// ====================================================================== // // prof_commando_mao.script // Copyright 2004, Sony Online Entertainment // All Rights Reserved. // // Created with SwgConversationEditor 1.36 - DO NOT EDIT THIS AUTO-GENERATED FILE! // // ====================================================================== // ====================================================================== // Library Includes // ====================================================================== include library.ai_lib; include library.chat; include library.groundquests; include library.utils; // ====================================================================== // Script Constants // ====================================================================== string c_stringFile = "conversation/prof_commando_mao"; // ====================================================================== // Script Conditions // ====================================================================== boolean prof_commando_mao_condition__defaultCondition (obj_id player, obj_id npc) { return true; } // ---------------------------------------------------------------------- boolean prof_commando_mao_condition_playerOnCOM11Reward (obj_id player, obj_id npc) { return groundquests.isTaskActive(player, "prof_commando_11", "talktomao"); } // ---------------------------------------------------------------------- boolean prof_commando_mao_condition_playerfinishedCOM11Quest (obj_id player, obj_id npc) { return groundquests.hasCompletedQuest(player, "prof_commando_11"); } // ---------------------------------------------------------------------- boolean prof_commando_mao_condition_playerStartingCOM11quest (obj_id player, obj_id npc) { return groundquests.isTaskActive(player, "prof_commando_11", "giveassignment"); } // ---------------------------------------------------------------------- boolean prof_commando_mao_condition_questStarted (obj_id player, obj_id npc) { return groundquests.hasCompletedTask(player, "prof_commando_11", "giveassignment"); } // ====================================================================== // Script Actions // ====================================================================== void prof_commando_mao_action_giveRewardSignal (obj_id player, obj_id npc) { groundquests.sendSignal(player, "prof_commando_11_reward"); } // ---------------------------------------------------------------------- void prof_commando_mao_action_giveAssignmentSignal (obj_id player, obj_id npc) { groundquests.sendSignal(player, "prof_commando_11_1_giveassignment"); } // ---------------------------------------------------------------------- void prof_commando_mao_action_faceplayer (obj_id player, obj_id npc) { faceTo(npc, player); } // ---------------------------------------------------------------------- void prof_commando_mao_action_givequestDEBUG (obj_id player, obj_id npc) { groundquests.grantQuest(player, "prof_commando_11"); } // ====================================================================== // Script %TO Tokens // ====================================================================== // ====================================================================== // Script %DI Tokens // ====================================================================== // ====================================================================== // Script %DF Tokens // ====================================================================== // ====================================================================== // handleBranch Functions // ====================================================================== int prof_commando_mao_handleBranch2 (obj_id player, obj_id npc, string_id response) { //-- [BRANCH NOTE] //-- NPC: How did it go? //-- [RESPONSE NOTE] //-- PLAYER: It's done, if that's what you mean. if (response == "s_20") { //-- [NOTE] if (prof_commando_mao_condition__defaultCondition (player, npc)) { doAnimationAction (npc, "bow"); prof_commando_mao_action_giveRewardSignal (player, npc); //-- NPC: That's exactly what it means. Very good. My business associates thank you for keeping their trade safe. Here is your payment. string_id message = new string_id (c_stringFile, "s_22"); utils.removeScriptVar (player, "conversation.prof_commando_mao.branchId"); npcEndConversationWithMessage (player, message); return SCRIPT_CONTINUE; } } return SCRIPT_DEFAULT; } // ---------------------------------------------------------------------- int prof_commando_mao_handleBranch5 (obj_id player, obj_id npc, string_id response) { //-- [BRANCH NOTE] //-- NPC: Ah. You look like the kind of person that can help me. //-- [RESPONSE NOTE] //-- PLAYER: Sgt. Snopel sent me to you. if (response == "s_30") { //-- [NOTE] if (prof_commando_mao_condition__defaultCondition (player, npc)) { //-- NPC: Of course he did. I have a job for you. Won't be too easy, but shouldn't kill ya either. A bunch of sand pirates are interfering with my business partners. string_id message = new string_id (c_stringFile, "s_32"); int numberOfResponses = 0; boolean hasResponse = false; //-- PLAYER: How are they interfering? boolean hasResponse0 = false; if (prof_commando_mao_condition__defaultCondition (player, npc)) { ++numberOfResponses; hasResponse = true; hasResponse0 = true; } if (hasResponse) { int responseIndex = 0; string_id responses [] = new string_id [numberOfResponses]; if (hasResponse0) responses [responseIndex++] = new string_id (c_stringFile, "s_33"); utils.setScriptVar (player, "conversation.prof_commando_mao.branchId", 6); npcSpeak (player, message); npcSetConversationResponses (player, responses); } else { utils.removeScriptVar (player, "conversation.prof_commando_mao.branchId"); npcEndConversationWithMessage (player, message); } return SCRIPT_CONTINUE; } } return SCRIPT_DEFAULT; } // ---------------------------------------------------------------------- int prof_commando_mao_handleBranch6 (obj_id player, obj_id npc, string_id response) { //-- [BRANCH NOTE] //-- NPC: Of course he did. I have a job for you. Won't be too easy, but shouldn't kill ya either. A bunch of sand pirates are interfering with my business partners. //-- [RESPONSE NOTE] //-- PLAYER: How are they interfering? if (response == "s_33") { //-- [NOTE] if (prof_commando_mao_condition__defaultCondition (player, npc)) { //-- NPC: Any transport that gets within a thousand meters of their base tends to have some unfortunate accidents...at the end of blaster bolts. string_id message = new string_id (c_stringFile, "s_34"); int numberOfResponses = 0; boolean hasResponse = false; //-- PLAYER: So what am I to do? boolean hasResponse0 = false; if (prof_commando_mao_condition__defaultCondition (player, npc)) { ++numberOfResponses; hasResponse = true; hasResponse0 = true; } if (hasResponse) { int responseIndex = 0; string_id responses [] = new string_id [numberOfResponses]; if (hasResponse0) responses [responseIndex++] = new string_id (c_stringFile, "s_35"); utils.setScriptVar (player, "conversation.prof_commando_mao.branchId", 7); npcSpeak (player, message); npcSetConversationResponses (player, responses); } else { utils.removeScriptVar (player, "conversation.prof_commando_mao.branchId"); npcEndConversationWithMessage (player, message); } return SCRIPT_CONTINUE; } } return SCRIPT_DEFAULT; } // ---------------------------------------------------------------------- int prof_commando_mao_handleBranch7 (obj_id player, obj_id npc, string_id response) { //-- [BRANCH NOTE] //-- NPC: Any transport that gets within a thousand meters of their base tends to have some unfortunate accidents...at the end of blaster bolts. //-- [RESPONSE NOTE] //-- PLAYER: So what am I to do? if (response == "s_35") { //-- [NOTE] if (prof_commando_mao_condition__defaultCondition (player, npc)) { prof_commando_mao_action_giveAssignmentSignal (player, npc); //-- NPC: Simple. You go to their base, kill their leader, and make sure that no one will be able to use the base again. string_id message = new string_id (c_stringFile, "s_36"); utils.removeScriptVar (player, "conversation.prof_commando_mao.branchId"); npcEndConversationWithMessage (player, message); return SCRIPT_CONTINUE; } } return SCRIPT_DEFAULT; } // ---------------------------------------------------------------------- // ====================================================================== // User Script Triggers // ====================================================================== trigger OnInitialize () { if ((!isMob (self)) || (isPlayer (self))) detachScript(self, "conversation.prof_commando_mao"); setCondition (self, CONDITION_CONVERSABLE); setCondition (self, CONDITION_INTERESTING); setInvulnerable (self, true); setName (self, "Coris Mao"); ai_lib.setDefaultCalmBehavior( self, ai_lib.BEHAVIOR_SENTINEL ); return SCRIPT_CONTINUE; } trigger OnAttach () { setCondition (self, CONDITION_CONVERSABLE); setCondition (self, CONDITION_INTERESTING); setInvulnerable (self, true); setName (self, "Coris Mao"); ai_lib.setDefaultCalmBehavior( self, ai_lib.BEHAVIOR_SENTINEL ); return SCRIPT_CONTINUE; } trigger OnObjectMenuRequest (obj_id player, menu_info menuInfo) { int menu = menuInfo.addRootMenu (menu_info_types.CONVERSE_START, null); menu_info_data menuInfoData = menuInfo.getMenuItemById (menu); menuInfoData.setServerNotify (false); setCondition (self, CONDITION_CONVERSABLE); return SCRIPT_CONTINUE; } trigger OnIncapacitated (obj_id killer) { clearCondition (self, CONDITION_CONVERSABLE); detachScript (self, "conversation.prof_commando_mao"); return