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dsrc/sku.0/sys.server/compiled/game/script/conversation/station_yavin4.script
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// ======================================================================
//
// station_yavin4.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.factions;
include library.space_combat;
include library.space_content;
include library.space_crafting;
include library.space_flags;
include library.space_quest;
include library.space_skill;
include library.space_transition;
include library.utils;
// ======================================================================
// Script Constants
// ======================================================================
string c_stringFile = "conversation/station_yavin4";
// ======================================================================
// Script Conditions
// ======================================================================
boolean station_yavin4_condition__defaultCondition (obj_id player, obj_id npc)
{
return true;
}
// ----------------------------------------------------------------------
boolean station_yavin4_condition_canAfford50 (obj_id player, obj_id npc)
{
return space_crafting.canAffordShipRepairs(player, npc, .50f);
}
// ----------------------------------------------------------------------
boolean station_yavin4_condition_canAfford25 (obj_id player, obj_id npc)
{
return ( space_crafting.canAffordShipRepairs(player, npc, .25f) && space_crafting.isDamaged(player) );
}
// ----------------------------------------------------------------------
boolean station_yavin4_condition_canAfford75 (obj_id player, obj_id npc)
{
return space_crafting.canAffordShipRepairs(player, npc, .75f);
}
// ----------------------------------------------------------------------
boolean station_yavin4_condition_canAfford100 (obj_id player, obj_id npc)
{
return space_crafting.canAffordShipRepairs(player, npc, 1.0f);
}
// ----------------------------------------------------------------------
boolean station_yavin4_condition_needRepairs (obj_id player, obj_id npc)
{
float fltDamage = space_crafting.getDamageTotal(player, getPilotedShip(player));
if(fltDamage>0)
{
return true;
}
return false;
}
// ----------------------------------------------------------------------
boolean station_yavin4_condition_isTooFar (obj_id player, obj_id npc)
{
space_combat.playCombatTauntSound( player );
obj_id containingShip = space_transition.getContainingShip(player);
return ( getDistance( npc, containingShip ) > space_transition.STATION_COMM_MAX_DISTANCE );
}
// ----------------------------------------------------------------------
boolean station_yavin4_condition_notOnOpening (obj_id player, obj_id npc)
{
if(space_quest.hasReceivedReward( player, "inspect", "stn_yavin4_company_all_opening_tier2_1" ))
return false;
if(space_flags.hasCompletedTierOne(player))
return true;
else
return false;
}
// ----------------------------------------------------------------------
boolean station_yavin4_condition_failedOpening (obj_id player, obj_id npc)
{
if (hasObjVar(player, "space_quest.yavin_station.canTakeStationMissions"))
return false;
if ( space_quest.hasFailedQuest( player, "inspect", "stn_yavin4_company_all_opening_tier2_1" ) ||
space_quest.hasAbortedQuest( player, "inspect", "stn_yavin4_company_all_opening_tier2_1" ) )
return true;
else
return false;
}
// ----------------------------------------------------------------------
boolean station_yavin4_condition_wonOpening (obj_id player, obj_id npc)
{
if (hasObjVar(player, "space_quest.yavin_station.wonOpening"))
return false;
if ( space_quest.hasWonQuest( player, "inspect", "stn_yavin4_company_all_opening_tier2_1" ) &&
!space_quest.hasReceivedReward(player, "inspect", "stn_yavin4_company_all_opening_tier2_1") )
return true;
else
return false;
}
// ----------------------------------------------------------------------
boolean station_yavin4_condition_hasCompletedOpening (obj_id player, obj_id npc)
{
if (space_quest.hasReceivedReward(player, "recovery", "stn_yavin4_company_all_opening_tier2_2") ||
space_quest.hasReceivedReward(player, "escort", "stn_yavin4_company_all_opening_tier2_3"))
return false;
if (space_quest.hasReceivedReward(player, "inspect", "stn_yavin4_company_all_opening_tier2_1") )
return true;
else
return false;
}
// ----------------------------------------------------------------------
boolean station_yavin4_condition_failedOpeningTwo (obj_id player, obj_id npc)
{
if(hasObjVar(player, "space_quest.yavin_station.canTakeStationMissions"))
return false;
if ( space_quest.hasAbortedQuest( player, "recovery", "stn_yavin4_company_all_opening_tier2_2" ) )
return true;
if ( space_quest.hasFailedQuest( player, "escort", "stn_yavin4_company_all_opening_tier2_3" ) ||
space_quest.hasAbortedQuest( player, "escort", "stn_yavin4_company_all_opening_tier2_3" ) )
return true;
else
return false;
}
// ----------------------------------------------------------------------
boolean station_yavin4_condition_getDebrisAssassinate (obj_id player, obj_id npc)
{
if(hasObjVar(player, "space_quest.yavin_station.debrisAssassin"))
return false;
if(hasObjVar(player, "space_quest.yavin_station.canTakeStationMissions"))
return true;
else
return false;
}
// ----------------------------------------------------------------------
boolean station_yavin4_condition_wonOpeningTwo (obj_id player, obj_id npc)
{
if (space_quest.hasReceivedReward(player, "recovery", "stn_yavin4_company_all_opening_tier2_2"))
return false;
if ( space_quest.hasWonQuest( player, "recovery", "stn_yavin4_company_all_opening_tier2_2" ))
return true;
else
return false;
}
// ----------------------------------------------------------------------
boolean station_yavin4_condition_wonOpeningThree (obj_id player, obj_id npc)
{
if (space_quest.hasReceivedReward(player, "escort", "stn_yavin4_company_all_opening_tier2_3"))
return false;
if ( space_quest.hasWonQuest( player, "escort", "stn_yavin4_company_all_opening_tier2_3" ))
return true;
else
return false;
}
// ----------------------------------------------------------------------
boolean station_yavin4_condition_failedDebrisAssassinate (obj_id player, obj_id npc)
{
if (!hasObjVar(player, "space_quest.yavin_station.debrisAssassin"))
return false;
if ( space_quest.hasFailedQuest( player, "assassinate", "stn_yavin4_company_all_debrisassassinate_tier2_1" ) ||
space_quest.hasAbortedQuest( player, "assassinate", "stn_yavin4_company_all_debrisassassinate_tier2_1" ) )
return true;
else
return false;
}
// ----------------------------------------------------------------------
boolean station_yavin4_condition_wonDebrisAssassinate (obj_id player, obj_id npc)
{
if (!hasObjVar(player, "space_quest.yavin_station.debrisAssassin"))
return false;
if(space_quest.hasReceivedReward(player, "assassinate", "stn_yavin4_company_all_debrisassassinate_tier2_1"))
return false;
if ( space_quest.hasWonQuest( player, "assassinate", "stn_yavin4_company_all_debrisassassinate_tier2_1" ))
return true;
else
return false;
}
// ----------------------------------------------------------------------
boolean station_yavin4_condition_notOnMassassi (obj_id player, obj_id npc)
{
if(space_quest.hasReceivedReward(player, "space_battle", "stn_yavin4_company_all_massassi_tier2_1"))
return false;
if (hasObjVar(player, "space_quest.yavin_station.canTakeStationMissions"))
return true;
else
return false;
}
// ----------------------------------------------------------------------
boolean station_yavin4_condition_failedMassassiOne (obj_id player, obj_id npc)
{
if(space_quest.hasReceivedReward(player, "space_battle", "stn_yavin4_company_all_massassi_tier2_1"))
return false;
if ( space_quest.hasAbortedQuest( player, "space_battle", "stn_yavin4_company_all_massassi_tier2_1" ) )
return true;
if ( space_quest.hasFailedQuest( player, "inspect", "stn_yavin4_company_all_massassi_tier2_2" ) ||
space_quest.hasAbortedQuest( player, "inspect", "stn_yavin4_company_all_massassi_tier2_2" ) )
return true;
if ( space_quest.hasFailedQuest( player, "patrol", "stn_yavin4_company_all_massassi_tier2_3" ) ||
space_quest.hasAbortedQuest( player, "patrol", "stn_yavin4_company_all_massassi_tier2_3" ) )
return true;
if ( space_quest.hasFailedQuest( player, "destroy_surpriseattack", "stn_yavin4_company_all_massassi_tier2_4" ) ||
space_quest.hasAbortedQuest( player, "destroy_surpriseattack", "stn_yavin4_company_all_massassi_tier2_4" ) )
return true;
if ( space_quest.hasFailedQuest( player, "inspect", "stn_yavin4_company_all_massassi_tier2_5" ) ||
space_quest.hasAbortedQuest( player, "inspect", "stn_yavin4_company_all_massassi_tier2_5" ) )
return true;
else
return false;
}
// ----------------------------------------------------------------------
boolean station_yavin4_condition_wonMassassiOne (obj_id player, obj_id npc)
{
if(space_quest.hasReceivedReward(player, "space_battle", "stn_yavin4_company_all_massassi_tier2_1"))
return false;
if ( space_quest.hasWonQuest( player, "inspect", "stn_yavin4_company_all_massassi_tier2_2" ) ||
space_quest.hasWonQuest( player, "inspect", "stn_yavin4_company_all_massassi_tier2_5" ))
return true;
else
return false;
}
// ----------------------------------------------------------------------
boolean station_yavin4_condition_notOnMassassiTwo (obj_id player, obj_id npc)
{
if(space_quest.hasReceivedReward(player, "patrol", "stn_yavin4_company_all_massassi_tier2_6"))
return false;
if(space_quest.hasReceivedReward(player, "space_battle", "stn_yavin4_company_all_massassi_tier2_1"))
return true;
else
return false;
}
// ----------------------------------------------------------------------
boolean station_yavin4_condition_failedMassassiTwo (obj_id player, obj_id npc)
{
if(space_quest.hasReceivedReward(player, "patrol", "stn_yavin4_company_all_massassi_tier2_6"))
return false;
if ( space_quest.hasFailedQuestRecursive( player, "patrol", "stn_yavin4_company_all_massassi_tier2_6" ) ||
space_quest.hasAbortedQuestRecursive( player, "patrol", "stn_yavin4_company_all_massassi_tier2_6" ) )
return true;
if ( space_quest.hasFailedQuestRecursive( player, "patrol", "stn_yavin4_company_all_massassi_tier2_8" ) ||
space_quest.hasAbortedQuestRecursive( player, "patrol", "stn_yavin4_company_all_massassi_tier2_8" ) )
return true;
if ( space_quest.hasFailedQuestRecursive( player, "patrol", "stn_yavin4_company_all_massassi_tier2_11" ) ||
space_quest.hasAbortedQuestRecursive( player, "patrol", "stn_yavin4_company_all_massassi_tier2_11" ) )
return true;
else
return false;
}
// ----------------------------------------------------------------------
boolean station_yavin4_condition_hasMission (obj_id player, obj_id npc)
{
if(!space_quest.hasQuest(player))
return true;
else
return false;
}
// ----------------------------------------------------------------------
boolean station_yavin4_condition_wonMassassiTwo (obj_id player, obj_id npc)
{
if (space_quest.hasReceivedReward(player, "patrol", "stn_yavin4_company_all_massassi_tier2_6"))
return false;
if ( space_quest.hasCompletedQuestRecursive( player, "patrol", "stn_yavin4_company_all_massassi_tier2_6" ) ||
space_quest.hasCompletedQuestRecursive( player, "patrol", "stn_yavin4_company_all_massassi_tier2_8" ))
return true;
else
return false;
}
// ----------------------------------------------------------------------
boolean station_yavin4_condition_wonMassassiPatrolThree (obj_id player, obj_id npc)
{
if(hasObjVar(player, "space_quest.yavin_station.massassiPatrolThree"))
return false;
if ( space_quest.hasCompletedQuest( player, "patrol", "stn_yavin4_company_all_massassi_tier2_11" ))
return true;
else
return false;
}
// ----------------------------------------------------------------------
boolean station_yavin4_condition_notOnMassassiClosing (obj_id player, obj_id npc)
{
if(space_quest.hasReceivedReward(player, "assassinate", "stn_yavin4_company_all_massassi_tier2_11"))
return false;
if(space_quest.hasReceivedReward(player, "patrol", "stn_yavin4_company_all_massassi_tier2_6"))
return true;
else
return false;
}
// ----------------------------------------------------------------------
boolean station_yavin4_condition_failedMassassiClosing (obj_id player, obj_id npc)
{
if(space_quest.hasReceivedReward(player, "assassinate", "stn_yavin4_company_all_massassi_tier2_11"))
return false;
if ( space_quest.hasFailedQuest( player, "assassinate", "stn_yavin4_company_all_massassi_tier2_11" ) ||
space_quest.hasAbortedQuest( player, "assassinate", "stn_yavin4_company_all_massassi_tier2_11" ) )
return true;
else
return false;
}
// ----------------------------------------------------------------------
boolean station_yavin4_condition_wonMassassiClosing (obj_id player, obj_id npc)
{
if(space_quest.hasReceivedReward(player, "assassinate", "stn_yavin4_company_all_massassi_tier2_11"))
return false;
if(space_quest.hasWonQuest(player, "assassinate", "stn_yavin4_company_all_massassi_tier2_11"))
return true;
else
return false;
}
// ----------------------------------------------------------------------
boolean station_yavin4_condition_notOnImperial (obj_id player, obj_id npc)
{
if(space_quest.hasReceivedReward( player, "recovery", "stn_yavin4_imp_imperial_tier2_1" ))
return false;
if(!hasSkill(player, "pilot_imperial_navy_novice"))
return false;
if (hasObjVar(player, "space_quest.yavin_station.canTakeStationMissions"))
return true;
else
return false;
}
// ----------------------------------------------------------------------
boolean station_yavin4_condition_failedImperialOne (obj_id player, obj_id npc)
{
if ( space_quest.hasFailedQuest( player, "recovery", "stn_yavin4_imp_imperial_tier2_1" ) ||
space_quest.hasAbortedQuest( player, "recovery", "stn_yavin4_imp_imperial_tier2_1" ) )
return true;
else
return false;
}
// ----------------------------------------------------------------------
boolean station_yavin4_condition_wonImperialOne (obj_id player, obj_id npc)
{
if(space_quest.hasReceivedReward( player, "recovery", "stn_yavin4_imp_imperial_tier2_1" ))
return false;
if ( space_quest.hasWonQuest( player, "recovery", "stn_yavin4_imp_imperial_tier2_1" ))
return true;
else
return false;
}
// ----------------------------------------------------------------------
boolean station_yavin4_condition_notOnImperialTwo (obj_id player, obj_id npc)
{
if(space_quest.hasReceivedReward( player, "rescue", "stn_yavin4_imp_imperial_tier2_2" ))
return false;
if(space_quest.hasReceivedReward( player, "recovery", "stn_yavin4_imp_imperial_tier2_1" ))
return true;
else
return false;
}
// ----------------------------------------------------------------------
boolean station_yavin4_condition_failedImperialTwo (obj_id player, obj_id npc)
{
if ( space_quest.hasFailedQuestRecursive( player, "rescue", "stn_yavin4_imp_imperial_tier2_2" ) ||
space_quest.hasAbortedQuestRecursive( player, "rescue", "stn_yavin4_imp_imperial_tier2_2" ) )
return true;
else
return false;
}
// ----------------------------------------------------------------------
boolean station_yavin4_condition_wonImperailTwo (obj_id player, obj_id npc)
{
if(space_quest.hasReceivedReward( player, "rescue", "stn_yavin4_imp_imperial_tier2_2" ))
return false;
if ( space_quest.hasCompletedQuestRecursive( player, "rescue", "stn_yavin4_imp_imperial_tier2_2" ))
return true;
else
return false;
}
// ----------------------------------------------------------------------
boolean station_yavin4_condition_notOnSmuggler (obj_id player, obj_id npc)
{
if(space_quest.hasReceivedReward( player, "delivery_no_pickup", "stn_yavin4_company_smuggler_tier2_1" ))
return false;
if(!space_flags.isSpaceTrack(player, space_flags.PRIVATEER_TATOOINE))
return false;
if (hasObjVar(player, "space_quest.yavin_station.canTakeStationMissions"))
return true;
else
return false;
}
// ----------------------------------------------------------------------
boolean station_yavin4_condition_failedSmugglerOne (obj_id player, obj_id npc)
{
if ( space_quest.hasFailedQuestRecursive( player, "delivery_no_pickup", "stn_yavin4_company_smuggler_tier2_1" ) ||
space_quest.hasAbortedQuestRecursive( player, "delivery_no_pickup", "stn_yavin4_company_smuggler_tier2_1" ) )
return true;
else
return false;
}
// ----------------------------------------------------------------------
boolean station_yavin4_condition_wonSmugglerOne (obj_id player, obj_id npc)
{
if(space_quest.hasReceivedReward( player, "delivery_no_pickup", "stn_yavin4_company_smuggler_tier2_1" ))
return false;
if ( space_quest.hasCompletedQuestRecursive( player, "delivery_no_pickup", "stn_yavin4_company_smuggler_tier2_1" ))
return true;
else
return false;
}
// ----------------------------------------------------------------------
boolean station_yavin4_condition_canTakeDuty (obj_id player, obj_id npc)
{
if (hasObjVar(player, "space_quest.yavin_station.canTakeStationMissions"))
return true;
else
return false;
}
// ----------------------------------------------------------------------
boolean station_yavin4_condition_patrolThreeDone (obj_id player, obj_id npc)
{
if(hasObjVar(player, "space_quest.yavin_station.massassiPatrolThree"))
return false;
else
return true;
}
// ----------------------------------------------------------------------
boolean station_yavin4_condition_canTakeQuest (obj_id player, obj_id npc)
{
if(space_quest.hasQuest(player))
{
return false;
}
return true;
}
// ----------------------------------------------------------------------
boolean station_yavin4_condition_canAttackImperial (obj_id player, obj_id npc)
{
if(space_flags.isRebelPilot(player) || space_flags.isRebelHelperPilot(player))
{
return true;
}
return false;
}
// ----------------------------------------------------------------------
boolean station_yavin4_condition_canAttackRebel (obj_id player, obj_id npc)
{
if(space_flags.isImperialPilot(player) || space_flags.isImperialHelperPilot(player))
{
return true;
}
return false;
}
// ----------------------------------------------------------------------
boolean station_yavin4_condition_finishedTier2 (obj_id player, obj_id npc)
{
return space_flags.hasCompletedTierTwo(player);
}
// ----------------------------------------------------------------------
boolean station_yavin4_condition_canTakeTier5RebelDuty (obj_id player, obj_id npc)
{
if(!space_skill.isMasterPilot(player))
{
return false;
}
if(space_flags.isRebelPilot(player) || space_flags.isRebelHelperPilot(player))
{
return true;
}
return false;
}
// ----------------------------------------------------------------------
boolean station_yavin4_condition_canTakeTier5ImperialDuty (obj_id player, obj_id npc)
{
if(!space_skill.isMasterPilot(player))
{
return false;
}
if(space_flags.isImperialPilot(player) || space_flags.isImperialHelperPilot(player))
{
return true;
}
return false;
}
// ======================================================================
// Script Actions
// ======================================================================
void station_yavin4_action_landStation3 (obj_id player, obj_id npc)
{
space_content.landPlayer(player, npc, "Imperial Base Starport");
}
// ----------------------------------------------------------------------
void station_yavin4_action_fix25 (obj_id player, obj_id npc)
{
space_crafting.doStationToShipRepairs(player, npc, .25f);
}
// ----------------------------------------------------------------------
void station_yavin4_action_fix50 (obj_id player, obj_id npc)
{
space_crafting.doStationToShipRepairs(player, npc, .50f);
}
// ----------------------------------------------------------------------
void station_yavin4_action_fix75 (obj_id player, obj_id npc)
{
space_crafting.doStationToShipRepairs(player, npc, .75f);
}
// ----------------------------------------------------------------------
void station_yavin4_action_fix100 (obj_id player, obj_id npc)
{
space_crafting.doStationToShipRepairs(player, npc, 1.0f);
}
// ----------------------------------------------------------------------
void station_yavin4_action_landStation1 (obj_id player, obj_id npc)
{
space_content.landPlayer(player, npc, "Yavin IV Mining Outpost");
}
// ----------------------------------------------------------------------
void station_yavin4_action_landStation2 (obj_id player, obj_id npc)
{
space_content.landPlayer(player, npc, "Yavin IV Labor Outpost");
}
// ----------------------------------------------------------------------
void station_yavin4_action_grantOpeningMission (obj_id player, obj_id npc)
{
space_quest.grantQuest( player, "inspect", "stn_yavin4_company_all_opening_tier2_1" );
}
// ----------------------------------------------------------------------
void station_yavin4_action_giveRewardOpening (obj_id player, obj_id npc)
{
space_quest.giveReward( player, "inspect", "stn_yavin4_company_all_opening_tier2_1", 10000 );
grantExperiencePoints(player, "space_combat_general", 1000);
}
// ----------------------------------------------------------------------
void station_yavin4_action_grantOpeningMissionTwo (obj_id player, obj_id npc)
{
space_quest.grantQuest( player, "recovery", "stn_yavin4_company_all_opening_tier2_2" );
}
// ----------------------------------------------------------------------
void station_yavin4_action_grantStationAccess (obj_id player, obj_id npc)
{
space_quest.giveReward( player, "recovery", "stn_yavin4_company_all_opening_tier2_2", 0 );
setObjVar(player, "space_quest.yavin_station.canTakeStationMissions", 1);
}
// ----------------------------------------------------------------------
void station_yavin4_action_giveRewardOpeningTwo (obj_id player, obj_id npc)
{
space_quest.giveReward( player, "recovery", "stn_yavin4_company_all_opening_tier2_2", 25000 );
grantExperiencePoints(player, "space_combat_general", 2000);
setObjVar(player, "space_quest.yavin_station.canTakeStationMissions", 1);
}
// ----------------------------------------------------------------------
void station_yavin4_action_giveRewardOpeningThree (obj_id player, obj_id npc)
{
space_quest.giveReward( player, "escort", "stn_yavin4_company_all_opening_tier2_3", 10000 );
grantExperiencePoints(player, "space_combat_general", 1000);
setObjVar(player, "space_quest.yavin_station.canTakeStationMissions", 1);
}
// ----------------------------------------------------------------------
void station_yavin4_action_grantDebrisAssassinate (obj_id player, obj_id npc)
{
if(!hasObjVar(player, "space_quest.yavin_station.debrisAssassin"))
setObjVar(player, "space_quest.yavin_station.debrisAssassin", 1);
space_quest.grantQuest( player, "assassinate", "stn_yavin4_company_all_debrisassassinate_tier2_1" );
}
// ----------------------------------------------------------------------
void station_yavin4_action_clearDebrisAssassinate (obj_id player, obj_id npc)
{
removeObjVar(player, "space_quest.yavin_station.debrisAssassin");
space_quest.clearQuestFlags(player, "assassinate", "stn_yavin4_company_all_debrisassassinate_tier2_1");
}
// ----------------------------------------------------------------------
void station_yavin4_action_giveRewardDebrisAssassinate (obj_id player, obj_id npc)
{
space_quest.giveReward( player, "assassinate", "stn_yavin4_company_all_debrisassassinate_tier2_1", 15000 );
grantExperiencePoints(player, "space_combat_general", 1000);
}
// ----------------------------------------------------------------------
void station_yavin4_action_grantDestroyDuty (obj_id player, obj_id npc)
{
space_quest.grantQuest( player, "destroy_duty", "stn_yavin4_company_all_debrisdestroy_tier2_1" );
}
// ----------------------------------------------------------------------
void station_yavin4_action_grantEscortDuty (obj_id player, obj_id npc)
{
space_quest.grantQuest( player, "escort_duty", "stn_yavin4_company_all_freighterescort_tier2_1" );
}
// ----------------------------------------------------------------------
void station_yavin4_action_grantMassassiOne (obj_id player, obj_id npc)
{
space_quest.grantQuest( player, "space_battle", "stn_yavin4_company_all_massassi_tier2_1" );
}
// ----------------------------------------------------------------------
void station_yavin4_action_clearMassassiOne (obj_id player, obj_id npc)
{
space_quest.clearQuestFlags(player, "space_battle", "stn_yavin4_company_massassi_all_tier2_1");
space_quest.clearQuestFlags(player, "inspect", "stn_yavin4_company_massassi_all_tier2_2");
space_quest.clearQuestFlags(player, "patrol", "stn_yavin4_company_massassi_all_tier2_3");
space_quest.clearQuestFlags(player, "destroy_surpriseattack", "stn_yavin4_company_massassi_all_tier2_4");
space_quest.clearQuestFlags(player, "inspect", "stn_yavin4_company_massassi_all_tier2_5");
}
// ----------------------------------------------------------------------
void station_yavin4_action_giveRewardMassassiOne (obj_id player, obj_id npc)
{
space_quest.giveReward( player, "space_battle", "stn_yavin4_company_all_massassi_tier2_1", 10000 );
grantExperiencePoints(player, "space_combat_general", 1000);
}
// ----------------------------------------------------------------------
void station_yavin4_action_grantMassassiPatrolOne (obj_id player, obj_id npc)
{
space_quest.grantQuest( player, "patrol", "stn_yavin4_company_all_massassi_tier2_6" );
}
// ----------------------------------------------------------------------
void station_yavin4_action_grantMassassiPatrolTwo (obj_id player, obj_id npc)
{
space_quest.grantQuest( player, "patrol", "stn_yavin4_company_all_massassi_tier2_8" );
}
// ----------------------------------------------------------------------
void station_yavin4_action_grantMassassiPatrolThree (obj_id player, obj_id npc)
{
space_quest.grantQuest( player, "patrol", "stn_yavin4_company_all_massassi_tier2_11" );
}
// ----------------------------------------------------------------------
void station_yavin4_action_clearMassassiTwo (obj_id player, obj_id npc)
{
space_quest.clearQuestFlags(player, "patrol", "stn_yavin4_company_massassi_all_tier2_6");
space_quest.clearQuestFlags(player, "survival", "stn_yavin4_company_massassi_all_tier2_7");
space_quest.clearQuestFlags(player, "patrol", "stn_yavin4_company_massassi_all_tier2_8");
space_quest.clearQuestFlags(player, "delivery_no_pickup", "stn_yavin4_company_massassi_all_tier2_9");
space_quest.clearQuestFlags(player, "destroy_surpriseattack", "stn_yavin4_company_massassi_all_tier2_10");
space_quest.clearQuestFlags(player, "patrol", "stn_yavin4_company_massassi_all_tier2_11");
}
// ----------------------------------------------------------------------
void station_yavin4_action_giveRewardMassassiTwo (obj_id player, obj_id npc)
{
space_quest.giveReward( player, "patrol", "stn_yavin4_company_all_massassi_tier2_6", 15000 );
grantExperiencePoints(player, "space_combat_general", 2000);
}
// ----------------------------------------------------------------------
void station_yavin4_action_grantMassassiClosing (obj_id player, obj_id npc)
{
space_quest.grantQuest( player, "assassinate", "stn_yavin4_company_all_massassi_tier2_11" );
}
// ----------------------------------------------------------------------
void station_yavin4_action_giveRewardMassassiClosing (obj_id player, obj_id npc)
{
space_quest.giveReward( player, "assassinate", "stn_yavin4_company_all_massassi_tier2_11", 35000 );
grantExperiencePoints(player, "space_combat_general", 5000);
}
// ----------------------------------------------------------------------
void station_yavin4_action_grantImperialOne (obj_id player, obj_id npc)
{
space_quest.grantQuest( player, "recovery", "stn_yavin4_imp_imperial_tier2_1" );
}
// ----------------------------------------------------------------------
void station_yavin4_action_giveRewardImperialOne (obj_id player, obj_id npc)
{
space_quest.giveReward( player, "recovery", "stn_yavin4_imp_imperial_tier2_1", 10000 );
grantExperiencePoints(player, "space_combat_general", 1000);
}
// ----------------------------------------------------------------------
void station_yavin4_action_grantImperialTwo (obj_id player, obj_id npc)
{
space_quest.grantQuest( player, "rescue", "stn_yavin4_imp_imperial_tier2_2" );
}
// ----------------------------------------------------------------------
void station_yavin4_action_giveRewardImperialTwo (obj_id player, obj_id npc)
{
space_quest.giveReward( player, "rescue", "stn_yavin4_imp_imperial_tier2_2", 20000);
grantExperiencePoints(player, "space_combat_general", 2000);
}
// ----------------------------------------------------------------------
void station_yavin4_action_grantSmugglerOne (obj_id player, obj_id npc)
{
space_quest.grantQuest( player, "delivery_no_pickup", "stn_yavin4_company_smuggler_tier2_1" );
}
// ----------------------------------------------------------------------
void station_yavin4_action_giveRewardSmugglerOne (obj_id player, obj_id npc)
{
space_quest.giveReward( player, "delivery_no_pickup", "stn_yavin4_company_smuggler_tier2_1", 20000 );
grantExperiencePoints(player, "space_combat_general", 2000);
}
// ----------------------------------------------------------------------
void station_yavin4_action_clearImperialOne (obj_id player, obj_id npc)
{
space_quest.clearQuestFlags(player, "recovery", "stn_yavin4_imp_imperial_tier2_1");
}
// ----------------------------------------------------------------------
void station_yavin4_action_clearImperialTwo (obj_id player, obj_id npc)
{
space_quest.clearQuestFlags(player, "rescue", "stn_yavin4_imp_imperial_tier2_2");
space_quest.clearQuestFlags(player, "recovery", "stn_yavin4_imp_imperial_tier2_3");
}
// ----------------------------------------------------------------------
void station_yavin4_action_clearSmugglerOne (obj_id player, obj_id npc)
{
space_quest.clearQuestFlags(player, "delivery_no_pickup", "stn_yavin4_company_smuggler_tier2_1");
space_quest.clearQuestFlags(player, "patrol", "stn_yavin4_company_smuggler_tier2_2");
space_quest.clearQuestFlags(player, "destroy_surpriseattack", "stn_yavin4_company_smuggler_tier2_3");
space_quest.clearQuestFlags(player, "patrol", "stn_yavin4_company_smuggler_tier2_4");
space_quest.clearQuestFlags(player, "delivery_no_pickup", "stn_yavin4_company_smuggler_tier2_5");
}
// ----------------------------------------------------------------------
void station_yavin4_action_clearMassassiClosing (obj_id player, obj_id npc)
{
space_quest.clearQuestFlags(player, "assassinate", "stn_yavin4_company_massassi_all_tier2_11");
}
// ----------------------------------------------------------------------
void station_yavin4_action_setMassassiPatrolThree (obj_id player, obj_id npc)
{
setObjVar(player, "space_quest.yavin_station.massassiPatrolThree", 1);
}
// ----------------------------------------------------------------------
void station_yavin4_action_grantImperialDuty3 (obj_id player, obj_id npc)
{
space_quest.grantQuest(player, "destroy_duty", "yavin_imperial_tier3");
}
// ----------------------------------------------------------------------
void station_yavin4_action_grantRebelDuty3 (obj_id player, obj_id npc)
{
space_quest.grantQuest(player, "destroy_duty", "yavin_rebel_tier3");
}
// ----------------------------------------------------------------------
void station_yavin4_action_grantBlackSunDuty3 (obj_id player, obj_id npc)
{
space_quest.grantQuest(player, "destroy_duty", "yavin_blacksun_tier3");
}
// ----------------------------------------------------------------------
void station_yavin4_action_grantVoidDuty3 (obj_id player, obj_id npc)
{
space_quest.grantQuest(player, "destroy_duty", "yavin_void_wing_tier3");
}
// ----------------------------------------------------------------------
void station_yavin4_action_grantImperialDuty5 (obj_id player, obj_id npc)
{
space_quest.grantQuest(player, "destroy_duty", "yavin_imperial_tier5");
}
// ----------------------------------------------------------------------
void station_yavin4_action_grantRebelDuty5 (obj_id player, obj_id npc)
{
space_quest.grantQuest(player, "destroy_duty", "yavin_rebel_tier5");
}
// ======================================================================
// Script %TO Tokens
// ======================================================================
string station_yavin4_tokenTO_tokenTO0001 (obj_id player, obj_id npc)
{
return new string();
}
// ======================================================================
// Script %DI Tokens
// ======================================================================
int station_yavin4_tokenDI_getStationRepairCost25 (obj_id player, obj_id npc)
{
return space_crafting.getStationRepairCost(player, npc, .25f);
}
// ----------------------------------------------------------------------
int station_yavin4_tokenDI_getStationRepairCost50 (obj_id player, obj_id npc)
{
return space_crafting.getStationRepairCost(player, npc, .50f);
}
// ----------------------------------------------------------------------
int station_yavin4_tokenDI_getStationRepairCost75 (obj_id player, obj_id npc)
{
return space_crafting.getStationRepairCost(player, npc, .75f);
}
// ----------------------------------------------------------------------
int station_yavin4_tokenDI_getStationRepairCost100 (obj_id player, obj_id npc)
{
return space_crafting.getStationRepairCost(player, npc, 1.0f);
}
// ======================================================================
// Script %DF Tokens
// ======================================================================
// ======================================================================
// handleBranch<n> Functions
// ======================================================================
int station_yavin4_handleBranch2 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: So...so did you find out...anything?
//-- [RESPONSE NOTE]
//-- PLAYER: Nope, but I will go look again.
if (response == "s_8684604b")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
station_yavin4_action_grantOpeningMission (player, npc);
//-- NPC: Okay. They are not going to hold off on killing our man much longer, right? Try to hurry.
string_id message = new string_id (c_stringFile, "s_29093d3e");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I want to land.
if (response == "s_305434ff")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Yeah, right? Ok. Where do you want to land now, huh?
string_id message = new string_id (c_stringFile, "s_2b867034");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Mining Outpost.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Labor Outpost.
boolean hasResponse1 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: Imperial Base.
boolean hasResponse2 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_826b822");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_f4af242d");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_7afe2900");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 52);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I need repairs.
if (response == "s_6c8ffad8")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Yeah, you got damage, right. We can fix that, no problem, huh?
string_id message = new string_id (c_stringFile, "s_ac4d2f7b");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Just fix a little of it.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Fix half the damage.
boolean hasResponse1 = false;
if (station_yavin4_condition_canAfford50 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: Fix most of the damage.
boolean hasResponse2 = false;
if (station_yavin4_condition_canAfford75 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
//-- PLAYER: Fix all of the damage.
boolean hasResponse3 = false;
if (station_yavin4_condition_canAfford100 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse3 = true;
}
//-- PLAYER: Never mind.
boolean hasResponse4 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse4 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_7de495e9");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_32c93882");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_e233265e");
if (hasResponse3)
responses [responseIndex++] = new string_id (c_stringFile, "s_a3a3ddb5");
if (hasResponse4)
responses [responseIndex++] = new string_id (c_stringFile, "s_193");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 62);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int station_yavin4_handleBranch4 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Well...I cannot say that the executives are...you know...happy about this turn of events. We cannot pay you for this...job, right? But at least you were willing to help. Maybe in the future we can have work for you...work that you won't screw up.
//-- [RESPONSE NOTE]
//-- PLAYER: I want to land.
if (response == "s_10")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Yeah, right? Ok. Where do you want to land now, huh?
string_id message = new string_id (c_stringFile, "s_2b867034");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Mining Outpost.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Labor Outpost.
boolean hasResponse1 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: Imperial Base.
boolean hasResponse2 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_826b822");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_f4af242d");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_7afe2900");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 52);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I need repairs.
if (response == "s_12")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Yeah, you got damage, right. We can fix that, no problem, huh?
string_id message = new string_id (c_stringFile, "s_ac4d2f7b");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Just fix a little of it.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Fix half the damage.
boolean hasResponse1 = false;
if (station_yavin4_condition_canAfford50 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: Fix most of the damage.
boolean hasResponse2 = false;
if (station_yavin4_condition_canAfford75 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
//-- PLAYER: Fix all of the damage.
boolean hasResponse3 = false;
if (station_yavin4_condition_canAfford100 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse3 = true;
}
//-- PLAYER: Never mind.
boolean hasResponse4 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse4 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_7de495e9");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_32c93882");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_e233265e");
if (hasResponse3)
responses [responseIndex++] = new string_id (c_stringFile, "s_a3a3ddb5");
if (hasResponse4)
responses [responseIndex++] = new string_id (c_stringFile, "s_193");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 62);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int station_yavin4_handleBranch5 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: So, the leader got away, right? Not that it is any problem really...he came back. I told you they were loonies. Even with us...trying to kill him, he still comes back. You can take another whack at him, right?
//-- [RESPONSE NOTE]
//-- PLAYER: Sure. I won't miss this time.
if (response == "s_fa50b9ba")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
station_yavin4_action_grantDebrisAssassinate (player, npc);
//-- NPC: Good...good. I will point you in the right direction again, okay? Good luck.
string_id message = new string_id (c_stringFile, "s_70ff6541");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I want to land.
if (response == "s_17")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Yeah, right? Ok. Where do you want to land now, huh?
string_id message = new string_id (c_stringFile, "s_2b867034");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Mining Outpost.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Labor Outpost.
boolean hasResponse1 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: Imperial Base.
boolean hasResponse2 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_826b822");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_f4af242d");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_7afe2900");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 52);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I need repairs.
if (response == "s_19")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Yeah, you got damage, right. We can fix that, no problem, huh?
string_id message = new string_id (c_stringFile, "s_ac4d2f7b");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Just fix a little of it.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Fix half the damage.
boolean hasResponse1 = false;
if (station_yavin4_condition_canAfford50 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: Fix most of the damage.
boolean hasResponse2 = false;
if (station_yavin4_condition_canAfford75 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
//-- PLAYER: Fix all of the damage.
boolean hasResponse3 = false;
if (station_yavin4_condition_canAfford100 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse3 = true;
}
//-- PLAYER: Never mind.
boolean hasResponse4 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse4 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_7de495e9");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_32c93882");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_e233265e");
if (hasResponse3)
responses [responseIndex++] = new string_id (c_stringFile, "s_a3a3ddb5");
if (hasResponse4)
responses [responseIndex++] = new string_id (c_stringFile, "s_193");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 62);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: Not right now. Maybe later.
if (response == "s_c26109ef")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
station_yavin4_action_clearDebrisAssassinate (player, npc);
//-- NPC: You're the boss, right? If you want to take another...shot at him, just let me know.
string_id message = new string_id (c_stringFile, "s_d6871012");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I want to land.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I need repairs
boolean hasResponse1 = false;
if (station_yavin4_condition_canAfford25 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: You seem a little confused. Can I help?
boolean hasResponse2 = false;
if (station_yavin4_condition_notOnOpening (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
//-- PLAYER: How is that Debris Cult problem going?
boolean hasResponse3 = false;
if (station_yavin4_condition_getDebrisAssassinate (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse3 = true;
}
//-- PLAYER: I can rescue your executive now.
boolean hasResponse4 = false;
if (station_yavin4_condition_hasCompletedOpening (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse4 = true;
}
//-- PLAYER: I am looking for some quick work.
boolean hasResponse5 = false;
if (station_yavin4_condition_canTakeDuty (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse5 = true;
}
//-- PLAYER: You seem a little out of it today.
boolean hasResponse6 = false;
if (station_yavin4_condition_notOnMassassi (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse6 = true;
}
//-- PLAYER: Are there any messages for me?
boolean hasResponse7 = false;
if (station_yavin4_condition_notOnImperial (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse7 = true;
}
//-- PLAYER: I am looking for some special work.
boolean hasResponse8 = false;
if (station_yavin4_condition_notOnSmuggler (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse8 = true;
}
//-- PLAYER: So what does the computer say about the Massassi?
boolean hasResponse9 = false;
if (station_yavin4_condition_notOnMassassiTwo (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse9 = true;
}
//-- PLAYER: So what about those fake Massassi?
boolean hasResponse10 = false;
if (station_yavin4_condition_notOnMassassiClosing (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse10 = true;
}
//-- PLAYER: So does my command need anything now?
boolean hasResponse11 = false;
if (station_yavin4_condition_notOnImperialTwo (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse11 = true;
}
//-- PLAYER: Any mercenary assignments available?
boolean hasResponse12 = false;
if (station_yavin4_condition_canTakeQuest (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse12 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_128");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_e0bc7c8a");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_f03bdbb4");
if (hasResponse3)
responses [responseIndex++] = new string_id (c_stringFile, "s_8d876d5d");
if (hasResponse4)
responses [responseIndex++] = new string_id (c_stringFile, "s_7f4fd215");
if (hasResponse5)
responses [responseIndex++] = new string_id (c_stringFile, "s_550d80c");
if (hasResponse6)
responses [responseIndex++] = new string_id (c_stringFile, "s_33418857");
if (hasResponse7)
responses [responseIndex++] = new string_id (c_stringFile, "s_d431431b");
if (hasResponse8)
responses [responseIndex++] = new string_id (c_stringFile, "s_7e57c029");
if (hasResponse9)
responses [responseIndex++] = new string_id (c_stringFile, "s_61d2adfc");
if (hasResponse10)
responses [responseIndex++] = new string_id (c_stringFile, "s_fca1af26");
if (hasResponse11)
responses [responseIndex++] = new string_id (c_stringFile, "s_7e90de8b");
if (hasResponse12)
responses [responseIndex++] = new string_id (c_stringFile, "s_266");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 51);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int station_yavin4_handleBranch7 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: You're the boss, right? If you want to take another...shot at him, just let me know.
//-- [RESPONSE NOTE]
//-- PLAYER: I want to land.
if (response == "s_128")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Yeah, right? Ok. Where do you want to land now, huh?
string_id message = new string_id (c_stringFile, "s_2b867034");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Mining Outpost.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Labor Outpost.
boolean hasResponse1 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: Imperial Base.
boolean hasResponse2 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_826b822");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_f4af242d");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_7afe2900");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 52);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I need repairs
if (response == "s_e0bc7c8a")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Yeah, you got damage, right. We can fix that, no problem, huh?
string_id message = new string_id (c_stringFile, "s_ac4d2f7b");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Just fix a little of it.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Fix half the damage.
boolean hasResponse1 = false;
if (station_yavin4_condition_canAfford50 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: Fix most of the damage.
boolean hasResponse2 = false;
if (station_yavin4_condition_canAfford75 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
//-- PLAYER: Fix all of the damage.
boolean hasResponse3 = false;
if (station_yavin4_condition_canAfford100 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse3 = true;
}
//-- PLAYER: Never mind.
boolean hasResponse4 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse4 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_7de495e9");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_32c93882");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_e233265e");
if (hasResponse3)
responses [responseIndex++] = new string_id (c_stringFile, "s_a3a3ddb5");
if (hasResponse4)
responses [responseIndex++] = new string_id (c_stringFile, "s_193");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 62);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: You seem a little confused. Can I help?
if (response == "s_f03bdbb4")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: Hmmm...oh, yes...yes, you can. We are having this problem with those crazy debris cultists, right? They decided that we were to blame for the Imperial salvage operation and have taken one of our executives hostage. Those loonies say that if we don't leave they are going...they are going to kill him, right?
string_id message = new string_id (c_stringFile, "s_7ce5949b");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Sounds like I can help.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: No, thanks. Sounds too dangerous.
boolean hasResponse1 = false;
if (station_yavin4_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_5bbcc6ae");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_40aac287");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 76);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: No...well not right now anyways, right? How about you finish up with what you are...you know...working on. Then come back and see me, right?
string_id message = new string_id (c_stringFile, "s_fd0f3d0e");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: How is that Debris Cult problem going?
if (response == "s_8d876d5d")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: Glad you have asked...glad indeed. The bosses are still...you know...mad about the hostage taking incident, right? Maybe you could help make them...not so mad, you know?
string_id message = new string_id (c_stringFile, "s_bee28138");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: What do you need me to do?
