// 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: ManFst004_00124 // Quest Name: Close to Home // Quest ID: 65660 // Start NPC: 1001140 // End NPC: 1000100 using namespace Sapphire; class ManFst004 : public Sapphire::ScriptAPI::QuestScript { private: // Basic quest information // Quest vars / flags used // GetQuestBitFlag8 // GetQuestUI8AL // GetQuestUI8BH // GetQuestUI8BL // GetQuestUI8CH // 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 = 1001140; static constexpr auto Actor1 = 2; static constexpr auto Actor2 = 1000323; static constexpr auto Actor20 = 1000159; static constexpr auto Actor3 = 1000768; static constexpr auto Actor4 = 1000100; static constexpr auto Item0 = 2000120; static constexpr auto Poprange0 = 2280858; static constexpr auto RewardDesion = 1; static constexpr auto Seq0Actor0 = 0; static constexpr auto Seq0Actor0Lq = 50; static constexpr auto Seq1Actor0 = 4; static constexpr auto Seq1Actor1 = 1; static constexpr auto Seq1Actor1Wait = 51; static constexpr auto Seq1Actor2 = 2; static constexpr auto Seq1Actor3 = 3; static constexpr auto Seq1Actor3Npctradeno = 99; static constexpr auto Seq1Actor3Npctradeok = 100; static constexpr auto Seq2Actor4 = 5; static constexpr auto Territorytype0 = 132; static constexpr auto UnlockDesion = 14; public: ManFst004() : Sapphire::ScriptAPI::QuestScript( 65660 ){}; ~ManFst004() = default; ////////////////////////////////////////////////////////////////////// // Event Handlers void onTalk( World::Quest& quest, Entity::Player& player, uint64_t actorId ) override { if( actorId == ManFst004::Actor0 ) { Scene00000( quest, player ); } else if( actorId == ManFst004::Actor1 ) { // starting the Aetheryte eventaction // player.eventStart( actorId, 0x050002, 7, 0, 0); // starting the eventaction 0x13 ( attuning ) eventMgr().eventActionStart( player, 0x050002, 0x13, [ & ]( Entity::Player& player, uint32_t eventId, uint64_t additional ) { player.sendEventNotice( 0x050002, 0, 1, 0, 0 ); player.registerAetheryte( 2 ); player.learnAction( Common::UnlockEntry::Return ); Scene00051( quest, player ); }, nullptr, quest.getId() ); } else if( actorId == ManFst004::Actor2 ) { Scene00002( quest, player ); } else if( actorId == ManFst004::Actor3 ) { Scene00003( quest, player ); } else if( actorId == ManFst004::Actor4 ) { Scene00005( quest, player ); } } private: void checkQuestCompletion( World::Quest& quest, Entity::Player& player, uint32_t varIdx ) { if( varIdx == 3 ) { player.sendEventNotice( getId(), 1, 0, 0, 0 ); } else if( varIdx == 2 ) { player.sendEventNotice( getId(), 2, 0, 0, 0 ); } else { player.sendEventNotice( getId(), 0, 0, 0, 0 ); } auto QUEST_VAR_ATTUNE = quest.getUI8AL(); auto QUEST_VAR_CLASS = quest.getUI8BH(); auto QUEST_VAR_TRADE = quest.getUI8BL(); if( QUEST_VAR_ATTUNE == 1 && QUEST_VAR_CLASS == 1 && QUEST_VAR_TRADE == 1 ) { 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, HIDE_HOTBAR, bindSceneReturn( &ManFst004::Scene00000Return ) ); } void Scene00000Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { if( result.getResult( 0 ) == 1 ) // accept quest { Scene00050( quest, player ); } } ////////////////////////////////////////////////////////////////////// void Scene00001( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 1, SET_EOBJ_BASE | HIDE_HOTBAR | INVIS_EOBJ, bindSceneReturn( &ManFst004::Scene00001Return ) ); } void Scene00001Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { quest.setUI8AL( 1 ); checkQuestCompletion( quest, player, 0 ); } ////////////////////////////////////////////////////////////////////// void Scene00002( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 2, HIDE_HOTBAR, bindSceneReturn( &ManFst004::Scene00002Return ) ); } void Scene00002Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { quest.setUI8BH( 1 ); checkQuestCompletion( quest, player, 3 ); } ////////////////////////////////////////////////////////////////////// void Scene00003( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 3, HIDE_HOTBAR, bindSceneReturn( &ManFst004::Scene00003Return ) ); } void Scene00003Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { if( result.getResult( 0 ) == 1 ) { Scene00100( quest, player ); } else { Scene00099( quest, player ); } } ////////////////////////////////////////////////////////////////////// void Scene00004( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 4, HIDE_HOTBAR, bindSceneReturn( &ManFst004::Scene00004Return ) ); } void Scene00004Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { eventMgr().playQuestScene( player, getId(), 4, 0 ); } ////////////////////////////////////////////////////////////////////// void Scene00005( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 5, FADE_OUT | CONDITION_CUTSCENE | HIDE_UI, bindSceneReturn( &ManFst004::Scene00005Return ) ); } void Scene00005Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { if( result.getResult( 0 ) == 1 ) // finish quest { if( player.giveQuestRewards( getId(), 0 ) ) { player.finishQuest( getId() ); } } } ////////////////////////////////////////////////////////////////////// void Scene00050( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 50, FADE_OUT | CONDITION_CUTSCENE | HIDE_UI, bindSceneReturn( &ManFst004::Scene00050Return ) ); } void Scene00050Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { // accepting quest "close to home" quest.setSeq( Seq1 ); quest.setUI8CH( 1 ); // receive key item // event is done, need to teleport to real zone. player.forceZoneing( Territorytype0 ); } ////////////////////////////////////////////////////////////////////// void Scene00051( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 51, HIDE_HOTBAR, bindSceneReturn( &ManFst004::Scene00051Return ) ); } void Scene00051Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { Scene00001( quest, player ); } ////////////////////////////////////////////////////////////////////// void Scene00099( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 99, HIDE_HOTBAR, bindSceneReturn( &ManFst004::Scene00099Return ) ); } void Scene00099Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { Scene00004( quest, player ); } ////////////////////////////////////////////////////////////////////// void Scene00100( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 100, SET_EOBJ_BASE | HIDE_HOTBAR | INVIS_EOBJ, bindSceneReturn( &ManFst004::Scene00100Return ) ); } void Scene00100Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { quest.setUI8CH( 0 ); // remove key item, since we have just traded it quest.setUI8BL( 1 ); checkQuestCompletion( quest, player, 2 ); } }; EXPOSE_SCRIPT( ManFst004 );