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dsrc/sku.0/sys.server/compiled/game/script/conversation/naboo_imperial_tier3.script
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// ======================================================================
//
// naboo_imperial_tier3.script
//
//
//
// Created with SwgConversationEditor 1.36 - DO NOT EDIT THIS AUTO-GENERATED FILE!
//
// ======================================================================
// ======================================================================
// Library Includes
// ======================================================================
include library.ai_lib;
include library.chat;
include library.factions;
include library.skill;
include library.space_flags;
include library.space_quest;
include library.utils;
// ======================================================================
// Script Constants
// ======================================================================
string c_stringFile = "conversation/naboo_imperial_tier3";
// ======================================================================
// Script Conditions
// ======================================================================
boolean naboo_imperial_tier3_condition__defaultCondition (obj_id player, obj_id npc)
{
return true;
}
// ----------------------------------------------------------------------
boolean naboo_imperial_tier3_condition_isCorrectFaction (obj_id player, obj_id npc)
{
//if this is an Imperial trainer, make sure the player is an Imperial Pilot
//if it is Rebel, then make sure the player is a rebel pilot, etc.
//return FALSE if this NPC should NOT talk to this player!
return ( hasSkill( player, "pilot_imperial_navy_novice" ) );
}
// ----------------------------------------------------------------------
boolean naboo_imperial_tier3_condition_isReadyForTier3 (obj_id player, obj_id npc)
{
/*
//if you're missing any of these skills, then you aren't ready for tier3
if (!hasSkill( player, "pilot_imperial_navy_starships_02") )
return false;
else if (!hasSkill( player, "pilot_imperial_navy_procedures_02") )
return false;
else if (!hasSkill( player, "pilot_imperial_navy_weapons_02") )
return false;
else if (!hasSkill( player, "pilot_imperial_navy_droid_02" ) )
return false;
else
return true;
*/
return space_flags.hasCompletedTierTwo(player);
}
// ----------------------------------------------------------------------
boolean naboo_imperial_tier3_condition_isOnQuest (obj_id player, obj_id npc)
{
return ( space_quest.hasQuest( player ) );
}
// ----------------------------------------------------------------------
boolean naboo_imperial_tier3_condition_failedQuestOne (obj_id player, obj_id npc)
{
if ( space_quest.hasFailedQuestRecursive( player, "recovery", "naboo_imperial_tier3_1" ) ||
space_quest.hasAbortedQuestRecursive( player, "recovery", "naboo_imperial_tier3_1" ) )
{
return true;
}
return false;
}
// ----------------------------------------------------------------------
boolean naboo_imperial_tier3_condition_failedQuestTwo (obj_id player, obj_id npc)
{
if ( space_quest.hasFailedQuestRecursive( player, "inspect", "naboo_imperial_tier3_2" ) ||
space_quest.hasAbortedQuestRecursive( player, "inspect", "naboo_imperial_tier3_2" ) )
{
return true;
}
return false;
}
// ----------------------------------------------------------------------
boolean naboo_imperial_tier3_condition_failedQuestThree (obj_id player, obj_id npc)
{
if ( space_quest.hasFailedQuestRecursive( player, "delivery", "naboo_imperial_tier3_3" ) ||
space_quest.hasAbortedQuestRecursive( player, "delivery", "naboo_imperial_tier3_3" ) )
{
return true;
}
return false;
}
// ----------------------------------------------------------------------
boolean naboo_imperial_tier3_condition_failedQuestFour (obj_id player, obj_id npc)
{
if ( space_quest.hasFailedQuestRecursive( player, "assassinate", "naboo_imperial_tier3_4" ) ||
space_quest.hasAbortedQuestRecursive( player, "assassinate", "naboo_imperial_tier3_4" ) )
{
return true;
}
return false;
}
// ----------------------------------------------------------------------
boolean naboo_imperial_tier3_condition_onMyTrack (obj_id player, obj_id npc)
{
return space_flags.isSpaceTrack(player, space_flags.IMPERIAL_NABOO);
}
// ----------------------------------------------------------------------
boolean naboo_imperial_tier3_condition_isPilot (obj_id player, obj_id npc)
{
return space_flags.hasAnyPilotSkill(player);
}
// ----------------------------------------------------------------------
boolean naboo_imperial_tier3_condition_collectingQuestOneReward (obj_id player, obj_id npc)
{
//if the player has WON this quest, but has not been rewarded for it
//then return TRUE so the NPC can grant the reward!
if ( !space_quest.hasCompletedQuestRecursive( player, "recovery", "naboo_imperial_tier3_1"))
return false;//you haven't completed it, so you can't be here for the reward
//for quest One, we say they have not been rewarded yet if they have no tier3 skills:
if ( hasSkill( player, "pilot_imperial_navy_starships_03") ||
hasSkill( player, "pilot_imperial_navy_procedures_03") ||
hasSkill( player, "pilot_imperial_navy_weapons_03") ||
hasSkill( player, "pilot_imperial_navy_droid_03" ) )
{
return false;//you have a skill so you must have already been rewarded
}
return true;//you must be here for the reward
}
// ----------------------------------------------------------------------
boolean naboo_imperial_tier3_condition_collectingQuestTwoReward (obj_id player, obj_id npc)
{
//if the player has WON this quest, but has not been rewarded for it
//then return TRUE so the NPC can grant the reward!
if ( !space_quest.hasCompletedQuestRecursive( player, "inspect", "naboo_imperial_tier3_2"))
return false;//haven't done it, so must not be here for the reward
//we assume if you have two skills then you have already been rewarded for this quest
int skillCount = 0;
if ( hasSkill( player, "pilot_imperial_navy_starships_03") )
skillCount++;
if ( hasSkill( player, "pilot_imperial_navy_procedures_03") )
skillCount++;
if ( hasSkill( player, "pilot_imperial_navy_weapons_03") )
skillCount++;
if ( hasSkill( player, "pilot_imperial_navy_droid_03" ) )
skillCount++;
if ( skillCount < 2 )
return true;//return true because you have less than 2 skills, must not have been rewarded for this
else
return false;//you must have already been rewarded for this
}
// ----------------------------------------------------------------------
boolean naboo_imperial_tier3_condition_collectingQuestThreeReward (obj_id player, obj_id npc)
{
//if the player has WON this quest, but has not been rewarded for it
//then return TRUE so the NPC can grant the reward!
if ( !space_quest.hasCompletedQuestRecursive( player, "delivery", "naboo_imperial_tier3_3"))
return false;//haven't completed this yet, so must not be here for the reward
//we assume if you have three skills then you have already been rewarded for this quest
int skillCount = 0;
if ( hasSkill( player, "pilot_imperial_navy_starships_03") )
skillCount++;
if ( hasSkill( player, "pilot_imperial_navy_procedures_03") )
skillCount++;
if ( hasSkill( player, "pilot_imperial_navy_weapons_03") )
skillCount++;
if ( hasSkill( player, "pilot_imperial_navy_droid_03" ) )
skillCount++;
if ( skillCount < 3 )
return true;//return true because you have less than 3 skills, must not have been rewarded for this
else
return false;//you must have already been rewarded for this
}
// ----------------------------------------------------------------------
boolean naboo_imperial_tier3_condition_collectingQuestFourReward (obj_id player, obj_id npc)
{
//if the player has WON this quest, but has not been rewarded for it
//then return TRUE so the NPC can grant the reward!
if ( !space_quest.hasCompletedQuestRecursive( player, "assassinate", "naboo_imperial_tier3_4"))
return false;//haven't completed this yet, so must not be here for the reward
//if you do NOT have ALL FOUR skills then you have NOT been rewarded for this quest
if (!hasSkill( player, "pilot_imperial_navy_starships_03") )
return true;//guess you need a reward
if (!hasSkill( player, "pilot_imperial_navy_procedures_03") )
return true;//guess you need a reward
if (!hasSkill( player, "pilot_imperial_navy_weapons_03") )
return true;//guess you need a reward
if (!hasSkill( player, "pilot_imperial_navy_droid_03" ) )
return true;//guess you need a reward
return false;//you must have already been rewarded for this, because you have all the skills
}
// ----------------------------------------------------------------------
boolean naboo_imperial_tier3_condition_hasNotSpokeToBarlow (obj_id player, obj_id npc)
{
if( space_quest.hasCompletedQuestRecursive( player, "recovery", "naboo_imperial_tier3_1") &&
space_flags.hasSpaceFlag(player, "questionBarlow"))
return true;
else
return false;
}
// ----------------------------------------------------------------------
boolean naboo_imperial_tier3_condition_hasNegativeFaction (obj_id player, obj_id npc)
{
return ( factions.getFactionStanding( player, factions.FACTION_IMPERIAL ) < 0.0f );
}
// ----------------------------------------------------------------------
boolean naboo_imperial_tier3_condition_hasCompletedQuestOne (obj_id player, obj_id npc)
{
//return FALSE if the player has not yet done this
//quest, so the npc will assign it to the player
return ( space_quest.hasCompletedQuestRecursive( player, "recovery", "naboo_imperial_tier3_1"));
}
// ----------------------------------------------------------------------
boolean naboo_imperial_tier3_condition_hasCompletedQuestTwo (obj_id player, obj_id npc)
{
//return FALSE if the player has not yet done this
//quest, so the npc will assign it to the player
return (space_quest.hasCompletedQuestRecursive( player, "inspect", "naboo_imperial_tier3_2"));
}
// ----------------------------------------------------------------------
boolean naboo_imperial_tier3_condition_hasCompletedQuestThree (obj_id player, obj_id npc)
{
//return FALSE if the player has not yet done this
//quest, so the npc will assign it to the player
return (space_quest.hasCompletedQuestRecursive( player, "delivery", "naboo_imperial_tier3_3"));
}
// ----------------------------------------------------------------------
boolean naboo_imperial_tier3_condition_hasCompletedQuestFour (obj_id player, obj_id npc)
{
//return FALSE if the player has not yet done this
//quest, so the npc will assign it to the player
return ( space_quest.hasCompletedQuestRecursive( player, "assassinate", "naboo_imperial_tier3_4"));
}
// ----------------------------------------------------------------------
boolean naboo_imperial_tier3_condition_hasStarship03Skill (obj_id player, obj_id npc)
{
return ( hasSkill( player, "pilot_imperial_navy_starships_03" ) );
}
// ----------------------------------------------------------------------
boolean naboo_imperial_tier3_condition_hasProcedure03Skill (obj_id player, obj_id npc)
{
return ( hasSkill( player, "pilot_imperial_navy_procedures_03" ) );
}
// ----------------------------------------------------------------------
boolean naboo_imperial_tier3_condition_hasWeapon03Skill (obj_id player, obj_id npc)
{
return ( hasSkill( player, "pilot_imperial_navy_weapons_03" ) );
}
// ----------------------------------------------------------------------
boolean naboo_imperial_tier3_condition_hasDroid03Skill (obj_id player, obj_id npc)
{
return ( hasSkill( player, "pilot_imperial_navy_droid_03" ) );
}
// ======================================================================
// Script Actions
// ======================================================================
void naboo_imperial_tier3_action_grantQuestOne (obj_id player, obj_id npc)
{
space_quest.grantQuest( player, "recovery", "naboo_imperial_tier3_1" );
}
// ----------------------------------------------------------------------
void naboo_imperial_tier3_action_grantQuestTwo (obj_id player, obj_id npc)
{
space_quest.grantQuest( player, "inspect", "naboo_imperial_tier3_2" );
}
// ----------------------------------------------------------------------
void naboo_imperial_tier3_action_grantQuestThree (obj_id player, obj_id npc)
{
space_quest.grantQuest( player, "delivery", "naboo_imperial_tier3_3" );
}
// ----------------------------------------------------------------------
void naboo_imperial_tier3_action_grantQuestFour (obj_id player, obj_id npc)
{
space_quest.grantQuest( player, "assassinate", "naboo_imperial_tier3_4" );
}
// ----------------------------------------------------------------------
void naboo_imperial_tier3_action_sentToBarlow (obj_id player, obj_id npc)
{
space_flags.setSpaceFlag(player, "questionBarlow", 1);
}
// ----------------------------------------------------------------------
void naboo_imperial_tier3_action_removeBarlow (obj_id player, obj_id npc)
{
space_flags.removeSpaceFlag(player, "questionBarlow");
}
// ----------------------------------------------------------------------
void naboo_imperial_tier3_action_rewardForQuestOne (obj_id player, obj_id npc)
{
if (!space_quest.hasReceivedReward( player, "recovery", "naboo_imperial_tier3_1") )
{
space_quest.giveReward( player, "recovery", "naboo_imperial_tier3_1", 25000, "object/tangible/ship/components/weapon_capacitor/cap_mission_reward_imperial_rendili_k_class.iff");
factions.addFactionStanding( player, factions.FACTION_IMPERIAL, 100.0f );
}
}
// ----------------------------------------------------------------------
void naboo_imperial_tier3_action_rewardForQuestTwo (obj_id player, obj_id npc)
{
if (!space_quest.hasReceivedReward( player, "inspect", "naboo_imperial_tier3_2") )
{
space_quest.giveReward( player, "inspect", "naboo_imperial_tier3_2", 25000, "object/tangible/ship/components/droid_interface/ddi_mission_reward_imperial_sfs_military_grade.iff");
factions.addFactionStanding( player, factions.FACTION_IMPERIAL, 100.0f );
}
}
// ----------------------------------------------------------------------
void naboo_imperial_tier3_action_rewardForQuestThree (obj_id player, obj_id npc)
{
if (!space_quest.hasReceivedReward( player, "delivery", "naboo_imperial_tier3_3") )
{
space_quest.giveReward( player, "delivery", "naboo_imperial_tier3_3", 25000, "object/tangible/ship/components/reactor/rct_mission_reward_imperial_sds_high_output.iff");
factions.addFactionStanding( player, factions.FACTION_IMPERIAL, 100.0f );
}
}
// ----------------------------------------------------------------------
void naboo_imperial_tier3_action_rewardForQuestFour (obj_id player, obj_id npc)
{
if (!space_quest.hasReceivedReward( player, "assassinate", "naboo_imperial_tier3_4") )
{
space_quest.giveReward( player, "assassinate", "naboo_imperial_tier3_4", 25000, "object/tangible/ship/components/engine/eng_mission_reward_imperial_cygnus_megadrive.iff");
factions.addFactionStanding( player, factions.FACTION_IMPERIAL, 100.0f );
}
}
// ----------------------------------------------------------------------
void naboo_imperial_tier3_action_removeTalkedToBarlow (obj_id player, obj_id npc)
{
space_flags.removeSpaceFlag(player, "spokeToBarlow");
}
// ----------------------------------------------------------------------
void naboo_imperial_tier3_action_grantProceduresSkill (obj_id player, obj_id npc)
{
skill.noisyGrantSkill( player, "pilot_imperial_navy_procedures_03");
}
// ----------------------------------------------------------------------
void naboo_imperial_tier3_action_grantDroidSkill (obj_id player, obj_id npc)
{
skill.noisyGrantSkill( player, "pilot_imperial_navy_droid_03" );
}
// ----------------------------------------------------------------------
void naboo_imperial_tier3_action_grantWeaponSkill (obj_id player, obj_id npc)
{
skill.noisyGrantSkill( player, "pilot_imperial_navy_weapons_03");
}
// ----------------------------------------------------------------------
void naboo_imperial_tier3_action_grantStarshipSkill (obj_id player, obj_id npc)
{
skill.noisyGrantSkill( player, "pilot_imperial_navy_starships_03");
}
// ======================================================================
// Script %TO Tokens
// ======================================================================
// ======================================================================
// Script %DI Tokens
// ======================================================================
// ======================================================================
// Script %DF Tokens
// ======================================================================
// ======================================================================
// handleBranch<n> Functions
// ======================================================================
int naboo_imperial_tier3_handleBranch1 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE] You're the wrong faction.
//-- NPC: How did you get in here? The guards will certainly hear about their failure to keep the likes of you out. Be gone before I decide to put you under question.
//-- [RESPONSE NOTE]
//-- PLAYER: Sorry, I will leave right away.
if (response == "s_1f64a6b3")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: Don't stand there babbling like a fool. Just leave.
string_id message = new string_id (c_stringFile, "s_788cbcfb");
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int naboo_imperial_tier3_handleBranch3 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: I have more important things to do right now than to speak with you.
//-- [RESPONSE NOTE]
//-- PLAYER: I was wondering if you could answer some questions?
if (response == "s_5ff8baab")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: People don't ask me questions, I ask them questions! Where were you on the night of the Aqualish uprising?
string_id message = new string_id (c_stringFile, "s_57d96aed");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Umm...I think I will be going now.
boolean hasResponse0 = false;
if (naboo_imperial_tier3_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_60495432");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 4);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int naboo_imperial_tier3_handleBranch4 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: People don't ask me questions, I ask them questions! Where were you on the night of the Aqualish uprising?
//-- [RESPONSE NOTE]
//-- PLAYER: Umm...I think I will be going now.
if (response == "s_60495432")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: I honestly never expected you to have a good idea. It is refreshing to see that I was wrong.
string_id message = new string_id (c_stringFile, "s_ed26944d");
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int naboo_imperial_tier3_handleBranch6 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: For your sake, I will assume that you have NOT deserted your squadron. I suggest that you return to your commanding officer immediately.
//-- [RESPONSE NOTE]
//-- PLAYER: I would never desert!
if (response == "s_b48bd0a4")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: You sound rather guilty about something. Maybe you would like to answer a few of my questions?
string_id message = new string_id (c_stringFile, "s_8f1228f6");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: No, I am fine. We are all fine here.
boolean hasResponse0 = false;
if (naboo_imperial_tier3_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_e7435914");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 7);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int naboo_imperial_tier3_handleBranch7 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: You sound rather guilty about something. Maybe you would like to answer a few of my questions?
//-- [RESPONSE NOTE]
//-- PLAYER: No, I am fine. We are all fine here.
if (response == "s_e7435914")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: I suggest that if you wish to stay that way, you leave now.
string_id message = new string_id (c_stringFile, "s_54e4328d");
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int naboo_imperial_tier3_handleBranch9 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: You understand that the Inquisition can tolerate not even the slightest hint of treason? You have a guilty look about you.
//-- [RESPONSE NOTE]
//-- PLAYER: Who, me?
if (response == "s_dbd88d67")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
doAnimationAction (npc, "nod_head_once");
//-- NPC: Indeed. Perhaps you should take some time to reflect on your dedication to the Empire. Perhaps you should do that now, before I have you executed.
string_id message = new string_id (c_stringFile, "s_14ef7b20");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: What do you mean?
boolean hasResponse0 = false;
if (naboo_imperial_tier3_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_77e48d5b");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 10);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int naboo_imperial_tier3_handleBranch10 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Indeed. Perhaps you should take some time to reflect on your dedication to the Empire. Perhaps you should do that now, before I have you executed.
//-- [RESPONSE NOTE]
//-- PLAYER: What do you mean?
if (response == "s_77e48d5b")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
doAnimationAction (npc, "shake_head_disgust");
//-- NPC: What I mean, %TU, is that unless you can prove your devotion to the Emperor - improve your standing with the Empire - I will have you shot for treason. In any case, you will no longer fly missions for the Inquisition. Not until you prove your loyalty.
string_id message = new string_id (c_stringFile, "s_29eb9a6b");
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
prose_package pp = new prose_package ();
pp.stringId = message;
pp.actor.set (player);
pp.target.set (npc);
npcEndConversationWithMessage (player, pp);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int naboo_imperial_tier3_handleBranch12 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE] * = NPC who assigns the Tier 2 missions (need the name)
//-- NPC: I do not have time for idle chatter with any one right now. I am very busy doing the work of the Empire.
