// ====================================================================== // // blacksun_guri.script // Copyright 2004, Sony Online Entertainment // All Rights Reserved. // // Created with SwgConversationEditor 1.37 - DO NOT EDIT THIS AUTO-GENERATED FILE! // // ====================================================================== // ====================================================================== // Library Includes // ====================================================================== include library.ai_lib; include library.chat; include library.conversation; include library.factions; include library.groundquests; include library.holiday; include library.utils; // ====================================================================== // Script Constants // ====================================================================== string c_stringFile = "conversation/blacksun_guri"; // ====================================================================== // Script Conditions // ====================================================================== boolean blacksun_guri_condition__defaultCondition (obj_id player, obj_id npc) { return true; } // ---------------------------------------------------------------------- boolean blacksun_guri_condition_hasNotStartedQuestLine (obj_id player, obj_id npc) { faceTo(npc, player); return (!groundquests.isQuestActiveOrComplete(player, "outbreak_quest_01_imperial") && !groundquests.isQuestActiveOrComplete(player, "outbreak_quest_01_rebel") && !groundquests.isQuestActiveOrComplete(player, "outbreak_quest_01_neutral")); } // ---------------------------------------------------------------------- boolean blacksun_guri_condition_hasFirstQuestNeutral (obj_id player, obj_id npc) { faceTo(npc, player); return groundquests.isQuestActive(player, "outbreak_quest_01_neutral"); } // ---------------------------------------------------------------------- boolean blacksun_guri_condition_hasSecondQuestImperial (obj_id player, obj_id npc) { faceTo(npc, player); return groundquests.isQuestActive(player, "outbreak_quest_02_neutral"); } // ---------------------------------------------------------------------- boolean blacksun_guri_condition_hasFoundStormtroopers (obj_id player, obj_id npc) { faceTo(npc, player); return groundquests.hasCompletedQuest(player, "outbreak_quest_02_neutral"); } // ---------------------------------------------------------------------- boolean blacksun_guri_condition_hasCompletedMissions (obj_id player, obj_id npc) { return groundquests.isTaskActive(player, "outbreak_quest_facility_05_neutral", "speakPietteDebrief"); } // ---------------------------------------------------------------------- boolean blacksun_guri_condition_hasCompletedAll (obj_id player, obj_id npc) { return groundquests.hasCompletedQuest(player, "outbreak_quest_facility_05_neutral") && groundquests.hasCompletedQuest(player, "outbreak_quest_final_neutral"); } // ---------------------------------------------------------------------- boolean blacksun_guri_condition_isLiveConversion (obj_id player, obj_id npc) { return blacksun_guri_condition_hasNotStartedQuestLine(player,npc) && (groundquests.isTaskActive(player, "outbreak_live_conversion_neutral", "speakGuri") || groundquests.hasCompletedQuest(player, "outbreak_live_conversion_neutral")) || (groundquests.isTaskActive(player, "outbreak_switch_to_neutral", "speakGuri") || groundquests.hasCompletedQuest(player, "outbreak_switch_to_neutral")); } // ---------------------------------------------------------------------- boolean blacksun_guri_condition_isPlayerRebel (obj_id player, obj_id npc) { return factions.isRebel(player); } // ---------------------------------------------------------------------- boolean blacksun_guri_condition_isPlayerImp (obj_id player, obj_id npc) { return factions.isImperial(player); } // ---------------------------------------------------------------------- boolean blacksun_guri_condition_hasDeletedLiveConversion (obj_id player, obj_id npc) { if(groundquests.hasCompletedQuest(player, "quest_08_dathomir_outpost_final") || groundquests.hasCompletedQuest(player, "quest_08_dathomir_outpost")) { if(!groundquests.isQuestActiveOrComplete(player, "outbreak_switch_to_rebel") && !groundquests.isQuestActiveOrComplete(player, "outbreak_switch_to_imperial") && !groundquests.isQuestActiveOrComplete(player, "outbreak_switch_to_neutral") && !groundquests.isQuestActiveOrComplete(player, "outbreak_live_conversion_neutral") && !groundquests.isQuestActiveOrComplete(player, "outbreak_live_conversion_rebel") && !groundquests.isQuestActiveOrComplete(player, "outbreak_live_conversion_imperial")) return true; } return false; } // ====================================================================== // Script Actions // ====================================================================== void blacksun_guri_action_grantMissionOne (obj_id player, obj_id npc) { faceTo(npc, player); groundquests.grantQuest(player, "quest/outbreak_quest_01_neutral"); } // ---------------------------------------------------------------------- void blacksun_guri_action_completeQuest5 (obj_id player, obj_id npc) { groundquests.sendSignal(player, "hasSpokenPietteDebreif"); if(!hasCompletedCollectionSlot(player, "outbreak_flare_s_slot")) { modifyCollectionSlotValue(player, "outbreak_flare_s_slot", 1); } } // ---------------------------------------------------------------------- void blacksun_guri_action_clearLiveConversion (obj_id player, obj_id npc) { if(!groundquests.isTaskActive(player, "outbreak_live_conversion_neutral", "speakGuri") && !groundquests.isTaskActive(player, "outbreak_switch_to_neutral", "speakGuri")) return; groundquests.sendSignal(player, "liveConversionSpokeGuri"); } // ---------------------------------------------------------------------- void blacksun_guri_action_revokeNeutralGiveImperial (obj_id player, obj_id npc) { if(groundquests.isQuestActiveOrComplete(player, "outbreak_live_conversion_neutral")) { groundquests.clearQuest(player, "outbreak_live_conversion_neutral"); groundquests.grantQuest(player, "outbreak_switch_to_imperial"); } if(groundquests.isQuestActiveOrComplete(player, "outbreak_switch_to_neutral")) { groundquests.clearQuest(player, "outbreak_switch_to_neutral"); groundquests.grantQuest(player, "outbreak_switch_to_imperial"); } } // ---------------------------------------------------------------------- void blacksun_guri_action_revokeNeutralGiveRebel (obj_id player, obj_id npc) { if(groundquests.isQuestActiveOrComplete(player, "outbreak_live_conversion_neutral")) { groundquests.clearQuest(player, "outbreak_live_conversion_neutral"); groundquests.grantQuest(player, "outbreak_switch_to_rebel"); } if(groundquests.isQuestActiveOrComplete(player, "outbreak_switch_to_neutral")) { groundquests.clearQuest(player, "outbreak_switch_to_neutral"); groundquests.grantQuest(player, "outbreak_switch_to_rebel"); } } // ---------------------------------------------------------------------- void blacksun_guri_action_revokeEntireNeutQuestLine (obj_id player, obj_id npc) { holiday.removeAllCompletedQuestsForDeathTroopers(player); } // ---------------------------------------------------------------------- void blacksun_guri_action_grantRebQuest (obj_id player, obj_id npc) { groundquests.grantQuest(player, "outbreak_switch_to_rebel"); } // ---------------------------------------------------------------------- void blacksun_guri_action_grantImpQuest (obj_id player, obj_id npc) { groundquests.grantQuest(player, "outbreak_switch_to_imperial"); } // ---------------------------------------------------------------------- void blacksun_guri_action_grantNeutQuest (obj_id player, obj_id npc) { groundquests.grantQuest(player, "outbreak_switch_to_neutral"); } // ====================================================================== // Script %TO Tokens // ====================================================================== // ====================================================================== // Script %DI Tokens // ====================================================================== // ====================================================================== // Script %DF Tokens // ====================================================================== // ====================================================================== // handleBranch Functions // ====================================================================== int blacksun_guri_handleBranch1 (obj_id player, obj_id npc, string_id response) { //-- [BRANCH NOTE] //-- NPC: Don't be silly, %TU. I am not going to give you my comm-number. //-- [RESPONSE NOTE] //-- PLAYER: Actually, I want to do it all again. if (response == "s_95") { //-- [NOTE] if (blacksun_guri_condition__defaultCondition (player, npc)) { //-- NPC: Excuse me? string_id message = new string_id (c_stringFile, "s_96"); int numberOfResponses = 0; boolean hasResponse = false; //-- PLAYER: I want to do all the quests again. boolean hasResponse0 = false; if (blacksun_guri_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_97"); utils.setScriptVar (player, "conversation.blacksun_guri.branchId", 2); npcSpeak (player, message); npcSetConversationResponses (player, responses); } else { utils.removeScriptVar (player, "conversation.blacksun_guri.branchId"); npcEndConversationWithMessage (player, message); } return SCRIPT_CONTINUE; } } return SCRIPT_DEFAULT; } // ---------------------------------------------------------------------- int blacksun_guri_handleBranch2 (obj_id player, obj_id npc, string_id response) { //-- [BRANCH NOTE] //-- NPC: Excuse me? //-- [RESPONSE NOTE] //-- PLAYER: I want to do all the quests again. if (response == "s_97") { //-- [NOTE] if (blacksun_guri_condition__defaultCondition (player, npc)) { //-- NPC: Are you absolutely sure, %TU? You won't be able to reverse this. You will only get to keep your rewards. string_id message = new string_id (c_stringFile, "s_98"); int numberOfResponses = 0; boolean hasResponse = false; //-- PLAYER: Yes. boolean hasResponse0 = false; if (blacksun_guri_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_99"); utils.setScriptVar (player, "conversation.blacksun_guri.branchId", 3); prose_package pp = new prose_package (); pp.stringId = message; pp.actor.set (player); pp.target.set (npc); npcSpeak (player, pp); npcSetConversationResponses (player, responses); } else { utils.removeScriptVar (player, "conversation.blacksun_guri.branchId"); prose_package pp = new prose_package (); pp.stringId = message; pp.actor.set (player); pp.target.set (npc); npcEndConversationWithMessage (player, pp); } return SCRIPT_CONTINUE; } } return SCRIPT_DEFAULT; } // ---------------------------------------------------------------------- int blacksun_guri_handleBranch3 (obj_id player, obj_id npc, string_id response) { //-- [BRANCH NOTE] //-- NPC: Are you absolutely sure, %TU? You won't be able to reverse this. You will only get to keep your rewards. //-- [RESPONSE NOTE] //-- PLAYER: Yes. if (response == "s_99") { //-- [NOTE] if (blacksun_guri_condition__defaultCondition (player, npc)) { blacksun_guri_action_revokeEntireNeutQuestLine (player, npc); //-- NPC: Okay then, you are all set. Which version of the story would you like? string_id message = new string_id (c_stringFile, "s_100"); int numberOfResponses = 0; boolean hasResponse = false; //-- PLAYER: Freelance again. boolean hasResponse0 = false; if (blacksun_guri_condition__defaultCondition (player, npc)) { ++numberOfResponses; hasResponse = true; hasResponse0 = true; } //-- PLAYER: Rebel. boolean hasResponse1 = false; if (blacksun_guri_condition__defaultCondition (player, npc)) { ++numberOfResponses; hasResponse = true; hasResponse1 = true; } //-- PLAYER: Imperial. boolean hasResponse2 = false; if (blacksun_guri_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_101"); if (hasResponse1) responses [responseIndex++] = new string_id (c_stringFile, "s_102"); if (hasResponse2) responses [responseIndex++] = new string_id (c_stringFile, "s_103"); utils.setScriptVar (player, "conversation.blacksun_guri.branchId", 4); npcSpeak (player, message); npcSetConversationResponses (player, responses); } else { utils.removeScriptVar (player, "conversation.blacksun_guri.branchId"); npcEndConversationWithMessage (player, message); } return SCRIPT_CONTINUE; } } return SCRIPT_DEFAULT; } // ---------------------------------------------------------------------- int blacksun_guri_handleBranch4 (obj_id player, obj_id npc, string_id response) { //-- [BRANCH NOTE] //-- NPC: Okay then, you are all set. Which version of the story would you like? //-- [RESPONSE NOTE] //-- PLAYER: Freelance again. if (response == "s_101") { //-- [NOTE] if (blacksun_guri_condition__defaultCondition (player, npc)) { blacksun_guri_action_grantNeutQuest (player, npc); //-- NPC: Done. string_id message = new string_id (c_stringFile, "s_104"); utils.removeScriptVar (player, "conversation.blacksun_guri.branchId"); npcEndConversationWithMessage (player, message); return SCRIPT_CONTINUE; } } //-- [RESPONSE NOTE] //-- PLAYER: Rebel. if (response == "s_102") { //-- [NOTE] if (blacksun_guri_condition__defaultCondition (player, npc)) { blacksun_guri_action_grantRebQuest (player, npc); //-- NPC: Done. string_id message = new string_id (c_stringFile, "s_105"); utils.removeScriptVar (player, "conversation.blacksun_guri.branchId"); npcEndConversationWithMessage (player, message); return SCRIPT_CONTINUE; } } //-- [RESPONSE NOTE] //-- PLAYER: Imperial. if (response == "s_103") { //-- [NOTE] if (blacksun_guri_condition__defaultCondition (player, npc)) { blacksun_guri_action_grantImpQuest (player, npc); //-- NPC: Done. string_id message = new string_id (c_stringFile, "s_106"); utils.removeScriptVar (player, "conversation.blacksun_guri.branchId"); npcEndConversationWithMessage (player, message); return SCRIPT_CONTINUE; } } return SCRIPT_DEFAULT; } // ---------------------------------------------------------------------- int blacksun_guri_handleBranch8 (obj_id player, obj_id npc, string_id response) { //-- [BRANCH NOTE] //-- NPC: You have fulfilled your duties honorably, %TU. Saving the Scientists and diminishing the virus were a nice touch. I would venture to say that you are a hero. //-- [RESPONSE NOTE] //-- PLAYER: Just take the Blackwing sample. if (response == "s_124") { //-- [NOTE] if (blacksun_guri_condition__defaultCondition (player, npc)) { doAnimationAction (npc, "handshake_tandem"); doAnimationAction (player, "handshake_tandem"); //-- NPC: Of course. string_id message = new string_id (c_stringFile, "s_125"); int numberOfResponses = 0; boolean hasResponse = false; //-- PLAYER: I want my payment and I want you to forget everything about me. boolean hasResponse0 = false; if (blacksun_guri_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_126"); utils.setScriptVar (player, "conversation.blacksun_guri.branchId", 9); npcSpeak (player, message); npcSetConversationResponses (player, responses); } else { utils.removeScriptVar (player, "conversation.blacksun_guri.branchId"); npcEndConversationWithMessage (player, message); } return SCRIPT_CONTINUE; } } return SCRIPT_DEFAULT; } // ---------------------------------------------------------------------- int blacksun_guri_handleBranch9 (obj_id player, obj_id npc, string_id response) { //-- [BRANCH NOTE] //-- NPC: Of course. //-- [RESPONSE NOTE] //-- PLAYER: I want my payment and I want you to forget everything about me. if (response == "s_126") { //-- [NOTE] if (blacksun_guri_condition__defaultCondition (player, npc)) { //-- NPC: You may change your mind once you have received your payment, %TU. You can always contact Xizor, or me, if you change your mind. string_id message = new string_id (c_stringFile, "s_127"); int numberOfResponses = 0; boolean hasResponse = false; //-- PLAYER: I doubt it. boolean hasResponse0 = false; if (blacksun_guri_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_128"); utils.setScriptVar (player, "conversation.blacksun_guri.branchId", 10); prose_package pp = new prose_package (); pp.stringId = message; pp.actor.set (player); pp.target.set (npc); npcSpeak (player, pp); npcSetConversationResponses (player, responses); } else { utils.removeScriptVar (player, "conversation.blacksun_guri.branchId"); prose_package pp = new prose_package (); pp.stringId = message; pp.actor.set (player); pp.target.set (npc); npcEndConversationWithMessage (player, pp); } return SCRIPT_CONTINUE; } } return SCRIPT_DEFAULT; } // ---------------------------------------------------------------------- int blacksun_guri_handleBranch10 (obj_id player, obj_id npc, string_id response) { //-- [BRANCH NOTE] //-- NPC: You may change your mind once you have received your payment, %TU. You can always contact Xizor, or me, if you change your mind. //-- [RESPONSE NOTE] //-- PLAYER: I doubt it. if (response == "s_128") { //-- [NOTE] if (blacksun_guri_condition__defaultCondition (player, npc)) { doAnimationAction (npc, "nod"); blacksun_guri_action_completeQuest5 (player, npc); //-- NPC: I understand, %TU. Goodbye. string_id message = new string_id (c_stringFile, "s_129"); utils.removeScriptVar (player, "conversation.blacksun_guri.branchId"); prose_package pp = new prose_package (); pp.stringId = message; pp.actor.set (player); pp.target.set (npc); npcEndConversationWithMessage (player, pp); return SCRIPT_CONTINUE; } } return SCRIPT_DEFAULT; } // ---------------------------------------------------------------------- int blacksun_guri_handleBranch15 (obj_id player, obj_id npc, string_id response) { //-- [BRANCH NOTE] //-- NPC: Thank you for coming, %TU. //-- [RESPONSE NOTE] //-- PLAYER: What is this place and who are you? if (response == "s_29") { //-- [NOTE] if (blacksun_guri_condition_isPlayerRebel (player, npc)) { //-- NPC: Well, originally we contacted you because we thought you were a freelancer. I see you are a part of the Alliance. string_id message = new string_id (c_stringFile, "s_71"); int numberOfResponses = 0; boolean hasResponse = false; //-- PLAYER: Yes. I think they need my help. boolean hasResponse0 = false; if (blacksun_guri_condition__defaultCondition (player, npc)) { ++numberOfResponses; hasResponse = true; hasResponse0 = true; } //-- PLAYER: No I want to help you. boolean hasResponse1 = false; if (blacksun_guri_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_72"); if (hasResponse1) responses [responseIndex++] = new string_id (c_stringFile, "s_73"); utils.setScriptVar (player, "conversation.blacksun_guri.branchId", 16); npcSpeak (player, message); npcSetConversationResponses (player, responses); } else { utils.removeScriptVar (player, "conversation.blacksun_guri.branchId"); npcEndConversationWithMessage (player, message); } return SCRIPT_CONTINUE; } //-- [NOTE] if (blacksun_guri_condition_isPlayerImp (player, npc)) { //-- NPC: Well, originally we contacted you because we thought you were a freelancer. I see you are a part of the Empire. string_id message = new string_id (c_stringFile, "s_75"); int numberOfResponses = 0; boolean hasResponse = false; //-- PLAYER: Yes. I think they need my help. boolean hasResponse0 = false; if (blacksun_guri_condition__defaultCondition (player, npc)) { ++numberOfResponses; hasResponse = true; hasResponse0 = true; } //-- PLAYER: No I want to help you. boolean hasResponse1 = false; if (blacksun_guri_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_76"); if (hasResponse1) responses [responseIndex++] = new string_id (c_stringFile, "s_77"); utils.setScriptVar (player, "conversation.blacksun_guri.branchId", 21); npcSpeak (player, message); npcSetConversationResponses (player, responses); } else { utils.removeScriptVar (player, "conversation.blacksun_guri.branchId"); npcEndConversationWithMessage (player, message); } return SCRIPT_CONTINUE; } //-- [NOTE] if (blacksun_guri_condition__defaultCondition (player, npc)) { //-- NPC: I am Guri, lieutenant to Prince Xizor and this is the Quarantine Zone. string_id message = new string_id (c_stringFile, "s_49"); int numberOfResponses = 0; boolean hasResponse = false; //-- PLAYER: Quarantine? Is there a disease? boolean hasResponse0 = false; if (blacksun_guri_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_140"); utils.setScriptVar (player, "conversation.blacksun_guri.branchId", 26); npcSpeak (player, message); npcSetConversationResponses (player, responses); } else { utils.removeScriptVar (player, "conversation.blacksun_guri.branchId"); npcEndConversationWithMessage (player, message); } return SCRIPT_CONTINUE; } } return SCRIPT_DEFAULT; } // ---------------------------------------------------------------------- int blacksun_guri_handleBranch16 (obj_id player, obj_id npc, string_id response) { //-- [BRANCH NOTE] //-- NPC: Well, originally we contacted you because we thought you were a freelancer. I see you are a part of the Alliance. //-- [RESPONSE NOTE] //-- PLAYER: Yes. I think they need my help. if (response == "s_72") { //-- [NOTE] if (blacksun_guri_condition__defaultCondition (player, npc)) { //-- NPC: Are you sure? Once you start working for them there wont be any turning back. string_id message = new string_id (c_stringFile, "s_89"); int numberOfResponses = 0; boolean hasResponse = false; //-- PLAYER: Yes boolean hasResponse0 = false; if (blacksun_guri_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_90"); utils.setScriptVar (player, "conversation.blacksun_guri.branchId", 17); npcSpeak (player, message); npcSetConversationResponses (player, responses); } else { utils.removeScriptVar (player, "conversation.blacksun_guri.branchId"); npcEndConversationWithMessage (player, message); } return SCRIPT_CONTINUE; } } //-- [RESPONSE NOTE] //-- PLAYER: No I want to help you. if (response == "s_73") { //-- [NOTE] if (blacksun_guri_condition__defaultCondition (player, npc)) { //-- NPC: Are you sure? Once you start working for me there wont be any turning back. string_id message = new string_id (c_stringFile, "s_84"); int numberOfResponses = 0; boolean hasResponse = false; //-- PLAYER: Yes. boolean hasResponse0 = false; if (blacksun_guri_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_85"); utils.setScriptVar (player, "conversation.blacksun_guri.branchId", 19); npcSpeak (player, message); npcSetConversationResponses (player, responses); } else { utils.removeScriptVar (player, "conversation.blacksun_guri.branchId"); npcEndConversationWithMessage (player, message); } return SCRIPT_CONTINUE; } } return SCRIPT_DEFAULT; } // ---------------------------------------------------------------------- int blacksun_guri_handleBranch17 (obj_id player, obj_id npc, string_id response) { //-- [BRANCH NOTE] //-- NPC: Are you sure? Once you