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dsrc/sku.0/sys.server/compiled/game/script/conversation/happer_mos_eisley.script
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// ======================================================================
//
// happer_mos_eisley.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.conversation;
include library.groundquests;
include library.utils;
// ======================================================================
// Script Constants
// ======================================================================
string c_stringFile = "conversation/happer_mos_eisley";
// ======================================================================
// Script Conditions
// ======================================================================
boolean happer_mos_eisley_condition__defaultCondition (obj_id player, obj_id npc)
{
return true;
}
// ----------------------------------------------------------------------
boolean happer_mos_eisley_condition_hasInvestigateQuest (obj_id player, obj_id npc)
{
faceTo(npc, player);
return groundquests.isQuestActive(player, "quest_02_investigate_murder");
}
// ----------------------------------------------------------------------
boolean happer_mos_eisley_condition_hasCompletedInvestigate (obj_id player, obj_id npc)
{
faceTo(npc, player);
return groundquests.hasCompletedQuest(player, "quest_02_investigate_murder");
}
// ----------------------------------------------------------------------
boolean happer_mos_eisley_condition_hasGatheredTheClue (obj_id player, obj_id npc)
{
faceTo(npc, player);
return groundquests.hasCompletedTask(player, "quest_02_investigate_murder", "getClues")
|| happer_mos_eisley_condition_hasCompletedInvestigate(player, npc);
}
// ======================================================================
// Script Actions
// ======================================================================
void happer_mos_eisley_action_sendSignalClueUpdate (obj_id player, obj_id npc)
{
groundquests.sendSignal(player, "getCluesHapper");
}
// ----------------------------------------------------------------------
void happer_mos_eisley_action_sendSignalIdentifyBody (obj_id player, obj_id npc)
{
groundquests.sendSignal(player, "happerIdentifyBody");
}
// ----------------------------------------------------------------------
void happer_mos_eisley_action_sendSignalTalkHapper (obj_id player, obj_id npc)
{
groundquests.sendSignal(player, "speakWithHapper");
}
// ======================================================================
// Script %TO Tokens
// ======================================================================
// ======================================================================
// Script %DI Tokens
// ======================================================================
// ======================================================================
// Script %DF Tokens
// ======================================================================
// ======================================================================
// handleBranch<n> Functions
// ======================================================================
int happer_mos_eisley_handleBranch2 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Sorry citizen, I have to attend to this murder scene.
//-- [RESPONSE NOTE]
//-- PLAYER: Is that Bera Jeza? Oh no!
if (response == "s_9")
{
//-- [NOTE]
if (happer_mos_eisley_condition__defaultCondition (player, npc))
{
happer_mos_eisley_action_sendSignalIdentifyBody (player, npc);
//-- NPC: You know the deceased? Perhaps you could shed some light on what could have happened.
string_id message = new string_id (c_stringFile, "s_10");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I don't know if I can help, but I am more than willing to assist the Mos Eisley Police if possible.
boolean hasResponse0 = false;
if (happer_mos_eisley_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_11");
utils.setScriptVar (player, "conversation.happer_mos_eisley.branchId", 3);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.happer_mos_eisley.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int happer_mos_eisley_handleBranch3 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: You know the deceased? Perhaps you could shed some light on what could have happened.
//-- [RESPONSE NOTE]
//-- PLAYER: I don't know if I can help, but I am more than willing to assist the Mos Eisley Police if possible.
if (response == "s_11")
{
//-- [NOTE]
if (happer_mos_eisley_condition__defaultCondition (player, npc))
{
//-- NPC: When did you last see, uh, Bera Jeza?
string_id message = new string_id (c_stringFile, "s_12");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: It's been a while. Perhaps a week or so.
boolean hasResponse0 = false;
if (happer_mos_eisley_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_14");
utils.setScriptVar (player, "conversation.happer_mos_eisley.branchId", 4);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.happer_mos_eisley.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int happer_mos_eisley_handleBranch4 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: When did you last see, uh, Bera Jeza?
//-- [RESPONSE NOTE]
//-- PLAYER: It's been a while. Perhaps a week or so.
if (response == "s_14")
{
//-- [NOTE]
if (happer_mos_eisley_condition__defaultCondition (player, npc))
{
//-- NPC: I see. Well, Ms. Jeza seems to have met her fate an hour or more ago. Probably an organized crime related death.
string_id message = new string_id (c_stringFile, "s_16");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: What do you mean organized?
boolean hasResponse0 = false;
if (happer_mos_eisley_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.happer_mos_eisley.branchId", 5);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.happer_mos_eisley.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int happer_mos_eisley_handleBranch5 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: I see. Well, Ms. Jeza seems to have met her fate an hour or more ago. Probably an organized crime related death.
