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dsrc/sku.0/sys.server/compiled/game/script/conversation/npe_medic_questgiver.script
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// ======================================================================
//
// npe_medic_questgiver.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.groundquests;
include library.npe;
include library.skill;
include library.space_quest;
include library.static_item;
include library.utils;
// ======================================================================
// Script Constants
// ======================================================================
string c_stringFile = "conversation/npe_medic_questgiver";
// ======================================================================
// Script Conditions
// ======================================================================
boolean npe_medic_questgiver_condition__defaultCondition (obj_id player, obj_id npc)
{
return true;
}
// ----------------------------------------------------------------------
boolean npe_medic_questgiver_condition_isTaskCompleteBacta (obj_id player, obj_id npc)
{
return groundquests.isTaskActive(player, "npe_medic", "npe_medic_return");
}
// ----------------------------------------------------------------------
boolean npe_medic_questgiver_condition_canTakeDna (obj_id player, obj_id npc)
{
return (!groundquests.isQuestActiveOrComplete(player, "npe_side_dungeon_dna") &&
npe_medic_questgiver_condition_hasCompletedTemplate(player, npc));
}
// ----------------------------------------------------------------------
boolean npe_medic_questgiver_condition_isTaskCompleteDna (obj_id player, obj_id npc)
{
return groundquests.isTaskActive(player, "npe_side_dungeon_dna", "npe_side_dungeon_dna_signal");
}
// ----------------------------------------------------------------------
boolean npe_medic_questgiver_condition_isMedicTaskActive (obj_id player, obj_id npc)
{
return groundquests.isTaskActive(player, "npe_medic", "npe_medic_heal_1");
}
// ----------------------------------------------------------------------
boolean npe_medic_questgiver_condition_hasCompletedMedicQuest (obj_id player, obj_id npc)
{
return groundquests.hasCompletedQuest(player, "npe_medic");
}
// ----------------------------------------------------------------------
boolean npe_medic_questgiver_condition_isDnaTaskActive (obj_id player, obj_id npc)
{
return groundquests.isTaskActive(player, "npe_side_dungeon_dna", "npe_side_dungeon_dna_wait");
}
// ----------------------------------------------------------------------
boolean npe_medic_questgiver_condition_isAnyTaskActive (obj_id player, obj_id npc)
{
return (npe_medic_questgiver_condition_isMedicTaskActive(player, npc) || npe_medic_questgiver_condition_isDnaTaskActive(player, npc));
}
// ----------------------------------------------------------------------
boolean npe_medic_questgiver_condition_needsPack (obj_id player, obj_id npc)
{
boolean needsItem = false;
boolean hasItem = false;
obj_id[] playerStuff = getInventoryAndEquipment(player);
//loop thru players inventory, make sure they dont have the item already.
for(int i =0; i < playerStuff.length; i++)
{
string templateName = static_item.getStaticItemName(playerStuff[i]);
if(templateName != null)
{
if(templateName == "item_bactapack_01_01")
hasItem = true;
}
}
if(groundquests.isTaskActive(player, "npe_medic", "npe_medic_heal_1") && hasItem == false)
needsItem = true;
return needsItem;
}
// ----------------------------------------------------------------------
boolean npe_medic_questgiver_condition_hasCompletedSolo (obj_id player, obj_id npc)
{
return groundquests.hasCompletedQuest(player, "npe_solo_profession");
}
// ----------------------------------------------------------------------
boolean npe_medic_questgiver_condition_needsToFinishTraining (obj_id player, obj_id npc)
{
return (!npe_medic_questgiver_condition_hasCompletedTemplate(player, npc) && npe_medic_questgiver_condition_isTaskCompleteBacta(player, npc));
}
// ----------------------------------------------------------------------
boolean npe_medic_questgiver_condition_pointedToHere (obj_id player, obj_id npc)
{
return groundquests.isQuestActive(player, "npe_pointer_medic");
}
// ----------------------------------------------------------------------
boolean npe_medic_questgiver_condition_cantHelp (obj_id player, obj_id npc)
{
return !npe_medic_questgiver_condition_pointedToHere(player, npc) && !npe_medic_questgiver_condition_hasCompletedTemplate(player, npc);
}
// ----------------------------------------------------------------------
boolean npe_medic_questgiver_condition_hasCompletedTemplate (obj_id player, obj_id npc)
{
return hasObjVar(player, "npe.finishedTemplate");
}
// ======================================================================
// Script Actions
// ======================================================================
void npe_medic_questgiver_action_giveMedicQuest (obj_id player, obj_id npc)
{
groundquests.grantQuest(player, "npe_medic");
groundquests.sendSignal(player, "talked_to_aja");
npe.giveHealPopUp(player, npc);
boolean hasItem = false;
obj_id[] playerStuff = getInventoryAndEquipment(player);
//loop thru players inventory, make sure they dont have the item already.
