Files
dsrc/sku.0/sys.server/compiled/game/script/conversation/echo_base_launch.script
T

804 lines
23 KiB
Plaintext

// ======================================================================
//
// echo_base_launch.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.buff;
include library.chat;
include library.conversation;
include library.factions;
include library.group;
include library.instance;
include library.township;
include library.utils;
// ======================================================================
// Script Constants
// ======================================================================
string c_stringFile = "conversation/echo_base_launch";
// ======================================================================
// Script Conditions
// ======================================================================
boolean echo_base_launch_condition__defaultCondition (obj_id player, obj_id npc)
{
return true;
}
// ----------------------------------------------------------------------
boolean echo_base_launch_condition_bothRebel (obj_id player, obj_id npc)
{
return ( factions.isRebel(npc) && factions.isRebel(player) );
}
// ----------------------------------------------------------------------
boolean echo_base_launch_condition_bothImperial (obj_id player, obj_id npc)
{
return ( factions.isImperial(npc) && factions.isImperial(player) );
}
// ----------------------------------------------------------------------
boolean echo_base_launch_condition_npcRebelPlayerImperial (obj_id player, obj_id npc)
{
return ( factions.isRebel(npc) && factions.isImperial(player) );
}
// ----------------------------------------------------------------------
boolean echo_base_launch_condition_npcImperialPlayerRebel (obj_id player, obj_id npc)
{
return ( factions.isImperial(npc) && factions.isRebel(player) );
}
// ----------------------------------------------------------------------
boolean echo_base_launch_condition_disableRebel (obj_id player, obj_id npc)
{
return false;
// return !isGod(player) && !hasObjVar(player, "testingHoth");
}
// ----------------------------------------------------------------------
boolean echo_base_launch_condition_disableImperial (obj_id player, obj_id npc)
{
return false;
// return !isGod(player) && !hasObjVar(player, "testingHoth");
}
// ----------------------------------------------------------------------
boolean echo_base_launch_condition_Rebel_awaitingInstance (obj_id player, obj_id npc)
{
return buff.hasBuff(player, "instance_launching") && factions.isRebel(npc) && factions.isRebel(player);
}
// ----------------------------------------------------------------------
boolean echo_base_launch_condition_Imperial_awaitingInstance (obj_id player, obj_id npc)
{
return buff.hasBuff(player, "instance_launching") && factions.isImperial(npc) && factions.isImperial(player);
}
// ----------------------------------------------------------------------
boolean echo_base_launch_condition_tooSmallGroup (obj_id player, obj_id npc)
{
if ( isGod(player) || hasObjVar(player, "testingHoth") )
{
return false;
}
if ( group.isGrouped(player) )
{
obj_id groupObj = getGroupObject(player);
if ( isIdValid(groupObj) )
{
int numGroupMembers = getGroupSize(groupObj);
if ( numGroupMembers >= 4 )
{
obj_id[] groupies = getGroupMemberIds(groupObj);
if ( groupies != null && groupies.length > 0 )
{
int playerCount = 0;
for( int i = 0; i < groupies.length; i++ )
{
if ( isPlayer(groupies[i]) )
{
playerCount = playerCount + 1;
}
}
if ( playerCount >= 4 )
{
return false;
}
}
}
}
}
return true;
}
// ----------------------------------------------------------------------
boolean echo_base_launch_condition_isNotCorrectLevel (obj_id player, obj_id npc)
{
return getLevel(player) < township.MIN_LEVEL;
}
// ======================================================================
// Script Actions
// ======================================================================
void echo_base_launch_action_launchRebel (obj_id player, obj_id npc)
{
// sendSystemMessage(player, "Launching Rebel Battle of Hoth...", "");
if ( !instance.isFlaggedForInstance(player, "echo_base") )
{
instance.flagPlayerForInstance(player, "echo_base");
}
boolean sentToHoth = instance.requestInstanceMovement(player, "echo_base", 1, "rebel");
if ( sentToHoth )
{
buff.applyBuff(player, "instance_launching");
}
}
// ----------------------------------------------------------------------
void echo_base_launch_action_launchImperial (obj_id player, obj_id npc)
{
// sendSystemMessage(player, "Launching Imperial Battle of Hoth...", "");
if ( !instance.isFlaggedForInstance(player, "echo_base") )
{
instance.flagPlayerForInstance(player, "echo_base");
}
boolean sentToHoth = instance.requestInstanceMovement(player, "echo_base", 2, "imperial");
if ( sentToHoth )
{
buff.applyBuff(player, "instance_launching");
}
}
// ----------------------------------------------------------------------
void echo_base_launch_action_showEchoBaseVendorSui (obj_id player, obj_id npc)
{
dictionary d = new dictionary();
d.put("player", player);
messageTo(npc, "showInventorySUI", d, 0, false);
return;
}
// ======================================================================
// Script %TO Tokens
// ======================================================================
// ======================================================================
// Script %DI Tokens
// ======================================================================
// ======================================================================
// Script %DF Tokens
// ======================================================================
// ======================================================================
// handleBranch<n> Functions
// ======================================================================
int echo_base_launch_handleBranch4 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: What can I do for you, soldier? Are you here to requisition supplies or reporting for duty?
