mirror of
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864 lines
23 KiB
Plaintext
864 lines
23 KiB
Plaintext
// ======================================================================
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//
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// ig88_bothan_01.script
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// Copyright 2004, Sony Online Entertainment
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// All Rights Reserved.
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//
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// Created with SwgConversationEditor 1.36 - DO NOT EDIT THIS AUTO-GENERATED FILE!
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//
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// ======================================================================
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// ======================================================================
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// Library Includes
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// ======================================================================
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include library.ai_lib;
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include library.chat;
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include library.groundquests;
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include library.utils;
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// ======================================================================
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// Script Constants
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// ======================================================================
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string c_stringFile = "conversation/ig88_bothan_01";
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// ======================================================================
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// Script Conditions
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// ======================================================================
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boolean ig88_bothan_01_condition__defaultCondition (obj_id player, obj_id npc)
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{
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return true;
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}
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// ----------------------------------------------------------------------
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boolean ig88_bothan_01_condition_onTask (obj_id player, obj_id npc)
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{
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return (groundquests.isTaskActive(player, "feeder_ig88_03", "feeder_loot_ig88_01") ||
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groundquests.isTaskActive(player, "feeder_ig88_03", "feeder_retrieve_ig88_01") ||
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groundquests.isTaskActive(player, "feeder_ig88_03", "feeder_retrieve_ig88_02"));
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}
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// ----------------------------------------------------------------------
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boolean ig88_bothan_01_condition_endQuest (obj_id player, obj_id npc)
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{
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return groundquests.isTaskActive(player, "feeder_ig88_03", "feeder_signal_ig88_02");
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}
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// ----------------------------------------------------------------------
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boolean ig88_bothan_01_condition_needsQuest (obj_id player, obj_id npc)
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{
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return groundquests.isTaskActive(player, "feeder_ig88_01", "feeder_singal_ig88_03");
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}
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// ----------------------------------------------------------------------
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boolean ig88_bothan_01_condition_onQuest (obj_id player, obj_id npc)
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{
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return groundquests.isTaskActive(player, "feeder_ig88_01", "feeder_ig88_wait_02");
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}
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// ----------------------------------------------------------------------
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boolean ig88_bothan_01_condition_finishedQuest (obj_id player, obj_id npc)
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{
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return groundquests.hasCompletedQuest(player, "feeder_ig88_03");
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}
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// ======================================================================
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// Script Actions
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// ======================================================================
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void ig88_bothan_01_action_completeQuest (obj_id player, obj_id npc)
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{
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groundquests.sendSignal(player, "feeder_signal_ig88_03_02");
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}
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// ----------------------------------------------------------------------
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void ig88_bothan_01_action_grantQuest03 (obj_id player, obj_id npc)
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{
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groundquests.grantQuest(player, "feeder_ig88_03");
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groundquests.sendSignal(player, "feeder_signal_ig88_01_03");
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}
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// ======================================================================
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// Script %TO Tokens
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// ======================================================================
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// ======================================================================
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// Script %DI Tokens
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// ======================================================================
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// ======================================================================
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// Script %DF Tokens
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// ======================================================================
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// ======================================================================
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// handleBranch<n> Functions
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// ======================================================================
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int ig88_bothan_01_handleBranch2 (obj_id player, obj_id npc, string_id response)
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{
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//-- [BRANCH NOTE]
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//-- NPC: Did you get them? How did you do this without a disguise?
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//-- [RESPONSE NOTE]
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//-- PLAYER: I didn't need one, I just took what I wanted.
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if (response == "s_8")
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{
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//-- [NOTE]
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if (ig88_bothan_01_condition__defaultCondition (player, npc))
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{
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//-- NPC: Interesting approach...
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string_id message = new string_id (c_stringFile, "s_10");
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int numberOfResponses = 0;
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boolean hasResponse = false;
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//-- PLAYER: That's it?
