// 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 #include // Quest Script: SubWil129_00574 // Quest Name: Dressed to Deceive // Quest ID: 66110 // Start NPC: 1003929 // End NPC: 1005116 using namespace Sapphire; class SubWil129 : public Sapphire::ScriptAPI::QuestScript { private: // Basic quest information // Quest vars / flags used // BitFlag8 // UI8AL /// Countable Num: 0 Seq: 1 Event: 1 Listener: 1003947 /// Countable Num: 0 Seq: 2 Event: 1 Listener: 1004325 /// Countable Num: 0 Seq: 3 Event: 1 Listener: 1004327 /// Countable Num: 0 Seq: 255 Event: 1 Listener: 1004506 // 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, SeqFinish = 255, }; // Entities found in the script data of the quest static constexpr auto Actor0 = 1003929;//Isembard static constexpr auto Actor1 = 1003947;//Knerl static constexpr auto Actor2 = 1004325;//Swaenhylt static constexpr auto Actor3 = 1004327;//Aurildis static constexpr auto Actor4 = 1004506;//Ermegarde static constexpr auto Actor5 = 1004556;//Adelstan static constexpr auto Actor6 = 1004324;//Thancred(Seq1/Seq2) static constexpr auto Actor7 = 1004330;//Thancred(Seq3) static constexpr auto Actor8 = 1005116;//Minfilia static constexpr auto LocActor0 = 1005015; static constexpr auto LocActor1 = 1004580; static constexpr auto LocActor2 = 1004581; static constexpr auto LocActor3 = 1003932; static constexpr auto LocFace0 = 604; static constexpr auto LocFace1 = 617; static constexpr auto LocFace2 = 605; static constexpr auto LocPosActor1 = 3967322; static constexpr auto Ritem0 = 2995;//Weathered Shepard's Tunic static constexpr auto Ritem1 = 3306;//Weathered Shepard's Slops static constexpr auto Seq0Actor0Lq = 90; public: SubWil129() : Sapphire::ScriptAPI::QuestScript( 66110 ){}; ~SubWil129() = 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() == Seq1 ) Scene00018( quest, player ); else if( quest.getSeq() == Seq2 ) Scene00023( quest, player ); break; } case Actor1: { if( quest.getSeq() == Seq1 ) Scene00002( quest, player ); break; } case Actor2: { if( quest.getSeq() == Seq1 ) Scene00005( quest, player ); break; } case Actor3: { if( quest.getSeq() == Seq1 ) Scene00008( quest, player ); break; } case Actor4: { if( quest.getSeq() == Seq1 ) Scene00011( quest, player ); break; } case Actor5: { if( quest.getSeq() == Seq1 ) Scene00014( quest, player ); break; } case Actor6: { if( quest.getSeq() == Seq1 ) Scene00017( quest, player ); else if( quest.getSeq() == Seq2 ) Scene00019( quest, player ); break; } case Actor7: { if( quest.getSeq() == Seq3 ) Scene00020( quest, player ); break; } case Actor8: { if( quest.getSeq() == SeqFinish ) Scene00024( quest, player ); break; } } } private: void checkQuestCompletion( World::Quest& quest, Entity::Player& player ) { eventMgr().sendEventNotice( player, getId(), 0, 2, quest.getUI8AL(), 5 ); if( quest.getUI8AL() >= 5 ) { quest.setUI8BH( quest.getUI8CH() ); quest.setSeq( Seq2 ); quest.setUI8AL( 0 ); quest.setBitFlag8( 1, false ); quest.setBitFlag8( 2, false ); quest.setBitFlag8( 3, false ); quest.setBitFlag8( 4, false ); quest.setBitFlag8( 5, false ); } } bool checkPlayerCorrectEquipment( Entity::Player& player ) { auto bodyEquipped = player.getItemAt( Sapphire::Common::InventoryType::GearSet0, Sapphire::Common::GearSetSlot::Body ); auto legsEquipped = player.getItemAt( Sapphire::Common::InventoryType::GearSet0, Sapphire::Common::GearSetSlot::Legs ); if( bodyEquipped && legsEquipped && bodyEquipped->getId() == Ritem0 && legsEquipped->getId() == Ritem1 ) return true; else return false; } ////////////////////////////////////////////////////////////////////// // 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( &SubWil129::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, FADE_OUT | CONDITION_CUTSCENE | HIDE_UI, bindSceneReturn( &SubWil129::Scene00001Return ) ); } void Scene00001Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { quest.setSeq( Seq1 ); player.addItem( Ritem0, 1 ); player.addItem( Ritem1, 1 ); } ////////////////////////////////////////////////////////////////////// void Scene00002( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 2, HIDE_HOTBAR, bindSceneReturn( &SubWil129::Scene00002Return ) ); } void Scene00002Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { if( checkPlayerCorrectEquipment( player ) ) Scene00003( quest, player ); else Scene00004( quest, player ); } ////////////////////////////////////////////////////////////////////// void Scene00003( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 3, HIDE_HOTBAR, bindSceneReturn( &SubWil129::Scene00003Return ) ); } void Scene00003Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { quest.setUI8AL( quest.getUI8AL() + 1 ); quest.setBitFlag8( 1, true ); checkQuestCompletion( quest, player ); } ////////////////////////////////////////////////////////////////////// void Scene00004( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 4, HIDE_HOTBAR, bindSceneReturn( &SubWil129::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( &SubWil129::Scene00005Return ) ); } void Scene00005Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { if( checkPlayerCorrectEquipment( player ) ) Scene00006( quest, player ); else Scene00007( quest, player ); } ////////////////////////////////////////////////////////////////////// void Scene00006( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 6, HIDE_HOTBAR, bindSceneReturn( &SubWil129::Scene00006Return ) ); } void Scene00006Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { quest.setUI8AL( quest.getUI8AL() + 1 ); quest.setBitFlag8( 2, true ); checkQuestCompletion( quest, player ); } ////////////////////////////////////////////////////////////////////// void Scene00007( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 