for(int i =0; i < playerStuff.length; i++)
{
string templateName = static_item.getStaticItemName(playerStuff[i]);
if(templateName != null)
{
if(templateName == "item_bactapack_01_01")
{
hasItem = true;
newbieTutorialSetToolbarElement(player, 5, playerStuff[i]);
newbieTutorialHighlightUIElement (player, "/GroundHUD.Toolbar.volume.5", 5.0f);
}
}
}
if(hasItem == false)
{
obj_id bactaPack = static_item.createNewItemFunction("item_bactapack_01_01", player);
obj_id[] items = new obj_id[1];
items[0] = bactaPack;
showLootBox(player, items);
newbieTutorialSetToolbarElement(player, 5, bactaPack);
dictionary dic = new dictionary();
dic.put("player", player);
dic.put("location", 5);
dic.put("time", 5.0f);
messageTo(player, "makeUiElementAnimate", dic, 0.25f, true);
//newbieTutorialHighlightUIElement (player, "/GroundHUD.Toolbar.volume.5", 5.0f);
}
}
// ----------------------------------------------------------------------
void npe_medic_questgiver_action_giveSignalHealDone (obj_id player, obj_id npc)
{
groundquests.sendSignal(player, "npe_medic_done_healing");
groundquests.sendSignal(player, "finished_aja");
//npe.sendDelayed3poPopup(player, 3, 10, "sound/c3po_29.snd", "npe", "pop_credits", "npe.credits");
//npe.giveCreditPopUp(player, npc);
}
// ----------------------------------------------------------------------
void npe_medic_questgiver_action_giveNewPack (obj_id player, obj_id npc)
{
obj_id bactaPack = static_item.createNewItemFunction("item_bactapack_01_01", player);
obj_id[] items = new obj_id[1];
items[0] = bactaPack;
showLootBox(player, items);
newbieTutorialSetToolbarElement(player, 5, bactaPack);
dictionary dic = new dictionary();
dic.put("player", player);
dic.put("location", 5);
dic.put("time", 5.0f);
messageTo(player, "makeUiElementAnimate", dic, 0.25f, true);
}
// ----------------------------------------------------------------------
void npe_medic_questgiver_action_facePlayer (obj_id player, obj_id npc)
{
faceTo(npc, player);
}
// ----------------------------------------------------------------------
void npe_medic_questgiver_action_giveDnaQuest (obj_id player, obj_id npc)
{
groundquests.requestGrantQuest(player, "npe_side_dungeon_dna");
npe.giveStationWaypoint(player);
if(!hasObjVar(player, npe.QUEST_REWORK_VAR))
setObjVar(player, npe.QUEST_REWORK_VAR, npe.QUEST_ENUMERATION);
}
// ----------------------------------------------------------------------
void npe_medic_questgiver_action_giveSignalDna (obj_id player, obj_id npc)
{
groundquests.sendSignal(player, "npe_side_dungeon_dna_signal");
}
// ======================================================================
// Script %TO Tokens
// ======================================================================
// ======================================================================
// Script %DI Tokens
// ======================================================================
// ======================================================================
// Script %DF Tokens
// ======================================================================
// ======================================================================
// handleBranch<n> Functions
// ======================================================================
int npe_medic_questgiver_handleBranch1 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Why are you back so soon?
