// 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: SubWil020_00393 // Quest Name: Vox Populi // Quest ID: 65929 // Start NPC: 1001685 // End NPC: 1001945 using namespace Sapphire; class SubWil020 : public Sapphire::ScriptAPI::QuestScript { private: // Basic quest information // Quest vars / flags used // BitFlag8 // UI8AH // UI8AL // UI8BH /// Countable Num: 8 Seq: 1 Event: 1 Listener: 1001940 /// Countable Num: 1 Seq: 1 Event: 1 Listener: 1001937 /// Countable Num: 0 Seq: 255 Event: 1 Listener: 1001939 // 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 = 1001685; static constexpr auto Actor1 = 1001940; static constexpr auto Actor2 = 1001937; static constexpr auto Actor3 = 1001939; static constexpr auto Actor4 = 1001942; static constexpr auto Actor5 = 1001949; static constexpr auto Actor6 = 1003902; static constexpr auto Actor7 = 1001914; static constexpr auto Actor8 = 1003899; static constexpr auto Actor9 = 1001945; public: SubWil020() : Sapphire::ScriptAPI::QuestScript( 65929 ){}; ~SubWil020() = default; ////////////////////////////////////////////////////////////////////// // Event Handlers void onTalk( World::Quest& quest, Entity::Player& player, uint64_t actorId ) override { //Some of these feel wrong switch( actorId ) { case Actor0: { Scene00000(quest, player); break; } case Actor1: { if (!quest.getBitFlag8(1)) Scene00001(quest, player); else Scene00002(quest, player); break; } case Actor2: { if (!quest.getBitFlag8(2)) Scene00003(quest, player); else Scene00004(quest, player); break; } case Actor3: { if (!quest.getBitFlag8(3)) Scene00005(quest, player); else Scene00006(quest, player); break; } case Actor4: { if (!quest.getBitFlag8(4)) Scene00007(quest, player); else Scene00008(quest, player); break; } case Actor5: { if (!quest.getBitFlag8(5)) Scene00009(quest, player); else Scene00010(quest, player); break; } case Actor6: { if (!quest.getBitFlag8(6)) Scene00011(quest, player); else Scene00012(quest, player); break; } case Actor7: { if (!quest.getBitFlag8(7)) Scene00013(quest, player); else Scene00014(quest, player); break; } case Actor8: { if (!quest.getBitFlag8(0)) Scene00015(quest, player); else Scene00016(quest, player); break; } case Actor9: { Scene00017(quest, player); break; } } } private: void checkQuestProgression(World::Quest& quest, Entity::Player& player) { if (quest.getUI8AL() == 6 && quest.getUI8BH() == 2) { quest.setSeq(SeqFinish); } } ////////////////////////////////////////////////////////////////////// // 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( &SubWil020::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( &SubWil020::Scene00001Return ) ); } void Scene00001Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { auto hustCount = quest.getUI8AL(); hustCount += 1; quest.setUI8AL(hustCount); player.sendEventNotice(getId(), 0, 2, hustCount, 6); quest.setBitFlag8(1, true); checkQuestProgression(quest, player); } ////////////////////////////////////////////////////////////////////// void Scene00002( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 2, NONE, bindSceneReturn( &SubWil020::Scene00002Return ) ); } void Scene00002Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { auto hustCount = quest.getUI8AL(); hustCount += 1; quest.setUI8AL(hustCount); player.sendEventNotice(getId(), 0, 2, hustCount, 6); quest.setBitFlag8(2, true); checkQuestProgression(quest, player); } ////////////////////////////////////////////////////////////////////// void Scene00003( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 3, NONE, bindSceneReturn( &SubWil020::Scene00003Return ) ); } void Scene00003Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { auto hustCount = quest.getUI8AL(); hustCount += 1; quest.setUI8AL(hustCount); player.sendEventNotice(getId(), 0, 2, hustCount, 6); quest.setBitFlag8(3, true); checkQuestProgression(quest, player); } ////////////////////////////////////////////////////////////////////// void Scene00004( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 4, NONE, bindSceneReturn( &SubWil020::Scene00004Return ) ); } void Scene00004Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { auto hustCount = quest.getUI8AL(); hustCount += 1; quest.setUI8AL(hustCount); player.sendEventNotice(getId(), 0, 2, hustCount, 6); quest.setBitFlag8(4, true); checkQuestProgression(quest, player); } ////////////////////////////////////////////////////////////////////// void Scene00005( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 5, NONE, bindSceneReturn( &SubWil020::Scene00005Return ) ); } void Scene00005Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { auto hustCount = quest.getUI8AL(); hustCount += 1; quest.setUI8AL(hustCount); player.sendEventNotice(getId(), 0, 2, hustCount, 6); quest.setBitFlag8(5, true); checkQuestProgression(quest, player); } ////////////////////////////////////////////////////////////////////// void Scene00006( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 6, NONE, bindSceneReturn( &SubWil020::Scene00006Return ) ); } void Scene00006Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { auto hustCount = quest.getUI8AL(); hustCount += 1; quest.setUI8AL(hustCount); player.sendEventNotice(getId(), 0, 2, hustCount, 6); quest.setBitFlag8(6, true); checkQuestProgression(quest, player); } ////////////////////////////////////////////////////////////////////// void Scene00007( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 7, NONE, bindSceneReturn( &SubWil020::Scene00007Return ) ); } void Scene00007Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { auto hustCount = quest.getUI8AL(); hustCount += 1; quest.setUI8AL(hustCount); player.sendEventNotice(getId(), 0, 2, hustCount, 6); quest.setBitFlag8(7, true); checkQuestProgression(quest, player); } ////////////////////////////////////////////////////////////////////// void Scene00008( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 8, NONE, bindSceneReturn( &SubWil020::Scene00008Return ) ); } void Scene00008Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { auto hustCount = quest.getUI8AL(); hustCount += 1; quest.setUI8AL(hustCount); player.sendEventNotice(getId(), 0, 2, hustCount, 6); quest.setBitFlag8(8, true); checkQuestProgression(quest, player); } ////////////////////////////////////////////////////////////////////// void Scene00009( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 9, NONE, bindSceneReturn( &SubWil020::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, NONE, bindSceneReturn( &SubWil020::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, NONE, bindSceneReturn( &SubWil020::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, NONE, bindSceneReturn( &SubWil020::Scene00012Return ) ); } void Scene00012Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { } ////////////////////////////////////////////////////////////////////// void Scene00013( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 13, NONE, bindSceneReturn( &SubWil020::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, NONE, bindSceneReturn( &SubWil020::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, NONE, bindSceneReturn( &SubWil020::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, NONE, bindSceneReturn( &SubWil020::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, NONE, bindSceneReturn( &SubWil020::Scene00017Return ) ); } void Scene00017Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { if( result.getResult( 0 ) == 1 ) { player.finishQuest( getId(), result.getResult( 1 ) ); } } ////////////////////////////////////////////////////////////////////// void Scene00018( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 18, NONE, bindSceneReturn( &SubWil020::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, NONE, bindSceneReturn( &SubWil020::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, NONE, bindSceneReturn( &SubWil020::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, NONE, bindSceneReturn( &SubWil020::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, NONE, bindSceneReturn( &SubWil020::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, NONE, bindSceneReturn( &SubWil020::Scene00023Return ) ); } void Scene00023Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { } ////////////////////////////////////////////////////////////////////// void Scene00024( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 24, NONE, bindSceneReturn( &SubWil020::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, NONE, bindSceneReturn( &SubWil020::Scene00025Return ) ); } void Scene00025Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { } }; EXPOSE_SCRIPT( SubWil020 );