// 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 "Manager/TerritoryMgr.h" #include #include #include //Temporrary because QuestBattles are broken #include "Manager/PlayerMgr.h" // Quest Script: ClsArc004_00070 // Quest Name: To Catch a Poacher // Quest ID: 65606 // Start NPC: 1000200 // End NPC: 1000200 using namespace Sapphire; class ClsArc004 : public Sapphire::ScriptAPI::QuestScript { private: // Basic quest information // Quest vars / flags used // BitFlag8 // UI8AL /// Countable Num: 1 Seq: 1 Event: 1 Listener: 1000590 /// Countable Num: 3 Seq: 2 Event: 1 Listener: 2000947 /// Countable Num: 1 Seq: 3 Event: 1 Listener: 2000948 /// Countable Num: 0 Seq: 4 Event: 1 Listener: 2000949 /// Countable Num: 1 Seq: 5 Event: 1 Listener: 2001105 /// Countable Num: 1 Seq: 255 Event: 1 Listener: 2000136 // 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, Seq4 = 4, Seq5 = 5, SeqFinish = 255, }; // Entities found in the script data of the quest static constexpr auto Actor0 = 1000200; static constexpr auto Actor1 = 1000590; static constexpr auto Actor2 = 1000731; static constexpr auto Actor3 = 1000732; static constexpr auto Actor4 = 1000199; static constexpr auto Actor5 = 1000204; static constexpr auto Eobject0 = 2000947; static constexpr auto Eobject1 = 2000948; static constexpr auto Eobject2 = 2000949; static constexpr auto Eobject3 = 2001105; static constexpr auto Eobject4 = 2000136; static constexpr auto EventActionGatherMiddle = 7; static constexpr auto EventActionSearch = 1; static constexpr auto EventActionWaiting = 10; static constexpr auto LocPosActor5 = 3875531; static constexpr auto Questbattle0 = 5; static constexpr auto Seq0Actor0Lq = 90; static constexpr auto Territorytype0 = 229; public: ClsArc004() : Sapphire::ScriptAPI::QuestScript( 65606 ){}; ~ClsArc004() = default; ////////////////////////////////////////////////////////////////////// // Event Handlers void onTalk( World::Quest &quest, Entity::Player &player, uint64_t actorId ) override { switch( actorId ) { case Actor0: { if( !player.hasQuest( getId() ) ) Scene00000( quest, player ); else if( quest.getSeq() == SeqFinish ) Scene00021( quest, player ); break; } case Actor1: { if( quest.getSeq() == Seq1 ) Scene00002( quest, player ); else if( quest.getSeq() == Seq5 )//Master claims we can't talk with this NPC Scene00018( quest, player ); break; } case Actor2: { if( quest.getSeq() == Seq5 ) Scene00020( quest, player ); break; } case Actor3: { if( quest.getSeq() == Seq5 ) Scene00019( quest, player ); break; } case Actor4: { break; } case Actor5: { break; } case Eobject0: { eventMgr().eventActionStart( player, getId(), 0x07, [ & ]( Entity::Player &player, uint32_t eventId, uint64_t additional ) { Scene00003( quest, player ); }, nullptr, 0 ); break; } case Eobject1: { eventMgr().eventActionStart( player, getId(), 0x07, [ & ]( Entity::Player &player, uint32_t eventId, uint64_t additional ) { Scene00004( quest, player ); }, nullptr, 0 ); break; } case Eobject2: { eventMgr().eventActionStart( player, getId(), 0x07, [ & ]( Entity::Player &player, uint32_t eventId, uint64_t additional ) { Scene00005( quest, player ); }, nullptr, 0 ); break; } case Eobject3: { eventMgr().eventActionStart( player, getId(), 0x0A, [ & ]( Entity::Player &player, uint32_t eventId, uint64_t additional ) { Scene00013( quest, player ); eventMgr().sendEventNotice( player, getId(), 2, 2, 0, 0 ); }, nullptr, 0 ); break; } case Eobject4: { eventMgr().eventActionStart( player, getId(), 0x01, [ & ]( Entity::Player &player, uint32_t eventId, uint64_t additional ) { Scene00015( quest, player ); }, nullptr, 0 ); break; } } } private: void checkQuestCompletion( World::Quest &quest, Entity::Player &player ) { auto currentCC = quest.getUI8AL(); eventMgr().sendEventNotice( player, getId(), 1, 2, currentCC + 1, 3 ); if( currentCC + 1 >= 3 ) { quest.setSeq( Seq3 ); quest.setUI8AL( 0 ); } else { quest.setUI8AL( currentCC + 1 ); } } ////////////////////////////////////////////////////////////////////// // 