mirror of
https://github.com/SapphireServer/Sapphire.git
synced 2025-04-22 12:47:45 +00:00
246 lines
7.3 KiB
Text
246 lines
7.3 KiB
Text
// This is an automatically generated chai script template
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// Content needs to be added by hand to make it function
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// In order for this script to be loaded, change its extension to .chai
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// Quest Script: ManFst003_00123
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// Quest Name: Close to Home
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// Quest ID: 65659
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// Start NPC: 1001140
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// End NPC: 1000100
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class ManFst003
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{
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var name;
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var id;
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var SEQ_0;
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var SEQ_1;
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var SEQ_FINISH;
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var SEQ_OFFER;
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var RewardExpFactor;
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var RewardGil;
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var ACTOR0;
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var SEQ_0_ACTOR0;
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var ITEM0;
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var ACTOR1;
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var SEQ_1_ACTOR1;
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var ACTOR2;
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var SEQ_1_ACTOR2;
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var ACTOR3;
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var SEQ_1_ACTOR3;
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var SEQ_1_ACTOR3_NPCTRADEOK;
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var SEQ_1_ACTOR3_NPCTRADENO;
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var SEQ_1_ACTOR0;
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var ACTOR4;
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var SEQ_2_ACTOR4;
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var TERRITORYTYPE0;
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var POPRANGE0;
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var LOC_MARKER_01;
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var LOC_MARKER_02;
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var LOC_MARKER_03;
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var LOC_MARKER_04;
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var LOC_MARKER_05;
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var LOC_MARKER_06;
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var LOC_MARKER_07;
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var LOC_MARKER_08;
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var LOC_MARKER_09;
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var SEQ_0_ACTOR0_LQ;
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var UNLOCK_DESION;
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var REWARD_DESION;
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var HOW_TO_MAP_AND_NAVI;
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var HOW_TO_DESION;
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var ACTOR20;
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var SEQ_1_ACTOR1_WAIT;
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var LOC_ACTOR0;
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var BIND_ACTOR0;
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var LOC_MOTION0;
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//////////////////////////////////////////////////////////////////////
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// default ctor
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def ManFst003()
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{
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// Basic quest information
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this.name = "Close to Home";
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this.id = 65659;
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// These are the quest vars / flags used in this quest
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// GetQuestBitFlag8
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// GetQuestUI8AL
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// GetQuestUI8BH
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// GetQuestUI8BL
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// GetQuestUI8CH
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// Steps in this quest ( 0 is before accepting,
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// 1 is first, 255 means ready for turning it in
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this.SEQ_0 = 0;
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this.SEQ_1 = 1;
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this.SEQ_FINISH = 255;
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//this.SEQ_OFFER = ?;
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// Quest rewards
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this.RewardExpFactor = 100;
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this.RewardGil = 107;
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// Entities found in the script data of the quest
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// some of these may be useful
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this.ACTOR0 = 1001140;
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this.ACTOR1 = 2;
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this.ACTOR2 = 1000197;
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this.ACTOR20 = 1000159;
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this.ACTOR3 = 1000768;
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this.ACTOR4 = 1000100;
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this.BIND_ACTOR0 = 6229224;
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this.HOW_TO_DESION = 13;
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this.HOW_TO_MAP_AND_NAVI = 4;
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this.ITEM0 = 2000119;
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this.LOC_ACTOR0 = 1003159;
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this.LOC_MARKER_01 = 2153091;
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this.LOC_MARKER_02 = 2153104;
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this.LOC_MARKER_03 = 2153111;
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this.LOC_MARKER_04 = 2154539;
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this.LOC_MARKER_05 = 2154540;
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this.LOC_MARKER_06 = 2154541;
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this.LOC_MARKER_07 = 2210446;
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this.LOC_MARKER_08 = 2210454;
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this.LOC_MARKER_09 = 2210461;
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this.LOC_MOTION0 = 799;
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this.POPRANGE0 = 2280858;
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this.REWARD_DESION = 1;
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this.SEQ_0_ACTOR0 = 0;
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this.SEQ_0_ACTOR0_LQ = 50;
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this.SEQ_1_ACTOR0 = 4;
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this.SEQ_1_ACTOR1 = 1;
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this.SEQ_1_ACTOR1_WAIT = 51;
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this.SEQ_1_ACTOR2 = 2;
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this.SEQ_1_ACTOR3 = 3;
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this.SEQ_1_ACTOR3_NPCTRADENO = 99;
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this.SEQ_1_ACTOR3_NPCTRADEOK = 100;
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this.SEQ_2_ACTOR4 = 5;
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this.TERRITORYTYPE0 = 132;
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this.UNLOCK_DESION = 14;
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}
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//////////////////////////////////////////////////////////////////////
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// Available Scenes in this quest, not necessarly all are used
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def Scene00000( player, eventId )
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{
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player.eventPlay( eventId, 0, 0/*flags*/, 0/*unk*/, 0/*unk*/,
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fun( player, eventId, subEvent, param1, param2, param3 )
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{
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var quest = ManFst003();
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// Callback area for this scene, called when the scene finishes
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// Add logic here!!!
