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MSQ more Mor Dhona

This commit is contained in:
dude22072 2022-02-28 00:34:05 -06:00
parent 18a816cd55
commit 08a2ac218f
3 changed files with 931 additions and 0 deletions

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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"
#include <Actor/Player.h>
#include <ScriptObject.h>
#include <Service.h>
#include "Actor/BNpc.h"
#include "Manager/TerritoryMgr.h"
#include "Territory/Territory.h"
// Quest Script: GaiUsc601_01001
// Quest Name: Drowning Out the Voices
// Quest ID: 66537
// Start NPC: 1006535
// End NPC: 1006535
using namespace Sapphire;
class GaiUsc601 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// BitFlag8
// UI8AH
// UI8AL
// UI8BH
// UI8BL
// UI8CH
// UI8CL
// UI8DH
/// Countable Num: 0 Seq: 1 Event: 1 Listener: 2002231
/// Countable Num: 0 Seq: 255 Event: 8 Listener: 2002231
// 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 = 1006535;//Cid
static constexpr auto Enemy0 = 4300120;
static constexpr auto Enemy1 = 4300124;
static constexpr auto Enemy2 = 4300125;
static constexpr auto Enemy3 = 4300128;
static constexpr auto Eobject0 = 2002231;
static constexpr auto Eobject1 = 2002233;
static constexpr auto Eobject2 = 2002230;
static constexpr auto Eobject3 = 2002232;
static constexpr auto Eobject4 = 2002234;
static constexpr auto Item0 = 2000766;
public:
GaiUsc601() : Sapphire::ScriptAPI::QuestScript( 66537 ){};
~GaiUsc601() = default;
//////////////////////////////////////////////////////////////////////
// Event Handlers
void onTalk( World::Quest& quest, Entity::Player& player, uint64_t actorId ) override
{
switch( actorId )
{
case Actor0:
{
if( quest.getSeq() == Seq0 )
Scene00000( quest, player );
else if( quest.getSeq() == SeqFinish )
Scene00012( quest, player );
break;
}
case Eobject0:
{
if( quest.getSeq() == Seq1 )
Scene00002( quest, player );
break;
}
case Eobject1:
{
if( quest.getSeq() == Seq1 )
Scene00004( quest, player );
break;
}
case Eobject2:
{
if( quest.getSeq() == Seq1 )
Scene00006( quest, player );
break;
}
case Eobject3:
{
if( quest.getSeq() == Seq1 )
Scene00008( quest, player );
break;
}
case Eobject4:
{
if( quest.getSeq() == Seq1 )
Scene00010( quest, player );
break;
}
}
}
void onEventItem( World::Quest& quest, Entity::Player& player, uint64_t actorId ) override
{
switch( actorId )
{
case Eobject0:
{
if( quest.getSeq() == Seq1 )
Scene00003( quest, player );
break;
}
case Eobject1:
{
if( quest.getSeq() == Seq1 )
Scene00005( quest, player );
break;
}
case Eobject2:
{
if( quest.getSeq() == Seq1 )
Scene00007( quest, player );
break;
}
case Eobject3:
{
if( quest.getSeq() == Seq1 )
Scene00009( quest, player );
break;
}
case Eobject4:
{
if( quest.getSeq() == Seq1 )
Scene00011( quest, player );
break;
}
}
}
void onBNpcKill( World::Quest& quest, Entity::BNpc& bnpc, Entity::Player& player ) override
{
switch( bnpc.getLayoutId() )
{
case Enemy0:
case Enemy1:
case Enemy2:
{
quest.setUI8CH( quest.getUI8CH() + 1 );
if( quest.getUI8CH() >= 3 )
{
quest.setUI8AH( quest.getUI8AH() + 1 );
quest.setBitFlag8( 3, true );
checkQuestCompletion( quest, player );
}
break;
}
case Enemy3:
{
quest.setUI8CL( 1 );
quest.setBitFlag8( 4, true );
quest.setUI8AH( quest.getUI8AH() + 1 );
checkQuestCompletion( quest, player );
break;
}
}
}
private:
void checkQuestCompletion( World::Quest& quest, Entity::Player& player )
{
eventMgr().sendEventNotice( player, getId(), 0, 2, quest.getUI8AH(), 5 );
if( quest.getUI8AH() >= 5 )
{
quest.setUI8AH( 0 );
quest.setUI8AL( 0 );
quest.setUI8BH( 1 );//KeyItem
quest.setUI8BL( 0 );
quest.setUI8CH( 0 );
quest.setUI8CL( 0 );
quest.setUI8DH( 0 );
quest.setSeq( SeqFinish );
}
}
//////////////////////////////////////////////////////////////////////
// Available Scenes in this quest, not necessarly all are used
//////////////////////////////////////////////////////////////////////
