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dsrc/sku.0/sys.server/compiled/game/script/conversation/npe_side4_questgiver.script
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// ======================================================================
//
// npe_side4_questgiver.script
//
//
//
// Created with SwgConversationEditor 1.36 - DO NOT EDIT THIS AUTO-GENERATED FILE!
//
// ======================================================================
// ======================================================================
// Library Includes
// ======================================================================
include library.ai_lib;
include library.chat;
include library.groundquests;
include library.npe;
include library.utils;
// ======================================================================
// Script Constants
// ======================================================================
string c_stringFile = "conversation/npe_side4_questgiver";
// ======================================================================
// Script Conditions
// ======================================================================
boolean npe_side4_questgiver_condition__defaultCondition (obj_id player, obj_id npc)
{
return true;
}
// ----------------------------------------------------------------------
boolean npe_side4_questgiver_condition_playerOnQuest (obj_id player, obj_id npc)
{
return groundquests.isQuestActive(player, "npe_side4");
}
// ----------------------------------------------------------------------
boolean npe_side4_questgiver_condition_playerCompletedQuest (obj_id player, obj_id npc)
{
return groundquests.hasCompletedQuest(player, "npe_side4");
}
// ----------------------------------------------------------------------
boolean npe_side4_questgiver_condition_playerReadyForReward (obj_id player, obj_id npc)
{
return groundquests.isTaskActive(player, "npe_side4", "donewithquest");
}
// ----------------------------------------------------------------------
boolean npe_side4_questgiver_condition_playerCompletedMainQuest (obj_id player, obj_id npc)
{
return hasObjVar(player, "npe.finishedTemplate");
}
// ======================================================================
// Script Actions
// ======================================================================
void npe_side4_questgiver_action_facePlayer (obj_id player, obj_id npc)
{
faceTo(npc, player);
}
// ----------------------------------------------------------------------
void npe_side4_questgiver_action_giveQuest (obj_id player, obj_id npc)
{
groundquests.requestGrantQuest(player, "npe_side4");
}
// ----------------------------------------------------------------------
void npe_side4_questgiver_action_giveReward (obj_id player, obj_id npc)
{
groundquests.sendSignal(player, "npe_side4_done");
npe.sendDelayed3poPopup(player, 3, 11, "sound/c3po_29.snd", "npe", "pop_credits", "npe.credits");
}
// ======================================================================
// Script %TO Tokens
// ======================================================================
// ======================================================================
// Script %DI Tokens
// ======================================================================
// ======================================================================
// Script %DF Tokens
// ======================================================================
// ======================================================================
// handleBranch<n> Functions
// ======================================================================
int npe_side4_questgiver_handleBranch2 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Are you done?
//-- [RESPONSE NOTE]
//-- PLAYER: Not yet. I still have more to do.
if (response == "s_15")
{
//-- [NOTE]
if (npe_side4_questgiver_condition__defaultCondition (player, npc))
{
//-- NPC: Okay. I'll be waiting for you.
string_id message = new string_id (c_stringFile, "s_18");
utils.removeScriptVar (player, "conversation.npe_side4_questgiver.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: Yes. Here are your feathers and teeth.
if (response == "s_16")
{
//-- [NOTE]
if (npe_side4_questgiver_condition__defaultCondition (player, npc))
{
npe_side4_questgiver_action_giveReward (player, npc);
//-- NPC: Excellent, excellent! Here is your payment. These will look so good next to my sand panther claw and my krayt dragon skull.
string_id message = new string_id (c_stringFile, "s_17");
utils.removeScriptVar (player, "conversation.npe_side4_questgiver.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int npe_side4_questgiver_handleBranch5 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: You have been hunting here, haven't you?
//-- [RESPONSE NOTE]
//-- PLAYER: I have been doing odd jobs here and there.
if (response == "s_22")
{
//-- [NOTE]
if (npe_side4_questgiver_condition__defaultCondition (player, npc))
{
//-- NPC: I'm interested in procuring some items from the beasties up in the Atrium. I'm willing to pay well for them.
string_id message = new string_id (c_stringFile, "s_24");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Why don't you go up and hunt them yourself?
boolean hasResponse0 = false;
if (npe_side4_questgiver_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I'd be happy to do your hunting for you.
boolean hasResponse1 = false;
if (npe_side4_questgiver_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: No. You need to do your own hunting.
boolean hasResponse2 = false;
if (npe_side4_questgiver_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_26");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_38");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_51");
utils.setScriptVar (player, "conversation.npe_side4_questgiver.branchId", 6);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.npe_side4_questgiver.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I don't like to hunt, actually.
if (response == "s_48")
{
//-- [NOTE]
if (npe_side4_questgiver_condition__defaultCondition (player, npc))
{
//-- NPC: Ah, my mistake.
string_id message = new string_id (c_stringFile, "s_50");
utils.removeScriptVar (player, "conversation.npe_side4_questgiver.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int npe_side4_questgiver_handleBranch6 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: I'm interested in procuring some items from the beasties up in the Atrium. I'm willing to pay well for them.
