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dsrc/sku.0/sys.server/compiled/game/script/conversation/azure_cabal_haadj.script
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2013-09-10 23:17:15 -07:00

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// ======================================================================
//
// azure_cabal_haadj.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.combat;
include library.groundquests;
include library.money;
include library.utils;
// ======================================================================
// Script Constants
// ======================================================================
string c_stringFile = "conversation/azure_cabal_haadj";
// ======================================================================
// Script Conditions
// ======================================================================
boolean azure_cabal_haadj_condition__defaultCondition (obj_id player, obj_id npc)
{
return true;
}
// ----------------------------------------------------------------------
boolean azure_cabal_haadj_condition_onAssignment_30ENF_Q1B (obj_id player, obj_id npc)
{
return groundquests.isTaskActive(player, "ac_repeater_loruna_enf_30_dnpc1_haadj_01", "ac_30_haadj_01_dm2");
}
// ----------------------------------------------------------------------
boolean azure_cabal_haadj_condition_onAssignment_30ENF_Q1C (obj_id player, obj_id npc)
{
return groundquests.isTaskActive(player, "ac_repeater_loruna_enf_30_dnpc1_haadj_01", "ac_30_haadj_01_dml1");
}
// ----------------------------------------------------------------------
boolean azure_cabal_haadj_condition_onAssignment_30ENF_Q1D (obj_id player, obj_id npc)
{
return groundquests.isTaskActive(player, "ac_repeater_loruna_enf_30_dnpc1_haadj_01", "ac_30_haadj_01_dml2");
}
// ----------------------------------------------------------------------
boolean azure_cabal_haadj_condition_onTask_30ENF_Q1_Return (obj_id player, obj_id npc)
{
return groundquests.isTaskActive(player, "ac_repeater_loruna_enf_30_dnpc1_haadj_01", "ac_30_haadj_01_wfs_quest_complete");
}
// ----------------------------------------------------------------------
boolean azure_cabal_haadj_condition_onTask_30ENF_Repeater_Q1orQ2 (obj_id player, obj_id npc)
{
return (groundquests.isTaskActive(player, "ac_repeater_loruna_enf_30", "ac_repeater_loruna_enf_30_WFS_haadj_01") ||
groundquests.isTaskActive(player, "ac_repeater_loruna_enf_30", "ac_repeater_loruna_enf_30_WFS_haadj_02"));
}
// ----------------------------------------------------------------------
boolean azure_cabal_haadj_condition_onQuest_30ENF_Q1 (obj_id player, obj_id npc)
{
return groundquests.isQuestActive(player, "ac_repeater_loruna_enf_30_dnpc1_haadj_01");
}
// ----------------------------------------------------------------------
boolean azure_cabal_haadj_condition_onAssignment_30ENF_Q2A (obj_id player, obj_id npc)
{
return groundquests.isTaskActive(player, "ac_repeater_loruna_enf_30_dnpc1_haadj_02", "ac_30_haadj_02_dm1");
}
// ----------------------------------------------------------------------
boolean azure_cabal_haadj_condition_onAssignment_30ENF_Q2B (obj_id player, obj_id npc)
{
return groundquests.isTaskActive(player, "ac_repeater_loruna_enf_30_dnpc1_haadj_02", "ac_30_haadj_02_dm2");
}
// ----------------------------------------------------------------------
boolean azure_cabal_haadj_condition_onAssignment_30ENF_Q2C (obj_id player, obj_id npc)
{
return (groundquests.isTaskActive(player, "ac_repeater_loruna_enf_30_dnpc1_haadj_02", "ac_30_haadj_02_dml1") ||
groundquests.isTaskActive(player, "ac_repeater_loruna_enf_30_dnpc1_haadj_02", "ac_30_haadj_02_dml1_retrieve"));
}
// ----------------------------------------------------------------------
boolean azure_cabal_haadj_condition_onAssignment_30ENF_Q2D (obj_id player, obj_id npc)
{
return (groundquests.isTaskActive(player, "ac_repeater_loruna_enf_30_dnpc1_haadj_02", "ac_30_haadj_02_dml2_retrieve") ||
groundquests.isTaskActive(player, "ac_repeater_loruna_enf_30_dnpc1_haadj_02", "ac_30_haadj_02_dml2"));
}
// ----------------------------------------------------------------------
boolean azure_cabal_haadj_condition_onAssignment_30ENF_Q1A (obj_id player, obj_id npc)
{
return groundquests.isTaskActive(player, "ac_repeater_loruna_enf_30_dnpc1_haadj_01", "ac_30_haadj_01_dm1");
}
// ----------------------------------------------------------------------
boolean azure_cabal_haadj_condition_onTask_30ENF_Q2_Return (obj_id player, obj_id npc)
{
return groundquests.isTaskActive(player, "ac_repeater_loruna_enf_30_dnpc1_haadj_02", "ac_30_haadj_02_wfs_quest_complete");
}
// ----------------------------------------------------------------------
boolean azure_cabal_haadj_condition_onQuest_30ENF_Q2 (obj_id player, obj_id npc)
{
return groundquests.isQuestActive(player, "ac_repeater_loruna_enf_30_dnpc1_haadj_02");
}
// ----------------------------------------------------------------------
boolean azure_cabal_haadj_condition_onTask_30ENF_Repeater_Q1 (obj_id player, obj_id npc)
{
return groundquests.isTaskActive(player, "ac_repeater_loruna_enf_30", "ac_repeater_loruna_enf_30_WFS_haadj_01");
}
// ----------------------------------------------------------------------
boolean azure_cabal_haadj_condition_onTask_30ENF_Repeater_Q2 (obj_id player, obj_id npc)
{
return groundquests.isTaskActive(player, "ac_repeater_loruna_enf_30", "ac_repeater_loruna_enf_30_WFS_haadj_02");
}
// ----------------------------------------------------------------------
boolean azure_cabal_haadj_condition_onQuest_30ENF_Q1orQ2 (obj_id player, obj_id npc)
{
return (groundquests.isQuestActive(player, "ac_repeater_loruna_enf_30_dnpc1_haadj_01") ||
groundquests.isQuestActive(player, "ac_repeater_loruna_enf_30_dnpc1_haadj_02"));
}
// ======================================================================
// Script Actions
// ======================================================================
void azure_cabal_haadj_action_grant30Q1 (obj_id player, obj_id npc)
{
faceTo(npc, player);
groundquests.grantQuest(player, "quest/ac_repeater_loruna_enf_30_dnpc1_haadj_01");
}
// ----------------------------------------------------------------------
void azure_cabal_haadj_action_signal_30ENF_ClearRepeaterQuest (obj_id player, obj_id npc)
{
faceTo(npc, player);
groundquests.sendSignal(player, "ac_repeater_loruna_enf_30_signal_clear_quest");
}
// ----------------------------------------------------------------------
void azure_cabal_haadj_action_facePlayer (obj_id player, obj_id npc)
{
faceTo(npc, player);
}
// ----------------------------------------------------------------------
void azure_cabal_haadj_action_grant30Q2 (obj_id player, obj_id npc)
{
faceTo(npc, player);
groundquests.grantQuest(player, "quest/ac_repeater_loruna_enf_30_dnpc1_haadj_02");
}
// ----------------------------------------------------------------------
void azure_cabal_haadj_action_signal_30ENF_CompleteQuest (obj_id player, obj_id npc)
{
faceTo(npc, player);
groundquests.sendSignal(player, "ac_quest_complete");
}
// ======================================================================
// Script %TO Tokens
// ======================================================================
string azure_cabal_haadj_tokenTO_playerFirstName (obj_id player, obj_id npc)
{
string name = getFirstName(player);
return name;
}
// ----------------------------------------------------------------------
string azure_cabal_haadj_tokenTO_playersProfession (obj_id player, obj_id npc)
{
return new string();
}
// ======================================================================
// Script %DI Tokens
// ======================================================================
// ======================================================================
// Script %DF Tokens
// ======================================================================
// ======================================================================
// handleBranch<n> Functions
// ======================================================================
int azure_cabal_haadj_handleBranch1 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Loruna sent you? Okay, that's her call. I have an assignment for you, but I cannot tell you what it is until you agree to complete it. Rules are rules, after all.
//-- [RESPONSE NOTE]
//-- PLAYER: I accept the assignment
if (response == "s_170")
{
azure_cabal_haadj_action_grant30Q1 (player, npc);
//-- [NOTE]
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
//-- NPC: Fine. I will upload the assignment to your journal. If you have additional questions, I will address them.
string_id message = new string_id (c_stringFile, "s_172");
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: Not interested.
if (response == "s_171")
{
//-- [NOTE]
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
//-- NPC: Do you understand that refusing this assignment means that you want cease active service to the Azure Cabal?
string_id message = new string_id (c_stringFile, "s_181");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: On second thought, I will do it.
boolean hasResponse0 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I want out.
boolean hasResponse1 = false;
if (azure_cabal_haadj_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_182");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_183");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 3);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int azure_cabal_haadj_handleBranch3 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Do you understand that refusing this assignment means that you want cease active service to the Azure Cabal?
//-- [RESPONSE NOTE]
//-- PLAYER: On second thought, I will do it.
if (response == "s_182")
{
azure_cabal_haadj_action_grant30Q1 (player, npc);
//-- [NOTE]
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
//-- NPC: Fine. I will upload the assignment to your journal. If you have additional questions, I will address them.
string_id message = new string_id (c_stringFile, "s_172");
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I want out.
if (response == "s_183")
{
//-- [NOTE]
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
//-- NPC: Then hie thee hence... that means go away.
string_id message = new string_id (c_stringFile, "s_185");
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int azure_cabal_haadj_handleBranch5 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Loruna must have a high estimation of your abilities to send you for this assignment. I cannot reveal the nature of the mission until you agree to participate. I can tell you this much: it's against the Drennics.
//-- [RESPONSE NOTE]
//-- PLAYER: I'll take on the Drennics again.
if (response == "s_175")
{
azure_cabal_haadj_action_grant30Q2 (player, npc);
//-- [NOTE]
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
//-- NPC: Good. I will upload the assignment to your journal. If you have additional questions, I will address them.
string_id message = new string_id (c_stringFile, "s_180");
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: Not interested.
if (response == "s_176")
{
//-- [NOTE]
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
//-- NPC: Are you sure? If you refuse this assignment, I will not offer it again.
string_id message = new string_id (c_stringFile, "s_177");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: On second thought, I'll take it.
boolean hasResponse0 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I'm not interested.
boolean hasResponse1 = false;
if (azure_cabal_haadj_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_178");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_179");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 7);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int azure_cabal_haadj_handleBranch7 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Are you sure? If you refuse this assignment, I will not offer it again.
//-- [RESPONSE NOTE]
//-- PLAYER: On second thought, I'll take it.
if (response == "s_178")
{
azure_cabal_haadj_action_grant30Q2 (player, npc);
//-- [NOTE]
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
//-- NPC: Good. I will upload the assignment to your journal. If you have additional questions, I will address them.
string_id message = new string_id (c_stringFile, "s_180");
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I'm not interested.
if (response == "s_179")
{
//-- [NOTE]
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
//-- NPC: Then go your way.
string_id message = new string_id (c_stringFile, "s_186");
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int azure_cabal_haadj_handleBranch9 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: That should keep the Brotherhood off our radar for a while. Good work.
//-- [RESPONSE NOTE]
//-- PLAYER: Do you have any more assignments?
if (response == "s_196")
{
//-- [NOTE]
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
//-- NPC: Not yet. Loruna will contact you by comm when a new assignment is ready.
string_id message = new string_id (c_stringFile, "s_198");
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int azure_cabal_haadj_handleBranch11 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Outstanding. You have made a solid contribution to our war against the Drennics. I'll relay the complete-code to Loruna.
//-- [RESPONSE NOTE]
//-- PLAYER: Anything else you need?
if (response == "s_200")
{
//-- [NOTE]
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
//-- NPC: Not yet. Loruna will contact you by comm when a new assignment is ready.
string_id message = new string_id (c_stringFile, "s_198");
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int azure_cabal_haadj_handleBranch12 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: You cannot possibly be done already!