SCRIPT_CONTINUE; } // ====================================================================== // Script Triggers // ====================================================================== //-- This function should move to base_class.java boolean npcStartConversation(obj_id player, obj_id npc, string convoName, string_id greetingId, prose_package greetingProse, string_id[] responses) { Object[] objects = new Object[responses.length]; System.arraycopy(responses, 0, objects, 0, responses.length); return npcStartConversation(player, npc, convoName, greetingId, greetingProse, objects); } // ---------------------------------------------------------------------- trigger OnStartNpcConversation (obj_id player) { obj_id npc = self; if (ai_lib.isInCombat (npc) || ai_lib.isInCombat (player)) return SCRIPT_OVERRIDE; //-- [NOTE] if (prof_commando_mao_condition_playerfinishedCOM11Quest (player, npc)) { prof_commando_mao_action_faceplayer (player, npc); //-- NPC: Good work. You are a credit to your Senior Officers. string_id message = new string_id (c_stringFile, "s_9"); chat.chat (npc, player, message); return SCRIPT_CONTINUE; } //-- [NOTE] if (prof_commando_mao_condition_playerOnCOM11Reward (player, npc)) { prof_commando_mao_action_faceplayer (player, npc); //-- NPC: How did it go? string_id message = new string_id (c_stringFile, "s_18"); int numberOfResponses = 0; boolean hasResponse = false; //-- PLAYER: It's done, if that's what you mean. boolean hasResponse0 = false; if (prof_commando_mao_condition__defaultCondition (player, npc)) { ++numberOfResponses; hasResponse = true; hasResponse0 = true; } if (hasResponse) { int responseIndex = 0; string_id responses [] = new string_id [numberOfResponses]; if (hasResponse0) responses [responseIndex++] = new string_id (c_stringFile, "s_20"); utils.setScriptVar (player, "conversation.prof_commando_mao.branchId", 2); npcStartConversation (player, npc, "prof_commando_mao", message, responses); } else { chat.chat (npc, player, message); } return SCRIPT_CONTINUE; } //-- [NOTE] if (prof_commando_mao_condition_questStarted (player, npc)) { prof_commando_mao_action_faceplayer (player, npc); //-- NPC: Take care of that base. I won't pay you until the job is done. You should have all the information that you need in your journal. string_id message = new string_id (c_stringFile, "s_31"); chat.chat (npc, player, message); return SCRIPT_CONTINUE; } //-- [NOTE] if (prof_commando_mao_condition_playerStartingCOM11quest (player, npc)) { prof_commando_mao_action_faceplayer (player, npc); //-- NPC: Ah. You look like the kind of person that can help me. string_id message = new string_id (c_stringFile, "s_29"); int numberOfResponses = 0; boolean hasResponse = false; //-- PLAYER: Sgt. Snopel sent me to you. boolean hasResponse0 = false; if (prof_commando_mao_condition__defaultCondition (player, npc)) { ++numberOfResponses; hasResponse = true; hasResponse0 = true; } if (hasResponse) { int responseIndex = 0; string_id responses [] = new string_id [numberOfResponses]; if (hasResponse0) responses [responseIndex++] = new string_id (c_stringFile, "s_30"); utils.setScriptVar (player, "conversation.prof_commando_mao.branchId", 5); npcStartConversation (player, npc, "prof_commando_mao", message, responses); } else { chat.chat (npc, player, message); } return SCRIPT_CONTINUE; } //-- [NOTE] if (prof_commando_mao_condition__defaultCondition (player, npc)) { //-- NPC: I'd love to do nothing more than chat, but I'm busy. string_id message = new string_id (c_stringFile, "s_28"); chat.chat (npc, player, message); return SCRIPT_CONTINUE; } chat.chat (npc, "Error: All conditions for OnStartNpcConversation were false."); return SCRIPT_CONTINUE; } // ---------------------------------------------------------------------- trigger OnNpcConversationResponse (string conversationId, obj_id player, string_id response) { if (conversationId != "prof_commando_mao") return SCRIPT_CONTINUE; obj_id npc = self; int branchId = utils.getIntScriptVar (player, "conversation.prof_commando_mao.branchId"); if (branchId == 2 && prof_commando_mao_handleBranch2 (player, npc, response) == SCRIPT_CONTINUE) return SCRIPT_CONTINUE; if (branchId == 5 && prof_commando_mao_handleBranch5 (player, npc, response) == SCRIPT_CONTINUE) return SCRIPT_CONTINUE; if (branchId == 6 && prof_commando_mao_handleBranch6 (player, npc, response) == SCRIPT_CONTINUE) return SCRIPT_CONTINUE; if (branchId == 7 && prof_commando_mao_handleBranch7 (player, npc, response) == SCRIPT_CONTINUE) return SCRIPT_CONTINUE; chat.chat (npc, "Error: Fell through all branches and responses for OnNpcConversationResponse."); utils.removeScriptVar (player, "conversation.prof_commando_mao.branchId"); return SCRIPT_CONTINUE; } // ======================================================================