// 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: GaiUsa308_00740 // Quest Name: Nouveau Riche // Quest ID: 66276 // Start NPC: 1000590 // End NPC: 1000590 using namespace Sapphire; class GaiUsa308 : public Sapphire::ScriptAPI::QuestScript { private: // Basic quest information // Quest vars / flags used // BitFlag8 // UI8AH // UI8AL /// Countable Num: 0 Seq: 1 Event: 1 Listener: 1006199 /// Countable Num: 0 Seq: 2 Event: 1 Listener: 1006200 /// Countable Num: 0 Seq: 3 Event: 1 Listener: 2001651 /// Countable Num: 0 Seq: 4 Event: 1 Listener: 2001652 /// Countable Num: 0 Seq: 5 Event: 1 Listener: 2001653 /// Countable Num: 0 Seq: 6 Event: 1 Listener: 2001654 /// Countable Num: 0 Seq: 255 Event: 1 Listener: 1006201 // 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, Seq6 = 6, SeqFinish = 255, }; // Entities found in the script data of the quest static constexpr auto Actor0 = 1000590;//Buscarron static constexpr auto Actor1 = 1006199;//Laurentius (Seq1) static constexpr auto Actor2 = 1006200;//Laurentius (Seq2) static constexpr auto Actor3 = 1006201;//Laurentius (Seq3/Seq4) static constexpr auto Actor4 = 1006202;//Laurentuis (Seq5) static constexpr auto Actor5 = 1006203;//Laurentuis (Seq6) static constexpr auto Enemy0 = 4293402; static constexpr auto Eobject0 = 2001651; static constexpr auto Eobject1 = 2001652; static constexpr auto Eobject2 = 2001653; static constexpr auto Eobject3 = 2001654; static constexpr auto Eobject4 = 2001954; static constexpr auto Eobject5 = 2002271; static constexpr auto EventActionSearch = 1; static constexpr auto Questbattle0 = 13; static constexpr auto Seq0Actor0Lq = 90; static constexpr auto Territorytype0 = 232; public: GaiUsa308() : Sapphire::ScriptAPI::QuestScript( 66276 ){}; ~GaiUsa308() = 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 ) Scene00032( quest, player ); break; } case Actor1: { if( quest.getSeq() == Seq1 ) Scene00002( quest, player ); break; } case Actor2: { if( quest.getSeq() == Seq2 ) Scene00003( quest, player ); break; } case Actor3: { if( quest.getSeq() == Seq3 ) Scene00012( quest, player ); else if( quest.getSeq() == Seq4 ) Scene00023( quest, player ); break; } case Actor4: { if( quest.getSeq() == Seq5 ) Scene00026( quest, player ); break; } case Actor5: { if( quest.getSeq() == Seq6 ) { playerMgr().sendUrgent( player, "QuestBattle unimplemented, skipping..." ); quest.setSeq( SeqFinish ); } //Scene00029( quest, player ); break; } } } void onBNpcKill( World::Quest& quest, uint16_t nameId, uint32_t entityId, Entity::Player& player ) override { switch( entityId ) { case Enemy0: { eventMgr().sendEventNotice( player, getId(), 2, 0 ); quest.setSeq( Seq4 ); 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, HIDE_HOTBAR, bindSceneReturn( &GaiUsa308::Scene00000Return ) ); } void Scene00000Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { if( result.getResult( 0 ) == 1 )// accept quest { Scene00090( quest, player ); } } ////////////////////////////////////////////////////////////////////// void Scene00002( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 2, HIDE_HOTBAR, bindSceneReturn( &GaiUsa308::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, HIDE_HOTBAR, bindSceneReturn( &GaiUsa308::Scene00003Return ) ); } void Scene00003Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { eventMgr().sendEventNotice( player, getId(), 1, 0 ); quest.setSeq( Seq3 ); } ////////////////////////////////////////////////////////////////////// void Scene00004( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 4, HIDE_HOTBAR, bindSceneReturn( &GaiUsa308::Scene00004Return ) ); } void Scene00004Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { } ////////////////////////////////////////////////////////////////////// void Scene00005( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 5, HIDE_HOTBAR, bindSceneReturn( &GaiUsa308::Scene00005Return ) ); } void Scene00005Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { } ////////////////////////////////////////////////////////////////////// void Scene00006( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 6, HIDE_HOTBAR, bindSceneReturn( &GaiUsa308::Scene00006Return ) ); } void Scene00006Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { } ////////////////////////////////////////////////////////////////////// void Scene00007( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 7, HIDE_HOTBAR, bindSceneReturn( &GaiUsa308::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, HIDE_HOTBAR, bindSceneReturn( &GaiUsa308::Scene00008Return ) ); } void Scene00008Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { } ////////////////////////////////////////////////////////////////////// void Scene00009( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 9, HIDE_HOTBAR, bindSceneReturn( &GaiUsa308::Scene00009Return ) ); } void Scene00009Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { } ////////////////////////////////////////////////////////////////////// void Scene00010( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 10, HIDE_HOTBAR, bindSceneReturn( &GaiUsa308::Scene00010Return ) ); } void Scene00010Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { } ////////////////////////////////////////////////////////////////////// void Scene00011( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 11, HIDE_HOTBAR, bindSceneReturn( &GaiUsa308::Scene00011Return ) ); } void Scene00011Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { } ////////////////////////////////////////////////////////////////////// void Scene00012( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 12, HIDE_HOTBAR, bindSceneReturn( &GaiUsa308::Scene00012Return ) ); } void Scene00012Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { auto instance = teriMgr().getTerritoryByGuId( player.getTerritoryId() ); auto enemySpawned = instance->getActiveBNpcByInstanceIdAndTriggerOwner( Enemy0, player.getId() ); if( !enemySpawned ) { auto enemy = instance->createBNpcFromInstanceId( Enemy0, 413 /*TODO: Find the right value*/, Common::BNpcType::Enemy, player.getId() ); enemy->hateListAdd( player.getAsPlayer(), 1 ); } } ////////////////////////////////////////////////////////////////////// void Scene00013( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 13, HIDE_HOTBAR, bindSceneReturn( &GaiUsa308::Scene00013Return ) ); } void Scene00013Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { } ////////////////////////////////////////////////////////////////////// void Scene00014( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 14, HIDE_HOTBAR, bindSceneReturn( &GaiUsa308::Scene00014Return ) ); } void Scene00014Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { } ////////////////////////////////////////////////////////////////////// void Scene00015( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 15, HIDE_HOTBAR, bindSceneReturn( &GaiUsa308::Scene00015Return ) ); } void Scene00015Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { } ////////////////////////////////////////////////////////////////////// void Scene00016( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 16, HIDE_HOTBAR, bindSceneReturn( &GaiUsa308::Scene00016Return ) ); } void Scene00016Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { } ////////////////////////////////////////////////////////////////////// void Scene00017( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 17, HIDE_HOTBAR, bindSceneReturn( &GaiUsa308::Scene00017Return ) ); } void Scene00017Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { } ////////////////////////////////////////////////////////////////////// void Scene00018( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 18, HIDE_HOTBAR, bindSceneReturn( &GaiUsa308::Scene00018Return ) ); } void Scene00018Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { } ////////////////////////////////////////////////////////////////////// void Scene00019( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 19, HIDE_HOTBAR, bindSceneReturn( &GaiUsa308::Scene00019Return ) ); } void Scene00019Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { } ////////////////////////////////////////////////////////////////////// void Scene00020( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 20, HIDE_HOTBAR, bindSceneReturn( &GaiUsa308::Scene00020Return ) ); } void Scene00020Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { } ////////////////////////////////////////////////////////////////////// void Scene00021( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 21, HIDE_HOTBAR, bindSceneReturn( &GaiUsa308::Scene00021Return ) ); } void Scene00021Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { } ////////////////////////////////////////////////////////////////////// void Scene00022( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 22, HIDE_HOTBAR, bindSceneReturn( &GaiUsa308::Scene00022Return ) ); } void Scene00022Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { } ////////////////////////////////////////////////////////////////////// void Scene00023( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 23, HIDE_HOTBAR, bindSceneReturn( &GaiUsa308::Scene00023Return ) ); } void Scene00023Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { eventMgr().sendEventNotice( player, getId(), 3, 0 ); quest.setSeq( Seq5 ); } ////////////////////////////////////////////////////////////////////// void Scene00024( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 24, HIDE_HOTBAR, bindSceneReturn( &GaiUsa308::Scene00024Return ) ); } void Scene00024Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { } ////////////////////////////////////////////////////////////////////// void Scene00025( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 25, HIDE_HOTBAR, bindSceneReturn( &GaiUsa308::Scene00025Return ) ); } void Scene00025Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { } ////////////////////////////////////////////////////////////////////// void Scene00026( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 26, HIDE_HOTBAR, bindSceneReturn( &GaiUsa308::Scene00026Return ) ); } void Scene00026Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { eventMgr().sendEventNotice( player, getId(), 4, 0 ); quest.setSeq( Seq6 ); } ////////////////////////////////////////////////////////////////////// void Scene00027( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 27, HIDE_HOTBAR, bindSceneReturn( &GaiUsa308::Scene00027Return ) ); } void Scene00027Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { } ////////////////////////////////////////////////////////////////////// void Scene00028( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 28, HIDE_HOTBAR, bindSceneReturn( &GaiUsa308::Scene00028Return ) ); } void Scene00028Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { } ////////////////////////////////////////////////////////////////////// void Scene00029( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 29, HIDE_HOTBAR, bindSceneReturn( &GaiUsa308::Scene00029Return ) ); } void Scene00029Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { if( result.getResult( 0 ) == 1 ) { auto& pTeriMgr = Common::Service< Sapphire::World::Manager::TerritoryMgr >::ref(); eventMgr().eventFinish( player, result.eventId, 0 ); pTeriMgr.createAndJoinQuestBattle( player, Questbattle0 ); } } ////////////////////////////////////////////////////////////////////// void Scene00030( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 30, HIDE_HOTBAR, bindSceneReturn( &GaiUsa308::Scene00030Return ) ); } void Scene00030Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { } ////////////////////////////////////////////////////////////////////// void Scene00031( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 31, HIDE_HOTBAR, bindSceneReturn( &GaiUsa308::Scene00031Return ) ); } void Scene00031Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { } ////////////////////////////////////////////////////////////////////// void Scene00032( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 32, HIDE_HOTBAR, bindSceneReturn( &GaiUsa308::Scene00032Return ) ); } void Scene00032Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { if( result.getResult( 0 ) == 1 ) { player.finishQuest( getId(), result.getResult(1) ); } } ////////////////////////////////////////////////////////////////////// void Scene00090( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 90, FADE_OUT | CONDITION_CUTSCENE | HIDE_UI, bindSceneReturn( &GaiUsa308::Scene00090Return ) ); } void Scene00090Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { quest.setSeq( Seq1 ); } }; EXPOSE_SCRIPT( GaiUsa308 );