//-- [RESPONSE NOTE]
//-- PLAYER: I am here to report for duty.
if (response == "s_8367fc83")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: If I wanted the help of children, I would ask for it! You are not ready to face the challenges that our profession presents. Return to your commander, listen, watch, and learn. When the time is right perhaps I will send for you.
string_id message = new string_id (c_stringFile, "s_f3a00a53");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Yes, sir. Sorry, Inquisitor.
boolean hasResponse0 = false;
if (naboo_imperial_tier3_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_268fe491");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 13);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I will leave you alone then, Inquisitor.
if (response == "s_1ba9577c")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: Discretion is the better part of valor.
string_id message = new string_id (c_stringFile, "s_3c1e05f");
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int naboo_imperial_tier3_handleBranch13 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: If I wanted the help of children, I would ask for it! You are not ready to face the challenges that our profession presents. Return to your commander, listen, watch, and learn. When the time is right perhaps I will send for you.
//-- [RESPONSE NOTE]
//-- PLAYER: Yes, sir. Sorry, Inquisitor.
if (response == "s_268fe491")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: Well? Why are you still here?
string_id message = new string_id (c_stringFile, "s_b9fc0fde");
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int naboo_imperial_tier3_handleBranch17 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE] You failed quest one. You must start over.
//-- NPC: Is it done?
//-- [RESPONSE NOTE]
//-- PLAYER: I'm still searching.
if (response == "s_2b4326ff")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
naboo_imperial_tier3_action_grantQuestOne (player, npc);
//-- NPC: Please continue. I am anxious to find out why the Colonel's yacht was stolen.
string_id message = new string_id (c_stringFile, "s_1834b871");
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I'll find that ship. I promise.
if (response == "s_ff715762")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: Thank you for that promise.
string_id message = new string_id (c_stringFile, "s_d3942818");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Um...you're welcome.
boolean hasResponse0 = false;
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I'm going back out there immediately.
boolean hasResponse1 = false;
if (naboo_imperial_tier3_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_3b7137e5");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_fd0ebe0b");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 19);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int naboo_imperial_tier3_handleBranch19 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Thank you for that promise.
//-- [RESPONSE NOTE]
//-- PLAYER: Um...you're welcome.
if (response == "s_3b7137e5")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
naboo_imperial_tier3_action_grantQuestOne (player, npc);
//-- NPC: I would like to make a promise as well. I promise to do my work. It will be with the people who stole Colonel Hend's yacht, or it will be with you.
string_id message = new string_id (c_stringFile, "s_f8076c38");
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I'm going back out there immediately.
if (response == "s_fd0ebe0b")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
naboo_imperial_tier3_action_grantQuestOne (player, npc);
//-- NPC: The sooner the better.
string_id message = new string_id (c_stringFile, "s_d9c145dd");
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int naboo_imperial_tier3_handleBranch22 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE] You failed quest two. You must start over.
//-- NPC: Tell me. Are you helping the traitors?
//-- [RESPONSE NOTE]
//-- PLAYER: I'm loyal to the Empire!
if (response == "s_765d3767")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
naboo_imperial_tier3_action_grantQuestTwo (player, npc);
//-- NPC: They used to say they were loyal, too. I would like you to finish your job.
string_id message = new string_id (c_stringFile, "s_a425b892");
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: No!
if (response == "s_7426e000")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
naboo_imperial_tier3_action_grantQuestTwo (player, npc);
//-- NPC: Actions speak louder than words. Complete your mission.
string_id message = new string_id (c_stringFile, "s_5a9c71e2");
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int naboo_imperial_tier3_handleBranch25 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE] You failed quest three. You must start over.
//-- NPC: If you are here, then you must have completed your mission.
//-- [RESPONSE NOTE]
//-- PLAYER: Not yet.
if (response == "s_b5f15b19")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
naboo_imperial_tier3_action_grantQuestThree (player, npc);
//-- NPC: Then returning was a mistake. Do not make me angry.
string_id message = new string_id (c_stringFile, "s_d8181837");
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int naboo_imperial_tier3_handleBranch27 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Didn't I tell you? We cannot take the risk that an Imperial general has been trading secrets to the Rebellion. Isn't that what I said to you?
//-- [RESPONSE NOTE]
//-- PLAYER: Yes, I'll try again
if (response == "s_b45b7c66")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
naboo_imperial_tier3_action_grantQuestFour (player, npc);
//-- NPC: You certainly will. Again and again and again if necessary. The General must never arrive. So go to the Dathomir system and destroy his ship.
string_id message = new string_id (c_stringFile, "s_d1fa7f48");
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: It wasn't my fault
if (response == "s_5815dd18")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
naboo_imperial_tier3_action_grantQuestFour (player, npc);
//-- NPC: Save your excuses! The General must never arrive! Do you understand? Go to the Dathomir system and destroy his ship. NOW!
string_id message = new string_id (c_stringFile, "s_1530dc31");
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int naboo_imperial_tier3_handleBranch30 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE] You are here to collect your reward for quest one, so here it is!
//-- NPC: Well done, %TU. You have the makings of a true Inquisitor. When assigned a task you follow through with determination and focus. It is now clear to me that the late Colonel Hend was working with someone else.
//-- [RESPONSE NOTE]
//-- PLAYER: Thank you.
if (response == "s_b9b27823")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: Maybe I was mistaken. I tell you that I do not think Colonel Hend was working alone and all you notice is that I complemented you? Vanity has no place in the Inquisition! A good Inquisitor is nothing more than a tool for the Emperor, and tools have no ego. Never make the mistake of forgetting that, pilot.
string_id message = new string_id (c_stringFile, "s_7b9c0b3e");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Sorry, Inquisitor. I wasn't thinking clearly.
boolean hasResponse0 = false;
if (naboo_imperial_tier3_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_b02effe8");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 31);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: Why do you think someone was helping Colonel Hend?
if (response == "s_af70dc3")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: The data you recovered is highly classified. Well above Colonel Hend's security clearance. The data was also put together rather roughly, almost like it was coming from someone's memory rather than official documentation.
string_id message = new string_id (c_stringFile, "s_c66cd0c9");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: What was in the data?
boolean hasResponse0 = false;
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Someone in the engineering corps, perhaps?
boolean hasResponse1 = false;
if (naboo_imperial_tier3_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_876396db");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_f6f34e7b");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 33);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int naboo_imperial_tier3_handleBranch31 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Maybe I was mistaken. I tell you that I do not think Colonel Hend was working alone and all you notice is that I complemented you? Vanity has no place in the Inquisition! A good Inquisitor is nothing more than a tool for the Emperor, and tools have no ego. Never make the mistake of forgetting that, pilot.
//-- [RESPONSE NOTE]
//-- PLAYER: Sorry, Inquisitor. I wasn't thinking clearly.
if (response == "s_b02effe8")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: I sometimes wonder if you ever think at all.
string_id message = new string_id (c_stringFile, "s_dc30826");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: What did you learn from the data I recovered?
boolean hasResponse0 = false;
if (naboo_imperial_tier3_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_bd61dda4");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 32);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int naboo_imperial_tier3_handleBranch32 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: I sometimes wonder if you ever think at all.
//-- [RESPONSE NOTE]
//-- PLAYER: What did you learn from the data I recovered?
if (response == "s_bd61dda4")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: The data you recovered is highly classified. Well above Colonel Hend's security clearance. The data was also put together rather roughly, almost like it was coming from someone's memory rather than official documentation.
string_id message = new string_id (c_stringFile, "s_c66cd0c9");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: What was in the data?
boolean hasResponse0 = false;
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Someone in the engineering corps, perhaps?
boolean hasResponse1 = false;
if (naboo_imperial_tier3_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_876396db");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_f6f34e7b");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 33);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int naboo_imperial_tier3_handleBranch33 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: The data you recovered is highly classified. Well above Colonel Hend's security clearance. The data was also put together rather roughly, almost like it was coming from someone's memory rather than official documentation.
//-- [RESPONSE NOTE]
//-- PLAYER: What was in the data?
if (response == "s_876396db")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: If the data was classified higher than Colonel Hend's, the head of security on the project, clearance, what makes you think that you would have access to the information?
string_id message = new string_id (c_stringFile, "s_371288aa");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: If I knew what was in the data, it would help with the investigation.
boolean hasResponse0 = false;
if (naboo_imperial_tier3_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_a729151d");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 34);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: Someone in the engineering corps, perhaps?
if (response == "s_f6f34e7b")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: That is what we believe. But who are we looking for? I think the answer to that question is on Yavin 4. I want you to go to the Imperial post on Yavin 4 and speak with Lieutenant Colonel Barlow.
string_id message = new string_id (c_stringFile, "s_9df61e25");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Who is Lieutenant Colonel Barlow?
boolean hasResponse0 = false;
if (naboo_imperial_tier3_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_97");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 50);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int naboo_imperial_tier3_handleBranch34 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: If the data was classified higher than Colonel Hend's, the head of security on the project, clearance, what makes you think that you would have access to the information?
//-- [RESPONSE NOTE]
//-- PLAYER: If I knew what was in the data, it would help with the investigation.
if (response == "s_a729151d")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: Very true, but rules are rules, even for Inquisitors. Allow me to put it this way. Colonel Hend was in charge of security for the Death Star salvage operation. Many of the engineers who worked on the Death Star project are involved in the salvage operation. What do you think these people know that the Rebels would be so interested in getting their hands on?
string_id message = new string_id (c_stringFile, "s_f5cc022d");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I don't know. That is why I was asking you.
boolean hasResponse0 = false;
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I completely understand.
boolean hasResponse1 = false;
if (naboo_imperial_tier3_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_5b3ded86");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_60e5259e");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 35);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int naboo_imperial_tier3_handleBranch35 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Very true, but rules are rules, even for Inquisitors. Allow me to put it this way. Colonel Hend was in charge of security for the Death Star salvage operation. Many of the engineers who worked on the Death Star project are involved in the salvage operation. What do you think these people know that the Rebels would be so interested in getting their hands on?
//-- [RESPONSE NOTE]
//-- PLAYER: I don't know. That is why I was asking you.
if (response == "s_5b3ded86")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: Must I lead you around by the nose in order for you to read between the lines? If you cannot figure things out for yourself then I cannot use you. I would advise that you get your act together or I will have to open up an investigation about a missing pilot.
string_id message = new string_id (c_stringFile, "s_c682a578");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: There will not be any need for that, Inquisitor.
boolean hasResponse0 = false;
if (naboo_imperial_tier3_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_73ffc0a4");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 36);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I completely understand.
if (response == "s_60e5259e")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: It is good to see that you are able to read between the lines. You are learning some of the valuable skills that make a good Inquisitor. I think that it is time to put some of your skills to good use. I want you to go to our outpost on Yavin 4 and talk to Lieutenant Colonel Barlow.
string_id message = new string_id (c_stringFile, "s_47424e40");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Who is Lieutenant Colonel Barlow?
boolean hasResponse0 = false;
if (naboo_imperial_tier3_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_93");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 49);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int naboo_imperial_tier3_handleBranch36 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Must I lead you around by the nose in order for you to read between the lines? If you cannot figure things out for yourself then I cannot use you. I would advise that you get your act together or I will have to open up an investigation about a missing pilot.
//-- [RESPONSE NOTE]
//-- PLAYER: There will not be any need for that, Inquisitor.
if (response == "s_73ffc0a4")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: I hope there isn't. You have talent and I would hate to see it go to waste. Like I was saying, we believe that Colonel Hend had a cohort and we suspect that this cohort worked in the Engineering corps. You need to go to our outpost on Yavin 4 and talk to Lieutenant Colonel Barlow about this matter.
string_id message = new string_id (c_stringFile, "s_cb22323f");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Who is Lieutenant Colonel Barlow?
boolean hasResponse0 = false;
if (naboo_imperial_tier3_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_421e1b5d");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 37);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int naboo_imperial_tier3_handleBranch37 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: I hope there isn't. You have talent and I would hate to see it go to waste. Like I was saying, we believe that Colonel Hend had a cohort and we suspect that this cohort worked in the Engineering corps. You need to go to our outpost on Yavin 4 and talk to Lieutenant Colonel Barlow about this matter.
//-- [RESPONSE NOTE]
//-- PLAYER: Who is Lieutenant Colonel Barlow?
if (response == "s_421e1b5d")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: He was Colonel Hend's second in command, and now that Hend is no longer with us, he has been promoted to his superior's old position.
string_id message = new string_id (c_stringFile, "s_e8f655d8");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Do you think he was involved?
boolean hasResponse0 = false;
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Why do I need to speak with him?
boolean hasResponse1 = false;
if (naboo_imperial_tier3_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_ee54dcb9");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_74");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 38);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int naboo_imperial_tier3_handleBranch38 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: He was Colonel Hend's second in command, and now that Hend is no longer with us, he has been promoted to his superior's old position.
//-- [RESPONSE NOTE]
//-- PLAYER: Do you think he was involved?
if (response == "s_ee54dcb9")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: After we discovered that Hend was a traitor we questioned all who were stationed under him. We could not find any wrong doing on the part of the Lieutenant Colonel and have no reason to believe that he was involved in his commander's treachery. Frankly, Barlow doesn't have the imagination to be a traitor.
string_id message = new string_id (c_stringFile, "s_46423ae4");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Can you be sure? Isn't it dangerous to have him head of security for that operation?
boolean hasResponse0 = false;
if (naboo_imperial_tier3_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_f8a8c2d0");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 39);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: Why do I need to speak with him?
if (response == "s_74")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: We are fairly certain that the Lieutenant Colonel is free from guilt in the matter of Hend's treachery but that doesn't mean he is not aware of details that could help our investigation. I want you to question Barlow about Colonel Hend's activities. Who did he deal with in the Engineering corps? Did he have any private meetings with any of them? What did Hend do in his spare time? Basically, I want you to find out everything you can about Hend.
string_id message = new string_id (c_stringFile, "s_b49d8273");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I see. Barlow might be aware of the other traitor and not know it.
boolean hasResponse0 = false;
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Don't you know everything about Hend already?
boolean hasResponse1 = false;
if (naboo_imperial_tier3_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_6750e334");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_a5beec1f");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 41);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int naboo_imperial_tier3_handleBranch39 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: After we discovered that Hend was a traitor we questioned all who were stationed under him. We could not find any wrong doing on the part of the Lieutenant Colonel and have no reason to believe that he was involved in his commander's treachery. Frankly, Barlow doesn't have the imagination to be a traitor.
//-- [RESPONSE NOTE]
//-- PLAYER: Can you be sure? Isn't it dangerous to have him head of security for that operation?
if (response == "s_f8a8c2d0")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: Lieutenant Colonel Barlow will not be allowed to hold his position for very long. I just fear that his health will take a turn for the worst in the near future. But for now he is the best available officer for the position.
string_id message = new string_id (c_stringFile, "s_1fe8c0f8");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Why do I need to speak with him?
boolean hasResponse0 = false;
if (naboo_imperial_tier3_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_b3b2214d");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 40);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int naboo_imperial_tier3_handleBranch40 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Lieutenant Colonel Barlow will not be allowed to hold his position for very long. I just fear that his health will take a turn for the worst in the near future. But for now he is the best available officer for the position.
//-- [RESPONSE NOTE]
//-- PLAYER: Why do I need to speak with him?
if (response == "s_b3b2214d")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: We are fairly certain that the Lieutenant Colonel is free from guilt in the matter of Hend's treachery but that doesn't mean he is not aware of details that could help our investigation. I want you to question Barlow about Colonel Hend's activities. Who did he deal with in the Engineering corps? Did he have any private meetings with any of them? What did Hend do in his spare time? Basically, I want you to find out everything you can about Hend.
string_id message = new string_id (c_stringFile, "s_b49d8273");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I see. Barlow might be aware of the other traitor and not know it.
boolean hasResponse0 = false;
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Don't you know everything about Hend already?
boolean hasResponse1 = false;
if (naboo_imperial_tier3_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_6750e334");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_a5beec1f");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 41);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int naboo_imperial_tier3_handleBranch41 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: We are fairly certain that the Lieutenant Colonel is free from guilt in the matter of Hend's treachery but that doesn't mean he is not aware of details that could help our investigation. I want you to question Barlow about Colonel Hend's activities. Who did he deal with in the Engineering corps? Did he have any private meetings with any of them? What did Hend do in his spare time? Basically, I want you to find out everything you can about Hend.
//-- [RESPONSE NOTE]
//-- PLAYER: I see. Barlow might be aware of the other traitor and not know it.
if (response == "s_6750e334")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: Yes. Now you are catching on. Before you go, you will need to learn a new skill that might assist you in your investigation. I will offer you my expertise in helping you become a better pilot.
string_id message = new string_id (c_stringFile, "s_e56fb28");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: What am I to learn?
boolean hasResponse0 = false;
if (naboo_imperial_tier3_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_426");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 42);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: Don't you know everything about Hend already?
if (response == "s_a5beec1f")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: How can anyone know everything about a man? There are secrets that we even hide from ourselves. But in this case, I care nothing about Hend except who he was getting his information from. The answer is out there, Hend wasn't skilled enough to hide from us and neither is his ally. You will find it.
string_id message = new string_id (c_stringFile, "s_30281933");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I will do my best, Inquisitor.
boolean hasResponse0 = false;
if (naboo_imperial_tier3_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_180340a");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 47);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int naboo_imperial_tier3_handleBranch42 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Yes. Now you are catching on. Before you go, you will need to learn a new skill that might assist you in your investigation. I will offer you my expertise in helping you become a better pilot.
//-- [RESPONSE NOTE]
//-- PLAYER: What am I to learn?
if (response == "s_426")
{
//-- [NOTE]
if (!naboo_imperial_tier3_condition_hasStarship03Skill (player, npc))
{
naboo_imperial_tier3_action_grantStarshipSkill (player, npc);
//-- NPC: I will instruct you in the use of advanced capability TIE vessels. Now you have your mission. Go question Lieutenant Colonel Barlow at our outpost on Yavin 4 about the traitor Hend. Find us a lead on who Hend was working with. You may leave me now.
string_id message = new string_id (c_stringFile, "s_428");
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (!naboo_imperial_tier3_condition_hasWeapon03Skill (player, npc))
{
naboo_imperial_tier3_action_grantWeaponSkill (player, npc);
//-- NPC: You will learn about advanced starship component use. Let's begin. Now you have your mission. Go question Lieutenant Colonel Barlow at our outpost on Yavin 4 about the traitor Hend. Find us a lead on who Hend was working with. You may leave me now.
string_id message = new string_id (c_stringFile, "s_430");
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (!naboo_imperial_tier3_condition_hasProcedure03Skill (player, npc))
{
naboo_imperial_tier3_action_grantProceduresSkill (player, npc);
//-- NPC: I will teach you the methods of special forces training. Now you have your mission. Go question Lieutenant Colonel Barlow at our outpost on Yavin 4 about the traitor Hend. Find us a lead on who Hend was working with. You may leave me now.
string_id message = new string_id (c_stringFile, "s_432");
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
naboo_imperial_tier3_action_grantDroidSkill (player, npc);
//-- NPC: You will learn about system balance programming. Now you have your mission. Go question Lieutenant Colonel Barlow at our outpost on Yavin 4 about the traitor Hend. Find us a lead on who Hend was working with. You may leave me now.
string_id message = new string_id (c_stringFile, "s_434");
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int naboo_imperial_tier3_handleBranch47 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: How can anyone know everything about a man? There are secrets that we even hide from ourselves. But in this case, I care nothing about Hend except who he was getting his information from. The answer is out there, Hend wasn't skilled enough to hide from us and neither is his ally. You will find it.