//-- [RESPONSE NOTE]
//-- PLAYER: Yes.
if (response == "s_193")
{
//-- [NOTE]
if (azure_cabal_haadj_condition_onAssignment_30ENF_Q1A (player, npc))
{
//-- NPC: Do you want information about the Sleepless Brotherhood or the specifics of your assignment?
string_id message = new string_id (c_stringFile, "s_197");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Information about the Sleepless Brotherhood.
boolean hasResponse0 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Assignment specifics.
boolean hasResponse1 = false;
if (azure_cabal_haadj_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_216");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_217");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 13);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (azure_cabal_haadj_condition_onAssignment_30ENF_Q1B (player, npc))
{
//-- NPC: You have been assigned a simple kill mission. Track down the Sleeping Brotherhood members known as Slayers and kill 7 of them.
string_id message = new string_id (c_stringFile, "s_199");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Tell me about the Brotherhood.
boolean hasResponse0 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I want more specifics about my assignment.
boolean hasResponse1 = false;
if (azure_cabal_haadj_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_239");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_240");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 20);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (azure_cabal_haadj_condition_onAssignment_30ENF_Q1C (player, npc))
{
//-- NPC: The Sleepless Brotherhood has once again stolen an Azure Cabal comm unit.
string_id message = new string_id (c_stringFile, "s_201");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Once again?
boolean hasResponse0 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I want more specifics about the assignment.
boolean hasResponse1 = false;
if (azure_cabal_haadj_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_108");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_109");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 26);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (azure_cabal_haadj_condition_onAssignment_30ENF_Q1D (player, npc))
{
//-- NPC: This assignment is really more of a personal favor. Don't worry, it has Loruna's blessing. It's just a little different than straight-up enforcement.
string_id message = new string_id (c_stringFile, "s_203");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Is this about the Sleepless Brotherhood?
boolean hasResponse0 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Different in what way?
boolean hasResponse1 = false;
if (azure_cabal_haadj_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_87");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_106");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 34);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
//-- NPC: Just read your journal. I do not have time to coddle operatives. Not even you.
string_id message = new string_id (c_stringFile, "s_167");
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: No, just checking in.
if (response == "s_194")
{
//-- [NOTE]
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
//-- NPC: I'll see you when you're done.
string_id message = new string_id (c_stringFile, "s_195");
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int azure_cabal_haadj_handleBranch13 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Do you want information about the Sleepless Brotherhood or the specifics of your assignment?
//-- [RESPONSE NOTE]
//-- PLAYER: Information about the Sleepless Brotherhood.
if (response == "s_216")
{
//-- [NOTE]
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
//-- NPC: The Sleepless Brotherhood is a religious order of sorts, that seeks wisdom from the visions that come from sleep deprivation.
string_id message = new string_id (c_stringFile, "s_218");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Why do we care?
boolean hasResponse0 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Actually, I want more information about my assignment.
boolean hasResponse1 = false;
if (azure_cabal_haadj_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_220");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_221");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 14);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: Assignment specifics.
if (response == "s_217")
{
//-- [NOTE]
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
//-- NPC: I have tasked you with punishing the Brotherhood for attacking one of our members. She stumbled upon their rites and was nearly killed.
string_id message = new string_id (c_stringFile, "s_219");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: So I should injure one of their members?
boolean hasResponse0 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I have other questions.
boolean hasResponse1 = false;
if (azure_cabal_haadj_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_228");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_227");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 17);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int azure_cabal_haadj_handleBranch14 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: The Sleepless Brotherhood is a religious order of sorts, that seeks wisdom from the visions that come from sleep deprivation.
//-- [RESPONSE NOTE]
//-- PLAYER: Why do we care?
if (response == "s_220")
{
//-- [NOTE]
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
//-- NPC: As far as their beliefs go, we don't. Well, Hoolar does, but the Azure Cabal does not. Our paths cross with theirs in the mercenary market. In order to finance their faith, they hire themselves out for mercenary work.
string_id message = new string_id (c_stringFile, "s_222");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: So? There are lots of mercenary groups.
boolean hasResponse0 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I'd like more information about my assignment.
boolean hasResponse1 = false;
if (azure_cabal_haadj_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_223");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_224");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 15);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: Actually, I want more information about my assignment.
if (response == "s_221")
{
//-- [NOTE]
if (azure_cabal_haadj_condition_onAssignment_30ENF_Q1A (player, npc))
{
//-- NPC: Do you want information about the Sleepless Brotherhood or the specifics of your assignment?
string_id message = new string_id (c_stringFile, "s_197");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Information about the Sleepless Brotherhood.
boolean hasResponse0 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Assignment specifics.
boolean hasResponse1 = false;
if (azure_cabal_haadj_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_216");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_217");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 13);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (azure_cabal_haadj_condition_onAssignment_30ENF_Q1B (player, npc))
{
//-- NPC: You have been assigned a simple kill mission. Track down the Sleeping Brotherhood members known as Slayers and kill 7 of them.
string_id message = new string_id (c_stringFile, "s_199");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Tell me about the Brotherhood.
boolean hasResponse0 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I want more specifics about my assignment.
boolean hasResponse1 = false;
if (azure_cabal_haadj_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_239");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_240");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 20);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (azure_cabal_haadj_condition_onAssignment_30ENF_Q1C (player, npc))
{
//-- NPC: The Sleepless Brotherhood has once again stolen an Azure Cabal comm unit.
string_id message = new string_id (c_stringFile, "s_201");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Once again?
boolean hasResponse0 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I want more specifics about the assignment.
boolean hasResponse1 = false;
if (azure_cabal_haadj_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_108");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_109");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 26);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (azure_cabal_haadj_condition_onAssignment_30ENF_Q1D (player, npc))
{
//-- NPC: This assignment is really more of a personal favor. Don't worry, it has Loruna's blessing. It's just a little different than straight-up enforcement.
string_id message = new string_id (c_stringFile, "s_203");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Is this about the Sleepless Brotherhood?
boolean hasResponse0 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Different in what way?
boolean hasResponse1 = false;
if (azure_cabal_haadj_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_87");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_106");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 34);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
//-- NPC: Just read your journal. I do not have time to coddle operatives. Not even you.
string_id message = new string_id (c_stringFile, "s_167");
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int azure_cabal_haadj_handleBranch15 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: As far as their beliefs go, we don't. Well, Hoolar does, but the Azure Cabal does not. Our paths cross with theirs in the mercenary market. In order to finance their faith, they hire themselves out for mercenary work.
//-- [RESPONSE NOTE]
//-- PLAYER: So? There are lots of mercenary groups.
if (response == "s_223")
{
//-- [NOTE]
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
//-- NPC: But few of the others cross us. The Brotherhood has been actively attacking us in an attempt to steal a portion of our market share.
string_id message = new string_id (c_stringFile, "s_225");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: So what should I do about it?
boolean hasResponse0 = false;
if (azure_cabal_haadj_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_237");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 16);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I'd like more information about my assignment.
if (response == "s_224")
{
//-- [NOTE]
if (azure_cabal_haadj_condition_onAssignment_30ENF_Q1A (player, npc))
{
//-- NPC: Do you want information about the Sleepless Brotherhood or the specifics of your assignment?
string_id message = new string_id (c_stringFile, "s_197");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Information about the Sleepless Brotherhood.
boolean hasResponse0 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Assignment specifics.
boolean hasResponse1 = false;
if (azure_cabal_haadj_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_216");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_217");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 13);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (azure_cabal_haadj_condition_onAssignment_30ENF_Q1B (player, npc))
{
//-- NPC: You have been assigned a simple kill mission. Track down the Sleeping Brotherhood members known as Slayers and kill 7 of them.
string_id message = new string_id (c_stringFile, "s_199");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Tell me about the Brotherhood.
boolean hasResponse0 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I want more specifics about my assignment.
boolean hasResponse1 = false;
if (azure_cabal_haadj_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_239");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_240");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 20);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (azure_cabal_haadj_condition_onAssignment_30ENF_Q1C (player, npc))
{
//-- NPC: The Sleepless Brotherhood has once again stolen an Azure Cabal comm unit.
string_id message = new string_id (c_stringFile, "s_201");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Once again?
boolean hasResponse0 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I want more specifics about the assignment.
boolean hasResponse1 = false;
if (azure_cabal_haadj_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_108");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_109");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 26);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (azure_cabal_haadj_condition_onAssignment_30ENF_Q1D (player, npc))
{
//-- NPC: This assignment is really more of a personal favor. Don't worry, it has Loruna's blessing. It's just a little different than straight-up enforcement.
string_id message = new string_id (c_stringFile, "s_203");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Is this about the Sleepless Brotherhood?
boolean hasResponse0 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Different in what way?
boolean hasResponse1 = false;
if (azure_cabal_haadj_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_87");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_106");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 34);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
//-- NPC: Just read your journal. I do not have time to coddle operatives. Not even you.
string_id message = new string_id (c_stringFile, "s_167");
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int azure_cabal_haadj_handleBranch16 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: But few of the others cross us. The Brotherhood has been actively attacking us in an attempt to steal a portion of our market share.
//-- [RESPONSE NOTE]
//-- PLAYER: So what should I do about it?
if (response == "s_237")
{
//-- [NOTE]
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
//-- NPC: I have tasked you with punishing the Brotherhood for attacking one of our members. She stumbled upon their rites and was nearly killed.
string_id message = new string_id (c_stringFile, "s_219");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: So I should injure one of their members?
boolean hasResponse0 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I have other questions.
boolean hasResponse1 = false;
if (azure_cabal_haadj_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_228");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_227");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 17);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int azure_cabal_haadj_handleBranch17 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: I have tasked you with punishing the Brotherhood for attacking one of our members. She stumbled upon their rites and was nearly killed.
//-- [RESPONSE NOTE]
//-- PLAYER: So I should injure one of their members?
if (response == "s_228")
{
//-- [NOTE]
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
//-- NPC: No. If someone attacks one of us, we slaughter a dozen of theirs.
string_id message = new string_id (c_stringFile, "s_229");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: That seems a little harsh.
boolean hasResponse0 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I have other questions, too.
boolean hasResponse1 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: Sounds good to me. I'm on my way.
boolean hasResponse2 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_230");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_231");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_233");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 18);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I have other questions.
if (response == "s_227")
{
//-- [NOTE]
if (azure_cabal_haadj_condition_onAssignment_30ENF_Q1A (player, npc))
{
//-- NPC: Do you want information about the Sleepless Brotherhood or the specifics of your assignment?
string_id message = new string_id (c_stringFile, "s_197");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Information about the Sleepless Brotherhood.
boolean hasResponse0 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Assignment specifics.
boolean hasResponse1 = false;
if (azure_cabal_haadj_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_216");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_217");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 13);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (azure_cabal_haadj_condition_onAssignment_30ENF_Q1B (player, npc))
{
//-- NPC: You have been assigned a simple kill mission. Track down the Sleeping Brotherhood members known as Slayers and kill 7 of them.
string_id message = new string_id (c_stringFile, "s_199");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Tell me about the Brotherhood.
boolean hasResponse0 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I want more specifics about my assignment.
boolean hasResponse1 = false;
if (azure_cabal_haadj_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_239");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_240");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 20);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (azure_cabal_haadj_condition_onAssignment_30ENF_Q1C (player, npc))
{
//-- NPC: The Sleepless Brotherhood has once again stolen an Azure Cabal comm unit.
string_id message = new string_id (c_stringFile, "s_201");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Once again?
boolean hasResponse0 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I want more specifics about the assignment.
boolean hasResponse1 = false;
if (azure_cabal_haadj_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_108");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_109");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 26);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (azure_cabal_haadj_condition_onAssignment_30ENF_Q1D (player, npc))
{
//-- NPC: This assignment is really more of a personal favor. Don't worry, it has Loruna's blessing. It's just a little different than straight-up enforcement.
string_id message = new string_id (c_stringFile, "s_203");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Is this about the Sleepless Brotherhood?
boolean hasResponse0 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Different in what way?
boolean hasResponse1 = false;
if (azure_cabal_haadj_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_87");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_106");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 34);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
//-- NPC: Just read your journal. I do not have time to coddle operatives. Not even you.
string_id message = new string_id (c_stringFile, "s_167");
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int azure_cabal_haadj_handleBranch18 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: No. If someone attacks one of us, we slaughter a dozen of theirs.