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I would rather not get involved right now.
boolean hasResponse1 = false;
if (station_yavin4_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_5bd69df6");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_b1d9e97d");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 80);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Debris Cult! They are here...wait no...oh! My bosses said they have something for you...you know...to do. But they need your full attention, right? Come back when you are not...you know...working on something else.
string_id message = new string_id (c_stringFile, "s_74cde053");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I can rescue your executive now.
if (response == "s_7f4fd215")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
station_yavin4_action_grantOpeningMissionTwo (player, npc);
//-- NPC: That is great...great news. I will send you information on where he is being held. Capture the ship and...and bring it back here, right? You do this for us and we...we will not forget, okay?
string_id message = new string_id (c_stringFile, "s_75d9fc2d");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Well, I...we need help! But you are too busy...too busy. If you were not working on something else...you know...you could work for us!
string_id message = new string_id (c_stringFile, "s_57a3711");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I am looking for some quick work.
if (response == "s_550d80c")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: Ah, so you just need quick...job, right? I have what you need. We need help with...cutting down on the Debris Cult numbers. Also, maybe you...if you want...could help escort some of our freighters?
string_id message = new string_id (c_stringFile, "s_9512e7b6");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I never liked those cultists.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I will watch over the freighters.
boolean hasResponse1 = false;
if (station_yavin4_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_aa668ed0");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_85e232ff");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 86);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Quick work? You already have a...a job. Finish that before we spend time working together, right?
string_id message = new string_id (c_stringFile, "s_a5e6e823");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: You seem a little out of it today.
if (response == "s_33418857")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: What? No...yes! It's nothing, right. Well, actually we have been losing lots of ships lately. They are being attacked and destroyed. No survivors. The bosses decided...for safety...to send out convoys of freighter but that apparently hasn't helped.
string_id message = new string_id (c_stringFile, "s_bf522c1c");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Who is attacking your vessels?
boolean hasResponse0 = false;
if (station_yavin4_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_f7a9938a");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 90);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Well, I...we need help! But you are too busy...too busy. If you were not working on something else...you know...you could work for us!
string_id message = new string_id (c_stringFile, "s_229");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: Are there any messages for me?
if (response == "s_d431431b")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: What? Who are you...wait never mind. Let me see here...oh, yeah, this. Listen this isn't the company's fault...this is the pilot's fault, right? We hired some pilots to help us ship some stuff and they didn't pay their Imperial flight taxes before they left the system. We reported it to your command...you know...like a good loyal company would.
string_id message = new string_id (c_stringFile, "s_cfeb314");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: What is the message?
boolean hasResponse0 = false;
if (station_yavin4_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_24645c62");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 95);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Hmmm? Yes...messages from your...commander. But he said that you cannot be working on...you know...other things. So maybe come back when you are free, right?
string_id message = new string_id (c_stringFile, "s_85861a57");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I am looking for some special work.
if (response == "s_7e57c029")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: I have been watching you and I think you are just...shady enough to be of use. Maybe you would like to carry a...a secret package to Naboo. No questions asked, right?
string_id message = new string_id (c_stringFile, "s_1e323046");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I am just the pilot you are looking for.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: No, thanks. I think I will stay out of this.
boolean hasResponse1 = false;
if (station_yavin4_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_48d5ef59");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_4658b1ba");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 98);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: I do not have special work for busy...pilots. Finish what you are working on and then...you know...I might have something for you, right?
string_id message = new string_id (c_stringFile, "s_bad44c3c");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: So what does the computer say about the Massassi?
if (response == "s_61d2adfc")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: It seems to be some sort of warning...these Massassi want us...the company...to leave the planet and system. If we do not, they...they will kill us all. Maybe you could destroy them first, right?
string_id message = new string_id (c_stringFile, "s_bf4f4650");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Sounds like a mystery for me to solve.
boolean hasResponse0 = false;
if (station_yavin4_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_b0064b47");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 102);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: You are busy. I am busy. Too busy to discuss this matter. Come back when you are less busy, right?
string_id message = new string_id (c_stringFile, "s_89761e1");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: So what about those fake Massassi?
if (response == "s_fca1af26")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: Bosses think we should send Corellia Deep Mining a...a message. We pay you to go destroy the leader...you know...of these fake Massa...the mercenaries, right? We have spotted where that ship is. You got destroy them and then we laugh at Corellia Mining Company, right?
string_id message = new string_id (c_stringFile, "s_2b11ced5");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Ok, I will take care of that for you.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Not right now. Maybe later.
boolean hasResponse1 = false;
if (station_yavin4_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_84388bb");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_258");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 108);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: You are busy. I am busy. Too busy to discuss this matter. Come back when you are less busy, right?
string_id message = new string_id (c_stringFile, "s_261");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: So does my command need anything now?
if (response == "s_7e90de8b")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
station_yavin4_action_grantImperialTwo (player, npc);
//-- NPC: I got a report that they...you know...finished their questioning of the pilot you brought back. It would seem that this is...this is part of a larger smuggler operation. They need you to travel to the Corellia system and meet with the ship...the vessel that the freighter was going to meet with. I have been instructed to send you the location, right?
string_id message = new string_id (c_stringFile, "s_f2d0e888");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: He said...he said you need to focus on one task at a time, right. Come back when you are not working, right?
string_id message = new string_id (c_stringFile, "s_337d7f80");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: Any mercenary assignments available?
if (response == "s_266")
{
//-- [NOTE]
if (station_yavin4_condition_finishedTier2 (player, npc))
{
//-- NPC: We do have a list of mercenary assignments. For a pilot with your.... associations. I can offer the following duty missions:
string_id message = new string_id (c_stringFile, "s_268");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I'll hunt down tier 3 Imperial patrols
boolean hasResponse0 = false;
if (station_yavin4_condition_canAttackImperial (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I'll hunt down tier 5 Imperial patrols
boolean hasResponse1 = false;
if (station_yavin4_condition_canTakeTier5RebelDuty (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: I'll hunt down tier 3 Rebel patrols
boolean hasResponse2 = false;
if (station_yavin4_condition_canAttackRebel (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
//-- PLAYER: I'll hunt down tier 5 Rebel patrols
boolean hasResponse3 = false;
if (station_yavin4_condition_canTakeTier5ImperialDuty (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse3 = true;
}
//-- PLAYER: I'll hunt down tier 3 Black Sun Pirates
boolean hasResponse4 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse4 = true;
}
//-- PLAYER: I'll hunt down tier 3 Void Wing Pirates
boolean hasResponse5 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse5 = true;
}
//-- PLAYER: Nothing here for me
boolean hasResponse6 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse6 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_270");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_291");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_274");
if (hasResponse3)
responses [responseIndex++] = new string_id (c_stringFile, "s_292");
if (hasResponse4)
responses [responseIndex++] = new string_id (c_stringFile, "s_278");
if (hasResponse5)
responses [responseIndex++] = new string_id (c_stringFile, "s_282");
if (hasResponse6)
responses [responseIndex++] = new string_id (c_stringFile, "s_286");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 114);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: We don't have anything suited for your level of experience. Please return when you have more combat experience.
string_id message = new string_id (c_stringFile, "s_290");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int station_yavin4_handleBranch8 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: How did...your assignment go? Did you help the convoy out...did you find out who is doing this to us? We are still getting reports...of trouble from all over the system.
//-- [RESPONSE NOTE]
//-- PLAYER: Let's just say it didn't turn out well.
if (response == "s_f771fd8a")
{
station_yavin4_action_clearMassassiOne (player, npc);
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: I just got another report of another convoy in trouble. Maybe you would like...you know...try to help them out, right?
string_id message = new string_id (c_stringFile, "s_c04cb7fd");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I will try to help them.
boolean hasResponse0 = false;
if (station_yavin4_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_5b3f10e8");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 9);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I want to land.
if (response == "s_28")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Yeah, right? Ok. Where do you want to land now, huh?
string_id message = new string_id (c_stringFile, "s_2b867034");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Mining Outpost.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Labor Outpost.
boolean hasResponse1 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: Imperial Base.
boolean hasResponse2 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_826b822");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_f4af242d");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_7afe2900");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 52);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I need repairs.
if (response == "s_30")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Yeah, you got damage, right. We can fix that, no problem, huh?
string_id message = new string_id (c_stringFile, "s_ac4d2f7b");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Just fix a little of it.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Fix half the damage.
boolean hasResponse1 = false;
if (station_yavin4_condition_canAfford50 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: Fix most of the damage.
boolean hasResponse2 = false;
if (station_yavin4_condition_canAfford75 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
//-- PLAYER: Fix all of the damage.
boolean hasResponse3 = false;
if (station_yavin4_condition_canAfford100 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse3 = true;
}
//-- PLAYER: Never mind.
boolean hasResponse4 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse4 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_7de495e9");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_32c93882");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_e233265e");
if (hasResponse3)
responses [responseIndex++] = new string_id (c_stringFile, "s_a3a3ddb5");
if (hasResponse4)
responses [responseIndex++] = new string_id (c_stringFile, "s_193");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 62);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I don't want to talk about it.
if (response == "s_c65f1e3e")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
station_yavin4_action_clearMassassiOne (player, npc);
//-- NPC: I take it that you failed and don't want to try again. I understand...those mystery fighters worry me too. We will find a way to deal with them...maybe you will help in the future...right?
string_id message = new string_id (c_stringFile, "s_bf544155");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I want to land.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I need repairs
boolean hasResponse1 = false;
if (station_yavin4_condition_canAfford25 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: You seem a little confused. Can I help?
boolean hasResponse2 = false;
if (station_yavin4_condition_notOnOpening (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
//-- PLAYER: How is that Debris Cult problem going?
boolean hasResponse3 = false;
if (station_yavin4_condition_getDebrisAssassinate (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse3 = true;
}
//-- PLAYER: I can rescue your executive now.
boolean hasResponse4 = false;
if (station_yavin4_condition_hasCompletedOpening (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse4 = true;
}
//-- PLAYER: I am looking for some quick work.
boolean hasResponse5 = false;
if (station_yavin4_condition_canTakeDuty (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse5 = true;
}
//-- PLAYER: You seem a little out of it today.
boolean hasResponse6 = false;
if (station_yavin4_condition_notOnMassassi (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse6 = true;
}
//-- PLAYER: Are there any messages for me?
boolean hasResponse7 = false;
if (station_yavin4_condition_notOnImperial (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse7 = true;
}
//-- PLAYER: I am looking for some special work.
boolean hasResponse8 = false;
if (station_yavin4_condition_notOnSmuggler (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse8 = true;
}
//-- PLAYER: So what does the computer say about the Massassi?
boolean hasResponse9 = false;
if (station_yavin4_condition_notOnMassassiTwo (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse9 = true;
}
//-- PLAYER: So what about those fake Massassi?
boolean hasResponse10 = false;
if (station_yavin4_condition_notOnMassassiClosing (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse10 = true;
}
//-- PLAYER: So does my command need anything now?
boolean hasResponse11 = false;
if (station_yavin4_condition_notOnImperialTwo (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse11 = true;
}
//-- PLAYER: Any mercenary assignments available?
boolean hasResponse12 = false;
if (station_yavin4_condition_canTakeQuest (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse12 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_128");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_e0bc7c8a");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_f03bdbb4");
if (hasResponse3)
responses [responseIndex++] = new string_id (c_stringFile, "s_8d876d5d");
if (hasResponse4)
responses [responseIndex++] = new string_id (c_stringFile, "s_7f4fd215");
if (hasResponse5)
responses [responseIndex++] = new string_id (c_stringFile, "s_550d80c");
if (hasResponse6)
responses [responseIndex++] = new string_id (c_stringFile, "s_33418857");
if (hasResponse7)
responses [responseIndex++] = new string_id (c_stringFile, "s_d431431b");
if (hasResponse8)
responses [responseIndex++] = new string_id (c_stringFile, "s_7e57c029");
if (hasResponse9)
responses [responseIndex++] = new string_id (c_stringFile, "s_61d2adfc");
if (hasResponse10)
responses [responseIndex++] = new string_id (c_stringFile, "s_fca1af26");
if (hasResponse11)
responses [responseIndex++] = new string_id (c_stringFile, "s_7e90de8b");
if (hasResponse12)
responses [responseIndex++] = new string_id (c_stringFile, "s_266");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 51);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int station_yavin4_handleBranch9 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: I just got another report of another convoy in trouble. Maybe you would like...you know...try to help them out, right?
//-- [RESPONSE NOTE]
//-- PLAYER: I will try to help them.
if (response == "s_5b3f10e8")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
station_yavin4_action_grantMassassiOne (player, npc);
//-- NPC: Good...great...wonderful. You go and help them now. I will send you their location, right?
string_id message = new string_id (c_stringFile, "s_fc7d4b5c");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int station_yavin4_handleBranch11 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: I take it that you failed and don't want to try again. I understand...those mystery fighters worry me too. We will find a way to deal with them...maybe you will help in the future...right?
//-- [RESPONSE NOTE]
//-- PLAYER: I want to land.
if (response == "s_128")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Yeah, right? Ok. Where do you want to land now, huh?
string_id message = new string_id (c_stringFile, "s_2b867034");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Mining Outpost.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Labor Outpost.
boolean hasResponse1 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: Imperial Base.
boolean hasResponse2 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_826b822");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_f4af242d");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_7afe2900");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 52);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I need repairs
if (response == "s_e0bc7c8a")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Yeah, you got damage, right. We can fix that, no problem, huh?
string_id message = new string_id (c_stringFile, "s_ac4d2f7b");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Just fix a little of it.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Fix half the damage.
boolean hasResponse1 = false;
if (station_yavin4_condition_canAfford50 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: Fix most of the damage.
boolean hasResponse2 = false;
if (station_yavin4_condition_canAfford75 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
//-- PLAYER: Fix all of the damage.
boolean hasResponse3 = false;
if (station_yavin4_condition_canAfford100 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse3 = true;
}
//-- PLAYER: Never mind.
boolean hasResponse4 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse4 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_7de495e9");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_32c93882");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_e233265e");
if (hasResponse3)
responses [responseIndex++] = new string_id (c_stringFile, "s_a3a3ddb5");
if (hasResponse4)
responses [responseIndex++] = new string_id (c_stringFile, "s_193");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 62);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: You seem a little confused. Can I help?
if (response == "s_f03bdbb4")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: Hmmm...oh, yes...yes, you can. We are having this problem with those crazy debris cultists, right? They decided that we were to blame for the Imperial salvage operation and have taken one of our executives hostage. Those loonies say that if we don't leave they are going...they are going to kill him, right?
string_id message = new string_id (c_stringFile, "s_7ce5949b");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Sounds like I can help.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: No, thanks. Sounds too dangerous.
boolean hasResponse1 = false;
if (station_yavin4_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_5bbcc6ae");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_40aac287");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 76);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: No...well not right now anyways, right? How about you finish up with what you are...you know...working on. Then come back and see me, right?
string_id message = new string_id (c_stringFile, "s_fd0f3d0e");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: How is that Debris Cult problem going?
if (response == "s_8d876d5d")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: Glad you have asked...glad indeed. The bosses are still...you know...mad about the hostage taking incident, right? Maybe you could help make them...not so mad, you know?
string_id message = new string_id (c_stringFile, "s_bee28138");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: What do you need me to do?
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I would rather not get involved right now.
boolean hasResponse1 = false;
if (station_yavin4_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_5bd69df6");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_b1d9e97d");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 80);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Debris Cult! They are here...wait no...oh! My bosses said they have something for you...you know...to do. But they need your full attention, right? Come back when you are not...you know...working on something else.
string_id message = new string_id (c_stringFile, "s_74cde053");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I can rescue your executive now.
if (response == "s_7f4fd215")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
station_yavin4_action_grantOpeningMissionTwo (player, npc);
//-- NPC: That is great...great news. I will send you information on where he is being held. Capture the ship and...and bring it back here, right? You do this for us and we...we will not forget, okay?
string_id message = new string_id (c_stringFile, "s_75d9fc2d");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Well, I...we need help! But you are too busy...too busy. If you were not working on something else...you know...you could work for us!
string_id message = new string_id (c_stringFile, "s_57a3711");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I am looking for some quick work.
if (response == "s_550d80c")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: Ah, so you just need quick...job, right? I have what you need. We need help with...cutting down on the Debris Cult numbers. Also, maybe you...if you want...could help escort some of our freighters?
string_id message = new string_id (c_stringFile, "s_9512e7b6");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I never liked those cultists.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I will watch over the freighters.
boolean hasResponse1 = false;
if (station_yavin4_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_aa668ed0");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_85e232ff");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 86);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Quick work? You already have a...a job. Finish that before we spend time working together, right?
string_id message = new string_id (c_stringFile, "s_a5e6e823");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: You seem a little out of it today.
if (response == "s_33418857")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: What? No...yes! It's nothing, right. Well, actually we have been losing lots of ships lately. They are being attacked and destroyed. No survivors. The bosses decided...for safety...to send out convoys of freighter but that apparently hasn't helped.
string_id message = new string_id (c_stringFile, "s_bf522c1c");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Who is attacking your vessels?
boolean hasResponse0 = false;
if (station_yavin4_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_f7a9938a");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 90);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Well, I...we need help! But you are too busy...too busy. If you were not working on something else...you know...you could work for us!
string_id message = new string_id (c_stringFile, "s_229");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: Are there any messages for me?
if (response == "s_d431431b")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: What? Who are you...wait never mind. Let me see here...oh, yeah, this. Listen this isn't the company's fault...this is the pilot's fault, right? We hired some pilots to help us ship some stuff and they didn't pay their Imperial flight taxes before they left the system. We reported it to your command...you know...like a good loyal company would.
string_id message = new string_id (c_stringFile, "s_cfeb314");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: What is the message?
boolean hasResponse0 = false;
if (station_yavin4_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_24645c62");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 95);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Hmmm? Yes...messages from your...commander. But he said that you cannot be working on...you know...other things. So maybe come back when you are free, right?
string_id message = new string_id (c_stringFile, "s_85861a57");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I am looking for some special work.
if (response == "s_7e57c029")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: I have been watching you and I think you are just...shady enough to be of use. Maybe you would like to carry a...a secret package to Naboo. No questions asked, right?
string_id message = new string_id (c_stringFile, "s_1e323046");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I am just the pilot you are looking for.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: No, thanks. I think I will stay out of this.
boolean hasResponse1 = false;
if (station_yavin4_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_48d5ef59");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_4658b1ba");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 98);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: I do not have special work for busy...pilots. Finish what you are working on and then...you know...I might have something for you, right?
string_id message = new string_id (c_stringFile, "s_bad44c3c");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: So what does the computer say about the Massassi?
if (response == "s_61d2adfc")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: It seems to be some sort of warning...these Massassi want us...the company...to leave the planet and system. If we do not, they...they will kill us all. Maybe you could destroy them first, right?
string_id message = new string_id (c_stringFile, "s_bf4f4650");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Sounds like a mystery for me to solve.
boolean hasResponse0 = false;
if (station_yavin4_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_b0064b47");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 102);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: You are busy. I am busy. Too busy to discuss this matter. Come back when you are less busy, right?
string_id message = new string_id (c_stringFile, "s_89761e1");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: So what about those fake Massassi?
if (response == "s_fca1af26")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: Bosses think we should send Corellia Deep Mining a...a message. We pay you to go destroy the leader...you know...of these fake Massa...the mercenaries, right? We have spotted where that ship is. You got destroy them and then we laugh at Corellia Mining Company, right?
string_id message = new string_id (c_stringFile, "s_2b11ced5");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Ok, I will take care of that for you.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Not right now. Maybe later.
boolean hasResponse1 = false;
if (station_yavin4_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_84388bb");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_258");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 108);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: You are busy. I am busy. Too busy to discuss this matter. Come back when you are less busy, right?
string_id message = new string_id (c_stringFile, "s_261");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: So does my command need anything now?
if (response == "s_7e90de8b")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
station_yavin4_action_grantImperialTwo (player, npc);
//-- NPC: I got a report that they...you know...finished their questioning of the pilot you brought back. It would seem that this is...this is part of a larger smuggler operation. They need you to travel to the Corellia system and meet with the ship...the vessel that the freighter was going to meet with. I have been instructed to send you the location, right?
string_id message = new string_id (c_stringFile, "s_f2d0e888");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: He said...he said you need to focus on one task at a time, right. Come back when you are not working, right?
string_id message = new string_id (c_stringFile, "s_337d7f80");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: Any mercenary assignments available?
if (response == "s_266")
{
//-- [NOTE]
if (station_yavin4_condition_finishedTier2 (player, npc))
{
//-- NPC: We do have a list of mercenary assignments. For a pilot with your.... associations. I can offer the following duty missions:
string_id message = new string_id (c_stringFile, "s_268");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I'll hunt down tier 3 Imperial patrols
boolean hasResponse0 = false;
if (station_yavin4_condition_canAttackImperial (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I'll hunt down tier 5 Imperial patrols
boolean hasResponse1 = false;
if (station_yavin4_condition_canTakeTier5RebelDuty (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: I'll hunt down tier 3 Rebel patrols
boolean hasResponse2 = false;
if (station_yavin4_condition_canAttackRebel (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
//-- PLAYER: I'll hunt down tier 5 Rebel patrols
boolean hasResponse3 = false;
if (station_yavin4_condition_canTakeTier5ImperialDuty (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse3 = true;
}
//-- PLAYER: I'll hunt down tier 3 Black Sun Pirates
boolean hasResponse4 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse4 = true;
}
//-- PLAYER: I'll hunt down tier 3 Void Wing Pirates
boolean hasResponse5 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse5 = true;
}
//-- PLAYER: Nothing here for me
boolean hasResponse6 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse6 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_270");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_291");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_274");
if (hasResponse3)
responses [responseIndex++] = new string_id (c_stringFile, "s_292");
if (hasResponse4)
responses [responseIndex++] = new string_id (c_stringFile, "s_278");
if (hasResponse5)
responses [responseIndex++] = new string_id (c_stringFile, "s_282");
if (hasResponse6)
responses [responseIndex++] = new string_id (c_stringFile, "s_286");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 114);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: We don't have anything suited for your level of experience. Please return when you have more combat experience.
string_id message = new string_id (c_stringFile, "s_290");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int station_yavin4_handleBranch12 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Did you find...you know...any of those Massassi out there? Wait! I don't want to know...I don't like ghosts. You just tell me if you won or lost, right?
//-- [RESPONSE NOTE]
//-- PLAYER: I need to go out again.
if (response == "s_504c55d7")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
station_yavin4_action_clearMassassiTwo (player, npc);
//-- NPC: Yeah, you should go out again. What route do you plan on taking this time?
string_id message = new string_id (c_stringFile, "s_a11e9514");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Let me check out the first area.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I will take a crack at the second area.
boolean hasResponse1 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: The third area is probably where they are.
boolean hasResponse2 = false;
if (station_yavin4_condition_patrolThreeDone (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_d7bd9744");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_170a9bf2");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_1c7eca56");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 13);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I want to land.
if (response == "s_40")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Yeah, right? Ok. Where do you want to land now, huh?
string_id message = new string_id (c_stringFile, "s_2b867034");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Mining Outpost.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Labor Outpost.
boolean hasResponse1 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: Imperial Base.
boolean hasResponse2 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_826b822");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_f4af242d");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_7afe2900");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 52);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I need repairs.
if (response == "s_42")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Yeah, you got damage, right. We can fix that, no problem, huh?
string_id message = new string_id (c_stringFile, "s_ac4d2f7b");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Just fix a little of it.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Fix half the damage.
boolean hasResponse1 = false;
if (station_yavin4_condition_canAfford50 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: Fix most of the damage.
boolean hasResponse2 = false;
if (station_yavin4_condition_canAfford75 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
//-- PLAYER: Fix all of the damage.
boolean hasResponse3 = false;
if (station_yavin4_condition_canAfford100 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse3 = true;
}
//-- PLAYER: Never mind.
boolean hasResponse4 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse4 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_7de495e9");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_32c93882");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_e233265e");
if (hasResponse3)
responses [responseIndex++] = new string_id (c_stringFile, "s_a3a3ddb5");
if (hasResponse4)
responses [responseIndex++] = new string_id (c_stringFile, "s_193");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 62);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I will get back to this problem later.
if (response == "s_bc264042")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
station_yavin4_action_clearMassassiTwo (player, npc);
//-- NPC: Are you sure? Yes...yes you are sure, right? Fine, maybe you keep the Massassi from slaughtering us all later. Do you need something else?
string_id message = new string_id (c_stringFile, "s_f5012975");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I want to land.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I need repairs
boolean hasResponse1 = false;
if (station_yavin4_condition_canAfford25 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: You seem a little confused. Can I help?
boolean hasResponse2 = false;
if (station_yavin4_condition_notOnOpening (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
//-- PLAYER: How is that Debris Cult problem going?
boolean hasResponse3 = false;
if (station_yavin4_condition_getDebrisAssassinate (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse3 = true;
}
//-- PLAYER: I can rescue your executive now.
boolean hasResponse4 = false;
if (station_yavin4_condition_hasCompletedOpening (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse4 = true;
}
//-- PLAYER: I am looking for some quick work.
boolean hasResponse5 = false;
if (station_yavin4_condition_canTakeDuty (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse5 = true;
}
//-- PLAYER: You seem a little out of it today.
boolean hasResponse6 = false;
if (station_yavin4_condition_notOnMassassi (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse6 = true;
}
//-- PLAYER: Are there any messages for me?
boolean hasResponse7 = false;
if (station_yavin4_condition_notOnImperial (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse7 = true;
}
//-- PLAYER: I am looking for some special work.
boolean hasResponse8 = false;
if (station_yavin4_condition_notOnSmuggler (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse8 = true;
}
//-- PLAYER: So what does the computer say about the Massassi?
boolean hasResponse9 = false;
if (station_yavin4_condition_notOnMassassiTwo (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse9 = true;
}
//-- PLAYER: So what about those fake Massassi?
boolean hasResponse10 = false;
if (station_yavin4_condition_notOnMassassiClosing (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse10 = true;
}
//-- PLAYER: So does my command need anything now?
boolean hasResponse11 = false;
if (station_yavin4_condition_notOnImperialTwo (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse11 = true;
}
//-- PLAYER: Any mercenary assignments available?
boolean hasResponse12 = false;
if (station_yavin4_condition_canTakeQuest (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse12 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_128");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_e0bc7c8a");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_f03bdbb4");
if (hasResponse3)
responses [responseIndex++] = new string_id (c_stringFile, "s_8d876d5d");
if (hasResponse4)
responses [responseIndex++] = new string_id (c_stringFile, "s_7f4fd215");
if (hasResponse5)
responses [responseIndex++] = new string_id (c_stringFile, "s_550d80c");
if (hasResponse6)
responses [responseIndex++] = new string_id (c_stringFile, "s_33418857");
if (hasResponse7)
responses [responseIndex++] = new string_id (c_stringFile, "s_d431431b");
if (hasResponse8)
responses [responseIndex++] = new string_id (c_stringFile, "s_7e57c029");
if (hasResponse9)
responses [responseIndex++] = new string_id (c_stringFile, "s_61d2adfc");
if (hasResponse10)
responses [responseIndex++] = new string_id (c_stringFile, "s_fca1af26");
if (hasResponse11)
responses [responseIndex++] = new string_id (c_stringFile, "s_7e90de8b");
if (hasResponse12)
responses [responseIndex++] = new string_id (c_stringFile, "s_266");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 51);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int station_yavin4_handleBranch13 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Yeah, you should go out again. What route do you plan on taking this time?
//-- [RESPONSE NOTE]
//-- PLAYER: Let me check out the first area.
if (response == "s_d7bd9744")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
station_yavin4_action_grantMassassiPatrolOne (player, npc);
//-- NPC: Ok, you know what you are doing, right? I will send you a patrol route that...it will take you around the area mentioned in the writing.
string_id message = new string_id (c_stringFile, "s_7ee088d3");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I will take a crack at the second area.
if (response == "s_170a9bf2")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
station_yavin4_action_grantMassassiPatrolTwo (player, npc);
//-- NPC: That area is very dangerous...but you are good pilot, right? I will send you patrol route. It will take you around the area mentioned by the Massassi.
string_id message = new string_id (c_stringFile, "s_c22323cb");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: The third area is probably where they are.
if (response == "s_1c7eca56")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
station_yavin4_action_grantMassassiPatrolThree (player, npc);
//-- NPC: You got it. I will send you a patrol route that will take you around the area mentioned in these writings. You go out and see what...see what you can find.
string_id message = new string_id (c_stringFile, "s_d1e796bb");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int station_yavin4_handleBranch14 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Are you sure? Yes...yes you are sure, right? Fine, maybe you keep the Massassi from slaughtering us all later. Do you need something else?
//-- [RESPONSE NOTE]
//-- PLAYER: I want to land.
if (response == "s_128")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Yeah, right? Ok. Where do you want to land now, huh?
string_id message = new string_id (c_stringFile, "s_2b867034");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Mining Outpost.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Labor Outpost.
boolean hasResponse1 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: Imperial Base.
boolean hasResponse2 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_826b822");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_f4af242d");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_7afe2900");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 52);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I need repairs
if (response == "s_e0bc7c8a")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Yeah, you got damage, right. We can fix that, no problem, huh?
string_id message = new string_id (c_stringFile, "s_ac4d2f7b");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Just fix a little of it.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Fix half the damage.
boolean hasResponse1 = false;
if (station_yavin4_condition_canAfford50 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: Fix most of the damage.
boolean hasResponse2 = false;
if (station_yavin4_condition_canAfford75 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
//-- PLAYER: Fix all of the damage.
boolean hasResponse3 = false;
if (station_yavin4_condition_canAfford100 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse3 = true;
}
//-- PLAYER: Never mind.
boolean hasResponse4 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse4 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_7de495e9");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_32c93882");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_e233265e");
if (hasResponse3)
responses [responseIndex++] = new string_id (c_stringFile, "s_a3a3ddb5");
if (hasResponse4)
responses [responseIndex++] = new string_id (c_stringFile, "s_193");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 62);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: You seem a little confused. Can I help?
if (response == "s_f03bdbb4")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: Hmmm...oh, yes...yes, you can. We are having this problem with those crazy debris cultists, right? They decided that we were to blame for the Imperial salvage operation and have taken one of our executives hostage. Those loonies say that if we don't leave they are going...they are going to kill him, right?
string_id message = new string_id (c_stringFile, "s_7ce5949b");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Sounds like I can help.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: No, thanks. Sounds too dangerous.
boolean hasResponse1 = false;
if (station_yavin4_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_5bbcc6ae");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_40aac287");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 76);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: No...well not right now anyways, right? How about you finish up with what you are...you know...working on. Then come back and see me, right?
string_id message = new string_id (c_stringFile, "s_fd0f3d0e");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: How is that Debris Cult problem going?
if (response == "s_8d876d5d")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: Glad you have asked...glad indeed. The bosses are still...you know...mad about the hostage taking incident, right? Maybe you could help make them...not so mad, you know?
string_id message = new string_id (c_stringFile, "s_bee28138");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: What do you need me to do?
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I would rather not get involved right now.
boolean hasResponse1 = false;
if (station_yavin4_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_5bd69df6");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_b1d9e97d");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 80);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Debris Cult! They are here...wait no...oh! My bosses said they have something for you...you know...to do. But they need your full attention, right? Come back when you are not...you know...working on something else.
string_id message = new string_id (c_stringFile, "s_74cde053");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I can rescue your executive now.
if (response == "s_7f4fd215")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
station_yavin4_action_grantOpeningMissionTwo (player, npc);
//-- NPC: That is great...great news. I will send you information on where he is being held. Capture the ship and...and bring it back here, right? You do this for us and we...we will not forget, okay?
string_id message = new string_id (c_stringFile, "s_75d9fc2d");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Well, I...we need help! But you are too busy...too busy. If you were not working on something else...you know...you could work for us!
string_id message = new string_id (c_stringFile, "s_57a3711");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I am looking for some quick work.
if (response == "s_550d80c")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: Ah, so you just need quick...job, right? I have what you need. We need help with...cutting down on the Debris Cult numbers. Also, maybe you...if you want...could help escort some of our freighters?
string_id message = new string_id (c_stringFile, "s_9512e7b6");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I never liked those cultists.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I will watch over the freighters.
boolean hasResponse1 = false;
if (station_yavin4_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_aa668ed0");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_85e232ff");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 86);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Quick work? You already have a...a job. Finish that before we spend time working together, right?
string_id message = new string_id (c_stringFile, "s_a5e6e823");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: You seem a little out of it today.
if (response == "s_33418857")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: What? No...yes! It's nothing, right. Well, actually we have been losing lots of ships lately. They are being attacked and destroyed. No survivors. The bosses decided...for safety...to send out convoys of freighter but that apparently hasn't helped.
string_id message = new string_id (c_stringFile, "s_bf522c1c");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Who is attacking your vessels?
boolean hasResponse0 = false;
if (station_yavin4_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_f7a9938a");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 90);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Well, I...we need help! But you are too busy...too busy. If you were not working on something else...you know...you could work for us!
string_id message = new string_id (c_stringFile, "s_229");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: Are there any messages for me?
if (response == "s_d431431b")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: What? Who are you...wait never mind. Let me see here...oh, yeah, this. Listen this isn't the company's fault...this is the pilot's fault, right? We hired some pilots to help us ship some stuff and they didn't pay their Imperial flight taxes before they left the system. We reported it to your command...you know...like a good loyal company would.
string_id message = new string_id (c_stringFile, "s_cfeb314");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: What is the message?
boolean hasResponse0 = false;
if (station_yavin4_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_24645c62");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 95);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Hmmm? Yes...messages from your...commander. But he said that you cannot be working on...you know...other things. So maybe come back when you are free, right?
string_id message = new string_id (c_stringFile, "s_85861a57");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I am looking for some special work.
if (response == "s_7e57c029")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: I have been watching you and I think you are just...shady enough to be of use. Maybe you would like to carry a...a secret package to Naboo. No questions asked, right?
string_id message = new string_id (c_stringFile, "s_1e323046");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I am just the pilot you are looking for.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: No, thanks. I think I will stay out of this.
boolean hasResponse1 = false;
if (station_yavin4_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_48d5ef59");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_4658b1ba");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 98);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: I do not have special work for busy...pilots. Finish what you are working on and then...you know...I might have something for you, right?
string_id message = new string_id (c_stringFile, "s_bad44c3c");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: So what does the computer say about the Massassi?
if (response == "s_61d2adfc")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: It seems to be some sort of warning...these Massassi want us...the company...to leave the planet and system. If we do not, they...they will kill us all. Maybe you could destroy them first, right?
string_id message = new string_id (c_stringFile, "s_bf4f4650");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Sounds like a mystery for me to solve.
boolean hasResponse0 = false;
if (station_yavin4_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_b0064b47");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 102);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: You are busy. I am busy. Too busy to discuss this matter. Come back when you are less busy, right?
string_id message = new string_id (c_stringFile, "s_89761e1");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: So what about those fake Massassi?
if (response == "s_fca1af26")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: Bosses think we should send Corellia Deep Mining a...a message. We pay you to go destroy the leader...you know...of these fake Massa...the mercenaries, right? We have spotted where that ship is. You got destroy them and then we laugh at Corellia Mining Company, right?
string_id message = new string_id (c_stringFile, "s_2b11ced5");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Ok, I will take care of that for you.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Not right now. Maybe later.
boolean hasResponse1 = false;
if (station_yavin4_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_84388bb");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_258");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 108);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: You are busy. I am busy. Too busy to discuss this matter. Come back when you are less busy, right?
string_id message = new string_id (c_stringFile, "s_261");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: So does my command need anything now?
if (response == "s_7e90de8b")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
station_yavin4_action_grantImperialTwo (player, npc);
//-- NPC: I got a report that they...you know...finished their questioning of the pilot you brought back. It would seem that this is...this is part of a larger smuggler operation. They need you to travel to the Corellia system and meet with the ship...the vessel that the freighter was going to meet with. I have been instructed to send you the location, right?
string_id message = new string_id (c_stringFile, "s_f2d0e888");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: He said...he said you need to focus on one task at a time, right. Come back when you are not working, right?
string_id message = new string_id (c_stringFile, "s_337d7f80");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: Any mercenary assignments available?
if (response == "s_266")
{
//-- [NOTE]
if (station_yavin4_condition_finishedTier2 (player, npc))
{
//-- NPC: We do have a list of mercenary assignments. For a pilot with your.... associations. I can offer the following duty missions:
string_id message = new string_id (c_stringFile, "s_268");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I'll hunt down tier 3 Imperial patrols
boolean hasResponse0 = false;
if (station_yavin4_condition_canAttackImperial (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I'll hunt down tier 5 Imperial patrols
boolean hasResponse1 = false;
if (station_yavin4_condition_canTakeTier5RebelDuty (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: I'll hunt down tier 3 Rebel patrols
boolean hasResponse2 = false;
if (station_yavin4_condition_canAttackRebel (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
//-- PLAYER: I'll hunt down tier 5 Rebel patrols
boolean hasResponse3 = false;
if (station_yavin4_condition_canTakeTier5ImperialDuty (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse3 = true;
}
//-- PLAYER: I'll hunt down tier 3 Black Sun Pirates
boolean hasResponse4 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse4 = true;
}
//-- PLAYER: I'll hunt down tier 3 Void Wing Pirates
boolean hasResponse5 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse5 = true;
}
//-- PLAYER: Nothing here for me
boolean hasResponse6 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse6 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_270");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_291");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_274");
if (hasResponse3)
responses [responseIndex++] = new string_id (c_stringFile, "s_292");
if (hasResponse4)
responses [responseIndex++] = new string_id (c_stringFile, "s_278");
if (hasResponse5)
responses [responseIndex++] = new string_id (c_stringFile, "s_282");
if (hasResponse6)
responses [responseIndex++] = new string_id (c_stringFile, "s_286");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 114);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: We don't have anything suited for your level of experience. Please return when you have more combat experience.
string_id message = new string_id (c_stringFile, "s_290");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int station_yavin4_handleBranch15 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Can we send message taunting Corellia Mining Company? I have been waiting...been waiting to taunt them.
//-- [RESPONSE NOTE]
//-- PLAYER: Not yet. I need to try again.
if (response == "s_ce7c38dc")
{
station_yavin4_action_clearMassassiClosing (player, npc);
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
station_yavin4_action_grantMassassiClosing (player, npc);
//-- NPC: Fine...fine. I will update the location of the enemy ship yet again. The bosses are getting impatient and want this matter solved...you know...quickly, right?
string_id message = new string_id (c_stringFile, "s_3d4bf49c");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I want to land.
if (response == "s_49")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Yeah, right? Ok. Where do you want to land now, huh?
string_id message = new string_id (c_stringFile, "s_2b867034");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Mining Outpost.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Labor Outpost.
boolean hasResponse1 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: Imperial Base.
boolean hasResponse2 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_826b822");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_f4af242d");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_7afe2900");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 52);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I need repairs.
if (response == "s_51")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Yeah, you got damage, right. We can fix that, no problem, huh?
string_id message = new string_id (c_stringFile, "s_ac4d2f7b");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Just fix a little of it.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Fix half the damage.
boolean hasResponse1 = false;
if (station_yavin4_condition_canAfford50 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: Fix most of the damage.
boolean hasResponse2 = false;
if (station_yavin4_condition_canAfford75 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
//-- PLAYER: Fix all of the damage.
boolean hasResponse3 = false;
if (station_yavin4_condition_canAfford100 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse3 = true;
}
//-- PLAYER: Never mind.
boolean hasResponse4 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse4 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_7de495e9");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_32c93882");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_e233265e");
if (hasResponse3)
responses [responseIndex++] = new string_id (c_stringFile, "s_a3a3ddb5");
if (hasResponse4)
responses [responseIndex++] = new string_id (c_stringFile, "s_193");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 62);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I need to get back to you on that.
if (response == "s_7771bbc9")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
station_yavin4_action_clearMassassiClosing (player, npc);
//-- NPC: Right...you make the call. You let me know when you are ready, right? What can I do for you now?
string_id message = new string_id (c_stringFile, "s_f3ae756e");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I want to land.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I need repairs
boolean hasResponse1 = false;
if (station_yavin4_condition_canAfford25 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: You seem a little confused. Can I help?
boolean hasResponse2 = false;
if (station_yavin4_condition_notOnOpening (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
//-- PLAYER: How is that Debris Cult problem going?
boolean hasResponse3 = false;
if (station_yavin4_condition_getDebrisAssassinate (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse3 = true;
}
//-- PLAYER: I can rescue your executive now.
boolean hasResponse4 = false;
if (station_yavin4_condition_hasCompletedOpening (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse4 = true;
}
//-- PLAYER: I am looking for some quick work.
boolean hasResponse5 = false;
if (station_yavin4_condition_canTakeDuty (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse5 = true;
}
//-- PLAYER: You seem a little out of it today.
boolean hasResponse6 = false;
if (station_yavin4_condition_notOnMassassi (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse6 = true;
}
//-- PLAYER: Are there any messages for me?
boolean hasResponse7 = false;
if (station_yavin4_condition_notOnImperial (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse7 = true;
}
//-- PLAYER: I am looking for some special work.
boolean hasResponse8 = false;
if (station_yavin4_condition_notOnSmuggler (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse8 = true;
}
//-- PLAYER: So what does the computer say about the Massassi?
boolean hasResponse9 = false;
if (station_yavin4_condition_notOnMassassiTwo (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse9 = true;
}
//-- PLAYER: So what about those fake Massassi?
boolean hasResponse10 = false;
if (station_yavin4_condition_notOnMassassiClosing (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse10 = true;
}
//-- PLAYER: So does my command need anything now?
boolean hasResponse11 = false;
if (station_yavin4_condition_notOnImperialTwo (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse11 = true;
}
//-- PLAYER: Any mercenary assignments available?
boolean hasResponse12 = false;
if (station_yavin4_condition_canTakeQuest (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse12 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_128");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_e0bc7c8a");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_f03bdbb4");
if (hasResponse3)
responses [responseIndex++] = new string_id (c_stringFile, "s_8d876d5d");
if (hasResponse4)
responses [responseIndex++] = new string_id (c_stringFile, "s_7f4fd215");
if (hasResponse5)
responses [responseIndex++] = new string_id (c_stringFile, "s_550d80c");
if (hasResponse6)
responses [responseIndex++] = new string_id (c_stringFile, "s_33418857");
if (hasResponse7)
responses [responseIndex++] = new string_id (c_stringFile, "s_d431431b");
if (hasResponse8)
responses [responseIndex++] = new string_id (c_stringFile, "s_7e57c029");
if (hasResponse9)
responses [responseIndex++] = new string_id (c_stringFile, "s_61d2adfc");
if (hasResponse10)
responses [responseIndex++] = new string_id (c_stringFile, "s_fca1af26");
if (hasResponse11)
responses [responseIndex++] = new string_id (c_stringFile, "s_7e90de8b");
if (hasResponse12)
responses [responseIndex++] = new string_id (c_stringFile, "s_266");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 51);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int station_yavin4_handleBranch17 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Right...you make the call. You let me know when you are ready, right? What can I do for you now?
//-- [RESPONSE NOTE]
//-- PLAYER: I want to land.
if (response == "s_128")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Yeah, right? Ok. Where do you want to land now, huh?
string_id message = new string_id (c_stringFile, "s_2b867034");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Mining Outpost.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Labor Outpost.
boolean hasResponse1 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: Imperial Base.
boolean hasResponse2 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_826b822");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_f4af242d");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_7afe2900");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 52);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I need repairs
if (response == "s_e0bc7c8a")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Yeah, you got damage, right. We can fix that, no problem, huh?
string_id message = new string_id (c_stringFile, "s_ac4d2f7b");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Just fix a little of it.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Fix half the damage.
boolean hasResponse1 = false;
if (station_yavin4_condition_canAfford50 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: Fix most of the damage.
boolean hasResponse2 = false;
if (station_yavin4_condition_canAfford75 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
//-- PLAYER: Fix all of the damage.
boolean hasResponse3 = false;
if (station_yavin4_condition_canAfford100 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse3 = true;
}
//-- PLAYER: Never mind.
boolean hasResponse4 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse4 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_7de495e9");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_32c93882");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_e233265e");
if (hasResponse3)
responses [responseIndex++] = new string_id (c_stringFile, "s_a3a3ddb5");
if (hasResponse4)
responses [responseIndex++] = new string_id (c_stringFile, "s_193");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 62);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: You seem a little confused. Can I help?
if (response == "s_f03bdbb4")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: Hmmm...oh, yes...yes, you can. We are having this problem with those crazy debris cultists, right? They decided that we were to blame for the Imperial salvage operation and have taken one of our executives hostage. Those loonies say that if we don't leave they are going...they are going to kill him, right?
string_id message = new string_id (c_stringFile, "s_7ce5949b");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Sounds like I can help.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: No, thanks. Sounds too dangerous.
boolean hasResponse1 = false;
if (station_yavin4_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_5bbcc6ae");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_40aac287");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 76);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: No...well not right now anyways, right? How about you finish up with what you are...you know...working on. Then come back and see me, right?
string_id message = new string_id (c_stringFile, "s_fd0f3d0e");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: How is that Debris Cult problem going?
if (response == "s_8d876d5d")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: Glad you have asked...glad indeed. The bosses are still...you know...mad about the hostage taking incident, right? Maybe you could help make them...not so mad, you know?
string_id message = new string_id (c_stringFile, "s_bee28138");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: What do you need me to do?