void Scene00000( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 0, HIDE_HOTBAR, bindSceneReturn( &GaiUsc601::Scene00000Return ) );
}
void Scene00000Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )// accept quest
{
Scene00001( quest, player );
}
}
//////////////////////////////////////////////////////////////////////
void Scene00001( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 1, HIDE_HOTBAR, bindSceneReturn( &GaiUsc601::Scene00001Return ) );
}
void Scene00001Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setSeq( Seq1 );
quest.setUI8DH( 1 );
}
//////////////////////////////////////////////////////////////////////
void Scene00002( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 2, HIDE_HOTBAR, bindSceneReturn( &GaiUsc601::Scene00002Return ) );
}
void Scene00002Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
//Opens KeyItem Inventory
}
//////////////////////////////////////////////////////////////////////
void Scene00003( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 3, HIDE_HOTBAR, bindSceneReturn( &GaiUsc601::Scene00003Return ) );
}
void Scene00003Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setUI8AL( 1 ); //Hide Eobj
quest.setBitFlag8( 1, true ); //Hide Eobj
quest.setUI8AH( quest.getUI8AH() + 1 );//Increment Journal
checkQuestCompletion( quest, player );
}
//////////////////////////////////////////////////////////////////////
void Scene00004( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 4, HIDE_HOTBAR, bindSceneReturn( &GaiUsc601::Scene00004Return ) );
}
void Scene00004Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
//Opens KeyItem Inventory
}
//////////////////////////////////////////////////////////////////////
void Scene00005( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 5, HIDE_HOTBAR, bindSceneReturn( &GaiUsc601::Scene00005Return ) );
}
void Scene00005Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setUI8BH( 1 ); //Hide Eobj
quest.setBitFlag8( 2, true ); //Hide Eobj
quest.setUI8AH( quest.getUI8AH() + 1 );//Increment Journal
checkQuestCompletion( quest, player );
}
//////////////////////////////////////////////////////////////////////
void Scene00006( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 6, HIDE_HOTBAR, bindSceneReturn( &GaiUsc601::Scene00006Return ) );
}
void Scene00006Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
//Opens KeyItem Inventory
}
//////////////////////////////////////////////////////////////////////
void Scene00007( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 7, HIDE_HOTBAR, bindSceneReturn( &GaiUsc601::Scene00007Return ) );
}
void Scene00007Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
//Enemy0,1,2
auto instance = teriMgr().getTerritoryByGuId( player.getTerritoryId() );
auto enemy0spawned = instance->getActiveBNpcByLayoutIdAndTriggerOwner( Enemy0, player.getId() );
auto enemy1spawned = instance->getActiveBNpcByLayoutIdAndTriggerOwner( Enemy1, player.getId() );
auto enemy2spawned = instance->getActiveBNpcByLayoutIdAndTriggerOwner( Enemy2, player.getId() );
if( !enemy0spawned && !enemy1spawned && !enemy2spawned && quest.getUI8CH() < 3 )
{
auto enemy0 = instance->createBNpcFromLayoutId( Enemy0, 1220 /*Find the right value*/, Common::BNpcType::Enemy, player.getId() );
auto enemy1 = instance->createBNpcFromLayoutId( Enemy1, 1220 /*Find the right value*/, Common::BNpcType::Enemy, player.getId() );
auto enemy2 = instance->createBNpcFromLayoutId( Enemy2, 1220 /*Find the right value*/, Common::BNpcType::Enemy, player.getId() );
enemy0->hateListAddDelayed( player.getAsPlayer(), 1 );
enemy1->hateListAddDelayed( player.getAsPlayer(), 1 );
enemy2->hateListAddDelayed( player.getAsPlayer(), 1 );
}
}
//////////////////////////////////////////////////////////////////////
void Scene00008( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 8, HIDE_HOTBAR, bindSceneReturn( &GaiUsc601::Scene00008Return ) );
}