//-- [RESPONSE NOTE]
//-- PLAYER: I'm reporting for duty.
if (response == "s_9")
{
//-- [NOTE]
if (echo_base_launch_condition_disableRebel (player, npc))
{
//-- NPC: While that is excellent news, I have no assignments for you at this time.
string_id message = new string_id (c_stringFile, "s_45");
utils.removeScriptVar (player, "conversation.echo_base_launch.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (echo_base_launch_condition_tooSmallGroup (player, npc))
{
//-- NPC: Ah, yes. You see, there is a small problem. This particular mission requires a combat group of at least 4...which is greater than you have in yours. If you can find more soldiers for your group, I'll be here.
string_id message = new string_id (c_stringFile, "s_53");
utils.removeScriptVar (player, "conversation.echo_base_launch.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (!echo_base_launch_condition_disableRebel (player, npc))
{
//-- NPC: Very good soldier, though I cannot reveal too much at this juncture. I don't fully trust this place...too many unsavory elements nearby. Nevertheless, I have a top secret off-world mission of high importance for you. Are you ready?
string_id message = new string_id (c_stringFile, "s_13");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I am.
boolean hasResponse0 = false;
if (echo_base_launch_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Perhaps not.
boolean hasResponse1 = false;
if (echo_base_launch_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_23");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_25");
utils.setScriptVar (player, "conversation.echo_base_launch.branchId", 7);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.echo_base_launch.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I would like to see what supplies you have to offer.
if (response == "s_20")
{
//-- [NOTE]
if (echo_base_launch_condition__defaultCondition (player, npc))
{
echo_base_launch_action_showEchoBaseVendorSui (player, npc);
//-- NPC: Of course. Let me know if you would like to requisition something.
string_id message = new string_id (c_stringFile, "s_22");
utils.removeScriptVar (player, "conversation.echo_base_launch.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int echo_base_launch_handleBranch7 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Very good soldier, though I cannot reveal too much at this juncture. I don't fully trust this place...too many unsavory elements nearby. Nevertheless, I have a top secret off-world mission of high importance for you. Are you ready?
//-- [RESPONSE NOTE]
//-- PLAYER: I am.
if (response == "s_23")
{
//-- [NOTE]
if (echo_base_launch_condition__defaultCondition (player, npc))
{
doAnimationAction (npc, "salute1");
echo_base_launch_action_launchRebel (player, npc);
//-- NPC: Excellent. You'll be briefed after you arrive. May the Force be with you.
string_id message = new string_id (c_stringFile, "s_24");
utils.removeScriptVar (player, "conversation.echo_base_launch.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: Perhaps not.
if (response == "s_25")
{
//-- [NOTE]
if (echo_base_launch_condition__defaultCondition (player, npc))
{
doAnimationAction (npc, "shake_head_disgust");
//-- NPC: I see. If you find some courage, return to me. Our cause can use all of the able-bodied soldiers that we can muster.
string_id message = new string_id (c_stringFile, "s_26");
utils.removeScriptVar (player, "conversation.echo_base_launch.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int echo_base_launch_handleBranch13 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Stand at attention, soldier. You represent the Empire! Even in this forsaken place. I do not understand why we tolerate its existence.
//-- [RESPONSE NOTE]
//-- PLAYER: I am reporting for duty, Sir.
if (response == "s_32")
{
//-- [NOTE]
if (echo_base_launch_condition_disableImperial (player, npc))
{
//-- NPC: I applaud your yearning to serve your Empire but regret to say that I have nothing available at this time.
string_id message = new string_id (c_stringFile, "s_46");
utils.removeScriptVar (player, "conversation.echo_base_launch.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (echo_base_launch_condition_tooSmallGroup (player, npc))
{
//-- NPC: As much as I might like to do so, I cannot send you into battle without at least 3 other soldiers to accompany you. My hands are tied on this...official orders...no squads of less than 4.
string_id message = new string_id (c_stringFile, "s_55");
utils.removeScriptVar (player, "conversation.echo_base_launch.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (!echo_base_launch_condition_disableImperial (player, npc))
{
//-- NPC: Do not call me 'Sir', cadet, I work for a living. I am sending you off-world on a critical mission. Are you ready to disembark?
string_id message = new string_id (c_stringFile, "s_36");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I am, Si...er...I am. Yes.
boolean hasResponse0 = false;
if (echo_base_launch_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Not yet.
boolean hasResponse1 = false;
if (echo_base_launch_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_38");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_42");
utils.setScriptVar (player, "conversation.echo_base_launch.branchId", 16);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.echo_base_launch.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I would like to see what supplies you have to offer.
if (response == "s_51")
{
//-- [NOTE]
if (echo_base_launch_condition__defaultCondition (player, npc))
{
echo_base_launch_action_showEchoBaseVendorSui (player, npc);
//-- NPC: If you wish to requisition something, please do so. I have pressing matters to attend to.
string_id message = new string_id (c_stringFile, "s_54");
utils.removeScriptVar (player, "conversation.echo_base_launch.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int echo_base_launch_handleBranch16 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Do not call me 'Sir', cadet, I work for a living. I am sending you off-world on a critical mission. Are you ready to disembark?
