// 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: ClsMin502_02080 // Quest Name: Breaking New Ground // Quest ID: 67616 // Start NPC: 1002298 // End NPC: 1013230 using namespace Sapphire; class ClsMin502 : public Sapphire::ScriptAPI::QuestScript { private: // Basic quest information // Quest vars / flags used // BitFlag8 // UI8AL // UI8BH /// Countable Num: 1 Seq: 1 Event: 1 Listener: 1002282 /// Countable Num: 1 Seq: 2 Event: 1 Listener: 1002298 /// Countable Num: 1 Seq: 255 Event: 1 Listener: 1013232 // 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, SeqFinish = 255, }; // Entities found in the script data of the quest static constexpr auto Actor0 = 1002298;//Adalberta static constexpr auto Actor1 = 1002282;//Linette <> static constexpr auto Actor2 = 1013232;//Hosue Fortemps Knight static constexpr auto Actor3 = 1013230;//Haimirich static constexpr auto Actor4 = 1013231;//Hatchling static constexpr auto BindActor1 = 5896086; static constexpr auto Item0 = 2001726; static constexpr auto Item0Icon = 26177; static constexpr auto LocBgm1 = 313; public: ClsMin502() : Sapphire::ScriptAPI::QuestScript( 67616 ){}; ~ClsMin502() = 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 ) Scene00003( quest, player ); break; } case Actor1: { if( quest.getSeq() == Seq1 ) Scene00002( quest, player ); else if( quest.getSeq() == Seq2 ) Scene00006( quest, player ); break; } case Actor2: { if( quest.getSeq() == Seq2 ) Scene00004( quest, player ); else if( quest.getSeq() == SeqFinish ) Scene00009( quest, player ); break; } case Actor3: { if( quest.getSeq() == SeqFinish ) Scene00007( quest, player ); break; } case Actor4: { if( quest.getSeq() == SeqFinish ) Scene00008( 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( &ClsMin502::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( &ClsMin502::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( &ClsMin502::Scene00002Return ) ); } void Scene00002Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { quest.setUI8BH( 1 ); eventMgr().sendNotice( player, getId(), 0, { Item0Icon } ); quest.setSeq( Seq2 ); } ////////////////////////////////////////////////////////////////////// void Scene00003( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 3, HIDE_HOTBAR, bindSceneReturn( &ClsMin502::Scene00003Return ) ); } void Scene00003Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { } ////////////////////////////////////////////////////////////////////// void Scene00004( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 4, HIDE_HOTBAR, bindSceneReturn( &ClsMin502::Scene00004Return ) ); } void Scene00004Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { if( result.getResult( 0 ) == 1 ) Scene00005( quest, player ); } ////////////////////////////////////////////////////////////////////// void Scene00005( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 5, HIDE_HOTBAR, bindSceneReturn( &ClsMin502::Scene00005Return ) ); } void Scene00005Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { quest.setUI8BH( 0 ); quest.setSeq( SeqFinish ); eventMgr().sendEventNotice( player, getId(), 1, 0 ); } ////////////////////////////////////////////////////////////////////// void Scene00006( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 6, HIDE_HOTBAR, bindSceneReturn( &ClsMin502::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, FADE_OUT | CONDITION_CUTSCENE | HIDE_UI, bindSceneReturn( &ClsMin502::Scene00007Return ) ); } void Scene00007Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { if( result.getResult( 0 ) == 1 ) { player.finishQuest( getId() ); } } ////////////////////////////////////////////////////////////////////// void Scene00008( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 8, HIDE_HOTBAR, bindSceneReturn( &ClsMin502::Scene00008Return ) ); } void Scene00008Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { } ////////////////////////////////////////////////////////////////////// void Scene00009( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 9, HIDE_HOTBAR, bindSceneReturn( &ClsMin502::Scene00009Return ) ); } void Scene00009Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { } }; EXPOSE_SCRIPT( ClsMin502 );