// This is an automatically generated C++ script template // Content needs to be added by hand to make it function // In order for this script to be loaded, move it to the correct folder in /scripts/ #include "Manager/EventMgr.h" #include #include #include #include "Actor/BNpc.h" #include "Manager/TerritoryMgr.h" #include "Territory/Territory.h" // Quest Script: ClsCnj002_00091 // Quest Name: Trial by Wind // Quest ID: 65627 // Start NPC: 1000692 // End NPC: 1000692 using namespace Sapphire; class ClsCnj002 : public Sapphire::ScriptAPI::QuestScript { private: // Basic quest information // Quest vars / flags used // BitFlag8 // UI8AL /// Countable Num: 1 Seq: 1 Event: 1 Listener: 1000767 /// Countable Num: 1 Seq: 2 Event: 1 Listener: 2000885 /// Countable Num: 1 Seq: 3 Event: 5 Listener: 295 /// Countable Num: 1 Seq: 4 Event: 1 Listener: 1000767 /// Countable Num: 1 Seq: 5 Event: 1 Listener: 2000887 /// Countable Num: 1 Seq: 255 Event: 1 Listener: 1000767 // 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 = 1000692; //E-Sumi-Yan (Guildmaster) static constexpr auto Actor1 = 1000767; //Wulfiue static constexpr auto Enemy0 = 3768148; //Honeybee Swarm static constexpr auto Eobject0 = 2000885;//Destination (Seq2) static constexpr auto Eobject1 = 2000887;//Corrupted Air static constexpr auto EventActionSearch = 1; static constexpr auto LocActor0 = 1003003; static constexpr auto LocActor1 = 1000693; static constexpr auto LocFace1 = 617; static constexpr auto LocFace2 = 611; static constexpr auto LocFace3 = 604; static constexpr auto LocPosActor0 = 1170797; static constexpr auto Questbattle0 = 54; static constexpr auto Territorytype0 = 289; static constexpr auto UnlockImageClassCange = 22; static constexpr auto UnlockImageGearSet = 29; public: ClsCnj002() : Sapphire::ScriptAPI::QuestScript( 65627 ){}; ~ClsCnj002() = default; ////////////////////////////////////////////////////////////////////// // Event Handlers void onTalk( World::Quest& quest, Entity::Player& player, uint64_t actorId ) override { switch( actorId ) { case Actor0: { if( quest.getSeq() == Seq0 ) Scene00000( quest, player ); else if( quest.getSeq() == SeqFinish ) Scene00010( quest, player ); break; } case Actor1: { if( quest.getSeq() == Seq1 ) Scene00002( quest, player ); else if( quest.getSeq() == Seq3 ) Scene00006( quest, player ); else if( quest.getSeq() == Seq5 ) Scene00009( quest, player ); break; } case Eobject0: { if( quest.getSeq() == Seq2 ) { eventMgr().eventActionStart( player, getId(), 0x01, [ & ]( Entity::Player& player, uint32_t eventId, uint64_t additional ) { Scene00004( quest, player ); }, nullptr, 0 ); } break; } case Eobject1: { if( quest.getSeq() == Seq4 ) { eventMgr().sendEventNotice( player, getId(), 3, 0 ); playerMgr().sendUrgent( player, "QuestBattle content is currently broken. The fight has been skipped for you." ); quest.setSeq( Seq5 ); //Actually calling Scene00008 causes the screen to fade before the return is called, softlocking the player without this solution. /* eventMgr().eventActionStart( player, getId(), 0x03, [ & ]( Entity::Player &player, uint32_t eventId, uint64_t additional ) { Scene00008( quest, player ); }, nullptr, 0 );*/ } break; } } } void onBNpcKill( World::Quest& quest, uint16_t nameId, uint32_t entityId, Sapphire::Entity::Player& player ) override { switch( entityId ) { case Enemy0: { quest.setBitFlag8( 1, false ); eventMgr().sendEventNotice( player, getId(), 1, 0 ); quest.setSeq( Seq3 ); break; } } } private: ////////////////////////////////////////////////////////////////////// // Available Scenes in this quest, not necessarly all are used ////////////////////////////////////////////////////////////////////// void Scene00000( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 0, NONE, bindSceneReturn( &ClsCnj002::Scene00000Return ) ); } void Scene00000Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { if( result.getResult( 0 ) == 1 )// accept quest { Scene00001( quest, player ); } } ////////////////////////////////////////////////////////////////////// void Scene00001( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 1, NONE, bindSceneReturn( &ClsCnj002::Scene00001Return ) ); } void Scene00001Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { quest.setSeq( Seq1 ); } ////////////////////////////////////////////////////////////////////// void Scene00002( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 2, HIDE_HOTBAR, bindSceneReturn( &ClsCnj002::Scene00002Return ) ); } void Scene00002Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { eventMgr().sendEventNotice( player, getId(), 0, 0 ); quest.setSeq( Seq2 ); } ////////////////////////////////////////////////////////////////////// void Scene00003( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 3, NONE, bindSceneReturn( &ClsCnj002::Scene00003Return ) ); } void Scene00003Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { } ////////////////////////////////////////////////////////////////////// void Scene00004( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 4, NONE, bindSceneReturn( &ClsCnj002::Scene00004Return ) ); } void Scene00004Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { auto teriMgr = Common::Service< Sapphire::World::Manager::TerritoryMgr >::ref(); auto instance = teriMgr.getTerritoryByGuId( player.getTerritoryId() ); auto enemy = instance->createBNpcFromInstanceId( Enemy0, 1220 /*Find the right value*/, Common::BNpcType::Enemy ); enemy->hateListAdd( player.getAsPlayer(), 1 ); quest.setBitFlag8( 1, true ); } ////////////////////////////////////////////////////////////////////// void Scene00005( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 5, NONE, bindSceneReturn( &ClsCnj002::Scene00005Return ) ); } void Scene00005Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { } ////////////////////////////////////////////////////////////////////// void Scene00006( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 6, NONE, bindSceneReturn( &ClsCnj002::Scene00006Return ) ); } void Scene00006Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { eventMgr().sendEventNotice( player, getId(), 2, 0 ); quest.setSeq( Seq4 ); } ////////////////////////////////////////////////////////////////////// void Scene00007( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 7, NONE, bindSceneReturn( &ClsCnj002::Scene00007Return ) ); } void Scene00007Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { } ////////////////////////////////////////////////////////////////////// void Scene00008( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 8, NONE, bindSceneReturn( &ClsCnj002::Scene00008Return ) ); } void Scene00008Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { //TODO: Quest Battle if( result.getResult( 0 ) == 1 ) { } } ////////////////////////////////////////////////////////////////////// void Scene00009( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 9, HIDE_HOTBAR, bindSceneReturn( &ClsCnj002::Scene00009Return ) ); } void Scene00009Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { eventMgr().sendEventNotice( player, getId(), 4, 0 ); quest.setSeq( SeqFinish ); } ////////////////////////////////////////////////////////////////////// void Scene00010( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 10, FADE_OUT | HIDE_UI, bindSceneReturn( &ClsCnj002::Scene00010Return ) ); } void Scene00010Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { if( result.getResult( 0 ) == 1 ) { player.finishQuest( getId(), result.getResult( 1 ) ); } } }; EXPOSE_SCRIPT( ClsCnj002 );