homecoming
// Quest ID: 65607
// Start NPC: 1000200
// End NPC: 1000200
using namespace Sapphire;
class ClsArc005 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// BitFlag8
// UI8AL
/// Countable Num: 1 Seq: 1 Event: 1 Listener: 1000204
/// Countable Num: 1 Seq: 2 Event: 1 Listener: 1000199
/// Countable Num: 1 Seq: 3 Event: 1 Listener: 2000951
/// Countable Num: 1 Seq: 4 Event: 1 Listener: 1000534
/// Countable Num: 1 Seq: 255 Event: 1 Listener: 2001840
// 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,
SeqFinish = 255,
};
// Entities found in the script data of the quest
static constexpr auto Actor0 = 1000200;
static constexpr auto Actor1 = 1000204;
static constexpr auto Actor2 = 1000199;
static constexpr auto Actor3 = 1000534;
static constexpr auto Actor4 = 1001284;
static constexpr auto Actor5 = 1003025;
static constexpr auto Actor6 = 1003026;
static constexpr auto Eobject0 = 2000951;
static constexpr auto Eobject1 = 2001840;
static constexpr auto EventActionSearch = 1;
static constexpr auto EventActionWaiting = 10;
static constexpr auto LocActor5Action1 = 834;
static constexpr auto LocPosActor5 = 3877820;
static constexpr auto LocPosPc = 3877813;
static constexpr auto Questbattle0 = 4;
static constexpr auto Territorytype0 = 230;
public:
ClsArc005() : Sapphire::ScriptAPI::QuestScript( 65607 ){};
~ClsArc005() = default;
//////////////////////////////////////////////////////////////////////
// Event Handlers
void onTalk( World::Quest& quest, Entity::Player& player, uint64_t actorId ) override
{
switch( actorId )
{
case Actor0:
{
if (!player.hasQuest(getId()))
Scene00000(quest, player);
else if (quest.getSeq() == SeqFinish)
Scene00010(quest, player);
break;
}
case Actor1:
{
if (quest.getSeq() == Seq1)
Scene00002(quest, player);
break;
}
case Actor2:
{
if (quest.getSeq() == Seq2)
Scene00003(quest, player);
break;
}
case Actor3:
{
if (quest.getSeq() == Seq4)
Scene00006(quest, player);
break;
}
case Actor4:
{
break;
}
case Actor5:
{
break;
}
case Actor6:
{
break;
}
case Eobject0:
{
eventMgr().eventActionStart(player, getId(), 0x0A,
[&](Entity::Player& player, uint32_t eventId, uint64_t additional)
{
Scene00004(quest, player);
player.sendEventNotice(getId(), 2, 2, 0, 0);
},
nullptr, 0);
break;
}
}
}
private:
//////////////////////////////////////////////////////////////////////
// Available Scenes in this quest, not necessarly all are used
//////////////////////////////////////////////////////////////////////
void Scene00000( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 0, HIDE_HOTBAR, bindSceneReturn( &ClsArc005::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( &ClsArc005::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( &ClsArc005::Scene00002Return ) );
}
void Scene00002Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
player.sendEventNotice(getId(), 0, 2, 0, 0);
quest.setSeq(Seq2);
}
//////////////////////////////////////////////////////////////////////
void Scene00003( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 3, HIDE_HOTBAR, bindSceneReturn( &ClsArc005::Scene00003Return ) );
}
void Scene00003Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
player.sendEventNotice(getId(), 1, 2, 0, 0);
quest.setSeq(Seq3);
}
//////////////////////////////////////////////////////////////////////
void Scene00004( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 4, HIDE_HOTBAR, bindSceneReturn( &ClsArc005::Scene00004Return ) );
}
void Scene00004Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
Scene00005(quest, player);
}
//////////////////////////////////////////////////////////////////////
void Scene00005( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 5, SET_EOBJ_BASE | HIDE_HOTBAR | INVIS_EOBJ, bindSceneReturn( &ClsArc005::Scene00005Return ) );
}
void Scene00005Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setSeq(Seq4);
}
//////////////////////////////////////////////////////////////////////
void Scene00006( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 6, HIDE_HOTBAR, bindSceneReturn( &ClsArc005::Scene00006Return ) );
}
void Scene00006Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
Scene00007(quest, player);
}
//////////////////////////////////////////////////////////////////////
void Scene00007( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 7, HIDE_HOTBAR, bindSceneReturn( &ClsArc005::Scene00007Return ) );
}
void Scene00007Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if (result.getResult(0) == 1) {
quest.setSeq(SeqFinish);
auto& pTeriMgr = Common::Service< Sapphire::World::Manager::TerritoryMgr >::ref();
eventMgr().eventFinish(player, result.eventId, 0);
pTeriMgr.createAndJoinQuestBattle(player, Questbattle0);
}
}
//////////////////////////////////////////////////////////////////////
void Scene00008( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 8, HIDE_HOTBAR, bindSceneReturn( &ClsArc005::Scene00008Return ) );
}
void Scene00008Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
//Empty
}
//////////////////////////////////////////////////////////////////////
void Scene00009( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 9, HIDE_HOTBAR, bindSceneReturn( &ClsArc005::Scene00009Return ) );
}
void Scene00009Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
//Empty
}
//////////////////////////////////////////////////////////////////////
void Scene00010( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 10, HIDE_HOTBAR, bindSceneReturn( &ClsArc005::Scene00010Return ) );
}
void Scene00010Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
if( player.giveQuestRewards( getId(), result.getResult(1)) )
player.finishQuest( getId() );
}
}
};
EXPOSE_SCRIPT( ClsArc005 );

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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 <Actor/Player.h>
#include "Manager/EventMgr.h"
#include <ScriptObject.h>
#include <Service.h>
#include "Manager/TerritoryMgr.h"
// Quest Script: ClsArc006_00076
// Quest Name: The One that Got Away
// Quest ID: 65612
// Start NPC: 1000200
// End NPC: 1000200
using namespace Sapphire;
class ClsArc006 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// BitFlag8
// UI8AL
/// Countable Num: 1 Seq: 1 Event: 1 Listener: 1000795
/// Countable Num: 1 Seq: 2 Event: 1 Listener: 1000796
/// Countable Num: 1 Seq: 255 Event: 1 Listener: 1000797
// 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 = 1000200;
static constexpr auto Actor1 = 1000795;
static constexpr auto Actor2 = 1000796;
static constexpr auto Actor3 = 1000797;
static constexpr auto Actor4 = 1000798;
static constexpr auto Actor5 = 1000799;
static constexpr auto Actor6 = 1000800;
static constexpr auto Actor7 = 1003066;
static constexpr auto Actor8 = 1003067;
static constexpr auto Actor9 = 1003068;
static constexpr auto Eobject0 = 2001841;
static constexpr auto Eobject1 = 2000709;
static constexpr auto EventAction = 27;
static constexpr auto EventActionSearch = 1;
static constexpr auto EventMotZephyr = 366;
static constexpr auto LocAction0 = 995;
static constexpr auto LocActor0 = 1000199;
static constexpr auto LocActor1 = 1000204;
static constexpr auto LocVfx = 241;
static constexpr auto LocWs = 113;
static constexpr auto Questbattle0 = 2;
static constexpr auto Questbattle1 = 3;
static constexpr auto Seq0Actor0Lq = 98;
static constexpr auto Territorytype0 = 231;
static constexpr auto Territorytype1 = 236;
public:
ClsArc006() : Sapphire::ScriptAPI::QuestScript( 65612 ){};
~ClsArc006() = default;
//////////////////////////////////////////////////////////////////////
// Event Handlers
void onTalk( World::Quest& quest, Entity::Player& player, uint64_t actorId ) override
{
switch( actorId )
{
case Actor0:
{
if (!player.hasQuest(getId()))
Scene00000(quest, player);
else if (quest.getSeq() == SeqFinish)
Scene00013(quest, player);
break;
}
case Actor1:
{
if (quest.getSeq() == Seq1)
Scene00002(quest, player);
break;
}
case Actor2:
{
break;
}
case Actor3:
{
break;
}
case Actor4:
{
break;
}
case Actor5:
{
break;
}
case Actor6:
{
break;
}
case Actor7:
{
if (quest.getSeq() == SeqFinish)
Scene00014(quest, player);
break;
}
case Actor8:
{
if (quest.getSeq() == SeqFinish)
Scene00015(quest, player);
break;
}
case Actor9:
{
if (quest.getSeq() == SeqFinish)
Scene00016(quest, player);
break;
}
case Eobject1:
{
eventMgr().eventActionStart(player, getId(), 0x1B,
[&](Entity::Player& player, uint32_t eventId, uint64_t additional)
{
Scene00011(quest, player);
},
nullptr, 0);
break;
}
}
}
private:
//////////////////////////////////////////////////////////////////////
// Available Scenes in this quest, not necessarly all are used
//////////////////////////////////////////////////////////////////////
void Scene00000( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 0, HIDE_HOTBAR, bindSceneReturn( &ClsArc006::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, SET_EOBJ_BASE | HIDE_HOTBAR | INVIS_EOBJ, bindSceneReturn( &ClsArc006::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( &ClsArc006::Scene00002Return ) );
}
void Scene00002Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if (result.getResult(0) == 1) {
quest.setSeq(Seq2);
auto& pTeriMgr = Common::Service< Sapphire::World::Manager::TerritoryMgr >::ref();
eventMgr().eventFinish(player, result.eventId, 0);
pTeriMgr.createAndJoinQuestBattle(player, Questbattle0);
}
}
//////////////////////////////////////////////////////////////////////
void Scene00003( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 3, HIDE_HOTBAR, bindSceneReturn( &ClsArc006::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( &ClsArc006::Scene00004Return ) );
}
void Scene00004Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00005( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 5, HIDE_HOTBAR, bindSceneReturn( &ClsArc006::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( &ClsArc006::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( &ClsArc006::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( &ClsArc006::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( &ClsArc006::Scene00009Return ) );
}
void Scene00009Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00010( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 10, HIDE_HOTBAR, bindSceneReturn( &ClsArc006::Scene00010Return ) );
}
void Scene00010Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00011( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 11, HIDE_HOTBAR, bindSceneReturn( &ClsArc006::Scene00011Return ) );
}
void Scene00011Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if (result.getResult(0) == 1) {
quest.setSeq(SeqFinish);
auto& pTeriMgr = Common::Service< Sapphire::World::Manager::TerritoryMgr >::ref();
eventMgr().eventFinish(player, result.eventId, 0);
pTeriMgr.createAndJoinQuestBattle(player, Questbattle1);
}
}
//////////////////////////////////////////////////////////////////////
void Scene00012( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 12, HIDE_HOTBAR, bindSceneReturn( &ClsArc006::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, SET_EOBJ_BASE | HIDE_HOTBAR | INVIS_EOBJ, bindSceneReturn( &ClsArc006::Scene00013Return ) );
}
void Scene00013Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
if( player.giveQuestRewards( getId(), result.getResult(1)) )
player.finishQuest( getId() );
}
}
//////////////////////////////////////////////////////////////////////
void Scene00014( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 14, HIDE_HOTBAR, bindSceneReturn( &ClsArc006::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( &ClsArc006::Scene00015Return ) );
}
void Scene00015Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00016( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 16, HIDE_HOTBAR, bindSceneReturn( &ClsArc006::Scene00016Return ) );
}
void Scene00016Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
};
EXPOSE_SCRIPT( ClsArc006 );

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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 <Actor/Player.h>
#include "Manager/EventMgr.h"
#include <ScriptObject.h>
#include <Service.h>
// Quest Script: SubFst001_00024
// Quest Name: Coarse Correspondence
// Quest ID: 65560
// Start NPC: 1000206
// End NPC: 1000233
using namespace Sapphire;
class SubFst001 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// UI8AL
// UI8BH
/// Countable Num: 1 Seq: 255 Event: 1 Listener: 1000233
// 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 = 1000206;
static constexpr auto Actor1 = 1000233;
static constexpr auto Item0 = 2000079;
static constexpr auto Seq0Actor0 = 0;
static constexpr auto Seq1Actor1 = 1;
static constexpr auto Seq1Actor1Npctradeno = 99;
static constexpr auto Seq1Actor1Npctradeok = 100;
public:
SubFst001() : Sapphire::ScriptAPI::QuestScript( 65560 ){};
~SubFst001() = default;
//////////////////////////////////////////////////////////////////////
// Event Handlers
void onTalk( World::Quest& quest, Entity::Player& player, uint64_t actorId ) override
{
switch( actorId )
{
case Actor0:
{
if (!player.hasQuest(getId()))
Scene00000( quest, player );
else
Scene00001( quest, player );
}
case Actor1:
{
if (!player.hasQuest(getId()))
Scene00099( quest, player );
else
Scene00100( quest, player );
}
}
}
private:
//////////////////////////////////////////////////////////////////////
// Available Scenes in this quest, not necessarly all are used
//////////////////////////////////////////////////////////////////////
void Scene00000( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 0, NONE, bindSceneReturn( &SubFst001::Scene00000Return ) );
}
void Scene00000Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 ) // accept quest
{
quest.setUI8AL(1);
quest.setUI8BH( 1);
quest.setSeq(SeqFinish);
}
}
//////////////////////////////////////////////////////////////////////
void Scene00001( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 1, NONE, bindSceneReturn( &SubFst001::Scene00001Return ) );
}
void Scene00001Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00099( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 99, NONE, bindSceneReturn( &SubFst001::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, NONE, bindSceneReturn( &SubFst001::Scene00100Return ) );
}
void Scene00100Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
if( player.giveQuestRewards( getId(), 0 ) )
player.finishQuest( getId() );
}
}
};
EXPOSE_SCRIPT( SubFst001 );

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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 <Actor/Player.h>
#include "Manager/EventMgr.h"
#include <ScriptObject.h>
#include <Service.h>
// Quest Script: SubFst003_00026
// Quest Name: Once Bitten, Twice Shy
// Quest ID: 65562
// Start NPC: 1000297
// End NPC: 1000315
using namespace Sapphire;
class SubFst003 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// UI8AL
// UI8BH
/// Countable Num: 1 Seq: 255 Event: 1 Listener: 1000315
// 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 = 1000297;
static constexpr auto Actor1 = 1000315;
static constexpr auto Item0 = 2000028;
static constexpr auto Seq0Actor0 = 0;
static constexpr auto Seq1Actor1 = 1;
static constexpr auto Seq1Actor1Npctradeno = 99;
static constexpr auto Seq1Actor1Npctradeok = 100;
public:
SubFst003() : Sapphire::ScriptAPI::QuestScript( 65562 ){};
~SubFst003() = default;
//////////////////////////////////////////////////////////////////////
// Event Handlers
void onTalk( World::Quest& quest, Entity::Player& player, uint64_t actorId ) override
{
switch( actorId )
{
case Actor0:
{
Scene00000(quest, player);
break;
}
case Actor1:
{
Scene00001(quest, player);
break;
}
}
}
private:
//////////////////////////////////////////////////////////////////////
// Available Scenes in this quest, not necessarly all are used
//////////////////////////////////////////////////////////////////////
void Scene00000( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 0, HIDE_HOTBAR, bindSceneReturn( &SubFst003::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( &SubFst003::Scene00001Return ) );
}
void Scene00001Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if (result.getResult(0) == 1)
Scene00100(quest, player);
else
Scene00099(quest, player);
}
//////////////////////////////////////////////////////////////////////
void Scene00099( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 99, HIDE_HOTBAR, bindSceneReturn( &SubFst003::Scene00099Return ) );
}
void Scene00099Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
eventMgr().playScene(player, getId(), 99, 0, 0);
}
//////////////////////////////////////////////////////////////////////
void Scene00100( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 100, HIDE_HOTBAR, bindSceneReturn( &SubFst003::Scene00100Return ) );
}
void Scene00100Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
if (player.giveQuestRewards(getId(), 0))
quest.setUI8BH(0);
player.finishQuest( getId() );
}
}
};
EXPOSE_SCRIPT( SubFst003 );