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boolean hasResponse0 = false;
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if (ig88_bothan_01_condition__defaultCondition (player, npc))
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{
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++numberOfResponses;
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hasResponse = true;
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hasResponse0 = true;
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}
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if (hasResponse)
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{
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int responseIndex = 0;
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string_id responses [] = new string_id [numberOfResponses];
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if (hasResponse0)
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responses [responseIndex++] = new string_id (c_stringFile, "s_12");
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utils.setScriptVar (player, "conversation.ig88_bothan_01.branchId", 3);
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npcSpeak (player, message);
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npcSetConversationResponses (player, responses);
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}
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else
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{
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utils.removeScriptVar (player, "conversation.ig88_bothan_01.branchId");
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npcEndConversationWithMessage (player, message);
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}
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return SCRIPT_CONTINUE;
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}
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}
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//-- [RESPONSE NOTE]
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//-- PLAYER: This is my disguise.
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if (response == "s_16")
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{
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//-- [NOTE]
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if (ig88_bothan_01_condition__defaultCondition (player, npc))
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{
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//-- NPC: Interesting approach...
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string_id message = new string_id (c_stringFile, "s_10");
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int numberOfResponses = 0;
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boolean hasResponse = false;
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//-- PLAYER: That's it?
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boolean hasResponse0 = false;
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if (ig88_bothan_01_condition__defaultCondition (player, npc))
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{
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++numberOfResponses;
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hasResponse = true;
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hasResponse0 = true;
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}
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if (hasResponse)
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{
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int responseIndex = 0;
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string_id responses [] = new string_id [numberOfResponses];
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if (hasResponse0)
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responses [responseIndex++] = new string_id (c_stringFile, "s_12");
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utils.setScriptVar (player, "conversation.ig88_bothan_01.branchId", 3);
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npcSpeak (player, message);
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npcSetConversationResponses (player, responses);
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}
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else
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{
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utils.removeScriptVar (player, "conversation.ig88_bothan_01.branchId");
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npcEndConversationWithMessage (player, message);
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}
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return SCRIPT_CONTINUE;
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}
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}
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return SCRIPT_DEFAULT;
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}
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// ----------------------------------------------------------------------
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int ig88_bothan_01_handleBranch3 (obj_id player, obj_id npc, string_id response)
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{
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//-- [BRANCH NOTE]
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//-- NPC: Interesting approach...
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//-- [RESPONSE NOTE]
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//-- PLAYER: That's it?
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if (response == "s_12")
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{
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//-- [NOTE]
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if (ig88_bothan_01_condition__defaultCondition (player, npc))
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{
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ig88_bothan_01_action_completeQuest (player, npc);
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//-- NPC: Yes, now get back to Kaibe. He is expecting you.
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string_id message = new string_id (c_stringFile, "s_14");
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utils.removeScriptVar (player, "conversation.ig88_bothan_01.branchId");
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npcEndConversationWithMessage (player, message);
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return SCRIPT_CONTINUE;
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}
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}
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return SCRIPT_DEFAULT;
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}
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// ----------------------------------------------------------------------
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int ig88_bothan_01_handleBranch5 (obj_id player, obj_id npc, string_id response)
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{
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//-- [BRANCH NOTE]
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//-- NPC: You change your mind, and want me to make you a disguise?
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//-- [RESPONSE NOTE]
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//-- PLAYER: No, I just wanted to say hi.
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if (response == "s_20")
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{
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//-- [NOTE]
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if (ig88_bothan_01_condition__defaultCondition (player, npc))
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{
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//-- NPC: Well hi, now get back there.
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string_id message = new string_id (c_stringFile, "s_22");
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utils.removeScriptVar (player, "conversation.ig88_bothan_01.branchId");
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npcEndConversationWithMessage (player, message);
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return SCRIPT_CONTINUE;
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}
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}
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//-- [RESPONSE NOTE]
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//-- PLAYER: No, I just forgot what to get.
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if (response == "s_24")
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{
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//-- [NOTE]
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if (ig88_bothan_01_condition__defaultCondition (player, npc))
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{
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ig88_bothan_01_action_grantQuest03 (player, npc);
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//-- NPC: Amateur. Here I have reloaded the information to your datapad.
