// 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, change its extension to .cpp // and move it to the correct folder in /scripts/native/ #include // Quest Script: ManFst004_00124 // Quest Name: Close to Home // Quest ID: 65660 // Start NPC: 1001140 // End NPC: 1000100 class ManFst004 : public EventScript { private: // Basic quest information // Quest vars / flags used // GetQuestBitFlag8 // GetQuestUI8AL // GetQuestUI8BH // GetQuestUI8BL // GetQuestUI8CH // 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, }; // Quest rewards static constexpr auto RewardExpFactor = 100; static constexpr auto RewardGil = 107; // Entities found in the script data of the quest static constexpr auto Actor0 = 1001140; static constexpr auto Actor1 = 2; static constexpr auto Actor2 = 1000323; static constexpr auto Actor20 = 1000159; static constexpr auto Actor3 = 1000768; static constexpr auto Actor4 = 1000100; static constexpr auto BindActor0 = 6229224; static constexpr auto Item0 = 2000120; static constexpr auto LocActor0 = 1003159; static constexpr auto LocMarker01 = 2153091; static constexpr auto LocMarker02 = 2153104; static constexpr auto LocMarker03 = 2153111; static constexpr auto LocMarker04 = 2154539; static constexpr auto LocMarker05 = 2154540; static constexpr auto LocMarker06 = 2154541; static constexpr auto LocMarker07 = 2210446; static constexpr auto LocMarker08 = 2210454; static constexpr auto LocMarker09 = 2210461; static constexpr auto LocMotion0 = 799; static constexpr auto Poprange0 = 2280858; static constexpr auto RewardDesion = 1; static constexpr auto Seq0Actor0 = 0; static constexpr auto Seq0Actor0Lq = 50; static constexpr auto Seq1Actor0 = 4; static constexpr auto Seq1Actor1 = 1; static constexpr auto Seq1Actor1Wait = 51; static constexpr auto Seq1Actor2 = 2; static constexpr auto Seq1Actor3 = 3; static constexpr auto Seq1Actor3Npctradeno = 99; static constexpr auto Seq1Actor3Npctradeok = 100; static constexpr auto Seq2Actor4 = 5; static constexpr auto Territorytype0 = 132; static constexpr auto UnlockDesion = 14; public: ManFst004() : EventScript( "Close to Home", 65660 ){}; ~ManFst004(){}; ////////////////////////////////////////////////////////////////////// // Event Handlers void onTalk( uint32_t eventId, Entity::Player& player, uint64_t actorId ) override { auto actor = Event::mapEventActorToRealActor( static_cast< uint32_t >( actorId ) ); if( actor == ManFst004::Actor0 ) { Scene00000( player ); } else if( actor == ManFst004::Actor1 ) { // starting the Aetheryte eventaction // player.eventStart( actorId, 0x050002, 7, 0, 0); // starting the eventaction 0x13 ( attuning ) player.eventActionStart( 0x050002, 0x13, [&]( Entity::Player& player, uint32_t eventId, uint64_t additional ) { player.sendQuestMessage( 0x050002, 0, 1, 0, 0 ); player.registerAetheryte( 2 ); player.learnAction( 1 ); Scene00051( player ); }, [&]( Entity::Player& player, uint32_t eventId, uint64_t additional ) {}, eventId ); } else if( actor == ManFst004::Actor2 ) { Scene00002( player ); } else if( actor == ManFst004::Actor3 ) { Scene00003( player ); } else if( actor == ManFst004::Actor4 ) { Scene00005( player ); } } private: void checkQuestCompletion( Entity::Player& player, uint32_t varIdx ) { if( varIdx == 3 ) { player.sendQuestMessage( m_id, 1, 0, 0, 0 ); } else if( varIdx == 2 ) { player.sendQuestMessage( m_id, 2, 0, 0, 0 ); } else { player.sendQuestMessage( m_id, 0, 0, 0, 0 ); } auto questId = m_id; auto QUEST_VAR_ATTUNE = player.getQuestUI8AL( questId ); auto QUEST_VAR_CLASS = player.getQuestUI8BH( questId ); auto QUEST_VAR_TRADE = player.getQuestUI8BL( questId ); if( QUEST_VAR_ATTUNE == 1 && QUEST_VAR_CLASS == 1 && QUEST_VAR_TRADE == 1 ) { player.updateQuest( questId, SeqFinish ); } } ////////////////////////////////////////////////////////////////////// // Available Scenes in this quest, not necessarly all are used void Scene00000( Entity::Player& player ) { player.eventPlay( m_id, 0, 0x2000, [&]( Entity::Player& player, uint32_t eventId, uint16_t param1, uint16_t param2, uint16_t param3 ) { if( param2 == 1 ) // accept quest { Scene00050( player ); } }); } void Scene00001( Entity::Player& player ) { player.eventPlay( m_id, 1, 0, [&]( Entity::Player& player, uint32_t eventId, uint16_t param1, uint16_t param2, uint16_t param3 ) { player.setQuestUI8AL( m_id, 1 ); checkQuestCompletion( player, 0 ); }); } void Scene00002( Entity::Player& player ) { player.eventPlay( m_id, 2, 0, [&]( Entity::Player& player, uint32_t eventId, uint16_t param1, uint16_t param2, uint16_t param3 ) { player.setQuestUI8BH( m_id, 1 ); checkQuestCompletion( player, 3 ); }); } void Scene00003( Entity::Player& player ) { player.eventPlay( m_id, 3, 0, [&]( Entity::Player& player, uint32_t eventId, uint16_t param1, uint16_t param2, uint16_t param3 ) { if( param2 == 1 ) { Scene00100( player ); } else { Scene00099( player ); } }); } void Scene00004( Entity::Player& player ) { player.eventPlay( m_id, 4, 0, 0, 0 ); } void Scene00005( Entity::Player& player ) { player.eventPlay( m_id, 5, FADE_OUT | CONDITION_CUTSCENE | HIDE_UI, 0, 0, [&]( Entity::Player& player, uint32_t eventId, uint16_t param1, uint16_t param2, uint16_t param3 ) { if( param2 == 1 ) // finish quest { if( player.giveQuestRewards( m_id, 0 ) ) { player.finishQuest( m_id ); } } }); } void Scene00050( Entity::Player& player ) { player.eventPlay( m_id, 50, FADE_OUT | CONDITION_CUTSCENE | HIDE_UI, 0/*unk*/, 0/*unk*/, [&]( Entity::Player& player, uint32_t eventId, uint16_t param1, uint16_t param2, uint16_t param3 ) { // accepting quest "close to home" player.updateQuest( m_id, 1 ); player.setQuestUI8CH( m_id, 1 ); // receive key item // event is done, need to teleport to real zone. player.setZone( 132 ); //player.setZone(183); back to starting griania for debug purpose }); } void Scene00051( Entity::Player& player ) { player.eventPlay( m_id, 51, 0, [&]( Entity::Player& player, uint32_t eventId, uint16_t param1, uint16_t param2, uint16_t param3 ) { Scene00001( player ); }); } void Scene00099( Entity::Player& player ) { player.eventPlay( m_id, 99, 0, [&]( Entity::Player& player, uint32_t eventId, uint16_t param1, uint16_t param2, uint16_t param3 ) { Scene00004( player ); }); } void Scene00100( Entity::Player& player ) { player.eventPlay( m_id, 100, 0, [&]( Entity::Player& player, uint32_t eventId, uint16_t param1, uint16_t param2, uint16_t param3 ) { player.setQuestUI8CH( m_id, 0 ); // remove key item, since we have just traded it player.setQuestUI8BL( m_id, 1 ); checkQuestCompletion( player, 2 ); }); } };