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dsrc/sku.0/sys.server/compiled/game/script/conversation/bounty_check_reset.script
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// ======================================================================
//
// bounty_check_reset.script
// Copyright 2004, Sony Online Entertainment
// All Rights Reserved.
//
// Created with SwgConversationEditor 1.37 - DO NOT EDIT THIS AUTO-GENERATED FILE!
//
// ======================================================================
// ======================================================================
// Library Includes
// ======================================================================
include library.ai_lib;
include library.chat;
include library.collection;
include library.conversation;
include library.utils;
// ======================================================================
// Script Constants
// ======================================================================
string c_stringFile = "conversation/bounty_check_reset";
// ======================================================================
// Script Conditions
// ======================================================================
boolean bounty_check_reset_condition__defaultCondition (obj_id player, obj_id npc)
{
return true;
}
// ----------------------------------------------------------------------
boolean bounty_check_reset_condition_bountyHunter (obj_id player, obj_id npc)
{
return utils.isProfession(player, utils.BOUNTY_HUNTER);
}
// ----------------------------------------------------------------------
boolean bounty_check_reset_condition_completedCollection (obj_id player, obj_id npc)
{
return hasCompletedCollection(player, "bounty_check_kill");
}
// ======================================================================
// Script Actions
// ======================================================================
void bounty_check_reset_action_resetCollection (obj_id player, obj_id npc)
{
collection.removeCompletedCollection(player, "bounty_check_kill");
}
// ======================================================================
// Script %TO Tokens
// ======================================================================
// ======================================================================
// Script %DI Tokens
// ======================================================================
// ======================================================================
// Script %DF Tokens
// ======================================================================
// ======================================================================
// handleBranch<n> Functions
// ======================================================================
int bounty_check_reset_handleBranch1 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Fancy meeting you here %TU. What can the Guild do for you today?
//-- [RESPONSE NOTE]
//-- PLAYER: I was just in the neighborhood, anything going on?
if (response == "s_6")
{
doAnimationAction (player, "shrug_shoulders");
//-- [NOTE]
if (bounty_check_reset_condition__defaultCondition (player, npc))
{
doAnimationAction (npc, "shake_head_no");
//-- NPC: No it's been pretty slow. That bastard Fett has cornered all the good marks usually supplied by Jabba. Someone really needs to end his career one of these days. If I were you I'd move on to a better system, Tatooine is dead now a days for someone of your caliber.
string_id message = new string_id (c_stringFile, "s_8");
utils.removeScriptVar (player, "conversation.bounty_check_reset.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: You hear about the top 10 fugitive list?
if (response == "s_10")
{
//-- [NOTE]
if (bounty_check_reset_condition__defaultCondition (player, npc))
{
doAnimationAction (npc, "nod_head_once");
//-- NPC: Yeah I heard you took care of every mark on the list, mighty impressive!
string_id message = new string_id (c_stringFile, "s_12");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Thank you. So what's new here, anything going on?
boolean hasResponse0 = false;
if (bounty_check_reset_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Thank you. I'd like to start over though, go at it again.
boolean hasResponse1 = false;
if (bounty_check_reset_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_14");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_16");
utils.setScriptVar (player, "conversation.bounty_check_reset.branchId", 3);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.bounty_check_reset.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int bounty_check_reset_handleBranch3 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Yeah I heard you took care of every mark on the list, mighty impressive!
//-- [RESPONSE NOTE]
//-- PLAYER: Thank you. So what's new here, anything going on?
if (response == "s_14")
{
doAnimationAction (player, "nod_head_once");
//-- [NOTE]
if (bounty_check_reset_condition__defaultCondition (player, npc))
{
doAnimationAction (npc, "shake_head_no");
//-- NPC: No it's been pretty slow. That bastard Fett has cornered all the good marks usually supplied by Jabba. Someone really needs to end his career one of these days. If I were you I'd move on to a better system, Tatooine is dead now a days for someone of your caliber.
string_id message = new string_id (c_stringFile, "s_8");
utils.removeScriptVar (player, "conversation.bounty_check_reset.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: Thank you. I'd like to start over though, go at it again.
if (response == "s_16")
{
doAnimationAction (player, "nod_head_once");
//-- [NOTE]
if (bounty_check_reset_condition__defaultCondition (player, npc))
{
doAnimationAction (npc, "rub_chin_thoughtful");
//-- NPC: You sure %TU? You'd have to start over the whole collection of marks again.
string_id message = new string_id (c_stringFile, "s_18");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I'm sure. Things are slow and the rewards are good.
boolean hasResponse0 = false;
if (bounty_check_reset_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: On second thought, that might be too much work.
boolean hasResponse1 = false;
if (bounty_check_reset_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_20");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_32");
utils.setScriptVar (player, "conversation.bounty_check_reset.branchId", 4);
prose_package pp = new prose_package ();
pp.stringId = message;
pp.actor.set (player);
pp.target.set (npc);
npcSpeak (player, pp);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.bounty_check_reset.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 bounty_check_reset_handleBranch4 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: You sure %TU? You'd have to start over the whole collection of marks again.