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string_id message = new string_id (c_stringFile, "s_26");
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utils.removeScriptVar (player, "conversation.ig88_bothan_01.branchId");
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npcEndConversationWithMessage (player, message);
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return SCRIPT_CONTINUE;
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}
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}
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return SCRIPT_DEFAULT;
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}
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// ----------------------------------------------------------------------
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int ig88_bothan_01_handleBranch8 (obj_id player, obj_id npc, string_id response)
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{
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//-- [BRANCH NOTE]
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//-- NPC: Go away, you have no proof!
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//-- [RESPONSE NOTE]
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//-- PLAYER: Proof? Kaibe sent me.
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if (response == "s_30")
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{
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//-- [NOTE]
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if (ig88_bothan_01_condition__defaultCondition (player, npc))
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{
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//-- NPC: Oh! In that case, what are you doing standing around. Let's get your disguise made.
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string_id message = new string_id (c_stringFile, "s_32");
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int numberOfResponses = 0;
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boolean hasResponse = false;
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//-- PLAYER: Disguise?
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boolean hasResponse0 = false;
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if (ig88_bothan_01_condition__defaultCondition (player, npc))
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{
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++numberOfResponses;
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hasResponse = true;
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hasResponse0 = true;
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}
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if (hasResponse)
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{
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int responseIndex = 0;
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string_id responses [] = new string_id [numberOfResponses];
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if (hasResponse0)
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responses [responseIndex++] = new string_id (c_stringFile, "s_34");
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utils.setScriptVar (player, "conversation.ig88_bothan_01.branchId", 9);
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npcSpeak (player, message);
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npcSetConversationResponses (player, responses);
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}
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else
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{
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utils.removeScriptVar (player, "conversation.ig88_bothan_01.branchId");
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npcEndConversationWithMessage (player, message);
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}
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return SCRIPT_CONTINUE;
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}
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}
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return SCRIPT_DEFAULT;
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}
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// ----------------------------------------------------------------------
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int ig88_bothan_01_handleBranch9 (obj_id player, obj_id npc, string_id response)
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{
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//-- [BRANCH NOTE]
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//-- NPC: Oh! In that case, what are you doing standing around. Let's get your disguise made.
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//-- [RESPONSE NOTE]
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//-- PLAYER: Disguise?
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if (response == "s_34")
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{
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//-- [NOTE]
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if (ig88_bothan_01_condition__defaultCondition (player, npc))
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{
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//-- NPC: Yes, how else are you going to get in? Let me see what I can put together...
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string_id message = new string_id (c_stringFile, "s_36");
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int numberOfResponses = 0;
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boolean hasResponse = false;
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//-- PLAYER: ...
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boolean hasResponse0 = false;
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if (ig88_bothan_01_condition__defaultCondition (player, npc))
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{
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++numberOfResponses;
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hasResponse = true;
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hasResponse0 = true;
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}
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if (hasResponse)
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{
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int responseIndex = 0;
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string_id responses [] = new string_id [numberOfResponses];
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if (hasResponse0)
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responses [responseIndex++] = new string_id (c_stringFile, "s_38");
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utils.setScriptVar (player, "conversation.ig88_bothan_01.branchId", 10);
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npcSpeak (player, message);
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npcSetConversationResponses (player, responses);
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}
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else
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{
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utils.removeScriptVar (player, "conversation.ig88_bothan_01.branchId");
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npcEndConversationWithMessage (player, message);
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}
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return SCRIPT_CONTINUE;
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}
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}
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return SCRIPT_DEFAULT;
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}
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// ----------------------------------------------------------------------
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int ig88_bothan_01_handleBranch10 (obj_id player, obj_id npc, string_id response)
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{
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//-- [BRANCH NOTE]
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//-- NPC: Yes, how else are you going to get in? Let me see what I can put together...
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//-- [RESPONSE NOTE]
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//-- PLAYER: ...
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if (response == "s_38")
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{
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//-- [NOTE]
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if (ig88_bothan_01_condition__defaultCondition (player, npc))
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{
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//-- NPC: Well, I am out of sufficient parts to make you retain your own personality. But not to worry, I will take good care of you.
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string_id message = new string_id (c_stringFile, "s_40");
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int numberOfResponses = 0;
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boolean hasResponse = false;
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//-- PLAYER: Um... Can't I just go in without a disguise?
