// ====================================================================== // // happer_mos_eisley.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.utils; // ====================================================================== // Script Constants // ====================================================================== string c_stringFile = "conversation/happer_mos_eisley"; // ====================================================================== // Script Conditions // ====================================================================== boolean happer_mos_eisley_condition__defaultCondition (obj_id player, obj_id npc) { return true; } // ---------------------------------------------------------------------- boolean happer_mos_eisley_condition_hasInvestigateQuest (obj_id player, obj_id npc) { faceTo(npc, player); return groundquests.isQuestActive(player, "quest_02_investigate_murder"); } // ---------------------------------------------------------------------- boolean happer_mos_eisley_condition_hasCompletedInvestigate (obj_id player, obj_id npc) { faceTo(npc, player); return groundquests.hasCompletedQuest(player, "quest_02_investigate_murder"); } // ---------------------------------------------------------------------- boolean happer_mos_eisley_condition_hasGatheredTheClue (obj_id player, obj_id npc) { faceTo(npc, player); return groundquests.hasCompletedTask(player, "quest_02_investigate_murder", "getClues") || happer_mos_eisley_condition_hasCompletedInvestigate(player, npc); } // ====================================================================== // Script Actions // ====================================================================== void happer_mos_eisley_action_sendSignalClueUpdate (obj_id player, obj_id npc) { groundquests.sendSignal(player, "getCluesHapper"); } // ---------------------------------------------------------------------- void happer_mos_eisley_action_sendSignalIdentifyBody (obj_id player, obj_id npc) { groundquests.sendSignal(player, "happerIdentifyBody"); } // ---------------------------------------------------------------------- void happer_mos_eisley_action_sendSignalTalkHapper (obj_id player, obj_id npc) { groundquests.sendSignal(player, "speakWithHapper"); } // ====================================================================== // Script %TO Tokens // ====================================================================== // ====================================================================== // Script %DI Tokens // ====================================================================== // ====================================================================== // Script %DF Tokens // ====================================================================== // ====================================================================== // handleBranch Functions // ====================================================================== int happer_mos_eisley_handleBranch2 (obj_id player, obj_id npc, string_id response) { //-- [BRANCH NOTE] //-- NPC: Sorry citizen, I have to attend to this murder scene. //-- [RESPONSE NOTE] //-- PLAYER: Is that Bera Jeza? Oh no! if (response == "s_9") { //-- [NOTE] if (happer_mos_eisley_condition__defaultCondition (player, npc)) { happer_mos_eisley_action_sendSignalIdentifyBody (player, npc); //-- NPC: You know the deceased? Perhaps you could shed some light on what could have happened. string_id message = new string_id (c_stringFile, "s_10"); int numberOfResponses = 0; boolean hasResponse = false; //-- PLAYER: I don't know if I can help, but I am more than willing to assist the Mos Eisley Police if possible. boolean hasResponse0 = false; if (happer_mos_eisley_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_11"); utils.setScriptVar (player, "conversation.happer_mos_eisley.branchId", 3); npcSpeak (player, message); npcSetConversationResponses (player, responses); } else { utils.removeScriptVar (player, "conversation.happer_mos_eisley.branchId"); npcEndConversationWithMessage (player, message); } return SCRIPT_CONTINUE; } } return SCRIPT_DEFAULT; } // ---------------------------------------------------------------------- int happer_mos_eisley_handleBranch3 (obj_id player, obj_id