// 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: SubFst008_00032 // Quest Name: A Hard Nut to Crack // Quest ID: 65568 // Start NPC: 1000372 // End NPC: 1000629 using namespace Sapphire; class SubFst008 : public Sapphire::ScriptAPI::QuestScript { private: // Basic quest information // Quest vars / flags used // UI8AL // UI8BH /// Countable Num: 1 Seq: 1 Event: 1 Listener: 1000311 /// Countable Num: 1 Seq: 255 Event: 1 Listener: 1000629 // 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 = 1000372; static constexpr auto Actor1 = 1000311; static constexpr auto Actor2 = 1000629; static constexpr auto Item0 = 2000029; static constexpr auto Seq0Actor0 = 0; static constexpr auto Seq1Actor1 = 1; static constexpr auto Seq2Actor2 = 2; static constexpr auto Seq2Actor2Npctradeno = 99; static constexpr auto Seq2Actor2Npctradeok = 100; public: SubFst008() : Sapphire::ScriptAPI::QuestScript( 65568 ) {}; ~SubFst008() = default; ////////////////////////////////////////////////////////////////////// // Event Handlers void onTalk( World::Quest &quest, Entity::Player &player, uint64_t actorId ) override { switch( actorId ) { case Actor0: { Scene00000( quest, player ); break; } case Actor1: { Scene00001( quest, player ); break; } case Actor2: { Scene00002( quest, player ); break; } } } private: ////////////////////////////////////////////////////////////////////// // 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( &SubFst008::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( &SubFst008::Scene00001Return ) ); } void Scene00001Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result ) { quest.setUI8BH( 1 ); player.sendEventNotice( getId(), 0, 0, 0, 0 ); quest.setSeq( SeqFinish ); } ////////////////////////////////////////////////////////////////////// void Scene00002( World::Quest &quest, Entity::Player &player ) { eventMgr().playQuestScene( player, getId(), 2, NONE, bindSceneReturn( &SubFst008::Scene00002Return ) ); } void Scene00002Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result ) { if( result.getResult( 0 ) == 1 ) Scene00100( quest, player ); else Scene00099( quest, player ); } ////////////////////////////////////////////////////////////////////// void Scene00099( World::Quest &quest, Entity::Player &player ) { eventMgr().playQuestScene( player, getId(), 99, NONE, bindSceneReturn( &SubFst008::Scene00099Return ) ); } void Scene00099Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result ) { eventMgr().playScene( player, getId(), 99, 0, 0 ); } ////////////////////////////////////////////////////////////////////// void Scene00100( World::Quest &quest, Entity::Player &player ) { eventMgr().playQuestScene( player, getId(), 100, NONE, bindSceneReturn( &SubFst008::Scene00100Return ) ); } void Scene00100Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result ) { if( result.getResult( 0 ) == 1 ) { if( player.giveQuestRewards( getId(), result.getResult( 1 ) ) ) player.finishQuest( getId() ); } } }; EXPOSE_SCRIPT( SubFst008 );