//-- [RESPONSE NOTE]
//-- PLAYER: That seems a little harsh.
if (response == "s_230")
{
//-- [NOTE]
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
//-- NPC: We do not believe in the fiction of proportional response. Strike them fast, strike them hard, and keep striking until they surrender.
string_id message = new string_id (c_stringFile, "s_232");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I'll take care of them.
boolean hasResponse0 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I had another question.
boolean hasResponse1 = false;
if (azure_cabal_haadj_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_235");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_236");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 19);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I have other questions, too.
if (response == "s_231")
{
//-- [NOTE]
if (azure_cabal_haadj_condition_onAssignment_30ENF_Q1A (player, npc))
{
//-- NPC: Do you want information about the Sleepless Brotherhood or the specifics of your assignment?
string_id message = new string_id (c_stringFile, "s_197");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Information about the Sleepless Brotherhood.
boolean hasResponse0 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Assignment specifics.
boolean hasResponse1 = false;
if (azure_cabal_haadj_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_216");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_217");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 13);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (azure_cabal_haadj_condition_onAssignment_30ENF_Q1B (player, npc))
{
//-- NPC: You have been assigned a simple kill mission. Track down the Sleeping Brotherhood members known as Slayers and kill 7 of them.
string_id message = new string_id (c_stringFile, "s_199");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Tell me about the Brotherhood.
boolean hasResponse0 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I want more specifics about my assignment.
boolean hasResponse1 = false;
if (azure_cabal_haadj_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_239");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_240");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 20);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (azure_cabal_haadj_condition_onAssignment_30ENF_Q1C (player, npc))
{
//-- NPC: The Sleepless Brotherhood has once again stolen an Azure Cabal comm unit.
string_id message = new string_id (c_stringFile, "s_201");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Once again?
boolean hasResponse0 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I want more specifics about the assignment.
boolean hasResponse1 = false;
if (azure_cabal_haadj_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_108");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_109");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 26);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (azure_cabal_haadj_condition_onAssignment_30ENF_Q1D (player, npc))
{
//-- NPC: This assignment is really more of a personal favor. Don't worry, it has Loruna's blessing. It's just a little different than straight-up enforcement.
string_id message = new string_id (c_stringFile, "s_203");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Is this about the Sleepless Brotherhood?
boolean hasResponse0 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Different in what way?
boolean hasResponse1 = false;
if (azure_cabal_haadj_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_87");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_106");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 34);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
//-- NPC: Just read your journal. I do not have time to coddle operatives. Not even you.
string_id message = new string_id (c_stringFile, "s_167");
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: Sounds good to me. I'm on my way.
if (response == "s_233")
{
//-- [NOTE]
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
//-- NPC: I'll see you when you're done.
string_id message = new string_id (c_stringFile, "s_195");
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int azure_cabal_haadj_handleBranch19 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: We do not believe in the fiction of proportional response. Strike them fast, strike them hard, and keep striking until they surrender.
//-- [RESPONSE NOTE]
//-- PLAYER: I'll take care of them.
if (response == "s_235")
{
//-- [NOTE]
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
//-- NPC: I'll see you when you're done.
string_id message = new string_id (c_stringFile, "s_195");
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I had another question.
if (response == "s_236")
{
//-- [NOTE]
if (azure_cabal_haadj_condition_onAssignment_30ENF_Q1A (player, npc))
{
//-- NPC: Do you want information about the Sleepless Brotherhood or the specifics of your assignment?
string_id message = new string_id (c_stringFile, "s_197");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Information about the Sleepless Brotherhood.
boolean hasResponse0 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Assignment specifics.
boolean hasResponse1 = false;
if (azure_cabal_haadj_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_216");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_217");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 13);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (azure_cabal_haadj_condition_onAssignment_30ENF_Q1B (player, npc))
{
//-- NPC: You have been assigned a simple kill mission. Track down the Sleeping Brotherhood members known as Slayers and kill 7 of them.
string_id message = new string_id (c_stringFile, "s_199");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Tell me about the Brotherhood.
boolean hasResponse0 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I want more specifics about my assignment.
boolean hasResponse1 = false;
if (azure_cabal_haadj_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_239");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_240");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 20);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (azure_cabal_haadj_condition_onAssignment_30ENF_Q1C (player, npc))
{
//-- NPC: The Sleepless Brotherhood has once again stolen an Azure Cabal comm unit.
string_id message = new string_id (c_stringFile, "s_201");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Once again?
boolean hasResponse0 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I want more specifics about the assignment.
boolean hasResponse1 = false;
if (azure_cabal_haadj_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_108");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_109");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 26);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (azure_cabal_haadj_condition_onAssignment_30ENF_Q1D (player, npc))
{
//-- NPC: This assignment is really more of a personal favor. Don't worry, it has Loruna's blessing. It's just a little different than straight-up enforcement.
string_id message = new string_id (c_stringFile, "s_203");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Is this about the Sleepless Brotherhood?
boolean hasResponse0 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Different in what way?
boolean hasResponse1 = false;
if (azure_cabal_haadj_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_87");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_106");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 34);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
//-- NPC: Just read your journal. I do not have time to coddle operatives. Not even you.
string_id message = new string_id (c_stringFile, "s_167");
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int azure_cabal_haadj_handleBranch20 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: You have been assigned a simple kill mission. Track down the Sleeping Brotherhood members known as Slayers and kill 7 of them.
//-- [RESPONSE NOTE]
//-- PLAYER: Tell me about the Brotherhood.
if (response == "s_239")
{
//-- [NOTE]
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
//-- NPC: Beyond the basics, no one knows much about them. They are a cult that thinks they'll find enlightenment by depriving themselves of sleep.
string_id message = new string_id (c_stringFile, "s_241");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: That does not sound very dangerous.
boolean hasResponse0 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I want more information about the assignment.
boolean hasResponse1 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: I'm ready to do the job.
boolean hasResponse2 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_243");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_252");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_244");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 21);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I want more specifics about my assignment.
if (response == "s_240")
{
//-- [NOTE]
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
//-- NPC: Despite previous warnings, the Sleepless Brotherhood dispatched one of their Slayers to kill an Azure Cabal operative.
string_id message = new string_id (c_stringFile, "s_242");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Did they succeed?
boolean hasResponse0 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: That's all I need to know.
boolean hasResponse1 = false;
if (azure_cabal_haadj_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_245");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_246");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 23);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int azure_cabal_haadj_handleBranch21 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Beyond the basics, no one knows much about them. They are a cult that thinks they'll find enlightenment by depriving themselves of sleep.
//-- [RESPONSE NOTE]
//-- PLAYER: That does not sound very dangerous.
if (response == "s_243")
{
//-- [NOTE]
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
//-- NPC: Some of them are so delirious they virtually fall down without any help from us, but others have become fierce. The nastiest of them are known simply as Slayers. They have sacrificed all other identity in exchange for the thrill of unfettered killing.
string_id message = new string_id (c_stringFile, "s_253");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I want a little more detail about the assignment.
boolean hasResponse0 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I'm ready to slay the Slayers.
boolean hasResponse1 = false;
if (azure_cabal_haadj_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_254");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_255");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 22);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I want more information about the assignment.
if (response == "s_252")
{
//-- [NOTE]
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
//-- NPC: Despite previous warnings, the Sleepless Brotherhood dispatched one of their Slayers to kill an Azure Cabal operative.
string_id message = new string_id (c_stringFile, "s_242");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Did they succeed?
boolean hasResponse0 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: That's all I need to know.
boolean hasResponse1 = false;
if (azure_cabal_haadj_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_245");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_246");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 23);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I'm ready to do the job.
if (response == "s_244")
{
//-- [NOTE]
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
//-- NPC: I'll see you when you're done.
string_id message = new string_id (c_stringFile, "s_195");
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int azure_cabal_haadj_handleBranch22 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Some of them are so delirious they virtually fall down without any help from us, but others have become fierce. The nastiest of them are known simply as Slayers. They have sacrificed all other identity in exchange for the thrill of unfettered killing.
//-- [RESPONSE NOTE]
//-- PLAYER: I want a little more detail about the assignment.
if (response == "s_254")
{
//-- [NOTE]
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
//-- NPC: Despite previous warnings, the Sleepless Brotherhood dispatched one of their Slayers to kill an Azure Cabal operative.
string_id message = new string_id (c_stringFile, "s_242");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Did they succeed?
boolean hasResponse0 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: That's all I need to know.
boolean hasResponse1 = false;
if (azure_cabal_haadj_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_245");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_246");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 23);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I'm ready to slay the Slayers.
if (response == "s_255")
{
//-- [NOTE]
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
//-- NPC: I'll see you when you're done.
string_id message = new string_id (c_stringFile, "s_195");
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int azure_cabal_haadj_handleBranch23 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Despite previous warnings, the Sleepless Brotherhood dispatched one of their Slayers to kill an Azure Cabal operative.
//-- [RESPONSE NOTE]
//-- PLAYER: Did they succeed?
if (response == "s_245")
{
//-- [NOTE]
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
//-- NPC: Unfortunately, yes. That's why I am dispatching you to inflict punitive damage by killing five of their fiercest... and most profitable... members known as Slayers.
string_id message = new string_id (c_stringFile, "s_247");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Where can I find them?
boolean hasResponse0 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: As good as done.
boolean hasResponse1 = false;
if (azure_cabal_haadj_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_248");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_249");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 24);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: That's all I need to know.
if (response == "s_246")
{
//-- [NOTE]
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
//-- NPC: I'll see you when you're done.
string_id message = new string_id (c_stringFile, "s_195");
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int azure_cabal_haadj_handleBranch24 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Unfortunately, yes. That's why I am dispatching you to inflict punitive damage by killing five of their fiercest... and most profitable... members known as Slayers.
//-- [RESPONSE NOTE]
//-- PLAYER: Where can I find them?
if (response == "s_248")
{
//-- [NOTE]
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
//-- NPC: The Slayers are reputed to spend their days in the deepest portions of the Sleepless Brotherhood's Cavern. You will have to fight your way in and out, but they MUST learn this lesson.
string_id message = new string_id (c_stringFile, "s_250");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I'll go now.
boolean hasResponse0 = false;
if (azure_cabal_haadj_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_251");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 25);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: As good as done.
if (response == "s_249")
{
//-- [NOTE]
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
//-- NPC: I'll see you when you're done.
string_id message = new string_id (c_stringFile, "s_195");
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int azure_cabal_haadj_handleBranch25 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: The Slayers are reputed to spend their days in the deepest portions of the Sleepless Brotherhood's Cavern. You will have to fight your way in and out, but they MUST learn this lesson.
//-- [RESPONSE NOTE]
//-- PLAYER: I'll go now.
if (response == "s_251")
{
//-- [NOTE]
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
//-- NPC: I'll see you when you're done.
string_id message = new string_id (c_stringFile, "s_195");
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int azure_cabal_haadj_handleBranch26 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: The Sleepless Brotherhood has once again stolen an Azure Cabal comm unit.
//-- [RESPONSE NOTE]
//-- PLAYER: Once again?
if (response == "s_108")
{
//-- [NOTE]
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
//-- NPC: Um... yes. Some of our operatives are not as security-conscious as others. Unfortunately, this means that they misplace things occasionally.
string_id message = new string_id (c_stringFile, "s_110");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: So what?
boolean hasResponse0 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I want details about the assignment.
boolean hasResponse1 = false;
if (azure_cabal_haadj_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_111");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_112");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 27);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I want more specifics about the assignment.
if (response == "s_109")
{
//-- [NOTE]
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
//-- NPC: Your assignment is simple, really: get the comm unit back and bring it here.
string_id message = new string_id (c_stringFile, "s_120");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Is that all?
boolean hasResponse0 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I have another question.
boolean hasResponse1 = false;
if (azure_cabal_haadj_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_121");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_123");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 31);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int azure_cabal_haadj_handleBranch27 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Um... yes. Some of our operatives are not as security-conscious as others. Unfortunately, this means that they misplace things occasionally.
//-- [RESPONSE NOTE]
//-- PLAYER: So what?
if (response == "s_111")
{
//-- [NOTE]
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
//-- NPC: So sometimes they misplace their comm units and these find their way to our enemies.
string_id message = new string_id (c_stringFile, "s_113");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Yes, that could be a problem.
boolean hasResponse0 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Tell me more about the assignment.
boolean hasResponse1 = false;
if (azure_cabal_haadj_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_114");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_118");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 28);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I want details about the assignment.
if (response == "s_112")
{
//-- [NOTE]
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
//-- NPC: Your assignment is simple, really: get the comm unit back and bring it here.
string_id message = new string_id (c_stringFile, "s_120");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Is that all?
boolean hasResponse0 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I have another question.
boolean hasResponse1 = false;
if (azure_cabal_haadj_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_121");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_123");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 31);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int azure_cabal_haadj_handleBranch28 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: So sometimes they misplace their comm units and these find their way to our enemies.
