// 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 #include "Manager/EventMgr.h" #include #include // Quest Script: SubSea004_00114 // Quest Name: The Right Price // Quest ID: 65650 // Start NPC: 1001217 (Swozblaet) // End NPC: 1003272 (Baensyng) using namespace Sapphire; class SubSea004 : public Sapphire::ScriptAPI::QuestScript { private: // Basic quest information // Quest vars / flags used // BitFlag8 // UI8AL // UI8BH // UI8BL // UI8CH /// Countable Num: 4 Seq: 1 Event: 1 Listener: 1001203 /// Countable Num: 1 Seq: 1 Event: 1 Listener: 1001208 /// Countable Num: 0 Seq: 1 Event: 1 Listener: 1003254 /// Countable Num: 0 Seq: 255 Event: 1 Listener: 1003272 // 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 = 1001217; // Swozblaet ( Pos: -140.856003 18.173401 17.013700 Teri: 129 ) static constexpr auto Actor1 = 1001203; // Iron Thunder ( Pos: -156.602997 18.173401 20.920000 Teri: 129 ) static constexpr auto Actor2 = 1001208; // Kyokyoroon ( Pos: -228.167999 15.976100 50.644600 Teri: 129 ) static constexpr auto Actor3 = 1003254; // Syneyhil ( Pos: -246.600998 16.189800 37.125099 Teri: 129 ) static constexpr auto Actor4 = 1003272; // Baensyng ( Pos: -262.928009 16.159300 51.407600 Teri: 129 ) static constexpr auto Item0 = 2000460; public: SubSea004() : Sapphire::ScriptAPI::QuestScript( 65650 ){}; ~SubSea004() = default; ////////////////////////////////////////////////////////////////////// // Event Handlers void onTalk( World::Quest& quest, Entity::Player& player, uint64_t actorId ) override { switch( actorId ) { case Actor0: { Scene00000( quest, player ); break; } case Actor1: { Scene00002( quest, player ); break; } case Actor2: { Scene00003( quest, player ); break; } case Actor3: { Scene00004( quest, player ); break; } case Actor4: { Scene00005( quest, player ); break; } } } void onEventItem( World::Quest& quest, Entity::Player& player, uint64_t actorId ) override { } private: void checkQuestCompletion( World::Quest& quest, Entity::Player& player, uint32_t varIdx ) { if (varIdx == 1) { auto actor1Talked = quest.getUI8AL(); auto actor2Talked = quest.getUI8BH(); auto actor3Talked = quest.getUI8BL(); if( actor1Talked && actor2Talked && actor3Talked ) { quest.setSeq( SeqFinish ); quest.setUI8CH( 1 ); } } } ////////////////////////////////////////////////////////////////////// // 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( &SubSea004::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( &SubSea004::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, NONE, bindSceneReturn( &SubSea004::Scene00002Return ) ); } void Scene00002Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { eventMgr().sendEventNotice( player, getId(), 0, 0 ); quest.setUI8AL( 1 ); checkQuestCompletion( quest, player, 1 ); } ////////////////////////////////////////////////////////////////////// void Scene00003( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 3, NONE, bindSceneReturn( &SubSea004::Scene00003Return ) ); } void Scene00003Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { eventMgr().sendEventNotice( player, getId(), 1, 0 ); quest.setUI8BH( 1 ); checkQuestCompletion( quest, player, 1 ); } ////////////////////////////////////////////////////////////////////// void Scene00004( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 4, NONE, bindSceneReturn( &SubSea004::Scene00004Return ) ); } void Scene00004Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { eventMgr().sendEventNotice( player, getId(), 2, 0 ); quest.setUI8BL( 1 ); checkQuestCompletion( quest, player, 1 ); } ////////////////////////////////////////////////////////////////////// void Scene00005( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 5, NONE, bindSceneReturn( &SubSea004::Scene00005Return ) ); } void Scene00005Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { if( result.getResult( 0 ) == 1 ) // hand in item { Scene00006( quest, player ); } } ////////////////////////////////////////////////////////////////////// void Scene00006( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 6, NONE, bindSceneReturn( &SubSea004::Scene00006Return ) ); } void Scene00006Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { if( result.getResult( 0 ) == 1 ) { player.finishQuest( getId() ); } } }; EXPOSE_SCRIPT( SubSea004 );