// ====================================================================== // // borvos_guard.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/borvos_guard"; // ====================================================================== // Script Conditions // ====================================================================== boolean borvos_guard_condition__defaultCondition (obj_id player, obj_id npc) { return true; } // ---------------------------------------------------------------------- boolean borvos_guard_condition_finishedJobONe (obj_id player, obj_id npc) { if ( groundquests.isTaskActive (player, "quest/borvos_guard_dagorel", "returningFromDagorel") || groundquests.hasCompletedQuest (player, "quest/borvos_guard_dagorel") ) { return true; } return false; } // ---------------------------------------------------------------------- boolean borvos_guard_condition_finishedJobTwo (obj_id player, obj_id npc) { if (groundquests.isTaskActive (player, "quest/borvos_guard_frangee", "returningAfterKillingFrangee") || groundquests.hasCompletedQuest (player, "quest/borvos_guard_frangee")) { return true; } return false; } // ---------------------------------------------------------------------- boolean borvos_guard_condition_onJobOne (obj_id player, obj_id npc) { if (groundquests.isQuestActive (player, "quest/borvos_guard_dagorel")) { return true; } return false; } // ---------------------------------------------------------------------- boolean borvos_guard_condition_onJobTwo (obj_id player, obj_id npc) { if (groundquests.isQuestActive (player, "quest/borvos_guard_frangee")) { return true; } return false; } // ---------------------------------------------------------------------- boolean borvos_guard_condition_onJobThree (obj_id player, obj_id npc) { if (groundquests.isQuestActive (player, "quest/borvos_guard_corellia")) { return true; } return false; } // ---------------------------------------------------------------------- boolean borvos_guard_condition_finishedJobThree (obj_id player, obj_id npc) { if (groundquests.isTaskActive (player, "quest/borvos_guard_corellia", "returningWithBorvosStuff")) { return true; } return false; } // ---------------------------------------------------------------------- boolean borvos_guard_condition_workingForBorvo (obj_id player, obj_id npc) { if (groundquests.hasCompletedQuest (player, "quest/borvos_guard_corellia")) { return true; } return false; } // ---------------------------------------------------------------------- boolean borvos_guard_condition_isOnHuffQuest (obj_id player, obj_id npc) { if ( groundquests.isQuestActive (player, "quest/huffs_guard_rifle") ) { return true; } return false; } // ====================================================================== // Script Actions // ====================================================================== void borvos_guard_action_giveJobOne (obj_id player, obj_id npc) { groundquests.grantQuest (player, "quest/borvos_guard_dagorel"); } // ---------------------------------------------------------------------- void borvos_guard_action_giveJobTwo (obj_id player, obj_id npc) { groundquests.grantQuest (player, "quest/borvos_guard_frangee"); } // ---------------------------------------------------------------------- void borvos_guard_action_giveJobThree (obj_id player, obj_id npc) { groundquests.grantQuest (player, "quest/borvos_guard_corellia"); } // ---------------------------------------------------------------------- void borvos_guard_action_signalJobOneDone (obj_id player, obj_id npc) { groundquests.sendSignal (player, "finishedJobOne"); } // ---------------------------------------------------------------------- void borvos_guard_action_signalJobTwoDone (obj_id player, obj_id npc) { groundquests.sendSignal (player, "finishedJobTwo"); } // ---------------------------------------------------------------------- void borvos_guard_action_signalJobThreeDone (obj_id player, obj_id npc) { groundquests.sendSignal (player, "finishedJobThree"); } // ====================================================================== // Script %TO Tokens // ====================================================================== // ====================================================================== // Script %DI Tokens // ====================================================================== // ====================================================================== // Script %DF Tokens // ====================================================================== // ====================================================================== // handleBranch Functions // ====================================================================== int borvos_guard_handleBranch4 (obj_id player, obj_id npc, string_id response) { //-- [BRANCH NOTE] //-- NPC: Well, what do you know? You did it? Excellent. Say, I heard Frangee had a badge on him. I got something else I want you to do. //-- [RESPONSE NOTE] //-- PLAYER: I'm game for anything. if (response == "s_21") { //-- [NOTE] if (borvos_guard_condition__defaultCondition (player, npc)) { borvos_guard_action_giveJobThree (player, npc); //-- NPC: Great. Take this badge. Frangee was supposed to report to his superiors. I think he'll still make that meeting, right Detective? string_id message = new string_id (c_stringFile, "s_24"); utils.removeScriptVar (player, "conversation.borvos_guard.branchId"); npcEndConversationWithMessage (player, message); return SCRIPT_CONTINUE; } } //-- [RESPONSE NOTE] //-- PLAYER: No thanks, I'm done working for you. if (response == "s_22") { //-- [NOTE] if (borvos_guard_condition__defaultCondition (player, npc)) { //-- NPC: Then why are you wasting my time? Get outta here before you need an image designer to get your face back in order! string_id message = new string_id (c_stringFile, "s_58"); utils.removeScriptVar (player, "conversation.borvos_guard.branchId"); npcEndConversationWithMessage (player, message); return SCRIPT_CONTINUE; } } //-- [RESPONSE NOTE] //-- PLAYER: What do you want done now? if (response == "s_23") { //-- [NOTE] if (borvos_guard_condition__defaultCondition (player, npc)) { //-- NPC: We've got the snitches badge. I want you to take it to Corellia and meet with his superiors. They likely don't know him on sight. Find out what's going on. string_id message = new string_id (c_stringFile, "s_25"); int numberOfResponses = 0; boolean hasResponse = false; //-- PLAYER: Yeah, I think I can do that. boolean hasResponse0 = false; if (borvos_guard_condition__defaultCondition (player, npc)) { ++numberOfResponses; hasResponse = true; hasResponse0 = true; } //-- PLAYER: Way too dangerous for me. boolean hasResponse1 = false; if (borvos_guard_condition__defaultCondition (player, npc)) { ++numberOfResponses; hasResponse = true; hasResponse1 = true; } if (hasResponse) { int responseIndex = 0; string_id responses [] = new string_id [numberOfResponses]; if (hasResponse0) responses [responseIndex++] = new string_id (c_stringFile, "s_26"); if (hasResponse1) responses [responseIndex++] = new string_id (c_stringFile, "s_27"); utils.setScriptVar (player, "conversation.borvos_guard.branchId", 6); npcSpeak (player, message); npcSetConversationResponses (player, responses); } else { utils.removeScriptVar (player, "conversation.borvos_guard.branchId"); npcEndConversationWithMessage (player, message); } return SCRIPT_CONTINUE; } } return SCRIPT_DEFAULT; } // ---------------------------------------------------------------------- int borvos_guard_handleBranch6 (obj_id player, obj_id npc, string_id response) { //-- [BRANCH NOTE] //-- NPC: We've got the snitches badge. I want you to take it to Corellia and meet with his superiors. They likely don't know him on sight. Find out what's going on. //-- [RESPONSE NOTE] //-- PLAYER: Yeah, I think I can do that. if (response == "s_26") { //-- [NOTE] if (borvos_guard_condition__defaultCondition (player, npc)) { borvos_guard_action_giveJobThree (player, npc); //-- NPC: Great. Take this badge. Frangee was supposed to report to his superiors. I think he'll still make that meeting, right Detective? string_id message = new string_id (c_stringFile, "s_24"); utils.removeScriptVar (player, "conversation.borvos_guard.branchId"); npcEndConversationWithMessage (player, message); return SCRIPT_CONTINUE; } } //-- [RESPONSE NOTE] //-- PLAYER: Way too dangerous for me. if (response == "s_27") { //-- [NOTE] if (borvos_guard_condition__defaultCondition (player, npc)) { //-- NPC: Then why are you wasting my time? Get outta here before you need an image designer to get your face back in order! string_id message = new string_id (c_stringFile, "s_58"); utils.removeScriptVar (player, "conversation.borvos_guard.branchId"); npcEndConversationWithMessage (player, message); return SCRIPT_CONTINUE; } } return SCRIPT_DEFAULT; } // ---------------------------------------------------------------------- int borvos_guard_handleBranch8 (obj_id player, obj_id npc, string_id response) { //-- [BRANCH NOTE] //-- NPC: Dagorel said the job was a setup. Seems this guy Frangee was an undercover security guy. I want you to make sure he doesn't yap to his bosses. //-- [RESPONSE NOTE] //-- PLAYER: I hate snitches. I'm on it. if (response == "s_18") { //-- [NOTE] if (borvos_guard_condition__defaultCondition (player, npc)) { borvos_guard_action_giveJobTwo (player, npc); //-- NPC: I thought you looked like our kind of guy. I'll give you the coordinates to his last known location. string_id message = new string_id (c_stringFile, "s_30"); utils.removeScriptVar (player, "conversation.borvos_guard.branchId"); npcEndConversationWithMessage (player, message); return SCRIPT_CONTINUE; } } //-- [RESPONSE NOTE] //-- PLAYER: This sounds like trouble. if (response == "s_34") { //-- [NOTE] if (borvos_guard_condition__defaultCondition (player, npc)) { //-- NPC: Then why are you wasting my time? Get outta here before you need an image designer to get your face back in order! string_id message = new string_id (c_stringFile, "s_58"); utils.removeScriptVar (player, "conversation.borvos_guard.branchId"); npcEndConversationWithMessage (player, message); return SCRIPT_CONTINUE; } } //-- [RESPONSE NOTE] //-- PLAYER: Was Frangee working for Borvo? if (response == "s_36") { //-- [NOTE] if (borvos_guard_condition__defaultCondition (player, npc)) { //-- NPC: One of our most trusted guys! He even trained me. Wait, you're not a cop are you? You take out Frangee and that'll prove you're not a rat snitch yourself. string_id message = new string_id (c_stringFile, "s_38"); int numberOfResponses = 0; boolean hasResponse = false; //-- PLAYER: Sure, I'll do it. boolean hasResponse0 = false; if (borvos_guard_condition__defaultCondition (player, npc)) { ++numberOfResponses; hasResponse = true; hasResponse0 = true; } //-- PLAYER: No way, I'm not going against the law! boolean hasResponse1 = false; if (borvos_guard_condition__defaultCondition (player, npc)) { ++numberOfResponses; hasResponse = true; hasResponse1 = true; } if (hasResponse) { int responseIndex = 0; string_id responses [] = new string_id [numberOfResponses]; if (hasResponse0) responses [responseIndex++] = new string_id (c_stringFile, "s_40"); if (hasResponse1) responses [responseIndex++] = new string_id (c_stringFile, "s_42"); utils.setScriptVar (player, "conversation.borvos_guard.branchId", 10); npcSpeak (player, message); npcSetConversationResponses (player, responses); } else { utils.removeScriptVar (player, "conversation.borvos_guard.branchId"); npcEndConversationWithMessage (player, message); } return SCRIPT_CONTINUE; } } return SCRIPT_DEFAULT; } // ---------------------------------------------------------------------- int borvos_guard_handleBranch10 (obj_id player, obj_id npc, string_id response) { //-- [BRANCH NOTE] //-- NPC: One of our most trusted guys! He even trained me. Wait, you're not a cop are you? You take out Frangee and that'll prove you're not a rat snitch yourself. //-- [RESPONSE NOTE] //-- PLAYER: Sure, I'll do it. if (response == "s_40") { //-- [NOTE] if (borvos_guard_condition__defaultCondition (player, npc)) { borvos_guard_action_giveJobTwo (player, npc); //-- NPC: I thought you looked like our kind of guy. I'll give you the coordinates to his last known location. string_id message = new string_id (c_stringFile, "s_30"); utils.removeScriptVar (player, "conversation.borvos_guard.branchId"); npcEndConversationWithMessage (player, message); return SCRIPT_CONTINUE; } } //-- [RESPONSE NOTE] //-- PLAYER: No way, I'm not going against the law! if (response == "s_42") { //-- [NOTE] if (borvos_guard_condition__defaultCondition (player, npc)) { //-- NPC: Then why are you wasting my time? Get