#include "../../../ScriptObject.h" // Quest Script: SubFst010_00001 // Quest Name: A Good Adventurer Is Hard to Find // Quest ID: 65537 // Start NPC: 1000146 // End NPC: 1000195 class SubFst010 : public EventScript { private: static constexpr auto SEQ_0 = 0; static constexpr auto SEQ_FINISH = 255; static constexpr auto ACTOR0 = 1000146; static constexpr auto ACTOR1 = 1000195; static constexpr auto SEQ_0_ACTOR0 = 0; static constexpr auto SEQ_1_ACTOR1 = 1; void Scene00000( Entity::Player& player ) { auto callback = [&]( Entity::Player& player, uint32_t eventId, uint16_t param1, uint16_t param2, uint16_t param3 ) { if( param2 == 1 ) // accept quest player.updateQuest( getId(), SEQ_FINISH ); }; player.eventPlay( getId(), 0, NONE, callback ); } void Scene00001( Entity::Player& player ) { auto callback = [&]( Entity::Player& player, uint32_t eventId, uint16_t param1, uint16_t param2, uint16_t param3 ) { if( param2 == 1 ) // finish quest { if( player.giveQuestRewards( getId(), 0 ) ) player.finishQuest( getId() ); } }; player.eventPlay( getId(), 1, NONE, callback ); } public: SubFst010() : EventScript( "SubFst010", 65537 ) {} void onTalk( uint32_t eventId, Entity::Player& player, uint64_t actorId ) override { auto actor = Event::mapEventActorToRealActor( static_cast< uint32_t >( actorId ) ); if( actor == ACTOR0 ) Scene00000( player ); else if( actor == ACTOR1 ) Scene00001( player ); } }; EXPORT_SCRIPTOBJECT( SubFst010 )