// 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: SubFst013_00040 // Quest Name: For Friendship // Quest ID: 65576 // Start NPC: 1000162 // End NPC: 1000162 using namespace Sapphire; class SubFst013 : public Sapphire::ScriptAPI::QuestScript { private: // Basic quest information // Quest vars / flags used // UI8AL /// Countable Num: 1 Seq: 1 Event: 1 Listener: 1000161 /// Countable Num: 1 Seq: 2 Event: 2 Listener: 1000161 /// Countable Num: 1 Seq: 3 Event: 1 Listener: 1000162 /// Countable Num: 1 Seq: 4 Event: 1 Listener: 1000161 /// Countable Num: 1 Seq: 5 Event: 2 Listener: 1000161 /// Countable Num: 1 Seq: 255 Event: 1 Listener: 1000162 // 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 = 1000162; static constexpr auto Actor1 = 1000161; static constexpr auto FirstQuest = 65575; static constexpr auto Seq0Actor0 = 0; static constexpr auto Seq1Actor1 = 1; static constexpr auto Seq1Actor1Emoteno = 99; static constexpr auto Seq1Actor1Emoteok = 100; static constexpr auto Seq2Actor0 = 2; static constexpr auto Seq3Actor1 = 3; static constexpr auto Seq3Actor1Emoteno = 97; static constexpr auto Seq3Actor1Emoteok = 98; static constexpr auto Seq4Actor0 = 4; static constexpr auto Seq5Actor1 = 5; static constexpr auto Seq5Actor1Emoteno = 95; static constexpr auto Seq5Actor1Emoteok = 96; static constexpr auto Seq6Actor0 = 6; public: SubFst013() : Sapphire::ScriptAPI::QuestScript( 65576 ){}; ~SubFst013() = default; ////////////////////////////////////////////////////////////////////// // Event Handlers void onTalk( World::Quest& quest, Entity::Player& player, uint64_t actorId ) override { switch( actorId ) { case Actor0: { if (quest.getSeq() == Seq2) Scene00002(quest, player); else if (quest.getSeq() == Seq4) Scene00004(quest, player); else if (quest.getSeq() == SeqFinish) Scene00006(quest, player); break; } case Actor1: // talking to Aunillie while on quest { Scene00003(quest, player); break; } } } void onEmote(World::Quest& quest, uint64_t actorId, uint32_t emoteId, Sapphire::Entity::Player& player) override { if (actorId != Actor1) return; if (emoteId == 5 && quest.getSeq() == Seq1) Scene00100(quest, player); else if (emoteId == 18 && quest.getSeq() == Seq3) Scene00098(quest, player); else if (emoteId == 11 && quest.getSeq() == Seq5) Scene00096(quest, player); } 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( &SubFst013::Scene00000Return ) ); } void Scene00000Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { if( result.getResult( 0 ) == 1 ) // accept quest { quest.setSeq(Seq1); } } ////////////////////////////////////////////////////////////////////// void Scene00001( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 1, NONE, bindSceneReturn( &SubFst013::Scene00001Return ) ); } void Scene00001Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { //Empty?? } ////////////////////////////////////////////////////////////////////// void Scene00002( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 2, NONE, bindSceneReturn( &SubFst013::Scene00002Return ) ); } void Scene00002Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { quest.setSeq(Seq3); } ////////////////////////////////////////////////////////////////////// void Scene00003( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 3, NONE, bindSceneReturn( &SubFst013::Scene00003Return ) ); } void Scene00003Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { //Empty?? } ////////////////////////////////////////////////////////////////////// void Scene00004( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 4, NONE, bindSceneReturn( &SubFst013::Scene00004Return ) ); } void Scene00004Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { quest.setSeq(Seq5); } ////////////////////////////////////////////////////////////////////// void Scene00005( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 5, NONE, bindSceneReturn( &SubFst013::Scene00005Return ) ); } void Scene00005Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { //Empty?? } ////////////////////////////////////////////////////////////////////// void Scene00006( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 6, NONE, bindSceneReturn( &SubFst013::Scene00006Return ) ); } void Scene00006Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { if( result.getResult( 0 ) == 1 ) { player.finishQuest( getId(), result.getResult( 1 ) ); } } ////////////////////////////////////////////////////////////////////// void Scene00095( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 95, NONE, bindSceneReturn( &SubFst013::Scene00095Return ) ); } void Scene00095Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { //Empty?? } ////////////////////////////////////////////////////////////////////// void Scene00096( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 96, NONE, bindSceneReturn( &SubFst013::Scene00096Return ) ); } void Scene00096Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { quest.setSeq(SeqFinish); player.sendEventNotice(getId(), 4, 2, 0, 0); } ////////////////////////////////////////////////////////////////////// void Scene00097( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 97, NONE, bindSceneReturn( &SubFst013::Scene00097Return ) ); } void Scene00097Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { //Empty?? } ////////////////////////////////////////////////////////////////////// void Scene00098( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 98, NONE, bindSceneReturn( &SubFst013::Scene00098Return ) ); } void Scene00098Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { quest.setSeq(Seq4); } ////////////////////////////////////////////////////////////////////// void Scene00099( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 99, NONE, bindSceneReturn( &SubFst013::Scene00099Return ) ); } void Scene00099Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { //Empty?? } ////////////////////////////////////////////////////////////////////// void Scene00100( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 100, NONE, bindSceneReturn( &SubFst013::Scene00100Return ) ); } void Scene00100Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { quest.setSeq(Seq2); player.sendEventNotice(getId(), 0, 2, 0, 0); } }; EXPOSE_SCRIPT( SubFst013 );