// 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 #include "Manager/TerritoryMgr.h" #include "Territory/Territory.h" // Quest Script: ManFst009_00449 // Quest Name: Renewing the Covenant // Quest ID: 65985 // Start NPC: 1000100 // End NPC: 1003027 using namespace Sapphire; class ManFst009 : public Sapphire::ScriptAPI::QuestScript { private: // Basic quest information // Quest vars / flags used // BitFlag8 // UI8AH // UI8AL /// Countable Num: 1 Seq: 1 Event: 1 Listener: 1000286 /// Countable Num: 1 Seq: 255 Event: 1 Listener: 1000153 // 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 = 1000100; //Mother Miounne static constexpr auto Actor1 = 1000286; //Estaine static constexpr auto Actor2 = 1000153; //Beatin static constexpr auto Actor3 = 1003027; static constexpr auto Actor4 = 1000460; //Silent Conjurer (Lotus Stand Gatekeep) static constexpr auto CutScene01 = 62; static constexpr auto CutScene02 = 63; static constexpr auto CutScene03 = 68; static constexpr auto Poprange0 = 4106221; static constexpr auto Poprange1 = 3877982; static constexpr auto Ritem0 = 2651; static constexpr auto Territorytype0 = 205; //Lotus Stand public: ManFst009() : Sapphire::ScriptAPI::QuestScript( 65985 ){}; ~ManFst009() = 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() == Seq1 ) Scene00002( quest, player ); break; } case Actor2: { if( quest.getSeq() == Seq1 ) Scene00006( 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, NONE, bindSceneReturn( &ManFst009::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, NONE, bindSceneReturn( &ManFst009::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( &ManFst009::Scene00002Return ) ); } void Scene00002Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { auto headEquipped = player.getItemAt( Sapphire::Common::InventoryType::GearSet0, Sapphire::Common::GearSetSlot::Head ); if( headEquipped && headEquipped->getId() == Ritem0 ) Scene00003( quest, player ); else Scene00005( quest, player ); } ////////////////////////////////////////////////////////////////////// void Scene00003( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 3, HIDE_HOTBAR, bindSceneReturn( &ManFst009::Scene00003Return ) ); } void Scene00003Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { Scene00004( quest, player ); } ////////////////////////////////////////////////////////////////////// void Scene00004( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 4, FADE_OUT | CONDITION_CUTSCENE | HIDE_UI, bindSceneReturn( &ManFst009::Scene00004Return ) ); } void Scene00004Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { auto instance = teriMgr().createTerritoryInstance( 179 ); warpMgr().requestMoveTerritory( player, Common::WarpType::WARP_TYPE_NORMAL, instance->getGuId(), { 0.f, 0.f, 0.f }, 0.f ); eventMgr().sendEventNotice( player, getId(), 0, 0 ); quest.setSeq( SeqFinish ); } ////////////////////////////////////////////////////////////////////// void Scene00005( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 5, HIDE_HOTBAR, bindSceneReturn( &ManFst009::Scene00005Return ) ); } void Scene00005Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { } ////////////////////////////////////////////////////////////////////// void Scene00006( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 6, HIDE_HOTBAR, bindSceneReturn( &ManFst009::Scene00006Return ) ); } void Scene00006Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { //Client handles if you can interact with this NPC, so no need to check if the player already has the item. player.addItem( Ritem0, 1 ); } ////////////////////////////////////////////////////////////////////// void Scene00007( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 7, NONE, bindSceneReturn( &ManFst009::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, NONE, bindSceneReturn( &ManFst009::Scene00008Return ) ); } void Scene00008Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { if( result.getResult(0) == 1 ) { auto instance = teriMgr().createTerritoryInstance( Territorytype0 ); warpMgr().requestMoveTerritory( player, Common::WarpType::WARP_TYPE_NORMAL, instance->getGuId(), { 31.f, 1.6f, 25.5f }, -2.68533f ); } } }; EXPOSE_SCRIPT( ManFst009 );