mirror of
https://bitbucket.org/seefoe/dsrc.git
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604 lines
17 KiB
Plaintext
604 lines
17 KiB
Plaintext
// ======================================================================
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//
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// bounty_check_reset.script
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//
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//
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//
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// Created with SwgConversationEditor 1.37 - DO NOT EDIT THIS AUTO-GENERATED FILE!
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//
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// ======================================================================
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// ======================================================================
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// Library Includes
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// ======================================================================
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include library.ai_lib;
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include library.chat;
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include library.collection;
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include library.conversation;
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include library.utils;
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// ======================================================================
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// Script Constants
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// ======================================================================
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string c_stringFile = "conversation/bounty_check_reset";
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// ======================================================================
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// Script Conditions
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// ======================================================================
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boolean bounty_check_reset_condition__defaultCondition (obj_id player, obj_id npc)
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{
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return true;
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}
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// ----------------------------------------------------------------------
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boolean bounty_check_reset_condition_bountyHunter (obj_id player, obj_id npc)
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{
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return utils.isProfession(player, utils.BOUNTY_HUNTER);
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}
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// ----------------------------------------------------------------------
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boolean bounty_check_reset_condition_completedCollection (obj_id player, obj_id npc)
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{
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return hasCompletedCollection(player, "bounty_check_kill");
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}
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// ======================================================================
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// Script Actions
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// ======================================================================
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void bounty_check_reset_action_resetCollection (obj_id player, obj_id npc)
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{
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collection.removeCompletedCollection(player, "bounty_check_kill");
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}
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// ======================================================================
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// Script %TO Tokens
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// ======================================================================
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// ======================================================================
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// Script %DI Tokens
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// ======================================================================
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// ======================================================================
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// Script %DF Tokens
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// ======================================================================
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// ======================================================================
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// handleBranch<n> Functions
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// ======================================================================
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int bounty_check_reset_handleBranch1 (obj_id player, obj_id npc, string_id response)
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{
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//-- [BRANCH NOTE]
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//-- NPC: Fancy meeting you here %TU. What can the Guild do for you today?
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//-- [RESPONSE NOTE]
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//-- PLAYER: I was just in the neighborhood, anything going on?
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if (response == "s_6")
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{
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doAnimationAction (player, "shrug_shoulders");
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//-- [NOTE]
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if (bounty_check_reset_condition__defaultCondition (player, npc))
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{
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doAnimationAction (npc, "shake_head_no");
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//-- NPC: No it's been pretty slow. That bastard Fett has cornered all the good marks usually supplied by Jabba. Someone really needs to end his career one of these days. If I were you I'd move on to a better system, Tatooine is dead now a days for someone of your caliber.
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string_id message = new string_id (c_stringFile, "s_8");
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utils.removeScriptVar (player, "conversation.bounty_check_reset.branchId");
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npcEndConversationWithMessage (player, message);
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return SCRIPT_CONTINUE;
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}
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}
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//-- [RESPONSE NOTE]
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//-- PLAYER: You hear about the top 10 fugitive list?
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if (response == "s_10")
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{
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//-- [NOTE]
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if (bounty_check_reset_condition__defaultCondition (player, npc))
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{
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doAnimationAction (npc, "nod_head_once");
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//-- NPC: Yeah I heard you took care of every mark on the list, mighty impressive!
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string_id message = new string_id (c_stringFile, "s_12");
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int numberOfResponses = 0;
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boolean hasResponse = false;
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//-- PLAYER: Thank you. So what's new here, anything going on?
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boolean hasResponse0 = false;
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if (bounty_check_reset_condition__defaultCondition (player, npc))
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{
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++numberOfResponses;
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hasResponse = true;
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hasResponse0 = true;
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}
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//-- PLAYER: Thank you. I'd like to start over though, go at it again.
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boolean hasResponse1 = false;
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if (bounty_check_reset_condition__defaultCondition (player, npc))
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{
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++numberOfResponses;
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hasResponse = true;
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hasResponse1 = true;
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}
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if (hasResponse)
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{
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int responseIndex = 0;
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string_id responses [] = new string_id [numberOfResponses];
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if (hasResponse0)
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responses [responseIndex++] = new string_id (c_stringFile, "s_14");
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if (hasResponse1)
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responses [responseIndex++] = new string_id (c_stringFile, "s_16");
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utils.setScriptVar (player, "conversation.bounty_check_reset.branchId", 3);
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npcSpeak (player, message);
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npcSetConversationResponses (player, responses);
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}
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else
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{
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utils.removeScriptVar (player, "conversation.bounty_check_reset.branchId");
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npcEndConversationWithMessage (player, message);
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}
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return SCRIPT_CONTINUE;
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}
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}
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return SCRIPT_DEFAULT;
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}
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// ----------------------------------------------------------------------
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int bounty_check_reset_handleBranch3 (obj_id player, obj_id npc, string_id response)
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{
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//-- [BRANCH NOTE]
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//-- NPC: Yeah I heard you took care of every mark on the list, mighty impressive!