npc, string_id response) { //-- [BRANCH NOTE] //-- NPC: You know the deceased? Perhaps you could shed some light on what could have happened. //-- [RESPONSE NOTE] //-- PLAYER: I don't know if I can help, but I am more than willing to assist the Mos Eisley Police if possible. if (response == "s_11") { //-- [NOTE] if (happer_mos_eisley_condition__defaultCondition (player, npc)) { //-- NPC: When did you last see, uh, Bera Jeza? string_id message = new string_id (c_stringFile, "s_12"); int numberOfResponses = 0; boolean hasResponse = false; //-- PLAYER: It's been a while. Perhaps a week or so. boolean hasResponse0 = false; if (happer_mos_eisley_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_14"); utils.setScriptVar (player, "conversation.happer_mos_eisley.branchId", 4); npcSpeak (player, message); npcSetConversationResponses (player, responses); } else { utils.removeScriptVar (player, "conversation.happer_mos_eisley.branchId"); npcEndConversationWithMessage (player, message); } return SCRIPT_CONTINUE; } } return SCRIPT_DEFAULT; } // ---------------------------------------------------------------------- int happer_mos_eisley_handleBranch4 (obj_id player, obj_id npc, string_id response) { //-- [BRANCH NOTE] //-- NPC: When did you last see, uh, Bera Jeza? //-- [RESPONSE NOTE] //-- PLAYER: It's been a while. Perhaps a week or so. if (response == "s_14") { //-- [NOTE] if (happer_mos_eisley_condition__defaultCondition (player, npc)) { //-- NPC: I see. Well, Ms. Jeza seems to have met her fate an hour or more ago. Probably an organized crime related death. string_id message = new string_id (c_stringFile, "s_16"); int numberOfResponses = 0; boolean hasResponse = false; //-- PLAYER: What do you mean organized? boolean hasResponse0 = false; if (happer_mos_eisley_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_18"); utils.setScriptVar (player, "conversation.happer_mos_eisley.branchId", 5); npcSpeak (player, message); npcSetConversationResponses (player, responses); } else { utils.removeScriptVar (player, "conversation.happer_mos_eisley.branchId"); npcEndConversationWithMessage (player, message); } return SCRIPT_CONTINUE; } } return SCRIPT_DEFAULT; } // ---------------------------------------------------------------------- int happer_mos_eisley_handleBranch5 (obj_id player, obj_id npc, string_id response) { //-- [BRANCH NOTE] //-- NPC: I see. Well, Ms. Jeza seems to have met her fate an hour or more ago. Probably an organized crime related death. //-- [RESPONSE NOTE] //-- PLAYER: What do you mean organized? if (response == "s_18") { //-- [NOTE] if (happer_mos_eisley_condition__defaultCondition (player, npc)) { //-- NPC: Your friend had a large sum of spice on her. If I was a betting man, I'd say she was involved in the manufacture. string_id message = new string_id (c_stringFile, "s_20"); int numberOfResponses = 0; boolean hasResponse = false; //-- PLAYER: Don't you need a lab for that sort of thing? boolean hasResponse0 = false; if (happer_mos_eisley_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_22"); utils.setScriptVar (player, "conversation.happer_mos_eisley.branchId", 6); npcSpeak (player, message); npcSetConversationResponses (player, responses); } else { utils.removeScriptVar (player, "conversation.happer_mos_eisley.branchId"); npcEndConversationWithMessage (player, message); } return SCRIPT_CONTINUE; } } return SCRIPT_DEFAULT; } // ---------------------------------------------------------------------- int happer_mos_eisley_handleBranch6 (obj_id player, obj_id npc, string_id response) { //-- [BRANCH NOTE] //-- NPC: Your friend had a large sum of spice on her. If I was a betting man, I'd say she was involved in the manufacture. //-- [RESPONSE NOTE] //-- PLAYER: Don't you need a lab for that sort of thing? if (response == "s_22") { //-- [NOTE] if (happer_mos_eisley_condition__defaultCondition (player, npc)) { //-- NPC: Once we are done here I'll be interviewing her employer at the Mos Eisley Biolab. I have a feeling they are doing a little bit of moon lighting there. string_id message = new string_id (c_stringFile, "s_24"); int numberOfResponses = 0; boolean hasResponse = false; //-- PLAYER: Is that the lab to the south? boolean