//-- [RESPONSE NOTE]
//-- PLAYER: I will do my best, Inquisitor.
if (response == "s_180340a")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: For your sake, I hope your best is good enough. But perhaps I can help you become a little bit better. Allow me to offer you my expertise to make you a better pilot. I will train you in one of your important pilot skills.
string_id message = new string_id (c_stringFile, "s_14c5b74e");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: What am I to learn?
boolean hasResponse0 = false;
if (naboo_imperial_tier3_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_426");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 42);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int naboo_imperial_tier3_handleBranch48 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: For your sake, I hope your best is good enough. But perhaps I can help you become a little bit better. Allow me to offer you my expertise to make you a better pilot. I will train you in one of your important pilot skills.
//-- [RESPONSE NOTE]
//-- PLAYER: What am I to learn?
if (response == "s_426")
{
//-- [NOTE]
if (!naboo_imperial_tier3_condition_hasStarship03Skill (player, npc))
{
naboo_imperial_tier3_action_grantStarshipSkill (player, npc);
//-- NPC: I will instruct you in the use of advanced capability TIE vessels. Now you have your mission. Go question Lieutenant Colonel Barlow at our outpost on Yavin 4 about the traitor Hend. Find us a lead on who Hend was working with. You may leave me now.
string_id message = new string_id (c_stringFile, "s_428");
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (!naboo_imperial_tier3_condition_hasWeapon03Skill (player, npc))
{
naboo_imperial_tier3_action_grantWeaponSkill (player, npc);
//-- NPC: You will learn about advanced starship component use. Let's begin. Now you have your mission. Go question Lieutenant Colonel Barlow at our outpost on Yavin 4 about the traitor Hend. Find us a lead on who Hend was working with. You may leave me now.
string_id message = new string_id (c_stringFile, "s_430");
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (!naboo_imperial_tier3_condition_hasProcedure03Skill (player, npc))
{
naboo_imperial_tier3_action_grantProceduresSkill (player, npc);
//-- NPC: I will teach you the methods of special forces training. Now you have your mission. Go question Lieutenant Colonel Barlow at our outpost on Yavin 4 about the traitor Hend. Find us a lead on who Hend was working with. You may leave me now.
string_id message = new string_id (c_stringFile, "s_432");
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
naboo_imperial_tier3_action_grantDroidSkill (player, npc);
//-- NPC: You will learn about system balance programming. Now you have your mission. Go question Lieutenant Colonel Barlow at our outpost on Yavin 4 about the traitor Hend. Find us a lead on who Hend was working with. You may leave me now.
string_id message = new string_id (c_stringFile, "s_434");
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int naboo_imperial_tier3_handleBranch49 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: It is good to see that you are able to read between the lines. You are learning some of the valuable skills that make a good Inquisitor. I think that it is time to put some of your skills to good use. I want you to go to our outpost on Yavin 4 and talk to Lieutenant Colonel Barlow.
//-- [RESPONSE NOTE]
//-- PLAYER: Who is Lieutenant Colonel Barlow?
if (response == "s_93")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: He was Colonel Hend's second in command, and now that Hend is no longer with us, he has been promoted to his superior's old position.
string_id message = new string_id (c_stringFile, "s_e8f655d8");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Do you think he was involved?
boolean hasResponse0 = false;
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Why do I need to speak with him?
boolean hasResponse1 = false;
if (naboo_imperial_tier3_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_ee54dcb9");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_74");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 38);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int naboo_imperial_tier3_handleBranch50 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: That is what we believe. But who are we looking for? I think the answer to that question is on Yavin 4. I want you to go to the Imperial post on Yavin 4 and speak with Lieutenant Colonel Barlow.
//-- [RESPONSE NOTE]
//-- PLAYER: Who is Lieutenant Colonel Barlow?
if (response == "s_97")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: He was Colonel Hend's second in command, and now that Hend is no longer with us, he has been promoted to his superior's old position.
string_id message = new string_id (c_stringFile, "s_e8f655d8");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Do you think he was involved?
boolean hasResponse0 = false;
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Why do I need to speak with him?
boolean hasResponse1 = false;
if (naboo_imperial_tier3_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_ee54dcb9");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_74");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 38);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int naboo_imperial_tier3_handleBranch51 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: You have performed better than my expectations. The doctor is safely in our custody and we have plenty of evidence to assist us in questioning him.
//-- [RESPONSE NOTE]
//-- PLAYER: What is going to happen to Shinss?
if (response == "s_e2f46aa7")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: That remains to be determined. I have not yet had a chance to chat with him. His guilt is not in question but it is important for us to make sure that there is no one else involved. There is a slight chance that he will simply be terminated but it would be a shame to execute such a brilliant and useful man.
string_id message = new string_id (c_stringFile, "s_8403cf96");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Why keep him alive?
boolean hasResponse0 = false;
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Someone else is involved?
boolean hasResponse1 = false;
if (naboo_imperial_tier3_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_dfb757ef");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_ac0524e5");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 52);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int naboo_imperial_tier3_handleBranch52 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: That remains to be determined. I have not yet had a chance to chat with him. His guilt is not in question but it is important for us to make sure that there is no one else involved. There is a slight chance that he will simply be terminated but it would be a shame to execute such a brilliant and useful man.
//-- [RESPONSE NOTE]
//-- PLAYER: Why keep him alive?
if (response == "s_dfb757ef")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: Doctor Shinss has one of the finest technical minds in all of the Empire. It was his work that led to the creation of the power cells used in the Death Star's primary weapon. You never know when a man of such intelligence can be of use again.
string_id message = new string_id (c_stringFile, "s_c102f303");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: You would allow a traitor to work for the Empire again?
boolean hasResponse0 = false;
if (naboo_imperial_tier3_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_383b4c1a");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 53);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: Someone else is involved?
if (response == "s_ac0524e5")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: Perhaps. Shinss certainly had access to the information that Colonel Hend was passing to the Rebellion. On the surface everything would appear to have been wrapped up in a tight little package. But I learned long ago to never believe anything that I hear and only believe half of what I see.
string_id message = new string_id (c_stringFile, "s_b4ee5a51");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: That is sound thinking.
boolean hasResponse0 = false;
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Sounds like a pretty skeptical way to go through life.
boolean hasResponse1 = false;
if (naboo_imperial_tier3_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_92089a98");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_e9e86c08");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 60);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int naboo_imperial_tier3_handleBranch53 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Doctor Shinss has one of the finest technical minds in all of the Empire. It was his work that led to the creation of the power cells used in the Death Star's primary weapon. You never know when a man of such intelligence can be of use again.
//-- [RESPONSE NOTE]
//-- PLAYER: You would allow a traitor to work for the Empire again?
if (response == "s_383b4c1a")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: I make no qualms about using anyone to further our goals. In a very controlled environment, I think that Doctor Shinss can still be of use to the Empire. Of course, this is just idle chatter. I must conduct my interview with Shinss before a final determination can be made.
string_id message = new string_id (c_stringFile, "s_10a23848");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: So what should I do now?
boolean hasResponse0 = false;
if (naboo_imperial_tier3_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_92a79510");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 54);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int naboo_imperial_tier3_handleBranch54 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: I make no qualms about using anyone to further our goals. In a very controlled environment, I think that Doctor Shinss can still be of use to the Empire. Of course, this is just idle chatter. I must conduct my interview with Shinss before a final determination can be made.
//-- [RESPONSE NOTE]
//-- PLAYER: So what should I do now?
if (response == "s_92a79510")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: For now you may go on leave. I am not certain how long I shall be detained with the doctor. Some people break very easily, others require some...effort. But before you go I would again like to offer my services as a trainer to you.
string_id message = new string_id (c_stringFile, "s_138af3f9");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: What am I to learn?
boolean hasResponse0 = false;
if (naboo_imperial_tier3_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.naboo_imperial_tier3.branchId", 55);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int naboo_imperial_tier3_handleBranch55 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: For now you may go on leave. I am not certain how long I shall be detained with the doctor. Some people break very easily, others require some...effort. But before you go I would again like to offer my services as a trainer to you.
//-- [RESPONSE NOTE]
//-- PLAYER: What am I to learn?
if (response == "s_416")
{
//-- [NOTE]
if (!naboo_imperial_tier3_condition_hasStarship03Skill (player, npc))
{
naboo_imperial_tier3_action_grantStarshipSkill (player, npc);
//-- NPC: I will instruct you in the use of advanced capability TIE vessels. Come see me a little later and perhaps I will have some news about how my discussion with the doctor went.
string_id message = new string_id (c_stringFile, "s_418");
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (!naboo_imperial_tier3_condition_hasWeapon03Skill (player, npc))
{
naboo_imperial_tier3_action_grantWeaponSkill (player, npc);
//-- NPC: You will learn about advanced starship component use. Let's begin. Come see me a little later and perhaps I will have some news about how my discussion with the doctor went.
string_id message = new string_id (c_stringFile, "s_420");
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (!naboo_imperial_tier3_condition_hasProcedure03Skill (player, npc))
{
naboo_imperial_tier3_action_grantProceduresSkill (player, npc);
//-- NPC: I will teach you the methods of special forces training. Come see me a little later and perhaps I will have some news about how my discussion with the doctor went.
string_id message = new string_id (c_stringFile, "s_422");
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
naboo_imperial_tier3_action_grantDroidSkill (player, npc);
//-- NPC: You will learn about system balance programming. Come see me a little later and perhaps I will have some news about how my discussion with the doctor went.
string_id message = new string_id (c_stringFile, "s_424");
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int naboo_imperial_tier3_handleBranch60 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Perhaps. Shinss certainly had access to the information that Colonel Hend was passing to the Rebellion. On the surface everything would appear to have been wrapped up in a tight little package. But I learned long ago to never believe anything that I hear and only believe half of what I see.
//-- [RESPONSE NOTE]
//-- PLAYER: That is sound thinking.
if (response == "s_92089a98")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: Of course it is. If the doctor had other friends in the Empire I will find out who they are. After that, I will determine the fate of Doctor Shinns.
string_id message = new string_id (c_stringFile, "s_91dcaa8e");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Why not just eliminate him?
boolean hasResponse0 = false;
if (naboo_imperial_tier3_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_4dbbef78");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 61);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: Sounds like a pretty skeptical way to go through life.
if (response == "s_e9e86c08")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: I hardly need approval from the likes of you for my life's philosophies. You forget that I have years of experience and knowledge that you will probably never possess. Just because I have bestowed some measure of favor on you does not make us friends.
string_id message = new string_id (c_stringFile, "s_927126c5");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Of course not, Inquisitor.
boolean hasResponse0 = false;
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Perhaps you can tell me something about Doctor Shinss.
boolean hasResponse1 = false;
if (naboo_imperial_tier3_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_fffa7b3b");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_6dec7910");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 62);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int naboo_imperial_tier3_handleBranch61 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Of course it is. If the doctor had other friends in the Empire I will find out who they are. After that, I will determine the fate of Doctor Shinns.
//-- [RESPONSE NOTE]
//-- PLAYER: Why not just eliminate him?
if (response == "s_4dbbef78")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: Doctor Shinss has one of the finest technical minds in all of the Empire. It was his work that led to the creation of the power cells used in the Death Star's primary weapon. You never know when a man of such intelligence can be of use again.
string_id message = new string_id (c_stringFile, "s_c102f303");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: You would allow a traitor to work for the Empire again?
boolean hasResponse0 = false;
if (naboo_imperial_tier3_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_383b4c1a");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 53);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int naboo_imperial_tier3_handleBranch62 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: I hardly need approval from the likes of you for my life's philosophies. You forget that I have years of experience and knowledge that you will probably never possess. Just because I have bestowed some measure of favor on you does not make us friends.
//-- [RESPONSE NOTE]
//-- PLAYER: Of course not, Inquisitor.
if (response == "s_fffa7b3b")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: What! Are you saying that I am not good enough to be your friend? Am I just a pawn that you are planning to use in order to gain power within the ranks? Well? Speak up!
string_id message = new string_id (c_stringFile, "s_b73943f");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Uh...how about the weather we are having?
boolean hasResponse0 = false;
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I didn't mean it that way.
boolean hasResponse1 = false;
if (naboo_imperial_tier3_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_24a28f9e");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_c4f95dc7");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 63);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: Perhaps you can tell me something about Doctor Shinss.
if (response == "s_6dec7910")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: So you decided to change the subject. You do have some measure of wisdom. Very well. Doctor Shinss has one of the finest technical minds in all of the Empire. It was his work that led to the creation of the power cells used in the Death Star's primary weapon. You never know when a man of such intelligence can be of use again.
string_id message = new string_id (c_stringFile, "s_b61f3237");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: You would allow a traitor to work for the Empire again?
boolean hasResponse0 = false;
if (naboo_imperial_tier3_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_137");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 66);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int naboo_imperial_tier3_handleBranch63 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: What! Are you saying that I am not good enough to be your friend? Am I just a pawn that you are planning to use in order to gain power within the ranks? Well? Speak up!
//-- [RESPONSE NOTE]
//-- PLAYER: Uh...how about the weather we are having?
if (response == "s_24a28f9e")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: You seemed to have made a joke. Most amusing. Perhaps I will not have your transferred to investigating the wonders of Dathomir prison after all. Since I am in such a forgiving mood, I think now would be a good time to get back to matters at hand.
string_id message = new string_id (c_stringFile, "s_a3921d3c");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Ok, can you tell me a bit about Doctor Shinss?
boolean hasResponse0 = false;
if (naboo_imperial_tier3_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_64e8db24");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 64);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I didn't mean it that way.
if (response == "s_c4f95dc7")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: Then say what you mean! You will find we will get along much better if you pay attention and present useful ideas to me.
string_id message = new string_id (c_stringFile, "s_c39bdaeb");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Yes, Inquisitor. I will try. About Doctor Shinss?
boolean hasResponse0 = false;
if (naboo_imperial_tier3_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_8a631324");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 65);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int naboo_imperial_tier3_handleBranch64 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: You seemed to have made a joke. Most amusing. Perhaps I will not have your transferred to investigating the wonders of Dathomir prison after all. Since I am in such a forgiving mood, I think now would be a good time to get back to matters at hand.
//-- [RESPONSE NOTE]
//-- PLAYER: Ok, can you tell me a bit about Doctor Shinss?
if (response == "s_64e8db24")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: Doctor Shinss has one of the finest technical minds in all of the Empire. It was his work that led to the creation of the power cells used in the Death Star's primary weapon. You never know when a man of such intelligence can be of use again.
string_id message = new string_id (c_stringFile, "s_c102f303");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: You would allow a traitor to work for the Empire again?
boolean hasResponse0 = false;
if (naboo_imperial_tier3_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_383b4c1a");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 53);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int naboo_imperial_tier3_handleBranch65 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Then say what you mean! You will find we will get along much better if you pay attention and present useful ideas to me.
//-- [RESPONSE NOTE]
//-- PLAYER: Yes, Inquisitor. I will try. About Doctor Shinss?
if (response == "s_8a631324")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: Doctor Shinss has one of the finest technical minds in all of the Empire. It was his work that led to the creation of the power cells used in the Death Star's primary weapon. You never know when a man of such intelligence can be of use again.
string_id message = new string_id (c_stringFile, "s_c102f303");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: You would allow a traitor to work for the Empire again?
boolean hasResponse0 = false;
if (naboo_imperial_tier3_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_383b4c1a");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 53);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int naboo_imperial_tier3_handleBranch66 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: So you decided to change the subject. You do have some measure of wisdom. Very well. Doctor Shinss has one of the finest technical minds in all of the Empire. It was his work that led to the creation of the power cells used in the Death Star's primary weapon. You never know when a man of such intelligence can be of use again.
//-- [RESPONSE NOTE]
//-- PLAYER: You would allow a traitor to work for the Empire again?
if (response == "s_137")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: I make no qualms about using anyone to further our goals. In a very controlled environment, I think that Doctor Shinss can still be of use to the Empire. Of course, this is just idle chatter. I must conduct my interview with Shinss before a final determination can be made.
string_id message = new string_id (c_stringFile, "s_10a23848");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: So what should I do now?
boolean hasResponse0 = false;
if (naboo_imperial_tier3_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_92a79510");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 54);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int naboo_imperial_tier3_handleBranch67 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE] You are here to collect your reward for quest three, so here it is!
//-- NPC: Just as I expected. The guilty parties come crawling out of the gutters to try to hide their names from us. It is always amusing to me to watch them start to panic when we begin to move in. You can almost smell the desperation.
//-- [RESPONSE NOTE]
//-- PLAYER: So we are sure that Hend and Shinss were not working alone?
if (response == "s_15ab633c")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: Oh yes, very much so. The rebel plans that you returned to us reveal much. Just as we expected the rebels were tipped off about your mission and had orders to protect their remaining agent at all costs.
string_id message = new string_id (c_stringFile, "s_596a67f0");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: So we know who the remaining agent is?
boolean hasResponse0 = false;
if (naboo_imperial_tier3_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_ed0f2b93");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 68);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int naboo_imperial_tier3_handleBranch68 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Oh yes, very much so. The rebel plans that you returned to us reveal much. Just as we expected the rebels were tipped off about your mission and had orders to protect their remaining agent at all costs.
//-- [RESPONSE NOTE]
//-- PLAYER: So we know who the remaining agent is?
if (response == "s_ed0f2b93")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: No. Even the Rebels wouldn't be foolish enough to name their agent in an order. But it does confirm our suspicion that Hend and Shinss were not working alone. We might have to use extreme measures to get Shinss to tell us who the third traitor is.
string_id message = new string_id (c_stringFile, "s_bff840a0");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Extreme measures?
boolean hasResponse0 = false;
if (naboo_imperial_tier3_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_82abf7e1");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 69);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int naboo_imperial_tier3_handleBranch69 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: No. Even the Rebels wouldn't be foolish enough to name their agent in an order. But it does confirm our suspicion that Hend and Shinss were not working alone. We might have to use extreme measures to get Shinss to tell us who the third traitor is.
//-- [RESPONSE NOTE]
//-- PLAYER: Extreme measures?
if (response == "s_82abf7e1")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: Something that we use only as a last resort. It tends to have adverse effects on the neural paths in the brain. Most subjects survive the process but in an extreme vegetated state but it never fails to expose all of their secrets. It is actually quite fascinating.
string_id message = new string_id (c_stringFile, "s_d73be201");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I thought we wanted to keep Shinss alive?
boolean hasResponse0 = false;
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: It sounds very interesting.
boolean hasResponse1 = false;
if (naboo_imperial_tier3_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_280b5512");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_b72f1079");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 70);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int naboo_imperial_tier3_handleBranch70 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Something that we use only as a last resort. It tends to have adverse effects on the neural paths in the brain. Most subjects survive the process but in an extreme vegetated state but it never fails to expose all of their secrets. It is actually quite fascinating.
//-- [RESPONSE NOTE]
//-- PLAYER: I thought we wanted to keep Shinss alive?
if (response == "s_280b5512")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: We would only use it on Shinss as an absolute last resort. But unless we can figure out who the third traitor is, I fear that we will have no other choice. Do you have any suggestions?
string_id message = new string_id (c_stringFile, "s_6db39b2b");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Shinss was running to Dathomir. Maybe his ally is there.
boolean hasResponse0 = false;
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: How about another fake list of names?
boolean hasResponse1 = false;
if (naboo_imperial_tier3_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_7ef46a67");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_e70ed5c9");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 71);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: It sounds very interesting.
if (response == "s_b72f1079")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: Yes, quite. Most interesting process really. We start with a slight insertion into the frontal lobe. Followed by a...the process doesn't matter. Let's just say that it is rather intense. But I would prefer not to let things come to that. I am sure that there is something I am overlooking.
string_id message = new string_id (c_stringFile, "s_61fa7c14");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Shinss was running to Dathomir. Maybe his ally is there.
boolean hasResponse0 = false;
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: How about another fake list of names?
boolean hasResponse1 = false;
if (naboo_imperial_tier3_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_7ef46a67");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_e70ed5c9");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 71);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int naboo_imperial_tier3_handleBranch71 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: We would only use it on Shinss as an absolute last resort. But unless we can figure out who the third traitor is, I fear that we will have no other choice. Do you have any suggestions?