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boolean hasResponse0 = false;
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if (ig88_bothan_01_condition__defaultCondition (player, npc))
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{
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++numberOfResponses;
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hasResponse = true;
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hasResponse0 = true;
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}
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if (hasResponse)
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{
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int responseIndex = 0;
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string_id responses [] = new string_id [numberOfResponses];
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if (hasResponse0)
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responses [responseIndex++] = new string_id (c_stringFile, "s_42");
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utils.setScriptVar (player, "conversation.ig88_bothan_01.branchId", 11);
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npcSpeak (player, message);
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npcSetConversationResponses (player, responses);
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}
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else
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{
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utils.removeScriptVar (player, "conversation.ig88_bothan_01.branchId");
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npcEndConversationWithMessage (player, message);
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}
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return SCRIPT_CONTINUE;
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}
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}
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return SCRIPT_DEFAULT;
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}
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// ----------------------------------------------------------------------
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int ig88_bothan_01_handleBranch11 (obj_id player, obj_id npc, string_id response)
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{
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//-- [BRANCH NOTE]
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//-- NPC: Well, I am out of sufficient parts to make you retain your own personality. But not to worry, I will take good care of you.
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//-- [RESPONSE NOTE]
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//-- PLAYER: Um... Can't I just go in without a disguise?
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if (response == "s_42")
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{
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//-- [NOTE]
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if (ig88_bothan_01_condition__defaultCondition (player, npc))
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{
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//-- NPC: ...
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string_id message = new string_id (c_stringFile, "s_44");
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int numberOfResponses = 0;
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boolean hasResponse = false;
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//-- PLAYER: Danger? Hah, I am not scared. Just tell me what I need.
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boolean hasResponse0 = false;
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if (ig88_bothan_01_condition__defaultCondition (player, npc))
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{
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++numberOfResponses;
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hasResponse = true;
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hasResponse0 = true;
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}
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if (hasResponse)
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{
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int responseIndex = 0;
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string_id responses [] = new string_id [numberOfResponses];
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if (hasResponse0)
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responses [responseIndex++] = new string_id (c_stringFile, "s_46");
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utils.setScriptVar (player, "conversation.ig88_bothan_01.branchId", 12);
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npcSpeak (player, message);
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npcSetConversationResponses (player, responses);
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}
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else
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{
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utils.removeScriptVar (player, "conversation.ig88_bothan_01.branchId");
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npcEndConversationWithMessage (player, message);
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}
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return SCRIPT_CONTINUE;
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}
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}
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return SCRIPT_DEFAULT;
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}
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// ----------------------------------------------------------------------
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int ig88_bothan_01_handleBranch12 (obj_id player, obj_id npc, string_id response)
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{
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//-- [BRANCH NOTE]
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//-- NPC: ...
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//-- [RESPONSE NOTE]
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//-- PLAYER: Danger? Hah, I am not scared. Just tell me what I need.
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if (response == "s_46")
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{
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doAnimationAction (player, "pose_proudly");
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//-- [NOTE]
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if (ig88_bothan_01_condition__defaultCondition (player, npc))
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{
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//-- NPC: Well in that case, I just need a circuit board from Tao-Ni Security's mainframe. But to get it, I need you to overload the system, so their backup systems don't wipe the data.
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string_id message = new string_id (c_stringFile, "s_48");
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int numberOfResponses = 0;
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boolean hasResponse = false;
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//-- PLAYER: How do we do that?