start working for them there wont be any turning back. //-- [RESPONSE NOTE] //-- PLAYER: Yes if (response == "s_90") { //-- [NOTE] if (blacksun_guri_condition__defaultCondition (player, npc)) { blacksun_guri_action_revokeNeutralGiveRebel (player, npc); //-- NPC: Well then...see you around...probably dead. string_id message = new string_id (c_stringFile, "s_91"); utils.removeScriptVar (player, "conversation.blacksun_guri.branchId"); npcEndConversationWithMessage (player, message); return SCRIPT_CONTINUE; } } return SCRIPT_DEFAULT; } // ---------------------------------------------------------------------- int blacksun_guri_handleBranch19 (obj_id player, obj_id npc, string_id response) { //-- [BRANCH NOTE] //-- NPC: Are you sure? Once you start working for me there wont be any turning back. //-- [RESPONSE NOTE] //-- PLAYER: Yes. if (response == "s_85") { //-- [NOTE] if (blacksun_guri_condition__defaultCondition (player, npc)) { //-- NPC: Well, in that case I am Guri, lieutenant to Prince Xizor and this is the Quarantine Zone. string_id message = new string_id (c_stringFile, "s_88"); int numberOfResponses = 0; boolean hasResponse = false; //-- PLAYER: Quarantine? Is there a disease? boolean hasResponse0 = false; if (blacksun_guri_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_140"); utils.setScriptVar (player, "conversation.blacksun_guri.branchId", 26); npcSpeak (player, message); npcSetConversationResponses (player, responses); } else { utils.removeScriptVar (player, "conversation.blacksun_guri.branchId"); npcEndConversationWithMessage (player, message); } return SCRIPT_CONTINUE; } } return SCRIPT_DEFAULT; } // ---------------------------------------------------------------------- int blacksun_guri_handleBranch20 (obj_id player, obj_id npc, string_id response) { //-- [BRANCH NOTE] //-- NPC: Well, in that case I am Guri, lieutenant to Prince Xizor and this is the Quarantine Zone. //-- [RESPONSE NOTE] //-- PLAYER: Quarantine? Is there a disease? if (response == "s_140") { //-- [NOTE] if (blacksun_guri_condition__defaultCondition (player, npc)) { //-- NPC: Well yes, you could call it that. There was an accident at an Imperial Research and Prison Facility and as a result many...well, most in the area have become infected. string_id message = new string_id (c_stringFile, "s_142"); int numberOfResponses = 0; boolean hasResponse = false; //-- PLAYER: How is it spread? boolean hasResponse0 = false; if (blacksun_guri_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_144"); utils.setScriptVar (player, "conversation.blacksun_guri.branchId", 27); npcSpeak (player, message); npcSetConversationResponses (player, responses); } else { utils.removeScriptVar (player, "conversation.blacksun_guri.branchId"); npcEndConversationWithMessage (player, message); } return SCRIPT_CONTINUE; } } return SCRIPT_DEFAULT; } // ---------------------------------------------------------------------- int blacksun_guri_handleBranch21 (obj_id player, obj_id npc, string_id response) { //-- [BRANCH NOTE] //-- NPC: Well, originally we contacted you because we thought you were a freelancer. I see you are a part of the Empire. //-- [RESPONSE NOTE] //-- PLAYER: Yes. I think they need my help. if (response == "s_76") { //-- [NOTE] if (blacksun_guri_condition__defaultCondition (player, npc)) { //-- NPC: Are you sure? Once you start working for them there wont be any turning back. string_id message = new string_id (c_stringFile, "s_92"); int numberOfResponses = 0; boolean hasResponse = false; //-- PLAYER: Yes. boolean hasResponse0 = false; if (blacksun_guri_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_93"); utils.setScriptVar (player, "conversation.blacksun_guri.branchId", 22); npcSpeak (player, message); npcSetConversationResponses (player, responses); } else { utils.removeScriptVar (player, "conversation.blacksun_guri.branchId"); npcEndConversationWithMessage (player, message); } return SCRIPT_CONTINUE; } } //-- [RESPONSE NOTE] //-- PLAYER: No I want to help you. if (response == "s_77") { //-- [NOTE] if (blacksun_guri_condition__defaultCondition (player, npc)) { //-- NPC: Are you sure? Once you start working for me there wont be any turning back. string_id message = new string_id (c_stringFile, "s_80"); int numberOfResponses = 0; boolean hasResponse = false; //-- PLAYER: Yes. boolean hasResponse0 = false; if (blacksun_guri_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_81"); utils.setScriptVar (player, "conversation.blacksun_guri.branchId", 24); npcSpeak (player, message); npcSetConversationResponses (player, responses); } else { utils.removeScriptVar (player, "conversation.blacksun_guri.branchId"); npcEndConversationWithMessage (player, message); } return SCRIPT_CONTINUE; } } return SCRIPT_DEFAULT; } // ---------------------------------------------------------------------- int blacksun_guri_handleBranch22 (obj_id player, obj_id npc, string_id response) { //-- [BRANCH NOTE] //-- NPC: Are you sure? Once you start working for them there wont be any turning back. //-- [RESPONSE NOTE] //-- PLAYER: Yes. if (response == "s_93") { //-- [NOTE] if (blacksun_guri_condition__defaultCondition (player, npc)) { blacksun_guri_action_revokeNeutralGiveImperial (player, npc); //-- NPC: Well then...see you around...probably dead. string_id message = new string_id (c_stringFile, "s_94"); utils.removeScriptVar (player, "conversation.blacksun_guri.branchId"); npcEndConversationWithMessage (player, message); return SCRIPT_CONTINUE; } } return SCRIPT_DEFAULT; } // ---------------------------------------------------------------------- int blacksun_guri_handleBranch24 (obj_id player, obj_id npc, string_id response) { //-- [BRANCH NOTE] //-- NPC: Are you sure? Once you start working for me there wont be any turning back. //-- [RESPONSE NOTE] //-- PLAYER: Yes. if (response == "s_81") { //-- [NOTE] if (blacksun_guri_condition__defaultCondition (player, npc)) { //-- NPC: Well, in that case I am Guri, lieutenant to Prince Xizor and this is the Quarantine Zone. string_id message = new string_id (c_stringFile, "s_83"); int numberOfResponses = 0; boolean hasResponse = false; //-- PLAYER: Quarantine? Is there a disease? boolean hasResponse0 = false; if (blacksun_guri_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_140"); utils.setScriptVar (player, "conversation.blacksun_guri.branchId", 26); npcSpeak (player, message); npcSetConversationResponses (player, responses); } else { utils.removeScriptVar (player, "conversation.blacksun_guri.branchId"); npcEndConversationWithMessage (player, message); } return SCRIPT_CONTINUE; } } return SCRIPT_DEFAULT; } // ---------------------------------------------------------------------- int blacksun_guri_handleBranch25 (obj_id player, obj_id npc, string_id response) { //-- [BRANCH NOTE] //-- NPC: Well, in that case I am Guri, lieutenant to Prince Xizor and this is the Quarantine Zone. //-- [RESPONSE NOTE] //-- PLAYER: Quarantine? Is there a disease? if (response == "s_140") { //-- [NOTE] if (blacksun_guri_condition__defaultCondition (player, npc)) { //-- NPC: Well yes, you could call it that. There was an accident at an Imperial Research and Prison Facility and as a result many...well, most in the area have become infected. string_id message = new string_id (c_stringFile, "s_142"); int numberOfResponses = 0; boolean hasResponse = false; //-- PLAYER: How is it spread? boolean hasResponse0 = false; if (blacksun_guri_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_144"); utils.setScriptVar (player, "conversation.blacksun_guri.branchId", 27); npcSpeak (player, message); npcSetConversationResponses (player, responses); } else { utils.removeScriptVar (player, "conversation.blacksun_guri.branchId"); npcEndConversationWithMessage (player, message); } return SCRIPT_CONTINUE; } } return SCRIPT_DEFAULT; } // ---------------------------------------------------------------------- int blacksun_guri_handleBranch26 (obj_id player, obj_id npc, string_id response) { //-- [BRANCH NOTE] //-- NPC: I am Guri, lieutenant to Prince Xizor and this is the Quarantine Zone. //-- [RESPONSE NOTE] //-- PLAYER: Quarantine? Is there a disease? if (response == "s_140") { //-- [NOTE] if (blacksun_guri_condition__defaultCondition (player, npc)) { //-- NPC: Well yes, you could call it that. There was an accident at an Imperial Research and Prison Facility and as a result many...well, most in the area have become infected. string_id message = new string_id (c_stringFile, "s_142"); int numberOfResponses = 0; boolean hasResponse = false; //-- PLAYER: How is it spread? boolean hasResponse0 = false; if (blacksun_guri_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_144"); utils.setScriptVar (player, "conversation.blacksun_guri.branchId", 27); npcSpeak (player, message); npcSetConversationResponses (player, responses); } else { utils.removeScriptVar (player, "conversation.blacksun_guri.branchId"); npcEndConversationWithMessage (player, message); } return SCRIPT_CONTINUE; } } return SCRIPT_DEFAULT; } // ---------------------------------------------------------------------- int blacksun_guri_handleBranch27 (obj_id player, obj_id npc, string_id response) { //-- [BRANCH NOTE] //-- NPC: Well yes, you could call it that. There was an accident at an Imperial Research and Prison Facility and as a result many...well, most in the area have become infected. //-- [RESPONSE NOTE] //-- PLAYER: How is it spread? if (response == "s_144") { //-- [NOTE] if (blacksun_guri_condition__defaultCondition (player, npc)) { //-- NPC: All research into the problem suggest it is an airborne virus and highly contagious. string_id message = new string_id (c_stringFile, "s_146"); int numberOfResponses = 0; boolean hasResponse = false; //-- PLAYER: There is no cure? boolean hasResponse0 = false; if (blacksun_guri_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_148"); utils.setScriptVar (player, "conversation.blacksun_guri.branchId", 28); npcSpeak (player, message); npcSetConversationResponses (player, responses); } else { utils.removeScriptVar (player, "conversation.blacksun_guri.branchId"); npcEndConversationWithMessage (player, message); } return SCRIPT_CONTINUE; } } return SCRIPT_DEFAULT; } // ---------------------------------------------------------------------- int blacksun_guri_handleBranch28 (obj_id player, obj_id npc, string_id response) { //-- [BRANCH NOTE] //-- NPC: All research into the problem suggest it is an airborne virus and highly contagious. //-- [RESPONSE NOTE] //-- PLAYER: There is no cure? if (response == "s_148") { //-- [NOTE] if (blacksun_guri_condition__defaultCondition (player, npc)) { doAnimationAction (npc, "nod_head_multiple"); //-- NPC: No, not really. Once you have contracted the virus it will eventually kill the host. string_id message = new string_id (c_stringFile, "s_150"); int numberOfResponses = 0; boolean hasResponse = false; //-- PLAYER: Why haven't the Imperial Navy used orbital bombardment? boolean hasResponse0 = false; if (blacksun_guri_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_152"); utils.setScriptVar (player, "conversation.blacksun_guri.branchId", 29); npcSpeak (player, message); npcSetConversationResponses (player, responses); } else { utils.removeScriptVar (player, "conversation.blacksun_guri.branchId"); npcEndConversationWithMessage (player, message); } return SCRIPT_CONTINUE; } } return SCRIPT_DEFAULT; } // ---------------------------------------------------------------------- int blacksun_guri_handleBranch29 (obj_id player, obj_id npc, string_id response) { //-- [BRANCH NOTE] //-- NPC: No, not really. Once you have contracted the virus it will eventually kill the host. //-- [RESPONSE NOTE] //-- PLAYER: Why haven't the Imperial Navy used orbital bombardment? if (response == "s_152") { //-- [NOTE] if (blacksun_guri_condition__defaultCondition (player, npc)) { //-- NPC: There is reason to believe that Lord Vader himself needs something inside the Research Facility. string_id message = new string_id (c_stringFile, "s_154"); int numberOfResponses = 0; boolean hasResponse = false; //-- PLAYER: I suppose he hasn't had much luck finding someone suicidal. boolean hasResponse0 = false; if (blacksun_guri_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_156"); utils.setScriptVar (player, "conversation.blacksun_guri.branchId", 30); npcSpeak (player, message); npcSetConversationResponses (player, responses); } else { utils.removeScriptVar (player, "conversation.blacksun_guri.branchId"); npcEndConversationWithMessage (player, message); } return SCRIPT_CONTINUE; } } return SCRIPT_DEFAULT; } // ---------------------------------------------------------------------- int blacksun_guri_handleBranch30 (obj_id player, obj_id npc, string_id response) { //-- [BRANCH NOTE] //-- NPC: There is reason to believe that Lord Vader himself needs something inside the Research Facility. //-- [RESPONSE NOTE] //-- PLAYER: I suppose he hasn't had much luck finding someone suicidal. if (response == "s_156") { //-- [NOTE] if (blacksun_guri_condition__defaultCondition (player, npc)) { //-- NPC: Actually, reports show that the Empire has sent in several volunteers. string_id message = new string_id (c_stringFile, "s_242"); int numberOfResponses = 0; boolean hasResponse = false; //-- PLAYER: Are they using Zero-G suits? How are they avoiding the virus? boolean hasResponse0 = false; if (blacksun_guri_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_243"); utils.setScriptVar (player, "conversation.blacksun_guri.branchId", 31); npcSpeak (player, message); npcSetConversationResponses (player, responses); } else { utils.removeScriptVar (player, "conversation.blacksun_guri.branchId"); npcEndConversationWithMessage (player, message); } return SCRIPT_CONTINUE; } } return SCRIPT_DEFAULT; } // ---------------------------------------------------------------------- int blacksun_guri_handleBranch31 (obj_id player, obj_id npc, string_id response) { //-- [BRANCH NOTE] //-- NPC: Actually, reports show that the Empire has sent in several volunteers. //-- [RESPONSE NOTE] //-- PLAYER: Are they using Zero-G suits? How are they avoiding the virus? if (response == "s_243") { //-- [NOTE] if (blacksun_guri_condition__defaultCondition (player, npc)) { //-- NPC: Reports show there is a doctor inside the quarantine zone that is providing an anti-virus. Several sources have confirmed the doctor is in a hold out camp just inside the quarantine zone. string_id message = new string_id (c_stringFile, "s_244"); int numberOfResponses = 0; boolean hasResponse = false; //-- PLAYER: What could possibly be so valuable in this research facility? boolean hasResponse0 = false; if (blacksun_guri_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_245"); utils.setScriptVar (player, "conversation.blacksun_guri.branchId", 32); npcSpeak (player, message); npcSetConversationResponses (player, responses); } else { utils.removeScriptVar (player, "conversation.blacksun_guri.branchId"); npcEndConversationWithMessage (player, message); } return SCRIPT_CONTINUE; } } return SCRIPT_DEFAULT; } // ---------------------------------------------------------------------- int blacksun_guri_handleBranch32 (obj_id player, obj_id npc, string_id response) { //-- [BRANCH NOTE] //-- NPC: Reports show there is a doctor inside the quarantine zone that is providing an anti-virus. Several sources have confirmed the doctor is in a hold out camp just inside the quarantine zone. //-- [RESPONSE NOTE] //-- PLAYER: What could possibly be so valuable in this research facility? if (response == "s_245") { //-- [NOTE] if (blacksun_guri_condition__defaultCondition (player, npc)) { //-- NPC: We contacted you because you have already done some fact finding on the subject. The Empire believes they can mutate the virus to make a super soldier. Considering you actually obtained the scientific data on the virus genome without the Empire knowing, you seemed like a resourceful candidate. string_id message = new string_id (c_stringFile, "s_247"); int numberOfResponses = 0; boolean hasResponse = false; //-- PLAYER: Oh that...Why the interest if it kills everyone? boolean hasResponse0 = false; if (blacksun_guri_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_249"); utils.setScriptVar (player, "conversation.blacksun_guri.branchId", 33); npcSpeak (player, message); npcSetConversationResponses (player, responses); } else { utils.removeScriptVar (player, "conversation.blacksun_guri.branchId"); npcEndConversationWithMessage (player, message); } return SCRIPT_CONTINUE; } } return SCRIPT_DEFAULT; } // ---------------------------------------------------------------------- int blacksun_guri_handleBranch33 (obj_id player, obj_id npc, string_id response) { //-- [BRANCH NOTE] //-- NPC: We contacted you because you have already done some fact finding on the subject. The Empire believes they can mutate the virus to make a super soldier. Considering you actually obtained the scientific data on the virus genome without the Empire knowing, you seemed like a resourceful candidate. //-- [RESPONSE NOTE] //-- PLAYER: Oh that...Why the interest if it kills everyone? if (response == "s_249") { //-- [NOTE] if (blacksun_guri_condition__defaultCondition (player, npc)) { //-- NPC: I guess you aren't completely familiar with the side-effects of the virus then. string_id message = new string_id (c_stringFile, "s_260"); int numberOfResponses = 0; boolean hasResponse = false; //-- PLAYER: Why don't you educate me? boolean hasResponse0 = false; if (blacksun_guri_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_261"); utils.setScriptVar (player, "conversation.blacksun_guri.branchId", 34); npcSpeak (player, message); npcSetConversationResponses (player, responses); } else { utils.removeScriptVar (player, "conversation.blacksun_guri.branchId"); npcEndConversationWithMessage (player, message); } return SCRIPT_CONTINUE; } } return SCRIPT_DEFAULT; } // ---------------------------------------------------------------------- int blacksun_guri_handleBranch34 (obj_id player, obj_id npc, string_id response) { //-- [BRANCH NOTE] //-- NPC: I guess you aren't completely familiar with the side-effects of the virus then. //-- [RESPONSE NOTE] //-- PLAYER: Why don't you educate me? if (response == "s_261") { //-- [NOTE] if (blacksun_guri_condition__defaultCondition (player, npc)) { //-- NPC: The virus appears to infect and kill the host rapidly. Not long after the host's death the virus takes over the motor functions of the dead host's body. string_id message = new string_id (c_stringFile, "s_262"); int numberOfResponses = 0; boolean hasResponse = false; //-- PLAYER: Are you telling me that when someone dies the virus re-animates their dead body? boolean hasResponse0 = false; if (blacksun_guri_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_263"); utils.setScriptVar (player, "conversation.blacksun_guri.branchId", 35); npcSpeak (player, message); npcSetConversationResponses (player, responses); } else { utils.removeScriptVar (player, "conversation.blacksun_guri.branchId"); npcEndConversationWithMessage (player, message); } return SCRIPT_CONTINUE; } } return SCRIPT_DEFAULT; } // ---------------------------------------------------------------------- int blacksun_guri_handleBranch35 (obj_id player, obj_id npc, string_id response) { //-- [BRANCH NOTE] //-- NPC: The virus appears to infect and kill the host rapidly. Not long after the host's death the virus takes over the motor functions of the dead host's body. //-- [RESPONSE NOTE] //-- PLAYER: Are you telling me that when someone dies the virus re-animates their dead body? if (response == "s_263") { //-- [NOTE] if (blacksun_guri_condition__defaultCondition (player, npc)) { //-- NPC: Yes. We believe this is why the Empire is so interested. They are not researching a live super soldier with special powers. They are interested in cultivating a dead being that is hard to destroy and can spread their own infection to an enemy. string_id message = new string_id (c_stringFile, "s_264"); int numberOfResponses = 0; boolean hasResponse = false; //-- PLAYER: Does their evil know no bounds? boolean hasResponse0 = false; if (blacksun_guri_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_265"); utils.setScriptVar (player, "conversation.blacksun_guri.branchId", 36); npcSpeak (player, message); npcSetConversationResponses (player, responses); } else { utils.removeScriptVar (player, "conversation.blacksun_guri.branchId"); npcEndConversationWithMessage (player, message); } return SCRIPT_CONTINUE; } } return SCRIPT_DEFAULT; } // ---------------------------------------------------------------------- int blacksun_guri_handleBranch36 (obj_id player, obj_id npc, string_id response) { //-- [BRANCH NOTE] //-- NPC: Yes. We believe this is why the Empire is so interested. They are not researching a live super soldier with special powers. They are interested in cultivating a dead being that is hard to destroy and can spread their own infection to an enemy. //-- [RESPONSE NOTE] //-- PLAYER: Does their evil know no bounds? if (response == "s_265") { //-- [NOTE] if (blacksun_guri_condition__defaultCondition (player, npc)) { //-- NPC: We need your help, %TU. Can you infiltrate the quarantine zone and beat the Imperials from getting their hands on the virus? string_id message = new string_id (c_stringFile, "s_266"); int numberOfResponses = 0; boolean hasResponse = false; //-- PLAYER: What is Xizor going to do with it? Sell it to the highest bidder? boolean hasResponse0 = false; if (blacksun_guri_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_267"); utils.setScriptVar (player, "conversation.blacksun_guri.branchId", 37); prose_package pp = new prose_package (); pp.stringId = message; pp.actor.set (player); pp.target.set (npc); npcSpeak (player, pp); npcSetConversationResponses (player, responses); } else { utils.removeScriptVar (player, "conversation.blacksun_guri.branchId"); prose_package pp = new prose_package (); pp.stringId = message; pp.actor.set (player); pp.target.set (npc); npcEndConversationWithMessage (player, pp); } return SCRIPT_CONTINUE; } } return SCRIPT_DEFAULT; } // ---------------------------------------------------------------------- int blacksun_guri_handleBranch37 (obj_id player, obj_id npc, string_id response) { //-- [BRANCH NOTE] //-- NPC: We need your help, %TU. Can you infiltrate the quarantine zone and beat the Imperials from getting their hands on the virus? //-- [RESPONSE NOTE] //-- PLAYER: What is Xizor going to do with it? Sell it to the highest bidder? if (response == "s_267") { //-- [NOTE] if (blacksun_guri_condition__defaultCondition (player, npc)) { //-- NPC: I assure you Xizor has his own plans and it doesn't involve selling it. string_id message = new string_id (c_stringFile, "s_268"); int numberOfResponses = 0; boolean hasResponse = false; //-- PLAYER: What if I refuse? boolean hasResponse0 = false; if (blacksun_guri_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_269"); utils.setScriptVar (player, "conversation.blacksun_guri.branchId", 38); npcSpeak (player, message); npcSetConversationResponses (player, responses); } else { utils.removeScriptVar (player, "conversation.blacksun_guri.branchId"); npcEndConversationWithMessage (player, message); } return SCRIPT_CONTINUE; } } return SCRIPT_DEFAULT; } // ---------------------------------------------------------------------- int blacksun_guri_handleBranch38 (obj_id player, obj_id npc, string_id response) { //-- [BRANCH NOTE] //-- NPC: I assure you Xizor has his own plans and it doesn't involve selling it. //-- [RESPONSE NOTE] //-- PLAYER: What if I refuse? if (response == "s_269") { doAnimationAction (player, "shrug_hands"); //-- [NOTE] if (blacksun_guri_condition__defaultCondition (player, npc)) { //-- NPC: It may be hard to keep the fact that you have the scientific data a secret, %TU. As you have noticed there is a vested interest in keeping it a secret. string_id message = new string_id (c_stringFile, "s_271"); int numberOfResponses = 0; boolean hasResponse = false; //-- PLAYER: So if I don't help, I die, and if I try and fail, I am dead as well. boolean hasResponse0 = false; if (blacksun_guri_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_273"); utils.setScriptVar (player, "conversation.blacksun_guri.branchId", 39); prose_package pp = new prose_package (); pp.stringId = message; pp.actor.set (player); pp.target.set (npc); npcSpeak (player, pp); npcSetConversationResponses (player, responses); } else { utils.removeScriptVar (player, "conversation.blacksun_guri.branchId"); prose_package pp = new prose_package (); pp.stringId = message; pp.actor.set (player); pp.target.set (npc); npcEndConversationWithMessage (player, pp); } return SCRIPT_CONTINUE; } } return SCRIPT_DEFAULT; } // ---------------------------------------------------------------------- int blacksun_guri_handleBranch39 (obj_id player, obj_id npc, string_id response) { //-- [BRANCH NOTE] //-- NPC: It may be hard to keep the fact that you have the scientific data a secret, %TU. As you have noticed there is a vested interest in keeping it a secret. //-- [RESPONSE NOTE] //-- PLAYER: So if I don't help, I die, and if I try and fail, I am dead as well. if (response == "s_273") { //-- [NOTE] if (blacksun_guri_condition__defaultCondition (player, npc)) { //-- NPC: But if you try and succeed, Xizor is a very very generous individual. string_id message = new string_id (c_stringFile, "s_275"); int numberOfResponses = 0; boolean hasResponse = false; //-- PLAYER: Well, since I have no choice, might as well tell me your plans. boolean hasResponse0 = false; if (blacksun_guri_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_277"); utils.setScriptVar (player, "conversation.blacksun_guri.branchId", 40); npcSpeak (player, message); npcSetConversationResponses (player, responses); } else { utils.removeScriptVar (player, "conversation.blacksun_guri.branchId"); npcEndConversationWithMessage (player, message); } return SCRIPT_CONTINUE; } } return SCRIPT_DEFAULT; } // ---------------------------------------------------------------------- int blacksun_guri_handleBranch40 (obj_id player, obj_id npc, string_id response) { //-- [BRANCH NOTE] //-- NPC: But if you try and succeed, Xizor is a very very generous individual. //-- [RESPONSE NOTE] //-- PLAYER: Well, since I have no choice, might as well tell me your plans. if (response == "s_277") { //-- [NOTE] if (blacksun_guri_condition__defaultCondition (player, npc)) { //-- NPC: The plan is simple. Make your way into the quarantine zone and receive the anti-virus. Once you have obtained a defense against the virus you will need to find the research facility and search for the original strain of the virus. string_id message = new string_id (c_stringFile, "s_279"); int numberOfResponses = 0; boolean hasResponse = false; //-- PLAYER: What if no such strain exists? boolean hasResponse0 = false; if (blacksun_guri_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_280"); utils.setScriptVar (player, "conversation.blacksun_guri.branchId", 41); npcSpeak (player, message); npcSetConversationResponses (player, responses); } else { utils.removeScriptVar (player, "conversation.blacksun_guri.branchId"); npcEndConversationWithMessage (player, message); } return SCRIPT_CONTINUE; } } return SCRIPT_DEFAULT; } // ---------------------------------------------------------------------- int blacksun_guri_handleBranch41 (obj_id player, obj_id npc, string_id response) { //-- [BRANCH NOTE] //-- NPC: The plan is simple. Make your way into the quarantine zone and receive the anti-virus. Once you have obtained a defense against the virus you will need to find the research facility and search for the original strain of the virus. //-- [RESPONSE NOTE] //-- PLAYER: What if no such strain exists? if (response == "s_280") { //-- [NOTE] if (blacksun_guri_condition__defaultCondition (player, npc)) { //-- NPC: We will be monitoring your progress, %TU. We are certain the strain exists but it is imperative that you arrive before other interested parties. Is there anything else you need to discuss? string_id message = new string_id (c_stringFile, "s_281"); int numberOfResponses = 0; boolean hasResponse = false; //-- PLAYER: So there are survivors of this virus? boolean hasResponse0 = false; if (blacksun_guri_condition__defaultCondition (player, npc)) { ++numberOfResponses; hasResponse = true; hasResponse0 = true; } //-- PLAYER: What symptoms do the infected exhibit? boolean hasResponse1 = false; if (blacksun_guri_condition__defaultCondition (player, npc)) { ++numberOfResponses; hasResponse = true; hasResponse1 = true; } //-- PLAYER: How did the virus escape in the first place? boolean hasResponse2 = false; if (blacksun_guri_condition__defaultCondition (player, npc)) { ++numberOfResponses; hasResponse = true; hasResponse2 = true; } //-- PLAYER: No, I'm ready. boolean hasResponse3 = false; if (blacksun_guri_condition__defaultCondition (player, npc)) { ++numberOfResponses; hasResponse = true; hasResponse3 = true; } if (hasResponse) { int responseIndex = 0; string_id responses [] = new string_id [numberOfResponses]; if (hasResponse0) responses [responseIndex++] = new string_id (c_stringFile, "s_283"); if (hasResponse1) responses [responseIndex++] = new string_id (c_stringFile, "s_293"); if (hasResponse2) responses [responseIndex++] = new string_id (c_stringFile, "s_303"); if (hasResponse3) responses [responseIndex++] = new string_id (c_stringFile, "s_309"); utils.setScriptVar (player, "conversation.blacksun_guri.branchId", 42); prose_package pp = new prose_package (); pp.stringId = message; pp.actor.set (player); pp.target.set (npc); npcSpeak (player, pp); npcSetConversationResponses (player, responses); } else { utils.removeScriptVar (player, "conversation.blacksun_guri.branchId"); prose_package pp = new prose_package (); pp.stringId = message; pp.actor.set (player); pp.target.set (npc); npcEndConversationWithMessage (player, pp); } return SCRIPT_CONTINUE; } } return SCRIPT_DEFAULT; } // ---------------------------------------------------------------------- int blacksun_guri_handleBranch42 (obj_id player, obj_id npc, string_id response) { //-- [BRANCH NOTE] //-- NPC: We will be monitoring your progress, %TU. We are certain the strain exists but it is imperative that you arrive before other interested parties. Is there anything else you need to discuss? //-- [RESPONSE NOTE] //-- PLAYER: So there are survivors of this virus? if (response == "s_283") { //-- [NOTE] if (blacksun_guri_condition__defaultCondition (player, npc)) { //-- NPC: Quite a few based on reports. string_id message = new string_id (c_stringFile, "s_285"); int numberOfResponses = 0; boolean hasResponse = false; //-- PLAYER: Why aren't they being evacuated? boolean hasResponse0 = false; if (blacksun_guri_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_287"); utils.setScriptVar (player, "conversation.blacksun_guri.branchId", 43); npcSpeak (player, message); npcSetConversationResponses (player, responses); } else { utils.removeScriptVar (player, "conversation.blacksun_guri.branchId"); npcEndConversationWithMessage (player, message); } return SCRIPT_CONTINUE; } } //-- [RESPONSE NOTE] //-- PLAYER: What symptoms do the infected exhibit? if (response == "s_293") { //-- [NOTE] if (blacksun_guri_condition__defaultCondition (player, npc)) { //-- NPC: Symptoms of the disease are the sudden onset of seizures followed by a phase where the victim appears dead. string_id message = new string_id (c_stringFile, "s_295"); int numberOfResponses = 0; boolean hasResponse = false; //-- PLAYER: And then they just wake up? boolean hasResponse0 = false; if (blacksun_guri_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_297"); utils.setScriptVar (player, "conversation.blacksun_guri.branchId", 46); npcSpeak (player, message); npcSetConversationResponses (player, responses); } else { utils.removeScriptVar (player, "conversation.blacksun_guri.branchId"); npcEndConversationWithMessage (player, message); } return SCRIPT_CONTINUE; } } //-- [RESPONSE NOTE] //-- PLAYER: How did the virus escape in the first place? if (response == "s_303") { //-- [NOTE] if (blacksun_guri_condition__defaultCondition (player, npc)) { //-- NPC: Lord Vader is convinced the Rebellion is behind the outbreak. We think it was a research accident. Did you have any other questions? string_id message = new string_id (c_stringFile, "s_305"); int numberOfResponses = 0; boolean hasResponse = false; //-- PLAYER: So there are survivors of this virus? boolean hasResponse0 = false; if (blacksun_guri_condition__defaultCondition (player, npc)) { ++numberOfResponses; hasResponse = true; hasResponse0 = true; } //-- PLAYER: What symptoms do the infected exhibit? boolean hasResponse1 = false; if (blacksun_guri_condition__defaultCondition (player, npc)) { ++numberOfResponses; hasResponse = true; hasResponse1 = true; } //-- PLAYER: How did the virus escape in the first place? boolean hasResponse2 = false; if (blacksun_guri_condition__defaultCondition (player, npc)) { ++numberOfResponses; hasResponse = true; hasResponse2 = true; } //-- PLAYER: No, I'm ready. boolean hasResponse3 = false; if (blacksun_guri_condition__defaultCondition (player, npc)) { ++numberOfResponses; hasResponse = true; hasResponse3 = true; } if (hasResponse) { int responseIndex = 0; string_id responses [] = new string_id [numberOfResponses]; if (hasResponse0) responses [responseIndex++] = new string_id (c_stringFile, "s_283"); if (hasResponse1) responses [responseIndex++] = new string_id (c_stringFile, "s_293"); if (hasResponse2) responses [responseIndex++] = new string_id (c_stringFile, "s_303"); if (hasResponse3) responses [responseIndex++] = new string_id (c_stringFile, "s_309"); utils.setScriptVar (player, "conversation.blacksun_guri.branchId", 42); npcSpeak (player, message); npcSetConversationResponses (player, responses); } else { utils.removeScriptVar (player, "conversation.blacksun_guri.branchId"); npcEndConversationWithMessage (player, message); } return SCRIPT_CONTINUE; } } //-- [RESPONSE NOTE] //-- PLAYER: No, I'm ready. if (response == "s_309") { //-- [NOTE] if (blacksun_guri_condition__defaultCondition (player, npc)) { blacksun_guri_action_grantMissionOne (player, npc); //-- NPC: I have uploaded the details to your datapad. We have procured a stolen Imperial authorization code that shows you are working as an Imperial volunteer. Anyone who examines the authorization will think you are working for Vader himself. string_id message = new string_id (c_stringFile, "s_311"); utils.removeScriptVar (player, "conversation.blacksun_guri.branchId"); npcEndConversationWithMessage (player, message); return SCRIPT_CONTINUE; } } return SCRIPT_DEFAULT; } // ---------------------------------------------------------------------- int blacksun_guri_handleBranch43 (obj_id player, obj_id npc, string_id response) { //-- [BRANCH NOTE] //-- NPC: Quite a few based on reports. //-- [RESPONSE NOTE] //-- PLAYER: Why aren't they being evacuated? if (response == "s_287") { //-- [NOTE] if (blacksun_guri_condition__defaultCondition (player, npc)) { //-- NPC: There have been attempts but most have proven to be fatal to rescue parties. string_id message = new string_id (c_stringFile, "s_289"); int numberOfResponses = 0; boolean hasResponse = false; //-- PLAYER: I see. boolean hasResponse0 = false; if (blacksun_guri_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_291"); utils.setScriptVar (player, "conversation.blacksun_guri.branchId", 44); npcSpeak (player, message); npcSetConversationResponses (player, responses); } else { utils.removeScriptVar (player, "conversation.blacksun_guri.branchId"); npcEndConversationWithMessage (player, message); } return SCRIPT_CONTINUE; } } return SCRIPT_DEFAULT; } // ---------------------------------------------------------------------- int blacksun_guri_handleBranch44 (obj_id player, obj_id npc, string_id response) { //-- [BRANCH NOTE] //-- NPC: There have been attempts but most have proven to be fatal to rescue parties. //-- [RESPONSE NOTE] //-- PLAYER: I see. if (response == "s_291") { //-- [NOTE] if (blacksun_guri_condition__defaultCondition (player, npc)) { //-- NPC: Any other questions? string_id message = new string_id (c_stringFile, "s_312"); int numberOfResponses = 0; boolean hasResponse = false; //-- PLAYER: So there are survivors of this virus? boolean hasResponse0 = false; if (blacksun_guri_condition__defaultCondition (player, npc)) { ++numberOfResponses; hasResponse = true; hasResponse0 = true; } //-- PLAYER: What symptoms do the infected exhibit? boolean hasResponse1 = false; if (blacksun_guri_condition__defaultCondition (player, npc)) { ++numberOfResponses; hasResponse = true; hasResponse1 = true; } //-- PLAYER: How did the virus escape in the first place? boolean hasResponse2 = false; if (blacksun_guri_condition__defaultCondition (player, npc)) { ++numberOfResponses; hasResponse = true; hasResponse2 = true; } //-- PLAYER: No, I'm ready. boolean hasResponse3 = false; if (blacksun_guri_condition__defaultCondition (player, npc)) { ++numberOfResponses; hasResponse = true; hasResponse3 = true; } if (hasResponse) { int responseIndex = 0; string_id responses [] = new string_id [numberOfResponses]; if (hasResponse0) responses [responseIndex++] = new string_id (c_stringFile, "s_283"); if (hasResponse1) responses [responseIndex++] = new string_id (c_stringFile, "s_293"); if (hasResponse2) responses [responseIndex++] = new string_id (c_stringFile, "s_303"); if (hasResponse3) responses [responseIndex++] = new string_id (c_stringFile, "s_309"); utils.setScriptVar (player, "conversation.blacksun_guri.branchId", 42); npcSpeak (player, message); npcSetConversationResponses (player, responses); } else { utils.removeScriptVar (player, "conversation.blacksun_guri.branchId"); npcEndConversationWithMessage (player, message); } return SCRIPT_CONTINUE; } } return SCRIPT_DEFAULT; } // ---------------------------------------------------------------------- int blacksun_guri_handleBranch45 (obj_id player, obj_id npc, string_id response) { //-- [BRANCH NOTE] //-- NPC: Any other questions? //-- [RESPONSE NOTE] //-- PLAYER: So there are survivors of this virus? if (response == "s_283") { //-- [NOTE] if (blacksun_guri_condition__defaultCondition (player, npc)) { //-- NPC: Quite a few based on reports. string_id message = new string_id (c_stringFile, "s_285"); int numberOfResponses = 0; boolean hasResponse = false; //-- PLAYER: Why aren't they being evacuated? boolean hasResponse0 = false; if (blacksun_guri_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_287"); utils.setScriptVar (player, "conversation.blacksun_guri.branchId", 43); npcSpeak (player, message); npcSetConversationResponses (player, responses); } else { utils.removeScriptVar (player, "conversation.blacksun_guri.branchId"); npcEndConversationWithMessage (player, message); } return SCRIPT_CONTINUE; } } //-- [RESPONSE NOTE] //-- PLAYER: What symptoms do the infected exhibit? if (response == "s_293") { //-- [NOTE] if (blacksun_guri_condition__defaultCondition (player, npc)) { //-- NPC: Symptoms of the disease are the sudden onset of seizures followed by a phase where the victim appears dead. string_id message = new string_id (c_stringFile, "s_295"); int numberOfResponses = 0; boolean hasResponse = false; //-- PLAYER: And then they just wake up? boolean hasResponse0 = false; if (blacksun_guri_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_297"); utils.setScriptVar (player, "conversation.blacksun_guri.branchId", 46); npcSpeak (player, message); npcSetConversationResponses (player, responses); } else { utils.removeScriptVar (player, "conversation.blacksun_guri.branchId"); npcEndConversationWithMessage (player, message); } return SCRIPT_CONTINUE; } } //-- [RESPONSE NOTE] //-- PLAYER: How did the virus escape in the first place? if (response == "s_303") { //-- [NOTE] if (blacksun_guri_condition__defaultCondition (player, npc)) { //-- NPC: Lord Vader is convinced the Rebellion is behind the outbreak. We think it was a research accident. Did you have any other questions? string_id message = new string_id (c_stringFile, "s_305"); int numberOfResponses = 0; boolean hasResponse = false; //-- PLAYER: So there are survivors of this virus? boolean hasResponse0 = false; if (blacksun_guri_condition__defaultCondition (player, npc)) { ++numberOfResponses; hasResponse = true; hasResponse0 = true; } //-- PLAYER: What symptoms do the infected exhibit? boolean hasResponse1 = false; if (blacksun_guri_condition__defaultCondition (player, npc)) { ++numberOfResponses; hasResponse = true; hasResponse1 = true; } //-- PLAYER: How did the virus escape in the first place? boolean hasResponse2 = false; if (blacksun_guri_condition__defaultCondition (player, npc)) { ++numberOfResponses; hasResponse = true; hasResponse2 = true; } //-- PLAYER: No, I'm ready. boolean hasResponse3 = false; if (blacksun_guri_condition__defaultCondition (player, npc)) { ++numberOfResponses; hasResponse = true; hasResponse3 = true; } if (hasResponse) { int responseIndex = 0; string_id responses [] = new string_id [numberOfResponses]; if (hasResponse0) responses [responseIndex++] = new string_id (c_stringFile, "s_283"); if (hasResponse1) responses [responseIndex++] = new string_id (c_stringFile, "s_293"); if (hasResponse2) responses [responseIndex++] = new string_id (c_stringFile, "s_303"); if (hasResponse3) responses [responseIndex++] = new string_id (c_stringFile, "s_309"); utils.setScriptVar (player, "conversation.blacksun_guri.branchId", 42); npcSpeak (player, message); npcSetConversationResponses (player, responses); } else { utils.removeScriptVar (player, "conversation.blacksun_guri.branchId"); npcEndConversationWithMessage (player, message); } return SCRIPT_CONTINUE; } } //-- [RESPONSE NOTE] //-- PLAYER: No, I'm ready. if (response == "s_309") { //-- [NOTE] if (blacksun_guri_condition__defaultCondition (player, npc)) { blacksun_guri_action_grantMissionOne (player, npc); //-- NPC: I have uploaded the details to your datapad. We have procured a stolen Imperial authorization code that shows you are working as an Imperial volunteer. Anyone who examines the authorization will think you are working for Vader himself. string_id message = new string_id (c_stringFile, "s_311"); utils.removeScriptVar (player, "conversation.blacksun_guri.branchId"); npcEndConversationWithMessage (player, message); return SCRIPT_CONTINUE; } } return SCRIPT_DEFAULT; } // ---------------------------------------------------------------------- int blacksun_guri_handleBranch46 (obj_id player, obj_id npc, string_id response) { //-- [BRANCH NOTE] //-- NPC: Symptoms of the disease are the sudden onset of seizures followed by a phase where the victim appears dead. //-- [RESPONSE NOTE] //-- PLAYER: And then they just wake up? if (response == "s_297") { //-- [NOTE] if (blacksun_guri_condition__defaultCondition (player, npc)) { //-- NPC: Sometime after death the victim suddenly reanimates and becomes very violent. Any non-infected in the immediate area risk being attacked and, if subdued, eaten by the infected. string_id message = new string_id (c_stringFile, "s_299"); int numberOfResponses = 0; boolean hasResponse = false; //-- PLAYER: Wait...what? Eaten? boolean hasResponse0 = false; if (blacksun_guri_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_301"); utils.setScriptVar (player, "conversation.blacksun_guri.branchId", 47); npcSpeak (player, message); npcSetConversationResponses (player, responses); } else { utils.removeScriptVar (player, "conversation.blacksun_guri.branchId"); npcEndConversationWithMessage (player, message); } return SCRIPT_CONTINUE; } } return SCRIPT_DEFAULT; } // ---------------------------------------------------------------------- int blacksun_guri_handleBranch47 (obj_id player, obj_id npc, string_id response) { //-- [BRANCH NOTE] //-- NPC: Sometime after death the victim suddenly reanimates and becomes very violent. Any non-infected in the immediate area risk being attacked and, if subdued, eaten by the infected. //-- [RESPONSE NOTE] //-- PLAYER: Wait...what? Eaten? if (response == "s_301") { //-- [NOTE] if (blacksun_guri_condition__defaultCondition (player, npc)) { //-- NPC: The infected are apparently in a constant state of hunger which appears to be the motivation for attacking. string_id message = new string_id (c_stringFile, "s_313"); int numberOfResponses = 0; boolean hasResponse = false; //-- PLAYER: This is horrible. boolean hasResponse0 = false; if (blacksun_guri_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_314"); utils.setScriptVar (player, "conversation.blacksun_guri.branchId", 48); npcSpeak (player, message); npcSetConversationResponses (player, responses); } else { utils.removeScriptVar (player, "conversation.blacksun_guri.branchId"); npcEndConversationWithMessage (player, message); } return SCRIPT_CONTINUE; } } return SCRIPT_DEFAULT; } // ---------------------------------------------------------------------- int blacksun_guri_handleBranch48 (obj_id player, obj_id npc, string_id response) { //-- [BRANCH NOTE] //-- NPC: The infected are apparently in a constant state of hunger which appears to be the motivation for attacking. //-- [RESPONSE NOTE] //-- PLAYER: