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dsrc/sku.0/sys.server/compiled/game/script/conversation/blacksun_guri.script
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// ======================================================================
//
// blacksun_guri.script
// Copyright 2004, Sony Online Entertainment
// All Rights Reserved.
//
// Created with SwgConversationEditor 1.37 - DO NOT EDIT THIS AUTO-GENERATED FILE!
//
// ======================================================================
// ======================================================================
// Library Includes
// ======================================================================
include library.ai_lib;
include library.chat;
include library.conversation;
include library.factions;
include library.groundquests;
include library.holiday;
include library.utils;
// ======================================================================
// Script Constants
// ======================================================================
string c_stringFile = "conversation/blacksun_guri";
// ======================================================================
// Script Conditions
// ======================================================================
boolean blacksun_guri_condition__defaultCondition (obj_id player, obj_id npc)
{
return true;
}
// ----------------------------------------------------------------------
boolean blacksun_guri_condition_hasNotStartedQuestLine (obj_id player, obj_id npc)
{
faceTo(npc, player);
return (!groundquests.isQuestActiveOrComplete(player, "outbreak_quest_01_imperial")
&& !groundquests.isQuestActiveOrComplete(player, "outbreak_quest_01_rebel")
&& !groundquests.isQuestActiveOrComplete(player, "outbreak_quest_01_neutral"));
}
// ----------------------------------------------------------------------
boolean blacksun_guri_condition_hasFirstQuestNeutral (obj_id player, obj_id npc)
{
faceTo(npc, player);
return groundquests.isQuestActive(player, "outbreak_quest_01_neutral");
}
// ----------------------------------------------------------------------
boolean blacksun_guri_condition_hasSecondQuestImperial (obj_id player, obj_id npc)
{
faceTo(npc, player);
return groundquests.isQuestActive(player, "outbreak_quest_02_neutral");
}
// ----------------------------------------------------------------------
boolean blacksun_guri_condition_hasFoundStormtroopers (obj_id player, obj_id npc)
{
faceTo(npc, player);
return groundquests.hasCompletedQuest(player, "outbreak_quest_02_neutral");
}
// ----------------------------------------------------------------------
boolean blacksun_guri_condition_hasCompletedMissions (obj_id player, obj_id npc)
{
return groundquests.isTaskActive(player, "outbreak_quest_facility_05_neutral", "speakPietteDebrief");
}
// ----------------------------------------------------------------------
boolean blacksun_guri_condition_hasCompletedAll (obj_id player, obj_id npc)
{
return groundquests.hasCompletedQuest(player, "outbreak_quest_facility_05_neutral")
&& groundquests.hasCompletedQuest(player, "outbreak_quest_final_neutral");
}
// ----------------------------------------------------------------------
boolean blacksun_guri_condition_isLiveConversion (obj_id player, obj_id npc)
{
return blacksun_guri_condition_hasNotStartedQuestLine(player,npc)
&&
(groundquests.isTaskActive(player, "outbreak_live_conversion_neutral", "speakGuri")
|| groundquests.hasCompletedQuest(player, "outbreak_live_conversion_neutral"))
||
(groundquests.isTaskActive(player, "outbreak_switch_to_neutral", "speakGuri")
|| groundquests.hasCompletedQuest(player, "outbreak_switch_to_neutral"));
}
// ----------------------------------------------------------------------
boolean blacksun_guri_condition_isPlayerRebel (obj_id player, obj_id npc)
{
return factions.isRebel(player);
}
// ----------------------------------------------------------------------
boolean blacksun_guri_condition_isPlayerImp (obj_id player, obj_id npc)
{
return factions.isImperial(player);
}
// ----------------------------------------------------------------------
boolean blacksun_guri_condition_hasDeletedLiveConversion (obj_id player, obj_id npc)
{
if(groundquests.hasCompletedQuest(player, "quest_08_dathomir_outpost_final")
|| groundquests.hasCompletedQuest(player, "quest_08_dathomir_outpost"))
{
if(!groundquests.isQuestActiveOrComplete(player, "outbreak_switch_to_rebel")
&& !groundquests.isQuestActiveOrComplete(player, "outbreak_switch_to_imperial")
&& !groundquests.isQuestActiveOrComplete(player, "outbreak_switch_to_neutral")
&& !groundquests.isQuestActiveOrComplete(player, "outbreak_live_conversion_neutral")
&& !groundquests.isQuestActiveOrComplete(player, "outbreak_live_conversion_rebel")
&& !groundquests.isQuestActiveOrComplete(player, "outbreak_live_conversion_imperial"))
return true;
}
return false;
}
// ======================================================================
// Script Actions
// ======================================================================
void blacksun_guri_action_grantMissionOne (obj_id player, obj_id npc)
{
faceTo(npc, player);
groundquests.grantQuest(player, "quest/outbreak_quest_01_neutral");
}
// ----------------------------------------------------------------------
void blacksun_guri_action_completeQuest5 (obj_id player, obj_id npc)
{
groundquests.sendSignal(player, "hasSpokenPietteDebreif");
if(!hasCompletedCollectionSlot(player, "outbreak_flare_s_slot"))
{
modifyCollectionSlotValue(player, "outbreak_flare_s_slot", 1);
}
}
// ----------------------------------------------------------------------
void blacksun_guri_action_clearLiveConversion (obj_id player, obj_id npc)
{
if(!groundquests.isTaskActive(player, "outbreak_live_conversion_neutral", "speakGuri")
&& !groundquests.isTaskActive(player, "outbreak_switch_to_neutral", "speakGuri"))
return;
groundquests.sendSignal(player, "liveConversionSpokeGuri");
}
// ----------------------------------------------------------------------
void blacksun_guri_action_revokeNeutralGiveImperial (obj_id player, obj_id npc)
{
if(groundquests.isQuestActiveOrComplete(player, "outbreak_live_conversion_neutral"))
{
groundquests.clearQuest(player, "outbreak_live_conversion_neutral");
groundquests.grantQuest(player, "outbreak_switch_to_imperial");
}
if(groundquests.isQuestActiveOrComplete(player, "outbreak_switch_to_neutral"))
{
groundquests.clearQuest(player, "outbreak_switch_to_neutral");
groundquests.grantQuest(player, "outbreak_switch_to_imperial");
}
}
// ----------------------------------------------------------------------
void blacksun_guri_action_revokeNeutralGiveRebel (obj_id player, obj_id npc)
{
if(groundquests.isQuestActiveOrComplete(player, "outbreak_live_conversion_neutral"))
{
groundquests.clearQuest(player, "outbreak_live_conversion_neutral");
groundquests.grantQuest(player, "outbreak_switch_to_rebel");
}
if(groundquests.isQuestActiveOrComplete(player, "outbreak_switch_to_neutral"))
{
groundquests.clearQuest(player, "outbreak_switch_to_neutral");
groundquests.grantQuest(player, "outbreak_switch_to_rebel");
}
}
// ----------------------------------------------------------------------
void blacksun_guri_action_revokeEntireNeutQuestLine (obj_id player, obj_id npc)
{
holiday.removeAllCompletedQuestsForDeathTroopers(player);
}
// ----------------------------------------------------------------------
void blacksun_guri_action_grantRebQuest (obj_id player, obj_id npc)
{
groundquests.grantQuest(player, "outbreak_switch_to_rebel");
}
// ----------------------------------------------------------------------
void blacksun_guri_action_grantImpQuest (obj_id player, obj_id npc)
{
groundquests.grantQuest(player, "outbreak_switch_to_imperial");
}
// ----------------------------------------------------------------------
void blacksun_guri_action_grantNeutQuest (obj_id player, obj_id npc)
{
groundquests.grantQuest(player, "outbreak_switch_to_neutral");
}
// ======================================================================
// Script %TO Tokens
// ======================================================================
// ======================================================================
// Script %DI Tokens
// ======================================================================
// ======================================================================
// Script %DF Tokens
// ======================================================================
// ======================================================================
// handleBranch<n> Functions
// ======================================================================
int blacksun_guri_handleBranch1 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Don't be silly, %TU. I am not going to give you my comm-number.
