// 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 // Quest Script: ManFst303_00683 // Quest Name: Wood's Will Be Done // Quest ID: 66219 // Start NPC: 1002394 // End NPC: 1005012 using namespace Sapphire; class ManFst303 : public Sapphire::ScriptAPI::QuestScript { private: // Basic quest information // Quest vars / flags used // UI8AL /// Countable Num: 0 Seq: 255 Event: 1 Listener: 1005012 // Steps in this quest ( 0 is before accepting, // 1 is first, 255 means ready for turning it in enum Sequence : uint8_t { Seq0 = 0, SeqFinish = 255, }; // Entities found in the script data of the quest static constexpr auto Actor0 = 1002394;//Serpent Personnel Officer static constexpr auto Actor1 = 1005012;//Scion of the Seventh Dawn static constexpr auto LocAction1 = 1002; static constexpr auto LocActor0 = 1003783; static constexpr auto LocSe1 = 42; static constexpr auto LocTalkshape1 = 6; static constexpr auto LogmessageMonsternotePageUnlock = 1017; static constexpr auto Ncut0 = 220; static constexpr auto Ncut1 = 391; static constexpr auto OrderOfTwinAdder = 2; static constexpr auto Poprange0 = 4148347; static constexpr auto Reward0 = 22; static constexpr auto Screenimage0 = 32; static constexpr auto Screenimage1 = 69; public: ManFst303() : Sapphire::ScriptAPI::QuestScript( 66219 ){}; ~ManFst303() = 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 ); break; } case Actor1: { if( quest.getSeq() == SeqFinish ) Scene00003( 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, HIDE_HOTBAR, bindSceneReturn( &ManFst303::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( &ManFst303::Scene00001Return ) ); } void Scene00001Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { player.setGc( OrderOfTwinAdder ); player.setGcRankAt( OrderOfTwinAdder, 1 ); Scene00002( quest, player ); } ////////////////////////////////////////////////////////////////////// void Scene00002( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 2, HIDE_HOTBAR, bindSceneReturn( &ManFst303::Scene00002Return ) ); } void Scene00002Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { quest.setSeq( SeqFinish ); } ////////////////////////////////////////////////////////////////////// void Scene00003( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 3, HIDE_HOTBAR, bindSceneReturn( &ManFst303::Scene00003Return ) ); } void Scene00003Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { if( result.getResult( 0 ) == 1 ) { Scene00004( quest, player ); } } ////////////////////////////////////////////////////////////////////// void Scene00004( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 4, FADE_OUT | CONDITION_CUTSCENE | HIDE_UI, bindSceneReturn( &ManFst303::Scene00004Return ) ); } void Scene00004Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { player.finishQuest( getId() ); warpMgr().requestWarp( player, Common::WarpType::WARP_TYPE_NORMAL, { 29.3651f, 1.f, -0.0461532f }, 1.52733f );//Manual Pos } }; EXPOSE_SCRIPT( ManFst303 );