mirror of
https://github.com/SWG-Source/dsrc.git
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603 lines
17 KiB
Plaintext
603 lines
17 KiB
Plaintext
// ======================================================================
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//
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// prof_officer_11.script
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// Copyright 2004, Sony Online Entertainment
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// All Rights Reserved.
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//
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// Created with SwgConversationEditor 1.35 - DO NOT EDIT THIS AUTO-GENERATED FILE!
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//
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// ======================================================================
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// ======================================================================
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// Library Includes
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// ======================================================================
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include library.ai_lib;
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include library.chat;
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include library.groundquests;
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include library.utils;
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// ======================================================================
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// Script Constants
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// ======================================================================
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string c_stringFile = "conversation/prof_officer_11";
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// ======================================================================
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// Script Conditions
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// ======================================================================
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boolean prof_officer_11_condition__defaultCondition (obj_id player, obj_id npc)
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{
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return true;
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}
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// ----------------------------------------------------------------------
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boolean prof_officer_11_condition_isDoingOfficerQuest (obj_id player, obj_id npc)
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{
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if (groundquests.hasCompletedTask (player, "quest/prof_officer_11", "speakToEllis"))
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{
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return true;
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}
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return false;
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}
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// ----------------------------------------------------------------------
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boolean prof_officer_11_condition_finishingOfficer (obj_id player, obj_id npc)
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{
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if (groundquests.isTaskActive (player, "quest/prof_officer_11", "finishingEllisOfficerQuest"))
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{
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return true;
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}
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return false;
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}
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// ----------------------------------------------------------------------
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boolean prof_officer_11_condition_doneWithOfficerQuest (obj_id player, obj_id npc)
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{
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if (groundquests.hasCompletedQuest (player, "quest/prof_officer_11"))
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{
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return true;
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}
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return false;
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}
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// ----------------------------------------------------------------------
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boolean prof_officer_11_condition_notOnQuest (obj_id player, obj_id npc)
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{
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if (!utils.isProfession(player, utils.OFFICER))
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{
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return true;
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}
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return false;
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}
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// ----------------------------------------------------------------------
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boolean prof_officer_11_condition_notOfficer (obj_id player, obj_id npc)
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{
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if (!groundquests.isQuestActive (player, "quest/prof_officer_11"))
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{
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return true;
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}
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return false;
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}
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// ======================================================================
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// Script Actions
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// ======================================================================
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void prof_officer_11_action_sendOfficerSignal (obj_id player, obj_id npc)
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{
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groundquests.sendSignal (player, "chatWithEllis");
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}
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// ----------------------------------------------------------------------
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void prof_officer_11_action_sendFinishSignal (obj_id player, obj_id npc)
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{
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groundquests.sendSignal (player, "completedOfficer11");
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}
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// ======================================================================
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// Script %TO Tokens
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// ======================================================================
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// ======================================================================
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// Script %DI Tokens
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// ======================================================================
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// ======================================================================
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// Script %DF Tokens
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// ======================================================================
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// ======================================================================
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// handleBranch<n> Functions
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// ======================================================================
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int prof_officer_11_handleBranch5 (obj_id player, obj_id npc, string_id response)
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{
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//-- [BRANCH NOTE]
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//-- NPC: So, you're an officer, eh? That's how they're making em these days, hmm? Fine. We'll do what we can.
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//-- [RESPONSE NOTE]
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//-- PLAYER: There's something you want me to do?
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if (response == "s_14")
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{
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//-- [NOTE]
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if (prof_officer_11_condition__defaultCondition (player, npc))
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{
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//-- 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.
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string_id message = new string_id (c_stringFile, "s_16");
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int numberOfResponses = 0;
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boolean hasResponse = false;
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//-- PLAYER: Fine. I'm ready.
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boolean hasResponse0 = false;
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if (prof_officer_11_condition__defaultCondition (player, npc))
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{
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++numberOfResponses;
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hasResponse = true;
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hasResponse0 = true;
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}
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//-- PLAYER: With who?
