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Gridania Subquest 11
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96
src/servers/Scripts/quest/subquest/gridania/SubFst011.cpp
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src/servers/Scripts/quest/subquest/gridania/SubFst011.cpp
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#include <Script/NativeScriptApi.h>
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#include <Actor/Player.h>
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#include "Event/EventHelper.h"
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#include <ScriptObject.h>
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// Quest Script: SubFst011_00037
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// Quest Name: Population Control
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// Quest ID: 65573
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// Start NPC: 1000195
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// End NPC: 1000195
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//NEED TEST KILLCREDIT
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class SubFst011 : public EventScript
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{
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private:
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// GetQuestUI8AL
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enum Sequence : uint8_t
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{
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Seq0 = 0,
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Seq1 = 1,
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SeqFinish = 255,
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};
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// Quest rewards
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static constexpr auto RewardExpFactor = 100;
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uint32_t RewardItemOptional[3] = { 2653, 2655, 5823 };
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uint32_t RewardItemCount[3] = { 1, 1, 3 };
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static constexpr auto Actor0 = 1000195;
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static constexpr auto Enemy0 = 47;
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static constexpr auto Seq0Actor0 = 0;
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static constexpr auto Seq2Actor0 = 1;
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public:
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SubFst011() : EventScript( 65573 )
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{ };
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~SubFst011()
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{ };
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void onTalk( uint32_t eventId, Entity::Player& player, uint64_t actorId ) override
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{
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auto actor = Event::mapEventActorToRealActor( actorId );
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if ( actor == SubFst011::Actor0 && !player.hasQuest( m_id ) )
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{
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Scene00000( player );
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}
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else if ( actor == SubFst011::Actor0 && player.getQuestSeq( m_id ) == SeqFinish )
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{
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Scene00001( player );
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}
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}
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void onMobKill( Entity::Player& player, uint64_t npcId)
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{
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if ( npcId != Enemy0 )
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return;
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auto currentKC = player.getQuestUI8AL( m_id ) + 1;
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if ( currentKC >= 6 )
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player.updateQuest(getId(), 255);
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else
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{
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player.setQuestUI8AL( m_id, currentKC );
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player.sendQuestMessage( m_id, 0, 2, currentKC, 6 );
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}
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}
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private:
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void Scene00000( Entity::Player& player )
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{
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player.playScene( m_id, 0, 0,
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[&]( Entity::Player& player, const Event::SceneResult& result )
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{
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if ( result.param2 == 1 ) // accept quest
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player.updateQuest( m_id, 1 );
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} );
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}
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void Scene00001( Entity::Player& player )
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{
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player.playScene( m_id, 1, 0,
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[&]( Entity::Player& player, const Event::SceneResult& result )
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{
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if ( result.param2 == 1 ) // finish quest
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{
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if ( player.giveQuestRewards( m_id, 0 ) )
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player.finishQuest( m_id );
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}
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} );
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};
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};
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