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ARC quests formatting

This commit is contained in:
dude22072 2022-01-14 01:26:54 -06:00
parent d78523a072
commit 55d212ddf6
11 changed files with 1370 additions and 1499 deletions

View file

@ -2,8 +2,8 @@
// 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 <Actor/Player.h>
#include "Manager/EventMgr.h"
#include <Actor/Player.h>
#include <ScriptObject.h>
#include <Service.h>
@ -17,87 +17,85 @@ using namespace Sapphire;
class ClsArc000 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// UI8AL
// UI8BH
// UI8BL
private:
// Basic quest information
// Quest vars / flags used
// UI8AL
// UI8BH
// UI8BL
/// Countable Num: 1 Seq: 1 Event: 1 Listener: 1000200
/// Countable Num: 3 Seq: 2 Event: 5 Listener: 37
/// Countable Num: 3 Seq: 2 Event: 5 Listener: 49
/// Countable Num: 3 Seq: 2 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,
Seq2 = 2,
SeqFinish = 255,
};
/// Countable Num: 1 Seq: 1 Event: 1 Listener: 1000200
/// Countable Num: 3 Seq: 2 Event: 5 Listener: 37
/// Countable Num: 3 Seq: 2 Event: 5 Listener: 49
/// Countable Num: 3 Seq: 2 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,
Seq2 = 2,
SeqFinish = 255,
};
// Entities found in the script data of the quest
static constexpr auto Actor0 = 1000197;
static constexpr auto Actor1 = 1000200;
static constexpr auto Enemy0 = 37;
static constexpr auto Enemy1 = 49;
static constexpr auto Enemy2 = 47;
static constexpr auto LocFace0 = 604;
static constexpr auto LocFace1 = 605;
static constexpr auto LogmessageMonsterNotePageUnlock = 1008;
static constexpr auto Seq0Actor0 = 0;
static constexpr auto Seq1Actor1 = 1;
static constexpr auto Seq3Actor1 = 2;
static constexpr auto UnlockImageMonsterNote = 32;
// Entities found in the script data of the quest
static constexpr auto Actor0 = 1000197;
static constexpr auto Actor1 = 1000200;
static constexpr auto Enemy0 = 37;
static constexpr auto Enemy1 = 49;
static constexpr auto Enemy2 = 47;
static constexpr auto LocFace0 = 604;
static constexpr auto LocFace1 = 605;
static constexpr auto LogmessageMonsterNotePageUnlock = 1008;
static constexpr auto Seq0Actor0 = 0;
static constexpr auto Seq1Actor1 = 1;
static constexpr auto Seq3Actor1 = 2;
static constexpr auto UnlockImageMonsterNote = 32;
public:
ClsArc000() : Sapphire::ScriptAPI::QuestScript( 65557 ){};
~ClsArc000() = default;
public:
ClsArc000() : Sapphire::ScriptAPI::QuestScript( 65557 ){};
~ClsArc000() = default;
//////////////////////////////////////////////////////////////////////
// Event Handlers
void onTalk( World::Quest& quest, Entity::Player& player, uint64_t actorId ) override
void onTalk( World::Quest &quest, Entity::Player &player, uint64_t actorId ) override
{
switch( actorId )
{
case Actor0:
{
Scene00000(quest, player);
case Actor0: {
Scene00000( quest, player );
break;
}
case Actor1:
{
if (quest.getSeq() == Seq1)
Scene00001(quest, player);
case Actor1: {
if( quest.getSeq() == Seq1 )
Scene00001( quest, player );
else
Scene00002(quest, player);
Scene00002( quest, player );
break;
}
}
}
void onBNpcKill(World::Quest& quest, uint16_t nameId, uint32_t entityId, Sapphire::Entity::Player& player) override
void onBNpcKill( World::Quest &quest, uint16_t nameId, uint32_t entityId, Sapphire::Entity::Player &player ) override
{
if (entityId != Enemy0 && entityId != Enemy1 && entityId != Enemy2)
if( nameId != Enemy0 && nameId != Enemy1 && nameId != Enemy2 )
return;
switch(entityId)
switch( nameId )
{
case Enemy0: {
auto currentKC37 = quest.getUI8AL();
if (currentKC37 + 1 >= 3)
if( currentKC37 + 1 >= 3 )
{
checkQuestCompletion(quest, player, 1);
quest.setUI8AL(currentKC37 + 1);
checkQuestCompletion( quest, player, 1 );
quest.setUI8AL( currentKC37 + 1 );
}
else
{
quest.setUI8AL(currentKC37 + 1);
eventMgr().sendEventNotice(player, getId(), 1, 2, currentKC37 + 1, 3);
quest.setUI8AL( currentKC37 + 1 );
eventMgr().sendEventNotice( player, getId(), 1, 2, currentKC37 + 1, 3 );
}
break;
@ -105,15 +103,15 @@ class ClsArc000 : public Sapphire::ScriptAPI::QuestScript
case Enemy1: {
auto currentKC49 = quest.getUI8BH();
if (currentKC49 + 1 >= 3)
if( currentKC49 + 1 >= 3 )
{
checkQuestCompletion(quest, player, 2);
quest.setUI8BH(currentKC49 + 1);
checkQuestCompletion( quest, player, 2 );
quest.setUI8BH( currentKC49 + 1 );
}
else
{
quest.setUI8BH(currentKC49 + 1);
eventMgr().sendEventNotice(player, getId(), 2, 2, currentKC49 + 1, 3);
quest.setUI8BH( currentKC49 + 1 );
eventMgr().sendEventNotice( player, getId(), 2, 2, currentKC49 + 1, 3 );
}
break;
@ -121,15 +119,15 @@ class ClsArc000 : public Sapphire::ScriptAPI::QuestScript
case Enemy2: {
auto currentKC47 = quest.getUI8BL();
if (currentKC47 + 1 >= 3)
if( currentKC47 + 1 >= 3 )
{
checkQuestCompletion(quest, player, 3);
quest.setUI8BL(currentKC47 + 1);
checkQuestCompletion( quest, player, 3 );
quest.setUI8BL( currentKC47 + 1 );
}
else
{
quest.setUI8BL(currentKC47 + 1);
eventMgr().sendEventNotice(player, getId(), 3, 2, currentKC47 + 1, 3);
quest.setUI8BL( currentKC47 + 1 );
eventMgr().sendEventNotice( player, getId(), 3, 2, currentKC47 + 1, 3 );
}
break;
@ -137,79 +135,75 @@ class ClsArc000 : public Sapphire::ScriptAPI::QuestScript
}
}
private:
private:
void checkQuestCompletion( World::Quest &quest, Entity::Player &player, uint32_t varIdx )
{
if( varIdx == 1 )
eventMgr().sendEventNotice( player, getId(), 1, 0, 0, 0 );
else if( varIdx == 2 )
eventMgr().sendEventNotice( player, getId(), 2, 0, 0, 0 );
else
eventMgr().sendEventNotice( player, getId(), 3, 0, 0, 0 );
void checkQuestCompletion(World::Quest& quest, Entity::Player& player, uint32_t varIdx)
auto QUEST_ONKILL_37 = quest.getUI8AL();
auto QUEST_ONKILL_49 = quest.getUI8BH();
auto QUEST_ONKILL_47 = quest.getUI8BL();
if( QUEST_ONKILL_37 >= 3 && QUEST_ONKILL_49 >= 3 && QUEST_ONKILL_47 >= 3 )
{
if (varIdx == 1)
eventMgr().sendEventNotice(player, getId(), 1, 0, 0, 0);
else if (varIdx == 2)
eventMgr().sendEventNotice(player, getId(), 2, 0, 0, 0);
else
eventMgr().sendEventNotice(player, getId(), 3, 0, 0, 0);
auto QUEST_ONKILL_37 = quest.getUI8AL();
auto QUEST_ONKILL_49 = quest.getUI8BH();
auto QUEST_ONKILL_47 = quest.getUI8BL();
if (QUEST_ONKILL_37 >= 3 && QUEST_ONKILL_49 >= 3 && QUEST_ONKILL_47 >= 3)
{
quest.setSeq(SeqFinish);
}
quest.setSeq( SeqFinish );
}
}
//////////////////////////////////////////////////////////////////////
// Available Scenes in this quest, not necessarly all are used
//////////////////////////////////////////////////////////////////////
void Scene00000( World::Quest& quest, Entity::Player& player )
void Scene00000( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 0, HIDE_HOTBAR, bindSceneReturn( &ClsArc000::Scene00000Return ) );
}
void Scene00000Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00000Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
if( result.getResult( 0 ) == 1 ) // accept quest
if( result.getResult( 0 ) == 1 )// accept quest
{
quest.setSeq(Seq1);
quest.setSeq( Seq1 );
}
}
//////////////////////////////////////////////////////////////////////
void Scene00001( World::Quest& quest, Entity::Player& player )
void Scene00001( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 1, SET_EOBJ_BASE | HIDE_HOTBAR | INVIS_EOBJ, bindSceneReturn( &ClsArc000::Scene00001Return ) );
}
void Scene00001Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00001Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
if (result.getResult(0) == 1)
if( result.getResult( 0 ) == 1 )
{
eventMgr().sendEventNotice(player, getId(), 0, 0, 0, 0);
quest.setSeq(Seq2);
eventMgr().sendEventNotice( player, getId(), 0, 0, 0, 0 );
quest.setSeq( Seq2 );
}
}
//////////////////////////////////////////////////////////////////////
void Scene00002( World::Quest& quest, Entity::Player& player )
void Scene00002( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 2, HIDE_HOTBAR, bindSceneReturn( &ClsArc000::Scene00002Return ) );
}
void Scene00002Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00002Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
if( result.getResult( 0 ) == 1 )
{
player.learnAction(Sapphire::Common::UnlockEntry::HuntingLog);
player.finishQuest( getId(), result.getResult( 1 ) );
player.learnAction( Sapphire::Common::UnlockEntry::HuntingLog );
player.finishQuest( getId(), result.getResult( 1 ) );
}
}
};
EXPOSE_SCRIPT( ClsArc000 );

