// 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 /scripts/ #include "Manager/EventMgr.h" #include #include #include #include // Quest Script: ManFst300_00511 // Quest Name: A Hero in the Making // Quest ID: 66047 // Start NPC: 1005116 // End NPC: 1005122 using namespace Sapphire; class ManFst300 : public Sapphire::ScriptAPI::QuestScript { private: // Basic quest information // Quest vars / flags used // BitFlag24 // BitFlag8 // UI8AL //Limsa // UI8BH //Gridania // UI8BL //Ul'dah /// Countable Num: 0 Seq: 1 Event: 1 Listener: 1003785 /// Countable Num: 0 Seq: 2 Event: 1 Listener: 1004883 /// Countable Num: 0 Seq: 2 Event: 1 Listener: 1004884 /// Countable Num: 0 Seq: 2 Event: 1 Listener: 1004885 /// Countable Num: 0 Seq: 255 Event: 1 Listener: 2001690 // 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 = 1005116;//Minfilia static constexpr auto Actor1 = 1003785;//Tataru static constexpr auto Actor2 = 1004883;//Flame Officer static constexpr auto Actor3 = 1004884;//Serpent Officer static constexpr auto Actor4 = 1004885;//Storm Officer static constexpr auto Actor5 = 1001029;//Zanthael static constexpr auto Actor6 = 1004870; static constexpr auto Actor7 = 1004871; static constexpr auto Actor8 = 1004872; static constexpr auto Actor9 = 1004874; static constexpr auto Actor10 = 1004875; static constexpr auto Actor11 = 1004876; static constexpr auto Actor12 = 1006179; static constexpr auto Actor13 = 1004880; static constexpr auto Actor14 = 1004881; static constexpr auto Actor15 = 1004882; static constexpr auto Actor16 = 1006173; static constexpr auto Actor17 = 1006174; static constexpr auto Actor18 = 1006175; static constexpr auto Actor19 = 1006181; static constexpr auto Actor20 = 1006183; static constexpr auto Actor21 = 1006184; static constexpr auto Actor22 = 1006177; static constexpr auto Actor23 = 1006178; static constexpr auto Actor24 = 1005122;//Minfilia static constexpr auto Eobject0 = 2001690;//Destination (Griadnia) static constexpr auto Eobject1 = 2001691;//Destination (Ul'dah) static constexpr auto EventActionWaiting = 10; static constexpr auto LocAction1 = 1002; static constexpr auto LocActor0 = 1003783; static constexpr auto LocSe1 = 42; static constexpr auto LocTalkshape1 = 6; static constexpr auto Ncut0 = 89; static constexpr auto Ncut1 = 90; static constexpr auto Ncut2 = 151; static constexpr auto Ncut3 = 91; static constexpr auto Ncut4 = 152; static constexpr auto Ncut5 = 92; static constexpr auto Ncut6 = 153; static constexpr auto Ncut7 = 93; public: ManFst300() : Sapphire::ScriptAPI::QuestScript( 66047 ){}; ~ManFst300() = default; ////////////////////////////////////////////////////////////////////// // Event Handlers void onTalk( World::Quest& quest, Entity::Player& player, uint64_t actorId ) override { switch( actorId ) { case Actor0: { if( quest.getSeq() == Seq0 ) Scene00000( quest, player ); break; } case Actor1: { if( quest.getSeq() == Seq1 ) Scene00002( quest, player ); break; } case Actor2: { if( quest.getSeq() == Seq1 ) Scene00003( quest, player ); else if( quest.getSeq() == Seq2 ) Scene00030( quest, player ); else if( quest.getSeq() == SeqFinish ) Scene00035( quest, player ); break; } case Actor3: { if( quest.getSeq() == Seq1 ) Scene00004( quest, player ); else if( quest.getSeq() == Seq2 ) Scene00031( quest, player ); else if( quest.getSeq() == SeqFinish ) Scene00036( quest, player ); break; } case Actor4: { if( quest.getSeq() == Seq1 ) Scene00005( quest, player ); else if( quest.getSeq() == Seq2 ) Scene00032( quest, player ); else if( quest.getSeq() == SeqFinish ) Scene00037( quest, player ); break; break; } case Actor5: { if( quest.getSeq() == Seq2 ) Scene00010( quest, player ); break; } case Actor6: { break; } case Actor7: { break; } case Actor8: { break; } case Actor9: { break; } case Actor10: { break; } case Actor11: { break; } case Actor12: { break; } case Actor13: { break; } case Actor14: { break; } case Actor15: { break; } case Actor16: { break; } case Actor17: { break; } case Actor18: { break; } case Actor19: { break; } case Actor20: { break; } case Actor21: { break; } case Actor22: { break; } case Actor23: { break; } case Actor24: { if( quest.getSeq() == SeqFinish ) Scene00033( quest, player ); break; } case Eobject0: { eventMgr().eventActionStart( player, getId(), EventActionWaiting, [ & ]( Entity::Player& player, uint32_t eventId, uint64_t additional ) { Scene00007( quest, player ); }, nullptr, 0 ); break; } case Eobject1: { eventMgr().eventActionStart( player, getId(), EventActionWaiting, [ & ]( Entity::Player& player, uint32_t eventId, uint64_t additional ) { Scene00009( quest, player ); }, nullptr, 0 ); break; } } } private: void checkQuestCompletion( World::Quest& quest, Entity::Player& player ) { if( quest.getUI8AL() >= 1 && quest.getUI8BH() >= 1 && quest.getUI8BL() >= 1 ) { 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( &ManFst300::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, FADE_OUT | CONDITION_CUTSCENE | HIDE_UI, bindSceneReturn( &ManFst300::Scene00001Return ) ); } void Scene00001Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { quest.setSeq( Seq1 ); //TODO:Doesn't fade back in? Is it waiting for warp? I don't think so. } ////////////////////////////////////////////////////////////////////// void Scene00002( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 2, NONE, bindSceneReturn( &ManFst300::Scene00002Return ) ); } void Scene00002Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { eventMgr().sendEventNotice( player, getId(), 0, 0 ); quest.setSeq( Seq2 ); } ////////////////////////////////////////////////////////////////////// void Scene00003( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 3, NONE, bindSceneReturn( &ManFst300::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, NONE, bindSceneReturn( &ManFst300::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, NONE, bindSceneReturn( &ManFst300::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, NONE, bindSceneReturn( &ManFst300::Scene00006Return ) ); } void Scene00006Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { } ////////////////////////////////////////////////////////////////////// void Scene00007( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 7, FADE_OUT | CONDITION_CUTSCENE | HIDE_UI, bindSceneReturn( &ManFst300::Scene00007Return ) ); } void Scene00007Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { quest.setUI8BH( 1 ); quest.setBitFlag24( 1, true ); eventMgr().sendEventNotice( player, getId(), 1, 0 ); checkQuestCompletion( quest, player ); } ////////////////////////////////////////////////////////////////////// void Scene00008( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 8, NONE, bindSceneReturn( &ManFst300::Scene00008Return ) ); } void Scene00008Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { } ////////////////////////////////////////////////////////////////////// void Scene00009( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 9, FADE_OUT | CONDITION_CUTSCENE | HIDE_UI, bindSceneReturn( &ManFst300::Scene00009Return ) ); } void Scene00009Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { quest.setUI8BL( 1 ); quest.setBitFlag24( 2, true ); eventMgr().sendEventNotice( player, getId(), 2, 0 ); checkQuestCompletion( quest, player ); } ////////////////////////////////////////////////////////////////////// void Scene00010( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 10, NONE, bindSceneReturn( &ManFst300::Scene00010Return ) ); } void Scene00010Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { if( result.errorCode != 50 ) Scene00011( quest, player ); } ////////////////////////////////////////////////////////////////////// void Scene00011( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 11, FADE_OUT | CONDITION_CUTSCENE | HIDE_UI, bindSceneReturn( &ManFst300::Scene00011Return ) ); } void Scene00011Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { quest.setUI8AL( 1 ); eventMgr().sendEventNotice( player, getId(), 3, 0 ); checkQuestCompletion( quest, player ); } ////////////////////////////////////////////////////////////////////// void Scene00012( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 12, NONE, bindSceneReturn( &ManFst300::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( &ManFst300::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( &ManFst300::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( &ManFst300::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( &ManFst300::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( &ManFst300::Scene00017Return ) ); } void Scene00017Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { } ////////////////////////////////////////////////////////////////////// void Scene00018( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 18, NONE, bindSceneReturn( &ManFst300::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( &ManFst300::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( &ManFst300::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( &ManFst300::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( &ManFst300::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( &ManFst300::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( &ManFst300::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( &ManFst300::Scene00025Return ) ); } void Scene00025Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { } ////////////////////////////////////////////////////////////////////// void Scene00026( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 26, NONE, bindSceneReturn( &ManFst300::Scene00026Return ) ); } void Scene00026Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { } ////////////////////////////////////////////////////////////////////// void Scene00027( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 27, NONE, bindSceneReturn( &ManFst300::Scene00027Return ) ); } void Scene00027Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { } ////////////////////////////////////////////////////////////////////// void Scene00028( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 28, NONE, bindSceneReturn( &ManFst300::Scene00028Return ) ); } void Scene00028Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { } ////////////////////////////////////////////////////////////////////// void Scene00029( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 29, NONE, bindSceneReturn( &ManFst300::Scene00029Return ) ); } void Scene00029Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { } ////////////////////////////////////////////////////////////////////// void Scene00030( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 30, NONE, bindSceneReturn( &ManFst300::Scene00030Return ) ); } void Scene00030Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { } ////////////////////////////////////////////////////////////////////// void Scene00031( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 31, NONE, bindSceneReturn( &ManFst300::Scene00031Return ) ); } void Scene00031Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { } ////////////////////////////////////////////////////////////////////// void Scene00032( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 32, NONE, bindSceneReturn( &ManFst300::Scene00032Return ) ); } void Scene00032Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { } ////////////////////////////////////////////////////////////////////// void Scene00033( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 33, NONE, bindSceneReturn( &ManFst300::Scene00033Return ) ); } void Scene00033Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { if( result.getResult( 0 ) == 1 ) { player.finishQuest( getId() ); } } ////////////////////////////////////////////////////////////////////// void Scene00034( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 34, FADE_OUT | CONDITION_CUTSCENE | HIDE_UI, bindSceneReturn( &ManFst300::Scene00034Return ) ); } void Scene00034Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { } ////////////////////////////////////////////////////////////////////// void Scene00035( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 35, NONE, bindSceneReturn( &ManFst300::Scene00035Return ) ); } void Scene00035Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { } ////////////////////////////////////////////////////////////////////// void Scene00036( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 36, NONE, bindSceneReturn( &ManFst300::Scene00036Return ) ); } void Scene00036Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { } ////////////////////////////////////////////////////////////////////// void Scene00037( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 37, NONE, bindSceneReturn( &ManFst300::Scene00037Return ) ); } void Scene00037Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { } }; EXPOSE_SCRIPT( ManFst300 );