//-- [RESPONSE NOTE]
//-- PLAYER: Actually, I want to do it all again.
if (response == "s_95")
{
//-- [NOTE]
if (blacksun_guri_condition__defaultCondition (player, npc))
{
//-- NPC: Excuse me?
string_id message = new string_id (c_stringFile, "s_96");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I want to do all the quests again.
boolean hasResponse0 = false;
if (blacksun_guri_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.blacksun_guri.branchId", 2);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.blacksun_guri.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int blacksun_guri_handleBranch2 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Excuse me?
//-- [RESPONSE NOTE]
//-- PLAYER: I want to do all the quests again.
if (response == "s_97")
{
//-- [NOTE]
if (blacksun_guri_condition__defaultCondition (player, npc))
{
//-- NPC: Are you absolutely sure, %TU? You won't be able to reverse this. You will only get to keep your rewards.
string_id message = new string_id (c_stringFile, "s_98");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Yes.
boolean hasResponse0 = false;
if (blacksun_guri_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_99");
utils.setScriptVar (player, "conversation.blacksun_guri.branchId", 3);
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.blacksun_guri.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 blacksun_guri_handleBranch3 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Are you absolutely sure, %TU? You won't be able to reverse this. You will only get to keep your rewards.
//-- [RESPONSE NOTE]
//-- PLAYER: Yes.
if (response == "s_99")
{
//-- [NOTE]
if (blacksun_guri_condition__defaultCondition (player, npc))
{
blacksun_guri_action_revokeEntireNeutQuestLine (player, npc);
//-- NPC: Okay then, you are all set. Which version of the story would you like?
string_id message = new string_id (c_stringFile, "s_100");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Freelance again.
boolean hasResponse0 = false;
if (blacksun_guri_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Rebel.
boolean hasResponse1 = false;
if (blacksun_guri_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: Imperial.
boolean hasResponse2 = false;
if (blacksun_guri_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_101");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_102");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_103");
utils.setScriptVar (player, "conversation.blacksun_guri.branchId", 4);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.blacksun_guri.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int blacksun_guri_handleBranch4 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Okay then, you are all set. Which version of the story would you like?
//-- [RESPONSE NOTE]
//-- PLAYER: Freelance again.
if (response == "s_101")
{
//-- [NOTE]
if (blacksun_guri_condition__defaultCondition (player, npc))
{
blacksun_guri_action_grantNeutQuest (player, npc);
//-- NPC: Done.
string_id message = new string_id (c_stringFile, "s_104");
utils.removeScriptVar (player, "conversation.blacksun_guri.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: Rebel.
if (response == "s_102")
{
//-- [NOTE]
if (blacksun_guri_condition__defaultCondition (player, npc))
{
blacksun_guri_action_grantRebQuest (player, npc);
//-- NPC: Done.
string_id message = new string_id (c_stringFile, "s_105");
utils.removeScriptVar (player, "conversation.blacksun_guri.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: Imperial.
if (response == "s_103")
{
//-- [NOTE]
if (blacksun_guri_condition__defaultCondition (player, npc))
{
blacksun_guri_action_grantImpQuest (player, npc);
//-- NPC: Done.
string_id message = new string_id (c_stringFile, "s_106");
utils.removeScriptVar (player, "conversation.blacksun_guri.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int blacksun_guri_handleBranch8 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: You have fulfilled your duties honorably, %TU. Saving the Scientists and diminishing the virus were a nice touch. I would venture to say that you are a hero.
//-- [RESPONSE NOTE]
//-- PLAYER: Just take the Blackwing sample.
if (response == "s_124")
{
//-- [NOTE]
if (blacksun_guri_condition__defaultCondition (player, npc))
{
doAnimationAction (npc, "handshake_tandem");
doAnimationAction (player, "handshake_tandem");
//-- NPC: Of course.
string_id message = new string_id (c_stringFile, "s_125");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I want my payment and I want you to forget everything about me.
boolean hasResponse0 = false;
if (blacksun_guri_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_126");
utils.setScriptVar (player, "conversation.blacksun_guri.branchId", 9);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.blacksun_guri.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int blacksun_guri_handleBranch9 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Of course.
//-- [RESPONSE NOTE]
//-- PLAYER: I want my payment and I want you to forget everything about me.
if (response == "s_126")
{
//-- [NOTE]
if (blacksun_guri_condition__defaultCondition (player, npc))
{
//-- NPC: You may change your mind once you have received your payment, %TU. You can always contact Xizor, or me, if you change your mind.
string_id message = new string_id (c_stringFile, "s_127");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I doubt it.
boolean hasResponse0 = false;
if (blacksun_guri_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_128");
utils.setScriptVar (player, "conversation.blacksun_guri.branchId", 10);
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.blacksun_guri.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 blacksun_guri_handleBranch10 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: You may change your mind once you have received your payment, %TU. You can always contact Xizor, or me, if you change your mind.
//-- [RESPONSE NOTE]
//-- PLAYER: I doubt it.
if (response == "s_128")
{
//-- [NOTE]
if (blacksun_guri_condition__defaultCondition (player, npc))
{
doAnimationAction (npc, "nod");
blacksun_guri_action_completeQuest5 (player, npc);
//-- NPC: I understand, %TU. Goodbye.
string_id message = new string_id (c_stringFile, "s_129");
utils.removeScriptVar (player, "conversation.blacksun_guri.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 blacksun_guri_handleBranch15 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Thank you for coming, %TU.
