// 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: GaiUsc903_01038 // Quest Name: High Standards // Quest ID: 66574 // Start NPC: 1006637 // End NPC: 1006637 using namespace Sapphire; class GaiUsc903 : public Sapphire::ScriptAPI::QuestScript { private: // Basic quest information // Quest vars / flags used // BitFlag8 // UI8AH // UI8AL // UI8BH // UI8BL /// Countable Num: 0 Seq: 1 Event: 1 Listener: 2002255 /// Countable Num: 0 Seq: 255 Event: 1 Listener: 2002253 // 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 = 1006637;//Rafold static constexpr auto Enemy0 = 4301884; static constexpr auto Eobject0 = 2002255;//Immortal Flames Standard (East) static constexpr auto Eobject1 = 2002253;//Immortal Flames Standard (South) static constexpr auto Eobject2 = 2002254;//Immortal Flames Standard (West) static constexpr auto EventAction = 28; static constexpr auto EventActionSearch = 1; public: GaiUsc903() : Sapphire::ScriptAPI::QuestScript( 66574 ){}; ~GaiUsc903() = 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 ) Scene00008( quest, player ); break; } case Eobject0: { eventMgr().eventActionStart( player, getId(), EventAction, [ & ]( Entity::Player& player, uint32_t eventId, uint64_t additional ) { Scene00003( quest, player ); }, nullptr, 0 ); break; } case Eobject1: { eventMgr().eventActionStart( player, getId(), EventAction, [ & ]( Entity::Player& player, uint32_t eventId, uint64_t additional ) { Scene00005( quest, player ); }, nullptr, 0 ); break; } case Eobject2: { eventMgr().eventActionStart( player, getId(), EventAction, [ & ]( Entity::Player& player, uint32_t eventId, uint64_t additional ) { Scene00007( quest, player ); }, nullptr, 0 ); break; } } } void onBNpcKill( World::Quest& quest, Entity::BNpc& bnpc, Entity::Player& player ) override { switch( bnpc.getLayoutId() ) { case Enemy0: { quest.setUI8BL( 1 ); quest.setBitFlag8( 3, true ); quest.setUI8AH( quest.getUI8AH() + 1 ); checkQuestCompletion( quest, player ); break; } } } private: void checkQuestCompletion( World::Quest& quest, Entity::Player& player ) { eventMgr().sendEventNotice( player, getId(), 0, 2, quest.getUI8AH(), 3 ); if( quest.getUI8AH() >= 3 ) { quest.setUI8AH( 0 ); quest.setUI8AL( 0 ); quest.setUI8BH( 0 ); quest.setUI8BL( 0 ); quest.setBitFlag8( 1, false ); quest.setBitFlag8( 2, false ); quest.setBitFlag8( 3, false ); 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( &GaiUsc903::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( &GaiUsc903::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( &GaiUsc903::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, HIDE_HOTBAR, bindSceneReturn( &GaiUsc903::Scene00003Return ) ); } void Scene00003Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { quest.setUI8AL( 1 ); quest.setBitFlag8( 1, true ); quest.setUI8AH( quest.getUI8AH() + 1 ); checkQuestCompletion( quest, player ); } ////////////////////////////////////////////////////////////////////// void Scene00004( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 4, HIDE_HOTBAR, bindSceneReturn( &GaiUsc903::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, HIDE_HOTBAR, bindSceneReturn( &GaiUsc903::Scene00005Return ) ); } void Scene00005Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { quest.setUI8BH( 1 ); quest.setBitFlag8( 2, true ); quest.setUI8AH( quest.getUI8AH() + 1 ); checkQuestCompletion( quest, player ); } ////////////////////////////////////////////////////////////////////// void Scene00006( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 6, HIDE_HOTBAR, bindSceneReturn( &GaiUsc903::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( &GaiUsc903::Scene00007Return ) ); } void Scene00007Return( 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 ) { auto enemy = instance->createBNpcFromLayoutId( Enemy0, 1220 /*Find the right value*/, Common::BNpcType::Enemy, player.getId() ); enemy->hateListAddDelayed( player.getAsPlayer(), 1 ); } } ////////////////////////////////////////////////////////////////////// void Scene00008( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 8, HIDE_HOTBAR, bindSceneReturn( &GaiUsc903::Scene00008Return ) ); } void Scene00008Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { if( result.getResult( 0 ) == 1 ) { player.finishQuest( getId(), result.getResult( 1 ) ); } } }; EXPOSE_SCRIPT( GaiUsc903 );