//-- [RESPONSE NOTE]
//-- PLAYER: Yes, that could be a problem.
if (response == "s_114")
{
//-- [NOTE]
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
//-- NPC: Exactly. I can't send out new frequencies until I am confident all comm units are in Azure Cabal hands. Do you understand?
string_id message = new string_id (c_stringFile, "s_115");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Perfectly. I'm on my way.
boolean hasResponse0 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Yes, but I want more assignment specifics.
boolean hasResponse1 = false;
if (azure_cabal_haadj_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_116");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_117");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 29);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: Tell me more about the assignment.
if (response == "s_118")
{
//-- [NOTE]
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
//-- NPC: Your assignment is simple, really: get the comm unit back and bring it here.
string_id message = new string_id (c_stringFile, "s_120");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Is that all?
boolean hasResponse0 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I have another question.
boolean hasResponse1 = false;
if (azure_cabal_haadj_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_121");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_123");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 31);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int azure_cabal_haadj_handleBranch29 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Exactly. I can't send out new frequencies until I am confident all comm units are in Azure Cabal hands. Do you understand?
//-- [RESPONSE NOTE]
//-- PLAYER: Perfectly. I'm on my way.
if (response == "s_116")
{
//-- [NOTE]
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
//-- NPC: Hurry back! I need to send the new frequencies soon.
string_id message = new string_id (c_stringFile, "s_119");
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: Yes, but I want more assignment specifics.
if (response == "s_117")
{
//-- [NOTE]
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
//-- NPC: Your assignment is simple, really: get the comm unit back and bring it here.
string_id message = new string_id (c_stringFile, "s_120");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Is that all?
boolean hasResponse0 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I have another question.
boolean hasResponse1 = false;
if (azure_cabal_haadj_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_121");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_123");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 31);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int azure_cabal_haadj_handleBranch31 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Your assignment is simple, really: get the comm unit back and bring it here.
//-- [RESPONSE NOTE]
//-- PLAYER: Is that all?
if (response == "s_121")
{
//-- [NOTE]
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
//-- NPC: Well, no. I also want you to override security on one of their Security Terminals so I can delete any reference to current frequencies they may have. Do you think you can do that?
string_id message = new string_id (c_stringFile, "s_122");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: No problem.
boolean hasResponse0 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Yes, but I have another question first.
boolean hasResponse1 = false;
if (azure_cabal_haadj_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_124");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_125");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 32);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I have another question.
if (response == "s_123")
{
//-- [NOTE]
if (azure_cabal_haadj_condition_onAssignment_30ENF_Q1A (player, npc))
{
//-- NPC: Do you want information about the Sleepless Brotherhood or the specifics of your assignment?
string_id message = new string_id (c_stringFile, "s_197");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Information about the Sleepless Brotherhood.
boolean hasResponse0 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Assignment specifics.
boolean hasResponse1 = false;
if (azure_cabal_haadj_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_216");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_217");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 13);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (azure_cabal_haadj_condition_onAssignment_30ENF_Q1B (player, npc))
{
//-- NPC: You have been assigned a simple kill mission. Track down the Sleeping Brotherhood members known as Slayers and kill 7 of them.
string_id message = new string_id (c_stringFile, "s_199");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Tell me about the Brotherhood.
boolean hasResponse0 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I want more specifics about my assignment.
boolean hasResponse1 = false;
if (azure_cabal_haadj_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_239");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_240");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 20);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (azure_cabal_haadj_condition_onAssignment_30ENF_Q1C (player, npc))
{
//-- NPC: The Sleepless Brotherhood has once again stolen an Azure Cabal comm unit.
string_id message = new string_id (c_stringFile, "s_201");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Once again?
boolean hasResponse0 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I want more specifics about the assignment.
boolean hasResponse1 = false;
if (azure_cabal_haadj_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_108");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_109");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 26);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (azure_cabal_haadj_condition_onAssignment_30ENF_Q1D (player, npc))
{
//-- NPC: This assignment is really more of a personal favor. Don't worry, it has Loruna's blessing. It's just a little different than straight-up enforcement.
string_id message = new string_id (c_stringFile, "s_203");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Is this about the Sleepless Brotherhood?
boolean hasResponse0 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Different in what way?
boolean hasResponse1 = false;
if (azure_cabal_haadj_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_87");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_106");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 34);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
//-- NPC: Just read your journal. I do not have time to coddle operatives. Not even you.
string_id message = new string_id (c_stringFile, "s_167");
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int azure_cabal_haadj_handleBranch32 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Well, no. I also want you to override security on one of their Security Terminals so I can delete any reference to current frequencies they may have. Do you think you can do that?
//-- [RESPONSE NOTE]
//-- PLAYER: No problem.
if (response == "s_124")
{
//-- [NOTE]
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
//-- NPC: Hurry. Until I can change frequencies, Loruna can't transmit critical information.
string_id message = new string_id (c_stringFile, "s_126");
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: Yes, but I have another question first.
if (response == "s_125")
{
//-- [NOTE]
if (azure_cabal_haadj_condition_onAssignment_30ENF_Q1A (player, npc))
{
//-- NPC: Do you want information about the Sleepless Brotherhood or the specifics of your assignment?
string_id message = new string_id (c_stringFile, "s_197");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Information about the Sleepless Brotherhood.
boolean hasResponse0 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Assignment specifics.
boolean hasResponse1 = false;
if (azure_cabal_haadj_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_216");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_217");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 13);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (azure_cabal_haadj_condition_onAssignment_30ENF_Q1B (player, npc))
{
//-- NPC: You have been assigned a simple kill mission. Track down the Sleeping Brotherhood members known as Slayers and kill 7 of them.
string_id message = new string_id (c_stringFile, "s_199");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Tell me about the Brotherhood.
boolean hasResponse0 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I want more specifics about my assignment.
boolean hasResponse1 = false;
if (azure_cabal_haadj_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_239");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_240");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 20);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (azure_cabal_haadj_condition_onAssignment_30ENF_Q1C (player, npc))
{
//-- NPC: The Sleepless Brotherhood has once again stolen an Azure Cabal comm unit.
string_id message = new string_id (c_stringFile, "s_201");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Once again?
boolean hasResponse0 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I want more specifics about the assignment.
boolean hasResponse1 = false;
if (azure_cabal_haadj_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_108");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_109");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 26);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (azure_cabal_haadj_condition_onAssignment_30ENF_Q1D (player, npc))
{
//-- NPC: This assignment is really more of a personal favor. Don't worry, it has Loruna's blessing. It's just a little different than straight-up enforcement.
string_id message = new string_id (c_stringFile, "s_203");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Is this about the Sleepless Brotherhood?
boolean hasResponse0 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Different in what way?
boolean hasResponse1 = false;
if (azure_cabal_haadj_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_87");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_106");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 34);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
//-- NPC: Just read your journal. I do not have time to coddle operatives. Not even you.
string_id message = new string_id (c_stringFile, "s_167");
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int azure_cabal_haadj_handleBranch34 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: This assignment is really more of a personal favor. Don't worry, it has Loruna's blessing. It's just a little different than straight-up enforcement.
//-- [RESPONSE NOTE]
//-- PLAYER: Is this about the Sleepless Brotherhood?
if (response == "s_87")
{
//-- [NOTE]
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
//-- NPC: Yes. My friend Hoolar Freeb is simply outraged by what she calls the Sleepless Brotherhood's obscene cult.
string_id message = new string_id (c_stringFile, "s_89");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: She doesn't like their religion?
boolean hasResponse0 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Enough said. Tell me about the assignment.
boolean hasResponse1 = false;
if (azure_cabal_haadj_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_91");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_104");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 35);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: Different in what way?
if (response == "s_106")
{
//-- [NOTE]
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
//-- NPC: I want you to acquire a copy of their Dogma Disks from a Penitent. If that means killing a few, that's not a problem.
string_id message = new string_id (c_stringFile, "s_127");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Go on.
boolean hasResponse0 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I have other questions.
boolean hasResponse1 = false;
if (azure_cabal_haadj_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_132");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_164");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 40);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int azure_cabal_haadj_handleBranch35 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Yes. My friend Hoolar Freeb is simply outraged by what she calls the Sleepless Brotherhood's obscene cult.
//-- [RESPONSE NOTE]
//-- PLAYER: She doesn't like their religion?
if (response == "s_91")
{
//-- [NOTE]
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
//-- NPC: Of course not! What Ithorian in her right mind would? You should know, loyal Ithorians worship the Mother Jungle of their home world.
string_id message = new string_id (c_stringFile, "s_93");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: How different are their beliefs?
boolean hasResponse0 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: So what am I supposed to do?
boolean hasResponse1 = false;
if (azure_cabal_haadj_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_128");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_102");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 36);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: Enough said. Tell me about the assignment.
if (response == "s_104")
{
//-- [NOTE]
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
//-- NPC: I want you to acquire a copy of their Dogma Disks from a Penitent. If that means killing a few, that's not a problem.
string_id message = new string_id (c_stringFile, "s_127");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Go on.
boolean hasResponse0 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I have other questions.
boolean hasResponse1 = false;
if (azure_cabal_haadj_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_132");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_164");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 40);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int azure_cabal_haadj_handleBranch36 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Of course not! What Ithorian in her right mind would? You should know, loyal Ithorians worship the Mother Jungle of their home world.
//-- [RESPONSE NOTE]
//-- PLAYER: How different are their beliefs?
if (response == "s_128")
{
//-- [NOTE]
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
//-- NPC: The Sleepless Brotherhood completely ignores the study of nature in favor of simply depriving themselves of sleep to see visions. Hoolar... poor Hoolar... spends much of her time mourning the loss of so many from her herd.
string_id message = new string_id (c_stringFile, "s_129");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: So, Hoolar wants me to kill a bunch of them for religious reasons?
boolean hasResponse0 = false;
if (azure_cabal_haadj_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_131");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 37);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: So what am I supposed to do?
if (response == "s_102")
{
//-- [NOTE]
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
//-- NPC: I want you to acquire a copy of their Dogma Disks from a Penitent. If that means killing a few, that's not a problem.
string_id message = new string_id (c_stringFile, "s_127");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Go on.
boolean hasResponse0 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I have other questions.
boolean hasResponse1 = false;
if (azure_cabal_haadj_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_132");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_164");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 40);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int azure_cabal_haadj_handleBranch37 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: The Sleepless Brotherhood completely ignores the study of nature in favor of simply depriving themselves of sleep to see visions. Hoolar... poor Hoolar... spends much of her time mourning the loss of so many from her herd.
//-- [RESPONSE NOTE]
//-- PLAYER: So, Hoolar wants me to kill a bunch of them for religious reasons?
if (response == "s_131")
{
//-- [NOTE]
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
//-- NPC: No! She would never ask that. I want to do her a favor. Simply killing a bunch of her herd mates is not what I had in mind. Instead, I want to subvert the Brotherhood's religion in the minds of the Penitents and maybe even convince them to resume their native faith.
string_id message = new string_id (c_stringFile, "s_133");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I can do that.
boolean hasResponse0 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Tell me more.
boolean hasResponse1 = false;
if (azure_cabal_haadj_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_135");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_139");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 38);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int azure_cabal_haadj_handleBranch38 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: No! She would never ask that. I want to do her a favor. Simply killing a bunch of her herd mates is not what I had in mind. Instead, I want to subvert the Brotherhood's religion in the minds of the Penitents and maybe even convince them to resume their native faith.
//-- [RESPONSE NOTE]
//-- PLAYER: I can do that.
if (response == "s_135")
{
//-- [NOTE]
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
//-- NPC: You must not be caught or they will figure out that their Dogma has been modified.
string_id message = new string_id (c_stringFile, "s_137");
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: Tell me more.
if (response == "s_139")
{
//-- [NOTE]
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
//-- NPC: I want you to acquire a copy of their Dogma Disks from a Penitent. If that means killing a few, that's not a problem.
string_id message = new string_id (c_stringFile, "s_127");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Go on.
boolean hasResponse0 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I have other questions.
boolean hasResponse1 = false;
if (azure_cabal_haadj_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_132");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_164");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 40);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int azure_cabal_haadj_handleBranch40 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: I want you to acquire a copy of their Dogma Disks from a Penitent. If that means killing a few, that's not a problem.
