// ====================================================================== // // npe_medic_wounded2.script // Copyright 2004, Sony Online Entertainment // All Rights Reserved. // // Created with SwgConversationEditor 1.35 - DO NOT EDIT THIS AUTO-GENERATED FILE! // // ====================================================================== // ====================================================================== // Library Includes // ====================================================================== include library.ai_lib; include library.chat; include library.groundquests; include library.utils; // ====================================================================== // Script Constants // ====================================================================== string c_stringFile = "conversation/npe_medic_wounded2"; // ====================================================================== // Script Conditions // ====================================================================== boolean npe_medic_wounded2_condition__defaultCondition (obj_id player, obj_id npc) { return true; } // ---------------------------------------------------------------------- boolean npe_medic_wounded2_condition_hasNotHealed (obj_id player, obj_id npc) { return groundquests.isTaskActive(player, "npe_medic2", "npe_medic2_heal"); } // ---------------------------------------------------------------------- boolean npe_medic_wounded2_condition_isBackWithToxin (obj_id player, obj_id npc) { return groundquests.isTaskActive(player, "npe_medic2", "return_technician"); } // ---------------------------------------------------------------------- boolean npe_medic_wounded2_condition_allHealed (obj_id player, obj_id npc) { return (groundquests.hasCompletedTask(player, "npe_medic2", "return_technician") || groundquests.hasCompletedQuest(player, "npe_medic2")); } // ---------------------------------------------------------------------- boolean npe_medic_wounded2_condition_wasHealed1 (obj_id player, obj_id npc) { return groundquests.isTaskActive(player, "npe_medic2", "talk_technician"); } // ====================================================================== // Script Actions // ====================================================================== void npe_medic_wounded2_action_sendSignalHealed (obj_id player, obj_id npc) { groundquests.sendSignal(player, "npe_medic_heal_worker_1"); return; } // ---------------------------------------------------------------------- void npe_medic_wounded2_action_facePlayer (obj_id player, obj_id npc) { faceTo(npc, player); } // ---------------------------------------------------------------------- void npe_medic_wounded2_action_sendSignalGoBack (obj_id player, obj_id npc) { groundquests.sendSignal(player, "npe_technician1"); } // ---------------------------------------------------------------------- void npe_medic_wounded2_action_sendSignalToxinDone (obj_id player, obj_id npc) { groundquests.sendSignal(player, "npe_technician2"); } // ====================================================================== // Script %TO Tokens // ====================================================================== // ====================================================================== // Script %DI Tokens // ====================================================================== // ====================================================================== // Script %DF Tokens // ====================================================================== // ====================================================================== // handleBranch Functions // ====================================================================== int npe_medic_wounded2_handleBranch1 (obj_id player, obj_id npc, string_id response) { //-- [BRANCH NOTE] //-- NPC: I'm starting to feel better, but I still don't think I can go anywhere. //-- [RESPONSE NOTE] //-- PLAYER: Just rest. That will fade. if (response == "s_29") { //-- [NOTE] if (npe_medic_wounded2_condition__defaultCondition (player, npc)) { //-- NPC: Thank you. string_id message = new string_id (c_stringFile, "s_30"); utils.removeScriptVar (player, "conversation.npe_medic_wounded2.branchId"); npcEndConversationWithMessage (player, message); return SCRIPT_CONTINUE; } } return SCRIPT_DEFAULT; } // ---------------------------------------------------------------------- int npe_medic_wounded2_handleBranch3 (obj_id player, obj_id npc, string_id response) { //-- [BRANCH NOTE] //-- NPC: I've been