// 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: GaiUsa108_00722 // Quest Name: A Porcine Plight // Quest ID: 66258 // Start NPC: 1000563 // End NPC: 1000563 using namespace Sapphire; class GaiUsa108 : public Sapphire::ScriptAPI::QuestScript { private: // Basic quest information // Quest vars / flags used // BitFlag8 // UI8AL // UI8BH /// Countable Num: 0 Seq: 1 Event: 1 Listener: 2001920 /// Countable Num: 0 Seq: 1 Event: 5 Listener: 15 /// Countable Num: 0 Seq: 255 Event: 5 Listener: 15 // 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 = 1000563;//Ameexia static constexpr auto Enemy0 = 4278237; static constexpr auto Enemy1 = 4278233; static constexpr auto Enemy2 = 4278251; static constexpr auto Eobject0 = 2001920;//Suspicious Thicket (South) static constexpr auto Eobject1 = 2001921;//Suspicious Thicket (North) static constexpr auto EventActionSearch = 1; public: GaiUsa108() : Sapphire::ScriptAPI::QuestScript( 66258 ){}; ~GaiUsa108() = 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 ) Scene00006( quest, player ); break; } case Eobject0: { eventMgr().eventActionStart( player, getId(), EventActionSearch, [ & ]( Entity::Player& player, uint32_t eventId, uint64_t additional ) { Scene00003( quest, player ); }, nullptr, 0 ); break; } case Eobject1: { eventMgr().eventActionStart( player, getId(), EventActionSearch, [ & ]( Entity::Player& player, uint32_t eventId, uint64_t additional ) { Scene00005( quest, player ); }, nullptr, 0 ); break; } } } void onBNpcKill( World::Quest& quest, uint16_t nameId, uint32_t entityId, Entity::Player& player ) override { switch( entityId ) { case Enemy0: case Enemy1: { quest.setUI8AL( quest.getUI8AL() + 1 ); checkQuestCompletion( quest, player ); break; } case Enemy2: { quest.setUI8BH( 1 ); eventMgr().sendEventNotice( player, getId(), 1, 0 ); checkQuestCompletion( quest, player ); break; } } } private: void checkQuestCompletion( World::Quest& quest, Entity::Player& player ) { if( quest.getUI8AL() >= 2 && quest.getUI8BH() >= 3 ) { quest.setSeq( SeqFinish ); } else if( quest.getUI8AL() == 2 ) { eventMgr().sendEventNotice( player, getId(), 0, 0 ); } } ////////////////////////////////////////////////////////////////////// // 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( &GaiUsa108::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( &GaiUsa108::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( &GaiUsa108::Scene00002Return ) ); } void Scene00002Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { } ////////////////////////////////////////////////////////////////////// void Scene00003( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 3, NONE, bindSceneReturn( &GaiUsa108::Scene00003Return ) ); } void Scene00003Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { quest.setBitFlag8( 1, true ); auto instance = teriMgr().getTerritoryByGuId( player.getTerritoryId() ); auto enemy0 = instance->createBNpcFromInstanceId( Enemy0, 413 /*TODO: Find the right value*/, Common::BNpcType::Enemy, player.getId() ); auto enemy1 = instance->createBNpcFromInstanceId( Enemy1, 413 /*TODO: Find the right value*/, Common::BNpcType::Enemy, player.getId() ); enemy0->hateListAddDelayed( player.getAsPlayer(), 1 ); enemy1->hateListAddDelayed( player.getAsPlayer(), 1 ); } ////////////////////////////////////////////////////////////////////// void Scene00004( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 4, NONE, bindSceneReturn( &GaiUsa108::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, NONE, bindSceneReturn( &GaiUsa108::Scene00005Return ) ); } void Scene00005Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { quest.setBitFlag8( 2, true ); auto instance = teriMgr().getTerritoryByGuId( player.getTerritoryId() ); auto enemy2 = instance->createBNpcFromInstanceId( Enemy2, 413 /*TODO: Find the right value*/, Common::BNpcType::Enemy, player.getId() ); enemy2->hateListAddDelayed( player.getAsPlayer(), 1 ); } ////////////////////////////////////////////////////////////////////// void Scene00006( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 6, NONE, bindSceneReturn( &GaiUsa108::Scene00006Return ) ); } void Scene00006Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { if( result.getResult( 0 ) == 1 ) { player.finishQuest( getId(), result.getResult( 1 ) ); } } }; EXPOSE_SCRIPT( GaiUsa108 );