View file

@ -2,8 +2,8 @@
// 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 <Actor/Player.h>
#include "Manager/EventMgr.h"
#include <Actor/Player.h>
#include <ScriptObject.h>
#include <Service.h>
@ -17,71 +17,70 @@ using namespace Sapphire;
class ClsArc001 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// BitFlag8
// UI8AL
// UI8BH
private:
// Basic quest information
// Quest vars / flags used
// BitFlag8
// UI8AL
// UI8BH
/// Countable Num: 6 Seq: 1 Event: 1 Listener: 2000925
/// Countable Num: 1 Seq: 2 Event: 18 Listener: 2000925
/// Countable Num: 8 Seq: 3 Event: 1 Listener: 2000926
/// Countable Num: 8 Seq: 3 Event: 18 Listener: 2000926
/// Countable Num: 1 Seq: 255 Event: 1 Listener: 2000927
// 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,
};
/// Countable Num: 6 Seq: 1 Event: 1 Listener: 2000925
/// Countable Num: 1 Seq: 2 Event: 18 Listener: 2000925
/// Countable Num: 8 Seq: 3 Event: 1 Listener: 2000926
/// Countable Num: 8 Seq: 3 Event: 18 Listener: 2000926
/// Countable Num: 1 Seq: 255 Event: 1 Listener: 2000927
// 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 Action0 = 97;
static constexpr auto Actor0 = 1000200;
static constexpr auto CutScene01 = 10;
static constexpr auto Enemy0 = 5;
static constexpr auto Enemy1 = 32;
static constexpr auto Eobject0 = 2000925;
static constexpr auto Eobject1 = 2000926;
static constexpr auto Eobject2 = 2000927;
static constexpr auto Eobject3 = 2000928;
static constexpr auto Eobject4 = 2000929;
static constexpr auto Eobject5 = 2000930;
static constexpr auto Eobject6 = 2000931;
static constexpr auto Eobject7 = 2000934;
// Entities found in the script data of the quest
static constexpr auto Action0 = 97;
static constexpr auto Actor0 = 1000200;
static constexpr auto CutScene01 = 10;
static constexpr auto Enemy0 = 5;
static constexpr auto Enemy1 = 32;
static constexpr auto Eobject0 = 2000925;
static constexpr auto Eobject1 = 2000926;
static constexpr auto Eobject2 = 2000927;
static constexpr auto Eobject3 = 2000928;
static constexpr auto Eobject4 = 2000929;
static constexpr auto Eobject5 = 2000930;
static constexpr auto Eobject6 = 2000931;
static constexpr auto Eobject7 = 2000934;
public:
ClsArc001() : Sapphire::ScriptAPI::QuestScript( 65582 ){};
~ClsArc001() = default;
public:
ClsArc001() : Sapphire::ScriptAPI::QuestScript( 65582 ){};
~ClsArc001() = default;
//////////////////////////////////////////////////////////////////////
// Event Handlers
void onTalk( World::Quest& quest, Entity::Player& player, uint64_t actorId ) override
void onTalk( World::Quest &quest, Entity::Player &player, uint64_t actorId ) override
{
switch( actorId )
{
case Actor0:
{
if (!player.hasQuest(getId()))
Scene00000(quest, player);
if (quest.getSeq() == Seq2)
Scene00025(quest, player);
if (quest.getSeq() == SeqFinish)
Scene00028(quest, player);
case Actor0: {
if( !player.hasQuest( getId() ) )
Scene00000( quest, player );
if( quest.getSeq() == Seq2 )
Scene00025( quest, player );
if( quest.getSeq() == SeqFinish )
Scene00028( quest, player );
break;
}
}
}
void onBNpcKill(World::Quest& quest, uint16_t nameId, uint32_t entityId, Sapphire::Entity::Player& player) override
void onBNpcKill( World::Quest &quest, uint16_t nameId, uint32_t entityId, Sapphire::Entity::Player &player ) override
{
if (nameId != Enemy0 && nameId != Enemy1)
if( nameId != Enemy0 && nameId != Enemy1 )
return;
auto currentKC5 = quest.getUI8AL() + 1;
@ -90,31 +89,31 @@ class ClsArc001 : public Sapphire::ScriptAPI::QuestScript
switch( nameId )
{
case Enemy0: {
if (currentKC5 >= 8)
if( currentKC5 >= 8 )
{
quest.setUI8AL(currentKC5);
checkQuestCompletion(quest, player, 2);
eventMgr().sendEventNotice(player, getId(), 2, 2, currentKC5, 8);
quest.setUI8AL( currentKC5 );
checkQuestCompletion( quest, player, 2 );
eventMgr().sendEventNotice( player, getId(), 2, 2, currentKC5, 8 );
}
else if (currentKC5 < 8)
else if( currentKC5 < 8 )
{
quest.setUI8AL(currentKC5);
eventMgr().sendEventNotice(player, getId(), 2, 2, currentKC5, 8);
quest.setUI8AL( currentKC5 );
eventMgr().sendEventNotice( player, getId(), 2, 2, currentKC5, 8 );
}
break;
}
case Enemy1: {
if (currentKC32 >= 8)
if( currentKC32 >= 8 )
{
quest.setUI8BH(currentKC32);
checkQuestCompletion(quest, player, 2);
eventMgr().sendEventNotice(player, getId(), 3, 2, currentKC32, 8);
quest.setUI8BH( currentKC32 );
checkQuestCompletion( quest, player, 2 );
eventMgr().sendEventNotice( player, getId(), 3, 2, currentKC32, 8 );
}
else if (currentKC32 < 8)
else if( currentKC32 < 8 )
{
quest.setUI8BH(currentKC32);
eventMgr().sendEventNotice(player, getId(), 3, 2, currentKC32, 8);
quest.setUI8BH( currentKC32 );
eventMgr().sendEventNotice( player, getId(), 3, 2, currentKC32, 8 );
}
break;
@ -122,447 +121,444 @@ class ClsArc001 : public Sapphire::ScriptAPI::QuestScript
}
}
void onEObjHit(World::Quest& quest, Sapphire::Entity::Player& player, uint64_t actorId, uint32_t actionId) override
void onEObjHit( World::Quest &quest, Sapphire::Entity::Player &player, uint64_t actorId, uint32_t actionId ) override
{
auto actor = eventMgr().mapEventActorToRealActor(static_cast<uint32_t>(actorId));
auto actor = eventMgr().mapEventActorToRealActor( static_cast< uint32_t >( actorId ) );
switch(actor)
switch( actor )
{
case Eobject0:
eventMgr().eventStart(player, actor, getId(), Event::EventHandler::Nest, 0, 0);
Scene00001(quest, player);
eventMgr().eventStart( player, actor, getId(), Event::EventHandler::Nest, 0, 0 );
Scene00001( quest, player );
break;
case Eobject1:
eventMgr().eventStart(player, actor, getId(), Event::EventHandler::Nest, 0, 0);
Scene00002(quest, player);
eventMgr().eventStart( player, actor, getId(), Event::EventHandler::Nest, 0, 0 );
Scene00002( quest, player );
break;
case Eobject2:
eventMgr().eventStart(player, actor, getId(), Event::EventHandler::Nest, 0, 0);
Scene00003(quest, player);
eventMgr().eventStart( player, actor, getId(), Event::EventHandler::Nest, 0, 0 );
Scene00003( quest, player );
break;
case Eobject3:
eventMgr().eventStart(player, actor, getId(), Event::EventHandler::Nest, 0, 0);
Scene00004(quest, player);
eventMgr().eventStart( player, actor, getId(), Event::EventHandler::Nest, 0, 0 );
Scene00004( quest, player );
break;
case Eobject4:
eventMgr().eventStart(player, actor, getId(), Event::EventHandler::Nest, 0, 0);
Scene00005(quest, player);
eventMgr().eventStart( player, actor, getId(), Event::EventHandler::Nest, 0, 0 );
Scene00005( quest, player );
break;
case Eobject5:
eventMgr().eventStart(player, actor, getId(), Event::EventHandler::Nest, 0, 0);
Scene00006(quest, player);
eventMgr().eventStart( player, actor, getId(), Event::EventHandler::Nest, 0, 0 );
Scene00006( quest, player );
break;
case Eobject6:
eventMgr().eventStart(player, actor, getId(), Event::EventHandler::Nest, 0, 0);
Scene00007(quest, player);
eventMgr().eventStart( player, actor, getId(), Event::EventHandler::Nest, 0, 0 );
Scene00007( quest, player );
break;
case Eobject7:
eventMgr().eventStart(player, actor, getId(), Event::EventHandler::Nest, 0, 0);
Scene00008(quest, player);
eventMgr().eventStart( player, actor, getId(), Event::EventHandler::Nest, 0, 0 );
Scene00008( quest, player );
break;
}
}
private:
void checkQuestCompletion(World::Quest& quest, Entity::Player& player, uint32_t varIdx)
private:
void checkQuestCompletion( World::Quest &quest, Entity::Player &player, uint32_t varIdx )
{
if( varIdx == 1 )
{
if (varIdx == 1)
auto currentCC = quest.getUI8AL();
eventMgr().sendEventNotice( player, getId(), 0, 2, currentCC + 1, 6 );
quest.setUI8AL( currentCC + 1 );
if( currentCC + 1 >= 6 )
{
auto currentCC = quest.getUI8AL();
eventMgr().sendEventNotice(player, getId(), 0, 2, currentCC + 1, 6);
quest.setUI8AL(currentCC + 1);
if (currentCC + 1 >= 6)
{
quest.setSeq(Seq2);
quest.setUI8AL(0);
}
else
{
quest.setUI8AL(currentCC + 1);
}
quest.setSeq( Seq2 );
quest.setUI8AL( 0 );
}
else if (varIdx == 2)
else
{
auto QUEST_ONKILL_5 = quest.getUI8AL();
auto QUEST_ONKILL_32 = quest.getUI8BH();
if (QUEST_ONKILL_5 == 8 && QUEST_ONKILL_32 == 8)
{
quest.setSeq(SeqFinish);
}
quest.setUI8AL( currentCC + 1 );
}
}
else if( varIdx == 2 )
{
auto QUEST_ONKILL_5 = quest.getUI8AL();
auto QUEST_ONKILL_32 = quest.getUI8BH();
if( QUEST_ONKILL_5 == 8 && QUEST_ONKILL_32 == 8 )
{
quest.setSeq( SeqFinish );
}
}
}
//////////////////////////////////////////////////////////////////////
// Available Scenes in this quest, not necessarly all are used
//////////////////////////////////////////////////////////////////////
void Scene00000( World::Quest& quest, Entity::Player& player )
void Scene00000( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 0, HIDE_HOTBAR, bindSceneReturn( &ClsArc001::Scene00000Return ) );
}
void Scene00000Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00000Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
if( result.getResult( 0 ) == 1 ) // accept quest
if( result.getResult( 0 ) == 1 )// accept quest
{
quest.setSeq(Seq1);
quest.setSeq( Seq1 );
}
}
//////////////////////////////////////////////////////////////////////
void Scene00001( World::Quest& quest, Entity::Player& player )
void Scene00001( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 1, HIDE_HOTBAR, bindSceneReturn( &ClsArc001::Scene00001Return ) );
}
void Scene00001Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00001Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
checkQuestCompletion(quest, player, 1);
quest.setBitFlag8(1, true);
checkQuestCompletion( quest, player, 1 );
quest.setBitFlag8( 1, true );
}
//////////////////////////////////////////////////////////////////////
void Scene00002( World::Quest& quest, Entity::Player& player )
void Scene00002( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 2, HIDE_HOTBAR, bindSceneReturn( &ClsArc001::Scene00002Return ) );
}
void Scene00002Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00002Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
checkQuestCompletion(quest, player, 1);
quest.setBitFlag8(2, true);
checkQuestCompletion( quest, player, 1 );
quest.setBitFlag8( 2, true );
}
//////////////////////////////////////////////////////////////////////
void Scene00003( World::Quest& quest, Entity::Player& player )
void Scene00003( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 3, HIDE_HOTBAR, bindSceneReturn( &ClsArc001::Scene00003Return ) );
}
void Scene00003Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00003Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
checkQuestCompletion(quest, player, 1);
quest.setBitFlag8(3, true);
checkQuestCompletion( quest, player, 1 );
quest.setBitFlag8( 3, true );
}
//////////////////////////////////////////////////////////////////////
void Scene00004( World::Quest& quest, Entity::Player& player )
void Scene00004( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 4, HIDE_HOTBAR, bindSceneReturn( &ClsArc001::Scene00004Return ) );
}
void Scene00004Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00004Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
checkQuestCompletion(quest, player, 1);
quest.setBitFlag8(4, true);
checkQuestCompletion( quest, player, 1 );
quest.setBitFlag8( 4, true );
}
//////////////////////////////////////////////////////////////////////
void Scene00005( World::Quest& quest, Entity::Player& player )
void Scene00005( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 5, HIDE_HOTBAR, bindSceneReturn( &ClsArc001::Scene00005Return ) );
}
void Scene00005Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00005Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
checkQuestCompletion(quest, player, 1);
quest.setBitFlag8(5, true);
checkQuestCompletion( quest, player, 1 );
quest.setBitFlag8( 5, true );
}
//////////////////////////////////////////////////////////////////////
void Scene00006( World::Quest& quest, Entity::Player& player )
void Scene00006( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 6, HIDE_HOTBAR, bindSceneReturn( &ClsArc001::Scene00006Return ) );
}
void Scene00006Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00006Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
checkQuestCompletion(quest, player, 1);
quest.setBitFlag8(6, true);
checkQuestCompletion( quest, player, 1 );
quest.setBitFlag8( 6, true );
}
//////////////////////////////////////////////////////////////////////
void Scene00007( World::Quest& quest, Entity::Player& player )
void Scene00007( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 7, HIDE_HOTBAR, bindSceneReturn( &ClsArc001::Scene00007Return ) );
}
void Scene00007Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00007Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
checkQuestCompletion(quest, player, 1);
quest.setBitFlag8(7, true);
checkQuestCompletion( quest, player, 1 );
quest.setBitFlag8( 7, true );
}
//////////////////////////////////////////////////////////////////////
void Scene00008( World::Quest& quest, Entity::Player& player )
void Scene00008( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 8, HIDE_HOTBAR, bindSceneReturn( &ClsArc001::Scene00008Return ) );
}
void Scene00008Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00008Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
checkQuestCompletion(quest, player, 1);
quest.setBitFlag8(8, true);
checkQuestCompletion( quest, player, 1 );
quest.setBitFlag8( 8, true );
}
//////////////////////////////////////////////////////////////////////
void Scene00009( World::Quest& quest, Entity::Player& player )
void Scene00009( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 9, HIDE_HOTBAR, bindSceneReturn( &ClsArc001::Scene00009Return ) );
}
void Scene00009Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00009Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
//Empty
}
//////////////////////////////////////////////////////////////////////
void Scene00010( World::Quest& quest, Entity::Player& player )
void Scene00010( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 10, HIDE_HOTBAR, bindSceneReturn( &ClsArc001::Scene00010Return ) );
}
void Scene00010Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00010Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
//Empty
}
//////////////////////////////////////////////////////////////////////
void Scene00011( World::Quest& quest, Entity::Player& player )
void Scene00011( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 11, HIDE_HOTBAR, bindSceneReturn( &ClsArc001::Scene00011Return ) );
}
void Scene00011Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00011Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
//Empty
}
//////////////////////////////////////////////////////////////////////
void Scene00012( World::Quest& quest, Entity::Player& player )
void Scene00012( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 12, HIDE_HOTBAR, bindSceneReturn( &ClsArc001::Scene00012Return ) );
}
void Scene00012Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00012Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
//Empty
}
//////////////////////////////////////////////////////////////////////
void Scene00013( World::Quest& quest, Entity::Player& player )
void Scene00013( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 13, HIDE_HOTBAR, bindSceneReturn( &ClsArc001::Scene00013Return ) );
}
void Scene00013Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00013Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
//Empty
}
//////////////////////////////////////////////////////////////////////
void Scene00014( World::Quest& quest, Entity::Player& player )
void Scene00014( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 14, HIDE_HOTBAR, bindSceneReturn( &ClsArc001::Scene00014Return ) );
}
void Scene00014Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00014Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
//Empty
}
//////////////////////////////////////////////////////////////////////
void Scene00015( World::Quest& quest, Entity::Player& player )
void Scene00015( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 15, HIDE_HOTBAR, bindSceneReturn( &ClsArc001::Scene00015Return ) );
}
void Scene00015Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00015Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
//Empty
}
//////////////////////////////////////////////////////////////////////
void Scene00016( World::Quest& quest, Entity::Player& player )
void Scene00016( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 16, HIDE_HOTBAR, bindSceneReturn( &ClsArc001::Scene00016Return ) );
}
void Scene00016Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00016Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
//Empty
}
//////////////////////////////////////////////////////////////////////
void Scene00017( World::Quest& quest, Entity::Player& player )
void Scene00017( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 17, HIDE_HOTBAR, bindSceneReturn( &ClsArc001::Scene00017Return ) );
}
void Scene00017Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00017Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
//Empty
}
//////////////////////////////////////////////////////////////////////
void Scene00018( World::Quest& quest, Entity::Player& player )
void Scene00018( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 18, HIDE_HOTBAR, bindSceneReturn( &ClsArc001::Scene00018Return ) );
}
void Scene00018Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00018Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
//Empty
}
//////////////////////////////////////////////////////////////////////
void Scene00019( World::Quest& quest, Entity::Player& player )
void Scene00019( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 19, HIDE_HOTBAR, bindSceneReturn( &ClsArc001::Scene00019Return ) );
}
void Scene00019Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00019Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
//Empty
}
//////////////////////////////////////////////////////////////////////
void Scene00020( World::Quest& quest, Entity::Player& player )
void Scene00020( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 20, HIDE_HOTBAR, bindSceneReturn( &ClsArc001::Scene00020Return ) );
}
void Scene00020Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00020Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
//Empty
}
//////////////////////////////////////////////////////////////////////
void Scene00021( World::Quest& quest, Entity::Player& player )
void Scene00021( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 21, HIDE_HOTBAR, bindSceneReturn( &ClsArc001::Scene00021Return ) );
}
void Scene00021Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00021Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
//Empty
}
//////////////////////////////////////////////////////////////////////
void Scene00022( World::Quest& quest, Entity::Player& player )
void Scene00022( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 22, HIDE_HOTBAR, bindSceneReturn( &ClsArc001::Scene00022Return ) );
}
void Scene00022Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00022Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
//Empty
}
//////////////////////////////////////////////////////////////////////
void Scene00023( World::Quest& quest, Entity::Player& player )
void Scene00023( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 23, HIDE_HOTBAR, bindSceneReturn( &ClsArc001::Scene00023Return ) );
}
void Scene00023Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00023Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
//Empty
}
//////////////////////////////////////////////////////////////////////
void Scene00024( World::Quest& quest, Entity::Player& player )
void Scene00024( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 24, HIDE_HOTBAR, bindSceneReturn( &ClsArc001::Scene00024Return ) );
}
void Scene00024Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00024Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
//Empty
}
//////////////////////////////////////////////////////////////////////
void Scene00025( World::Quest& quest, Entity::Player& player )
void Scene00025( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 25, HIDE_HOTBAR, bindSceneReturn( &ClsArc001::Scene00025Return ) );
}
void Scene00025Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00025Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
eventMgr().sendEventNotice(player, getId(), 1);
quest.setSeq(Seq3);
eventMgr().sendEventNotice( player, getId(), 1 );
quest.setSeq( Seq3 );
}
//////////////////////////////////////////////////////////////////////
void Scene00026( World::Quest& quest, Entity::Player& player )
void Scene00026( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 26, HIDE_HOTBAR, bindSceneReturn( &ClsArc001::Scene00026Return ) );
}
void Scene00026Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00026Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
//Empty
}
//////////////////////////////////////////////////////////////////////
void Scene00027( World::Quest& quest, Entity::Player& player )
void Scene00027( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 27, HIDE_HOTBAR, bindSceneReturn( &ClsArc001::Scene00027Return ) );
}
void Scene00027Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00027Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
//Empty
}
//////////////////////////////////////////////////////////////////////
void Scene00028( World::Quest& quest, Entity::Player& player )
void Scene00028( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 28, SET_EOBJ_BASE | HIDE_HOTBAR | INVIS_EOBJ | CONDITION_CUTSCENE/*FADE_OUT | CONDITION_CUTSCENE | HIDE_UI*/, bindSceneReturn(&ClsArc001::Scene00028Return));
eventMgr().playQuestScene( player, getId(), 28, SET_EOBJ_BASE | HIDE_HOTBAR | INVIS_EOBJ | CONDITION_CUTSCENE /*FADE_OUT | CONDITION_CUTSCENE | HIDE_UI*/, bindSceneReturn( &ClsArc001::Scene00028Return ) );
}
void Scene00028Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00028Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
if( result.getResult( 0 ) == 1 )
{
//if( player.giveQuestRewards( getId(), result.getResult(1)) )
player.finishQuest( getId(), result.getResult( 1 ) );
player.finishQuest( getId(), result.getResult( 1 ) );
}
}
};
EXPOSE_SCRIPT( ClsArc001 );