//-- [RESPONSE NOTE]
//-- PLAYER: Shinss was running to Dathomir. Maybe his ally is there.
if (response == "s_7ef46a67")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: Interesting. I figured he was meeting up with the Rebellion but what if he was actually trying to meet with his fellow conspirator? We only keep a small security force in the region in order to patrol the outskirts of the system. It would have to be a person of authority. I think that your idea is at least worth investigating.
string_id message = new string_id (c_stringFile, "s_ca264df9");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: What should I do in the meantime?
boolean hasResponse0 = false;
if (naboo_imperial_tier3_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_1954fa73");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 72);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: How about another fake list of names?
if (response == "s_e70ed5c9")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: Do you honestly think that the enemy is so stupid that they would fall for that again? They only fell for the ploy the first time because we moved quickly and kept them panicked. No, there is something else that I am missing. Dathomir...Dathomir...he wasn't going to Dathomir to meet up with the Rebellion, he was going to meet up with his ally!
string_id message = new string_id (c_stringFile, "s_bb627418");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: How can you be certain?
boolean hasResponse0 = false;
if (naboo_imperial_tier3_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_f7b0b9b0");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 78);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int naboo_imperial_tier3_handleBranch72 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Interesting. I figured he was meeting up with the Rebellion but what if he was actually trying to meet with his fellow conspirator? We only keep a small security force in the region in order to patrol the outskirts of the system. It would have to be a person of authority. I think that your idea is at least worth investigating.
//-- [RESPONSE NOTE]
//-- PLAYER: What should I do in the meantime?
if (response == "s_1954fa73")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: For now you are dismissed, I will be in need of your services again shortly though. Oh, and before you go let me teach you some more skills. You will probably have need of that training in the future.
string_id message = new string_id (c_stringFile, "s_42fdfb8d");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: What am I to learn?
boolean hasResponse0 = false;
if (naboo_imperial_tier3_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_406");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 73);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int naboo_imperial_tier3_handleBranch73 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: For now you are dismissed, I will be in need of your services again shortly though. Oh, and before you go let me teach you some more skills. You will probably have need of that training in the future.
//-- [RESPONSE NOTE]
//-- PLAYER: What am I to learn?
if (response == "s_406")
{
//-- [NOTE]
if (!naboo_imperial_tier3_condition_hasStarship03Skill (player, npc))
{
naboo_imperial_tier3_action_grantStarshipSkill (player, npc);
//-- NPC: I will instruct you in the use of advanced capability TIE vessels. Check in with me after I have had a chance to look into this Dathomir lead. I might have use for a pilot at that time.
string_id message = new string_id (c_stringFile, "s_408");
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (!naboo_imperial_tier3_condition_hasWeapon03Skill (player, npc))
{
naboo_imperial_tier3_action_grantWeaponSkill (player, npc);
//-- NPC: You will learn about advanced starship component use. Let's begin. Check in with me after I have had a chance to look into this Dathomir lead. I might have use for a pilot at that time.
string_id message = new string_id (c_stringFile, "s_410");
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (!naboo_imperial_tier3_condition_hasProcedure03Skill (player, npc))
{
naboo_imperial_tier3_action_grantProceduresSkill (player, npc);
//-- NPC: I will teach you the methods of special forces training. Check in with me after I have had a chance to look into this Dathomir lead. I might have use for a pilot at that time.
string_id message = new string_id (c_stringFile, "s_412");
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
naboo_imperial_tier3_action_grantDroidSkill (player, npc);
//-- NPC: You will learn about system balance programming. Check in with me after I have had a chance to look into this Dathomir lead. I might have use for a pilot at that time.
string_id message = new string_id (c_stringFile, "s_414");
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int naboo_imperial_tier3_handleBranch78 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Do you honestly think that the enemy is so stupid that they would fall for that again? They only fell for the ploy the first time because we moved quickly and kept them panicked. No, there is something else that I am missing. Dathomir...Dathomir...he wasn't going to Dathomir to meet up with the Rebellion, he was going to meet up with his ally!
//-- [RESPONSE NOTE]
//-- PLAYER: How can you be certain?
if (response == "s_f7b0b9b0")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: Nothing is ever certain. But I have been doing this for long enough to know to follow my instincts. Right now my instincts are telling me our target is in Dathomir. It is at least something to look into before we ruin one of the finest minds in the galaxy.
string_id message = new string_id (c_stringFile, "s_50c0b15c");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: What should I do?
boolean hasResponse0 = false;
if (naboo_imperial_tier3_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_57c8489e");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 79);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int naboo_imperial_tier3_handleBranch79 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Nothing is ever certain. But I have been doing this for long enough to know to follow my instincts. Right now my instincts are telling me our target is in Dathomir. It is at least something to look into before we ruin one of the finest minds in the galaxy.
//-- [RESPONSE NOTE]
//-- PLAYER: What should I do?
if (response == "s_57c8489e")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: For now you are dismissed, I will be in need of your services again shortly though. Oh, and before you go let me teach you some more skills. You will probably have need of that training in the future.
string_id message = new string_id (c_stringFile, "s_42fdfb8d");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: What am I to learn?
boolean hasResponse0 = false;
if (naboo_imperial_tier3_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_406");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 73);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int naboo_imperial_tier3_handleBranch80 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Yes, quite. Most interesting process really. We start with a slight insertion into the frontal lobe. Followed by a...the process doesn't matter. Let's just say that it is rather intense. But I would prefer not to let things come to that. I am sure that there is something I am overlooking.
//-- [RESPONSE NOTE]
//-- PLAYER: Shinss was running to Dathomir. Maybe his ally is there.
if (response == "s_7ef46a67")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: Interesting. I figured he was meeting up with the Rebellion but what if he was actually trying to meet with his fellow conspirator? We only keep a small security force in the region in order to patrol the outskirts of the system. It would have to be a person of authority. I think that your idea is at least worth investigating.
string_id message = new string_id (c_stringFile, "s_ca264df9");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: What should I do in the meantime?
boolean hasResponse0 = false;
if (naboo_imperial_tier3_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_1954fa73");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 72);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: How about another fake list of names?
if (response == "s_e70ed5c9")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: Do you honestly think that the enemy is so stupid that they would fall for that again? They only fell for the ploy the first time because we moved quickly and kept them panicked. No, there is something else that I am missing. Dathomir...Dathomir...he wasn't going to Dathomir to meet up with the Rebellion, he was going to meet up with his ally!
string_id message = new string_id (c_stringFile, "s_bb627418");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: How can you be certain?
boolean hasResponse0 = false;
if (naboo_imperial_tier3_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_f7b0b9b0");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 78);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int naboo_imperial_tier3_handleBranch81 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE] You are here to collect your reward for quest four, so here it is!
//-- NPC: Again you have surprised me. I am very impressed with the way you handled yourself in a most difficult situation. General Breckon has been eliminated and the Rebels have been shown the mistake of trying to cross the Imperial Inquisition.
//-- [RESPONSE NOTE]
//-- PLAYER: I was only doing my duty.
if (response == "s_b6e7132e")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: I must admit I had my doubts about you but one day I am sure you will make a fine addition to the ranks of the Inquisitors. You performed admirably in a difficult situation.
string_id message = new string_id (c_stringFile, "s_282a5395");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Is there any backlash about General Breckon?
boolean hasResponse0 = false;
if (naboo_imperial_tier3_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_eec10bf5");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 82);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: That is because I am the best.
if (response == "s_da4bf33c")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: You arrogant whelp. You are nothing without the might and power of the Inquisition backing you. Do you think that you would have had any chance of success without the training that I so graciously offered to you? Just being able to say that you work for the Imperial Inquisition alone probably won you half your battles.
string_id message = new string_id (c_stringFile, "s_cf7b4157");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I didn't mean I was more important then the Inquisition.
boolean hasResponse0 = false;
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: But I am the best.
boolean hasResponse1 = false;
if (naboo_imperial_tier3_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_baab1c4d");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_3ced8a4e");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 92);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int naboo_imperial_tier3_handleBranch82 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: I must admit I had my doubts about you but one day I am sure you will make a fine addition to the ranks of the Inquisitors. You performed admirably in a difficult situation.
//-- [RESPONSE NOTE]
//-- PLAYER: Is there any backlash about General Breckon?
if (response == "s_eec10bf5")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: There would be if anyone had evidence of what really happened. But everyone is simply willing to accept that General Breckon had a tragic accident on his way to Naboo. Of course, we are still working on the official report but no one is going to demand explanations on this one.
string_id message = new string_id (c_stringFile, "s_d8d73e21");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Isn't the Army mad about the loss of a general?
boolean hasResponse0 = false;
if (naboo_imperial_tier3_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_1d8714f1");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 83);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int naboo_imperial_tier3_handleBranch83 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: There would be if anyone had evidence of what really happened. But everyone is simply willing to accept that General Breckon had a tragic accident on his way to Naboo. Of course, we are still working on the official report but no one is going to demand explanations on this one.
//-- [RESPONSE NOTE]
//-- PLAYER: Isn't the Army mad about the loss of a general?
if (response == "s_1d8714f1")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: The Army is happy to be rid of him without having to explain why they did not discover the traitorous activities of two high ranking officials. Of course, they know that the Inquisition let them avoid embarrassment, so in the future we will have an advantage when dealing with them. One hand washes the other.
string_id message = new string_id (c_stringFile, "s_2fd0e3dd");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: So this was all about politics?
boolean hasResponse0 = false;
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Having an advantage over the other branches could be useful.
boolean hasResponse1 = false;
if (naboo_imperial_tier3_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_25317705");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_a2078b19");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 84);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int naboo_imperial_tier3_handleBranch84 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: The Army is happy to be rid of him without having to explain why they did not discover the traitorous activities of two high ranking officials. Of course, they know that the Inquisition let them avoid embarrassment, so in the future we will have an advantage when dealing with them. One hand washes the other.
//-- [RESPONSE NOTE]
//-- PLAYER: So this was all about politics?
if (response == "s_25317705")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: As long as the Inquisition has the favor of the Emperor we are above politics. But the Emperor, in all his wisdom, has been known to abruptly change his mind. It is just smart to make sure we are prepared should that ever happen. But to answer your question...no. Our primary mission is to root out traitors inside of the Empire and that is what we have done. If we can turn that into our advantage then even better.
string_id message = new string_id (c_stringFile, "s_9d83e334");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: That does make sense.
boolean hasResponse0 = false;
if (naboo_imperial_tier3_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_81cf364c");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 85);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: Having an advantage over the other branches could be useful.
if (response == "s_a2078b19")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: Indeed it is. It allows us far more room to operate and perform our primary function, finding and eliminating traitors from within. And we make the most of any advantage that we have. The Army will regret this whole incident for years to come, I can assure you.
string_id message = new string_id (c_stringFile, "s_ab7d0c2d");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: That makes sense.
boolean hasResponse0 = false;
if (naboo_imperial_tier3_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_ef85b67c");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 91);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int naboo_imperial_tier3_handleBranch85 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: As long as the Inquisition has the favor of the Emperor we are above politics. But the Emperor, in all his wisdom, has been known to abruptly change his mind. It is just smart to make sure we are prepared should that ever happen. But to answer your question...no. Our primary mission is to root out traitors inside of the Empire and that is what we have done. If we can turn that into our advantage then even better.
//-- [RESPONSE NOTE]
//-- PLAYER: That does make sense.
if (response == "s_81cf364c")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: Yes it does. You have learned much from me but I think there is still something else that I have to teach you. What would you like to learn?
string_id message = new string_id (c_stringFile, "s_e331634e");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: What am I to learn?
boolean hasResponse0 = false;
if (naboo_imperial_tier3_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_392");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 86);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int naboo_imperial_tier3_handleBranch86 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Yes it does. You have learned much from me but I think there is still something else that I have to teach you. What would you like to learn?
//-- [RESPONSE NOTE]
//-- PLAYER: What am I to learn?
if (response == "s_392")
{
//-- [NOTE]
if (!naboo_imperial_tier3_condition_hasStarship03Skill (player, npc))
{
naboo_imperial_tier3_action_grantStarshipSkill (player, npc);
//-- NPC: I will instruct you in the use of advanced capability TIE vessels. Report back to me when you are prepared to undertake your next assignment.
string_id message = new string_id (c_stringFile, "s_404");
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (!naboo_imperial_tier3_condition_hasWeapon03Skill (player, npc))
{
naboo_imperial_tier3_action_grantWeaponSkill (player, npc);
//-- NPC: You will learn about advanced starship component use. Let's begin. Report back to me when you are prepared to undertake your next assignment.
string_id message = new string_id (c_stringFile, "s_400");
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (!naboo_imperial_tier3_condition_hasProcedure03Skill (player, npc))
{
naboo_imperial_tier3_action_grantProceduresSkill (player, npc);
//-- NPC: I will teach you the methods of special forces training. Report back to me when you are prepared to undertake your next assignment.
string_id message = new string_id (c_stringFile, "s_402");
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
naboo_imperial_tier3_action_grantDroidSkill (player, npc);
//-- NPC: You will learn about system balance programming. Report back to me when you are prepared to undertake your next assignment.
string_id message = new string_id (c_stringFile, "s_398");
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int naboo_imperial_tier3_handleBranch91 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Indeed it is. It allows us far more room to operate and perform our primary function, finding and eliminating traitors from within. And we make the most of any advantage that we have. The Army will regret this whole incident for years to come, I can assure you.
//-- [RESPONSE NOTE]
//-- PLAYER: That makes sense.
if (response == "s_ef85b67c")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: Yes it does. You have learned much from me but I think there is still something else that I have to teach you. What would you like to learn?
string_id message = new string_id (c_stringFile, "s_e331634e");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: What am I to learn?
boolean hasResponse0 = false;
if (naboo_imperial_tier3_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_392");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 86);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int naboo_imperial_tier3_handleBranch92 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: You arrogant whelp. You are nothing without the might and power of the Inquisition backing you. Do you think that you would have had any chance of success without the training that I so graciously offered to you? Just being able to say that you work for the Imperial Inquisition alone probably won you half your battles.
//-- [RESPONSE NOTE]
//-- PLAYER: I didn't mean I was more important then the Inquisition.
if (response == "s_baab1c4d")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: I should hope not. I wouldn't want to think less of you after you were coming along so nicely. The way you eliminated General Breckon and his allies was a thing of beauty.
string_id message = new string_id (c_stringFile, "s_35462f38");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Is there any backlash about General Breckon?
boolean hasResponse0 = false;
if (naboo_imperial_tier3_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_eec10bf5");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 82);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: But I am the best.
if (response == "s_3ced8a4e")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: Bah! I am done with you. I can no longer use someone like you. I have one last thing to teach you and, believe me, if I wasn't under orders to make you the best pilot I could I certainly wouldn't teach it to you.
string_id message = new string_id (c_stringFile, "s_85eab9a");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: What am I to learn?
boolean hasResponse0 = false;
if (naboo_imperial_tier3_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_392");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 86);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int naboo_imperial_tier3_handleBranch93 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: I should hope not. I wouldn't want to think less of you after you were coming along so nicely. The way you eliminated General Breckon and his allies was a thing of beauty.
//-- [RESPONSE NOTE]
//-- PLAYER: Is there any backlash about General Breckon?
if (response == "s_eec10bf5")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: There would be if anyone had evidence of what really happened. But everyone is simply willing to accept that General Breckon had a tragic accident on his way to Naboo. Of course, we are still working on the official report but no one is going to demand explanations on this one.
string_id message = new string_id (c_stringFile, "s_d8d73e21");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Isn't the Army mad about the loss of a general?
boolean hasResponse0 = false;
if (naboo_imperial_tier3_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_1d8714f1");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 83);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int naboo_imperial_tier3_handleBranch94 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Bah! I am done with you. I can no longer use someone like you. I have one last thing to teach you and, believe me, if I wasn't under orders to make you the best pilot I could I certainly wouldn't teach it to you.
//-- [RESPONSE NOTE]
//-- PLAYER: What am I to learn?
if (response == "s_392")
{
//-- [NOTE]
if (!naboo_imperial_tier3_condition_hasStarship03Skill (player, npc))
{
naboo_imperial_tier3_action_grantStarshipSkill (player, npc);
//-- NPC: I will instruct you in the use of advanced capability TIE vessels. Report back to me when you are prepared to undertake your next assignment.
string_id message = new string_id (c_stringFile, "s_404");
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (!naboo_imperial_tier3_condition_hasWeapon03Skill (player, npc))
{
naboo_imperial_tier3_action_grantWeaponSkill (player, npc);
//-- NPC: You will learn about advanced starship component use. Let's begin. Report back to me when you are prepared to undertake your next assignment.
string_id message = new string_id (c_stringFile, "s_400");
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (!naboo_imperial_tier3_condition_hasProcedure03Skill (player, npc))
{
naboo_imperial_tier3_action_grantProceduresSkill (player, npc);
//-- NPC: I will teach you the methods of special forces training. Report back to me when you are prepared to undertake your next assignment.
string_id message = new string_id (c_stringFile, "s_402");
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
naboo_imperial_tier3_action_grantDroidSkill (player, npc);
//-- NPC: You will learn about system balance programming. Report back to me when you are prepared to undertake your next assignment.
string_id message = new string_id (c_stringFile, "s_398");
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int naboo_imperial_tier3_handleBranch95 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE] You haven't done quest one yet, so go do it.
//-- NPC: I understand you served under Inquisitor Fa'Zoll.
//-- [RESPONSE NOTE]
//-- PLAYER: [describe last mission]
if (response == "s_4d169c0a")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: Yes. I've heard of you. Tell me, did you enjoy it?
string_id message = new string_id (c_stringFile, "s_d1f39329");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I'm glad to serve the Empire.
boolean hasResponse0 = false;
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I wish I could have killed more Rebels.
boolean hasResponse1 = false;
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: No.
boolean hasResponse2 = false;
if (naboo_imperial_tier3_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_2b08b3c4");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_e65df49");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_4c695dbd");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 96);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: [no response]
if (response == "s_8d10c144")
{
//-- [NOTE] You will speak when you are spoken to. Tell me, are you loyal to the Empire?
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: You must speak when you are spoken to. It is only polite. Tell me, are you loyal to the Empire?
string_id message = new string_id (c_stringFile, "s_57d605af");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I serve the Emperor.
boolean hasResponse0 = false;
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I hate the Rebellion.
boolean hasResponse1 = false;
if (naboo_imperial_tier3_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_7a8608b9");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_4a796b5a");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 108);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int naboo_imperial_tier3_handleBranch96 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Yes. I've heard of you. Tell me, did you enjoy it?
//-- [RESPONSE NOTE]
//-- PLAYER: I'm glad to serve the Empire.
if (response == "s_2b08b3c4")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: Very good. I have a job for you. Since you were there, you probably don't need me to tell you who Colonel Hend is.
string_id message = new string_id (c_stringFile, "s_2015270f");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Who is Colonel Hend?
boolean hasResponse0 = false;
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Yeah, I had the misfortune of dealing with him.
boolean hasResponse1 = false;
if (naboo_imperial_tier3_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_3a77410f");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_204207");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 97);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I wish I could have killed more Rebels.
if (response == "s_e65df49")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: You will get your chance. Of course, you have heard of Colonel Hend, how he had betrayed the Empire.
string_id message = new string_id (c_stringFile, "s_a16f3f3d");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Yes.
boolean hasResponse0 = false;
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: No.
boolean hasResponse1 = false;
if (naboo_imperial_tier3_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_d70dba34");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_4103a0b8");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 104);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: No.
if (response == "s_4c695dbd")
{
//-- [NOTE] Or Good. Suffering makes you stronger.