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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 <Actor/Player.h>
#include "Manager/EventMgr.h"
#include <ScriptObject.h>
#include <Service.h>
// Quest Script: SubFst004_00027
// Quest Name: Preserving the Past
// Quest ID: 65563
// Start NPC: 1000194
// End NPC: 1000789
using namespace Sapphire;
class SubFst004 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// UI8AL
// UI8BH
/// Countable Num: 1 Seq: 1 Event: 1 Listener: 1000686
/// Countable Num: 1 Seq: 255 Event: 1 Listener: 1000789
// 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 = 1000194;
static constexpr auto Actor1 = 1000686;
static constexpr auto Actor2 = 1000789;
static constexpr auto Item0 = 2000024;
static constexpr auto Seq0Actor0 = 0;
static constexpr auto Seq1Actor1 = 1;
static constexpr auto Seq2Actor2 = 2;
static constexpr auto Seq2Actor2Npctradeno = 99;
static constexpr auto Seq2Actor2Npctradeok = 100;
public:
SubFst004() : Sapphire::ScriptAPI::QuestScript( 65563 ){};
~SubFst004() = default;
//////////////////////////////////////////////////////////////////////
// Event Handlers
void onTalk( World::Quest& quest, Entity::Player& player, uint64_t actorId ) override
{
switch( actorId )
{
case Actor0:
{
Scene00000(quest, player);
break;
}
case Actor1:
{
Scene00001(quest, player);
break;
}
case Actor2:
{
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( &SubFst004::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( &SubFst004::Scene00001Return ) );
}
void Scene00001Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
player.sendEventNotice(getId(), 0, 2, 21002, 0);
quest.setUI8BH(1);
quest.setSeq(SeqFinish);
}
//////////////////////////////////////////////////////////////////////
void Scene00002( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 2, HIDE_HOTBAR, bindSceneReturn( &SubFst004::Scene00002Return ) );
}
void Scene00002Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if (result.getResult(0) == 1)
Scene00100(quest, player);
else
Scene00099(quest, player);
}
//////////////////////////////////////////////////////////////////////
void Scene00099( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 99, HIDE_HOTBAR, bindSceneReturn( &SubFst004::Scene00099Return ) );
}
void Scene00099Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
eventMgr().playScene(player, getId(), 99, 0, 0);
}
//////////////////////////////////////////////////////////////////////
void Scene00100( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 100, HIDE_HOTBAR, bindSceneReturn( &SubFst004::Scene00100Return ) );
}
void Scene00100Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
if( player.giveQuestRewards( getId(), 0 ) )
player.finishQuest( getId() );
}
}
};
EXPOSE_SCRIPT( SubFst004 );

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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 <Actor/Player.h>
#include "Manager/EventMgr.h"
#include <ScriptObject.h>
#include <Service.h>
// Quest Script: SubFst008_00032
// Quest Name: A Hard Nut to Crack
// Quest ID: 65568
// Start NPC: 1000372
// End NPC: 1000629
using namespace Sapphire;
class SubFst008 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// UI8AL
// UI8BH
/// Countable Num: 1 Seq: 1 Event: 1 Listener: 1000311
/// Countable Num: 1 Seq: 255 Event: 1 Listener: 1000629
// 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 = 1000372;
static constexpr auto Actor1 = 1000311;
static constexpr auto Actor2 = 1000629;
static constexpr auto Item0 = 2000029;
static constexpr auto Seq0Actor0 = 0;
static constexpr auto Seq1Actor1 = 1;
static constexpr auto Seq2Actor2 = 2;
static constexpr auto Seq2Actor2Npctradeno = 99;
static constexpr auto Seq2Actor2Npctradeok = 100;
public:
SubFst008() : Sapphire::ScriptAPI::QuestScript( 65568 ){};
~SubFst008() = default;
//////////////////////////////////////////////////////////////////////
// Event Handlers
void onTalk( World::Quest& quest, Entity::Player& player, uint64_t actorId ) override
{
switch( actorId )
{
case Actor0:
{
Scene00000(quest, player);
break;
}
case Actor1:
{
Scene00001(quest, player);
break;
}
case Actor2:
{
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, NONE, bindSceneReturn( &SubFst008::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, NONE, bindSceneReturn( &SubFst008::Scene00001Return ) );
}
void Scene00001Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setUI8BH(1);
player.sendEventNotice(getId(), 0, 0, 0, 0);
quest.setSeq(SeqFinish);
}
//////////////////////////////////////////////////////////////////////
void Scene00002( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 2, NONE, bindSceneReturn( &SubFst008::Scene00002Return ) );
}
void Scene00002Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if (result.getResult(0) == 1)
Scene00100(quest, player);
else
Scene00099(quest, player);
}
//////////////////////////////////////////////////////////////////////
void Scene00099( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 99, NONE, bindSceneReturn( &SubFst008::Scene00099Return ) );
}
void Scene00099Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
eventMgr().playScene(player, getId(), 99, 0, 0);
}
//////////////////////////////////////////////////////////////////////
void Scene00100( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 100, NONE, bindSceneReturn( &SubFst008::Scene00100Return ) );
}
void Scene00100Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
if( player.giveQuestRewards( getId(), result.getResult(1)) )
player.finishQuest( getId() );
}
}
};
EXPOSE_SCRIPT( SubFst008 );

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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 <Actor/Player.h>
#include "Manager/EventMgr.h"
#include <ScriptObject.h>
#include <Service.h>
// Quest Script: SubFst009_00034
// Quest Name: Derision of Labor
// Quest ID: 65570
// Start NPC: 1000370
// End NPC: 1000408
using namespace Sapphire;
class SubFst009 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// UI8AL
// UI8BH
/// Countable Num: 1 Seq: 255 Event: 1 Listener: 1000408
// 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 = 1000370;
static constexpr auto Actor1 = 1000408;
static constexpr auto Item0 = 2000080;
static constexpr auto Seq0Actor0 = 0;
static constexpr auto Seq1Actor1 = 1;
static constexpr auto Seq1Actor1Npctradeno = 99;
static constexpr auto Seq1Actor1Npctradeok = 100;
public:
SubFst009() : Sapphire::ScriptAPI::QuestScript( 65570 ){};
~SubFst009() = default;
//////////////////////////////////////////////////////////////////////
// Event Handlers
void onTalk( World::Quest& quest, Entity::Player& player, uint64_t actorId ) override
{
switch( actorId )
{
case Actor0:
{
Scene00000(quest, player);
break;
}
case Actor1:
{
Scene00001(quest, player);
break;
}
}
}
private:
//////////////////////////////////////////////////////////////////////
// Available Scenes in this quest, not necessarly all are used
//////////////////////////////////////////////////////////////////////
void Scene00000( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 0, HIDE_HOTBAR, bindSceneReturn( &SubFst009::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( &SubFst009::Scene00001Return ) );
}
void Scene00001Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if (result.getResult(0) == 1)
Scene00100(quest, player);
else
Scene00099(quest, player);
}
//////////////////////////////////////////////////////////////////////
void Scene00099( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 99, HIDE_HOTBAR, bindSceneReturn( &SubFst009::Scene00099Return ) );
}
void Scene00099Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
eventMgr().playScene( player, getId(), 99, 0 );
}
//////////////////////////////////////////////////////////////////////
void Scene00100( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 100, HIDE_HOTBAR, bindSceneReturn( &SubFst009::Scene00100Return ) );
}
void Scene00100Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
if( player.giveQuestRewards( getId(), 0 ) )
player.finishQuest( getId() );
}
}
};
EXPOSE_SCRIPT( SubFst009 );

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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 <Actor/Player.h>
#include "Manager/EventMgr.h"
#include <ScriptObject.h>
#include <Service.h>
// Quest Script: SubFst010_00001
// Quest Name: A Good Adventurer Is Hard to Find
// Quest ID: 65537
// Start NPC: 1000146
// End NPC: 1000195
using namespace Sapphire;
class SubFst010 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// UI8AL
/// Countable Num: 1 Seq: 255 Event: 1 Listener: 1000195
// 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 = 1000146;
static constexpr auto Actor1 = 1000195;
static constexpr auto Seq0Actor0 = 0;
static constexpr auto Seq1Actor1 = 1;
public:
SubFst010() : Sapphire::ScriptAPI::QuestScript( 65537 ){};
~SubFst010() = default;
//////////////////////////////////////////////////////////////////////
// Event Handlers
void onTalk( World::Quest& quest, Entity::Player& player, uint64_t actorId ) override
{
if (actorId == Actor0)
{
Scene00000(quest, player);
}
else if (actorId == Actor1)
{
Scene00001(quest, player);
}
}
private:
//////////////////////////////////////////////////////////////////////
// Available Scenes in this quest, not necessarly all are used
//////////////////////////////////////////////////////////////////////
void Scene00000( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 0, NONE, bindSceneReturn( &SubFst010::Scene00000Return ) );
}
void Scene00000Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 ) // accept quest
{
quest.setSeq( SeqFinish );
}
}
//////////////////////////////////////////////////////////////////////
void Scene00001( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 1, NONE, bindSceneReturn( &SubFst010::Scene00001Return ) );
}
void Scene00001Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
if( player.giveQuestRewards( getId(), 0 ) )
player.finishQuest( getId() );
}
}
};
EXPOSE_SCRIPT( SubFst010 );

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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 <Actor/Player.h>
#include "Manager/EventMgr.h"
#include <ScriptObject.h>
#include <Service.h>
// Quest Script: SubFst013_00040
// Quest Name: For Friendship
// Quest ID: 65576
// Start NPC: 1000162
// End NPC: 1000162
using namespace Sapphire;
class SubFst013 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// UI8AL
/// Countable Num: 1 Seq: 1 Event: 1 Listener: 1000161
/// Countable Num: 1 Seq: 2 Event: 2 Listener: 1000161
/// Countable Num: 1 Seq: 3 Event: 1 Listener: 1000162
/// Countable Num: 1 Seq: 4 Event: 1 Listener: 1000161
/// Countable Num: 1 Seq: 5 Event: 2 Listener: 1000161
/// Countable Num: 1 Seq: 255 Event: 1 Listener: 1000162
// 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 = 1000162;
static constexpr auto Actor1 = 1000161;
static constexpr auto FirstQuest = 65575;
static constexpr auto Seq0Actor0 = 0;
static constexpr auto Seq1Actor1 = 1;
static constexpr auto Seq1Actor1Emoteno = 99;
static constexpr auto Seq1Actor1Emoteok = 100;
static constexpr auto Seq2Actor0 = 2;
static constexpr auto Seq3Actor1 = 3;
static constexpr auto Seq3Actor1Emoteno = 97;
static constexpr auto Seq3Actor1Emoteok = 98;
static constexpr auto Seq4Actor0 = 4;
static constexpr auto Seq5Actor1 = 5;
static constexpr auto Seq5Actor1Emoteno = 95;
static constexpr auto Seq5Actor1Emoteok = 96;
static constexpr auto Seq6Actor0 = 6;
public:
SubFst013() : Sapphire::ScriptAPI::QuestScript( 65576 ){};
~SubFst013() = default;
//////////////////////////////////////////////////////////////////////
// Event Handlers
void onTalk( World::Quest& quest, Entity::Player& player, uint64_t actorId ) override
{
switch( actorId )
{
case Actor0:
{
if (quest.getSeq() == Seq2)
Scene00002(quest, player);
else if (quest.getSeq() == Seq4)
Scene00004(quest, player);
else if (quest.getSeq() == SeqFinish)
Scene00006(quest, player);
break;
}
case Actor1: // talking to Aunillie while on quest
{
Scene00003(quest, player);
break;
}
}
}
void onEmote(World::Quest& quest, uint64_t actorId, uint32_t emoteId, Sapphire::Entity::Player& player) override
{
if (actorId != Actor1)
return;
if (emoteId == 5 && quest.getSeq() == Seq1)
Scene00100(quest, player);
else if (emoteId == 18 && quest.getSeq() == Seq3)
Scene00098(quest, player);
else if (emoteId == 11 && quest.getSeq() == Seq5)
Scene00096(quest, player);
}
private:
//////////////////////////////////////////////////////////////////////
// Available Scenes in this quest, not necessarly all are used
//////////////////////////////////////////////////////////////////////
void Scene00000( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 0, NONE, bindSceneReturn( &SubFst013::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, NONE, bindSceneReturn( &SubFst013::Scene00001Return ) );
}
void Scene00001Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
//Empty??
}
//////////////////////////////////////////////////////////////////////
void Scene00002( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 2, NONE, bindSceneReturn( &SubFst013::Scene00002Return ) );
}
void Scene00002Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setSeq(Seq3);
}
//////////////////////////////////////////////////////////////////////
void Scene00003( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 3, NONE, bindSceneReturn( &SubFst013::Scene00003Return ) );
}
void Scene00003Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
//Empty??
}
//////////////////////////////////////////////////////////////////////
void Scene00004( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 4, NONE, bindSceneReturn( &SubFst013::Scene00004Return ) );
}
void Scene00004Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setSeq(Seq5);
}
//////////////////////////////////////////////////////////////////////
void Scene00005( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 5, NONE, bindSceneReturn( &SubFst013::Scene00005Return ) );
}
void Scene00005Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
//Empty??
}
//////////////////////////////////////////////////////////////////////
void Scene00006( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 6, NONE, bindSceneReturn( &SubFst013::Scene00006Return ) );
}
void Scene00006Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
if( player.giveQuestRewards( getId(), 0 ) )
player.finishQuest( getId() );
}
}
//////////////////////////////////////////////////////////////////////
void Scene00095( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 95, NONE, bindSceneReturn( &SubFst013::Scene00095Return ) );
}
void Scene00095Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
//Empty??
}
//////////////////////////////////////////////////////////////////////
void Scene00096( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 96, NONE, bindSceneReturn( &SubFst013::Scene00096Return ) );
}
void Scene00096Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setSeq(SeqFinish);
player.sendEventNotice(getId(), 4, 2, 0, 0);
}
//////////////////////////////////////////////////////////////////////
void Scene00097( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 97, NONE, bindSceneReturn( &SubFst013::Scene00097Return ) );
}
void Scene00097Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
//Empty??
}
//////////////////////////////////////////////////////////////////////
void Scene00098( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 98, NONE, bindSceneReturn( &SubFst013::Scene00098Return ) );
}
void Scene00098Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setSeq(Seq4);
}
//////////////////////////////////////////////////////////////////////
void Scene00099( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 99, NONE, bindSceneReturn( &SubFst013::Scene00099Return ) );
}
void Scene00099Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
//Empty??
}
//////////////////////////////////////////////////////////////////////
void Scene00100( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 100, NONE, bindSceneReturn( &SubFst013::Scene00100Return ) );
}
void Scene00100Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setSeq(Seq2);
player.sendEventNotice(getId(), 0, 2, 0, 0);
}
};
EXPOSE_SCRIPT( SubFst013 );

