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dsrc/sku.0/sys.server/compiled/game/script/conversation/legacy_button_damar.script
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// ======================================================================
//
// legacy_button_damar.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.features;
include library.groundquests;
include library.space_quest;
include library.utils;
// ======================================================================
// Script Constants
// ======================================================================
string c_stringFile = "conversation/legacy_button_damar";
// ======================================================================
// Script Conditions
// ======================================================================
boolean legacy_button_damar_condition__defaultCondition (obj_id player, obj_id npc)
{
return true;
}
// ----------------------------------------------------------------------
boolean legacy_button_damar_condition_onButtonImp (obj_id player, obj_id npc)
{
int questId1 = questGetQuestId("quest/legacy_button_imp_pt2");
int onBody = groundquests.getTaskId(questId1, "legacy_button_imp_e3");
boolean onTask = questIsTaskActive(questId1, onBody, player);
return onTask;
}
// ----------------------------------------------------------------------
boolean legacy_button_damar_condition_onButtonReb (obj_id player, obj_id npc)
{
int questId1 = questGetQuestId("quest/legacy_button_reb_pt2");
int onBody = groundquests.getTaskId(questId1, "legacy_button_reb_e3");
boolean onTask = questIsTaskActive(questId1, onBody, player);
return onTask;
}
// ----------------------------------------------------------------------
boolean legacy_button_damar_condition_questButtonComplete (obj_id player, obj_id npc)
{
int questId1 = questGetQuestId("quest/legacy_button_imp_pt2");
int questId2 = questGetQuestId("quest/legacy_button_reb_pt2");
boolean OnTask = questIsQuestComplete(questId1, player)||
questIsQuestComplete(questId2, player);
return OnTask;
}
// ======================================================================
// Script Actions
// ======================================================================
void legacy_button_damar_action_signalRebComplete (obj_id player, obj_id npc)
{
groundquests.sendSignal(player, "legacy_button_reb_launch_e4");
}
// ----------------------------------------------------------------------
void legacy_button_damar_action_signalImpComplete (obj_id player, obj_id npc)
{
groundquests.sendSignal(player, "legacy_button_imp_launch_e4");
groundquests.sendSignal(player, "legacy_button_reb_launch_e4");
}
// ----------------------------------------------------------------------
void legacy_button_damar_action_facePlayer (obj_id player, obj_id npc)
{
faceTo(npc, player);
}
// ======================================================================
// Script %TO Tokens
// ======================================================================
// ======================================================================
// Script %DI Tokens
// ======================================================================
// ======================================================================
// Script %DF Tokens
// ======================================================================
// ======================================================================
// handleBranch<n> Functions
// ======================================================================
int legacy_button_damar_handleBranch2 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: I don't know how you did it, but Barrezz will be happy that you got me out of here.
//-- [RESPONSE NOTE]
//-- PLAYER: No problem. I need you to process this fast though.
if (response == "s_48")
{
//-- [NOTE]
if (legacy_button_damar_condition__defaultCondition (player, npc))
{
legacy_button_damar_action_facePlayer (player, npc);
//-- NPC: Yes Barrezz said something about this before my ...job offer... from these gun runners. Ok give it to me.
string_id message = new string_id (c_stringFile, "s_49");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Here you go.
boolean hasResponse0 = false;
if (legacy_button_damar_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_50");
utils.setScriptVar (player, "conversation.legacy_button_damar.branchId", 3);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.legacy_button_damar.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int legacy_button_damar_handleBranch3 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Yes Barrezz said something about this before my ...job offer... from these gun runners. Ok give it to me.
//-- [RESPONSE NOTE]
//-- PLAYER: Here you go.
if (response == "s_50")
{
//-- [NOTE]
if (legacy_button_damar_condition__defaultCondition (player, npc))
{
doAnimationAction (npc, "paper");
legacy_button_damar_action_facePlayer (player, npc);
//-- NPC: OK, lets try some filters ....durables..ownership history ... and droids.
string_id message = new string_id (c_stringFile, "s_51");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Who has it?
boolean hasResponse0 = false;
if (legacy_button_damar_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: They are looking for a droid?
boolean hasResponse1 = false;
if (legacy_button_damar_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_52");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_21");
utils.setScriptVar (player, "conversation.legacy_button_damar.branchId", 4);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.legacy_button_damar.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int legacy_button_damar_handleBranch4 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: OK, lets try some filters ....durables..ownership history ... and droids.
