Files
dsrc/sku.0/sys.server/compiled/game/script/conversation/heraldlok2.script
T

908 lines
26 KiB
Plaintext

// ======================================================================
//
// heraldlok2.script
// Copyright 2004, Sony Online Entertainment
// All Rights Reserved.
//
// Created with SwgConversationEditor 1.36 - DO NOT EDIT THIS AUTO-GENERATED FILE!
//
// ======================================================================
// ======================================================================
// Library Includes
// ======================================================================
include library.ai_lib;
include library.chat;
include library.utils;
// ======================================================================
// Script Constants
// ======================================================================
string c_stringFile = "conversation/heraldlok2";
// ======================================================================
// Script Conditions
// ======================================================================
boolean heraldlok2_condition__defaultCondition (obj_id player, obj_id npc)
{
return true;
}
// ======================================================================
// Script Actions
// ======================================================================
void heraldlok2_action_waypoint1 (obj_id player, obj_id npc)
{
location droid = new location(3272, 0, -4872);
obj_id waypoint = createWaypointInDatapad(player, droid);
setWaypointName(waypoint, "Droid Engineer's Cave");
setWaypointColor( waypoint, "blue" );
setWaypointVisible( waypoint, true );
setWaypointActive( waypoint, true );
}
// ----------------------------------------------------------------------
void heraldlok2_action_waypoint2 (obj_id player, obj_id npc)
{
location ship = new location(3608, 0, 2184);
obj_id waypoint = createWaypointInDatapad(player, ship);
setWaypointName(waypoint, "Downed Smuggler's Ship");
setWaypointColor( waypoint, "blue" );
setWaypointVisible( waypoint, true );
setWaypointActive( waypoint, true );
doAnimationAction(npc, "rub_chin_thoughtful");
}
// ----------------------------------------------------------------------
void heraldlok2_action_laugh (obj_id player, obj_id npc)
{
doAnimationAction(npc, "laugh_cackle");
}
// ----------------------------------------------------------------------
void heraldlok2_action_thoutful (obj_id player, obj_id npc)
{
doAnimationAction(npc, "rub_chin_thoughtful");
}
// ----------------------------------------------------------------------
void heraldlok2_action_dismiss (obj_id player, obj_id npc)
{
doAnimationAction(npc, "wave_on_dismissing");
}
// ----------------------------------------------------------------------
void heraldlok2_action_check (obj_id player, obj_id npc)
{
doAnimationAction(npc, "check_wrist_device");
}
// ======================================================================
// Script %TO Tokens
// ======================================================================
// ======================================================================
// Script %DI Tokens
// ======================================================================
// ======================================================================
// Script %DF Tokens
// ======================================================================
// ======================================================================
// handleBranch<n> Functions
// ======================================================================
int heraldlok2_handleBranch1 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: I recognize that swagger in your steps. You're an outcast like me. And, like me, you should know that opposition to your aims and goals are grounds for 'removal'.
//-- [RESPONSE NOTE]
//-- PLAYER: I agree!
if (response == "s_63fbc0e4")
{
//-- [NOTE]
if (heraldlok2_condition__defaultCondition (player, npc))
{
heraldlok2_action_laugh (player, npc);
//-- NPC: Then help me! Help me rid Lok of my opposition so that I may become leader of my own little band of outcasts. I must earn their trust...
string_id message = new string_id (c_stringFile, "s_471ddd18");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: What's in it for me?
boolean hasResponse0 = false;
if (heraldlok2_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I'll help you.
boolean hasResponse1 = false;
if (heraldlok2_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: I don't want to help you.
boolean hasResponse2 = false;
if (heraldlok2_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_48566ef9");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_a66ef7ad");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_d17c998e");
utils.setScriptVar (player, "conversation.heraldlok2.branchId", 2);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.heraldlok2.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I don't agree with you.
if (response == "s_7bf56007")
{
//-- [NOTE]
if (heraldlok2_condition__defaultCondition (player, npc))
{
//-- NPC: I was wrong about you. You're nothing but a commoner. I don't deal with commoners. Go away!
string_id message = new string_id (c_stringFile, "s_391e8a36");
utils.removeScriptVar (player, "conversation.heraldlok2.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int heraldlok2_handleBranch2 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Then help me! Help me rid Lok of my opposition so that I may become leader of my own little band of outcasts. I must earn their trust...
