// 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: GaiUsc304_00971 // Quest Name: Of Sylphs and Spriggans // Quest ID: 66507 // Start NPC: 1000580 // End NPC: 1006716 using namespace Sapphire; class GaiUsc304 : public Sapphire::ScriptAPI::QuestScript { private: // Basic quest information // Quest vars / flags used // BitFlag8 // UI8AL /// Countable Num: 0 Seq: 1 Event: 10 Listener: 5000000 /// Countable Num: 0 Seq: 2 Event: 1 Listener: 1007573 /// Countable Num: 0 Seq: 255 Event: 5 Listener: 762 // 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, SeqFinish = 255, }; // Entities found in the script data of the quest static constexpr auto Actor0 = 1000580;//Komuxio static constexpr auto Actor1 = 1007573;//Tiggy (Seq1) static constexpr auto Actor2 = 1006714;//Tiggy (Seq2/SeqFinish) static constexpr auto Actor3 = 1006716;//Maerwynn static constexpr auto Enemy0 = 4300421; static constexpr auto Eobject0 = 2002330; static constexpr auto Eventrange0 = 4300435; static constexpr auto EventActionRescueUnderShort = 34; static constexpr auto EventActionSearch = 1; public: GaiUsc304() : Sapphire::ScriptAPI::QuestScript( 66507 ){}; ~GaiUsc304() = 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() == Seq2 ) Scene00007( quest, player ); break; } case Actor1: { if( quest.getSeq() == Seq1 ) if( quest.getUI8AL() < 1 ) Scene00003( quest, player ); else eventMgr().eventActionStart( player, getId(), EventActionRescueUnderShort, [ & ]( Entity::Player& player, uint32_t eventId, uint64_t additional ) { Scene00004( quest, player ); }, nullptr, 0 ); break; } case Actor2: { if( quest.getSeq() == Seq2 ) Scene00008( quest, player ); else if( quest.getSeq() == SeqFinish ) Scene00010( quest, player ); break; } case Actor3: { if( quest.getSeq() == SeqFinish ) Scene00009( quest, player ); break; } } } void onBNpcKill( World::Quest& quest, Entity::BNpc& bnpc, Entity::Player& player ) override { switch( bnpc.getLayoutId() ) { case Enemy0: { quest.setUI8AL( 1 ); break; } } } void onWithinRange( World::Quest& quest, Entity::Player& player, uint32_t eventId, uint32_t param1, float x, float y, float z ) override { if( param1 == Eventrange0 ) Scene00002( 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, HIDE_HOTBAR, bindSceneReturn( &GaiUsc304::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, HIDE_HOTBAR, bindSceneReturn( &GaiUsc304::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, HIDE_HOTBAR, bindSceneReturn( &GaiUsc304::Scene00002Return ) ); } void Scene00002Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { auto instance = teriMgr().getTerritoryByGuId( player.getTerritoryId() ); auto enemySpawned = instance->getActiveBNpcByLayoutIdAndTriggerOwner( Enemy0, player.getId() ); if( !enemySpawned && quest.getUI8AL() < 1 ) { auto enemy = instance->createBNpcFromLayoutId( Enemy0, 1220 /*Find the right value*/, Common::BNpcType::Enemy, player.getId() ); enemy->hateListAddDelayed( player.getAsPlayer(), 1 ); } } ////////////////////////////////////////////////////////////////////// void Scene00003( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 3, HIDE_HOTBAR, bindSceneReturn( &GaiUsc304::Scene00003Return ) ); } void Scene00003Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { } ////////////////////////////////////////////////////////////////////// void Scene00004( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 4, HIDE_HOTBAR, bindSceneReturn( &GaiUsc304::Scene00004Return ) ); } void Scene00004Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { eventMgr().sendEventNotice( player, getId(), 0, 0 ); quest.setSeq( Seq2 ); quest.setUI8AL( 0 ); } ////////////////////////////////////////////////////////////////////// void Scene00005( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 5, HIDE_HOTBAR, bindSceneReturn( &GaiUsc304::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( &GaiUsc304::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( &GaiUsc304::Scene00007Return ) ); } void Scene00007Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { eventMgr().sendEventNotice( player, getId(), 1, 0 ); quest.setSeq( SeqFinish ); } ////////////////////////////////////////////////////////////////////// void Scene00008( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 8, HIDE_HOTBAR, bindSceneReturn( &GaiUsc304::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( &GaiUsc304::Scene00009Return ) ); } void Scene00009Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { if( result.getResult( 0 ) == 1 ) { player.finishQuest( getId() ); } } ////////////////////////////////////////////////////////////////////// void Scene00010( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 10, HIDE_HOTBAR, bindSceneReturn( &GaiUsc304::Scene00010Return ) ); } void Scene00010Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { } }; EXPOSE_SCRIPT( GaiUsc304 );