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sapphire/src/scripts/quest/classquest/ARC/ClsArc100.cpp

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// 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, move it to the correct folder in <root>/scripts/
#include "Manager/EventMgr.h"
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#include <Actor/Player.h>
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#include <ScriptObject.h>
#include <Service.h>
// Quest Script: ClsArc100_00219
// Quest Name: My First Bow
// Quest ID: 65755
// Start NPC: 1000200
// End NPC: 1000200
using namespace Sapphire;
class ClsArc100 : public Sapphire::ScriptAPI::QuestScript
{
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private:
// Basic quest information
// Quest vars / flags used
// UI8AL
// UI8BH
// UI8BL
/// Countable Num: 3 Seq: 1 Event: 5 Listener: 37
/// Countable Num: 3 Seq: 1 Event: 5 Listener: 49
/// Countable Num: 3 Seq: 1 Event: 5 Listener: 47
/// Countable Num: 1 Seq: 255 Event: 1 Listener: 1000200
// 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,
};
// Entities found in the script data of the quest
static constexpr auto Actor0 = 1000200;
static constexpr auto Enemy0 = 37;//Ground Squirrel
static constexpr auto Enemy1 = 49;//Little Ladybug
static constexpr auto Enemy2 = 47;//Foest Funguar
static constexpr auto Seq0Actor0 = 0;
static constexpr auto Seq2Actor0 = 1;
public:
ClsArc100() : Sapphire::ScriptAPI::QuestScript( 65755 ){};
~ClsArc100() = default;
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//////////////////////////////////////////////////////////////////////
// Event Handlers
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void onTalk( World::Quest& quest, Entity::Player& player, uint64_t actorId ) override
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{
switch( actorId )
{
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case Actor0:
{
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if( quest.getSeq() == Seq0 )
Scene00000( quest, player );
else if( quest.getSeq() == SeqFinish )
Scene00001( quest, player );
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break;
}
}
}
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void onBNpcKill( World::Quest& quest, uint16_t nameId, uint32_t entityId, Sapphire::Entity::Player& player ) override
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{
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if( nameId != Enemy0 && nameId != Enemy1 && nameId != Enemy2 )
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return;
auto currentKC37 = quest.getUI8AL() + 1;
auto currentKC49 = quest.getUI8BH() + 1;
auto currentKC47 = quest.getUI8BL() + 1;
switch( nameId )
{
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case Enemy0:
{
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if( currentKC37 >= 3 )
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{
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quest.setUI8AL( currentKC37 );
checkQuestCompletion( quest, player );
eventMgr().sendEventNotice( player, getId(), 0, 2, currentKC37, 3 );
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}
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else if( currentKC37 < 3 )
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{
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quest.setUI8AL( currentKC37 );
eventMgr().sendEventNotice( player, getId(), 0, 2, currentKC37, 3 );
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}
break;
}
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case Enemy1:
{
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if( currentKC49 >= 3 )
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{
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quest.setUI8BH( currentKC49 );
checkQuestCompletion( quest, player );
eventMgr().sendEventNotice( player, getId(), 1, 2, currentKC49, 3 );
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}
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else if( currentKC49 < 3 )
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{
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quest.setUI8BH( currentKC49 );
eventMgr().sendEventNotice( player, getId(), 1, 2, currentKC49, 3 );
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}
break;
}
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case Enemy2:
{
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if( currentKC47 >= 3 )
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{
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quest.setUI8BL( currentKC47 );
checkQuestCompletion( quest, player );
eventMgr().sendEventNotice( player, getId(), 2, 2, currentKC47, 3 );
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}
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else if( currentKC47 < 3 )
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{
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quest.setUI8BL( currentKC47 );
eventMgr().sendEventNotice( player, getId(), 2, 2, currentKC47, 3 );
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}
break;
}
}
}
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private:
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void checkQuestCompletion( World::Quest& quest, Entity::Player& player )
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{
auto currentKC37 = quest.getUI8AL();
auto currentKC49 = quest.getUI8BH();
auto currentKC47 = quest.getUI8BL();
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if( currentKC37 == 3 && currentKC49 == 3 && currentKC47 == 3 )
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{
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quest.setUI8AL( 0 );
quest.setUI8BH( 0 );
quest.setUI8BL( 0 );
eventMgr().sendEventNotice( player, getId(), 3, 0 );
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quest.setSeq( SeqFinish );
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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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void Scene00000( World::Quest& quest, Entity::Player& player )
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{
eventMgr().playQuestScene( player, getId(), 0, NONE, bindSceneReturn( &ClsArc100::Scene00000Return ) );
}
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void Scene00000Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
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{
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if( result.getResult( 0 ) == 1 )// accept quest
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{
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quest.setSeq( Seq1 );
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}
}
//////////////////////////////////////////////////////////////////////
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void Scene00001( World::Quest& quest, Entity::Player& player )
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{
eventMgr().playQuestScene( player, getId(), 1, NONE, bindSceneReturn( &ClsArc100::Scene00001Return ) );
}
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void Scene00001Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
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{
if( result.getResult( 0 ) == 1 )
{
player.finishQuest( getId() );
}
}
};
EXPOSE_SCRIPT( ClsArc100 );