//-- [RESPONSE NOTE]
//-- PLAYER: What is this place and who are you?
if (response == "s_29")
{
//-- [NOTE]
if (blacksun_guri_condition_isPlayerRebel (player, npc))
{
//-- NPC: Well, originally we contacted you because we thought you were a freelancer. I see you are a part of the Alliance.
string_id message = new string_id (c_stringFile, "s_71");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Yes. I think they need my help.
boolean hasResponse0 = false;
if (blacksun_guri_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: No I want to help you.
boolean hasResponse1 = false;
if (blacksun_guri_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_72");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_73");
utils.setScriptVar (player, "conversation.blacksun_guri.branchId", 16);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.blacksun_guri.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (blacksun_guri_condition_isPlayerImp (player, npc))
{
//-- NPC: Well, originally we contacted you because we thought you were a freelancer. I see you are a part of the Empire.
string_id message = new string_id (c_stringFile, "s_75");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Yes. I think they need my help.
boolean hasResponse0 = false;
if (blacksun_guri_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: No I want to help you.
boolean hasResponse1 = false;
if (blacksun_guri_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_76");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_77");
utils.setScriptVar (player, "conversation.blacksun_guri.branchId", 21);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.blacksun_guri.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (blacksun_guri_condition__defaultCondition (player, npc))
{
//-- NPC: I am Guri, lieutenant to Prince Xizor and this is the Quarantine Zone.
string_id message = new string_id (c_stringFile, "s_49");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Quarantine? Is there a disease?
boolean hasResponse0 = false;
if (blacksun_guri_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_140");
utils.setScriptVar (player, "conversation.blacksun_guri.branchId", 26);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.blacksun_guri.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int blacksun_guri_handleBranch16 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Well, originally we contacted you because we thought you were a freelancer. I see you are a part of the Alliance.
//-- [RESPONSE NOTE]
//-- PLAYER: Yes. I think they need my help.
if (response == "s_72")
{
//-- [NOTE]
if (blacksun_guri_condition__defaultCondition (player, npc))
{
//-- NPC: Are you sure? Once you start working for them there wont be any turning back.
string_id message = new string_id (c_stringFile, "s_89");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Yes
boolean hasResponse0 = false;
if (blacksun_guri_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_90");
utils.setScriptVar (player, "conversation.blacksun_guri.branchId", 17);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.blacksun_guri.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: No I want to help you.
if (response == "s_73")
{
//-- [NOTE]
if (blacksun_guri_condition__defaultCondition (player, npc))
{
//-- NPC: Are you sure? Once you start working for me there wont be any turning back.
string_id message = new string_id (c_stringFile, "s_84");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Yes.
boolean hasResponse0 = false;
if (blacksun_guri_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_85");
utils.setScriptVar (player, "conversation.blacksun_guri.branchId", 19);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.blacksun_guri.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int blacksun_guri_handleBranch17 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Are you sure? Once you start working for them there wont be any turning back.
//-- [RESPONSE NOTE]
//-- PLAYER: Yes
if (response == "s_90")
{
//-- [NOTE]
if (blacksun_guri_condition__defaultCondition (player, npc))
{
blacksun_guri_action_revokeNeutralGiveRebel (player, npc);
//-- NPC: Well then...see you around...probably dead.
string_id message = new string_id (c_stringFile, "s_91");
utils.removeScriptVar (player, "conversation.blacksun_guri.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int blacksun_guri_handleBranch19 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Are you sure? Once you start working for me there wont be any turning back.
//-- [RESPONSE NOTE]
//-- PLAYER: Yes.
if (response == "s_85")
{
//-- [NOTE]
if (blacksun_guri_condition__defaultCondition (player, npc))
{
//-- NPC: Well, in that case I am Guri, lieutenant to Prince Xizor and this is the Quarantine Zone.
string_id message = new string_id (c_stringFile, "s_88");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Quarantine? Is there a disease?
boolean hasResponse0 = false;
if (blacksun_guri_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_140");
utils.setScriptVar (player, "conversation.blacksun_guri.branchId", 26);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.blacksun_guri.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int blacksun_guri_handleBranch20 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Well, in that case I am Guri, lieutenant to Prince Xizor and this is the Quarantine Zone.
//-- [RESPONSE NOTE]
//-- PLAYER: Quarantine? Is there a disease?
if (response == "s_140")
{
//-- [NOTE]
if (blacksun_guri_condition__defaultCondition (player, npc))
{
//-- NPC: Well yes, you could call it that. There was an accident at an Imperial Research and Prison Facility and as a result many...well, most in the area have become infected.
string_id message = new string_id (c_stringFile, "s_142");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: How is it spread?
boolean hasResponse0 = false;
if (blacksun_guri_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_144");
utils.setScriptVar (player, "conversation.blacksun_guri.branchId", 27);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.blacksun_guri.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int blacksun_guri_handleBranch21 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Well, originally we contacted you because we thought you were a freelancer. I see you are a part of the Empire.
//-- [RESPONSE NOTE]
//-- PLAYER: Yes. I think they need my help.
if (response == "s_76")
{
//-- [NOTE]
if (blacksun_guri_condition__defaultCondition (player, npc))
{
//-- NPC: Are you sure? Once you start working for them there wont be any turning back.
string_id message = new string_id (c_stringFile, "s_92");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Yes.
boolean hasResponse0 = false;
if (blacksun_guri_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.blacksun_guri.branchId", 22);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.blacksun_guri.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: No I want to help you.
if (response == "s_77")
{
//-- [NOTE]
if (blacksun_guri_condition__defaultCondition (player, npc))
{
//-- NPC: Are you sure? Once you start working for me there wont be any turning back.
string_id message = new string_id (c_stringFile, "s_80");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Yes.
boolean hasResponse0 = false;
if (blacksun_guri_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_81");
utils.setScriptVar (player, "conversation.blacksun_guri.branchId", 24);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.blacksun_guri.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int blacksun_guri_handleBranch22 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Are you sure? Once you start working for them there wont be any turning back.
//-- [RESPONSE NOTE]
//-- PLAYER: Yes.
if (response == "s_93")
{
//-- [NOTE]
if (blacksun_guri_condition__defaultCondition (player, npc))
{
blacksun_guri_action_revokeNeutralGiveImperial (player, npc);
//-- NPC: Well then...see you around...probably dead.
string_id message = new string_id (c_stringFile, "s_94");
utils.removeScriptVar (player, "conversation.blacksun_guri.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int blacksun_guri_handleBranch24 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Are you sure? Once you start working for me there wont be any turning back.
//-- [RESPONSE NOTE]
//-- PLAYER: Yes.
if (response == "s_81")
{
//-- [NOTE]
if (blacksun_guri_condition__defaultCondition (player, npc))
{
//-- NPC: Well, in that case I am Guri, lieutenant to Prince Xizor and this is the Quarantine Zone.
string_id message = new string_id (c_stringFile, "s_83");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Quarantine? Is there a disease?
boolean hasResponse0 = false;
if (blacksun_guri_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_140");
utils.setScriptVar (player, "conversation.blacksun_guri.branchId", 26);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.blacksun_guri.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int blacksun_guri_handleBranch25 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Well, in that case I am Guri, lieutenant to Prince Xizor and this is the Quarantine Zone.