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: An unexpected answer. Perhaps you will find this posting more to your liking. Of course, you know about Colonel Hend...especially since you were the one who eliminated our problem for us.
string_id message = new string_id (c_stringFile, "s_228");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Who is Colonel Hend?
boolean hasResponse0 = false;
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Yeah, I had the misfortune of dealing with him.
boolean hasResponse1 = false;
if (naboo_imperial_tier3_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_3a77410f");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_204207");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 97);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int naboo_imperial_tier3_handleBranch97 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Very good. I have a job for you. Since you were there, you probably don't need me to tell you who Colonel Hend is.
//-- [RESPONSE NOTE]
//-- PLAYER: Who is Colonel Hend?
if (response == "s_3a77410f")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: Hmmm, it would seem that either you have a very short term memory or are very good at forgetting things better left forgotten. If it is the first, you will not last for very long. If it is the latter, you might just go far.
string_id message = new string_id (c_stringFile, "s_3f29cff4");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: About Colonel Hend?
boolean hasResponse0 = false;
if (naboo_imperial_tier3_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_105d3df0");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 98);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: Yeah, I had the misfortune of dealing with him.
if (response == "s_204207")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: The Empire owes you a small debt for eliminating that most embarrassing colonel. Unfortunately for the Empire, we do not believe that he worked alone. The simple fact of the matter is that while he was in charge of security on our new special project, there was information leaked that even he did not have access to.
string_id message = new string_id (c_stringFile, "s_e90f4f67");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Interesting. So you think he was working with someone?
boolean hasResponse0 = false;
if (naboo_imperial_tier3_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_531dcb5b");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 99);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int naboo_imperial_tier3_handleBranch98 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Hmmm, it would seem that either you have a very short term memory or are very good at forgetting things better left forgotten. If it is the first, you will not last for very long. If it is the latter, you might just go far.
//-- [RESPONSE NOTE]
//-- PLAYER: About Colonel Hend?
if (response == "s_105d3df0")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: As I am sure you know, he has been eliminated for his traitorous activities. Unfortunately, for the Empire, we do not believe that he worked alone. The simple fact of the matter is that while he was in charge of security on our new special project, there was information leaked that even he did not have access to.
string_id message = new string_id (c_stringFile, "s_d2a2c5a9");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Interesting. So you think he was working with someone?
boolean hasResponse0 = false;
if (naboo_imperial_tier3_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_531dcb5b");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 99);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int naboo_imperial_tier3_handleBranch99 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: As I am sure you know, he has been eliminated for his traitorous activities. Unfortunately, for the Empire, we do not believe that he worked alone. The simple fact of the matter is that while he was in charge of security on our new special project, there was information leaked that even he did not have access to.
//-- [RESPONSE NOTE]
//-- PLAYER: Interesting. So you think he was working with someone?
if (response == "s_531dcb5b")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: Or for someone. We try not to make too many assumptions but we are very confident that the answers are out there. One must be diligent in the search for the truth. But I digress. There is an important task that I need you to do. Given your background in this matter I can think of no one better suited to assist me than you.
string_id message = new string_id (c_stringFile, "s_1aa7b517");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I appreciate the vote of confidence. What is it I can do for you?
boolean hasResponse0 = false;
if (naboo_imperial_tier3_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_b266743b");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 100);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int naboo_imperial_tier3_handleBranch100 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Or for someone. We try not to make too many assumptions but we are very confident that the answers are out there. One must be diligent in the search for the truth. But I digress. There is an important task that I need you to do. Given your background in this matter I can think of no one better suited to assist me than you.
//-- [RESPONSE NOTE]
//-- PLAYER: I appreciate the vote of confidence. What is it I can do for you?
if (response == "s_b266743b")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: Earlier this morning, Colonel Hend's private yacht was removed from the space dock where it was stored. We believe that whoever stole the yacht is trying to cover up something that might have been hidden on that ship. Just twenty minutes ago a scanning vessel got a lock on the shuttle in the Naboo system.
string_id message = new string_id (c_stringFile, "s_1bf6b48e");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: So you want me to recover the yacht and bring it back to you?
boolean hasResponse0 = false;
if (naboo_imperial_tier3_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_3c31fee3");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 101);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int naboo_imperial_tier3_handleBranch101 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Earlier this morning, Colonel Hend's private yacht was removed from the space dock where it was stored. We believe that whoever stole the yacht is trying to cover up something that might have been hidden on that ship. Just twenty minutes ago a scanning vessel got a lock on the shuttle in the Naboo system.
//-- [RESPONSE NOTE]
//-- PLAYER: So you want me to recover the yacht and bring it back to you?
if (response == "s_3c31fee3")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
naboo_imperial_tier3_action_grantQuestOne (player, npc);
//-- NPC: Correct. I think we can find out what we are looking for by cracking the ship's logs. The yacht has been gone long enough for the perpetrator to hide whatever they were trying to cover up, but perhaps not long enough to also delete the ship's logs. Now to your ship, pilot.
string_id message = new string_id (c_stringFile, "s_3b3b356f");
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int naboo_imperial_tier3_handleBranch103 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: The Empire owes you a small debt for eliminating that most embarrassing colonel. Unfortunately for the Empire, we do not believe that he worked alone. The simple fact of the matter is that while he was in charge of security on our new special project, there was information leaked that even he did not have access to.
//-- [RESPONSE NOTE]
//-- PLAYER: Interesting. So you think he was working with someone?
if (response == "s_531dcb5b")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: Or for someone. We try not to make too many assumptions but we are very confident that the answers are out there. One must be diligent in the search for the truth. But I digress. There is an important task that I need you to do. Given your background in this matter I can think of no one better suited to assist me than you.
string_id message = new string_id (c_stringFile, "s_1aa7b517");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I appreciate the vote of confidence. What is it I can do for you?
boolean hasResponse0 = false;
if (naboo_imperial_tier3_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_b266743b");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 100);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int naboo_imperial_tier3_handleBranch104 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: You will get your chance. Of course, you have heard of Colonel Hend, how he had betrayed the Empire.
//-- [RESPONSE NOTE]
//-- PLAYER: Yes.
if (response == "s_d70dba34")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: As I am sure you know, he has been eliminated for his traitorous activities. Unfortunately, for the Empire, we do not believe that he worked alone. The simple fact of the matter is that while he was in charge of security on our new special project, there was information leaked that even he did not have access to.
string_id message = new string_id (c_stringFile, "s_223");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Interesting. So you think he was working with someone?
boolean hasResponse0 = false;
if (naboo_imperial_tier3_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_531dcb5b");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 99);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: No.
if (response == "s_4103a0b8")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: An unexpected answer. Perhaps you will find this posting more to your liking. Of course, you know about Colonel Hend...especially since you were the one who eliminated our problem for us.
string_id message = new string_id (c_stringFile, "s_2fe1cf2f");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Who is Colonel Hend?
boolean hasResponse0 = false;
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Yeah, I had the misfortune of dealing with him.
boolean hasResponse1 = false;
if (naboo_imperial_tier3_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_3a77410f");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_204207");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 97);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int naboo_imperial_tier3_handleBranch105 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: As I am sure you know, he has been eliminated for his traitorous activities. Unfortunately, for the Empire, we do not believe that he worked alone. The simple fact of the matter is that while he was in charge of security on our new special project, there was information leaked that even he did not have access to.
//-- [RESPONSE NOTE]
//-- PLAYER: Interesting. So you think he was working with someone?
if (response == "s_531dcb5b")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: Or for someone. We try not to make too many assumptions but we are very confident that the answers are out there. One must be diligent in the search for the truth. But I digress. There is an important task that I need you to do. Given your background in this matter I can think of no one better suited to assist me than you.
string_id message = new string_id (c_stringFile, "s_1aa7b517");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I appreciate the vote of confidence. What is it I can do for you?
boolean hasResponse0 = false;
if (naboo_imperial_tier3_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_b266743b");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 100);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int naboo_imperial_tier3_handleBranch106 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: An unexpected answer. Perhaps you will find this posting more to your liking. Of course, you know about Colonel Hend...especially since you were the one who eliminated our problem for us.
//-- [RESPONSE NOTE]
//-- PLAYER: Who is Colonel Hend?
if (response == "s_3a77410f")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: Hmmm, it would seem that either you have a very short term memory or are very good at forgetting things better left forgotten. If it is the first, you will not last for very long. If it is the latter, you might just go far.
string_id message = new string_id (c_stringFile, "s_3f29cff4");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: About Colonel Hend?
boolean hasResponse0 = false;
if (naboo_imperial_tier3_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_105d3df0");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 98);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: Yeah, I had the misfortune of dealing with him.
if (response == "s_204207")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: The Empire owes you a small debt for eliminating that most embarrassing colonel. Unfortunately for the Empire, we do not believe that he worked alone. The simple fact of the matter is that while he was in charge of security on our new special project, there was information leaked that even he did not have access to.
string_id message = new string_id (c_stringFile, "s_e90f4f67");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Interesting. So you think he was working with someone?
boolean hasResponse0 = false;
if (naboo_imperial_tier3_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_531dcb5b");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 99);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int naboo_imperial_tier3_handleBranch107 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE] Or Good. Suffering makes you stronger.
//-- NPC: An unexpected answer. Perhaps you will find this posting more to your liking. Of course, you know about Colonel Hend...especially since you were the one who eliminated our problem for us.
//-- [RESPONSE NOTE]
//-- PLAYER: Who is Colonel Hend?
if (response == "s_3a77410f")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: Hmmm, it would seem that either you have a very short term memory or are very good at forgetting things better left forgotten. If it is the first, you will not last for very long. If it is the latter, you might just go far.
string_id message = new string_id (c_stringFile, "s_3f29cff4");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: About Colonel Hend?
boolean hasResponse0 = false;
if (naboo_imperial_tier3_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_105d3df0");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 98);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: Yeah, I had the misfortune of dealing with him.
if (response == "s_204207")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: The Empire owes you a small debt for eliminating that most embarrassing colonel. Unfortunately for the Empire, we do not believe that he worked alone. The simple fact of the matter is that while he was in charge of security on our new special project, there was information leaked that even he did not have access to.
string_id message = new string_id (c_stringFile, "s_e90f4f67");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Interesting. So you think he was working with someone?
boolean hasResponse0 = false;
if (naboo_imperial_tier3_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_531dcb5b");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 99);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int naboo_imperial_tier3_handleBranch108 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE] You will speak when you are spoken to. Tell me, are you loyal to the Empire?
//-- NPC: You must speak when you are spoken to. It is only polite. Tell me, are you loyal to the Empire?
//-- [RESPONSE NOTE]
//-- PLAYER: I serve the Emperor.
if (response == "s_7a8608b9")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: As do we all. The Emperor has a very important mission for you. Of course, you of all people are aware of Colonel Hend's treachery?
string_id message = new string_id (c_stringFile, "s_1d7660ea");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Who is Colonel Hend?
boolean hasResponse0 = false;
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Yeah, I had the misfortune of dealing with him.
boolean hasResponse1 = false;
if (naboo_imperial_tier3_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_3a77410f");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_204207");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 97);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I hate the Rebellion.
if (response == "s_4a796b5a")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: That is not quite the same as loyalty.
string_id message = new string_id (c_stringFile, "s_e3e0a092");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Do you have a mission for me?
boolean hasResponse0 = false;
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: It's not?
boolean hasResponse1 = false;
if (naboo_imperial_tier3_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_e5235eff");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_d24850e1");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 110);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int naboo_imperial_tier3_handleBranch109 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: As do we all. The Emperor has a very important mission for you. Of course, you of all people are aware of Colonel Hend's treachery?
//-- [RESPONSE NOTE]
//-- PLAYER: Who is Colonel Hend?
if (response == "s_3a77410f")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: Hmmm, it would seem that either you have a very short term memory or are very good at forgetting things better left forgotten. If it is the first, you will not last for very long. If it is the latter, you might just go far.
string_id message = new string_id (c_stringFile, "s_3f29cff4");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: About Colonel Hend?
boolean hasResponse0 = false;
if (naboo_imperial_tier3_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_105d3df0");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 98);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: Yeah, I had the misfortune of dealing with him.
if (response == "s_204207")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: The Empire owes you a small debt for eliminating that most embarrassing colonel. Unfortunately for the Empire, we do not believe that he worked alone. The simple fact of the matter is that while he was in charge of security on our new special project, there was information leaked that even he did not have access to.
string_id message = new string_id (c_stringFile, "s_e90f4f67");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Interesting. So you think he was working with someone?
boolean hasResponse0 = false;
if (naboo_imperial_tier3_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_531dcb5b");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 99);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int naboo_imperial_tier3_handleBranch110 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: That is not quite the same as loyalty.
//-- [RESPONSE NOTE]
//-- PLAYER: Do you have a mission for me?
if (response == "s_e5235eff")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: Ah. Yes. You are eager to begin. You, of course, know of Colonel Hend.
string_id message = new string_id (c_stringFile, "s_51edad38");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Who is Colonel Hend?
boolean hasResponse0 = false;
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Yeah, I had the misfortune of dealing with him.
boolean hasResponse1 = false;
if (naboo_imperial_tier3_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_3a77410f");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_204207");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 97);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: It's not?
if (response == "s_d24850e1")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: Loyalty is very important. Colonel Hend betrayed the Empire. And as you surely know, he paid the price for that treachery.
string_id message = new string_id (c_stringFile, "s_fd9fd112");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Who is Colonel Hend?
boolean hasResponse0 = false;
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Yeah, I had the misfortune of dealing with him.
boolean hasResponse1 = false;
if (naboo_imperial_tier3_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_3a77410f");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_204207");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 97);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int naboo_imperial_tier3_handleBranch111 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Ah. Yes. You are eager to begin. You, of course, know of Colonel Hend.
//-- [RESPONSE NOTE]
//-- PLAYER: Who is Colonel Hend?
if (response == "s_3a77410f")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: Hmmm, it would seem that either you have a very short term memory or are very good at forgetting things better left forgotten. If it is the first, you will not last for very long. If it is the latter, you might just go far.
string_id message = new string_id (c_stringFile, "s_3f29cff4");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: About Colonel Hend?
boolean hasResponse0 = false;
if (naboo_imperial_tier3_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_105d3df0");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 98);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: Yeah, I had the misfortune of dealing with him.
if (response == "s_204207")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: The Empire owes you a small debt for eliminating that most embarrassing colonel. Unfortunately for the Empire, we do not believe that he worked alone. The simple fact of the matter is that while he was in charge of security on our new special project, there was information leaked that even he did not have access to.
string_id message = new string_id (c_stringFile, "s_e90f4f67");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Interesting. So you think he was working with someone?
boolean hasResponse0 = false;
if (naboo_imperial_tier3_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_531dcb5b");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 99);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int naboo_imperial_tier3_handleBranch112 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Loyalty is very important. Colonel Hend betrayed the Empire. And as you surely know, he paid the price for that treachery.
//-- [RESPONSE NOTE]
//-- PLAYER: Who is Colonel Hend?
if (response == "s_3a77410f")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: Hmmm, it would seem that either you have a very short term memory or are very good at forgetting things better left forgotten. If it is the first, you will not last for very long. If it is the latter, you might just go far.
string_id message = new string_id (c_stringFile, "s_3f29cff4");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: About Colonel Hend?
boolean hasResponse0 = false;
if (naboo_imperial_tier3_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_105d3df0");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 98);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: Yeah, I had the misfortune of dealing with him.
if (response == "s_204207")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: The Empire owes you a small debt for eliminating that most embarrassing colonel. Unfortunately for the Empire, we do not believe that he worked alone. The simple fact of the matter is that while he was in charge of security on our new special project, there was information leaked that even he did not have access to.
string_id message = new string_id (c_stringFile, "s_e90f4f67");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Interesting. So you think he was working with someone?
boolean hasResponse0 = false;
if (naboo_imperial_tier3_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_531dcb5b");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 99);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int naboo_imperial_tier3_handleBranch113 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Have you finished your questioning of Lieutenant Colonel Barlow about Colonel Hend?
//-- [RESPONSE NOTE]
//-- PLAYER: I couldn't get anything out of him.
if (response == "s_e35bf94e")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: Then you are not trying hard enough. I suggest that you get to our outpost on Yavin 4 and talk to him again. There are answers to our questions. You just need to find them. Do not come back without those answers.
string_id message = new string_id (c_stringFile, "s_53d34239");
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: Not yet. I will get to it soon though.
if (response == "s_69d78804")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: What are you waiting on? Believe me, you do not want to let this traitor escape because of procrastination. If I find out that you are not performing your duty to the utmost, you will spend the rest of your very short life in agonizing pain. Am I understood, pilot?
string_id message = new string_id (c_stringFile, "s_370a9fe4");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Yes, quite clearly, Inquisitor.
boolean hasResponse0 = false;
if (naboo_imperial_tier3_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_bca78274");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 115);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int naboo_imperial_tier3_handleBranch115 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: What are you waiting on? Believe me, you do not want to let this traitor escape because of procrastination. If I find out that you are not performing your duty to the utmost, you will spend the rest of your very short life in agonizing pain. Am I understood, pilot?
//-- [RESPONSE NOTE]
//-- PLAYER: Yes, quite clearly, Inquisitor.
if (response == "s_bca78274")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: Good. Now get out of my sight, get to our outpost on Yavin 4, and question Barlow about Colonel Hend.
string_id message = new string_id (c_stringFile, "s_6ffd0979");
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int naboo_imperial_tier3_handleBranch117 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE] You haven't done quest two yet, so go do it.
//-- NPC: So what did you learn from Barlow? Well, spit it out. I have been waiting for this information for too long already.
//-- [RESPONSE NOTE]
//-- PLAYER: I believe that Colonel Hend's accomplice was a Doctor Shinss.
if (response == "s_4c5e3fb9")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: Doctor Shinss? The same Doctor Shinss that is currently in charge of the Yavin 4 salvage operation?
string_id message = new string_id (c_stringFile, "s_76cdb911");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Yes, Inquisitor. He is the only one who makes sense.
boolean hasResponse0 = false;
if (naboo_imperial_tier3_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_a86d23d");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 118);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: Being scary and intimidating is harder than it looks.
if (response == "s_726886dd")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: Yes, it takes years of practice to perfect the technique that we are renowned throughout the galaxy for. But I take it you managed to get a lead even though the interview didn't go quite as smoothly as you thought it would?
string_id message = new string_id (c_stringFile, "s_bf06e3a1");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I believe that Colonel Hend's accomplice was a Doctor Shinss.
boolean hasResponse0 = false;
if (naboo_imperial_tier3_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_279");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 130);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int naboo_imperial_tier3_handleBranch118 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Doctor Shinss? The same Doctor Shinss that is currently in charge of the Yavin 4 salvage operation?
//-- [RESPONSE NOTE]
//-- PLAYER: Yes, Inquisitor. He is the only one who makes sense.
if (response == "s_a86d23d")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: He would certainly have the knowledge and the opportunity to leak the stolen information to Colonel Hend. This is would be most unfortunate for the Empire if it turns out to be true.
string_id message = new string_id (c_stringFile, "s_7859ec");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I am very certain that he is the traitor.
boolean hasResponse0 = false;
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Why would it be unfortunate?
boolean hasResponse1 = false;
if (naboo_imperial_tier3_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_40abff84");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_7f9d08e9");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 119);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int naboo_imperial_tier3_handleBranch119 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: He would certainly have the knowledge and the opportunity to leak the stolen information to Colonel Hend. This is would be most unfortunate for the Empire if it turns out to be true.