outta here before you need an image designer to get your face back in order! string_id message = new string_id (c_stringFile, "s_58"); utils.removeScriptVar (player, "conversation.borvos_guard.branchId"); npcEndConversationWithMessage (player, message); return SCRIPT_CONTINUE; } } return SCRIPT_DEFAULT; } // ---------------------------------------------------------------------- int borvos_guard_handleBranch12 (obj_id player, obj_id npc, string_id response) { //-- [BRANCH NOTE] //-- NPC: How ya doin'? So you wanna talk with Borvo? Well that ain't easy. You wanna help us out, then maybe I'll vouch for ya? //-- [RESPONSE NOTE] //-- PLAYER: What can I do to help? if (response == "s_48") { //-- [NOTE] if (borvos_guard_condition__defaultCondition (player, npc)) { //-- NPC: Dagorel's been shot. I need you to deliver a medpack to him. Be careful, I don't know if there are any thugs hanging out around there. string_id message = new string_id (c_stringFile, "s_50"); int numberOfResponses = 0; boolean hasResponse = false; //-- PLAYER: No problem. boolean hasResponse0 = false; if (borvos_guard_condition__defaultCondition (player, npc)) { ++numberOfResponses; hasResponse = true; hasResponse0 = true; } //-- PLAYER: No thanks. boolean hasResponse1 = false; if (borvos_guard_condition__defaultCondition (player, npc)) { ++numberOfResponses; hasResponse = true; hasResponse1 = true; } if (hasResponse) { int responseIndex = 0; string_id responses [] = new string_id [numberOfResponses]; if (hasResponse0) responses [responseIndex++] = new string_id (c_stringFile, "s_52"); if (hasResponse1) responses [responseIndex++] = new string_id (c_stringFile, "s_54"); utils.setScriptVar (player, "conversation.borvos_guard.branchId", 13); npcSpeak (player, message); npcSetConversationResponses (player, responses); } else { utils.removeScriptVar (player, "conversation.borvos_guard.branchId"); npcEndConversationWithMessage (player, message); } return SCRIPT_CONTINUE; } } //-- [RESPONSE NOTE] //-- PLAYER: No thanks, I didn't want to see Borvo that bad. if (response == "s_56") { //-- [NOTE] if (borvos_guard_condition__defaultCondition (player, npc)) { //-- NPC: Then why are you wasting my time? Get outta here before you need an image designer to get your face back in order! string_id message = new string_id (c_stringFile, "s_58"); utils.removeScriptVar (player, "conversation.borvos_guard.branchId"); npcEndConversationWithMessage (player, message); return SCRIPT_CONTINUE; } } //-- [RESPONSE NOTE] //-- PLAYER: Sure, I'll help out. if (response == "s_60") { //-- [NOTE] if (borvos_guard_condition__defaultCondition (player, npc)) { borvos_guard_action_giveJobOne (player, npc); //-- NPC: Great. Here's a medpack. Get it to Dagorel before he passes out. string_id message = new string_id (c_stringFile, "s_62"); utils.removeScriptVar (player, "conversation.borvos_guard.branchId"); npcEndConversationWithMessage (player, message); return SCRIPT_CONTINUE; } } return SCRIPT_DEFAULT; } // ---------------------------------------------------------------------- int borvos_guard_handleBranch13 (obj_id player, obj_id npc, string_id response) { //-- [BRANCH NOTE] //-- NPC: Dagorel's been shot. I need you to deliver a medpack to him. Be careful, I don't know if there are any thugs hanging out around there. //-- [RESPONSE NOTE] //-- PLAYER: No problem. if (response == "s_52") { //-- [NOTE] if (borvos_guard_condition__defaultCondition (player, npc)) { borvos_guard_action_giveJobOne (player, npc); //-- NPC: Great. Here's a medpack. Get it to Dagorel before he passes out. string_id message = new string_id (c_stringFile, "s_62"); utils.removeScriptVar (player, "conversation.borvos_guard.branchId"); npcEndConversationWithMessage (player, message); return SCRIPT_CONTINUE; } } //-- [RESPONSE NOTE] //-- PLAYER: No thanks. if (response == "s_54") { //-- [NOTE] if (borvos_guard_condition__defaultCondition (player, npc)) { //-- NPC: Then why are you wasting my time? Get outta here before you need an image designer to get your face back in order! string_id message = new string_id (c_stringFile, "s_58"); utils.removeScriptVar (player, "conversation.borvos_guard.branchId"); npcEndConversationWithMessage (player, message); return