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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 <Actor/Player.h>
#include "Manager/EventMgr.h"
#include <ScriptObject.h>
#include <Service.h>
// Quest Script: SubFst014_00041
// Quest Name: Covered in Roses
// Quest ID: 65577
// Start NPC: 1000300
// End NPC: 1000300
using namespace Sapphire;
class SubFst014 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// BitFlag8
// UI8AL
// UI8BH
/// Countable Num: 6 Seq: 1 Event: 1 Listener: 2000026
/// Countable Num: 1 Seq: 255 Event: 1 Listener: 2000027
// 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 = 1000300;
static constexpr auto Eobject0 = 2000026;
static constexpr auto Eobject1 = 2000027;
static constexpr auto Eobject2 = 2000028;
static constexpr auto Eobject3 = 2000029;
static constexpr auto Eobject4 = 2000030;
static constexpr auto Eobject5 = 2000031;
static constexpr auto EventActionSearch = 1;
static constexpr auto Item0 = 2000084;
public:
SubFst014() : Sapphire::ScriptAPI::QuestScript( 65577 ){};
~SubFst014() = default;
//////////////////////////////////////////////////////////////////////
// Event Handlers
void onTalk( World::Quest& quest, Entity::Player& player, uint64_t actorId ) override
{
switch( actorId )
{
case Actor0:
{
if (!player.hasQuest(getId()))
Scene00000(quest, player);
else if (quest.getSeq() == SeqFinish)
Scene00007(quest, player);
break;
}
case Eobject0:
{
eventMgr().eventActionStart(player, getId(), 0x01,
[&](Entity::Player& player, uint32_t eventId, uint64_t additional)
{
Scene00001(quest, player);
},
nullptr, 0);
break;
}
case Eobject1:
{
eventMgr().eventActionStart(player, getId(), 0x01,
[&](Entity::Player& player, uint32_t eventId, uint64_t additional)
{
Scene00002(quest, player);
},
nullptr, 0);
break;
}
case Eobject2:
{
eventMgr().eventActionStart(player, getId(), 0x01,
[&](Entity::Player& player, uint32_t eventId, uint64_t additional)
{
Scene00003(quest, player);
},
nullptr, 0);
break;
}
case Eobject3:
{
eventMgr().eventActionStart(player, getId(), 0x01,
[&](Entity::Player& player, uint32_t eventId, uint64_t additional)
{
Scene00004(quest, player);
},
nullptr, 0);
break;
}
case Eobject4:
{
eventMgr().eventActionStart(player, getId(), 0x01,
[&](Entity::Player& player, uint32_t eventId, uint64_t additional)
{
Scene00005(quest, player);
},
nullptr, 0);
break;
}
case Eobject5:
{
eventMgr().eventActionStart(player, getId(), 0x01,
[&](Entity::Player& player, uint32_t eventId, uint64_t additional)
{
Scene00006(quest, player);
},
nullptr, 0);
break;
}
}
}
private:
void checkQuestCompletion(World::Quest& quest, Entity::Player& player)
{
auto currentCC = quest.getUI8AL();
player.sendEventNotice(getId(), 0, 2, currentCC + 1, 6);
quest.setUI8AL(currentCC + 1);
quest.setUI8BH(currentCC + 1);
if (currentCC + 1 >= 6)
{
quest.setSeq(SeqFinish);
}
}
//////////////////////////////////////////////////////////////////////
// Available Scenes in this quest, not necessarly all are used
//////////////////////////////////////////////////////////////////////
void Scene00000( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 0, HIDE_HOTBAR, bindSceneReturn( &SubFst014::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( &SubFst014::Scene00001Return ) );
}
void Scene00001Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
Scene00100(quest, player);
}
//////////////////////////////////////////////////////////////////////
void Scene00002( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 2, HIDE_HOTBAR, bindSceneReturn( &SubFst014::Scene00002Return ) );
}
void Scene00002Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
Scene00098(quest, player);
}
//////////////////////////////////////////////////////////////////////
void Scene00003( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 3, HIDE_HOTBAR, bindSceneReturn( &SubFst014::Scene00003Return ) );
}
void Scene00003Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
Scene00096(quest, player);
}
//////////////////////////////////////////////////////////////////////
void Scene00004( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 4, HIDE_HOTBAR, bindSceneReturn( &SubFst014::Scene00004Return ) );
}
void Scene00004Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
Scene00094(quest, player);
}
//////////////////////////////////////////////////////////////////////
void Scene00005( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 5, HIDE_HOTBAR, bindSceneReturn( &SubFst014::Scene00005Return ) );
}
void Scene00005Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
Scene00092(quest, player);
}
//////////////////////////////////////////////////////////////////////
void Scene00006( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 6, HIDE_HOTBAR, bindSceneReturn( &SubFst014::Scene00006Return ) );
}
void Scene00006Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
Scene00090(quest, player);
}
//////////////////////////////////////////////////////////////////////
void Scene00007( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 7, HIDE_HOTBAR, bindSceneReturn( &SubFst014::Scene00007Return ) );
}
void Scene00007Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if (result.getResult(0) == 1)
Scene00088(quest, player);
}
//////////////////////////////////////////////////////////////////////
void Scene00087( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 87, HIDE_HOTBAR, bindSceneReturn( &SubFst014::Scene00087Return ) );
}
void Scene00087Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
//Empty
}
//////////////////////////////////////////////////////////////////////
void Scene00088( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 88, HIDE_HOTBAR, bindSceneReturn( &SubFst014::Scene00088Return ) );
}
void Scene00088Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
if( player.giveQuestRewards( getId(), 0 ) )
player.finishQuest( getId() );
}
}
//////////////////////////////////////////////////////////////////////
void Scene00089( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 89, HIDE_HOTBAR, bindSceneReturn( &SubFst014::Scene00089Return ) );
}
void Scene00089Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
//Empty
}
//////////////////////////////////////////////////////////////////////
void Scene00090( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 90, HIDE_HOTBAR, bindSceneReturn( &SubFst014::Scene00090Return ) );
}
void Scene00090Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
checkQuestCompletion(quest, player);
quest.setBitFlag8(6, true);
}
//////////////////////////////////////////////////////////////////////
void Scene00091( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 91, HIDE_HOTBAR, bindSceneReturn( &SubFst014::Scene00091Return ) );
}
void Scene00091Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
//Empty
}
//////////////////////////////////////////////////////////////////////
void Scene00092( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 92, HIDE_HOTBAR, bindSceneReturn( &SubFst014::Scene00092Return ) );
}
void Scene00092Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
checkQuestCompletion(quest, player);
quest.setBitFlag8(5, true);
}
//////////////////////////////////////////////////////////////////////
void Scene00093( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 93, HIDE_HOTBAR, bindSceneReturn( &SubFst014::Scene00093Return ) );
}
void Scene00093Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
//Empty
}
//////////////////////////////////////////////////////////////////////
void Scene00094( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 94, HIDE_HOTBAR, bindSceneReturn( &SubFst014::Scene00094Return ) );
}
void Scene00094Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
checkQuestCompletion(quest, player);
quest.setBitFlag8(4, true);
}
//////////////////////////////////////////////////////////////////////
void Scene00095( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 95, HIDE_HOTBAR, bindSceneReturn( &SubFst014::Scene00095Return ) );
}
void Scene00095Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
//Empty
}
//////////////////////////////////////////////////////////////////////
void Scene00096( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 96, HIDE_HOTBAR, bindSceneReturn( &SubFst014::Scene00096Return ) );
}
void Scene00096Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
checkQuestCompletion(quest, player);
quest.setBitFlag8(3, true);
}
//////////////////////////////////////////////////////////////////////
void Scene00097( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 97, HIDE_HOTBAR, bindSceneReturn( &SubFst014::Scene00097Return ) );
}
void Scene00097Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
//Empty
}
//////////////////////////////////////////////////////////////////////
void Scene00098( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 98, HIDE_HOTBAR, bindSceneReturn( &SubFst014::Scene00098Return ) );
}
void Scene00098Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
checkQuestCompletion(quest, player);
quest.setBitFlag8(2, true);
}
//////////////////////////////////////////////////////////////////////
void Scene00099( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 99, HIDE_HOTBAR, bindSceneReturn( &SubFst014::Scene00099Return ) );
}
void Scene00099Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
//Empty
}
//////////////////////////////////////////////////////////////////////
void Scene00100( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 100, HIDE_HOTBAR, bindSceneReturn( &SubFst014::Scene00100Return ) );
}
void Scene00100Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
checkQuestCompletion(quest, player);
quest.setBitFlag8(1, true);
}
};
EXPOSE_SCRIPT( SubFst014 );

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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 <Actor/Player.h>
#include "Manager/EventMgr.h"
#include <ScriptObject.h>
#include <Service.h>
// Quest Script: SubFst015_00042
// Quest Name: Sylphic Gratitude
// Quest ID: 65578
// Start NPC: 1000286
// End NPC: 1000286
using namespace Sapphire;
class SubFst015 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// BitFlag8
// UI8AL
/// Countable Num: 6 Seq: 1 Event: 1 Listener: 2000020
/// Countable Num: 1 Seq: 255 Event: 1 Listener: 2000021
// 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 = 1000286;
static constexpr auto Eobject0 = 2000020;
static constexpr auto Eobject1 = 2000021;
static constexpr auto Eobject2 = 2000022;
static constexpr auto Eobject3 = 2000023;
static constexpr auto Eobject4 = 2000024;
static constexpr auto Eobject5 = 2000025;
static constexpr auto EventActionSearch = 1;
public:
SubFst015() : Sapphire::ScriptAPI::QuestScript( 65578 ){};
~SubFst015() = default;
//////////////////////////////////////////////////////////////////////
// Event Handlers
void onTalk( World::Quest& quest, Entity::Player& player, uint64_t actorId ) override
{
switch( actorId )
{
case Actor0:
{
if (!player.hasQuest(getId()))
Scene00000(quest, player);
else
Scene00007(quest, player);
break;
}
case Eobject0:
{
eventMgr().eventActionStart(player, getId(), 0x01,
[&](Entity::Player& player, uint32_t eventId, uint64_t additional)
{
Scene00001(quest, player);
},
nullptr, 0);
break;
}
case Eobject1:
{
eventMgr().eventActionStart(player, getId(), 0x01,
[&](Entity::Player& player, uint32_t eventId, uint64_t additional)
{
Scene00002(quest, player);
},
nullptr, 0);
break;
}
case Eobject2:
{
eventMgr().eventActionStart(player, getId(), 0x01,
[&](Entity::Player& player, uint32_t eventId, uint64_t additional)
{
Scene00003(quest, player);
},
nullptr, 0);
break;
}
case Eobject3:
{
eventMgr().eventActionStart(player, getId(), 0x01,
[&](Entity::Player& player, uint32_t eventId, uint64_t additional)
{
Scene00004(quest, player);
},
nullptr, 0);
break;
}
case Eobject4:
{
eventMgr().eventActionStart(player, getId(), 0x01,
[&](Entity::Player& player, uint32_t eventId, uint64_t additional)
{
Scene00005(quest, player);
},
nullptr, 0);
break;
}
case Eobject5:
{
eventMgr().eventActionStart(player, getId(), 0x01,
[&](Entity::Player& player, uint32_t eventId, uint64_t additional)
{
Scene00006(quest, player);
},
nullptr, 0);
break;
}
}
}
private:
void checkQuestCompletion(World::Quest& quest, Entity::Player& player)
{
auto currentCC = quest.getUI8AL();
player.sendEventNotice(getId(), 0, 2, currentCC + 1, 6);
if (currentCC + 1 >= 6)
{
quest.setSeq(SeqFinish);
}
else
{
quest.setUI8AL(currentCC + 1);
}
}
//////////////////////////////////////////////////////////////////////
// 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( &SubFst015::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( &SubFst015::Scene00001Return ) );
}
void Scene00001Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
Scene00100(quest, player);
}
//////////////////////////////////////////////////////////////////////
void Scene00002( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 2, HIDE_HOTBAR, bindSceneReturn( &SubFst015::Scene00002Return ) );
}
void Scene00002Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
Scene00098(quest, player);
}
//////////////////////////////////////////////////////////////////////
void Scene00003( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 3, HIDE_HOTBAR, bindSceneReturn( &SubFst015::Scene00003Return ) );
}
void Scene00003Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
Scene00096(quest, player);
}
//////////////////////////////////////////////////////////////////////
void Scene00004( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 4, HIDE_HOTBAR, bindSceneReturn( &SubFst015::Scene00004Return ) );
}
void Scene00004Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
Scene00094(quest, player);
}
//////////////////////////////////////////////////////////////////////
void Scene00005( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 5, HIDE_HOTBAR, bindSceneReturn( &SubFst015::Scene00005Return ) );
}
void Scene00005Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
Scene00092(quest, player);
}
//////////////////////////////////////////////////////////////////////
void Scene00006( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 6, HIDE_HOTBAR, bindSceneReturn( &SubFst015::Scene00006Return ) );
}
void Scene00006Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
Scene00090(quest, player);
}
//////////////////////////////////////////////////////////////////////
void Scene00007( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 7, HIDE_HOTBAR, bindSceneReturn( &SubFst015::Scene00007Return ) );
}
void Scene00007Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
if( player.giveQuestRewards( getId(), 0 ) )
player.finishQuest( getId() );
}
}
//////////////////////////////////////////////////////////////////////
void Scene00089( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 89, HIDE_HOTBAR, bindSceneReturn( &SubFst015::Scene00089Return ) );
}
void Scene00089Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
//empty
}
//////////////////////////////////////////////////////////////////////
void Scene00090( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 90, HIDE_HOTBAR, bindSceneReturn( &SubFst015::Scene00090Return ) );
}
void Scene00090Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
checkQuestCompletion(quest, player);
quest.setBitFlag8(6, true);
}
//////////////////////////////////////////////////////////////////////
void Scene00091( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 91, HIDE_HOTBAR, bindSceneReturn( &SubFst015::Scene00091Return ) );
}
void Scene00091Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
//empty
}
//////////////////////////////////////////////////////////////////////
void Scene00092( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 92, HIDE_HOTBAR, bindSceneReturn( &SubFst015::Scene00092Return ) );
}
void Scene00092Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
checkQuestCompletion(quest, player);
quest.setBitFlag8(5, true);
}
//////////////////////////////////////////////////////////////////////
void Scene00093( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 93, HIDE_HOTBAR, bindSceneReturn( &SubFst015::Scene00093Return ) );
}
void Scene00093Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
//empty
}
//////////////////////////////////////////////////////////////////////
void Scene00094( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 94, HIDE_HOTBAR, bindSceneReturn( &SubFst015::Scene00094Return ) );
}
void Scene00094Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
checkQuestCompletion(quest, player);
quest.setBitFlag8(4, true);
}
//////////////////////////////////////////////////////////////////////
void Scene00095( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 95, HIDE_HOTBAR, bindSceneReturn( &SubFst015::Scene00095Return ) );
}
void Scene00095Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
//empty
}
//////////////////////////////////////////////////////////////////////
void Scene00096( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 96, HIDE_HOTBAR, bindSceneReturn( &SubFst015::Scene00096Return ) );
}
void Scene00096Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
checkQuestCompletion(quest, player);
quest.setBitFlag8(3, true);
}
//////////////////////////////////////////////////////////////////////
void Scene00097( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 97, HIDE_HOTBAR, bindSceneReturn( &SubFst015::Scene00097Return ) );
}
void Scene00097Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
//empty
}
//////////////////////////////////////////////////////////////////////
void Scene00098( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 98, HIDE_HOTBAR, bindSceneReturn( &SubFst015::Scene00098Return ) );
}
void Scene00098Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
checkQuestCompletion(quest, player);
quest.setBitFlag8(2, true);
}
//////////////////////////////////////////////////////////////////////
void Scene00099( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 99, HIDE_HOTBAR, bindSceneReturn( &SubFst015::Scene00099Return ) );
}
void Scene00099Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
//empty
}
//////////////////////////////////////////////////////////////////////
void Scene00100( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 100, HIDE_HOTBAR, bindSceneReturn( &SubFst015::Scene00100Return ) );
}
void Scene00100Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
checkQuestCompletion(quest, player);
quest.setBitFlag8(1, true);
}
};
EXPOSE_SCRIPT( SubFst015 );

