// 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 #include "Manager/EventMgr.h" #include #include // Quest Script: SubWil019_00392 // Quest Name: Decisions, Decisions // Quest ID: 65928 // Start NPC: 1001680 // End NPC: 1001691 using namespace Sapphire; class SubWil019 : public Sapphire::ScriptAPI::QuestScript { private: // Basic quest information // Quest vars / flags used // UI8AL /// Countable Num: 1 Seq: 255 Event: 1 Listener: 1001691 // Steps in this quest ( 0 is before accepting, // 1 is first, 255 means ready for turning it in enum Sequence : uint8_t { Seq0 = 0, SeqFinish = 255, }; // Entities found in the script data of the quest static constexpr auto Actor0 = 1001680; static constexpr auto Actor1 = 1001691; public: SubWil019() : Sapphire::ScriptAPI::QuestScript( 65928 ){}; ~SubWil019() = default; ////////////////////////////////////////////////////////////////////// // Event Handlers void onTalk( World::Quest& quest, Entity::Player& player, uint64_t actorId ) override { switch( actorId ) { case Actor0: { Scene00000(quest, player); break; } case Actor1: { Scene00001(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, HIDE_HOTBAR, bindSceneReturn( &SubWil019::Scene00000Return ) ); } void Scene00000Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { if( result.getResult( 0 ) == 1 ) // accept quest { quest.setSeq(SeqFinish); } } ////////////////////////////////////////////////////////////////////// void Scene00001( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 1, HIDE_HOTBAR, bindSceneReturn( &SubWil019::Scene00001Return ) ); } void Scene00001Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { if( result.getResult( 0 ) == 1 ) { if( player.giveQuestRewards( getId(), 0 ) ) player.finishQuest( getId() ); } } }; EXPOSE_SCRIPT( SubWil019 );