This is horrible. if (response == "s_314") { //-- [NOTE] if (blacksun_guri_condition__defaultCondition (player, npc)) { //-- NPC: Any other questions? string_id message = new string_id (c_stringFile, "s_315"); int numberOfResponses = 0; boolean hasResponse = false; //-- PLAYER: So there are survivors of this virus? boolean hasResponse0 = false; if (blacksun_guri_condition__defaultCondition (player, npc)) { ++numberOfResponses; hasResponse = true; hasResponse0 = true; } //-- PLAYER: What symptoms do the infected exhibit? boolean hasResponse1 = false; if (blacksun_guri_condition__defaultCondition (player, npc)) { ++numberOfResponses; hasResponse = true; hasResponse1 = true; } //-- PLAYER: How did the virus escape in the first place? boolean hasResponse2 = false; if (blacksun_guri_condition__defaultCondition (player, npc)) { ++numberOfResponses; hasResponse = true; hasResponse2 = true; } //-- PLAYER: No, I'm ready. boolean hasResponse3 = false; if (blacksun_guri_condition__defaultCondition (player, npc)) { ++numberOfResponses; hasResponse = true; hasResponse3 = true; } if (hasResponse) { int responseIndex = 0; string_id responses [] = new string_id [numberOfResponses]; if (hasResponse0) responses [responseIndex++] = new string_id (c_stringFile, "s_283"); if (hasResponse1) responses [responseIndex++] = new string_id (c_stringFile, "s_293"); if (hasResponse2) responses [responseIndex++] = new string_id (c_stringFile, "s_303"); if (hasResponse3) responses [responseIndex++] = new string_id (c_stringFile, "s_309"); utils.setScriptVar (player, "conversation.blacksun_guri.branchId", 42); npcSpeak (player, message); npcSetConversationResponses (player, responses); } else { utils.removeScriptVar (player, "conversation.blacksun_guri.branchId"); npcEndConversationWithMessage (player, message); } return SCRIPT_CONTINUE; } } return SCRIPT_DEFAULT; } // ---------------------------------------------------------------------- int blacksun_guri_handleBranch49 (obj_id player, obj_id npc, string_id response) { //-- [BRANCH NOTE] //-- NPC: Any other questions? //-- [RESPONSE NOTE] //-- PLAYER: So there are survivors of this virus? if (response == "s_283") { //-- [NOTE] if (blacksun_guri_condition__defaultCondition (player, npc)) { //-- NPC: Quite a few based on reports. string_id message = new string_id (c_stringFile, "s_285"); int numberOfResponses = 0; boolean hasResponse = false; //-- PLAYER: Why aren't they being evacuated? boolean hasResponse0 = false; if (blacksun_guri_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_287"); utils.setScriptVar (player, "conversation.blacksun_guri.branchId", 43); npcSpeak (player, message); npcSetConversationResponses (player, responses); } else { utils.removeScriptVar (player, "conversation.blacksun_guri.branchId"); npcEndConversationWithMessage (player, message); } return SCRIPT_CONTINUE; } } //-- [RESPONSE NOTE] //-- PLAYER: What symptoms do the infected exhibit? if (response == "s_293") { //-- [NOTE] if (blacksun_guri_condition__defaultCondition (player, npc)) { //-- NPC: Symptoms of the disease are the sudden onset of seizures followed by a phase where the victim appears dead. string_id message = new string_id (c_stringFile, "s_295"); int numberOfResponses = 0; boolean hasResponse = false; //-- PLAYER: And then they just wake up? boolean hasResponse0 = false; if (blacksun_guri_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_297"); utils.setScriptVar (player, "conversation.blacksun_guri.branchId", 46); npcSpeak (player, message); npcSetConversationResponses (player, responses); } else { utils.removeScriptVar (player, "conversation.blacksun_guri.branchId"); npcEndConversationWithMessage (player, message); } return SCRIPT_CONTINUE; } } //-- [RESPONSE NOTE] //-- PLAYER: How did the virus escape in the first place? if (response == "s_303") { //-- [NOTE] if (blacksun_guri_condition__defaultCondition (player, npc)) { //-- NPC: Lord Vader is convinced the Rebellion is behind the outbreak. We think it was a research accident. Did you have any other questions? string_id message = new string_id (c_stringFile, "s_305"); int numberOfResponses = 0; boolean hasResponse = false; //-- PLAYER: So there are survivors of this virus? boolean hasResponse0 = false; if (blacksun_guri_condition__defaultCondition (player, npc)) { ++numberOfResponses; hasResponse = true; hasResponse0 = true; } //-- PLAYER: What symptoms do the infected exhibit? boolean hasResponse1 = false; if (blacksun_guri_condition__defaultCondition (player, npc)) { ++numberOfResponses; hasResponse = true; hasResponse1 = true; } //-- PLAYER: How did the virus escape in the first place? boolean hasResponse2 = false; if (blacksun_guri_condition__defaultCondition (player, npc)) { ++numberOfResponses; hasResponse = true; hasResponse2 = true; } //-- PLAYER: No, I'm ready. boolean hasResponse3 = false; if (blacksun_guri_condition__defaultCondition (player, npc)) { ++numberOfResponses; hasResponse = true; hasResponse3 = true; } if (hasResponse) { int responseIndex = 0; string_id responses [] = new string_id [numberOfResponses]; if (hasResponse0) responses [responseIndex++] = new string_id (c_stringFile, "s_283"); if (hasResponse1) responses [responseIndex++] = new string_id (c_stringFile, "s_293"); if (hasResponse2) responses [responseIndex++] = new string_id (c_stringFile, "s_303"); if (hasResponse3) responses [responseIndex++] = new string_id (c_stringFile, "s_309"); utils.setScriptVar (player, "conversation.blacksun_guri.branchId", 42); npcSpeak (player, message); npcSetConversationResponses (player, responses); } else { utils.removeScriptVar (player, "conversation.blacksun_guri.branchId"); npcEndConversationWithMessage (player, message); } return SCRIPT_CONTINUE; } } //-- [RESPONSE NOTE] //-- PLAYER: No, I'm ready. if (response == "s_309") { //-- [NOTE] if (blacksun_guri_condition__defaultCondition (player, npc)) { blacksun_guri_action_grantMissionOne (player, npc); //-- NPC: I have uploaded the details to your datapad. We have procured a stolen Imperial authorization code that shows you are working as an Imperial volunteer. Anyone who examines the authorization will think you are working for Vader himself. string_id message = new string_id (c_stringFile, "s_311"); utils.removeScriptVar (player, "conversation.blacksun_guri.branchId"); npcEndConversationWithMessage (player, message); return SCRIPT_CONTINUE; } } return SCRIPT_DEFAULT; } // ---------------------------------------------------------------------- int blacksun_guri_handleBranch50 (obj_id player, obj_id npc, string_id response) { //-- [BRANCH NOTE] //-- NPC: Lord Vader is convinced the Rebellion is behind the outbreak. We think it was a research accident. Did you have any other questions? //-- [RESPONSE NOTE] //-- PLAYER: So there are survivors of this virus? if (response == "s_283") { //-- [NOTE] if (blacksun_guri_condition__defaultCondition (player, npc)) { //-- NPC: Quite a few based on reports. string_id message = new string_id (c_stringFile, "s_285"); int numberOfResponses = 0; boolean hasResponse = false; //-- PLAYER: Why aren't they being evacuated? boolean hasResponse0 = false; if (blacksun_guri_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_287"); utils.setScriptVar (player, "conversation.blacksun_guri.branchId", 43); npcSpeak (player, message); npcSetConversationResponses (player, responses); } else { utils.removeScriptVar (player, "conversation.blacksun_guri.branchId"); npcEndConversationWithMessage (player, message); } return SCRIPT_CONTINUE; } } //-- [RESPONSE NOTE] //-- PLAYER: What symptoms do the infected exhibit? if (response == "s_293") { //-- [NOTE] if (blacksun_guri_condition__defaultCondition (player, npc)) { //-- NPC: Symptoms of the disease are the sudden onset of seizures followed by a phase where the victim appears dead. string_id message = new string_id (c_stringFile, "s_295"); int numberOfResponses = 0; boolean hasResponse = false; //-- PLAYER: And then they just wake up? boolean hasResponse0 = false; if (blacksun_guri_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_297"); utils.setScriptVar (player, "conversation.blacksun_guri.branchId", 46); npcSpeak (player, message); npcSetConversationResponses (player, responses); } else { utils.removeScriptVar (player, "conversation.blacksun_guri.branchId"); npcEndConversationWithMessage (player, message); } return SCRIPT_CONTINUE; } } //-- [RESPONSE NOTE] //-- PLAYER: How did the virus escape in the first place? if (response == "s_303") { //-- [NOTE] if (blacksun_guri_condition__defaultCondition (player, npc)) { //-- NPC: Lord Vader is convinced the Rebellion is behind the outbreak. We think it was a research accident. Did you have any other questions? string_id message = new string_id (c_stringFile, "s_305"); int numberOfResponses = 0; boolean hasResponse = false; //-- PLAYER: So there are survivors of this virus? boolean hasResponse0 = false; if (blacksun_guri_condition__defaultCondition (player, npc)) { ++numberOfResponses; hasResponse = true; hasResponse0 = true; } //-- PLAYER: What symptoms do the infected exhibit? boolean hasResponse1 = false; if (blacksun_guri_condition__defaultCondition (player, npc)) { ++numberOfResponses; hasResponse = true; hasResponse1 = true; } //-- PLAYER: How did the virus escape in the first place? boolean hasResponse2 = false; if (blacksun_guri_condition__defaultCondition (player, npc)) { ++numberOfResponses; hasResponse = true; hasResponse2 = true; } //-- PLAYER: No, I'm ready. boolean hasResponse3 = false; if (blacksun_guri_condition__defaultCondition (player, npc)) { ++numberOfResponses; hasResponse = true; hasResponse3 = true; } if (hasResponse) { int responseIndex = 0; string_id responses [] = new string_id [numberOfResponses]; if (hasResponse0) responses [responseIndex++] = new string_id (c_stringFile, "s_283"); if (hasResponse1) responses [responseIndex++] = new string_id (c_stringFile, "s_293"); if (hasResponse2) responses [responseIndex++] = new string_id (c_stringFile, "s_303"); if (hasResponse3) responses [responseIndex++] = new string_id (c_stringFile, "s_309"); utils.setScriptVar (player, "conversation.blacksun_guri.branchId", 42); npcSpeak (player, message); npcSetConversationResponses (player, responses); } else { utils.removeScriptVar (player, "conversation.blacksun_guri.branchId"); npcEndConversationWithMessage (player, message); } return SCRIPT_CONTINUE; } } //-- [RESPONSE NOTE] //-- PLAYER: No, I'm ready. if (response == "s_309") { //-- [NOTE] if (blacksun_guri_condition__defaultCondition (player, npc)) { blacksun_guri_action_grantMissionOne (player, npc); //-- NPC: I have uploaded the details to your datapad. We have procured a stolen Imperial authorization code that shows you are working as an Imperial volunteer. Anyone who examines the authorization will think you are working for Vader himself. string_id message = new string_id (c_stringFile, "s_311"); utils.removeScriptVar (player, "conversation.blacksun_guri.branchId"); npcEndConversationWithMessage (player, message); return SCRIPT_CONTINUE; } } return SCRIPT_DEFAULT; } // ---------------------------------------------------------------------- int blacksun_guri_handleBranch52 (obj_id player, obj_id npc, string_id response) { //-- [BRANCH NOTE] //-- NPC: Uh, hello. You look like you might be lost. Would