//-- [RESPONSE NOTE]
//-- PLAYER: Quarantine? Is there a disease?
if (response == "s_140")
{
//-- [NOTE]
if (blacksun_guri_condition__defaultCondition (player, npc))
{
//-- NPC: Well yes, you could call it that. There was an accident at an Imperial Research and Prison Facility and as a result many...well, most in the area have become infected.
string_id message = new string_id (c_stringFile, "s_142");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: How is it spread?
boolean hasResponse0 = false;
if (blacksun_guri_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_144");
utils.setScriptVar (player, "conversation.blacksun_guri.branchId", 27);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.blacksun_guri.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int blacksun_guri_handleBranch26 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: I am Guri, lieutenant to Prince Xizor and this is the Quarantine Zone.
//-- [RESPONSE NOTE]
//-- PLAYER: Quarantine? Is there a disease?
if (response == "s_140")
{
//-- [NOTE]
if (blacksun_guri_condition__defaultCondition (player, npc))
{
//-- NPC: Well yes, you could call it that. There was an accident at an Imperial Research and Prison Facility and as a result many...well, most in the area have become infected.
string_id message = new string_id (c_stringFile, "s_142");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: How is it spread?
boolean hasResponse0 = false;
if (blacksun_guri_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_144");
utils.setScriptVar (player, "conversation.blacksun_guri.branchId", 27);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.blacksun_guri.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int blacksun_guri_handleBranch27 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Well yes, you could call it that. There was an accident at an Imperial Research and Prison Facility and as a result many...well, most in the area have become infected.
//-- [RESPONSE NOTE]
//-- PLAYER: How is it spread?
if (response == "s_144")
{
//-- [NOTE]
if (blacksun_guri_condition__defaultCondition (player, npc))
{
//-- NPC: All research into the problem suggest it is an airborne virus and highly contagious.
string_id message = new string_id (c_stringFile, "s_146");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: There is no cure?
boolean hasResponse0 = false;
if (blacksun_guri_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_148");
utils.setScriptVar (player, "conversation.blacksun_guri.branchId", 28);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.blacksun_guri.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int blacksun_guri_handleBranch28 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: All research into the problem suggest it is an airborne virus and highly contagious.
//-- [RESPONSE NOTE]
//-- PLAYER: There is no cure?
if (response == "s_148")
{
//-- [NOTE]
if (blacksun_guri_condition__defaultCondition (player, npc))
{
doAnimationAction (npc, "nod_head_multiple");
//-- NPC: No, not really. Once you have contracted the virus it will eventually kill the host.
string_id message = new string_id (c_stringFile, "s_150");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Why haven't the Imperial Navy used orbital bombardment?
boolean hasResponse0 = false;
if (blacksun_guri_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_152");
utils.setScriptVar (player, "conversation.blacksun_guri.branchId", 29);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.blacksun_guri.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int blacksun_guri_handleBranch29 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: No, not really. Once you have contracted the virus it will eventually kill the host.
//-- [RESPONSE NOTE]
//-- PLAYER: Why haven't the Imperial Navy used orbital bombardment?
if (response == "s_152")
{
//-- [NOTE]
if (blacksun_guri_condition__defaultCondition (player, npc))
{
//-- NPC: There is reason to believe that Lord Vader himself needs something inside the Research Facility.
string_id message = new string_id (c_stringFile, "s_154");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I suppose he hasn't had much luck finding someone suicidal.
boolean hasResponse0 = false;
if (blacksun_guri_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_156");
utils.setScriptVar (player, "conversation.blacksun_guri.branchId", 30);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.blacksun_guri.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int blacksun_guri_handleBranch30 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: There is reason to believe that Lord Vader himself needs something inside the Research Facility.
//-- [RESPONSE NOTE]
//-- PLAYER: I suppose he hasn't had much luck finding someone suicidal.
if (response == "s_156")
{
//-- [NOTE]
if (blacksun_guri_condition__defaultCondition (player, npc))
{
//-- NPC: Actually, reports show that the Empire has sent in several volunteers.
string_id message = new string_id (c_stringFile, "s_242");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Are they using Zero-G suits? How are they avoiding the virus?
boolean hasResponse0 = false;
if (blacksun_guri_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_243");
utils.setScriptVar (player, "conversation.blacksun_guri.branchId", 31);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.blacksun_guri.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int blacksun_guri_handleBranch31 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Actually, reports show that the Empire has sent in several volunteers.
//-- [RESPONSE NOTE]
//-- PLAYER: Are they using Zero-G suits? How are they avoiding the virus?
if (response == "s_243")
{
//-- [NOTE]
if (blacksun_guri_condition__defaultCondition (player, npc))
{
//-- NPC: Reports show there is a doctor inside the quarantine zone that is providing an anti-virus. Several sources have confirmed the doctor is in a hold out camp just inside the quarantine zone.
string_id message = new string_id (c_stringFile, "s_244");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: What could possibly be so valuable in this research facility?
boolean hasResponse0 = false;
if (blacksun_guri_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_245");
utils.setScriptVar (player, "conversation.blacksun_guri.branchId", 32);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.blacksun_guri.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int blacksun_guri_handleBranch32 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Reports show there is a doctor inside the quarantine zone that is providing an anti-virus. Several sources have confirmed the doctor is in a hold out camp just inside the quarantine zone.
//-- [RESPONSE NOTE]
//-- PLAYER: What could possibly be so valuable in this research facility?
if (response == "s_245")
{
//-- [NOTE]
if (blacksun_guri_condition__defaultCondition (player, npc))
{
//-- NPC: We contacted you because you have already done some fact finding on the subject. The Empire believes they can mutate the virus to make a super soldier. Considering you actually obtained the scientific data on the virus genome without the Empire knowing, you seemed like a resourceful candidate.
string_id message = new string_id (c_stringFile, "s_247");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Oh that...Why the interest if it kills everyone?
boolean hasResponse0 = false;
if (blacksun_guri_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_249");
utils.setScriptVar (player, "conversation.blacksun_guri.branchId", 33);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.blacksun_guri.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int blacksun_guri_handleBranch33 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: We contacted you because you have already done some fact finding on the subject. The Empire believes they can mutate the virus to make a super soldier. Considering you actually obtained the scientific data on the virus genome without the Empire knowing, you seemed like a resourceful candidate.
//-- [RESPONSE NOTE]
//-- PLAYER: Oh that...Why the interest if it kills everyone?
if (response == "s_249")
{
//-- [NOTE]
if (blacksun_guri_condition__defaultCondition (player, npc))
{
//-- NPC: I guess you aren't completely familiar with the side-effects of the virus then.
string_id message = new string_id (c_stringFile, "s_260");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Why don't you educate me?
boolean hasResponse0 = false;
if (blacksun_guri_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_261");
utils.setScriptVar (player, "conversation.blacksun_guri.branchId", 34);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.blacksun_guri.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int blacksun_guri_handleBranch34 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: I guess you aren't completely familiar with the side-effects of the virus then.
