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dsrc/sku.0/sys.server/compiled/game/script/conversation/prof_officer_11.script
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// ======================================================================
//
// prof_officer_11.script
// Copyright 2004, Sony Online Entertainment
// All Rights Reserved.
//
// Created with SwgConversationEditor 1.35 - DO NOT EDIT THIS AUTO-GENERATED FILE!
//
// ======================================================================
// ======================================================================
// Library Includes
// ======================================================================
include library.ai_lib;
include library.chat;
include library.groundquests;
include library.utils;
// ======================================================================
// Script Constants
// ======================================================================
string c_stringFile = "conversation/prof_officer_11";
// ======================================================================
// Script Conditions
// ======================================================================
boolean prof_officer_11_condition__defaultCondition (obj_id player, obj_id npc)
{
return true;
}
// ----------------------------------------------------------------------
boolean prof_officer_11_condition_isDoingOfficerQuest (obj_id player, obj_id npc)
{
if (groundquests.hasCompletedTask (player, "quest/prof_officer_11", "speakToEllis"))
{
return true;
}
return false;
}
// ----------------------------------------------------------------------
boolean prof_officer_11_condition_finishingOfficer (obj_id player, obj_id npc)
{
if (groundquests.isTaskActive (player, "quest/prof_officer_11", "finishingEllisOfficerQuest"))
{
return true;
}
return false;
}
// ----------------------------------------------------------------------
boolean prof_officer_11_condition_doneWithOfficerQuest (obj_id player, obj_id npc)
{
if (groundquests.hasCompletedQuest (player, "quest/prof_officer_11"))
{
return true;
}
return false;
}
// ----------------------------------------------------------------------
boolean prof_officer_11_condition_notOnQuest (obj_id player, obj_id npc)
{
if (!utils.isProfession(player, utils.OFFICER))
{
return true;
}
return false;
}
// ----------------------------------------------------------------------
boolean prof_officer_11_condition_notOfficer (obj_id player, obj_id npc)
{
if (!groundquests.isQuestActive (player, "quest/prof_officer_11"))
{
return true;
}
return false;
}
// ======================================================================
// Script Actions
// ======================================================================
void prof_officer_11_action_sendOfficerSignal (obj_id player, obj_id npc)
{
groundquests.sendSignal (player, "chatWithEllis");
}
// ----------------------------------------------------------------------
void prof_officer_11_action_sendFinishSignal (obj_id player, obj_id npc)
{
groundquests.sendSignal (player, "completedOfficer11");
}
// ======================================================================
// Script %TO Tokens
// ======================================================================
// ======================================================================
// Script %DI Tokens
// ======================================================================
// ======================================================================
// Script %DF Tokens
// ======================================================================
// ======================================================================
// handleBranch<n> Functions
// ======================================================================
int prof_officer_11_handleBranch5 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: So, you're an officer, eh? That's how they're making em these days, hmm? Fine. We'll do what we can.
//-- [RESPONSE NOTE]
//-- PLAYER: There's something you want me to do?
if (response == "s_14")
{
//-- [NOTE]
if (prof_officer_11_condition__defaultCondition (player, npc))
{
//-- NPC: Right. If you're going to lead soldiers into battle, then you've got to know about battle. So what I want is for you to get yourself in a fight.
string_id message = new string_id (c_stringFile, "s_16");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Fine. I'm ready.
boolean hasResponse0 = false;
if (prof_officer_11_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: With who?
boolean hasResponse1 = false;
if (prof_officer_11_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_18");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_22");
utils.setScriptVar (player, "conversation.prof_officer_11.branchId", 6);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.prof_officer_11.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: What's wrong with me?
if (response == "s_26")
{
//-- [NOTE]
if (prof_officer_11_condition__defaultCondition (player, npc))
{
//-- NPC: I didn't say there was anything wrong with you, did I? No, I didn't! That's the problem, people don't listen anymore.
string_id message = new string_id (c_stringFile, "s_28");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Sorry. Man, you're quick tempered.
boolean hasResponse0 = false;
if (prof_officer_11_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_30");
utils.setScriptVar (player, "conversation.prof_officer_11.branchId", 9);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.prof_officer_11.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int prof_officer_11_handleBranch6 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Right. If you're going to lead soldiers into battle, then you've got to know about battle. So what I want is for you to get yourself in a fight.