//-- [RESPONSE NOTE]
//-- PLAYER: Go on.
if (response == "s_132")
{
//-- [NOTE]
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
//-- NPC: Once you have a disk, locate the Dogma Control Terminal in their data center. This is where they maintain the current mandates of their religion. Use the encryption key on the Dogma Disk to access the database.
string_id message = new string_id (c_stringFile, "s_136");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: You want me to erase it?
boolean hasResponse0 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Let me ask you about something else.
boolean hasResponse1 = false;
if (azure_cabal_haadj_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_140");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_162");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 41);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I have other questions.
if (response == "s_164")
{
//-- [NOTE]
if (azure_cabal_haadj_condition_onAssignment_30ENF_Q1A (player, npc))
{
//-- NPC: Do you want information about the Sleepless Brotherhood or the specifics of your assignment?
string_id message = new string_id (c_stringFile, "s_197");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Information about the Sleepless Brotherhood.
boolean hasResponse0 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Assignment specifics.
boolean hasResponse1 = false;
if (azure_cabal_haadj_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_216");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_217");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 13);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (azure_cabal_haadj_condition_onAssignment_30ENF_Q1B (player, npc))
{
//-- NPC: You have been assigned a simple kill mission. Track down the Sleeping Brotherhood members known as Slayers and kill 7 of them.
string_id message = new string_id (c_stringFile, "s_199");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Tell me about the Brotherhood.
boolean hasResponse0 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I want more specifics about my assignment.
boolean hasResponse1 = false;
if (azure_cabal_haadj_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_239");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_240");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 20);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (azure_cabal_haadj_condition_onAssignment_30ENF_Q1C (player, npc))
{
//-- NPC: The Sleepless Brotherhood has once again stolen an Azure Cabal comm unit.
string_id message = new string_id (c_stringFile, "s_201");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Once again?
boolean hasResponse0 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I want more specifics about the assignment.
boolean hasResponse1 = false;
if (azure_cabal_haadj_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_108");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_109");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 26);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (azure_cabal_haadj_condition_onAssignment_30ENF_Q1D (player, npc))
{
//-- NPC: This assignment is really more of a personal favor. Don't worry, it has Loruna's blessing. It's just a little different than straight-up enforcement.
string_id message = new string_id (c_stringFile, "s_203");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Is this about the Sleepless Brotherhood?
boolean hasResponse0 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Different in what way?
boolean hasResponse1 = false;
if (azure_cabal_haadj_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_87");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_106");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 34);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
//-- NPC: Just read your journal. I do not have time to coddle operatives. Not even you.
string_id message = new string_id (c_stringFile, "s_167");
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int azure_cabal_haadj_handleBranch41 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Once you have a disk, locate the Dogma Control Terminal in their data center. This is where they maintain the current mandates of their religion. Use the encryption key on the Dogma Disk to access the database.
//-- [RESPONSE NOTE]
//-- PLAYER: You want me to erase it?
if (response == "s_140")
{
//-- [NOTE]
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
//-- NPC: No, that would not convert them back to their native religion. I want you to modify a few passages with hints that the reader should return to the Mother Jungle.
string_id message = new string_id (c_stringFile, "s_142");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: That's it?
boolean hasResponse0 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: But let me ask you about something else.
boolean hasResponse1 = false;
if (azure_cabal_haadj_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_144");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_160");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 42);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: Let me ask you about something else.
if (response == "s_162")
{
//-- [NOTE]
if (azure_cabal_haadj_condition_onAssignment_30ENF_Q1A (player, npc))
{
//-- NPC: Do you want information about the Sleepless Brotherhood or the specifics of your assignment?
string_id message = new string_id (c_stringFile, "s_197");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Information about the Sleepless Brotherhood.
boolean hasResponse0 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Assignment specifics.
boolean hasResponse1 = false;
if (azure_cabal_haadj_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_216");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_217");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 13);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (azure_cabal_haadj_condition_onAssignment_30ENF_Q1B (player, npc))
{
//-- NPC: You have been assigned a simple kill mission. Track down the Sleeping Brotherhood members known as Slayers and kill 7 of them.
string_id message = new string_id (c_stringFile, "s_199");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Tell me about the Brotherhood.
boolean hasResponse0 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I want more specifics about my assignment.
boolean hasResponse1 = false;
if (azure_cabal_haadj_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_239");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_240");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 20);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (azure_cabal_haadj_condition_onAssignment_30ENF_Q1C (player, npc))
{
//-- NPC: The Sleepless Brotherhood has once again stolen an Azure Cabal comm unit.
string_id message = new string_id (c_stringFile, "s_201");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Once again?
boolean hasResponse0 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I want more specifics about the assignment.
boolean hasResponse1 = false;
if (azure_cabal_haadj_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_108");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_109");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 26);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (azure_cabal_haadj_condition_onAssignment_30ENF_Q1D (player, npc))
{
//-- NPC: This assignment is really more of a personal favor. Don't worry, it has Loruna's blessing. It's just a little different than straight-up enforcement.
string_id message = new string_id (c_stringFile, "s_203");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Is this about the Sleepless Brotherhood?
boolean hasResponse0 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Different in what way?
boolean hasResponse1 = false;
if (azure_cabal_haadj_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_87");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_106");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 34);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
//-- NPC: Just read your journal. I do not have time to coddle operatives. Not even you.
string_id message = new string_id (c_stringFile, "s_167");
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int azure_cabal_haadj_handleBranch42 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: No, that would not convert them back to their native religion. I want you to modify a few passages with hints that the reader should return to the Mother Jungle.
//-- [RESPONSE NOTE]
//-- PLAYER: That's it?
if (response == "s_144")
{
//-- [NOTE]
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
//-- NPC: It should be enough. In their sleep deprived state they are incredibly open to suggestion. All we need to do is nudge them and their old ways should come flooding back.
string_id message = new string_id (c_stringFile, "s_146");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: You sound like you've done this before.
boolean hasResponse0 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Okay. But let me ask you something else.
boolean hasResponse1 = false;
if (azure_cabal_haadj_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_148");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_158");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 43);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: But let me ask you about something else.
if (response == "s_160")
{
//-- [NOTE]
if (azure_cabal_haadj_condition_onAssignment_30ENF_Q1A (player, npc))
{
//-- NPC: Do you want information about the Sleepless Brotherhood or the specifics of your assignment?
string_id message = new string_id (c_stringFile, "s_197");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Information about the Sleepless Brotherhood.
boolean hasResponse0 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Assignment specifics.
boolean hasResponse1 = false;
if (azure_cabal_haadj_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_216");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_217");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 13);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (azure_cabal_haadj_condition_onAssignment_30ENF_Q1B (player, npc))
{
//-- NPC: You have been assigned a simple kill mission. Track down the Sleeping Brotherhood members known as Slayers and kill 7 of them.
string_id message = new string_id (c_stringFile, "s_199");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Tell me about the Brotherhood.
boolean hasResponse0 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I want more specifics about my assignment.
boolean hasResponse1 = false;
if (azure_cabal_haadj_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_239");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_240");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 20);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (azure_cabal_haadj_condition_onAssignment_30ENF_Q1C (player, npc))
{
//-- NPC: The Sleepless Brotherhood has once again stolen an Azure Cabal comm unit.
string_id message = new string_id (c_stringFile, "s_201");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Once again?
boolean hasResponse0 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I want more specifics about the assignment.
boolean hasResponse1 = false;
if (azure_cabal_haadj_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_108");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_109");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 26);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (azure_cabal_haadj_condition_onAssignment_30ENF_Q1D (player, npc))
{
//-- NPC: This assignment is really more of a personal favor. Don't worry, it has Loruna's blessing. It's just a little different than straight-up enforcement.
string_id message = new string_id (c_stringFile, "s_203");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Is this about the Sleepless Brotherhood?
boolean hasResponse0 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Different in what way?
boolean hasResponse1 = false;
if (azure_cabal_haadj_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_87");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_106");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 34);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
//-- NPC: Just read your journal. I do not have time to coddle operatives. Not even you.
string_id message = new string_id (c_stringFile, "s_167");
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int azure_cabal_haadj_handleBranch43 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: It should be enough. In their sleep deprived state they are incredibly open to suggestion. All we need to do is nudge them and their old ways should come flooding back.
//-- [RESPONSE NOTE]
//-- PLAYER: You sound like you've done this before.
if (response == "s_148")
{
//-- [NOTE]
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
//-- NPC: Yes, I have to do this periodically because their dogma changes frequently. Each time they rewrite their disks, I have someone taint them. It seems to be working. Each time I do this, a number of Penitents leave the caverns forever.
string_id message = new string_id (c_stringFile, "s_150");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Alright, I'm on my way.
boolean hasResponse0 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I have other questions for you.
boolean hasResponse1 = false;
if (azure_cabal_haadj_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_152");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_156");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 44);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: Okay. But let me ask you something else.
if (response == "s_158")
{
//-- [NOTE]
if (azure_cabal_haadj_condition_onAssignment_30ENF_Q1A (player, npc))
{
//-- NPC: Do you want information about the Sleepless Brotherhood or the specifics of your assignment?
string_id message = new string_id (c_stringFile, "s_197");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Information about the Sleepless Brotherhood.
boolean hasResponse0 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Assignment specifics.
boolean hasResponse1 = false;
if (azure_cabal_haadj_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_216");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_217");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 13);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (azure_cabal_haadj_condition_onAssignment_30ENF_Q1B (player, npc))
{
//-- NPC: You have been assigned a simple kill mission. Track down the Sleeping Brotherhood members known as Slayers and kill 7 of them.
string_id message = new string_id (c_stringFile, "s_199");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Tell me about the Brotherhood.
boolean hasResponse0 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I want more specifics about my assignment.
boolean hasResponse1 = false;
if (azure_cabal_haadj_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_239");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_240");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 20);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (azure_cabal_haadj_condition_onAssignment_30ENF_Q1C (player, npc))
{
//-- NPC: The Sleepless Brotherhood has once again stolen an Azure Cabal comm unit.
string_id message = new string_id (c_stringFile, "s_201");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Once again?
boolean hasResponse0 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I want more specifics about the assignment.
boolean hasResponse1 = false;
if (azure_cabal_haadj_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_108");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_109");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 26);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (azure_cabal_haadj_condition_onAssignment_30ENF_Q1D (player, npc))
{
//-- NPC: This assignment is really more of a personal favor. Don't worry, it has Loruna's blessing. It's just a little different than straight-up enforcement.
string_id message = new string_id (c_stringFile, "s_203");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Is this about the Sleepless Brotherhood?
boolean hasResponse0 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Different in what way?
boolean hasResponse1 = false;
if (azure_cabal_haadj_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_87");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_106");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 34);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
//-- NPC: Just read your journal. I do not have time to coddle operatives. Not even you.
string_id message = new string_id (c_stringFile, "s_167");
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int azure_cabal_haadj_handleBranch44 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Yes, I have to do this periodically because their dogma changes frequently. Each time they rewrite their disks, I have someone taint them. It seems to be working. Each time I do this, a number of Penitents leave the caverns forever.
//-- [RESPONSE NOTE]
//-- PLAYER: Alright, I'm on my way.
if (response == "s_152")
{
//-- [NOTE]
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
//-- NPC: Do this for Hoolar and for Ithorians everywhere.
string_id message = new string_id (c_stringFile, "s_154");
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I have other questions for you.
if (response == "s_156")
{
//-- [NOTE]
if (azure_cabal_haadj_condition_onAssignment_30ENF_Q1A (player, npc))
{
//-- NPC: Do you want information about the Sleepless Brotherhood or the specifics of your assignment?
string_id message = new string_id (c_stringFile, "s_197");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Information about the Sleepless Brotherhood.
boolean hasResponse0 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Assignment specifics.
boolean hasResponse1 = false;
if (azure_cabal_haadj_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_216");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_217");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 13);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (azure_cabal_haadj_condition_onAssignment_30ENF_Q1B (player, npc))
{
//-- NPC: You have been assigned a simple kill mission. Track down the Sleeping Brotherhood members known as Slayers and kill 7 of them.
string_id message = new string_id (c_stringFile, "s_199");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Tell me about the Brotherhood.
boolean hasResponse0 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I want more specifics about my assignment.
boolean hasResponse1 = false;
if (azure_cabal_haadj_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_239");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_240");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 20);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (azure_cabal_haadj_condition_onAssignment_30ENF_Q1C (player, npc))
{
//-- NPC: The Sleepless Brotherhood has once again stolen an Azure Cabal comm unit.
string_id message = new string_id (c_stringFile, "s_201");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Once again?
boolean hasResponse0 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I want more specifics about the assignment.
boolean hasResponse1 = false;
if (azure_cabal_haadj_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_108");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_109");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 26);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (azure_cabal_haadj_condition_onAssignment_30ENF_Q1D (player, npc))
{
//-- NPC: This assignment is really more of a personal favor. Don't worry, it has Loruna's blessing. It's just a little different than straight-up enforcement.
string_id message = new string_id (c_stringFile, "s_203");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Is this about the Sleepless Brotherhood?
boolean hasResponse0 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Different in what way?
boolean hasResponse1 = false;
if (azure_cabal_haadj_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_87");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_106");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 34);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
//-- NPC: Just read your journal. I do not have time to coddle operatives. Not even you.
string_id message = new string_id (c_stringFile, "s_167");
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int azure_cabal_haadj_handleBranch48 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Do you need additional information about your assignment?