//-- [RESPONSE NOTE]
//-- PLAYER: Why don't you educate me?
if (response == "s_261")
{
//-- [NOTE]
if (blacksun_guri_condition__defaultCondition (player, npc))
{
//-- NPC: The virus appears to infect and kill the host rapidly. Not long after the host's death the virus takes over the motor functions of the dead host's body.
string_id message = new string_id (c_stringFile, "s_262");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Are you telling me that when someone dies the virus re-animates their dead body?
boolean hasResponse0 = false;
if (blacksun_guri_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_263");
utils.setScriptVar (player, "conversation.blacksun_guri.branchId", 35);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.blacksun_guri.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int blacksun_guri_handleBranch35 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: The virus appears to infect and kill the host rapidly. Not long after the host's death the virus takes over the motor functions of the dead host's body.
//-- [RESPONSE NOTE]
//-- PLAYER: Are you telling me that when someone dies the virus re-animates their dead body?
if (response == "s_263")
{
//-- [NOTE]
if (blacksun_guri_condition__defaultCondition (player, npc))
{
//-- NPC: Yes. We believe this is why the Empire is so interested. They are not researching a live super soldier with special powers. They are interested in cultivating a dead being that is hard to destroy and can spread their own infection to an enemy.
string_id message = new string_id (c_stringFile, "s_264");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Does their evil know no bounds?
boolean hasResponse0 = false;
if (blacksun_guri_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_265");
utils.setScriptVar (player, "conversation.blacksun_guri.branchId", 36);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.blacksun_guri.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int blacksun_guri_handleBranch36 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Yes. We believe this is why the Empire is so interested. They are not researching a live super soldier with special powers. They are interested in cultivating a dead being that is hard to destroy and can spread their own infection to an enemy.
//-- [RESPONSE NOTE]
//-- PLAYER: Does their evil know no bounds?
if (response == "s_265")
{
//-- [NOTE]
if (blacksun_guri_condition__defaultCondition (player, npc))
{
//-- NPC: We need your help, %TU. Can you infiltrate the quarantine zone and beat the Imperials from getting their hands on the virus?
string_id message = new string_id (c_stringFile, "s_266");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: What is Xizor going to do with it? Sell it to the highest bidder?
boolean hasResponse0 = false;
if (blacksun_guri_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_267");
utils.setScriptVar (player, "conversation.blacksun_guri.branchId", 37);
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.blacksun_guri.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 blacksun_guri_handleBranch37 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: We need your help, %TU. Can you infiltrate the quarantine zone and beat the Imperials from getting their hands on the virus?
//-- [RESPONSE NOTE]
//-- PLAYER: What is Xizor going to do with it? Sell it to the highest bidder?
if (response == "s_267")
{
//-- [NOTE]
if (blacksun_guri_condition__defaultCondition (player, npc))
{
//-- NPC: I assure you Xizor has his own plans and it doesn't involve selling it.
string_id message = new string_id (c_stringFile, "s_268");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: What if I refuse?
boolean hasResponse0 = false;
if (blacksun_guri_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_269");
utils.setScriptVar (player, "conversation.blacksun_guri.branchId", 38);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.blacksun_guri.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int blacksun_guri_handleBranch38 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: I assure you Xizor has his own plans and it doesn't involve selling it.
//-- [RESPONSE NOTE]
//-- PLAYER: What if I refuse?
if (response == "s_269")
{
doAnimationAction (player, "shrug_hands");
//-- [NOTE]
if (blacksun_guri_condition__defaultCondition (player, npc))
{
//-- NPC: It may be hard to keep the fact that you have the scientific data a secret, %TU. As you have noticed there is a vested interest in keeping it a secret.
string_id message = new string_id (c_stringFile, "s_271");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: So if I don't help, I die, and if I try and fail, I am dead as well.
boolean hasResponse0 = false;
if (blacksun_guri_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_273");
utils.setScriptVar (player, "conversation.blacksun_guri.branchId", 39);
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.blacksun_guri.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 blacksun_guri_handleBranch39 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: It may be hard to keep the fact that you have the scientific data a secret, %TU. As you have noticed there is a vested interest in keeping it a secret.
//-- [RESPONSE NOTE]
//-- PLAYER: So if I don't help, I die, and if I try and fail, I am dead as well.
if (response == "s_273")
{
//-- [NOTE]
if (blacksun_guri_condition__defaultCondition (player, npc))
{
//-- NPC: But if you try and succeed, Xizor is a very very generous individual.
string_id message = new string_id (c_stringFile, "s_275");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Well, since I have no choice, might as well tell me your plans.
boolean hasResponse0 = false;
if (blacksun_guri_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_277");
utils.setScriptVar (player, "conversation.blacksun_guri.branchId", 40);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.blacksun_guri.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int blacksun_guri_handleBranch40 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: But if you try and succeed, Xizor is a very very generous individual.
//-- [RESPONSE NOTE]
//-- PLAYER: Well, since I have no choice, might as well tell me your plans.
if (response == "s_277")
{
//-- [NOTE]
if (blacksun_guri_condition__defaultCondition (player, npc))
{
//-- NPC: The plan is simple. Make your way into the quarantine zone and receive the anti-virus. Once you have obtained a defense against the virus you will need to find the research facility and search for the original strain of the virus.
string_id message = new string_id (c_stringFile, "s_279");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: What if no such strain exists?
boolean hasResponse0 = false;
if (blacksun_guri_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_280");
utils.setScriptVar (player, "conversation.blacksun_guri.branchId", 41);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.blacksun_guri.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int blacksun_guri_handleBranch41 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: The plan is simple. Make your way into the quarantine zone and receive the anti-virus. Once you have obtained a defense against the virus you will need to find the research facility and search for the original strain of the virus.
//-- [RESPONSE NOTE]
//-- PLAYER: What if no such strain exists?
if (response == "s_280")
{
//-- [NOTE]
if (blacksun_guri_condition__defaultCondition (player, npc))
{
//-- NPC: We will be monitoring your progress, %TU. We are certain the strain exists but it is imperative that you arrive before other interested parties. Is there anything else you need to discuss?
string_id message = new string_id (c_stringFile, "s_281");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: So there are survivors of this virus?
boolean hasResponse0 = false;
if (blacksun_guri_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: What symptoms do the infected exhibit?
boolean hasResponse1 = false;
if (blacksun_guri_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: How did the virus escape in the first place?
boolean hasResponse2 = false;
if (blacksun_guri_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
//-- PLAYER: No, I'm ready.
boolean hasResponse3 = false;
if (blacksun_guri_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse3 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_283");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_293");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_303");
if (hasResponse3)
responses [responseIndex++] = new string_id (c_stringFile, "s_309");
utils.setScriptVar (player, "conversation.blacksun_guri.branchId", 42);
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.blacksun_guri.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 blacksun_guri_handleBranch42 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: We will be monitoring your progress, %TU. We are certain the strain exists but it is imperative that you arrive before other interested parties. Is there anything else you need to discuss?