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I would rather not get involved right now.
boolean hasResponse1 = false;
if (station_yavin4_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_5bd69df6");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_b1d9e97d");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 80);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Debris Cult! They are here...wait no...oh! My bosses said they have something for you...you know...to do. But they need your full attention, right? Come back when you are not...you know...working on something else.
string_id message = new string_id (c_stringFile, "s_74cde053");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I can rescue your executive now.
if (response == "s_7f4fd215")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
station_yavin4_action_grantOpeningMissionTwo (player, npc);
//-- NPC: That is great...great news. I will send you information on where he is being held. Capture the ship and...and bring it back here, right? You do this for us and we...we will not forget, okay?
string_id message = new string_id (c_stringFile, "s_75d9fc2d");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Well, I...we need help! But you are too busy...too busy. If you were not working on something else...you know...you could work for us!
string_id message = new string_id (c_stringFile, "s_57a3711");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I am looking for some quick work.
if (response == "s_550d80c")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: Ah, so you just need quick...job, right? I have what you need. We need help with...cutting down on the Debris Cult numbers. Also, maybe you...if you want...could help escort some of our freighters?
string_id message = new string_id (c_stringFile, "s_9512e7b6");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I never liked those cultists.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I will watch over the freighters.
boolean hasResponse1 = false;
if (station_yavin4_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_aa668ed0");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_85e232ff");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 86);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Quick work? You already have a...a job. Finish that before we spend time working together, right?
string_id message = new string_id (c_stringFile, "s_a5e6e823");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: You seem a little out of it today.
if (response == "s_33418857")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: What? No...yes! It's nothing, right. Well, actually we have been losing lots of ships lately. They are being attacked and destroyed. No survivors. The bosses decided...for safety...to send out convoys of freighter but that apparently hasn't helped.
string_id message = new string_id (c_stringFile, "s_bf522c1c");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Who is attacking your vessels?
boolean hasResponse0 = false;
if (station_yavin4_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_f7a9938a");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 90);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Well, I...we need help! But you are too busy...too busy. If you were not working on something else...you know...you could work for us!
string_id message = new string_id (c_stringFile, "s_229");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: Are there any messages for me?
if (response == "s_d431431b")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: What? Who are you...wait never mind. Let me see here...oh, yeah, this. Listen this isn't the company's fault...this is the pilot's fault, right? We hired some pilots to help us ship some stuff and they didn't pay their Imperial flight taxes before they left the system. We reported it to your command...you know...like a good loyal company would.
string_id message = new string_id (c_stringFile, "s_cfeb314");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: What is the message?
boolean hasResponse0 = false;
if (station_yavin4_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_24645c62");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 95);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Hmmm? Yes...messages from your...commander. But he said that you cannot be working on...you know...other things. So maybe come back when you are free, right?
string_id message = new string_id (c_stringFile, "s_85861a57");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I am looking for some special work.
if (response == "s_7e57c029")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: I have been watching you and I think you are just...shady enough to be of use. Maybe you would like to carry a...a secret package to Naboo. No questions asked, right?
string_id message = new string_id (c_stringFile, "s_1e323046");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I am just the pilot you are looking for.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: No, thanks. I think I will stay out of this.
boolean hasResponse1 = false;
if (station_yavin4_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_48d5ef59");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_4658b1ba");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 98);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: I do not have special work for busy...pilots. Finish what you are working on and then...you know...I might have something for you, right?
string_id message = new string_id (c_stringFile, "s_bad44c3c");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: So what does the computer say about the Massassi?
if (response == "s_61d2adfc")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: It seems to be some sort of warning...these Massassi want us...the company...to leave the planet and system. If we do not, they...they will kill us all. Maybe you could destroy them first, right?
string_id message = new string_id (c_stringFile, "s_bf4f4650");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Sounds like a mystery for me to solve.
boolean hasResponse0 = false;
if (station_yavin4_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_b0064b47");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 102);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: You are busy. I am busy. Too busy to discuss this matter. Come back when you are less busy, right?
string_id message = new string_id (c_stringFile, "s_89761e1");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: So what about those fake Massassi?
if (response == "s_fca1af26")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: Bosses think we should send Corellia Deep Mining a...a message. We pay you to go destroy the leader...you know...of these fake Massa...the mercenaries, right? We have spotted where that ship is. You got destroy them and then we laugh at Corellia Mining Company, right?
string_id message = new string_id (c_stringFile, "s_2b11ced5");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Ok, I will take care of that for you.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Not right now. Maybe later.
boolean hasResponse1 = false;
if (station_yavin4_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_84388bb");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_258");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 108);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: You are busy. I am busy. Too busy to discuss this matter. Come back when you are less busy, right?
string_id message = new string_id (c_stringFile, "s_261");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: So does my command need anything now?
if (response == "s_7e90de8b")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
station_yavin4_action_grantImperialTwo (player, npc);
//-- NPC: I got a report that they...you know...finished their questioning of the pilot you brought back. It would seem that this is...this is part of a larger smuggler operation. They need you to travel to the Corellia system and meet with the ship...the vessel that the freighter was going to meet with. I have been instructed to send you the location, right?
string_id message = new string_id (c_stringFile, "s_f2d0e888");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: He said...he said you need to focus on one task at a time, right. Come back when you are not working, right?
string_id message = new string_id (c_stringFile, "s_337d7f80");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: Any mercenary assignments available?
if (response == "s_266")
{
//-- [NOTE]
if (station_yavin4_condition_finishedTier2 (player, npc))
{
//-- NPC: We do have a list of mercenary assignments. For a pilot with your.... associations. I can offer the following duty missions:
string_id message = new string_id (c_stringFile, "s_268");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I'll hunt down tier 3 Imperial patrols
boolean hasResponse0 = false;
if (station_yavin4_condition_canAttackImperial (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I'll hunt down tier 5 Imperial patrols
boolean hasResponse1 = false;
if (station_yavin4_condition_canTakeTier5RebelDuty (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: I'll hunt down tier 3 Rebel patrols
boolean hasResponse2 = false;
if (station_yavin4_condition_canAttackRebel (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
//-- PLAYER: I'll hunt down tier 5 Rebel patrols
boolean hasResponse3 = false;
if (station_yavin4_condition_canTakeTier5ImperialDuty (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse3 = true;
}
//-- PLAYER: I'll hunt down tier 3 Black Sun Pirates
boolean hasResponse4 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse4 = true;
}
//-- PLAYER: I'll hunt down tier 3 Void Wing Pirates
boolean hasResponse5 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse5 = true;
}
//-- PLAYER: Nothing here for me
boolean hasResponse6 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse6 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_270");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_291");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_274");
if (hasResponse3)
responses [responseIndex++] = new string_id (c_stringFile, "s_292");
if (hasResponse4)
responses [responseIndex++] = new string_id (c_stringFile, "s_278");
if (hasResponse5)
responses [responseIndex++] = new string_id (c_stringFile, "s_282");
if (hasResponse6)
responses [responseIndex++] = new string_id (c_stringFile, "s_286");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 114);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: We don't have anything suited for your level of experience. Please return when you have more combat experience.
string_id message = new string_id (c_stringFile, "s_290");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int station_yavin4_handleBranch18 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Did you get the vessel? Your command wants a...an update. I will contact them with what happened, right?
//-- [RESPONSE NOTE]
//-- PLAYER: I need to try again.
if (response == "s_1e46e4ca")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
station_yavin4_action_grantImperialOne (player, npc);
//-- NPC: They are not going to like that...you know. You are in luck...another freighter left and they didn't pay either. Maybe you should...you know...get them, right? I will send you an update to where they are, okay?
string_id message = new string_id (c_stringFile, "s_2e963e84");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I want to land.
if (response == "s_58")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Yeah, right? Ok. Where do you want to land now, huh?
string_id message = new string_id (c_stringFile, "s_2b867034");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Mining Outpost.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Labor Outpost.
boolean hasResponse1 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: Imperial Base.
boolean hasResponse2 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_826b822");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_f4af242d");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_7afe2900");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 52);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I need repairs.
if (response == "s_60")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Yeah, you got damage, right. We can fix that, no problem, huh?
string_id message = new string_id (c_stringFile, "s_ac4d2f7b");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Just fix a little of it.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Fix half the damage.
boolean hasResponse1 = false;
if (station_yavin4_condition_canAfford50 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: Fix most of the damage.
boolean hasResponse2 = false;
if (station_yavin4_condition_canAfford75 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
//-- PLAYER: Fix all of the damage.
boolean hasResponse3 = false;
if (station_yavin4_condition_canAfford100 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse3 = true;
}
//-- PLAYER: Never mind.
boolean hasResponse4 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse4 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_7de495e9");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_32c93882");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_e233265e");
if (hasResponse3)
responses [responseIndex++] = new string_id (c_stringFile, "s_a3a3ddb5");
if (hasResponse4)
responses [responseIndex++] = new string_id (c_stringFile, "s_193");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 62);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I don't have time for this right now.
if (response == "s_3c12de44")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
station_yavin4_action_clearImperialOne (player, npc);
//-- NPC: Fine...I will tell your command and it will not be company's fault, right? They can...well they can blame you for not doing what needs to be done. Maybe you make things right later on. Is there anything you need now?
string_id message = new string_id (c_stringFile, "s_2d2ea22b");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I want to land.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I need repairs
boolean hasResponse1 = false;
if (station_yavin4_condition_canAfford25 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: You seem a little confused. Can I help?
boolean hasResponse2 = false;
if (station_yavin4_condition_notOnOpening (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
//-- PLAYER: How is that Debris Cult problem going?
boolean hasResponse3 = false;
if (station_yavin4_condition_getDebrisAssassinate (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse3 = true;
}
//-- PLAYER: I can rescue your executive now.
boolean hasResponse4 = false;
if (station_yavin4_condition_hasCompletedOpening (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse4 = true;
}
//-- PLAYER: I am looking for some quick work.
boolean hasResponse5 = false;
if (station_yavin4_condition_canTakeDuty (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse5 = true;
}
//-- PLAYER: You seem a little out of it today.
boolean hasResponse6 = false;
if (station_yavin4_condition_notOnMassassi (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse6 = true;
}
//-- PLAYER: Are there any messages for me?
boolean hasResponse7 = false;
if (station_yavin4_condition_notOnImperial (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse7 = true;
}
//-- PLAYER: I am looking for some special work.
boolean hasResponse8 = false;
if (station_yavin4_condition_notOnSmuggler (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse8 = true;
}
//-- PLAYER: So what does the computer say about the Massassi?
boolean hasResponse9 = false;
if (station_yavin4_condition_notOnMassassiTwo (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse9 = true;
}
//-- PLAYER: So what about those fake Massassi?
boolean hasResponse10 = false;
if (station_yavin4_condition_notOnMassassiClosing (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse10 = true;
}
//-- PLAYER: So does my command need anything now?
boolean hasResponse11 = false;
if (station_yavin4_condition_notOnImperialTwo (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse11 = true;
}
//-- PLAYER: Any mercenary assignments available?
boolean hasResponse12 = false;
if (station_yavin4_condition_canTakeQuest (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse12 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_128");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_e0bc7c8a");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_f03bdbb4");
if (hasResponse3)
responses [responseIndex++] = new string_id (c_stringFile, "s_8d876d5d");
if (hasResponse4)
responses [responseIndex++] = new string_id (c_stringFile, "s_7f4fd215");
if (hasResponse5)
responses [responseIndex++] = new string_id (c_stringFile, "s_550d80c");
if (hasResponse6)
responses [responseIndex++] = new string_id (c_stringFile, "s_33418857");
if (hasResponse7)
responses [responseIndex++] = new string_id (c_stringFile, "s_d431431b");
if (hasResponse8)
responses [responseIndex++] = new string_id (c_stringFile, "s_7e57c029");
if (hasResponse9)
responses [responseIndex++] = new string_id (c_stringFile, "s_61d2adfc");
if (hasResponse10)
responses [responseIndex++] = new string_id (c_stringFile, "s_fca1af26");
if (hasResponse11)
responses [responseIndex++] = new string_id (c_stringFile, "s_7e90de8b");
if (hasResponse12)
responses [responseIndex++] = new string_id (c_stringFile, "s_266");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 51);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int station_yavin4_handleBranch20 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Fine...I will tell your command and it will not be company's fault, right? They can...well they can blame you for not doing what needs to be done. Maybe you make things right later on. Is there anything you need now?
//-- [RESPONSE NOTE]
//-- PLAYER: I want to land.
if (response == "s_128")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Yeah, right? Ok. Where do you want to land now, huh?
string_id message = new string_id (c_stringFile, "s_2b867034");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Mining Outpost.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Labor Outpost.
boolean hasResponse1 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: Imperial Base.
boolean hasResponse2 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_826b822");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_f4af242d");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_7afe2900");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 52);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I need repairs
if (response == "s_e0bc7c8a")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Yeah, you got damage, right. We can fix that, no problem, huh?
string_id message = new string_id (c_stringFile, "s_ac4d2f7b");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Just fix a little of it.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Fix half the damage.
boolean hasResponse1 = false;
if (station_yavin4_condition_canAfford50 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: Fix most of the damage.
boolean hasResponse2 = false;
if (station_yavin4_condition_canAfford75 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
//-- PLAYER: Fix all of the damage.
boolean hasResponse3 = false;
if (station_yavin4_condition_canAfford100 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse3 = true;
}
//-- PLAYER: Never mind.
boolean hasResponse4 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse4 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_7de495e9");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_32c93882");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_e233265e");
if (hasResponse3)
responses [responseIndex++] = new string_id (c_stringFile, "s_a3a3ddb5");
if (hasResponse4)
responses [responseIndex++] = new string_id (c_stringFile, "s_193");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 62);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: You seem a little confused. Can I help?
if (response == "s_f03bdbb4")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: Hmmm...oh, yes...yes, you can. We are having this problem with those crazy debris cultists, right? They decided that we were to blame for the Imperial salvage operation and have taken one of our executives hostage. Those loonies say that if we don't leave they are going...they are going to kill him, right?
string_id message = new string_id (c_stringFile, "s_7ce5949b");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Sounds like I can help.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: No, thanks. Sounds too dangerous.
boolean hasResponse1 = false;
if (station_yavin4_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_5bbcc6ae");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_40aac287");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 76);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: No...well not right now anyways, right? How about you finish up with what you are...you know...working on. Then come back and see me, right?
string_id message = new string_id (c_stringFile, "s_fd0f3d0e");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: How is that Debris Cult problem going?
if (response == "s_8d876d5d")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: Glad you have asked...glad indeed. The bosses are still...you know...mad about the hostage taking incident, right? Maybe you could help make them...not so mad, you know?
string_id message = new string_id (c_stringFile, "s_bee28138");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: What do you need me to do?
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I would rather not get involved right now.
boolean hasResponse1 = false;
if (station_yavin4_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_5bd69df6");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_b1d9e97d");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 80);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Debris Cult! They are here...wait no...oh! My bosses said they have something for you...you know...to do. But they need your full attention, right? Come back when you are not...you know...working on something else.
string_id message = new string_id (c_stringFile, "s_74cde053");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I can rescue your executive now.
if (response == "s_7f4fd215")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
station_yavin4_action_grantOpeningMissionTwo (player, npc);
//-- NPC: That is great...great news. I will send you information on where he is being held. Capture the ship and...and bring it back here, right? You do this for us and we...we will not forget, okay?
string_id message = new string_id (c_stringFile, "s_75d9fc2d");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Well, I...we need help! But you are too busy...too busy. If you were not working on something else...you know...you could work for us!
string_id message = new string_id (c_stringFile, "s_57a3711");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I am looking for some quick work.
if (response == "s_550d80c")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: Ah, so you just need quick...job, right? I have what you need. We need help with...cutting down on the Debris Cult numbers. Also, maybe you...if you want...could help escort some of our freighters?
string_id message = new string_id (c_stringFile, "s_9512e7b6");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I never liked those cultists.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I will watch over the freighters.
boolean hasResponse1 = false;
if (station_yavin4_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_aa668ed0");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_85e232ff");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 86);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Quick work? You already have a...a job. Finish that before we spend time working together, right?
string_id message = new string_id (c_stringFile, "s_a5e6e823");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: You seem a little out of it today.
if (response == "s_33418857")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: What? No...yes! It's nothing, right. Well, actually we have been losing lots of ships lately. They are being attacked and destroyed. No survivors. The bosses decided...for safety...to send out convoys of freighter but that apparently hasn't helped.
string_id message = new string_id (c_stringFile, "s_bf522c1c");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Who is attacking your vessels?
boolean hasResponse0 = false;
if (station_yavin4_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_f7a9938a");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 90);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Well, I...we need help! But you are too busy...too busy. If you were not working on something else...you know...you could work for us!
string_id message = new string_id (c_stringFile, "s_229");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: Are there any messages for me?
if (response == "s_d431431b")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: What? Who are you...wait never mind. Let me see here...oh, yeah, this. Listen this isn't the company's fault...this is the pilot's fault, right? We hired some pilots to help us ship some stuff and they didn't pay their Imperial flight taxes before they left the system. We reported it to your command...you know...like a good loyal company would.
string_id message = new string_id (c_stringFile, "s_cfeb314");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: What is the message?
boolean hasResponse0 = false;
if (station_yavin4_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_24645c62");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 95);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Hmmm? Yes...messages from your...commander. But he said that you cannot be working on...you know...other things. So maybe come back when you are free, right?
string_id message = new string_id (c_stringFile, "s_85861a57");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I am looking for some special work.
if (response == "s_7e57c029")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: I have been watching you and I think you are just...shady enough to be of use. Maybe you would like to carry a...a secret package to Naboo. No questions asked, right?
string_id message = new string_id (c_stringFile, "s_1e323046");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I am just the pilot you are looking for.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: No, thanks. I think I will stay out of this.
boolean hasResponse1 = false;
if (station_yavin4_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_48d5ef59");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_4658b1ba");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 98);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: I do not have special work for busy...pilots. Finish what you are working on and then...you know...I might have something for you, right?
string_id message = new string_id (c_stringFile, "s_bad44c3c");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: So what does the computer say about the Massassi?
if (response == "s_61d2adfc")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: It seems to be some sort of warning...these Massassi want us...the company...to leave the planet and system. If we do not, they...they will kill us all. Maybe you could destroy them first, right?
string_id message = new string_id (c_stringFile, "s_bf4f4650");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Sounds like a mystery for me to solve.
boolean hasResponse0 = false;
if (station_yavin4_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_b0064b47");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 102);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: You are busy. I am busy. Too busy to discuss this matter. Come back when you are less busy, right?
string_id message = new string_id (c_stringFile, "s_89761e1");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: So what about those fake Massassi?
if (response == "s_fca1af26")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: Bosses think we should send Corellia Deep Mining a...a message. We pay you to go destroy the leader...you know...of these fake Massa...the mercenaries, right? We have spotted where that ship is. You got destroy them and then we laugh at Corellia Mining Company, right?
string_id message = new string_id (c_stringFile, "s_2b11ced5");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Ok, I will take care of that for you.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Not right now. Maybe later.
boolean hasResponse1 = false;
if (station_yavin4_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_84388bb");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_258");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 108);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: You are busy. I am busy. Too busy to discuss this matter. Come back when you are less busy, right?
string_id message = new string_id (c_stringFile, "s_261");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: So does my command need anything now?
if (response == "s_7e90de8b")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
station_yavin4_action_grantImperialTwo (player, npc);
//-- NPC: I got a report that they...you know...finished their questioning of the pilot you brought back. It would seem that this is...this is part of a larger smuggler operation. They need you to travel to the Corellia system and meet with the ship...the vessel that the freighter was going to meet with. I have been instructed to send you the location, right?
string_id message = new string_id (c_stringFile, "s_f2d0e888");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: He said...he said you need to focus on one task at a time, right. Come back when you are not working, right?
string_id message = new string_id (c_stringFile, "s_337d7f80");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: Any mercenary assignments available?
if (response == "s_266")
{
//-- [NOTE]
if (station_yavin4_condition_finishedTier2 (player, npc))
{
//-- NPC: We do have a list of mercenary assignments. For a pilot with your.... associations. I can offer the following duty missions:
string_id message = new string_id (c_stringFile, "s_268");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I'll hunt down tier 3 Imperial patrols
boolean hasResponse0 = false;
if (station_yavin4_condition_canAttackImperial (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I'll hunt down tier 5 Imperial patrols
boolean hasResponse1 = false;
if (station_yavin4_condition_canTakeTier5RebelDuty (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: I'll hunt down tier 3 Rebel patrols
boolean hasResponse2 = false;
if (station_yavin4_condition_canAttackRebel (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
//-- PLAYER: I'll hunt down tier 5 Rebel patrols
boolean hasResponse3 = false;
if (station_yavin4_condition_canTakeTier5ImperialDuty (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse3 = true;
}
//-- PLAYER: I'll hunt down tier 3 Black Sun Pirates
boolean hasResponse4 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse4 = true;
}
//-- PLAYER: I'll hunt down tier 3 Void Wing Pirates
boolean hasResponse5 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse5 = true;
}
//-- PLAYER: Nothing here for me
boolean hasResponse6 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse6 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_270");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_291");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_274");
if (hasResponse3)
responses [responseIndex++] = new string_id (c_stringFile, "s_292");
if (hasResponse4)
responses [responseIndex++] = new string_id (c_stringFile, "s_278");
if (hasResponse5)
responses [responseIndex++] = new string_id (c_stringFile, "s_282");
if (hasResponse6)
responses [responseIndex++] = new string_id (c_stringFile, "s_286");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 114);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: We don't have anything suited for your level of experience. Please return when you have more combat experience.
string_id message = new string_id (c_stringFile, "s_290");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int station_yavin4_handleBranch21 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Your command wants an update...you know...on your progress with the smuggler operation. Do you have anything to report?
//-- [RESPONSE NOTE]
//-- PLAYER: Only my failure. I need to try again.
if (response == "s_a0d09783")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
station_yavin4_action_grantImperialTwo (player, npc);
//-- NPC: Hmmm...well all reports show another ship in the same area of the Corellia system. Maybe you go check that one out, right?
string_id message = new string_id (c_stringFile, "s_afffbb01");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I want to land.
if (response == "s_67")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Yeah, right? Ok. Where do you want to land now, huh?
string_id message = new string_id (c_stringFile, "s_2b867034");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Mining Outpost.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Labor Outpost.
boolean hasResponse1 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: Imperial Base.
boolean hasResponse2 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_826b822");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_f4af242d");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_7afe2900");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 52);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I need repairs.
if (response == "s_69")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Yeah, you got damage, right. We can fix that, no problem, huh?
string_id message = new string_id (c_stringFile, "s_ac4d2f7b");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Just fix a little of it.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Fix half the damage.
boolean hasResponse1 = false;
if (station_yavin4_condition_canAfford50 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: Fix most of the damage.
boolean hasResponse2 = false;
if (station_yavin4_condition_canAfford75 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
//-- PLAYER: Fix all of the damage.
boolean hasResponse3 = false;
if (station_yavin4_condition_canAfford100 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse3 = true;
}
//-- PLAYER: Never mind.
boolean hasResponse4 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse4 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_7de495e9");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_32c93882");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_e233265e");
if (hasResponse3)
responses [responseIndex++] = new string_id (c_stringFile, "s_a3a3ddb5");
if (hasResponse4)
responses [responseIndex++] = new string_id (c_stringFile, "s_193");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 62);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: Stall them. I need to do something else.
if (response == "s_6ff7e194")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
station_yavin4_action_clearImperialTwo (player, npc);
//-- NPC: You want me to...to stall the Empire? I am grateful for what you have done but I will only stall them for a little while, right? What else can I do for you?
string_id message = new string_id (c_stringFile, "s_281a828d");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I want to land.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I need repairs
boolean hasResponse1 = false;
if (station_yavin4_condition_canAfford25 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: You seem a little confused. Can I help?
boolean hasResponse2 = false;
if (station_yavin4_condition_notOnOpening (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
//-- PLAYER: How is that Debris Cult problem going?
boolean hasResponse3 = false;
if (station_yavin4_condition_getDebrisAssassinate (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse3 = true;
}
//-- PLAYER: I can rescue your executive now.
boolean hasResponse4 = false;
if (station_yavin4_condition_hasCompletedOpening (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse4 = true;
}
//-- PLAYER: I am looking for some quick work.
boolean hasResponse5 = false;
if (station_yavin4_condition_canTakeDuty (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse5 = true;
}
//-- PLAYER: You seem a little out of it today.
boolean hasResponse6 = false;
if (station_yavin4_condition_notOnMassassi (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse6 = true;
}
//-- PLAYER: Are there any messages for me?
boolean hasResponse7 = false;
if (station_yavin4_condition_notOnImperial (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse7 = true;
}
//-- PLAYER: I am looking for some special work.
boolean hasResponse8 = false;
if (station_yavin4_condition_notOnSmuggler (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse8 = true;
}
//-- PLAYER: So what does the computer say about the Massassi?
boolean hasResponse9 = false;
if (station_yavin4_condition_notOnMassassiTwo (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse9 = true;
}
//-- PLAYER: So what about those fake Massassi?
boolean hasResponse10 = false;
if (station_yavin4_condition_notOnMassassiClosing (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse10 = true;
}
//-- PLAYER: So does my command need anything now?
boolean hasResponse11 = false;
if (station_yavin4_condition_notOnImperialTwo (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse11 = true;
}
//-- PLAYER: Any mercenary assignments available?
boolean hasResponse12 = false;
if (station_yavin4_condition_canTakeQuest (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse12 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_128");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_e0bc7c8a");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_f03bdbb4");
if (hasResponse3)
responses [responseIndex++] = new string_id (c_stringFile, "s_8d876d5d");
if (hasResponse4)
responses [responseIndex++] = new string_id (c_stringFile, "s_7f4fd215");
if (hasResponse5)
responses [responseIndex++] = new string_id (c_stringFile, "s_550d80c");
if (hasResponse6)
responses [responseIndex++] = new string_id (c_stringFile, "s_33418857");
if (hasResponse7)
responses [responseIndex++] = new string_id (c_stringFile, "s_d431431b");
if (hasResponse8)
responses [responseIndex++] = new string_id (c_stringFile, "s_7e57c029");
if (hasResponse9)
responses [responseIndex++] = new string_id (c_stringFile, "s_61d2adfc");
if (hasResponse10)
responses [responseIndex++] = new string_id (c_stringFile, "s_fca1af26");
if (hasResponse11)
responses [responseIndex++] = new string_id (c_stringFile, "s_7e90de8b");
if (hasResponse12)
responses [responseIndex++] = new string_id (c_stringFile, "s_266");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 51);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int station_yavin4_handleBranch23 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: You want me to...to stall the Empire? I am grateful for what you have done but I will only stall them for a little while, right? What else can I do for you?
//-- [RESPONSE NOTE]
//-- PLAYER: I want to land.
if (response == "s_128")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Yeah, right? Ok. Where do you want to land now, huh?
string_id message = new string_id (c_stringFile, "s_2b867034");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Mining Outpost.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Labor Outpost.
boolean hasResponse1 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: Imperial Base.
boolean hasResponse2 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_826b822");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_f4af242d");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_7afe2900");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 52);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I need repairs
if (response == "s_e0bc7c8a")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Yeah, you got damage, right. We can fix that, no problem, huh?
string_id message = new string_id (c_stringFile, "s_ac4d2f7b");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Just fix a little of it.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Fix half the damage.
boolean hasResponse1 = false;
if (station_yavin4_condition_canAfford50 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: Fix most of the damage.
boolean hasResponse2 = false;
if (station_yavin4_condition_canAfford75 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
//-- PLAYER: Fix all of the damage.
boolean hasResponse3 = false;
if (station_yavin4_condition_canAfford100 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse3 = true;
}
//-- PLAYER: Never mind.
boolean hasResponse4 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse4 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_7de495e9");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_32c93882");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_e233265e");
if (hasResponse3)
responses [responseIndex++] = new string_id (c_stringFile, "s_a3a3ddb5");
if (hasResponse4)
responses [responseIndex++] = new string_id (c_stringFile, "s_193");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 62);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: You seem a little confused. Can I help?
if (response == "s_f03bdbb4")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: Hmmm...oh, yes...yes, you can. We are having this problem with those crazy debris cultists, right? They decided that we were to blame for the Imperial salvage operation and have taken one of our executives hostage. Those loonies say that if we don't leave they are going...they are going to kill him, right?
string_id message = new string_id (c_stringFile, "s_7ce5949b");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Sounds like I can help.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: No, thanks. Sounds too dangerous.
boolean hasResponse1 = false;
if (station_yavin4_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_5bbcc6ae");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_40aac287");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 76);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: No...well not right now anyways, right? How about you finish up with what you are...you know...working on. Then come back and see me, right?
string_id message = new string_id (c_stringFile, "s_fd0f3d0e");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: How is that Debris Cult problem going?
if (response == "s_8d876d5d")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: Glad you have asked...glad indeed. The bosses are still...you know...mad about the hostage taking incident, right? Maybe you could help make them...not so mad, you know?
string_id message = new string_id (c_stringFile, "s_bee28138");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: What do you need me to do?
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I would rather not get involved right now.
boolean hasResponse1 = false;
if (station_yavin4_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_5bd69df6");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_b1d9e97d");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 80);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Debris Cult! They are here...wait no...oh! My bosses said they have something for you...you know...to do. But they need your full attention, right? Come back when you are not...you know...working on something else.
string_id message = new string_id (c_stringFile, "s_74cde053");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I can rescue your executive now.
if (response == "s_7f4fd215")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
station_yavin4_action_grantOpeningMissionTwo (player, npc);
//-- NPC: That is great...great news. I will send you information on where he is being held. Capture the ship and...and bring it back here, right? You do this for us and we...we will not forget, okay?
string_id message = new string_id (c_stringFile, "s_75d9fc2d");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Well, I...we need help! But you are too busy...too busy. If you were not working on something else...you know...you could work for us!
string_id message = new string_id (c_stringFile, "s_57a3711");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I am looking for some quick work.
if (response == "s_550d80c")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: Ah, so you just need quick...job, right? I have what you need. We need help with...cutting down on the Debris Cult numbers. Also, maybe you...if you want...could help escort some of our freighters?
string_id message = new string_id (c_stringFile, "s_9512e7b6");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I never liked those cultists.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I will watch over the freighters.
boolean hasResponse1 = false;
if (station_yavin4_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_aa668ed0");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_85e232ff");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 86);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Quick work? You already have a...a job. Finish that before we spend time working together, right?
string_id message = new string_id (c_stringFile, "s_a5e6e823");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: You seem a little out of it today.
if (response == "s_33418857")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: What? No...yes! It's nothing, right. Well, actually we have been losing lots of ships lately. They are being attacked and destroyed. No survivors. The bosses decided...for safety...to send out convoys of freighter but that apparently hasn't helped.
string_id message = new string_id (c_stringFile, "s_bf522c1c");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Who is attacking your vessels?
boolean hasResponse0 = false;
if (station_yavin4_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_f7a9938a");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 90);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Well, I...we need help! But you are too busy...too busy. If you were not working on something else...you know...you could work for us!
string_id message = new string_id (c_stringFile, "s_229");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: Are there any messages for me?
if (response == "s_d431431b")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: What? Who are you...wait never mind. Let me see here...oh, yeah, this. Listen this isn't the company's fault...this is the pilot's fault, right? We hired some pilots to help us ship some stuff and they didn't pay their Imperial flight taxes before they left the system. We reported it to your command...you know...like a good loyal company would.
string_id message = new string_id (c_stringFile, "s_cfeb314");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: What is the message?
boolean hasResponse0 = false;
if (station_yavin4_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_24645c62");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 95);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Hmmm? Yes...messages from your...commander. But he said that you cannot be working on...you know...other things. So maybe come back when you are free, right?
string_id message = new string_id (c_stringFile, "s_85861a57");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I am looking for some special work.
if (response == "s_7e57c029")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: I have been watching you and I think you are just...shady enough to be of use. Maybe you would like to carry a...a secret package to Naboo. No questions asked, right?
string_id message = new string_id (c_stringFile, "s_1e323046");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I am just the pilot you are looking for.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: No, thanks. I think I will stay out of this.
boolean hasResponse1 = false;
if (station_yavin4_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_48d5ef59");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_4658b1ba");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 98);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: I do not have special work for busy...pilots. Finish what you are working on and then...you know...I might have something for you, right?
string_id message = new string_id (c_stringFile, "s_bad44c3c");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: So what does the computer say about the Massassi?
if (response == "s_61d2adfc")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: It seems to be some sort of warning...these Massassi want us...the company...to leave the planet and system. If we do not, they...they will kill us all. Maybe you could destroy them first, right?
string_id message = new string_id (c_stringFile, "s_bf4f4650");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Sounds like a mystery for me to solve.
boolean hasResponse0 = false;
if (station_yavin4_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_b0064b47");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 102);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: You are busy. I am busy. Too busy to discuss this matter. Come back when you are less busy, right?
string_id message = new string_id (c_stringFile, "s_89761e1");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: So what about those fake Massassi?
if (response == "s_fca1af26")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: Bosses think we should send Corellia Deep Mining a...a message. We pay you to go destroy the leader...you know...of these fake Massa...the mercenaries, right? We have spotted where that ship is. You got destroy them and then we laugh at Corellia Mining Company, right?
string_id message = new string_id (c_stringFile, "s_2b11ced5");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Ok, I will take care of that for you.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Not right now. Maybe later.
boolean hasResponse1 = false;
if (station_yavin4_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_84388bb");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_258");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 108);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: You are busy. I am busy. Too busy to discuss this matter. Come back when you are less busy, right?
string_id message = new string_id (c_stringFile, "s_261");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: So does my command need anything now?
if (response == "s_7e90de8b")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
station_yavin4_action_grantImperialTwo (player, npc);
//-- NPC: I got a report that they...you know...finished their questioning of the pilot you brought back. It would seem that this is...this is part of a larger smuggler operation. They need you to travel to the Corellia system and meet with the ship...the vessel that the freighter was going to meet with. I have been instructed to send you the location, right?
string_id message = new string_id (c_stringFile, "s_f2d0e888");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: He said...he said you need to focus on one task at a time, right. Come back when you are not working, right?
string_id message = new string_id (c_stringFile, "s_337d7f80");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: Any mercenary assignments available?
if (response == "s_266")
{
//-- [NOTE]
if (station_yavin4_condition_finishedTier2 (player, npc))
{
//-- NPC: We do have a list of mercenary assignments. For a pilot with your.... associations. I can offer the following duty missions:
string_id message = new string_id (c_stringFile, "s_268");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I'll hunt down tier 3 Imperial patrols
boolean hasResponse0 = false;
if (station_yavin4_condition_canAttackImperial (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I'll hunt down tier 5 Imperial patrols
boolean hasResponse1 = false;
if (station_yavin4_condition_canTakeTier5RebelDuty (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: I'll hunt down tier 3 Rebel patrols
boolean hasResponse2 = false;
if (station_yavin4_condition_canAttackRebel (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
//-- PLAYER: I'll hunt down tier 5 Rebel patrols
boolean hasResponse3 = false;
if (station_yavin4_condition_canTakeTier5ImperialDuty (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse3 = true;
}
//-- PLAYER: I'll hunt down tier 3 Black Sun Pirates
boolean hasResponse4 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse4 = true;
}
//-- PLAYER: I'll hunt down tier 3 Void Wing Pirates
boolean hasResponse5 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse5 = true;
}
//-- PLAYER: Nothing here for me
boolean hasResponse6 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse6 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_270");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_291");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_274");
if (hasResponse3)
responses [responseIndex++] = new string_id (c_stringFile, "s_292");
if (hasResponse4)
responses [responseIndex++] = new string_id (c_stringFile, "s_278");
if (hasResponse5)
responses [responseIndex++] = new string_id (c_stringFile, "s_282");
if (hasResponse6)
responses [responseIndex++] = new string_id (c_stringFile, "s_286");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 114);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: We don't have anything suited for your level of experience. Please return when you have more combat experience.
string_id message = new string_id (c_stringFile, "s_290");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int station_yavin4_handleBranch24 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Our man in Naboo said he didn't get the...special delivery.
//-- [RESPONSE NOTE]
//-- PLAYER: Let me try again.
if (response == "s_c9c08b99")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
station_yavin4_action_grantSmugglerOne (player, npc);
//-- NPC: Fine...same drill as before. We will give you new package to deliver. You do this and we pay you, right?
string_id message = new string_id (c_stringFile, "s_82e7434e");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I want to land.
if (response == "s_76")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Yeah, right? Ok. Where do you want to land now, huh?
string_id message = new string_id (c_stringFile, "s_2b867034");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Mining Outpost.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Labor Outpost.
boolean hasResponse1 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: Imperial Base.
boolean hasResponse2 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_826b822");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_f4af242d");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_7afe2900");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 52);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I need repairs.
if (response == "s_78")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Yeah, you got damage, right. We can fix that, no problem, huh?
string_id message = new string_id (c_stringFile, "s_ac4d2f7b");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Just fix a little of it.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Fix half the damage.
boolean hasResponse1 = false;
if (station_yavin4_condition_canAfford50 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: Fix most of the damage.
boolean hasResponse2 = false;
if (station_yavin4_condition_canAfford75 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
//-- PLAYER: Fix all of the damage.
boolean hasResponse3 = false;
if (station_yavin4_condition_canAfford100 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse3 = true;
}
//-- PLAYER: Never mind.
boolean hasResponse4 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse4 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_7de495e9");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_32c93882");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_e233265e");
if (hasResponse3)
responses [responseIndex++] = new string_id (c_stringFile, "s_a3a3ddb5");
if (hasResponse4)
responses [responseIndex++] = new string_id (c_stringFile, "s_193");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 62);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I can't do this right now.
if (response == "s_36142d2b")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
station_yavin4_action_clearSmugglerOne (player, npc);
//-- NPC: Do...what? We didn't ask you to do anything, right?
string_id message = new string_id (c_stringFile, "s_9ed36c63");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I want to land.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I need repairs
boolean hasResponse1 = false;
if (station_yavin4_condition_canAfford25 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: You seem a little confused. Can I help?
boolean hasResponse2 = false;
if (station_yavin4_condition_notOnOpening (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
//-- PLAYER: How is that Debris Cult problem going?
boolean hasResponse3 = false;
if (station_yavin4_condition_getDebrisAssassinate (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse3 = true;
}
//-- PLAYER: I can rescue your executive now.
boolean hasResponse4 = false;
if (station_yavin4_condition_hasCompletedOpening (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse4 = true;
}
//-- PLAYER: I am looking for some quick work.
boolean hasResponse5 = false;
if (station_yavin4_condition_canTakeDuty (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse5 = true;
}
//-- PLAYER: You seem a little out of it today.
boolean hasResponse6 = false;
if (station_yavin4_condition_notOnMassassi (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse6 = true;
}
//-- PLAYER: Are there any messages for me?
boolean hasResponse7 = false;
if (station_yavin4_condition_notOnImperial (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse7 = true;
}
//-- PLAYER: I am looking for some special work.
boolean hasResponse8 = false;
if (station_yavin4_condition_notOnSmuggler (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse8 = true;
}
//-- PLAYER: So what does the computer say about the Massassi?
boolean hasResponse9 = false;
if (station_yavin4_condition_notOnMassassiTwo (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse9 = true;
}
//-- PLAYER: So what about those fake Massassi?
boolean hasResponse10 = false;
if (station_yavin4_condition_notOnMassassiClosing (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse10 = true;
}
//-- PLAYER: So does my command need anything now?
boolean hasResponse11 = false;
if (station_yavin4_condition_notOnImperialTwo (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse11 = true;
}
//-- PLAYER: Any mercenary assignments available?
boolean hasResponse12 = false;
if (station_yavin4_condition_canTakeQuest (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse12 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_128");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_e0bc7c8a");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_f03bdbb4");
if (hasResponse3)
responses [responseIndex++] = new string_id (c_stringFile, "s_8d876d5d");
if (hasResponse4)
responses [responseIndex++] = new string_id (c_stringFile, "s_7f4fd215");
if (hasResponse5)
responses [responseIndex++] = new string_id (c_stringFile, "s_550d80c");
if (hasResponse6)
responses [responseIndex++] = new string_id (c_stringFile, "s_33418857");
if (hasResponse7)
responses [responseIndex++] = new string_id (c_stringFile, "s_d431431b");
if (hasResponse8)
responses [responseIndex++] = new string_id (c_stringFile, "s_7e57c029");
if (hasResponse9)
responses [responseIndex++] = new string_id (c_stringFile, "s_61d2adfc");
if (hasResponse10)
responses [responseIndex++] = new string_id (c_stringFile, "s_fca1af26");
if (hasResponse11)
responses [responseIndex++] = new string_id (c_stringFile, "s_7e90de8b");
if (hasResponse12)
responses [responseIndex++] = new string_id (c_stringFile, "s_266");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 51);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int station_yavin4_handleBranch26 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Do...what? We didn't ask you to do anything, right?
//-- [RESPONSE NOTE]
//-- PLAYER: I want to land.
if (response == "s_128")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Yeah, right? Ok. Where do you want to land now, huh?
string_id message = new string_id (c_stringFile, "s_2b867034");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Mining Outpost.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Labor Outpost.
boolean hasResponse1 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: Imperial Base.
boolean hasResponse2 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_826b822");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_f4af242d");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_7afe2900");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 52);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I need repairs
if (response == "s_e0bc7c8a")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Yeah, you got damage, right. We can fix that, no problem, huh?
string_id message = new string_id (c_stringFile, "s_ac4d2f7b");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Just fix a little of it.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Fix half the damage.
boolean hasResponse1 = false;
if (station_yavin4_condition_canAfford50 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: Fix most of the damage.
boolean hasResponse2 = false;
if (station_yavin4_condition_canAfford75 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
//-- PLAYER: Fix all of the damage.
boolean hasResponse3 = false;
if (station_yavin4_condition_canAfford100 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse3 = true;
}
//-- PLAYER: Never mind.
boolean hasResponse4 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse4 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_7de495e9");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_32c93882");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_e233265e");
if (hasResponse3)
responses [responseIndex++] = new string_id (c_stringFile, "s_a3a3ddb5");
if (hasResponse4)
responses [responseIndex++] = new string_id (c_stringFile, "s_193");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 62);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: You seem a little confused. Can I help?
if (response == "s_f03bdbb4")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: Hmmm...oh, yes...yes, you can. We are having this problem with those crazy debris cultists, right? They decided that we were to blame for the Imperial salvage operation and have taken one of our executives hostage. Those loonies say that if we don't leave they are going...they are going to kill him, right?
string_id message = new string_id (c_stringFile, "s_7ce5949b");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Sounds like I can help.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: No, thanks. Sounds too dangerous.
boolean hasResponse1 = false;
if (station_yavin4_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_5bbcc6ae");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_40aac287");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 76);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: No...well not right now anyways, right? How about you finish up with what you are...you know...working on. Then come back and see me, right?
string_id message = new string_id (c_stringFile, "s_fd0f3d0e");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: How is that Debris Cult problem going?
if (response == "s_8d876d5d")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: Glad you have asked...glad indeed. The bosses are still...you know...mad about the hostage taking incident, right? Maybe you could help make them...not so mad, you know?
string_id message = new string_id (c_stringFile, "s_bee28138");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: What do you need me to do?
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I would rather not get involved right now.
boolean hasResponse1 = false;
if (station_yavin4_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_5bd69df6");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_b1d9e97d");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 80);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Debris Cult! They are here...wait no...oh! My bosses said they have something for you...you know...to do. But they need your full attention, right? Come back when you are not...you know...working on something else.
string_id message = new string_id (c_stringFile, "s_74cde053");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I can rescue your executive now.
if (response == "s_7f4fd215")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
station_yavin4_action_grantOpeningMissionTwo (player, npc);
//-- NPC: That is great...great news. I will send you information on where he is being held. Capture the ship and...and bring it back here, right? You do this for us and we...we will not forget, okay?
string_id message = new string_id (c_stringFile, "s_75d9fc2d");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Well, I...we need help! But you are too busy...too busy. If you were not working on something else...you know...you could work for us!
string_id message = new string_id (c_stringFile, "s_57a3711");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I am looking for some quick work.
if (response == "s_550d80c")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: Ah, so you just need quick...job, right? I have what you need. We need help with...cutting down on the Debris Cult numbers. Also, maybe you...if you want...could help escort some of our freighters?
string_id message = new string_id (c_stringFile, "s_9512e7b6");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I never liked those cultists.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I will watch over the freighters.
boolean hasResponse1 = false;
if (station_yavin4_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_aa668ed0");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_85e232ff");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 86);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Quick work? You already have a...a job. Finish that before we spend time working together, right?
string_id message = new string_id (c_stringFile, "s_a5e6e823");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: You seem a little out of it today.
if (response == "s_33418857")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: What? No...yes! It's nothing, right. Well, actually we have been losing lots of ships lately. They are being attacked and destroyed. No survivors. The bosses decided...for safety...to send out convoys of freighter but that apparently hasn't helped.
string_id message = new string_id (c_stringFile, "s_bf522c1c");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Who is attacking your vessels?
boolean hasResponse0 = false;
if (station_yavin4_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_f7a9938a");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 90);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Well, I...we need help! But you are too busy...too busy. If you were not working on something else...you know...you could work for us!
string_id message = new string_id (c_stringFile, "s_229");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: Are there any messages for me?
if (response == "s_d431431b")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: What? Who are you...wait never mind. Let me see here...oh, yeah, this. Listen this isn't the company's fault...this is the pilot's fault, right? We hired some pilots to help us ship some stuff and they didn't pay their Imperial flight taxes before they left the system. We reported it to your command...you know...like a good loyal company would.
string_id message = new string_id (c_stringFile, "s_cfeb314");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: What is the message?
boolean hasResponse0 = false;
if (station_yavin4_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_24645c62");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 95);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Hmmm? Yes...messages from your...commander. But he said that you cannot be working on...you know...other things. So maybe come back when you are free, right?
string_id message = new string_id (c_stringFile, "s_85861a57");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I am looking for some special work.
if (response == "s_7e57c029")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: I have been watching you and I think you are just...shady enough to be of use. Maybe you would like to carry a...a secret package to Naboo. No questions asked, right?
string_id message = new string_id (c_stringFile, "s_1e323046");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I am just the pilot you are looking for.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: No, thanks. I think I will stay out of this.
boolean hasResponse1 = false;
if (station_yavin4_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_48d5ef59");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_4658b1ba");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 98);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: I do not have special work for busy...pilots. Finish what you are working on and then...you know...I might have something for you, right?
string_id message = new string_id (c_stringFile, "s_bad44c3c");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: So what does the computer say about the Massassi?
if (response == "s_61d2adfc")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: It seems to be some sort of warning...these Massassi want us...the company...to leave the planet and system. If we do not, they...they will kill us all. Maybe you could destroy them first, right?
string_id message = new string_id (c_stringFile, "s_bf4f4650");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Sounds like a mystery for me to solve.
boolean hasResponse0 = false;
if (station_yavin4_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_b0064b47");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 102);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: You are busy. I am busy. Too busy to discuss this matter. Come back when you are less busy, right?
string_id message = new string_id (c_stringFile, "s_89761e1");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: So what about those fake Massassi?
if (response == "s_fca1af26")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: Bosses think we should send Corellia Deep Mining a...a message. We pay you to go destroy the leader...you know...of these fake Massa...the mercenaries, right? We have spotted where that ship is. You got destroy them and then we laugh at Corellia Mining Company, right?
string_id message = new string_id (c_stringFile, "s_2b11ced5");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Ok, I will take care of that for you.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Not right now. Maybe later.
boolean hasResponse1 = false;
if (station_yavin4_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_84388bb");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_258");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 108);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: You are busy. I am busy. Too busy to discuss this matter. Come back when you are less busy, right?
string_id message = new string_id (c_stringFile, "s_261");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: So does my command need anything now?
if (response == "s_7e90de8b")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
station_yavin4_action_grantImperialTwo (player, npc);
//-- NPC: I got a report that they...you know...finished their questioning of the pilot you brought back. It would seem that this is...this is part of a larger smuggler operation. They need you to travel to the Corellia system and meet with the ship...the vessel that the freighter was going to meet with. I have been instructed to send you the location, right?
string_id message = new string_id (c_stringFile, "s_f2d0e888");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: He said...he said you need to focus on one task at a time, right. Come back when you are not working, right?
string_id message = new string_id (c_stringFile, "s_337d7f80");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: Any mercenary assignments available?
if (response == "s_266")
{
//-- [NOTE]
if (station_yavin4_condition_finishedTier2 (player, npc))
{
//-- NPC: We do have a list of mercenary assignments. For a pilot with your.... associations. I can offer the following duty missions:
string_id message = new string_id (c_stringFile, "s_268");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I'll hunt down tier 3 Imperial patrols
boolean hasResponse0 = false;
if (station_yavin4_condition_canAttackImperial (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I'll hunt down tier 5 Imperial patrols
boolean hasResponse1 = false;
if (station_yavin4_condition_canTakeTier5RebelDuty (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: I'll hunt down tier 3 Rebel patrols
boolean hasResponse2 = false;
if (station_yavin4_condition_canAttackRebel (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
//-- PLAYER: I'll hunt down tier 5 Rebel patrols
boolean hasResponse3 = false;
if (station_yavin4_condition_canTakeTier5ImperialDuty (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse3 = true;
}
//-- PLAYER: I'll hunt down tier 3 Black Sun Pirates
boolean hasResponse4 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse4 = true;
}
//-- PLAYER: I'll hunt down tier 3 Void Wing Pirates
boolean hasResponse5 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse5 = true;
}
//-- PLAYER: Nothing here for me
boolean hasResponse6 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse6 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_270");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_291");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_274");
if (hasResponse3)
responses [responseIndex++] = new string_id (c_stringFile, "s_292");
if (hasResponse4)
responses [responseIndex++] = new string_id (c_stringFile, "s_278");
if (hasResponse5)
responses [responseIndex++] = new string_id (c_stringFile, "s_282");
if (hasResponse6)
responses [responseIndex++] = new string_id (c_stringFile, "s_286");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 114);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: We don't have anything suited for your level of experience. Please return when you have more combat experience.
string_id message = new string_id (c_stringFile, "s_290");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int station_yavin4_handleBranch27 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: What? Oh, it's you. Did you find out anything about our missing man?