View file

@ -2,8 +2,8 @@
// 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 <Actor/Player.h>
#include "Manager/EventMgr.h"
#include <Actor/Player.h>
#include <ScriptObject.h>
#include <Service.h>
@ -17,92 +17,89 @@ using namespace Sapphire;
class ClsArc002 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// BitFlag8
// UI8AL
// UI8BH
private:
// Basic quest information
// Quest vars / flags used
// BitFlag8
// UI8AL
// UI8BH
/// Countable Num: 1 Seq: 1 Event: 1 Listener: 1000199
/// Countable Num: 6 Seq: 2 Event: 1 Listener: 2000936
/// Countable Num: 1 Seq: 3 Event: 18 Listener: 2000936
/// Countable Num: 8 Seq: 4 Event: 1 Listener: 2000937
/// Countable Num: 8 Seq: 4 Event: 18 Listener: 2000937
/// Countable Num: 1 Seq: 5 Event: 1 Listener: 2000938
/// Countable Num: 1 Seq: 255 Event: 18 Listener: 2000938
// 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,
Seq4 = 4,
Seq5 = 5,
SeqFinish = 255,
};
/// Countable Num: 1 Seq: 1 Event: 1 Listener: 1000199
/// Countable Num: 6 Seq: 2 Event: 1 Listener: 2000936
/// Countable Num: 1 Seq: 3 Event: 18 Listener: 2000936
/// Countable Num: 8 Seq: 4 Event: 1 Listener: 2000937
/// Countable Num: 8 Seq: 4 Event: 18 Listener: 2000937
/// Countable Num: 1 Seq: 5 Event: 1 Listener: 2000938
/// Countable Num: 1 Seq: 255 Event: 18 Listener: 2000938
// 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,
Seq4 = 4,
Seq5 = 5,
SeqFinish = 255,
};
// Entities found in the script data of the quest
static constexpr auto Action0 = 97;
static constexpr auto Actor0 = 1000200;
static constexpr auto Actor1 = 1000199;
static constexpr auto Actor2 = 1000204;
static constexpr auto Enemy0 = 39;
static constexpr auto Enemy1 = 12;
static constexpr auto Eobject0 = 2000936;
static constexpr auto Eobject1 = 2000937;
static constexpr auto Eobject2 = 2000938;
static constexpr auto Eobject3 = 2000939;
static constexpr auto Eobject4 = 2000940;
static constexpr auto Eobject5 = 2001171;
static constexpr auto Eobject6 = 2001173;
static constexpr auto Eobject7 = 2001174;
static constexpr auto UnlockCheckClassStart = 6;
static constexpr auto UnlockImageClassCange = 22;
static constexpr auto UnlockImageGearSet = 29;
// Entities found in the script data of the quest
static constexpr auto Action0 = 97;
static constexpr auto Actor0 = 1000200;
static constexpr auto Actor1 = 1000199;
static constexpr auto Actor2 = 1000204;
static constexpr auto Enemy0 = 39;
static constexpr auto Enemy1 = 12;
static constexpr auto Eobject0 = 2000936;
static constexpr auto Eobject1 = 2000937;
static constexpr auto Eobject2 = 2000938;
static constexpr auto Eobject3 = 2000939;
static constexpr auto Eobject4 = 2000940;
static constexpr auto Eobject5 = 2001171;
static constexpr auto Eobject6 = 2001173;
static constexpr auto Eobject7 = 2001174;
static constexpr auto UnlockCheckClassStart = 6;
static constexpr auto UnlockImageClassCange = 22;
static constexpr auto UnlockImageGearSet = 29;
public:
ClsArc002() : Sapphire::ScriptAPI::QuestScript( 65603 ){};
~ClsArc002() = default;
public:
ClsArc002() : Sapphire::ScriptAPI::QuestScript( 65603 ){};
~ClsArc002() = default;
//////////////////////////////////////////////////////////////////////
// Event Handlers
void onTalk( World::Quest& quest, Entity::Player& player, uint64_t actorId ) override
void onTalk( World::Quest &quest, Entity::Player &player, uint64_t actorId ) override
{
switch( actorId )
{
case Actor0:
{
if (!player.hasQuest(getId()))
Scene00000(quest, player);
else if (quest.getSeq() == SeqFinish)
Scene00030(quest, player);
case Actor0: {
if( !player.hasQuest( getId() ) )
Scene00000( quest, player );
else if( quest.getSeq() == SeqFinish )
Scene00030( quest, player );
break;
}
case Actor1:
{
if (quest.getSeq() == Seq1)
Scene00001(quest, player);
else if (quest.getSeq() == Seq3)
Scene00026(quest, player);
else if (quest.getSeq() == Seq5)
Scene00029(quest, player);
case Actor1: {
if( quest.getSeq() == Seq1 )
Scene00001( quest, player );
else if( quest.getSeq() == Seq3 )
Scene00026( quest, player );
else if( quest.getSeq() == Seq5 )
Scene00029( quest, player );
break;
}
case Actor2:
{
case Actor2: {
break;
}
}
}
void onBNpcKill(World::Quest& quest, uint16_t nameId, uint32_t entityId, Sapphire::Entity::Player& player) override
void onBNpcKill( World::Quest &quest, uint16_t nameId, uint32_t entityId, Sapphire::Entity::Player &player ) override
{
if (entityId != Enemy0 && entityId != Enemy1)
if( entityId != Enemy0 && entityId != Enemy1 )
return;
auto currentKC39 = quest.getUI8AL() + 1;
@ -111,31 +108,31 @@ class ClsArc002 : public Sapphire::ScriptAPI::QuestScript
switch( entityId )
{
case Enemy0: {
if (currentKC39 >= 8)
if( currentKC39 >= 8 )
{
quest.setUI8AL(currentKC39);
checkQuestCompletion(quest, player, 2);
eventMgr().sendEventNotice(player, getId(), 3, 2, currentKC39, 8);
quest.setUI8AL( currentKC39 );
checkQuestCompletion( quest, player, 2 );
eventMgr().sendEventNotice( player, getId(), 3, 2, currentKC39, 8 );
}
else if (currentKC39 < 8)
else if( currentKC39 < 8 )
{
quest.setUI8AL(currentKC39);
eventMgr().sendEventNotice(player, getId(), 3, 2, currentKC39, 8);
quest.setUI8AL( currentKC39 );
eventMgr().sendEventNotice( player, getId(), 3, 2, currentKC39, 8 );
}
break;
}
case Enemy1: {
if (currentKC12 >= 8)
if( currentKC12 >= 8 )
{
quest.setUI8BH(currentKC12);
checkQuestCompletion(quest, player, 2);
eventMgr().sendEventNotice(player, getId(), 4, 2, currentKC12, 8);
quest.setUI8BH( currentKC12 );
checkQuestCompletion( quest, player, 2 );
eventMgr().sendEventNotice( player, getId(), 4, 2, currentKC12, 8 );
}
else if (currentKC12 < 8)
else if( currentKC12 < 8 )
{
quest.setUI8BH(currentKC12);
eventMgr().sendEventNotice(player, getId(), 4, 2, currentKC12, 8);
quest.setUI8BH( currentKC12 );
eventMgr().sendEventNotice( player, getId(), 4, 2, currentKC12, 8 );
}
break;
@ -143,477 +140,476 @@ class ClsArc002 : public Sapphire::ScriptAPI::QuestScript
}
}
void onEObjHit(World::Quest& quest, Sapphire::Entity::Player& player, uint64_t actorId, uint32_t actionId) override
void onEObjHit( World::Quest &quest, Sapphire::Entity::Player &player, uint64_t actorId, uint32_t actionId ) override
{
switch( actorId )
{
case Eobject0: {
eventMgr().eventStart(player, actorId, getId(), Event::EventHandler::Nest, 0, 0);
Scene00002(quest, player);
eventMgr().eventStart( player, actorId, getId(), Event::EventHandler::Nest, 0, 0 );
Scene00002( quest, player );
break;
}
case Eobject1: {
eventMgr().eventStart(player, actorId, getId(), Event::EventHandler::Nest, 0, 0);
Scene00003(quest, player);
eventMgr().eventStart( player, actorId, getId(), Event::EventHandler::Nest, 0, 0 );
Scene00003( quest, player );
break;
}
case Eobject2: {
eventMgr().eventStart(player, actorId, getId(), Event::EventHandler::Nest, 0, 0);
Scene00004(quest, player);
eventMgr().eventStart( player, actorId, getId(), Event::EventHandler::Nest, 0, 0 );
Scene00004( quest, player );
break;
}
case Eobject3: {
eventMgr().eventStart(player, actorId, getId(), Event::EventHandler::Nest, 0, 0);
Scene00005(quest, player);
eventMgr().eventStart( player, actorId, getId(), Event::EventHandler::Nest, 0, 0 );
Scene00005( quest, player );
break;
}
case Eobject4: {
eventMgr().eventStart(player, actorId, getId(), Event::EventHandler::Nest, 0, 0);
Scene00006(quest, player);
eventMgr().eventStart( player, actorId, getId(), Event::EventHandler::Nest, 0, 0 );
Scene00006( quest, player );
break;
}
case Eobject5: {
eventMgr().eventStart(player, actorId, getId(), Event::EventHandler::Nest, 0, 0);
Scene00007(quest, player);
eventMgr().eventStart( player, actorId, getId(), Event::EventHandler::Nest, 0, 0 );
Scene00007( quest, player );
break;
}
case Eobject6: {
eventMgr().eventStart(player, actorId, getId(), Event::EventHandler::Nest, 0, 0);
Scene00008(quest, player);
eventMgr().eventStart( player, actorId, getId(), Event::EventHandler::Nest, 0, 0 );
Scene00008( quest, player );
break;
}
case Eobject7: {
eventMgr().eventStart(player, actorId, getId(), Event::EventHandler::Nest, 0, 0);
Scene00009(quest, player);
eventMgr().eventStart( player, actorId, getId(), Event::EventHandler::Nest, 0, 0 );
Scene00009( quest, player );
break;
}
}
}
private:
void checkQuestCompletion(World::Quest& quest, Entity::Player& player, uint32_t varIdx)
private:
void checkQuestCompletion( World::Quest &quest, Entity::Player &player, uint32_t varIdx )
{
if( varIdx == 1 )
{
if (varIdx == 1)
auto currentCC = quest.getUI8AL();
eventMgr().sendEventNotice( player, getId(), 1, 2, currentCC + 1, 6 );
if( currentCC + 1 >= 6 )
{
auto currentCC = quest.getUI8AL();
eventMgr().sendEventNotice(player, getId(), 1, 2, currentCC + 1, 6);
if (currentCC + 1 >= 6)
{
quest.setSeq( Seq3);
quest.setUI8AL(0);
quest.setUI8BH(0);
}
else
{
quest.setUI8AL(currentCC + 1);
}
quest.setSeq( Seq3 );
quest.setUI8AL( 0 );
quest.setUI8BH( 0 );
}
else if (varIdx == 2)
else
{
auto QUEST_ONKILL_39 = quest.getUI8AL();
auto QUEST_ONKILL_12 = quest.getUI8BH();
if (QUEST_ONKILL_39 == 8 && QUEST_ONKILL_12 == 8)
{
quest.setUI8AL(0);
quest.setUI8BH(0);
quest.setSeq(Seq5);
}
quest.setUI8AL( currentCC + 1 );
}
}
else if( varIdx == 2 )
{
auto QUEST_ONKILL_39 = quest.getUI8AL();
auto QUEST_ONKILL_12 = quest.getUI8BH();
if( QUEST_ONKILL_39 == 8 && QUEST_ONKILL_12 == 8 )
{
quest.setUI8AL( 0 );
quest.setUI8BH( 0 );
quest.setSeq( Seq5 );
}
}
}
//////////////////////////////////////////////////////////////////////
// Available Scenes in this quest, not necessarly all are used
//////////////////////////////////////////////////////////////////////
void Scene00000( World::Quest& quest, Entity::Player& player )
void Scene00000( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 0, HIDE_HOTBAR, bindSceneReturn( &ClsArc002::Scene00000Return ) );
}
void Scene00000Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00000Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
if( result.getResult( 0 ) == 1 ) // accept quest
if( result.getResult( 0 ) == 1 )// accept quest
{
quest.setSeq(Seq1);
quest.setSeq( Seq1 );
}
}
//////////////////////////////////////////////////////////////////////
void Scene00001( World::Quest& quest, Entity::Player& player )
void Scene00001( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 1, HIDE_HOTBAR, bindSceneReturn( &ClsArc002::Scene00001Return ) );
}
void Scene00001Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00001Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
quest.setSeq(Seq2);
eventMgr().sendEventNotice(player, getId(), 0, 2, 0, 0);
quest.setSeq( Seq2 );
eventMgr().sendEventNotice( player, getId(), 0, 2, 0, 0 );
}
//////////////////////////////////////////////////////////////////////
void Scene00002( World::Quest& quest, Entity::Player& player )
void Scene00002( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 2, HIDE_HOTBAR, bindSceneReturn( &ClsArc002::Scene00002Return ) );
}
void Scene00002Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00002Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
checkQuestCompletion(quest, player, 1);
quest.setBitFlag8(1, true);
checkQuestCompletion( quest, player, 1 );
quest.setBitFlag8( 1, true );
}
//////////////////////////////////////////////////////////////////////
void Scene00003( World::Quest& quest, Entity::Player& player )
void Scene00003( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 3, HIDE_HOTBAR, bindSceneReturn( &ClsArc002::Scene00003Return ) );
}
void Scene00003Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00003Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
checkQuestCompletion(quest, player, 1);
quest.setBitFlag8(2, true);
checkQuestCompletion( quest, player, 1 );
quest.setBitFlag8( 2, true );
}
//////////////////////////////////////////////////////////////////////
void Scene00004( World::Quest& quest, Entity::Player& player )
void Scene00004( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 4, HIDE_HOTBAR, bindSceneReturn( &ClsArc002::Scene00004Return ) );
}
void Scene00004Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00004Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
checkQuestCompletion(quest, player, 1);
quest.setBitFlag8(3, true);
checkQuestCompletion( quest, player, 1 );
quest.setBitFlag8( 3, true );
}
//////////////////////////////////////////////////////////////////////
void Scene00005( World::Quest& quest, Entity::Player& player )
void Scene00005( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 5, HIDE_HOTBAR, bindSceneReturn( &ClsArc002::Scene00005Return ) );
}
void Scene00005Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00005Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
checkQuestCompletion(quest, player, 1);
quest.setBitFlag8(4, true);
checkQuestCompletion( quest, player, 1 );
quest.setBitFlag8( 4, true );
}
//////////////////////////////////////////////////////////////////////
void Scene00006( World::Quest& quest, Entity::Player& player )
void Scene00006( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 6, HIDE_HOTBAR, bindSceneReturn( &ClsArc002::Scene00006Return ) );
}
void Scene00006Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00006Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
checkQuestCompletion(quest, player, 1);
quest.setBitFlag8(5, true);
checkQuestCompletion( quest, player, 1 );
quest.setBitFlag8( 5, true );
}
//////////////////////////////////////////////////////////////////////
void Scene00007( World::Quest& quest, Entity::Player& player )
void Scene00007( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 7, HIDE_HOTBAR, bindSceneReturn( &ClsArc002::Scene00007Return ) );
}
void Scene00007Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00007Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
checkQuestCompletion(quest, player, 1);
quest.setBitFlag8(6, true);
checkQuestCompletion( quest, player, 1 );
quest.setBitFlag8( 6, true );
}
//////////////////////////////////////////////////////////////////////
void Scene00008( World::Quest& quest, Entity::Player& player )
void Scene00008( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 8, HIDE_HOTBAR, bindSceneReturn( &ClsArc002::Scene00008Return ) );
}
void Scene00008Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00008Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
checkQuestCompletion(quest, player, 1);
quest.setBitFlag8(7, true);
checkQuestCompletion( quest, player, 1 );
quest.setBitFlag8( 7, true );
}
//////////////////////////////////////////////////////////////////////
void Scene00009( World::Quest& quest, Entity::Player& player )
void Scene00009( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 9, HIDE_HOTBAR, bindSceneReturn( &ClsArc002::Scene00009Return ) );
}
void Scene00009Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00009Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
checkQuestCompletion(quest, player, 1);
quest.setBitFlag8(8, true);
checkQuestCompletion( quest, player, 1 );
quest.setBitFlag8( 8, true );
}
//////////////////////////////////////////////////////////////////////
void Scene00010( World::Quest& quest, Entity::Player& player )
void Scene00010( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 10, HIDE_HOTBAR, bindSceneReturn( &ClsArc002::Scene00010Return ) );
}
void Scene00010Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00010Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
//Empty
}
//////////////////////////////////////////////////////////////////////
void Scene00011( World::Quest& quest, Entity::Player& player )
void Scene00011( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 11, HIDE_HOTBAR, bindSceneReturn( &ClsArc002::Scene00011Return ) );
}
void Scene00011Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00011Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
//Empty
}
//////////////////////////////////////////////////////////////////////
void Scene00012( World::Quest& quest, Entity::Player& player )
void Scene00012( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 12, HIDE_HOTBAR, bindSceneReturn( &ClsArc002::Scene00012Return ) );
}
void Scene00012Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00012Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
//Empty
}
//////////////////////////////////////////////////////////////////////
void Scene00013( World::Quest& quest, Entity::Player& player )
void Scene00013( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 13, HIDE_HOTBAR, bindSceneReturn( &ClsArc002::Scene00013Return ) );
}
void Scene00013Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00013Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
//Empty
}
//////////////////////////////////////////////////////////////////////
void Scene00014( World::Quest& quest, Entity::Player& player )
void Scene00014( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 14, HIDE_HOTBAR, bindSceneReturn( &ClsArc002::Scene00014Return ) );
}
void Scene00014Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00014Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
//Empty
}
//////////////////////////////////////////////////////////////////////
void Scene00015( World::Quest& quest, Entity::Player& player )
void Scene00015( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 15, HIDE_HOTBAR, bindSceneReturn( &ClsArc002::Scene00015Return ) );
}
void Scene00015Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00015Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
//Empty
}
//////////////////////////////////////////////////////////////////////
void Scene00016( World::Quest& quest, Entity::Player& player )
void Scene00016( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 16, HIDE_HOTBAR, bindSceneReturn( &ClsArc002::Scene00016Return ) );
}
void Scene00016Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00016Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
//Empty
}
//////////////////////////////////////////////////////////////////////
void Scene00017( World::Quest& quest, Entity::Player& player )
void Scene00017( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 17, HIDE_HOTBAR, bindSceneReturn( &ClsArc002::Scene00017Return ) );
}
void Scene00017Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00017Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
//Empty
}
//////////////////////////////////////////////////////////////////////
void Scene00018( World::Quest& quest, Entity::Player& player )
void Scene00018( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 18, HIDE_HOTBAR, bindSceneReturn( &ClsArc002::Scene00018Return ) );
}
void Scene00018Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00018Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
//Empty
}
//////////////////////////////////////////////////////////////////////
void Scene00019( World::Quest& quest, Entity::Player& player )
void Scene00019( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 19, HIDE_HOTBAR, bindSceneReturn( &ClsArc002::Scene00019Return ) );
}
void Scene00019Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00019Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
//Empty
}
//////////////////////////////////////////////////////////////////////
void Scene00020( World::Quest& quest, Entity::Player& player )
void Scene00020( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 20, HIDE_HOTBAR, bindSceneReturn( &ClsArc002::Scene00020Return ) );
}
void Scene00020Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00020Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
//Empty
}
//////////////////////////////////////////////////////////////////////
void Scene00021( World::Quest& quest, Entity::Player& player )
void Scene00021( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 21, HIDE_HOTBAR, bindSceneReturn( &ClsArc002::Scene00021Return ) );
}
void Scene00021Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00021Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
//Empty
}
//////////////////////////////////////////////////////////////////////
void Scene00022( World::Quest& quest, Entity::Player& player )
void Scene00022( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 22, HIDE_HOTBAR, bindSceneReturn( &ClsArc002::Scene00022Return ) );
}
void Scene00022Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00022Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
//Empty
}
//////////////////////////////////////////////////////////////////////
void Scene00023( World::Quest& quest, Entity::Player& player )
void Scene00023( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 23, HIDE_HOTBAR, bindSceneReturn( &ClsArc002::Scene00023Return ) );
}
void Scene00023Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00023Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
//Empty
}
//////////////////////////////////////////////////////////////////////
void Scene00024( World::Quest& quest, Entity::Player& player )
void Scene00024( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 24, HIDE_HOTBAR, bindSceneReturn( &ClsArc002::Scene00024Return ) );
}
void Scene00024Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00024Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
//Empty
}
//////////////////////////////////////////////////////////////////////
void Scene00025( World::Quest& quest, Entity::Player& player )
void Scene00025( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 25, HIDE_HOTBAR, bindSceneReturn( &ClsArc002::Scene00025Return ) );
}
void Scene00025Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00025Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
//Empty
}
//////////////////////////////////////////////////////////////////////
void Scene00026( World::Quest& quest, Entity::Player& player )
void Scene00026( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 26, HIDE_HOTBAR, bindSceneReturn( &ClsArc002::Scene00026Return ) );
}
void Scene00026Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00026Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
//Empty
}
//////////////////////////////////////////////////////////////////////
void Scene00027( World::Quest& quest, Entity::Player& player )
void Scene00027( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 27, HIDE_HOTBAR, bindSceneReturn( &ClsArc002::Scene00027Return ) );
}
void Scene00027Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00027Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
//Empty
}
//////////////////////////////////////////////////////////////////////
void Scene00028( World::Quest& quest, Entity::Player& player )
void Scene00028( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 28, HIDE_HOTBAR, bindSceneReturn( &ClsArc002::Scene00028Return ) );
}
void Scene00028Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00028Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
//Empty
}
//////////////////////////////////////////////////////////////////////
void Scene00029( World::Quest& quest, Entity::Player& player )
void Scene00029( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 29, HIDE_HOTBAR, bindSceneReturn( &ClsArc002::Scene00029Return ) );
}
void Scene00029Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00029Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
eventMgr().sendEventNotice(player, getId(), 5, 2, 0, 0);
quest.setSeq(SeqFinish);
eventMgr().sendEventNotice( player, getId(), 5, 2, 0, 0 );
quest.setSeq( SeqFinish );
}
//////////////////////////////////////////////////////////////////////
void Scene00030( World::Quest& quest, Entity::Player& player )
void Scene00030( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 30, SET_EOBJ_BASE | HIDE_HOTBAR | INVIS_EOBJ, bindSceneReturn( &ClsArc002::Scene00030Return ) );
}
void Scene00030Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00030Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
if (result.getResult(0) == 1) {
if( result.getResult( 0 ) == 1 )
{
//if (player.giveQuestRewards(getId(), result.getResult(1)))
player.finishQuest( getId(), result.getResult( 1 ) );
player.finishQuest( getId(), result.getResult( 1 ) );
}
}
};
EXPOSE_SCRIPT( ClsArc002 );