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boolean hasResponse1 = false;
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if (prof_officer_11_condition__defaultCondition (player, npc))
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{
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++numberOfResponses;
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hasResponse = true;
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hasResponse1 = true;
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}
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if (hasResponse)
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{
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int responseIndex = 0;
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string_id responses [] = new string_id [numberOfResponses];
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if (hasResponse0)
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responses [responseIndex++] = new string_id (c_stringFile, "s_18");
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if (hasResponse1)
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responses [responseIndex++] = new string_id (c_stringFile, "s_22");
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utils.setScriptVar (player, "conversation.prof_officer_11.branchId", 6);
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npcSpeak (player, message);
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npcSetConversationResponses (player, responses);
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}
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else
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{
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utils.removeScriptVar (player, "conversation.prof_officer_11.branchId");
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npcEndConversationWithMessage (player, message);
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}
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return SCRIPT_CONTINUE;
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}
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}
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//-- [RESPONSE NOTE]
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//-- PLAYER: What's wrong with me?
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if (response == "s_26")
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{
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//-- [NOTE]
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if (prof_officer_11_condition__defaultCondition (player, npc))
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{
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//-- 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.
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string_id message = new string_id (c_stringFile, "s_28");
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int numberOfResponses = 0;
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boolean hasResponse = false;
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//-- PLAYER: Sorry. Man, you're quick tempered.
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boolean hasResponse0 = false;
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if (prof_officer_11_condition__defaultCondition (player, npc))
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{
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++numberOfResponses;
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hasResponse = true;
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hasResponse0 = true;
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}
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if (hasResponse)
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{
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int responseIndex = 0;
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string_id responses [] = new string_id [numberOfResponses];
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if (hasResponse0)
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responses [responseIndex++] = new string_id (c_stringFile, "s_30");
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utils.setScriptVar (player, "conversation.prof_officer_11.branchId", 9);
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npcSpeak (player, message);
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npcSetConversationResponses (player, responses);
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}
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else
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{
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utils.removeScriptVar (player, "conversation.prof_officer_11.branchId");
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npcEndConversationWithMessage (player, message);
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}
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return SCRIPT_CONTINUE;
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}
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}
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return SCRIPT_DEFAULT;
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}
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// ----------------------------------------------------------------------
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int prof_officer_11_handleBranch6 (obj_id player, obj_id npc, string_id response)
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{
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//-- [BRANCH NOTE]
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//-- 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.
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//-- [RESPONSE NOTE]
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//-- PLAYER: Fine. I'm ready.
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if (response == "s_18")
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{
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//-- [NOTE]
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if (prof_officer_11_condition__defaultCondition (player, npc))
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{
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prof_officer_11_action_sendOfficerSignal (player, npc);
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//-- 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.
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string_id message = new string_id (c_stringFile, "s_20");
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utils.removeScriptVar (player, "conversation.prof_officer_11.branchId");
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npcEndConversationWithMessage (player, message);
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return SCRIPT_CONTINUE;
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}
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}
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//-- [RESPONSE NOTE]
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//-- PLAYER: With who?
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if (response == "s_22")
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{
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//-- [NOTE]
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if (prof_officer_11_condition__defaultCondition (player, npc))
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{
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prof_officer_11_action_sendOfficerSignal (player, npc);
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//-- 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.
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string_id message = new string_id (c_stringFile, "s_24");
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utils.removeScriptVar (player, "conversation.prof_officer_11.branchId");
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npcEndConversationWithMessage (player, message);
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return SCRIPT_CONTINUE;
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}
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}
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return SCRIPT_DEFAULT;
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}
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// ----------------------------------------------------------------------
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int prof_officer_11_handleBranch9 (obj_id player, obj_id npc, string_id response)
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{
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//-- [BRANCH NOTE]
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//-- 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.
