// ====================================================================== // // fence.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.groundquests; include library.static_item; include library.utils; // ====================================================================== // Script Constants // ====================================================================== string c_stringFile = "conversation/fence"; // ====================================================================== // Script Conditions // ====================================================================== boolean fence_condition__defaultCondition (obj_id player, obj_id npc) { return true; } // ---------------------------------------------------------------------- boolean fence_condition_hasContrabandToGive (obj_id player, obj_id npc) { faceTo(npc, player); string questName = getStringObjVar (npc, "quest_name"); string taskName = getStringObjVar (npc, "task_name"); string dataTableItemToGive = "ITEM_TO_GIVE"; int questCrc = groundquests.getQuestIdFromString (questName); int taskId = groundquests.getTaskId (questCrc, taskName); if (!questIsTaskActive(questCrc, taskId, player)) { // Need to check for alternate quest here if (hasObjVar(npc, "alternate_quest_name")) { questName = getStringObjVar (npc, "alternate_quest_name"); } else { return false; } questCrc = groundquests.getQuestIdFromString (questName); if (!questIsTaskActive(questCrc, taskId, player)) { return false; } } string itemToGive = groundquests.getTaskStringDataEntry(questCrc, taskId, dataTableItemToGive); obj_id[] contents = getInventoryAndEquipment(player); if (contents != null && contents.length > 0) { for(int i = 0;i < contents.length;i++) { if (static_item.isStaticItem(contents[i])) { string itemName = getStaticItemName(contents[i]); if (itemName == itemToGive) { if(!ai_lib.isInCombat(player)) { dictionary webster = new dictionary(); webster.put ("questName", questName); webster.put ("taskName", taskName); webster.put ("itemName", itemName); messageTo (player, "itemGivenToNpc", webster, 0, false); return true; } } } } } return false; } // ---------------------------------------------------------------------- boolean fence_condition_inCombat (obj_id player, obj_id npc) { faceTo(npc, player); if (ai_lib.isInCombat(player)) { return true; } return false; } // ---------------------------------------------------------------------- boolean fence_condition_pvpTimer (obj_id player, obj_id npc) { faceTo(npc, player); string questName = getStringObjVar (npc, "quest_name"); string taskName = getStringObjVar (npc, "task_name"); string dataTableItemToGive = "ITEM_TO_GIVE"; int questCrc = groundquests.getQuestIdFromString (questName); int taskId = groundquests.getTaskId (questCrc, taskName); if (!questIsTaskActive(questCrc, taskId, player)) { // Need to check for alternate quest here if (hasObjVar(npc, "alternate_quest_name")) { questName = getStringObjVar (npc, "alternate_quest_name"); } else { return false; } questCrc = groundquests.getQuestIdFromString (questName); if (!questIsTaskActive(questCrc, taskId, player)) { return false; } } string itemToGive = groundquests.getTaskStringDataEntry(questCrc, taskId, dataTableItemToGive); obj_id[] contents = getInventoryAndEquipment(player); if (contents != null && contents.length > 0) { for(int i = 0;i < contents.length;i++) { if (static_item.isStaticItem(contents[i])) { string itemName = getStaticItemName(contents[i]); if (itemName == itemToGive) { if (groundquests.isTimeRemainingBeforeCompletion(player, questCrc, taskId)) { return true; } } } } } return false; } // ---------------------------------------------------------------------- boolean fence_condition_facePlayer (obj_id player, obj_id npc) { faceTo(npc, player); return true; } // ====================================================================== // Script Actions // ====================================================================== // ====================================================================== // Script %TO Tokens // ====================================================================== // ====================================================================== // Script %DI Tokens // ====================================================================== // ====================================================================== // Script %DF Tokens // ====================================================================== // ====================================================================== // handleBranch Functions // ====================================================================== // ====================================================================== // User Script Triggers // ====================================================================== trigger OnInitialize () { if ((!isTangible (self)) || (isPlayer (self))) detachScript(self, "conversation.fence"); 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.fence"); 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 (fence_condition_pvpTimer (player, npc)) { //-- NPC: I cannot accept delivery yet! You need to wait until I am sure you haven't been followed. string_id message = new string_id (c_stringFile, "s_9"); chat.chat (npc, player, message); return SCRIPT_CONTINUE; } //-- [NOTE] if (fence_condition_hasContrabandToGive (player, npc)) { //-- NPC: Thanks! I have been expecting this. Business is good, tell our friend I am pleased. string_id message = new string_id (c_stringFile, "s_5"); chat.chat (npc, player, message); return SCRIPT_CONTINUE; } //-- [NOTE] if (fence_condition_inCombat (player, npc)) { //-- NPC: Come back to me when things aren't so hot. I see you have a fight on your hands at the moment. string_id message = new string_id (c_stringFile, "s_7"); chat.chat (npc, player, message); return SCRIPT_CONTINUE; } //-- [NOTE] if (fence_condition_facePlayer (player, npc)) { //-- NPC: If you don't mind, I am trying to keep a low profile. Now if you had something I was interested in, it might be a different story. string_id message = new string_id (c_stringFile, "s_10"); 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 != "fence") return SCRIPT_CONTINUE; obj_id npc = self; int branchId = utils.getIntScriptVar (player, "conversation.fence.branchId"); chat.chat (npc, "Error: Fell through all branches and responses for OnNpcConversationResponse."); utils.removeScriptVar (player, "conversation.fence.branchId"); return SCRIPT_CONTINUE; } // ======================================================================