//-- [RESPONSE NOTE]
//-- PLAYER: I lost my bactapack.
if (response == "s_52")
{
//-- [NOTE]
if (npe_medic_questgiver_condition__defaultCondition (player, npc))
{
npe_medic_questgiver_action_giveNewPack (player, npc);
//-- NPC: Okay, here is a new one. Try not to lose it this time %TU.
string_id message = new string_id (c_stringFile, "s_59");
utils.removeScriptVar (player, "conversation.npe_medic_questgiver.branchId");
prose_package pp = new prose_package ();
pp.stringId = message;
pp.actor.set (player);
pp.target.set (npc);
npcEndConversationWithMessage (player, pp);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int npe_medic_questgiver_handleBranch3 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: You're back! Did you get the blood samples?
//-- [RESPONSE NOTE]
//-- PLAYER: Yes, here they are.
if (response == "s_65")
{
doAnimationAction (player, "feed_creature_medium");
//-- [NOTE]
if (npe_medic_questgiver_condition__defaultCondition (player, npc))
{
npe_medic_questgiver_action_giveSignalDna (player, npc);
//-- NPC: Good, I will run tests on these right away. Thank you.
string_id message = new string_id (c_stringFile, "s_66");
utils.removeScriptVar (player, "conversation.npe_medic_questgiver.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int npe_medic_questgiver_handleBranch5 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Hello, %TU. I have a request for you, if you have the time.
//-- [RESPONSE NOTE]
//-- PLAYER: Sure.
if (response == "s_96")
{
//-- [NOTE]
if (npe_medic_questgiver_condition__defaultCondition (player, npc))
{
//-- NPC: I need you to go to Station Gamma and collect DNA from the hostile Rak'qua clones there. All you need to do is kill them and get blood samples. I'll need a few different blood type samples.
string_id message = new string_id (c_stringFile, "s_97");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I'll head over there now.
boolean hasResponse0 = false;
if (npe_medic_questgiver_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: No thank you. I don't want to hunt down clones.
boolean hasResponse1 = false;
if (npe_medic_questgiver_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_55");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_56");
utils.setScriptVar (player, "conversation.npe_medic_questgiver.branchId", 6);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.npe_medic_questgiver.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: Depends on what it is.
if (response == "s_51")
{
//-- [NOTE]
if (npe_medic_questgiver_condition__defaultCondition (player, npc))
{
//-- NPC: I have heard that there is some cloning experimentation going on at Station Gamma. Do you think you can help me confirm or deny these claims?
string_id message = new string_id (c_stringFile, "s_53");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: What would you like me to do?
boolean hasResponse0 = false;
if (npe_medic_questgiver_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: What is 'Station Gamma'?
boolean hasResponse1 = false;
if (npe_medic_questgiver_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_54");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_35");
utils.setScriptVar (player, "conversation.npe_medic_questgiver.branchId", 9);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.npe_medic_questgiver.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I am too busy right now, maybe later.
if (response == "s_100")
{
//-- [NOTE]
if (npe_medic_questgiver_condition__defaultCondition (player, npc))
{
//-- NPC: Okay, please come back when it is more convenient for you.
string_id message = new string_id (c_stringFile, "s_102");
utils.removeScriptVar (player, "conversation.npe_medic_questgiver.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int npe_medic_questgiver_handleBranch6 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: I need you to go to Station Gamma and collect DNA from the hostile Rak'qua clones there. All you need to do is kill them and get blood samples. I'll need a few different blood type samples.
//-- [RESPONSE NOTE]
//-- PLAYER: I'll head over there now.
if (response == "s_55")
{
//-- [NOTE]
if (npe_medic_questgiver_condition__defaultCondition (player, npc))
{
doAnimationAction (npc, "nod");
npe_medic_questgiver_action_giveDnaQuest (player, npc);
//-- NPC: Excellent. Flying to Station Gamma is not difficult. I'll give you a waypoint, but you will need a starship to get there.
string_id message = new string_id (c_stringFile, "s_57");
utils.removeScriptVar (player, "conversation.npe_medic_questgiver.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: No thank you. I don't want to hunt down clones.
if (response == "s_56")
{
//-- [NOTE]
if (npe_medic_questgiver_condition__defaultCondition (player, npc))
{
doAnimationAction (npc, "goodbye");
//-- NPC: Hopefully they feel the same about you. Come back if you change your mind.
string_id message = new string_id (c_stringFile, "s_58");
utils.removeScriptVar (player, "conversation.npe_medic_questgiver.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int npe_medic_questgiver_handleBranch9 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: I have heard that there is some cloning experimentation going on at Station Gamma. Do you think you can help me confirm or deny these claims?
