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I have decided to remove the individual script dedicated to WarpTaxi in order to manage the event directly within the scriptMgr.I have started to implement the logic to evaluate the unlocking conditions for a warpTaxi.
Currently, it is possible to evaluate the completion of the necessary quests indicated in the exdData WarpCondition, level and gil required.
Pros
Fixed
What's missing?
Extra scene just before requestMoveTerritory between Scene1001's result and the Scene1002 eventPlay... Annoying and need to understand how to hide it
Just after the last cutscene, you can see the player on startEvent position just before the warp Event.
Actually this does not break the correct event ( it's just annoying that the warp does not execute just before the fade out... ) and leave the player with an annoying "The scene cannot be skipped" message...
Housing ferries have a completely different warp logic compared to normal warps.
After the exitRange script, we are able to trigger general eventId.
Still remain a necessary implementation to "remember" last popRange on wardChange event ( the objective is store the last popRange pos to use on wardChange event ).
The warp Event works as expected and block players that are not eligible.