//-- [RESPONSE NOTE]
//-- PLAYER: Who has it?
if (response == "s_52")
{
//-- [NOTE]
if (legacy_button_damar_condition__defaultCondition (player, npc))
{
legacy_button_damar_action_signalImpComplete (player, npc);
//-- NPC: A junk dealer named Watto. I'll upload all the info into your datapad and send a copy off to your handler. Now its time for me to leave.
string_id message = new string_id (c_stringFile, "s_53");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Thanks.
boolean hasResponse0 = false;
if (legacy_button_damar_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_24");
utils.setScriptVar (player, "conversation.legacy_button_damar.branchId", 5);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.legacy_button_damar.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: They are looking for a droid?
if (response == "s_21")
{
//-- [NOTE]
if (legacy_button_damar_condition__defaultCondition (player, npc))
{
//-- NPC: Yes. Didn't you know? Hmmm they must not have fully trusted you if they didn't tell you what they were actually looking for. Apparently this droid is carrying something extremely important.
string_id message = new string_id (c_stringFile, "s_22");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: So who has it?
boolean hasResponse0 = false;
if (legacy_button_damar_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_23");
utils.setScriptVar (player, "conversation.legacy_button_damar.branchId", 7);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.legacy_button_damar.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int legacy_button_damar_handleBranch5 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: A junk dealer named Watto. I'll upload all the info into your datapad and send a copy off to your handler. Now its time for me to leave.
//-- [RESPONSE NOTE]
//-- PLAYER: Thanks.
if (response == "s_24")
{
//-- [NOTE]
if (legacy_button_damar_condition__defaultCondition (player, npc))
{
//-- NPC: You are welcome.
string_id message = new string_id (c_stringFile, "s_25");
utils.removeScriptVar (player, "conversation.legacy_button_damar.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int legacy_button_damar_handleBranch7 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Yes. Didn't you know? Hmmm they must not have fully trusted you if they didn't tell you what they were actually looking for. Apparently this droid is carrying something extremely important.
//-- [RESPONSE NOTE]
//-- PLAYER: So who has it?
if (response == "s_23")
{
//-- [NOTE]
if (legacy_button_damar_condition__defaultCondition (player, npc))
{
legacy_button_damar_action_signalImpComplete (player, npc);
//-- NPC: A junk dealer named Watto. I'll upload all the info into your datapad and send a copy off to your handler. Now its time for me to leave.
string_id message = new string_id (c_stringFile, "s_53");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Thanks.
boolean hasResponse0 = false;
if (legacy_button_damar_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_24");
utils.setScriptVar (player, "conversation.legacy_button_damar.branchId", 5);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.legacy_button_damar.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int legacy_button_damar_handleBranch8 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: I don't know how you did it, but Bastra will be happy that you got me out of here.
//-- [RESPONSE NOTE]
//-- PLAYER: No problem. I need you to process this fast though.
if (response == "s_38")
{
//-- [NOTE]
if (legacy_button_damar_condition__defaultCondition (player, npc))
{
//-- NPC: Yes Bastra said something about this before my...job offer... from these gun runners. Ok give it to me.
string_id message = new string_id (c_stringFile, "s_39");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Here you go.
boolean hasResponse0 = false;
if (legacy_button_damar_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_40");
utils.setScriptVar (player, "conversation.legacy_button_damar.branchId", 9);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.legacy_button_damar.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int legacy_button_damar_handleBranch9 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Yes Bastra said something about this before my...job offer... from these gun runners. Ok give it to me.
//-- [RESPONSE NOTE]
//-- PLAYER: Here you go.
if (response == "s_40")
{
//-- [NOTE]
if (legacy_button_damar_condition__defaultCondition (player, npc))
{
doAnimationAction (npc, "paper");
//-- NPC: OK, lets try some filters ....durables..ownership history ... and droids.
string_id message = new string_id (c_stringFile, "s_41");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Who has it?
boolean hasResponse0 = false;
if (legacy_button_damar_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: They are looking for a droid?
boolean hasResponse1 = false;
if (legacy_button_damar_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_26");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_28");
utils.setScriptVar (player, "conversation.legacy_button_damar.branchId", 10);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.legacy_button_damar.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int legacy_button_damar_handleBranch10 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: OK, lets try some filters ....durables..ownership history ... and droids.
//-- [RESPONSE NOTE]
//-- PLAYER: Who has it?
if (response == "s_26")
{
//-- [NOTE]
if (legacy_button_damar_condition__defaultCondition (player, npc))
{
legacy_button_damar_action_signalImpComplete (player, npc);
//-- NPC: A junk dealer named Watto. I'll upload all the info into your datapad and send a copy off to your handler. Now its time for me to leave.
string_id message = new string_id (c_stringFile, "s_53");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Thanks.
boolean hasResponse0 = false;
if (legacy_button_damar_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_24");
utils.setScriptVar (player, "conversation.legacy_button_damar.branchId", 5);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.legacy_button_damar.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: They are looking for a droid?
