// ====================================================================== // // npe_brawler_officer.script // // // // Created with SwgConversationEditor 1.35 - 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/npe_brawler_officer"; // ====================================================================== // Script Conditions // ====================================================================== boolean npe_brawler_officer_condition__defaultCondition (obj_id player, obj_id npc) { return true; } // ---------------------------------------------------------------------- boolean npe_brawler_officer_condition_isTaskActiveStory3 (obj_id player, obj_id npc) { return (groundquests.hasCompletedTask(player, "npe_brawler_3", "signal") && !groundquests.hasCompletedQuest(player, "npe_brawler_3")); } // ---------------------------------------------------------------------- boolean npe_brawler_officer_condition_isTaskActiveBoxes (obj_id player, obj_id npc) { return (groundquests.hasCompletedTask(player, "npe_brawler_3", "boxes") && !groundquests.hasCompletedQuest(player, "npe_brawler_3")); } // ---------------------------------------------------------------------- boolean npe_brawler_officer_condition_hasCompletedTaskBoxes (obj_id player, obj_id npc) { return (groundquests.hasCompletedTask(player, "npe_brawler_3", "boxes") && !groundquests.hasCompletedQuest(player, "npe_brawler_3")); } // ---------------------------------------------------------------------- boolean npe_brawler_officer_condition_hasCompletedBoxes (obj_id player, obj_id npc) { return groundquests.hasCompletedQuest(player, "npe_brawler_3"); } // ====================================================================== // Script Actions // ====================================================================== void npe_brawler_officer_action_giveSignalBoxes (obj_id player, obj_id npc) { groundquests.sendSignal(player, "signal"); } // ---------------------------------------------------------------------- void npe_brawler_officer_action_giveSignalReward (obj_id player, obj_id npc) { groundquests.sendSignal(player, "officerreward"); } // ====================================================================== // Script %TO Tokens // ====================================================================== // ====================================================================== // Script %DI Tokens // ====================================================================== // ====================================================================== // Script %DF Tokens // ====================================================================== // ====================================================================== // handleBranch Functions // ====================================================================== int npe_brawler_officer_handleBranch2 (obj_id player, obj_id npc, string_id response) { //-- [BRANCH NOTE] //-- NPC: Ah, finally. Thanks for helping gather the supplies. I know it wasn't easy. Here, take this. I hope you find it useful in your adventures. //-- [RESPONSE NOTE] //-- PLAYER: Thank you. if (response == "s_12") { //-- [NOTE] if (npe_brawler_officer_condition__defaultCondition (player, npc)) { npe_brawler_officer_action_giveSignalReward (player, npc); //-- NPC: No problem. I'll be sure to let Rydel know of your good deed. string_id message = new string_id (c_stringFile, "s_13"); utils.removeScriptVar (player, "conversation.npe_brawler_officer.branchId"); npcEndConversationWithMessage (player, message); return SCRIPT_CONTINUE; } } return SCRIPT_DEFAULT; } // ---------------------------------------------------------------------- int npe_brawler_officer_handleBranch5 (obj_id player, obj_id npc, string_id response) { //-- [BRANCH NOTE] //-- NPC: Are you here to help us with the supplies? //-- [RESPONSE NOTE] //-- PLAYER: Yes. I'm Rydel's student. if (response == "s_16") { //-- [NOTE] if (npe_brawler_officer_condition__defaultCondition (player, npc)) { //-- NPC: Ah, yes. Good ol' Rydel. Well, glad you're here. Get in there, and get those supplies back. We need them! string_id message = new string_id (c_stringFile, "s_18"); int numberOfResponses = 0; boolean hasResponse = false; //-- PLAYER: I'm on it! boolean hasResponse0 = false; if (npe_brawler_officer_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.npe_brawler_officer.branchId", 6); npcSpeak (player, message); npcSetConversationResponses (player, responses); } else { utils.removeScriptVar (player, "conversation.npe_brawler_officer.branchId"); npcEndConversationWithMessage (player, message); } return