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boolean hasResponse0 = false;
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if (ig88_bothan_01_condition__defaultCondition (player, npc))
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{
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++numberOfResponses;
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hasResponse = true;
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hasResponse0 = true;
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}
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if (hasResponse)
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{
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int responseIndex = 0;
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string_id responses [] = new string_id [numberOfResponses];
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if (hasResponse0)
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responses [responseIndex++] = new string_id (c_stringFile, "s_50");
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utils.setScriptVar (player, "conversation.ig88_bothan_01.branchId", 13);
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npcSpeak (player, message);
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npcSetConversationResponses (player, responses);
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}
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else
|
|
{
|
|
utils.removeScriptVar (player, "conversation.ig88_bothan_01.branchId");
|
|
|
|
npcEndConversationWithMessage (player, message);
|
|
}
|
|
|
|
return SCRIPT_CONTINUE;
|
|
}
|
|
|
|
}
|
|
|
|
return SCRIPT_DEFAULT;
|
|
}
|
|
|
|
// ----------------------------------------------------------------------
|
|
|
|
int ig88_bothan_01_handleBranch13 (obj_id player, obj_id npc, string_id response)
|
|
{
|
|
//-- [BRANCH NOTE]
|
|
//-- NPC: Well in that case, I just need a circuit board from Tao-Ni Security's mainframe. But to get it, I need you to overload the system, so their backup systems don't wipe the data.
|
|
|
|
//-- [RESPONSE NOTE]
|
|
//-- PLAYER: How do we do that?
|
|
if (response == "s_50")
|
|
{
|
|
//-- [NOTE]
|
|
if (ig88_bothan_01_condition__defaultCondition (player, npc))
|
|
{
|
|
ig88_bothan_01_action_grantQuest03 (player, npc);
|
|
|
|
//-- NPC: Easy, just get me some charged capacitors from the security droids there. We can use them. I will contact you when we have enough.
|
|
string_id message = new string_id (c_stringFile, "s_52");
|
|
utils.removeScriptVar (player, "conversation.ig88_bothan_01.branchId");
|
|
|
|
npcEndConversationWithMessage (player, message);
|
|
|
|
return SCRIPT_CONTINUE;
|
|
}
|
|
|
|
}
|
|
|
|
return SCRIPT_DEFAULT;
|
|
}
|
|
|
|
// ----------------------------------------------------------------------
|
|
|
|
// ======================================================================
|
|
// User Script Triggers
|
|
// ======================================================================
|
|
|
|
trigger OnInitialize ()
|
|
{
|
|
if ((!isTangible (self)) || (isPlayer (self)))
|
|
detachScript(self, "conversation.ig88_bothan_01");
|
|
|
|
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.ig88_bothan_01");
|
|
|
|
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 (ig88_bothan_01_condition_finishedQuest (player, npc))
|
|
{
|
|
//-- NPC: Was there something else? I am busy making my disguise for my next contract.
|
|
string_id message = new string_id (c_stringFile, "s_4");
|
|
chat.chat (npc, player, message);
|
|
|
|
return SCRIPT_CONTINUE;
|
|
}
|
|
|
|
//-- [NOTE]
|
|
if (ig88_bothan_01_condition_endQuest (player, npc))
|
|
{
|
|
//-- NPC: Did you get them? How did you do this without a disguise?
|
|
string_id message = new string_id (c_stringFile, "s_6");
|
|
int numberOfResponses = 0;
|
|
|
|
boolean hasResponse = false;
|
|
|
|
//-- PLAYER: I didn't need one, I just took what I wanted.
|
|
boolean hasResponse0 = false;
|
|
if (ig88_bothan_01_condition__defaultCondition (player, npc))
|
|
{
|
|
++numberOfResponses;
|
|
hasResponse = true;
|
|
hasResponse0 = true;
|
|
}
|
|
|
|
//-- PLAYER: This is my disguise.
|
|
boolean hasResponse1 = false;
|
|
if (ig88_bothan_01_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_8");
|
|
|
|
if (hasResponse1)
|
|
responses [responseIndex++] = new string_id (c_stringFile, "s_16");
|
|
|
|
utils.setScriptVar (player, "conversation.ig88_bothan_01.branchId", 2);
|
|
|
|
npcStartConversation (player, npc, "ig88_bothan_01", message, responses);
|
|
}
|
|
else
|
|
{
|
|
chat.chat (npc, player, message);
|
|
}
|
|
|
|
return SCRIPT_CONTINUE;
|
|
}
|
|
|
|
//-- [NOTE]
|
|
if (ig88_bothan_01_condition_onQuest (player, npc))
|
|
{
|
|
//-- NPC: You change your mind, and want me to make you a disguise?