//-- [RESPONSE NOTE]
//-- PLAYER: What's in it for me?
if (response == "s_48566ef9")
{
//-- [NOTE]
if (heraldlok2_condition__defaultCondition (player, npc))
{
//-- NPC: The bounty and riches of my--our!--enemy's strongholds! Just think of it; all the treasure you can fill your deep pockets with! All yours! Just destroy them.
string_id message = new string_id (c_stringFile, "s_6cfa2fa7");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Where are these enemies?
boolean hasResponse0 = false;
if (heraldlok2_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: It sounds fishy to me. No.
boolean hasResponse1 = false;
if (heraldlok2_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_3f395897");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_9be34260");
utils.setScriptVar (player, "conversation.heraldlok2.branchId", 3);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.heraldlok2.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I'll help you.
if (response == "s_a66ef7ad")
{
//-- [NOTE]
if (heraldlok2_condition__defaultCondition (player, npc))
{
//-- NPC: Excellent! You can start by either plundering the Droid Engineer's Cave or the Smuggler's Ship. Which will it be?
string_id message = new string_id (c_stringFile, "s_a9eda6c");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Smuggler's Ship.
boolean hasResponse0 = false;
if (heraldlok2_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Droid Engineer's Cave.
boolean hasResponse1 = false;
if (heraldlok2_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_36");
utils.setScriptVar (player, "conversation.heraldlok2.branchId", 13);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.heraldlok2.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I don't want to help you.
if (response == "s_d17c998e")
{
//-- [NOTE]
if (heraldlok2_condition__defaultCondition (player, npc))
{
heraldlok2_action_check (player, npc);
//-- NPC: Then leave! I have too many things to do than to waste my time.
string_id message = new string_id (c_stringFile, "s_657533b5");
utils.removeScriptVar (player, "conversation.heraldlok2.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int heraldlok2_handleBranch3 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: The bounty and riches of my--our!--enemy's strongholds! Just think of it; all the treasure you can fill your deep pockets with! All yours! Just destroy them.
//-- [RESPONSE NOTE]
//-- PLAYER: Where are these enemies?
if (response == "s_3f395897")
{
//-- [NOTE]
if (heraldlok2_condition__defaultCondition (player, npc))
{
//-- NPC: It depends. There's the Smuggler's Ship and the Droid Engineer's cave. Which do you prefer to plunder first?
string_id message = new string_id (c_stringFile, "s_2f559d1");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Smuggler's Ship.
boolean hasResponse0 = false;
if (heraldlok2_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Droid Engineer's Cave.
boolean hasResponse1 = false;
if (heraldlok2_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: What is your reasoning behind this?
boolean hasResponse2 = false;
if (heraldlok2_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_7884d24e");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_4db27a02");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_326fcc61");
utils.setScriptVar (player, "conversation.heraldlok2.branchId", 4);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.heraldlok2.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: It sounds fishy to me. No.
if (response == "s_9be34260")
{
//-- [NOTE]
if (heraldlok2_condition__defaultCondition (player, npc))
{
//-- NPC: I will offer the opportunity to someone else. Unfortunately, it will be your loss.
string_id message = new string_id (c_stringFile, "s_46236858");
utils.removeScriptVar (player, "conversation.heraldlok2.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int heraldlok2_handleBranch4 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: It depends. There's the Smuggler's Ship and the Droid Engineer's cave. Which do you prefer to plunder first?