//-- [RESPONSE NOTE]
//-- PLAYER: I'm sure. Things are slow and the rewards are good.
if (response == "s_20")
{
doAnimationAction (player, "nod");
//-- [NOTE]
if (bounty_check_reset_condition__defaultCondition (player, npc))
{
//-- NPC: If that's what you want, I will file the necessary paperwork to clean out your Bounty Collection. Last chance to change your mind?
string_id message = new string_id (c_stringFile, "s_22");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: You heard me, I'm sure.
boolean hasResponse0 = false;
if (bounty_check_reset_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: On second thought, that might be too much work.
boolean hasResponse1 = false;
if (bounty_check_reset_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_24");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_28");
utils.setScriptVar (player, "conversation.bounty_check_reset.branchId", 5);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.bounty_check_reset.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: On second thought, that might be too much work.
if (response == "s_32")
{
doAnimationAction (player, "shake_head_no");
//-- [NOTE]
if (bounty_check_reset_condition__defaultCondition (player, npc))
{
doAnimationAction (npc, "nod");
//-- NPC: Yeah agreed. Get a drink and relax for a bit friend, you've earned.
string_id message = new string_id (c_stringFile, "s_34");
utils.removeScriptVar (player, "conversation.bounty_check_reset.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int bounty_check_reset_handleBranch5 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: If that's what you want, I will file the necessary paperwork to clean out your Bounty Collection. Last chance to change your mind?
//-- [RESPONSE NOTE]
//-- PLAYER: You heard me, I'm sure.
if (response == "s_24")
{
doAnimationAction (player, "nod_head_once");
//-- [NOTE]
if (bounty_check_reset_condition__defaultCondition (player, npc))
{
doAnimationAction (npc, "goodbye");
doAnimationAction (player, "goodbye");
bounty_check_reset_action_resetCollection (player, npc);
//-- NPC: You're something else %TU. Very well, the paperwork is filed, good hunting!
string_id message = new string_id (c_stringFile, "s_26");
utils.removeScriptVar (player, "conversation.bounty_check_reset.branchId");
prose_package pp = new prose_package ();
pp.stringId = message;
pp.actor.set (player);
pp.target.set (npc);
npcEndConversationWithMessage (player, pp);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: On second thought, that might be too much work.
if (response == "s_28")
{
//-- [NOTE]
if (bounty_check_reset_condition__defaultCondition (player, npc))
{
doAnimationAction (npc, "nod");
//-- NPC: Yeah agreed. Get a drink and relax for a bit friend, you've earned.
string_id message = new string_id (c_stringFile, "s_30");
utils.removeScriptVar (player, "conversation.bounty_check_reset.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
// ======================================================================
// User Script Triggers
// ======================================================================
trigger OnInitialize ()
{
if ((!isTangible (self)) || (isPlayer (self)))
detachScript(self, "conversation.bounty_check_reset");
setCondition (self, CONDITION_CONVERSABLE);
return SCRIPT_CONTINUE;
}
trigger OnAttach ()
{
setCondition (self, CONDITION_CONVERSABLE);
return SCRIPT_CONTINUE;
}
trigger OnObjectMenuRequest (obj_id player, menu_info menuInfo)
{
int menu = menuInfo.addRootMenu (menu_info_types.CONVERSE_START, null);
menu_info_data menuInfoData = menuInfo.getMenuItemById (menu);
menuInfoData.setServerNotify (false);
setCondition (self, CONDITION_CONVERSABLE);
return SCRIPT_CONTINUE;
}
trigger OnIncapacitated (obj_id killer)
{
clearCondition (self, CONDITION_CONVERSABLE);
detachScript (self, "conversation.bounty_check_reset");
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 (bounty_check_reset_condition_bountyHunter (player, npc))
{
doAnimationAction (npc, "greet");
doAnimationAction (player, "greet");
//-- NPC: Fancy meeting you here %TU. What can the Guild do for you today?
string_id message = new string_id (c_stringFile, "s_4");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I was just in the neighborhood, anything going on?
boolean hasResponse0 = false;
if (bounty_check_reset_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: You hear about the top 10 fugitive list?
boolean hasResponse1 = false;
if (bounty_check_reset_condition_completedCollection (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_6");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_10");
utils.setScriptVar (player, "conversation.bounty_check_reset.branchId", 1);
prose_package pp = new prose_package ();
pp.stringId = message;
pp.actor.set (player);
pp.target.set (npc);
npcStartConversation (player, npc, "bounty_check_reset", 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 (bounty_check_reset_condition__defaultCondition (player, npc))
{
doAnimationAction (npc, "threaten");
//-- NPC: Careful who you bump in to stranger, if you want to leave this place in one piece!
string_id message = new string_id (c_stringFile, "s_36");
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 != "bounty_check_reset")
return SCRIPT_CONTINUE;
obj_id npc = self;
int branchId = utils.getIntScriptVar (player, "conversation.bounty_check_reset.branchId");
if (branchId == 1 && bounty_check_reset_handleBranch1 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 3 && bounty_check_reset_handleBranch3 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 4 && bounty_check_reset_handleBranch4 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 5 && bounty_check_reset_handleBranch5 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
chat.chat (npc, "Error: Fell through all branches and responses for OnNpcConversationResponse.");
utils.removeScriptVar (player, "conversation.bounty_check_reset.branchId");
return SCRIPT_CONTINUE;
}
// ======================================================================