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@ -0,0 +1,102 @@
// 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 <Actor/Player.h>
#include "Manager/EventMgr.h"
#include <ScriptObject.h>
#include <Service.h>
// Quest Script: SubFst019_00049
// Quest Name: I Am Millicent, Hear Me Roar
// Quest ID: 65585
// Start NPC: 1000788
// End NPC: 1000429
using namespace Sapphire;
class SubFst019 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// UI8AL
/// Countable Num: 1 Seq: 255 Event: 1 Listener: 1000429
// 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 = 1000788;
static constexpr auto Actor1 = 1000429;
static constexpr auto Seq0Actor0 = 0;
static constexpr auto Seq1Actor1 = 1;
public:
SubFst019() : Sapphire::ScriptAPI::QuestScript( 65585 ){};
~SubFst019() = default;
//////////////////////////////////////////////////////////////////////
// Event Handlers
void onTalk( World::Quest& quest, Entity::Player& player, uint64_t actorId ) override
{
switch( actorId )
{
case Actor0:
{
Scene00000(quest, player);
break;
}
case Actor1:
{
Scene00001(quest, player);
break;
}
}
}
private:
//////////////////////////////////////////////////////////////////////
// Available Scenes in this quest, not necessarly all are used
//////////////////////////////////////////////////////////////////////
void Scene00000( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 0, HIDE_HOTBAR, bindSceneReturn( &SubFst019::Scene00000Return ) );
}
void Scene00000Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 ) // accept quest
{
quest.setSeq(SeqFinish);
}
}
//////////////////////////////////////////////////////////////////////
void Scene00001( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 1, HIDE_HOTBAR, bindSceneReturn( &SubFst019::Scene00001Return ) );
}
void Scene00001Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
if( player.giveQuestRewards( getId(), 0 ) )
player.finishQuest( getId() );
}
}
};
EXPOSE_SCRIPT( SubFst019 );

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@ -0,0 +1,130 @@
// 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 <Actor/Player.h>
#include "Manager/EventMgr.h"
#include <ScriptObject.h>
#include <Service.h>
// Quest Script: SubFst029_00172
// Quest Name: More than a Flesh Wound
// Quest ID: 65708
// Start NPC: 1000430
// End NPC: 1000430
using namespace Sapphire;
class SubFst029 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// UI8AH
/// Countable Num: 1 Seq: 255 Event: 1 Listener: 1000430
// 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 = 1000430;
static constexpr auto Ritem0 = 4552;
static constexpr auto Seq0Actor0 = 0;
static constexpr auto Seq1Actor0 = 1;
static constexpr auto Seq1Actor0Npctradeno = 99;
static constexpr auto Seq1Actor0Npctradeok = 100;
public:
SubFst029() : Sapphire::ScriptAPI::QuestScript( 65708 ){};
~SubFst029() = default;
//////////////////////////////////////////////////////////////////////
// Event Handlers
void onTalk( World::Quest& quest, Entity::Player& player, uint64_t actorId ) override
{
switch( actorId )
{
case Actor0:
{
if (!player.hasQuest(getId()))
Scene00000(quest, player);
else if (quest.getSeq() == SeqFinish)
Scene00001(quest, player);
break;
}
}
}
private:
//////////////////////////////////////////////////////////////////////
// Available Scenes in this quest, not necessarly all are used
//////////////////////////////////////////////////////////////////////
void Scene00000( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 0, HIDE_HOTBAR, bindSceneReturn( &SubFst029::Scene00000Return ) );
}
void Scene00000Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 ) // accept quest
{
quest.setSeq(SeqFinish);
}
}
//////////////////////////////////////////////////////////////////////
void Scene00001( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 1, HIDE_HOTBAR, bindSceneReturn( &SubFst029::Scene00001Return ) );
}
void Scene00001Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if (result.getResult(0) == 1 && player.collectHandInItems({ Ritem0 }))
Scene00100(quest, player);
else
Scene00099(quest, player);
}
//////////////////////////////////////////////////////////////////////
void Scene00099( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 99, HIDE_HOTBAR, bindSceneReturn( &SubFst029::Scene00099Return ) );
}
void Scene00099Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
//Needs a replacement
//player.playScene( getId(), 99, 0, 0, 0 );
}
//////////////////////////////////////////////////////////////////////
void Scene00100( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 100, HIDE_HOTBAR, bindSceneReturn( &SubFst029::Scene00100Return ) );
}
void Scene00100Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
if( player.giveQuestRewards( getId(), 0 ) )
player.finishQuest( getId() );
}
}
};
EXPOSE_SCRIPT( SubFst029 );

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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 <Actor/Player.h>
#include "Manager/EventMgr.h"
#include <ScriptObject.h>
#include <Service.h>
// Quest Script: SubFst030_00173
// Quest Name: The Nose Knows
// Quest ID: 65709
// Start NPC: 1000632
// End NPC: 1000632
using namespace Sapphire;
class SubFst030 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// UI8AL
// UI8BH
/// Countable Num: 1 Seq: 1 Event: 1 Listener: 1000784
/// Countable Num: 1 Seq: 2 Event: 1 Listener: 2000146
/// Countable Num: 1 Seq: 3 Event: 1 Listener: 1000764
/// Countable Num: 1 Seq: 255 Event: 1 Listener: 1000632
// Steps in this quest ( 0 is before accepting,
// 1 is first, 255 means ready for turning it in
enum Sequence : uint8_t
{
Seq0 = 0,
Seq1 = 1,
Seq2 = 2,
Seq3 = 3,
SeqFinish = 255,
};
// Entities found in the script data of the quest
static constexpr auto Actor0 = 1000632;
static constexpr auto Actor1 = 1000784;
static constexpr auto Actor2 = 1000764;
static constexpr auto Eobject0 = 2000146;
static constexpr auto EventActionGatherShort = 6;
static constexpr auto Item0 = 2000140;
static constexpr auto Seq0Actor0 = 0;
static constexpr auto Seq1Actor1 = 1;
static constexpr auto Seq2Eobject0 = 2;
static constexpr auto Seq2Eobject0Eventactionno = 99;
static constexpr auto Seq2Eobject0Eventactionok = 100;
static constexpr auto Seq3Actor2 = 3;
static constexpr auto Seq3Actor2Npctradeno = 97;
static constexpr auto Seq3Actor2Npctradeok = 98;
static constexpr auto Seq4Actor0 = 4;
public:
SubFst030() : Sapphire::ScriptAPI::QuestScript( 65709 ){};
~SubFst030() = default;
//////////////////////////////////////////////////////////////////////
// Event Handlers
void onTalk( World::Quest& quest, Entity::Player& player, uint64_t actorId ) override
{
switch( actorId )
{
case Actor0:
{
if (!player.hasQuest(getId()))
Scene00000(quest, player);
else
Scene00004(quest, player);
break;
}
case Actor1:
{
Scene00001(quest, player);
break;
}
case Actor2:
{
Scene00003(quest, player);
break;
}
case Eobject0:
{
eventMgr().eventActionStart(player, getId(), 0x06,
[&](Entity::Player& player, uint32_t eventId, uint64_t additional)
{
Scene00002(quest, player);
},
nullptr, 0);
break;
}
}
}
private:
//////////////////////////////////////////////////////////////////////
// Available Scenes in this quest, not necessarly all are used
//////////////////////////////////////////////////////////////////////
void Scene00000( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 0, HIDE_HOTBAR, bindSceneReturn( &SubFst030::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( &SubFst030::Scene00001Return ) );
}
void Scene00001Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setSeq(Seq2);
player.sendEventNotice(getId(), 0, 2, 0, 0);
}
//////////////////////////////////////////////////////////////////////
void Scene00002( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 2, HIDE_HOTBAR, bindSceneReturn( &SubFst030::Scene00002Return ) );
}
void Scene00002Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
Scene00100(quest, player);
}
//////////////////////////////////////////////////////////////////////
void Scene00003( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 3, HIDE_HOTBAR, bindSceneReturn( &SubFst030::Scene00003Return ) );
}
void Scene00003Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if (result.getResult(0) == 1)
Scene00098(quest, player);
else
Scene00097(quest, player);
}
//////////////////////////////////////////////////////////////////////
void Scene00004( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 4, HIDE_HOTBAR, bindSceneReturn( &SubFst030::Scene00004Return ) );
}
void Scene00004Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
if( player.giveQuestRewards( getId(), 0 ) )
player.finishQuest( getId() );
}
}
//////////////////////////////////////////////////////////////////////
void Scene00097( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 97, HIDE_HOTBAR, bindSceneReturn( &SubFst030::Scene00097Return ) );
}
void Scene00097Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
//Needs replacement
//eventMgr().playScene(player, getId(), 97, 0, 0, 0);
}
//////////////////////////////////////////////////////////////////////
void Scene00098( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 98, HIDE_HOTBAR, bindSceneReturn( &SubFst030::Scene00098Return ) );
}
void Scene00098Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setSeq(SeqFinish);
player.sendEventNotice(getId(), 2, 2, 0, 0);
}
//////////////////////////////////////////////////////////////////////
void Scene00099( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 99, HIDE_HOTBAR, bindSceneReturn( &SubFst030::Scene00099Return ) );
}
void Scene00099Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
//Needs replacement
//eventMgr().playScene(player, getId(), 99, 0, 0, 0);
}
//////////////////////////////////////////////////////////////////////
void Scene00100( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 100, HIDE_HOTBAR, bindSceneReturn( &SubFst030::Scene00100Return ) );
}
void Scene00100Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setSeq(Seq3);
player.sendEventNotice(getId(), 1, 2, 0, 0);
quest.setUI8FL(1);
quest.setUI8BH(1);
}
};
EXPOSE_SCRIPT( SubFst030 );

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@ -0,0 +1,229 @@
// 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 <Actor/Player.h>
#include "Manager/EventMgr.h"
#include <ScriptObject.h>
#include <Service.h>
// Quest Script: SubFst043_00199
// Quest Name: A Clear Sign
// Quest ID: 65735
// Start NPC: 1000172
// End NPC: 1000627
using namespace Sapphire;
class SubFst043 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// BitFlag8
// UI8AL
/// Countable Num: 2 Seq: 1 Event: 1 Listener: 2000143
/// Countable Num: 1 Seq: 255 Event: 1 Listener: 2000144
// 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 = 1000172;
static constexpr auto Actor1 = 1000627;
static constexpr auto Eobject0 = 2000143;
static constexpr auto Eobject1 = 2000144;
static constexpr auto EventActionProcessMiddle = 16;
static constexpr auto Seq0Actor0 = 0;
static constexpr auto Seq1Eobject0 = 1;
static constexpr auto Seq1Eobject0Eventactionno = 99;
static constexpr auto Seq1Eobject0Eventactionok = 100;
static constexpr auto Seq1Eobject1 = 2;
static constexpr auto Seq1Eobject1Eventactionno = 97;
static constexpr auto Seq1Eobject1Eventactionok = 98;
static constexpr auto Seq2Actor1 = 3;
public:
SubFst043() : Sapphire::ScriptAPI::QuestScript( 65735 ){};
~SubFst043() = default;
//////////////////////////////////////////////////////////////////////
// Event Handlers
void onTalk( World::Quest& quest, Entity::Player& player, uint64_t actorId ) override
{
switch( actorId )
{
case Actor0:
{
Scene00000(quest, player);
break;
}
case Actor1:
{
if (quest.getSeq() == SeqFinish)
Scene00003(quest, player);
break;
}
case Eobject0:
{
eventMgr().eventActionStart(player, getId(), EventActionProcessMiddle,
[&](Entity::Player& player, uint32_t eventId, uint64_t additional)
{
Scene00001(quest, player);
},
nullptr, 0);
break;
}
case Eobject1:
{
eventMgr().eventActionStart(player, getId(), EventActionProcessMiddle,
[&](Entity::Player& player, uint32_t eventId, uint64_t additional)
{
Scene00002(quest, player);
},
nullptr, 0);
break;
}
}
}
private:
void checkQuestCompletion(World::Quest& quest, Entity::Player& player)
{
auto credit = quest.getUI8AL();
if (credit + 1 >= 2)
{
quest.setUI8AL(credit + 1);
player.sendEventNotice(getId(), 0, 2, credit + 1, 2);
quest.setSeq(SeqFinish);
}
else
{
quest.setUI8AL( credit + 1);
player.sendEventNotice(getId(), 0, 2, credit + 1, 2);
}
}
//////////////////////////////////////////////////////////////////////
// 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( &SubFst043::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( &SubFst043::Scene00001Return ) );
}
void Scene00001Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
Scene00100(quest, player);
}
//////////////////////////////////////////////////////////////////////
void Scene00002( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 2, HIDE_HOTBAR, bindSceneReturn( &SubFst043::Scene00002Return ) );
}
void Scene00002Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
Scene00098(quest, player);
}
//////////////////////////////////////////////////////////////////////
void Scene00003( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 3, HIDE_HOTBAR, bindSceneReturn( &SubFst043::Scene00003Return ) );
}
void Scene00003Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
if( player.giveQuestRewards( getId(), 0 ) )
{
quest.setUI8BH(0);
player.finishQuest(getId());
}
}
}
//////////////////////////////////////////////////////////////////////
void Scene00097( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 97, HIDE_HOTBAR, bindSceneReturn( &SubFst043::Scene00097Return ) );
}
void Scene00097Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
//Empty
}
//////////////////////////////////////////////////////////////////////
void Scene00098( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 98, HIDE_HOTBAR, bindSceneReturn( &SubFst043::Scene00098Return ) );
}
void Scene00098Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
checkQuestCompletion(quest, player);
quest.setBitFlag8(2, true);
}
//////////////////////////////////////////////////////////////////////
void Scene00099( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 99, HIDE_HOTBAR, bindSceneReturn( &SubFst043::Scene00099Return ) );
}
void Scene00099Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
//Empty
}
//////////////////////////////////////////////////////////////////////
void Scene00100( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 100, HIDE_HOTBAR, bindSceneReturn( &SubFst043::Scene00100Return ) );
}
void Scene00100Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
checkQuestCompletion(quest, player);
quest.setBitFlag8(1, true);
}
};
EXPOSE_SCRIPT( SubFst043 );