//-- [RESPONSE NOTE]
//-- PLAYER: I am very certain that he is the traitor.
if (response == "s_40abff84")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: Then we must find the proof. We would have a hard time explaining ourselves if we arrest such an important man on conjecture. You will have to find more evidence to his guilt.
string_id message = new string_id (c_stringFile, "s_82c168be");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Where should I start looking?
boolean hasResponse0 = false;
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I thought we arrested people for no reason all the time?
boolean hasResponse1 = false;
if (naboo_imperial_tier3_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_b9c39774");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_d5f6b830");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 120);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: Why would it be unfortunate?
if (response == "s_7f9d08e9")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: Doctor Shinss is a brilliant scientist. His research actually led to the development of the Death Star's power cells. Not only is he in charge of the Yavin salvage operation, he is slated to begin work on a new project in the Endor system. We are going to need evidence if we will have any chance at proving his guilt.
string_id message = new string_id (c_stringFile, "s_120e3960");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Where should I start looking?
boolean hasResponse0 = false;
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I could always plant some.
boolean hasResponse1 = false;
if (naboo_imperial_tier3_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_272");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_1ba0129b");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 128);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int naboo_imperial_tier3_handleBranch120 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Then we must find the proof. We would have a hard time explaining ourselves if we arrest such an important man on conjecture. You will have to find more evidence to his guilt.
//-- [RESPONSE NOTE]
//-- PLAYER: Where should I start looking?
if (response == "s_b9c39774")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: The Empire has granted Shinss a private vessel for use in his work. From what I understand Shinss considers the vessel a refuge of sorts. If there is anything to be found it will probably be in Shinss private logs on board.
string_id message = new string_id (c_stringFile, "s_a0c5cad7");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: They shouldn't be that hard to recover.
boolean hasResponse0 = false;
if (naboo_imperial_tier3_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_60cd6629");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 121);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I thought we arrested people for no reason all the time?
if (response == "s_d5f6b830")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: Of course we do. But generally those people do not have any use to the Empire, so no one really cares all that much. When it comes to someone with some power, we need proof of their illegal activities.
string_id message = new string_id (c_stringFile, "s_7579d1ec");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Where should I start looking?
boolean hasResponse0 = false;
if (naboo_imperial_tier3_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_268");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 127);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int naboo_imperial_tier3_handleBranch121 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: The Empire has granted Shinss a private vessel for use in his work. From what I understand Shinss considers the vessel a refuge of sorts. If there is anything to be found it will probably be in Shinss private logs on board.
//-- [RESPONSE NOTE]
//-- PLAYER: They shouldn't be that hard to recover.
if (response == "s_60cd6629")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: That is what I am thinking. We are going to have to keep this operation quiet for the time being though. There is no need to alert anyone of our investigation of the doctor. You are going to have to travel to the Yavin system and inspect the vessel's logs.
string_id message = new string_id (c_stringFile, "s_212d1edc");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Won't Shinss notice if I am inspecting his vessel?
boolean hasResponse0 = false;
if (naboo_imperial_tier3_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_7904d29b");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 122);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int naboo_imperial_tier3_handleBranch122 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: That is what I am thinking. We are going to have to keep this operation quiet for the time being though. There is no need to alert anyone of our investigation of the doctor. You are going to have to travel to the Yavin system and inspect the vessel's logs.
//-- [RESPONSE NOTE]
//-- PLAYER: Won't Shinss notice if I am inspecting his vessel?
if (response == "s_7904d29b")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: Fortune is currently on our side. Although Shinss is in charge of the Yavin salvage operation, he is currently in the Endor system beginning work on his next project there. He was not allowed to take his personal craft on this trip so it is still out in the Yavin system. If he is involved with the traitors and was using this vessel as a meeting point, you can bet it is being watched. So we have to move quickly before we tip our hand.
string_id message = new string_id (c_stringFile, "s_8fdf2b5d");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: What is Shinss doing in Endor?
boolean hasResponse0 = false;
if (naboo_imperial_tier3_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_68bcbb36");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 123);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int naboo_imperial_tier3_handleBranch123 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Fortune is currently on our side. Although Shinss is in charge of the Yavin salvage operation, he is currently in the Endor system beginning work on his next project there. He was not allowed to take his personal craft on this trip so it is still out in the Yavin system. If he is involved with the traitors and was using this vessel as a meeting point, you can bet it is being watched. So we have to move quickly before we tip our hand.
//-- [RESPONSE NOTE]
//-- PLAYER: What is Shinss doing in Endor?
if (response == "s_68bcbb36")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: That is none of your concern. Right now all you should be concerned with is recovering those logs from Shinss' Yacht. Is that understood, %NU?
string_id message = new string_id (c_stringFile, "s_d3f5b32c");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Absolutely, Inquisitor.
boolean hasResponse0 = false;
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Not really. What is exactly I need to do?
boolean hasResponse1 = false;
if (naboo_imperial_tier3_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_37d7964e");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_c9d5576a");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 124);
prose_package pp = new prose_package ();
pp.stringId = message;
pp.actor.set (player);
pp.target.set (npc);
npcSpeak (player, pp);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
prose_package pp = new prose_package ();
pp.stringId = message;
pp.actor.set (player);
pp.target.set (npc);
npcEndConversationWithMessage (player, pp);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int naboo_imperial_tier3_handleBranch124 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: That is none of your concern. Right now all you should be concerned with is recovering those logs from Shinss' Yacht. Is that understood, %NU?
//-- [RESPONSE NOTE]
//-- PLAYER: Absolutely, Inquisitor.
if (response == "s_37d7964e")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
naboo_imperial_tier3_action_grantQuestTwo (player, npc);
//-- NPC: Good. Now move quickly, get to the Yavin system, and inspect Shinss' personal logs. You have your mission, now go!
string_id message = new string_id (c_stringFile, "s_f64e0998");
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: Not really. What is exactly I need to do?
if (response == "s_c9d5576a")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
naboo_imperial_tier3_action_grantQuestTwo (player, npc);
//-- NPC: You were doing so well up until this point. It is so simple that I am sure even you cannot mess this up. You are what's called a pilot. Your job is to fly your ship where I tell you to. You are to fly your ship to the Yavin system. That is in space. Then you are to find Doctor Shinss' Yacht. A Yacht is a type of ship... in space. When you find his ship, inspect Doctor Shinss' personal logs. Now get out of here before I get angry.
string_id message = new string_id (c_stringFile, "s_f8176023");
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int naboo_imperial_tier3_handleBranch127 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Of course we do. But generally those people do not have any use to the Empire, so no one really cares all that much. When it comes to someone with some power, we need proof of their illegal activities.
//-- [RESPONSE NOTE]
//-- PLAYER: Where should I start looking?
if (response == "s_268")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: The Empire has granted Shinss a private vessel for use in his work. From what I understand Shinss considers the vessel a refuge of sorts. If there is anything to be found it will probably be in Shinss private logs on board.
string_id message = new string_id (c_stringFile, "s_a0c5cad7");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: They shouldn't be that hard to recover.
boolean hasResponse0 = false;
if (naboo_imperial_tier3_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_60cd6629");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 121);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int naboo_imperial_tier3_handleBranch128 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Doctor Shinss is a brilliant scientist. His research actually led to the development of the Death Star's power cells. Not only is he in charge of the Yavin salvage operation, he is slated to begin work on a new project in the Endor system. We are going to need evidence if we will have any chance at proving his guilt.
//-- [RESPONSE NOTE]
//-- PLAYER: Where should I start looking?
if (response == "s_272")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: The Empire has granted Shinss a private vessel for use in his work. From what I understand Shinss considers the vessel a refuge of sorts. If there is anything to be found it will probably be in Shinss private logs on board.
string_id message = new string_id (c_stringFile, "s_a0c5cad7");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: They shouldn't be that hard to recover.
boolean hasResponse0 = false;
if (naboo_imperial_tier3_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_60cd6629");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 121);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I could always plant some.
if (response == "s_1ba0129b")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: I appreciate your zeal. And it certainly wouldn't be the first time that we decided to take matters into our own hands. But in this case I think it would be best if we actually see what there is to find.
string_id message = new string_id (c_stringFile, "s_f16b1b64");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Very well. Where should I start looking?
boolean hasResponse0 = false;
if (naboo_imperial_tier3_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_a96d5aee");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 129);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int naboo_imperial_tier3_handleBranch129 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: I appreciate your zeal. And it certainly wouldn't be the first time that we decided to take matters into our own hands. But in this case I think it would be best if we actually see what there is to find.
//-- [RESPONSE NOTE]
//-- PLAYER: Very well. Where should I start looking?
if (response == "s_a96d5aee")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: The Empire has granted Shinss a private vessel for use in his work. From what I understand Shinss considers the vessel a refuge of sorts. If there is anything to be found it will probably be in Shinss private logs on board.
string_id message = new string_id (c_stringFile, "s_a0c5cad7");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: They shouldn't be that hard to recover.
boolean hasResponse0 = false;
if (naboo_imperial_tier3_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_60cd6629");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 121);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int naboo_imperial_tier3_handleBranch130 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Yes, it takes years of practice to perfect the technique that we are renowned throughout the galaxy for. But I take it you managed to get a lead even though the interview didn't go quite as smoothly as you thought it would?
//-- [RESPONSE NOTE]
//-- PLAYER: I believe that Colonel Hend's accomplice was a Doctor Shinss.
if (response == "s_279")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: Doctor Shinss? The same Doctor Shinss that is currently in charge of the Yavin 4 salvage operation?
string_id message = new string_id (c_stringFile, "s_76cdb911");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Yes, Inquisitor. He is the only one who makes sense.
boolean hasResponse0 = false;
if (naboo_imperial_tier3_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_a86d23d");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 118);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int naboo_imperial_tier3_handleBranch131 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE] You haven't done quest three yet, so go do it.
//-- NPC: I have enjoyed my time with the Doctor.
//-- [RESPONSE NOTE]
//-- PLAYER: I bet you didn't discuss science.
if (response == "s_7673fc64")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: Actually, we did. He truly is a brilliant man. I have enjoyed our conversations.
string_id message = new string_id (c_stringFile, "s_6d43b1bf");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: What has he told you?
boolean hasResponse0 = false;
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Are you done?
boolean hasResponse1 = false;
if (naboo_imperial_tier3_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_727d7649");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_674c302");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 132);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: Did he enjoy it too?
if (response == "s_15cfb2c9")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: He is no longer in any condition to answer you. But he has been most informative.
string_id message = new string_id (c_stringFile, "s_714d54de");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Are there other traitors in the Empire?
boolean hasResponse0 = false;
if (naboo_imperial_tier3_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_157ab93b");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 151);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int naboo_imperial_tier3_handleBranch132 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Actually, we did. He truly is a brilliant man. I have enjoyed our conversations.
//-- [RESPONSE NOTE]
//-- PLAYER: What has he told you?
if (response == "s_727d7649")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: He has told me much about the Death Star. He also has told me that he hopes to live to see his family again.
string_id message = new string_id (c_stringFile, "s_e64051dc");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Will he?
boolean hasResponse0 = false;
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I'm glad I'm not the Doctor.
boolean hasResponse1 = false;
if (naboo_imperial_tier3_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_b987ef3b");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_a365e485");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 133);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: Are you done?
if (response == "s_674c302")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: I am afraid so. It was not pretty.
string_id message = new string_id (c_stringFile, "s_fdfe8d73");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Did he tell you more about the conspiracy?
boolean hasResponse0 = false;
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: What do Inquisitors do to people?
boolean hasResponse1 = false;
if (naboo_imperial_tier3_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_8b2f0509");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_fcdfe482");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 142);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int naboo_imperial_tier3_handleBranch133 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: He has told me much about the Death Star. He also has told me that he hopes to live to see his family again.
//-- [RESPONSE NOTE]
//-- PLAYER: Will he?
if (response == "s_b987ef3b")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: He may live but I would wager that he never sees his family again. What he has NOT told me is the names of his co-conspirators. But I have a plan.
string_id message = new string_id (c_stringFile, "s_5400c2b8");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: What is it?
boolean hasResponse0 = false;
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I'm ready for my mission.
boolean hasResponse1 = false;
if (naboo_imperial_tier3_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_1c8bddbb");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_f8e71988");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 134);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I'm glad I'm not the Doctor.
if (response == "s_a365e485")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: Yes. But now you have work to do.
string_id message = new string_id (c_stringFile, "s_1d79fda2");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I'm ready for my mission.
boolean hasResponse0 = false;
if (naboo_imperial_tier3_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_300");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 139);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int naboo_imperial_tier3_handleBranch134 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: He may live but I would wager that he never sees his family again. What he has NOT told me is the names of his co-conspirators. But I have a plan.
//-- [RESPONSE NOTE]
//-- PLAYER: What is it?
if (response == "s_1c8bddbb")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: We will leak news that he has given us a list of names. You will transport this list. One thing that I did find interesting is that he mentioned the Dathomir system in passing but seemed to realize his mistake and quickly change the subject. I believe that is the area we should move the fake list through.
string_id message = new string_id (c_stringFile, "s_fda4456d");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: And then the enemy will attack?
boolean hasResponse0 = false;
if (naboo_imperial_tier3_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_75c4b8b4");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 135);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I'm ready for my mission.
if (response == "s_f8e71988")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: We will pretend that he has given us a list of names. You will transport this list. One thing that I did find interesting is that he mentioned the Dathomir system in passing but seemed to realize his mistake and quickly change the subject. I believe that is the area we should move the fake list through.
string_id message = new string_id (c_stringFile, "s_31d4944f");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: And then the enemy will attack?
boolean hasResponse0 = false;
if (naboo_imperial_tier3_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_294");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 137);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int naboo_imperial_tier3_handleBranch135 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: We will leak news that he has given us a list of names. You will transport this list. One thing that I did find interesting is that he mentioned the Dathomir system in passing but seemed to realize his mistake and quickly change the subject. I believe that is the area we should move the fake list through.
//-- [RESPONSE NOTE]
//-- PLAYER: And then the enemy will attack?
if (response == "s_75c4b8b4")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
naboo_imperial_tier3_action_grantQuestThree (player, npc);
//-- NPC: Perhaps. His slip up of mentioning Dathomir might have been nothing but I believe it to be a mistake on his part. That is where you will focus your energies.
string_id message = new string_id (c_stringFile, "s_c32eabc5");
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int naboo_imperial_tier3_handleBranch137 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: We will pretend that he has given us a list of names. You will transport this list. One thing that I did find interesting is that he mentioned the Dathomir system in passing but seemed to realize his mistake and quickly change the subject. I believe that is the area we should move the fake list through.
//-- [RESPONSE NOTE]
//-- PLAYER: And then the enemy will attack?
if (response == "s_294")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
naboo_imperial_tier3_action_grantQuestThree (player, npc);
//-- NPC: Perhaps. His slip up of mentioning Dathomir might have been nothing but I believe it to be a mistake on his part. That is where you will focus your energies.
string_id message = new string_id (c_stringFile, "s_296");
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int naboo_imperial_tier3_handleBranch139 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Yes. But now you have work to do.
//-- [RESPONSE NOTE]
//-- PLAYER: I'm ready for my mission.
if (response == "s_300")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: We will leak news that the doctor has given us names of other conspirators. You will transport this list of names. One thing that I did find interesting is that he mentioned the Dathomir system in passing but seemed to realize his mistake and quickly change the subject. I believe that is the area we should move the fake list through.
string_id message = new string_id (c_stringFile, "s_28876e4d");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: And then the enemy will attack?
boolean hasResponse0 = false;
if (naboo_imperial_tier3_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_303");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 140);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int naboo_imperial_tier3_handleBranch140 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: We will leak news that the doctor has given us names of other conspirators. You will transport this list of names. One thing that I did find interesting is that he mentioned the Dathomir system in passing but seemed to realize his mistake and quickly change the subject. I believe that is the area we should move the fake list through.
//-- [RESPONSE NOTE]
//-- PLAYER: And then the enemy will attack?
if (response == "s_303")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
naboo_imperial_tier3_action_grantQuestThree (player, npc);
//-- NPC: Perhaps. His slip up of mentioning Dathomir might have been nothing but I believe it to be a mistake on his part. That is where you will focus your energies.
string_id message = new string_id (c_stringFile, "s_305");
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int naboo_imperial_tier3_handleBranch142 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: I am afraid so. It was not pretty.
//-- [RESPONSE NOTE]
//-- PLAYER: Did he tell you more about the conspiracy?
if (response == "s_8b2f0509")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: No. But the Rebels don't know that. We'll leak word that we have information. One thing that I did find interesting is that he mentioned the Dathomir system in passing, but seemed to realize his mistake and quickly change the subject. I believe that is the area we should move the fake list through.
string_id message = new string_id (c_stringFile, "s_85db59ee");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: And then?
boolean hasResponse0 = false;
if (naboo_imperial_tier3_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_ce4c8e17");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 143);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: What do Inquisitors do to people?
if (response == "s_fcdfe482")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: We do our jobs. And now you must do yours.
string_id message = new string_id (c_stringFile, "s_679b150d");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I'm ready for my mission.
boolean hasResponse0 = false;
if (naboo_imperial_tier3_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_317");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 146);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int naboo_imperial_tier3_handleBranch143 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: No. But the Rebels don't know that. We'll leak word that we have information. One thing that I did find interesting is that he mentioned the Dathomir system in passing, but seemed to realize his mistake and quickly change the subject. I believe that is the area we should move the fake list through.
//-- [RESPONSE NOTE]
//-- PLAYER: And then?
if (response == "s_ce4c8e17")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: And then you will carry this list. His slip up of mentioning Dathomir might have been nothing but I believe it to be a mistake on his part. That is where you will focus your energies.
string_id message = new string_id (c_stringFile, "s_697ba4d3");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: So I'm the bait.
boolean hasResponse0 = false;
if (naboo_imperial_tier3_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_1d1e30b6");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 144);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int naboo_imperial_tier3_handleBranch144 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: And then you will carry this list. His slip up of mentioning Dathomir might have been nothing but I believe it to be a mistake on his part. That is where you will focus your energies.
//-- [RESPONSE NOTE]
//-- PLAYER: So I'm the bait.
if (response == "s_1d1e30b6")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
naboo_imperial_tier3_action_grantQuestThree (player, npc);
//-- NPC: It is your duty. Do it well.
string_id message = new string_id (c_stringFile, "s_b8302127");
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int naboo_imperial_tier3_handleBranch146 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: We do our jobs. And now you must do yours.
//-- [RESPONSE NOTE]
//-- PLAYER: I'm ready for my mission.
if (response == "s_317")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: The doctor refused to name collaborators; but the Rebels don't know that. We're going to send you out with a false list of names. One thing that I did find interesting is that he mentioned the Dathomir system in passing but seemed to realize his mistake and quickly change the subject. I believe that is the area we should move the fake list through.
string_id message = new string_id (c_stringFile, "s_39dfc6b4");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: To force the enemy to attack?
boolean hasResponse0 = false;
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Sounds like a dangerous idea.
boolean hasResponse1 = false;
if (naboo_imperial_tier3_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_5188aced");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_22515365");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 147);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int naboo_imperial_tier3_handleBranch147 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: The doctor refused to name collaborators; but the Rebels don't know that. We're going to send you out with a false list of names. One thing that I did find interesting is that he mentioned the Dathomir system in passing but seemed to realize his mistake and quickly change the subject. I believe that is the area we should move the fake list through.
//-- [RESPONSE NOTE]
//-- PLAYER: To force the enemy to attack?
if (response == "s_5188aced")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
naboo_imperial_tier3_action_grantQuestThree (player, npc);
//-- NPC: Perhaps. His slip up of mentioning Dathomir might have been nothing but I believe it to be a mistake on his part. That is where you will focus your energies.
string_id message = new string_id (c_stringFile, "s_321");
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: Sounds like a dangerous idea.
if (response == "s_22515365")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: Dangerous - and effective. The Rebels will have to try to get that list. His slip up of mentioning Dathomir might have been nothing but I believe it to be a mistake on his part. That is where you will focus your energies.
string_id message = new string_id (c_stringFile, "s_68aa150c");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I could die.
boolean hasResponse0 = false;
if (naboo_imperial_tier3_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_f24b6a1a");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 149);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int naboo_imperial_tier3_handleBranch149 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Dangerous - and effective. The Rebels will have to try to get that list. His slip up of mentioning Dathomir might have been nothing but I believe it to be a mistake on his part. That is where you will focus your energies.