//-- [RESPONSE NOTE]
//-- PLAYER: So there are survivors of this virus?
if (response == "s_283")
{
//-- [NOTE]
if (blacksun_guri_condition__defaultCondition (player, npc))
{
//-- NPC: Quite a few based on reports.
string_id message = new string_id (c_stringFile, "s_285");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Why aren't they being evacuated?
boolean hasResponse0 = false;
if (blacksun_guri_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_287");
utils.setScriptVar (player, "conversation.blacksun_guri.branchId", 43);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.blacksun_guri.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: What symptoms do the infected exhibit?
if (response == "s_293")
{
//-- [NOTE]
if (blacksun_guri_condition__defaultCondition (player, npc))
{
//-- NPC: Symptoms of the disease are the sudden onset of seizures followed by a phase where the victim appears dead.
string_id message = new string_id (c_stringFile, "s_295");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: And then they just wake up?
boolean hasResponse0 = false;
if (blacksun_guri_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_297");
utils.setScriptVar (player, "conversation.blacksun_guri.branchId", 46);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.blacksun_guri.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: How did the virus escape in the first place?
if (response == "s_303")
{
//-- [NOTE]
if (blacksun_guri_condition__defaultCondition (player, npc))
{
//-- NPC: Lord Vader is convinced the Rebellion is behind the outbreak. We think it was a research accident. Did you have any other questions?
string_id message = new string_id (c_stringFile, "s_305");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: So there are survivors of this virus?
boolean hasResponse0 = false;
if (blacksun_guri_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: What symptoms do the infected exhibit?
boolean hasResponse1 = false;
if (blacksun_guri_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: How did the virus escape in the first place?
boolean hasResponse2 = false;
if (blacksun_guri_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
//-- PLAYER: No, I'm ready.
boolean hasResponse3 = false;
if (blacksun_guri_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse3 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_283");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_293");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_303");
if (hasResponse3)
responses [responseIndex++] = new string_id (c_stringFile, "s_309");
utils.setScriptVar (player, "conversation.blacksun_guri.branchId", 42);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.blacksun_guri.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: No, I'm ready.
if (response == "s_309")
{
//-- [NOTE]
if (blacksun_guri_condition__defaultCondition (player, npc))
{
blacksun_guri_action_grantMissionOne (player, npc);
//-- NPC: I have uploaded the details to your datapad. We have procured a stolen Imperial authorization code that shows you are working as an Imperial volunteer. Anyone who examines the authorization will think you are working for Vader himself.
string_id message = new string_id (c_stringFile, "s_311");
utils.removeScriptVar (player, "conversation.blacksun_guri.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int blacksun_guri_handleBranch43 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Quite a few based on reports.
//-- [RESPONSE NOTE]
//-- PLAYER: Why aren't they being evacuated?
if (response == "s_287")
{
//-- [NOTE]
if (blacksun_guri_condition__defaultCondition (player, npc))
{
//-- NPC: There have been attempts but most have proven to be fatal to rescue parties.
string_id message = new string_id (c_stringFile, "s_289");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I see.
boolean hasResponse0 = false;
if (blacksun_guri_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_291");
utils.setScriptVar (player, "conversation.blacksun_guri.branchId", 44);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.blacksun_guri.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int blacksun_guri_handleBranch44 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: There have been attempts but most have proven to be fatal to rescue parties.
//-- [RESPONSE NOTE]
//-- PLAYER: I see.
if (response == "s_291")
{
//-- [NOTE]
if (blacksun_guri_condition__defaultCondition (player, npc))
{
//-- NPC: Any other questions?
string_id message = new string_id (c_stringFile, "s_312");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: So there are survivors of this virus?
boolean hasResponse0 = false;
if (blacksun_guri_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: What symptoms do the infected exhibit?
boolean hasResponse1 = false;
if (blacksun_guri_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: How did the virus escape in the first place?
boolean hasResponse2 = false;
if (blacksun_guri_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
//-- PLAYER: No, I'm ready.
boolean hasResponse3 = false;
if (blacksun_guri_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse3 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_283");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_293");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_303");
if (hasResponse3)
responses [responseIndex++] = new string_id (c_stringFile, "s_309");
utils.setScriptVar (player, "conversation.blacksun_guri.branchId", 42);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.blacksun_guri.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int blacksun_guri_handleBranch45 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Any other questions?
//-- [RESPONSE NOTE]
//-- PLAYER: So there are survivors of this virus?
if (response == "s_283")
{
//-- [NOTE]
if (blacksun_guri_condition__defaultCondition (player, npc))
{
//-- NPC: Quite a few based on reports.
string_id message = new string_id (c_stringFile, "s_285");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Why aren't they being evacuated?
boolean hasResponse0 = false;
if (blacksun_guri_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_287");
utils.setScriptVar (player, "conversation.blacksun_guri.branchId", 43);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.blacksun_guri.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: What symptoms do the infected exhibit?
if (response == "s_293")
{
//-- [NOTE]
if (blacksun_guri_condition__defaultCondition (player, npc))
{
//-- NPC: Symptoms of the disease are the sudden onset of seizures followed by a phase where the victim appears dead.
string_id message = new string_id (c_stringFile, "s_295");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: And then they just wake up?
boolean hasResponse0 = false;
if (blacksun_guri_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_297");
utils.setScriptVar (player, "conversation.blacksun_guri.branchId", 46);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.blacksun_guri.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: How did the virus escape in the first place?
if (response == "s_303")
{
//-- [NOTE]
if (blacksun_guri_condition__defaultCondition (player, npc))
{
//-- NPC: Lord Vader is convinced the Rebellion is behind the outbreak. We think it was a research accident. Did you have any other questions?
string_id message = new string_id (c_stringFile, "s_305");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: So there are survivors of this virus?
boolean hasResponse0 = false;
if (blacksun_guri_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: What symptoms do the infected exhibit?
boolean hasResponse1 = false;
if (blacksun_guri_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: How did the virus escape in the first place?
boolean hasResponse2 = false;
if (blacksun_guri_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
//-- PLAYER: No, I'm ready.
boolean hasResponse3 = false;
if (blacksun_guri_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse3 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_283");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_293");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_303");
if (hasResponse3)
responses [responseIndex++] = new string_id (c_stringFile, "s_309");
utils.setScriptVar (player, "conversation.blacksun_guri.branchId", 42);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.blacksun_guri.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: No, I'm ready.
if (response == "s_309")
{
//-- [NOTE]
if (blacksun_guri_condition__defaultCondition (player, npc))
{
blacksun_guri_action_grantMissionOne (player, npc);
//-- NPC: I have uploaded the details to your datapad. We have procured a stolen Imperial authorization code that shows you are working as an Imperial volunteer. Anyone who examines the authorization will think you are working for Vader himself.
string_id message = new string_id (c_stringFile, "s_311");
utils.removeScriptVar (player, "conversation.blacksun_guri.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int blacksun_guri_handleBranch46 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Symptoms of the disease are the sudden onset of seizures followed by a phase where the victim appears dead.
//-- [RESPONSE NOTE]
//-- PLAYER: And then they just wake up?
if (response == "s_297")
{
//-- [NOTE]
if (blacksun_guri_condition__defaultCondition (player, npc))
{
//-- NPC: Sometime after death the victim suddenly reanimates and becomes very violent. Any non-infected in the immediate area risk being attacked and, if subdued, eaten by the infected.
string_id message = new string_id (c_stringFile, "s_299");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Wait...what? Eaten?
boolean hasResponse0 = false;
if (blacksun_guri_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_301");
utils.setScriptVar (player, "conversation.blacksun_guri.branchId", 47);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.blacksun_guri.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int blacksun_guri_handleBranch47 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Sometime after death the victim suddenly reanimates and becomes very violent. Any non-infected in the immediate area risk being attacked and, if subdued, eaten by the infected.