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});
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}
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def Scene00001( player, eventId )
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{
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player.eventPlay( eventId, 1, 0/*flags*/, 0/*unk*/, 0/*unk*/,
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fun( player, eventId, subEvent, param1, param2, param3 )
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{
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var quest = ManFst003();
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// Callback area for this scene, called when the scene finishes
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// Add logic here!!!
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});
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}
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def Scene00002( player, eventId )
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{
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player.eventPlay( eventId, 2, 0/*flags*/, 0/*unk*/, 0/*unk*/,
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fun( player, eventId, subEvent, param1, param2, param3 )
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{
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var quest = ManFst003();
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// Callback area for this scene, called when the scene finishes
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// Add logic here!!!
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});
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}
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def Scene00003( player, eventId )
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{
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player.eventPlay( eventId, 3, 0/*flags*/, 0/*unk*/, 0/*unk*/,
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fun( player, eventId, subEvent, param1, param2, param3 )
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{
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var quest = ManFst003();
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// Callback area for this scene, called when the scene finishes
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// Add logic here!!!
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});
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}
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def Scene00004( player, eventId )
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{
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player.eventPlay( eventId, 4, 0/*flags*/, 0/*unk*/, 0/*unk*/,
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fun( player, eventId, subEvent, param1, param2, param3 )
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{
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var quest = ManFst003();
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// Callback area for this scene, called when the scene finishes
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// Add logic here!!!
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});
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}
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def Scene00005( player, eventId )
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{
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player.eventPlay( eventId, 5, 0/*flags*/, 0/*unk*/, 0/*unk*/,
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fun( player, eventId, subEvent, param1, param2, param3 )
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{
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var quest = ManFst003();
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// Callback area for this scene, called when the scene finishes
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// Add logic here!!!
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});
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}
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def Scene00050( player, eventId )
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{
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player.eventPlay( eventId, 50, 0/*flags*/, 0/*unk*/, 0/*unk*/,
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fun( player, eventId, subEvent, param1, param2, param3 )
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{
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var quest = ManFst003();
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// Callback area for this scene, called when the scene finishes
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// Add logic here!!!
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});
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}
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def Scene00051( player, eventId )
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{
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player.eventPlay( eventId, 51, 0/*flags*/, 0/*unk*/, 0/*unk*/,
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fun( player, eventId, subEvent, param1, param2, param3 )
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{
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var quest = ManFst003();
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// Callback area for this scene, called when the scene finishes
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// Add logic here!!!
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});
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}
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def Scene00099( player, eventId )
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{
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player.eventPlay( eventId, 99, 0/*flags*/, 0/*unk*/, 0/*unk*/,
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fun( player, eventId, subEvent, param1, param2, param3 )
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{
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var quest = ManFst003();
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// Callback area for this scene, called when the scene finishes
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// Add logic here!!!
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});
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}
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def Scene00100( player, eventId )
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{
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player.eventPlay( eventId, 100, 0/*flags*/, 0/*unk*/, 0/*unk*/,
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fun( player, eventId, subEvent, param1, param2, param3 )
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{
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var quest = ManFst003();
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// Callback area for this scene, called when the scene finishes
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// Add logic here!!!
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});
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}
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};
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//////////////////////////////////////////////////////////////////////
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// Entry function for this quest
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def ManFst003_START(player, actorId, eventId)
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{
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var quest = ManFst003();
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var actor = mapActor( actorId );
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// Script content to be added here....
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}
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