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dsrc/sku.0/sys.server/compiled/game/script/conversation/tusken_kav_golder.script
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// ======================================================================
//
// tusken_kav_golder.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.factions;
include library.instance;
include library.utils;
// ======================================================================
// Script Constants
// ======================================================================
string c_stringFile = "conversation/tusken_kav_golder";
// ======================================================================
// Script Conditions
// ======================================================================
boolean tusken_kav_golder_condition__defaultCondition (obj_id player, obj_id npc)
{
return true;
}
// ----------------------------------------------------------------------
boolean tusken_kav_golder_condition_inside (obj_id player, obj_id npc)
{
return getIntObjVar(npc, "phase") == 1;
}
// ----------------------------------------------------------------------
boolean tusken_kav_golder_condition_start_two (obj_id player, obj_id npc)
{
return getIntObjVar(npc, "phase") == 2;
}
// ======================================================================
// Script Actions
// ======================================================================
void tusken_kav_golder_action_exitInstance (obj_id player, obj_id npc)
{
instance.requestExitPlayer("heroic_tusken_army", player);
}
// ======================================================================
// Script %TO Tokens
// ======================================================================
// ======================================================================
// Script %DI Tokens
// ======================================================================
// ======================================================================
// Script %DF Tokens
// ======================================================================
// ======================================================================
// handleBranch<n> Functions
// ======================================================================
int tusken_kav_golder_handleBranch1 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Now that we have our facilities back, we need to get them staffed up. Scattered calls for help are coming in from around town. I need you to get out there and get those people.
//-- [RESPONSE NOTE]
//-- PLAYER: What do we do with them?
if (response == "s_13")
{
//-- [NOTE]
if (tusken_kav_golder_condition__defaultCondition (player, npc))
{
//-- NPC: Try to identify the key citizens, we need to get our facilities back up to speed. Lets hole everyone else up in the Hotel to wait out the storm.
string_id message = new string_id (c_stringFile, "s_14");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I am on my way.
boolean hasResponse0 = false;
if (tusken_kav_golder_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I need to get out of town, what is the quickest way out of here?
boolean hasResponse1 = false;
if (tusken_kav_golder_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_15");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_26");
utils.setScriptVar (player, "conversation.tusken_kav_golder.branchId", 2);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.tusken_kav_golder.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int tusken_kav_golder_handleBranch2 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Try to identify the key citizens, we need to get our facilities back up to speed. Lets hole everyone else up in the Hotel to wait out the storm.
//-- [RESPONSE NOTE]
//-- PLAYER: I am on my way.
if (response == "s_15")
{
//-- [NOTE]
if (tusken_kav_golder_condition__defaultCondition (player, npc))
{
//-- NPC: Try to hurry, this Tusken storm looks to get worse before it gets better.
string_id message = new string_id (c_stringFile, "s_16");
utils.removeScriptVar (player, "conversation.tusken_kav_golder.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I need to get out of town, what is the quickest way out of here?
if (response == "s_26")
{
//-- [NOTE]
if (tusken_kav_golder_condition__defaultCondition (player, npc))
{
tusken_kav_golder_action_exitInstance (player, npc);
//-- NPC: Just head on out why don't you, not like there is an invasion or anything.
string_id message = new string_id (c_stringFile, "s_28");
utils.removeScriptVar (player, "conversation.tusken_kav_golder.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int tusken_kav_golder_handleBranch4 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: We need to hurry, I spied more Tusken columns coming over the dunes.
//-- [RESPONSE NOTE]
//-- PLAYER: Should we take the fight to them?
if (response == "s_12")
{
//-- [NOTE]
if (tusken_kav_golder_condition__defaultCondition (player, npc))
{
//-- NPC: No. Our first concern is to fortify the city and get the citizens to safety. I have identified a number of key structures for you. Once we have them under control we can mount a proper defense.
string_id message = new string_id (c_stringFile, "s_18");
utils.removeScriptVar (player, "conversation.tusken_kav_golder.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I need to get out of town, what is the quickest way out of here?
if (response == "s_27")
{
//-- [NOTE]
if (tusken_kav_golder_condition__defaultCondition (player, npc))
{
tusken_kav_golder_action_exitInstance (player, npc);
//-- NPC: Just head on out why don't you, not like there is an invasion or anything.
string_id message = new string_id (c_stringFile, "s_28");
utils.removeScriptVar (player, "conversation.tusken_kav_golder.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int tusken_kav_golder_handleBranch6 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: It is good that you are here but we might already be too late. The city is overrun and the citizens are in hiding.
