// ====================================================================== // // prof_officer_21.script // Copyright 2004, Sony Online Entertainment // All Rights Reserved. // // Created with SwgConversationEditor 1.36 - 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/prof_officer_21"; // ====================================================================== // Script Conditions // ====================================================================== boolean prof_officer_21_condition__defaultCondition (obj_id player, obj_id npc) { return true; } // ---------------------------------------------------------------------- boolean prof_officer_21_condition_isDoingOfficerQuest (obj_id player, obj_id npc) { if (groundquests.hasCompletedTask (player, "quest/prof_officer_21", "speakWithSarge" )) { return true; } return false; } // ---------------------------------------------------------------------- boolean prof_officer_21_condition_finishingOfficer (obj_id player, obj_id npc) { if (groundquests.isTaskActive (player, "quest/prof_officer_21", "finishingOfficerQuest")) { return true; } return false; } // ---------------------------------------------------------------------- boolean prof_officer_21_condition_doneWithOfficerQuest (obj_id player, obj_id npc) { if (groundquests.hasCompletedQuest (player, "quest/prof_officer_21")) { return true; } return false; } // ---------------------------------------------------------------------- boolean prof_officer_21_condition_notOnQuest (obj_id player, obj_id npc) { if (!utils.isProfession(player, utils.OFFICER) || getLevel(player)<20) { return true; } return false; } // ---------------------------------------------------------------------- boolean prof_officer_21_condition_notOfficer (obj_id player, obj_id npc) { if (!groundquests.isQuestActive (player, "quest/prof_officer_21")) { return true; } return false; } // ====================================================================== // Script Actions // ====================================================================== void prof_officer_21_action_grantOfficerQuest (obj_id player, obj_id npc) { groundquests.sendSignal (player, "killMummers"); } // ---------------------------------------------------------------------- void prof_officer_21_action_sendFinishSignal (obj_id player, obj_id npc) { groundquests.sendSignal (player, "completedOfficer21"); } // ====================================================================== // Script %TO Tokens // ====================================================================== // ====================================================================== // Script %DI Tokens // ====================================================================== // ====================================================================== // Script %DF Tokens // ====================================================================== // ====================================================================== // handleBranch Functions // ====================================================================== int prof_officer_21_handleBranch5 (obj_id player, obj_id npc, string_id response) { //-- [BRANCH NOTE] //-- NPC: The Arrison's tell me you're a pretty good soldier. But before we get into officer training I need to see it for myself. //-- [RESPONSE NOTE] //-- PLAYER: There's something you want me to do? if (response == "s_14") { //-- [NOTE] if (prof_officer_21_condition__defaultCondition (player, npc)) { //-- NPC: It's time for more combat training. Get used to it, a soldier's life is about conflict. string_id message = new string_id (c_stringFile, "s_16"); int numberOfResponses = 0; boolean hasResponse = false; //-- PLAYER: Fine. I'm ready. boolean hasResponse0 = false; if (prof_officer_21_condition__defaultCondition (player, npc)) { ++numberOfResponses; hasResponse = true; hasResponse0 = true; } //-- PLAYER: Conflict? That's it? boolean hasResponse1 = false; if (prof_officer_21_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_18"); if (hasResponse1) responses [responseIndex++] = new string_id (c_stringFile, "s_22"); utils.setScriptVar (player, "conversation.prof_officer_21.branchId", 