//-- [RESPONSE NOTE]
//-- PLAYER: Smuggler's Ship.
if (response == "s_7884d24e")
{
//-- [NOTE]
if (heraldlok2_condition__defaultCondition (player, npc))
{
heraldlok2_action_waypoint2 (player, npc);
//-- NPC: Ahh, the smugglers. They have been a thorn in our side for awhile. Their ground operatives have stolen too many of our missions and goals. For some reason, their ship has been shot down by forces unknown. Looks as if they have more enemies than we thought.
string_id message = new string_id (c_stringFile, "s_fc5dc465");
utils.removeScriptVar (player, "conversation.heraldlok2.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: Droid Engineer's Cave.
if (response == "s_4db27a02")
{
//-- [NOTE]
if (heraldlok2_condition__defaultCondition (player, npc))
{
heraldlok2_action_waypoint1 (player, npc);
//-- NPC: Completely insane, the droid engineer creates minions for his own personal design. We cannot compete with insanity and must find means of removing him from Lok. I wish you luck in the endeavor. It won't be easy.
string_id message = new string_id (c_stringFile, "s_f8224468");
utils.removeScriptVar (player, "conversation.heraldlok2.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: What is your reasoning behind this?
if (response == "s_326fcc61")
{
//-- [NOTE]
if (heraldlok2_condition__defaultCondition (player, npc))
{
heraldlok2_action_dismiss (player, npc);
//-- NPC: What business is it of yours? Do not question me! Had you the opportunity to become leader of your underground gang of pirates, you too would try to gain your people's trust and rid yourself of the troubles your opposition caused.
string_id message = new string_id (c_stringFile, "s_4487b6cf");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I don't like your reasoning.
boolean hasResponse0 = false;
if (heraldlok2_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Okay, okay. What were those places again?
boolean hasResponse1 = false;
if (heraldlok2_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_248becfc");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_372fb7c1");
utils.setScriptVar (player, "conversation.heraldlok2.branchId", 7);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.heraldlok2.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int heraldlok2_handleBranch7 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: What business is it of yours? Do not question me! Had you the opportunity to become leader of your underground gang of pirates, you too would try to gain your people's trust and rid yourself of the troubles your opposition caused.
//-- [RESPONSE NOTE]
//-- PLAYER: I don't like your reasoning.
if (response == "s_248becfc")
{
//-- [NOTE]
if (heraldlok2_condition__defaultCondition (player, npc))
{
//-- NPC: Ugh! I have no time for this..
string_id message = new string_id (c_stringFile, "s_e4e08f1f");
utils.removeScriptVar (player, "conversation.heraldlok2.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: Okay, okay. What were those places again?
if (response == "s_372fb7c1")
{
//-- [NOTE]
if (heraldlok2_condition__defaultCondition (player, npc))
{
//-- NPC: Smuggler's Ship and the Droid Engineer's Cave.
string_id message = new string_id (c_stringFile, "s_8247a8b0");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Smuggler's Ship.
boolean hasResponse0 = false;
if (heraldlok2_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Droid Engineer's Cave.
boolean hasResponse1 = false;
if (heraldlok2_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_20");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_24");
utils.setScriptVar (player, "conversation.heraldlok2.branchId", 9);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.heraldlok2.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int heraldlok2_handleBranch9 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Smuggler's Ship and the Droid Engineer's Cave.