//-- [RESPONSE NOTE]
//-- PLAYER: Yes.
if (response == "s_283")
{
//-- [NOTE]
if (azure_cabal_haadj_condition_onAssignment_30ENF_Q2A (player, npc))
{
//-- NPC: Are you interested in information about the Drennics or about your specific assignment?
string_id message = new string_id (c_stringFile, "s_358");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I've faced them before.
boolean hasResponse0 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Tell me more about my assignment.
boolean hasResponse1 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: No, that's all I needed.
boolean hasResponse2 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_360");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_384");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_403");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 49);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (azure_cabal_haadj_condition_onAssignment_30ENF_Q2B (player, npc))
{
//-- NPC: You've been instructed to hunt down Drennic Dataminers. Do you need more information than that?
string_id message = new string_id (c_stringFile, "s_286");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Yes, tell me more.
boolean hasResponse0 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Yes, but where do I go?
boolean hasResponse1 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: No, that's all I needed.
boolean hasResponse2 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_288");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_312");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_401");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 55);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (azure_cabal_haadj_condition_onAssignment_30ENF_Q2C (player, npc))
{
//-- NPC: We have a contract to recover some Rebel schematics that were stolen by Drennic Analysts not far from here.
string_id message = new string_id (c_stringFile, "s_396");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Do we work for the Empire or the Rebels?
boolean hasResponse0 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Tell me more about my assignment.
boolean hasResponse1 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: No, that's all I needed.
boolean hasResponse2 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_399");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_400");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_402");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 60);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (azure_cabal_haadj_condition_onAssignment_30ENF_Q2D (player, npc))
{
//-- NPC: This war with the Drennics is getting worse. They seem to know our every move and ever since they located the EM-Scanners we placed in their bunker, we've been clueless about their plans.
string_id message = new string_id (c_stringFile, "s_398");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Tell me about the war with the Drennics.
boolean hasResponse0 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Tell me more about my assignment.
boolean hasResponse1 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: I'm ready to begin.
boolean hasResponse2 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_417");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_418");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_419");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 65);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: No, just checking in.
if (response == "s_328")
{
//-- [NOTE]
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
//-- NPC: I'll see you when you're done.
string_id message = new string_id (c_stringFile, "s_195");
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int azure_cabal_haadj_handleBranch49 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Are you interested in information about the Drennics or about your specific assignment?
//-- [RESPONSE NOTE]
//-- PLAYER: I've faced them before.
if (response == "s_360")
{
//-- [NOTE]
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
//-- NPC: Yes, Broma told me that you fought the Drennics before. Something to do with impressing a Gungan, of all things.
string_id message = new string_id (c_stringFile, "s_362");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I'm ready to begin.
boolean hasResponse0 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Right, but I want more information.
boolean hasResponse1 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: True. Tell me more about my assignment.
boolean hasResponse2 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_364");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_366");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_382");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 50);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: Tell me more about my assignment.
if (response == "s_384")
{
//-- [NOTE]
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
//-- NPC: This is a straight-forward attack. I want you to engage and eliminate at least 10 Drennic Scouts near the coordinates I uploaded to you.
string_id message = new string_id (c_stringFile, "s_386");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Okay.
boolean hasResponse0 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Did they do something to us?
boolean hasResponse1 = false;
if (azure_cabal_haadj_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_388");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_390");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 53);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: No, that's all I needed.
if (response == "s_403")
{
//-- [NOTE]
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
//-- NPC: I'll see you when you're done.
string_id message = new string_id (c_stringFile, "s_195");
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int azure_cabal_haadj_handleBranch50 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Yes, Broma told me that you fought the Drennics before. Something to do with impressing a Gungan, of all things.
//-- [RESPONSE NOTE]
//-- PLAYER: I'm ready to begin.
if (response == "s_364")
{
//-- [NOTE]
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
//-- NPC: I'll see you when you're done.
string_id message = new string_id (c_stringFile, "s_195");
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: Right, but I want more information.
if (response == "s_366")
{
//-- [NOTE]
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
//-- NPC: The Drennics follow a man named Drenn. They freelance for the various crime syndicates on Naboo and other planets. His mercenary front-business has begun to overlap our operations, especially in the area of scouting and reconnaissance.
string_id message = new string_id (c_stringFile, "s_368");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I'm ready to begin.
boolean hasResponse0 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Tell me about Drenn's Scouts.
boolean hasResponse1 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: Tell me more about my assignment.
boolean hasResponse2 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_370");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_372");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_380");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 51);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: True. Tell me more about my assignment.
if (response == "s_382")
{
//-- [NOTE]
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
//-- NPC: This is a straight-forward attack. I want you to engage and eliminate at least 10 Drennic Scouts near the coordinates I uploaded to you.
string_id message = new string_id (c_stringFile, "s_386");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Okay.
boolean hasResponse0 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Did they do something to us?
boolean hasResponse1 = false;
if (azure_cabal_haadj_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_388");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_390");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 53);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int azure_cabal_haadj_handleBranch51 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: The Drennics follow a man named Drenn. They freelance for the various crime syndicates on Naboo and other planets. His mercenary front-business has begun to overlap our operations, especially in the area of scouting and reconnaissance.
//-- [RESPONSE NOTE]
//-- PLAYER: I'm ready to begin.
if (response == "s_370")
{
//-- [NOTE]
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
//-- NPC: I'll see you when you're done.
string_id message = new string_id (c_stringFile, "s_195");
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: Tell me about Drenn's Scouts.
if (response == "s_372")
{
//-- [NOTE]
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
//-- NPC: Drenn apparently hires them out for light mercenary work. We've had minor run-ins with them a few times, but nothing serious. Then Loruna and Drenn got into a fight over a recon contract they both wanted. Ever since then, we have hunted his Scouts all over Naboo.
string_id message = new string_id (c_stringFile, "s_374");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I'm ready to begin.
boolean hasResponse0 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Tell me more about my assignment.
boolean hasResponse1 = false;
if (azure_cabal_haadj_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_376");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_378");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 52);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: Tell me more about my assignment.
if (response == "s_380")
{
//-- [NOTE]
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
//-- NPC: This is a straight-forward attack. I want you to engage and eliminate at least 10 Drennic Scouts near the coordinates I uploaded to you.
string_id message = new string_id (c_stringFile, "s_386");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Okay.
boolean hasResponse0 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Did they do something to us?
boolean hasResponse1 = false;
if (azure_cabal_haadj_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_388");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_390");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 53);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int azure_cabal_haadj_handleBranch52 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Drenn apparently hires them out for light mercenary work. We've had minor run-ins with them a few times, but nothing serious. Then Loruna and Drenn got into a fight over a recon contract they both wanted. Ever since then, we have hunted his Scouts all over Naboo.
//-- [RESPONSE NOTE]
//-- PLAYER: I'm ready to begin.
if (response == "s_376")
{
//-- [NOTE]
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
//-- NPC: I'll see you when you're done.
string_id message = new string_id (c_stringFile, "s_195");
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: Tell me more about my assignment.
if (response == "s_378")
{
//-- [NOTE]
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
//-- NPC: This is a straight-forward attack. I want you to engage and eliminate at least 10 Drennic Scouts near the coordinates I uploaded to you.
string_id message = new string_id (c_stringFile, "s_386");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Okay.
boolean hasResponse0 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Did they do something to us?
boolean hasResponse1 = false;
if (azure_cabal_haadj_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_388");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_390");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 53);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int azure_cabal_haadj_handleBranch53 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: This is a straight-forward attack. I want you to engage and eliminate at least 10 Drennic Scouts near the coordinates I uploaded to you.
//-- [RESPONSE NOTE]
//-- PLAYER: Okay.
if (response == "s_388")
{
//-- [NOTE]
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
//-- NPC: I'll see you when you're done.
string_id message = new string_id (c_stringFile, "s_195");
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: Did they do something to us?
if (response == "s_390")
{
//-- [NOTE]
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
//-- NPC: When it comes to Drennics, we don't need an excuse. The Cabal is currently at war with the Drennics. That's all you need to know for now.
string_id message = new string_id (c_stringFile, "s_392");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I'm on my way.
boolean hasResponse0 = false;
if (azure_cabal_haadj_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_394");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 54);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int azure_cabal_haadj_handleBranch54 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: When it comes to Drennics, we don't need an excuse. The Cabal is currently at war with the Drennics. That's all you need to know for now.
//-- [RESPONSE NOTE]
//-- PLAYER: I'm on my way.
if (response == "s_394")
{
//-- [NOTE]
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
//-- NPC: I'll see you when you're done.
string_id message = new string_id (c_stringFile, "s_195");
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int azure_cabal_haadj_handleBranch55 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: You've been instructed to hunt down Drennic Dataminers. Do you need more information than that?
//-- [RESPONSE NOTE]
//-- PLAYER: Yes, tell me more.
if (response == "s_288")
{
//-- [NOTE]
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
//-- NPC: Not long ago Loruna and Drenn were both vying for an Imperial contract. Something about searching for Rebel bases on outlying systems.
string_id message = new string_id (c_stringFile, "s_290");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I've heard enough.
boolean hasResponse0 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Sounds pretty ordinary.
boolean hasResponse1 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: Tell me more about my specific assignment.
boolean hasResponse2 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_292");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_294");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_310");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 56);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: Yes, but where do I go?
if (response == "s_312")
{
//-- [NOTE]
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
//-- NPC: Look for them in the network operations center of the Drennic Bunker near the coordinates I gave you.
string_id message = new string_id (c_stringFile, "s_314");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Okay, I'm going.
boolean hasResponse0 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Tell me more.
boolean hasResponse1 = false;
if (azure_cabal_haadj_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_316");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_318");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 59);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: No, that's all I needed.
if (response == "s_401")
{
//-- [NOTE]
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
//-- NPC: I'll see you when you're done.
string_id message = new string_id (c_stringFile, "s_195");
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int azure_cabal_haadj_handleBranch56 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Not long ago Loruna and Drenn were both vying for an Imperial contract. Something about searching for Rebel bases on outlying systems.
//-- [RESPONSE NOTE]
//-- PLAYER: I've heard enough.
if (response == "s_292")
{
//-- [NOTE]
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
//-- NPC: I'll see you when you're done.
string_id message = new string_id (c_stringFile, "s_195");
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: Sounds pretty ordinary.
if (response == "s_294")
{
//-- [NOTE]
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
//-- NPC: Negotiations became... vigorous... and a Drennic Scout killed one of ours.
string_id message = new string_id (c_stringFile, "s_296");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I'm ready to go.
boolean hasResponse0 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: So Loruna declared war on the Drennics?
boolean hasResponse1 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: Tell me about my assignment.
boolean hasResponse2 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_298");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_300");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_308");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 57);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: Tell me more about my specific assignment.
if (response == "s_310")
{
//-- [NOTE]
if (azure_cabal_haadj_condition_onAssignment_30ENF_Q2A (player, npc))
{
//-- NPC: Are you interested in information about the Drennics or about your specific assignment?
string_id message = new string_id (c_stringFile, "s_358");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I've faced them before.
boolean hasResponse0 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Tell me more about my assignment.
boolean hasResponse1 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: No, that's all I needed.
boolean hasResponse2 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_360");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_384");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_403");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 49);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (azure_cabal_haadj_condition_onAssignment_30ENF_Q2B (player, npc))
{
//-- NPC: You've been instructed to hunt down Drennic Dataminers. Do you need more information than that?
string_id message = new string_id (c_stringFile, "s_286");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Yes, tell me more.
boolean hasResponse0 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Yes, but where do I go?
boolean hasResponse1 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: No, that's all I needed.
boolean hasResponse2 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_288");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_312");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_401");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 55);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (azure_cabal_haadj_condition_onAssignment_30ENF_Q2C (player, npc))
{
//-- NPC: We have a contract to recover some Rebel schematics that were stolen by Drennic Analysts not far from here.
string_id message = new string_id (c_stringFile, "s_396");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Do we work for the Empire or the Rebels?
boolean hasResponse0 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Tell me more about my assignment.
boolean hasResponse1 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: No, that's all I needed.
boolean hasResponse2 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_399");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_400");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_402");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 60);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (azure_cabal_haadj_condition_onAssignment_30ENF_Q2D (player, npc))
{
//-- NPC: This war with the Drennics is getting worse. They seem to know our every move and ever since they located the EM-Scanners we placed in their bunker, we've been clueless about their plans.
string_id message = new string_id (c_stringFile, "s_398");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Tell me about the war with the Drennics.
boolean hasResponse0 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Tell me more about my assignment.
boolean hasResponse1 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: I'm ready to begin.
boolean hasResponse2 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_417");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_418");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_419");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 65);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int azure_cabal_haadj_handleBranch57 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Negotiations became... vigorous... and a Drennic Scout killed one of ours.