//-- [RESPONSE NOTE]
//-- PLAYER: Yes. I found this on the debris cult ship.
if (response == "s_86922104")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
station_yavin4_action_giveRewardOpening (player, npc);
//-- NPC: Let me see that. Oh...wow! This is great. This has the location of where they are keeping our man. We will pay you for your help in finding this, but maybe you could...you know...rescue our executive, right? We might have a...short time so you let me know when you are ready, right?
string_id message = new string_id (c_stringFile, "s_7d8d113d");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I want to land.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I need repairs
boolean hasResponse1 = false;
if (station_yavin4_condition_canAfford25 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: You seem a little confused. Can I help?
boolean hasResponse2 = false;
if (station_yavin4_condition_notOnOpening (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
//-- PLAYER: How is that Debris Cult problem going?
boolean hasResponse3 = false;
if (station_yavin4_condition_getDebrisAssassinate (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse3 = true;
}
//-- PLAYER: I can rescue your executive now.
boolean hasResponse4 = false;
if (station_yavin4_condition_hasCompletedOpening (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse4 = true;
}
//-- PLAYER: I am looking for some quick work.
boolean hasResponse5 = false;
if (station_yavin4_condition_canTakeDuty (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse5 = true;
}
//-- PLAYER: You seem a little out of it today.
boolean hasResponse6 = false;
if (station_yavin4_condition_notOnMassassi (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse6 = true;
}
//-- PLAYER: Are there any messages for me?
boolean hasResponse7 = false;
if (station_yavin4_condition_notOnImperial (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse7 = true;
}
//-- PLAYER: I am looking for some special work.
boolean hasResponse8 = false;
if (station_yavin4_condition_notOnSmuggler (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse8 = true;
}
//-- PLAYER: So what does the computer say about the Massassi?
boolean hasResponse9 = false;
if (station_yavin4_condition_notOnMassassiTwo (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse9 = true;
}
//-- PLAYER: So what about those fake Massassi?
boolean hasResponse10 = false;
if (station_yavin4_condition_notOnMassassiClosing (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse10 = true;
}
//-- PLAYER: So does my command need anything now?
boolean hasResponse11 = false;
if (station_yavin4_condition_notOnImperialTwo (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse11 = true;
}
//-- PLAYER: Any mercenary assignments available?
boolean hasResponse12 = false;
if (station_yavin4_condition_canTakeQuest (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse12 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_128");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_e0bc7c8a");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_f03bdbb4");
if (hasResponse3)
responses [responseIndex++] = new string_id (c_stringFile, "s_8d876d5d");
if (hasResponse4)
responses [responseIndex++] = new string_id (c_stringFile, "s_7f4fd215");
if (hasResponse5)
responses [responseIndex++] = new string_id (c_stringFile, "s_550d80c");
if (hasResponse6)
responses [responseIndex++] = new string_id (c_stringFile, "s_33418857");
if (hasResponse7)
responses [responseIndex++] = new string_id (c_stringFile, "s_d431431b");
if (hasResponse8)
responses [responseIndex++] = new string_id (c_stringFile, "s_7e57c029");
if (hasResponse9)
responses [responseIndex++] = new string_id (c_stringFile, "s_61d2adfc");
if (hasResponse10)
responses [responseIndex++] = new string_id (c_stringFile, "s_fca1af26");
if (hasResponse11)
responses [responseIndex++] = new string_id (c_stringFile, "s_7e90de8b");
if (hasResponse12)
responses [responseIndex++] = new string_id (c_stringFile, "s_266");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 51);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int station_yavin4_handleBranch28 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Let me see that. Oh...wow! This is great. This has the location of where they are keeping our man. We will pay you for your help in finding this, but maybe you could...you know...rescue our executive, right? We might have a...short time so you let me know when you are ready, right?
//-- [RESPONSE NOTE]
//-- PLAYER: I want to land.
if (response == "s_128")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Yeah, right? Ok. Where do you want to land now, huh?
string_id message = new string_id (c_stringFile, "s_2b867034");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Mining Outpost.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Labor Outpost.
boolean hasResponse1 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: Imperial Base.
boolean hasResponse2 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_826b822");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_f4af242d");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_7afe2900");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 52);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I need repairs
if (response == "s_e0bc7c8a")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Yeah, you got damage, right. We can fix that, no problem, huh?
string_id message = new string_id (c_stringFile, "s_ac4d2f7b");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Just fix a little of it.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Fix half the damage.
boolean hasResponse1 = false;
if (station_yavin4_condition_canAfford50 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: Fix most of the damage.
boolean hasResponse2 = false;
if (station_yavin4_condition_canAfford75 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
//-- PLAYER: Fix all of the damage.
boolean hasResponse3 = false;
if (station_yavin4_condition_canAfford100 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse3 = true;
}
//-- PLAYER: Never mind.
boolean hasResponse4 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse4 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_7de495e9");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_32c93882");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_e233265e");
if (hasResponse3)
responses [responseIndex++] = new string_id (c_stringFile, "s_a3a3ddb5");
if (hasResponse4)
responses [responseIndex++] = new string_id (c_stringFile, "s_193");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 62);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: You seem a little confused. Can I help?
if (response == "s_f03bdbb4")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: Hmmm...oh, yes...yes, you can. We are having this problem with those crazy debris cultists, right? They decided that we were to blame for the Imperial salvage operation and have taken one of our executives hostage. Those loonies say that if we don't leave they are going...they are going to kill him, right?
string_id message = new string_id (c_stringFile, "s_7ce5949b");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Sounds like I can help.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: No, thanks. Sounds too dangerous.
boolean hasResponse1 = false;
if (station_yavin4_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_5bbcc6ae");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_40aac287");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 76);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: No...well not right now anyways, right? How about you finish up with what you are...you know...working on. Then come back and see me, right?
string_id message = new string_id (c_stringFile, "s_fd0f3d0e");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: How is that Debris Cult problem going?
if (response == "s_8d876d5d")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: Glad you have asked...glad indeed. The bosses are still...you know...mad about the hostage taking incident, right? Maybe you could help make them...not so mad, you know?
string_id message = new string_id (c_stringFile, "s_bee28138");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: What do you need me to do?
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I would rather not get involved right now.
boolean hasResponse1 = false;
if (station_yavin4_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_5bd69df6");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_b1d9e97d");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 80);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Debris Cult! They are here...wait no...oh! My bosses said they have something for you...you know...to do. But they need your full attention, right? Come back when you are not...you know...working on something else.
string_id message = new string_id (c_stringFile, "s_74cde053");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I can rescue your executive now.
if (response == "s_7f4fd215")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
station_yavin4_action_grantOpeningMissionTwo (player, npc);
//-- NPC: That is great...great news. I will send you information on where he is being held. Capture the ship and...and bring it back here, right? You do this for us and we...we will not forget, okay?
string_id message = new string_id (c_stringFile, "s_75d9fc2d");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Well, I...we need help! But you are too busy...too busy. If you were not working on something else...you know...you could work for us!
string_id message = new string_id (c_stringFile, "s_57a3711");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I am looking for some quick work.
if (response == "s_550d80c")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: Ah, so you just need quick...job, right? I have what you need. We need help with...cutting down on the Debris Cult numbers. Also, maybe you...if you want...could help escort some of our freighters?
string_id message = new string_id (c_stringFile, "s_9512e7b6");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I never liked those cultists.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I will watch over the freighters.
boolean hasResponse1 = false;
if (station_yavin4_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_aa668ed0");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_85e232ff");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 86);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Quick work? You already have a...a job. Finish that before we spend time working together, right?
string_id message = new string_id (c_stringFile, "s_a5e6e823");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: You seem a little out of it today.
if (response == "s_33418857")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: What? No...yes! It's nothing, right. Well, actually we have been losing lots of ships lately. They are being attacked and destroyed. No survivors. The bosses decided...for safety...to send out convoys of freighter but that apparently hasn't helped.
string_id message = new string_id (c_stringFile, "s_bf522c1c");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Who is attacking your vessels?
boolean hasResponse0 = false;
if (station_yavin4_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_f7a9938a");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 90);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Well, I...we need help! But you are too busy...too busy. If you were not working on something else...you know...you could work for us!
string_id message = new string_id (c_stringFile, "s_229");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: Are there any messages for me?
if (response == "s_d431431b")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: What? Who are you...wait never mind. Let me see here...oh, yeah, this. Listen this isn't the company's fault...this is the pilot's fault, right? We hired some pilots to help us ship some stuff and they didn't pay their Imperial flight taxes before they left the system. We reported it to your command...you know...like a good loyal company would.
string_id message = new string_id (c_stringFile, "s_cfeb314");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: What is the message?
boolean hasResponse0 = false;
if (station_yavin4_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_24645c62");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 95);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Hmmm? Yes...messages from your...commander. But he said that you cannot be working on...you know...other things. So maybe come back when you are free, right?
string_id message = new string_id (c_stringFile, "s_85861a57");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I am looking for some special work.
if (response == "s_7e57c029")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: I have been watching you and I think you are just...shady enough to be of use. Maybe you would like to carry a...a secret package to Naboo. No questions asked, right?
string_id message = new string_id (c_stringFile, "s_1e323046");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I am just the pilot you are looking for.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: No, thanks. I think I will stay out of this.
boolean hasResponse1 = false;
if (station_yavin4_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_48d5ef59");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_4658b1ba");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 98);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: I do not have special work for busy...pilots. Finish what you are working on and then...you know...I might have something for you, right?
string_id message = new string_id (c_stringFile, "s_bad44c3c");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: So what does the computer say about the Massassi?
if (response == "s_61d2adfc")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: It seems to be some sort of warning...these Massassi want us...the company...to leave the planet and system. If we do not, they...they will kill us all. Maybe you could destroy them first, right?
string_id message = new string_id (c_stringFile, "s_bf4f4650");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Sounds like a mystery for me to solve.
boolean hasResponse0 = false;
if (station_yavin4_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_b0064b47");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 102);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: You are busy. I am busy. Too busy to discuss this matter. Come back when you are less busy, right?
string_id message = new string_id (c_stringFile, "s_89761e1");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: So what about those fake Massassi?
if (response == "s_fca1af26")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: Bosses think we should send Corellia Deep Mining a...a message. We pay you to go destroy the leader...you know...of these fake Massa...the mercenaries, right? We have spotted where that ship is. You got destroy them and then we laugh at Corellia Mining Company, right?
string_id message = new string_id (c_stringFile, "s_2b11ced5");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Ok, I will take care of that for you.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Not right now. Maybe later.
boolean hasResponse1 = false;
if (station_yavin4_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_84388bb");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_258");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 108);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: You are busy. I am busy. Too busy to discuss this matter. Come back when you are less busy, right?
string_id message = new string_id (c_stringFile, "s_261");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: So does my command need anything now?
if (response == "s_7e90de8b")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
station_yavin4_action_grantImperialTwo (player, npc);
//-- NPC: I got a report that they...you know...finished their questioning of the pilot you brought back. It would seem that this is...this is part of a larger smuggler operation. They need you to travel to the Corellia system and meet with the ship...the vessel that the freighter was going to meet with. I have been instructed to send you the location, right?
string_id message = new string_id (c_stringFile, "s_f2d0e888");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: He said...he said you need to focus on one task at a time, right. Come back when you are not working, right?
string_id message = new string_id (c_stringFile, "s_337d7f80");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: Any mercenary assignments available?
if (response == "s_266")
{
//-- [NOTE]
if (station_yavin4_condition_finishedTier2 (player, npc))
{
//-- NPC: We do have a list of mercenary assignments. For a pilot with your.... associations. I can offer the following duty missions:
string_id message = new string_id (c_stringFile, "s_268");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I'll hunt down tier 3 Imperial patrols
boolean hasResponse0 = false;
if (station_yavin4_condition_canAttackImperial (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I'll hunt down tier 5 Imperial patrols
boolean hasResponse1 = false;
if (station_yavin4_condition_canTakeTier5RebelDuty (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: I'll hunt down tier 3 Rebel patrols
boolean hasResponse2 = false;
if (station_yavin4_condition_canAttackRebel (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
//-- PLAYER: I'll hunt down tier 5 Rebel patrols
boolean hasResponse3 = false;
if (station_yavin4_condition_canTakeTier5ImperialDuty (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse3 = true;
}
//-- PLAYER: I'll hunt down tier 3 Black Sun Pirates
boolean hasResponse4 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse4 = true;
}
//-- PLAYER: I'll hunt down tier 3 Void Wing Pirates
boolean hasResponse5 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse5 = true;
}
//-- PLAYER: Nothing here for me
boolean hasResponse6 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse6 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_270");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_291");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_274");
if (hasResponse3)
responses [responseIndex++] = new string_id (c_stringFile, "s_292");
if (hasResponse4)
responses [responseIndex++] = new string_id (c_stringFile, "s_278");
if (hasResponse5)
responses [responseIndex++] = new string_id (c_stringFile, "s_282");
if (hasResponse6)
responses [responseIndex++] = new string_id (c_stringFile, "s_286");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 114);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: We don't have anything suited for your level of experience. Please return when you have more combat experience.
string_id message = new string_id (c_stringFile, "s_290");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int station_yavin4_handleBranch29 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: The bosses are very...pleased, right? You got our man back from the loonies. We always pay for a job well done. If you...you know...don't mind we might have more work for you in the future.
//-- [RESPONSE NOTE]
//-- PLAYER: Alright, so what do you need now?
if (response == "s_7fab133d")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: You let me know what you want to do, right? I will see to it that you get what you...what you need.
string_id message = new string_id (c_stringFile, "s_c4025f7f");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I want to land.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I need repairs
boolean hasResponse1 = false;
if (station_yavin4_condition_canAfford25 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: You seem a little confused. Can I help?
boolean hasResponse2 = false;
if (station_yavin4_condition_notOnOpening (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
//-- PLAYER: How is that Debris Cult problem going?
boolean hasResponse3 = false;
if (station_yavin4_condition_getDebrisAssassinate (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse3 = true;
}
//-- PLAYER: I can rescue your executive now.
boolean hasResponse4 = false;
if (station_yavin4_condition_hasCompletedOpening (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse4 = true;
}
//-- PLAYER: I am looking for some quick work.
boolean hasResponse5 = false;
if (station_yavin4_condition_canTakeDuty (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse5 = true;
}
//-- PLAYER: You seem a little out of it today.
boolean hasResponse6 = false;
if (station_yavin4_condition_notOnMassassi (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse6 = true;
}
//-- PLAYER: Are there any messages for me?
boolean hasResponse7 = false;
if (station_yavin4_condition_notOnImperial (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse7 = true;
}
//-- PLAYER: I am looking for some special work.
boolean hasResponse8 = false;
if (station_yavin4_condition_notOnSmuggler (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse8 = true;
}
//-- PLAYER: So what does the computer say about the Massassi?
boolean hasResponse9 = false;
if (station_yavin4_condition_notOnMassassiTwo (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse9 = true;
}
//-- PLAYER: So what about those fake Massassi?
boolean hasResponse10 = false;
if (station_yavin4_condition_notOnMassassiClosing (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse10 = true;
}
//-- PLAYER: So does my command need anything now?
boolean hasResponse11 = false;
if (station_yavin4_condition_notOnImperialTwo (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse11 = true;
}
//-- PLAYER: Any mercenary assignments available?
boolean hasResponse12 = false;
if (station_yavin4_condition_canTakeQuest (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse12 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_128");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_e0bc7c8a");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_f03bdbb4");
if (hasResponse3)
responses [responseIndex++] = new string_id (c_stringFile, "s_8d876d5d");
if (hasResponse4)
responses [responseIndex++] = new string_id (c_stringFile, "s_7f4fd215");
if (hasResponse5)
responses [responseIndex++] = new string_id (c_stringFile, "s_550d80c");
if (hasResponse6)
responses [responseIndex++] = new string_id (c_stringFile, "s_33418857");
if (hasResponse7)
responses [responseIndex++] = new string_id (c_stringFile, "s_d431431b");
if (hasResponse8)
responses [responseIndex++] = new string_id (c_stringFile, "s_7e57c029");
if (hasResponse9)
responses [responseIndex++] = new string_id (c_stringFile, "s_61d2adfc");
if (hasResponse10)
responses [responseIndex++] = new string_id (c_stringFile, "s_fca1af26");
if (hasResponse11)
responses [responseIndex++] = new string_id (c_stringFile, "s_7e90de8b");
if (hasResponse12)
responses [responseIndex++] = new string_id (c_stringFile, "s_266");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 51);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int station_yavin4_handleBranch30 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: You let me know what you want to do, right? I will see to it that you get what you...what you need.
//-- [RESPONSE NOTE]
//-- PLAYER: I want to land.
if (response == "s_128")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Yeah, right? Ok. Where do you want to land now, huh?
string_id message = new string_id (c_stringFile, "s_2b867034");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Mining Outpost.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Labor Outpost.
boolean hasResponse1 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: Imperial Base.
boolean hasResponse2 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_826b822");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_f4af242d");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_7afe2900");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 52);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I need repairs
if (response == "s_e0bc7c8a")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Yeah, you got damage, right. We can fix that, no problem, huh?
string_id message = new string_id (c_stringFile, "s_ac4d2f7b");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Just fix a little of it.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Fix half the damage.
boolean hasResponse1 = false;
if (station_yavin4_condition_canAfford50 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: Fix most of the damage.
boolean hasResponse2 = false;
if (station_yavin4_condition_canAfford75 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
//-- PLAYER: Fix all of the damage.
boolean hasResponse3 = false;
if (station_yavin4_condition_canAfford100 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse3 = true;
}
//-- PLAYER: Never mind.
boolean hasResponse4 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse4 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_7de495e9");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_32c93882");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_e233265e");
if (hasResponse3)
responses [responseIndex++] = new string_id (c_stringFile, "s_a3a3ddb5");
if (hasResponse4)
responses [responseIndex++] = new string_id (c_stringFile, "s_193");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 62);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: You seem a little confused. Can I help?
if (response == "s_f03bdbb4")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: Hmmm...oh, yes...yes, you can. We are having this problem with those crazy debris cultists, right? They decided that we were to blame for the Imperial salvage operation and have taken one of our executives hostage. Those loonies say that if we don't leave they are going...they are going to kill him, right?
string_id message = new string_id (c_stringFile, "s_7ce5949b");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Sounds like I can help.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: No, thanks. Sounds too dangerous.
boolean hasResponse1 = false;
if (station_yavin4_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_5bbcc6ae");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_40aac287");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 76);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: No...well not right now anyways, right? How about you finish up with what you are...you know...working on. Then come back and see me, right?
string_id message = new string_id (c_stringFile, "s_fd0f3d0e");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: How is that Debris Cult problem going?
if (response == "s_8d876d5d")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: Glad you have asked...glad indeed. The bosses are still...you know...mad about the hostage taking incident, right? Maybe you could help make them...not so mad, you know?
string_id message = new string_id (c_stringFile, "s_bee28138");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: What do you need me to do?
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I would rather not get involved right now.
boolean hasResponse1 = false;
if (station_yavin4_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_5bd69df6");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_b1d9e97d");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 80);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Debris Cult! They are here...wait no...oh! My bosses said they have something for you...you know...to do. But they need your full attention, right? Come back when you are not...you know...working on something else.
string_id message = new string_id (c_stringFile, "s_74cde053");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I can rescue your executive now.
if (response == "s_7f4fd215")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
station_yavin4_action_grantOpeningMissionTwo (player, npc);
//-- NPC: That is great...great news. I will send you information on where he is being held. Capture the ship and...and bring it back here, right? You do this for us and we...we will not forget, okay?
string_id message = new string_id (c_stringFile, "s_75d9fc2d");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Well, I...we need help! But you are too busy...too busy. If you were not working on something else...you know...you could work for us!
string_id message = new string_id (c_stringFile, "s_57a3711");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I am looking for some quick work.
if (response == "s_550d80c")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: Ah, so you just need quick...job, right? I have what you need. We need help with...cutting down on the Debris Cult numbers. Also, maybe you...if you want...could help escort some of our freighters?
string_id message = new string_id (c_stringFile, "s_9512e7b6");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I never liked those cultists.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I will watch over the freighters.
boolean hasResponse1 = false;
if (station_yavin4_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_aa668ed0");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_85e232ff");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 86);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Quick work? You already have a...a job. Finish that before we spend time working together, right?
string_id message = new string_id (c_stringFile, "s_a5e6e823");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: You seem a little out of it today.
if (response == "s_33418857")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: What? No...yes! It's nothing, right. Well, actually we have been losing lots of ships lately. They are being attacked and destroyed. No survivors. The bosses decided...for safety...to send out convoys of freighter but that apparently hasn't helped.
string_id message = new string_id (c_stringFile, "s_bf522c1c");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Who is attacking your vessels?
boolean hasResponse0 = false;
if (station_yavin4_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_f7a9938a");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 90);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Well, I...we need help! But you are too busy...too busy. If you were not working on something else...you know...you could work for us!
string_id message = new string_id (c_stringFile, "s_229");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: Are there any messages for me?
if (response == "s_d431431b")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: What? Who are you...wait never mind. Let me see here...oh, yeah, this. Listen this isn't the company's fault...this is the pilot's fault, right? We hired some pilots to help us ship some stuff and they didn't pay their Imperial flight taxes before they left the system. We reported it to your command...you know...like a good loyal company would.
string_id message = new string_id (c_stringFile, "s_cfeb314");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: What is the message?
boolean hasResponse0 = false;
if (station_yavin4_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_24645c62");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 95);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Hmmm? Yes...messages from your...commander. But he said that you cannot be working on...you know...other things. So maybe come back when you are free, right?
string_id message = new string_id (c_stringFile, "s_85861a57");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I am looking for some special work.
if (response == "s_7e57c029")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: I have been watching you and I think you are just...shady enough to be of use. Maybe you would like to carry a...a secret package to Naboo. No questions asked, right?
string_id message = new string_id (c_stringFile, "s_1e323046");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I am just the pilot you are looking for.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: No, thanks. I think I will stay out of this.
boolean hasResponse1 = false;
if (station_yavin4_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_48d5ef59");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_4658b1ba");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 98);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: I do not have special work for busy...pilots. Finish what you are working on and then...you know...I might have something for you, right?
string_id message = new string_id (c_stringFile, "s_bad44c3c");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: So what does the computer say about the Massassi?
if (response == "s_61d2adfc")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: It seems to be some sort of warning...these Massassi want us...the company...to leave the planet and system. If we do not, they...they will kill us all. Maybe you could destroy them first, right?
string_id message = new string_id (c_stringFile, "s_bf4f4650");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Sounds like a mystery for me to solve.
boolean hasResponse0 = false;
if (station_yavin4_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_b0064b47");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 102);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: You are busy. I am busy. Too busy to discuss this matter. Come back when you are less busy, right?
string_id message = new string_id (c_stringFile, "s_89761e1");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: So what about those fake Massassi?
if (response == "s_fca1af26")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: Bosses think we should send Corellia Deep Mining a...a message. We pay you to go destroy the leader...you know...of these fake Massa...the mercenaries, right? We have spotted where that ship is. You got destroy them and then we laugh at Corellia Mining Company, right?
string_id message = new string_id (c_stringFile, "s_2b11ced5");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Ok, I will take care of that for you.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Not right now. Maybe later.
boolean hasResponse1 = false;
if (station_yavin4_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_84388bb");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_258");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 108);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: You are busy. I am busy. Too busy to discuss this matter. Come back when you are less busy, right?
string_id message = new string_id (c_stringFile, "s_261");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: So does my command need anything now?
if (response == "s_7e90de8b")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
station_yavin4_action_grantImperialTwo (player, npc);
//-- NPC: I got a report that they...you know...finished their questioning of the pilot you brought back. It would seem that this is...this is part of a larger smuggler operation. They need you to travel to the Corellia system and meet with the ship...the vessel that the freighter was going to meet with. I have been instructed to send you the location, right?
string_id message = new string_id (c_stringFile, "s_f2d0e888");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: He said...he said you need to focus on one task at a time, right. Come back when you are not working, right?
string_id message = new string_id (c_stringFile, "s_337d7f80");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: Any mercenary assignments available?
if (response == "s_266")
{
//-- [NOTE]
if (station_yavin4_condition_finishedTier2 (player, npc))
{
//-- NPC: We do have a list of mercenary assignments. For a pilot with your.... associations. I can offer the following duty missions:
string_id message = new string_id (c_stringFile, "s_268");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I'll hunt down tier 3 Imperial patrols
boolean hasResponse0 = false;
if (station_yavin4_condition_canAttackImperial (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I'll hunt down tier 5 Imperial patrols
boolean hasResponse1 = false;
if (station_yavin4_condition_canTakeTier5RebelDuty (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: I'll hunt down tier 3 Rebel patrols
boolean hasResponse2 = false;
if (station_yavin4_condition_canAttackRebel (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
//-- PLAYER: I'll hunt down tier 5 Rebel patrols
boolean hasResponse3 = false;
if (station_yavin4_condition_canTakeTier5ImperialDuty (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse3 = true;
}
//-- PLAYER: I'll hunt down tier 3 Black Sun Pirates
boolean hasResponse4 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse4 = true;
}
//-- PLAYER: I'll hunt down tier 3 Void Wing Pirates
boolean hasResponse5 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse5 = true;
}
//-- PLAYER: Nothing here for me
boolean hasResponse6 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse6 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_270");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_291");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_274");
if (hasResponse3)
responses [responseIndex++] = new string_id (c_stringFile, "s_292");
if (hasResponse4)
responses [responseIndex++] = new string_id (c_stringFile, "s_278");
if (hasResponse5)
responses [responseIndex++] = new string_id (c_stringFile, "s_282");
if (hasResponse6)
responses [responseIndex++] = new string_id (c_stringFile, "s_286");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 114);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: We don't have anything suited for your level of experience. Please return when you have more combat experience.
string_id message = new string_id (c_stringFile, "s_290");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int station_yavin4_handleBranch31 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: My bosses are not happy that you...you know...lost the first man. But they are pleased to get a new, shiny executive fresh from headquarters. The bosses told me to pay you. Also they said for me to give you...work if you need it, right?
//-- [RESPONSE NOTE]
//-- PLAYER: Alright, so what do you need now?
if (response == "s_89")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: You let me know what you want to do, right? I will see to it that you get what you...what you need.
string_id message = new string_id (c_stringFile, "s_91");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I want to land.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I need repairs
boolean hasResponse1 = false;
if (station_yavin4_condition_canAfford25 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: You seem a little confused. Can I help?
boolean hasResponse2 = false;
if (station_yavin4_condition_notOnOpening (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
//-- PLAYER: How is that Debris Cult problem going?
boolean hasResponse3 = false;
if (station_yavin4_condition_getDebrisAssassinate (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse3 = true;
}
//-- PLAYER: I can rescue your executive now.
boolean hasResponse4 = false;
if (station_yavin4_condition_hasCompletedOpening (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse4 = true;
}
//-- PLAYER: I am looking for some quick work.
boolean hasResponse5 = false;
if (station_yavin4_condition_canTakeDuty (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse5 = true;
}
//-- PLAYER: You seem a little out of it today.
boolean hasResponse6 = false;
if (station_yavin4_condition_notOnMassassi (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse6 = true;
}
//-- PLAYER: Are there any messages for me?
boolean hasResponse7 = false;
if (station_yavin4_condition_notOnImperial (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse7 = true;
}
//-- PLAYER: I am looking for some special work.
boolean hasResponse8 = false;
if (station_yavin4_condition_notOnSmuggler (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse8 = true;
}
//-- PLAYER: So what does the computer say about the Massassi?
boolean hasResponse9 = false;
if (station_yavin4_condition_notOnMassassiTwo (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse9 = true;
}
//-- PLAYER: So what about those fake Massassi?
boolean hasResponse10 = false;
if (station_yavin4_condition_notOnMassassiClosing (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse10 = true;
}
//-- PLAYER: So does my command need anything now?
boolean hasResponse11 = false;
if (station_yavin4_condition_notOnImperialTwo (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse11 = true;
}
//-- PLAYER: Any mercenary assignments available?
boolean hasResponse12 = false;
if (station_yavin4_condition_canTakeQuest (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse12 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_128");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_e0bc7c8a");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_f03bdbb4");
if (hasResponse3)
responses [responseIndex++] = new string_id (c_stringFile, "s_8d876d5d");
if (hasResponse4)
responses [responseIndex++] = new string_id (c_stringFile, "s_7f4fd215");
if (hasResponse5)
responses [responseIndex++] = new string_id (c_stringFile, "s_550d80c");
if (hasResponse6)
responses [responseIndex++] = new string_id (c_stringFile, "s_33418857");
if (hasResponse7)
responses [responseIndex++] = new string_id (c_stringFile, "s_d431431b");
if (hasResponse8)
responses [responseIndex++] = new string_id (c_stringFile, "s_7e57c029");
if (hasResponse9)
responses [responseIndex++] = new string_id (c_stringFile, "s_61d2adfc");
if (hasResponse10)
responses [responseIndex++] = new string_id (c_stringFile, "s_fca1af26");
if (hasResponse11)
responses [responseIndex++] = new string_id (c_stringFile, "s_7e90de8b");
if (hasResponse12)
responses [responseIndex++] = new string_id (c_stringFile, "s_266");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 51);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int station_yavin4_handleBranch32 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: You let me know what you want to do, right? I will see to it that you get what you...what you need.
//-- [RESPONSE NOTE]
//-- PLAYER: I want to land.
if (response == "s_128")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Yeah, right? Ok. Where do you want to land now, huh?
string_id message = new string_id (c_stringFile, "s_2b867034");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Mining Outpost.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Labor Outpost.
boolean hasResponse1 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: Imperial Base.
boolean hasResponse2 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_826b822");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_f4af242d");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_7afe2900");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 52);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I need repairs
if (response == "s_e0bc7c8a")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Yeah, you got damage, right. We can fix that, no problem, huh?
string_id message = new string_id (c_stringFile, "s_ac4d2f7b");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Just fix a little of it.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Fix half the damage.
boolean hasResponse1 = false;
if (station_yavin4_condition_canAfford50 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: Fix most of the damage.
boolean hasResponse2 = false;
if (station_yavin4_condition_canAfford75 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
//-- PLAYER: Fix all of the damage.
boolean hasResponse3 = false;
if (station_yavin4_condition_canAfford100 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse3 = true;
}
//-- PLAYER: Never mind.
boolean hasResponse4 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse4 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_7de495e9");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_32c93882");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_e233265e");
if (hasResponse3)
responses [responseIndex++] = new string_id (c_stringFile, "s_a3a3ddb5");
if (hasResponse4)
responses [responseIndex++] = new string_id (c_stringFile, "s_193");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 62);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: You seem a little confused. Can I help?
if (response == "s_f03bdbb4")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: Hmmm...oh, yes...yes, you can. We are having this problem with those crazy debris cultists, right? They decided that we were to blame for the Imperial salvage operation and have taken one of our executives hostage. Those loonies say that if we don't leave they are going...they are going to kill him, right?
string_id message = new string_id (c_stringFile, "s_7ce5949b");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Sounds like I can help.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: No, thanks. Sounds too dangerous.
boolean hasResponse1 = false;
if (station_yavin4_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_5bbcc6ae");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_40aac287");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 76);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: No...well not right now anyways, right? How about you finish up with what you are...you know...working on. Then come back and see me, right?
string_id message = new string_id (c_stringFile, "s_fd0f3d0e");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: How is that Debris Cult problem going?
if (response == "s_8d876d5d")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: Glad you have asked...glad indeed. The bosses are still...you know...mad about the hostage taking incident, right? Maybe you could help make them...not so mad, you know?
string_id message = new string_id (c_stringFile, "s_bee28138");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: What do you need me to do?
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I would rather not get involved right now.
boolean hasResponse1 = false;
if (station_yavin4_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_5bd69df6");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_b1d9e97d");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 80);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Debris Cult! They are here...wait no...oh! My bosses said they have something for you...you know...to do. But they need your full attention, right? Come back when you are not...you know...working on something else.
string_id message = new string_id (c_stringFile, "s_74cde053");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I can rescue your executive now.
if (response == "s_7f4fd215")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
station_yavin4_action_grantOpeningMissionTwo (player, npc);
//-- NPC: That is great...great news. I will send you information on where he is being held. Capture the ship and...and bring it back here, right? You do this for us and we...we will not forget, okay?
string_id message = new string_id (c_stringFile, "s_75d9fc2d");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Well, I...we need help! But you are too busy...too busy. If you were not working on something else...you know...you could work for us!
string_id message = new string_id (c_stringFile, "s_57a3711");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I am looking for some quick work.
if (response == "s_550d80c")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: Ah, so you just need quick...job, right? I have what you need. We need help with...cutting down on the Debris Cult numbers. Also, maybe you...if you want...could help escort some of our freighters?
string_id message = new string_id (c_stringFile, "s_9512e7b6");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I never liked those cultists.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I will watch over the freighters.
boolean hasResponse1 = false;
if (station_yavin4_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_aa668ed0");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_85e232ff");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 86);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Quick work? You already have a...a job. Finish that before we spend time working together, right?
string_id message = new string_id (c_stringFile, "s_a5e6e823");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: You seem a little out of it today.
if (response == "s_33418857")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: What? No...yes! It's nothing, right. Well, actually we have been losing lots of ships lately. They are being attacked and destroyed. No survivors. The bosses decided...for safety...to send out convoys of freighter but that apparently hasn't helped.
string_id message = new string_id (c_stringFile, "s_bf522c1c");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Who is attacking your vessels?
boolean hasResponse0 = false;
if (station_yavin4_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_f7a9938a");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 90);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Well, I...we need help! But you are too busy...too busy. If you were not working on something else...you know...you could work for us!
string_id message = new string_id (c_stringFile, "s_229");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: Are there any messages for me?
if (response == "s_d431431b")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: What? Who are you...wait never mind. Let me see here...oh, yeah, this. Listen this isn't the company's fault...this is the pilot's fault, right? We hired some pilots to help us ship some stuff and they didn't pay their Imperial flight taxes before they left the system. We reported it to your command...you know...like a good loyal company would.
string_id message = new string_id (c_stringFile, "s_cfeb314");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: What is the message?
boolean hasResponse0 = false;
if (station_yavin4_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_24645c62");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 95);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Hmmm? Yes...messages from your...commander. But he said that you cannot be working on...you know...other things. So maybe come back when you are free, right?
string_id message = new string_id (c_stringFile, "s_85861a57");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I am looking for some special work.
if (response == "s_7e57c029")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: I have been watching you and I think you are just...shady enough to be of use. Maybe you would like to carry a...a secret package to Naboo. No questions asked, right?
string_id message = new string_id (c_stringFile, "s_1e323046");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I am just the pilot you are looking for.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: No, thanks. I think I will stay out of this.
boolean hasResponse1 = false;
if (station_yavin4_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_48d5ef59");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_4658b1ba");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 98);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: I do not have special work for busy...pilots. Finish what you are working on and then...you know...I might have something for you, right?
string_id message = new string_id (c_stringFile, "s_bad44c3c");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: So what does the computer say about the Massassi?
if (response == "s_61d2adfc")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: It seems to be some sort of warning...these Massassi want us...the company...to leave the planet and system. If we do not, they...they will kill us all. Maybe you could destroy them first, right?
string_id message = new string_id (c_stringFile, "s_bf4f4650");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Sounds like a mystery for me to solve.
boolean hasResponse0 = false;
if (station_yavin4_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_b0064b47");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 102);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: You are busy. I am busy. Too busy to discuss this matter. Come back when you are less busy, right?
string_id message = new string_id (c_stringFile, "s_89761e1");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: So what about those fake Massassi?
if (response == "s_fca1af26")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: Bosses think we should send Corellia Deep Mining a...a message. We pay you to go destroy the leader...you know...of these fake Massa...the mercenaries, right? We have spotted where that ship is. You got destroy them and then we laugh at Corellia Mining Company, right?
string_id message = new string_id (c_stringFile, "s_2b11ced5");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Ok, I will take care of that for you.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Not right now. Maybe later.
boolean hasResponse1 = false;
if (station_yavin4_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_84388bb");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_258");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 108);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: You are busy. I am busy. Too busy to discuss this matter. Come back when you are less busy, right?
string_id message = new string_id (c_stringFile, "s_261");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: So does my command need anything now?
if (response == "s_7e90de8b")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
station_yavin4_action_grantImperialTwo (player, npc);
//-- NPC: I got a report that they...you know...finished their questioning of the pilot you brought back. It would seem that this is...this is part of a larger smuggler operation. They need you to travel to the Corellia system and meet with the ship...the vessel that the freighter was going to meet with. I have been instructed to send you the location, right?
string_id message = new string_id (c_stringFile, "s_f2d0e888");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: He said...he said you need to focus on one task at a time, right. Come back when you are not working, right?
string_id message = new string_id (c_stringFile, "s_337d7f80");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: Any mercenary assignments available?
if (response == "s_266")
{
//-- [NOTE]
if (station_yavin4_condition_finishedTier2 (player, npc))
{
//-- NPC: We do have a list of mercenary assignments. For a pilot with your.... associations. I can offer the following duty missions:
string_id message = new string_id (c_stringFile, "s_268");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I'll hunt down tier 3 Imperial patrols
boolean hasResponse0 = false;
if (station_yavin4_condition_canAttackImperial (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I'll hunt down tier 5 Imperial patrols
boolean hasResponse1 = false;
if (station_yavin4_condition_canTakeTier5RebelDuty (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: I'll hunt down tier 3 Rebel patrols
boolean hasResponse2 = false;
if (station_yavin4_condition_canAttackRebel (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
//-- PLAYER: I'll hunt down tier 5 Rebel patrols
boolean hasResponse3 = false;
if (station_yavin4_condition_canTakeTier5ImperialDuty (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse3 = true;
}
//-- PLAYER: I'll hunt down tier 3 Black Sun Pirates
boolean hasResponse4 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse4 = true;
}
//-- PLAYER: I'll hunt down tier 3 Void Wing Pirates
boolean hasResponse5 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse5 = true;
}
//-- PLAYER: Nothing here for me
boolean hasResponse6 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse6 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_270");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_291");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_274");
if (hasResponse3)
responses [responseIndex++] = new string_id (c_stringFile, "s_292");
if (hasResponse4)
responses [responseIndex++] = new string_id (c_stringFile, "s_278");
if (hasResponse5)
responses [responseIndex++] = new string_id (c_stringFile, "s_282");
if (hasResponse6)
responses [responseIndex++] = new string_id (c_stringFile, "s_286");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 114);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: We don't have anything suited for your level of experience. Please return when you have more combat experience.
string_id message = new string_id (c_stringFile, "s_290");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int station_yavin4_handleBranch33 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: That showed those crazies that we mean business. You did...good. The bosses like it when a plan works out.
//-- [RESPONSE NOTE]
//-- PLAYER: Glad I could help.
if (response == "s_a5105d38")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
station_yavin4_action_giveRewardDebrisAssassinate (player, npc);
//-- NPC: Here is your payment...for services rendered...as promised. You just let me know if you are willing to do some more work. Yes, we always have something that needs done, right?
string_id message = new string_id (c_stringFile, "s_f366ed39");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I want to land.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I need repairs
boolean hasResponse1 = false;
if (station_yavin4_condition_canAfford25 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: You seem a little confused. Can I help?
boolean hasResponse2 = false;
if (station_yavin4_condition_notOnOpening (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
//-- PLAYER: How is that Debris Cult problem going?
boolean hasResponse3 = false;
if (station_yavin4_condition_getDebrisAssassinate (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse3 = true;
}
//-- PLAYER: I can rescue your executive now.
boolean hasResponse4 = false;
if (station_yavin4_condition_hasCompletedOpening (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse4 = true;
}
//-- PLAYER: I am looking for some quick work.
boolean hasResponse5 = false;
if (station_yavin4_condition_canTakeDuty (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse5 = true;
}
//-- PLAYER: You seem a little out of it today.
boolean hasResponse6 = false;
if (station_yavin4_condition_notOnMassassi (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse6 = true;
}
//-- PLAYER: Are there any messages for me?
boolean hasResponse7 = false;
if (station_yavin4_condition_notOnImperial (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse7 = true;
}
//-- PLAYER: I am looking for some special work.
boolean hasResponse8 = false;
if (station_yavin4_condition_notOnSmuggler (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse8 = true;
}
//-- PLAYER: So what does the computer say about the Massassi?
boolean hasResponse9 = false;
if (station_yavin4_condition_notOnMassassiTwo (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse9 = true;
}
//-- PLAYER: So what about those fake Massassi?
boolean hasResponse10 = false;
if (station_yavin4_condition_notOnMassassiClosing (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse10 = true;
}
//-- PLAYER: So does my command need anything now?
boolean hasResponse11 = false;
if (station_yavin4_condition_notOnImperialTwo (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse11 = true;
}
//-- PLAYER: Any mercenary assignments available?
boolean hasResponse12 = false;
if (station_yavin4_condition_canTakeQuest (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse12 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_128");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_e0bc7c8a");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_f03bdbb4");
if (hasResponse3)
responses [responseIndex++] = new string_id (c_stringFile, "s_8d876d5d");
if (hasResponse4)
responses [responseIndex++] = new string_id (c_stringFile, "s_7f4fd215");
if (hasResponse5)
responses [responseIndex++] = new string_id (c_stringFile, "s_550d80c");
if (hasResponse6)
responses [responseIndex++] = new string_id (c_stringFile, "s_33418857");
if (hasResponse7)
responses [responseIndex++] = new string_id (c_stringFile, "s_d431431b");
if (hasResponse8)
responses [responseIndex++] = new string_id (c_stringFile, "s_7e57c029");
if (hasResponse9)
responses [responseIndex++] = new string_id (c_stringFile, "s_61d2adfc");
if (hasResponse10)
responses [responseIndex++] = new string_id (c_stringFile, "s_fca1af26");
if (hasResponse11)
responses [responseIndex++] = new string_id (c_stringFile, "s_7e90de8b");
if (hasResponse12)
responses [responseIndex++] = new string_id (c_stringFile, "s_266");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 51);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int station_yavin4_handleBranch34 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Here is your payment...for services rendered...as promised. You just let me know if you are willing to do some more work. Yes, we always have something that needs done, right?