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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 <Actor/Player.h>
#include "Manager/EventMgr.h"
#include <ScriptObject.h>
#include <Service.h>
// Quest Script: SubFst046_00210
// Quest Name: Idle Initiatives
// Quest ID: 65746
// Start NPC: 1000408
// End NPC: 1000408
using namespace Sapphire;
class SubFst046 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// BitFlag8
// UI8AL
/// Countable Num: 3 Seq: 1 Event: 1 Listener: 1000792
/// Countable Num: 1 Seq: 255 Event: 1 Listener: 1000793
// 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 ActionTimelineEventBaseIdle = 783;
static constexpr auto Actor0 = 1000408;
static constexpr auto Actor1 = 1000792;
static constexpr auto Actor2 = 1000793;
static constexpr auto Actor3 = 1000794;
static constexpr auto Seq0Actor0 = 0;
static constexpr auto Seq1Actor1 = 1;
static constexpr auto Seq1Actor2 = 2;
static constexpr auto Seq1Actor3 = 3;
static constexpr auto Seq2Actor0 = 4;
public:
SubFst046() : Sapphire::ScriptAPI::QuestScript( 65746 ){};
~SubFst046() = default;
//////////////////////////////////////////////////////////////////////
// Event Handlers
void onTalk( World::Quest& quest, Entity::Player& player, uint64_t actorId ) override
{
switch( actorId )
{
case Actor0:
{
if (!player.hasQuest(getId()))
Scene00000(quest, player);
else if (quest.getSeq() == SeqFinish)
Scene00004(quest, player);
break;
}
case Actor1:
{
Scene00001(quest, player);
break;
}
case Actor2:
{
Scene00002(quest, player);
break;
}
case Actor3:
{
Scene00003(quest, player);
break;
}
}
}
private:
void checkQuestCompletion(World::Quest& quest, Entity::Player& player)
{
auto credit = quest.getUI8AL();
if (credit + 1 >= 3)
{
quest.setUI8AL(credit + 1);
player.sendEventNotice(getId(), 0, 0, credit + 1, 3);
quest.setSeq(SeqFinish);
}
else
{
quest.setUI8AL(credit + 1);
player.sendEventNotice(getId(), 0, 0, credit + 1, 3);
}
}
//////////////////////////////////////////////////////////////////////
// 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( &SubFst046::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( &SubFst046::Scene00001Return ) );
}
void Scene00001Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
checkQuestCompletion(quest, player);
quest.setBitFlag8(1, true);
}
//////////////////////////////////////////////////////////////////////
void Scene00002( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 2, HIDE_HOTBAR, bindSceneReturn( &SubFst046::Scene00002Return ) );
}
void Scene00002Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
checkQuestCompletion(quest, player);
quest.setBitFlag8(2, true);
}
//////////////////////////////////////////////////////////////////////
void Scene00003( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 3, HIDE_HOTBAR, bindSceneReturn( &SubFst046::Scene00003Return ) );
}
void Scene00003Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
checkQuestCompletion(quest, player);
quest.setBitFlag8(3, true);
}
//////////////////////////////////////////////////////////////////////
void Scene00004( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 4, HIDE_HOTBAR, bindSceneReturn( &SubFst046::Scene00004Return ) );
}
void Scene00004Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
if( player.giveQuestRewards( getId(), 0 ) )
player.finishQuest( getId() );
}
}
};
EXPOSE_SCRIPT( SubFst046 );

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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 <Actor/Player.h>
#include "Manager/EventMgr.h"
#include <ScriptObject.h>
#include <Service.h>
// Quest Script: SubFst048_00375
// Quest Name: Not a Material Girl
// Quest ID: 65911
// Start NPC: 1000742
// End NPC: 1000742
using namespace Sapphire;
class SubFst048 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// BitFlag8
// UI8AL
/// Countable Num: 3 Seq: 1 Event: 1 Listener: 1000474
/// Countable Num: 1 Seq: 255 Event: 1 Listener: 1000476
// 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 = 1000742;
static constexpr auto Actor1 = 1000474;
static constexpr auto Actor2 = 1000476;
static constexpr auto Actor3 = 1000483;
static constexpr auto Seq0Actor0 = 0;
static constexpr auto Seq1Actor1 = 1;
static constexpr auto Seq1Actor2 = 2;
static constexpr auto Seq1Actor3 = 3;
static constexpr auto Seq2Actor0 = 4;
public:
SubFst048() : Sapphire::ScriptAPI::QuestScript( 65911 ){};
~SubFst048() = default;
//////////////////////////////////////////////////////////////////////
// Event Handlers
void onTalk( World::Quest& quest, Entity::Player& player, uint64_t actorId ) override
{
switch( actorId )
{
case Actor0:
{
if (!player.hasQuest(getId()))
Scene00000(quest, player);
else if (quest.getSeq() == SeqFinish)
Scene00004(quest, player);
break;
}
case Actor1:
{
Scene00001(quest, player);
break;
}
case Actor2:
{
Scene00002(quest, player);
break;
}
case Actor3:
{
Scene00003(quest, player);
break;
}
}
}
private:
void checkQuestCompletion(World::Quest& quest, Entity::Player& player)
{
auto credit = quest.getUI8AL();
if (credit + 1 >= 3)
{
quest.setUI8AL(credit + 1);
player.sendEventNotice(getId(), 0, 2, credit + 1, 3);
quest.setSeq(SeqFinish);
}
else
{
quest.setUI8AL(credit + 1);
player.sendEventNotice(getId(), 0, 2, credit + 1, 3);
}
}
//////////////////////////////////////////////////////////////////////
// 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( &SubFst048::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( &SubFst048::Scene00001Return ) );
}
void Scene00001Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
checkQuestCompletion(quest, player);
quest.setBitFlag8(1, true);
}
//////////////////////////////////////////////////////////////////////
void Scene00002( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 2, HIDE_HOTBAR, bindSceneReturn( &SubFst048::Scene00002Return ) );
}
void Scene00002Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
checkQuestCompletion(quest, player);
quest.setBitFlag8(2, true);
}
//////////////////////////////////////////////////////////////////////
void Scene00003( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 3, HIDE_HOTBAR, bindSceneReturn( &SubFst048::Scene00003Return ) );
}
void Scene00003Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
checkQuestCompletion(quest, player);
quest.setBitFlag8(3, true);
}
//////////////////////////////////////////////////////////////////////
void Scene00004( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 4, HIDE_HOTBAR, bindSceneReturn( &SubFst048::Scene00004Return ) );
}
void Scene00004Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
if( player.giveQuestRewards( getId(), result.getResult(1)) )
player.finishQuest( getId() );
}
}
};
EXPOSE_SCRIPT( SubFst048 );

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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 <Actor/Player.h>
#include "Manager/EventMgr.h"
#include <ScriptObject.h>
#include <Service.h>
// Quest Script: SubSea001_00111
// Quest Name: Making a Name
// Quest ID: 65647
// Start NPC: 1002698
// End NPC: 1003604
using namespace Sapphire;
class SubSea001 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// BitFlag8
// UI8AL
// UI8BH
/// Countable Num: 1 Seq: 1 Event: 1 Listener: 1000969
/// Countable Num: 0 Seq: 2 Event: 1 Listener: 2001563
/// Countable Num: 0 Seq: 255 Event: 1 Listener: 2001564
// 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 = 1002698;
static constexpr auto Actor1 = 1000969;
static constexpr auto Actor2 = 1003604;
static constexpr auto Eobject0 = 2001563;
static constexpr auto Eobject1 = 2001564;
static constexpr auto Eobject2 = 2001565;
static constexpr auto Eobject3 = 2001566;
static constexpr auto Eobject4 = 2001567;
static constexpr auto Eobject5 = 2001568;
static constexpr auto EventActionProcess = 14;
static constexpr auto Item0 = 2000447;
static constexpr auto Poprange0 = 4161445;
static constexpr auto Quest0 = 65644;
static constexpr auto Quest1 = 65645;
static constexpr auto Territorytype0 = 129;
public:
SubSea001() : Sapphire::ScriptAPI::QuestScript( 65647 ){};
~SubSea001() = default;
//////////////////////////////////////////////////////////////////////
// Event Handlers
void onTalk( World::Quest& quest, Entity::Player& player, uint64_t actorId ) override
{
switch( actorId )
{
case Actor0:
{
Scene00000(quest, player);
break;
}
case Actor1:
{
Scene00002(quest, player);
break;
}
case Actor2:
{
Scene00016(quest, player);
break;
}
case Eobject0:
{
eventMgr().eventActionStart(player, getId(), 0x0E,
[&](Entity::Player& player, uint32_t eventId, uint64_t additional)
{
Scene00003(quest, player);
},
nullptr, 0);
break;
}
case Eobject1:
{
eventMgr().eventActionStart(player, getId(), 0x0E,
[&](Entity::Player& player, uint32_t eventId, uint64_t additional)
{
Scene00005(quest, player);
},
nullptr, 0);
break;
}
case Eobject2:
{
eventMgr().eventActionStart(player, getId(), 0x0E,
[&](Entity::Player& player, uint32_t eventId, uint64_t additional)
{
Scene00007(quest, player);
},
nullptr, 0);
break;
}
case Eobject3:
{
eventMgr().eventActionStart(player, getId(), 0x0E,
[&](Entity::Player& player, uint32_t eventId, uint64_t additional)
{
Scene00009(quest, player);
},
nullptr, 0);
break;
}
case Eobject4:
{
eventMgr().eventActionStart(player, getId(), 0x0E,
[&](Entity::Player& player, uint32_t eventId, uint64_t additional)
{
Scene00011(quest, player);
},
nullptr, 0);
break;
}
case Eobject5:
{
eventMgr().eventActionStart(player, getId(), 0x0E,
[&](Entity::Player& player, uint32_t eventId, uint64_t additional)
{
Scene00013(quest, player);
},
nullptr, 0);
break;
}
}
}
private:
void checkQuestCompletion(World::Quest& quest, Entity::Player& player)
{
auto currentCC = quest.getUI8BH();
player.sendEventNotice(getId(), 1, 3, currentCC + 1, 6);
if (currentCC + 1 >= 6)
{
quest.setSeq(SeqFinish);
quest.setUI8BH(currentCC + 1);
quest.setUI8AL(currentCC + 1);
}
else
{
quest.setUI8BH(currentCC + 1);
quest.setUI8AL(currentCC + 1);
}
}
//////////////////////////////////////////////////////////////////////
// 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( &SubSea001::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( &SubSea001::Scene00001Return ) );
}
void Scene00001Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00002( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 2, HIDE_HOTBAR, bindSceneReturn( &SubSea001::Scene00002Return ) );
}
void Scene00002Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if (player.hasQuest(Quest0) || player.hasQuest(Quest1))
{
if (result.getResult(0) == 1)
{
quest.setSeq(Seq2);
player.changePosition(10, 21, 13, -2);
player.forceZoneing(Territorytype0); //Teleport to real Limsa
}
}
else
{
return;
}
}
//////////////////////////////////////////////////////////////////////
void Scene00003( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 3, HIDE_HOTBAR, bindSceneReturn( &SubSea001::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, HIDE_HOTBAR, bindSceneReturn( &SubSea001::Scene00004Return ) );
}
void Scene00004Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
checkQuestCompletion(quest, player);
quest.setBitFlag8(1, true);
}
//////////////////////////////////////////////////////////////////////
void Scene00005( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 5, HIDE_HOTBAR, bindSceneReturn( &SubSea001::Scene00005Return ) );
}
void Scene00005Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
Scene00006(quest, player);
}
//////////////////////////////////////////////////////////////////////
void Scene00006( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 6, HIDE_HOTBAR, bindSceneReturn( &SubSea001::Scene00006Return ) );
}
void Scene00006Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
checkQuestCompletion(quest, player);
quest.setBitFlag8(2, true);
}
//////////////////////////////////////////////////////////////////////
void Scene00007( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 7, HIDE_HOTBAR, bindSceneReturn( &SubSea001::Scene00007Return ) );
}
void Scene00007Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
Scene00008(quest, player);
}
//////////////////////////////////////////////////////////////////////
void Scene00008( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 8, HIDE_HOTBAR, bindSceneReturn( &SubSea001::Scene00008Return ) );
}
void Scene00008Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
checkQuestCompletion(quest, player);
quest.setBitFlag8(3, true);
}
//////////////////////////////////////////////////////////////////////
void Scene00009( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 9, HIDE_HOTBAR, bindSceneReturn( &SubSea001::Scene00009Return ) );
}
void Scene00009Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
Scene00010(quest, player);
}
//////////////////////////////////////////////////////////////////////
void Scene00010( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 10, HIDE_HOTBAR, bindSceneReturn( &SubSea001::Scene00010Return ) );
}
void Scene00010Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
checkQuestCompletion(quest, player);
quest.setBitFlag8(4, true);
}
//////////////////////////////////////////////////////////////////////
void Scene00011( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 11, HIDE_HOTBAR, bindSceneReturn( &SubSea001::Scene00011Return ) );
}
void Scene00011Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
Scene00012(quest, player);
}
//////////////////////////////////////////////////////////////////////
void Scene00012( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 12, HIDE_HOTBAR, bindSceneReturn( &SubSea001::Scene00012Return ) );
}
void Scene00012Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
checkQuestCompletion(quest, player);
quest.setBitFlag8(5, true);
}
//////////////////////////////////////////////////////////////////////
void Scene00013( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 13, HIDE_HOTBAR, bindSceneReturn( &SubSea001::Scene00013Return ) );
}
void Scene00013Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
Scene00014(quest, player);
}
//////////////////////////////////////////////////////////////////////
void Scene00014( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 14, HIDE_HOTBAR, bindSceneReturn( &SubSea001::Scene00014Return ) );
}
void Scene00014Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
checkQuestCompletion(quest, player);
quest.setBitFlag8(6, true);
}
//////////////////////////////////////////////////////////////////////
void Scene00015( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 15, HIDE_HOTBAR, bindSceneReturn( &SubSea001::Scene00015Return ) );
}
void Scene00015Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
//What do I replace this with?
//player.playScene(player, getId(), 15, 0, 0, 0);
}
//////////////////////////////////////////////////////////////////////
void Scene00016( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 16, HIDE_HOTBAR, bindSceneReturn( &SubSea001::Scene00016Return ) );
}
void Scene00016Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
Scene00017(quest, player);
}
//////////////////////////////////////////////////////////////////////
void Scene00017( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 17, HIDE_HOTBAR, bindSceneReturn( &SubSea001::Scene00017Return ) );
}
void Scene00017Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
if( player.giveQuestRewards( getId(), 0 ) )
player.finishQuest( getId() );
}
}
};
EXPOSE_SCRIPT( SubSea001 );

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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 <Actor/Player.h>
#include "Manager/EventMgr.h"
#include <ScriptObject.h>
#include <Service.h>
// Quest Script: SubWil000_00149
// Quest Name: Due Diligence
// Quest ID: 65685
// Start NPC: 1001285
// End NPC: 1002278
using namespace Sapphire;
class SubWil000 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// UI8AL
// UI8BH
/// Countable Num: 1 Seq: 255 Event: 1 Listener: 1002278
// 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 = 1001285;
static constexpr auto Actor1 = 1002278;
static constexpr auto Item0 = 2000136;
public:
SubWil000() : Sapphire::ScriptAPI::QuestScript( 65685 ){};
~SubWil000() = default;
//////////////////////////////////////////////////////////////////////
// Event Handlers
void onTalk( World::Quest& quest, Entity::Player& player, uint64_t actorId ) override
{
switch( actorId )
{
case Actor0:
{
Scene00000(quest, player);
break;
}
case Actor1:
{
Scene00001(quest, player);
break;
}
}
}
private:
//////////////////////////////////////////////////////////////////////
// Available Scenes in this quest, not necessarly all are used
//////////////////////////////////////////////////////////////////////
void Scene00000( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 0, HIDE_HOTBAR, bindSceneReturn( &SubWil000::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( &SubWil000::Scene00001Return ) );
}
void Scene00001Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if (result.getResult(0) == 1)
{
Scene00100(quest, player);
}
else
{
Scene00099(quest, player);
}
}
//////////////////////////////////////////////////////////////////////
void Scene00099( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 99, HIDE_HOTBAR, bindSceneReturn( &SubWil000::Scene00099Return ) );
}
void Scene00099Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
//Emoty
}
//////////////////////////////////////////////////////////////////////
void Scene00100( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 100, HIDE_HOTBAR, bindSceneReturn( &SubWil000::Scene00100Return ) );
}
void Scene00100Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
if( player.giveQuestRewards( getId(), 0 ) )
player.finishQuest( getId() );
}
}
};
EXPOSE_SCRIPT( SubWil000 );