7, HIDE_HOTBAR, bindSceneReturn( &SubWil129::Scene00007Return ) ); } void Scene00007Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { } ////////////////////////////////////////////////////////////////////// void Scene00008( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 8, HIDE_HOTBAR, bindSceneReturn( &SubWil129::Scene00008Return ) ); } void Scene00008Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { if( checkPlayerCorrectEquipment( player ) ) Scene00009( quest, player ); else Scene00010( quest, player ); } ////////////////////////////////////////////////////////////////////// void Scene00009( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 9, HIDE_HOTBAR, bindSceneReturn( &SubWil129::Scene00009Return ) ); } void Scene00009Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { quest.setUI8AL( quest.getUI8AL() + 1 ); quest.setBitFlag8( 3, true ); checkQuestCompletion( quest, player ); } ////////////////////////////////////////////////////////////////////// void Scene00010( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 10, HIDE_HOTBAR, bindSceneReturn( &SubWil129::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, HIDE_HOTBAR, bindSceneReturn( &SubWil129::Scene00011Return ) ); } void Scene00011Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { if( checkPlayerCorrectEquipment( player ) ) Scene00012( quest, player ); else Scene00013( quest, player ); } ////////////////////////////////////////////////////////////////////// void Scene00012( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 12, HIDE_HOTBAR, bindSceneReturn( &SubWil129::Scene00012Return ) ); } void Scene00012Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { quest.setUI8AL( quest.getUI8AL() + 1 ); quest.setBitFlag8( 4, true ); checkQuestCompletion( quest, player ); } ////////////////////////////////////////////////////////////////////// void Scene00013( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 13, HIDE_HOTBAR, bindSceneReturn( &SubWil129::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, HIDE_HOTBAR, bindSceneReturn( &SubWil129::Scene00014Return ) ); } void Scene00014Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { if( checkPlayerCorrectEquipment( player ) ) Scene00015( quest, player ); else Scene00016( quest, player ); } ////////////////////////////////////////////////////////////////////// void Scene00015( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 15, HIDE_HOTBAR, bindSceneReturn( &SubWil129::Scene00015Return ) ); } void Scene00015Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { quest.setUI8AL( quest.getUI8AL() + 1 ); quest.setBitFlag8( 5, true ); checkQuestCompletion( quest, player ); } ////////////////////////////////////////////////////////////////////// void Scene00016( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 16, HIDE_HOTBAR, bindSceneReturn( &SubWil129::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, HIDE_HOTBAR, bindSceneReturn( &SubWil129::Scene00017Return ) ); } void Scene00017Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { } ////////////////////////////////////////////////////////////////////// void Scene00018( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 18, HIDE_HOTBAR, bindSceneReturn( &SubWil129::Scene00018Return ) ); } void Scene00018Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { Inventory::InventoryContainerPair pair; bool hasBody = player.findFirstItemWithId( Ritem0, pair ); bool hasLegs = player.findFirstItemWithId( Ritem1, pair ); if( !hasBody ) player.addItem( Ritem0 ); if( !hasLegs ) player.addItem( Ritem1 ); } ////////////////////////////////////////////////////////////////////// void Scene00019( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 19, HIDE_HOTBAR, bindSceneReturn( &SubWil129::Scene00019Return ) ); } void Scene00019Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { eventMgr().sendEventNotice( player, getId(), 1, 0 ); quest.setSeq( Seq3 ); } ////////////////////////////////////////////////////////////////////// void Scene00020( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 20, HIDE_HOTBAR, bindSceneReturn( &SubWil129::Scene00020Return ) ); } void Scene00020Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { if( checkPlayerCorrectEquipment( player ) ) Scene00021( quest, player ); else Scene00022( quest, player ); } ////////////////////////////////////////////////////////////////////// void Scene00021( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 21, FADE_OUT | CONDITION_CUTSCENE | HIDE_UI, bindSceneReturn( &SubWil129::Scene00021Return ) ); } void Scene00021Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { eventMgr().sendEventNotice( player, getId(), 3, 0 ); quest.setSeq( SeqFinish ); } ////////////////////////////////////////////////////////////////////// void Scene00022( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 22, HIDE_HOTBAR, bindSceneReturn( &SubWil129::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, HIDE_HOTBAR, bindSceneReturn( &SubWil129::Scene00023Return ) ); } void Scene00023Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { Inventory::InventoryContainerPair pair; bool hasBody = player.findFirstItemWithId( Ritem0, pair ); bool hasLegs = player.findFirstItemWithId( Ritem1, pair ); if( !hasBody ) player.addItem( Ritem0 ); if( !hasLegs ) player.addItem( Ritem1 ); } ////////////////////////////////////////////////////////////////////// void Scene00024( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 24, HIDE_HOTBAR, bindSceneReturn( &SubWil129::Scene00024Return ) ); } void Scene00024Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { if( result.getResult( 0 ) == 1 ) { player.finishQuest( getId(), result.getResult( 1 ) ); } } }; EXPOSE_SCRIPT( SubWil129 );