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//-- [RESPONSE NOTE]
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//-- PLAYER: Thank you. So what's new here, anything going on?
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if (response == "s_14")
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{
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doAnimationAction (player, "nod_head_once");
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//-- [NOTE]
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if (bounty_check_reset_condition__defaultCondition (player, npc))
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{
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doAnimationAction (npc, "shake_head_no");
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//-- NPC: No it's been pretty slow. That bastard Fett has cornered all the good marks usually supplied by Jabba. Someone really needs to end his career one of these days. If I were you I'd move on to a better system, Tatooine is dead now a days for someone of your caliber.
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string_id message = new string_id (c_stringFile, "s_8");
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utils.removeScriptVar (player, "conversation.bounty_check_reset.branchId");
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npcEndConversationWithMessage (player, message);
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return SCRIPT_CONTINUE;
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}
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}
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//-- [RESPONSE NOTE]
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//-- PLAYER: Thank you. I'd like to start over though, go at it again.
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if (response == "s_16")
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{
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doAnimationAction (player, "nod_head_once");
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//-- [NOTE]
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if (bounty_check_reset_condition__defaultCondition (player, npc))
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{
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doAnimationAction (npc, "rub_chin_thoughtful");
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//-- NPC: You sure %TU? You'd have to start over the whole collection of marks again.
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string_id message = new string_id (c_stringFile, "s_18");
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int numberOfResponses = 0;
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boolean hasResponse = false;
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//-- PLAYER: I'm sure. Things are slow and the rewards are good.
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boolean hasResponse0 = false;
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if (bounty_check_reset_condition__defaultCondition (player, npc))
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{
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++numberOfResponses;
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hasResponse = true;
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hasResponse0 = true;
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}
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//-- PLAYER: On second thought, that might be too much work.
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boolean hasResponse1 = false;
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if (bounty_check_reset_condition__defaultCondition (player, npc))
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{
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++numberOfResponses;
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hasResponse = true;
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hasResponse1 = true;
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}
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if (hasResponse)
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{
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int responseIndex = 0;
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string_id responses [] = new string_id [numberOfResponses];
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if (hasResponse0)
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responses [responseIndex++] = new string_id (c_stringFile, "s_20");
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if (hasResponse1)
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responses [responseIndex++] = new string_id (c_stringFile, "s_32");
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utils.setScriptVar (player, "conversation.bounty_check_reset.branchId", 4);
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prose_package pp = new prose_package ();
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pp.stringId = message;
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pp.actor.set (player);
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pp.target.set (npc);
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npcSpeak (player, pp);
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npcSetConversationResponses (player, responses);
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}
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else
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{
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utils.removeScriptVar (player, "conversation.bounty_check_reset.branchId");
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prose_package pp = new prose_package ();
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pp.stringId = message;
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pp.actor.set (player);
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pp.target.set (npc);
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npcEndConversationWithMessage (player, pp);
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}
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return SCRIPT_CONTINUE;
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}
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}
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return SCRIPT_DEFAULT;
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}
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// ----------------------------------------------------------------------
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int bounty_check_reset_handleBranch4 (obj_id player, obj_id npc, string_id response)
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{
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//-- [BRANCH NOTE]
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//-- NPC: You sure %TU? You'd have to start over the whole collection of marks again.
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//-- [RESPONSE NOTE]
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//-- PLAYER: I'm sure. Things are slow and the rewards are good.
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if (response == "s_20")
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{
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doAnimationAction (player, "nod");
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//-- [NOTE]
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if (bounty_check_reset_condition__defaultCondition (player, npc))
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{
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//-- NPC: If that's what you want, I will file the necessary paperwork to clean out your Bounty Collection. Last chance to change your mind?
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string_id message = new string_id (c_stringFile, "s_22");
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int numberOfResponses = 0;
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boolean hasResponse = false;
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//-- PLAYER: You heard me, I'm sure.
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boolean hasResponse0 = false;
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if (bounty_check_reset_condition__defaultCondition (player, npc))
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{
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++numberOfResponses;
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hasResponse = true;
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hasResponse0 = true;
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}
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//-- PLAYER: On second thought, that might be too much work.