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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 <Actor/Player.h>
#include "Manager/EventMgr.h"
#include <ScriptObject.h>
#include <Service.h>
// Quest Script: SubWil001_00150
// Quest Name: Motivational Speaking
// Quest ID: 65686
// Start NPC: 1001287
// End NPC: 1001288
using namespace Sapphire;
class SubWil001 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// UI8AL
/// Countable Num: 1 Seq: 255 Event: 1 Listener: 1001288
// 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 = 1001287;
static constexpr auto Actor1 = 1001288;
static constexpr auto Seq0Actor0 = 0;
static constexpr auto Seq1Actor1 = 1;
public:
SubWil001() : Sapphire::ScriptAPI::QuestScript( 65686 ){};
~SubWil001() = default;
//////////////////////////////////////////////////////////////////////
// Event Handlers
void onTalk( World::Quest& quest, Entity::Player& player, uint64_t actorId ) override
{
switch( actorId )
{
case Actor0:
{
Scene00000(quest, player);
break;
}
case Actor1:
{
Scene00001(quest, player);
break;
}
}
}
private:
//////////////////////////////////////////////////////////////////////
// Available Scenes in this quest, not necessarly all are used
//////////////////////////////////////////////////////////////////////
void Scene00000( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 0, HIDE_HOTBAR, bindSceneReturn( &SubWil001::Scene00000Return ) );
}
void Scene00000Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 ) // accept quest
{
quest.setSeq(SeqFinish);
}
}
//////////////////////////////////////////////////////////////////////
void Scene00001( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 1, HIDE_HOTBAR, bindSceneReturn( &SubWil001::Scene00001Return ) );
}
void Scene00001Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
if( player.giveQuestRewards( getId(), 0 ) )
player.finishQuest( getId() );
}
}
};
EXPOSE_SCRIPT( SubWil001 );

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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 <Actor/Player.h>
#include "Manager/EventMgr.h"
#include <ScriptObject.h>
#include <Service.h>
// Quest Script: SubWil002_00151
// Quest Name: Gil for Gold
// Quest ID: 65687
// Start NPC: 1001288
// End NPC: 1001289
using namespace Sapphire;
class SubWil002 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// UI8AL
// UI8BH
/// Countable Num: 1 Seq: 255 Event: 1 Listener: 1001289
// 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 = 1001288;
static constexpr auto Actor1 = 1001289;
static constexpr auto Item0 = 2000245;
static constexpr auto Seq0Actor0 = 0;
static constexpr auto Seq1Actor1 = 1;
static constexpr auto Seq1Actor1Npctradeno = 99;
static constexpr auto Seq1Actor1Npctradeok = 100;
public:
SubWil002() : Sapphire::ScriptAPI::QuestScript( 65687 ){};
~SubWil002() = default;
//////////////////////////////////////////////////////////////////////
// Event Handlers
void onTalk( World::Quest& quest, Entity::Player& player, uint64_t actorId ) override
{
switch( actorId )
{
case Actor0:
{
Scene00000(quest, player);
break;
}
case Actor1:
{
Scene00001(quest, player);
break;
}
}
}
private:
//////////////////////////////////////////////////////////////////////
// Available Scenes in this quest, not necessarly all are used
//////////////////////////////////////////////////////////////////////
void Scene00000( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 0, HIDE_HOTBAR, bindSceneReturn( &SubWil002::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( &SubWil002::Scene00001Return ) );
}
void Scene00001Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if (result.getResult(0) == 1)
{
Scene00100(quest, player);
}
else
{
Scene00099(quest, player);
}
}
//////////////////////////////////////////////////////////////////////
void Scene00099( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 99, HIDE_HOTBAR, bindSceneReturn( &SubWil002::Scene00099Return ) );
}
void Scene00099Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
//Empty
}
//////////////////////////////////////////////////////////////////////
void Scene00100( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 100, HIDE_HOTBAR, bindSceneReturn( &SubWil002::Scene00100Return ) );
}
void Scene00100Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
if( player.giveQuestRewards( getId(), 0 ) )
player.finishQuest( getId() );
}
}
};
EXPOSE_SCRIPT( SubWil002 );

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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 <Actor/Player.h>
#include "Manager/EventMgr.h"
#include <ScriptObject.h>
#include <Service.h>
// Quest Script: SubWil004_00153
// Quest Name: Unholy Matrimony
// Quest ID: 65689
// Start NPC: 1001291
// End NPC: 1003896
using namespace Sapphire;
class SubWil004 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// BitFlag8
// UI8AH
// UI8AL
// UI8BH
/// Countable Num: 1 Seq: 1 Event: 1 Listener: 1001292
/// Countable Num: 2 Seq: 2 Event: 1 Listener: 2000691
/// Countable Num: 1 Seq: 255 Event: 8 Listener: 2000691
// 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 = 1001291;
static constexpr auto Actor1 = 1001292;
static constexpr auto Actor2 = 1003896;
static constexpr auto Eobject0 = 2000691;
static constexpr auto Eobject1 = 2000692;
static constexpr auto Eobject2 = 2000693;
static constexpr auto EventActionSearch = 1;
static constexpr auto Item0 = 2000137;
public:
SubWil004() : Sapphire::ScriptAPI::QuestScript( 65689 ){};
~SubWil004() = default;
//////////////////////////////////////////////////////////////////////
// Event Handlers
void onTalk( World::Quest& quest, Entity::Player& player, uint64_t actorId ) override
{
switch( actorId )
{
case Actor0:
{
Scene00000(quest, player);
break;
}
case Actor1:
{
Scene00001(quest, player);
break;
}
case Actor2:
{
Scene00008(quest, player);
break;
}
case Eobject0:
{
eventMgr().eventActionStart(player, getId(), 0x01,
[&](Entity::Player& player, uint32_t eventId, uint64_t additional)
{
Scene00003(quest, player);
},
nullptr, 0);
break;
}
case Eobject1:
{
eventMgr().eventActionStart(player, getId(), 0x01,
[&](Entity::Player& player, uint32_t eventId, uint64_t additional)
{
Scene00005(quest, player);
},
nullptr, 0);
break;
}
case Eobject2:
{
eventMgr().eventActionStart(player, getId(), 0x01,
[&](Entity::Player& player, uint32_t eventId, uint64_t additional)
{
Scene00007(quest, player);
},
nullptr, 0);
break;
}
}
}
private:
void checkQuestCompletion(World::Quest& quest, Entity::Player& player)
{
auto currentCC = quest.getUI8AL();
auto currentQC = quest.getUI8BH();
player.sendEventNotice(getId(), 1, 3, currentCC + 1, 3);
if (currentCC + 1 >= 3)
{
quest.setSeq(SeqFinish);
quest.setUI8AH(currentCC + 1);
quest.setUI8AL(currentCC + 1);
quest.setUI8BH(0);
}
else
{
quest.setUI8AH(currentCC + 1);
quest.setUI8AL(currentCC + 1);
quest.setUI8BH(currentQC - 1);
}
}
//////////////////////////////////////////////////////////////////////
// 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( &SubWil004::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( &SubWil004::Scene00001Return ) );
}
void Scene00001Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setSeq(Seq2);
player.sendEventNotice(getId(), 0, 2, 0, 0);
quest.setUI8BH(3);
}
//////////////////////////////////////////////////////////////////////
void Scene00002( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 2, HIDE_HOTBAR, bindSceneReturn( &SubWil004::Scene00002Return ) );
}
void Scene00002Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
Scene00003(quest, player);
}
//////////////////////////////////////////////////////////////////////
void Scene00003( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 3, HIDE_HOTBAR, bindSceneReturn( &SubWil004::Scene00003Return ) );
}
void Scene00003Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
checkQuestCompletion(quest, player);
quest.setBitFlag8(1, true);
}
//////////////////////////////////////////////////////////////////////
void Scene00004( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 4, HIDE_HOTBAR, bindSceneReturn( &SubWil004::Scene00004Return ) );
}
void Scene00004Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
Scene00005(quest, player);
}
//////////////////////////////////////////////////////////////////////
void Scene00005( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 5, HIDE_HOTBAR, bindSceneReturn( &SubWil004::Scene00005Return ) );
}
void Scene00005Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
checkQuestCompletion(quest, player);
quest.setBitFlag8(2, true);
}
//////////////////////////////////////////////////////////////////////
void Scene00006( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 6, HIDE_HOTBAR, bindSceneReturn( &SubWil004::Scene00006Return ) );
}
void Scene00006Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
Scene00007(quest, player);
}
//////////////////////////////////////////////////////////////////////
void Scene00007( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 7, HIDE_HOTBAR, bindSceneReturn( &SubWil004::Scene00007Return ) );
}
void Scene00007Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
checkQuestCompletion(quest, player);
quest.setBitFlag8(3, true);
}
//////////////////////////////////////////////////////////////////////
void Scene00008( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 8, HIDE_HOTBAR, bindSceneReturn( &SubWil004::Scene00008Return ) );
}
void Scene00008Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
if( player.giveQuestRewards( getId(), 0 ) )
player.finishQuest( getId() );
}
}
//////////////////////////////////////////////////////////////////////
void Scene00009( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 9, HIDE_HOTBAR, bindSceneReturn( &SubWil004::Scene00009Return ) );
}
void Scene00009Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
//Empty
}
//////////////////////////////////////////////////////////////////////
void Scene00010( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 10, HIDE_HOTBAR, bindSceneReturn( &SubWil004::Scene00010Return ) );
}
void Scene00010Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
//Empty
}
//////////////////////////////////////////////////////////////////////
void Scene00011( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 11, HIDE_HOTBAR, bindSceneReturn( &SubWil004::Scene00011Return ) );
}
void Scene00011Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
//Empty
}
//////////////////////////////////////////////////////////////////////
void Scene00012( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 12, HIDE_HOTBAR, bindSceneReturn( &SubWil004::Scene00012Return ) );
}
void Scene00012Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
//Empty
}
//////////////////////////////////////////////////////////////////////
void Scene00013( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 13, HIDE_HOTBAR, bindSceneReturn( &SubWil004::Scene00013Return ) );
}
void Scene00013Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
//Empty
}
//////////////////////////////////////////////////////////////////////
void Scene00014( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 14, HIDE_HOTBAR, bindSceneReturn( &SubWil004::Scene00014Return ) );
}
void Scene00014Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
//Empty
}
};
EXPOSE_SCRIPT( SubWil004 );

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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 <Actor/Player.h>
#include "Manager/EventMgr.h"
#include <ScriptObject.h>
#include <Service.h>
// Quest Script: SubWil006_00165
// Quest Name: The Great Gladiator
// Quest ID: 65701
// Start NPC: 1001295
// End NPC: 1001299
using namespace Sapphire;
class SubWil006 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// UI8AL
// UI8BH
/// Countable Num: 1 Seq: 1 Event: 1 Listener: 1002280
/// Countable Num: 1 Seq: 255 Event: 1 Listener: 1001299
// 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 = 1001295;
static constexpr auto Actor1 = 1002280;
static constexpr auto Actor2 = 1001299;
static constexpr auto Item0 = 2000201;
public:
SubWil006() : Sapphire::ScriptAPI::QuestScript( 65701 ){};
~SubWil006() = default;
//////////////////////////////////////////////////////////////////////
// Event Handlers
void onTalk( World::Quest& quest, Entity::Player& player, uint64_t actorId ) override
{
switch( actorId )
{
case Actor0:
{
Scene00000(quest, player);
break;
}
case Actor1:
{
Scene00001(quest, player);
break;
}
case Actor2:
{
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( &SubWil006::Scene00000Return ) );
}
void Scene00000Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 ) // accept quest
{
quest.setSeq(Seq1);
quest.setUI8BH(1);
}
}
//////////////////////////////////////////////////////////////////////
void Scene00001( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 1, HIDE_HOTBAR, bindSceneReturn( &SubWil006::Scene00001Return ) );
}
void Scene00001Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if (result.getResult(0) == 1)
Scene00002(quest, player);
else
Scene00003(quest, player);
}
//////////////////////////////////////////////////////////////////////
void Scene00002( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 2, HIDE_HOTBAR, bindSceneReturn( &SubWil006::Scene00002Return ) );
}
void Scene00002Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setSeq(SeqFinish);
player.sendEventNotice(getId(), 0, 2, 0, 0);
}
//////////////////////////////////////////////////////////////////////
void Scene00003( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 3, HIDE_HOTBAR, bindSceneReturn( &SubWil006::Scene00003Return ) );
}
void Scene00003Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
//Empty
}
//////////////////////////////////////////////////////////////////////
void Scene00004( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 4, HIDE_HOTBAR, bindSceneReturn( &SubWil006::Scene00004Return ) );
}
void Scene00004Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
if( player.giveQuestRewards( getId(), 0 ) )
player.finishQuest( getId() );
}
}
};
EXPOSE_SCRIPT( SubWil006 );

