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

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// ======================================================================
//
// prof_commando_mao.script
// Copyright 2004, Sony Online Entertainment
// All Rights Reserved.
//
// Created with SwgConversationEditor 1.36 - DO NOT EDIT THIS AUTO-GENERATED FILE!
//
// ======================================================================
// ======================================================================
// Library Includes
// ======================================================================
include library.ai_lib;
include library.chat;
include library.groundquests;
include library.utils;
// ======================================================================
// Script Constants
// ======================================================================
string c_stringFile = "conversation/prof_commando_mao";
// ======================================================================
// Script Conditions
// ======================================================================
boolean prof_commando_mao_condition__defaultCondition (obj_id player, obj_id npc)
{
return true;
}
// ----------------------------------------------------------------------
boolean prof_commando_mao_condition_playerOnCOM11Reward (obj_id player, obj_id npc)
{
return groundquests.isTaskActive(player, "prof_commando_11", "talktomao");
}
// ----------------------------------------------------------------------
boolean prof_commando_mao_condition_playerfinishedCOM11Quest (obj_id player, obj_id npc)
{
return groundquests.hasCompletedQuest(player, "prof_commando_11");
}
// ----------------------------------------------------------------------
boolean prof_commando_mao_condition_playerStartingCOM11quest (obj_id player, obj_id npc)
{
return groundquests.isTaskActive(player, "prof_commando_11", "giveassignment");
}
// ----------------------------------------------------------------------
boolean prof_commando_mao_condition_questStarted (obj_id player, obj_id npc)
{
return groundquests.hasCompletedTask(player, "prof_commando_11", "giveassignment");
}
// ======================================================================
// Script Actions
// ======================================================================
void prof_commando_mao_action_giveRewardSignal (obj_id player, obj_id npc)
{
groundquests.sendSignal(player, "prof_commando_11_reward");
}
// ----------------------------------------------------------------------
void prof_commando_mao_action_giveAssignmentSignal (obj_id player, obj_id npc)
{
groundquests.sendSignal(player, "prof_commando_11_1_giveassignment");
}
// ----------------------------------------------------------------------
void prof_commando_mao_action_faceplayer (obj_id player, obj_id npc)
{
faceTo(npc, player);
}
// ----------------------------------------------------------------------
void prof_commando_mao_action_givequestDEBUG (obj_id player, obj_id npc)
{
groundquests.grantQuest(player, "prof_commando_11");
}
// ======================================================================
// Script %TO Tokens
// ======================================================================
// ======================================================================
// Script %DI Tokens
// ======================================================================
// ======================================================================
// Script %DF Tokens
// ======================================================================
// ======================================================================
// handleBranch<n> Functions
// ======================================================================
int prof_commando_mao_handleBranch2 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: How did it go?
//-- [RESPONSE NOTE]
//-- PLAYER: It's done, if that's what you mean.
if (response == "s_20")
{
//-- [NOTE]
if (prof_commando_mao_condition__defaultCondition (player, npc))
{
doAnimationAction (npc, "bow");
prof_commando_mao_action_giveRewardSignal (player, npc);
//-- NPC: That's exactly what it means. Very good. My business associates thank you for keeping their trade safe. Here is your payment.
string_id message = new string_id (c_stringFile, "s_22");
utils.removeScriptVar (player, "conversation.prof_commando_mao.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int prof_commando_mao_handleBranch5 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Ah. You look like the kind of person that can help me.
//-- [RESPONSE NOTE]
//-- PLAYER: Sgt. Snopel sent me to you.
if (response == "s_30")
{
//-- [NOTE]
if (prof_commando_mao_condition__defaultCondition (player, npc))
{
//-- NPC: Of course he did. I have a job for you. Won't be too easy, but shouldn't kill ya either. A bunch of sand pirates are interfering with my business partners.
string_id message = new string_id (c_stringFile, "s_32");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: How are they interfering?
boolean hasResponse0 = false;
if (prof_commando_mao_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_33");
utils.setScriptVar (player, "conversation.prof_commando_mao.branchId", 6);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.prof_commando_mao.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int prof_commando_mao_handleBranch6 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Of course he did. I have a job for you. Won't be too easy, but shouldn't kill ya either. A bunch of sand pirates are interfering with my business partners.
//-- [RESPONSE NOTE]
//-- PLAYER: How are they interfering?
if (response == "s_33")
{
//-- [NOTE]
if (prof_commando_mao_condition__defaultCondition (player, npc))
{
//-- NPC: Any transport that gets within a thousand meters of their base tends to have some unfortunate accidents...at the end of blaster bolts.
string_id message = new string_id (c_stringFile, "s_34");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: So what am I to do?
boolean hasResponse0 = false;
if (prof_commando_mao_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_35");
utils.setScriptVar (player, "conversation.prof_commando_mao.branchId", 7);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.prof_commando_mao.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int prof_commando_mao_handleBranch7 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Any transport that gets within a thousand meters of their base tends to have some unfortunate accidents...at the end of blaster bolts.
