// ====================================================================== // // detainment_npc_rescue.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.badge; include library.buff; include library.chat; include library.collection; include library.conversation; include library.create; include library.factions; include library.groundquests; include library.holiday; include library.static_item; include library.utils; // ====================================================================== // Script Constants // ====================================================================== string c_stringFile = "conversation/detainment_npc_rescue"; // ====================================================================== // Script Conditions // ====================================================================== boolean detainment_npc_rescue_condition__defaultCondition (obj_id player, obj_id npc) { return true; } // ---------------------------------------------------------------------- boolean detainment_npc_rescue_condition_hasTheMisionActiveAndIsMyRescuer (obj_id player, obj_id npc) { faceTo(npc, player); if(!hasObjVar(npc, "rescuer") || !hasObjVar(npc, "rescuerQuest")) { return false; } obj_id rescuer = getObjIdObjVar(npc, "rescuer"); if(!isValidId(rescuer) || !exists(rescuer)) { return false; } if(rescuer != player) { return false; } string activeQuest = getStringObjVar(npc, "rescuerQuest"); if(activeQuest == null || activeQuest.length() <= 0) { return false; } if(!groundquests.isQuestActive(player, activeQuest)) { return false; } return true; } // ---------------------------------------------------------------------- boolean detainment_npc_rescue_condition_isNotMyRescuer (obj_id player, obj_id npc) { faceTo(npc, player); if(!hasObjVar(npc, "rescuer") || !hasObjVar(npc, "rescuerQuest")) { return true; } obj_id rescuer = getObjIdObjVar(npc, "rescuer"); if(!isValidId(rescuer) || !exists(rescuer)) { return true; } if(rescuer != player) { return true; } return false; } // ====================================================================== // Script Actions // ====================================================================== void detainment_npc_rescue_action_changeIntoDisguiseIncrCollection (obj_id player, obj_id npc) { string disguise = getStringObjVar(npc, "disguise"); if(disguise == null || disguise.length() <= 0) { LOG("empire_day_trigger", "The disguise objvar is missing"); destroyObject(npc); return; } if(disguise.startsWith("reb_")) { LOG("empire_day_trigger", "CONVERSATION: imp disguise found, reb collection"); if(hasCompletedCollectionSlotPrereq(player, holiday.IMPERIAL_RESCUE_COUNTER_SLOT)) { modifyCollectionSlotValue(player, holiday.IMPERIAL_RESCUE_COUNTER_SLOT, 1); } } else { LOG("empire_day_trigger", "CONVERSATION: imp disguise found, reb collection"); if(hasCompletedCollectionSlotPrereq(player, holiday.REBEL_RESCUE_COUNTER_SLOT)) { modifyCollectionSlotValue(player, holiday.REBEL_RESCUE_COUNTER_SLOT, 1); } } groundquests.sendSignal(player, "hasReceivedDisguise"); location mobLoc = getLocation(npc); if(mobLoc == null) { LOG("empire_day_trigger", "The location of the mob is missing"); destroyObject(npc); return; } obj_id rescuer = getObjIdObjVar(npc, "rescuer"); if(!isValidId(rescuer) || !exists(rescuer)) { LOG("empire_day_trigger", "The rescuer objvar is missing"); destroyObject(npc); return; } obj_id mob = create.object(disguise, mobLoc, 100); if(!isValidId(mob)) { LOG("empire_day_trigger", "The Mob was not properly created"); } setObjVar(mob, "rescuer", rescuer); npcEndConversation (player); destroyObject(npc); } // ====================================================================== // Script %TO Tokens // ====================================================================== string detainment_npc_rescue_tokenTO_timeLeftRecruitment (obj_id player, obj_id npc) { string returnString = holiday.getTimeRemainingBeforeLockoutRemoved(player, holiday.EMPIRE_DAY_RECRUITMENT_TIMESTAMP); if(returnString == null || returnString.equals("")) return "might have to contact Customer Service. I can't seem to get any time data off your character."; return returnString; } // ---------------------------------------------------------------------- string detainment_npc_rescue_tokenTO_timeLeftPropaganda (obj_id player, obj_id npc) { string returnString = holiday.getTimeRemainingBeforeLockoutRemoved(player, holiday.EMPIRE_DAY_PROPAGANDA_TIMESTAMP); if(returnString == null || returnString.equals("")) return "might have to contact Customer Service. I can't seem to get any time data off your character."; return returnString; } // ====================================================================== // Script %DI Tokens // ====================================================================== int detainment_npc_rescue_tokenDI_notUsed (obj_id player, obj_id npc) { return 0; } // ====================================================================== // Script %DF Tokens // ====================================================================== // ====================================================================== // handleBranch Functions // ====================================================================== int detainment_npc_rescue_handleBranch2 (obj_id player, obj_id npc, string_id response) { //-- [BRANCH NOTE] //-- NPC: I sure am glad to see you, %TU! //-- [RESPONSE NOTE] //-- PLAYER: Here is your disguise. if (response == "s_79") { //-- [NOTE] if (detainment_npc_rescue_condition__defaultCondition (player, npc)) { //-- NPC: So change into this? string_id message = new string_id (c_stringFile, "s_80"); int numberOfResponses = 0; boolean hasResponse = false; //-- PLAYER: Yes. It should help you slip past any guards. boolean hasResponse0 = false; if (detainment_npc_rescue_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_8"); utils.setScriptVar (player, "conversation.detainment_npc_rescue.branchId", 3); npcSpeak (player, message); npcSetConversationResponses (player, responses); } else { utils.removeScriptVar (player, "conversation.detainment_npc_rescue.branchId"); npcEndConversationWithMessage (player, message); } return SCRIPT_CONTINUE; } } return SCRIPT_DEFAULT; } // ---------------------------------------------------------------------- int detainment_npc_rescue_handleBranch3 (obj_id player, obj_id npc, string_id response) { //-- [BRANCH NOTE] //-- NPC: So change into this? //-- [RESPONSE NOTE] //-- PLAYER: Yes. It should help you slip past any guards. if (response == "s_8") { //-- [NOTE] if (detainment_npc_rescue_condition__defaultCondition (player, npc)) { detainment_npc_rescue_action_changeIntoDisguiseIncrCollection (player, npc); //-- NPC: Sounds like a plan. string_id message = new string_id (c_stringFile, "s_10"); utils.removeScriptVar (player, "conversation.detainment_npc_rescue.branchId"); npcEndConversationWithMessage (player, message); return SCRIPT_CONTINUE; } } return SCRIPT_DEFAULT; } // ---------------------------------------------------------------------- // ====================================================================== // User Script Triggers // ====================================================================== trigger OnInitialize () { if ((!isTangible (self)) || (isPlayer (self))) detachScript(self, "conversation.detainment_npc_rescue"); setCondition (self, CONDITION_CONVERSABLE); setCondition (self, CONDITION_INTERESTING); return SCRIPT_CONTINUE; } trigger OnAttach () { setCondition (self, CONDITION_CONVERSABLE); setCondition (self, CONDITION_INTERESTING); 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.detainment_npc_rescue"); return SCRIPT_CONTINUE; } trigger OnDetach () { clearCondition (self, CONDITION_CONVERSABLE); 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 (detainment_npc_rescue_condition_isNotMyRescuer (player, npc)) { //-- NPC: I'm waiting for someone else. string_id message = new string_id (c_stringFile, "s_81"); chat.chat (npc, player, message); return SCRIPT_CONTINUE; } //-- [NOTE] if (detainment_npc_rescue_condition_hasTheMisionActiveAndIsMyRescuer (player, npc)) { //-- NPC: I sure am glad to see you, %TU! string_id message = new string_id (c_stringFile, "s_78"); int numberOfResponses = 0; boolean hasResponse = false; //-- PLAYER: Here is your disguise. boolean hasResponse0 = false; if (detainment_npc_rescue_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_79"); utils.setScriptVar (player, "conversation.detainment_npc_rescue.branchId", 2); prose_package pp = new prose_package (); pp.stringId = message; pp.actor.set (player); pp.target.set (npc); npcStartConversation (player, npc, "detainment_npc_rescue", 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; } 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 != "detainment_npc_rescue") return SCRIPT_CONTINUE; obj_id npc = self; int branchId = utils.getIntScriptVar (player, "conversation.detainment_npc_rescue.branchId"); if (branchId == 2 && detainment_npc_rescue_handleBranch2 (player, npc, response) == SCRIPT_CONTINUE) return SCRIPT_CONTINUE; if (branchId == 3 && detainment_npc_rescue_handleBranch3 (player, npc, response) == SCRIPT_CONTINUE) return SCRIPT_CONTINUE; chat.chat (npc, "Error: Fell through all branches and responses for OnNpcConversationResponse."); utils.removeScriptVar (player, "conversation.detainment_npc_rescue.branchId"); return SCRIPT_CONTINUE; } // ======================================================================