View file

@ -2,11 +2,11 @@
// 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 <Actor/Player.h>
#include "Manager/EventMgr.h"
#include "Manager/TerritoryMgr.h"
#include <Actor/Player.h>
#include <ScriptObject.h>
#include <Service.h>
#include "Manager/TerritoryMgr.h"
// Quest Script: ClsArc003_00068
// Quest Name: Violators Will Be Shot
@ -18,527 +18,528 @@ using namespace Sapphire;
class ClsArc003 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// BitFlag8
// UI8AL
private:
// Basic quest information
// Quest vars / flags used
// BitFlag8
// UI8AL
/// Countable Num: 1 Seq: 1 Event: 1 Listener: 1000204
/// Countable Num: 6 Seq: 2 Event: 1 Listener: 2000941
/// Countable Num: 1 Seq: 3 Event: 18 Listener: 2000941
/// Countable Num: 1 Seq: 4 Event: 1 Listener: 2000942
/// Countable Num: 1 Seq: 5 Event: 18 Listener: 2000942
/// Countable Num: 1 Seq: 255 Event: 1 Listener: 2000943
// 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,
Seq4 = 4,
Seq5 = 5,
SeqFinish = 255,
};
/// Countable Num: 1 Seq: 1 Event: 1 Listener: 1000204
/// Countable Num: 6 Seq: 2 Event: 1 Listener: 2000941
/// Countable Num: 1 Seq: 3 Event: 18 Listener: 2000941
/// Countable Num: 1 Seq: 4 Event: 1 Listener: 2000942
/// Countable Num: 1 Seq: 5 Event: 18 Listener: 2000942
/// Countable Num: 1 Seq: 255 Event: 1 Listener: 2000943
// 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,
Seq4 = 4,
Seq5 = 5,
SeqFinish = 255,
};
// Entities found in the script data of the quest
static constexpr auto Action0 = 97;
static constexpr auto Actor0 = 1000200;
static constexpr auto Actor1 = 1000204;
static constexpr auto Actor2 = 1000199;
static constexpr auto Eobject0 = 2000941;
static constexpr auto Eobject1 = 2000942;
static constexpr auto Eobject2 = 2000943;
static constexpr auto Eobject3 = 2000944;
static constexpr auto Eobject4 = 2000945;
static constexpr auto Eobject5 = 2000946;
static constexpr auto Eobject6 = 2001179;
static constexpr auto Eobject7 = 2001180;
static constexpr auto Eobject8 = 2000962;
static constexpr auto EventActionWaiting2Middle = 12;
static constexpr auto EventMotZephyr = 366;
static constexpr auto LocAction0 = 995;
static constexpr auto LocVfx = 241;
static constexpr auto LocWs = 112;
static constexpr auto Questbattle0 = 6;
static constexpr auto Territorytype0 = 228;
// Entities found in the script data of the quest
static constexpr auto Action0 = 97;
static constexpr auto Actor0 = 1000200;
static constexpr auto Actor1 = 1000204;
static constexpr auto Actor2 = 1000199;
static constexpr auto Eobject0 = 2000941;
static constexpr auto Eobject1 = 2000942;
static constexpr auto Eobject2 = 2000943;
static constexpr auto Eobject3 = 2000944;
static constexpr auto Eobject4 = 2000945;
static constexpr auto Eobject5 = 2000946;
static constexpr auto Eobject6 = 2001179;
static constexpr auto Eobject7 = 2001180;
static constexpr auto Eobject8 = 2000962;
static constexpr auto EventActionWaiting2Middle = 12;
static constexpr auto EventMotZephyr = 366;
static constexpr auto LocAction0 = 995;
static constexpr auto LocVfx = 241;
static constexpr auto LocWs = 112;
static constexpr auto Questbattle0 = 6;
static constexpr auto Territorytype0 = 228;
public:
ClsArc003() : Sapphire::ScriptAPI::QuestScript( 65604 ){};
~ClsArc003() = default;
public:
ClsArc003() : Sapphire::ScriptAPI::QuestScript( 65604 ){};
~ClsArc003() = default;
//////////////////////////////////////////////////////////////////////
// Event Handlers
void onTalk( World::Quest& quest, Entity::Player& player, uint64_t actorId ) override
void onTalk( World::Quest &quest, Entity::Player &player, uint64_t actorId ) override
{
switch( actorId )
{
case Actor0:
{
if (!player.hasQuest(getId()))
Scene00000(quest, player);
else if (quest.getSeq() == SeqFinish) {
Scene00031(quest, player);
case Actor0: {
if( !player.hasQuest( getId() ) )
Scene00000( quest, player );
else if( quest.getSeq() == SeqFinish )
{
Scene00031( quest, player );
}
break;
}
case Actor1:
{
if (quest.getSeq() == Seq1) {
Scene00001(quest, player);
case Actor1: {
if( quest.getSeq() == Seq1 )
{
Scene00001( quest, player );
}
else if (quest.getSeq() == Seq3) {
Scene00026(quest, player);
else if( quest.getSeq() == Seq3 )
{
Scene00026( quest, player );
}
else if (quest.getSeq() == Seq5) {
Scene00030(quest, player);
else if( quest.getSeq() == Seq5 )
{
Scene00030( quest, player );
}
break;
}
case Eobject8:
{
if (quest.getSeq() == Seq4)
Scene00027(quest, player);
case Eobject8: {
if( quest.getSeq() == Seq4 )
Scene00027( quest, player );
break;
}
}
}
void onEObjHit(World::Quest& quest, Sapphire::Entity::Player& player, uint64_t actorId, uint32_t actionId) override
void onEObjHit( World::Quest &quest, Sapphire::Entity::Player &player, uint64_t actorId, uint32_t actionId ) override
{
auto actor = eventMgr().mapEventActorToRealActor(static_cast<uint32_t>(actorId));
auto actor = eventMgr().mapEventActorToRealActor( static_cast< uint32_t >( actorId ) );
switch(actor)
switch( actor )
{
case Eobject0: {
eventMgr().eventStart(player, actor, getId(), Event::EventHandler::Nest, 0, 0);
Scene00002(quest, player);
eventMgr().eventStart( player, actor, getId(), Event::EventHandler::Nest, 0, 0 );
Scene00002( quest, player );
break;
}
case Eobject1: {
eventMgr().eventStart(player, actor, getId(), Event::EventHandler::Nest, 0, 0);
Scene00003(quest, player);
eventMgr().eventStart( player, actor, getId(), Event::EventHandler::Nest, 0, 0 );
Scene00003( quest, player );
break;
}
case Eobject2: {
eventMgr().eventStart(player, actor, getId(), Event::EventHandler::Nest, 0, 0);
Scene00004(quest, player);
eventMgr().eventStart( player, actor, getId(), Event::EventHandler::Nest, 0, 0 );
Scene00004( quest, player );
break;
}
case Eobject3: {
eventMgr().eventStart(player, actor, getId(), Event::EventHandler::Nest, 0, 0);
Scene00005(quest, player);
eventMgr().eventStart( player, actor, getId(), Event::EventHandler::Nest, 0, 0 );
Scene00005( quest, player );
break;
}
case Eobject4: {
eventMgr().eventStart(player, actor, getId(), Event::EventHandler::Nest, 0, 0);
Scene00006(quest, player);
eventMgr().eventStart( player, actor, getId(), Event::EventHandler::Nest, 0, 0 );
Scene00006( quest, player );
break;
}
case Eobject5: {
eventMgr().eventStart(player, actor, getId(), Event::EventHandler::Nest, 0, 0);
Scene00007(quest, player);
eventMgr().eventStart( player, actor, getId(), Event::EventHandler::Nest, 0, 0 );
Scene00007( quest, player );
break;
}
case Eobject6: {
eventMgr().eventStart(player, actor, getId(), Event::EventHandler::Nest, 0, 0);
Scene00008(quest, player);
eventMgr().eventStart( player, actor, getId(), Event::EventHandler::Nest, 0, 0 );
Scene00008( quest, player );
break;
}
case Eobject7: {
eventMgr().eventStart(player, actor, getId(), Event::EventHandler::Nest, 0, 0);
Scene00009(quest, player);
eventMgr().eventStart( player, actor, getId(), Event::EventHandler::Nest, 0, 0 );
Scene00009( quest, player );
break;
}
}
}
private:
private:
void checkQuestCompletion( World::Quest &quest, Entity::Player &player )
{
auto currentCC = quest.getUI8AL();
void checkQuestCompletion(World::Quest& quest, Entity::Player& player)
eventMgr().sendEventNotice( player, getId(), 1, 2, currentCC + 1, 6 );
if( currentCC + 1 >= 6 )
{
auto currentCC = quest.getUI8AL();
eventMgr().sendEventNotice(player, getId(), 1, 2, currentCC + 1, 6);
if (currentCC + 1 >= 6)
{
quest.setUI8AL(0);
quest.setSeq(Seq3);
}
else
{
quest.setUI8AL(currentCC + 1);
}
quest.setUI8AL( 0 );
quest.setSeq( Seq3 );
}
else
{
quest.setUI8AL( currentCC + 1 );
}
}
//////////////////////////////////////////////////////////////////////
// Available Scenes in this quest, not necessarly all are used
//////////////////////////////////////////////////////////////////////
void Scene00000( World::Quest& quest, Entity::Player& player )
void Scene00000( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 0, HIDE_HOTBAR, bindSceneReturn( &ClsArc003::Scene00000Return ) );
}
void Scene00000Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00000Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
if( result.getResult( 0 ) == 1 ) // accept quest
if( result.getResult( 0 ) == 1 )// accept quest
{
quest.setSeq(Seq1);
quest.setSeq( Seq1 );
}
}
//////////////////////////////////////////////////////////////////////
void Scene00001( World::Quest& quest, Entity::Player& player )
void Scene00001( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 1, HIDE_HOTBAR, bindSceneReturn( &ClsArc003::Scene00001Return ) );
}
void Scene00001Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00001Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
eventMgr().sendEventNotice(player, getId(), 0, 2, 0, 0);
quest.setSeq(Seq2);
eventMgr().sendEventNotice( player, getId(), 0, 2, 0, 0 );
quest.setSeq( Seq2 );
}
//////////////////////////////////////////////////////////////////////
void Scene00002( World::Quest& quest, Entity::Player& player )
void Scene00002( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 2, HIDE_HOTBAR, bindSceneReturn( &ClsArc003::Scene00002Return ) );
}
void Scene00002Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00002Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
checkQuestCompletion(quest, player);
quest.setBitFlag8(1, true);
checkQuestCompletion( quest, player );
quest.setBitFlag8( 1, true );
}
//////////////////////////////////////////////////////////////////////
void Scene00003( World::Quest& quest, Entity::Player& player )
void Scene00003( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 3, HIDE_HOTBAR, bindSceneReturn( &ClsArc003::Scene00003Return ) );
}
void Scene00003Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00003Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
checkQuestCompletion(quest, player);
quest.setBitFlag8(2, true);
checkQuestCompletion( quest, player );
quest.setBitFlag8( 2, true );
}
//////////////////////////////////////////////////////////////////////
void Scene00004( World::Quest& quest, Entity::Player& player )
void Scene00004( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 4, HIDE_HOTBAR, bindSceneReturn( &ClsArc003::Scene00004Return ) );
}
void Scene00004Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00004Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
checkQuestCompletion(quest, player);
quest.setBitFlag8(3, true);
checkQuestCompletion( quest, player );
quest.setBitFlag8( 3, true );
}
//////////////////////////////////////////////////////////////////////
void Scene00005( World::Quest& quest, Entity::Player& player )
void Scene00005( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 5, HIDE_HOTBAR, bindSceneReturn( &ClsArc003::Scene00005Return ) );
}
void Scene00005Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00005Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
checkQuestCompletion(quest, player);
quest.setBitFlag8(4, true);
checkQuestCompletion( quest, player );
quest.setBitFlag8( 4, true );
}
//////////////////////////////////////////////////////////////////////
void Scene00006( World::Quest& quest, Entity::Player& player )
void Scene00006( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 6, HIDE_HOTBAR, bindSceneReturn( &ClsArc003::Scene00006Return ) );
}
void Scene00006Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00006Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
checkQuestCompletion(quest, player);
quest.setBitFlag8(5, true);
checkQuestCompletion( quest, player );
quest.setBitFlag8( 5, true );
}
//////////////////////////////////////////////////////////////////////
void Scene00007( World::Quest& quest, Entity::Player& player )
void Scene00007( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 7, HIDE_HOTBAR, bindSceneReturn( &ClsArc003::Scene00007Return ) );
}
void Scene00007Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00007Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
checkQuestCompletion(quest, player);
quest.setBitFlag8(6, true);
checkQuestCompletion( quest, player );
quest.setBitFlag8( 6, true );
}
//////////////////////////////////////////////////////////////////////
void Scene00008( World::Quest& quest, Entity::Player& player )
void Scene00008( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 8, HIDE_HOTBAR, bindSceneReturn( &ClsArc003::Scene00008Return ) );
}
void Scene00008Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00008Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
checkQuestCompletion(quest, player);
quest.setBitFlag8(7, true);
checkQuestCompletion( quest, player );
quest.setBitFlag8( 7, true );
}
//////////////////////////////////////////////////////////////////////
void Scene00009( World::Quest& quest, Entity::Player& player )
void Scene00009( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 9, HIDE_HOTBAR, bindSceneReturn( &ClsArc003::Scene00009Return ) );
}
void Scene00009Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00009Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
checkQuestCompletion(quest, player);
quest.setBitFlag8(8, true);
checkQuestCompletion( quest, player );
quest.setBitFlag8( 8, true );
}
//////////////////////////////////////////////////////////////////////
void Scene00010( World::Quest& quest, Entity::Player& player )
void Scene00010( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 10, HIDE_HOTBAR, bindSceneReturn( &ClsArc003::Scene00010Return ) );
}
void Scene00010Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00010Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
//Empty
}
//////////////////////////////////////////////////////////////////////
void Scene00011( World::Quest& quest, Entity::Player& player )
void Scene00011( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 11, HIDE_HOTBAR, bindSceneReturn( &ClsArc003::Scene00011Return ) );
}
void Scene00011Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00011Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
//Empty
}
//////////////////////////////////////////////////////////////////////
void Scene00012( World::Quest& quest, Entity::Player& player )
void Scene00012( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 12, HIDE_HOTBAR, bindSceneReturn( &ClsArc003::Scene00012Return ) );
}
void Scene00012Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00012Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
//Empty
}
//////////////////////////////////////////////////////////////////////
void Scene00013( World::Quest& quest, Entity::Player& player )
void Scene00013( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 13, HIDE_HOTBAR, bindSceneReturn( &ClsArc003::Scene00013Return ) );
}
void Scene00013Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00013Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
//Empty
}
//////////////////////////////////////////////////////////////////////
void Scene00014( World::Quest& quest, Entity::Player& player )
void Scene00014( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 14, HIDE_HOTBAR, bindSceneReturn( &ClsArc003::Scene00014Return ) );
}
void Scene00014Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00014Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
//Empty
}
//////////////////////////////////////////////////////////////////////
void Scene00015( World::Quest& quest, Entity::Player& player )
void Scene00015( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 15, HIDE_HOTBAR, bindSceneReturn( &ClsArc003::Scene00015Return ) );
}
void Scene00015Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00015Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
//Empty
}
//////////////////////////////////////////////////////////////////////
void Scene00016( World::Quest& quest, Entity::Player& player )
void Scene00016( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 16, HIDE_HOTBAR, bindSceneReturn( &ClsArc003::Scene00016Return ) );
}
void Scene00016Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00016Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
//Empty
}
//////////////////////////////////////////////////////////////////////
void Scene00017( World::Quest& quest, Entity::Player& player )
void Scene00017( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 17, HIDE_HOTBAR, bindSceneReturn( &ClsArc003::Scene00017Return ) );
}
void Scene00017Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00017Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
//Empty
}
//////////////////////////////////////////////////////////////////////
void Scene00018( World::Quest& quest, Entity::Player& player )
void Scene00018( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 18, HIDE_HOTBAR, bindSceneReturn( &ClsArc003::Scene00018Return ) );
}
void Scene00018Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00018Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
//Empty
}
//////////////////////////////////////////////////////////////////////
void Scene00019( World::Quest& quest, Entity::Player& player )
void Scene00019( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 19, HIDE_HOTBAR, bindSceneReturn( &ClsArc003::Scene00019Return ) );
}
void Scene00019Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00019Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
//Empty
}
//////////////////////////////////////////////////////////////////////
void Scene00020( World::Quest& quest, Entity::Player& player )
void Scene00020( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 20, HIDE_HOTBAR, bindSceneReturn( &ClsArc003::Scene00020Return ) );
}
void Scene00020Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00020Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
//Empty
}
//////////////////////////////////////////////////////////////////////
void Scene00021( World::Quest& quest, Entity::Player& player )
void Scene00021( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 21, HIDE_HOTBAR, bindSceneReturn( &ClsArc003::Scene00021Return ) );
}
void Scene00021Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00021Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
//Empty
}
//////////////////////////////////////////////////////////////////////
void Scene00022( World::Quest& quest, Entity::Player& player )
void Scene00022( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 22, HIDE_HOTBAR, bindSceneReturn( &ClsArc003::Scene00022Return ) );
}
void Scene00022Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00022Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
//Empty
}
//////////////////////////////////////////////////////////////////////
void Scene00023( World::Quest& quest, Entity::Player& player )
void Scene00023( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 23, HIDE_HOTBAR, bindSceneReturn( &ClsArc003::Scene00023Return ) );
}
void Scene00023Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00023Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
//Empty
}
//////////////////////////////////////////////////////////////////////
void Scene00024( World::Quest& quest, Entity::Player& player )
void Scene00024( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 24, HIDE_HOTBAR, bindSceneReturn( &ClsArc003::Scene00024Return ) );
}
void Scene00024Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00024Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
//Empty
}
//////////////////////////////////////////////////////////////////////
void Scene00025( World::Quest& quest, Entity::Player& player )
void Scene00025( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 25, HIDE_HOTBAR, bindSceneReturn( &ClsArc003::Scene00025Return ) );
}
void Scene00025Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00025Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
//Empty
}
//////////////////////////////////////////////////////////////////////
void Scene00026( World::Quest& quest, Entity::Player& player )
void Scene00026( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 26, HIDE_HOTBAR, bindSceneReturn( &ClsArc003::Scene00026Return ) );
}
void Scene00026Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00026Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
quest.setUI8AL(0);
eventMgr().sendEventNotice(player, getId(), 2, 2, 0, 0);
quest.setSeq(Seq4);
quest.setUI8AL( 0 );
eventMgr().sendEventNotice( player, getId(), 2, 2, 0, 0 );
quest.setSeq( Seq4 );
}
//////////////////////////////////////////////////////////////////////
void Scene00027( World::Quest& quest, Entity::Player& player )
void Scene00027( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 27, HIDE_HOTBAR, bindSceneReturn( &ClsArc003::Scene00027Return ) );
}
void Scene00027Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00027Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
Scene00028(quest, player);
Scene00028( quest, player );
}
//////////////////////////////////////////////////////////////////////
void Scene00028( World::Quest& quest, Entity::Player& player )
void Scene00028( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 28, HIDE_HOTBAR, bindSceneReturn( &ClsArc003::Scene00028Return ) );
}
void Scene00028Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00028Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
if (result.getResult(0) == 1) {
if( result.getResult( 0 ) == 1 )
{
//Broken QuestBattle
quest.setSeq(Seq5);
quest.setSeq( Seq5 );
/*auto& pTeriMgr = Common::Service< Sapphire::World::Manager::TerritoryMgr >::ref();
@ -549,47 +550,45 @@ class ClsArc003 : public Sapphire::ScriptAPI::QuestScript
//////////////////////////////////////////////////////////////////////
void Scene00029( World::Quest& quest, Entity::Player& player )
void Scene00029( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 29, HIDE_HOTBAR, bindSceneReturn( &ClsArc003::Scene00029Return ) );
}
void Scene00029Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00029Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
//Empty
}
//////////////////////////////////////////////////////////////////////
void Scene00030( World::Quest& quest, Entity::Player& player )
void Scene00030( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 30, HIDE_HOTBAR, bindSceneReturn( &ClsArc003::Scene00030Return ) );
}
void Scene00030Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00030Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
eventMgr().sendEventNotice(player, getId(), 4, 2, 0, 0);
quest.setSeq(SeqFinish);
eventMgr().sendEventNotice( player, getId(), 4, 2, 0, 0 );
quest.setSeq( SeqFinish );
}
//////////////////////////////////////////////////////////////////////
void Scene00031( World::Quest& quest, Entity::Player& player )
void Scene00031( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 31, SET_EOBJ_BASE | HIDE_HOTBAR | INVIS_EOBJ, bindSceneReturn( &ClsArc003::Scene00031Return ) );
}
void Scene00031Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00031Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
if( result.getResult( 0 ) == 1 )
{
//if( player.giveQuestRewards( getId(), result.getResult(1)) )
player.finishQuest( getId(), result.getResult( 1 ) );
player.finishQuest( getId(), result.getResult( 1 ) );
}
}
};
EXPOSE_SCRIPT( ClsArc003 );

