// 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: ClsArc100_00219 // Quest Name: My First Bow // Quest ID: 65755 // Start NPC: 1000200 // End NPC: 1000200 using namespace Sapphire; class ClsArc100 : public Sapphire::ScriptAPI::QuestScript { private: // Basic quest information // Quest vars / flags used // UI8AL // UI8BH // UI8BL /// Countable Num: 3 Seq: 1 Event: 5 Listener: 37 /// Countable Num: 3 Seq: 1 Event: 5 Listener: 49 /// Countable Num: 3 Seq: 1 Event: 5 Listener: 47 /// Countable Num: 1 Seq: 255 Event: 1 Listener: 1000200 // 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 = 1000200; static constexpr auto Enemy0 = 37; //Ground Squirrel static constexpr auto Enemy1 = 49; //Little Ladybug static constexpr auto Enemy2 = 47; //Foest Funguar static constexpr auto Seq0Actor0 = 0; static constexpr auto Seq2Actor0 = 1; public: ClsArc100() : Sapphire::ScriptAPI::QuestScript( 65755 ){}; ~ClsArc100() = default; ////////////////////////////////////////////////////////////////////// // Event Handlers void onTalk( World::Quest& quest, Entity::Player& player, uint64_t actorId ) override { switch( actorId ) { case Actor0: { if (quest.getSeq() == Seq0) Scene00000(quest, player); else if (quest.getSeq() == SeqFinish) Scene00001(quest, player); break; } } } void onBNpcKill(World::Quest& quest, uint16_t nameId, uint32_t entityId, Sapphire::Entity::Player& player) override { if (nameId != Enemy0 && nameId != Enemy1 && nameId != Enemy2) return; auto currentKC37 = quest.getUI8AL() + 1; auto currentKC49 = quest.getUI8BH() + 1; auto currentKC47 = quest.getUI8BL() + 1; switch( nameId ) { case Enemy0: { if (currentKC37 >= 3) { quest.setUI8AL(currentKC37); checkQuestCompletion(quest, player); eventMgr().sendEventNotice(player, getId(), 0, 2, currentKC37, 3); } else if (currentKC37 < 3) { quest.setUI8AL(currentKC37); eventMgr().sendEventNotice(player, getId(), 0, 2, currentKC37, 3); } break; } case Enemy1: { if (currentKC49 >= 3) { quest.setUI8BH(currentKC49); checkQuestCompletion(quest, player); eventMgr().sendEventNotice(player, getId(), 1, 2, currentKC49, 3); } else if (currentKC49 < 3) { quest.setUI8BH(currentKC49); eventMgr().sendEventNotice(player, getId(), 1, 2, currentKC49, 3); } break; } case Enemy2: { if (currentKC47 >= 3) { quest.setUI8BL(currentKC47); checkQuestCompletion(quest, player); eventMgr().sendEventNotice(player, getId(), 2, 2, currentKC47, 3); } else if (currentKC47 < 3) { quest.setUI8BL(currentKC47); eventMgr().sendEventNotice(player, getId(), 2, 2, currentKC47, 3); } break; } } } private: void checkQuestCompletion(World::Quest& quest, Entity::Player& player) { auto currentKC37 = quest.getUI8AL(); auto currentKC49 = quest.getUI8BH(); auto currentKC47 = quest.getUI8BL(); if (currentKC37 == 3 && currentKC49 == 3 && currentKC47 == 3) { quest.setUI8AL(0); quest.setUI8BH(0); quest.setUI8BL(0); quest.setSeq(SeqFinish); } } ////////////////////////////////////////////////////////////////////// // Available Scenes in this quest, not necessarly all are used ////////////////////////////////////////////////////////////////////// void Scene00000( World::Quest& quest, Entity::Player& player ) { eventMgr().playQuestScene( player, getId(), 0, NONE, bindSceneReturn( &ClsArc100::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, NONE, bindSceneReturn( &ClsArc100::Scene00001Return ) ); } void Scene00001Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result ) { if( result.getResult( 0 ) == 1 ) { player.finishQuest( getId() ); } } }; EXPOSE_SCRIPT( ClsArc100 );