6); npcSpeak (player, message); npcSetConversationResponses (player, responses); } else { utils.removeScriptVar (player, "conversation.prof_officer_21.branchId"); npcEndConversationWithMessage (player, message); } return SCRIPT_CONTINUE; } } //-- [RESPONSE NOTE] //-- PLAYER: What's wrong with me? if (response == "s_26") { //-- [NOTE] if (prof_officer_21_condition__defaultCondition (player, npc)) { //-- NPC: Don't worry about it, I can tell you're up to the task. I won't hassle you anymore. Let's just get to work, ok? string_id message = new string_id (c_stringFile, "s_28"); int numberOfResponses = 0; boolean hasResponse = false; //-- PLAYER: Sure. boolean hasResponse0 = false; if (prof_officer_21_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_30"); utils.setScriptVar (player, "conversation.prof_officer_21.branchId", 9); npcSpeak (player, message); npcSetConversationResponses (player, responses); } else { utils.removeScriptVar (player, "conversation.prof_officer_21.branchId"); npcEndConversationWithMessage (player, message); } return SCRIPT_CONTINUE; } } return SCRIPT_DEFAULT; } // ---------------------------------------------------------------------- int prof_officer_21_handleBranch6 (obj_id player, obj_id npc, string_id response) { //-- [BRANCH NOTE] //-- NPC: It's time for more combat training. Get used to it, a soldier's life is about conflict. //-- [RESPONSE NOTE] //-- PLAYER: Fine. I'm ready. if (response == "s_18") { //-- [NOTE] if (prof_officer_21_condition__defaultCondition (player, npc)) { prof_officer_21_action_grantOfficerQuest (player, npc); //-- NPC: Good. Here are your orders. Let's see how you handle them. string_id message = new string_id (c_stringFile, "s_20"); utils.removeScriptVar (player, "conversation.prof_officer_21.branchId"); npcEndConversationWithMessage (player, message); return SCRIPT_CONTINUE; } } //-- [RESPONSE NOTE] //-- PLAYER: Conflict? That's it? if (response == "s_22") { //-- [NOTE] if (prof_officer_21_condition__defaultCondition (player, npc)) { prof_officer_21_action_grantOfficerQuest (player, npc); //-- NPC: That's it. Well, that and following orders. Here are yours. Let's see how you do. string_id message = new string_id (c_stringFile, "s_24"); utils.removeScriptVar (player, "conversation.prof_officer_21.branchId"); npcEndConversationWithMessage (player, message); return SCRIPT_CONTINUE; } } return SCRIPT_DEFAULT; } // ---------------------------------------------------------------------- int prof_officer_21_handleBranch9 (obj_id player, obj_id npc, string_id response) { //-- [BRANCH NOTE] //-- NPC: Don't worry about it, I can tell you're up to the task. I won't hassle you anymore. Let's just get to work, ok? //-- [RESPONSE NOTE] //-- PLAYER: Sure. if (response == "s_30") { //-- [NOTE] if (prof_officer_21_condition__defaultCondition (player, npc)) { //-- NPC: Great, now that we have that settled, let's start over. string_id message = new string_id (c_stringFile, "s_32"); int numberOfResponses = 0; boolean hasResponse = false; //-- PLAYER: What did you want? boolean hasResponse0 = false; if (prof_officer_21_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_34"); utils.setScriptVar (player, "conversation.prof_officer_21.branchId", 10); npcSpeak (player, message); npcSetConversationResponses (player, responses); } else { utils.removeScriptVar (player, "conversation.prof_officer_21.branchId"); npcEndConversationWithMessage (player, message); } return SCRIPT_CONTINUE; } } return SCRIPT_DEFAULT; } // ---------------------------------------------------------------------- int prof_officer_21_handleBranch10 (obj_id player, obj_id npc, string_id response) { //-- [BRANCH NOTE] //-- NPC: Great, now that we have that settled, let's start over. //-- [RESPONSE NOTE] //-- PLAYER: What did you want? if (response == "s_34") { //-- [NOTE] if (prof_officer_21_condition__defaultCondition (player, npc)) { //-- NPC: It's time for more combat training. Get used to it, a soldier's life is about conflict. string_id message = new string_id (c_stringFile, "s_16"); int numberOfResponses = 0; boolean hasResponse = false; //-- PLAYER: Fine. I'm ready. boolean hasResponse0 = false; if (prof_officer_21_condition__defaultCondition (player, npc)) { ++numberOfResponses; hasResponse = true; hasResponse0 = true; } //-- PLAYER: Conflict? That's it? boolean hasResponse1 = false; if (prof_officer_21_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_18"); if (hasResponse1) responses [responseIndex++] = new string_id (c_stringFile, "s_22"); utils.setScriptVar (player, "conversation.prof_officer_21.branchId", 6); npcSpeak (player, message); npcSetConversationResponses (player, responses); } else { utils.removeScriptVar (player, "conversation.prof_officer_21.branchId"); npcEndConversationWithMessage (player, message); } return SCRIPT_CONTINUE; } } return SCRIPT_DEFAULT; } // ---------------------------------------------------------------------- // ====================================================================== // User Script Triggers // ====================================================================== trigger OnInitialize () { if ((!isMob (self)) || (isPlayer (self))) detachScript(self, "conversation.prof_officer_21"); 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.prof_officer_21"); 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 (prof_officer_21_condition_doneWithOfficerQuest (player, npc)) { //-- NPC: You did good work. Very good work. string_id message = new string_id (c_stringFile, "s_6"); chat.chat (npc, player, message); return SCRIPT_CONTINUE; } //-- [NOTE] if (prof_officer_21_condition_notOfficer (player, npc)) { //-- NPC: Sorry, you're not the kind of person I'm looking to speak to. string_id message = new string_id (c_stringFile, "s_5"); chat.chat (npc, player, message); return SCRIPT_CONTINUE; } //-- [NOTE] if (prof_officer_21_condition_finishingOfficer (player, npc)) { prof_officer_21_action_sendFinishSignal (player, npc); //-- NPC: Finished, eh? I knew you'd do it. You have it in you, that spark. I can see it. I always know. string_id message = new string_id (c_stringFile, "s_8"); chat.chat (npc, player, message); return SCRIPT_CONTINUE; } //-- [NOTE] if (prof_officer_21_condition_isDoingOfficerQuest (player, npc)) { //-- NPC: You haven't finished up yet. Come back when you do. string_id message = new string_id (c_stringFile, "s_10"); chat.chat (npc, player, message); return SCRIPT_CONTINUE; } //-- [NOTE] if (prof_officer_21_condition__defaultCondition (player, npc)) { //-- NPC: The Arrison's tell me you're a pretty good soldier. But before we get into officer training I need to see it for myself. string_id message = new string_id (c_stringFile, "s_12"); int numberOfResponses = 0; boolean hasResponse = false; //-- PLAYER: There's something you want me to do? boolean hasResponse0 = false; if (prof_officer_21_condition__defaultCondition (player, npc)) { ++numberOfResponses; hasResponse = true; hasResponse0 = true; } //-- PLAYER: What's wrong with me? boolean hasResponse1 = false; if (prof_officer_21_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_14"); if (hasResponse1) responses [responseIndex++] = new string_id (c_stringFile, "s_26"); utils.setScriptVar (player, "conversation.prof_officer_21.branchId", 5); npcStartConversation (player, npc, "prof_officer_21", message, responses); } else { 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 != "prof_officer_21") return SCRIPT_CONTINUE; obj_id npc = self; int branchId = utils.getIntScriptVar (player, "conversation.prof_officer_21.branchId"); if (branchId == 5 && prof_officer_21_handleBranch5 (player, npc, response) == SCRIPT_CONTINUE) return SCRIPT_CONTINUE; if (branchId == 6 && prof_officer_21_handleBranch6 (player, npc, response) == SCRIPT_CONTINUE) return SCRIPT_CONTINUE; if (branchId == 9 && prof_officer_21_handleBranch9 (player, npc, response) == SCRIPT_CONTINUE) return SCRIPT_CONTINUE; if (branchId == 10 && prof_officer_21_handleBranch10 (player, npc, response) == SCRIPT_CONTINUE) return SCRIPT_CONTINUE; chat.chat (npc, "Error: Fell through all branches and responses for OnNpcConversationResponse."); utils.removeScriptVar (player, "conversation.prof_officer_21.branchId"); return SCRIPT_CONTINUE; } // ======================================================================