View file

@ -2,11 +2,11 @@
// 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 <Actor/Player.h>
#include "Manager/EventMgr.h"
#include "Manager/TerritoryMgr.h"
#include <Actor/Player.h>
#include <ScriptObject.h>
#include <Service.h>
#include "Manager/TerritoryMgr.h"
//Temporrary because QuestBattles are broken
#include "Manager/PlayerMgr.h"
@ -20,186 +20,173 @@ using namespace Sapphire;
class ClsArc004 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// BitFlag8
// UI8AL
private:
// Basic quest information
// Quest vars / flags used
// BitFlag8
// UI8AL
/// Countable Num: 1 Seq: 1 Event: 1 Listener: 1000590
/// Countable Num: 3 Seq: 2 Event: 1 Listener: 2000947
/// Countable Num: 1 Seq: 3 Event: 1 Listener: 2000948
/// Countable Num: 0 Seq: 4 Event: 1 Listener: 2000949
/// Countable Num: 1 Seq: 5 Event: 1 Listener: 2001105
/// Countable Num: 1 Seq: 255 Event: 1 Listener: 2000136
// 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,
Seq4 = 4,
Seq5 = 5,
SeqFinish = 255,
};
/// Countable Num: 1 Seq: 1 Event: 1 Listener: 1000590
/// Countable Num: 3 Seq: 2 Event: 1 Listener: 2000947
/// Countable Num: 1 Seq: 3 Event: 1 Listener: 2000948
/// Countable Num: 0 Seq: 4 Event: 1 Listener: 2000949
/// Countable Num: 1 Seq: 5 Event: 1 Listener: 2001105
/// Countable Num: 1 Seq: 255 Event: 1 Listener: 2000136
// 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,
Seq4 = 4,
Seq5 = 5,
SeqFinish = 255,
};
// Entities found in the script data of the quest
static constexpr auto Actor0 = 1000200;
static constexpr auto Actor1 = 1000590;
static constexpr auto Actor2 = 1000731;
static constexpr auto Actor3 = 1000732;
static constexpr auto Actor4 = 1000199;
static constexpr auto Actor5 = 1000204;
static constexpr auto Eobject0 = 2000947;
static constexpr auto Eobject1 = 2000948;
static constexpr auto Eobject2 = 2000949;
static constexpr auto Eobject3 = 2001105;
static constexpr auto Eobject4 = 2000136;
static constexpr auto EventActionGatherMiddle = 7;
static constexpr auto EventActionSearch = 1;
static constexpr auto EventActionWaiting = 10;
static constexpr auto LocPosActor5 = 3875531;
static constexpr auto Questbattle0 = 5;
static constexpr auto Seq0Actor0Lq = 90;
static constexpr auto Territorytype0 = 229;
// Entities found in the script data of the quest
static constexpr auto Actor0 = 1000200;
static constexpr auto Actor1 = 1000590;
static constexpr auto Actor2 = 1000731;
static constexpr auto Actor3 = 1000732;
static constexpr auto Actor4 = 1000199;
static constexpr auto Actor5 = 1000204;
static constexpr auto Eobject0 = 2000947;
static constexpr auto Eobject1 = 2000948;
static constexpr auto Eobject2 = 2000949;
static constexpr auto Eobject3 = 2001105;
static constexpr auto Eobject4 = 2000136;
static constexpr auto EventActionGatherMiddle = 7;
static constexpr auto EventActionSearch = 1;
static constexpr auto EventActionWaiting = 10;
static constexpr auto LocPosActor5 = 3875531;
static constexpr auto Questbattle0 = 5;
static constexpr auto Seq0Actor0Lq = 90;
static constexpr auto Territorytype0 = 229;
public:
ClsArc004() : Sapphire::ScriptAPI::QuestScript( 65606 ){};
~ClsArc004() = default;
public:
ClsArc004() : Sapphire::ScriptAPI::QuestScript( 65606 ){};
~ClsArc004() = default;
//////////////////////////////////////////////////////////////////////
// Event Handlers
void onTalk( World::Quest& quest, Entity::Player& player, uint64_t actorId ) override
void onTalk( World::Quest &quest, Entity::Player &player, uint64_t actorId ) override
{
switch( actorId )
{
case Actor0:
{
if (!player.hasQuest(getId()))
Scene00000(quest, player);
else if (quest.getSeq() == SeqFinish)
Scene00021(quest, player);
case Actor0: {
if( !player.hasQuest( getId() ) )
Scene00000( quest, player );
else if( quest.getSeq() == SeqFinish )
Scene00021( quest, player );
break;
}
case Actor1:
{
if (quest.getSeq() == Seq1)
Scene00002(quest, player);
else if (quest.getSeq() == Seq5) //Master claims we can't talk with this NPC
Scene00018(quest, player);
case Actor1: {
if( quest.getSeq() == Seq1 )
Scene00002( quest, player );
else if( quest.getSeq() == Seq5 )//Master claims we can't talk with this NPC
Scene00018( quest, player );
break;
}
case Actor2:
{
if (quest.getSeq() == Seq5)
Scene00020(quest, player);
case Actor2: {
if( quest.getSeq() == Seq5 )
Scene00020( quest, player );
break;
}
case Actor3:
{
if (quest.getSeq() == Seq5)
Scene00019(quest, player);
case Actor3: {
if( quest.getSeq() == Seq5 )
Scene00019( quest, player );
break;
}
case Actor4:
{
case Actor4: {
break;
}
case Actor5:
{
case Actor5: {
break;
}
case Eobject0:
{
eventMgr().eventActionStart(player, getId(), 0x07,
[&](Entity::Player& player, uint32_t eventId, uint64_t additional)
{
Scene00003(quest, player);
},
nullptr, 0);
case Eobject0: {
eventMgr().eventActionStart(
player, getId(), 0x07,
[ & ]( Entity::Player &player, uint32_t eventId, uint64_t additional ) {
Scene00003( quest, player );
},
nullptr, 0 );
break;
}
case Eobject1:
{
eventMgr().eventActionStart(player, getId(), 0x07,
[&](Entity::Player& player, uint32_t eventId, uint64_t additional)
{
Scene00004(quest, player);
},
nullptr, 0);
case Eobject1: {
eventMgr().eventActionStart(
player, getId(), 0x07,
[ & ]( Entity::Player &player, uint32_t eventId, uint64_t additional ) {
Scene00004( quest, player );
},
nullptr, 0 );
break;
}
case Eobject2:
{
eventMgr().eventActionStart(player, getId(), 0x07,
[&](Entity::Player& player, uint32_t eventId, uint64_t additional)
{
Scene00005(quest, player);
},
nullptr, 0);
case Eobject2: {
eventMgr().eventActionStart(
player, getId(), 0x07,
[ & ]( Entity::Player &player, uint32_t eventId, uint64_t additional ) {
Scene00005( quest, player );
},
nullptr, 0 );
break;
}
case Eobject3:
{
eventMgr().eventActionStart( player, getId(), 0x0A,
[&]( Entity::Player& player, uint32_t eventId, uint64_t additional )
{
Scene00013( quest, player );
eventMgr().sendEventNotice( player, getId(), 2, 2, 0, 0 );
},
nullptr, 0);
case Eobject3: {
eventMgr().eventActionStart(
player, getId(), 0x0A,
[ & ]( Entity::Player &player, uint32_t eventId, uint64_t additional ) {
Scene00013( quest, player );
eventMgr().sendEventNotice( player, getId(), 2, 2, 0, 0 );
},
nullptr, 0 );
break;
}
case Eobject4:
{
eventMgr().eventActionStart( player, getId(), 0x01,
[&]( Entity::Player& player, uint32_t eventId, uint64_t additional )
{
Scene00015( quest, player );
},
nullptr, 0 );
case Eobject4: {
eventMgr().eventActionStart(
player, getId(), 0x01,
[ & ]( Entity::Player &player, uint32_t eventId, uint64_t additional ) {
Scene00015( quest, player );
},
nullptr, 0 );
break;
}
}
}
private:
private:
void checkQuestCompletion( World::Quest &quest, Entity::Player &player )
{
auto currentCC = quest.getUI8AL();
eventMgr().sendEventNotice( player, getId(), 1, 2, currentCC + 1, 3 );
void checkQuestCompletion( World::Quest& quest, Entity::Player& player )
if( currentCC + 1 >= 3 )
{
auto currentCC = quest.getUI8AL();
eventMgr().sendEventNotice( player, getId(), 1, 2, currentCC + 1, 3 );
if( currentCC + 1 >= 3 )
{
quest.setSeq( Seq3 );
quest.setUI8AL( 0 );
}
else
{
quest.setUI8AL( currentCC + 1 );
}
quest.setSeq( Seq3 );
quest.setUI8AL( 0 );
}
else
{
quest.setUI8AL( currentCC + 1 );
}
}
//////////////////////////////////////////////////////////////////////
// Available Scenes in this quest, not necessarly all are used
//////////////////////////////////////////////////////////////////////
void Scene00000( World::Quest& quest, Entity::Player& player )
void Scene00000( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 0, HIDE_HOTBAR, bindSceneReturn( &ClsArc004::Scene00000Return ) );
}
void Scene00000Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00000Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
if( result.getResult( 0 ) == 1 ) // accept quest
if( result.getResult( 0 ) == 1 )// accept quest
{
Scene00001( quest, player );
}
@ -207,24 +194,24 @@ class ClsArc004 : public Sapphire::ScriptAPI::QuestScript
//////////////////////////////////////////////////////////////////////
void Scene00001( World::Quest& quest, Entity::Player& player )
void Scene00001( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 1, SET_EOBJ_BASE | HIDE_HOTBAR | INVIS_EOBJ, bindSceneReturn( &ClsArc004::Scene00001Return ) );
}
void Scene00001Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00001Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
quest.setSeq(Seq1);
quest.setSeq( Seq1 );
}
//////////////////////////////////////////////////////////////////////
void Scene00002( World::Quest& quest, Entity::Player& player )
void Scene00002( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 2, SET_EOBJ_BASE | HIDE_HOTBAR | INVIS_EOBJ, bindSceneReturn( &ClsArc004::Scene00002Return ) );
}
void Scene00002Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00002Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
eventMgr().sendEventNotice( player, getId(), 0, 2, 0, 0 );
quest.setSeq( Seq2 );
@ -232,38 +219,38 @@ class ClsArc004 : public Sapphire::ScriptAPI::QuestScript
//////////////////////////////////////////////////////////////////////
void Scene00003( World::Quest& quest, Entity::Player& player )
void Scene00003( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 3, HIDE_HOTBAR, bindSceneReturn( &ClsArc004::Scene00003Return ) );
}
void Scene00003Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00003Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
quest.setBitFlag8(1, true);
checkQuestCompletion(quest, player);
quest.setBitFlag8( 1, true );
checkQuestCompletion( quest, player );
}
//////////////////////////////////////////////////////////////////////
void Scene00004( World::Quest& quest, Entity::Player& player )
void Scene00004( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 4, HIDE_HOTBAR, bindSceneReturn( &ClsArc004::Scene00004Return ) );
}
void Scene00004Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00004Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
quest.setBitFlag8(2, true);
checkQuestCompletion(quest, player);
quest.setBitFlag8( 2, true );
checkQuestCompletion( quest, player );
}
//////////////////////////////////////////////////////////////////////
void Scene00005( World::Quest& quest, Entity::Player& player )
void Scene00005( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 5, HIDE_HOTBAR, bindSceneReturn( &ClsArc004::Scene00005Return ) );
}
void Scene00005Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00005Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
quest.setBitFlag8( 3, true );
checkQuestCompletion( quest, player );
@ -271,137 +258,137 @@ class ClsArc004 : public Sapphire::ScriptAPI::QuestScript
//////////////////////////////////////////////////////////////////////
void Scene00006( World::Quest& quest, Entity::Player& player )
void Scene00006( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 6, HIDE_HOTBAR, bindSceneReturn( &ClsArc004::Scene00006Return ) );
}
void Scene00006Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00006Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
//Empty
}
//////////////////////////////////////////////////////////////////////
void Scene00007( World::Quest& quest, Entity::Player& player )
void Scene00007( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 7, HIDE_HOTBAR, bindSceneReturn( &ClsArc004::Scene00007Return ) );
}
void Scene00007Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00007Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
//Empty
}
//////////////////////////////////////////////////////////////////////
void Scene00008( World::Quest& quest, Entity::Player& player )
void Scene00008( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 8, HIDE_HOTBAR, bindSceneReturn( &ClsArc004::Scene00008Return ) );
}
void Scene00008Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00008Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
//Empty
}
//////////////////////////////////////////////////////////////////////
void Scene00009( World::Quest& quest, Entity::Player& player )
void Scene00009( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 9, HIDE_HOTBAR, bindSceneReturn( &ClsArc004::Scene00009Return ) );
}
void Scene00009Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00009Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
//Empty
}
//////////////////////////////////////////////////////////////////////
void Scene00010( World::Quest& quest, Entity::Player& player )
void Scene00010( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 10, HIDE_HOTBAR, bindSceneReturn( &ClsArc004::Scene00010Return ) );
}
void Scene00010Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00010Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
//Empty
}
//////////////////////////////////////////////////////////////////////
void Scene00011( World::Quest& quest, Entity::Player& player )
void Scene00011( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 11, HIDE_HOTBAR, bindSceneReturn( &ClsArc004::Scene00011Return ) );
}
void Scene00011Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00011Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
//Empty
}
//////////////////////////////////////////////////////////////////////
void Scene00012( World::Quest& quest, Entity::Player& player )
void Scene00012( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 12, HIDE_HOTBAR, bindSceneReturn( &ClsArc004::Scene00012Return ) );
}
void Scene00012Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00012Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
//Empty
}
//////////////////////////////////////////////////////////////////////
void Scene00013( World::Quest& quest, Entity::Player& player )
void Scene00013( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 13, SET_EOBJ_BASE | HIDE_HOTBAR | INVIS_EOBJ, bindSceneReturn( &ClsArc004::Scene00013Return ) );
}
void Scene00013Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00013Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
quest.setSeq(Seq4);
quest.setSeq( Seq4 );
}
//////////////////////////////////////////////////////////////////////
void Scene00014( World::Quest& quest, Entity::Player& player )
void Scene00014( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 14, HIDE_HOTBAR, bindSceneReturn( &ClsArc004::Scene00014Return ) );
}
void Scene00014Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00014Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
//Empty
}
//////////////////////////////////////////////////////////////////////
void Scene00015( World::Quest& quest, Entity::Player& player )
void Scene00015( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 15, HIDE_HOTBAR, bindSceneReturn( &ClsArc004::Scene00015Return ) );
}
void Scene00015Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00015Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
Scene00016( quest, player );
}
//////////////////////////////////////////////////////////////////////
void Scene00016( World::Quest& quest, Entity::Player& player )
void Scene00016( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 16, HIDE_HOTBAR, bindSceneReturn( &ClsArc004::Scene00016Return ) );
}
void Scene00016Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00016Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
if( result.getResult( 0) == 1 )
if( result.getResult( 0 ) == 1 )
{
//QuestBattle weirdness, Plus not being able to talk to that NPC, so we have to skip Seq5 entirely
Sapphire::World::Manager::PlayerMgr::sendDebug(player, "QuestBattle content is currently broken. The fight has been skipped for you.");
Sapphire::World::Manager::PlayerMgr::sendUrgent( player, "QuestBattle content is currently broken. The fight has been skipped for you." );
quest.setSeq( SeqFinish );
/*auto& pTeriMgr = Common::Service< Sapphire::World::Manager::TerritoryMgr >::ref();
@ -413,24 +400,24 @@ class ClsArc004 : public Sapphire::ScriptAPI::QuestScript
//////////////////////////////////////////////////////////////////////
void Scene00017( World::Quest& quest, Entity::Player& player )
void Scene00017( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 17, HIDE_HOTBAR, bindSceneReturn( &ClsArc004::Scene00017Return ) );
}
void Scene00017Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00017Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
//Empty
}
//////////////////////////////////////////////////////////////////////
void Scene00018( World::Quest& quest, Entity::Player& player )
void Scene00018( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 18, HIDE_HOTBAR, bindSceneReturn( &ClsArc004::Scene00018Return ) );
}
void Scene00018Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00018Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
eventMgr().sendEventNotice( player, getId(), 4, 2, 0, 0 );
quest.setSeq( SeqFinish );
@ -438,45 +425,43 @@ class ClsArc004 : public Sapphire::ScriptAPI::QuestScript
//////////////////////////////////////////////////////////////////////
void Scene00019( World::Quest& quest, Entity::Player& player )
void Scene00019( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 19, HIDE_HOTBAR, bindSceneReturn( &ClsArc004::Scene00019Return ) );
}
void Scene00019Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00019Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
//Empty
}
//////////////////////////////////////////////////////////////////////
void Scene00020( World::Quest& quest, Entity::Player& player )
void Scene00020( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 20, HIDE_HOTBAR, bindSceneReturn( &ClsArc004::Scene00020Return ) );
}
void Scene00020Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00020Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
//Empty
}
//////////////////////////////////////////////////////////////////////
void Scene00021( World::Quest& quest, Entity::Player& player )
void Scene00021( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 21, HIDE_HOTBAR, bindSceneReturn( &ClsArc004::Scene00021Return ) );
}
void Scene00021Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00021Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
if( result.getResult( 0 ) == 1 )
{
player.finishQuest( getId(), result.getResult( 1 ) );
}
}
};
EXPOSE_SCRIPT( ClsArc004 );