void Scene00008Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
//Opens KeyItem Inventory
}
//////////////////////////////////////////////////////////////////////
void Scene00009( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 9, HIDE_HOTBAR, bindSceneReturn( &GaiUsc601::Scene00009Return ) );
}
void Scene00009Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
auto instance = teriMgr().getTerritoryByGuId( player.getTerritoryId() );
auto enemy3spawned = instance->getActiveBNpcByLayoutIdAndTriggerOwner( Enemy3, player.getId() );
if( !enemy3spawned && quest.getUI8CL() < 1 )
{
auto enemy3 = instance->createBNpcFromLayoutId( Enemy3, 1220 /*Find the right value*/, Common::BNpcType::Enemy, player.getId() );
enemy3->hateListAddDelayed( player.getAsPlayer(), 1 );
}
}
//////////////////////////////////////////////////////////////////////
void Scene00010( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 10, HIDE_HOTBAR, bindSceneReturn( &GaiUsc601::Scene00010Return ) );
}
void Scene00010Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
//Opens KeyItem Inventory
}
//////////////////////////////////////////////////////////////////////
void Scene00011( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 11, HIDE_HOTBAR, bindSceneReturn( &GaiUsc601::Scene00011Return ) );
}
void Scene00011Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setUI8BL( 1 ); //Hide Eobj
quest.setBitFlag8( 5, true ); //Hide Eobj
quest.setUI8AH( quest.getUI8AH() + 1 );//Increment Journal
checkQuestCompletion( quest, player );
}
//////////////////////////////////////////////////////////////////////
void Scene00012( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 12, HIDE_HOTBAR, bindSceneReturn( &GaiUsc601::Scene00012Return ) );
}
void Scene00012Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
Scene00013( quest, player );
}
//////////////////////////////////////////////////////////////////////
void Scene00013( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 13, HIDE_HOTBAR, bindSceneReturn( &GaiUsc601::Scene00013Return ) );
}
void Scene00013Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
player.finishQuest( getId(), result.getResult( 1 ) );
}
}
};
EXPOSE_SCRIPT( GaiUsc601 );

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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"
#include <Actor/Player.h>
#include <ScriptObject.h>
#include <Service.h>
#include "Actor/BNpc.h"
#include "Manager/TerritoryMgr.h"
#include "Territory/Territory.h"
// Quest Script: GaiUsc602_01002
// Quest Name: Acting the Part
// Quest ID: 66538
// Start NPC: 1006531
// End NPC: 1006531
using namespace Sapphire;
class GaiUsc602 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// BitFlag8
// UI8AH
// UI8AL
/// Countable Num: 0 Seq: 1 Event: 10 Listener: 5000000
/// Countable Num: 0 Seq: 255 Event: 1 Listener: 2002238
// 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 = 1006531;//Glaumunt
static constexpr auto Enemy0 = 4300144;
static constexpr auto Enemy1 = 4300145;
static constexpr auto Eobject0 = 2002238;//Destination (Seq1)
static constexpr auto Eobject1 = 2002546;
static constexpr auto Eventrange0 = 4324033;
static constexpr auto EventActionSearch = 1;
static constexpr auto EventActionWaiting = 10;
static constexpr auto LocAction1 = 1014;
static constexpr auto LocAction2 = 82;
static constexpr auto LocAction3 = 587;
static constexpr auto LocActor0 = 1002910;
static constexpr auto LocActor1 = 1002910;
static constexpr auto LocPosActor0 = 4329221;
static constexpr auto LocPosActor1 = 4329222;
static constexpr auto Reward0 = 23;
public:
GaiUsc602() : Sapphire::ScriptAPI::QuestScript( 66538 ){};
~GaiUsc602() = default;
//////////////////////////////////////////////////////////////////////
// Event Handlers
void onTalk( World::Quest& quest, Entity::Player& player, uint64_t actorId ) override
{
switch( actorId )
{
case Actor0:
{
if( quest.getSeq() == Seq0 )