//-- [RESPONSE NOTE]
//-- PLAYER: I want to land.
if (response == "s_128")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Yeah, right? Ok. Where do you want to land now, huh?
string_id message = new string_id (c_stringFile, "s_2b867034");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Mining Outpost.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Labor Outpost.
boolean hasResponse1 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: Imperial Base.
boolean hasResponse2 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_826b822");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_f4af242d");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_7afe2900");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 52);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I need repairs
if (response == "s_e0bc7c8a")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Yeah, you got damage, right. We can fix that, no problem, huh?
string_id message = new string_id (c_stringFile, "s_ac4d2f7b");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Just fix a little of it.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Fix half the damage.
boolean hasResponse1 = false;
if (station_yavin4_condition_canAfford50 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: Fix most of the damage.
boolean hasResponse2 = false;
if (station_yavin4_condition_canAfford75 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
//-- PLAYER: Fix all of the damage.
boolean hasResponse3 = false;
if (station_yavin4_condition_canAfford100 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse3 = true;
}
//-- PLAYER: Never mind.
boolean hasResponse4 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse4 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_7de495e9");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_32c93882");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_e233265e");
if (hasResponse3)
responses [responseIndex++] = new string_id (c_stringFile, "s_a3a3ddb5");
if (hasResponse4)
responses [responseIndex++] = new string_id (c_stringFile, "s_193");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 62);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: You seem a little confused. Can I help?
if (response == "s_f03bdbb4")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: Hmmm...oh, yes...yes, you can. We are having this problem with those crazy debris cultists, right? They decided that we were to blame for the Imperial salvage operation and have taken one of our executives hostage. Those loonies say that if we don't leave they are going...they are going to kill him, right?
string_id message = new string_id (c_stringFile, "s_7ce5949b");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Sounds like I can help.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: No, thanks. Sounds too dangerous.
boolean hasResponse1 = false;
if (station_yavin4_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_5bbcc6ae");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_40aac287");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 76);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: No...well not right now anyways, right? How about you finish up with what you are...you know...working on. Then come back and see me, right?
string_id message = new string_id (c_stringFile, "s_fd0f3d0e");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: How is that Debris Cult problem going?
if (response == "s_8d876d5d")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: Glad you have asked...glad indeed. The bosses are still...you know...mad about the hostage taking incident, right? Maybe you could help make them...not so mad, you know?
string_id message = new string_id (c_stringFile, "s_bee28138");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: What do you need me to do?
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I would rather not get involved right now.
boolean hasResponse1 = false;
if (station_yavin4_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_5bd69df6");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_b1d9e97d");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 80);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Debris Cult! They are here...wait no...oh! My bosses said they have something for you...you know...to do. But they need your full attention, right? Come back when you are not...you know...working on something else.
string_id message = new string_id (c_stringFile, "s_74cde053");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I can rescue your executive now.
if (response == "s_7f4fd215")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
station_yavin4_action_grantOpeningMissionTwo (player, npc);
//-- NPC: That is great...great news. I will send you information on where he is being held. Capture the ship and...and bring it back here, right? You do this for us and we...we will not forget, okay?
string_id message = new string_id (c_stringFile, "s_75d9fc2d");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Well, I...we need help! But you are too busy...too busy. If you were not working on something else...you know...you could work for us!
string_id message = new string_id (c_stringFile, "s_57a3711");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I am looking for some quick work.
if (response == "s_550d80c")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: Ah, so you just need quick...job, right? I have what you need. We need help with...cutting down on the Debris Cult numbers. Also, maybe you...if you want...could help escort some of our freighters?
string_id message = new string_id (c_stringFile, "s_9512e7b6");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I never liked those cultists.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I will watch over the freighters.
boolean hasResponse1 = false;
if (station_yavin4_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_aa668ed0");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_85e232ff");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 86);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Quick work? You already have a...a job. Finish that before we spend time working together, right?
string_id message = new string_id (c_stringFile, "s_a5e6e823");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: You seem a little out of it today.
if (response == "s_33418857")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: What? No...yes! It's nothing, right. Well, actually we have been losing lots of ships lately. They are being attacked and destroyed. No survivors. The bosses decided...for safety...to send out convoys of freighter but that apparently hasn't helped.
string_id message = new string_id (c_stringFile, "s_bf522c1c");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Who is attacking your vessels?
boolean hasResponse0 = false;
if (station_yavin4_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_f7a9938a");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 90);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Well, I...we need help! But you are too busy...too busy. If you were not working on something else...you know...you could work for us!
string_id message = new string_id (c_stringFile, "s_229");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: Are there any messages for me?
if (response == "s_d431431b")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: What? Who are you...wait never mind. Let me see here...oh, yeah, this. Listen this isn't the company's fault...this is the pilot's fault, right? We hired some pilots to help us ship some stuff and they didn't pay their Imperial flight taxes before they left the system. We reported it to your command...you know...like a good loyal company would.
string_id message = new string_id (c_stringFile, "s_cfeb314");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: What is the message?
boolean hasResponse0 = false;
if (station_yavin4_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_24645c62");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 95);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Hmmm? Yes...messages from your...commander. But he said that you cannot be working on...you know...other things. So maybe come back when you are free, right?
string_id message = new string_id (c_stringFile, "s_85861a57");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I am looking for some special work.
if (response == "s_7e57c029")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: I have been watching you and I think you are just...shady enough to be of use. Maybe you would like to carry a...a secret package to Naboo. No questions asked, right?
string_id message = new string_id (c_stringFile, "s_1e323046");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I am just the pilot you are looking for.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: No, thanks. I think I will stay out of this.
boolean hasResponse1 = false;
if (station_yavin4_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_48d5ef59");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_4658b1ba");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 98);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: I do not have special work for busy...pilots. Finish what you are working on and then...you know...I might have something for you, right?
string_id message = new string_id (c_stringFile, "s_bad44c3c");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: So what does the computer say about the Massassi?
if (response == "s_61d2adfc")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: It seems to be some sort of warning...these Massassi want us...the company...to leave the planet and system. If we do not, they...they will kill us all. Maybe you could destroy them first, right?
string_id message = new string_id (c_stringFile, "s_bf4f4650");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Sounds like a mystery for me to solve.
boolean hasResponse0 = false;
if (station_yavin4_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_b0064b47");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 102);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: You are busy. I am busy. Too busy to discuss this matter. Come back when you are less busy, right?
string_id message = new string_id (c_stringFile, "s_89761e1");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: So what about those fake Massassi?
if (response == "s_fca1af26")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: Bosses think we should send Corellia Deep Mining a...a message. We pay you to go destroy the leader...you know...of these fake Massa...the mercenaries, right? We have spotted where that ship is. You got destroy them and then we laugh at Corellia Mining Company, right?
string_id message = new string_id (c_stringFile, "s_2b11ced5");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Ok, I will take care of that for you.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Not right now. Maybe later.
boolean hasResponse1 = false;
if (station_yavin4_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_84388bb");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_258");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 108);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: You are busy. I am busy. Too busy to discuss this matter. Come back when you are less busy, right?
string_id message = new string_id (c_stringFile, "s_261");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: So does my command need anything now?
if (response == "s_7e90de8b")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
station_yavin4_action_grantImperialTwo (player, npc);
//-- NPC: I got a report that they...you know...finished their questioning of the pilot you brought back. It would seem that this is...this is part of a larger smuggler operation. They need you to travel to the Corellia system and meet with the ship...the vessel that the freighter was going to meet with. I have been instructed to send you the location, right?
string_id message = new string_id (c_stringFile, "s_f2d0e888");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: He said...he said you need to focus on one task at a time, right. Come back when you are not working, right?
string_id message = new string_id (c_stringFile, "s_337d7f80");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: Any mercenary assignments available?
if (response == "s_266")
{
//-- [NOTE]
if (station_yavin4_condition_finishedTier2 (player, npc))
{
//-- NPC: We do have a list of mercenary assignments. For a pilot with your.... associations. I can offer the following duty missions:
string_id message = new string_id (c_stringFile, "s_268");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I'll hunt down tier 3 Imperial patrols
boolean hasResponse0 = false;
if (station_yavin4_condition_canAttackImperial (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I'll hunt down tier 5 Imperial patrols
boolean hasResponse1 = false;
if (station_yavin4_condition_canTakeTier5RebelDuty (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: I'll hunt down tier 3 Rebel patrols
boolean hasResponse2 = false;
if (station_yavin4_condition_canAttackRebel (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
//-- PLAYER: I'll hunt down tier 5 Rebel patrols
boolean hasResponse3 = false;
if (station_yavin4_condition_canTakeTier5ImperialDuty (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse3 = true;
}
//-- PLAYER: I'll hunt down tier 3 Black Sun Pirates
boolean hasResponse4 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse4 = true;
}
//-- PLAYER: I'll hunt down tier 3 Void Wing Pirates
boolean hasResponse5 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse5 = true;
}
//-- PLAYER: Nothing here for me
boolean hasResponse6 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse6 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_270");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_291");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_274");
if (hasResponse3)
responses [responseIndex++] = new string_id (c_stringFile, "s_292");
if (hasResponse4)
responses [responseIndex++] = new string_id (c_stringFile, "s_278");
if (hasResponse5)
responses [responseIndex++] = new string_id (c_stringFile, "s_282");
if (hasResponse6)
responses [responseIndex++] = new string_id (c_stringFile, "s_286");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 114);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: We don't have anything suited for your level of experience. Please return when you have more combat experience.
string_id message = new string_id (c_stringFile, "s_290");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int station_yavin4_handleBranch35 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: How did...your assignment go? Did you help the convoy out...did you find out who is doing this to us? Do not keep me in suspense...what did you find out?
//-- [RESPONSE NOTE]
//-- PLAYER: [relate details of mission]
if (response == "s_8ac5cbaf")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Let me check out that...document you recovered. What! This shouldn't be...not at all. This document is written...it is written...in Massassi. But Massassi are dead...they all dead...hundreds...thousands...they all dead a long time ago.
string_id message = new string_id (c_stringFile, "s_ce5c006e");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Massassi?
boolean hasResponse0 = false;
if (station_yavin4_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_38f85840");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 36);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int station_yavin4_handleBranch36 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Let me check out that...document you recovered. What! This shouldn't be...not at all. This document is written...it is written...in Massassi. But Massassi are dead...they all dead...hundreds...thousands...they all dead a long time ago.
//-- [RESPONSE NOTE]
//-- PLAYER: Massassi?
if (response == "s_38f85840")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
station_yavin4_action_giveRewardMassassiOne (player, npc);
//-- NPC: People...dead long time ago. They lived on Yavin...you see their writings all over Yavin 4. I will use computer to translate, right? I don't know why...I don't know how the fighters would be using Massassi language. That is very strange, right? We will pay for your services. Computer should have answers soon.
string_id message = new string_id (c_stringFile, "s_6f79f449");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I want to land.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I need repairs
boolean hasResponse1 = false;
if (station_yavin4_condition_canAfford25 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: You seem a little confused. Can I help?
boolean hasResponse2 = false;
if (station_yavin4_condition_notOnOpening (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
//-- PLAYER: How is that Debris Cult problem going?
boolean hasResponse3 = false;
if (station_yavin4_condition_getDebrisAssassinate (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse3 = true;
}
//-- PLAYER: I can rescue your executive now.
boolean hasResponse4 = false;
if (station_yavin4_condition_hasCompletedOpening (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse4 = true;
}
//-- PLAYER: I am looking for some quick work.
boolean hasResponse5 = false;
if (station_yavin4_condition_canTakeDuty (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse5 = true;
}
//-- PLAYER: You seem a little out of it today.
boolean hasResponse6 = false;
if (station_yavin4_condition_notOnMassassi (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse6 = true;
}
//-- PLAYER: Are there any messages for me?
boolean hasResponse7 = false;
if (station_yavin4_condition_notOnImperial (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse7 = true;
}
//-- PLAYER: I am looking for some special work.
boolean hasResponse8 = false;
if (station_yavin4_condition_notOnSmuggler (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse8 = true;
}
//-- PLAYER: So what does the computer say about the Massassi?
boolean hasResponse9 = false;
if (station_yavin4_condition_notOnMassassiTwo (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse9 = true;
}
//-- PLAYER: So what about those fake Massassi?
boolean hasResponse10 = false;
if (station_yavin4_condition_notOnMassassiClosing (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse10 = true;
}
//-- PLAYER: So does my command need anything now?
boolean hasResponse11 = false;
if (station_yavin4_condition_notOnImperialTwo (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse11 = true;
}
//-- PLAYER: Any mercenary assignments available?
boolean hasResponse12 = false;
if (station_yavin4_condition_canTakeQuest (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse12 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_128");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_e0bc7c8a");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_f03bdbb4");
if (hasResponse3)
responses [responseIndex++] = new string_id (c_stringFile, "s_8d876d5d");
if (hasResponse4)
responses [responseIndex++] = new string_id (c_stringFile, "s_7f4fd215");
if (hasResponse5)
responses [responseIndex++] = new string_id (c_stringFile, "s_550d80c");
if (hasResponse6)
responses [responseIndex++] = new string_id (c_stringFile, "s_33418857");
if (hasResponse7)
responses [responseIndex++] = new string_id (c_stringFile, "s_d431431b");
if (hasResponse8)
responses [responseIndex++] = new string_id (c_stringFile, "s_7e57c029");
if (hasResponse9)
responses [responseIndex++] = new string_id (c_stringFile, "s_61d2adfc");
if (hasResponse10)
responses [responseIndex++] = new string_id (c_stringFile, "s_fca1af26");
if (hasResponse11)
responses [responseIndex++] = new string_id (c_stringFile, "s_7e90de8b");
if (hasResponse12)
responses [responseIndex++] = new string_id (c_stringFile, "s_266");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 51);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int station_yavin4_handleBranch37 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: People...dead long time ago. They lived on Yavin...you see their writings all over Yavin 4. I will use computer to translate, right? I don't know why...I don't know how the fighters would be using Massassi language. That is very strange, right? We will pay for your services. Computer should have answers soon.
//-- [RESPONSE NOTE]
//-- PLAYER: I want to land.
if (response == "s_128")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Yeah, right? Ok. Where do you want to land now, huh?
string_id message = new string_id (c_stringFile, "s_2b867034");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Mining Outpost.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Labor Outpost.
boolean hasResponse1 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: Imperial Base.
boolean hasResponse2 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_826b822");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_f4af242d");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_7afe2900");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 52);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I need repairs
if (response == "s_e0bc7c8a")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Yeah, you got damage, right. We can fix that, no problem, huh?
string_id message = new string_id (c_stringFile, "s_ac4d2f7b");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Just fix a little of it.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Fix half the damage.
boolean hasResponse1 = false;
if (station_yavin4_condition_canAfford50 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: Fix most of the damage.
boolean hasResponse2 = false;
if (station_yavin4_condition_canAfford75 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
//-- PLAYER: Fix all of the damage.
boolean hasResponse3 = false;
if (station_yavin4_condition_canAfford100 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse3 = true;
}
//-- PLAYER: Never mind.
boolean hasResponse4 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse4 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_7de495e9");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_32c93882");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_e233265e");
if (hasResponse3)
responses [responseIndex++] = new string_id (c_stringFile, "s_a3a3ddb5");
if (hasResponse4)
responses [responseIndex++] = new string_id (c_stringFile, "s_193");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 62);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: You seem a little confused. Can I help?
if (response == "s_f03bdbb4")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: Hmmm...oh, yes...yes, you can. We are having this problem with those crazy debris cultists, right? They decided that we were to blame for the Imperial salvage operation and have taken one of our executives hostage. Those loonies say that if we don't leave they are going...they are going to kill him, right?
string_id message = new string_id (c_stringFile, "s_7ce5949b");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Sounds like I can help.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: No, thanks. Sounds too dangerous.
boolean hasResponse1 = false;
if (station_yavin4_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_5bbcc6ae");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_40aac287");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 76);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: No...well not right now anyways, right? How about you finish up with what you are...you know...working on. Then come back and see me, right?
string_id message = new string_id (c_stringFile, "s_fd0f3d0e");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: How is that Debris Cult problem going?
if (response == "s_8d876d5d")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: Glad you have asked...glad indeed. The bosses are still...you know...mad about the hostage taking incident, right? Maybe you could help make them...not so mad, you know?
string_id message = new string_id (c_stringFile, "s_bee28138");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: What do you need me to do?
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I would rather not get involved right now.
boolean hasResponse1 = false;
if (station_yavin4_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_5bd69df6");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_b1d9e97d");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 80);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Debris Cult! They are here...wait no...oh! My bosses said they have something for you...you know...to do. But they need your full attention, right? Come back when you are not...you know...working on something else.
string_id message = new string_id (c_stringFile, "s_74cde053");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I can rescue your executive now.
if (response == "s_7f4fd215")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
station_yavin4_action_grantOpeningMissionTwo (player, npc);
//-- NPC: That is great...great news. I will send you information on where he is being held. Capture the ship and...and bring it back here, right? You do this for us and we...we will not forget, okay?
string_id message = new string_id (c_stringFile, "s_75d9fc2d");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Well, I...we need help! But you are too busy...too busy. If you were not working on something else...you know...you could work for us!
string_id message = new string_id (c_stringFile, "s_57a3711");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I am looking for some quick work.
if (response == "s_550d80c")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: Ah, so you just need quick...job, right? I have what you need. We need help with...cutting down on the Debris Cult numbers. Also, maybe you...if you want...could help escort some of our freighters?
string_id message = new string_id (c_stringFile, "s_9512e7b6");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I never liked those cultists.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I will watch over the freighters.
boolean hasResponse1 = false;
if (station_yavin4_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_aa668ed0");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_85e232ff");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 86);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Quick work? You already have a...a job. Finish that before we spend time working together, right?
string_id message = new string_id (c_stringFile, "s_a5e6e823");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: You seem a little out of it today.
if (response == "s_33418857")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: What? No...yes! It's nothing, right. Well, actually we have been losing lots of ships lately. They are being attacked and destroyed. No survivors. The bosses decided...for safety...to send out convoys of freighter but that apparently hasn't helped.
string_id message = new string_id (c_stringFile, "s_bf522c1c");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Who is attacking your vessels?
boolean hasResponse0 = false;
if (station_yavin4_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_f7a9938a");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 90);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Well, I...we need help! But you are too busy...too busy. If you were not working on something else...you know...you could work for us!
string_id message = new string_id (c_stringFile, "s_229");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: Are there any messages for me?
if (response == "s_d431431b")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: What? Who are you...wait never mind. Let me see here...oh, yeah, this. Listen this isn't the company's fault...this is the pilot's fault, right? We hired some pilots to help us ship some stuff and they didn't pay their Imperial flight taxes before they left the system. We reported it to your command...you know...like a good loyal company would.
string_id message = new string_id (c_stringFile, "s_cfeb314");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: What is the message?
boolean hasResponse0 = false;
if (station_yavin4_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_24645c62");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 95);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Hmmm? Yes...messages from your...commander. But he said that you cannot be working on...you know...other things. So maybe come back when you are free, right?
string_id message = new string_id (c_stringFile, "s_85861a57");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I am looking for some special work.
if (response == "s_7e57c029")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: I have been watching you and I think you are just...shady enough to be of use. Maybe you would like to carry a...a secret package to Naboo. No questions asked, right?
string_id message = new string_id (c_stringFile, "s_1e323046");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I am just the pilot you are looking for.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: No, thanks. I think I will stay out of this.
boolean hasResponse1 = false;
if (station_yavin4_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_48d5ef59");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_4658b1ba");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 98);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: I do not have special work for busy...pilots. Finish what you are working on and then...you know...I might have something for you, right?
string_id message = new string_id (c_stringFile, "s_bad44c3c");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: So what does the computer say about the Massassi?
if (response == "s_61d2adfc")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: It seems to be some sort of warning...these Massassi want us...the company...to leave the planet and system. If we do not, they...they will kill us all. Maybe you could destroy them first, right?
string_id message = new string_id (c_stringFile, "s_bf4f4650");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Sounds like a mystery for me to solve.
boolean hasResponse0 = false;
if (station_yavin4_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_b0064b47");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 102);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: You are busy. I am busy. Too busy to discuss this matter. Come back when you are less busy, right?
string_id message = new string_id (c_stringFile, "s_89761e1");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: So what about those fake Massassi?
if (response == "s_fca1af26")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: Bosses think we should send Corellia Deep Mining a...a message. We pay you to go destroy the leader...you know...of these fake Massa...the mercenaries, right? We have spotted where that ship is. You got destroy them and then we laugh at Corellia Mining Company, right?
string_id message = new string_id (c_stringFile, "s_2b11ced5");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Ok, I will take care of that for you.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Not right now. Maybe later.
boolean hasResponse1 = false;
if (station_yavin4_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_84388bb");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_258");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 108);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: You are busy. I am busy. Too busy to discuss this matter. Come back when you are less busy, right?
string_id message = new string_id (c_stringFile, "s_261");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: So does my command need anything now?
if (response == "s_7e90de8b")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
station_yavin4_action_grantImperialTwo (player, npc);
//-- NPC: I got a report that they...you know...finished their questioning of the pilot you brought back. It would seem that this is...this is part of a larger smuggler operation. They need you to travel to the Corellia system and meet with the ship...the vessel that the freighter was going to meet with. I have been instructed to send you the location, right?
string_id message = new string_id (c_stringFile, "s_f2d0e888");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: He said...he said you need to focus on one task at a time, right. Come back when you are not working, right?
string_id message = new string_id (c_stringFile, "s_337d7f80");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: Any mercenary assignments available?
if (response == "s_266")
{
//-- [NOTE]
if (station_yavin4_condition_finishedTier2 (player, npc))
{
//-- NPC: We do have a list of mercenary assignments. For a pilot with your.... associations. I can offer the following duty missions:
string_id message = new string_id (c_stringFile, "s_268");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I'll hunt down tier 3 Imperial patrols
boolean hasResponse0 = false;
if (station_yavin4_condition_canAttackImperial (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I'll hunt down tier 5 Imperial patrols
boolean hasResponse1 = false;
if (station_yavin4_condition_canTakeTier5RebelDuty (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: I'll hunt down tier 3 Rebel patrols
boolean hasResponse2 = false;
if (station_yavin4_condition_canAttackRebel (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
//-- PLAYER: I'll hunt down tier 5 Rebel patrols
boolean hasResponse3 = false;
if (station_yavin4_condition_canTakeTier5ImperialDuty (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse3 = true;
}
//-- PLAYER: I'll hunt down tier 3 Black Sun Pirates
boolean hasResponse4 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse4 = true;
}
//-- PLAYER: I'll hunt down tier 3 Void Wing Pirates
boolean hasResponse5 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse5 = true;
}
//-- PLAYER: Nothing here for me
boolean hasResponse6 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse6 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_270");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_291");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_274");
if (hasResponse3)
responses [responseIndex++] = new string_id (c_stringFile, "s_292");
if (hasResponse4)
responses [responseIndex++] = new string_id (c_stringFile, "s_278");
if (hasResponse5)
responses [responseIndex++] = new string_id (c_stringFile, "s_282");
if (hasResponse6)
responses [responseIndex++] = new string_id (c_stringFile, "s_286");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 114);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: We don't have anything suited for your level of experience. Please return when you have more combat experience.
string_id message = new string_id (c_stringFile, "s_290");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int station_yavin4_handleBranch38 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Hey, you are back..good. Did you find the evil Massassi trying to kill us all? You did...didn't you? Did you destroy them all...you know...and save us?
//-- [RESPONSE NOTE]
//-- PLAYER: [relate mission details]
if (response == "s_4ed46b5d")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
station_yavin4_action_giveRewardMassassiTwo (player, npc);
//-- NPC: Ah, so they are not Massassi! The Corellia Deep Mining Company was just trying to...you know...scare us into leaving and taking our operation over. HA! They almost got away with it too. You sure meddled in their plans, right? I bet...I bet they are not happy right now. We will pay you for doing so good.
string_id message = new string_id (c_stringFile, "s_4f36a268");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I want to land.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I need repairs
boolean hasResponse1 = false;
if (station_yavin4_condition_canAfford25 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: You seem a little confused. Can I help?
boolean hasResponse2 = false;
if (station_yavin4_condition_notOnOpening (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
//-- PLAYER: How is that Debris Cult problem going?
boolean hasResponse3 = false;
if (station_yavin4_condition_getDebrisAssassinate (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse3 = true;
}
//-- PLAYER: I can rescue your executive now.
boolean hasResponse4 = false;
if (station_yavin4_condition_hasCompletedOpening (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse4 = true;
}
//-- PLAYER: I am looking for some quick work.
boolean hasResponse5 = false;
if (station_yavin4_condition_canTakeDuty (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse5 = true;
}
//-- PLAYER: You seem a little out of it today.
boolean hasResponse6 = false;
if (station_yavin4_condition_notOnMassassi (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse6 = true;
}
//-- PLAYER: Are there any messages for me?
boolean hasResponse7 = false;
if (station_yavin4_condition_notOnImperial (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse7 = true;
}
//-- PLAYER: I am looking for some special work.
boolean hasResponse8 = false;
if (station_yavin4_condition_notOnSmuggler (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse8 = true;
}
//-- PLAYER: So what does the computer say about the Massassi?
boolean hasResponse9 = false;
if (station_yavin4_condition_notOnMassassiTwo (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse9 = true;
}
//-- PLAYER: So what about those fake Massassi?
boolean hasResponse10 = false;
if (station_yavin4_condition_notOnMassassiClosing (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse10 = true;
}
//-- PLAYER: So does my command need anything now?
boolean hasResponse11 = false;
if (station_yavin4_condition_notOnImperialTwo (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse11 = true;
}
//-- PLAYER: Any mercenary assignments available?
boolean hasResponse12 = false;
if (station_yavin4_condition_canTakeQuest (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse12 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_128");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_e0bc7c8a");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_f03bdbb4");
if (hasResponse3)
responses [responseIndex++] = new string_id (c_stringFile, "s_8d876d5d");
if (hasResponse4)
responses [responseIndex++] = new string_id (c_stringFile, "s_7f4fd215");
if (hasResponse5)
responses [responseIndex++] = new string_id (c_stringFile, "s_550d80c");
if (hasResponse6)
responses [responseIndex++] = new string_id (c_stringFile, "s_33418857");
if (hasResponse7)
responses [responseIndex++] = new string_id (c_stringFile, "s_d431431b");
if (hasResponse8)
responses [responseIndex++] = new string_id (c_stringFile, "s_7e57c029");
if (hasResponse9)
responses [responseIndex++] = new string_id (c_stringFile, "s_61d2adfc");
if (hasResponse10)
responses [responseIndex++] = new string_id (c_stringFile, "s_fca1af26");
if (hasResponse11)
responses [responseIndex++] = new string_id (c_stringFile, "s_7e90de8b");
if (hasResponse12)
responses [responseIndex++] = new string_id (c_stringFile, "s_266");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 51);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int station_yavin4_handleBranch39 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Ah, so they are not Massassi! The Corellia Deep Mining Company was just trying to...you know...scare us into leaving and taking our operation over. HA! They almost got away with it too. You sure meddled in their plans, right? I bet...I bet they are not happy right now. We will pay you for doing so good.
//-- [RESPONSE NOTE]
//-- PLAYER: I want to land.
if (response == "s_128")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Yeah, right? Ok. Where do you want to land now, huh?
string_id message = new string_id (c_stringFile, "s_2b867034");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Mining Outpost.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Labor Outpost.
boolean hasResponse1 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: Imperial Base.
boolean hasResponse2 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_826b822");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_f4af242d");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_7afe2900");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 52);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I need repairs
if (response == "s_e0bc7c8a")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Yeah, you got damage, right. We can fix that, no problem, huh?
string_id message = new string_id (c_stringFile, "s_ac4d2f7b");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Just fix a little of it.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Fix half the damage.
boolean hasResponse1 = false;
if (station_yavin4_condition_canAfford50 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: Fix most of the damage.
boolean hasResponse2 = false;
if (station_yavin4_condition_canAfford75 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
//-- PLAYER: Fix all of the damage.
boolean hasResponse3 = false;
if (station_yavin4_condition_canAfford100 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse3 = true;
}
//-- PLAYER: Never mind.
boolean hasResponse4 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse4 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_7de495e9");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_32c93882");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_e233265e");
if (hasResponse3)
responses [responseIndex++] = new string_id (c_stringFile, "s_a3a3ddb5");
if (hasResponse4)
responses [responseIndex++] = new string_id (c_stringFile, "s_193");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 62);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: You seem a little confused. Can I help?
if (response == "s_f03bdbb4")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: Hmmm...oh, yes...yes, you can. We are having this problem with those crazy debris cultists, right? They decided that we were to blame for the Imperial salvage operation and have taken one of our executives hostage. Those loonies say that if we don't leave they are going...they are going to kill him, right?
string_id message = new string_id (c_stringFile, "s_7ce5949b");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Sounds like I can help.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: No, thanks. Sounds too dangerous.
boolean hasResponse1 = false;
if (station_yavin4_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_5bbcc6ae");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_40aac287");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 76);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: No...well not right now anyways, right? How about you finish up with what you are...you know...working on. Then come back and see me, right?
string_id message = new string_id (c_stringFile, "s_fd0f3d0e");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: How is that Debris Cult problem going?
if (response == "s_8d876d5d")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: Glad you have asked...glad indeed. The bosses are still...you know...mad about the hostage taking incident, right? Maybe you could help make them...not so mad, you know?
string_id message = new string_id (c_stringFile, "s_bee28138");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: What do you need me to do?
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I would rather not get involved right now.
boolean hasResponse1 = false;
if (station_yavin4_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_5bd69df6");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_b1d9e97d");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 80);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Debris Cult! They are here...wait no...oh! My bosses said they have something for you...you know...to do. But they need your full attention, right? Come back when you are not...you know...working on something else.
string_id message = new string_id (c_stringFile, "s_74cde053");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I can rescue your executive now.
if (response == "s_7f4fd215")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
station_yavin4_action_grantOpeningMissionTwo (player, npc);
//-- NPC: That is great...great news. I will send you information on where he is being held. Capture the ship and...and bring it back here, right? You do this for us and we...we will not forget, okay?
string_id message = new string_id (c_stringFile, "s_75d9fc2d");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Well, I...we need help! But you are too busy...too busy. If you were not working on something else...you know...you could work for us!
string_id message = new string_id (c_stringFile, "s_57a3711");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I am looking for some quick work.
if (response == "s_550d80c")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: Ah, so you just need quick...job, right? I have what you need. We need help with...cutting down on the Debris Cult numbers. Also, maybe you...if you want...could help escort some of our freighters?
string_id message = new string_id (c_stringFile, "s_9512e7b6");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I never liked those cultists.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I will watch over the freighters.
boolean hasResponse1 = false;
if (station_yavin4_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_aa668ed0");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_85e232ff");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 86);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Quick work? You already have a...a job. Finish that before we spend time working together, right?
string_id message = new string_id (c_stringFile, "s_a5e6e823");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: You seem a little out of it today.
if (response == "s_33418857")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: What? No...yes! It's nothing, right. Well, actually we have been losing lots of ships lately. They are being attacked and destroyed. No survivors. The bosses decided...for safety...to send out convoys of freighter but that apparently hasn't helped.
string_id message = new string_id (c_stringFile, "s_bf522c1c");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Who is attacking your vessels?
boolean hasResponse0 = false;
if (station_yavin4_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_f7a9938a");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 90);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Well, I...we need help! But you are too busy...too busy. If you were not working on something else...you know...you could work for us!
string_id message = new string_id (c_stringFile, "s_229");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: Are there any messages for me?
if (response == "s_d431431b")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: What? Who are you...wait never mind. Let me see here...oh, yeah, this. Listen this isn't the company's fault...this is the pilot's fault, right? We hired some pilots to help us ship some stuff and they didn't pay their Imperial flight taxes before they left the system. We reported it to your command...you know...like a good loyal company would.
string_id message = new string_id (c_stringFile, "s_cfeb314");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: What is the message?
boolean hasResponse0 = false;
if (station_yavin4_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_24645c62");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 95);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Hmmm? Yes...messages from your...commander. But he said that you cannot be working on...you know...other things. So maybe come back when you are free, right?
string_id message = new string_id (c_stringFile, "s_85861a57");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I am looking for some special work.
if (response == "s_7e57c029")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: I have been watching you and I think you are just...shady enough to be of use. Maybe you would like to carry a...a secret package to Naboo. No questions asked, right?
string_id message = new string_id (c_stringFile, "s_1e323046");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I am just the pilot you are looking for.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: No, thanks. I think I will stay out of this.
boolean hasResponse1 = false;
if (station_yavin4_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_48d5ef59");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_4658b1ba");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 98);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: I do not have special work for busy...pilots. Finish what you are working on and then...you know...I might have something for you, right?
string_id message = new string_id (c_stringFile, "s_bad44c3c");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: So what does the computer say about the Massassi?
if (response == "s_61d2adfc")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: It seems to be some sort of warning...these Massassi want us...the company...to leave the planet and system. If we do not, they...they will kill us all. Maybe you could destroy them first, right?
string_id message = new string_id (c_stringFile, "s_bf4f4650");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Sounds like a mystery for me to solve.
boolean hasResponse0 = false;
if (station_yavin4_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_b0064b47");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 102);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: You are busy. I am busy. Too busy to discuss this matter. Come back when you are less busy, right?
string_id message = new string_id (c_stringFile, "s_89761e1");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: So what about those fake Massassi?
if (response == "s_fca1af26")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: Bosses think we should send Corellia Deep Mining a...a message. We pay you to go destroy the leader...you know...of these fake Massa...the mercenaries, right? We have spotted where that ship is. You got destroy them and then we laugh at Corellia Mining Company, right?
string_id message = new string_id (c_stringFile, "s_2b11ced5");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Ok, I will take care of that for you.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Not right now. Maybe later.
boolean hasResponse1 = false;
if (station_yavin4_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_84388bb");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_258");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 108);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: You are busy. I am busy. Too busy to discuss this matter. Come back when you are less busy, right?
string_id message = new string_id (c_stringFile, "s_261");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: So does my command need anything now?
if (response == "s_7e90de8b")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
station_yavin4_action_grantImperialTwo (player, npc);
//-- NPC: I got a report that they...you know...finished their questioning of the pilot you brought back. It would seem that this is...this is part of a larger smuggler operation. They need you to travel to the Corellia system and meet with the ship...the vessel that the freighter was going to meet with. I have been instructed to send you the location, right?
string_id message = new string_id (c_stringFile, "s_f2d0e888");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: He said...he said you need to focus on one task at a time, right. Come back when you are not working, right?
string_id message = new string_id (c_stringFile, "s_337d7f80");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: Any mercenary assignments available?
if (response == "s_266")
{
//-- [NOTE]
if (station_yavin4_condition_finishedTier2 (player, npc))
{
//-- NPC: We do have a list of mercenary assignments. For a pilot with your.... associations. I can offer the following duty missions:
string_id message = new string_id (c_stringFile, "s_268");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I'll hunt down tier 3 Imperial patrols
boolean hasResponse0 = false;
if (station_yavin4_condition_canAttackImperial (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I'll hunt down tier 5 Imperial patrols
boolean hasResponse1 = false;
if (station_yavin4_condition_canTakeTier5RebelDuty (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: I'll hunt down tier 3 Rebel patrols
boolean hasResponse2 = false;
if (station_yavin4_condition_canAttackRebel (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
//-- PLAYER: I'll hunt down tier 5 Rebel patrols
boolean hasResponse3 = false;
if (station_yavin4_condition_canTakeTier5ImperialDuty (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse3 = true;
}
//-- PLAYER: I'll hunt down tier 3 Black Sun Pirates
boolean hasResponse4 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse4 = true;
}
//-- PLAYER: I'll hunt down tier 3 Void Wing Pirates
boolean hasResponse5 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse5 = true;
}
//-- PLAYER: Nothing here for me
boolean hasResponse6 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse6 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_270");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_291");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_274");
if (hasResponse3)
responses [responseIndex++] = new string_id (c_stringFile, "s_292");
if (hasResponse4)
responses [responseIndex++] = new string_id (c_stringFile, "s_278");
if (hasResponse5)
responses [responseIndex++] = new string_id (c_stringFile, "s_282");
if (hasResponse6)
responses [responseIndex++] = new string_id (c_stringFile, "s_286");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 114);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: We don't have anything suited for your level of experience. Please return when you have more combat experience.
string_id message = new string_id (c_stringFile, "s_290");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int station_yavin4_handleBranch40 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: So...so did you find them? Maybe not...eh? Yes, right? Did you stop them from killing us all?
//-- [RESPONSE NOTE]
//-- PLAYER: There was nothing there. Let me try again.
if (response == "s_2dbe402f")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Those Massassi are sure...sneaky. Which area would you like to check out next. You go out and you will find them, right?
string_id message = new string_id (c_stringFile, "s_ac3664be");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Let me try out the first area.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I think I will head to the second area.
boolean hasResponse1 = false;
if (station_yavin4_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_c88bcdf1");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_698e2f7b");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 41);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I want to land.
if (response == "s_109")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Yeah, right? Ok. Where do you want to land now, huh?
string_id message = new string_id (c_stringFile, "s_2b867034");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Mining Outpost.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Labor Outpost.
boolean hasResponse1 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: Imperial Base.
boolean hasResponse2 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_826b822");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_f4af242d");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_7afe2900");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 52);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I need repairs.
if (response == "s_111")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Yeah, you got damage, right. We can fix that, no problem, huh?
string_id message = new string_id (c_stringFile, "s_ac4d2f7b");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Just fix a little of it.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Fix half the damage.
boolean hasResponse1 = false;
if (station_yavin4_condition_canAfford50 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: Fix most of the damage.
boolean hasResponse2 = false;
if (station_yavin4_condition_canAfford75 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
//-- PLAYER: Fix all of the damage.
boolean hasResponse3 = false;
if (station_yavin4_condition_canAfford100 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse3 = true;
}
//-- PLAYER: Never mind.
boolean hasResponse4 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse4 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_7de495e9");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_32c93882");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_e233265e");
if (hasResponse3)
responses [responseIndex++] = new string_id (c_stringFile, "s_a3a3ddb5");
if (hasResponse4)
responses [responseIndex++] = new string_id (c_stringFile, "s_193");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 62);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I will need to get back to this problem of yours.
if (response == "s_97155f17")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
station_yavin4_action_clearMassassiTwo (player, npc);
//-- NPC: Wow...I didn't think you would say that. Maybe, you come back later and save us all from...from certain doom, right?
string_id message = new string_id (c_stringFile, "s_4110b7ff");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I want to land.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I need repairs
boolean hasResponse1 = false;
if (station_yavin4_condition_canAfford25 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: You seem a little confused. Can I help?
boolean hasResponse2 = false;
if (station_yavin4_condition_notOnOpening (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
//-- PLAYER: How is that Debris Cult problem going?
boolean hasResponse3 = false;
if (station_yavin4_condition_getDebrisAssassinate (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse3 = true;
}
//-- PLAYER: I can rescue your executive now.
boolean hasResponse4 = false;
if (station_yavin4_condition_hasCompletedOpening (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse4 = true;
}
//-- PLAYER: I am looking for some quick work.
boolean hasResponse5 = false;
if (station_yavin4_condition_canTakeDuty (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse5 = true;
}
//-- PLAYER: You seem a little out of it today.
boolean hasResponse6 = false;
if (station_yavin4_condition_notOnMassassi (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse6 = true;
}
//-- PLAYER: Are there any messages for me?
boolean hasResponse7 = false;
if (station_yavin4_condition_notOnImperial (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse7 = true;
}
//-- PLAYER: I am looking for some special work.
boolean hasResponse8 = false;
if (station_yavin4_condition_notOnSmuggler (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse8 = true;
}
//-- PLAYER: So what does the computer say about the Massassi?
boolean hasResponse9 = false;
if (station_yavin4_condition_notOnMassassiTwo (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse9 = true;
}
//-- PLAYER: So what about those fake Massassi?
boolean hasResponse10 = false;
if (station_yavin4_condition_notOnMassassiClosing (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse10 = true;
}
//-- PLAYER: So does my command need anything now?
boolean hasResponse11 = false;
if (station_yavin4_condition_notOnImperialTwo (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse11 = true;
}
//-- PLAYER: Any mercenary assignments available?
boolean hasResponse12 = false;
if (station_yavin4_condition_canTakeQuest (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse12 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_128");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_e0bc7c8a");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_f03bdbb4");
if (hasResponse3)
responses [responseIndex++] = new string_id (c_stringFile, "s_8d876d5d");
if (hasResponse4)
responses [responseIndex++] = new string_id (c_stringFile, "s_7f4fd215");
if (hasResponse5)
responses [responseIndex++] = new string_id (c_stringFile, "s_550d80c");
if (hasResponse6)
responses [responseIndex++] = new string_id (c_stringFile, "s_33418857");
if (hasResponse7)
responses [responseIndex++] = new string_id (c_stringFile, "s_d431431b");
if (hasResponse8)
responses [responseIndex++] = new string_id (c_stringFile, "s_7e57c029");
if (hasResponse9)
responses [responseIndex++] = new string_id (c_stringFile, "s_61d2adfc");
if (hasResponse10)
responses [responseIndex++] = new string_id (c_stringFile, "s_fca1af26");
if (hasResponse11)
responses [responseIndex++] = new string_id (c_stringFile, "s_7e90de8b");
if (hasResponse12)
responses [responseIndex++] = new string_id (c_stringFile, "s_266");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 51);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int station_yavin4_handleBranch41 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Those Massassi are sure...sneaky. Which area would you like to check out next. You go out and you will find them, right?
//-- [RESPONSE NOTE]
//-- PLAYER: Let me try out the first area.
if (response == "s_c88bcdf1")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
station_yavin4_action_grantMassassiPatrolOne (player, npc);
//-- NPC: Ok, you know what you are doing, right? I will send you a patrol route that...it will take you around the area mentioned in the writing.
string_id message = new string_id (c_stringFile, "s_7ee088d3");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I think I will head to the second area.
if (response == "s_698e2f7b")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
station_yavin4_action_grantMassassiPatrolTwo (player, npc);
//-- NPC: That area is very dangerous...but you are good pilot, right? I will send you patrol route. It will take you around the area mentioned by the Massassi.
string_id message = new string_id (c_stringFile, "s_c22323cb");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int station_yavin4_handleBranch42 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Wow...I didn't think you would say that. Maybe, you come back later and save us all from...from certain doom, right?
//-- [RESPONSE NOTE]
//-- PLAYER: I want to land.
if (response == "s_128")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Yeah, right? Ok. Where do you want to land now, huh?
string_id message = new string_id (c_stringFile, "s_2b867034");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Mining Outpost.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Labor Outpost.
boolean hasResponse1 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: Imperial Base.
boolean hasResponse2 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_826b822");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_f4af242d");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_7afe2900");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 52);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I need repairs
if (response == "s_e0bc7c8a")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Yeah, you got damage, right. We can fix that, no problem, huh?
string_id message = new string_id (c_stringFile, "s_ac4d2f7b");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Just fix a little of it.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Fix half the damage.
boolean hasResponse1 = false;
if (station_yavin4_condition_canAfford50 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: Fix most of the damage.
boolean hasResponse2 = false;
if (station_yavin4_condition_canAfford75 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
//-- PLAYER: Fix all of the damage.
boolean hasResponse3 = false;
if (station_yavin4_condition_canAfford100 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse3 = true;
}
//-- PLAYER: Never mind.
boolean hasResponse4 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse4 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_7de495e9");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_32c93882");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_e233265e");
if (hasResponse3)
responses [responseIndex++] = new string_id (c_stringFile, "s_a3a3ddb5");
if (hasResponse4)
responses [responseIndex++] = new string_id (c_stringFile, "s_193");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 62);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: You seem a little confused. Can I help?
if (response == "s_f03bdbb4")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: Hmmm...oh, yes...yes, you can. We are having this problem with those crazy debris cultists, right? They decided that we were to blame for the Imperial salvage operation and have taken one of our executives hostage. Those loonies say that if we don't leave they are going...they are going to kill him, right?
string_id message = new string_id (c_stringFile, "s_7ce5949b");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Sounds like I can help.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: No, thanks. Sounds too dangerous.
boolean hasResponse1 = false;
if (station_yavin4_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_5bbcc6ae");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_40aac287");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 76);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: No...well not right now anyways, right? How about you finish up with what you are...you know...working on. Then come back and see me, right?
string_id message = new string_id (c_stringFile, "s_fd0f3d0e");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: How is that Debris Cult problem going?
if (response == "s_8d876d5d")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: Glad you have asked...glad indeed. The bosses are still...you know...mad about the hostage taking incident, right? Maybe you could help make them...not so mad, you know?
string_id message = new string_id (c_stringFile, "s_bee28138");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: What do you need me to do?