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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 <Actor/Player.h>
#include "Manager/EventMgr.h"
#include <ScriptObject.h>
#include <Service.h>
// Quest Script: SubWil007_00167
// Quest Name: With Open Arms
// Quest ID: 65703
// Start NPC: 1007621
// End NPC: 1007621
using namespace Sapphire;
class SubWil007 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// BitFlag8
// UI8AL
/// Countable Num: 1 Seq: 1 Event: 1 Listener: 1007621
/// Countable Num: 5 Seq: 2 Event: 2 Listener: 1007621
/// Countable Num: 1 Seq: 255 Event: 1 Listener: 1001297
// 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 = 1007621;
static constexpr auto Actor1 = 1001297;
static constexpr auto Actor2 = 1001692;
static constexpr auto Actor3 = 1001693;
static constexpr auto Actor4 = 1001697;
static constexpr auto Actor5 = 1001698;
static constexpr auto FirstQuest = 66130;
public:
SubWil007() : Sapphire::ScriptAPI::QuestScript( 65703 ){};
~SubWil007() = default;
//////////////////////////////////////////////////////////////////////
// Event Handlers
void onTalk( World::Quest& quest, Entity::Player& player, uint64_t actorId ) override
{
switch( actorId )
{
case Actor0:
{
if (!player.hasQuest(getId()))
Scene00000(quest, player);
else if (quest.getSeq() == SeqFinish)
Scene00020(quest, player);
break;
}
case Actor1:
{
Scene00005(quest, player);
break;
}
case Actor2:
{
Scene00008(quest, player);
break;
}
case Actor3:
{
Scene00011(quest, player);
break;
}
case Actor4:
{
Scene00014(quest, player);
break;
}
case Actor5:
{
Scene00017(quest, player);
break;
}
}
}
void onEmote(World::Quest& quest, uint64_t actorId, uint32_t emoteId, Entity::Player& player) override
{
if (emoteId != 41)
return;
if (actorId == Actor0 && quest.getSeq() == Seq1)
{
Scene00003(quest, player);
}
else if (actorId == Actor1 && quest.getSeq() == Seq2)
{
Scene00006(quest, player);
}
else if (actorId == Actor2 && quest.getSeq() == Seq2)
{
Scene00009(quest, player);
}
else if (actorId == Actor3 && quest.getSeq() == Seq2)
{
Scene00012(quest, player);
}
else if (actorId == Actor4 && quest.getSeq() == Seq2)
{
Scene00015(quest, player);
}
else if (actorId == Actor5 && quest.getSeq() == Seq2)
{
Scene00018(quest, player);
}
}
private:
void checkQuestCompletion(World::Quest& quest, Entity::Player& player)
{
auto currentQC = quest.getUI8AL() + 1;
if (currentQC >= 5)
{
quest.setSeq(SeqFinish);
player.sendEventNotice(getId(), 1, 2, currentQC, 5);
}
else
{
quest.setUI8AL(currentQC);
player.sendEventNotice(getId(), 1, 2, currentQC, 5);
}
}
//////////////////////////////////////////////////////////////////////
// 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( &SubWil007::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( &SubWil007::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( &SubWil007::Scene00002Return ) );
}
void Scene00002Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
//Empty
}
//////////////////////////////////////////////////////////////////////
void Scene00003( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 3, HIDE_HOTBAR, bindSceneReturn( &SubWil007::Scene00003Return ) );
}
void Scene00003Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setSeq(Seq2);
player.sendEventNotice(getId(), 0, 1, 0, 0);
}
//////////////////////////////////////////////////////////////////////
void Scene00004( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 4, HIDE_HOTBAR, bindSceneReturn( &SubWil007::Scene00004Return ) );
}
void Scene00004Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
//Empty
}
//////////////////////////////////////////////////////////////////////
void Scene00005( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 5, HIDE_HOTBAR, bindSceneReturn( &SubWil007::Scene00005Return ) );
}
void Scene00005Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
//Empty
}
//////////////////////////////////////////////////////////////////////
void Scene00006( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 6, HIDE_HOTBAR, bindSceneReturn( &SubWil007::Scene00006Return ) );
}
void Scene00006Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
checkQuestCompletion(quest, player);
quest.setBitFlag8(1, true);
}
//////////////////////////////////////////////////////////////////////
void Scene00007( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 7, HIDE_HOTBAR, bindSceneReturn( &SubWil007::Scene00007Return ) );
}
void Scene00007Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
//Empty
}
//////////////////////////////////////////////////////////////////////
void Scene00008( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 8, HIDE_HOTBAR, bindSceneReturn( &SubWil007::Scene00008Return ) );
}
void Scene00008Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
//Empty
}
//////////////////////////////////////////////////////////////////////
void Scene00009( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 9, HIDE_HOTBAR, bindSceneReturn( &SubWil007::Scene00009Return ) );
}
void Scene00009Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
checkQuestCompletion(quest, player);
quest.setBitFlag8(2, true);
}
//////////////////////////////////////////////////////////////////////
void Scene00010( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 10, HIDE_HOTBAR, bindSceneReturn( &SubWil007::Scene00010Return ) );
}
void Scene00010Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
//Empty
}
//////////////////////////////////////////////////////////////////////
void Scene00011( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 11, HIDE_HOTBAR, bindSceneReturn( &SubWil007::Scene00011Return ) );
}
void Scene00011Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
//Empty
}
//////////////////////////////////////////////////////////////////////
void Scene00012( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 12, HIDE_HOTBAR, bindSceneReturn( &SubWil007::Scene00012Return ) );
}
void Scene00012Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
checkQuestCompletion(quest, player);
quest.setBitFlag8(3, true);
}
//////////////////////////////////////////////////////////////////////
void Scene00013( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 13, HIDE_HOTBAR, bindSceneReturn( &SubWil007::Scene00013Return ) );
}
void Scene00013Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
//Empty
}
//////////////////////////////////////////////////////////////////////
void Scene00014( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 14, HIDE_HOTBAR, bindSceneReturn( &SubWil007::Scene00014Return ) );
}
void Scene00014Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
//Empty
}
//////////////////////////////////////////////////////////////////////
void Scene00015( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 15, HIDE_HOTBAR, bindSceneReturn( &SubWil007::Scene00015Return ) );
}
void Scene00015Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
checkQuestCompletion(quest, player);
quest.setBitFlag8(4, true);
}
//////////////////////////////////////////////////////////////////////
void Scene00016( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 16, HIDE_HOTBAR, bindSceneReturn( &SubWil007::Scene00016Return ) );
}
void Scene00016Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
//Empty
}
//////////////////////////////////////////////////////////////////////
void Scene00017( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 17, HIDE_HOTBAR, bindSceneReturn( &SubWil007::Scene00017Return ) );
}
void Scene00017Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
//Empty
}
//////////////////////////////////////////////////////////////////////
void Scene00018( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 18, HIDE_HOTBAR, bindSceneReturn( &SubWil007::Scene00018Return ) );
}
void Scene00018Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
checkQuestCompletion(quest, player);
quest.setBitFlag8(5, true);
}
//////////////////////////////////////////////////////////////////////
void Scene00019( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 19, HIDE_HOTBAR, bindSceneReturn( &SubWil007::Scene00019Return ) );
}
void Scene00019Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
//Empty
}
//////////////////////////////////////////////////////////////////////
void Scene00020( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 20, HIDE_HOTBAR, bindSceneReturn( &SubWil007::Scene00020Return ) );
}
void Scene00020Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
if( player.giveQuestRewards( getId(), 0 ) )
player.finishQuest( getId() );
}
}
};
EXPOSE_SCRIPT( SubWil007 );

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@ -0,0 +1,364 @@
// This is an automatically generated C++ script template
// Content needs to be added by hand to make it function
// In order for this script to be loaded, move it to the correct folder in <root>/scripts/
#include <Actor/Player.h>
#include "Manager/EventMgr.h"
#include <ScriptObject.h>
#include <Service.h>
// Quest Script: SubWil018_00396
// Quest Name: No Lady Is an Island
// Quest ID: 65932
// Start NPC: 1001675
// End NPC: 1001675
using namespace Sapphire;
class SubWil018 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// BitFlag8
// UI8AL
// UI8BH
/// Countable Num: 5 Seq: 1 Event: 1 Listener: 2000695
/// Countable Num: 1 Seq: 255 Event: 1 Listener: 2000696
// 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 = 1001675;
static constexpr auto Eobject0 = 2000695;
static constexpr auto Eobject1 = 2000696;
static constexpr auto Eobject2 = 2000697;
static constexpr auto Eobject3 = 2001089;
static constexpr auto Eobject4 = 2001090;
static constexpr auto EventActionSearch = 1;
static constexpr auto Item0 = 2000198;
public:
SubWil018() : Sapphire::ScriptAPI::QuestScript( 65932 ){};
~SubWil018() = default;
//////////////////////////////////////////////////////////////////////
// Event Handlers
void onTalk( World::Quest& quest, Entity::Player& player, uint64_t actorId ) override
{
switch( actorId )
{
case Actor0:
{
if (!player.hasQuest(getId()))
Scene00000(quest, player);
else
Scene00016(quest, player);
break;
}
case Eobject0:
{
Scene00001(quest, player);
break;
}
case Eobject1:
{
Scene00004(quest, player);
break;
}
case Eobject2:
{
Scene00007(quest, player);
break;
}
case Eobject3:
{
Scene00010(quest, player);
break;
}
case Eobject4:
{
Scene00013(quest, player);
break;
}
}
}
private:
void checkQuestCompletion(World::Quest& quest, Entity::Player& player)
{
auto currentCC = quest.getUI8AL();
player.sendEventNotice(getId(), 0, 3, currentCC + 1, 5);
if (currentCC + 1 >= 5)
{
quest.setSeq(SeqFinish);
quest.setUI8BH(currentCC + 1);
quest.setUI8AL(currentCC + 1);
}
else
{
quest.setUI8BH(currentCC + 1);
quest.setUI8AL(currentCC + 1);
}
}
//////////////////////////////////////////////////////////////////////
// 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( &SubWil018::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( &SubWil018::Scene00001Return ) );
}
void Scene00001Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
Scene00002(quest, player);
}
//////////////////////////////////////////////////////////////////////
void Scene00002( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 2, HIDE_HOTBAR, bindSceneReturn( &SubWil018::Scene00002Return ) );
}
void Scene00002Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
checkQuestCompletion(quest, player);
quest.setBitFlag8(1, true);
}
//////////////////////////////////////////////////////////////////////
void Scene00003( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 3, HIDE_HOTBAR, bindSceneReturn( &SubWil018::Scene00003Return ) );
}
void Scene00003Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
//Empty
}
//////////////////////////////////////////////////////////////////////
void Scene00004( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 4, HIDE_HOTBAR, bindSceneReturn( &SubWil018::Scene00004Return ) );
}
void Scene00004Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
Scene00005(quest, player);
}
//////////////////////////////////////////////////////////////////////
void Scene00005( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 5, HIDE_HOTBAR, bindSceneReturn( &SubWil018::Scene00005Return ) );
}
void Scene00005Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
checkQuestCompletion(quest, player);
quest.setBitFlag8(2, true);
}
//////////////////////////////////////////////////////////////////////
void Scene00006( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 6, HIDE_HOTBAR, bindSceneReturn( &SubWil018::Scene00006Return ) );
}
void Scene00006Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
//Empty
}
//////////////////////////////////////////////////////////////////////
void Scene00007( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 7, HIDE_HOTBAR, bindSceneReturn( &SubWil018::Scene00007Return ) );
}
void Scene00007Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
Scene00008(quest, player);
}
//////////////////////////////////////////////////////////////////////
void Scene00008( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 8, HIDE_HOTBAR, bindSceneReturn( &SubWil018::Scene00008Return ) );
}
void Scene00008Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
checkQuestCompletion(quest, player);
quest.setBitFlag8(3, true);
}
//////////////////////////////////////////////////////////////////////
void Scene00009( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 9, HIDE_HOTBAR, bindSceneReturn( &SubWil018::Scene00009Return ) );
}
void Scene00009Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
//Empty
}
//////////////////////////////////////////////////////////////////////
void Scene00010( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 10, HIDE_HOTBAR, bindSceneReturn( &SubWil018::Scene00010Return ) );
}
void Scene00010Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
Scene00011(quest, player);
}
//////////////////////////////////////////////////////////////////////
void Scene00011( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 11, HIDE_HOTBAR, bindSceneReturn( &SubWil018::Scene00011Return ) );
}
void Scene00011Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
checkQuestCompletion(quest, player);
quest.setBitFlag8(4, true);
}
//////////////////////////////////////////////////////////////////////
void Scene00012( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 12, HIDE_HOTBAR, bindSceneReturn( &SubWil018::Scene00012Return ) );
}
void Scene00012Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
//Empty
}
//////////////////////////////////////////////////////////////////////
void Scene00013( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 13, HIDE_HOTBAR, bindSceneReturn( &SubWil018::Scene00013Return ) );
}
void Scene00013Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
Scene00014(quest, player);
}
//////////////////////////////////////////////////////////////////////
void Scene00014( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 14, HIDE_HOTBAR, bindSceneReturn( &SubWil018::Scene00014Return ) );
}
void Scene00014Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
checkQuestCompletion(quest, player);
quest.setBitFlag8(5, true);
}
//////////////////////////////////////////////////////////////////////
void Scene00015( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 15, HIDE_HOTBAR, bindSceneReturn( &SubWil018::Scene00015Return ) );
}
void Scene00015Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
//Empty
}
//////////////////////////////////////////////////////////////////////
void Scene00016( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 16, HIDE_HOTBAR, bindSceneReturn( &SubWil018::Scene00016Return ) );
}
void Scene00016Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if (result.getResult(0) == 1)
Scene00017(quest, player);
else
Scene00018(quest, player);
}
//////////////////////////////////////////////////////////////////////
void Scene00017( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 17, HIDE_HOTBAR, bindSceneReturn( &SubWil018::Scene00017Return ) );
}
void Scene00017Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
if( player.giveQuestRewards( getId(), 0 ) )
player.finishQuest( getId() );
}
}
//////////////////////////////////////////////////////////////////////
void Scene00018( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 18, HIDE_HOTBAR, bindSceneReturn( &SubWil018::Scene00018Return ) );
}
void Scene00018Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
//Empty
}
};
EXPOSE_SCRIPT( SubWil018 );

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@ -0,0 +1,100 @@
// 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 <Actor/Player.h>
#include "Manager/EventMgr.h"
#include <ScriptObject.h>
#include <Service.h>
// Quest Script: SubWil019_00392
// Quest Name: Decisions, Decisions
// Quest ID: 65928
// Start NPC: 1001680
// End NPC: 1001691
using namespace Sapphire;
class SubWil019 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// UI8AL
/// Countable Num: 1 Seq: 255 Event: 1 Listener: 1001691
// 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 = 1001680;
static constexpr auto Actor1 = 1001691;
public:
SubWil019() : Sapphire::ScriptAPI::QuestScript( 65928 ){};
~SubWil019() = default;
//////////////////////////////////////////////////////////////////////
// Event Handlers
void onTalk( World::Quest& quest, Entity::Player& player, uint64_t actorId ) override
{
switch( actorId )
{
case Actor0:
{
Scene00000(quest, player);
break;
}
case Actor1:
{
Scene00001(quest, player);
break;
}
}
}
private:
//////////////////////////////////////////////////////////////////////
// Available Scenes in this quest, not necessarly all are used
//////////////////////////////////////////////////////////////////////
void Scene00000( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 0, HIDE_HOTBAR, bindSceneReturn( &SubWil019::Scene00000Return ) );
}
void Scene00000Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 ) // accept quest
{
quest.setSeq(SeqFinish);
}
}
//////////////////////////////////////////////////////////////////////
void Scene00001( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 1, HIDE_HOTBAR, bindSceneReturn( &SubWil019::Scene00001Return ) );
}
void Scene00001Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
if( player.giveQuestRewards( getId(), 0 ) )
player.finishQuest( getId() );
}
}
};
EXPOSE_SCRIPT( SubWil019 );