View file

@ -2,11 +2,11 @@
// 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 <Actor/Player.h>
#include "Manager/EventMgr.h"
#include "Manager/TerritoryMgr.h"
#include <Actor/Player.h>
#include <ScriptObject.h>
#include <Service.h>
#include "Manager/TerritoryMgr.h"
//Temporrary because QuestBattles are broken
#include "Manager/PlayerMgr.h"
@ -62,8 +62,7 @@ private:
static constexpr auto Territorytype0 = 230;
public:
ClsArc005() : Sapphire::ScriptAPI::QuestScript( 65607 )
{};
ClsArc005() : Sapphire::ScriptAPI::QuestScript( 65607 ){};
~ClsArc005() = default;
@ -73,54 +72,46 @@ public:
{
switch( actorId )
{
case Actor0:
{
if( !player.hasQuest( getId()))
case Actor0: {
if( !player.hasQuest( getId() ) )
Scene00000( quest, player );
else if( quest.getSeq() == SeqFinish )
Scene00010( quest, player );
break;
}
case Actor1:
{
case Actor1: {
if( quest.getSeq() == Seq1 )
Scene00002( quest, player );
break;
}
case Actor2:
{
case Actor2: {
if( quest.getSeq() == Seq2 )
Scene00003( quest, player );
break;
}
case Actor3:
{
case Actor3: {
if( quest.getSeq() == Seq4 )
Scene00006( quest, player );
break;
}
case Actor4:
{
case Actor4: {
break;
}
case Actor5:
{
case Actor5: {
break;
}
case Actor6:
{
case Actor6: {
break;
}
case Eobject0:
{
eventMgr().eventActionStart( player, getId(), 0x0A,
[ & ]( Entity::Player &player, uint32_t eventId, uint64_t additional )
{
Scene00004( quest, player );
eventMgr().sendEventNotice( player, getId(), 2, 2, 0, 0 );
},
nullptr, 0 );
case Eobject0: {
eventMgr().eventActionStart(
player, getId(), 0x0A,
[ & ]( Entity::Player &player, uint32_t eventId, uint64_t additional ) {
Scene00004( quest, player );
eventMgr().sendEventNotice( player, getId(), 2, 2, 0, 0 );
},
nullptr, 0 );
break;
}
}
@ -139,7 +130,7 @@ private:
void Scene00000Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
if( result.getResult( 0 ) == 1 ) // accept quest
if( result.getResult( 0 ) == 1 )// accept quest
{
Scene00001( quest, player );
}
@ -232,7 +223,7 @@ private:
{
//Questbattles be broken
quest.setSeq( SeqFinish );
Sapphire::World::Manager::PlayerMgr::sendDebug(player, "QuestBattle content is currently broken. The fight has been skipped for you.");
Sapphire::World::Manager::PlayerMgr::sendUrgent( player, "QuestBattle content is currently broken. The fight has been skipped for you." );
/*auto& pTeriMgr = Common::Service< Sapphire::World::Manager::TerritoryMgr >::ref();
eventMgr().eventFinish( player, result.eventId, 0 );
@ -278,9 +269,7 @@ private:
{
player.finishQuest( getId(), result.getResult( 1 ) );
}
}
};
EXPOSE_SCRIPT( ClsArc005 );

View file

@ -2,11 +2,11 @@
// 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 <Actor/Player.h>
#include "Manager/EventMgr.h"
#include "Manager/TerritoryMgr.h"
#include <Actor/Player.h>
#include <ScriptObject.h>
#include <Service.h>
#include "Manager/TerritoryMgr.h"
//Temporrary because QuestBattles are broken
#include "Manager/PlayerMgr.h"
@ -20,127 +20,116 @@ using namespace Sapphire;
class ClsArc006 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// BitFlag8
// UI8AL
private:
// Basic quest information
// Quest vars / flags used
// BitFlag8
// UI8AL
/// Countable Num: 1 Seq: 1 Event: 1 Listener: 1000795
/// Countable Num: 1 Seq: 2 Event: 1 Listener: 1000796
/// Countable Num: 1 Seq: 255 Event: 1 Listener: 1000797
// 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,
SeqFinish = 255,
};
/// Countable Num: 1 Seq: 1 Event: 1 Listener: 1000795
/// Countable Num: 1 Seq: 2 Event: 1 Listener: 1000796
/// Countable Num: 1 Seq: 255 Event: 1 Listener: 1000797
// 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,
SeqFinish = 255,
};
// Entities found in the script data of the quest
static constexpr auto Actor0 = 1000200;
static constexpr auto Actor1 = 1000795;
static constexpr auto Actor2 = 1000796;
static constexpr auto Actor3 = 1000797;
static constexpr auto Actor4 = 1000798;
static constexpr auto Actor5 = 1000799;
static constexpr auto Actor6 = 1000800;
static constexpr auto Actor7 = 1003066;
static constexpr auto Actor8 = 1003067;
static constexpr auto Actor9 = 1003068;
static constexpr auto Eobject0 = 2001841;
static constexpr auto Eobject1 = 2000709;
static constexpr auto EventAction = 27;
static constexpr auto EventActionSearch = 1;
static constexpr auto EventMotZephyr = 366;
static constexpr auto LocAction0 = 995;
static constexpr auto LocActor0 = 1000199;
static constexpr auto LocActor1 = 1000204;
static constexpr auto LocVfx = 241;
static constexpr auto LocWs = 113;
static constexpr auto Questbattle0 = 2;
static constexpr auto Questbattle1 = 3;
static constexpr auto Seq0Actor0Lq = 98;
static constexpr auto Territorytype0 = 231;
static constexpr auto Territorytype1 = 236;
// Entities found in the script data of the quest
static constexpr auto Actor0 = 1000200;
static constexpr auto Actor1 = 1000795;
static constexpr auto Actor2 = 1000796;
static constexpr auto Actor3 = 1000797;
static constexpr auto Actor4 = 1000798;
static constexpr auto Actor5 = 1000799;
static constexpr auto Actor6 = 1000800;
static constexpr auto Actor7 = 1003066;
static constexpr auto Actor8 = 1003067;
static constexpr auto Actor9 = 1003068;
static constexpr auto Eobject0 = 2001841;
static constexpr auto Eobject1 = 2000709;
static constexpr auto EventAction = 27;
static constexpr auto EventActionSearch = 1;
static constexpr auto EventMotZephyr = 366;
static constexpr auto LocAction0 = 995;
static constexpr auto LocActor0 = 1000199;
static constexpr auto LocActor1 = 1000204;
static constexpr auto LocVfx = 241;
static constexpr auto LocWs = 113;
static constexpr auto Questbattle0 = 2;
static constexpr auto Questbattle1 = 3;
static constexpr auto Seq0Actor0Lq = 98;
static constexpr auto Territorytype0 = 231;
static constexpr auto Territorytype1 = 236;
public:
ClsArc006() : Sapphire::ScriptAPI::QuestScript( 65612 ){};
~ClsArc006() = default;
public:
ClsArc006() : Sapphire::ScriptAPI::QuestScript( 65612 ){};
~ClsArc006() = default;
//////////////////////////////////////////////////////////////////////
// Event Handlers
void onTalk( World::Quest& quest, Entity::Player& player, uint64_t actorId ) override
void onTalk( World::Quest &quest, Entity::Player &player, uint64_t actorId ) override
{
switch( actorId )
{
case Actor0:
{
if (!player.hasQuest(getId()))
Scene00000(quest, player);
else if (quest.getSeq() == SeqFinish)
Scene00013(quest, player);
case Actor0: {
if( !player.hasQuest( getId() ) )
Scene00000( quest, player );
else if( quest.getSeq() == SeqFinish )
Scene00013( quest, player );
break;
}
case Actor1:
{
if (quest.getSeq() == Seq1)
Scene00002(quest, player);
case Actor1: {
if( quest.getSeq() == Seq1 )
Scene00002( quest, player );
break;
}
case Actor2:
{
case Actor2: {
break;
}
case Actor3:
{
case Actor3: {
break;
}
case Actor4:
{
case Actor4: {
break;
}
case Actor5:
{
case Actor5: {
break;
}
case Actor6:
{
case Actor6: {
break;
}
case Actor7:
{
if (quest.getSeq() == SeqFinish)
Scene00014(quest, player);
case Actor7: {
if( quest.getSeq() == SeqFinish )
Scene00014( quest, player );
break;
}
case Actor8:
{
if (quest.getSeq() == SeqFinish)
Scene00015(quest, player);
case Actor8: {
if( quest.getSeq() == SeqFinish )
Scene00015( quest, player );
break;
}
case Actor9:
{
if (quest.getSeq() == SeqFinish)
Scene00016(quest, player);
case Actor9: {
if( quest.getSeq() == SeqFinish )
Scene00016( quest, player );
break;
}
case Eobject1:
{
eventMgr().eventActionStart(player, getId(), 0x1B,
[&](Entity::Player& player, uint32_t eventId, uint64_t additional)
{
Scene00011(quest, player);
},
nullptr, 0);
case Eobject1: {
eventMgr().eventActionStart(
player, getId(), 0x1B,
[ & ]( Entity::Player &player, uint32_t eventId, uint64_t additional ) {
Scene00011( quest, player );
},
nullptr, 0 );
break;
}
@ -148,49 +137,50 @@ class ClsArc006 : public Sapphire::ScriptAPI::QuestScript
}
private:
private:
//////////////////////////////////////////////////////////////////////
// Available Scenes in this quest, not necessarly all are used
//////////////////////////////////////////////////////////////////////
void Scene00000( World::Quest& quest, Entity::Player& player )
void Scene00000( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 0, HIDE_HOTBAR, bindSceneReturn( &ClsArc006::Scene00000Return ) );
}
void Scene00000Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00000Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
if( result.getResult( 0 ) == 1 ) // accept quest
if( result.getResult( 0 ) == 1 )// accept quest
{
Scene00001(quest, player);
Scene00001( quest, player );
}
}
//////////////////////////////////////////////////////////////////////
void Scene00001( World::Quest& quest, Entity::Player& player )
void Scene00001( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 1, SET_EOBJ_BASE | HIDE_HOTBAR | INVIS_EOBJ, bindSceneReturn( &ClsArc006::Scene00001Return ) );
}
void Scene00001Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00001Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
quest.setSeq(Seq1);
quest.setSeq( Seq1 );
}
//////////////////////////////////////////////////////////////////////
void Scene00002( World::Quest& quest, Entity::Player& player )
void Scene00002( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 2, HIDE_HOTBAR, bindSceneReturn( &ClsArc006::Scene00002Return ) );
}
void Scene00002Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00002Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
if (result.getResult(0) == 1) {
if( result.getResult( 0 ) == 1 )
{
//QuestBattles don't work atm
quest.setSeq(Seq2);
Sapphire::World::Manager::PlayerMgr::sendDebug(player, "QuestBattle content is currently broken. The fight has been skipped for you.");
quest.setSeq( Seq2 );
Sapphire::World::Manager::PlayerMgr::sendUrgent( player, "QuestBattle content is currently broken. The fight has been skipped for you." );
/*auto& pTeriMgr = Common::Service< Sapphire::World::Manager::TerritoryMgr >::ref();
eventMgr().eventFinish(player, result.eventId, 0);
@ -200,121 +190,106 @@ class ClsArc006 : public Sapphire::ScriptAPI::QuestScript
//////////////////////////////////////////////////////////////////////
void Scene00003( World::Quest& quest, Entity::Player& player )
void Scene00003( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 3, HIDE_HOTBAR, bindSceneReturn( &ClsArc006::Scene00003Return ) );
}
void Scene00003Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00003Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00004( World::Quest& quest, Entity::Player& player )
void Scene00004( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 4, HIDE_HOTBAR, bindSceneReturn( &ClsArc006::Scene00004Return ) );
}
void Scene00004Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00004Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00005( World::Quest& quest, Entity::Player& player )
void Scene00005( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 5, HIDE_HOTBAR, bindSceneReturn( &ClsArc006::Scene00005Return ) );
}
void Scene00005Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00005Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00006( World::Quest& quest, Entity::Player& player )
void Scene00006( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 6, HIDE_HOTBAR, bindSceneReturn( &ClsArc006::Scene00006Return ) );
}
void Scene00006Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00006Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00007( World::Quest& quest, Entity::Player& player )
void Scene00007( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 7, HIDE_HOTBAR, bindSceneReturn( &ClsArc006::Scene00007Return ) );
}
void Scene00007Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00007Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00008( World::Quest& quest, Entity::Player& player )
void Scene00008( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 8, HIDE_HOTBAR, bindSceneReturn( &ClsArc006::Scene00008Return ) );
}
void Scene00008Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00008Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00009( World::Quest& quest, Entity::Player& player )
void Scene00009( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 9, HIDE_HOTBAR, bindSceneReturn( &ClsArc006::Scene00009Return ) );
}
void Scene00009Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00009Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00010( World::Quest& quest, Entity::Player& player )
void Scene00010( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 10, HIDE_HOTBAR, bindSceneReturn( &ClsArc006::Scene00010Return ) );
}
void Scene00010Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00010Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00011( World::Quest& quest, Entity::Player& player )
void Scene00011( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 11, HIDE_HOTBAR, bindSceneReturn( &ClsArc006::Scene00011Return ) );
}
void Scene00011Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00011Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
if (result.getResult(0) == 1) {
if( result.getResult( 0 ) == 1 )
{
//QuestBattles don't work atm
quest.setSeq(SeqFinish);
Sapphire::World::Manager::PlayerMgr::sendDebug(player, "QuestBattle content is currently broken. The fight has been skipped for you.");
quest.setSeq( SeqFinish );
Sapphire::World::Manager::PlayerMgr::sendUrgent( player, "QuestBattle content is currently broken. The fight has been skipped for you." );
/*auto& pTeriMgr = Common::Service< Sapphire::World::Manager::TerritoryMgr >::ref();
eventMgr().eventFinish(player, result.eventId, 0);
@ -324,73 +299,63 @@ class ClsArc006 : public Sapphire::ScriptAPI::QuestScript
//////////////////////////////////////////////////////////////////////
void Scene00012( World::Quest& quest, Entity::Player& player )
void Scene00012( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 12, HIDE_HOTBAR, bindSceneReturn( &ClsArc006::Scene00012Return ) );
}
void Scene00012Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00012Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00013( World::Quest& quest, Entity::Player& player )
void Scene00013( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 13, SET_EOBJ_BASE | HIDE_HOTBAR | INVIS_EOBJ, bindSceneReturn( &ClsArc006::Scene00013Return ) );
}
void Scene00013Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00013Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
if( result.getResult( 0 ) == 1 )
{
player.finishQuest( getId(), result.getResult( 1 ) );
}
}
//////////////////////////////////////////////////////////////////////
void Scene00014( World::Quest& quest, Entity::Player& player )
void Scene00014( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 14, HIDE_HOTBAR, bindSceneReturn( &ClsArc006::Scene00014Return ) );
}
void Scene00014Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00014Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00015( World::Quest& quest, Entity::Player& player )
void Scene00015( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 15, HIDE_HOTBAR, bindSceneReturn( &ClsArc006::Scene00015Return ) );
}
void Scene00015Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00015Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00016( World::Quest& quest, Entity::Player& player )
void Scene00016( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 16, HIDE_HOTBAR, bindSceneReturn( &ClsArc006::Scene00016Return ) );
}
void Scene00016Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00016Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
}
};
EXPOSE_SCRIPT( ClsArc006 );