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I would rather not get involved right now.
boolean hasResponse1 = false;
if (station_yavin4_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_5bd69df6");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_b1d9e97d");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 80);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Debris Cult! They are here...wait no...oh! My bosses said they have something for you...you know...to do. But they need your full attention, right? Come back when you are not...you know...working on something else.
string_id message = new string_id (c_stringFile, "s_74cde053");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I can rescue your executive now.
if (response == "s_7f4fd215")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
station_yavin4_action_grantOpeningMissionTwo (player, npc);
//-- NPC: That is great...great news. I will send you information on where he is being held. Capture the ship and...and bring it back here, right? You do this for us and we...we will not forget, okay?
string_id message = new string_id (c_stringFile, "s_75d9fc2d");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Well, I...we need help! But you are too busy...too busy. If you were not working on something else...you know...you could work for us!
string_id message = new string_id (c_stringFile, "s_57a3711");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I am looking for some quick work.
if (response == "s_550d80c")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: Ah, so you just need quick...job, right? I have what you need. We need help with...cutting down on the Debris Cult numbers. Also, maybe you...if you want...could help escort some of our freighters?
string_id message = new string_id (c_stringFile, "s_9512e7b6");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I never liked those cultists.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I will watch over the freighters.
boolean hasResponse1 = false;
if (station_yavin4_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_aa668ed0");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_85e232ff");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 86);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Quick work? You already have a...a job. Finish that before we spend time working together, right?
string_id message = new string_id (c_stringFile, "s_a5e6e823");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: You seem a little out of it today.
if (response == "s_33418857")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: What? No...yes! It's nothing, right. Well, actually we have been losing lots of ships lately. They are being attacked and destroyed. No survivors. The bosses decided...for safety...to send out convoys of freighter but that apparently hasn't helped.
string_id message = new string_id (c_stringFile, "s_bf522c1c");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Who is attacking your vessels?
boolean hasResponse0 = false;
if (station_yavin4_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_f7a9938a");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 90);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Well, I...we need help! But you are too busy...too busy. If you were not working on something else...you know...you could work for us!
string_id message = new string_id (c_stringFile, "s_229");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: Are there any messages for me?
if (response == "s_d431431b")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: What? Who are you...wait never mind. Let me see here...oh, yeah, this. Listen this isn't the company's fault...this is the pilot's fault, right? We hired some pilots to help us ship some stuff and they didn't pay their Imperial flight taxes before they left the system. We reported it to your command...you know...like a good loyal company would.
string_id message = new string_id (c_stringFile, "s_cfeb314");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: What is the message?
boolean hasResponse0 = false;
if (station_yavin4_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_24645c62");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 95);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Hmmm? Yes...messages from your...commander. But he said that you cannot be working on...you know...other things. So maybe come back when you are free, right?
string_id message = new string_id (c_stringFile, "s_85861a57");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I am looking for some special work.
if (response == "s_7e57c029")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: I have been watching you and I think you are just...shady enough to be of use. Maybe you would like to carry a...a secret package to Naboo. No questions asked, right?
string_id message = new string_id (c_stringFile, "s_1e323046");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I am just the pilot you are looking for.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: No, thanks. I think I will stay out of this.
boolean hasResponse1 = false;
if (station_yavin4_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_48d5ef59");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_4658b1ba");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 98);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: I do not have special work for busy...pilots. Finish what you are working on and then...you know...I might have something for you, right?
string_id message = new string_id (c_stringFile, "s_bad44c3c");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: So what does the computer say about the Massassi?
if (response == "s_61d2adfc")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: It seems to be some sort of warning...these Massassi want us...the company...to leave the planet and system. If we do not, they...they will kill us all. Maybe you could destroy them first, right?
string_id message = new string_id (c_stringFile, "s_bf4f4650");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Sounds like a mystery for me to solve.
boolean hasResponse0 = false;
if (station_yavin4_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_b0064b47");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 102);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: You are busy. I am busy. Too busy to discuss this matter. Come back when you are less busy, right?
string_id message = new string_id (c_stringFile, "s_89761e1");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: So what about those fake Massassi?
if (response == "s_fca1af26")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: Bosses think we should send Corellia Deep Mining a...a message. We pay you to go destroy the leader...you know...of these fake Massa...the mercenaries, right? We have spotted where that ship is. You got destroy them and then we laugh at Corellia Mining Company, right?
string_id message = new string_id (c_stringFile, "s_2b11ced5");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Ok, I will take care of that for you.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Not right now. Maybe later.
boolean hasResponse1 = false;
if (station_yavin4_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_84388bb");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_258");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 108);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: You are busy. I am busy. Too busy to discuss this matter. Come back when you are less busy, right?
string_id message = new string_id (c_stringFile, "s_261");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: So does my command need anything now?
if (response == "s_7e90de8b")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
station_yavin4_action_grantImperialTwo (player, npc);
//-- NPC: I got a report that they...you know...finished their questioning of the pilot you brought back. It would seem that this is...this is part of a larger smuggler operation. They need you to travel to the Corellia system and meet with the ship...the vessel that the freighter was going to meet with. I have been instructed to send you the location, right?
string_id message = new string_id (c_stringFile, "s_f2d0e888");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: He said...he said you need to focus on one task at a time, right. Come back when you are not working, right?
string_id message = new string_id (c_stringFile, "s_337d7f80");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: Any mercenary assignments available?
if (response == "s_266")
{
//-- [NOTE]
if (station_yavin4_condition_finishedTier2 (player, npc))
{
//-- NPC: We do have a list of mercenary assignments. For a pilot with your.... associations. I can offer the following duty missions:
string_id message = new string_id (c_stringFile, "s_268");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I'll hunt down tier 3 Imperial patrols
boolean hasResponse0 = false;
if (station_yavin4_condition_canAttackImperial (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I'll hunt down tier 5 Imperial patrols
boolean hasResponse1 = false;
if (station_yavin4_condition_canTakeTier5RebelDuty (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: I'll hunt down tier 3 Rebel patrols
boolean hasResponse2 = false;
if (station_yavin4_condition_canAttackRebel (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
//-- PLAYER: I'll hunt down tier 5 Rebel patrols
boolean hasResponse3 = false;
if (station_yavin4_condition_canTakeTier5ImperialDuty (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse3 = true;
}
//-- PLAYER: I'll hunt down tier 3 Black Sun Pirates
boolean hasResponse4 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse4 = true;
}
//-- PLAYER: I'll hunt down tier 3 Void Wing Pirates
boolean hasResponse5 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse5 = true;
}
//-- PLAYER: Nothing here for me
boolean hasResponse6 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse6 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_270");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_291");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_274");
if (hasResponse3)
responses [responseIndex++] = new string_id (c_stringFile, "s_292");
if (hasResponse4)
responses [responseIndex++] = new string_id (c_stringFile, "s_278");
if (hasResponse5)
responses [responseIndex++] = new string_id (c_stringFile, "s_282");
if (hasResponse6)
responses [responseIndex++] = new string_id (c_stringFile, "s_286");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 114);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: We don't have anything suited for your level of experience. Please return when you have more combat experience.
string_id message = new string_id (c_stringFile, "s_290");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int station_yavin4_handleBranch43 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Did the ship go boom? I hope you made them...pay for scaring all of us. They will think twice about trying anything like that again, right?
//-- [RESPONSE NOTE]
//-- PLAYER: That mercenary will not be pretending to be Massassi again.
if (response == "s_e6b2affe")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
station_yavin4_action_giveRewardMassassiClosing (player, npc);
//-- NPC: Yes...yes. That is good...great news. We will pay you for what you have done. You are good pilot, very good pilot. Is there anything else you need?
string_id message = new string_id (c_stringFile, "s_85a18987");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I want to land.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I need repairs
boolean hasResponse1 = false;
if (station_yavin4_condition_canAfford25 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: You seem a little confused. Can I help?
boolean hasResponse2 = false;
if (station_yavin4_condition_notOnOpening (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
//-- PLAYER: How is that Debris Cult problem going?
boolean hasResponse3 = false;
if (station_yavin4_condition_getDebrisAssassinate (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse3 = true;
}
//-- PLAYER: I can rescue your executive now.
boolean hasResponse4 = false;
if (station_yavin4_condition_hasCompletedOpening (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse4 = true;
}
//-- PLAYER: I am looking for some quick work.
boolean hasResponse5 = false;
if (station_yavin4_condition_canTakeDuty (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse5 = true;
}
//-- PLAYER: You seem a little out of it today.
boolean hasResponse6 = false;
if (station_yavin4_condition_notOnMassassi (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse6 = true;
}
//-- PLAYER: Are there any messages for me?
boolean hasResponse7 = false;
if (station_yavin4_condition_notOnImperial (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse7 = true;
}
//-- PLAYER: I am looking for some special work.
boolean hasResponse8 = false;
if (station_yavin4_condition_notOnSmuggler (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse8 = true;
}
//-- PLAYER: So what does the computer say about the Massassi?
boolean hasResponse9 = false;
if (station_yavin4_condition_notOnMassassiTwo (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse9 = true;
}
//-- PLAYER: So what about those fake Massassi?
boolean hasResponse10 = false;
if (station_yavin4_condition_notOnMassassiClosing (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse10 = true;
}
//-- PLAYER: So does my command need anything now?
boolean hasResponse11 = false;
if (station_yavin4_condition_notOnImperialTwo (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse11 = true;
}
//-- PLAYER: Any mercenary assignments available?
boolean hasResponse12 = false;
if (station_yavin4_condition_canTakeQuest (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse12 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_128");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_e0bc7c8a");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_f03bdbb4");
if (hasResponse3)
responses [responseIndex++] = new string_id (c_stringFile, "s_8d876d5d");
if (hasResponse4)
responses [responseIndex++] = new string_id (c_stringFile, "s_7f4fd215");
if (hasResponse5)
responses [responseIndex++] = new string_id (c_stringFile, "s_550d80c");
if (hasResponse6)
responses [responseIndex++] = new string_id (c_stringFile, "s_33418857");
if (hasResponse7)
responses [responseIndex++] = new string_id (c_stringFile, "s_d431431b");
if (hasResponse8)
responses [responseIndex++] = new string_id (c_stringFile, "s_7e57c029");
if (hasResponse9)
responses [responseIndex++] = new string_id (c_stringFile, "s_61d2adfc");
if (hasResponse10)
responses [responseIndex++] = new string_id (c_stringFile, "s_fca1af26");
if (hasResponse11)
responses [responseIndex++] = new string_id (c_stringFile, "s_7e90de8b");
if (hasResponse12)
responses [responseIndex++] = new string_id (c_stringFile, "s_266");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 51);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int station_yavin4_handleBranch44 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Yes...yes. That is good...great news. We will pay you for what you have done. You are good pilot, very good pilot. Is there anything else you need?
//-- [RESPONSE NOTE]
//-- PLAYER: I want to land.
if (response == "s_128")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Yeah, right? Ok. Where do you want to land now, huh?
string_id message = new string_id (c_stringFile, "s_2b867034");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Mining Outpost.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Labor Outpost.
boolean hasResponse1 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: Imperial Base.
boolean hasResponse2 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_826b822");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_f4af242d");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_7afe2900");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 52);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I need repairs
if (response == "s_e0bc7c8a")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Yeah, you got damage, right. We can fix that, no problem, huh?
string_id message = new string_id (c_stringFile, "s_ac4d2f7b");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Just fix a little of it.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Fix half the damage.
boolean hasResponse1 = false;
if (station_yavin4_condition_canAfford50 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: Fix most of the damage.
boolean hasResponse2 = false;
if (station_yavin4_condition_canAfford75 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
//-- PLAYER: Fix all of the damage.
boolean hasResponse3 = false;
if (station_yavin4_condition_canAfford100 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse3 = true;
}
//-- PLAYER: Never mind.
boolean hasResponse4 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse4 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_7de495e9");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_32c93882");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_e233265e");
if (hasResponse3)
responses [responseIndex++] = new string_id (c_stringFile, "s_a3a3ddb5");
if (hasResponse4)
responses [responseIndex++] = new string_id (c_stringFile, "s_193");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 62);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: You seem a little confused. Can I help?
if (response == "s_f03bdbb4")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: Hmmm...oh, yes...yes, you can. We are having this problem with those crazy debris cultists, right? They decided that we were to blame for the Imperial salvage operation and have taken one of our executives hostage. Those loonies say that if we don't leave they are going...they are going to kill him, right?
string_id message = new string_id (c_stringFile, "s_7ce5949b");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Sounds like I can help.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: No, thanks. Sounds too dangerous.
boolean hasResponse1 = false;
if (station_yavin4_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_5bbcc6ae");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_40aac287");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 76);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: No...well not right now anyways, right? How about you finish up with what you are...you know...working on. Then come back and see me, right?
string_id message = new string_id (c_stringFile, "s_fd0f3d0e");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: How is that Debris Cult problem going?
if (response == "s_8d876d5d")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: Glad you have asked...glad indeed. The bosses are still...you know...mad about the hostage taking incident, right? Maybe you could help make them...not so mad, you know?
string_id message = new string_id (c_stringFile, "s_bee28138");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: What do you need me to do?
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I would rather not get involved right now.
boolean hasResponse1 = false;
if (station_yavin4_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_5bd69df6");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_b1d9e97d");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 80);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Debris Cult! They are here...wait no...oh! My bosses said they have something for you...you know...to do. But they need your full attention, right? Come back when you are not...you know...working on something else.
string_id message = new string_id (c_stringFile, "s_74cde053");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I can rescue your executive now.
if (response == "s_7f4fd215")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
station_yavin4_action_grantOpeningMissionTwo (player, npc);
//-- NPC: That is great...great news. I will send you information on where he is being held. Capture the ship and...and bring it back here, right? You do this for us and we...we will not forget, okay?
string_id message = new string_id (c_stringFile, "s_75d9fc2d");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Well, I...we need help! But you are too busy...too busy. If you were not working on something else...you know...you could work for us!
string_id message = new string_id (c_stringFile, "s_57a3711");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I am looking for some quick work.
if (response == "s_550d80c")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: Ah, so you just need quick...job, right? I have what you need. We need help with...cutting down on the Debris Cult numbers. Also, maybe you...if you want...could help escort some of our freighters?
string_id message = new string_id (c_stringFile, "s_9512e7b6");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I never liked those cultists.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I will watch over the freighters.
boolean hasResponse1 = false;
if (station_yavin4_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_aa668ed0");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_85e232ff");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 86);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Quick work? You already have a...a job. Finish that before we spend time working together, right?
string_id message = new string_id (c_stringFile, "s_a5e6e823");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: You seem a little out of it today.
if (response == "s_33418857")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: What? No...yes! It's nothing, right. Well, actually we have been losing lots of ships lately. They are being attacked and destroyed. No survivors. The bosses decided...for safety...to send out convoys of freighter but that apparently hasn't helped.
string_id message = new string_id (c_stringFile, "s_bf522c1c");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Who is attacking your vessels?
boolean hasResponse0 = false;
if (station_yavin4_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_f7a9938a");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 90);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Well, I...we need help! But you are too busy...too busy. If you were not working on something else...you know...you could work for us!
string_id message = new string_id (c_stringFile, "s_229");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: Are there any messages for me?
if (response == "s_d431431b")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: What? Who are you...wait never mind. Let me see here...oh, yeah, this. Listen this isn't the company's fault...this is the pilot's fault, right? We hired some pilots to help us ship some stuff and they didn't pay their Imperial flight taxes before they left the system. We reported it to your command...you know...like a good loyal company would.
string_id message = new string_id (c_stringFile, "s_cfeb314");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: What is the message?
boolean hasResponse0 = false;
if (station_yavin4_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_24645c62");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 95);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Hmmm? Yes...messages from your...commander. But he said that you cannot be working on...you know...other things. So maybe come back when you are free, right?
string_id message = new string_id (c_stringFile, "s_85861a57");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I am looking for some special work.
if (response == "s_7e57c029")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: I have been watching you and I think you are just...shady enough to be of use. Maybe you would like to carry a...a secret package to Naboo. No questions asked, right?
string_id message = new string_id (c_stringFile, "s_1e323046");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I am just the pilot you are looking for.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: No, thanks. I think I will stay out of this.
boolean hasResponse1 = false;
if (station_yavin4_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_48d5ef59");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_4658b1ba");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 98);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: I do not have special work for busy...pilots. Finish what you are working on and then...you know...I might have something for you, right?
string_id message = new string_id (c_stringFile, "s_bad44c3c");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: So what does the computer say about the Massassi?
if (response == "s_61d2adfc")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: It seems to be some sort of warning...these Massassi want us...the company...to leave the planet and system. If we do not, they...they will kill us all. Maybe you could destroy them first, right?
string_id message = new string_id (c_stringFile, "s_bf4f4650");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Sounds like a mystery for me to solve.
boolean hasResponse0 = false;
if (station_yavin4_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_b0064b47");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 102);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: You are busy. I am busy. Too busy to discuss this matter. Come back when you are less busy, right?
string_id message = new string_id (c_stringFile, "s_89761e1");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: So what about those fake Massassi?
if (response == "s_fca1af26")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: Bosses think we should send Corellia Deep Mining a...a message. We pay you to go destroy the leader...you know...of these fake Massa...the mercenaries, right? We have spotted where that ship is. You got destroy them and then we laugh at Corellia Mining Company, right?
string_id message = new string_id (c_stringFile, "s_2b11ced5");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Ok, I will take care of that for you.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Not right now. Maybe later.
boolean hasResponse1 = false;
if (station_yavin4_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_84388bb");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_258");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 108);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: You are busy. I am busy. Too busy to discuss this matter. Come back when you are less busy, right?
string_id message = new string_id (c_stringFile, "s_261");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: So does my command need anything now?
if (response == "s_7e90de8b")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
station_yavin4_action_grantImperialTwo (player, npc);
//-- NPC: I got a report that they...you know...finished their questioning of the pilot you brought back. It would seem that this is...this is part of a larger smuggler operation. They need you to travel to the Corellia system and meet with the ship...the vessel that the freighter was going to meet with. I have been instructed to send you the location, right?
string_id message = new string_id (c_stringFile, "s_f2d0e888");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: He said...he said you need to focus on one task at a time, right. Come back when you are not working, right?
string_id message = new string_id (c_stringFile, "s_337d7f80");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: Any mercenary assignments available?
if (response == "s_266")
{
//-- [NOTE]
if (station_yavin4_condition_finishedTier2 (player, npc))
{
//-- NPC: We do have a list of mercenary assignments. For a pilot with your.... associations. I can offer the following duty missions:
string_id message = new string_id (c_stringFile, "s_268");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I'll hunt down tier 3 Imperial patrols
boolean hasResponse0 = false;
if (station_yavin4_condition_canAttackImperial (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I'll hunt down tier 5 Imperial patrols
boolean hasResponse1 = false;
if (station_yavin4_condition_canTakeTier5RebelDuty (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: I'll hunt down tier 3 Rebel patrols
boolean hasResponse2 = false;
if (station_yavin4_condition_canAttackRebel (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
//-- PLAYER: I'll hunt down tier 5 Rebel patrols
boolean hasResponse3 = false;
if (station_yavin4_condition_canTakeTier5ImperialDuty (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse3 = true;
}
//-- PLAYER: I'll hunt down tier 3 Black Sun Pirates
boolean hasResponse4 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse4 = true;
}
//-- PLAYER: I'll hunt down tier 3 Void Wing Pirates
boolean hasResponse5 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse5 = true;
}
//-- PLAYER: Nothing here for me
boolean hasResponse6 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse6 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_270");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_291");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_274");
if (hasResponse3)
responses [responseIndex++] = new string_id (c_stringFile, "s_292");
if (hasResponse4)
responses [responseIndex++] = new string_id (c_stringFile, "s_278");
if (hasResponse5)
responses [responseIndex++] = new string_id (c_stringFile, "s_282");
if (hasResponse6)
responses [responseIndex++] = new string_id (c_stringFile, "s_286");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 114);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: We don't have anything suited for your level of experience. Please return when you have more combat experience.
string_id message = new string_id (c_stringFile, "s_290");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int station_yavin4_handleBranch45 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: You got the ship back in one piece. Your command will be pleased to discover that. We have transferred the freighter to them and they are...they are questioning the pilot, right?
//-- [RESPONSE NOTE]
//-- PLAYER: Do they want anything else?
if (response == "s_2c9ad69a")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
station_yavin4_action_giveRewardImperialOne (player, npc);
//-- NPC: They told me to give you...I am supposed to pay you. They also said that they are almost done with the questions and they might need you to help...you know...later.
string_id message = new string_id (c_stringFile, "s_9d3a870e");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I want to land.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I need repairs
boolean hasResponse1 = false;
if (station_yavin4_condition_canAfford25 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: You seem a little confused. Can I help?
boolean hasResponse2 = false;
if (station_yavin4_condition_notOnOpening (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
//-- PLAYER: How is that Debris Cult problem going?
boolean hasResponse3 = false;
if (station_yavin4_condition_getDebrisAssassinate (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse3 = true;
}
//-- PLAYER: I can rescue your executive now.
boolean hasResponse4 = false;
if (station_yavin4_condition_hasCompletedOpening (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse4 = true;
}
//-- PLAYER: I am looking for some quick work.
boolean hasResponse5 = false;
if (station_yavin4_condition_canTakeDuty (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse5 = true;
}
//-- PLAYER: You seem a little out of it today.
boolean hasResponse6 = false;
if (station_yavin4_condition_notOnMassassi (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse6 = true;
}
//-- PLAYER: Are there any messages for me?
boolean hasResponse7 = false;
if (station_yavin4_condition_notOnImperial (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse7 = true;
}
//-- PLAYER: I am looking for some special work.
boolean hasResponse8 = false;
if (station_yavin4_condition_notOnSmuggler (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse8 = true;
}
//-- PLAYER: So what does the computer say about the Massassi?
boolean hasResponse9 = false;
if (station_yavin4_condition_notOnMassassiTwo (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse9 = true;
}
//-- PLAYER: So what about those fake Massassi?
boolean hasResponse10 = false;
if (station_yavin4_condition_notOnMassassiClosing (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse10 = true;
}
//-- PLAYER: So does my command need anything now?
boolean hasResponse11 = false;
if (station_yavin4_condition_notOnImperialTwo (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse11 = true;
}
//-- PLAYER: Any mercenary assignments available?
boolean hasResponse12 = false;
if (station_yavin4_condition_canTakeQuest (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse12 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_128");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_e0bc7c8a");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_f03bdbb4");
if (hasResponse3)
responses [responseIndex++] = new string_id (c_stringFile, "s_8d876d5d");
if (hasResponse4)
responses [responseIndex++] = new string_id (c_stringFile, "s_7f4fd215");
if (hasResponse5)
responses [responseIndex++] = new string_id (c_stringFile, "s_550d80c");
if (hasResponse6)
responses [responseIndex++] = new string_id (c_stringFile, "s_33418857");
if (hasResponse7)
responses [responseIndex++] = new string_id (c_stringFile, "s_d431431b");
if (hasResponse8)
responses [responseIndex++] = new string_id (c_stringFile, "s_7e57c029");
if (hasResponse9)
responses [responseIndex++] = new string_id (c_stringFile, "s_61d2adfc");
if (hasResponse10)
responses [responseIndex++] = new string_id (c_stringFile, "s_fca1af26");
if (hasResponse11)
responses [responseIndex++] = new string_id (c_stringFile, "s_7e90de8b");
if (hasResponse12)
responses [responseIndex++] = new string_id (c_stringFile, "s_266");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 51);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int station_yavin4_handleBranch46 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: They told me to give you...I am supposed to pay you. They also said that they are almost done with the questions and they might need you to help...you know...later.
//-- [RESPONSE NOTE]
//-- PLAYER: I want to land.
if (response == "s_128")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Yeah, right? Ok. Where do you want to land now, huh?
string_id message = new string_id (c_stringFile, "s_2b867034");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Mining Outpost.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Labor Outpost.
boolean hasResponse1 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: Imperial Base.
boolean hasResponse2 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_826b822");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_f4af242d");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_7afe2900");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 52);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I need repairs
if (response == "s_e0bc7c8a")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Yeah, you got damage, right. We can fix that, no problem, huh?
string_id message = new string_id (c_stringFile, "s_ac4d2f7b");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Just fix a little of it.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Fix half the damage.
boolean hasResponse1 = false;
if (station_yavin4_condition_canAfford50 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: Fix most of the damage.
boolean hasResponse2 = false;
if (station_yavin4_condition_canAfford75 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
//-- PLAYER: Fix all of the damage.
boolean hasResponse3 = false;
if (station_yavin4_condition_canAfford100 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse3 = true;
}
//-- PLAYER: Never mind.
boolean hasResponse4 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse4 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_7de495e9");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_32c93882");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_e233265e");
if (hasResponse3)
responses [responseIndex++] = new string_id (c_stringFile, "s_a3a3ddb5");
if (hasResponse4)
responses [responseIndex++] = new string_id (c_stringFile, "s_193");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 62);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: You seem a little confused. Can I help?
if (response == "s_f03bdbb4")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: Hmmm...oh, yes...yes, you can. We are having this problem with those crazy debris cultists, right? They decided that we were to blame for the Imperial salvage operation and have taken one of our executives hostage. Those loonies say that if we don't leave they are going...they are going to kill him, right?
string_id message = new string_id (c_stringFile, "s_7ce5949b");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Sounds like I can help.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: No, thanks. Sounds too dangerous.
boolean hasResponse1 = false;
if (station_yavin4_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_5bbcc6ae");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_40aac287");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 76);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: No...well not right now anyways, right? How about you finish up with what you are...you know...working on. Then come back and see me, right?
string_id message = new string_id (c_stringFile, "s_fd0f3d0e");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: How is that Debris Cult problem going?
if (response == "s_8d876d5d")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: Glad you have asked...glad indeed. The bosses are still...you know...mad about the hostage taking incident, right? Maybe you could help make them...not so mad, you know?
string_id message = new string_id (c_stringFile, "s_bee28138");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: What do you need me to do?
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I would rather not get involved right now.
boolean hasResponse1 = false;
if (station_yavin4_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_5bd69df6");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_b1d9e97d");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 80);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Debris Cult! They are here...wait no...oh! My bosses said they have something for you...you know...to do. But they need your full attention, right? Come back when you are not...you know...working on something else.
string_id message = new string_id (c_stringFile, "s_74cde053");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I can rescue your executive now.
if (response == "s_7f4fd215")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
station_yavin4_action_grantOpeningMissionTwo (player, npc);
//-- NPC: That is great...great news. I will send you information on where he is being held. Capture the ship and...and bring it back here, right? You do this for us and we...we will not forget, okay?
string_id message = new string_id (c_stringFile, "s_75d9fc2d");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Well, I...we need help! But you are too busy...too busy. If you were not working on something else...you know...you could work for us!
string_id message = new string_id (c_stringFile, "s_57a3711");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I am looking for some quick work.
if (response == "s_550d80c")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: Ah, so you just need quick...job, right? I have what you need. We need help with...cutting down on the Debris Cult numbers. Also, maybe you...if you want...could help escort some of our freighters?
string_id message = new string_id (c_stringFile, "s_9512e7b6");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I never liked those cultists.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I will watch over the freighters.
boolean hasResponse1 = false;
if (station_yavin4_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_aa668ed0");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_85e232ff");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 86);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Quick work? You already have a...a job. Finish that before we spend time working together, right?
string_id message = new string_id (c_stringFile, "s_a5e6e823");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: You seem a little out of it today.
if (response == "s_33418857")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: What? No...yes! It's nothing, right. Well, actually we have been losing lots of ships lately. They are being attacked and destroyed. No survivors. The bosses decided...for safety...to send out convoys of freighter but that apparently hasn't helped.
string_id message = new string_id (c_stringFile, "s_bf522c1c");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Who is attacking your vessels?
boolean hasResponse0 = false;
if (station_yavin4_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_f7a9938a");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 90);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Well, I...we need help! But you are too busy...too busy. If you were not working on something else...you know...you could work for us!
string_id message = new string_id (c_stringFile, "s_229");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: Are there any messages for me?
if (response == "s_d431431b")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: What? Who are you...wait never mind. Let me see here...oh, yeah, this. Listen this isn't the company's fault...this is the pilot's fault, right? We hired some pilots to help us ship some stuff and they didn't pay their Imperial flight taxes before they left the system. We reported it to your command...you know...like a good loyal company would.
string_id message = new string_id (c_stringFile, "s_cfeb314");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: What is the message?
boolean hasResponse0 = false;
if (station_yavin4_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_24645c62");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 95);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Hmmm? Yes...messages from your...commander. But he said that you cannot be working on...you know...other things. So maybe come back when you are free, right?
string_id message = new string_id (c_stringFile, "s_85861a57");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I am looking for some special work.
if (response == "s_7e57c029")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: I have been watching you and I think you are just...shady enough to be of use. Maybe you would like to carry a...a secret package to Naboo. No questions asked, right?
string_id message = new string_id (c_stringFile, "s_1e323046");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I am just the pilot you are looking for.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: No, thanks. I think I will stay out of this.
boolean hasResponse1 = false;
if (station_yavin4_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_48d5ef59");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_4658b1ba");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 98);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: I do not have special work for busy...pilots. Finish what you are working on and then...you know...I might have something for you, right?
string_id message = new string_id (c_stringFile, "s_bad44c3c");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: So what does the computer say about the Massassi?
if (response == "s_61d2adfc")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: It seems to be some sort of warning...these Massassi want us...the company...to leave the planet and system. If we do not, they...they will kill us all. Maybe you could destroy them first, right?
string_id message = new string_id (c_stringFile, "s_bf4f4650");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Sounds like a mystery for me to solve.
boolean hasResponse0 = false;
if (station_yavin4_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_b0064b47");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 102);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: You are busy. I am busy. Too busy to discuss this matter. Come back when you are less busy, right?
string_id message = new string_id (c_stringFile, "s_89761e1");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: So what about those fake Massassi?
if (response == "s_fca1af26")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: Bosses think we should send Corellia Deep Mining a...a message. We pay you to go destroy the leader...you know...of these fake Massa...the mercenaries, right? We have spotted where that ship is. You got destroy them and then we laugh at Corellia Mining Company, right?
string_id message = new string_id (c_stringFile, "s_2b11ced5");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Ok, I will take care of that for you.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Not right now. Maybe later.
boolean hasResponse1 = false;
if (station_yavin4_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_84388bb");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_258");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 108);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: You are busy. I am busy. Too busy to discuss this matter. Come back when you are less busy, right?
string_id message = new string_id (c_stringFile, "s_261");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: So does my command need anything now?
if (response == "s_7e90de8b")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
station_yavin4_action_grantImperialTwo (player, npc);
//-- NPC: I got a report that they...you know...finished their questioning of the pilot you brought back. It would seem that this is...this is part of a larger smuggler operation. They need you to travel to the Corellia system and meet with the ship...the vessel that the freighter was going to meet with. I have been instructed to send you the location, right?
string_id message = new string_id (c_stringFile, "s_f2d0e888");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: He said...he said you need to focus on one task at a time, right. Come back when you are not working, right?
string_id message = new string_id (c_stringFile, "s_337d7f80");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: Any mercenary assignments available?
if (response == "s_266")
{
//-- [NOTE]
if (station_yavin4_condition_finishedTier2 (player, npc))
{
//-- NPC: We do have a list of mercenary assignments. For a pilot with your.... associations. I can offer the following duty missions:
string_id message = new string_id (c_stringFile, "s_268");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I'll hunt down tier 3 Imperial patrols
boolean hasResponse0 = false;
if (station_yavin4_condition_canAttackImperial (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I'll hunt down tier 5 Imperial patrols
boolean hasResponse1 = false;
if (station_yavin4_condition_canTakeTier5RebelDuty (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: I'll hunt down tier 3 Rebel patrols
boolean hasResponse2 = false;
if (station_yavin4_condition_canAttackRebel (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
//-- PLAYER: I'll hunt down tier 5 Rebel patrols
boolean hasResponse3 = false;
if (station_yavin4_condition_canTakeTier5ImperialDuty (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse3 = true;
}
//-- PLAYER: I'll hunt down tier 3 Black Sun Pirates
boolean hasResponse4 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse4 = true;
}
//-- PLAYER: I'll hunt down tier 3 Void Wing Pirates
boolean hasResponse5 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse5 = true;
}
//-- PLAYER: Nothing here for me
boolean hasResponse6 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse6 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_270");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_291");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_274");
if (hasResponse3)
responses [responseIndex++] = new string_id (c_stringFile, "s_292");
if (hasResponse4)
responses [responseIndex++] = new string_id (c_stringFile, "s_278");
if (hasResponse5)
responses [responseIndex++] = new string_id (c_stringFile, "s_282");
if (hasResponse6)
responses [responseIndex++] = new string_id (c_stringFile, "s_286");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 114);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: We don't have anything suited for your level of experience. Please return when you have more combat experience.
string_id message = new string_id (c_stringFile, "s_290");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int station_yavin4_handleBranch47 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: You brought back a very nice...prize for your command. They are glad...they are pleased that you have succeeded.
//-- [RESPONSE NOTE]
//-- PLAYER: Anything else?
if (response == "s_362a48e0")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
station_yavin4_action_giveRewardImperialTwo (player, npc);
//-- NPC: Oh...yes. They have told me to pay you for them. Is there anything else I can help you with?
string_id message = new string_id (c_stringFile, "s_54aa968b");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I want to land.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I need repairs
boolean hasResponse1 = false;
if (station_yavin4_condition_canAfford25 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: You seem a little confused. Can I help?
boolean hasResponse2 = false;
if (station_yavin4_condition_notOnOpening (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
//-- PLAYER: How is that Debris Cult problem going?
boolean hasResponse3 = false;
if (station_yavin4_condition_getDebrisAssassinate (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse3 = true;
}
//-- PLAYER: I can rescue your executive now.
boolean hasResponse4 = false;
if (station_yavin4_condition_hasCompletedOpening (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse4 = true;
}
//-- PLAYER: I am looking for some quick work.
boolean hasResponse5 = false;
if (station_yavin4_condition_canTakeDuty (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse5 = true;
}
//-- PLAYER: You seem a little out of it today.
boolean hasResponse6 = false;
if (station_yavin4_condition_notOnMassassi (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse6 = true;
}
//-- PLAYER: Are there any messages for me?
boolean hasResponse7 = false;
if (station_yavin4_condition_notOnImperial (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse7 = true;
}
//-- PLAYER: I am looking for some special work.
boolean hasResponse8 = false;
if (station_yavin4_condition_notOnSmuggler (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse8 = true;
}
//-- PLAYER: So what does the computer say about the Massassi?
boolean hasResponse9 = false;
if (station_yavin4_condition_notOnMassassiTwo (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse9 = true;
}
//-- PLAYER: So what about those fake Massassi?
boolean hasResponse10 = false;
if (station_yavin4_condition_notOnMassassiClosing (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse10 = true;
}
//-- PLAYER: So does my command need anything now?
boolean hasResponse11 = false;
if (station_yavin4_condition_notOnImperialTwo (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse11 = true;
}
//-- PLAYER: Any mercenary assignments available?
boolean hasResponse12 = false;
if (station_yavin4_condition_canTakeQuest (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse12 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_128");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_e0bc7c8a");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_f03bdbb4");
if (hasResponse3)
responses [responseIndex++] = new string_id (c_stringFile, "s_8d876d5d");
if (hasResponse4)
responses [responseIndex++] = new string_id (c_stringFile, "s_7f4fd215");
if (hasResponse5)
responses [responseIndex++] = new string_id (c_stringFile, "s_550d80c");
if (hasResponse6)
responses [responseIndex++] = new string_id (c_stringFile, "s_33418857");
if (hasResponse7)
responses [responseIndex++] = new string_id (c_stringFile, "s_d431431b");
if (hasResponse8)
responses [responseIndex++] = new string_id (c_stringFile, "s_7e57c029");
if (hasResponse9)
responses [responseIndex++] = new string_id (c_stringFile, "s_61d2adfc");
if (hasResponse10)
responses [responseIndex++] = new string_id (c_stringFile, "s_fca1af26");
if (hasResponse11)
responses [responseIndex++] = new string_id (c_stringFile, "s_7e90de8b");
if (hasResponse12)
responses [responseIndex++] = new string_id (c_stringFile, "s_266");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 51);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int station_yavin4_handleBranch48 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Oh...yes. They have told me to pay you for them. Is there anything else I can help you with?
//-- [RESPONSE NOTE]
//-- PLAYER: I want to land.
if (response == "s_128")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Yeah, right? Ok. Where do you want to land now, huh?
string_id message = new string_id (c_stringFile, "s_2b867034");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Mining Outpost.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Labor Outpost.
boolean hasResponse1 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: Imperial Base.
boolean hasResponse2 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_826b822");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_f4af242d");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_7afe2900");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 52);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I need repairs
if (response == "s_e0bc7c8a")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Yeah, you got damage, right. We can fix that, no problem, huh?
string_id message = new string_id (c_stringFile, "s_ac4d2f7b");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Just fix a little of it.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Fix half the damage.
boolean hasResponse1 = false;
if (station_yavin4_condition_canAfford50 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: Fix most of the damage.
boolean hasResponse2 = false;
if (station_yavin4_condition_canAfford75 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
//-- PLAYER: Fix all of the damage.
boolean hasResponse3 = false;
if (station_yavin4_condition_canAfford100 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse3 = true;
}
//-- PLAYER: Never mind.
boolean hasResponse4 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse4 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_7de495e9");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_32c93882");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_e233265e");
if (hasResponse3)
responses [responseIndex++] = new string_id (c_stringFile, "s_a3a3ddb5");
if (hasResponse4)
responses [responseIndex++] = new string_id (c_stringFile, "s_193");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 62);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: You seem a little confused. Can I help?
if (response == "s_f03bdbb4")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: Hmmm...oh, yes...yes, you can. We are having this problem with those crazy debris cultists, right? They decided that we were to blame for the Imperial salvage operation and have taken one of our executives hostage. Those loonies say that if we don't leave they are going...they are going to kill him, right?
string_id message = new string_id (c_stringFile, "s_7ce5949b");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Sounds like I can help.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: No, thanks. Sounds too dangerous.
boolean hasResponse1 = false;
if (station_yavin4_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_5bbcc6ae");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_40aac287");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 76);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: No...well not right now anyways, right? How about you finish up with what you are...you know...working on. Then come back and see me, right?
string_id message = new string_id (c_stringFile, "s_fd0f3d0e");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: How is that Debris Cult problem going?
if (response == "s_8d876d5d")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: Glad you have asked...glad indeed. The bosses are still...you know...mad about the hostage taking incident, right? Maybe you could help make them...not so mad, you know?
string_id message = new string_id (c_stringFile, "s_bee28138");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: What do you need me to do?
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I would rather not get involved right now.
boolean hasResponse1 = false;
if (station_yavin4_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_5bd69df6");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_b1d9e97d");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 80);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Debris Cult! They are here...wait no...oh! My bosses said they have something for you...you know...to do. But they need your full attention, right? Come back when you are not...you know...working on something else.
string_id message = new string_id (c_stringFile, "s_74cde053");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I can rescue your executive now.
if (response == "s_7f4fd215")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
station_yavin4_action_grantOpeningMissionTwo (player, npc);
//-- NPC: That is great...great news. I will send you information on where he is being held. Capture the ship and...and bring it back here, right? You do this for us and we...we will not forget, okay?
string_id message = new string_id (c_stringFile, "s_75d9fc2d");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Well, I...we need help! But you are too busy...too busy. If you were not working on something else...you know...you could work for us!
string_id message = new string_id (c_stringFile, "s_57a3711");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I am looking for some quick work.
if (response == "s_550d80c")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: Ah, so you just need quick...job, right? I have what you need. We need help with...cutting down on the Debris Cult numbers. Also, maybe you...if you want...could help escort some of our freighters?
string_id message = new string_id (c_stringFile, "s_9512e7b6");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I never liked those cultists.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I will watch over the freighters.
boolean hasResponse1 = false;
if (station_yavin4_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_aa668ed0");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_85e232ff");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 86);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Quick work? You already have a...a job. Finish that before we spend time working together, right?
string_id message = new string_id (c_stringFile, "s_a5e6e823");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: You seem a little out of it today.
if (response == "s_33418857")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: What? No...yes! It's nothing, right. Well, actually we have been losing lots of ships lately. They are being attacked and destroyed. No survivors. The bosses decided...for safety...to send out convoys of freighter but that apparently hasn't helped.
string_id message = new string_id (c_stringFile, "s_bf522c1c");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Who is attacking your vessels?
boolean hasResponse0 = false;
if (station_yavin4_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_f7a9938a");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 90);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Well, I...we need help! But you are too busy...too busy. If you were not working on something else...you know...you could work for us!
string_id message = new string_id (c_stringFile, "s_229");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: Are there any messages for me?
if (response == "s_d431431b")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: What? Who are you...wait never mind. Let me see here...oh, yeah, this. Listen this isn't the company's fault...this is the pilot's fault, right? We hired some pilots to help us ship some stuff and they didn't pay their Imperial flight taxes before they left the system. We reported it to your command...you know...like a good loyal company would.
string_id message = new string_id (c_stringFile, "s_cfeb314");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: What is the message?
boolean hasResponse0 = false;
if (station_yavin4_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_24645c62");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 95);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Hmmm? Yes...messages from your...commander. But he said that you cannot be working on...you know...other things. So maybe come back when you are free, right?
string_id message = new string_id (c_stringFile, "s_85861a57");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I am looking for some special work.
if (response == "s_7e57c029")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: I have been watching you and I think you are just...shady enough to be of use. Maybe you would like to carry a...a secret package to Naboo. No questions asked, right?
string_id message = new string_id (c_stringFile, "s_1e323046");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I am just the pilot you are looking for.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: No, thanks. I think I will stay out of this.
boolean hasResponse1 = false;
if (station_yavin4_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_48d5ef59");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_4658b1ba");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 98);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: I do not have special work for busy...pilots. Finish what you are working on and then...you know...I might have something for you, right?
string_id message = new string_id (c_stringFile, "s_bad44c3c");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: So what does the computer say about the Massassi?
if (response == "s_61d2adfc")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: It seems to be some sort of warning...these Massassi want us...the company...to leave the planet and system. If we do not, they...they will kill us all. Maybe you could destroy them first, right?
string_id message = new string_id (c_stringFile, "s_bf4f4650");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Sounds like a mystery for me to solve.
boolean hasResponse0 = false;
if (station_yavin4_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_b0064b47");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 102);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: You are busy. I am busy. Too busy to discuss this matter. Come back when you are less busy, right?
string_id message = new string_id (c_stringFile, "s_89761e1");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: So what about those fake Massassi?
if (response == "s_fca1af26")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: Bosses think we should send Corellia Deep Mining a...a message. We pay you to go destroy the leader...you know...of these fake Massa...the mercenaries, right? We have spotted where that ship is. You got destroy them and then we laugh at Corellia Mining Company, right?
string_id message = new string_id (c_stringFile, "s_2b11ced5");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Ok, I will take care of that for you.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Not right now. Maybe later.
boolean hasResponse1 = false;
if (station_yavin4_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_84388bb");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_258");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 108);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: You are busy. I am busy. Too busy to discuss this matter. Come back when you are less busy, right?
string_id message = new string_id (c_stringFile, "s_261");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: So does my command need anything now?
if (response == "s_7e90de8b")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
station_yavin4_action_grantImperialTwo (player, npc);
//-- NPC: I got a report that they...you know...finished their questioning of the pilot you brought back. It would seem that this is...this is part of a larger smuggler operation. They need you to travel to the Corellia system and meet with the ship...the vessel that the freighter was going to meet with. I have been instructed to send you the location, right?
string_id message = new string_id (c_stringFile, "s_f2d0e888");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: He said...he said you need to focus on one task at a time, right. Come back when you are not working, right?
string_id message = new string_id (c_stringFile, "s_337d7f80");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: Any mercenary assignments available?
if (response == "s_266")
{
//-- [NOTE]
if (station_yavin4_condition_finishedTier2 (player, npc))
{
//-- NPC: We do have a list of mercenary assignments. For a pilot with your.... associations. I can offer the following duty missions:
string_id message = new string_id (c_stringFile, "s_268");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I'll hunt down tier 3 Imperial patrols
boolean hasResponse0 = false;
if (station_yavin4_condition_canAttackImperial (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I'll hunt down tier 5 Imperial patrols
boolean hasResponse1 = false;
if (station_yavin4_condition_canTakeTier5RebelDuty (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: I'll hunt down tier 3 Rebel patrols
boolean hasResponse2 = false;
if (station_yavin4_condition_canAttackRebel (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
//-- PLAYER: I'll hunt down tier 5 Rebel patrols
boolean hasResponse3 = false;
if (station_yavin4_condition_canTakeTier5ImperialDuty (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse3 = true;
}
//-- PLAYER: I'll hunt down tier 3 Black Sun Pirates
boolean hasResponse4 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse4 = true;
}
//-- PLAYER: I'll hunt down tier 3 Void Wing Pirates
boolean hasResponse5 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse5 = true;
}
//-- PLAYER: Nothing here for me
boolean hasResponse6 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse6 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_270");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_291");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_274");
if (hasResponse3)
responses [responseIndex++] = new string_id (c_stringFile, "s_292");
if (hasResponse4)
responses [responseIndex++] = new string_id (c_stringFile, "s_278");
if (hasResponse5)
responses [responseIndex++] = new string_id (c_stringFile, "s_282");
if (hasResponse6)
responses [responseIndex++] = new string_id (c_stringFile, "s_286");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 114);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: We don't have anything suited for your level of experience. Please return when you have more combat experience.
string_id message = new string_id (c_stringFile, "s_290");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int station_yavin4_handleBranch49 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: We got word from our man in Naboo that the...that the special package made it there. You did...good.
