// 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: SubFst043_00199 // Quest Name: A Clear Sign // Quest ID: 65735 // Start NPC: 1000172 // End NPC: 1000627 using namespace Sapphire; class SubFst043 : public Sapphire::ScriptAPI::QuestScript { private: // Basic quest information // Quest vars / flags used // BitFlag8 // UI8AL /// Countable Num: 2 Seq: 1 Event: 1 Listener: 2000143 /// Countable Num: 1 Seq: 255 Event: 1 Listener: 2000144 // 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 = 1000172; static constexpr auto Actor1 = 1000627; static constexpr auto Eobject0 = 2000143; static constexpr auto Eobject1 = 2000144; static constexpr auto EventActionProcessMiddle = 16; static constexpr auto Seq0Actor0 = 0; static constexpr auto Seq1Eobject0 = 1; static constexpr auto Seq1Eobject0Eventactionno = 99; static constexpr auto Seq1Eobject0Eventactionok = 100; static constexpr auto Seq1Eobject1 = 2; static constexpr auto Seq1Eobject1Eventactionno = 97; static constexpr auto Seq1Eobject1Eventactionok = 98; static constexpr auto Seq2Actor1 = 3; public: SubFst043() : Sapphire::ScriptAPI::QuestScript( 65735 ){}; ~SubFst043() = 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: { if (quest.getSeq() == SeqFinish) Scene00003(quest, player); break; } case Eobject0: { eventMgr().eventActionStart(player, getId(), EventActionProcessMiddle, [&](Entity::Player& player, uint32_t eventId, uint64_t additional) { Scene00001(quest, player); }, nullptr, 0); break; } case Eobject1: { eventMgr().eventActionStart(player, getId(), EventActionProcessMiddle, [&](Entity::Player& player, uint32_t eventId, uint64_t additional) { Scene00002(quest, player); }, nullptr, 0); break; } } } private: void checkQuestCompletion(World::Quest& quest, Entity::Player& player) { auto credit = quest.getUI8AL(); if (credit + 1 >= 2) { quest.setUI8AL(credit + 1); player.sendEventNotice(getId(), 0, 2, credit + 1, 2); quest.setSeq(SeqFinish); } else { quest.setUI8AL( credit + 1); player.sendEventNotice(getId(), 0, 2, credit + 1, 2); } } ////////////////////////////////////////////////////////////////////// // 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( &SubFst043::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, HIDE_HOTBAR, bindSceneReturn( &SubFst043::Scene00001Return ) ); } void Scene00001Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { Scene00100(quest, player); } ////////////////////////////////////////////////////////////////////// void Scene00002( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 2, HIDE_HOTBAR, bindSceneReturn( &SubFst043::Scene00002Return ) ); } void Scene00002Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { Scene00098(quest, player); } ////////////////////////////////////////////////////////////////////// void Scene00003( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 3, HIDE_HOTBAR, bindSceneReturn( &SubFst043::Scene00003Return ) ); } void Scene00003Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { if( result.getResult( 0 ) == 1 ) { player.finishQuest( getId(), result.getResult( 1 ) ); } } ////////////////////////////////////////////////////////////////////// void Scene00097( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 97, HIDE_HOTBAR, bindSceneReturn( &SubFst043::Scene00097Return ) ); } void Scene00097Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { //Empty } ////////////////////////////////////////////////////////////////////// void Scene00098( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 98, HIDE_HOTBAR, bindSceneReturn( &SubFst043::Scene00098Return ) ); } void Scene00098Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { checkQuestCompletion(quest, player); quest.setBitFlag8(2, true); } ////////////////////////////////////////////////////////////////////// void Scene00099( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 99, HIDE_HOTBAR, bindSceneReturn( &SubFst043::Scene00099Return ) ); } void Scene00099Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { //Empty } ////////////////////////////////////////////////////////////////////// void Scene00100( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 100, HIDE_HOTBAR, bindSceneReturn( &SubFst043::Scene00100Return ) ); } void Scene00100Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { checkQuestCompletion(quest, player); quest.setBitFlag8(1, true); } }; EXPOSE_SCRIPT( SubFst043 );