SCRIPT_CONTINUE; } } return SCRIPT_DEFAULT; } // ---------------------------------------------------------------------- // ====================================================================== // User Script Triggers // ====================================================================== trigger OnInitialize () { if ((!isMob (self)) || (isPlayer (self))) detachScript(self, "conversation.borvos_guard"); messageTo(self, "handleSetConversable", null, 2, false); return SCRIPT_CONTINUE; } trigger OnAttach () { messageTo(self, "handleSetConversable", null, 2, false); return SCRIPT_CONTINUE; } messageHandler handleSetConversable() { if ( isInvulnerable(self) ) { setCondition(self, CONDITION_CONVERSABLE); setCondition(self, CONDITION_SPACE_INTERESTING); } else { clearCondition(self, CONDITION_CONVERSABLE); clearCondition(self, CONDITION_SPACE_INTERESTING); detachScript(self, "conversation.borvos_guard"); } return SCRIPT_CONTINUE; } trigger OnObjectMenuRequest (obj_id player, menu_info menuInfo) { if ( isInvulnerable(self) ) { 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.borvos_guard"); 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 (borvos_guard_condition_workingForBorvo (player, npc)) { //-- NPC: Hey, good to see you again. You can go right in. string_id message = new string_id (c_stringFile, "s_32"); chat.chat (npc, player, message); return SCRIPT_CONTINUE; } //-- [NOTE] if (borvos_guard_condition_finishedJobThree (player, npc)) { borvos_guard_action_signalJobThreeDone (player, npc); //-- NPC: Fantastic. You brought back the Boss's stolen goods! You can go see Borvo now. Thanks for doing that work for us. string_id message = new string_id (c_stringFile, "s_31"); chat.chat (npc, player, message); return SCRIPT_CONTINUE; } //-- [NOTE] if (borvos_guard_condition_onJobThree (player, npc)) { //-- NPC: Have you met with the detectives bosses yet? string_id message = new string_id (c_stringFile, "s_28"); chat.chat (npc, player, message); return SCRIPT_CONTINUE; } //-- [NOTE] if (borvos_guard_condition_finishedJobTwo (player, npc)) { borvos_guard_action_signalJobTwoDone (player, npc); //-- NPC: Well, what do you know? You did it? Excellent. Say, I heard Frangee had a badge on him. I got something else I want you to do. string_id message = new string_id (c_stringFile, "s_20"); int numberOfResponses = 0; boolean hasResponse = false; //-- PLAYER: I'm game for anything. boolean hasResponse0 = false; if (borvos_guard_condition__defaultCondition (player, npc)) { ++numberOfResponses; hasResponse = true; hasResponse0 = true; } //-- PLAYER: No thanks, I'm done working for you. boolean hasResponse1 = false; if (borvos_guard_condition__defaultCondition (player, npc)) { ++numberOfResponses; hasResponse = true; hasResponse1 = true; } //-- PLAYER: What do you want done now? boolean hasResponse2 = false; if (borvos_guard_condition__defaultCondition (player, npc)) { ++numberOfResponses; hasResponse = true; hasResponse2 = true; } if (hasResponse) { int responseIndex = 0; string_id responses [] = new string_id [numberOfResponses]; if (hasResponse0) responses [responseIndex++] = new string_id (c_stringFile, "s_21"); if (hasResponse1) responses [responseIndex++] = new string_id (c_stringFile, "s_22"); if (hasResponse2) responses [responseIndex++] = new string_id (c_stringFile, "s_23"); utils.setScriptVar (player, "conversation.borvos_guard.branchId", 4); npcStartConversation (player, npc, "borvos_guard", message, responses); } else { chat.chat (npc, player, message); } return SCRIPT_CONTINUE; } //-- [NOTE] if (borvos_guard_condition_onJobTwo (player, npc)) { //-- NPC: Did you take care of that detective? string_id message = new string_id (c_stringFile, "s_29"); chat.chat (npc, player, message); return SCRIPT_CONTINUE; } //-- [NOTE] if (borvos_guard_condition_finishedJobONe (player, npc)) { borvos_guard_action_signalJobOneDone (player, npc); //-- NPC: Dagorel said the job was a setup. Seems this guy Frangee was an undercover security guy. I want you to make sure he doesn't yap to his bosses. string_id message = new string_id (c_stringFile, "s_16"); int numberOfResponses = 0; boolean hasResponse = false; //-- PLAYER: I hate snitches. I'm on it. boolean