//-- [RESPONSE NOTE]
//-- PLAYER: About payment?
if (response == "s_6e605bd6")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
station_yavin4_action_giveRewardSmugglerOne (player, npc);
//-- NPC: Yes...payment. Here is your pay for a job well done. Now forget you ever did that for us, right? Is there anything else you need?
string_id message = new string_id (c_stringFile, "s_5482942");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I want to land.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I need repairs
boolean hasResponse1 = false;
if (station_yavin4_condition_canAfford25 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: You seem a little confused. Can I help?
boolean hasResponse2 = false;
if (station_yavin4_condition_notOnOpening (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
//-- PLAYER: How is that Debris Cult problem going?
boolean hasResponse3 = false;
if (station_yavin4_condition_getDebrisAssassinate (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse3 = true;
}
//-- PLAYER: I can rescue your executive now.
boolean hasResponse4 = false;
if (station_yavin4_condition_hasCompletedOpening (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse4 = true;
}
//-- PLAYER: I am looking for some quick work.
boolean hasResponse5 = false;
if (station_yavin4_condition_canTakeDuty (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse5 = true;
}
//-- PLAYER: You seem a little out of it today.
boolean hasResponse6 = false;
if (station_yavin4_condition_notOnMassassi (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse6 = true;
}
//-- PLAYER: Are there any messages for me?
boolean hasResponse7 = false;
if (station_yavin4_condition_notOnImperial (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse7 = true;
}
//-- PLAYER: I am looking for some special work.
boolean hasResponse8 = false;
if (station_yavin4_condition_notOnSmuggler (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse8 = true;
}
//-- PLAYER: So what does the computer say about the Massassi?
boolean hasResponse9 = false;
if (station_yavin4_condition_notOnMassassiTwo (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse9 = true;
}
//-- PLAYER: So what about those fake Massassi?
boolean hasResponse10 = false;
if (station_yavin4_condition_notOnMassassiClosing (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse10 = true;
}
//-- PLAYER: So does my command need anything now?
boolean hasResponse11 = false;
if (station_yavin4_condition_notOnImperialTwo (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse11 = true;
}
//-- PLAYER: Any mercenary assignments available?
boolean hasResponse12 = false;
if (station_yavin4_condition_canTakeQuest (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse12 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_128");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_e0bc7c8a");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_f03bdbb4");
if (hasResponse3)
responses [responseIndex++] = new string_id (c_stringFile, "s_8d876d5d");
if (hasResponse4)
responses [responseIndex++] = new string_id (c_stringFile, "s_7f4fd215");
if (hasResponse5)
responses [responseIndex++] = new string_id (c_stringFile, "s_550d80c");
if (hasResponse6)
responses [responseIndex++] = new string_id (c_stringFile, "s_33418857");
if (hasResponse7)
responses [responseIndex++] = new string_id (c_stringFile, "s_d431431b");
if (hasResponse8)
responses [responseIndex++] = new string_id (c_stringFile, "s_7e57c029");
if (hasResponse9)
responses [responseIndex++] = new string_id (c_stringFile, "s_61d2adfc");
if (hasResponse10)
responses [responseIndex++] = new string_id (c_stringFile, "s_fca1af26");
if (hasResponse11)
responses [responseIndex++] = new string_id (c_stringFile, "s_7e90de8b");
if (hasResponse12)
responses [responseIndex++] = new string_id (c_stringFile, "s_266");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 51);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int station_yavin4_handleBranch50 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Yes...payment. Here is your pay for a job well done. Now forget you ever did that for us, right? Is there anything else you need?
//-- [RESPONSE NOTE]
//-- PLAYER: I want to land.
if (response == "s_128")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Yeah, right? Ok. Where do you want to land now, huh?
string_id message = new string_id (c_stringFile, "s_2b867034");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Mining Outpost.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Labor Outpost.
boolean hasResponse1 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: Imperial Base.
boolean hasResponse2 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_826b822");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_f4af242d");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_7afe2900");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 52);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I need repairs
if (response == "s_e0bc7c8a")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Yeah, you got damage, right. We can fix that, no problem, huh?
string_id message = new string_id (c_stringFile, "s_ac4d2f7b");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Just fix a little of it.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Fix half the damage.
boolean hasResponse1 = false;
if (station_yavin4_condition_canAfford50 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: Fix most of the damage.
boolean hasResponse2 = false;
if (station_yavin4_condition_canAfford75 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
//-- PLAYER: Fix all of the damage.
boolean hasResponse3 = false;
if (station_yavin4_condition_canAfford100 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse3 = true;
}
//-- PLAYER: Never mind.
boolean hasResponse4 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse4 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_7de495e9");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_32c93882");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_e233265e");
if (hasResponse3)
responses [responseIndex++] = new string_id (c_stringFile, "s_a3a3ddb5");
if (hasResponse4)
responses [responseIndex++] = new string_id (c_stringFile, "s_193");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 62);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: You seem a little confused. Can I help?
if (response == "s_f03bdbb4")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: Hmmm...oh, yes...yes, you can. We are having this problem with those crazy debris cultists, right? They decided that we were to blame for the Imperial salvage operation and have taken one of our executives hostage. Those loonies say that if we don't leave they are going...they are going to kill him, right?
string_id message = new string_id (c_stringFile, "s_7ce5949b");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Sounds like I can help.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: No, thanks. Sounds too dangerous.
boolean hasResponse1 = false;
if (station_yavin4_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_5bbcc6ae");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_40aac287");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 76);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: No...well not right now anyways, right? How about you finish up with what you are...you know...working on. Then come back and see me, right?
string_id message = new string_id (c_stringFile, "s_fd0f3d0e");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: How is that Debris Cult problem going?
if (response == "s_8d876d5d")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: Glad you have asked...glad indeed. The bosses are still...you know...mad about the hostage taking incident, right? Maybe you could help make them...not so mad, you know?
string_id message = new string_id (c_stringFile, "s_bee28138");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: What do you need me to do?
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I would rather not get involved right now.
boolean hasResponse1 = false;
if (station_yavin4_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_5bd69df6");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_b1d9e97d");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 80);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Debris Cult! They are here...wait no...oh! My bosses said they have something for you...you know...to do. But they need your full attention, right? Come back when you are not...you know...working on something else.
string_id message = new string_id (c_stringFile, "s_74cde053");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I can rescue your executive now.
if (response == "s_7f4fd215")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
station_yavin4_action_grantOpeningMissionTwo (player, npc);
//-- NPC: That is great...great news. I will send you information on where he is being held. Capture the ship and...and bring it back here, right? You do this for us and we...we will not forget, okay?
string_id message = new string_id (c_stringFile, "s_75d9fc2d");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Well, I...we need help! But you are too busy...too busy. If you were not working on something else...you know...you could work for us!
string_id message = new string_id (c_stringFile, "s_57a3711");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I am looking for some quick work.
if (response == "s_550d80c")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: Ah, so you just need quick...job, right? I have what you need. We need help with...cutting down on the Debris Cult numbers. Also, maybe you...if you want...could help escort some of our freighters?
string_id message = new string_id (c_stringFile, "s_9512e7b6");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I never liked those cultists.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I will watch over the freighters.
boolean hasResponse1 = false;
if (station_yavin4_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_aa668ed0");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_85e232ff");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 86);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Quick work? You already have a...a job. Finish that before we spend time working together, right?
string_id message = new string_id (c_stringFile, "s_a5e6e823");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: You seem a little out of it today.
if (response == "s_33418857")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: What? No...yes! It's nothing, right. Well, actually we have been losing lots of ships lately. They are being attacked and destroyed. No survivors. The bosses decided...for safety...to send out convoys of freighter but that apparently hasn't helped.
string_id message = new string_id (c_stringFile, "s_bf522c1c");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Who is attacking your vessels?
boolean hasResponse0 = false;
if (station_yavin4_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_f7a9938a");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 90);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Well, I...we need help! But you are too busy...too busy. If you were not working on something else...you know...you could work for us!
string_id message = new string_id (c_stringFile, "s_229");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: Are there any messages for me?
if (response == "s_d431431b")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: What? Who are you...wait never mind. Let me see here...oh, yeah, this. Listen this isn't the company's fault...this is the pilot's fault, right? We hired some pilots to help us ship some stuff and they didn't pay their Imperial flight taxes before they left the system. We reported it to your command...you know...like a good loyal company would.
string_id message = new string_id (c_stringFile, "s_cfeb314");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: What is the message?
boolean hasResponse0 = false;
if (station_yavin4_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_24645c62");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 95);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Hmmm? Yes...messages from your...commander. But he said that you cannot be working on...you know...other things. So maybe come back when you are free, right?
string_id message = new string_id (c_stringFile, "s_85861a57");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I am looking for some special work.
if (response == "s_7e57c029")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: I have been watching you and I think you are just...shady enough to be of use. Maybe you would like to carry a...a secret package to Naboo. No questions asked, right?
string_id message = new string_id (c_stringFile, "s_1e323046");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I am just the pilot you are looking for.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: No, thanks. I think I will stay out of this.
boolean hasResponse1 = false;
if (station_yavin4_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_48d5ef59");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_4658b1ba");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 98);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: I do not have special work for busy...pilots. Finish what you are working on and then...you know...I might have something for you, right?
string_id message = new string_id (c_stringFile, "s_bad44c3c");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: So what does the computer say about the Massassi?
if (response == "s_61d2adfc")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: It seems to be some sort of warning...these Massassi want us...the company...to leave the planet and system. If we do not, they...they will kill us all. Maybe you could destroy them first, right?
string_id message = new string_id (c_stringFile, "s_bf4f4650");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Sounds like a mystery for me to solve.
boolean hasResponse0 = false;
if (station_yavin4_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_b0064b47");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 102);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: You are busy. I am busy. Too busy to discuss this matter. Come back when you are less busy, right?
string_id message = new string_id (c_stringFile, "s_89761e1");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: So what about those fake Massassi?
if (response == "s_fca1af26")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: Bosses think we should send Corellia Deep Mining a...a message. We pay you to go destroy the leader...you know...of these fake Massa...the mercenaries, right? We have spotted where that ship is. You got destroy them and then we laugh at Corellia Mining Company, right?
string_id message = new string_id (c_stringFile, "s_2b11ced5");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Ok, I will take care of that for you.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Not right now. Maybe later.
boolean hasResponse1 = false;
if (station_yavin4_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_84388bb");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_258");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 108);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: You are busy. I am busy. Too busy to discuss this matter. Come back when you are less busy, right?
string_id message = new string_id (c_stringFile, "s_261");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: So does my command need anything now?
if (response == "s_7e90de8b")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
station_yavin4_action_grantImperialTwo (player, npc);
//-- NPC: I got a report that they...you know...finished their questioning of the pilot you brought back. It would seem that this is...this is part of a larger smuggler operation. They need you to travel to the Corellia system and meet with the ship...the vessel that the freighter was going to meet with. I have been instructed to send you the location, right?
string_id message = new string_id (c_stringFile, "s_f2d0e888");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: He said...he said you need to focus on one task at a time, right. Come back when you are not working, right?
string_id message = new string_id (c_stringFile, "s_337d7f80");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: Any mercenary assignments available?
if (response == "s_266")
{
//-- [NOTE]
if (station_yavin4_condition_finishedTier2 (player, npc))
{
//-- NPC: We do have a list of mercenary assignments. For a pilot with your.... associations. I can offer the following duty missions:
string_id message = new string_id (c_stringFile, "s_268");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I'll hunt down tier 3 Imperial patrols
boolean hasResponse0 = false;
if (station_yavin4_condition_canAttackImperial (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I'll hunt down tier 5 Imperial patrols
boolean hasResponse1 = false;
if (station_yavin4_condition_canTakeTier5RebelDuty (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: I'll hunt down tier 3 Rebel patrols
boolean hasResponse2 = false;
if (station_yavin4_condition_canAttackRebel (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
//-- PLAYER: I'll hunt down tier 5 Rebel patrols
boolean hasResponse3 = false;
if (station_yavin4_condition_canTakeTier5ImperialDuty (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse3 = true;
}
//-- PLAYER: I'll hunt down tier 3 Black Sun Pirates
boolean hasResponse4 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse4 = true;
}
//-- PLAYER: I'll hunt down tier 3 Void Wing Pirates
boolean hasResponse5 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse5 = true;
}
//-- PLAYER: Nothing here for me
boolean hasResponse6 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse6 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_270");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_291");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_274");
if (hasResponse3)
responses [responseIndex++] = new string_id (c_stringFile, "s_292");
if (hasResponse4)
responses [responseIndex++] = new string_id (c_stringFile, "s_278");
if (hasResponse5)
responses [responseIndex++] = new string_id (c_stringFile, "s_282");
if (hasResponse6)
responses [responseIndex++] = new string_id (c_stringFile, "s_286");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 114);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: We don't have anything suited for your level of experience. Please return when you have more combat experience.
string_id message = new string_id (c_stringFile, "s_290");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int station_yavin4_handleBranch51 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Yes? What? I mean... oh. Yavin Four Labor and Mining Company station, here. Who are you and what do you want?
//-- [RESPONSE NOTE]
//-- PLAYER: I want to land.
if (response == "s_128")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Yeah, right? Ok. Where do you want to land now, huh?
string_id message = new string_id (c_stringFile, "s_2b867034");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Mining Outpost.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Labor Outpost.
boolean hasResponse1 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: Imperial Base.
boolean hasResponse2 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_826b822");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_f4af242d");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_7afe2900");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 52);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I need repairs
if (response == "s_e0bc7c8a")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Yeah, you got damage, right. We can fix that, no problem, huh?
string_id message = new string_id (c_stringFile, "s_ac4d2f7b");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Just fix a little of it.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Fix half the damage.
boolean hasResponse1 = false;
if (station_yavin4_condition_canAfford50 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: Fix most of the damage.
boolean hasResponse2 = false;
if (station_yavin4_condition_canAfford75 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
//-- PLAYER: Fix all of the damage.
boolean hasResponse3 = false;
if (station_yavin4_condition_canAfford100 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse3 = true;
}
//-- PLAYER: Never mind.
boolean hasResponse4 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse4 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_7de495e9");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_32c93882");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_e233265e");
if (hasResponse3)
responses [responseIndex++] = new string_id (c_stringFile, "s_a3a3ddb5");
if (hasResponse4)
responses [responseIndex++] = new string_id (c_stringFile, "s_193");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 62);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: You seem a little confused. Can I help?
if (response == "s_f03bdbb4")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: Hmmm...oh, yes...yes, you can. We are having this problem with those crazy debris cultists, right? They decided that we were to blame for the Imperial salvage operation and have taken one of our executives hostage. Those loonies say that if we don't leave they are going...they are going to kill him, right?
string_id message = new string_id (c_stringFile, "s_7ce5949b");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Sounds like I can help.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: No, thanks. Sounds too dangerous.
boolean hasResponse1 = false;
if (station_yavin4_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_5bbcc6ae");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_40aac287");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 76);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: No...well not right now anyways, right? How about you finish up with what you are...you know...working on. Then come back and see me, right?
string_id message = new string_id (c_stringFile, "s_fd0f3d0e");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: How is that Debris Cult problem going?
if (response == "s_8d876d5d")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: Glad you have asked...glad indeed. The bosses are still...you know...mad about the hostage taking incident, right? Maybe you could help make them...not so mad, you know?
string_id message = new string_id (c_stringFile, "s_bee28138");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: What do you need me to do?
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I would rather not get involved right now.
boolean hasResponse1 = false;
if (station_yavin4_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_5bd69df6");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_b1d9e97d");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 80);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Debris Cult! They are here...wait no...oh! My bosses said they have something for you...you know...to do. But they need your full attention, right? Come back when you are not...you know...working on something else.
string_id message = new string_id (c_stringFile, "s_74cde053");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I can rescue your executive now.
if (response == "s_7f4fd215")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
station_yavin4_action_grantOpeningMissionTwo (player, npc);
//-- NPC: That is great...great news. I will send you information on where he is being held. Capture the ship and...and bring it back here, right? You do this for us and we...we will not forget, okay?
string_id message = new string_id (c_stringFile, "s_75d9fc2d");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Well, I...we need help! But you are too busy...too busy. If you were not working on something else...you know...you could work for us!
string_id message = new string_id (c_stringFile, "s_57a3711");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I am looking for some quick work.
if (response == "s_550d80c")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: Ah, so you just need quick...job, right? I have what you need. We need help with...cutting down on the Debris Cult numbers. Also, maybe you...if you want...could help escort some of our freighters?
string_id message = new string_id (c_stringFile, "s_9512e7b6");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I never liked those cultists.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I will watch over the freighters.
boolean hasResponse1 = false;
if (station_yavin4_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_aa668ed0");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_85e232ff");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 86);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Quick work? You already have a...a job. Finish that before we spend time working together, right?
string_id message = new string_id (c_stringFile, "s_a5e6e823");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: You seem a little out of it today.
if (response == "s_33418857")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: What? No...yes! It's nothing, right. Well, actually we have been losing lots of ships lately. They are being attacked and destroyed. No survivors. The bosses decided...for safety...to send out convoys of freighter but that apparently hasn't helped.
string_id message = new string_id (c_stringFile, "s_bf522c1c");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Who is attacking your vessels?
boolean hasResponse0 = false;
if (station_yavin4_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_f7a9938a");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 90);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Well, I...we need help! But you are too busy...too busy. If you were not working on something else...you know...you could work for us!
string_id message = new string_id (c_stringFile, "s_229");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: Are there any messages for me?
if (response == "s_d431431b")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: What? Who are you...wait never mind. Let me see here...oh, yeah, this. Listen this isn't the company's fault...this is the pilot's fault, right? We hired some pilots to help us ship some stuff and they didn't pay their Imperial flight taxes before they left the system. We reported it to your command...you know...like a good loyal company would.
string_id message = new string_id (c_stringFile, "s_cfeb314");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: What is the message?
boolean hasResponse0 = false;
if (station_yavin4_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_24645c62");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 95);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Hmmm? Yes...messages from your...commander. But he said that you cannot be working on...you know...other things. So maybe come back when you are free, right?
string_id message = new string_id (c_stringFile, "s_85861a57");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I am looking for some special work.
if (response == "s_7e57c029")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: I have been watching you and I think you are just...shady enough to be of use. Maybe you would like to carry a...a secret package to Naboo. No questions asked, right?
string_id message = new string_id (c_stringFile, "s_1e323046");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I am just the pilot you are looking for.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: No, thanks. I think I will stay out of this.
boolean hasResponse1 = false;
if (station_yavin4_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_48d5ef59");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_4658b1ba");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 98);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: I do not have special work for busy...pilots. Finish what you are working on and then...you know...I might have something for you, right?
string_id message = new string_id (c_stringFile, "s_bad44c3c");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: So what does the computer say about the Massassi?
if (response == "s_61d2adfc")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: It seems to be some sort of warning...these Massassi want us...the company...to leave the planet and system. If we do not, they...they will kill us all. Maybe you could destroy them first, right?
string_id message = new string_id (c_stringFile, "s_bf4f4650");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Sounds like a mystery for me to solve.
boolean hasResponse0 = false;
if (station_yavin4_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_b0064b47");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 102);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: You are busy. I am busy. Too busy to discuss this matter. Come back when you are less busy, right?
string_id message = new string_id (c_stringFile, "s_89761e1");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: So what about those fake Massassi?
if (response == "s_fca1af26")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: Bosses think we should send Corellia Deep Mining a...a message. We pay you to go destroy the leader...you know...of these fake Massa...the mercenaries, right? We have spotted where that ship is. You got destroy them and then we laugh at Corellia Mining Company, right?
string_id message = new string_id (c_stringFile, "s_2b11ced5");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Ok, I will take care of that for you.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Not right now. Maybe later.
boolean hasResponse1 = false;
if (station_yavin4_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_84388bb");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_258");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 108);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: You are busy. I am busy. Too busy to discuss this matter. Come back when you are less busy, right?
string_id message = new string_id (c_stringFile, "s_261");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: So does my command need anything now?
if (response == "s_7e90de8b")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
station_yavin4_action_grantImperialTwo (player, npc);
//-- NPC: I got a report that they...you know...finished their questioning of the pilot you brought back. It would seem that this is...this is part of a larger smuggler operation. They need you to travel to the Corellia system and meet with the ship...the vessel that the freighter was going to meet with. I have been instructed to send you the location, right?
string_id message = new string_id (c_stringFile, "s_f2d0e888");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: He said...he said you need to focus on one task at a time, right. Come back when you are not working, right?
string_id message = new string_id (c_stringFile, "s_337d7f80");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: Any mercenary assignments available?
if (response == "s_266")
{
//-- [NOTE]
if (station_yavin4_condition_finishedTier2 (player, npc))
{
//-- NPC: We do have a list of mercenary assignments. For a pilot with your.... associations. I can offer the following duty missions:
string_id message = new string_id (c_stringFile, "s_268");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I'll hunt down tier 3 Imperial patrols
boolean hasResponse0 = false;
if (station_yavin4_condition_canAttackImperial (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I'll hunt down tier 5 Imperial patrols
boolean hasResponse1 = false;
if (station_yavin4_condition_canTakeTier5RebelDuty (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: I'll hunt down tier 3 Rebel patrols
boolean hasResponse2 = false;
if (station_yavin4_condition_canAttackRebel (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
//-- PLAYER: I'll hunt down tier 5 Rebel patrols
boolean hasResponse3 = false;
if (station_yavin4_condition_canTakeTier5ImperialDuty (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse3 = true;
}
//-- PLAYER: I'll hunt down tier 3 Black Sun Pirates
boolean hasResponse4 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse4 = true;
}
//-- PLAYER: I'll hunt down tier 3 Void Wing Pirates
boolean hasResponse5 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse5 = true;
}
//-- PLAYER: Nothing here for me
boolean hasResponse6 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse6 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_270");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_291");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_274");
if (hasResponse3)
responses [responseIndex++] = new string_id (c_stringFile, "s_292");
if (hasResponse4)
responses [responseIndex++] = new string_id (c_stringFile, "s_278");
if (hasResponse5)
responses [responseIndex++] = new string_id (c_stringFile, "s_282");
if (hasResponse6)
responses [responseIndex++] = new string_id (c_stringFile, "s_286");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 114);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: We don't have anything suited for your level of experience. Please return when you have more combat experience.
string_id message = new string_id (c_stringFile, "s_290");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int station_yavin4_handleBranch52 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Yeah, right? Ok. Where do you want to land now, huh?
//-- [RESPONSE NOTE]
//-- PLAYER: Mining Outpost.
if (response == "s_826b822")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: What? Mining Outpost? Ok, right. You're clear. Land any time you want, so!
string_id message = new string_id (c_stringFile, "s_e6e072e0");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: (Land)
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: (Abort Landing)
boolean hasResponse1 = false;
if (station_yavin4_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_2dc4697a");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_b989d1b3");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 53);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: Labor Outpost.
if (response == "s_f4af242d")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Oh yeah, right! Hard workers there. You're ok! Land when ready, huh!
string_id message = new string_id (c_stringFile, "s_b942e498");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: (Land)
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: (Abort Landing)
boolean hasResponse1 = false;
if (station_yavin4_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_139");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_142");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 56);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: Imperial Base.
if (response == "s_7afe2900")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Oh yeah, right! You're ok! Land when ready, huh!
string_id message = new string_id (c_stringFile, "s_238a5da3");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: (Land)
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: (Abort Landing)
boolean hasResponse1 = false;
if (station_yavin4_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_147");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_151");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 59);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int station_yavin4_handleBranch53 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: What? Mining Outpost? Ok, right. You're clear. Land any time you want, so!
//-- [RESPONSE NOTE]
//-- PLAYER: (Land)
if (response == "s_2dc4697a")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
station_yavin4_action_landStation1 (player, npc);
//-- NPC: Ok, see you, right? Later, huh!
string_id message = new string_id (c_stringFile, "s_914cece8");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: (Abort Landing)
if (response == "s_b989d1b3")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Huh? Oh. Ok, thanks anyway.
string_id message = new string_id (c_stringFile, "s_6a96c9e9");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int station_yavin4_handleBranch56 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Oh yeah, right! Hard workers there. You're ok! Land when ready, huh!
//-- [RESPONSE NOTE]
//-- PLAYER: (Land)
if (response == "s_139")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
station_yavin4_action_landStation2 (player, npc);
//-- NPC: Ok! Back to work, right!
string_id message = new string_id (c_stringFile, "s_17204aa9");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: (Abort Landing)
if (response == "s_142")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Right, never mind, huh? I guess so!
string_id message = new string_id (c_stringFile, "s_ac93ee89");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int station_yavin4_handleBranch59 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Oh yeah, right! You're ok! Land when ready, huh!
//-- [RESPONSE NOTE]
//-- PLAYER: (Land)
if (response == "s_147")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
station_yavin4_action_landStation3 (player, npc);
//-- NPC: Ok! Back to work, right!
string_id message = new string_id (c_stringFile, "s_149");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: (Abort Landing)
if (response == "s_151")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Right, never mind, huh? I guess so!
string_id message = new string_id (c_stringFile, "s_153");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int station_yavin4_handleBranch62 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Yeah, you got damage, right. We can fix that, no problem, huh?
//-- [RESPONSE NOTE]
//-- PLAYER: Just fix a little of it.
if (response == "s_7de495e9")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: %DI credits! You gotta pay now, huh!
string_id message = new string_id (c_stringFile, "s_4bb8df07");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: (Transfer funds)
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Never mind.
boolean hasResponse1 = false;
if (station_yavin4_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_fdfb1283");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_169df3bb");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 63);
prose_package pp = new prose_package ();
pp.stringId = message;
pp.actor.set (player);
pp.target.set (npc);
pp.digitInteger = station_yavin4_tokenDI_getStationRepairCost25 (player, npc);
npcSpeak (player, pp);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
prose_package pp = new prose_package ();
pp.stringId = message;
pp.actor.set (player);
pp.target.set (npc);
pp.digitInteger = station_yavin4_tokenDI_getStationRepairCost25 (player, npc);
npcEndConversationWithMessage (player, pp);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: Fix half the damage.
if (response == "s_32c93882")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: %DI credits! You gotta pay now, huh!
string_id message = new string_id (c_stringFile, "s_164");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: (Transfer funds)
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Never mind.
boolean hasResponse1 = false;
if (station_yavin4_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_166");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_169");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 66);
prose_package pp = new prose_package ();
pp.stringId = message;
pp.actor.set (player);
pp.target.set (npc);
pp.digitInteger = station_yavin4_tokenDI_getStationRepairCost50 (player, npc);
npcSpeak (player, pp);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
prose_package pp = new prose_package ();
pp.stringId = message;
pp.actor.set (player);
pp.target.set (npc);
pp.digitInteger = station_yavin4_tokenDI_getStationRepairCost50 (player, npc);
npcEndConversationWithMessage (player, pp);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: Fix most of the damage.
if (response == "s_e233265e")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: %DI credits! You gotta pay now, huh!
string_id message = new string_id (c_stringFile, "s_174");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: (Transfer funds)
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Never mind.
boolean hasResponse1 = false;
if (station_yavin4_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_176");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_179");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 69);
prose_package pp = new prose_package ();
pp.stringId = message;
pp.actor.set (player);
pp.target.set (npc);
pp.digitInteger = station_yavin4_tokenDI_getStationRepairCost75 (player, npc);
npcSpeak (player, pp);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
prose_package pp = new prose_package ();
pp.stringId = message;
pp.actor.set (player);
pp.target.set (npc);
pp.digitInteger = station_yavin4_tokenDI_getStationRepairCost75 (player, npc);
npcEndConversationWithMessage (player, pp);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: Fix all of the damage.
if (response == "s_a3a3ddb5")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: %DI credits! You gotta pay now, huh!
string_id message = new string_id (c_stringFile, "s_184");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: (Transfer funds)
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Never mind.
boolean hasResponse1 = false;
if (station_yavin4_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_186");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_189");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 72);
prose_package pp = new prose_package ();
pp.stringId = message;
pp.actor.set (player);
pp.target.set (npc);
pp.digitInteger = station_yavin4_tokenDI_getStationRepairCost100 (player, npc);
npcSpeak (player, pp);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
prose_package pp = new prose_package ();
pp.stringId = message;
pp.actor.set (player);
pp.target.set (npc);
pp.digitInteger = station_yavin4_tokenDI_getStationRepairCost100 (player, npc);
npcEndConversationWithMessage (player, pp);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: Never mind.
if (response == "s_193")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Yeah, right! You can never mind, too, huh?
string_id message = new string_id (c_stringFile, "s_195");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int station_yavin4_handleBranch63 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: %DI credits! You gotta pay now, huh!
//-- [RESPONSE NOTE]
//-- PLAYER: (Transfer funds)
if (response == "s_fdfb1283")
{
station_yavin4_action_fix25 (player, npc);
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: 25% of your ship's damage has been fixed. Now you go on.
string_id message = new string_id (c_stringFile, "s_b239081a");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: Never mind.
if (response == "s_169df3bb")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Yeah, right! You can never mind, too, huh?
string_id message = new string_id (c_stringFile, "s_3aac2f84");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int station_yavin4_handleBranch66 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: %DI credits! You gotta pay now, huh!
//-- [RESPONSE NOTE]
//-- PLAYER: (Transfer funds)
if (response == "s_166")
{
station_yavin4_action_fix50 (player, npc);
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: 50% of your ship's damage has been fixed. Now you go on.
string_id message = new string_id (c_stringFile, "s_7c3eca7b");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: Never mind.
if (response == "s_169")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Yeah, right! You can never mind, too, huh?
string_id message = new string_id (c_stringFile, "s_171");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int station_yavin4_handleBranch69 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: %DI credits! You gotta pay now, huh!
//-- [RESPONSE NOTE]
//-- PLAYER: (Transfer funds)
if (response == "s_176")
{
station_yavin4_action_fix75 (player, npc);
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: 75% of your ship's damage has been fixed. Now you go on.
string_id message = new string_id (c_stringFile, "s_e5cc8ab2");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: Never mind.
if (response == "s_179")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Yeah, right! You can never mind, too, huh?
string_id message = new string_id (c_stringFile, "s_181");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int station_yavin4_handleBranch72 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: %DI credits! You gotta pay now, huh!
//-- [RESPONSE NOTE]
//-- PLAYER: (Transfer funds)
if (response == "s_186")
{
station_yavin4_action_fix100 (player, npc);
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Your ship is fixed, now. So! Now you're leaving, ok!
string_id message = new string_id (c_stringFile, "s_f3c91859");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: Never mind.
if (response == "s_189")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Yeah, right! You can never mind, too, huh?
string_id message = new string_id (c_stringFile, "s_191");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int station_yavin4_handleBranch76 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Hmmm...oh, yes...yes, you can. We are having this problem with those crazy debris cultists, right? They decided that we were to blame for the Imperial salvage operation and have taken one of our executives hostage. Those loonies say that if we don't leave they are going...they are going to kill him, right?
//-- [RESPONSE NOTE]
//-- PLAYER: Sounds like I can help.
if (response == "s_5bbcc6ae")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
station_yavin4_action_grantOpeningMission (player, npc);
//-- NPC: That is great news...I will tell the bosses that I have found a pilot that can help us out. We don't know where they are keeping our man, but we do know where the...demands are being broadcast from. If you go check out that ship, I bet they will know where our man is, right?
string_id message = new string_id (c_stringFile, "s_dce1cf5c");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: No, thanks. Sounds too dangerous.
if (response == "s_40aac287")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: I...I understand. We could really use your help in dealing with these loonies. But if you won't, you won't. Is there anything...anything else you need?
string_id message = new string_id (c_stringFile, "s_8bd7b9f9");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I want to land.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I need repairs
boolean hasResponse1 = false;
if (station_yavin4_condition_canAfford25 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: You seem a little confused. Can I help?
boolean hasResponse2 = false;
if (station_yavin4_condition_notOnOpening (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
//-- PLAYER: How is that Debris Cult problem going?
boolean hasResponse3 = false;
if (station_yavin4_condition_getDebrisAssassinate (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse3 = true;
}
//-- PLAYER: I can rescue your executive now.
boolean hasResponse4 = false;
if (station_yavin4_condition_hasCompletedOpening (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse4 = true;
}
//-- PLAYER: I am looking for some quick work.
boolean hasResponse5 = false;
if (station_yavin4_condition_canTakeDuty (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse5 = true;
}
//-- PLAYER: You seem a little out of it today.
boolean hasResponse6 = false;
if (station_yavin4_condition_notOnMassassi (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse6 = true;
}
//-- PLAYER: Are there any messages for me?
boolean hasResponse7 = false;
if (station_yavin4_condition_notOnImperial (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse7 = true;
}
//-- PLAYER: I am looking for some special work.
boolean hasResponse8 = false;
if (station_yavin4_condition_notOnSmuggler (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse8 = true;
}
//-- PLAYER: So what does the computer say about the Massassi?
boolean hasResponse9 = false;
if (station_yavin4_condition_notOnMassassiTwo (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse9 = true;
}
//-- PLAYER: So what about those fake Massassi?
boolean hasResponse10 = false;
if (station_yavin4_condition_notOnMassassiClosing (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse10 = true;
}
//-- PLAYER: So does my command need anything now?
boolean hasResponse11 = false;
if (station_yavin4_condition_notOnImperialTwo (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse11 = true;
}
//-- PLAYER: Any mercenary assignments available?
boolean hasResponse12 = false;
if (station_yavin4_condition_canTakeQuest (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse12 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_128");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_e0bc7c8a");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_f03bdbb4");
if (hasResponse3)
responses [responseIndex++] = new string_id (c_stringFile, "s_8d876d5d");
if (hasResponse4)
responses [responseIndex++] = new string_id (c_stringFile, "s_7f4fd215");
if (hasResponse5)
responses [responseIndex++] = new string_id (c_stringFile, "s_550d80c");
if (hasResponse6)
responses [responseIndex++] = new string_id (c_stringFile, "s_33418857");
if (hasResponse7)
responses [responseIndex++] = new string_id (c_stringFile, "s_d431431b");
if (hasResponse8)
responses [responseIndex++] = new string_id (c_stringFile, "s_7e57c029");
if (hasResponse9)
responses [responseIndex++] = new string_id (c_stringFile, "s_61d2adfc");
if (hasResponse10)
responses [responseIndex++] = new string_id (c_stringFile, "s_fca1af26");
if (hasResponse11)
responses [responseIndex++] = new string_id (c_stringFile, "s_7e90de8b");
if (hasResponse12)
responses [responseIndex++] = new string_id (c_stringFile, "s_266");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 51);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int station_yavin4_handleBranch78 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: I...I understand. We could really use your help in dealing with these loonies. But if you won't, you won't. Is there anything...anything else you need?
//-- [RESPONSE NOTE]
//-- PLAYER: I want to land.
if (response == "s_128")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Yeah, right? Ok. Where do you want to land now, huh?
string_id message = new string_id (c_stringFile, "s_2b867034");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Mining Outpost.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Labor Outpost.
boolean hasResponse1 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: Imperial Base.
boolean hasResponse2 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_826b822");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_f4af242d");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_7afe2900");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 52);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I need repairs
if (response == "s_e0bc7c8a")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Yeah, you got damage, right. We can fix that, no problem, huh?
string_id message = new string_id (c_stringFile, "s_ac4d2f7b");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Just fix a little of it.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Fix half the damage.
boolean hasResponse1 = false;
if (station_yavin4_condition_canAfford50 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: Fix most of the damage.
boolean hasResponse2 = false;
if (station_yavin4_condition_canAfford75 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
//-- PLAYER: Fix all of the damage.
boolean hasResponse3 = false;
if (station_yavin4_condition_canAfford100 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse3 = true;
}
//-- PLAYER: Never mind.
boolean hasResponse4 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse4 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_7de495e9");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_32c93882");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_e233265e");
if (hasResponse3)
responses [responseIndex++] = new string_id (c_stringFile, "s_a3a3ddb5");
if (hasResponse4)
responses [responseIndex++] = new string_id (c_stringFile, "s_193");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 62);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: You seem a little confused. Can I help?
if (response == "s_f03bdbb4")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: Hmmm...oh, yes...yes, you can. We are having this problem with those crazy debris cultists, right? They decided that we were to blame for the Imperial salvage operation and have taken one of our executives hostage. Those loonies say that if we don't leave they are going...they are going to kill him, right?
string_id message = new string_id (c_stringFile, "s_7ce5949b");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Sounds like I can help.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: No, thanks. Sounds too dangerous.
boolean hasResponse1 = false;
if (station_yavin4_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_5bbcc6ae");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_40aac287");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 76);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: No...well not right now anyways, right? How about you finish up with what you are...you know...working on. Then come back and see me, right?
string_id message = new string_id (c_stringFile, "s_fd0f3d0e");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: How is that Debris Cult problem going?
if (response == "s_8d876d5d")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: Glad you have asked...glad indeed. The bosses are still...you know...mad about the hostage taking incident, right? Maybe you could help make them...not so mad, you know?
string_id message = new string_id (c_stringFile, "s_bee28138");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: What do you need me to do?
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I would rather not get involved right now.
boolean hasResponse1 = false;
if (station_yavin4_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_5bd69df6");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_b1d9e97d");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 80);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Debris Cult! They are here...wait no...oh! My bosses said they have something for you...you know...to do. But they need your full attention, right? Come back when you are not...you know...working on something else.
string_id message = new string_id (c_stringFile, "s_74cde053");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I can rescue your executive now.
if (response == "s_7f4fd215")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
station_yavin4_action_grantOpeningMissionTwo (player, npc);
//-- NPC: That is great...great news. I will send you information on where he is being held. Capture the ship and...and bring it back here, right? You do this for us and we...we will not forget, okay?
string_id message = new string_id (c_stringFile, "s_75d9fc2d");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Well, I...we need help! But you are too busy...too busy. If you were not working on something else...you know...you could work for us!
string_id message = new string_id (c_stringFile, "s_57a3711");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I am looking for some quick work.
if (response == "s_550d80c")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: Ah, so you just need quick...job, right? I have what you need. We need help with...cutting down on the Debris Cult numbers. Also, maybe you...if you want...could help escort some of our freighters?
string_id message = new string_id (c_stringFile, "s_9512e7b6");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I never liked those cultists.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I will watch over the freighters.
boolean hasResponse1 = false;
if (station_yavin4_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_aa668ed0");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_85e232ff");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 86);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Quick work? You already have a...a job. Finish that before we spend time working together, right?
string_id message = new string_id (c_stringFile, "s_a5e6e823");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: You seem a little out of it today.
if (response == "s_33418857")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: What? No...yes! It's nothing, right. Well, actually we have been losing lots of ships lately. They are being attacked and destroyed. No survivors. The bosses decided...for safety...to send out convoys of freighter but that apparently hasn't helped.
string_id message = new string_id (c_stringFile, "s_bf522c1c");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Who is attacking your vessels?
boolean hasResponse0 = false;
if (station_yavin4_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_f7a9938a");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 90);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Well, I...we need help! But you are too busy...too busy. If you were not working on something else...you know...you could work for us!
string_id message = new string_id (c_stringFile, "s_229");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: Are there any messages for me?
if (response == "s_d431431b")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: What? Who are you...wait never mind. Let me see here...oh, yeah, this. Listen this isn't the company's fault...this is the pilot's fault, right? We hired some pilots to help us ship some stuff and they didn't pay their Imperial flight taxes before they left the system. We reported it to your command...you know...like a good loyal company would.
string_id message = new string_id (c_stringFile, "s_cfeb314");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: What is the message?
boolean hasResponse0 = false;
if (station_yavin4_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_24645c62");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 95);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Hmmm? Yes...messages from your...commander. But he said that you cannot be working on...you know...other things. So maybe come back when you are free, right?
string_id message = new string_id (c_stringFile, "s_85861a57");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I am looking for some special work.
if (response == "s_7e57c029")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: I have been watching you and I think you are just...shady enough to be of use. Maybe you would like to carry a...a secret package to Naboo. No questions asked, right?
string_id message = new string_id (c_stringFile, "s_1e323046");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I am just the pilot you are looking for.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: No, thanks. I think I will stay out of this.
boolean hasResponse1 = false;
if (station_yavin4_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_48d5ef59");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_4658b1ba");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 98);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: I do not have special work for busy...pilots. Finish what you are working on and then...you know...I might have something for you, right?
string_id message = new string_id (c_stringFile, "s_bad44c3c");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: So what does the computer say about the Massassi?
if (response == "s_61d2adfc")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: It seems to be some sort of warning...these Massassi want us...the company...to leave the planet and system. If we do not, they...they will kill us all. Maybe you could destroy them first, right?
string_id message = new string_id (c_stringFile, "s_bf4f4650");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Sounds like a mystery for me to solve.
boolean hasResponse0 = false;
if (station_yavin4_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_b0064b47");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 102);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: You are busy. I am busy. Too busy to discuss this matter. Come back when you are less busy, right?
string_id message = new string_id (c_stringFile, "s_89761e1");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: So what about those fake Massassi?
if (response == "s_fca1af26")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: Bosses think we should send Corellia Deep Mining a...a message. We pay you to go destroy the leader...you know...of these fake Massa...the mercenaries, right? We have spotted where that ship is. You got destroy them and then we laugh at Corellia Mining Company, right?
string_id message = new string_id (c_stringFile, "s_2b11ced5");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Ok, I will take care of that for you.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Not right now. Maybe later.
boolean hasResponse1 = false;
if (station_yavin4_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_84388bb");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_258");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 108);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: You are busy. I am busy. Too busy to discuss this matter. Come back when you are less busy, right?
string_id message = new string_id (c_stringFile, "s_261");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: So does my command need anything now?
if (response == "s_7e90de8b")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
station_yavin4_action_grantImperialTwo (player, npc);
//-- NPC: I got a report that they...you know...finished their questioning of the pilot you brought back. It would seem that this is...this is part of a larger smuggler operation. They need you to travel to the Corellia system and meet with the ship...the vessel that the freighter was going to meet with. I have been instructed to send you the location, right?
string_id message = new string_id (c_stringFile, "s_f2d0e888");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: He said...he said you need to focus on one task at a time, right. Come back when you are not working, right?
string_id message = new string_id (c_stringFile, "s_337d7f80");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: Any mercenary assignments available?
if (response == "s_266")
{
//-- [NOTE]
if (station_yavin4_condition_finishedTier2 (player, npc))
{
//-- NPC: We do have a list of mercenary assignments. For a pilot with your.... associations. I can offer the following duty missions:
string_id message = new string_id (c_stringFile, "s_268");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I'll hunt down tier 3 Imperial patrols
boolean hasResponse0 = false;
if (station_yavin4_condition_canAttackImperial (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I'll hunt down tier 5 Imperial patrols
boolean hasResponse1 = false;
if (station_yavin4_condition_canTakeTier5RebelDuty (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: I'll hunt down tier 3 Rebel patrols
boolean hasResponse2 = false;
if (station_yavin4_condition_canAttackRebel (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
//-- PLAYER: I'll hunt down tier 5 Rebel patrols
boolean hasResponse3 = false;
if (station_yavin4_condition_canTakeTier5ImperialDuty (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse3 = true;
}
//-- PLAYER: I'll hunt down tier 3 Black Sun Pirates
boolean hasResponse4 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse4 = true;
}
//-- PLAYER: I'll hunt down tier 3 Void Wing Pirates
boolean hasResponse5 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse5 = true;
}
//-- PLAYER: Nothing here for me
boolean hasResponse6 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse6 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_270");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_291");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_274");
if (hasResponse3)
responses [responseIndex++] = new string_id (c_stringFile, "s_292");
if (hasResponse4)
responses [responseIndex++] = new string_id (c_stringFile, "s_278");
if (hasResponse5)
responses [responseIndex++] = new string_id (c_stringFile, "s_282");
if (hasResponse6)
responses [responseIndex++] = new string_id (c_stringFile, "s_286");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 114);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: We don't have anything suited for your level of experience. Please return when you have more combat experience.
string_id message = new string_id (c_stringFile, "s_290");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int station_yavin4_handleBranch80 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Glad you have asked...glad indeed. The bosses are still...you know...mad about the hostage taking incident, right? Maybe you could help make them...not so mad, you know?
//-- [RESPONSE NOTE]
//-- PLAYER: What do you need me to do?
if (response == "s_5bd69df6")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
station_yavin4_action_grantDebrisAssassinate (player, npc);
//-- NPC: You can go kill the cult leader, right? The leader of the...loonies never tries to hide so we know where he is. We can send you right to him. You blow that crazy out of the system and we will pay you for your...services.
string_id message = new string_id (c_stringFile, "s_b3228c04");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I would rather not get involved right now.
if (response == "s_b1d9e97d")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: No worries...you just let me know if you are interested. So...can I help you with something now, right?
string_id message = new string_id (c_stringFile, "s_c9085385");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I want to land.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I need repairs
boolean hasResponse1 = false;
if (station_yavin4_condition_canAfford25 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: You seem a little confused. Can I help?
boolean hasResponse2 = false;
if (station_yavin4_condition_notOnOpening (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
//-- PLAYER: How is that Debris Cult problem going?
boolean hasResponse3 = false;
if (station_yavin4_condition_getDebrisAssassinate (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse3 = true;
}
//-- PLAYER: I can rescue your executive now.
boolean hasResponse4 = false;
if (station_yavin4_condition_hasCompletedOpening (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse4 = true;
}
//-- PLAYER: I am looking for some quick work.
boolean hasResponse5 = false;
if (station_yavin4_condition_canTakeDuty (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse5 = true;
}
//-- PLAYER: You seem a little out of it today.
boolean hasResponse6 = false;
if (station_yavin4_condition_notOnMassassi (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse6 = true;
}
//-- PLAYER: Are there any messages for me?
boolean hasResponse7 = false;
if (station_yavin4_condition_notOnImperial (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse7 = true;
}
//-- PLAYER: I am looking for some special work.
boolean hasResponse8 = false;
if (station_yavin4_condition_notOnSmuggler (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse8 = true;
}
//-- PLAYER: So what does the computer say about the Massassi?
boolean hasResponse9 = false;
if (station_yavin4_condition_notOnMassassiTwo (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse9 = true;
}
//-- PLAYER: So what about those fake Massassi?
boolean hasResponse10 = false;
if (station_yavin4_condition_notOnMassassiClosing (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse10 = true;
}
//-- PLAYER: So does my command need anything now?
boolean hasResponse11 = false;
if (station_yavin4_condition_notOnImperialTwo (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse11 = true;
}
//-- PLAYER: Any mercenary assignments available?
boolean hasResponse12 = false;
if (station_yavin4_condition_canTakeQuest (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse12 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_128");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_e0bc7c8a");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_f03bdbb4");
if (hasResponse3)
responses [responseIndex++] = new string_id (c_stringFile, "s_8d876d5d");
if (hasResponse4)
responses [responseIndex++] = new string_id (c_stringFile, "s_7f4fd215");
if (hasResponse5)
responses [responseIndex++] = new string_id (c_stringFile, "s_550d80c");
if (hasResponse6)
responses [responseIndex++] = new string_id (c_stringFile, "s_33418857");
if (hasResponse7)
responses [responseIndex++] = new string_id (c_stringFile, "s_d431431b");
if (hasResponse8)
responses [responseIndex++] = new string_id (c_stringFile, "s_7e57c029");
if (hasResponse9)
responses [responseIndex++] = new string_id (c_stringFile, "s_61d2adfc");
if (hasResponse10)
responses [responseIndex++] = new string_id (c_stringFile, "s_fca1af26");
if (hasResponse11)
responses [responseIndex++] = new string_id (c_stringFile, "s_7e90de8b");
if (hasResponse12)
responses [responseIndex++] = new string_id (c_stringFile, "s_266");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 51);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int station_yavin4_handleBranch82 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: No worries...you just let me know if you are interested. So...can I help you with something now, right?
