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dsrc/sku.0/sys.server/compiled/game/script/conversation/npe_medic_wounded2.script
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// ======================================================================
//
// npe_medic_wounded2.script
//
//
//
// 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/npe_medic_wounded2";
// ======================================================================
// Script Conditions
// ======================================================================
boolean npe_medic_wounded2_condition__defaultCondition (obj_id player, obj_id npc)
{
return true;
}
// ----------------------------------------------------------------------
boolean npe_medic_wounded2_condition_hasNotHealed (obj_id player, obj_id npc)
{
return groundquests.isTaskActive(player, "npe_medic2", "npe_medic2_heal");
}
// ----------------------------------------------------------------------
boolean npe_medic_wounded2_condition_isBackWithToxin (obj_id player, obj_id npc)
{
return groundquests.isTaskActive(player, "npe_medic2", "return_technician");
}
// ----------------------------------------------------------------------
boolean npe_medic_wounded2_condition_allHealed (obj_id player, obj_id npc)
{
return (groundquests.hasCompletedTask(player, "npe_medic2", "return_technician") || groundquests.hasCompletedQuest(player, "npe_medic2"));
}
// ----------------------------------------------------------------------
boolean npe_medic_wounded2_condition_wasHealed1 (obj_id player, obj_id npc)
{
return groundquests.isTaskActive(player, "npe_medic2", "talk_technician");
}
// ======================================================================
// Script Actions
// ======================================================================
void npe_medic_wounded2_action_sendSignalHealed (obj_id player, obj_id npc)
{
groundquests.sendSignal(player, "npe_medic_heal_worker_1");
return;
}
// ----------------------------------------------------------------------
void npe_medic_wounded2_action_facePlayer (obj_id player, obj_id npc)
{
faceTo(npc, player);
}
// ----------------------------------------------------------------------
void npe_medic_wounded2_action_sendSignalGoBack (obj_id player, obj_id npc)
{
groundquests.sendSignal(player, "npe_technician1");
}
// ----------------------------------------------------------------------
void npe_medic_wounded2_action_sendSignalToxinDone (obj_id player, obj_id npc)
{
groundquests.sendSignal(player, "npe_technician2");
}
// ======================================================================
// Script %TO Tokens
// ======================================================================
// ======================================================================
// Script %DI Tokens
// ======================================================================
// ======================================================================
// Script %DF Tokens
// ======================================================================
// ======================================================================
// handleBranch<n> Functions
// ======================================================================
int npe_medic_wounded2_handleBranch1 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: I'm starting to feel better, but I still don't think I can go anywhere.
//-- [RESPONSE NOTE]
//-- PLAYER: Just rest. That will fade.
if (response == "s_29")
{
//-- [NOTE]
if (npe_medic_wounded2_condition__defaultCondition (player, npc))
{
//-- NPC: Thank you.
string_id message = new string_id (c_stringFile, "s_30");
utils.removeScriptVar (player, "conversation.npe_medic_wounded2.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int npe_medic_wounded2_handleBranch3 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: I've been feeling worse since you left.
//-- [RESPONSE NOTE]
//-- PLAYER: Not to worry...I have an antitoxin for you.
if (response == "s_25")
{
//-- [NOTE]
if (npe_medic_wounded2_condition__defaultCondition (player, npc))
{
npe_medic_wounded2_action_sendSignalToxinDone (player, npc);
//-- NPC: Thank you. I will take it right now!
string_id message = new string_id (c_stringFile, "s_27");
utils.removeScriptVar (player, "conversation.npe_medic_wounded2.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int npe_medic_wounded2_handleBranch5 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: My eyes don't hurt anymore, but I still can't see and I'm still woozy.
//-- [RESPONSE NOTE]
//-- PLAYER: What were you doing before the monitor repairs?
if (response == "s_24")
{
//-- [NOTE]
if (npe_medic_wounded2_condition__defaultCondition (player, npc))
{
//-- NPC: All I did was handle some cargo that was recently unloaded onto the station.
string_id message = new string_id (c_stringFile, "s_26");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: It must have something to do with that cargo.
boolean hasResponse0 = false;
if (npe_medic_wounded2_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.npe_medic_wounded2.branchId", 6);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.npe_medic_wounded2.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int npe_medic_wounded2_handleBranch6 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: All I did was handle some cargo that was recently unloaded onto the station.
//-- [RESPONSE NOTE]
//-- PLAYER: It must have something to do with that cargo.
if (response == "s_13")
{
//-- [NOTE]
if (npe_medic_wounded2_condition__defaultCondition (player, npc))
{
//-- NPC: What do I do? I'm feeling worse.
string_id message = new string_id (c_stringFile, "s_15");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Stay here while I get help.
boolean hasResponse0 = false;
if (npe_medic_wounded2_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_18");
utils.setScriptVar (player, "conversation.npe_medic_wounded2.branchId", 7);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.npe_medic_wounded2.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int npe_medic_wounded2_handleBranch7 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: What do I do? I'm feeling worse.