you like to know what is going on here? //-- [RESPONSE NOTE] //-- PLAYER: Yes. if (response == "s_149") { //-- [NOTE] if (blacksun_guri_condition__defaultCondition (player, npc)) { blacksun_guri_action_grantNeutQuest (player, npc); //-- NPC: Okay, let me contact you via comm after I check with Prince Xizor. string_id message = new string_id (c_stringFile, "s_153"); utils.removeScriptVar (player, "conversation.blacksun_guri.branchId"); npcEndConversationWithMessage (player, message); return SCRIPT_CONTINUE; } } return SCRIPT_DEFAULT; } // ---------------------------------------------------------------------- // ====================================================================== // User Script Triggers // ====================================================================== trigger OnInitialize () { if ((!isTangible (self)) || (isPlayer (self))) detachScript(self, "conversation.blacksun_guri"); setCondition (self, CONDITION_CONVERSABLE); return SCRIPT_CONTINUE; } trigger OnAttach () { setCondition (self, CONDITION_CONVERSABLE); 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.blacksun_guri"); 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 (blacksun_guri_condition_hasCompletedAll (player, npc)) { //-- NPC: Don't be silly, %TU. I am not going to give you my comm-number. string_id message = new string_id (c_stringFile, "s_130"); int numberOfResponses = 0; boolean hasResponse = false; //-- PLAYER: Actually, I want to do it all again. boolean hasResponse0 = false; if (blacksun_guri_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_95"); utils.setScriptVar (player, "conversation.blacksun_guri.branchId", 1); prose_package pp = new prose_package (); pp.stringId = message; pp.actor.set (player); pp.target.set (npc); npcStartConversation (player, npc, "blacksun_guri", null, pp, responses); } else { prose_package pp = new prose_package (); pp.stringId = message; pp.actor.set (player); pp.target.set (npc); chat.chat (npc, player, null, null, pp); } return SCRIPT_CONTINUE; } //-- [NOTE] if (blacksun_guri_condition_hasCompletedMissions (player, npc)) { //-- NPC: You have fulfilled your duties honorably, %TU. Saving the Scientists and diminishing the virus were a nice touch. I would venture to say that you are a hero. string_id message = new string_id (c_stringFile, "s_123"); int numberOfResponses = 0; boolean hasResponse = false; //-- PLAYER: Just take the Blackwing sample. boolean hasResponse0 = false; if (blacksun_guri_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_124"); utils.setScriptVar (player, "conversation.blacksun_guri.branchId", 8); prose_package pp = new prose_package (); pp.stringId = message; pp.actor.set (player); pp.target.set (npc); npcStartConversation (player, npc, "blacksun_guri", null, pp, responses); } else { prose_package pp = new prose_package (); pp.stringId = message; pp.actor.set (player); pp.target.set (npc); chat.chat (npc, player, null, null, pp); } return SCRIPT_CONTINUE; } //-- [NOTE] if (blacksun_guri_condition_hasFoundStormtroopers (player, npc)) { //-- NPC: Great job finding the Stormtrooper contingent. Now complete your missions and report back. string_id message = new string_id (c_stringFile, "s_122"); chat.chat (npc, player, message); return SCRIPT_CONTINUE; } //-- [NOTE] if (blacksun_guri_condition_hasSecondQuestImperial (player, npc)) { //-- NPC: You need to find those Stormtroopers at the Research and Prison facility, %TU. I'll be in touch once you locate them. string_id message = new string_id (c_stringFile, "s_121"); prose_package pp = new prose_package (); pp.stringId = message; pp.actor.set (player); pp.target.set (npc); chat.chat (npc, player, null, null, pp); return SCRIPT_CONTINUE; } //-- [NOTE] if (blacksun_guri_condition_hasFirstQuestNeutral (player, npc)) { //-- NPC: Please hurry, %TU, the Empire already has operatives insider the quarantine zone. string_id message = new string_id (c_stringFile, "s_74"); prose_package pp = new prose_package (); pp.stringId = message; pp.actor.set (player); pp.target.set (npc); chat.chat (npc, player, null, null, pp); return SCRIPT_CONTINUE; } //-- [NOTE] if (blacksun_guri_condition_isLiveConversion (player, npc)) { doAnimationAction (npc, "nod"); blacksun_guri_action_clearLiveConversion (player, npc); //-- NPC: Thank you for coming, %TU. string_id message = new string_id (c_stringFile, "s_27"); int numberOfResponses = 0; boolean hasResponse = false; //-- PLAYER: What is this place and who are you? boolean hasResponse0 = false; if (blacksun_guri_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_29"); utils.setScriptVar (player, "conversation.blacksun_guri.branchId", 15); prose_package pp = new prose_package (); pp.stringId = message; pp.actor.set (player); pp.target.set (npc); npcStartConversation (player, npc, "blacksun_guri", null, pp, responses); } else { prose_package pp = new prose_package (); pp.stringId = message; pp.actor.set (player); pp.target.set (npc); chat.chat (npc, player, null, null, pp); } return SCRIPT_CONTINUE; } //-- [NOTE] if (blacksun_guri_condition_hasDeletedLiveConversion (player, npc)) { //-- NPC: Uh, hello. You look like you might be lost. Would you like to know what is going on here? string_id message = new string_id (c_stringFile, "s_147"); int numberOfResponses = 0; boolean hasResponse = false; //-- PLAYER: Yes. boolean hasResponse0 = false; if (blacksun_guri_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_149"); utils.setScriptVar (player, "conversation.blacksun_guri.branchId", 52); npcStartConversation (player, npc, "blacksun_guri", message, responses); } else { chat.chat (npc, player, message); } return SCRIPT_CONTINUE; } //-- [NOTE] if (blacksun_guri_condition__defaultCondition (player, npc)) { //-- NPC: I suggest you evacuate the area citizen. This is no place to be curious. string_id message = new string_id (c_stringFile, "s_157"); 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 != "blacksun_guri") return SCRIPT_CONTINUE; obj_id npc = self; int branchId = utils.getIntScriptVar (player, "conversation.blacksun_guri.branchId"); if (branchId == 1 && blacksun_guri_handleBranch1 (player, npc, response) == SCRIPT_CONTINUE) return SCRIPT_CONTINUE; if (branchId == 2 && blacksun_guri_handleBranch2 (player, npc, response) == SCRIPT_CONTINUE) return SCRIPT_CONTINUE; if (branchId == 3 && blacksun_guri_handleBranch3 (player, npc, response) == SCRIPT_CONTINUE) return SCRIPT_CONTINUE; if (branchId == 4 && blacksun_guri_handleBranch4 (player, npc, response) == SCRIPT_CONTINUE) return SCRIPT_CONTINUE; if (branchId == 8 && blacksun_guri_handleBranch8 (player, npc, response) == SCRIPT_CONTINUE) return SCRIPT_CONTINUE; if (branchId == 9 && blacksun_guri_handleBranch9 (player, npc, response) == SCRIPT_CONTINUE) return SCRIPT_CONTINUE; if (branchId == 10 && blacksun_guri_handleBranch10 (player, npc, response) == SCRIPT_CONTINUE) return SCRIPT_CONTINUE; if (branchId == 15 && blacksun_guri_handleBranch15 (player, npc, response) == SCRIPT_CONTINUE) return SCRIPT_CONTINUE; if (branchId == 16 && blacksun_guri_handleBranch16 (player, npc, response) == SCRIPT_CONTINUE) return SCRIPT_CONTINUE; if (branchId == 17 && blacksun_guri_handleBranch17 (player, npc, response) == SCRIPT_CONTINUE) return SCRIPT_CONTINUE; if (branchId == 19 && blacksun_guri_handleBranch19 (player, npc, response) == SCRIPT_CONTINUE) return SCRIPT_CONTINUE; if (branchId == 20 && blacksun_guri_handleBranch20 (player, npc, response) == SCRIPT_CONTINUE) return SCRIPT_CONTINUE; if (branchId == 21 && blacksun_guri_handleBranch21 (player, npc, response) == SCRIPT_CONTINUE) return SCRIPT_CONTINUE; if (branchId == 22 && blacksun_guri_handleBranch22 (player, npc, response) == SCRIPT_CONTINUE) return SCRIPT_CONTINUE; if (branchId == 24 && blacksun_guri_handleBranch24 (player, npc, response) == SCRIPT_CONTINUE) return SCRIPT_CONTINUE; if (branchId == 25 && blacksun_guri_handleBranch25 (player, npc, response) == SCRIPT_CONTINUE) return SCRIPT_CONTINUE; if (branchId == 26 && blacksun_guri_handleBranch26 (player, npc, response) == SCRIPT_CONTINUE) return SCRIPT_CONTINUE; if (branchId == 27 && blacksun_guri_handleBranch27 (player, npc, response) == SCRIPT_CONTINUE) return SCRIPT_CONTINUE; if (branchId == 28 && blacksun_guri_handleBranch28 (player, npc, response) == SCRIPT_CONTINUE) return SCRIPT_CONTINUE; if (branchId == 29 && blacksun_guri_handleBranch29 (player, npc, response) == SCRIPT_CONTINUE) return SCRIPT_CONTINUE; if (branchId == 30 && blacksun_guri_handleBranch30 (player, npc, response) == SCRIPT_CONTINUE) return SCRIPT_CONTINUE; if (branchId == 31 && blacksun_guri_handleBranch31 (player, npc, response) == SCRIPT_CONTINUE) return SCRIPT_CONTINUE; if (branchId == 32 && blacksun_guri_handleBranch32 (player, npc, response) == SCRIPT_CONTINUE) return SCRIPT_CONTINUE; if (branchId == 33 && blacksun_guri_handleBranch33 (player, npc, response) == SCRIPT_CONTINUE) return SCRIPT_CONTINUE; if (branchId == 34 && blacksun_guri_handleBranch34 (player, npc, response) == SCRIPT_CONTINUE) return SCRIPT_CONTINUE; if (branchId == 35 && blacksun_guri_handleBranch35 (player, npc, response) == SCRIPT_CONTINUE) return SCRIPT_CONTINUE; if (branchId == 36 && blacksun_guri_handleBranch36 (player, npc, response) == SCRIPT_CONTINUE) return SCRIPT_CONTINUE; if (branchId == 37 && blacksun_guri_handleBranch37 (player, npc, response) == SCRIPT_CONTINUE) return SCRIPT_CONTINUE; if (branchId == 38 && blacksun_guri_handleBranch38 (player, npc, response) == SCRIPT_CONTINUE) return SCRIPT_CONTINUE; if (branchId == 39 && blacksun_guri_handleBranch39 (player, npc, response) == SCRIPT_CONTINUE) return SCRIPT_CONTINUE; if (branchId == 40 && blacksun_guri_handleBranch40 (player, npc, response) == SCRIPT_CONTINUE) return SCRIPT_CONTINUE; if (branchId == 41 && blacksun_guri_handleBranch41 (player, npc, response) == SCRIPT_CONTINUE) return SCRIPT_CONTINUE; if (branchId == 42 && blacksun_guri_handleBranch42 (player, npc, response) == SCRIPT_CONTINUE) return SCRIPT_CONTINUE; if (branchId == 43 && blacksun_guri_handleBranch43 (player, npc, response) == SCRIPT_CONTINUE) return SCRIPT_CONTINUE; if (branchId == 44 && blacksun_guri_handleBranch44 (player, npc, response) == SCRIPT_CONTINUE) return SCRIPT_CONTINUE; if (branchId == 45 && blacksun_guri_handleBranch45 (player, npc, response) == SCRIPT_CONTINUE) return SCRIPT_CONTINUE; if (branchId == 46 && blacksun_guri_handleBranch46 (player, npc, response) == SCRIPT_CONTINUE) return SCRIPT_CONTINUE; if (branchId == 47 && blacksun_guri_handleBranch47 (player, npc, response) == SCRIPT_CONTINUE) return SCRIPT_CONTINUE; if (branchId == 48 && blacksun_guri_handleBranch48 (player, npc, response) == SCRIPT_CONTINUE) return SCRIPT_CONTINUE; if (branchId == 49 && blacksun_guri_handleBranch49 (player, npc, response) == SCRIPT_CONTINUE) return SCRIPT_CONTINUE; if (branchId == 50 && blacksun_guri_handleBranch50 (player, npc, response) == SCRIPT_CONTINUE) return SCRIPT_CONTINUE; if (branchId == 52 && blacksun_guri_handleBranch52 (player, npc, response) == SCRIPT_CONTINUE) return SCRIPT_CONTINUE; chat.chat (npc, "Error: Fell through all branches and responses for OnNpcConversationResponse."); utils.removeScriptVar (player, "conversation.blacksun_guri.branchId"); return SCRIPT_CONTINUE; } // ======================================================================