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182 lines
5 KiB
C++
182 lines
5 KiB
C++
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// This is an automatically generated C++ 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, move it to the correct folder in <root>/scripts/
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#include <Actor/Player.h>
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#include "Manager/EventMgr.h"
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#include <ScriptObject.h>
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#include <Service.h>
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// Quest Script: ClsArc100_00219
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// Quest Name: My First Bow
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// Quest ID: 65755
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// Start NPC: 1000200
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// End NPC: 1000200
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using namespace Sapphire;
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class ClsArc100 : public Sapphire::ScriptAPI::QuestScript
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{
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private:
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// Basic quest information
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// Quest vars / flags used
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// UI8AL
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// UI8BH
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// UI8BL
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/// Countable Num: 3 Seq: 1 Event: 5 Listener: 37
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/// Countable Num: 3 Seq: 1 Event: 5 Listener: 49
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/// Countable Num: 3 Seq: 1 Event: 5 Listener: 47
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/// Countable Num: 1 Seq: 255 Event: 1 Listener: 1000200
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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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enum Sequence : uint8_t
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{
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Seq0 = 0,
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Seq1 = 1,
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SeqFinish = 255,
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};
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// Entities found in the script data of the quest
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static constexpr auto Actor0 = 1000200;
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static constexpr auto Enemy0 = 37; //Ground Squirrel
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static constexpr auto Enemy1 = 49; //Little Ladybug
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static constexpr auto Enemy2 = 47; //Foest Funguar
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static constexpr auto Seq0Actor0 = 0;
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static constexpr auto Seq2Actor0 = 1;
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public:
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ClsArc100() : Sapphire::ScriptAPI::QuestScript( 65755 ){};
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~ClsArc100() = default;
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//////////////////////////////////////////////////////////////////////
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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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{
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switch( actorId )
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{
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case Actor0:
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{
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if (quest.getSeq() == Seq0)
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Scene00000(quest, player);
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else if (quest.getSeq() == SeqFinish)
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Scene00001(quest, player);
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break;
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}
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}
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}
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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;
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auto currentKC37 = quest.getUI8AL() + 1;
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auto currentKC49 = quest.getUI8BH() + 1;
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auto currentKC47 = quest.getUI8BL() + 1;
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switch( nameId )
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{
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case Enemy0: {
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if (currentKC37 >= 3)
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{
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quest.setUI8AL(currentKC37);
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checkQuestCompletion(quest, player);
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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);
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eventMgr().sendEventNotice(player, getId(), 0, 2, currentKC37, 3);
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}
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break;
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}
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case Enemy1: {
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if (currentKC49 >= 3)
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{
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quest.setUI8BH(currentKC49);
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checkQuestCompletion(quest, player);
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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);
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eventMgr().sendEventNotice(player, getId(), 1, 2, currentKC49, 3);
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}
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break;
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}
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case Enemy2: {
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if (currentKC47 >= 3)
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{
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quest.setUI8BL(currentKC47);
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checkQuestCompletion(quest, player);
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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);
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eventMgr().sendEventNotice(player, getId(), 2, 2, currentKC47, 3);
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}
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break;
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}
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}
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}
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private:
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void checkQuestCompletion(World::Quest& quest, Entity::Player& player)
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{
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auto currentKC37 = quest.getUI8AL();
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auto currentKC49 = quest.getUI8BH();
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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);
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quest.setUI8BH(0);
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quest.setUI8BL(0);
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quest.setSeq(SeqFinish);
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}
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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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//////////////////////////////////////////////////////////////////////
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void Scene00000( World::Quest& quest, Entity::Player& player )
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{
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eventMgr().playQuestScene( player, getId(), 0, NONE, bindSceneReturn( &ClsArc100::Scene00000Return ) );
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}
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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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}
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//////////////////////////////////////////////////////////////////////
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void Scene00001( World::Quest& quest, Entity::Player& player )
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{
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eventMgr().playQuestScene( player, getId(), 1, NONE, bindSceneReturn( &ClsArc100::Scene00001Return ) );
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}
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void Scene00001Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
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{
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if( result.getResult( 0 ) == 1 )
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{
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player.finishQuest( getId() );
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}
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}
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};
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EXPOSE_SCRIPT( ClsArc100 );
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