mirror of
https://github.com/SapphireServer/Sapphire.git
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179 lines
No EOL
5 KiB
C++
179 lines
No EOL
5 KiB
C++
// This is an automatically generated C++ script template
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// Content needs to be added by hand to make it function
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// In order for this script to be loaded, move it to the correct folder in <root>/scripts/
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#include <Actor/Player.h>
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#include "Manager/EventMgr.h"
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#include <ScriptObject.h>
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#include <Service.h>
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// Quest Script: SubFst046_00210
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// Quest Name: Idle Initiatives
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// Quest ID: 65746
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// Start NPC: 1000408
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// End NPC: 1000408
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using namespace Sapphire;
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class SubFst046 : public Sapphire::ScriptAPI::QuestScript
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{
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private:
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// Basic quest information
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// Quest vars / flags used
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// BitFlag8
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// UI8AL
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/// Countable Num: 3 Seq: 1 Event: 1 Listener: 1000792
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/// Countable Num: 1 Seq: 255 Event: 1 Listener: 1000793
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// Steps in this quest ( 0 is before accepting,
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// 1 is first, 255 means ready for turning it in
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enum Sequence : uint8_t
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{
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Seq0 = 0,
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Seq1 = 1,
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SeqFinish = 255,
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};
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// Entities found in the script data of the quest
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static constexpr auto ActionTimelineEventBaseIdle = 783;
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static constexpr auto Actor0 = 1000408;
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static constexpr auto Actor1 = 1000792;
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static constexpr auto Actor2 = 1000793;
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static constexpr auto Actor3 = 1000794;
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static constexpr auto Seq0Actor0 = 0;
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static constexpr auto Seq1Actor1 = 1;
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static constexpr auto Seq1Actor2 = 2;
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static constexpr auto Seq1Actor3 = 3;
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static constexpr auto Seq2Actor0 = 4;
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public:
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SubFst046() : Sapphire::ScriptAPI::QuestScript( 65746 ){};
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~SubFst046() = default;
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//////////////////////////////////////////////////////////////////////
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// Event Handlers
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void onTalk( World::Quest& quest, Entity::Player& player, uint64_t actorId ) override
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{
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switch( actorId )
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{
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case Actor0:
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{
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if (!player.hasQuest(getId()))
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Scene00000(quest, player);
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else if (quest.getSeq() == SeqFinish)
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Scene00004(quest, player);
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break;
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}
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case Actor1:
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{
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Scene00001(quest, player);
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break;
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}
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case Actor2:
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{
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Scene00002(quest, player);
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break;
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}
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case Actor3:
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{
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Scene00003(quest, player);
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break;
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}
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}
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}
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private:
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void checkQuestCompletion(World::Quest& quest, Entity::Player& player)
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{
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auto credit = quest.getUI8AL();
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if (credit + 1 >= 3)
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{
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quest.setUI8AL(credit + 1);
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player.sendEventNotice(getId(), 0, 0, credit + 1, 3);
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quest.setSeq(SeqFinish);
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}
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else
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{
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quest.setUI8AL(credit + 1);
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player.sendEventNotice(getId(), 0, 0, credit + 1, 3);
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}
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}
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//////////////////////////////////////////////////////////////////////
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// Available Scenes in this quest, not necessarly all are used
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//////////////////////////////////////////////////////////////////////
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void Scene00000( World::Quest& quest, Entity::Player& player )
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{
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eventMgr().playQuestScene( player, getId(), 0, HIDE_HOTBAR, bindSceneReturn( &SubFst046::Scene00000Return ) );
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}
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void Scene00000Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
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{
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if( result.getResult( 0 ) == 1 ) // accept quest
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{
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quest.setSeq(Seq1);
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}
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}
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//////////////////////////////////////////////////////////////////////
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void Scene00001( World::Quest& quest, Entity::Player& player )
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{
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eventMgr().playQuestScene( player, getId(), 1, HIDE_HOTBAR, bindSceneReturn( &SubFst046::Scene00001Return ) );
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}
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void Scene00001Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
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{
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checkQuestCompletion(quest, player);
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quest.setBitFlag8(1, true);
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}
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//////////////////////////////////////////////////////////////////////
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void Scene00002( World::Quest& quest, Entity::Player& player )
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{
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eventMgr().playQuestScene( player, getId(), 2, HIDE_HOTBAR, bindSceneReturn( &SubFst046::Scene00002Return ) );
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}
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void Scene00002Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
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{
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checkQuestCompletion(quest, player);
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quest.setBitFlag8(2, true);
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}
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//////////////////////////////////////////////////////////////////////
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void Scene00003( World::Quest& quest, Entity::Player& player )
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{
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eventMgr().playQuestScene( player, getId(), 3, HIDE_HOTBAR, bindSceneReturn( &SubFst046::Scene00003Return ) );
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}
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void Scene00003Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
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{
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checkQuestCompletion(quest, player);
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quest.setBitFlag8(3, true);
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}
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//////////////////////////////////////////////////////////////////////
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void Scene00004( World::Quest& quest, Entity::Player& player )
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{
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eventMgr().playQuestScene( player, getId(), 4, HIDE_HOTBAR, bindSceneReturn( &SubFst046::Scene00004Return ) );
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}
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void Scene00004Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
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{
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if( result.getResult( 0 ) == 1 )
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{
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player.finishQuest( getId(), result.getResult( 1 ) );
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}
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}
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};
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EXPOSE_SCRIPT( SubFst046 ); |