//-- [RESPONSE NOTE]
//-- PLAYER: I'm ready to go.
if (response == "s_298")
{
//-- [NOTE]
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
//-- NPC: I'll see you when you're done.
string_id message = new string_id (c_stringFile, "s_195");
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: So Loruna declared war on the Drennics?
if (response == "s_300")
{
//-- [NOTE]
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
//-- NPC: Precisely. It's been bloody, but our regular clients would not respect us if we rolled over for something like that... so we fight.
string_id message = new string_id (c_stringFile, "s_302");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Okay, I'm ready to go.
boolean hasResponse0 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: So what do I do to help?
boolean hasResponse1 = false;
if (azure_cabal_haadj_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_304");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_306");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 58);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: Tell me about my assignment.
if (response == "s_308")
{
//-- [NOTE]
if (azure_cabal_haadj_condition_onAssignment_30ENF_Q2A (player, npc))
{
//-- NPC: Are you interested in information about the Drennics or about your specific assignment?
string_id message = new string_id (c_stringFile, "s_358");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I've faced them before.
boolean hasResponse0 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Tell me more about my assignment.
boolean hasResponse1 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: No, that's all I needed.
boolean hasResponse2 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_360");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_384");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_403");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 49);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (azure_cabal_haadj_condition_onAssignment_30ENF_Q2B (player, npc))
{
//-- NPC: You've been instructed to hunt down Drennic Dataminers. Do you need more information than that?
string_id message = new string_id (c_stringFile, "s_286");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Yes, tell me more.
boolean hasResponse0 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Yes, but where do I go?
boolean hasResponse1 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: No, that's all I needed.
boolean hasResponse2 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_288");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_312");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_401");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 55);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (azure_cabal_haadj_condition_onAssignment_30ENF_Q2C (player, npc))
{
//-- NPC: We have a contract to recover some Rebel schematics that were stolen by Drennic Analysts not far from here.
string_id message = new string_id (c_stringFile, "s_396");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Do we work for the Empire or the Rebels?
boolean hasResponse0 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Tell me more about my assignment.
boolean hasResponse1 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: No, that's all I needed.
boolean hasResponse2 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_399");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_400");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_402");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 60);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (azure_cabal_haadj_condition_onAssignment_30ENF_Q2D (player, npc))
{
//-- NPC: This war with the Drennics is getting worse. They seem to know our every move and ever since they located the EM-Scanners we placed in their bunker, we've been clueless about their plans.
string_id message = new string_id (c_stringFile, "s_398");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Tell me about the war with the Drennics.
boolean hasResponse0 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Tell me more about my assignment.
boolean hasResponse1 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: I'm ready to begin.
boolean hasResponse2 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_417");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_418");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_419");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 65);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int azure_cabal_haadj_handleBranch58 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Precisely. It's been bloody, but our regular clients would not respect us if we rolled over for something like that... so we fight.
//-- [RESPONSE NOTE]
//-- PLAYER: Okay, I'm ready to go.
if (response == "s_304")
{
//-- [NOTE]
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
//-- NPC: I'll see you when you're done.
string_id message = new string_id (c_stringFile, "s_195");
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: So what do I do to help?
if (response == "s_306")
{
//-- [NOTE]
if (azure_cabal_haadj_condition_onAssignment_30ENF_Q2A (player, npc))
{
//-- NPC: Are you interested in information about the Drennics or about your specific assignment?
string_id message = new string_id (c_stringFile, "s_358");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I've faced them before.
boolean hasResponse0 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Tell me more about my assignment.
boolean hasResponse1 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: No, that's all I needed.
boolean hasResponse2 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_360");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_384");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_403");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 49);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (azure_cabal_haadj_condition_onAssignment_30ENF_Q2B (player, npc))
{
//-- NPC: You've been instructed to hunt down Drennic Dataminers. Do you need more information than that?
string_id message = new string_id (c_stringFile, "s_286");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Yes, tell me more.
boolean hasResponse0 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Yes, but where do I go?
boolean hasResponse1 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: No, that's all I needed.
boolean hasResponse2 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_288");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_312");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_401");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 55);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (azure_cabal_haadj_condition_onAssignment_30ENF_Q2C (player, npc))
{
//-- NPC: We have a contract to recover some Rebel schematics that were stolen by Drennic Analysts not far from here.
string_id message = new string_id (c_stringFile, "s_396");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Do we work for the Empire or the Rebels?
boolean hasResponse0 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Tell me more about my assignment.
boolean hasResponse1 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: No, that's all I needed.
boolean hasResponse2 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_399");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_400");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_402");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 60);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (azure_cabal_haadj_condition_onAssignment_30ENF_Q2D (player, npc))
{
//-- NPC: This war with the Drennics is getting worse. They seem to know our every move and ever since they located the EM-Scanners we placed in their bunker, we've been clueless about their plans.
string_id message = new string_id (c_stringFile, "s_398");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Tell me about the war with the Drennics.
boolean hasResponse0 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Tell me more about my assignment.
boolean hasResponse1 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: I'm ready to begin.
boolean hasResponse2 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_417");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_418");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_419");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 65);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int azure_cabal_haadj_handleBranch59 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Look for them in the network operations center of the Drennic Bunker near the coordinates I gave you.
//-- [RESPONSE NOTE]
//-- PLAYER: Okay, I'm going.
if (response == "s_316")
{
//-- [NOTE]
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
//-- NPC: I'll see you when you're done.
string_id message = new string_id (c_stringFile, "s_195");
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: Tell me more.
if (response == "s_318")
{
//-- [NOTE]
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
//-- NPC: Not long ago Loruna and Drenn were both vying for an Imperial contract. Something about searching for Rebel bases on outlying systems.
string_id message = new string_id (c_stringFile, "s_290");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I've heard enough.
boolean hasResponse0 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Sounds pretty ordinary.
boolean hasResponse1 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: Tell me more about my specific assignment.
boolean hasResponse2 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_292");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_294");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_310");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 56);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int azure_cabal_haadj_handleBranch60 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: We have a contract to recover some Rebel schematics that were stolen by Drennic Analysts not far from here.
//-- [RESPONSE NOTE]
//-- PLAYER: Do we work for the Empire or the Rebels?
if (response == "s_399")
{
//-- [NOTE]
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
//-- NPC: Both an neither. Loruna accepts most of our jobs from regular clients who have interests on both sides of the war.
string_id message = new string_id (c_stringFile, "s_404");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: That's a dangerous game.
boolean hasResponse0 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Fine. Tell me about my assignment.
boolean hasResponse1 = false;
if (azure_cabal_haadj_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_406");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_407");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 61);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: Tell me more about my assignment.
if (response == "s_400")
{
//-- [NOTE]
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
//-- NPC: I don't know much more. All I was told is that some sealed schematics that are reputed to belong to the Rebels were lost in a shipwreck. Somehow the Drennics found some of them.
string_id message = new string_id (c_stringFile, "s_411");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: So where should I look?
boolean hasResponse0 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Okay, thanks.
boolean hasResponse1 = false;
if (azure_cabal_haadj_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_413");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_414");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 63);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: No, that's all I needed.
if (response == "s_402")
{
//-- [NOTE]
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
//-- NPC: I'll see you when you're done.
string_id message = new string_id (c_stringFile, "s_195");
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int azure_cabal_haadj_handleBranch61 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Both an neither. Loruna accepts most of our jobs from regular clients who have interests on both sides of the war.
//-- [RESPONSE NOTE]
//-- PLAYER: That's a dangerous game.
if (response == "s_406")
{
//-- [NOTE]
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
//-- NPC: Yes, but so far it has been lucrative. So long as we remain discrete, we'll be fine. I don't believe the rumors about the Emperor's temper for a second.
string_id message = new string_id (c_stringFile, "s_408");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Tell me more about my assignment.
boolean hasResponse0 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: If you say so... I'm ready to begin my assignment.
boolean hasResponse1 = false;
if (azure_cabal_haadj_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_410");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_409");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 62);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: Fine. Tell me about my assignment.
if (response == "s_407")
{
//-- [NOTE]
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
//-- NPC: I don't know much more. All I was told is that some sealed schematics that are reputed to belong to the Rebels were lost in a shipwreck. Somehow the Drennics found some of them.
string_id message = new string_id (c_stringFile, "s_411");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: So where should I look?
boolean hasResponse0 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Okay, thanks.
boolean hasResponse1 = false;
if (azure_cabal_haadj_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_413");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_414");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 63);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int azure_cabal_haadj_handleBranch62 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Yes, but so far it has been lucrative. So long as we remain discrete, we'll be fine. I don't believe the rumors about the Emperor's temper for a second.
//-- [RESPONSE NOTE]
//-- PLAYER: Tell me more about my assignment.
if (response == "s_410")
{
//-- [NOTE]
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
//-- NPC: I don't know much more. All I was told is that some sealed schematics that are reputed to belong to the Rebels were lost in a shipwreck. Somehow the Drennics found some of them.
string_id message = new string_id (c_stringFile, "s_411");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: So where should I look?
boolean hasResponse0 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Okay, thanks.
boolean hasResponse1 = false;
if (azure_cabal_haadj_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_413");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_414");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 63);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: If you say so... I'm ready to begin my assignment.
if (response == "s_409")
{
//-- [NOTE]
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
//-- NPC: I'll see you when you're done.
string_id message = new string_id (c_stringFile, "s_195");
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int azure_cabal_haadj_handleBranch63 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: I don't know much more. All I was told is that some sealed schematics that are reputed to belong to the Rebels were lost in a shipwreck. Somehow the Drennics found some of them.
//-- [RESPONSE NOTE]
//-- PLAYER: So where should I look?
if (response == "s_413")
{
//-- [NOTE]
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
//-- NPC: My guess is that Drenn has his Analysts trying to decrypt the schematics as we speak. It is essential that you get to their bunker and acquire them before they break the digital seal.
string_id message = new string_id (c_stringFile, "s_415");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Okay, I'm on my way.
boolean hasResponse0 = false;
if (azure_cabal_haadj_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_416");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 64);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: Okay, thanks.
if (response == "s_414")
{
//-- [NOTE]
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
//-- NPC: I'll see you when you're done.
string_id message = new string_id (c_stringFile, "s_195");
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int azure_cabal_haadj_handleBranch64 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: My guess is that Drenn has his Analysts trying to decrypt the schematics as we speak. It is essential that you get to their bunker and acquire them before they break the digital seal.
//-- [RESPONSE NOTE]
//-- PLAYER: Okay, I'm on my way.
if (response == "s_416")
{
//-- [NOTE]
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
//-- NPC: I'll see you when you're done.
string_id message = new string_id (c_stringFile, "s_195");
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int azure_cabal_haadj_handleBranch65 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: This war with the Drennics is getting worse. They seem to know our every move and ever since they located the EM-Scanners we placed in their bunker, we've been clueless about their plans.
