// 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 "Manager/WarpMgr.h" #include "Territory/Territory.h" // Quest Script: ManFst007_00447 // Quest Name: To Guard a Guardian // Quest ID: 65983 // Start NPC: 1000100 // End NPC: 1003061 using namespace Sapphire; class ManFst007 : public Sapphire::ScriptAPI::QuestScript { private: // Basic quest information // Quest vars / flags used // BitFlag16 // BitFlag8 // UI8AH // UI8AL // UI8BH /// Countable Num: 1 Seq: 1 Event: 1 Listener: 1003061 /// Countable Num: 1 Seq: 2 Event: 1 Listener: 1000423 /// Countable Num: 1 Seq: 3 Event: 10 Listener: 5000000 /// Countable Num: 0 Seq: 255 Event: 1 Listener: 1000456 // 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, //Fake/Unused Sequence? SeqFinish = 255, }; // Entities found in the script data of the quest static constexpr auto Actor0 = 1000100;//Mother Miounne static constexpr auto Actor1 = 1003061;//Lewin static constexpr auto Actor2 = 1000423;//Gods' Quiver Bow (Gatekeep) static constexpr auto Actor3 = 1000456;//Gods' Quiver Instructor static constexpr auto Actor4 = 1000457; static constexpr auto Actor5 = 1000458; static constexpr auto Actor6 = 1000463; static constexpr auto Actor7 = 1000464; static constexpr auto Actor8 = 1000719; static constexpr auto Actor9 = 1000720; static constexpr auto Actor10 = 1000721; static constexpr auto Actor11 = 1000722; static constexpr auto Actor12 = 1000723; static constexpr auto Actor13 = 1000724; static constexpr auto CutScene03 = 60; static constexpr auto Eobject0 = 2001836; static constexpr auto Eventrange0 = 3854369; static constexpr auto EventActionSearch = 1; static constexpr auto Item0 = 2000249; static constexpr auto LocAction1 = 961; static constexpr auto LocActor0 = 1003071; static constexpr auto LocFace1 = 617; static constexpr auto LocFace2 = 604; static constexpr auto LocLip1 = 632; static constexpr auto Ncut01 = 30; static constexpr auto Ncut02 = 61; static constexpr auto Poprange0 = 3884000; static constexpr auto Questbattle0 = 12; static constexpr auto Seq0Actor0Lq = 90; static constexpr auto Territorytype0 = 204;//Seat of the first bow static constexpr auto Territorytype1 = 226; static constexpr auto Territorytype2 = 148; public: ManFst007() : Sapphire::ScriptAPI::QuestScript( 65983 ){}; ~ManFst007() = 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 ) Scene00003( quest, player ); else if( quest.getSeq() == SeqFinish ) Scene00021( quest, player ); break; } case Actor2: { if( quest.getSeq() == Seq1 ) Scene00005( quest, player ); else if( quest.getSeq() == SeqFinish ) Scene00022( quest, player ); break; } case Actor3: { if( quest.getSeq() == Seq2 ) Scene00007( quest, player ); break; } case Actor4: { break; } case Actor5: { break; } case Actor6: { break; } case Actor7: { break; } case Actor8: { break; } case Actor9: { break; } case Actor10: { break; } case Actor11: { break; } case Actor12: { break; } case Actor13: { break; } } } void onEventItem( World::Quest& quest, Entity::Player& player, uint64_t actorId ) override { } 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( &ManFst007::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( &ManFst007::Scene00001Return ) ); } void Scene00001Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { quest.setUI8BH( 1 ); quest.setSeq( Seq1 ); } ////////////////////////////////////////////////////////////////////// void Scene00002( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 2, HIDE_HOTBAR, bindSceneReturn( &ManFst007::Scene00002Return ) ); } void Scene00002Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { } ////////////////////////////////////////////////////////////////////// void Scene00003( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 3, FADE_OUT | CONDITION_CUTSCENE | HIDE_UI, bindSceneReturn( &ManFst007::Scene00003Return ) ); } void Scene00003Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { quest.setUI8BH( 0 ); eventMgr().sendEventNotice( player, getId(), 0, 0 ); quest.setSeq( Seq2 ); } ////////////////////////////////////////////////////////////////////// void Scene00004( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 4, NONE, bindSceneReturn( &ManFst007::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( &ManFst007::Scene00005Return ) ); } void Scene00005Return( 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(), { 0.f, 0.5f, 0.f }, -3.1416f ); } } ////////////////////////////////////////////////////////////////////// void Scene00006( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 6, NONE, bindSceneReturn( &ManFst007::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( &ManFst007::Scene00007Return ) ); } void Scene00007Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { if( result.getResult( 0 ) == 1 ) //Proceed { /* auto& pTeriMgr = Common::Service< Sapphire::World::Manager::TerritoryMgr >::ref(); eventMgr().eventFinish( player, result.eventId, 0 ); pTeriMgr.createAndJoinQuestBattle( player, Questbattle0 );*/ //TODO: QuestBattle eventMgr().sendEventNotice( player, getId(), 1, 0 ); playerMgr().sendUrgent( player, "QuestBattle unimplemented. Skipping." ); quest.setSeq( SeqFinish ); } } ////////////////////////////////////////////////////////////////////// void Scene00008( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 8, NONE, bindSceneReturn( &ManFst007::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, NONE, bindSceneReturn( &ManFst007::Scene00009Return ) ); } void Scene00009Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { } ////////////////////////////////////////////////////////////////////// void Scene00010( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 10, NONE, bindSceneReturn( &ManFst007::Scene00010Return ) ); } void Scene00010Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { } ////////////////////////////////////////////////////////////////////// void Scene00011( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 11, NONE, bindSceneReturn( &ManFst007::Scene00011Return ) ); } void Scene00011Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { } ////////////////////////////////////////////////////////////////////// void Scene00012( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 12, NONE, bindSceneReturn( &ManFst007::Scene00012Return ) ); } void Scene00012Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { } ////////////////////////////////////////////////////////////////////// void Scene00013( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 13, NONE, bindSceneReturn( &ManFst007::Scene00013Return ) ); } void Scene00013Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { } ////////////////////////////////////////////////////////////////////// void Scene00014( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 14, NONE, bindSceneReturn( &ManFst007::Scene00014Return ) ); } void Scene00014Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { } ////////////////////////////////////////////////////////////////////// void Scene00015( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 15, NONE, bindSceneReturn( &ManFst007::Scene00015Return ) ); } void Scene00015Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { } ////////////////////////////////////////////////////////////////////// void Scene00016( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 16, NONE, bindSceneReturn( &ManFst007::Scene00016Return ) ); } void Scene00016Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { } ////////////////////////////////////////////////////////////////////// void Scene00017( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 17, NONE, bindSceneReturn( &ManFst007::Scene00017Return ) ); } void Scene00017Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { } ////////////////////////////////////////////////////////////////////// void Scene00018( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 18, NONE, bindSceneReturn( &ManFst007::Scene00018Return ) ); } void Scene00018Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { } ////////////////////////////////////////////////////////////////////// void Scene00019( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 19, NONE, bindSceneReturn( &ManFst007::Scene00019Return ) ); } void Scene00019Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { } ////////////////////////////////////////////////////////////////////// void Scene00020( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 20, FADE_OUT | CONDITION_CUTSCENE | HIDE_UI, bindSceneReturn( &ManFst007::Scene00020Return ) ); } void Scene00020Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { } ////////////////////////////////////////////////////////////////////// void Scene00021( World::Quest& quest, Entity::Player& player ) { //Cutscene starts mid-way through this scene, HIDE_HOTBAR is all that is needed, LUA takes care of the rest. eventMgr().playQuestScene( player, getId(), 21, HIDE_HOTBAR, bindSceneReturn( &ManFst007::Scene00021Return ) ); } void Scene00021Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { if( result.getResult( 0 ) == 1 ) { player.finishQuest( getId() ); } } ////////////////////////////////////////////////////////////////////// void Scene00022( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 22, HIDE_HOTBAR, bindSceneReturn( &ManFst007::Scene00022Return ) ); } void Scene00022Return( 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(), { 0.f, 0.5f, 0.f }, -3.1416f ); } } }; EXPOSE_SCRIPT( ManFst007 );