if (response == "s_28")
{
//-- [NOTE]
if (legacy_button_damar_condition__defaultCondition (player, npc))
{
//-- NPC: Yes. Didn't you know? Hmmm they must not have fully trusted you if they didn't tell you what they were actually looking for. Apparently this droid is carrying something extremely important.
string_id message = new string_id (c_stringFile, "s_22");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: So who has it?
boolean hasResponse0 = false;
if (legacy_button_damar_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_23");
utils.setScriptVar (player, "conversation.legacy_button_damar.branchId", 7);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.legacy_button_damar.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
// ======================================================================
// User Script Triggers
// ======================================================================
trigger OnInitialize ()
{
if ((!isMob (self)) || (isPlayer (self)))
detachScript(self, "conversation.legacy_button_damar");
setCondition (self, CONDITION_CONVERSABLE);
setCondition (self, CONDITION_INTERESTING);
setInvulnerable (self, true);
setName (self, "Jem Lavar");
ai_lib.setDefaultCalmBehavior( self, ai_lib.BEHAVIOR_SENTINEL );
return SCRIPT_CONTINUE;
}
trigger OnAttach ()
{
setCondition (self, CONDITION_CONVERSABLE);
setCondition (self, CONDITION_INTERESTING);
setInvulnerable (self, true);
setName (self, "Jem Lavar");
ai_lib.setDefaultCalmBehavior( self, ai_lib.BEHAVIOR_SENTINEL );
return SCRIPT_CONTINUE;
}
trigger OnObjectMenuRequest (obj_id player, menu_info menuInfo)
{
int menu = menuInfo.addRootMenu (menu_info_types.CONVERSE_START, null);
menu_info_data menuInfoData = menuInfo.getMenuItemById (menu);
menuInfoData.setServerNotify (false);
setCondition (self, CONDITION_CONVERSABLE);
return SCRIPT_CONTINUE;
}
trigger OnIncapacitated (obj_id killer)
{
clearCondition (self, CONDITION_CONVERSABLE);
detachScript (self, "conversation.legacy_button_damar");
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 (legacy_button_damar_condition_questButtonComplete (player, npc))
{
doAnimationAction (npc, "threaten");
legacy_button_damar_action_facePlayer (player, npc);
//-- NPC: I have been hearing good things about you from our mutual friend.
string_id message = new string_id (c_stringFile, "s_101");
chat.chat (npc, player, message);
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (legacy_button_damar_condition_onButtonImp (player, npc))
{
doAnimationAction (npc, "thank");
legacy_button_damar_action_facePlayer (player, npc);
//-- NPC: I don't know how you did it, but Barrezz will be happy that you got me out of here.
string_id message = new string_id (c_stringFile, "s_145");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: No problem. I need you to process this fast though.
boolean hasResponse0 = false;
if (legacy_button_damar_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_48");
utils.setScriptVar (player, "conversation.legacy_button_damar.branchId", 2);
npcStartConversation (player, npc, "legacy_button_damar", message, responses);
}
else
{
chat.chat (npc, player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (legacy_button_damar_condition_onButtonReb (player, npc))
{
doAnimationAction (npc, "thank");
legacy_button_damar_action_facePlayer (player, npc);
//-- NPC: I don't know how you did it, but Bastra will be happy that you got me out of here.
string_id message = new string_id (c_stringFile, "s_144");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: No problem. I need you to process this fast though.
boolean hasResponse0 = false;
if (legacy_button_damar_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_38");
utils.setScriptVar (player, "conversation.legacy_button_damar.branchId", 8);
npcStartConversation (player, npc, "legacy_button_damar", message, responses);
}
else
{
chat.chat (npc, player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE] D1
if (legacy_button_damar_condition__defaultCondition (player, npc))
{
doAnimationAction (npc, "cough_polite");
legacy_button_damar_action_facePlayer (player, npc);
//-- NPC: I don't know how you got here but please leave before anyone sees me with you. Its worth my life if I am caught talking with anyone.
string_id message = new string_id (c_stringFile, "s_805");
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 != "legacy_button_damar")
return SCRIPT_CONTINUE;
obj_id npc = self;
int branchId = utils.getIntScriptVar (player, "conversation.legacy_button_damar.branchId");
if (branchId == 2 && legacy_button_damar_handleBranch2 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 3 && legacy_button_damar_handleBranch3 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 4 && legacy_button_damar_handleBranch4 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 5 && legacy_button_damar_handleBranch5 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 7 && legacy_button_damar_handleBranch7 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 8 && legacy_button_damar_handleBranch8 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 9 && legacy_button_damar_handleBranch9 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 10 && legacy_button_damar_handleBranch10 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
chat.chat (npc, "Error: Fell through all branches and responses for OnNpcConversationResponse.");
utils.removeScriptVar (player, "conversation.legacy_button_damar.branchId");
return SCRIPT_CONTINUE;
}
// ======================================================================