//-- [RESPONSE NOTE]
//-- PLAYER: What would you like me to do?
if (response == "s_54")
{
//-- [NOTE]
if (npe_medic_questgiver_condition__defaultCondition (player, npc))
{
//-- NPC: I need you to collect blood samples from the Rak'qua 'clones' there. I'll need several different blood types to do a comprehensive analysis. If you have never been to space, talk to Serissu.
string_id message = new string_id (c_stringFile, "s_61");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I will bring the samples back for you.
boolean hasResponse0 = false;
if (npe_medic_questgiver_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_62");
utils.setScriptVar (player, "conversation.npe_medic_questgiver.branchId", 10);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.npe_medic_questgiver.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: What is 'Station Gamma'?
if (response == "s_35")
{
//-- [NOTE]
if (npe_medic_questgiver_condition__defaultCondition (player, npc))
{
//-- NPC: It is a space station that was sealed off, until recently. Several people have gone and returned with some very strange tales. I hear it can be a rough place, so you might want to gather some friends to help you out.
string_id message = new string_id (c_stringFile, "s_36");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: What would you like me to do?
boolean hasResponse0 = false;
if (npe_medic_questgiver_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_37");
utils.setScriptVar (player, "conversation.npe_medic_questgiver.branchId", 12);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.npe_medic_questgiver.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int npe_medic_questgiver_handleBranch10 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: I need you to collect blood samples from the Rak'qua 'clones' there. I'll need several different blood types to do a comprehensive analysis. If you have never been to space, talk to Serissu.
//-- [RESPONSE NOTE]
//-- PLAYER: I will bring the samples back for you.
if (response == "s_62")
{
//-- [NOTE]
if (npe_medic_questgiver_condition__defaultCondition (player, npc))
{
npe_medic_questgiver_action_giveDnaQuest (player, npc);
//-- NPC: Thank you.
string_id message = new string_id (c_stringFile, "s_63");
utils.removeScriptVar (player, "conversation.npe_medic_questgiver.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int npe_medic_questgiver_handleBranch12 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: It is a space station that was sealed off, until recently. Several people have gone and returned with some very strange tales. I hear it can be a rough place, so you might want to gather some friends to help you out.
//-- [RESPONSE NOTE]
//-- PLAYER: What would you like me to do?
if (response == "s_37")
{
//-- [NOTE]
if (npe_medic_questgiver_condition__defaultCondition (player, npc))
{
//-- NPC: I need you to collect blood samples from the Rak'qua 'clones' there. I'll need several different blood types to do a comprehensive analysis. If you have never been to space, talk to Serissu.
string_id message = new string_id (c_stringFile, "s_61");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I will bring the samples back for you.
boolean hasResponse0 = false;
if (npe_medic_questgiver_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_62");
utils.setScriptVar (player, "conversation.npe_medic_questgiver.branchId", 10);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.npe_medic_questgiver.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int npe_medic_questgiver_handleBranch15 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: How is the mechanic?
//-- [RESPONSE NOTE]
//-- PLAYER: The bactapack worked very well. He's much better.
if (response == "s_32")
{
//-- [NOTE]
if (npe_medic_questgiver_condition__defaultCondition (player, npc))
{
//-- NPC: Thank you for your help. I'm sure the mechanic appreciates it. Here, take this stimpack. Use it on yourself whenever you are injured.
string_id message = new string_id (c_stringFile, "s_104");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Thank you.
boolean hasResponse0 = false;
if (npe_medic_questgiver_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_106");
utils.setScriptVar (player, "conversation.npe_medic_questgiver.branchId", 16);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.npe_medic_questgiver.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int npe_medic_questgiver_handleBranch16 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Thank you for your help. I'm sure the mechanic appreciates it. Here, take this stimpack. Use it on yourself whenever you are injured.
