// 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: GaiUsb103_00822 // Quest Name: When the Worm Turns // Quest ID: 66358 // Start NPC: 1004917 // End NPC: 1004917 using namespace Sapphire; class GaiUsb103 : public Sapphire::ScriptAPI::QuestScript { private: // Basic quest information // Quest vars / flags used // BitFlag8 // UI8AL // UI8BH /// Countable Num: 0 Seq: 1 Event: 9 Listener: 356 /// Countable Num: 0 Seq: 2 Event: 1 Listener: 2002046 /// Countable Num: 0 Seq: 3 Event: 8 Listener: 2002046 /// Countable Num: 0 Seq: 255 Event: 1 Listener: 2002576 // 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 = 1004917;//U'odh Nunh static constexpr auto Actor1 = 1007626; static constexpr auto Enemy0 = 307;//Angler (INCORRECT:356) static constexpr auto Enemy1 = 4293190; static constexpr auto Eobject0 = 2002046;//Wellwick Worm Teritory (Seq2) static constexpr auto Eobject1 = 2002576;//Wellwick Worm Teritory (Seq3) static constexpr auto EventActionSearch = 1; static constexpr auto EventActionWaiting = 10; static constexpr auto Item0 = 2000645; static constexpr auto Item1 = 2000833; public: GaiUsb103() : Sapphire::ScriptAPI::QuestScript( 66358 ){}; ~GaiUsb103() = 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 Actor1: { break; } case Eobject0: { eventMgr().eventActionStart( player, getId(), EventActionSearch, [ & ]( Entity::Player& player, uint32_t eventId, uint64_t additional ) { Scene00002( quest, player ); }, nullptr, 0 ); break; } case Eobject1: { eventMgr().eventActionStart( player, getId(), EventActionWaiting, [ & ]( Entity::Player& player, uint32_t eventId, uint64_t additional ) { Scene00005( quest, player ); }, nullptr, 0 ); break; } } } void onEventItem( World::Quest& quest, Entity::Player& player, uint64_t actorId ) override { if( actorId == Eobject0 ) { eventMgr().sendEventNotice( player, getId(), 1, 0 ); quest.setSeq( Seq3 ); quest.setUI8BH( 0 ); } } void onBNpcKill( World::Quest& quest, uint16_t nameId, uint32_t entityId, Entity::Player& player ) override { if(nameId == Enemy0) { quest.setUI8BH( 1 ); eventMgr().sendEventNotice( player, getId(), 0, 0 ); quest.setSeq( Seq2 ); } else if( entityId == Enemy1 ) { quest.setUI8BH( 1 ); eventMgr().sendEventNotice( player, getId(), 2, 0 ); quest.setSeq( SeqFinish ); } } 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( &GaiUsb103::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( &GaiUsb103::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( &GaiUsb103::Scene00002Return ) ); } void Scene00002Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { //Opens KeyItem Inventory } ////////////////////////////////////////////////////////////////////// void Scene00003( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 3, HIDE_HOTBAR, bindSceneReturn( &GaiUsb103::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( &GaiUsb103::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( &GaiUsb103::Scene00005Return ) ); } void Scene00005Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { quest.setBitFlag8( 1, true ); auto instance = teriMgr().getTerritoryByGuId( player.getTerritoryId() ); auto enemy1 = instance->createBNpcFromInstanceId( Enemy1, 413 /*TODO: Find the right value*/, Common::BNpcType::Enemy, player.getId() ); enemy1->hateListAdd( player.getAsPlayer(), 1 ); } ////////////////////////////////////////////////////////////////////// void Scene00006( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 6, HIDE_HOTBAR, bindSceneReturn( &GaiUsb103::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( &GaiUsb103::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( &GaiUsb103::Scene00008Return ) ); } void Scene00008Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { if( result.getResult( 0 ) == 1 ) Scene00009( quest, player ); } ////////////////////////////////////////////////////////////////////// void Scene00009( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 9, HIDE_HOTBAR, bindSceneReturn( &GaiUsb103::Scene00009Return ) ); } void Scene00009Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { if( result.getResult( 0 ) == 1 ) { player.finishQuest( getId(), result.getResult(1) ); } } }; EXPOSE_SCRIPT( GaiUsb103 );