Scene00000( quest, player );
else if( quest.getSeq() == SeqFinish )
Scene00007( quest, player );
break;
}
case Eobject0:
{
if( quest.getUI8AL() < 2 )
Scene00003( quest, player );
else
eventMgr().eventActionStart(
player, getId(), EventActionWaiting,
[ & ]( Entity::Player& player, uint32_t eventId, uint64_t additional ) {
Scene00004( quest, player );
},
nullptr, 0 );
break;
}
}
}
void onBNpcKill( World::Quest& quest, Entity::BNpc& bnpc, Entity::Player& player ) override
{
switch( bnpc.getLayoutId() )
{
case Enemy0:
case Enemy1:
{
quest.setUI8AL( quest.getUI8AL() + 1 );
break;
}
}
}
void onWithinRange( World::Quest& quest, Entity::Player& player, uint32_t eventId, uint32_t param1, float x, float y, float z ) override
{
if( param1 == Eventrange0 )
{
auto instance = teriMgr().getTerritoryByGuId( player.getTerritoryId() );
auto enemy0spawned = instance->getActiveBNpcByLayoutIdAndTriggerOwner( Enemy0, player.getId() );
auto enemy1spawned = instance->getActiveBNpcByLayoutIdAndTriggerOwner( Enemy1, player.getId() );
if( !enemy0spawned && !enemy1spawned && quest.getUI8AL() < 2 )
Scene00002( quest, player );
}
}
private:
//////////////////////////////////////////////////////////////////////
// Available Scenes in this quest, not necessarly all are used
//////////////////////////////////////////////////////////////////////
void Scene00000( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 0, HIDE_HOTBAR, bindSceneReturn( &GaiUsc602::Scene00000Return ) );
}
void Scene00000Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )// accept quest
{
Scene00001( quest, player );
}
}
//////////////////////////////////////////////////////////////////////
void Scene00001( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 1, HIDE_HOTBAR, bindSceneReturn( &GaiUsc602::Scene00001Return ) );
}
void Scene00001Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setSeq( Seq1 );
}
//////////////////////////////////////////////////////////////////////
void Scene00002( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 2, HIDE_HOTBAR, bindSceneReturn( &GaiUsc602::Scene00002Return ) );
}
void Scene00002Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
auto instance = teriMgr().getTerritoryByGuId( player.getTerritoryId() );
auto enemy0 = instance->createBNpcFromLayoutId( Enemy0, 1220 /*Find the right value*/, Common::BNpcType::Enemy, player.getId() );
auto enemy1 = instance->createBNpcFromLayoutId( Enemy1, 1220 /*Find the right value*/, Common::BNpcType::Enemy, player.getId() );
enemy0->hateListAddDelayed( player.getAsPlayer(), 1 );
enemy1->hateListAddDelayed( player.getAsPlayer(), 1 );
}
//////////////////////////////////////////////////////////////////////
void Scene00003( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 3, HIDE_HOTBAR, bindSceneReturn( &GaiUsc602::Scene00003Return ) );
}
void Scene00003Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00004( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 4, FADE_OUT | CONDITION_CUTSCENE | HIDE_UI, bindSceneReturn( &GaiUsc602::Scene00004Return ) );
}
void Scene00004Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
eventMgr().sendEventNotice( player, getId(), 0, 0 );
quest.setSeq( SeqFinish );
}
//////////////////////////////////////////////////////////////////////
void Scene00005( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 5, HIDE_HOTBAR, bindSceneReturn( &GaiUsc602::Scene00005Return ) );
}
void Scene00005Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00006( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 6, HIDE_HOTBAR, bindSceneReturn( &GaiUsc602::Scene00006Return ) );
}
void Scene00006Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00007( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 7, HIDE_HOTBAR, bindSceneReturn( &GaiUsc602::Scene00007Return ) );
}
void Scene00007Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
//TODO:Reward Imperial Salute?