//-- [RESPONSE NOTE]
//-- PLAYER: Wait...what? Eaten?
if (response == "s_301")
{
//-- [NOTE]
if (blacksun_guri_condition__defaultCondition (player, npc))
{
//-- NPC: The infected are apparently in a constant state of hunger which appears to be the motivation for attacking.
string_id message = new string_id (c_stringFile, "s_313");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: This is horrible.
boolean hasResponse0 = false;
if (blacksun_guri_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_314");
utils.setScriptVar (player, "conversation.blacksun_guri.branchId", 48);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.blacksun_guri.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int blacksun_guri_handleBranch48 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: The infected are apparently in a constant state of hunger which appears to be the motivation for attacking.
//-- [RESPONSE NOTE]
//-- PLAYER: This is horrible.
if (response == "s_314")
{
//-- [NOTE]
if (blacksun_guri_condition__defaultCondition (player, npc))
{
//-- NPC: Any other questions?
string_id message = new string_id (c_stringFile, "s_315");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: So there are survivors of this virus?
boolean hasResponse0 = false;
if (blacksun_guri_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: What symptoms do the infected exhibit?
boolean hasResponse1 = false;
if (blacksun_guri_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: How did the virus escape in the first place?
boolean hasResponse2 = false;
if (blacksun_guri_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
//-- PLAYER: No, I'm ready.
boolean hasResponse3 = false;
if (blacksun_guri_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse3 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_283");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_293");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_303");
if (hasResponse3)
responses [responseIndex++] = new string_id (c_stringFile, "s_309");
utils.setScriptVar (player, "conversation.blacksun_guri.branchId", 42);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.blacksun_guri.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int blacksun_guri_handleBranch49 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Any other questions?
//-- [RESPONSE NOTE]
//-- PLAYER: So there are survivors of this virus?
if (response == "s_283")
{
//-- [NOTE]
if (blacksun_guri_condition__defaultCondition (player, npc))
{
//-- NPC: Quite a few based on reports.
string_id message = new string_id (c_stringFile, "s_285");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Why aren't they being evacuated?
boolean hasResponse0 = false;
if (blacksun_guri_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_287");
utils.setScriptVar (player, "conversation.blacksun_guri.branchId", 43);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.blacksun_guri.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: What symptoms do the infected exhibit?
if (response == "s_293")
{
//-- [NOTE]
if (blacksun_guri_condition__defaultCondition (player, npc))
{
//-- NPC: Symptoms of the disease are the sudden onset of seizures followed by a phase where the victim appears dead.
string_id message = new string_id (c_stringFile, "s_295");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: And then they just wake up?
boolean hasResponse0 = false;
if (blacksun_guri_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_297");
utils.setScriptVar (player, "conversation.blacksun_guri.branchId", 46);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.blacksun_guri.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: How did the virus escape in the first place?
if (response == "s_303")
{
//-- [NOTE]
if (blacksun_guri_condition__defaultCondition (player, npc))
{
//-- NPC: Lord Vader is convinced the Rebellion is behind the outbreak. We think it was a research accident. Did you have any other questions?
string_id message = new string_id (c_stringFile, "s_305");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: So there are survivors of this virus?
boolean hasResponse0 = false;
if (blacksun_guri_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: What symptoms do the infected exhibit?
boolean hasResponse1 = false;
if (blacksun_guri_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: How did the virus escape in the first place?
boolean hasResponse2 = false;
if (blacksun_guri_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
//-- PLAYER: No, I'm ready.
boolean hasResponse3 = false;
if (blacksun_guri_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse3 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_283");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_293");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_303");
if (hasResponse3)
responses [responseIndex++] = new string_id (c_stringFile, "s_309");
utils.setScriptVar (player, "conversation.blacksun_guri.branchId", 42);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.blacksun_guri.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: No, I'm ready.
if (response == "s_309")
{
//-- [NOTE]
if (blacksun_guri_condition__defaultCondition (player, npc))
{
blacksun_guri_action_grantMissionOne (player, npc);
//-- NPC: I have uploaded the details to your datapad. We have procured a stolen Imperial authorization code that shows you are working as an Imperial volunteer. Anyone who examines the authorization will think you are working for Vader himself.
string_id message = new string_id (c_stringFile, "s_311");
utils.removeScriptVar (player, "conversation.blacksun_guri.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int blacksun_guri_handleBranch50 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Lord Vader is convinced the Rebellion is behind the outbreak. We think it was a research accident. Did you have any other questions?
//-- [RESPONSE NOTE]
//-- PLAYER: So there are survivors of this virus?
if (response == "s_283")
{
//-- [NOTE]
if (blacksun_guri_condition__defaultCondition (player, npc))
{
//-- NPC: Quite a few based on reports.
string_id message = new string_id (c_stringFile, "s_285");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Why aren't they being evacuated?
boolean hasResponse0 = false;
if (blacksun_guri_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_287");
utils.setScriptVar (player, "conversation.blacksun_guri.branchId", 43);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.blacksun_guri.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: What symptoms do the infected exhibit?
if (response == "s_293")
{
//-- [NOTE]
if (blacksun_guri_condition__defaultCondition (player, npc))
{
//-- NPC: Symptoms of the disease are the sudden onset of seizures followed by a phase where the victim appears dead.
string_id message = new string_id (c_stringFile, "s_295");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: And then they just wake up?
boolean hasResponse0 = false;
if (blacksun_guri_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_297");
utils.setScriptVar (player, "conversation.blacksun_guri.branchId", 46);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.blacksun_guri.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: How did the virus escape in the first place?
if (response == "s_303")
{
//-- [NOTE]
if (blacksun_guri_condition__defaultCondition (player, npc))
{
//-- NPC: Lord Vader is convinced the Rebellion is behind the outbreak. We think it was a research accident. Did you have any other questions?
string_id message = new string_id (c_stringFile, "s_305");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: So there are survivors of this virus?
boolean hasResponse0 = false;
if (blacksun_guri_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: What symptoms do the infected exhibit?
boolean hasResponse1 = false;
if (blacksun_guri_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: How did the virus escape in the first place?
boolean hasResponse2 = false;
if (blacksun_guri_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
//-- PLAYER: No, I'm ready.
boolean hasResponse3 = false;
if (blacksun_guri_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse3 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_283");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_293");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_303");
if (hasResponse3)
responses [responseIndex++] = new string_id (c_stringFile, "s_309");
utils.setScriptVar (player, "conversation.blacksun_guri.branchId", 42);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.blacksun_guri.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: No, I'm ready.
if (response == "s_309")
{
//-- [NOTE]
if (blacksun_guri_condition__defaultCondition (player, npc))
{
blacksun_guri_action_grantMissionOne (player, npc);
//-- NPC: I have uploaded the details to your datapad. We have procured a stolen Imperial authorization code that shows you are working as an Imperial volunteer. Anyone who examines the authorization will think you are working for Vader himself.
string_id message = new string_id (c_stringFile, "s_311");
utils.removeScriptVar (player, "conversation.blacksun_guri.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int blacksun_guri_handleBranch52 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Uh, hello. You look like you might be lost. Would you like to know what is going on here?