SCRIPT_CONTINUE; } } return SCRIPT_DEFAULT; } // ---------------------------------------------------------------------- int npe_brawler_officer_handleBranch6 (obj_id player, obj_id npc, string_id response) { //-- [BRANCH NOTE] //-- NPC: Ah, yes. Good ol' Rydel. Well, glad you're here. Get in there, and get those supplies back. We need them! //-- [RESPONSE NOTE] //-- PLAYER: I'm on it! if (response == "s_20") { //-- [NOTE] if (npe_brawler_officer_condition__defaultCondition (player, npc)) { npe_brawler_officer_action_giveSignalBoxes (player, npc); //-- NPC: Good. You there! Get back to work! string_id message = new string_id (c_stringFile, "s_22"); utils.removeScriptVar (player, "conversation.npe_brawler_officer.branchId"); npcEndConversationWithMessage (player, message); return SCRIPT_CONTINUE; } } return SCRIPT_DEFAULT; } // ---------------------------------------------------------------------- // ====================================================================== // User Script Triggers // ====================================================================== trigger OnInitialize () { if ((!isMob (self)) || (isPlayer (self))) detachScript(self, "conversation.npe_brawler_officer"); setInvulnerable( self, true ); setName( self, "Officer Dreryn"); setCondition (self, CONDITION_CONVERSABLE); return SCRIPT_CONTINUE; } trigger OnAttach () { setCondition (self, CONDITION_CONVERSABLE); setInvulnerable( self, true ); setName( self, "Officer Dreryn"); 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.npe_brawler_officer"); 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 (npe_brawler_officer_condition_hasCompletedBoxes (player, npc)) { //-- NPC: We're still good here. We don't need any of your heroics today. string_id message = new string_id (c_stringFile, "s_11"); chat.chat (npc, player, message); return SCRIPT_CONTINUE; } //-- [NOTE] if (npe_brawler_officer_condition_hasCompletedTaskBoxes (player, npc)) { //-- NPC: Ah, finally. Thanks for helping gather the supplies. I know it wasn't easy. Here, take this. I hope you find it useful in your adventures. string_id message = new string_id (c_stringFile, "s_10"); int numberOfResponses = 0; boolean hasResponse = false; //-- PLAYER: Thank you. boolean hasResponse0 = false; if (npe_brawler_officer_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_12"); utils.setScriptVar (player, "conversation.npe_brawler_officer.branchId", 2); npcStartConversation (player, npc, "npe_brawler_officer", message, responses); } else { chat.chat (npc, player, message); } return SCRIPT_CONTINUE; } //-- [NOTE] if (npe_brawler_officer_condition_isTaskActiveBoxes (player, npc)) { //-- NPC: Look, we need those supplies as soon as possible! Get going! string_id message = new string_id (c_stringFile, "s_9"); chat.chat (npc, player, message); return SCRIPT_CONTINUE; } //-- [NOTE] if (npe_brawler_officer_condition_isTaskActiveStory3 (player, npc)) { //-- NPC: Are you here to help us with the supplies? string_id message = new string_id (c_stringFile, "s_14"); int numberOfResponses = 0; boolean hasResponse = false; //-- PLAYER: Yes. I'm Rydel's student. boolean hasResponse0 = false; if (npe_brawler_officer_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_16"); utils.setScriptVar (player, "conversation.npe_brawler_officer.branchId", 5); npcStartConversation (player, npc, "npe_brawler_officer", message, responses); } else { chat.chat (npc, player, message); } return SCRIPT_CONTINUE; } //-- [NOTE] if (npe_brawler_officer_condition__defaultCondition (player, npc)) { doAnimationAction (npc, "nod"); //-- NPC: Citizen, move along. We're transferring precious cargo here. Nothing to be concerned about. string_id message = new string_id (c_stringFile, "s_24"); 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 != "npe_brawler_officer") return SCRIPT_CONTINUE; obj_id npc = self; int branchId = utils.getIntScriptVar (player, "conversation.npe_brawler_officer.branchId"); if (branchId == 2 && npe_brawler_officer_handleBranch2 (player, npc, response) == SCRIPT_CONTINUE) return SCRIPT_CONTINUE; if (branchId == 5 && npe_brawler_officer_handleBranch5 (player, npc, response) == SCRIPT_CONTINUE) return SCRIPT_CONTINUE; if (branchId == 6 && npe_brawler_officer_handleBranch6 (player, npc, response) == SCRIPT_CONTINUE) return SCRIPT_CONTINUE; chat.chat (npc, "Error: Fell through all branches and responses for OnNpcConversationResponse."); utils.removeScriptVar (player, "conversation.npe_brawler_officer.branchId"); return SCRIPT_CONTINUE; } // ======================================================================