//-- [RESPONSE NOTE]
//-- PLAYER: Smuggler's Ship.
if (response == "s_20")
{
//-- [NOTE]
if (heraldlok2_condition__defaultCondition (player, npc))
{
heraldlok2_action_waypoint2 (player, npc);
//-- NPC: Ahh, the smugglers. They have been a thorn in our side for awhile. Their ground operatives have stolen too many of our missions and goals. For some reason, their ship has been shot down by forces unknown. Looks as if they have more enemies than we thought.
string_id message = new string_id (c_stringFile, "s_22");
utils.removeScriptVar (player, "conversation.heraldlok2.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: Droid Engineer's Cave.
if (response == "s_24")
{
//-- [NOTE]
if (heraldlok2_condition__defaultCondition (player, npc))
{
heraldlok2_action_waypoint1 (player, npc);
//-- NPC: Completely insane, the droid engineer creates minions for his own personal design. We cannot compete with insanity and must find means of removing him from Lok. I wish you luck in the endeavor. It won't be easy.
string_id message = new string_id (c_stringFile, "s_26");
utils.removeScriptVar (player, "conversation.heraldlok2.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int heraldlok2_handleBranch13 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Excellent! You can start by either plundering the Droid Engineer's Cave or the Smuggler's Ship. Which will it be?
//-- [RESPONSE NOTE]
//-- PLAYER: Smuggler's Ship.
if (response == "s_32")
{
//-- [NOTE]
if (heraldlok2_condition__defaultCondition (player, npc))
{
heraldlok2_action_waypoint2 (player, npc);
//-- NPC: Ahh, the smugglers. They have been a thorn in our side for awhile. Their ground operatives have stolen too many of our missions and goals. For some reason, their ship has been shot down by forces unknown. Looks as if they have more enemies than we thought.
string_id message = new string_id (c_stringFile, "s_34");
utils.removeScriptVar (player, "conversation.heraldlok2.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: Droid Engineer's Cave.
if (response == "s_36")
{
//-- [NOTE]
if (heraldlok2_condition__defaultCondition (player, npc))
{
heraldlok2_action_waypoint1 (player, npc);
//-- NPC: Completely insane, the droid engineer creates minions for his own personal design. We cannot compete with insanity and must find means of removing him from Lok. I wish you luck in the endeavor. It won't be easy.
string_id message = new string_id (c_stringFile, "s_38");
utils.removeScriptVar (player, "conversation.heraldlok2.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
// ======================================================================
// User Script Triggers
// ======================================================================
trigger OnInitialize ()
{
if ((!isTangible (self)) || (isPlayer (self)))
detachScript(self, "conversation.heraldlok2");
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.heraldlok2");
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 (heraldlok2_condition__defaultCondition (player, npc))
{
//-- NPC: I recognize that swagger in your steps. You're an outcast like me. And, like me, you should know that opposition to your aims and goals are grounds for 'removal'.
string_id message = new string_id (c_stringFile, "s_66d367c9");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I agree!
boolean hasResponse0 = false;
if (heraldlok2_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I don't agree with you.
boolean hasResponse1 = false;
if (heraldlok2_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_63fbc0e4");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_7bf56007");
utils.setScriptVar (player, "conversation.heraldlok2.branchId", 1);
npcStartConversation (player, npc, "heraldlok2", message, responses);
}
else
{
chat.chat (npc, player, message);
}
return SCRIPT_CONTINUE;
}
chat.chat (npc, "Error: All conditions for OnStartNpcConversation were false.");
return SCRIPT_CONTINUE;
}
// ----------------------------------------------------------------------
trigger OnNpcConversationResponse (string conversationId, obj_id player, string_id response)
{
if (conversationId != "heraldlok2")
return SCRIPT_CONTINUE;
obj_id npc = self;
int branchId = utils.getIntScriptVar (player, "conversation.heraldlok2.branchId");
if (branchId == 1 && heraldlok2_handleBranch1 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 2 && heraldlok2_handleBranch2 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 3 && heraldlok2_handleBranch3 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 4 && heraldlok2_handleBranch4 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 7 && heraldlok2_handleBranch7 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 9 && heraldlok2_handleBranch9 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 13 && heraldlok2_handleBranch13 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
chat.chat (npc, "Error: Fell through all branches and responses for OnNpcConversationResponse.");
utils.removeScriptVar (player, "conversation.heraldlok2.branchId");
return SCRIPT_CONTINUE;
}
// ======================================================================