player.finishQuest( getId(), result.getResult( 1 ) );
}
}
};
EXPOSE_SCRIPT( GaiUsc602 );

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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"
#include <Actor/Player.h>
#include <ScriptObject.h>
#include <Service.h>
#include <Actor/BNpc.h>
// Quest Script: GaiUsc603_01003
// Quest Name: Dressed for Conquest
// Quest ID: 66539
// Start NPC: 1006552
// End NPC: 1006552
using namespace Sapphire;
class GaiUsc603 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// BitFlag8
// UI8AL
// UI8BH
// UI8BL
// UI8CH
/// Countable Num: 0 Seq: 1 Event: 9 Listener: 64
/// Countable Num: 0 Seq: 1 Event: 9 Listener: 63
/// Countable Num: 0 Seq: 2 Event: 9 Listener: 62
/// Countable Num: 0 Seq: 3 Event: 9 Listener: 55
/// Countable Num: 0 Seq: 3 Event: 9 Listener: 61
/// Countable Num: 0 Seq: 255 Event: 1 Listener: 1006552
// 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,
Seq2 = 2,
Seq3 = 3,
SeqFinish = 255,
};
// Entities found in the script data of the quest
static constexpr auto Actor0 = 1006552;//Sark Malark
static constexpr auto Actor1 = 1001685;//Aethelwine
static constexpr auto Actor2 = 1001000;
static constexpr auto Enemy0 = 64;//5th Cohort Signifer
static constexpr auto Enemy1 = 63;//5th Cohort Secutor
static constexpr auto Enemy2 = 62;//5th Cohort Eques
static constexpr auto Enemy3 = 55;//5th Cohort Hoplomachus
static constexpr auto Enemy4 = 61;//5th Cohort Laquearius
static constexpr auto Item0 = 2000767;
static constexpr auto Item1 = 2000768;
static constexpr auto Item2 = 2000769;
static constexpr auto Item3 = 2000770;
static constexpr auto LocActor1 = 1001682;
static constexpr auto LocActor2 = 1001013;
static constexpr auto LocPosActor1 = 4308329;
static constexpr auto LocPosActor2 = 2367980;
public:
GaiUsc603() : Sapphire::ScriptAPI::QuestScript( 66539 ){};
~GaiUsc603() = default;
//////////////////////////////////////////////////////////////////////
// Event Handlers
void onTalk( World::Quest& quest, Entity::Player& player, uint64_t actorId ) override
{
switch( actorId )
{
case Actor0:
{
if( quest.getSeq() == Seq0 )
Scene00000( quest, player );
else if( quest.getSeq() == Seq2 )
Scene00002( quest, player );
else if( quest.getSeq() == SeqFinish )
Scene00008( quest, player );
break;
}
case Actor1:
{
if( quest.getSeq() == Seq3 )
Scene00004( quest, player );
break;
}
case Actor2:
{
if( quest.getSeq() == Seq3 )
Scene00006( quest, player );
break;
}
}
}
void onBNpcKill( World::Quest& quest, Entity::BNpc& bnpc, Entity::Player& player ) override
{
switch( bnpc.getBNpcBaseId() )
{
case Enemy0:
case Enemy1:
case Enemy2:
{
quest.setUI8BL( quest.getUI8BL() + 1 );
eventMgr().sendEventNotice( player, getId(), 0, 2, quest.getUI8BL(), 3 );
checkQuestCompletion( quest, player );
break;
}
case Enemy3:
case Enemy4:
{
quest.setUI8CH( quest.getUI8CH() + 1 );
eventMgr().sendEventNotice( player, getId(), 1, 2, quest.getUI8CH(), 3 );
checkQuestCompletion( quest, player );
break;
}
}
}
private:
void checkQuestCompletion( World::Quest& quest, Entity::Player& player, bool secondSeqCheck = false )
{
if( !secondSeqCheck )
{
if( quest.getUI8CH() >= 3 && quest.getUI8BL() >= 3 )
{
quest.setUI8BH( 3 );
quest.setUI8BL( 3 );
quest.setUI8AH( 0 );
quest.setSeq( Seq2 );
}
}
else
{
if( quest.getUI8AL() > 0 && quest.getUI8BH() > 0 )
{
quest.setSeq( SeqFinish );
quest.setUI8BH( 3 );
quest.setUI8BL( 3 );
quest.setUI8AL( 0 );
quest.setUI8AH( 0 );
}
}
}
//////////////////////////////////////////////////////////////////////
// Available Scenes in this quest, not necessarly all are used