feeling worse since you left. //-- [RESPONSE NOTE] //-- PLAYER: Not to worry...I have an antitoxin for you. if (response == "s_25") { //-- [NOTE] if (npe_medic_wounded2_condition__defaultCondition (player, npc)) { npe_medic_wounded2_action_sendSignalToxinDone (player, npc); //-- NPC: Thank you. I will take it right now! string_id message = new string_id (c_stringFile, "s_27"); utils.removeScriptVar (player, "conversation.npe_medic_wounded2.branchId"); npcEndConversationWithMessage (player, message); return SCRIPT_CONTINUE; } } return SCRIPT_DEFAULT; } // ---------------------------------------------------------------------- int npe_medic_wounded2_handleBranch5 (obj_id player, obj_id npc, string_id response) { //-- [BRANCH NOTE] //-- NPC: My eyes don't hurt anymore, but I still can't see and I'm still woozy. //-- [RESPONSE NOTE] //-- PLAYER: What were you doing before the monitor repairs? if (response == "s_24") { //-- [NOTE] if (npe_medic_wounded2_condition__defaultCondition (player, npc)) { //-- NPC: All I did was handle some cargo that was recently unloaded onto the station. string_id message = new string_id (c_stringFile, "s_26"); int numberOfResponses = 0; boolean hasResponse = false; //-- PLAYER: It must have something to do with that cargo. boolean hasResponse0 = false; if (npe_medic_wounded2_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_13"); utils.setScriptVar (player, "conversation.npe_medic_wounded2.branchId", 6); npcSpeak (player, message); npcSetConversationResponses (player, responses); } else { utils.removeScriptVar (player, "conversation.npe_medic_wounded2.branchId"); npcEndConversationWithMessage (player, message); } return SCRIPT_CONTINUE; } } return SCRIPT_DEFAULT; } // ---------------------------------------------------------------------- int npe_medic_wounded2_handleBranch6 (obj_id player, obj_id npc, string_id response) { //-- [BRANCH NOTE] //-- NPC: All I did was handle some cargo that was recently unloaded onto the station. //-- [RESPONSE NOTE] //-- PLAYER: It must have something to do with that cargo. if (response == "s_13") { //-- [NOTE] if (npe_medic_wounded2_condition__defaultCondition (player, npc)) { //-- NPC: What do I do? I'm feeling worse. string_id message = new string_id (c_stringFile, "s_15"); int numberOfResponses = 0; boolean hasResponse = false; //-- PLAYER: Stay here while I get help. boolean hasResponse0 = false; if (npe_medic_wounded2_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.npe_medic_wounded2.branchId", 7); npcSpeak (player, message); npcSetConversationResponses (player, responses); } else { utils.removeScriptVar (player, "conversation.npe_medic_wounded2.branchId"); npcEndConversationWithMessage (player, message); } return SCRIPT_CONTINUE; } } return SCRIPT_DEFAULT; } // ---------------------------------------------------------------------- int npe_medic_wounded2_handleBranch7 (obj_id player, obj_id npc, string_id response) { //-- [BRANCH NOTE] //-- NPC: What do I do? I'm feeling worse. //-- [RESPONSE NOTE] //-- PLAYER: Stay here while I get help. if (response == "s_18") { //-- [NOTE] if (npe_medic_wounded2_condition__defaultCondition (player, npc)) { npe_medic_wounded2_action_sendSignalGoBack (player, npc); //-- NPC: Okay. Thank you. string_id message = new string_id (c_stringFile, "s_20"); utils.removeScriptVar (player, "conversation.npe_medic_wounded2.branchId"); npcEndConversationWithMessage (player, message); return SCRIPT_CONTINUE; } } return SCRIPT_DEFAULT; } // ---------------------------------------------------------------------- int npe_medic_wounded2_handleBranch9 (obj_id player, obj_id npc, string_id response) { //-- [BRANCH NOTE] //-- NPC: My eyes! I burned my eyes! //-- [RESPONSE NOTE] //-- PLAYER: Don't worry...I can help you. if (response == "s_32") { //-- [NOTE] if (npe_medic_wounded2_condition__defaultCondition (player, npc)) { //-- NPC: Please hurry! string_id message = new string_id (c_stringFile, "s_34"); utils.removeScriptVar (player, "conversation.npe_medic_wounded2.branchId"); npcEndConversationWithMessage (player, message); return SCRIPT_CONTINUE; } } return SCRIPT_DEFAULT; } // ---------------------------------------------------------------------- // ====================================================================== // User Script Triggers // ====================================================================== trigger OnInitialize () { if ((!isMob (self)) || (isPlayer (self))) detachScript(self, "conversation.npe_medic_wounded2"); setCondition (self, CONDITION_CONVERSABLE); setInvulnerable( self, true ); setName( self, "Injured Technician"); //setPosture(self, POSTURE_UPRIGHT); ai_lib.setCustomIdleAnimation(self, "npc_dead_03"); return SCRIPT_CONTINUE; } trigger OnAttach () { setCondition (self, CONDITION_CONVERSABLE); setInvulnerable( self, true ); setName( self, "Injured Technician"); //setPosture(self, POSTURE_UPRIGHT); ai_lib.setCustomIdleAnimation(self, "npc_dead_03"); 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.npe_medic_wounded2"); 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 (npe_medic_wounded2_condition_allHealed (player, npc)) { //-- NPC: I'm starting to feel better, but I still don't think I can go anywhere. string_id message = new string_id (c_stringFile, "s_28"); int numberOfResponses = 0; boolean hasResponse = false; //-- PLAYER: Just rest. That will fade. boolean hasResponse0 = false; if (npe_medic_wounded2_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.npe_medic_wounded2.branchId", 1); npcStartConversation (player, npc, "npe_medic_wounded2", message, responses); } else { chat.chat (npc, player, message); } return SCRIPT_CONTINUE; } //-- [NOTE] if (npe_medic_wounded2_condition_isBackWithToxin (player, npc)) { //-- NPC: I've been feeling worse since you left. string_id message = new string_id (c_stringFile, "s_23"); int numberOfResponses = 0; boolean hasResponse = false; //-- PLAYER: Not to worry...I have an antitoxin for you. boolean hasResponse0 = false; if (npe_medic_wounded2_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_25"); utils.setScriptVar (player, "conversation.npe_medic_wounded2.branchId", 3); npcStartConversation (player, npc, "npe_medic_wounded2", message, responses); } else { chat.chat (npc, player, message); } return SCRIPT_CONTINUE; } //-- [NOTE] if (npe_medic_wounded2_condition_wasHealed1 (player, npc)) { //-- NPC: My eyes don't hurt anymore, but I still can't see and I'm still woozy. string_id message = new string_id (c_stringFile, "s_16"); int numberOfResponses = 0; boolean hasResponse = false; //-- PLAYER: What were you doing before the monitor repairs? boolean hasResponse0 = false; if (npe_medic_wounded2_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_24"); utils.setScriptVar (player, "conversation.npe_medic_wounded2.branchId", 5); npcStartConversation (player, npc, "npe_medic_wounded2", message, responses); } else { chat.chat (npc, player, message); } return SCRIPT_CONTINUE; } //-- [NOTE] if (npe_medic_wounded2_condition_hasNotHealed (player, npc)) { //-- NPC: My eyes! I burned my eyes! string_id message = new string_id (c_stringFile, "s_22"); int numberOfResponses = 0; boolean hasResponse = false; //-- PLAYER: Don't worry...I can help you. boolean hasResponse0 = false; if (npe_medic_wounded2_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_32"); utils.setScriptVar (player, "conversation.npe_medic_wounded2.branchId", 9); npcStartConversation (player, npc, "npe_medic_wounded2", message, responses); } else { chat.chat (npc, player, message); } return SCRIPT_CONTINUE; } //-- [NOTE] if (npe_medic_wounded2_condition__defaultCondition (player, npc)) { //-- NPC: Ohh, it hurts... string_id message = new string_id (c_stringFile, "s_40"); 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 != "npe_medic_wounded2") return SCRIPT_CONTINUE; obj_id npc = self; int branchId = utils.getIntScriptVar (player, "conversation.npe_medic_wounded2.branchId"); if (branchId == 1 && npe_medic_wounded2_handleBranch1 (player, npc, response) == SCRIPT_CONTINUE) return SCRIPT_CONTINUE; if (branchId == 3 && npe_medic_wounded2_handleBranch3 (player, npc, response) == SCRIPT_CONTINUE) return SCRIPT_CONTINUE; if (branchId == 5 && npe_medic_wounded2_handleBranch5 (player, npc, response) == SCRIPT_CONTINUE) return SCRIPT_CONTINUE; if (branchId == 6 && npe_medic_wounded2_handleBranch6 (player, npc, response) == SCRIPT_CONTINUE) return SCRIPT_CONTINUE; if (branchId == 7 && npe_medic_wounded2_handleBranch7 (player, npc, response) == SCRIPT_CONTINUE) return SCRIPT_CONTINUE; if (branchId == 9 && npe_medic_wounded2_handleBranch9 (player, npc, response) == SCRIPT_CONTINUE) return SCRIPT_CONTINUE; chat.chat (npc, "Error: Fell through all branches and responses for OnNpcConversationResponse."); utils.removeScriptVar (player, "conversation.npe_medic_wounded2.branchId"); return SCRIPT_CONTINUE; } // ======================================================================