//-- [RESPONSE NOTE]
//-- PLAYER: What can we do?
if (response == "s_22")
{
//-- [NOTE]
if (tusken_kav_golder_condition__defaultCondition (player, npc))
{
//-- NPC: We are going to need a base of operations. Retake the Cantina in the center of town and we will move out from there.
string_id message = new string_id (c_stringFile, "s_24");
utils.removeScriptVar (player, "conversation.tusken_kav_golder.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I need to get out of town, what is the quickest way out of here?
if (response == "s_25")
{
//-- [NOTE]
if (tusken_kav_golder_condition__defaultCondition (player, npc))
{
tusken_kav_golder_action_exitInstance (player, npc);
//-- NPC: Just head on out why don't you, not like there is an invasion or anything.
string_id message = new string_id (c_stringFile, "s_28");
utils.removeScriptVar (player, "conversation.tusken_kav_golder.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
// ======================================================================
// User Script Triggers
// ======================================================================
trigger OnInitialize ()
{
if ((!isTangible (self)) || (isPlayer (self)))
detachScript(self, "conversation.tusken_kav_golder");
setCondition (self, CONDITION_CONVERSABLE);
return SCRIPT_CONTINUE;
}
trigger OnAttach ()
{
setCondition (self, CONDITION_CONVERSABLE);
if (!isInvulnerable(self))
{
setTriggerVolume(self);
}
return SCRIPT_CONTINUE;
}
trigger OnTriggerVolumeEntered(string volumeName, obj_id breacher)
{
if (volumeName.equals("tusken_citizen"))
{
if (factions.getFaction(breacher).equals("heroic_tusken"))
{
addHate(breacher, self, 1000.0f);
}
}
return SCRIPT_CONTINUE;
}
void setTriggerVolume(obj_id self)
{
createTriggerVolume("tusken_citizen", 9.0f, true);
}
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.tusken_kav_golder");
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 (tusken_kav_golder_condition_start_two (player, npc))
{
//-- NPC: Now that we have our facilities back, we need to get them staffed up. Scattered calls for help are coming in from around town. I need you to get out there and get those people.
string_id message = new string_id (c_stringFile, "s_9");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: What do we do with them?
boolean hasResponse0 = false;
if (tusken_kav_golder_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_13");
utils.setScriptVar (player, "conversation.tusken_kav_golder.branchId", 1);
npcStartConversation (player, npc, "tusken_kav_golder", message, responses);
}
else
{
chat.chat (npc, player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (tusken_kav_golder_condition_inside (player, npc))
{
//-- NPC: We need to hurry, I spied more Tusken columns coming over the dunes.
string_id message = new string_id (c_stringFile, "s_10");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Should we take the fight to them?
boolean hasResponse0 = false;
if (tusken_kav_golder_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I need to get out of town, what is the quickest way out of here?
boolean hasResponse1 = false;
if (tusken_kav_golder_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_12");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_27");
utils.setScriptVar (player, "conversation.tusken_kav_golder.branchId", 4);
npcStartConversation (player, npc, "tusken_kav_golder", message, responses);
}
else
{
chat.chat (npc, player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (tusken_kav_golder_condition__defaultCondition (player, npc))
{
//-- NPC: It is good that you are here but we might already be too late. The city is overrun and the citizens are in hiding.
string_id message = new string_id (c_stringFile, "s_20");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: What can we do?
boolean hasResponse0 = false;
if (tusken_kav_golder_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I need to get out of town, what is the quickest way out of here?
boolean hasResponse1 = false;
if (tusken_kav_golder_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_22");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_25");
utils.setScriptVar (player, "conversation.tusken_kav_golder.branchId", 6);
npcStartConversation (player, npc, "tusken_kav_golder", 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 != "tusken_kav_golder")
return SCRIPT_CONTINUE;
obj_id npc = self;
int branchId = utils.getIntScriptVar (player, "conversation.tusken_kav_golder.branchId");
if (branchId == 1 && tusken_kav_golder_handleBranch1 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 2 && tusken_kav_golder_handleBranch2 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 4 && tusken_kav_golder_handleBranch4 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 6 && tusken_kav_golder_handleBranch6 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
chat.chat (npc, "Error: Fell through all branches and responses for OnNpcConversationResponse.");
utils.removeScriptVar (player, "conversation.tusken_kav_golder.branchId");
return SCRIPT_CONTINUE;
}
// ======================================================================