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dsrc/sku.0/sys.server/compiled/game/script/conversation/aurilia_chief_engineer.script
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// ======================================================================
//
// aurilia_chief_engineer.script
// Copyright 2004, Sony Online Entertainment
// All Rights Reserved.
//
// Created with SwgConversationEditor 1.36 - DO NOT EDIT THIS AUTO-GENERATED FILE!
//
// ======================================================================
// ======================================================================
// Library Includes
// ======================================================================
include library.ai_lib;
include library.chat;
include library.groundquests;
include library.utils;
// ======================================================================
// Script Constants
// ======================================================================
string c_stringFile = "conversation/aurilia_chief_engineer";
// ======================================================================
// Script Conditions
// ======================================================================
boolean aurilia_chief_engineer_condition__defaultCondition (obj_id player, obj_id npc)
{
return true;
}
// ----------------------------------------------------------------------
boolean aurilia_chief_engineer_condition_axkva_min_intro_01 (obj_id player, obj_id npc)
{
return groundquests.isTaskActive(player, "axkva_min_intro", "axkva_min_intro_01");
}
// ======================================================================
// Script Actions
// ======================================================================
// ======================================================================
// Script %TO Tokens
// ======================================================================
// ======================================================================
// Script %DI Tokens
// ======================================================================
// ======================================================================
// Script %DF Tokens
// ======================================================================
// ======================================================================
// handleBranch<n> Functions
// ======================================================================
int aurilia_chief_engineer_handleBranch1 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Okay, okay. Everything looks good so far. Please don't stop working. Oh hello. Sorry, I didn't see you there. I've got to keep this shield generator running. If I don't...well, I don't know what would happen, but it can't be good. My predecessors in this job usually died whenever we were attacked, so I'd rather not chance it.
//-- [RESPONSE NOTE]
//-- PLAYER: Tell me about the Nightsister headdress in the Adventurers' Guildhall.
if (response == "s_5")
{
//-- [NOTE]
if (aurilia_chief_engineer_condition__defaultCondition (player, npc))
{
doAnimationAction (npc, "nervous");
//-- NPC: Nightsister headdress!??! Oh no, please don't tell me we're under attack by Nightsisters! That's all I need. Oh, just a second. Does this have anything to do with the Nightsister that Captain Sarguillo imprisoned?
string_id message = new string_id (c_stringFile, "s_6");
utils.removeScriptVar (player, "conversation.aurilia_chief_engineer.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
// ======================================================================
// User Script Triggers
// ======================================================================
trigger OnInitialize ()
{
if ((!isTangible (self)) || (isPlayer (self)))
detachScript(self, "conversation.aurilia_chief_engineer");
setCondition (self, CONDITION_CONVERSABLE);
return SCRIPT_CONTINUE;
}
trigger OnAttach ()
{
setCondition (self, CONDITION_CONVERSABLE);
return SCRIPT_CONTINUE;
}
trigger OnObjectMenuRequest (obj_id player, menu_info menuInfo)
{
int menu = menuInfo.addRootMenu (menu_info_types.CONVERSE_START, null);
menu_info_data menuInfoData = menuInfo.getMenuItemById (menu);
menuInfoData.setServerNotify (false);
setCondition (self, CONDITION_CONVERSABLE);
return SCRIPT_CONTINUE;
}
trigger OnIncapacitated (obj_id killer)
{
clearCondition (self, CONDITION_CONVERSABLE);
detachScript (self, "conversation.aurilia_chief_engineer");
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 (aurilia_chief_engineer_condition__defaultCondition (player, npc))
{
doAnimationAction (npc, "embarrassed");
//-- NPC: Okay, okay. Everything looks good so far. Please don't stop working. Oh hello. Sorry, I didn't see you there. I've got to keep this shield generator running. If I don't...well, I don't know what would happen, but it can't be good. My predecessors in this job usually died whenever we were attacked, so I'd rather not chance it.
string_id message = new string_id (c_stringFile, "s_4");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Tell me about the Nightsister headdress in the Adventurers' Guildhall.
boolean hasResponse0 = false;
if (aurilia_chief_engineer_condition_axkva_min_intro_01 (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_5");
utils.setScriptVar (player, "conversation.aurilia_chief_engineer.branchId", 1);
npcStartConversation (player, npc, "aurilia_chief_engineer", 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 != "aurilia_chief_engineer")
return SCRIPT_CONTINUE;
obj_id npc = self;
int branchId = utils.getIntScriptVar (player, "conversation.aurilia_chief_engineer.branchId");
if (branchId == 1 && aurilia_chief_engineer_handleBranch1 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
chat.chat (npc, "Error: Fell through all branches and responses for OnNpcConversationResponse.");
utils.removeScriptVar (player, "conversation.aurilia_chief_engineer.branchId");
return SCRIPT_CONTINUE;
}
// ======================================================================