//-- [RESPONSE NOTE]
//-- PLAYER: Why don't you go up and hunt them yourself?
if (response == "s_26")
{
//-- [NOTE]
if (npe_side4_questgiver_condition__defaultCondition (player, npc))
{
//-- NPC: Well...Inaldra doesn't really want me up there hunting. She says that I will...damage something. I'm a little clumsy with a blaster.
string_id message = new string_id (c_stringFile, "s_28");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Clumsy? That's bad. So, what am I to do?
boolean hasResponse0 = false;
if (npe_side4_questgiver_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_30");
utils.setScriptVar (player, "conversation.npe_side4_questgiver.branchId", 7);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.npe_side4_questgiver.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I'd be happy to do your hunting for you.
if (response == "s_38")
{
//-- [NOTE]
if (npe_side4_questgiver_condition__defaultCondition (player, npc))
{
doAnimationAction (npc, "applause_excited");
npe_side4_questgiver_action_giveQuest (player, npc);
//-- NPC: Head up to the Atrium and hunt the flits there. Bring back four of their feathers for me. Then, when you have those, get seven lizard teeth. I'm making a necklace for my wife, and that will help me a lot.
string_id message = new string_id (c_stringFile, "s_40");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I'll head there now.
boolean hasResponse0 = false;
if (npe_side4_questgiver_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_35");
utils.setScriptVar (player, "conversation.npe_side4_questgiver.branchId", 8);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.npe_side4_questgiver.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: No. You need to do your own hunting.
if (response == "s_51")
{
//-- [NOTE]
if (npe_side4_questgiver_condition__defaultCondition (player, npc))
{
doAnimationAction (npc, "shrug_shoulders");
//-- NPC: Whatever. You're the one turning down extra money.
string_id message = new string_id (c_stringFile, "s_52");
utils.removeScriptVar (player, "conversation.npe_side4_questgiver.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int npe_side4_questgiver_handleBranch7 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Well...Inaldra doesn't really want me up there hunting. She says that I will...damage something. I'm a little clumsy with a blaster.
//-- [RESPONSE NOTE]
//-- PLAYER: Clumsy? That's bad. So, what am I to do?
if (response == "s_30")
{
//-- [NOTE]
if (npe_side4_questgiver_condition__defaultCondition (player, npc))
{
doAnimationAction (npc, "applause_excited");
npe_side4_questgiver_action_giveQuest (player, npc);
//-- NPC: Head up to the Atrium and hunt the flits there. Bring back four of their feathers for me. Then, when you have those, get seven lizard teeth. I'm making a necklace for my wife, and that will help me a lot.
string_id message = new string_id (c_stringFile, "s_40");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I'll head there now.
boolean hasResponse0 = false;
if (npe_side4_questgiver_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_35");
utils.setScriptVar (player, "conversation.npe_side4_questgiver.branchId", 8);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.npe_side4_questgiver.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int npe_side4_questgiver_handleBranch8 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Head up to the Atrium and hunt the flits there. Bring back four of their feathers for me. Then, when you have those, get seven lizard teeth. I'm making a necklace for my wife, and that will help me a lot.
//-- [RESPONSE NOTE]
//-- PLAYER: I'll head there now.
if (response == "s_35")
{
//-- [NOTE]
if (npe_side4_questgiver_condition__defaultCondition (player, npc))
{
doAnimationAction (npc, "thank");
//-- NPC: Thanks!
