// 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 // Quest Script: ClsArc100_00219 // Quest Name: My First Bow // Quest ID: 65755 // Start NPC: 1000200 // End NPC: 1000200 using namespace Sapphire; class ClsArc100 : public Sapphire::ScriptAPI::QuestScript { private: // Basic quest information // Quest vars / flags used // UI8AL // UI8BH // UI8BL /// Countable Num: 3 Seq: 1 Event: 5 Listener: 37 /// Countable Num: 3 Seq: 1 Event: 5 Listener: 49 /// Countable Num: 3 Seq: 1 Event: 5 Listener: 47 /// Countable Num: 1 Seq: 255 Event: 1 Listener: 1000200 // 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 = 1000200; static constexpr auto Enemy0 = 37;//Ground Squirrel static constexpr auto Enemy1 = 49;//Little Ladybug static constexpr auto Enemy2 = 47;//Foest Funguar static constexpr auto Seq0Actor0 = 0; static constexpr auto Seq2Actor0 = 1; public: ClsArc100() : Sapphire::ScriptAPI::QuestScript( 65755 ){}; ~ClsArc100() = 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 ) Scene00001( quest, player ); break; } } } void onBNpcKill( World::Quest& quest, Sapphire::Entity::BNpc& bnpc, Sapphire::Entity::Player& player ) override { if( bnpc.getBNpcNameId() != Enemy0 && bnpc.getBNpcNameId() != Enemy1 && bnpc.getBNpcNameId() != Enemy2 ) return; auto currentKC37 = quest.getUI8AL() + 1; auto currentKC49 = quest.getUI8BH() + 1; auto currentKC47 = quest.getUI8BL() + 1; switch( bnpc.getBNpcNameId() ) { case Enemy0: { if( currentKC37 >= 3 ) { quest.setUI8AL( currentKC37 ); checkQuestCompletion( quest, player ); eventMgr().sendEventNotice( player, getId(), 0, 2, currentKC37, 3 ); } else if( currentKC37 < 3 ) { quest.setUI8AL( currentKC37 ); eventMgr().sendEventNotice( player, getId(), 0, 2, currentKC37, 3 ); } break; } case Enemy1: { if( currentKC49 >= 3 ) { quest.setUI8BH( currentKC49 ); checkQuestCompletion( quest, player ); eventMgr().sendEventNotice( player, getId(), 1, 2, currentKC49, 3 ); } else if( currentKC49 < 3 ) { quest.setUI8BH( currentKC49 ); eventMgr().sendEventNotice( player, getId(), 1, 2, currentKC49, 3 ); } break; } case Enemy2: { if( currentKC47 >= 3 ) { quest.setUI8BL( currentKC47 ); checkQuestCompletion( quest, player ); eventMgr().sendEventNotice( player, getId(), 2, 2, currentKC47, 3 ); } else if( currentKC47 < 3 ) { quest.setUI8BL( currentKC47 ); eventMgr().sendEventNotice( player, getId(), 2, 2, currentKC47, 3 ); } break; } } } private: void checkQuestCompletion( World::Quest& quest, Entity::Player& player ) { auto currentKC37 = quest.getUI8AL(); auto currentKC49 = quest.getUI8BH(); auto currentKC47 = quest.getUI8BL(); if( currentKC37 == 3 && currentKC49 == 3 && currentKC47 == 3 ) { quest.setUI8AL( 0 ); quest.setUI8BH( 0 ); quest.setUI8BL( 0 ); eventMgr().sendEventNotice( player, getId(), 3, 0 ); quest.setSeq( SeqFinish ); } } ////////////////////////////////////////////////////////////////////// // 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( &ClsArc100::Scene00000Return ) ); } void Scene00000Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { if( result.getResult( 0 ) == 1 )// accept quest { quest.setSeq( Seq1 ); } } ////////////////////////////////////////////////////////////////////// void Scene00001( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 1, NONE, bindSceneReturn( &ClsArc100::Scene00001Return ) ); } void Scene00001Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { if( result.getResult( 0 ) == 1 ) { player.finishQuest( getId() ); } } }; EXPOSE_SCRIPT( ClsArc100 );