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//-- [RESPONSE NOTE]
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//-- PLAYER: Sorry. Man, you're quick tempered.
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if (response == "s_30")
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{
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//-- [NOTE]
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if (prof_officer_11_condition__defaultCondition (player, npc))
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{
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//-- NPC: I'm old. Chalk it up to that.
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string_id message = new string_id (c_stringFile, "s_32");
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int numberOfResponses = 0;
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boolean hasResponse = false;
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//-- PLAYER: What did you want?
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boolean hasResponse0 = false;
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if (prof_officer_11_condition__defaultCondition (player, npc))
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{
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++numberOfResponses;
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hasResponse = true;
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hasResponse0 = true;
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}
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if (hasResponse)
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{
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int responseIndex = 0;
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string_id responses [] = new string_id [numberOfResponses];
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if (hasResponse0)
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responses [responseIndex++] = new string_id (c_stringFile, "s_34");
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utils.setScriptVar (player, "conversation.prof_officer_11.branchId", 10);
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npcSpeak (player, message);
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npcSetConversationResponses (player, responses);
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}
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else
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{
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utils.removeScriptVar (player, "conversation.prof_officer_11.branchId");
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npcEndConversationWithMessage (player, message);
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}
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return SCRIPT_CONTINUE;
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}
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}
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return SCRIPT_DEFAULT;
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}
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// ----------------------------------------------------------------------
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int prof_officer_11_handleBranch10 (obj_id player, obj_id npc, string_id response)
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{
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//-- [BRANCH NOTE]
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//-- NPC: I'm old. Chalk it up to that.
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//-- [RESPONSE NOTE]
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//-- PLAYER: What did you want?
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if (response == "s_34")
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{
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//-- [NOTE]
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if (prof_officer_11_condition__defaultCondition (player, npc))
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{
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//-- 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.
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string_id message = new string_id (c_stringFile, "s_16");
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int numberOfResponses = 0;
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boolean hasResponse = false;
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//-- PLAYER: Fine. I'm ready.
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boolean hasResponse0 = false;
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if (prof_officer_11_condition__defaultCondition (player, npc))
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{
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++numberOfResponses;
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hasResponse = true;
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hasResponse0 = true;
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}
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//-- PLAYER: With who?
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boolean hasResponse1 = false;
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if (prof_officer_11_condition__defaultCondition (player, npc))
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{
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++numberOfResponses;
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hasResponse = true;
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hasResponse1 = true;
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}
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if (hasResponse)
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{
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int responseIndex = 0;
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string_id responses [] = new string_id [numberOfResponses];
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if (hasResponse0)
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responses [responseIndex++] = new string_id (c_stringFile, "s_18");
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if (hasResponse1)
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responses [responseIndex++] = new string_id (c_stringFile, "s_22");
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utils.setScriptVar (player, "conversation.prof_officer_11.branchId", 6);
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npcSpeak (player, message);
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npcSetConversationResponses (player, responses);
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}
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else
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{
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utils.removeScriptVar (player, "conversation.prof_officer_11.branchId");
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npcEndConversationWithMessage (player, message);
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}
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return SCRIPT_CONTINUE;
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}
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}
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return SCRIPT_DEFAULT;
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}
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// ----------------------------------------------------------------------
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// ======================================================================
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// User Script Triggers
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// ======================================================================
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trigger OnInitialize ()
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{
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if ((!isMob (self)) || (isPlayer (self)))
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detachScript(self, "conversation.prof_officer_11");
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setCondition (self, CONDITION_CONVERSABLE);
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return SCRIPT_CONTINUE;
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}
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trigger OnAttach ()
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{
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setCondition (self, CONDITION_CONVERSABLE);