//-- [RESPONSE NOTE]
//-- PLAYER: Stay here while I get help.
if (response == "s_18")
{
//-- [NOTE]
if (npe_medic_wounded2_condition__defaultCondition (player, npc))
{
npe_medic_wounded2_action_sendSignalGoBack (player, npc);
//-- NPC: Okay. Thank you.
string_id message = new string_id (c_stringFile, "s_20");
utils.removeScriptVar (player, "conversation.npe_medic_wounded2.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int npe_medic_wounded2_handleBranch9 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: My eyes! I burned my eyes!
//-- [RESPONSE NOTE]
//-- PLAYER: Don't worry...I can help you.
if (response == "s_32")
{
//-- [NOTE]
if (npe_medic_wounded2_condition__defaultCondition (player, npc))
{
//-- NPC: Please hurry!
string_id message = new string_id (c_stringFile, "s_34");
utils.removeScriptVar (player, "conversation.npe_medic_wounded2.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_wounded2");
setCondition (self, CONDITION_CONVERSABLE);
setInvulnerable( self, true );
setName( self, "Injured Technician");
//setPosture(self, POSTURE_UPRIGHT);
ai_lib.setCustomIdleAnimation(self, "npc_dead_03");
return SCRIPT_CONTINUE;
}
trigger OnAttach ()
{
setCondition (self, CONDITION_CONVERSABLE);
setInvulnerable( self, true );
setName( self, "Injured Technician");
//setPosture(self, POSTURE_UPRIGHT);
ai_lib.setCustomIdleAnimation(self, "npc_dead_03");
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_wounded2");
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_wounded2_condition_allHealed (player, npc))
{
//-- NPC: I'm starting to feel better, but I still don't think I can go anywhere.
string_id message = new string_id (c_stringFile, "s_28");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Just rest. That will fade.
boolean hasResponse0 = false;
if (npe_medic_wounded2_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_29");
utils.setScriptVar (player, "conversation.npe_medic_wounded2.branchId", 1);
npcStartConversation (player, npc, "npe_medic_wounded2", message, responses);
}
else
{
chat.chat (npc, player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (npe_medic_wounded2_condition_isBackWithToxin (player, npc))
{
//-- NPC: I've been feeling worse since you left.
string_id message = new string_id (c_stringFile, "s_23");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Not to worry...I have an antitoxin for you.
boolean hasResponse0 = false;
if (npe_medic_wounded2_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_25");
utils.setScriptVar (player, "conversation.npe_medic_wounded2.branchId", 3);
npcStartConversation (player, npc, "npe_medic_wounded2", message, responses);
}
else
{
chat.chat (npc, player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (npe_medic_wounded2_condition_wasHealed1 (player, npc))
{
//-- NPC: My eyes don't hurt anymore, but I still can't see and I'm still woozy.
string_id message = new string_id (c_stringFile, "s_16");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: What were you doing before the monitor repairs?
boolean hasResponse0 = false;
if (npe_medic_wounded2_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_24");
utils.setScriptVar (player, "conversation.npe_medic_wounded2.branchId", 5);
npcStartConversation (player, npc, "npe_medic_wounded2", message, responses);
}
else
{
chat.chat (npc, player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (npe_medic_wounded2_condition_hasNotHealed (player, npc))
{
//-- NPC: My eyes! I burned my eyes!
string_id message = new string_id (c_stringFile, "s_22");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Don't worry...I can help you.
boolean hasResponse0 = false;
if (npe_medic_wounded2_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_wounded2.branchId", 9);
npcStartConversation (player, npc, "npe_medic_wounded2", message, responses);
}
else
{
chat.chat (npc, player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (npe_medic_wounded2_condition__defaultCondition (player, npc))
{
//-- NPC: Ohh, it hurts...
string_id message = new string_id (c_stringFile, "s_40");
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_wounded2")
return SCRIPT_CONTINUE;
obj_id npc = self;
int branchId = utils.getIntScriptVar (player, "conversation.npe_medic_wounded2.branchId");
if (branchId == 1 && npe_medic_wounded2_handleBranch1 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 3 && npe_medic_wounded2_handleBranch3 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 5 && npe_medic_wounded2_handleBranch5 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 6 && npe_medic_wounded2_handleBranch6 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 7 && npe_medic_wounded2_handleBranch7 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 9 && npe_medic_wounded2_handleBranch9 (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_wounded2.branchId");
return SCRIPT_CONTINUE;
}
// ======================================================================