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( &ClsArc004::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, SET_EOBJ_BASE | HIDE_HOTBAR | INVIS_EOBJ, bindSceneReturn( &ClsArc004::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, SET_EOBJ_BASE | HIDE_HOTBAR | INVIS_EOBJ, bindSceneReturn( &ClsArc004::Scene00002Return ) ); } void Scene00002Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result ) { eventMgr().sendEventNotice( player, getId(), 0, 2, 0, 0 ); quest.setSeq( Seq2 ); } ////////////////////////////////////////////////////////////////////// void Scene00003( World::Quest &quest, Entity::Player &player ) { eventMgr().playQuestScene( player, getId(), 3, HIDE_HOTBAR, bindSceneReturn( &ClsArc004::Scene00003Return ) ); } void Scene00003Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result ) { quest.setBitFlag8( 1, true ); checkQuestCompletion( quest, player ); } ////////////////////////////////////////////////////////////////////// void Scene00004( World::Quest &quest, Entity::Player &player ) { eventMgr().playQuestScene( player, getId(), 4, HIDE_HOTBAR, bindSceneReturn( &ClsArc004::Scene00004Return ) ); } void Scene00004Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result ) { quest.setBitFlag8( 2, true ); checkQuestCompletion( quest, player ); } ////////////////////////////////////////////////////////////////////// void Scene00005( World::Quest &quest, Entity::Player &player ) { eventMgr().playQuestScene( player, getId(), 5, HIDE_HOTBAR, bindSceneReturn( &ClsArc004::Scene00005Return ) ); } void Scene00005Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result ) { quest.setBitFlag8( 3, true ); checkQuestCompletion( quest, player ); } ////////////////////////////////////////////////////////////////////// void Scene00006( World::Quest &quest, Entity::Player &player ) { eventMgr().playQuestScene( player, getId(), 6, HIDE_HOTBAR, bindSceneReturn( &ClsArc004::Scene00006Return ) ); } void Scene00006Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result ) { //Empty } ////////////////////////////////////////////////////////////////////// void Scene00007( World::Quest &quest, Entity::Player &player ) { eventMgr().playQuestScene( player, getId(), 7, HIDE_HOTBAR, bindSceneReturn( &ClsArc004::Scene00007Return ) ); } void Scene00007Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result ) { //Empty } ////////////////////////////////////////////////////////////////////// void Scene00008( World::Quest &quest, Entity::Player &player ) { eventMgr().playQuestScene( player, getId(), 8, HIDE_HOTBAR, bindSceneReturn( &ClsArc004::Scene00008Return ) ); } void Scene00008Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result ) { //Empty } ////////////////////////////////////////////////////////////////////// void Scene00009( World::Quest &quest, Entity::Player &player ) { eventMgr().playQuestScene( player, getId(), 9, HIDE_HOTBAR, bindSceneReturn( &ClsArc004::Scene00009Return ) ); } void Scene00009Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result ) { //Empty } ////////////////////////////////////////////////////////////////////// void Scene00010( World::Quest &quest, Entity::Player &player ) { eventMgr().playQuestScene( player, getId(), 10, HIDE_HOTBAR, bindSceneReturn( &ClsArc004::Scene00010Return ) ); } void Scene00010Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result ) { //Empty } ////////////////////////////////////////////////////////////////////// void Scene00011( World::Quest &quest, Entity::Player &player ) { eventMgr().playQuestScene( player, getId(), 11, HIDE_HOTBAR, bindSceneReturn( &ClsArc004::Scene00011Return ) ); } void Scene00011Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result ) { //Empty } ////////////////////////////////////////////////////////////////////// void Scene00012( World::Quest &quest, Entity::Player &player ) { eventMgr().playQuestScene( player, getId(), 