hasResponse0 = false; if (happer_mos_eisley_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_26"); utils.setScriptVar (player, "conversation.happer_mos_eisley.branchId", 7); npcSpeak (player, message); npcSetConversationResponses (player, responses); } else { utils.removeScriptVar (player, "conversation.happer_mos_eisley.branchId"); npcEndConversationWithMessage (player, message); } return SCRIPT_CONTINUE; } } return SCRIPT_DEFAULT; } // ---------------------------------------------------------------------- int happer_mos_eisley_handleBranch7 (obj_id player, obj_id npc, string_id response) { //-- [BRANCH NOTE] //-- NPC: Once we are done here I'll be interviewing her employer at the Mos Eisley Biolab. I have a feeling they are doing a little bit of moon lighting there. //-- [RESPONSE NOTE] //-- PLAYER: Is that the lab to the south? if (response == "s_26") { //-- [NOTE] if (happer_mos_eisley_condition__defaultCondition (player, npc)) { happer_mos_eisley_action_sendSignalClueUpdate (player, npc); //-- NPC: I don't know exactly. You shouldn't worry about police matters. Now excuse me. string_id message = new string_id (c_stringFile, "s_28"); utils.removeScriptVar (player, "conversation.happer_mos_eisley.branchId"); npcEndConversationWithMessage (player, message); return SCRIPT_CONTINUE; } } return SCRIPT_DEFAULT; } // ---------------------------------------------------------------------- // ====================================================================== // User Script Triggers // ====================================================================== trigger OnInitialize () { if ((!isTangible (self)) || (isPlayer (self))) detachScript(self, "conversation.happer_mos_eisley"); 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.happer_mos_eisley"); 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 (happer_mos_eisley_condition_hasGatheredTheClue (player, npc)) { //-- NPC: There really isn't anything else you can do here. We'll let you know if we find anything new. string_id message = new string_id (c_stringFile, "s_30"); chat.chat (npc, player, message); return SCRIPT_CONTINUE; } //-- [NOTE] if (happer_mos_eisley_condition_hasInvestigateQuest (player, npc)) { happer_mos_eisley_action_sendSignalTalkHapper (player, npc); //-- NPC: Sorry citizen, I have to attend to this murder scene. string_id message = new string_id (c_stringFile, "s_4"); int numberOfResponses = 0; boolean hasResponse = false; //-- PLAYER: Is that Bera Jeza? Oh no! boolean hasResponse0 = false; if (happer_mos_eisley_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_9"); utils.setScriptVar (player, "conversation.happer_mos_eisley.branchId", 2); npcStartConversation (player, npc, "happer_mos_eisley", message, responses); } else { chat.chat (npc, player, message); } return SCRIPT_CONTINUE; } //-- [NOTE] if (happer_mos_eisley_condition__defaultCondition (player, npc)) { //-- NPC: Sorry citizen, I have a murder scene to attend to. string_id message = new string_id (c_stringFile, "s_32"); 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 != "happer_mos_eisley") return SCRIPT_CONTINUE; obj_id npc = self; int branchId = utils.getIntScriptVar (player, "conversation.happer_mos_eisley.branchId"); if (branchId == 2 && happer_mos_eisley_handleBranch2 (player, npc, response) == SCRIPT_CONTINUE) return SCRIPT_CONTINUE; if (branchId == 3 && happer_mos_eisley_handleBranch3 (player, npc, response) == SCRIPT_CONTINUE) return SCRIPT_CONTINUE; if (branchId == 4 && happer_mos_eisley_handleBranch4 (player, npc, response) == SCRIPT_CONTINUE) return SCRIPT_CONTINUE; if (branchId == 5 && happer_mos_eisley_handleBranch5 (player, npc, response) == SCRIPT_CONTINUE) return SCRIPT_CONTINUE; if (branchId == 6 && happer_mos_eisley_handleBranch6 (player, npc, response) == SCRIPT_CONTINUE) return SCRIPT_CONTINUE; if (branchId == 7 && happer_mos_eisley_handleBranch7 (player, npc, response) == SCRIPT_CONTINUE) return SCRIPT_CONTINUE; chat.chat (npc, "Error: Fell through all branches and responses for OnNpcConversationResponse."); utils.removeScriptVar (player, "conversation.happer_mos_eisley.branchId"); return SCRIPT_CONTINUE; } // ======================================================================