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implement initial CNJ job quests
- ClsCnj998 - ClsCnj999
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2 changed files with 177 additions and 0 deletions
105
src/scripts/quest/classquest/CNJ/ClsCnj998.cpp
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105
src/scripts/quest/classquest/CNJ/ClsCnj998.cpp
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// This is an automatically generated C++ script template
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// Content needs to be added by hand to make it function
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// In order for this script to be loaded, move it to the correct folder in <root>/scripts/
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#include "Manager/EventMgr.h"
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#include <Actor/Player.h>
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#include <ScriptObject.h>
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#include <Service.h>
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// Quest Script: ClsCnj998_00133
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// Quest Name: Way of the Conjurer
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// Quest ID: 65669
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// Start NPC: 1000323 (Madelle)
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// End NPC: 1000692 (E-Sumi-Yan)
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using namespace Sapphire;
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class ClsCnj998 : public Sapphire::ScriptAPI::QuestScript
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{
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private:
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// Basic quest information
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// Quest vars / flags used
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// UI8AL
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/// Countable Num: 1 Seq: 255 Event: 1 Listener: 1000692
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// Steps in this quest ( 0 is before accepting,
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// 1 is first, 255 means ready for turning it in
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enum Sequence : uint8_t
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{
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Seq0 = 0,
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SeqFinish = 255,
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};
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// Entities found in the script data of the quest
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static constexpr auto Actor0 = 1000323;// Madelle ( Pos: -234.028000 -4.000220 -11.062800 Teri: 133 )
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static constexpr auto Actor1 = 1000692;// E-sumi-yan ( Pos: -258.808014 -5.773500 -27.237400 Teri: 133 )
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static constexpr auto Classjob = 6;
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static constexpr auto GearsetUnlock = 1905;
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static constexpr auto LogmessageMonsterNotePageUnlock = 1009;
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static constexpr auto UnlockImageClassCnj = 25;
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public:
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ClsCnj998() : Sapphire::ScriptAPI::QuestScript( 65669 ){};
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~ClsCnj998() = default;
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//////////////////////////////////////////////////////////////////////
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// Event Handlers
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void onTalk( World::Quest& quest, Entity::Player& player, uint64_t actorId ) override
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{
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switch( actorId )
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{
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case Actor0:
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{
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if( quest.getSeq() == Seq0 )
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Scene00000( quest, player );
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break;
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}
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case Actor1:
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{
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if( quest.getSeq() == SeqFinish )
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Scene00001( quest, player );
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break;
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}
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}
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}
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private:
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//////////////////////////////////////////////////////////////////////
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// Available Scenes in this quest, not necessarly all are used
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//////////////////////////////////////////////////////////////////////
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void Scene00000( World::Quest& quest, Entity::Player& player )
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{
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eventMgr().playQuestScene( player, getId(), 0, HIDE_HOTBAR, bindSceneReturn( &ClsCnj998::Scene00000Return ) );
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}
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void Scene00000Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
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{
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if( result.getResult( 0 ) == 1 )// accept quest
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{
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quest.setSeq( SeqFinish );
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}
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}
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//////////////////////////////////////////////////////////////////////
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void Scene00001( World::Quest& quest, Entity::Player& player )
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{
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eventMgr().playQuestScene( player, getId(), 1, FADE_OUT | HIDE_UI, bindSceneReturn( &ClsCnj998::Scene00001Return ) );
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}
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void Scene00001Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
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{
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if( result.getResult( 0 ) == 1 )
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{
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player.finishQuest( getId() );
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player.setLevelForClass( 1, Sapphire::Common::ClassJob::Conjurer );
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player.addGearSet();
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}
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}
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};
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EXPOSE_SCRIPT( ClsCnj998 );
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72
src/scripts/quest/classquest/CNJ/ClsCnj999.cpp
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72
src/scripts/quest/classquest/CNJ/ClsCnj999.cpp
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// This is an automatically generated C++ script template
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// Content needs to be added by hand to make it function
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// In order for this script to be loaded, move it to the correct folder in <root>/scripts/
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#include "Manager/EventMgr.h"
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#include <Actor/Player.h>
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#include <ScriptObject.h>
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#include <Service.h>
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// Quest Script: ClsCnj999_00182
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// Quest Name: So You Want to Be a Conjurer
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// Quest ID: 65718
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// Start NPC: 1000323 (Madelle)
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// End NPC: 1000323 (Madelle)
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using namespace Sapphire;
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class ClsCnj999 : public Sapphire::ScriptAPI::QuestScript
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{
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private:
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// Basic quest information
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// Quest vars / flags used
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// Steps in this quest ( 0 is before accepting,
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// 1 is first, 255 means ready for turning it in
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enum Sequence : uint8_t
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{
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};
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static constexpr auto Actor0 = 1000323;
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// Entities found in the script data of the quest
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public:
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ClsCnj999() : Sapphire::ScriptAPI::QuestScript( 65718 ){};
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~ClsCnj999() = default;
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//////////////////////////////////////////////////////////////////////
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// Event Handlers
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void onTalk( World::Quest& quest, Entity::Player& player, uint64_t actorId ) override
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{
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switch( actorId )
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{
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case Actor0:
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{
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Scene00000( quest, player );
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break;
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}
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}
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}
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private:
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//////////////////////////////////////////////////////////////////////
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// Available Scenes in this quest, not necessarly all are used
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//////////////////////////////////////////////////////////////////////
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void Scene00000( World::Quest& quest, Entity::Player& player )
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{
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eventMgr().playQuestScene( player, getId(), 0, HIDE_HOTBAR, bindSceneReturn( &ClsCnj999::Scene00000Return ) );
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}
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void Scene00000Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
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{
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if( result.getResult( 0 ) == 1 )
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{
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player.finishQuest( getId(), 0 );
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}
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}
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};
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EXPOSE_SCRIPT( ClsCnj999 );
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