//-- [RESPONSE NOTE]
//-- PLAYER: So what am I to do?
if (response == "s_35")
{
//-- [NOTE]
if (prof_commando_mao_condition__defaultCondition (player, npc))
{
prof_commando_mao_action_giveAssignmentSignal (player, npc);
//-- NPC: Simple. You go to their base, kill their leader, and make sure that no one will be able to use the base again.
string_id message = new string_id (c_stringFile, "s_36");
utils.removeScriptVar (player, "conversation.prof_commando_mao.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
// ======================================================================
// User Script Triggers
// ======================================================================
trigger OnInitialize ()
{
if ((!isMob (self)) || (isPlayer (self)))
detachScript(self, "conversation.prof_commando_mao");
setCondition (self, CONDITION_CONVERSABLE);
setCondition (self, CONDITION_INTERESTING);
setInvulnerable (self, true);
setName (self, "Coris Mao");
ai_lib.setDefaultCalmBehavior( self, ai_lib.BEHAVIOR_SENTINEL );
return SCRIPT_CONTINUE;
}
trigger OnAttach ()
{
setCondition (self, CONDITION_CONVERSABLE);
setCondition (self, CONDITION_INTERESTING);
setInvulnerable (self, true);
setName (self, "Coris Mao");
ai_lib.setDefaultCalmBehavior( self, ai_lib.BEHAVIOR_SENTINEL );
return SCRIPT_CONTINUE;
}
trigger OnObjectMenuRequest (obj_id player, menu_info menuInfo)
{
int menu = menuInfo.addRootMenu (menu_info_types.CONVERSE_START, null);
menu_info_data menuInfoData = menuInfo.getMenuItemById (menu);
menuInfoData.setServerNotify (false);
setCondition (self, CONDITION_CONVERSABLE);
return SCRIPT_CONTINUE;
}
trigger OnIncapacitated (obj_id killer)
{
clearCondition (self, CONDITION_CONVERSABLE);
detachScript (self, "conversation.prof_commando_mao");
return SCRIPT_CONTINUE;
}
// ======================================================================
// Script Triggers
// ======================================================================
//-- This function should move to base_class.java
boolean npcStartConversation(obj_id player, obj_id npc, string convoName, string_id greetingId, prose_package greetingProse, string_id[] responses)
{
Object[] objects = new Object[responses.length];
System.arraycopy(responses, 0, objects, 0, responses.length);
return npcStartConversation(player, npc, convoName, greetingId, greetingProse, objects);
}
// ----------------------------------------------------------------------
trigger OnStartNpcConversation (obj_id player)
{
obj_id npc = self;
if (ai_lib.isInCombat (npc) || ai_lib.isInCombat (player))
return SCRIPT_OVERRIDE;
//-- [NOTE]
if (prof_commando_mao_condition_playerfinishedCOM11Quest (player, npc))
{
prof_commando_mao_action_faceplayer (player, npc);
//-- NPC: Good work. You are a credit to your Senior Officers.
string_id message = new string_id (c_stringFile, "s_9");
chat.chat (npc, player, message);
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (prof_commando_mao_condition_playerOnCOM11Reward (player, npc))
{
prof_commando_mao_action_faceplayer (player, npc);
//-- NPC: How did it go?
string_id message = new string_id (c_stringFile, "s_18");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: It's done, if that's what you mean.
boolean hasResponse0 = false;
if (prof_commando_mao_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_20");
utils.setScriptVar (player, "conversation.prof_commando_mao.branchId", 2);
npcStartConversation (player, npc, "prof_commando_mao", message, responses);
}
else
{
chat.chat (npc, player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (prof_commando_mao_condition_questStarted (player, npc))
{
prof_commando_mao_action_faceplayer (player, npc);
//-- NPC: Take care of that base. I won't pay you until the job is done. You should have all the information that you need in your journal.
string_id message = new string_id (c_stringFile, "s_31");
chat.chat (npc, player, message);
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (prof_commando_mao_condition_playerStartingCOM11quest (player, npc))
{
prof_commando_mao_action_faceplayer (player, npc);
//-- NPC: Ah. You look like the kind of person that can help me.
string_id message = new string_id (c_stringFile, "s_29");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Sgt. Snopel sent me to you.
boolean hasResponse0 = false;
if (prof_commando_mao_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_30");
utils.setScriptVar (player, "conversation.prof_commando_mao.branchId", 5);
npcStartConversation (player, npc, "prof_commando_mao", message, responses);
}
else
{
chat.chat (npc, player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (prof_commando_mao_condition__defaultCondition (player, npc))
{
//-- NPC: I'd love to do nothing more than chat, but I'm busy.
string_id message = new string_id (c_stringFile, "s_28");
chat.chat (npc, player, message);
return SCRIPT_CONTINUE;
}
chat.chat (npc, "Error: All conditions for OnStartNpcConversation were false.");
return SCRIPT_CONTINUE;
}
// ----------------------------------------------------------------------
trigger OnNpcConversationResponse (string conversationId, obj_id player, string_id response)
{
if (conversationId != "prof_commando_mao")
return SCRIPT_CONTINUE;
obj_id npc = self;
int branchId = utils.getIntScriptVar (player, "conversation.prof_commando_mao.branchId");
if (branchId == 2 && prof_commando_mao_handleBranch2 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 5 && prof_commando_mao_handleBranch5 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 6 && prof_commando_mao_handleBranch6 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 7 && prof_commando_mao_handleBranch7 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
chat.chat (npc, "Error: Fell through all branches and responses for OnNpcConversationResponse.");
utils.removeScriptVar (player, "conversation.prof_commando_mao.branchId");
return SCRIPT_CONTINUE;
}
// ======================================================================