string_id message = new string_id (c_stringFile, "s_36");
utils.removeScriptVar (player, "conversation.npe_side4_questgiver.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
// ======================================================================
// User Script Triggers
// ======================================================================
trigger OnInitialize ()
{
if ((!isMob (self)) || (isPlayer (self)))
detachScript(self, "conversation.npe_side4_questgiver");
setCondition (self, CONDITION_CONVERSABLE);
//setCondition (self, CONDITION_INTERESTING);
setInvulnerable (self, true);
setName (self, "Wyle Artis");
ai_lib.setDefaultCalmBehavior( self, ai_lib.BEHAVIOR_SENTINEL );
return SCRIPT_CONTINUE;
}
trigger OnAttach ()
{
setCondition (self, CONDITION_CONVERSABLE);
//setCondition (self, CONDITION_INTERESTING);
setInvulnerable (self, true);
setName (self, "Wyle Artis");
ai_lib.setDefaultCalmBehavior( self, ai_lib.BEHAVIOR_SENTINEL );
return SCRIPT_CONTINUE;
}
trigger OnObjectMenuRequest (obj_id player, menu_info menuInfo)
{
int menu = menuInfo.addRootMenu (menu_info_types.CONVERSE_START, null);
menu_info_data menuInfoData = menuInfo.getMenuItemById (menu);
menuInfoData.setServerNotify (false);
setCondition (self, CONDITION_CONVERSABLE);
return SCRIPT_CONTINUE;
}
trigger OnIncapacitated (obj_id killer)
{
clearCondition (self, CONDITION_CONVERSABLE);
detachScript (self, "conversation.npe_side4_questgiver");
return SCRIPT_CONTINUE;
}
// ======================================================================
// Script Triggers
// ======================================================================
//-- This function should move to base_class.java
boolean npcStartConversation(obj_id player, obj_id npc, string convoName, string_id greetingId, prose_package greetingProse, string_id[] responses)
{
Object[] objects = new Object[responses.length];
System.arraycopy(responses, 0, objects, 0, responses.length);
return npcStartConversation(player, npc, convoName, greetingId, greetingProse, objects);
}
// ----------------------------------------------------------------------
trigger OnStartNpcConversation (obj_id player)
{
obj_id npc = self;
if (ai_lib.isInCombat (npc) || ai_lib.isInCombat (player))
return SCRIPT_OVERRIDE;
//-- [NOTE]
if (npe_side4_questgiver_condition_playerCompletedQuest (player, npc))
{
npe_side4_questgiver_action_facePlayer (player, npc);
//-- NPC: Thank you again! My wife loves tooth necklaces.
string_id message = new string_id (c_stringFile, "s_21");
chat.chat (npc, player, message);
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (npe_side4_questgiver_condition_playerOnQuest (player, npc))
{
npe_side4_questgiver_action_facePlayer (player, npc);
//-- NPC: Are you done?
string_id message = new string_id (c_stringFile, "s_14");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Not yet. I still have more to do.
boolean hasResponse0 = false;
if (!npe_side4_questgiver_condition_playerReadyForReward (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Yes. Here are your feathers and teeth.
boolean hasResponse1 = false;
if (npe_side4_questgiver_condition_playerReadyForReward (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_15");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_16");
utils.setScriptVar (player, "conversation.npe_side4_questgiver.branchId", 2);
npcStartConversation (player, npc, "npe_side4_questgiver", message, responses);
}
else
{
chat.chat (npc, player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (npe_side4_questgiver_condition_playerCompletedMainQuest (player, npc))
{
npe_side4_questgiver_action_facePlayer (player, npc);
//-- NPC: You have been hunting here, haven't you?
string_id message = new string_id (c_stringFile, "s_12");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I have been doing odd jobs here and there.
boolean hasResponse0 = false;
if (npe_side4_questgiver_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I don't like to hunt, actually.
boolean hasResponse1 = false;
if (npe_side4_questgiver_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_22");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_48");
utils.setScriptVar (player, "conversation.npe_side4_questgiver.branchId", 5);
npcStartConversation (player, npc, "npe_side4_questgiver", message, responses);
}
else
{
chat.chat (npc, player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (npe_side4_questgiver_condition__defaultCondition (player, npc))
{
npe_side4_questgiver_action_facePlayer (player, npc);
//-- NPC: I'm willing to pay for experience. When you have completed your training, come back and talk to me.
string_id message = new string_id (c_stringFile, "s_42");
chat.chat (npc, player, message);
return SCRIPT_CONTINUE;
}
chat.chat (npc, "Error: All conditions for OnStartNpcConversation were false.");
return SCRIPT_CONTINUE;
}
// ----------------------------------------------------------------------
trigger OnNpcConversationResponse (string conversationId, obj_id player, string_id response)
{
if (conversationId != "npe_side4_questgiver")
return SCRIPT_CONTINUE;
obj_id npc = self;
int branchId = utils.getIntScriptVar (player, "conversation.npe_side4_questgiver.branchId");
if (branchId == 2 && npe_side4_questgiver_handleBranch2 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 5 && npe_side4_questgiver_handleBranch5 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 6 && npe_side4_questgiver_handleBranch6 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 7 && npe_side4_questgiver_handleBranch7 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 8 && npe_side4_questgiver_handleBranch8 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
chat.chat (npc, "Error: Fell through all branches and responses for OnNpcConversationResponse.");
utils.removeScriptVar (player, "conversation.npe_side4_questgiver.branchId");
return SCRIPT_CONTINUE;
}
// ======================================================================