//-- [RESPONSE NOTE]
//-- PLAYER: Yes.
if (response == "s_149")
{
//-- [NOTE]
if (blacksun_guri_condition__defaultCondition (player, npc))
{
blacksun_guri_action_grantNeutQuest (player, npc);
//-- NPC: Okay, let me contact you via comm after I check with Prince Xizor.
string_id message = new string_id (c_stringFile, "s_153");
utils.removeScriptVar (player, "conversation.blacksun_guri.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
// ======================================================================
// User Script Triggers
// ======================================================================
trigger OnInitialize ()
{
if ((!isTangible (self)) || (isPlayer (self)))
detachScript(self, "conversation.blacksun_guri");
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.blacksun_guri");
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 (blacksun_guri_condition_hasCompletedAll (player, npc))
{
//-- NPC: Don't be silly, %TU. I am not going to give you my comm-number.
string_id message = new string_id (c_stringFile, "s_130");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Actually, I want to do it all again.
boolean hasResponse0 = false;
if (blacksun_guri_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_95");
utils.setScriptVar (player, "conversation.blacksun_guri.branchId", 1);
prose_package pp = new prose_package ();
pp.stringId = message;
pp.actor.set (player);
pp.target.set (npc);
npcStartConversation (player, npc, "blacksun_guri", 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 (blacksun_guri_condition_hasCompletedMissions (player, npc))
{
//-- NPC: You have fulfilled your duties honorably, %TU. Saving the Scientists and diminishing the virus were a nice touch. I would venture to say that you are a hero.
string_id message = new string_id (c_stringFile, "s_123");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Just take the Blackwing sample.
boolean hasResponse0 = false;
if (blacksun_guri_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_124");
utils.setScriptVar (player, "conversation.blacksun_guri.branchId", 8);
prose_package pp = new prose_package ();
pp.stringId = message;
pp.actor.set (player);
pp.target.set (npc);
npcStartConversation (player, npc, "blacksun_guri", 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 (blacksun_guri_condition_hasFoundStormtroopers (player, npc))
{
//-- NPC: Great job finding the Stormtrooper contingent. Now complete your missions and report back.
string_id message = new string_id (c_stringFile, "s_122");
chat.chat (npc, player, message);
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (blacksun_guri_condition_hasSecondQuestImperial (player, npc))
{
//-- NPC: You need to find those Stormtroopers at the Research and Prison facility, %TU. I'll be in touch once you locate them.
string_id message = new string_id (c_stringFile, "s_121");
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 (blacksun_guri_condition_hasFirstQuestNeutral (player, npc))
{
//-- NPC: Please hurry, %TU, the Empire already has operatives insider the quarantine zone.
string_id message = new string_id (c_stringFile, "s_74");
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 (blacksun_guri_condition_isLiveConversion (player, npc))
{
doAnimationAction (npc, "nod");
blacksun_guri_action_clearLiveConversion (player, npc);
//-- NPC: Thank you for coming, %TU.
string_id message = new string_id (c_stringFile, "s_27");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: What is this place and who are you?
boolean hasResponse0 = false;
if (blacksun_guri_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_29");
utils.setScriptVar (player, "conversation.blacksun_guri.branchId", 15);
prose_package pp = new prose_package ();
pp.stringId = message;
pp.actor.set (player);
pp.target.set (npc);
npcStartConversation (player, npc, "blacksun_guri", 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 (blacksun_guri_condition_hasDeletedLiveConversion (player, npc))
{
//-- NPC: Uh, hello. You look like you might be lost. Would you like to know what is going on here?
string_id message = new string_id (c_stringFile, "s_147");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Yes.
boolean hasResponse0 = false;
if (blacksun_guri_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_149");
utils.setScriptVar (player, "conversation.blacksun_guri.branchId", 52);
npcStartConversation (player, npc, "blacksun_guri", message, responses);
}
else
{
chat.chat (npc, player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (blacksun_guri_condition__defaultCondition (player, npc))
{
//-- NPC: I suggest you evacuate the area citizen. This is no place to be curious.
string_id message = new string_id (c_stringFile, "s_157");
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 != "blacksun_guri")
return SCRIPT_CONTINUE;
obj_id npc = self;
int branchId = utils.getIntScriptVar (player, "conversation.blacksun_guri.branchId");
if (branchId == 1 && blacksun_guri_handleBranch1 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 2 && blacksun_guri_handleBranch2 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 3 && blacksun_guri_handleBranch3 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 4 && blacksun_guri_handleBranch4 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 8 && blacksun_guri_handleBranch8 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 9 && blacksun_guri_handleBranch9 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 10 && blacksun_guri_handleBranch10 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 15 && blacksun_guri_handleBranch15 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 16 && blacksun_guri_handleBranch16 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 17 && blacksun_guri_handleBranch17 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 19 && blacksun_guri_handleBranch19 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 20 && blacksun_guri_handleBranch20 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 21 && blacksun_guri_handleBranch21 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 22 && blacksun_guri_handleBranch22 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 24 && blacksun_guri_handleBranch24 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 25 && blacksun_guri_handleBranch25 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 26 && blacksun_guri_handleBranch26 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 27 && blacksun_guri_handleBranch27 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 28 && blacksun_guri_handleBranch28 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 29 && blacksun_guri_handleBranch29 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 30 && blacksun_guri_handleBranch30 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 31 && blacksun_guri_handleBranch31 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 32 && blacksun_guri_handleBranch32 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 33 && blacksun_guri_handleBranch33 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 34 && blacksun_guri_handleBranch34 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 35 && blacksun_guri_handleBranch35 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 36 && blacksun_guri_handleBranch36 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 37 && blacksun_guri_handleBranch37 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 38 && blacksun_guri_handleBranch38 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 39 && blacksun_guri_handleBranch39 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 40 && blacksun_guri_handleBranch40 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 41 && blacksun_guri_handleBranch41 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 42 && blacksun_guri_handleBranch42 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 43 && blacksun_guri_handleBranch43 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 44 && blacksun_guri_handleBranch44 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 45 && blacksun_guri_handleBranch45 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 46 && blacksun_guri_handleBranch46 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 47 && blacksun_guri_handleBranch47 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 48 && blacksun_guri_handleBranch48 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 49 && blacksun_guri_handleBranch49 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 50 && blacksun_guri_handleBranch50 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 52 && blacksun_guri_handleBranch52 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
chat.chat (npc, "Error: Fell through all branches and responses for OnNpcConversationResponse.");
utils.removeScriptVar (player, "conversation.blacksun_guri.branchId");
return SCRIPT_CONTINUE;
}
// ======================================================================