//-- [RESPONSE NOTE]
//-- PLAYER: Thank you.
if (response == "s_106")
{
//-- [NOTE]
if (npe_medic_questgiver_condition__defaultCondition (player, npc))
{
npe_medic_questgiver_action_giveSignalHealDone (player, npc);
//-- NPC: No, thank you. You have saved me precious time.
string_id message = new string_id (c_stringFile, "s_108");
utils.removeScriptVar (player, "conversation.npe_medic_questgiver.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int npe_medic_questgiver_handleBranch18 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: I am extremely busy. I hope you are here to help.
//-- [RESPONSE NOTE]
//-- PLAYER: Billingsly sent me here to help.
if (response == "s_44")
{
//-- [NOTE]
if (npe_medic_questgiver_condition__defaultCondition (player, npc))
{
//-- NPC: Oh, thank goodness. There is a mechanic here that needs medical attention. Why don't you practice your skills with him? I'll stay here and make sure that you have no problems.
string_id message = new string_id (c_stringFile, "s_127");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: What can I do to help?
boolean hasResponse0 = false;
if (npe_medic_questgiver_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_129");
utils.setScriptVar (player, "conversation.npe_medic_questgiver.branchId", 19);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.npe_medic_questgiver.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int npe_medic_questgiver_handleBranch19 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Oh, thank goodness. There is a mechanic here that needs medical attention. Why don't you practice your skills with him? I'll stay here and make sure that you have no problems.
//-- [RESPONSE NOTE]
//-- PLAYER: What can I do to help?
if (response == "s_129")
{
//-- [NOTE]
if (npe_medic_questgiver_condition__defaultCondition (player, npc))
{
npe_medic_questgiver_action_giveMedicQuest (player, npc);
//-- NPC: Take this bactapack and use it on him. A shot of bacta from this should help him out.
string_id message = new string_id (c_stringFile, "s_131");
utils.removeScriptVar (player, "conversation.npe_medic_questgiver.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
// ======================================================================
// User Script Triggers
// ======================================================================
trigger OnInitialize ()
{
if ((!isMob (self)) || (isPlayer (self)))
detachScript(self, "conversation.npe_medic_questgiver");
setCondition (self, CONDITION_CONVERSABLE);
setInvulnerable( self, true );
//setCondition( self, CONDITION_INTERESTING );
setName( self, "Aja Sen (Medic)");
ai_lib.setDefaultCalmBehavior( self, ai_lib.BEHAVIOR_SENTINEL );
return SCRIPT_CONTINUE;
}
trigger OnAttach ()
{
setCondition (self, CONDITION_CONVERSABLE);
setInvulnerable( self, true );
//setCondition( self, CONDITION_INTERESTING );
setName( self, "Aja Sen (Medic)");
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.npe_medic_questgiver");
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 (npe_medic_questgiver_condition_needsPack (player, npc))
{
//-- NPC: Why are you back so soon?
string_id message = new string_id (c_stringFile, "s_50");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I lost my bactapack.
boolean hasResponse0 = false;
if (npe_medic_questgiver_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_52");
utils.setScriptVar (player, "conversation.npe_medic_questgiver.branchId", 1);
npcStartConversation (player, npc, "npe_medic_questgiver", message, responses);
}
else
{
chat.chat (npc, player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (npe_medic_questgiver_condition_isTaskCompleteDna (player, npc))
{
npe_medic_questgiver_action_facePlayer (player, npc);
//-- NPC: You're back! Did you get the blood samples?
string_id message = new string_id (c_stringFile, "s_64");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Yes, here they are.
boolean hasResponse0 = false;
if (npe_medic_questgiver_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_65");
utils.setScriptVar (player, "conversation.npe_medic_questgiver.branchId", 3);
npcStartConversation (player, npc, "npe_medic_questgiver", message, responses);
}
else
{
chat.chat (npc, player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (npe_medic_questgiver_condition_canTakeDna (player, npc))
{
npe_medic_questgiver_action_facePlayer (player, npc);
//-- NPC: Hello, %TU. I have a request for you, if you have the time.
string_id message = new string_id (c_stringFile, "s_49");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Sure.