hasResponse0 = false; if (borvos_guard_condition__defaultCondition (player, npc)) { ++numberOfResponses; hasResponse = true; hasResponse0 = true; } //-- PLAYER: This sounds like trouble. boolean hasResponse1 = false; if (borvos_guard_condition__defaultCondition (player, npc)) { ++numberOfResponses; hasResponse = true; hasResponse1 = true; } //-- PLAYER: Was Frangee working for Borvo? boolean hasResponse2 = false; if (borvos_guard_condition__defaultCondition (player, npc)) { ++numberOfResponses; hasResponse = true; hasResponse2 = true; } if (hasResponse) { int responseIndex = 0; string_id responses [] = new string_id [numberOfResponses]; if (hasResponse0) responses [responseIndex++] = new string_id (c_stringFile, "s_18"); if (hasResponse1) responses [responseIndex++] = new string_id (c_stringFile, "s_34"); if (hasResponse2) responses [responseIndex++] = new string_id (c_stringFile, "s_36"); utils.setScriptVar (player, "conversation.borvos_guard.branchId", 8); npcStartConversation (player, npc, "borvos_guard", message, responses); } else { chat.chat (npc, player, message); } return SCRIPT_CONTINUE; } //-- [NOTE] if (borvos_guard_condition_onJobOne (player, npc)) { //-- NPC: Did you deliver that medicine yet? string_id message = new string_id (c_stringFile, "s_44"); chat.chat (npc, player, message); return SCRIPT_CONTINUE; } //-- [NOTE] if (borvos_guard_condition_isOnHuffQuest (player, npc)) { //-- NPC: How ya doin'? So you wanna talk with Borvo? Well that ain't easy. You wanna help us out, then maybe I'll vouch for ya? string_id message = new string_id (c_stringFile, "s_46"); int numberOfResponses = 0; boolean hasResponse = false; //-- PLAYER: What can I do to help? boolean hasResponse0 = false; if (borvos_guard_condition__defaultCondition (player, npc)) { ++numberOfResponses; hasResponse = true; hasResponse0 = true; } //-- PLAYER: No thanks, I didn't want to see Borvo that bad. boolean hasResponse1 = false; if (borvos_guard_condition__defaultCondition (player, npc)) { ++numberOfResponses; hasResponse = true; hasResponse1 = true; } //-- PLAYER: Sure, I'll help out. boolean hasResponse2 = false; if (borvos_guard_condition__defaultCondition (player, npc)) { ++numberOfResponses; hasResponse = true; hasResponse2 = true; } if (hasResponse) { int responseIndex = 0; string_id responses [] = new string_id [numberOfResponses]; if (hasResponse0) responses [responseIndex++] = new string_id (c_stringFile, "s_48"); if (hasResponse1) responses [responseIndex++] = new string_id (c_stringFile, "s_56"); if (hasResponse2) responses [responseIndex++] = new string_id (c_stringFile, "s_60"); utils.setScriptVar (player, "conversation.borvos_guard.branchId", 12); npcStartConversation (player, npc, "borvos_guard", message, responses); } else { chat.chat (npc, player, message); } return SCRIPT_CONTINUE; } //-- [NOTE] if (borvos_guard_condition__defaultCondition (player, npc)) { //-- NPC: Watch your step around here, because you can be certain that I will be watching as well. string_id message = new string_id (c_stringFile, "s_64"); 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 != "borvos_guard") return SCRIPT_CONTINUE; obj_id npc = self; int branchId = utils.getIntScriptVar (player, "conversation.borvos_guard.branchId"); if (branchId == 4 && borvos_guard_handleBranch4 (player, npc, response) == SCRIPT_CONTINUE) return SCRIPT_CONTINUE; if (branchId == 6 && borvos_guard_handleBranch6 (player, npc, response) == SCRIPT_CONTINUE) return SCRIPT_CONTINUE; if (branchId == 8 && borvos_guard_handleBranch8 (player, npc, response) == SCRIPT_CONTINUE) return SCRIPT_CONTINUE; if (branchId == 10 && borvos_guard_handleBranch10 (player, npc, response) == SCRIPT_CONTINUE) return SCRIPT_CONTINUE; if (branchId == 12 && borvos_guard_handleBranch12 (player, npc, response) == SCRIPT_CONTINUE) return SCRIPT_CONTINUE; if (branchId == 13 && borvos_guard_handleBranch13 (player, npc, response) == SCRIPT_CONTINUE) return SCRIPT_CONTINUE; chat.chat (npc, "Error: Fell through all branches and responses for OnNpcConversationResponse."); utils.removeScriptVar (player, "conversation.borvos_guard.branchId"); return SCRIPT_CONTINUE; } // ======================================================================