//-- [RESPONSE NOTE]
//-- PLAYER: I could die.
if (response == "s_f24b6a1a")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
naboo_imperial_tier3_action_grantQuestThree (player, npc);
//-- NPC: That, my friend, is up to you.
string_id message = new string_id (c_stringFile, "s_1eba352e");
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int naboo_imperial_tier3_handleBranch151 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: He is no longer in any condition to answer you. But he has been most informative.
//-- [RESPONSE NOTE]
//-- PLAYER: Are there other traitors in the Empire?
if (response == "s_157ab93b")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: He would not tell us. But the Rebels don't know that. We will pretend that we have a list of conspirators.
string_id message = new string_id (c_stringFile, "s_36aa6786");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: What are you going to do with that list?
boolean hasResponse0 = false;
if (naboo_imperial_tier3_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_a3ae4cb");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 152);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int naboo_imperial_tier3_handleBranch152 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: He would not tell us. But the Rebels don't know that. We will pretend that we have a list of conspirators.
//-- [RESPONSE NOTE]
//-- PLAYER: What are you going to do with that list?
if (response == "s_a3ae4cb")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: We're going to give it to you and send you on an interplanetary errand to the Dathomir system.
string_id message = new string_id (c_stringFile, "s_46fbca74");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Why?
boolean hasResponse0 = false;
if (naboo_imperial_tier3_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_841d27db");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 153);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int naboo_imperial_tier3_handleBranch153 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: We're going to give it to you and send you on an interplanetary errand to the Dathomir system.
//-- [RESPONSE NOTE]
//-- PLAYER: Why?
if (response == "s_841d27db")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: One thing that I did find interesting is that he mentioned the Dathomir system in passing but seemed to realize his mistake and quickly change the subject. I believe that is the area we should move the fake list through.
string_id message = new string_id (c_stringFile, "s_e440e620");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I don't like this idea.
boolean hasResponse0 = false;
if (naboo_imperial_tier3_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_dbde1ca8");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 154);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int naboo_imperial_tier3_handleBranch154 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: One thing that I did find interesting is that he mentioned the Dathomir system in passing but seemed to realize his mistake and quickly change the subject. I believe that is the area we should move the fake list through.
//-- [RESPONSE NOTE]
//-- PLAYER: I don't like this idea.
if (response == "s_dbde1ca8")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
naboo_imperial_tier3_action_grantQuestThree (player, npc);
//-- NPC: Your opinion does not matter. You are to leave immediately.
string_id message = new string_id (c_stringFile, "s_4a34b1cc");
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int naboo_imperial_tier3_handleBranch156 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE] You haven't done quest four yet, so go do it.
//-- NPC: It seems that we have managed to undercover the traitor.
//-- [RESPONSE NOTE]
//-- PLAYER: Who, me?
if (response == "s_338")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: I don't know. ARE you a traitor?
string_id message = new string_id (c_stringFile, "s_7df37f4b");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: No!
boolean hasResponse0 = false;
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: What a ridiculous question!
boolean hasResponse1 = false;
if (naboo_imperial_tier3_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_341");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_96d7ed6a");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 157);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: Where?
if (response == "s_741df7ed")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: This time, it is a soldier high in Imperial command. A General Breckon. If you are unfamiliar with the name all you need to know is that he is in charge of the Imperial Army stationed in the Dathomir system.
string_id message = new string_id (c_stringFile, "s_ee64b80a");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: An Imperial general?
boolean hasResponse0 = false;
if (naboo_imperial_tier3_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_1c1bc0f8");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 174);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int naboo_imperial_tier3_handleBranch157 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: I don't know. ARE you a traitor?
//-- [RESPONSE NOTE]
//-- PLAYER: No!
if (response == "s_341")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: I see. Well it would seem that General Breckon very well might be though. The orders that you recovered from the Rebel smuggler have his name all over them. It is too bad that he didn't cover his tracks better but I assume he didn't think you could win.
string_id message = new string_id (c_stringFile, "s_1e10a6ef");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Who is General Breckon?
boolean hasResponse0 = false;
if (naboo_imperial_tier3_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_c142d50f");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 158);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: What a ridiculous question!
if (response == "s_96d7ed6a")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: Inquisitors don't ASK ridiculous questions.
string_id message = new string_id (c_stringFile, "s_10c8692a");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Were you going to tell me about a traitor?
boolean hasResponse0 = false;
if (naboo_imperial_tier3_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_a42ffb97");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 164);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int naboo_imperial_tier3_handleBranch158 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: I see. Well it would seem that General Breckon very well might be though. The orders that you recovered from the Rebel smuggler have his name all over them. It is too bad that he didn't cover his tracks better but I assume he didn't think you could win.
//-- [RESPONSE NOTE]
//-- PLAYER: Who is General Breckon?
if (response == "s_c142d50f")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: Well obviously he is a general in the Imperial Army. General Breckon is in charge of the army forces stationed in the Dathomir system. His contacts and rank make him a perfect candidate to pass information along to the Rebels without arousing too much suspicion.
string_id message = new string_id (c_stringFile, "s_3bd0f63e");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Are you sure he's guilty?
boolean hasResponse0 = false;
if (naboo_imperial_tier3_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_c73e6431");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 159);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int naboo_imperial_tier3_handleBranch159 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Well obviously he is a general in the Imperial Army. General Breckon is in charge of the army forces stationed in the Dathomir system. His contacts and rank make him a perfect candidate to pass information along to the Rebels without arousing too much suspicion.
//-- [RESPONSE NOTE]
//-- PLAYER: Are you sure he's guilty?
if (response == "s_c73e6431")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: He swears his innocence. He's coming here now to clear his name. He is wise to do so. It is my understanding that he is traveling through the Dathomir system on his way here even as we speak.
string_id message = new string_id (c_stringFile, "s_f4cbd517");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Do you think he is innocent?
boolean hasResponse0 = false;
if (naboo_imperial_tier3_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_c0069753");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 160);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int naboo_imperial_tier3_handleBranch160 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: He swears his innocence. He's coming here now to clear his name. He is wise to do so. It is my understanding that he is traveling through the Dathomir system on his way here even as we speak.
//-- [RESPONSE NOTE]
//-- PLAYER: Do you think he is innocent?
if (response == "s_c0069753")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: That is irrelevant. You will kill him before he reaches Naboo.
string_id message = new string_id (c_stringFile, "s_b374861b");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Why?!
boolean hasResponse0 = false;
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I'm sorry?
boolean hasResponse1 = false;
if (naboo_imperial_tier3_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_4a3aa62e");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_14ea12c8");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 161);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int naboo_imperial_tier3_handleBranch161 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: That is irrelevant. You will kill him before he reaches Naboo.
//-- [RESPONSE NOTE]
//-- PLAYER: Why?!
if (response == "s_4a3aa62e")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
naboo_imperial_tier3_action_grantQuestFour (player, npc);
//-- NPC: A general in the Imperial Army a traitor? Think about the scandal and what a major black eye it would be for the Empire. It is simpler if he has an accident and then we sweep the whole mess under the carpet. Destroy his escort as well. No one must know how he died and since we will do the investigation we will conclude that he fell victim to a tragic accident.
string_id message = new string_id (c_stringFile, "s_22198261");
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I'm sorry?
if (response == "s_14ea12c8")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
naboo_imperial_tier3_action_grantQuestFour (player, npc);
//-- NPC: A general in the Imperial Army a traitor? Think about the scandal and what a major black eye it would be for the Empire. It is simpler if he has an accident and then we sweep the whole mess under the carpet. Destroy his escort as well. No one must know how he died and since we will do the investigation we will conclude that he fell victim to a tragic accident.
string_id message = new string_id (c_stringFile, "s_353");
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int naboo_imperial_tier3_handleBranch164 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Inquisitors don't ASK ridiculous questions.
//-- [RESPONSE NOTE]
//-- PLAYER: Were you going to tell me about a traitor?
if (response == "s_a42ffb97")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: Do you know General Breckon?
string_id message = new string_id (c_stringFile, "s_5485ba8d");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: The name sounds familiar.
boolean hasResponse0 = false;
if (naboo_imperial_tier3_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_13b747b7");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 165);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int naboo_imperial_tier3_handleBranch165 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Do you know General Breckon?
//-- [RESPONSE NOTE]
//-- PLAYER: The name sounds familiar.
if (response == "s_13b747b7")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: General Breckon is in charge of the army forces stationed in the Dathomir system. His contacts and rank make him a perfect candidate to be able to pass information along to the Rebels without arousing too much suspicion.
string_id message = new string_id (c_stringFile, "s_98ee25e0");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: No Imperial officer would betray the Empire.
boolean hasResponse0 = false;
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Are we certain it was him?
boolean hasResponse1 = false;
if (naboo_imperial_tier3_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_39fb010c");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_b981d334");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 166);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int naboo_imperial_tier3_handleBranch166 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: General Breckon is in charge of the army forces stationed in the Dathomir system. His contacts and rank make him a perfect candidate to be able to pass information along to the Rebels without arousing too much suspicion.
//-- [RESPONSE NOTE]
//-- PLAYER: No Imperial officer would betray the Empire.
if (response == "s_39fb010c")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: Are you daft? Wasn't it you who helped bring down Colonel Hend? If you think that a uniform makes you immune to greed or moral indecision or whatever causes people to betray their own, then you are sadly mistaken. If that were the case there would be no need for us.
string_id message = new string_id (c_stringFile, "s_92c37f5d");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: It's not true.
boolean hasResponse0 = false;
if (naboo_imperial_tier3_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_2c8e3657");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 167);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: Are we certain it was him?
if (response == "s_b981d334")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: Those orders you recovered from the Rebels might as well have been hand written by him. There is no doubt. General Breckon has betrayed his people, his soldiers, and his Emperor. There is only one punishment for that crime.
string_id message = new string_id (c_stringFile, "s_34da8f1d");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I understand, Inquisitor.
boolean hasResponse0 = false;
if (naboo_imperial_tier3_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_d8f69fec");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 171);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int naboo_imperial_tier3_handleBranch167 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Are you daft? Wasn't it you who helped bring down Colonel Hend? If you think that a uniform makes you immune to greed or moral indecision or whatever causes people to betray their own, then you are sadly mistaken. If that were the case there would be no need for us.
//-- [RESPONSE NOTE]
//-- PLAYER: It's not true.
if (response == "s_2c8e3657")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: That's what he says. He's traveling to Naboo now, to protest his innocence. It is my understanding that he is traveling through the Dathomir system on his way here even as we speak.
string_id message = new string_id (c_stringFile, "s_b333ecf9");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Would anyone ever believe him?
boolean hasResponse0 = false;
if (naboo_imperial_tier3_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_1ee84e30");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 168);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int naboo_imperial_tier3_handleBranch168 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: That's what he says. He's traveling to Naboo now, to protest his innocence. It is my understanding that he is traveling through the Dathomir system on his way here even as we speak.
//-- [RESPONSE NOTE]
//-- PLAYER: Would anyone ever believe him?
if (response == "s_1ee84e30")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: That is irrelevant. You will kill him before he reaches Naboo.
string_id message = new string_id (c_stringFile, "s_366");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: What? Why?
boolean hasResponse0 = false;
if (naboo_imperial_tier3_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_6c186cde");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 169);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int naboo_imperial_tier3_handleBranch169 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: That is irrelevant. You will kill him before he reaches Naboo.
//-- [RESPONSE NOTE]
//-- PLAYER: What? Why?
if (response == "s_6c186cde")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
naboo_imperial_tier3_action_grantQuestFour (player, npc);
//-- NPC: A general in the Imperial Army a traitor? Think about the scandal and what a major black eye it would be for the Empire. It is simpler if he has an accident and then we sweep the whole mess under the carpet. Destroy his escort as well. No one must know how he died. Because we will do the investigation, we will conclude that he fell victim to a tragic accident.
string_id message = new string_id (c_stringFile, "s_b95f9ff4");
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int naboo_imperial_tier3_handleBranch171 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Those orders you recovered from the Rebels might as well have been hand written by him. There is no doubt. General Breckon has betrayed his people, his soldiers, and his Emperor. There is only one punishment for that crime.
//-- [RESPONSE NOTE]
//-- PLAYER: I understand, Inquisitor.
if (response == "s_d8f69fec")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: Good. General Breckon is actually on his way to Naboo in an attempt to protest his innocence. He must never be allowed to even reach the system. Tragedy must befall the general while he is still in Dathomir on his way here.
string_id message = new string_id (c_stringFile, "s_6905c6b2");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Why not let him come here and then charge him formally?
boolean hasResponse0 = false;
if (naboo_imperial_tier3_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_33c41dc");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 172);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int naboo_imperial_tier3_handleBranch172 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Good. General Breckon is actually on his way to Naboo in an attempt to protest his innocence. He must never be allowed to even reach the system. Tragedy must befall the general while he is still in Dathomir on his way here.
//-- [RESPONSE NOTE]
//-- PLAYER: Why not let him come here and then charge him formally?
if (response == "s_33c41dc")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
naboo_imperial_tier3_action_grantQuestFour (player, npc);
//-- NPC: A general in the Imperial Army a traitor? Think about the scandal and what a major black eye it would be for the Empire. It is simpler if he has an accident and then we sweep the whole mess under the carpet. Destroy his escort as well. No one must know how he died. Because we will do the investigation, we will conclude that he fell victim to a tragic accident.
string_id message = new string_id (c_stringFile, "s_375");
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int naboo_imperial_tier3_handleBranch174 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: This time, it is a soldier high in Imperial command. A General Breckon. If you are unfamiliar with the name all you need to know is that he is in charge of the Imperial Army stationed in the Dathomir system.
//-- [RESPONSE NOTE]
//-- PLAYER: An Imperial general?
if (response == "s_1c1bc0f8")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: Even Imperial generals can be foolish men. He believed our story about the names. Those orders you recovered from the Rebels might as well have been written in his own hand. There is no doubt.
string_id message = new string_id (c_stringFile, "s_d3144c5a");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Doesn't he realize he'll have to answer to you?
boolean hasResponse0 = false;
if (naboo_imperial_tier3_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_c0f4399a");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 175);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int naboo_imperial_tier3_handleBranch175 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Even Imperial generals can be foolish men. He believed our story about the names. Those orders you recovered from the Rebels might as well have been written in his own hand. There is no doubt.
//-- [RESPONSE NOTE]
//-- PLAYER: Doesn't he realize he'll have to answer to you?
if (response == "s_c0f4399a")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: No. He's answering to you.
string_id message = new string_id (c_stringFile, "s_7f3265a7");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: What do you mean?
boolean hasResponse0 = false;
if (naboo_imperial_tier3_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_383");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 176);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int naboo_imperial_tier3_handleBranch176 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: No. He's answering to you.
//-- [RESPONSE NOTE]
//-- PLAYER: What do you mean?
if (response == "s_383")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: He's en route to Naboo with an escort - to protest his innocence. Destroy him. It is my understanding that he is traveling through the Dathomir system on his way here even as we speak.
string_id message = new string_id (c_stringFile, "s_e1a23a44");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: But what if he's innocent?
boolean hasResponse0 = false;
if (naboo_imperial_tier3_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_a8d5c2b9");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 177);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int naboo_imperial_tier3_handleBranch177 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: He's en route to Naboo with an escort - to protest his innocence. Destroy him. It is my understanding that he is traveling through the Dathomir system on his way here even as we speak.
//-- [RESPONSE NOTE]
//-- PLAYER: But what if he's innocent?
if (response == "s_a8d5c2b9")
{
//-- [NOTE]
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
naboo_imperial_tier3_action_grantQuestFour (player, npc);
//-- NPC: Then he is a casualty of war. We cannot take the risk that an Imperial general has been trading secrets to the Rebellion. Can you imagine the scandal that would ensue? It is far better if the general and his escorts simply have an accident in the Dathomir system. Since we will perform the investigation into his death, it will be simple to sweep under the rug.
string_id message = new string_id (c_stringFile, "s_bc30dc8c");
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int naboo_imperial_tier3_handleBranch179 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE] You must have completed tier3 completely. Hope you have all your skills! Now I will tell you to go talk to a tier-4 guy.
//-- NPC: And so, our time together is done.
//-- [RESPONSE NOTE]
//-- PLAYER: Maybe we will see each other again.
if (response == "s_23e0dd3")
{
//-- [NOTE] * - Tier 4 character (whoever that is)
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: I hope not, because it would be under unfortunate circumstances. You are to report to Grand Inquisitor Ja'ce Yiaso. You can find him just outside of Lord Vader's office. Do not disappoint him or you will find yourself under question very quickly. Goodbye.
string_id message = new string_id (c_stringFile, "s_f5039ccf");
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: Yes sir.
if (response == "s_9b43a7ee")
{
//-- [NOTE] * - Tier 4 character
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
//-- NPC: Ah, so you have learned to respect your elders. That is a good thing. You are to report to Grand Inquisitor Ja'ce Yiaso. You can find him just outside of Lord Vader's office. Do not disappoint him or you will find yourself under question very quickly. Farewell, %NU.
string_id message = new string_id (c_stringFile, "s_f50e2248");
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
prose_package pp = new prose_package ();
pp.stringId = message;
pp.actor.set (player);
pp.target.set (npc);
npcEndConversationWithMessage (player, pp);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
// ======================================================================
// User Script Triggers
// ======================================================================
trigger OnInitialize ()
{
if ((!isMob (self)) || (isPlayer (self)))
detachScript(self, "conversation.naboo_imperial_tier3");
setCondition (self, CONDITION_CONVERSABLE);
setInvulnerable( self, true );
setCondition( self, CONDITION_SPACE_INTERESTING );
factions.setFaction( self, factions.FACTION_IMPERIAL );
return SCRIPT_CONTINUE;
}
trigger OnAttach ()
{
setCondition (self, CONDITION_CONVERSABLE);
setInvulnerable( self, true );
setCondition( self, CONDITION_SPACE_INTERESTING );
factions.setFaction( self, factions.FACTION_IMPERIAL );
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);
faceTo( self, player );
return SCRIPT_CONTINUE;
}
trigger OnIncapacitated (obj_id killer)
{
clearCondition (self, CONDITION_CONVERSABLE);
detachScript (self, "conversation.naboo_imperial_tier3");
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] You're the wrong faction.
if (!naboo_imperial_tier3_condition_isCorrectFaction (player, npc))
{
//-- NPC: How did you get in here? The guards will certainly hear about their failure to keep the likes of you out. Be gone before I decide to put you under question.
string_id message = new string_id (c_stringFile, "s_b6c9b83b");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Sorry, I will leave right away.
boolean hasResponse0 = false;
if (naboo_imperial_tier3_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_1f64a6b3");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 1);
npcStartConversation (player, npc, "naboo_imperial_tier3", message, responses);
}
else
{
chat.chat (npc, player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (!naboo_imperial_tier3_condition_isPilot (player, npc))
{
//-- NPC: I have more important things to do right now than to speak with you.
string_id message = new string_id (c_stringFile, "s_e1b0c231");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I was wondering if you could answer some questions?
boolean hasResponse0 = false;
if (naboo_imperial_tier3_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_5ff8baab");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 3);
npcStartConversation (player, npc, "naboo_imperial_tier3", message, responses);
}
else
{
chat.chat (npc, player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (!naboo_imperial_tier3_condition_onMyTrack (player, npc))
{
//-- NPC: For your sake, I will assume that you have NOT deserted your squadron. I suggest that you return to your commanding officer immediately.