//-- [RESPONSE NOTE]
//-- PLAYER: I am, Si...er...I am. Yes.
if (response == "s_38")
{
//-- [NOTE]
if (echo_base_launch_condition__defaultCondition (player, npc))
{
doAnimationAction (npc, "salute2");
echo_base_launch_action_launchImperial (player, npc);
//-- NPC: Good. You'll receive further orders upon arrival. Do not fail your Empire, soldier. Now go to it! Hup, hup, hup...
string_id message = new string_id (c_stringFile, "s_40");
utils.removeScriptVar (player, "conversation.echo_base_launch.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: Not yet.
if (response == "s_42")
{
//-- [NOTE]
if (echo_base_launch_condition__defaultCondition (player, npc))
{
doAnimationAction (npc, "dismiss");
//-- NPC: Then why are you wasting my time, soldier?
string_id message = new string_id (c_stringFile, "s_44");
utils.removeScriptVar (player, "conversation.echo_base_launch.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
// ======================================================================
// User Script Triggers
// ======================================================================
trigger OnInitialize ()
{
if ((!isTangible (self)) || (isPlayer (self)))
detachScript(self, "conversation.echo_base_launch");
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.echo_base_launch");
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 (echo_base_launch_condition_isNotCorrectLevel (player, npc))
{
//-- NPC: While I appreciate your enthusiasm soldier, the mission I offer requires someone with more seasoning and experience.
string_id message = new string_id (c_stringFile, "s_57");
chat.chat (npc, player, message);
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (echo_base_launch_condition_Rebel_awaitingInstance (player, npc))
{
//-- NPC: You'll be briefed when you arrive. Have patience, soldier.
string_id message = new string_id (c_stringFile, "s_50");
chat.chat (npc, player, message);
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (echo_base_launch_condition_npcRebelPlayerImperial (player, npc))
{
doAnimationAction (npc, "wave_on_dismissing");
//-- NPC: I have nothing to say to you.
string_id message = new string_id (c_stringFile, "s_18");
chat.chat (npc, player, message);
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (echo_base_launch_condition_bothRebel (player, npc))
{
//-- NPC: What can I do for you, soldier? Are you here to requisition supplies or reporting for duty?
string_id message = new string_id (c_stringFile, "s_7");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I'm reporting for duty.
boolean hasResponse0 = false;
if (echo_base_launch_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I would like to see what supplies you have to offer.
boolean hasResponse1 = false;
if (echo_base_launch_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_9");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_20");
utils.setScriptVar (player, "conversation.echo_base_launch.branchId", 4);
npcStartConversation (player, npc, "echo_base_launch", message, responses);
}
else
{
chat.chat (npc, player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (echo_base_launch_condition_Imperial_awaitingInstance (player, npc))
{
//-- NPC: Your orders await you at your destination. I cannot say more at this time...this location is not secure.
string_id message = new string_id (c_stringFile, "s_49");
chat.chat (npc, player, message);
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (echo_base_launch_condition_npcImperialPlayerRebel (player, npc))
{
doAnimationAction (npc, "threaten");
//-- NPC: You're fortunate I've been ordered to tolerate your kind in this township. For now. But I'd advise you to leave. Quickly.
string_id message = new string_id (c_stringFile, "s_48");
chat.chat (npc, player, message);
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (echo_base_launch_condition_bothImperial (player, npc))
{
//-- NPC: Stand at attention, soldier. You represent the Empire! Even in this forsaken place. I do not understand why we tolerate its existence.
string_id message = new string_id (c_stringFile, "s_30");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I am reporting for duty, Sir.
boolean hasResponse0 = false;
if (echo_base_launch_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I would like to see what supplies you have to offer.
boolean hasResponse1 = false;
if (echo_base_launch_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_32");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_51");
utils.setScriptVar (player, "conversation.echo_base_launch.branchId", 13);
npcStartConversation (player, npc, "echo_base_launch", message, responses);
}
else
{
chat.chat (npc, player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE] Player is Neutral.
if (echo_base_launch_condition__defaultCondition (player, npc))
{
doAnimationAction (npc, "wave_finger_warning");
//-- NPC: I'm here on official business, citizen. Sign up and join the War or step aside for those who do not fear to choose a side.
string_id message = new string_id (c_stringFile, "s_58");
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 != "echo_base_launch")
return SCRIPT_CONTINUE;
obj_id npc = self;
int branchId = utils.getIntScriptVar (player, "conversation.echo_base_launch.branchId");
if (branchId == 4 && echo_base_launch_handleBranch4 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 7 && echo_base_launch_handleBranch7 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 13 && echo_base_launch_handleBranch13 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 16 && echo_base_launch_handleBranch16 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
chat.chat (npc, "Error: Fell through all branches and responses for OnNpcConversationResponse.");
utils.removeScriptVar (player, "conversation.echo_base_launch.branchId");
return SCRIPT_CONTINUE;
}
// ======================================================================