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boolean hasResponse1 = false;
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if (bounty_check_reset_condition__defaultCondition (player, npc))
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{
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++numberOfResponses;
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hasResponse = true;
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hasResponse1 = true;
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}
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if (hasResponse)
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{
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int responseIndex = 0;
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string_id responses [] = new string_id [numberOfResponses];
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if (hasResponse0)
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responses [responseIndex++] = new string_id (c_stringFile, "s_24");
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if (hasResponse1)
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responses [responseIndex++] = new string_id (c_stringFile, "s_28");
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utils.setScriptVar (player, "conversation.bounty_check_reset.branchId", 5);
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npcSpeak (player, message);
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npcSetConversationResponses (player, responses);
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}
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else
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{
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utils.removeScriptVar (player, "conversation.bounty_check_reset.branchId");
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npcEndConversationWithMessage (player, message);
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}
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return SCRIPT_CONTINUE;
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}
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}
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//-- [RESPONSE NOTE]
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//-- PLAYER: On second thought, that might be too much work.
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if (response == "s_32")
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{
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doAnimationAction (player, "shake_head_no");
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//-- [NOTE]
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if (bounty_check_reset_condition__defaultCondition (player, npc))
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{
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doAnimationAction (npc, "nod");
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//-- NPC: Yeah agreed. Get a drink and relax for a bit friend, you've earned.
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string_id message = new string_id (c_stringFile, "s_34");
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utils.removeScriptVar (player, "conversation.bounty_check_reset.branchId");
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npcEndConversationWithMessage (player, message);
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return SCRIPT_CONTINUE;
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}
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}
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return SCRIPT_DEFAULT;
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}
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// ----------------------------------------------------------------------
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int bounty_check_reset_handleBranch5 (obj_id player, obj_id npc, string_id response)
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{
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//-- [BRANCH NOTE]
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//-- NPC: If that's what you want, I will file the necessary paperwork to clean out your Bounty Collection. Last chance to change your mind?
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//-- [RESPONSE NOTE]
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//-- PLAYER: You heard me, I'm sure.
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if (response == "s_24")
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{
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doAnimationAction (player, "nod_head_once");
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//-- [NOTE]
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if (bounty_check_reset_condition__defaultCondition (player, npc))
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{
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doAnimationAction (npc, "goodbye");
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doAnimationAction (player, "goodbye");
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bounty_check_reset_action_resetCollection (player, npc);
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//-- NPC: You're something else %TU. Very well, the paperwork is filed, good hunting!
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string_id message = new string_id (c_stringFile, "s_26");
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utils.removeScriptVar (player, "conversation.bounty_check_reset.branchId");
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prose_package pp = new prose_package ();
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pp.stringId = message;
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pp.actor.set (player);
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pp.target.set (npc);
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npcEndConversationWithMessage (player, pp);
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return SCRIPT_CONTINUE;
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}
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}
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//-- [RESPONSE NOTE]
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//-- PLAYER: On second thought, that might be too much work.
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if (response == "s_28")
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{
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//-- [NOTE]
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if (bounty_check_reset_condition__defaultCondition (player, npc))
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{
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doAnimationAction (npc, "nod");
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//-- NPC: Yeah agreed. Get a drink and relax for a bit friend, you've earned.
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string_id message = new string_id (c_stringFile, "s_30");
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utils.removeScriptVar (player, "conversation.bounty_check_reset.branchId");
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npcEndConversationWithMessage (player, message);
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return SCRIPT_CONTINUE;
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}
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}
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return SCRIPT_DEFAULT;
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}
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// ----------------------------------------------------------------------
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// ======================================================================
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// User Script Triggers
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// ======================================================================
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trigger OnInitialize ()
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{
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if ((!isTangible (self)) || (isPlayer (self)))
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detachScript(self, "conversation.bounty_check_reset");
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setCondition (self, CONDITION_CONVERSABLE);
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obj_id cup1 = createObject ("object/tangible/item/con_drinking_glass_01.iff", self, "");
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equip (cup1, self);
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return SCRIPT_CONTINUE;
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}
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trigger OnAttach ()
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{
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setCondition (self, CONDITION_CONVERSABLE);
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obj_id cup1 = createObject ("object/tangible/item/con_drinking_glass_01.iff", self, "");
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equip (cup1, self);
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return SCRIPT_CONTINUE;
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}
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trigger OnObjectMenuRequest (obj_id player, menu_info menuInfo)
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{
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int menu = menuInfo.addRootMenu (menu_info_types.CONVERSE_START, null);
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menu_info_data menuInfoData = menuInfo.getMenuItemById (menu);
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menuInfoData.setServerNotify (false);
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setCondition (self, CONDITION_CONVERSABLE);
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return SCRIPT_CONTINUE;
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}
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trigger OnIncapacitated (obj_id killer)
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{
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clearCondition (self, CONDITION_CONVERSABLE);
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detachScript (self, "conversation.bounty_check_reset");
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return SCRIPT_CONTINUE;
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}
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// ======================================================================
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// Script Triggers
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// ======================================================================
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//-- This function should move to base_class.java
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boolean npcStartConversation(obj_id player, obj_id npc, string convoName, string_id greetingId, prose_package greetingProse, string_id[] responses)
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{
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Object[] objects = new Object[responses.length];
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System.arraycopy(responses, 0, objects, 0, responses.length);
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return npcStartConversation(player, npc, convoName, greetingId, greetingProse, objects);
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}
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// ----------------------------------------------------------------------
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trigger OnStartNpcConversation (obj_id player)
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{
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obj_id npc = self;
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if (ai_lib.isInCombat (npc) || ai_lib.isInCombat (player))
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return SCRIPT_OVERRIDE;
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//-- [NOTE]
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if (bounty_check_reset_condition_bountyHunter (player, npc))
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{
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doAnimationAction (npc, "greet");
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doAnimationAction (player, "greet");
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//-- NPC: Fancy meeting you here %TU. What can the Guild do for you today?