boolean hasResponse0 = false;
if (npe_medic_questgiver_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Depends on what it is.
boolean hasResponse1 = false;
if (npe_medic_questgiver_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: I am too busy right now, maybe later.
boolean hasResponse2 = false;
if (npe_medic_questgiver_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_96");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_51");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_100");
utils.setScriptVar (player, "conversation.npe_medic_questgiver.branchId", 5);
prose_package pp = new prose_package ();
pp.stringId = message;
pp.actor.set (player);
pp.target.set (npc);
npcStartConversation (player, npc, "npe_medic_questgiver", null, pp, responses);
}
else
{
prose_package pp = new prose_package ();
pp.stringId = message;
pp.actor.set (player);
pp.target.set (npc);
chat.chat (npc, player, null, null, pp);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (npe_medic_questgiver_condition_isAnyTaskActive (player, npc))
{
npe_medic_questgiver_action_facePlayer (player, npc);
//-- NPC: What is it? You still haven't finished what I tasked you with. Return when you are done.
string_id message = new string_id (c_stringFile, "s_29");
chat.chat (npc, player, message);
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (npe_medic_questgiver_condition_isTaskCompleteBacta (player, npc))
{
npe_medic_questgiver_action_facePlayer (player, npc);
//-- NPC: How is the mechanic?
string_id message = new string_id (c_stringFile, "s_30");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: The bactapack worked very well. He's much better.
boolean hasResponse0 = false;
if (npe_medic_questgiver_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_32");
utils.setScriptVar (player, "conversation.npe_medic_questgiver.branchId", 15);
npcStartConversation (player, npc, "npe_medic_questgiver", message, responses);
}
else
{
chat.chat (npc, player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (npe_medic_questgiver_condition_pointedToHere (player, npc))
{
npe_medic_questgiver_action_facePlayer (player, npc);
//-- NPC: I am extremely busy. I hope you are here to help.
string_id message = new string_id (c_stringFile, "s_42");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Billingsly sent me here to help.
boolean hasResponse0 = false;
if (npe_medic_questgiver_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_44");
utils.setScriptVar (player, "conversation.npe_medic_questgiver.branchId", 18);
npcStartConversation (player, npc, "npe_medic_questgiver", message, responses);
}
else
{
chat.chat (npc, player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (npe_medic_questgiver_condition_needsToFinishTraining (player, npc))
{
npe_medic_questgiver_action_facePlayer (player, npc);
//-- NPC: I think Billingsly needs you more than I do at this moment.
string_id message = new string_id (c_stringFile, "s_48");
chat.chat (npc, player, message);
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (npe_medic_questgiver_condition_cantHelp (player, npc))
{
npe_medic_questgiver_action_facePlayer (player, npc);
//-- NPC: Is there something you need?
string_id message = new string_id (c_stringFile, "s_67");
chat.chat (npc, player, message);
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (npe_medic_questgiver_condition__defaultCondition (player, npc))
{
npe_medic_questgiver_action_facePlayer (player, npc);
//-- NPC: I have no more work for you.
string_id message = new string_id (c_stringFile, "s_94");
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 != "npe_medic_questgiver")
return SCRIPT_CONTINUE;
obj_id npc = self;
int branchId = utils.getIntScriptVar (player, "conversation.npe_medic_questgiver.branchId");
if (branchId == 1 && npe_medic_questgiver_handleBranch1 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 3 && npe_medic_questgiver_handleBranch3 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 5 && npe_medic_questgiver_handleBranch5 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 6 && npe_medic_questgiver_handleBranch6 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 9 && npe_medic_questgiver_handleBranch9 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 10 && npe_medic_questgiver_handleBranch10 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 12 && npe_medic_questgiver_handleBranch12 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 15 && npe_medic_questgiver_handleBranch15 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 16 && npe_medic_questgiver_handleBranch16 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 18 && npe_medic_questgiver_handleBranch18 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 19 && npe_medic_questgiver_handleBranch19 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
chat.chat (npc, "Error: Fell through all branches and responses for OnNpcConversationResponse.");
utils.removeScriptVar (player, "conversation.npe_medic_questgiver.branchId");
return SCRIPT_CONTINUE;
}
// ======================================================================