12, HIDE_HOTBAR, bindSceneReturn( &ClsArc004::Scene00012Return ) ); } void Scene00012Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result ) { //Empty } ////////////////////////////////////////////////////////////////////// void Scene00013( World::Quest &quest, Entity::Player &player ) { eventMgr().playQuestScene( player, getId(), 13, SET_EOBJ_BASE | HIDE_HOTBAR | INVIS_EOBJ, bindSceneReturn( &ClsArc004::Scene00013Return ) ); } void Scene00013Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result ) { quest.setSeq( Seq4 ); } ////////////////////////////////////////////////////////////////////// void Scene00014( World::Quest &quest, Entity::Player &player ) { eventMgr().playQuestScene( player, getId(), 14, HIDE_HOTBAR, bindSceneReturn( &ClsArc004::Scene00014Return ) ); } void Scene00014Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result ) { //Empty } ////////////////////////////////////////////////////////////////////// void Scene00015( World::Quest &quest, Entity::Player &player ) { eventMgr().playQuestScene( player, getId(), 15, HIDE_HOTBAR, bindSceneReturn( &ClsArc004::Scene00015Return ) ); } void Scene00015Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result ) { Scene00016( quest, player ); } ////////////////////////////////////////////////////////////////////// void Scene00016( World::Quest &quest, Entity::Player &player ) { eventMgr().playQuestScene( player, getId(), 16, HIDE_HOTBAR, bindSceneReturn( &ClsArc004::Scene00016Return ) ); } void Scene00016Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result ) { if( result.getResult( 0 ) == 1 ) { //QuestBattle weirdness, Plus not being able to talk to that NPC, so we have to skip Seq5 entirely Sapphire::World::Manager::PlayerMgr::sendUrgent( player, "QuestBattle content is currently broken. The fight has been skipped for you." ); quest.setSeq( SeqFinish ); /*auto& pTeriMgr = Common::Service< Sapphire::World::Manager::TerritoryMgr >::ref(); eventMgr().eventFinish( player, result.eventId, 0 ); pTeriMgr.createAndJoinQuestBattle( player, Questbattle0 );*/ } } ////////////////////////////////////////////////////////////////////// void Scene00017( World::Quest &quest, Entity::Player &player ) { eventMgr().playQuestScene( player, getId(), 17, HIDE_HOTBAR, bindSceneReturn( &ClsArc004::Scene00017Return ) ); } void Scene00017Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result ) { //Empty } ////////////////////////////////////////////////////////////////////// void Scene00018( World::Quest &quest, Entity::Player &player ) { eventMgr().playQuestScene( player, getId(), 18, HIDE_HOTBAR, bindSceneReturn( &ClsArc004::Scene00018Return ) ); } void Scene00018Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result ) { eventMgr().sendEventNotice( player, getId(), 4, 2, 0, 0 ); quest.setSeq( SeqFinish ); } ////////////////////////////////////////////////////////////////////// void Scene00019( World::Quest &quest, Entity::Player &player ) { eventMgr().playQuestScene( player, getId(), 19, HIDE_HOTBAR, bindSceneReturn( &ClsArc004::Scene00019Return ) ); } void Scene00019Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result ) { //Empty } ////////////////////////////////////////////////////////////////////// void Scene00020( World::Quest &quest, Entity::Player &player ) { eventMgr().playQuestScene( player, getId(), 20, HIDE_HOTBAR, bindSceneReturn( &ClsArc004::Scene00020Return ) ); } void Scene00020Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result ) { //Empty } ////////////////////////////////////////////////////////////////////// void Scene00021( World::Quest &quest, Entity::Player &player ) { eventMgr().playQuestScene( player, getId(), 21, HIDE_HOTBAR, bindSceneReturn( &ClsArc004::Scene00021Return ) ); } void Scene00021Return( World::Quest &quest, Entity::Player &player, const Event::SceneResult &result ) { if( result.getResult( 0 ) == 1 ) { player.finishQuest( getId(), result.getResult( 1 ) ); } } }; EXPOSE_SCRIPT( ClsArc004 );