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return SCRIPT_CONTINUE;
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}
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trigger OnObjectMenuRequest (obj_id player, menu_info menuInfo)
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{
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int menu = menuInfo.addRootMenu (menu_info_types.CONVERSE_START, null);
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menu_info_data menuInfoData = menuInfo.getMenuItemById (menu);
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menuInfoData.setServerNotify (false);
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setCondition (self, CONDITION_CONVERSABLE);
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return SCRIPT_CONTINUE;
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}
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trigger OnIncapacitated (obj_id killer)
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{
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clearCondition (self, CONDITION_CONVERSABLE);
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detachScript (self, "conversation.prof_officer_11");
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return SCRIPT_CONTINUE;
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}
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// ======================================================================
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// Script Triggers
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// ======================================================================
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//-- This function should move to base_class.java
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boolean npcStartConversation(obj_id player, obj_id npc, string convoName, string_id greetingId, prose_package greetingProse, string_id[] responses)
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{
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Object[] objects = new Object[responses.length];
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System.arraycopy(responses, 0, objects, 0, responses.length);
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return npcStartConversation(player, npc, convoName, greetingId, greetingProse, objects);
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}
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// ----------------------------------------------------------------------
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trigger OnStartNpcConversation (obj_id player)
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{
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obj_id npc = self;
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if (ai_lib.isInCombat (npc) || ai_lib.isInCombat (player))
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return SCRIPT_OVERRIDE;
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//-- [NOTE]
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if (prof_officer_11_condition_doneWithOfficerQuest (player, npc))
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{
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//-- NPC: You did good work. Very good work.
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string_id message = new string_id (c_stringFile, "s_6");
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chat.chat (npc, player, message);
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return SCRIPT_CONTINUE;
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}
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//-- [NOTE]
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if (prof_officer_11_condition_notOfficer (player, npc))
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{
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//-- 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.
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string_id message = new string_id (c_stringFile, "s_4");
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chat.chat (npc, player, message);
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return SCRIPT_CONTINUE;
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}
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//-- [NOTE]
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if (prof_officer_11_condition_finishingOfficer (player, npc))
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{
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prof_officer_11_action_sendFinishSignal (player, npc);
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//-- NPC: Finished, eh? I knew you'd do it. You have it in you, that spark. I can see it. I always know.
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string_id message = new string_id (c_stringFile, "s_8");
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chat.chat (npc, player, message);
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return SCRIPT_CONTINUE;
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}
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//-- [NOTE]
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if (prof_officer_11_condition_isDoingOfficerQuest (player, npc))
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{
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//-- NPC: You haven't finished up yet. Come back when you do.
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string_id message = new string_id (c_stringFile, "s_10");
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chat.chat (npc, player, message);
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return SCRIPT_CONTINUE;
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}
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//-- [NOTE]
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if (prof_officer_11_condition__defaultCondition (player, npc))
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{
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//-- NPC: So, you're an officer, eh? That's how they're making em these days, hmm? Fine. We'll do what we can.
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string_id message = new string_id (c_stringFile, "s_12");
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int numberOfResponses = 0;
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boolean hasResponse = false;
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//-- PLAYER: There's something you want me to do?
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boolean hasResponse0 = false;
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if (prof_officer_11_condition__defaultCondition (player, npc))
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{
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++numberOfResponses;
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hasResponse = true;
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hasResponse0 = true;
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}
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//-- PLAYER: What's wrong with me?
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boolean hasResponse1 = false;
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if (prof_officer_11_condition__defaultCondition (player, npc))
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{
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++numberOfResponses;
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hasResponse = true;
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hasResponse1 = true;
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}
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if (hasResponse)
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{
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int responseIndex = 0;
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string_id responses [] = new string_id [numberOfResponses];
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if (hasResponse0)
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responses [responseIndex++] = new string_id (c_stringFile, "s_14");
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if (hasResponse1)
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responses [responseIndex++] = new string_id (c_stringFile, "s_26");
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utils.setScriptVar (player, "conversation.prof_officer_11.branchId", 5);
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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;
|
|
}
|
|
|
|
// ======================================================================
|
|
|