View file

@ -2,8 +2,8 @@
// 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 <Actor/Player.h>
#include "Manager/EventMgr.h"
#include <Actor/Player.h>
#include <ScriptObject.h>
#include <Service.h>
@ -17,58 +17,57 @@ using namespace Sapphire;
class ClsArc100 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// UI8AL
// UI8BH
// UI8BL
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,
};
/// 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;
// 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;
public:
ClsArc100() : Sapphire::ScriptAPI::QuestScript( 65755 ){};
~ClsArc100() = default;
//////////////////////////////////////////////////////////////////////
// Event Handlers
void onTalk( World::Quest& quest, Entity::Player& player, uint64_t actorId ) override
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)
Scene00001(quest, player);
case Actor0: {
if( quest.getSeq() == Seq0 )
Scene00000( quest, player );
else if( quest.getSeq() == SeqFinish )
Scene00001( quest, player );
break;
}
}
}
void onBNpcKill(World::Quest& quest, uint16_t nameId, uint32_t entityId, Sapphire::Entity::Player& player) override
void onBNpcKill( World::Quest &quest, uint16_t nameId, uint32_t entityId, Sapphire::Entity::Player &player ) override
{
if (nameId != Enemy0 && nameId != Enemy1 && nameId != Enemy2)
if( nameId != Enemy0 && nameId != Enemy1 && nameId != Enemy2 )
return;
@ -79,46 +78,46 @@ class ClsArc100 : public Sapphire::ScriptAPI::QuestScript
switch( nameId )
{
case Enemy0: {
if (currentKC37 >= 3)
if( currentKC37 >= 3 )
{
quest.setUI8AL(currentKC37);
checkQuestCompletion(quest, player);
eventMgr().sendEventNotice(player, getId(), 0, 2, currentKC37, 3);
quest.setUI8AL( currentKC37 );
checkQuestCompletion( quest, player );
eventMgr().sendEventNotice( player, getId(), 0, 2, currentKC37, 3 );
}
else if (currentKC37 < 3)
else if( currentKC37 < 3 )
{
quest.setUI8AL(currentKC37);
eventMgr().sendEventNotice(player, getId(), 0, 2, currentKC37, 3);
quest.setUI8AL( currentKC37 );
eventMgr().sendEventNotice( player, getId(), 0, 2, currentKC37, 3 );
}
break;
}
case Enemy1: {
if (currentKC49 >= 3)
if( currentKC49 >= 3 )
{
quest.setUI8BH(currentKC49);
checkQuestCompletion(quest, player);
eventMgr().sendEventNotice(player, getId(), 1, 2, currentKC49, 3);
quest.setUI8BH( currentKC49 );
checkQuestCompletion( quest, player );
eventMgr().sendEventNotice( player, getId(), 1, 2, currentKC49, 3 );
}
else if (currentKC49 < 3)
else if( currentKC49 < 3 )
{
quest.setUI8BH(currentKC49);
eventMgr().sendEventNotice(player, getId(), 1, 2, currentKC49, 3);
quest.setUI8BH( currentKC49 );
eventMgr().sendEventNotice( player, getId(), 1, 2, currentKC49, 3 );
}
break;
}
case Enemy2: {
if (currentKC47 >= 3)
if( currentKC47 >= 3 )
{
quest.setUI8BL(currentKC47);
checkQuestCompletion(quest, player);
eventMgr().sendEventNotice(player, getId(), 2, 2, currentKC47, 3);
quest.setUI8BL( currentKC47 );
checkQuestCompletion( quest, player );
eventMgr().sendEventNotice( player, getId(), 2, 2, currentKC47, 3 );
}
else if (currentKC47 < 3)
else if( currentKC47 < 3 )
{
quest.setUI8BL(currentKC47);
eventMgr().sendEventNotice(player, getId(), 2, 2, currentKC47, 3);
quest.setUI8BL( currentKC47 );
eventMgr().sendEventNotice( player, getId(), 2, 2, currentKC47, 3 );
}
break;
@ -126,57 +125,53 @@ class ClsArc100 : public Sapphire::ScriptAPI::QuestScript
}
}
private:
private:
void checkQuestCompletion( World::Quest &quest, Entity::Player &player )
{
auto currentKC37 = quest.getUI8AL();
auto currentKC49 = quest.getUI8BH();
auto currentKC47 = quest.getUI8BL();
void checkQuestCompletion(World::Quest& quest, Entity::Player& player)
if( currentKC37 == 3 && currentKC49 == 3 && currentKC47 == 3 )
{
auto currentKC37 = quest.getUI8AL();
auto currentKC49 = quest.getUI8BH();
auto currentKC47 = quest.getUI8BL();
if (currentKC37 == 3 && currentKC49 == 3 && currentKC47 == 3)
{
quest.setUI8AL(0);
quest.setUI8BH(0);
quest.setUI8BL(0);
quest.setSeq(SeqFinish);
}
quest.setUI8AL( 0 );
quest.setUI8BH( 0 );
quest.setUI8BL( 0 );
quest.setSeq( SeqFinish );
}
}
//////////////////////////////////////////////////////////////////////
// Available Scenes in this quest, not necessarly all are used
//////////////////////////////////////////////////////////////////////
void Scene00000( World::Quest& quest, Entity::Player& player )
void Scene00000( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 0, NONE, bindSceneReturn( &ClsArc100::Scene00000Return ) );
}
void Scene00000Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00000Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
if( result.getResult( 0 ) == 1 ) // accept quest
if( result.getResult( 0 ) == 1 )// accept quest
{
quest.setSeq(Seq1);
quest.setSeq( Seq1 );
}
}
//////////////////////////////////////////////////////////////////////
void Scene00001( World::Quest& quest, Entity::Player& player )
void Scene00001( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 1, NONE, bindSceneReturn( &ClsArc100::Scene00001Return ) );
}
void Scene00001Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00001Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
if( result.getResult( 0 ) == 1 )
{
player.finishQuest( getId() );
}
}
};
EXPOSE_SCRIPT( ClsArc100 );