//-- [RESPONSE NOTE]
//-- PLAYER: What do you mean organized?
if (response == "s_18")
{
//-- [NOTE]
if (happer_mos_eisley_condition__defaultCondition (player, npc))
{
//-- NPC: Your friend had a large sum of spice on her. If I was a betting man, I'd say she was involved in the manufacture.
string_id message = new string_id (c_stringFile, "s_20");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Don't you need a lab for that sort of thing?
boolean hasResponse0 = false;
if (happer_mos_eisley_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_22");
utils.setScriptVar (player, "conversation.happer_mos_eisley.branchId", 6);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.happer_mos_eisley.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int happer_mos_eisley_handleBranch6 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Your friend had a large sum of spice on her. If I was a betting man, I'd say she was involved in the manufacture.
//-- [RESPONSE NOTE]
//-- PLAYER: Don't you need a lab for that sort of thing?
if (response == "s_22")
{
//-- [NOTE]
if (happer_mos_eisley_condition__defaultCondition (player, npc))
{
//-- NPC: Once we are done here I'll be interviewing her employer at the Mos Eisley Biolab. I have a feeling they are doing a little bit of moon lighting there.
string_id message = new string_id (c_stringFile, "s_24");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Is that the lab to the south?
boolean hasResponse0 = false;
if (happer_mos_eisley_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_26");
utils.setScriptVar (player, "conversation.happer_mos_eisley.branchId", 7);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.happer_mos_eisley.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int happer_mos_eisley_handleBranch7 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Once we are done here I'll be interviewing her employer at the Mos Eisley Biolab. I have a feeling they are doing a little bit of moon lighting there.
//-- [RESPONSE NOTE]
//-- PLAYER: Is that the lab to the south?
if (response == "s_26")
{
//-- [NOTE]
if (happer_mos_eisley_condition__defaultCondition (player, npc))
{
happer_mos_eisley_action_sendSignalClueUpdate (player, npc);
//-- NPC: I don't know exactly. You shouldn't worry about police matters. Now excuse me.
string_id message = new string_id (c_stringFile, "s_28");
utils.removeScriptVar (player, "conversation.happer_mos_eisley.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
// ======================================================================
// User Script Triggers
// ======================================================================
trigger OnInitialize ()
{
if ((!isTangible (self)) || (isPlayer (self)))
detachScript(self, "conversation.happer_mos_eisley");
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.happer_mos_eisley");
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 (happer_mos_eisley_condition_hasGatheredTheClue (player, npc))
{
//-- NPC: There really isn't anything else you can do here. We'll let you know if we find anything new.
string_id message = new string_id (c_stringFile, "s_30");
chat.chat (npc, player, message);
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (happer_mos_eisley_condition_hasInvestigateQuest (player, npc))
{
happer_mos_eisley_action_sendSignalTalkHapper (player, npc);
//-- NPC: Sorry citizen, I have to attend to this murder scene.
string_id message = new string_id (c_stringFile, "s_4");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Is that Bera Jeza? Oh no!
boolean hasResponse0 = false;
if (happer_mos_eisley_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_9");
utils.setScriptVar (player, "conversation.happer_mos_eisley.branchId", 2);
npcStartConversation (player, npc, "happer_mos_eisley", message, responses);
}
else
{
chat.chat (npc, player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (happer_mos_eisley_condition__defaultCondition (player, npc))
{
//-- NPC: Sorry citizen, I have a murder scene to attend to.
string_id message = new string_id (c_stringFile, "s_32");
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 != "happer_mos_eisley")
return SCRIPT_CONTINUE;
obj_id npc = self;
int branchId = utils.getIntScriptVar (player, "conversation.happer_mos_eisley.branchId");
if (branchId == 2 && happer_mos_eisley_handleBranch2 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 3 && happer_mos_eisley_handleBranch3 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 4 && happer_mos_eisley_handleBranch4 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 5 && happer_mos_eisley_handleBranch5 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 6 && happer_mos_eisley_handleBranch6 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 7 && happer_mos_eisley_handleBranch7 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
chat.chat (npc, "Error: Fell through all branches and responses for OnNpcConversationResponse.");
utils.removeScriptVar (player, "conversation.happer_mos_eisley.branchId");
return SCRIPT_CONTINUE;
}
// ======================================================================