//////////////////////////////////////////////////////////////////////
void Scene00000( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 0, HIDE_HOTBAR, bindSceneReturn( &GaiUsc603::Scene00000Return ) );
}
void Scene00000Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )// accept quest
{
Scene00001( quest, player );
}
}
//////////////////////////////////////////////////////////////////////
void Scene00001( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 1, HIDE_HOTBAR, bindSceneReturn( &GaiUsc603::Scene00001Return ) );
}
void Scene00001Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setSeq( Seq1 );
}
//////////////////////////////////////////////////////////////////////
void Scene00002( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 2, HIDE_HOTBAR, bindSceneReturn( &GaiUsc603::Scene00002Return ) );
}
void Scene00002Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
Scene00003( quest, player );
}
//////////////////////////////////////////////////////////////////////
void Scene00003( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 3, HIDE_HOTBAR, bindSceneReturn( &GaiUsc603::Scene00003Return ) );
}
void Scene00003Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
eventMgr().sendEventNotice( player, getId(), 2, 0 );
quest.setSeq( Seq3 );
quest.setUI8AL( 0 );
quest.setUI8BH( 0 );
quest.setUI8BL( 3 );
quest.setUI8CH( 3 );
}
//////////////////////////////////////////////////////////////////////
void Scene00004( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 4, HIDE_HOTBAR, bindSceneReturn( &GaiUsc603::Scene00004Return ) );
}
void Scene00004Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
Scene00005( quest, player );
}
//////////////////////////////////////////////////////////////////////
void Scene00005( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 5, FADE_OUT | CONDITION_CUTSCENE | HIDE_UI, bindSceneReturn( &GaiUsc603::Scene00005Return ) );
}
void Scene00005Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setUI8AL( 1 );
eventMgr().sendEventNotice( player, getId(), 3, 0 );
checkQuestCompletion( quest, player, true );
}
//////////////////////////////////////////////////////////////////////
void Scene00006( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 6, HIDE_HOTBAR, bindSceneReturn( &GaiUsc603::Scene00006Return ) );
}
void Scene00006Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
Scene00007( quest, player );
}
//////////////////////////////////////////////////////////////////////
void Scene00007( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 7, FADE_OUT | CONDITION_CUTSCENE | HIDE_UI, bindSceneReturn( &GaiUsc603::Scene00007Return ) );
}
void Scene00007Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
quest.setUI8BH( 1 );
eventMgr().sendEventNotice( player, getId(), 4, 0 );
checkQuestCompletion( quest, player, true );
}
//////////////////////////////////////////////////////////////////////
void Scene00008( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 8, HIDE_HOTBAR, bindSceneReturn( &GaiUsc603::Scene00008Return ) );
}
void Scene00008Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
Scene00009( quest, player );
}
//////////////////////////////////////////////////////////////////////
void Scene00009( World::Quest& quest, Entity::Player& player )
{
eventMgr().playQuestScene( player, getId(), 9, HIDE_HOTBAR, bindSceneReturn( &GaiUsc603::Scene00009Return ) );
}
void Scene00009Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
{
if( result.getResult( 0 ) == 1 )
{
player.finishQuest( getId() );
}
}
};
EXPOSE_SCRIPT( GaiUsc603 );