View file

@ -2,8 +2,8 @@
// 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 <Actor/Player.h>
#include "Manager/EventMgr.h"
#include <Actor/Player.h>
#include <ScriptObject.h>
#include <Service.h>
@ -17,605 +17,564 @@ using namespace Sapphire;
class ClsArc997 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// BitFlag8
// UI8AL
// UI8BH
private:
// Basic quest information
// Quest vars / flags used
// BitFlag8
// UI8AL
// UI8BH
/// Countable Num: 1 Seq: 1 Event: 1 Listener: 1000199
/// Countable Num: 6 Seq: 2 Event: 1 Listener: 2000955
/// Countable Num: 1 Seq: 3 Event: 18 Listener: 2000955
/// Countable Num: 8 Seq: 4 Event: 1 Listener: 2000956
/// Countable Num: 8 Seq: 4 Event: 18 Listener: 2000956
/// Countable Num: 1 Seq: 5 Event: 1 Listener: 2000957
/// Countable Num: 1 Seq: 255 Event: 18 Listener: 2000957
// 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,
Seq4 = 4,
Seq5 = 5,
SeqFinish = 255,
};
/// Countable Num: 1 Seq: 1 Event: 1 Listener: 1000199
/// Countable Num: 6 Seq: 2 Event: 1 Listener: 2000955
/// Countable Num: 1 Seq: 3 Event: 18 Listener: 2000955
/// Countable Num: 8 Seq: 4 Event: 1 Listener: 2000956
/// Countable Num: 8 Seq: 4 Event: 18 Listener: 2000956
/// Countable Num: 1 Seq: 5 Event: 1 Listener: 2000957
/// Countable Num: 1 Seq: 255 Event: 18 Listener: 2000957
// 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,
Seq4 = 4,
Seq5 = 5,
SeqFinish = 255,
};
// Entities found in the script data of the quest
static constexpr auto Action0 = 97;
static constexpr auto Actor0 = 1000200; //Luciane (Guildmaster)
static constexpr auto Actor1 = 1000199; //Leih Aliapoh
static constexpr auto Actor2 = 1000204;
static constexpr auto Enemy0 = 39; //Tree Slug
static constexpr auto Enemy1 = 12; //Northern Vulture
static constexpr auto Eobject0 = 2000955;
static constexpr auto Eobject1 = 2000956;
static constexpr auto Eobject2 = 2000957;
static constexpr auto Eobject3 = 2000958;
static constexpr auto Eobject4 = 2000959;
static constexpr auto Eobject5 = 2001175;
static constexpr auto Eobject6 = 2001177;
static constexpr auto Eobject7 = 2001178;
// Entities found in the script data of the quest
static constexpr auto Action0 = 97;
static constexpr auto Actor0 = 1000200;//Luciane (Guildmaster)
static constexpr auto Actor1 = 1000199;//Leih Aliapoh
static constexpr auto Actor2 = 1000204;
static constexpr auto Enemy0 = 39;//Tree Slug
static constexpr auto Enemy1 = 12;//Northern Vulture
static constexpr auto Eobject0 = 2000955;
static constexpr auto Eobject1 = 2000956;
static constexpr auto Eobject2 = 2000957;
static constexpr auto Eobject3 = 2000958;
static constexpr auto Eobject4 = 2000959;
static constexpr auto Eobject5 = 2001175;
static constexpr auto Eobject6 = 2001177;
static constexpr auto Eobject7 = 2001178;
public:
ClsArc997() : Sapphire::ScriptAPI::QuestScript( 65670 ){};
~ClsArc997() = default;
public:
ClsArc997() : Sapphire::ScriptAPI::QuestScript( 65670 ){};
~ClsArc997() = default;
//////////////////////////////////////////////////////////////////////
// Event Handlers
void onTalk( World::Quest& quest, Entity::Player& player, uint64_t actorId ) override
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)
Scene00030(quest, player);
case Actor0: {
if( quest.getSeq() == Seq0 )
Scene00000( quest, player );
else if( quest.getSeq() == SeqFinish )
Scene00030( quest, player );
break;
}
case Actor1:
{
if (quest.getSeq() == Seq1)
Scene00001(quest, player);
else if (quest.getSeq() == Seq3)
Scene00026(quest, player);
else if (quest.getSeq() == Seq5)
Scene00029(quest, player);
case Actor1: {
if( quest.getSeq() == Seq1 )
Scene00001( quest, player );
else if( quest.getSeq() == Seq3 )
Scene00026( quest, player );
else if( quest.getSeq() == Seq5 )
Scene00029( quest, player );
break;
}
case Actor2:
{
case Actor2: {
break;
}
}
}
void onBNpcKill(World::Quest& quest, uint16_t nameId, uint32_t entityId, Sapphire::Entity::Player& player) override
void onBNpcKill( World::Quest &quest, uint16_t nameId, uint32_t entityId, Sapphire::Entity::Player &player ) override
{
if (nameId != Enemy0 && nameId != Enemy1)
if( nameId != Enemy0 && nameId != Enemy1 )
return;
auto currentKC39 = quest.getUI8AL() + 1;
auto currentKC12 = quest.getUI8BH() + 1;
switch (nameId)
switch( nameId )
{
case Enemy0: {
if (currentKC39 >= 8)
{
quest.setUI8AL(currentKC39);
checkQuestCompletion(quest, player, 2);
eventMgr().sendEventNotice(player, getId(), 3, 2, currentKC39, 8);
}
else if (currentKC39 < 8)
{
quest.setUI8AL(currentKC39);
eventMgr().sendEventNotice(player, getId(), 3, 2, currentKC39, 8);
}
case Enemy0: {
if( currentKC39 >= 8 )
{
quest.setUI8AL( currentKC39 );
checkQuestCompletion( quest, player, 2 );
eventMgr().sendEventNotice( player, getId(), 3, 2, currentKC39, 8 );
}
else if( currentKC39 < 8 )
{
quest.setUI8AL( currentKC39 );
eventMgr().sendEventNotice( player, getId(), 3, 2, currentKC39, 8 );
}
break;
}
case Enemy1: {
if (currentKC12 >= 8)
{
quest.setUI8BH(currentKC12);
checkQuestCompletion(quest, player, 2);
eventMgr().sendEventNotice(player, getId(), 4, 2, currentKC12, 8);
}
else if (currentKC12 < 8)
{
quest.setUI8BH(currentKC12);
eventMgr().sendEventNotice(player, getId(), 4, 2, currentKC12, 8);
break;
}
case Enemy1: {
if( currentKC12 >= 8 )
{
quest.setUI8BH( currentKC12 );
checkQuestCompletion( quest, player, 2 );
eventMgr().sendEventNotice( player, getId(), 4, 2, currentKC12, 8 );
}
else if( currentKC12 < 8 )
{
quest.setUI8BH( currentKC12 );
eventMgr().sendEventNotice( player, getId(), 4, 2, currentKC12, 8 );
}
break;
}
break;
}
}
}
void onEObjHit(World::Quest& quest, Sapphire::Entity::Player& player, uint64_t actorId, uint32_t actionId) override
void onEObjHit( World::Quest &quest, Sapphire::Entity::Player &player, uint64_t actorId, uint32_t actionId ) override
{
auto actor = eventMgr().mapEventActorToRealActor(static_cast<uint32_t>(actorId));
auto actor = eventMgr().mapEventActorToRealActor( static_cast< uint32_t >( actorId ) );
switch (actor)
switch( actor )
{
case Eobject0:
case Eobject0:
eventMgr().eventStart(player, actor, getId(), Event::EventHandler::Nest, 0, 0);
Scene00002(quest, player);
break;
case Eobject1:
eventMgr().eventStart(player, actor, getId(), Event::EventHandler::Nest, 0, 0);
Scene00003(quest, player);
break;
case Eobject2:
eventMgr().eventStart(player, actor, getId(), Event::EventHandler::Nest, 0, 0);
Scene00004(quest, player);
break;
case Eobject3:
eventMgr().eventStart(player, actor, getId(), Event::EventHandler::Nest, 0, 0);
Scene00005(quest, player);
break;
case Eobject4:
eventMgr().eventStart(player, actor, getId(), Event::EventHandler::Nest, 0, 0);
Scene00006(quest, player);
break;
case Eobject5:
eventMgr().eventStart(player, actor, getId(), Event::EventHandler::Nest, 0, 0);
Scene00007(quest, player);
break;
case Eobject6:
eventMgr().eventStart(player, actor, getId(), Event::EventHandler::Nest, 0, 0);
Scene00008(quest, player);
break;
case Eobject7:
eventMgr().eventStart(player, actor, getId(), Event::EventHandler::Nest, 0, 0);
Scene00009(quest, player);
break;
eventMgr().eventStart( player, actor, getId(), Event::EventHandler::Nest, 0, 0 );
Scene00002( quest, player );
break;
case Eobject1:
eventMgr().eventStart( player, actor, getId(), Event::EventHandler::Nest, 0, 0 );
Scene00003( quest, player );
break;
case Eobject2:
eventMgr().eventStart( player, actor, getId(), Event::EventHandler::Nest, 0, 0 );
Scene00004( quest, player );
break;
case Eobject3:
eventMgr().eventStart( player, actor, getId(), Event::EventHandler::Nest, 0, 0 );
Scene00005( quest, player );
break;
case Eobject4:
eventMgr().eventStart( player, actor, getId(), Event::EventHandler::Nest, 0, 0 );
Scene00006( quest, player );
break;
case Eobject5:
eventMgr().eventStart( player, actor, getId(), Event::EventHandler::Nest, 0, 0 );
Scene00007( quest, player );
break;
case Eobject6:
eventMgr().eventStart( player, actor, getId(), Event::EventHandler::Nest, 0, 0 );
Scene00008( quest, player );
break;
case Eobject7:
eventMgr().eventStart( player, actor, getId(), Event::EventHandler::Nest, 0, 0 );
Scene00009( quest, player );
break;
}
}
private:
void checkQuestCompletion(World::Quest& quest, Entity::Player& player, uint32_t varIdx)
private:
void checkQuestCompletion( World::Quest &quest, Entity::Player &player, uint32_t varIdx )
{
if( varIdx == 1 )
{
if (varIdx == 1)
auto currentCC = quest.getUI8AL();
eventMgr().sendEventNotice( player, getId(), 0, 3, currentCC + 1, 6 );
quest.setUI8AL( currentCC + 1 );
if( currentCC + 1 >= 6 )
{
auto currentCC = quest.getUI8AL();
eventMgr().sendEventNotice(player, getId(), 0, 3, currentCC + 1, 6);
quest.setUI8AL(currentCC + 1);
if (currentCC + 1 >= 6)
{
quest.setSeq(Seq3);
quest.setUI8AL(0);
}
else
{
quest.setUI8AL(currentCC + 1);
}
quest.setSeq( Seq3 );
quest.setUI8AL( 0 );
}
else if (varIdx == 2)
else
{
auto QUEST_ONKILL_39 = quest.getUI8AL();
auto QUEST_ONKILL_12 = quest.getUI8BH();
if (QUEST_ONKILL_39 == 8 && QUEST_ONKILL_12 == 8)
{
quest.setSeq(Seq5);
}
quest.setUI8AL( currentCC + 1 );
}
}
else if( varIdx == 2 )
{
auto QUEST_ONKILL_39 = quest.getUI8AL();
auto QUEST_ONKILL_12 = quest.getUI8BH();
if( QUEST_ONKILL_39 == 8 && QUEST_ONKILL_12 == 8 )
{
quest.setSeq( Seq5 );
}
}
}
//////////////////////////////////////////////////////////////////////
// Available Scenes in this quest, not necessarly all are used
//////////////////////////////////////////////////////////////////////
void Scene00000( World::Quest& quest, Entity::Player& player )
void Scene00000( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 0, NONE, bindSceneReturn( &ClsArc997::Scene00000Return ) );
}
void Scene00000Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00000Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
if( result.getResult( 0 ) == 1 ) // accept quest
if( result.getResult( 0 ) == 1 )// accept quest
{
quest.setSeq(Seq1);
quest.setSeq( Seq1 );
}
}
//////////////////////////////////////////////////////////////////////
void Scene00001( World::Quest& quest, Entity::Player& player )
void Scene00001( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 1, NONE, bindSceneReturn( &ClsArc997::Scene00001Return ) );
}
void Scene00001Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00001Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
quest.setSeq(Seq2);
quest.setSeq( Seq2 );
}
//////////////////////////////////////////////////////////////////////
void Scene00002( World::Quest& quest, Entity::Player& player )
void Scene00002( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 2, NONE, bindSceneReturn( &ClsArc997::Scene00002Return ) );
}
void Scene00002Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00002Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
checkQuestCompletion(quest, player, 1);
quest.setBitFlag8(1, true);
checkQuestCompletion( quest, player, 1 );
quest.setBitFlag8( 1, true );
}
//////////////////////////////////////////////////////////////////////
void Scene00003( World::Quest& quest, Entity::Player& player )
void Scene00003( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 3, NONE, bindSceneReturn( &ClsArc997::Scene00003Return ) );
}
void Scene00003Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00003Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
checkQuestCompletion(quest, player, 1);
quest.setBitFlag8(2, true);
checkQuestCompletion( quest, player, 1 );
quest.setBitFlag8( 2, true );
}
//////////////////////////////////////////////////////////////////////
void Scene00004( World::Quest& quest, Entity::Player& player )
void Scene00004( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 4, NONE, bindSceneReturn( &ClsArc997::Scene00004Return ) );
}
void Scene00004Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00004Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
checkQuestCompletion(quest, player, 1);
quest.setBitFlag8(3, true);
checkQuestCompletion( quest, player, 1 );
quest.setBitFlag8( 3, true );
}
//////////////////////////////////////////////////////////////////////
void Scene00005( World::Quest& quest, Entity::Player& player )
void Scene00005( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 5, NONE, bindSceneReturn( &ClsArc997::Scene00005Return ) );
}
void Scene00005Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00005Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
checkQuestCompletion(quest, player, 1);
quest.setBitFlag8(4, true);
checkQuestCompletion( quest, player, 1 );
quest.setBitFlag8( 4, true );
}
//////////////////////////////////////////////////////////////////////
void Scene00006( World::Quest& quest, Entity::Player& player )
void Scene00006( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 6, NONE, bindSceneReturn( &ClsArc997::Scene00006Return ) );
}
void Scene00006Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00006Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
checkQuestCompletion(quest, player, 1);
quest.setBitFlag8(5, true);
checkQuestCompletion( quest, player, 1 );
quest.setBitFlag8( 5, true );
}
//////////////////////////////////////////////////////////////////////
void Scene00007( World::Quest& quest, Entity::Player& player )
void Scene00007( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 7, NONE, bindSceneReturn( &ClsArc997::Scene00007Return ) );
}
void Scene00007Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00007Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
checkQuestCompletion(quest, player, 1);
quest.setBitFlag8(6, true);
checkQuestCompletion( quest, player, 1 );
quest.setBitFlag8( 6, true );
}
//////////////////////////////////////////////////////////////////////
void Scene00008( World::Quest& quest, Entity::Player& player )
void Scene00008( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 8, NONE, bindSceneReturn( &ClsArc997::Scene00008Return ) );
}
void Scene00008Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00008Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
checkQuestCompletion(quest, player, 1);
quest.setBitFlag8(7, true);
checkQuestCompletion( quest, player, 1 );
quest.setBitFlag8( 7, true );
}
//////////////////////////////////////////////////////////////////////
void Scene00009( World::Quest& quest, Entity::Player& player )
void Scene00009( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 9, NONE, bindSceneReturn( &ClsArc997::Scene00009Return ) );
}
void Scene00009Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00009Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
checkQuestCompletion(quest, player, 1);
quest.setBitFlag8(8, true);
checkQuestCompletion( quest, player, 1 );
quest.setBitFlag8( 8, true );
}
//////////////////////////////////////////////////////////////////////
void Scene00010( World::Quest& quest, Entity::Player& player )
void Scene00010( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 10, NONE, bindSceneReturn( &ClsArc997::Scene00010Return ) );
}
void Scene00010Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00010Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00011( World::Quest& quest, Entity::Player& player )
void Scene00011( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 11, NONE, bindSceneReturn( &ClsArc997::Scene00011Return ) );
}
void Scene00011Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00011Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00012( World::Quest& quest, Entity::Player& player )
void Scene00012( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 12, NONE, bindSceneReturn( &ClsArc997::Scene00012Return ) );
}
void Scene00012Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00012Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00013( World::Quest& quest, Entity::Player& player )
void Scene00013( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 13, NONE, bindSceneReturn( &ClsArc997::Scene00013Return ) );
}
void Scene00013Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00013Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00014( World::Quest& quest, Entity::Player& player )
void Scene00014( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 14, NONE, bindSceneReturn( &ClsArc997::Scene00014Return ) );
}
void Scene00014Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00014Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00015( World::Quest& quest, Entity::Player& player )
void Scene00015( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 15, NONE, bindSceneReturn( &ClsArc997::Scene00015Return ) );
}
void Scene00015Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00015Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00016( World::Quest& quest, Entity::Player& player )
void Scene00016( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 16, NONE, bindSceneReturn( &ClsArc997::Scene00016Return ) );
}
void Scene00016Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00016Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00017( World::Quest& quest, Entity::Player& player )
void Scene00017( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 17, NONE, bindSceneReturn( &ClsArc997::Scene00017Return ) );
}
void Scene00017Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00017Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00018( World::Quest& quest, Entity::Player& player )
void Scene00018( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 18, NONE, bindSceneReturn( &ClsArc997::Scene00018Return ) );
}
void Scene00018Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00018Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00019( World::Quest& quest, Entity::Player& player )
void Scene00019( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 19, NONE, bindSceneReturn( &ClsArc997::Scene00019Return ) );
}
void Scene00019Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00019Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00020( World::Quest& quest, Entity::Player& player )
void Scene00020( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 20, NONE, bindSceneReturn( &ClsArc997::Scene00020Return ) );
}
void Scene00020Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00020Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00021( World::Quest& quest, Entity::Player& player )
void Scene00021( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 21, NONE, bindSceneReturn( &ClsArc997::Scene00021Return ) );
}
void Scene00021Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00021Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00022( World::Quest& quest, Entity::Player& player )
void Scene00022( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 22, NONE, bindSceneReturn( &ClsArc997::Scene00022Return ) );
}
void Scene00022Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00022Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00023( World::Quest& quest, Entity::Player& player )
void Scene00023( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 23, NONE, bindSceneReturn( &ClsArc997::Scene00023Return ) );
}
void Scene00023Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00023Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00024( World::Quest& quest, Entity::Player& player )
void Scene00024( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 24, NONE, bindSceneReturn( &ClsArc997::Scene00024Return ) );
}
void Scene00024Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00024Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00025( World::Quest& quest, Entity::Player& player )
void Scene00025( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 25, NONE, bindSceneReturn( &ClsArc997::Scene00025Return ) );
}
void Scene00025Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00025Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00026( World::Quest& quest, Entity::Player& player )
void Scene00026( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 26, NONE, bindSceneReturn( &ClsArc997::Scene00026Return ) );
}
void Scene00026Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00026Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
quest.setSeq(Seq4);
quest.setSeq( Seq4 );
}
//////////////////////////////////////////////////////////////////////
void Scene00027( World::Quest& quest, Entity::Player& player )
void Scene00027( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 27, NONE, bindSceneReturn( &ClsArc997::Scene00027Return ) );
}
void Scene00027Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00027Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00028( World::Quest& quest, Entity::Player& player )
void Scene00028( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 28, NONE, bindSceneReturn( &ClsArc997::Scene00028Return ) );
}
void Scene00028Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00028Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
}
//////////////////////////////////////////////////////////////////////
void Scene00029( World::Quest& quest, Entity::Player& player )
void Scene00029( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 29, NONE, bindSceneReturn( &ClsArc997::Scene00029Return ) );
}
void Scene00029Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00029Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
quest.setSeq(SeqFinish);
quest.setSeq( SeqFinish );
}
//////////////////////////////////////////////////////////////////////
void Scene00030( World::Quest& quest, Entity::Player& player )
void Scene00030( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 30, FADE_OUT | HIDE_UI | CONDITION_CUTSCENE, bindSceneReturn( &ClsArc997::Scene00030Return ) );
}
void Scene00030Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00030Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
if (result.getResult(0) == 1)
if( result.getResult( 0 ) == 1 )
player.finishQuest( getId(), result.getResult( 1 ) );
}
};
EXPOSE_SCRIPT( ClsArc997 );

View file

@ -2,8 +2,8 @@
// 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 <Actor/Player.h>
#include "Manager/EventMgr.h"
#include <Actor/Player.h>
#include <ScriptObject.h>
#include <Service.h>
@ -17,93 +17,87 @@ using namespace Sapphire;
class ClsArc998 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
// UI8AL
private:
// Basic quest information
// Quest vars / flags used
// UI8AL
/// 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,
SeqFinish = 255,
};
/// 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,
SeqFinish = 255,
};
// Entities found in the script data of the quest
static constexpr auto Actor0 = 1000197;
static constexpr auto Actor1 = 1000200;
static constexpr auto Classjob = 5;
static constexpr auto GearsetUnlock = 1905;
static constexpr auto LocFace0 = 604;
static constexpr auto LocFace1 = 605;
static constexpr auto LogmessageMonsterNotePageUnlock = 1008;
static constexpr auto UnlockImageClassArc = 24;
// Entities found in the script data of the quest
static constexpr auto Actor0 = 1000197;
static constexpr auto Actor1 = 1000200;
static constexpr auto Classjob = 5;
static constexpr auto GearsetUnlock = 1905;
static constexpr auto LocFace0 = 604;
static constexpr auto LocFace1 = 605;
static constexpr auto LogmessageMonsterNotePageUnlock = 1008;
static constexpr auto UnlockImageClassArc = 24;
public:
ClsArc998() : Sapphire::ScriptAPI::QuestScript( 65667 ){};
~ClsArc998() = default;
public:
ClsArc998() : Sapphire::ScriptAPI::QuestScript( 65667 ){};
~ClsArc998() = default;
//////////////////////////////////////////////////////////////////////
// Event Handlers
void onTalk( World::Quest& quest, Entity::Player& player, uint64_t actorId ) override
void onTalk( World::Quest &quest, Entity::Player &player, uint64_t actorId ) override
{
switch( actorId )
{
case Actor0:
{
if(quest.getSeq() == Seq0)
Scene00000(quest, player);
case Actor0: {
if( quest.getSeq() == Seq0 )
Scene00000( quest, player );
break;
}
case Actor1:
{
if (quest.getSeq() == SeqFinish)
Scene00001(quest, player);
case Actor1: {
if( quest.getSeq() == SeqFinish )
Scene00001( quest, player );
break;
}
}
}
private:
private:
//////////////////////////////////////////////////////////////////////
// Available Scenes in this quest, not necessarly all are used
//////////////////////////////////////////////////////////////////////
void Scene00000( World::Quest& quest, Entity::Player& player )
void Scene00000( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 0, NONE, bindSceneReturn( &ClsArc998::Scene00000Return ) );
}
void Scene00000Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00000Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
if( result.getResult( 0 ) == 1 ) // accept quest
if( result.getResult( 0 ) == 1 )// accept quest
{
quest.setSeq(SeqFinish);
quest.setSeq( SeqFinish );
}
}
//////////////////////////////////////////////////////////////////////
void Scene00001( World::Quest& quest, Entity::Player& player )
void Scene00001( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 1, FADE_OUT | HIDE_UI, bindSceneReturn( &ClsArc998::Scene00001Return ) );
}
void Scene00001Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00001Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
if( result.getResult( 0 ) == 1 )
{
player.finishQuest( getId() );
player.finishQuest( getId() );
}
}
};
EXPOSE_SCRIPT( ClsArc998 );

View file

@ -2,8 +2,8 @@
// 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 <Actor/Player.h>
#include "Manager/EventMgr.h"
#include <Actor/Player.h>
#include <ScriptObject.h>
#include <Service.h>
@ -17,56 +17,55 @@ using namespace Sapphire;
class ClsArc999 : public Sapphire::ScriptAPI::QuestScript
{
private:
// Basic quest information
// Quest vars / flags used
private:
// Basic quest information
// Quest vars / flags used
// Steps in this quest ( 0 is before accepting,
// 1 is first, 255 means ready for turning it in
enum Sequence : uint8_t
{
};
static constexpr auto Actor0 = 1000197;
// Steps in this quest ( 0 is before accepting,
// 1 is first, 255 means ready for turning it in
enum Sequence : uint8_t
{
};
static constexpr auto Actor0 = 1000197;
// Entities found in the script data of the quest
// Entities found in the script data of the quest
public:
ClsArc999() : Sapphire::ScriptAPI::QuestScript( 65717 ){};
~ClsArc999() = default;
public:
ClsArc999() : Sapphire::ScriptAPI::QuestScript( 65717 ){};
~ClsArc999() = default;
//////////////////////////////////////////////////////////////////////
// Event Handlers
void onTalk( World::Quest& quest, Entity::Player& player, uint64_t actorId ) override
void onTalk( World::Quest &quest, Entity::Player &player, uint64_t actorId ) override
{
switch (actorId)
switch( actorId )
{
case Actor0:
{
Scene00000(quest, player);
case Actor0: {
Scene00000( quest, player );
break;
}
}
}
private:
private:
//////////////////////////////////////////////////////////////////////
// Available Scenes in this quest, not necessarly all are used
//////////////////////////////////////////////////////////////////////
void Scene00000( World::Quest& quest, Entity::Player& player )
void Scene00000( World::Quest &quest, Entity::Player &player )
{
eventMgr().playQuestScene( player, getId(), 0, NONE, bindSceneReturn( &ClsArc999::Scene00000Return ) );
}
void Scene00000Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
void Scene00000Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result )
{
if (result.getResult(0) == 1) {
player.finishQuest(getId(), 0);
player.setLevelForClass(1, Sapphire::Common::ClassJob::Archer);
if( result.getResult( 0 ) == 1 )
{
player.finishQuest( getId(), 0 );
player.setLevelForClass( 1, Sapphire::Common::ClassJob::Archer );
}
}
};
EXPOSE_SCRIPT( ClsArc999 );