// 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: GaiUsb801_00910 // Quest Name: Road to Redemption // Quest ID: 66446 // Start NPC: 1006384 // End NPC: 1006384 using namespace Sapphire; class GaiUsb801 : public Sapphire::ScriptAPI::QuestScript { private: // Basic quest information // Quest vars / flags used // BitFlag8 // UI8AL /// Countable Num: 0 Seq: 1 Event: 1 Listener: 1006407 /// Countable Num: 0 Seq: 2 Event: 5 Listener: 1904 /// Countable Num: 0 Seq: 3 Event: 1 Listener: 1006408 /// Countable Num: 0 Seq: 255 Event: 1 Listener: 1006409 // 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 = 1006384;//Haurchefant static constexpr auto Actor1 = 1006407;//Francel static constexpr auto Actor2 = 1006408;//Unsettled Knight static constexpr auto Actor3 = 1006409;//Unnerved Knight static constexpr auto Actor4 = 1006410;//Unfit Knight static constexpr auto Enemy0 = 4293113; static constexpr auto EventActionRescueUnderMiddle = 35; static constexpr auto EventActionRescueUnderShort = 34; public: GaiUsb801() : Sapphire::ScriptAPI::QuestScript( 66446 ){}; ~GaiUsb801() = 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 ) Scene00015( quest, player ); break; } case Actor1: { if( quest.getSeq() == Seq1 ) Scene00002( quest, player ); else if( quest.getSeq() == Seq2 ) Scene00012( quest, player ); else if( quest.getSeq() == Seq3 ) Scene00014( quest, player ); break; } case Actor2: { if( quest.getSeq() == Seq1 ) Scene00003( quest, player ); else if( quest.getSeq() == Seq2 ) eventMgr().eventActionStart( player, getId(), EventActionRescueUnderShort, [ & ]( Entity::Player& player, uint32_t eventId, uint64_t additional ) { Scene00007( quest, player ); }, nullptr, 0 ); break; } case Actor3: { if( quest.getSeq() == Seq1 ) Scene00004( quest, player ); else if( quest.getSeq() == Seq2 ) eventMgr().eventActionStart( player, getId(), EventActionRescueUnderShort, [ & ]( Entity::Player& player, uint32_t eventId, uint64_t additional ) { Scene00009( quest, player ); }, nullptr, 0 ); break; } case Actor4: { if( quest.getSeq() == Seq1 ) Scene00005( quest, player ); else if( quest.getSeq() == Seq2 ) eventMgr().eventActionStart( player, getId(), EventActionRescueUnderShort, [ & ]( Entity::Player& player, uint32_t eventId, uint64_t additional ) { Scene00011( quest, player ); }, nullptr, 0 ); break; } } } void onBNpcKill( World::Quest& quest, uint16_t nameId, uint32_t entityId, Entity::Player& player ) override { switch( entityId ) { case Enemy0: { // quest.setBitFlag8( 1, false ); quest.setSeq( Seq2 ); eventMgr().sendEventNotice( player, getId(), 0, 0 ); break; } } } private: void checkQuestCompletion( World::Quest& quest, Entity::Player& player ) { eventMgr().sendEventNotice( player, getId(), 1, 2, quest.getUI8AL(), 3 ); if( quest.getUI8AL() >= 3 ) { quest.setUI8AL( 0 ); quest.setSeq( Seq3 ); } } ////////////////////////////////////////////////////////////////////// // 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( &GaiUsb801::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( &GaiUsb801::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( &GaiUsb801::Scene00002Return ) ); } void Scene00002Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { auto instance = teriMgr().getTerritoryByGuId( player.getTerritoryId() ); auto enemySpawned = instance->getActiveBNpcByInstanceIdAndTriggerOwner( Enemy0, player.getId() ); if( !enemySpawned ) { auto enemy = instance->createBNpcFromInstanceId( Enemy0, 413 /*TODO: Find the right value*/, Common::BNpcType::Enemy, player.getId() ); enemy->hateListAdd( player.getAsPlayer(), 1 ); // quest.setBitFlag8( 1, true ); } } ////////////////////////////////////////////////////////////////////// void Scene00003( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 3, HIDE_HOTBAR, bindSceneReturn( &GaiUsb801::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( &GaiUsb801::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( &GaiUsb801::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( &GaiUsb801::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( &GaiUsb801::Scene00007Return ) ); } void Scene00007Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { quest.setUI8AL( quest.getUI8AL() + 1 ); quest.setBitFlag8( 1, true ); checkQuestCompletion( quest, player ); } ////////////////////////////////////////////////////////////////////// void Scene00008( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 8, HIDE_HOTBAR, bindSceneReturn( &GaiUsb801::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( &GaiUsb801::Scene00009Return ) ); } void Scene00009Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { quest.setUI8AL( quest.getUI8AL() + 1 ); quest.setBitFlag8( 2, true ); checkQuestCompletion( quest, player ); } ////////////////////////////////////////////////////////////////////// void Scene00010( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 10, HIDE_HOTBAR, bindSceneReturn( &GaiUsb801::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, HIDE_HOTBAR, bindSceneReturn( &GaiUsb801::Scene00011Return ) ); } void Scene00011Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { quest.setUI8AL( quest.getUI8AL() + 1 ); quest.setBitFlag8( 3, true ); checkQuestCompletion( quest, player ); } ////////////////////////////////////////////////////////////////////// void Scene00012( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 12, HIDE_HOTBAR, bindSceneReturn( &GaiUsb801::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, HIDE_HOTBAR, bindSceneReturn( &GaiUsb801::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, HIDE_HOTBAR, bindSceneReturn( &GaiUsb801::Scene00014Return ) ); } void Scene00014Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { eventMgr().sendEventNotice( player, getId(), 2, 0 ); quest.setSeq( SeqFinish ); } ////////////////////////////////////////////////////////////////////// void Scene00015( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 15, HIDE_HOTBAR, bindSceneReturn( &GaiUsb801::Scene00015Return ) ); } void Scene00015Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { if( result.getResult( 0 ) == 1 ) { player.finishQuest( getId(), result.getResult(1) ); } } }; EXPOSE_SCRIPT( GaiUsb801 );