#include #include #include // Quest Script: SubWil022_00395 // Quest Name: The Wealth of Nations // Quest ID: 65931 // Start NPC: 1001657 // End NPC: 1001679 class SubWil022 : public EventScript { private: // Basic quest information // Quest vars / flags used // GetQuestUI8AL // GetQuestUI8BH enum Sequence : uint8_t { Seq0 = 0, SeqFinish = 255, }; // Quest rewards static constexpr auto RewardExpFactor = 50; static constexpr auto RewardGil = 111; // Entities found in the script data of the quest static constexpr auto Actor0 = 1001657; static constexpr auto Actor1 = 1001679; static constexpr auto Item0 = 2000197; static constexpr auto Seq0Actor0 = 0; static constexpr auto Seq1Actor1 = 1; static constexpr auto Seq1Actor1Npctradeno = 99; static constexpr auto Seq1Actor1Npctradeok = 100; public: SubWil022() : EventScript( 65931 ){}; ~SubWil022(){}; void onTalk( uint32_t eventId, Entity::Player& player, uint64_t actorId ) override { auto actor = Event::mapEventActorToRealActor( static_cast< uint32_t >( actorId ) ); if( actor == Actor0 ) { Scene00000( player ); } else if( actor == Actor1 ) { Scene00001( player ); } } private: void Scene00000( Entity::Player& player ) { player.playScene( getId(), 0, HIDE_HOTBAR, [&]( Entity::Player& player, const Event::SceneResult& result ) { if( result.param2 == 1 ) { player.updateQuest( getId(), SeqFinish ); player.setQuestUI8BH( getId(), 1 ); } } ); } void Scene00001( Entity::Player& player ) { player.playScene( getId(), 1, HIDE_HOTBAR, [&]( Entity::Player& player, const Event::SceneResult& result ) { if( result.param2 == 1 ) { Scene00100( player ); } else return; } ); } void Scene00099( Entity::Player& player ) { player.playScene( getId(), 99, HIDE_HOTBAR, [&]( Entity::Player& player, const Event::SceneResult& result ) { }); } void Scene00100( Entity::Player& player ) { player.playScene( getId(), 100, HIDE_HOTBAR, [&]( Entity::Player& player, const Event::SceneResult& result ) { if( result.param2 == 1 ) { if( player.giveQuestRewards( getId(), 0 ) ) player.finishQuest( getId() ); } } ); } };