// This is an automatically generated chai script template // Content needs to be added by hand to make it function // In order for this script to be loaded, change its extension to .chai // Quest Script: ManFst003_00123 // Quest Name: Close to Home // Quest ID: 65659 // Start NPC: 1001140 // End NPC: 1000100 class ManFst003 { var name; var id; var SEQ_0; var SEQ_1; var SEQ_FINISH; var SEQ_OFFER; var RewardExpFactor; var RewardGil; var ACTOR0; var SEQ_0_ACTOR0; var ITEM0; var ACTOR1; var SEQ_1_ACTOR1; var ACTOR2; var SEQ_1_ACTOR2; var ACTOR3; var SEQ_1_ACTOR3; var SEQ_1_ACTOR3_NPCTRADEOK; var SEQ_1_ACTOR3_NPCTRADENO; var SEQ_1_ACTOR0; var ACTOR4; var SEQ_2_ACTOR4; var TERRITORYTYPE0; var POPRANGE0; var LOC_MARKER_01; var LOC_MARKER_02; var LOC_MARKER_03; var LOC_MARKER_04; var LOC_MARKER_05; var LOC_MARKER_06; var LOC_MARKER_07; var LOC_MARKER_08; var LOC_MARKER_09; var SEQ_0_ACTOR0_LQ; var UNLOCK_DESION; var REWARD_DESION; var HOW_TO_MAP_AND_NAVI; var HOW_TO_DESION; var ACTOR20; var SEQ_1_ACTOR1_WAIT; var LOC_ACTOR0; var BIND_ACTOR0; var LOC_MOTION0; ////////////////////////////////////////////////////////////////////// // default ctor def ManFst003() { // Basic quest information this.name = "Close to Home"; this.id = 65659; // These are the quest vars / flags used in this quest // GetQuestBitFlag8 // GetQuestUI8AL // GetQuestUI8BH // GetQuestUI8BL // GetQuestUI8CH // Steps in this quest ( 0 is before accepting, // 1 is first, 255 means ready for turning it in this.SEQ_0 = 0; this.SEQ_1 = 1; this.SEQ_FINISH = 255; //this.SEQ_OFFER = ?; // Quest rewards this.RewardExpFactor = 100; this.RewardGil = 107; // Entities found in the script data of the quest // some of these may be useful this.ACTOR0 = 1001140; this.ACTOR1 = 2; this.ACTOR2 = 1000197; this.ACTOR20 = 1000159; this.ACTOR3 = 1000768; this.ACTOR4 = 1000100; this.BIND_ACTOR0 = 6229224; this.HOW_TO_DESION = 13; this.HOW_TO_MAP_AND_NAVI = 4; this.ITEM0 = 2000119; this.LOC_ACTOR0 = 1003159; this.LOC_MARKER_01 = 2153091; this.LOC_MARKER_02 = 2153104; this.LOC_MARKER_03 = 2153111; this.LOC_MARKER_04 = 2154539; this.LOC_MARKER_05 = 2154540; this.LOC_MARKER_06 = 2154541; this.LOC_MARKER_07 = 2210446; this.LOC_MARKER_08 = 2210454; this.LOC_MARKER_09 = 2210461; this.LOC_MOTION0 = 799; this.POPRANGE0 = 2280858; this.REWARD_DESION = 1; this.SEQ_0_ACTOR0 = 0; this.SEQ_0_ACTOR0_LQ = 50; this.SEQ_1_ACTOR0 = 4; this.SEQ_1_ACTOR1 = 1; this.SEQ_1_ACTOR1_WAIT = 51; this.SEQ_1_ACTOR2 = 2; this.SEQ_1_ACTOR3 = 3; this.SEQ_1_ACTOR3_NPCTRADENO = 99; this.SEQ_1_ACTOR3_NPCTRADEOK = 100; this.SEQ_2_ACTOR4 = 5; this.TERRITORYTYPE0 = 132; this.UNLOCK_DESION = 14; } ////////////////////////////////////////////////////////////////////// // Available Scenes in this quest, not necessarly all are used def Scene00000( player, eventId ) { player.eventPlay( eventId, 0, 0/*flags*/, 0/*unk*/, 0/*unk*/, fun( player, eventId, subEvent, param1, param2, param3 ) { var quest = ManFst003(); // Callback area for this scene, called when the scene finishes // Add logic here!!! }); } def Scene00001( player, eventId ) { player.eventPlay( eventId, 1, 0/*flags*/, 0/*unk*/, 0/*unk*/, fun( player, eventId, subEvent, param1, param2, param3 ) { var quest = ManFst003(); // Callback area for this scene, called when the scene finishes // Add logic here!!! }); } def Scene00002( player, eventId ) { player.eventPlay( eventId, 2, 0/*flags*/, 0/*unk*/, 0/*unk*/, fun( player, eventId, subEvent, param1, param2, param3 ) { var quest = ManFst003(); // Callback area for this scene, called when the scene finishes // Add logic here!!! }); } def Scene00003( player, eventId ) { player.eventPlay( eventId, 3, 0/*flags*/, 0/*unk*/, 0/*unk*/, fun( player, eventId, subEvent, param1, param2, param3 ) { var quest = ManFst003(); // Callback area for this scene, called when the scene finishes // Add logic here!!! }); } def Scene00004( player, eventId ) { player.eventPlay( eventId, 4, 0/*flags*/, 0/*unk*/, 0/*unk*/, fun( player, eventId, subEvent, param1, param2, param3 ) { var quest = ManFst003(); // Callback area for this scene, called when the scene finishes // Add logic here!!! }); } def Scene00005( player, eventId ) { player.eventPlay( eventId, 5, 0/*flags*/, 0/*unk*/, 0/*unk*/, fun( player, eventId, subEvent, param1, param2, param3 ) { var quest = ManFst003(); // Callback area for this scene, called when the scene finishes // Add logic here!!! }); } def Scene00050( player, eventId ) { player.eventPlay( eventId, 50, 0/*flags*/, 0/*unk*/, 0/*unk*/, fun( player, eventId, subEvent, param1, param2, param3 ) { var quest = ManFst003(); // Callback area for this scene, called when the scene finishes // Add logic here!!! }); } def Scene00051( player, eventId ) { player.eventPlay( eventId, 51, 0/*flags*/, 0/*unk*/, 0/*unk*/, fun( player, eventId, subEvent, param1, param2, param3 ) { var quest = ManFst003(); // Callback area for this scene, called when the scene finishes // Add logic here!!! }); } def Scene00099( player, eventId ) { player.eventPlay( eventId, 99, 0/*flags*/, 0/*unk*/, 0/*unk*/, fun( player, eventId, subEvent, param1, param2, param3 ) { var quest = ManFst003(); // Callback area for this scene, called when the scene finishes // Add logic here!!! }); } def Scene00100( player, eventId ) { player.eventPlay( eventId, 100, 0/*flags*/, 0/*unk*/, 0/*unk*/, fun( player, eventId, subEvent, param1, param2, param3 ) { var quest = ManFst003(); // Callback area for this scene, called when the scene finishes // Add logic here!!! }); } }; ////////////////////////////////////////////////////////////////////// // Entry function for this quest def ManFst003_START(player, actorId, eventId) { var quest = ManFst003(); var actor = mapActor( actorId ); // Script content to be added here.... }