string_id message = new string_id (c_stringFile, "s_246a0af2");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I would never desert!
boolean hasResponse0 = false;
if (naboo_imperial_tier3_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_b48bd0a4");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 6);
npcStartConversation (player, npc, "naboo_imperial_tier3", message, responses);
}
else
{
chat.chat (npc, player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (naboo_imperial_tier3_condition_hasNegativeFaction (player, npc))
{
doAnimationAction (npc, "explain");
//-- NPC: You understand that the Inquisition can tolerate not even the slightest hint of treason? You have a guilty look about you.
string_id message = new string_id (c_stringFile, "s_7e0ef42a");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Who, me?
boolean hasResponse0 = false;
if (naboo_imperial_tier3_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_dbd88d67");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 9);
npcStartConversation (player, npc, "naboo_imperial_tier3", message, responses);
}
else
{
chat.chat (npc, player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE] * = NPC who assigns the Tier 2 missions (need the name)
if (!naboo_imperial_tier3_condition_isReadyForTier3 (player, npc))
{
//-- NPC: I do not have time for idle chatter with any one right now. I am very busy doing the work of the Empire.
string_id message = new string_id (c_stringFile, "s_12691b1c");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I am here to report for duty.
boolean hasResponse0 = false;
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I will leave you alone then, Inquisitor.
boolean hasResponse1 = false;
if (naboo_imperial_tier3_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_8367fc83");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_1ba9577c");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 12);
npcStartConversation (player, npc, "naboo_imperial_tier3", message, responses);
}
else
{
chat.chat (npc, player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE] You are busy. Already on a quest. Go do it.
if (naboo_imperial_tier3_condition_isOnQuest (player, npc))
{
//-- NPC: A member of the Inquisition must show patience in all things. You must also learn to focus on your tasks. Do not return to me until you have completed the task that I have assigned to you.
string_id message = new string_id (c_stringFile, "s_c9911c0f");
chat.chat (npc, player, message);
return SCRIPT_CONTINUE;
}
//-- [NOTE] You failed quest one. You must start over.
if (naboo_imperial_tier3_condition_failedQuestOne (player, npc))
{
//-- NPC: Is it done?
string_id message = new string_id (c_stringFile, "s_c5903cb3");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I'm still searching.
boolean hasResponse0 = false;
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I'll find that ship. I promise.
boolean hasResponse1 = false;
if (naboo_imperial_tier3_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_2b4326ff");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_ff715762");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 17);
npcStartConversation (player, npc, "naboo_imperial_tier3", message, responses);
}
else
{
chat.chat (npc, player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE] You failed quest two. You must start over.
if (naboo_imperial_tier3_condition_failedQuestTwo (player, npc))
{
//-- NPC: Tell me. Are you helping the traitors?
string_id message = new string_id (c_stringFile, "s_1adf59ad");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I'm loyal to the Empire!
boolean hasResponse0 = false;
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: No!
boolean hasResponse1 = false;
if (naboo_imperial_tier3_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_765d3767");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_7426e000");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 22);
npcStartConversation (player, npc, "naboo_imperial_tier3", message, responses);
}
else
{
chat.chat (npc, player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE] You failed quest three. You must start over.
if (naboo_imperial_tier3_condition_failedQuestThree (player, npc))
{
//-- NPC: If you are here, then you must have completed your mission.
string_id message = new string_id (c_stringFile, "s_f3d48e75");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Not yet.
boolean hasResponse0 = false;
if (naboo_imperial_tier3_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_b5f15b19");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 25);
npcStartConversation (player, npc, "naboo_imperial_tier3", message, responses);
}
else
{
chat.chat (npc, player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (naboo_imperial_tier3_condition_failedQuestFour (player, npc))
{
//-- NPC: Didn't I tell you? We cannot take the risk that an Imperial general has been trading secrets to the Rebellion. Isn't that what I said to you?
string_id message = new string_id (c_stringFile, "s_fc6aad81");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Yes, I'll try again
boolean hasResponse0 = false;
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: It wasn't my fault
boolean hasResponse1 = false;
if (naboo_imperial_tier3_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_b45b7c66");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_5815dd18");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 27);
npcStartConversation (player, npc, "naboo_imperial_tier3", message, responses);
}
else
{
chat.chat (npc, player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE] You are here to collect your reward for quest one, so here it is!
if (naboo_imperial_tier3_condition_collectingQuestOneReward (player, npc))
{
naboo_imperial_tier3_action_rewardForQuestOne (player, npc);
//-- NPC: Well done, %TU. You have the makings of a true Inquisitor. When assigned a task you follow through with determination and focus. It is now clear to me that the late Colonel Hend was working with someone else.
string_id message = new string_id (c_stringFile, "s_4b5066f2");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Thank you.
boolean hasResponse0 = false;
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Why do you think someone was helping Colonel Hend?
boolean hasResponse1 = false;
if (naboo_imperial_tier3_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_b9b27823");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_af70dc3");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 30);
prose_package pp = new prose_package ();
pp.stringId = message;
pp.actor.set (player);
pp.target.set (npc);
npcStartConversation (player, npc, "naboo_imperial_tier3", null, pp, responses);
}
else
{
prose_package pp = new prose_package ();
pp.stringId = message;
pp.actor.set (player);
pp.target.set (npc);
chat.chat (npc, player, null, null, pp);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (naboo_imperial_tier3_condition_collectingQuestTwoReward (player, npc))
{
naboo_imperial_tier3_action_rewardForQuestTwo (player, npc);
//-- NPC: You have performed better than my expectations. The doctor is safely in our custody and we have plenty of evidence to assist us in questioning him.
string_id message = new string_id (c_stringFile, "s_89772a9c");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: What is going to happen to Shinss?
boolean hasResponse0 = false;
if (naboo_imperial_tier3_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_e2f46aa7");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 51);
npcStartConversation (player, npc, "naboo_imperial_tier3", message, responses);
}
else
{
chat.chat (npc, player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE] You are here to collect your reward for quest three, so here it is!
if (naboo_imperial_tier3_condition_collectingQuestThreeReward (player, npc))
{
naboo_imperial_tier3_action_rewardForQuestThree (player, npc);
//-- NPC: Just as I expected. The guilty parties come crawling out of the gutters to try to hide their names from us. It is always amusing to me to watch them start to panic when we begin to move in. You can almost smell the desperation.
string_id message = new string_id (c_stringFile, "s_a7addb41");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: So we are sure that Hend and Shinss were not working alone?
boolean hasResponse0 = false;
if (naboo_imperial_tier3_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_15ab633c");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 67);
npcStartConversation (player, npc, "naboo_imperial_tier3", message, responses);
}
else
{
chat.chat (npc, player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE] You are here to collect your reward for quest four, so here it is!
if (naboo_imperial_tier3_condition_collectingQuestFourReward (player, npc))
{
naboo_imperial_tier3_action_rewardForQuestFour (player, npc);
//-- NPC: Again you have surprised me. I am very impressed with the way you handled yourself in a most difficult situation. General Breckon has been eliminated and the Rebels have been shown the mistake of trying to cross the Imperial Inquisition.
string_id message = new string_id (c_stringFile, "s_5df75ba2");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I was only doing my duty.
boolean hasResponse0 = false;
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: That is because I am the best.
boolean hasResponse1 = false;
if (naboo_imperial_tier3_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_b6e7132e");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_da4bf33c");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 81);
npcStartConversation (player, npc, "naboo_imperial_tier3", message, responses);
}
else
{
chat.chat (npc, player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE] You haven't done quest one yet, so go do it.
if (!naboo_imperial_tier3_condition_hasCompletedQuestOne (player, npc))
{
//-- NPC: I understand you served under Inquisitor Fa'Zoll.
string_id message = new string_id (c_stringFile, "s_5d47c3ad");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: [describe last mission]
boolean hasResponse0 = false;
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: [no response]
boolean hasResponse1 = false;
if (naboo_imperial_tier3_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_4d169c0a");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_8d10c144");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 95);
npcStartConversation (player, npc, "naboo_imperial_tier3", message, responses);
}
else
{
chat.chat (npc, player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (naboo_imperial_tier3_condition_hasNotSpokeToBarlow (player, npc))
{
//-- NPC: Have you finished your questioning of Lieutenant Colonel Barlow about Colonel Hend?
string_id message = new string_id (c_stringFile, "s_577a942");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I couldn't get anything out of him.
boolean hasResponse0 = false;
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Not yet. I will get to it soon though.
boolean hasResponse1 = false;
if (naboo_imperial_tier3_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_e35bf94e");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_69d78804");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 113);
npcStartConversation (player, npc, "naboo_imperial_tier3", message, responses);
}
else
{
chat.chat (npc, player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE] You haven't done quest two yet, so go do it.
if (!naboo_imperial_tier3_condition_hasCompletedQuestTwo (player, npc))
{
//-- NPC: So what did you learn from Barlow? Well, spit it out. I have been waiting for this information for too long already.
string_id message = new string_id (c_stringFile, "s_b1d44e0a");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I believe that Colonel Hend's accomplice was a Doctor Shinss.
boolean hasResponse0 = false;
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Being scary and intimidating is harder than it looks.
boolean hasResponse1 = false;
if (naboo_imperial_tier3_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_4c5e3fb9");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_726886dd");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 117);
npcStartConversation (player, npc, "naboo_imperial_tier3", message, responses);
}
else
{
chat.chat (npc, player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE] You haven't done quest three yet, so go do it.
if (!naboo_imperial_tier3_condition_hasCompletedQuestThree (player, npc))
{
//-- NPC: I have enjoyed my time with the Doctor.
string_id message = new string_id (c_stringFile, "s_ee0c7787");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I bet you didn't discuss science.
boolean hasResponse0 = false;
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Did he enjoy it too?
boolean hasResponse1 = false;
if (naboo_imperial_tier3_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_7673fc64");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_15cfb2c9");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 131);
npcStartConversation (player, npc, "naboo_imperial_tier3", message, responses);
}
else
{
chat.chat (npc, player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE] You haven't done quest four yet, so go do it.
if (!naboo_imperial_tier3_condition_hasCompletedQuestFour (player, npc))
{
//-- NPC: It seems that we have managed to undercover the traitor.
string_id message = new string_id (c_stringFile, "s_bb4a477f");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Who, me?
boolean hasResponse0 = false;
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Where?
boolean hasResponse1 = false;
if (naboo_imperial_tier3_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_338");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_741df7ed");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 156);
npcStartConversation (player, npc, "naboo_imperial_tier3", message, responses);
}
else
{
chat.chat (npc, player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE] You must have completed tier3 completely. Hope you have all your skills! Now I will tell you to go talk to a tier-4 guy.
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
naboo_imperial_tier3_action_removeTalkedToBarlow (player, npc);
//-- NPC: And so, our time together is done.
string_id message = new string_id (c_stringFile, "s_b41ba13c");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Maybe we will see each other again.
boolean hasResponse0 = false;
if (naboo_imperial_tier3_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Yes sir.
boolean hasResponse1 = false;
if (naboo_imperial_tier3_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_23e0dd3");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_9b43a7ee");
utils.setScriptVar (player, "conversation.naboo_imperial_tier3.branchId", 179);
npcStartConversation (player, npc, "naboo_imperial_tier3", message, responses);
}
else
{
chat.chat (npc, player, message);
}
return SCRIPT_CONTINUE;
}
chat.chat (npc, "Error: All conditions for OnStartNpcConversation were false.");
return SCRIPT_CONTINUE;
}
// ----------------------------------------------------------------------
trigger OnNpcConversationResponse (string conversationId, obj_id player, string_id response)
{
if (conversationId != "naboo_imperial_tier3")
return SCRIPT_CONTINUE;
obj_id npc = self;
int branchId = utils.getIntScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
if (branchId == 1 && naboo_imperial_tier3_handleBranch1 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 3 && naboo_imperial_tier3_handleBranch3 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 4 && naboo_imperial_tier3_handleBranch4 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 6 && naboo_imperial_tier3_handleBranch6 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 7 && naboo_imperial_tier3_handleBranch7 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 9 && naboo_imperial_tier3_handleBranch9 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 10 && naboo_imperial_tier3_handleBranch10 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 12 && naboo_imperial_tier3_handleBranch12 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 13 && naboo_imperial_tier3_handleBranch13 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 17 && naboo_imperial_tier3_handleBranch17 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 19 && naboo_imperial_tier3_handleBranch19 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 22 && naboo_imperial_tier3_handleBranch22 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 25 && naboo_imperial_tier3_handleBranch25 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 27 && naboo_imperial_tier3_handleBranch27 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 30 && naboo_imperial_tier3_handleBranch30 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 31 && naboo_imperial_tier3_handleBranch31 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 32 && naboo_imperial_tier3_handleBranch32 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 33 && naboo_imperial_tier3_handleBranch33 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 34 && naboo_imperial_tier3_handleBranch34 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 35 && naboo_imperial_tier3_handleBranch35 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 36 && naboo_imperial_tier3_handleBranch36 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 37 && naboo_imperial_tier3_handleBranch37 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 38 && naboo_imperial_tier3_handleBranch38 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 39 && naboo_imperial_tier3_handleBranch39 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 40 && naboo_imperial_tier3_handleBranch40 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 41 && naboo_imperial_tier3_handleBranch41 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 42 && naboo_imperial_tier3_handleBranch42 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 47 && naboo_imperial_tier3_handleBranch47 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 48 && naboo_imperial_tier3_handleBranch48 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 49 && naboo_imperial_tier3_handleBranch49 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 50 && naboo_imperial_tier3_handleBranch50 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 51 && naboo_imperial_tier3_handleBranch51 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 52 && naboo_imperial_tier3_handleBranch52 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 53 && naboo_imperial_tier3_handleBranch53 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 54 && naboo_imperial_tier3_handleBranch54 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 55 && naboo_imperial_tier3_handleBranch55 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 60 && naboo_imperial_tier3_handleBranch60 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 61 && naboo_imperial_tier3_handleBranch61 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 62 && naboo_imperial_tier3_handleBranch62 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 63 && naboo_imperial_tier3_handleBranch63 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 64 && naboo_imperial_tier3_handleBranch64 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 65 && naboo_imperial_tier3_handleBranch65 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 66 && naboo_imperial_tier3_handleBranch66 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 67 && naboo_imperial_tier3_handleBranch67 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 68 && naboo_imperial_tier3_handleBranch68 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 69 && naboo_imperial_tier3_handleBranch69 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 70 && naboo_imperial_tier3_handleBranch70 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 71 && naboo_imperial_tier3_handleBranch71 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 72 && naboo_imperial_tier3_handleBranch72 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 73 && naboo_imperial_tier3_handleBranch73 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 78 && naboo_imperial_tier3_handleBranch78 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 79 && naboo_imperial_tier3_handleBranch79 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 80 && naboo_imperial_tier3_handleBranch80 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 81 && naboo_imperial_tier3_handleBranch81 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 82 && naboo_imperial_tier3_handleBranch82 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 83 && naboo_imperial_tier3_handleBranch83 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 84 && naboo_imperial_tier3_handleBranch84 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 85 && naboo_imperial_tier3_handleBranch85 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 86 && naboo_imperial_tier3_handleBranch86 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 91 && naboo_imperial_tier3_handleBranch91 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 92 && naboo_imperial_tier3_handleBranch92 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 93 && naboo_imperial_tier3_handleBranch93 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 94 && naboo_imperial_tier3_handleBranch94 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 95 && naboo_imperial_tier3_handleBranch95 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 96 && naboo_imperial_tier3_handleBranch96 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 97 && naboo_imperial_tier3_handleBranch97 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 98 && naboo_imperial_tier3_handleBranch98 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 99 && naboo_imperial_tier3_handleBranch99 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 100 && naboo_imperial_tier3_handleBranch100 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 101 && naboo_imperial_tier3_handleBranch101 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 103 && naboo_imperial_tier3_handleBranch103 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 104 && naboo_imperial_tier3_handleBranch104 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 105 && naboo_imperial_tier3_handleBranch105 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 106 && naboo_imperial_tier3_handleBranch106 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 107 && naboo_imperial_tier3_handleBranch107 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 108 && naboo_imperial_tier3_handleBranch108 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 109 && naboo_imperial_tier3_handleBranch109 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 110 && naboo_imperial_tier3_handleBranch110 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 111 && naboo_imperial_tier3_handleBranch111 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 112 && naboo_imperial_tier3_handleBranch112 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 113 && naboo_imperial_tier3_handleBranch113 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 115 && naboo_imperial_tier3_handleBranch115 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 117 && naboo_imperial_tier3_handleBranch117 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 118 && naboo_imperial_tier3_handleBranch118 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 119 && naboo_imperial_tier3_handleBranch119 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 120 && naboo_imperial_tier3_handleBranch120 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 121 && naboo_imperial_tier3_handleBranch121 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 122 && naboo_imperial_tier3_handleBranch122 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 123 && naboo_imperial_tier3_handleBranch123 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 124 && naboo_imperial_tier3_handleBranch124 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 127 && naboo_imperial_tier3_handleBranch127 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 128 && naboo_imperial_tier3_handleBranch128 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 129 && naboo_imperial_tier3_handleBranch129 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 130 && naboo_imperial_tier3_handleBranch130 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 131 && naboo_imperial_tier3_handleBranch131 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 132 && naboo_imperial_tier3_handleBranch132 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 133 && naboo_imperial_tier3_handleBranch133 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 134 && naboo_imperial_tier3_handleBranch134 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 135 && naboo_imperial_tier3_handleBranch135 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 137 && naboo_imperial_tier3_handleBranch137 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 139 && naboo_imperial_tier3_handleBranch139 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 140 && naboo_imperial_tier3_handleBranch140 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 142 && naboo_imperial_tier3_handleBranch142 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 143 && naboo_imperial_tier3_handleBranch143 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 144 && naboo_imperial_tier3_handleBranch144 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 146 && naboo_imperial_tier3_handleBranch146 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 147 && naboo_imperial_tier3_handleBranch147 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 149 && naboo_imperial_tier3_handleBranch149 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 151 && naboo_imperial_tier3_handleBranch151 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 152 && naboo_imperial_tier3_handleBranch152 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 153 && naboo_imperial_tier3_handleBranch153 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 154 && naboo_imperial_tier3_handleBranch154 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 156 && naboo_imperial_tier3_handleBranch156 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 157 && naboo_imperial_tier3_handleBranch157 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 158 && naboo_imperial_tier3_handleBranch158 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 159 && naboo_imperial_tier3_handleBranch159 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 160 && naboo_imperial_tier3_handleBranch160 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 161 && naboo_imperial_tier3_handleBranch161 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 164 && naboo_imperial_tier3_handleBranch164 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 165 && naboo_imperial_tier3_handleBranch165 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 166 && naboo_imperial_tier3_handleBranch166 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 167 && naboo_imperial_tier3_handleBranch167 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 168 && naboo_imperial_tier3_handleBranch168 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 169 && naboo_imperial_tier3_handleBranch169 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 171 && naboo_imperial_tier3_handleBranch171 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 172 && naboo_imperial_tier3_handleBranch172 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 174 && naboo_imperial_tier3_handleBranch174 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 175 && naboo_imperial_tier3_handleBranch175 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 176 && naboo_imperial_tier3_handleBranch176 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 177 && naboo_imperial_tier3_handleBranch177 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 179 && naboo_imperial_tier3_handleBranch179 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
chat.chat (npc, "Error: Fell through all branches and responses for OnNpcConversationResponse.");
utils.removeScriptVar (player, "conversation.naboo_imperial_tier3.branchId");
return SCRIPT_CONTINUE;
}
// ======================================================================