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@ -0,0 +1,531 @@
// 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 <Actor/Player.h>
#include "Manager/EventMgr.h"
#include <ScriptObject.h>
#include <Service.h>
// Quest Script: SubWil020_00393
// Quest Name: Vox Populi
// Quest ID: 65929
// Start NPC: 1001685
// End NPC: 1001945
using namespace Sapphire;
class SubWil020 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// BitFlag8
// UI8AH
// UI8AL
// UI8BH
/// Countable Num: 8 Seq: 1 Event: 1 Listener: 1001940
/// Countable Num: 1 Seq: 1 Event: 1 Listener: 1001937
/// Countable Num: 0 Seq: 255 Event: 1 Listener: 1001939
// 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 = 1001685;
static constexpr auto Actor1 = 1001940;
static constexpr auto Actor2 = 1001937;
static constexpr auto Actor3 = 1001939;
static constexpr auto Actor4 = 1001942;
static constexpr auto Actor5 = 1001949;
static constexpr auto Actor6 = 1003902;
static constexpr auto Actor7 = 1001914;
static constexpr auto Actor8 = 1003899;
static constexpr auto Actor9 = 1001945;
public:
SubWil020() : Sapphire::ScriptAPI::QuestScript( 65929 ){};
~SubWil020() = default;
//////////////////////////////////////////////////////////////////////
// Event Handlers
void onTalk( World::Quest& quest, Entity::Player& player, uint64_t actorId ) override
{
//Some of these feel wrong
switch( actorId )
{
case Actor0:
{
Scene00000(quest, player);
break;
}
case Actor1:
{
if (!quest.getBitFlag8(1))
Scene00001(quest, player);
else
Scene00002(quest, player);
break;
}
case Actor2:
{
if (!quest.getBitFlag8(2))
Scene00003(quest, player);
else
Scene00004(quest, player);
break;
}
case Actor3:
{
if (!quest.getBitFlag8(3))
Scene00005(quest, player);
else
Scene00006(quest, player);
break;
}
case Actor4:
{
if (!quest.getBitFlag8(4))
Scene00007(quest, player);
else
Scene00008(quest, player);
break;
}
case Actor5:
{
if (!quest.getBitFlag8(5))
Scene00009(quest, player);
else
Scene00010(quest, player);
break;
}
case Actor6:
{
if (!quest.getBitFlag8(6))
Scene00011(quest, player);
else
Scene00012(quest, player);
break;
}
case Actor7:
{
if (!quest.getBitFlag8(7))
Scene00013(quest, player);
else
Scene00014(quest, player);
break;
}
case Actor8:
{
if (!quest.getBitFlag8(0))
Scene00015(quest, player);
else
Scene00016(quest, player);
break;
}
case Actor9:
{
Scene00017(quest, player);
break;
}
}
}
private:
void checkQuestProgression(World::Quest& quest, Entity::Player& player)
{
if (quest.getUI8AL() == 6 && quest.getUI8BH() == 2)
{
quest.setSeq(SeqFinish);
}
}
//////////////////////////////////////////////////////////////////////
// Available Scenes in this quest, not necessarly all are used
//////////////////////////////////////////////////////////////////////
void Scene00000( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 0, NONE, bindSceneReturn( &SubWil020::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, NONE, bindSceneReturn( &SubWil020::Scene00001Return ) );
}
void Scene00001Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
auto hustCount = quest.getUI8AL();
hustCount += 1;
quest.setUI8AL(hustCount);
player.sendEventNotice(getId(), 0, 2, hustCount, 6);
quest.setBitFlag8(1, true);
checkQuestProgression(quest, player);
}
//////////////////////////////////////////////////////////////////////
void Scene00002( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 2, NONE, bindSceneReturn( &SubWil020::Scene00002Return ) );
}
void Scene00002Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
auto hustCount = quest.getUI8AL();
hustCount += 1;
quest.setUI8AL(hustCount);
player.sendEventNotice(getId(), 0, 2, hustCount, 6);
quest.setBitFlag8(2, true);
checkQuestProgression(quest, player);
}
//////////////////////////////////////////////////////////////////////
void Scene00003( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 3, NONE, bindSceneReturn( &SubWil020::Scene00003Return ) );
}
void Scene00003Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
auto hustCount = quest.getUI8AL();
hustCount += 1;
quest.setUI8AL(hustCount);
player.sendEventNotice(getId(), 0, 2, hustCount, 6);
quest.setBitFlag8(3, true);
checkQuestProgression(quest, player);
}
//////////////////////////////////////////////////////////////////////
void Scene00004( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 4, NONE, bindSceneReturn( &SubWil020::Scene00004Return ) );
}
void Scene00004Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
auto hustCount = quest.getUI8AL();
hustCount += 1;
quest.setUI8AL(hustCount);
player.sendEventNotice(getId(), 0, 2, hustCount, 6);
quest.setBitFlag8(4, true);
checkQuestProgression(quest, player);
}
//////////////////////////////////////////////////////////////////////
void Scene00005( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 5, NONE, bindSceneReturn( &SubWil020::Scene00005Return ) );
}
void Scene00005Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
auto hustCount = quest.getUI8AL();
hustCount += 1;
quest.setUI8AL(hustCount);
player.sendEventNotice(getId(), 0, 2, hustCount, 6);
quest.setBitFlag8(5, true);
checkQuestProgression(quest, player);
}
//////////////////////////////////////////////////////////////////////
void Scene00006( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 6, NONE, bindSceneReturn( &SubWil020::Scene00006Return ) );
}
void Scene00006Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
auto hustCount = quest.getUI8AL();
hustCount += 1;
quest.setUI8AL(hustCount);
player.sendEventNotice(getId(), 0, 2, hustCount, 6);
quest.setBitFlag8(6, true);
checkQuestProgression(quest, player);
}
//////////////////////////////////////////////////////////////////////
void Scene00007( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 7, NONE, bindSceneReturn( &SubWil020::Scene00007Return ) );
}
void Scene00007Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
auto hustCount = quest.getUI8AL();
hustCount += 1;
quest.setUI8AL(hustCount);
player.sendEventNotice(getId(), 0, 2, hustCount, 6);
quest.setBitFlag8(7, true);
checkQuestProgression(quest, player);
}
//////////////////////////////////////////////////////////////////////
void Scene00008( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 8, NONE, bindSceneReturn( &SubWil020::Scene00008Return ) );
}
void Scene00008Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
auto hustCount = quest.getUI8AL();
hustCount += 1;
quest.setUI8AL(hustCount);
player.sendEventNotice(getId(), 0, 2, hustCount, 6);
quest.setBitFlag8(8, true);
checkQuestProgression(quest, player);
}
//////////////////////////////////////////////////////////////////////
void Scene00009( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 9, NONE, bindSceneReturn( &SubWil020::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( &SubWil020::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, NONE, bindSceneReturn( &SubWil020::Scene00011Return ) );
}
void Scene00011Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00012( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 12, NONE, bindSceneReturn( &SubWil020::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( &SubWil020::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( &SubWil020::Scene00014Return ) );
}
void Scene00014Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00015( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 15, NONE, bindSceneReturn( &SubWil020::Scene00015Return ) );
}
void Scene00015Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00016( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 16, NONE, bindSceneReturn( &SubWil020::Scene00016Return ) );
}
void Scene00016Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00017( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 17, NONE, bindSceneReturn( &SubWil020::Scene00017Return ) );
}
void Scene00017Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
if( player.giveQuestRewards( getId(), 0 ) )
player.finishQuest( getId() );
}
}
//////////////////////////////////////////////////////////////////////
void Scene00018( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 18, NONE, bindSceneReturn( &SubWil020::Scene00018Return ) );
}
void Scene00018Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00019( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 19, NONE, bindSceneReturn( &SubWil020::Scene00019Return ) );
}
void Scene00019Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00020( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 20, NONE, bindSceneReturn( &SubWil020::Scene00020Return ) );
}
void Scene00020Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00021( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 21, NONE, bindSceneReturn( &SubWil020::Scene00021Return ) );
}
void Scene00021Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00022( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 22, NONE, bindSceneReturn( &SubWil020::Scene00022Return ) );
}
void Scene00022Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00023( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 23, NONE, bindSceneReturn( &SubWil020::Scene00023Return ) );
}
void Scene00023Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00024( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 24, NONE, bindSceneReturn( &SubWil020::Scene00024Return ) );
}
void Scene00024Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00025( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 25, NONE, bindSceneReturn( &SubWil020::Scene00025Return ) );
}
void Scene00025Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
};
EXPOSE_SCRIPT( SubWil020 );

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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 <Actor/Player.h>
#include "Manager/EventMgr.h"
#include <ScriptObject.h>
#include <Service.h>
// Quest Script: SubWil021_00394
// Quest Name: A Luxury Long Lost
// Quest ID: 65930
// Start NPC: 1001766
// End NPC: 1001657
using namespace Sapphire;
class SubWil021 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// UI8AL
// UI8BH
/// Countable Num: 1 Seq: 255 Event: 1 Listener: 1001657
// 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 = 1001766;
static constexpr auto Actor1 = 1001657;
static constexpr auto Item0 = 2000196;
static constexpr auto Seq0Actor0 = 0;
static constexpr auto Seq1Actor1 = 1;
static constexpr auto Seq1Actor1Npctradeno = 99;
static constexpr auto Seq1Actor1Npctradeok = 100;
public:
SubWil021() : Sapphire::ScriptAPI::QuestScript( 65930 ){};
~SubWil021() = default;
//////////////////////////////////////////////////////////////////////
// Event Handlers
void onTalk( World::Quest& quest, Entity::Player& player, uint64_t actorId ) override
{
switch( actorId )
{
case Actor0:
{
Scene00000(quest, player);
break;
}
case Actor1:
{
Scene00001(quest, player);
break;
}
}
}
private:
//////////////////////////////////////////////////////////////////////
// Available Scenes in this quest, not necessarly all are used
//////////////////////////////////////////////////////////////////////
void Scene00000( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 0, HIDE_HOTBAR, bindSceneReturn( &SubWil021::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( &SubWil021::Scene00001Return ) );
}
void Scene00001Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if (result.getResult(0) == 1)
Scene00100(quest, player);
else
Scene00099(quest, player);
}
//////////////////////////////////////////////////////////////////////
void Scene00099( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 99, HIDE_HOTBAR, bindSceneReturn( &SubWil021::Scene00099Return ) );
}
void Scene00099Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
//Empty
}
//////////////////////////////////////////////////////////////////////
void Scene00100( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 100, HIDE_HOTBAR, bindSceneReturn( &SubWil021::Scene00100Return ) );
}
void Scene00100Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
if( player.giveQuestRewards( getId(), 0 ) )
player.finishQuest( getId() );
}
}
};
EXPOSE_SCRIPT( SubWil021 );

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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 <Actor/Player.h>
#include "Manager/EventMgr.h"
#include <ScriptObject.h>
#include <Service.h>
// Quest Script: SubWil022_00395
// Quest Name: The Wealth of Nations
// Quest ID: 65931
// Start NPC: 1001657
// End NPC: 1001679
using namespace Sapphire;
class SubWil022 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// UI8AL
// UI8BH
/// Countable Num: 1 Seq: 255 Event: 1 Listener: 1001679
// 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 = 1001657;
static constexpr auto Actor1 = 1001679;
static constexpr auto Item0 = 2000197;
static constexpr auto Seq0Actor0 = 0;
static constexpr auto Seq1Actor1 = 1;
static constexpr auto Seq1Actor1Npctradeno = 99;
static constexpr auto Seq1Actor1Npctradeok = 100;
public:
SubWil022() : Sapphire::ScriptAPI::QuestScript( 65931 ){};
~SubWil022() = default;
//////////////////////////////////////////////////////////////////////
// Event Handlers
void onTalk( World::Quest& quest, Entity::Player& player, uint64_t actorId ) override
{
switch( actorId )
{
case Actor0:
{
Scene00000(quest, player);
break;
}
case Actor1:
{
Scene00001(quest, player);
break;
}
}
}
private:
//////////////////////////////////////////////////////////////////////
// Available Scenes in this quest, not necessarly all are used
//////////////////////////////////////////////////////////////////////
void Scene00000( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 0, HIDE_HOTBAR, bindSceneReturn( &SubWil022::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( &SubWil022::Scene00001Return ) );
}
void Scene00001Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if (result.getResult(0) == 1)
Scene00100(quest, player);
else
Scene00099(quest, player);
}
//////////////////////////////////////////////////////////////////////
void Scene00099( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 99, HIDE_HOTBAR, bindSceneReturn( &SubWil022::Scene00099Return ) );
}
void Scene00099Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
//Empty
}
//////////////////////////////////////////////////////////////////////
void Scene00100( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 100, HIDE_HOTBAR, bindSceneReturn( &SubWil022::Scene00100Return ) );
}
void Scene00100Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
if( player.giveQuestRewards( getId(), 0 ) )
player.finishQuest( getId() );
}
}
};
EXPOSE_SCRIPT( SubWil022 );

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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 <Actor/Player.h>
#include "Manager/EventMgr.h"
#include <ScriptObject.h>
#include <Service.h>
// Quest Script: SubWil027_00595
// Quest Name: We Must Rebuild
// Quest ID: 66131
// Start NPC: 1001353
// End NPC: 1003995
using namespace Sapphire;
class SubWil027 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// UI8AL
/// Countable Num: 1 Seq: 255 Event: 1 Listener: 1003995
// 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 = 1001353;
static constexpr auto Actor1 = 1003995;
public:
SubWil027() : Sapphire::ScriptAPI::QuestScript( 66131 ){};
~SubWil027() = default;
//////////////////////////////////////////////////////////////////////
// Event Handlers
void onTalk( World::Quest& quest, Entity::Player& player, uint64_t actorId ) override
{
switch( actorId )
{
case Actor0:
{
Scene00000(quest, player);
break;
}
case Actor1:
{
Scene00001(quest, player);
break;
}
}
}
private:
//////////////////////////////////////////////////////////////////////
// Available Scenes in this quest, not necessarly all are used
//////////////////////////////////////////////////////////////////////
void Scene00000( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 0, HIDE_HOTBAR, bindSceneReturn( &SubWil027::Scene00000Return ) );
}
void Scene00000Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 ) // accept quest
{
quest.setSeq(SeqFinish);
}
}
//////////////////////////////////////////////////////////////////////
void Scene00001( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 1, HIDE_HOTBAR, bindSceneReturn( &SubWil027::Scene00001Return ) );
}
void Scene00001Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
if( player.giveQuestRewards( getId(), 0 ) )
player.finishQuest( getId() );
}
}
};
EXPOSE_SCRIPT( SubWil027 );

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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 <Actor/Player.h>
#include "Manager/EventMgr.h"
#include <ScriptObject.h>
#include <Service.h>
// Quest Script: SubWil028_00389
// Quest Name: Fantastic Voyage
// Quest ID: 65925
// Start NPC: 1001678
// End NPC: 1001497
using namespace Sapphire;
class SubWil028 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// UI8AL
// UI8BH
/// Countable Num: 1 Seq: 255 Event: 1 Listener: 1001497
// 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 = 1001678;
static constexpr auto Actor1 = 1001497;
static constexpr auto Item0 = 2000241;
public:
SubWil028() : Sapphire::ScriptAPI::QuestScript( 65925 ){};
~SubWil028() = default;
//////////////////////////////////////////////////////////////////////
// Event Handlers
void onTalk( World::Quest& quest, Entity::Player& player, uint64_t actorId ) override
{
switch( actorId )
{
case Actor0:
{
Scene00000(quest, player);
break;
}
case Actor1:
{
Scene00001(quest, player);
break;
}
}
}
private:
//////////////////////////////////////////////////////////////////////
// Available Scenes in this quest, not necessarly all are used
//////////////////////////////////////////////////////////////////////
void Scene00000( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 0, HIDE_HOTBAR, bindSceneReturn( &SubWil028::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( &SubWil028::Scene00001Return ) );
}
void Scene00001Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if (result.getResult(0) == 1)
Scene00002(quest, player);
else
Scene00003(quest, player);
}
//////////////////////////////////////////////////////////////////////
void Scene00002( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 2, HIDE_HOTBAR, bindSceneReturn( &SubWil028::Scene00002Return ) );
}
void Scene00002Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
if( player.giveQuestRewards( getId(), 0 ) )
player.finishQuest( getId() );
}
}
//////////////////////////////////////////////////////////////////////
void Scene00003( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 3, HIDE_HOTBAR, bindSceneReturn( &SubWil028::Scene00003Return ) );
}
void Scene00003Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
//Empty
}
};
EXPOSE_SCRIPT( SubWil028 );

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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 <Actor/Player.h>
#include "Manager/EventMgr.h"
#include <ScriptObject.h>
#include <Service.h>
// Quest Script: SubWil029_00390
// Quest Name: Catch Your Breath
// Quest ID: 65926
// Start NPC: 1001313
// End NPC: 1001992
using namespace Sapphire;
class SubWil029 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// UI8AL
// UI8BH
/// Countable Num: 1 Seq: 1 Event: 1 Listener: 1001390
/// Countable Num: 1 Seq: 255 Event: 1 Listener: 1001992
// 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 = 1001313;
static constexpr auto Actor1 = 1001390;
static constexpr auto Actor2 = 1001992;
static constexpr auto Item0 = 2000410;
public:
SubWil029() : Sapphire::ScriptAPI::QuestScript( 65926 ){};
~SubWil029() = default;
//////////////////////////////////////////////////////////////////////
// Event Handlers
void onTalk( World::Quest& quest, Entity::Player& player, uint64_t actorId ) override
{
switch( actorId )
{
case Actor0:
{
Scene00000(quest, player);
break;
}
case Actor1:
{
Scene00001(quest, player);
break;
}
case Actor2:
{
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( &SubWil029::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( &SubWil029::Scene00001Return ) );
}
void Scene00001Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setSeq(SeqFinish);
quest.setUI8BH(1);
player.sendEventNotice(getId(), 0, 2, 0, 0);
}
//////////////////////////////////////////////////////////////////////
void Scene00002( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 2, HIDE_HOTBAR, bindSceneReturn( &SubWil029::Scene00002Return ) );
}
void Scene00002Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if (result.getResult(0) == 1)
Scene00003(quest, player);
else
Scene00004(quest, player);
}
//////////////////////////////////////////////////////////////////////
void Scene00003( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 3, HIDE_HOTBAR, bindSceneReturn( &SubWil029::Scene00003Return ) );
}
void Scene00003Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
if( player.giveQuestRewards( getId(), 0 ) )
player.finishQuest( getId() );
}
}
//////////////////////////////////////////////////////////////////////
void Scene00004( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 4, HIDE_HOTBAR, bindSceneReturn( &SubWil029::Scene00004Return ) );
}
void Scene00004Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
//Empty
}
};
EXPOSE_SCRIPT( SubWil029 );