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string_id message = new string_id (c_stringFile, "s_4");
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int numberOfResponses = 0;
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boolean hasResponse = false;
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//-- PLAYER: I was just in the neighborhood, anything going on?
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boolean hasResponse0 = false;
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if (bounty_check_reset_condition__defaultCondition (player, npc))
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{
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++numberOfResponses;
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hasResponse = true;
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hasResponse0 = true;
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}
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//-- PLAYER: You hear about the top 10 fugitive list?
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boolean hasResponse1 = false;
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if (bounty_check_reset_condition_completedCollection (player, npc))
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{
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++numberOfResponses;
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hasResponse = true;
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hasResponse1 = true;
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}
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if (hasResponse)
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{
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int responseIndex = 0;
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string_id responses [] = new string_id [numberOfResponses];
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if (hasResponse0)
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responses [responseIndex++] = new string_id (c_stringFile, "s_6");
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if (hasResponse1)
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responses [responseIndex++] = new string_id (c_stringFile, "s_10");
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utils.setScriptVar (player, "conversation.bounty_check_reset.branchId", 1);
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prose_package pp = new prose_package ();
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pp.stringId = message;
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pp.actor.set (player);
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pp.target.set (npc);
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npcStartConversation (player, npc, "bounty_check_reset", null, pp, responses);
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}
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else
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{
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prose_package pp = new prose_package ();
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pp.stringId = message;
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pp.actor.set (player);
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pp.target.set (npc);
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chat.chat (npc, player, null, null, pp);
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}
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return SCRIPT_CONTINUE;
|
|
}
|
|
|
|
//-- [NOTE]
|
|
if (bounty_check_reset_condition__defaultCondition (player, npc))
|
|
{
|
|
doAnimationAction (npc, "threaten");
|
|
|
|
//-- NPC: Careful who you bump in to stranger, if you want to leave this place in one piece!
|
|
string_id message = new string_id (c_stringFile, "s_36");
|
|
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 != "bounty_check_reset")
|
|
return SCRIPT_CONTINUE;
|
|
|
|
obj_id npc = self;
|
|
|
|
int branchId = utils.getIntScriptVar (player, "conversation.bounty_check_reset.branchId");
|
|
|
|
if (branchId == 1 && bounty_check_reset_handleBranch1 (player, npc, response) == SCRIPT_CONTINUE)
|
|
return SCRIPT_CONTINUE;
|
|
|
|
if (branchId == 3 && bounty_check_reset_handleBranch3 (player, npc, response) == SCRIPT_CONTINUE)
|
|
return SCRIPT_CONTINUE;
|
|
|
|
if (branchId == 4 && bounty_check_reset_handleBranch4 (player, npc, response) == SCRIPT_CONTINUE)
|
|
return SCRIPT_CONTINUE;
|
|
|
|
if (branchId == 5 && bounty_check_reset_handleBranch5 (player, npc, response) == SCRIPT_CONTINUE)
|
|
return SCRIPT_CONTINUE;
|
|
|
|
chat.chat (npc, "Error: Fell through all branches and responses for OnNpcConversationResponse.");
|
|
|
|
utils.removeScriptVar (player, "conversation.bounty_check_reset.branchId");
|
|
|
|
return SCRIPT_CONTINUE;
|
|
}
|
|
|
|
// ======================================================================
|
|
|