|
|
string_id message = new string_id (c_stringFile, "s_18");
|
|
int numberOfResponses = 0;
|
|
|
|
boolean hasResponse = false;
|
|
|
|
//-- PLAYER: No, I just wanted to say hi.
|
|
boolean hasResponse0 = false;
|
|
if (ig88_bothan_01_condition_onTask (player, npc))
|
|
{
|
|
++numberOfResponses;
|
|
hasResponse = true;
|
|
hasResponse0 = true;
|
|
}
|
|
|
|
//-- PLAYER: No, I just forgot what to get.
|
|
boolean hasResponse1 = false;
|
|
if (!ig88_bothan_01_condition_onTask (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_24");
|
|
|
|
utils.setScriptVar (player, "conversation.ig88_bothan_01.branchId", 5);
|
|
|
|
npcStartConversation (player, npc, "ig88_bothan_01", message, responses);
|
|
}
|
|
else
|
|
{
|
|
chat.chat (npc, player, message);
|
|
}
|
|
|
|
return SCRIPT_CONTINUE;
|
|
}
|
|
|
|
//-- [NOTE]
|
|
if (ig88_bothan_01_condition__defaultCondition (player, npc))
|
|
{
|
|
//-- NPC: Go away, you have no proof!
|
|
string_id message = new string_id (c_stringFile, "s_28");
|
|
int numberOfResponses = 0;
|
|
|
|
boolean hasResponse = false;
|
|
|
|
//-- PLAYER: Proof? Kaibe sent me.
|
|
boolean hasResponse0 = false;
|
|
if (ig88_bothan_01_condition_needsQuest (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_30");
|
|
|
|
utils.setScriptVar (player, "conversation.ig88_bothan_01.branchId", 8);
|
|
|
|
npcStartConversation (player, npc, "ig88_bothan_01", 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 != "ig88_bothan_01")
|
|
return SCRIPT_CONTINUE;
|
|
|
|
obj_id npc = self;
|
|
|
|
int branchId = utils.getIntScriptVar (player, "conversation.ig88_bothan_01.branchId");
|
|
|
|
if (branchId == 2 && ig88_bothan_01_handleBranch2 (player, npc, response) == SCRIPT_CONTINUE)
|
|
return SCRIPT_CONTINUE;
|
|
|
|
if (branchId == 3 && ig88_bothan_01_handleBranch3 (player, npc, response) == SCRIPT_CONTINUE)
|
|
return SCRIPT_CONTINUE;
|
|
|
|
if (branchId == 5 && ig88_bothan_01_handleBranch5 (player, npc, response) == SCRIPT_CONTINUE)
|
|
return SCRIPT_CONTINUE;
|
|
|
|
if (branchId == 8 && ig88_bothan_01_handleBranch8 (player, npc, response) == SCRIPT_CONTINUE)
|
|
return SCRIPT_CONTINUE;
|
|
|
|
if (branchId == 9 && ig88_bothan_01_handleBranch9 (player, npc, response) == SCRIPT_CONTINUE)
|
|
return SCRIPT_CONTINUE;
|
|
|
|
if (branchId == 10 && ig88_bothan_01_handleBranch10 (player, npc, response) == SCRIPT_CONTINUE)
|
|
return SCRIPT_CONTINUE;
|
|
|
|
if (branchId == 11 && ig88_bothan_01_handleBranch11 (player, npc, response) == SCRIPT_CONTINUE)
|
|
return SCRIPT_CONTINUE;
|
|
|
|
if (branchId == 12 && ig88_bothan_01_handleBranch12 (player, npc, response) == SCRIPT_CONTINUE)
|
|
return SCRIPT_CONTINUE;
|
|
|
|
if (branchId == 13 && ig88_bothan_01_handleBranch13 (player, npc, response) == SCRIPT_CONTINUE)
|
|
return SCRIPT_CONTINUE;
|
|
|
|
chat.chat (npc, "Error: Fell through all branches and responses for OnNpcConversationResponse.");
|
|
|
|
utils.removeScriptVar (player, "conversation.ig88_bothan_01.branchId");
|
|
|
|
return SCRIPT_CONTINUE;
|
|
}
|
|
|
|
// ======================================================================
|
|
|