// 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: SubFst046_00210 // Quest Name: Idle Initiatives // Quest ID: 65746 // Start NPC: 1000408 // End NPC: 1000408 using namespace Sapphire; class SubFst046 : public Sapphire::ScriptAPI::QuestScript { private: // Basic quest information // Quest vars / flags used // BitFlag8 // UI8AL /// Countable Num: 3 Seq: 1 Event: 1 Listener: 1000792 /// Countable Num: 1 Seq: 255 Event: 1 Listener: 1000793 // 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 ActionTimelineEventBaseIdle = 783; static constexpr auto Actor0 = 1000408; static constexpr auto Actor1 = 1000792; static constexpr auto Actor2 = 1000793; static constexpr auto Actor3 = 1000794; static constexpr auto Seq0Actor0 = 0; static constexpr auto Seq1Actor1 = 1; static constexpr auto Seq1Actor2 = 2; static constexpr auto Seq1Actor3 = 3; static constexpr auto Seq2Actor0 = 4; public: SubFst046() : Sapphire::ScriptAPI::QuestScript( 65746 ){}; ~SubFst046() = 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) Scene00004(quest, player); break; } case Actor1: { Scene00001(quest, player); break; } case Actor2: { Scene00002(quest, player); break; } case Actor3: { Scene00003(quest, player); break; } } } private: void checkQuestCompletion(World::Quest& quest, Entity::Player& player) { auto credit = quest.getUI8AL(); if (credit + 1 >= 3) { quest.setUI8AL(credit + 1); player.sendEventNotice(getId(), 0, 0, credit + 1, 3); quest.setSeq(SeqFinish); } else { quest.setUI8AL(credit + 1); player.sendEventNotice(getId(), 0, 0, credit + 1, 3); } } ////////////////////////////////////////////////////////////////////// // 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( &SubFst046::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( &SubFst046::Scene00001Return ) ); } void Scene00001Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { checkQuestCompletion(quest, player); quest.setBitFlag8(1, true); } ////////////////////////////////////////////////////////////////////// void Scene00002( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 2, HIDE_HOTBAR, bindSceneReturn( &SubFst046::Scene00002Return ) ); } void Scene00002Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { checkQuestCompletion(quest, player); quest.setBitFlag8(2, true); } ////////////////////////////////////////////////////////////////////// void Scene00003( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 3, HIDE_HOTBAR, bindSceneReturn( &SubFst046::Scene00003Return ) ); } void Scene00003Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { checkQuestCompletion(quest, player); quest.setBitFlag8(3, true); } ////////////////////////////////////////////////////////////////////// void Scene00004( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 4, HIDE_HOTBAR, bindSceneReturn( &SubFst046::Scene00004Return ) ); } void Scene00004Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { if( result.getResult( 0 ) == 1 ) { player.finishQuest( getId(), result.getResult( 1 ) ); } } }; EXPOSE_SCRIPT( SubFst046 );