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sapphire/scripts/chai/quest/ManFst003.chai_generated
2017-08-29 23:22:41 +02:00

246 lines
7.3 KiB
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// 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....
}