//-- [RESPONSE NOTE]
//-- PLAYER: Tell me about the war with the Drennics.
if (response == "s_417")
{
//-- [NOTE]
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
//-- NPC: Until Loruna or Drenn swallows some pride, we will remain at war with the Drennics. From my perspective, it makes little difference. One assignment is as good as another so long as we all get paid, right?
string_id message = new string_id (c_stringFile, "s_420");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: What are the specifics of my assignment?
boolean hasResponse0 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I'm ready to go.
boolean hasResponse1 = false;
if (azure_cabal_haadj_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_421");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_422");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 66);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: Tell me more about my assignment.
if (response == "s_418")
{
//-- [NOTE]
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
//-- NPC: First, locate and infiltrate the Drennic bunker near the coordinates I gave you.
string_id message = new string_id (c_stringFile, "s_423");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Okay. Go on.
boolean hasResponse0 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: That's all I needed to know.
boolean hasResponse1 = false;
if (azure_cabal_haadj_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_424");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_425");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 67);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I'm ready to begin.
if (response == "s_419")
{
//-- [NOTE]
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
//-- NPC: I'll see you when you're done.
string_id message = new string_id (c_stringFile, "s_195");
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int azure_cabal_haadj_handleBranch66 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Until Loruna or Drenn swallows some pride, we will remain at war with the Drennics. From my perspective, it makes little difference. One assignment is as good as another so long as we all get paid, right?
//-- [RESPONSE NOTE]
//-- PLAYER: What are the specifics of my assignment?
if (response == "s_421")
{
//-- [NOTE]
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
//-- NPC: First, locate and infiltrate the Drennic bunker near the coordinates I gave you.
string_id message = new string_id (c_stringFile, "s_423");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Okay. Go on.
boolean hasResponse0 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: That's all I needed to know.
boolean hasResponse1 = false;
if (azure_cabal_haadj_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_424");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_425");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 67);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I'm ready to go.
if (response == "s_422")
{
//-- [NOTE]
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
//-- NPC: I'll see you when you're done.
string_id message = new string_id (c_stringFile, "s_195");
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int azure_cabal_haadj_handleBranch67 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: First, locate and infiltrate the Drennic bunker near the coordinates I gave you.
//-- [RESPONSE NOTE]
//-- PLAYER: Okay. Go on.
if (response == "s_424")
{
//-- [NOTE]
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
//-- NPC: You need to locate two terminals that are out of the way... Inconspicuous terminals, if you get my meaning.
string_id message = new string_id (c_stringFile, "s_426");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Can't you be more specific?
boolean hasResponse0 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Inconspicuous terminals. That's what I needed.
boolean hasResponse1 = false;
if (azure_cabal_haadj_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_427");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_428");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 68);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: That's all I needed to know.
if (response == "s_425")
{
//-- [NOTE]
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
//-- NPC: I'll see you when you're done.
string_id message = new string_id (c_stringFile, "s_195");
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int azure_cabal_haadj_handleBranch68 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: You need to locate two terminals that are out of the way... Inconspicuous terminals, if you get my meaning.
//-- [RESPONSE NOTE]
//-- PLAYER: Can't you be more specific?
if (response == "s_427")
{
//-- [NOTE]
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
//-- NPC: No. Just look for inconspicuous terminals located in areas that are not heavily patrolled. Place an EM-Scanner on two of them.
string_id message = new string_id (c_stringFile, "s_429");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Then what?
boolean hasResponse0 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Okay. I've got it now.
boolean hasResponse1 = false;
if (azure_cabal_haadj_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_430");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_431");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 69);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: Inconspicuous terminals. That's what I needed.
if (response == "s_428")
{
//-- [NOTE]
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
//-- NPC: I'll see you when you're done.
string_id message = new string_id (c_stringFile, "s_195");
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int azure_cabal_haadj_handleBranch69 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: No. Just look for inconspicuous terminals located in areas that are not heavily patrolled. Place an EM-Scanner on two of them.
//-- [RESPONSE NOTE]
//-- PLAYER: Then what?
if (response == "s_430")
{
//-- [NOTE]
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
//-- NPC: After you place the scanners, I will comm you with further instructions. You could, of course, always read your journal, but that's asking an awful lot, isn't it?
string_id message = new string_id (c_stringFile, "s_432");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Got it.
boolean hasResponse0 = false;
if (azure_cabal_haadj_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_433");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 70);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: Okay. I've got it now.
if (response == "s_431")
{
//-- [NOTE]
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
//-- NPC: I'll see you when you're done.
string_id message = new string_id (c_stringFile, "s_195");
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int azure_cabal_haadj_handleBranch70 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: After you place the scanners, I will comm you with further instructions. You could, of course, always read your journal, but that's asking an awful lot, isn't it?
//-- [RESPONSE NOTE]
//-- PLAYER: Got it.
if (response == "s_433")
{
//-- [NOTE]
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
//-- NPC: I'll see you when you're done.
string_id message = new string_id (c_stringFile, "s_195");
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
// ======================================================================
// User Script Triggers
// ======================================================================
trigger OnInitialize ()
{
if ((!isTangible (self)) || (isPlayer (self)))
detachScript(self, "conversation.azure_cabal_haadj");
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.azure_cabal_haadj");
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 (azure_cabal_haadj_condition_onTask_30ENF_Repeater_Q1 (player, npc))
{
azure_cabal_haadj_action_signal_30ENF_ClearRepeaterQuest (player, npc);
//-- NPC: Loruna sent you? Okay, that's her call. I have an assignment for you, but I cannot tell you what it is until you agree to complete it. Rules are rules, after all.
string_id message = new string_id (c_stringFile, "s_168");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I accept the assignment
boolean hasResponse0 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Not interested.
boolean hasResponse1 = false;
if (azure_cabal_haadj_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_170");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_171");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 1);
npcStartConversation (player, npc, "azure_cabal_haadj", message, responses);
}
else
{
chat.chat (npc, player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (azure_cabal_haadj_condition_onTask_30ENF_Repeater_Q2 (player, npc))
{
azure_cabal_haadj_action_signal_30ENF_ClearRepeaterQuest (player, npc);
//-- NPC: Loruna must have a high estimation of your abilities to send you for this assignment. I cannot reveal the nature of the mission until you agree to participate. I can tell you this much: it's against the Drennics.
string_id message = new string_id (c_stringFile, "s_174");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I'll take on the Drennics again.
boolean hasResponse0 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Not interested.
boolean hasResponse1 = false;
if (azure_cabal_haadj_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_175");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_176");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 5);
npcStartConversation (player, npc, "azure_cabal_haadj", message, responses);
}
else
{
chat.chat (npc, player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (azure_cabal_haadj_condition_onTask_30ENF_Q1_Return (player, npc))
{
azure_cabal_haadj_action_signal_30ENF_CompleteQuest (player, npc);
//-- NPC: That should keep the Brotherhood off our radar for a while. Good work.
string_id message = new string_id (c_stringFile, "s_189");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Do you have any more assignments?
boolean hasResponse0 = false;
if (azure_cabal_haadj_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_196");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 9);
npcStartConversation (player, npc, "azure_cabal_haadj", message, responses);
}
else
{
chat.chat (npc, player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (azure_cabal_haadj_condition_onTask_30ENF_Q2_Return (player, npc))
{
azure_cabal_haadj_action_signal_30ENF_CompleteQuest (player, npc);
//-- NPC: Outstanding. You have made a solid contribution to our war against the Drennics. I'll relay the complete-code to Loruna.
string_id message = new string_id (c_stringFile, "s_191");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Anything else you need?
boolean hasResponse0 = false;
if (azure_cabal_haadj_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_200");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 11);
npcStartConversation (player, npc, "azure_cabal_haadj", message, responses);
}
else
{
chat.chat (npc, player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (azure_cabal_haadj_condition_onQuest_30ENF_Q1 (player, npc))
{
//-- NPC: You cannot possibly be done already!
string_id message = new string_id (c_stringFile, "s_192");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Yes.
boolean hasResponse0 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: No, just checking in.
boolean hasResponse1 = false;
if (azure_cabal_haadj_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_193");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_194");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 12);
npcStartConversation (player, npc, "azure_cabal_haadj", message, responses);
}
else
{
chat.chat (npc, player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (azure_cabal_haadj_condition_onQuest_30ENF_Q2 (player, npc))
{
//-- NPC: Do you need additional information about your assignment?
string_id message = new string_id (c_stringFile, "s_282");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Yes.
boolean hasResponse0 = false;
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: No, just checking in.
boolean hasResponse1 = false;
if (azure_cabal_haadj_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_283");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_328");
utils.setScriptVar (player, "conversation.azure_cabal_haadj.branchId", 48);
npcStartConversation (player, npc, "azure_cabal_haadj", message, responses);
}
else
{
chat.chat (npc, player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (azure_cabal_haadj_condition__defaultCondition (player, npc))
{
//-- NPC: Wait! Do not speak... There are eyes on us and ears too close. Come back after you talk to Loruna again.
string_id message = new string_id (c_stringFile, "s_330");
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 != "azure_cabal_haadj")
return SCRIPT_CONTINUE;
obj_id npc = self;
int branchId = utils.getIntScriptVar (player, "conversation.azure_cabal_haadj.branchId");
if (branchId == 1 && azure_cabal_haadj_handleBranch1 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 3 && azure_cabal_haadj_handleBranch3 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 5 && azure_cabal_haadj_handleBranch5 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 7 && azure_cabal_haadj_handleBranch7 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 9 && azure_cabal_haadj_handleBranch9 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 11 && azure_cabal_haadj_handleBranch11 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 12 && azure_cabal_haadj_handleBranch12 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 13 && azure_cabal_haadj_handleBranch13 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 14 && azure_cabal_haadj_handleBranch14 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 15 && azure_cabal_haadj_handleBranch15 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 16 && azure_cabal_haadj_handleBranch16 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 17 && azure_cabal_haadj_handleBranch17 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 18 && azure_cabal_haadj_handleBranch18 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 19 && azure_cabal_haadj_handleBranch19 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 20 && azure_cabal_haadj_handleBranch20 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 21 && azure_cabal_haadj_handleBranch21 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 22 && azure_cabal_haadj_handleBranch22 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 23 && azure_cabal_haadj_handleBranch23 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 24 && azure_cabal_haadj_handleBranch24 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 25 && azure_cabal_haadj_handleBranch25 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 26 && azure_cabal_haadj_handleBranch26 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 27 && azure_cabal_haadj_handleBranch27 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 28 && azure_cabal_haadj_handleBranch28 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 29 && azure_cabal_haadj_handleBranch29 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 31 && azure_cabal_haadj_handleBranch31 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 32 && azure_cabal_haadj_handleBranch32 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 34 && azure_cabal_haadj_handleBranch34 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 35 && azure_cabal_haadj_handleBranch35 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 36 && azure_cabal_haadj_handleBranch36 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 37 && azure_cabal_haadj_handleBranch37 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 38 && azure_cabal_haadj_handleBranch38 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 40 && azure_cabal_haadj_handleBranch40 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 41 && azure_cabal_haadj_handleBranch41 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 42 && azure_cabal_haadj_handleBranch42 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 43 && azure_cabal_haadj_handleBranch43 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 44 && azure_cabal_haadj_handleBranch44 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 48 && azure_cabal_haadj_handleBranch48 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 49 && azure_cabal_haadj_handleBranch49 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 50 && azure_cabal_haadj_handleBranch50 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 51 && azure_cabal_haadj_handleBranch51 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 52 && azure_cabal_haadj_handleBranch52 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 53 && azure_cabal_haadj_handleBranch53 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 54 && azure_cabal_haadj_handleBranch54 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 55 && azure_cabal_haadj_handleBranch55 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 56 && azure_cabal_haadj_handleBranch56 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 57 && azure_cabal_haadj_handleBranch57 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 58 && azure_cabal_haadj_handleBranch58 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 59 && azure_cabal_haadj_handleBranch59 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 60 && azure_cabal_haadj_handleBranch60 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 61 && azure_cabal_haadj_handleBranch61 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 62 && azure_cabal_haadj_handleBranch62 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 63 && azure_cabal_haadj_handleBranch63 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 64 && azure_cabal_haadj_handleBranch64 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 65 && azure_cabal_haadj_handleBranch65 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 66 && azure_cabal_haadj_handleBranch66 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 67 && azure_cabal_haadj_handleBranch67 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 68 && azure_cabal_haadj_handleBranch68 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 69 && azure_cabal_haadj_handleBranch69 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 70 && azure_cabal_haadj_handleBranch70 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
chat.chat (npc, "Error: Fell through all branches and responses for OnNpcConversationResponse.");
utils.removeScriptVar (player, "conversation.azure_cabal_haadj.branchId");
return SCRIPT_CONTINUE;
}
// ======================================================================