//-- [RESPONSE NOTE]
//-- PLAYER: Fine. I'm ready.
if (response == "s_18")
{
//-- [NOTE]
if (prof_officer_11_condition__defaultCondition (player, npc))
{
prof_officer_11_action_sendOfficerSignal (player, npc);
//-- NPC: Ready, are you? We'll see about that. Just follow the instructions I've given you, and we'll see just how ready you are.
string_id message = new string_id (c_stringFile, "s_20");
utils.removeScriptVar (player, "conversation.prof_officer_11.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: With who?
if (response == "s_22")
{
//-- [NOTE]
if (prof_officer_11_condition__defaultCondition (player, npc))
{
prof_officer_11_action_sendOfficerSignal (player, npc);
//-- NPC: Does it matter? Course not. Fightin's fightin. There ain't much more to it. But since you seem to be set on having a specified enemy, try the Krayt Cultists.
string_id message = new string_id (c_stringFile, "s_24");
utils.removeScriptVar (player, "conversation.prof_officer_11.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int prof_officer_11_handleBranch9 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: I didn't say there was anything wrong with you, did I? No, I didn't! That's the problem, people don't listen anymore.
//-- [RESPONSE NOTE]
//-- PLAYER: Sorry. Man, you're quick tempered.
if (response == "s_30")
{
//-- [NOTE]
if (prof_officer_11_condition__defaultCondition (player, npc))
{
//-- NPC: I'm old. Chalk it up to that.
string_id message = new string_id (c_stringFile, "s_32");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: What did you want?
boolean hasResponse0 = false;
if (prof_officer_11_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_34");
utils.setScriptVar (player, "conversation.prof_officer_11.branchId", 10);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.prof_officer_11.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int prof_officer_11_handleBranch10 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: I'm old. Chalk it up to that.
//-- [RESPONSE NOTE]
//-- PLAYER: What did you want?
if (response == "s_34")
{
//-- [NOTE]
if (prof_officer_11_condition__defaultCondition (player, npc))
{
//-- NPC: Right. If you're going to lead soldiers into battle, then you've got to know about battle. So what I want is for you to get yourself in a fight.
string_id message = new string_id (c_stringFile, "s_16");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Fine. I'm ready.
boolean hasResponse0 = false;
if (prof_officer_11_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: With who?
boolean hasResponse1 = false;
if (prof_officer_11_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_18");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_22");
utils.setScriptVar (player, "conversation.prof_officer_11.branchId", 6);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.prof_officer_11.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
// ======================================================================
// User Script Triggers
// ======================================================================
trigger OnInitialize ()
{
if ((!isMob (self)) || (isPlayer (self)))
detachScript(self, "conversation.prof_officer_11");
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.prof_officer_11");
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 (prof_officer_11_condition_doneWithOfficerQuest (player, npc))
{
//-- NPC: You did good work. Very good work.
string_id message = new string_id (c_stringFile, "s_6");
chat.chat (npc, player, message);
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (prof_officer_11_condition_notOfficer (player, npc))
{
//-- NPC: Sorry, you're not the kind of person I'm looking to speak to. I only deal with officers. If you're planning to become a real officer someday, maybe you should wait until you're ready.
string_id message = new string_id (c_stringFile, "s_4");
chat.chat (npc, player, message);
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (prof_officer_11_condition_finishingOfficer (player, npc))
{
prof_officer_11_action_sendFinishSignal (player, npc);
//-- NPC: Finished, eh? I knew you'd do it. You have it in you, that spark. I can see it. I always know.
string_id message = new string_id (c_stringFile, "s_8");
chat.chat (npc, player, message);
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (prof_officer_11_condition_isDoingOfficerQuest (player, npc))
{
//-- NPC: You haven't finished up yet. Come back when you do.
string_id message = new string_id (c_stringFile, "s_10");
chat.chat (npc, player, message);
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (prof_officer_11_condition__defaultCondition (player, npc))
{
//-- NPC: So, you're an officer, eh? That's how they're making em these days, hmm? Fine. We'll do what we can.
string_id message = new string_id (c_stringFile, "s_12");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: There's something you want me to do?
boolean hasResponse0 = false;
if (prof_officer_11_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: What's wrong with me?
boolean hasResponse1 = false;
if (prof_officer_11_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_14");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_26");
utils.setScriptVar (player, "conversation.prof_officer_11.branchId", 5);
npcStartConversation (player, npc, "prof_officer_11", 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 != "prof_officer_11")
return SCRIPT_CONTINUE;
obj_id npc = self;
int branchId = utils.getIntScriptVar (player, "conversation.prof_officer_11.branchId");
if (branchId == 5 && prof_officer_11_handleBranch5 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 6 && prof_officer_11_handleBranch6 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 9 && prof_officer_11_handleBranch9 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 10 && prof_officer_11_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.prof_officer_11.branchId");
return SCRIPT_CONTINUE;
}
// ======================================================================