//-- [RESPONSE NOTE]
//-- PLAYER: I want to land.
if (response == "s_128")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Yeah, right? Ok. Where do you want to land now, huh?
string_id message = new string_id (c_stringFile, "s_2b867034");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Mining Outpost.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Labor Outpost.
boolean hasResponse1 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: Imperial Base.
boolean hasResponse2 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_826b822");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_f4af242d");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_7afe2900");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 52);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I need repairs
if (response == "s_e0bc7c8a")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Yeah, you got damage, right. We can fix that, no problem, huh?
string_id message = new string_id (c_stringFile, "s_ac4d2f7b");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Just fix a little of it.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Fix half the damage.
boolean hasResponse1 = false;
if (station_yavin4_condition_canAfford50 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: Fix most of the damage.
boolean hasResponse2 = false;
if (station_yavin4_condition_canAfford75 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
//-- PLAYER: Fix all of the damage.
boolean hasResponse3 = false;
if (station_yavin4_condition_canAfford100 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse3 = true;
}
//-- PLAYER: Never mind.
boolean hasResponse4 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse4 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_7de495e9");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_32c93882");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_e233265e");
if (hasResponse3)
responses [responseIndex++] = new string_id (c_stringFile, "s_a3a3ddb5");
if (hasResponse4)
responses [responseIndex++] = new string_id (c_stringFile, "s_193");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 62);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: You seem a little confused. Can I help?
if (response == "s_f03bdbb4")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: Hmmm...oh, yes...yes, you can. We are having this problem with those crazy debris cultists, right? They decided that we were to blame for the Imperial salvage operation and have taken one of our executives hostage. Those loonies say that if we don't leave they are going...they are going to kill him, right?
string_id message = new string_id (c_stringFile, "s_7ce5949b");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Sounds like I can help.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: No, thanks. Sounds too dangerous.
boolean hasResponse1 = false;
if (station_yavin4_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_5bbcc6ae");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_40aac287");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 76);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: No...well not right now anyways, right? How about you finish up with what you are...you know...working on. Then come back and see me, right?
string_id message = new string_id (c_stringFile, "s_fd0f3d0e");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: How is that Debris Cult problem going?
if (response == "s_8d876d5d")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: Glad you have asked...glad indeed. The bosses are still...you know...mad about the hostage taking incident, right? Maybe you could help make them...not so mad, you know?
string_id message = new string_id (c_stringFile, "s_bee28138");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: What do you need me to do?
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I would rather not get involved right now.
boolean hasResponse1 = false;
if (station_yavin4_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_5bd69df6");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_b1d9e97d");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 80);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Debris Cult! They are here...wait no...oh! My bosses said they have something for you...you know...to do. But they need your full attention, right? Come back when you are not...you know...working on something else.
string_id message = new string_id (c_stringFile, "s_74cde053");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I can rescue your executive now.
if (response == "s_7f4fd215")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
station_yavin4_action_grantOpeningMissionTwo (player, npc);
//-- NPC: That is great...great news. I will send you information on where he is being held. Capture the ship and...and bring it back here, right? You do this for us and we...we will not forget, okay?
string_id message = new string_id (c_stringFile, "s_75d9fc2d");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Well, I...we need help! But you are too busy...too busy. If you were not working on something else...you know...you could work for us!
string_id message = new string_id (c_stringFile, "s_57a3711");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I am looking for some quick work.
if (response == "s_550d80c")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: Ah, so you just need quick...job, right? I have what you need. We need help with...cutting down on the Debris Cult numbers. Also, maybe you...if you want...could help escort some of our freighters?
string_id message = new string_id (c_stringFile, "s_9512e7b6");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I never liked those cultists.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I will watch over the freighters.
boolean hasResponse1 = false;
if (station_yavin4_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_aa668ed0");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_85e232ff");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 86);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Quick work? You already have a...a job. Finish that before we spend time working together, right?
string_id message = new string_id (c_stringFile, "s_a5e6e823");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: You seem a little out of it today.
if (response == "s_33418857")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: What? No...yes! It's nothing, right. Well, actually we have been losing lots of ships lately. They are being attacked and destroyed. No survivors. The bosses decided...for safety...to send out convoys of freighter but that apparently hasn't helped.
string_id message = new string_id (c_stringFile, "s_bf522c1c");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Who is attacking your vessels?
boolean hasResponse0 = false;
if (station_yavin4_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_f7a9938a");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 90);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Well, I...we need help! But you are too busy...too busy. If you were not working on something else...you know...you could work for us!
string_id message = new string_id (c_stringFile, "s_229");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: Are there any messages for me?
if (response == "s_d431431b")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: What? Who are you...wait never mind. Let me see here...oh, yeah, this. Listen this isn't the company's fault...this is the pilot's fault, right? We hired some pilots to help us ship some stuff and they didn't pay their Imperial flight taxes before they left the system. We reported it to your command...you know...like a good loyal company would.
string_id message = new string_id (c_stringFile, "s_cfeb314");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: What is the message?
boolean hasResponse0 = false;
if (station_yavin4_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_24645c62");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 95);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Hmmm? Yes...messages from your...commander. But he said that you cannot be working on...you know...other things. So maybe come back when you are free, right?
string_id message = new string_id (c_stringFile, "s_85861a57");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I am looking for some special work.
if (response == "s_7e57c029")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: I have been watching you and I think you are just...shady enough to be of use. Maybe you would like to carry a...a secret package to Naboo. No questions asked, right?
string_id message = new string_id (c_stringFile, "s_1e323046");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I am just the pilot you are looking for.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: No, thanks. I think I will stay out of this.
boolean hasResponse1 = false;
if (station_yavin4_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_48d5ef59");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_4658b1ba");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 98);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: I do not have special work for busy...pilots. Finish what you are working on and then...you know...I might have something for you, right?
string_id message = new string_id (c_stringFile, "s_bad44c3c");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: So what does the computer say about the Massassi?
if (response == "s_61d2adfc")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: It seems to be some sort of warning...these Massassi want us...the company...to leave the planet and system. If we do not, they...they will kill us all. Maybe you could destroy them first, right?
string_id message = new string_id (c_stringFile, "s_bf4f4650");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Sounds like a mystery for me to solve.
boolean hasResponse0 = false;
if (station_yavin4_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_b0064b47");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 102);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: You are busy. I am busy. Too busy to discuss this matter. Come back when you are less busy, right?
string_id message = new string_id (c_stringFile, "s_89761e1");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: So what about those fake Massassi?
if (response == "s_fca1af26")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: Bosses think we should send Corellia Deep Mining a...a message. We pay you to go destroy the leader...you know...of these fake Massa...the mercenaries, right? We have spotted where that ship is. You got destroy them and then we laugh at Corellia Mining Company, right?
string_id message = new string_id (c_stringFile, "s_2b11ced5");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Ok, I will take care of that for you.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Not right now. Maybe later.
boolean hasResponse1 = false;
if (station_yavin4_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_84388bb");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_258");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 108);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: You are busy. I am busy. Too busy to discuss this matter. Come back when you are less busy, right?
string_id message = new string_id (c_stringFile, "s_261");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: So does my command need anything now?
if (response == "s_7e90de8b")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
station_yavin4_action_grantImperialTwo (player, npc);
//-- NPC: I got a report that they...you know...finished their questioning of the pilot you brought back. It would seem that this is...this is part of a larger smuggler operation. They need you to travel to the Corellia system and meet with the ship...the vessel that the freighter was going to meet with. I have been instructed to send you the location, right?
string_id message = new string_id (c_stringFile, "s_f2d0e888");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: He said...he said you need to focus on one task at a time, right. Come back when you are not working, right?
string_id message = new string_id (c_stringFile, "s_337d7f80");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: Any mercenary assignments available?
if (response == "s_266")
{
//-- [NOTE]
if (station_yavin4_condition_finishedTier2 (player, npc))
{
//-- NPC: We do have a list of mercenary assignments. For a pilot with your.... associations. I can offer the following duty missions:
string_id message = new string_id (c_stringFile, "s_268");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I'll hunt down tier 3 Imperial patrols
boolean hasResponse0 = false;
if (station_yavin4_condition_canAttackImperial (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I'll hunt down tier 5 Imperial patrols
boolean hasResponse1 = false;
if (station_yavin4_condition_canTakeTier5RebelDuty (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: I'll hunt down tier 3 Rebel patrols
boolean hasResponse2 = false;
if (station_yavin4_condition_canAttackRebel (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
//-- PLAYER: I'll hunt down tier 5 Rebel patrols
boolean hasResponse3 = false;
if (station_yavin4_condition_canTakeTier5ImperialDuty (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse3 = true;
}
//-- PLAYER: I'll hunt down tier 3 Black Sun Pirates
boolean hasResponse4 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse4 = true;
}
//-- PLAYER: I'll hunt down tier 3 Void Wing Pirates
boolean hasResponse5 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse5 = true;
}
//-- PLAYER: Nothing here for me
boolean hasResponse6 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse6 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_270");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_291");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_274");
if (hasResponse3)
responses [responseIndex++] = new string_id (c_stringFile, "s_292");
if (hasResponse4)
responses [responseIndex++] = new string_id (c_stringFile, "s_278");
if (hasResponse5)
responses [responseIndex++] = new string_id (c_stringFile, "s_282");
if (hasResponse6)
responses [responseIndex++] = new string_id (c_stringFile, "s_286");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 114);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: We don't have anything suited for your level of experience. Please return when you have more combat experience.
string_id message = new string_id (c_stringFile, "s_290");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int station_yavin4_handleBranch86 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Ah, so you just need quick...job, right? I have what you need. We need help with...cutting down on the Debris Cult numbers. Also, maybe you...if you want...could help escort some of our freighters?
//-- [RESPONSE NOTE]
//-- PLAYER: I never liked those cultists.
if (response == "s_aa668ed0")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
station_yavin4_action_grantDestroyDuty (player, npc);
//-- NPC: Ya? Me either. I don't like crazy people and they are...touched, you know. I send you to areas where they hang out. You kill them all, right? The company will pay for each one you take out.
string_id message = new string_id (c_stringFile, "s_41cc7b3e");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I will watch over the freighters.
if (response == "s_85e232ff")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
station_yavin4_action_grantEscortDuty (player, npc);
//-- NPC: That is good. The company has been having...problems with our freighters being attacked. We will pay for each freighter you get out of the system, right?
string_id message = new string_id (c_stringFile, "s_e6bdd32b");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int station_yavin4_handleBranch90 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: What? No...yes! It's nothing, right. Well, actually we have been losing lots of ships lately. They are being attacked and destroyed. No survivors. The bosses decided...for safety...to send out convoys of freighter but that apparently hasn't helped.
//-- [RESPONSE NOTE]
//-- PLAYER: Who is attacking your vessels?
if (response == "s_f7a9938a")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Don't know! It's not pirates, since they are not taking anything...just destroying. Maybe you could find out who it is...if you want. We will pay you, of course, right?
string_id message = new string_id (c_stringFile, "s_b10d0d97");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Sure, what can I do to help?
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: No, thanks. I will pass.
boolean hasResponse1 = false;
if (station_yavin4_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_1000a375");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_a3447b3e");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 91);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int station_yavin4_handleBranch91 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Don't know! It's not pirates, since they are not taking anything...just destroying. Maybe you could find out who it is...if you want. We will pay you, of course, right?
//-- [RESPONSE NOTE]
//-- PLAYER: Sure, what can I do to help?
if (response == "s_1000a375")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
station_yavin4_action_grantMassassiOne (player, npc);
//-- NPC: We have this convoy that just sent out a...a distress signal. They need help. You can go help them and maybe also find out who is...you know...attacking them, right?
string_id message = new string_id (c_stringFile, "s_89c7160a");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: No, thanks. I will pass.
if (response == "s_a3447b3e")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Yeah, no worries, right? We will deal with it. So what do you want?
string_id message = new string_id (c_stringFile, "s_a7682fb9");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I want to land.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I need repairs
boolean hasResponse1 = false;
if (station_yavin4_condition_canAfford25 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: You seem a little confused. Can I help?
boolean hasResponse2 = false;
if (station_yavin4_condition_notOnOpening (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
//-- PLAYER: How is that Debris Cult problem going?
boolean hasResponse3 = false;
if (station_yavin4_condition_getDebrisAssassinate (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse3 = true;
}
//-- PLAYER: I can rescue your executive now.
boolean hasResponse4 = false;
if (station_yavin4_condition_hasCompletedOpening (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse4 = true;
}
//-- PLAYER: I am looking for some quick work.
boolean hasResponse5 = false;
if (station_yavin4_condition_canTakeDuty (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse5 = true;
}
//-- PLAYER: You seem a little out of it today.
boolean hasResponse6 = false;
if (station_yavin4_condition_notOnMassassi (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse6 = true;
}
//-- PLAYER: Are there any messages for me?
boolean hasResponse7 = false;
if (station_yavin4_condition_notOnImperial (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse7 = true;
}
//-- PLAYER: I am looking for some special work.
boolean hasResponse8 = false;
if (station_yavin4_condition_notOnSmuggler (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse8 = true;
}
//-- PLAYER: So what does the computer say about the Massassi?
boolean hasResponse9 = false;
if (station_yavin4_condition_notOnMassassiTwo (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse9 = true;
}
//-- PLAYER: So what about those fake Massassi?
boolean hasResponse10 = false;
if (station_yavin4_condition_notOnMassassiClosing (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse10 = true;
}
//-- PLAYER: So does my command need anything now?
boolean hasResponse11 = false;
if (station_yavin4_condition_notOnImperialTwo (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse11 = true;
}
//-- PLAYER: Any mercenary assignments available?
boolean hasResponse12 = false;
if (station_yavin4_condition_canTakeQuest (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse12 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_128");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_e0bc7c8a");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_f03bdbb4");
if (hasResponse3)
responses [responseIndex++] = new string_id (c_stringFile, "s_8d876d5d");
if (hasResponse4)
responses [responseIndex++] = new string_id (c_stringFile, "s_7f4fd215");
if (hasResponse5)
responses [responseIndex++] = new string_id (c_stringFile, "s_550d80c");
if (hasResponse6)
responses [responseIndex++] = new string_id (c_stringFile, "s_33418857");
if (hasResponse7)
responses [responseIndex++] = new string_id (c_stringFile, "s_d431431b");
if (hasResponse8)
responses [responseIndex++] = new string_id (c_stringFile, "s_7e57c029");
if (hasResponse9)
responses [responseIndex++] = new string_id (c_stringFile, "s_61d2adfc");
if (hasResponse10)
responses [responseIndex++] = new string_id (c_stringFile, "s_fca1af26");
if (hasResponse11)
responses [responseIndex++] = new string_id (c_stringFile, "s_7e90de8b");
if (hasResponse12)
responses [responseIndex++] = new string_id (c_stringFile, "s_266");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 51);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int station_yavin4_handleBranch93 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Yeah, no worries, right? We will deal with it. So what do you want?
//-- [RESPONSE NOTE]
//-- PLAYER: I want to land.
if (response == "s_128")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Yeah, right? Ok. Where do you want to land now, huh?
string_id message = new string_id (c_stringFile, "s_2b867034");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Mining Outpost.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Labor Outpost.
boolean hasResponse1 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: Imperial Base.
boolean hasResponse2 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_826b822");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_f4af242d");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_7afe2900");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 52);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I need repairs
if (response == "s_e0bc7c8a")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Yeah, you got damage, right. We can fix that, no problem, huh?
string_id message = new string_id (c_stringFile, "s_ac4d2f7b");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Just fix a little of it.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Fix half the damage.
boolean hasResponse1 = false;
if (station_yavin4_condition_canAfford50 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: Fix most of the damage.
boolean hasResponse2 = false;
if (station_yavin4_condition_canAfford75 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
//-- PLAYER: Fix all of the damage.
boolean hasResponse3 = false;
if (station_yavin4_condition_canAfford100 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse3 = true;
}
//-- PLAYER: Never mind.
boolean hasResponse4 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse4 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_7de495e9");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_32c93882");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_e233265e");
if (hasResponse3)
responses [responseIndex++] = new string_id (c_stringFile, "s_a3a3ddb5");
if (hasResponse4)
responses [responseIndex++] = new string_id (c_stringFile, "s_193");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 62);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: You seem a little confused. Can I help?
if (response == "s_f03bdbb4")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: Hmmm...oh, yes...yes, you can. We are having this problem with those crazy debris cultists, right? They decided that we were to blame for the Imperial salvage operation and have taken one of our executives hostage. Those loonies say that if we don't leave they are going...they are going to kill him, right?
string_id message = new string_id (c_stringFile, "s_7ce5949b");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Sounds like I can help.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: No, thanks. Sounds too dangerous.
boolean hasResponse1 = false;
if (station_yavin4_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_5bbcc6ae");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_40aac287");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 76);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: No...well not right now anyways, right? How about you finish up with what you are...you know...working on. Then come back and see me, right?
string_id message = new string_id (c_stringFile, "s_fd0f3d0e");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: How is that Debris Cult problem going?
if (response == "s_8d876d5d")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: Glad you have asked...glad indeed. The bosses are still...you know...mad about the hostage taking incident, right? Maybe you could help make them...not so mad, you know?
string_id message = new string_id (c_stringFile, "s_bee28138");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: What do you need me to do?
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I would rather not get involved right now.
boolean hasResponse1 = false;
if (station_yavin4_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_5bd69df6");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_b1d9e97d");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 80);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Debris Cult! They are here...wait no...oh! My bosses said they have something for you...you know...to do. But they need your full attention, right? Come back when you are not...you know...working on something else.
string_id message = new string_id (c_stringFile, "s_74cde053");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I can rescue your executive now.
if (response == "s_7f4fd215")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
station_yavin4_action_grantOpeningMissionTwo (player, npc);
//-- NPC: That is great...great news. I will send you information on where he is being held. Capture the ship and...and bring it back here, right? You do this for us and we...we will not forget, okay?
string_id message = new string_id (c_stringFile, "s_75d9fc2d");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Well, I...we need help! But you are too busy...too busy. If you were not working on something else...you know...you could work for us!
string_id message = new string_id (c_stringFile, "s_57a3711");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I am looking for some quick work.
if (response == "s_550d80c")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: Ah, so you just need quick...job, right? I have what you need. We need help with...cutting down on the Debris Cult numbers. Also, maybe you...if you want...could help escort some of our freighters?
string_id message = new string_id (c_stringFile, "s_9512e7b6");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I never liked those cultists.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I will watch over the freighters.
boolean hasResponse1 = false;
if (station_yavin4_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_aa668ed0");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_85e232ff");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 86);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Quick work? You already have a...a job. Finish that before we spend time working together, right?
string_id message = new string_id (c_stringFile, "s_a5e6e823");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: You seem a little out of it today.
if (response == "s_33418857")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: What? No...yes! It's nothing, right. Well, actually we have been losing lots of ships lately. They are being attacked and destroyed. No survivors. The bosses decided...for safety...to send out convoys of freighter but that apparently hasn't helped.
string_id message = new string_id (c_stringFile, "s_bf522c1c");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Who is attacking your vessels?
boolean hasResponse0 = false;
if (station_yavin4_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_f7a9938a");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 90);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Well, I...we need help! But you are too busy...too busy. If you were not working on something else...you know...you could work for us!
string_id message = new string_id (c_stringFile, "s_229");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: Are there any messages for me?
if (response == "s_d431431b")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: What? Who are you...wait never mind. Let me see here...oh, yeah, this. Listen this isn't the company's fault...this is the pilot's fault, right? We hired some pilots to help us ship some stuff and they didn't pay their Imperial flight taxes before they left the system. We reported it to your command...you know...like a good loyal company would.
string_id message = new string_id (c_stringFile, "s_cfeb314");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: What is the message?
boolean hasResponse0 = false;
if (station_yavin4_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_24645c62");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 95);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Hmmm? Yes...messages from your...commander. But he said that you cannot be working on...you know...other things. So maybe come back when you are free, right?
string_id message = new string_id (c_stringFile, "s_85861a57");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I am looking for some special work.
if (response == "s_7e57c029")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: I have been watching you and I think you are just...shady enough to be of use. Maybe you would like to carry a...a secret package to Naboo. No questions asked, right?
string_id message = new string_id (c_stringFile, "s_1e323046");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I am just the pilot you are looking for.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: No, thanks. I think I will stay out of this.
boolean hasResponse1 = false;
if (station_yavin4_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_48d5ef59");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_4658b1ba");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 98);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: I do not have special work for busy...pilots. Finish what you are working on and then...you know...I might have something for you, right?
string_id message = new string_id (c_stringFile, "s_bad44c3c");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: So what does the computer say about the Massassi?
if (response == "s_61d2adfc")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: It seems to be some sort of warning...these Massassi want us...the company...to leave the planet and system. If we do not, they...they will kill us all. Maybe you could destroy them first, right?
string_id message = new string_id (c_stringFile, "s_bf4f4650");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Sounds like a mystery for me to solve.
boolean hasResponse0 = false;
if (station_yavin4_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_b0064b47");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 102);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: You are busy. I am busy. Too busy to discuss this matter. Come back when you are less busy, right?
string_id message = new string_id (c_stringFile, "s_89761e1");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: So what about those fake Massassi?
if (response == "s_fca1af26")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: Bosses think we should send Corellia Deep Mining a...a message. We pay you to go destroy the leader...you know...of these fake Massa...the mercenaries, right? We have spotted where that ship is. You got destroy them and then we laugh at Corellia Mining Company, right?
string_id message = new string_id (c_stringFile, "s_2b11ced5");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Ok, I will take care of that for you.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Not right now. Maybe later.
boolean hasResponse1 = false;
if (station_yavin4_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_84388bb");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_258");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 108);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: You are busy. I am busy. Too busy to discuss this matter. Come back when you are less busy, right?
string_id message = new string_id (c_stringFile, "s_261");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: So does my command need anything now?
if (response == "s_7e90de8b")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
station_yavin4_action_grantImperialTwo (player, npc);
//-- NPC: I got a report that they...you know...finished their questioning of the pilot you brought back. It would seem that this is...this is part of a larger smuggler operation. They need you to travel to the Corellia system and meet with the ship...the vessel that the freighter was going to meet with. I have been instructed to send you the location, right?
string_id message = new string_id (c_stringFile, "s_f2d0e888");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: He said...he said you need to focus on one task at a time, right. Come back when you are not working, right?
string_id message = new string_id (c_stringFile, "s_337d7f80");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: Any mercenary assignments available?
if (response == "s_266")
{
//-- [NOTE]
if (station_yavin4_condition_finishedTier2 (player, npc))
{
//-- NPC: We do have a list of mercenary assignments. For a pilot with your.... associations. I can offer the following duty missions:
string_id message = new string_id (c_stringFile, "s_268");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I'll hunt down tier 3 Imperial patrols
boolean hasResponse0 = false;
if (station_yavin4_condition_canAttackImperial (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I'll hunt down tier 5 Imperial patrols
boolean hasResponse1 = false;
if (station_yavin4_condition_canTakeTier5RebelDuty (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: I'll hunt down tier 3 Rebel patrols
boolean hasResponse2 = false;
if (station_yavin4_condition_canAttackRebel (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
//-- PLAYER: I'll hunt down tier 5 Rebel patrols
boolean hasResponse3 = false;
if (station_yavin4_condition_canTakeTier5ImperialDuty (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse3 = true;
}
//-- PLAYER: I'll hunt down tier 3 Black Sun Pirates
boolean hasResponse4 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse4 = true;
}
//-- PLAYER: I'll hunt down tier 3 Void Wing Pirates
boolean hasResponse5 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse5 = true;
}
//-- PLAYER: Nothing here for me
boolean hasResponse6 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse6 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_270");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_291");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_274");
if (hasResponse3)
responses [responseIndex++] = new string_id (c_stringFile, "s_292");
if (hasResponse4)
responses [responseIndex++] = new string_id (c_stringFile, "s_278");
if (hasResponse5)
responses [responseIndex++] = new string_id (c_stringFile, "s_282");
if (hasResponse6)
responses [responseIndex++] = new string_id (c_stringFile, "s_286");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 114);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: We don't have anything suited for your level of experience. Please return when you have more combat experience.
string_id message = new string_id (c_stringFile, "s_290");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int station_yavin4_handleBranch95 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: What? Who are you...wait never mind. Let me see here...oh, yeah, this. Listen this isn't the company's fault...this is the pilot's fault, right? We hired some pilots to help us ship some stuff and they didn't pay their Imperial flight taxes before they left the system. We reported it to your command...you know...like a good loyal company would.
//-- [RESPONSE NOTE]
//-- PLAYER: What is the message?
if (response == "s_24645c62")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
station_yavin4_action_grantImperialOne (player, npc);
//-- NPC: Your high command...well...they wanted one of their people to go get this freighter. You can go get this freighter, right? I will send you the location of where it is...you better hurry before it leaves the system.
string_id message = new string_id (c_stringFile, "s_96106d14");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int station_yavin4_handleBranch98 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: I have been watching you and I think you are just...shady enough to be of use. Maybe you would like to carry a...a secret package to Naboo. No questions asked, right?
//-- [RESPONSE NOTE]
//-- PLAYER: I am just the pilot you are looking for.
if (response == "s_48d5ef59")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
station_yavin4_action_grantSmugglerOne (player, npc);
//-- NPC: Good...good. You need to meet our delivery ship in this system and take it out to Naboo. When you are in Naboo, you need to...to fly a special route. Our pickup man will recognize you by that route. If anyone interferes you will...well you will have to make them uninterfere, right?
string_id message = new string_id (c_stringFile, "s_6ca9e420");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: No, thanks. I think I will stay out of this.
if (response == "s_4658b1ba")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: No worries...I said nothing, right?
string_id message = new string_id (c_stringFile, "s_b4d282f9");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I want to land.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I need repairs
boolean hasResponse1 = false;
if (station_yavin4_condition_canAfford25 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: You seem a little confused. Can I help?
boolean hasResponse2 = false;
if (station_yavin4_condition_notOnOpening (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
//-- PLAYER: How is that Debris Cult problem going?
boolean hasResponse3 = false;
if (station_yavin4_condition_getDebrisAssassinate (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse3 = true;
}
//-- PLAYER: I can rescue your executive now.
boolean hasResponse4 = false;
if (station_yavin4_condition_hasCompletedOpening (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse4 = true;
}
//-- PLAYER: I am looking for some quick work.
boolean hasResponse5 = false;
if (station_yavin4_condition_canTakeDuty (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse5 = true;
}
//-- PLAYER: You seem a little out of it today.
boolean hasResponse6 = false;
if (station_yavin4_condition_notOnMassassi (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse6 = true;
}
//-- PLAYER: Are there any messages for me?
boolean hasResponse7 = false;
if (station_yavin4_condition_notOnImperial (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse7 = true;
}
//-- PLAYER: I am looking for some special work.
boolean hasResponse8 = false;
if (station_yavin4_condition_notOnSmuggler (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse8 = true;
}
//-- PLAYER: So what does the computer say about the Massassi?
boolean hasResponse9 = false;
if (station_yavin4_condition_notOnMassassiTwo (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse9 = true;
}
//-- PLAYER: So what about those fake Massassi?
boolean hasResponse10 = false;
if (station_yavin4_condition_notOnMassassiClosing (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse10 = true;
}
//-- PLAYER: So does my command need anything now?
boolean hasResponse11 = false;
if (station_yavin4_condition_notOnImperialTwo (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse11 = true;
}
//-- PLAYER: Any mercenary assignments available?
boolean hasResponse12 = false;
if (station_yavin4_condition_canTakeQuest (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse12 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_128");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_e0bc7c8a");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_f03bdbb4");
if (hasResponse3)
responses [responseIndex++] = new string_id (c_stringFile, "s_8d876d5d");
if (hasResponse4)
responses [responseIndex++] = new string_id (c_stringFile, "s_7f4fd215");
if (hasResponse5)
responses [responseIndex++] = new string_id (c_stringFile, "s_550d80c");
if (hasResponse6)
responses [responseIndex++] = new string_id (c_stringFile, "s_33418857");
if (hasResponse7)
responses [responseIndex++] = new string_id (c_stringFile, "s_d431431b");
if (hasResponse8)
responses [responseIndex++] = new string_id (c_stringFile, "s_7e57c029");
if (hasResponse9)
responses [responseIndex++] = new string_id (c_stringFile, "s_61d2adfc");
if (hasResponse10)
responses [responseIndex++] = new string_id (c_stringFile, "s_fca1af26");
if (hasResponse11)
responses [responseIndex++] = new string_id (c_stringFile, "s_7e90de8b");
if (hasResponse12)
responses [responseIndex++] = new string_id (c_stringFile, "s_266");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 51);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int station_yavin4_handleBranch100 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: No worries...I said nothing, right?
//-- [RESPONSE NOTE]
//-- PLAYER: I want to land.
if (response == "s_128")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Yeah, right? Ok. Where do you want to land now, huh?
string_id message = new string_id (c_stringFile, "s_2b867034");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Mining Outpost.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Labor Outpost.
boolean hasResponse1 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: Imperial Base.
boolean hasResponse2 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_826b822");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_f4af242d");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_7afe2900");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 52);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I need repairs
if (response == "s_e0bc7c8a")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Yeah, you got damage, right. We can fix that, no problem, huh?
string_id message = new string_id (c_stringFile, "s_ac4d2f7b");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Just fix a little of it.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Fix half the damage.
boolean hasResponse1 = false;
if (station_yavin4_condition_canAfford50 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: Fix most of the damage.
boolean hasResponse2 = false;
if (station_yavin4_condition_canAfford75 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
//-- PLAYER: Fix all of the damage.
boolean hasResponse3 = false;
if (station_yavin4_condition_canAfford100 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse3 = true;
}
//-- PLAYER: Never mind.
boolean hasResponse4 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse4 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_7de495e9");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_32c93882");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_e233265e");
if (hasResponse3)
responses [responseIndex++] = new string_id (c_stringFile, "s_a3a3ddb5");
if (hasResponse4)
responses [responseIndex++] = new string_id (c_stringFile, "s_193");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 62);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: You seem a little confused. Can I help?
if (response == "s_f03bdbb4")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: Hmmm...oh, yes...yes, you can. We are having this problem with those crazy debris cultists, right? They decided that we were to blame for the Imperial salvage operation and have taken one of our executives hostage. Those loonies say that if we don't leave they are going...they are going to kill him, right?
string_id message = new string_id (c_stringFile, "s_7ce5949b");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Sounds like I can help.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: No, thanks. Sounds too dangerous.
boolean hasResponse1 = false;
if (station_yavin4_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_5bbcc6ae");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_40aac287");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 76);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: No...well not right now anyways, right? How about you finish up with what you are...you know...working on. Then come back and see me, right?
string_id message = new string_id (c_stringFile, "s_fd0f3d0e");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: How is that Debris Cult problem going?
if (response == "s_8d876d5d")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: Glad you have asked...glad indeed. The bosses are still...you know...mad about the hostage taking incident, right? Maybe you could help make them...not so mad, you know?
string_id message = new string_id (c_stringFile, "s_bee28138");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: What do you need me to do?
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I would rather not get involved right now.
boolean hasResponse1 = false;
if (station_yavin4_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_5bd69df6");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_b1d9e97d");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 80);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Debris Cult! They are here...wait no...oh! My bosses said they have something for you...you know...to do. But they need your full attention, right? Come back when you are not...you know...working on something else.
string_id message = new string_id (c_stringFile, "s_74cde053");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I can rescue your executive now.
if (response == "s_7f4fd215")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
station_yavin4_action_grantOpeningMissionTwo (player, npc);
//-- NPC: That is great...great news. I will send you information on where he is being held. Capture the ship and...and bring it back here, right? You do this for us and we...we will not forget, okay?
string_id message = new string_id (c_stringFile, "s_75d9fc2d");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Well, I...we need help! But you are too busy...too busy. If you were not working on something else...you know...you could work for us!
string_id message = new string_id (c_stringFile, "s_57a3711");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I am looking for some quick work.
if (response == "s_550d80c")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: Ah, so you just need quick...job, right? I have what you need. We need help with...cutting down on the Debris Cult numbers. Also, maybe you...if you want...could help escort some of our freighters?
string_id message = new string_id (c_stringFile, "s_9512e7b6");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I never liked those cultists.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I will watch over the freighters.
boolean hasResponse1 = false;
if (station_yavin4_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_aa668ed0");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_85e232ff");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 86);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Quick work? You already have a...a job. Finish that before we spend time working together, right?
string_id message = new string_id (c_stringFile, "s_a5e6e823");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: You seem a little out of it today.
if (response == "s_33418857")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: What? No...yes! It's nothing, right. Well, actually we have been losing lots of ships lately. They are being attacked and destroyed. No survivors. The bosses decided...for safety...to send out convoys of freighter but that apparently hasn't helped.
string_id message = new string_id (c_stringFile, "s_bf522c1c");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Who is attacking your vessels?
boolean hasResponse0 = false;
if (station_yavin4_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_f7a9938a");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 90);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Well, I...we need help! But you are too busy...too busy. If you were not working on something else...you know...you could work for us!
string_id message = new string_id (c_stringFile, "s_229");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: Are there any messages for me?
if (response == "s_d431431b")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: What? Who are you...wait never mind. Let me see here...oh, yeah, this. Listen this isn't the company's fault...this is the pilot's fault, right? We hired some pilots to help us ship some stuff and they didn't pay their Imperial flight taxes before they left the system. We reported it to your command...you know...like a good loyal company would.
string_id message = new string_id (c_stringFile, "s_cfeb314");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: What is the message?
boolean hasResponse0 = false;
if (station_yavin4_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_24645c62");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 95);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Hmmm? Yes...messages from your...commander. But he said that you cannot be working on...you know...other things. So maybe come back when you are free, right?
string_id message = new string_id (c_stringFile, "s_85861a57");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I am looking for some special work.
if (response == "s_7e57c029")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: I have been watching you and I think you are just...shady enough to be of use. Maybe you would like to carry a...a secret package to Naboo. No questions asked, right?
string_id message = new string_id (c_stringFile, "s_1e323046");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I am just the pilot you are looking for.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: No, thanks. I think I will stay out of this.
boolean hasResponse1 = false;
if (station_yavin4_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_48d5ef59");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_4658b1ba");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 98);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: I do not have special work for busy...pilots. Finish what you are working on and then...you know...I might have something for you, right?
string_id message = new string_id (c_stringFile, "s_bad44c3c");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: So what does the computer say about the Massassi?
if (response == "s_61d2adfc")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: It seems to be some sort of warning...these Massassi want us...the company...to leave the planet and system. If we do not, they...they will kill us all. Maybe you could destroy them first, right?
string_id message = new string_id (c_stringFile, "s_bf4f4650");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Sounds like a mystery for me to solve.
boolean hasResponse0 = false;
if (station_yavin4_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_b0064b47");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 102);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: You are busy. I am busy. Too busy to discuss this matter. Come back when you are less busy, right?
string_id message = new string_id (c_stringFile, "s_89761e1");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: So what about those fake Massassi?
if (response == "s_fca1af26")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: Bosses think we should send Corellia Deep Mining a...a message. We pay you to go destroy the leader...you know...of these fake Massa...the mercenaries, right? We have spotted where that ship is. You got destroy them and then we laugh at Corellia Mining Company, right?
string_id message = new string_id (c_stringFile, "s_2b11ced5");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Ok, I will take care of that for you.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Not right now. Maybe later.
boolean hasResponse1 = false;
if (station_yavin4_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_84388bb");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_258");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 108);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: You are busy. I am busy. Too busy to discuss this matter. Come back when you are less busy, right?
string_id message = new string_id (c_stringFile, "s_261");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: So does my command need anything now?
if (response == "s_7e90de8b")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
station_yavin4_action_grantImperialTwo (player, npc);
//-- NPC: I got a report that they...you know...finished their questioning of the pilot you brought back. It would seem that this is...this is part of a larger smuggler operation. They need you to travel to the Corellia system and meet with the ship...the vessel that the freighter was going to meet with. I have been instructed to send you the location, right?
string_id message = new string_id (c_stringFile, "s_f2d0e888");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: He said...he said you need to focus on one task at a time, right. Come back when you are not working, right?
string_id message = new string_id (c_stringFile, "s_337d7f80");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: Any mercenary assignments available?
if (response == "s_266")
{
//-- [NOTE]
if (station_yavin4_condition_finishedTier2 (player, npc))
{
//-- NPC: We do have a list of mercenary assignments. For a pilot with your.... associations. I can offer the following duty missions:
string_id message = new string_id (c_stringFile, "s_268");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I'll hunt down tier 3 Imperial patrols
boolean hasResponse0 = false;
if (station_yavin4_condition_canAttackImperial (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I'll hunt down tier 5 Imperial patrols
boolean hasResponse1 = false;
if (station_yavin4_condition_canTakeTier5RebelDuty (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: I'll hunt down tier 3 Rebel patrols
boolean hasResponse2 = false;
if (station_yavin4_condition_canAttackRebel (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
//-- PLAYER: I'll hunt down tier 5 Rebel patrols
boolean hasResponse3 = false;
if (station_yavin4_condition_canTakeTier5ImperialDuty (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse3 = true;
}
//-- PLAYER: I'll hunt down tier 3 Black Sun Pirates
boolean hasResponse4 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse4 = true;
}
//-- PLAYER: I'll hunt down tier 3 Void Wing Pirates
boolean hasResponse5 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse5 = true;
}
//-- PLAYER: Nothing here for me
boolean hasResponse6 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse6 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_270");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_291");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_274");
if (hasResponse3)
responses [responseIndex++] = new string_id (c_stringFile, "s_292");
if (hasResponse4)
responses [responseIndex++] = new string_id (c_stringFile, "s_278");
if (hasResponse5)
responses [responseIndex++] = new string_id (c_stringFile, "s_282");
if (hasResponse6)
responses [responseIndex++] = new string_id (c_stringFile, "s_286");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 114);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: We don't have anything suited for your level of experience. Please return when you have more combat experience.
string_id message = new string_id (c_stringFile, "s_290");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int station_yavin4_handleBranch102 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: It seems to be some sort of warning...these Massassi want us...the company...to leave the planet and system. If we do not, they...they will kill us all. Maybe you could destroy them first, right?
//-- [RESPONSE NOTE]
//-- PLAYER: Sounds like a mystery for me to solve.
if (response == "s_b0064b47")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: You will! Great...that makes me happy to hear. I don't want to be killed by these...Massassi. The document mentions three areas that seem to be...to be important. Those might be good to check out, right?
string_id message = new string_id (c_stringFile, "s_994bdf16");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I will check out the first location.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I will check out the second location.
boolean hasResponse1 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: I will check out the third location.
boolean hasResponse2 = false;
if (station_yavin4_condition_patrolThreeDone (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_84ee6fa0");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_5f17be38");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_e9060855");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 103);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int station_yavin4_handleBranch103 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: You will! Great...that makes me happy to hear. I don't want to be killed by these...Massassi. The document mentions three areas that seem to be...to be important. Those might be good to check out, right?
//-- [RESPONSE NOTE]
//-- PLAYER: I will check out the first location.
if (response == "s_84ee6fa0")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
station_yavin4_action_grantMassassiPatrolOne (player, npc);
//-- NPC: Ok, you know what you are doing, right? I will send you a patrol route that...it will take you around the area mentioned in the writing.
string_id message = new string_id (c_stringFile, "s_7ee088d3");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I will check out the second location.
if (response == "s_5f17be38")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
station_yavin4_action_grantMassassiPatrolTwo (player, npc);
//-- NPC: That area is very dangerous...but you are good pilot, right? I will send you patrol route. It will take you around the area mentioned by the Massassi.
string_id message = new string_id (c_stringFile, "s_c22323cb");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I will check out the third location.
if (response == "s_e9060855")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
station_yavin4_action_grantMassassiPatrolThree (player, npc);
//-- NPC: You got it. I will send you a patrol route that will take you around the area mentioned in these writings. You go out and see what...see what you can find.
string_id message = new string_id (c_stringFile, "s_d1e796bb");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int station_yavin4_handleBranch108 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Bosses think we should send Corellia Deep Mining a...a message. We pay you to go destroy the leader...you know...of these fake Massa...the mercenaries, right? We have spotted where that ship is. You got destroy them and then we laugh at Corellia Mining Company, right?
//-- [RESPONSE NOTE]
//-- PLAYER: Ok, I will take care of that for you.
if (response == "s_84388bb")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
station_yavin4_action_grantMassassiClosing (player, npc);
//-- NPC: I cannot wait to see look on...on their CEO when we tell him...you know...that we know. I will send you the location of their ship. You go blow it up and we all profit, right?
string_id message = new string_id (c_stringFile, "s_d751e8a9");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: Not right now. Maybe later.
if (response == "s_258")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Ok, ok...we still happy that you helped us before. What can we help you with...now, right?
string_id message = new string_id (c_stringFile, "s_c820fb26");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I want to land.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I need repairs
boolean hasResponse1 = false;
if (station_yavin4_condition_canAfford25 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: You seem a little confused. Can I help?
boolean hasResponse2 = false;
if (station_yavin4_condition_notOnOpening (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
//-- PLAYER: How is that Debris Cult problem going?
boolean hasResponse3 = false;
if (station_yavin4_condition_getDebrisAssassinate (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse3 = true;
}
//-- PLAYER: I can rescue your executive now.
boolean hasResponse4 = false;
if (station_yavin4_condition_hasCompletedOpening (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse4 = true;
}
//-- PLAYER: I am looking for some quick work.
boolean hasResponse5 = false;
if (station_yavin4_condition_canTakeDuty (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse5 = true;
}
//-- PLAYER: You seem a little out of it today.
boolean hasResponse6 = false;
if (station_yavin4_condition_notOnMassassi (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse6 = true;
}
//-- PLAYER: Are there any messages for me?
boolean hasResponse7 = false;
if (station_yavin4_condition_notOnImperial (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse7 = true;
}
//-- PLAYER: I am looking for some special work.
boolean hasResponse8 = false;
if (station_yavin4_condition_notOnSmuggler (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse8 = true;
}
//-- PLAYER: So what does the computer say about the Massassi?
boolean hasResponse9 = false;
if (station_yavin4_condition_notOnMassassiTwo (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse9 = true;
}
//-- PLAYER: So what about those fake Massassi?
boolean hasResponse10 = false;
if (station_yavin4_condition_notOnMassassiClosing (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse10 = true;
}
//-- PLAYER: So does my command need anything now?
boolean hasResponse11 = false;
if (station_yavin4_condition_notOnImperialTwo (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse11 = true;
}
//-- PLAYER: Any mercenary assignments available?
boolean hasResponse12 = false;
if (station_yavin4_condition_canTakeQuest (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse12 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_128");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_e0bc7c8a");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_f03bdbb4");
if (hasResponse3)
responses [responseIndex++] = new string_id (c_stringFile, "s_8d876d5d");
if (hasResponse4)
responses [responseIndex++] = new string_id (c_stringFile, "s_7f4fd215");
if (hasResponse5)
responses [responseIndex++] = new string_id (c_stringFile, "s_550d80c");
if (hasResponse6)
responses [responseIndex++] = new string_id (c_stringFile, "s_33418857");
if (hasResponse7)
responses [responseIndex++] = new string_id (c_stringFile, "s_d431431b");
if (hasResponse8)
responses [responseIndex++] = new string_id (c_stringFile, "s_7e57c029");
if (hasResponse9)
responses [responseIndex++] = new string_id (c_stringFile, "s_61d2adfc");
if (hasResponse10)
responses [responseIndex++] = new string_id (c_stringFile, "s_fca1af26");
if (hasResponse11)
responses [responseIndex++] = new string_id (c_stringFile, "s_7e90de8b");
if (hasResponse12)
responses [responseIndex++] = new string_id (c_stringFile, "s_266");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 51);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int station_yavin4_handleBranch110 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Ok, ok...we still happy that you helped us before. What can we help you with...now, right?
//-- [RESPONSE NOTE]
//-- PLAYER: I want to land.
if (response == "s_128")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Yeah, right? Ok. Where do you want to land now, huh?
string_id message = new string_id (c_stringFile, "s_2b867034");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Mining Outpost.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Labor Outpost.
boolean hasResponse1 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: Imperial Base.
boolean hasResponse2 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_826b822");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_f4af242d");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_7afe2900");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 52);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I need repairs
if (response == "s_e0bc7c8a")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Yeah, you got damage, right. We can fix that, no problem, huh?
string_id message = new string_id (c_stringFile, "s_ac4d2f7b");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Just fix a little of it.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Fix half the damage.
boolean hasResponse1 = false;
if (station_yavin4_condition_canAfford50 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: Fix most of the damage.
boolean hasResponse2 = false;
if (station_yavin4_condition_canAfford75 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
//-- PLAYER: Fix all of the damage.
boolean hasResponse3 = false;
if (station_yavin4_condition_canAfford100 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse3 = true;
}
//-- PLAYER: Never mind.
boolean hasResponse4 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse4 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_7de495e9");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_32c93882");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_e233265e");
if (hasResponse3)
responses [responseIndex++] = new string_id (c_stringFile, "s_a3a3ddb5");
if (hasResponse4)
responses [responseIndex++] = new string_id (c_stringFile, "s_193");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 62);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: You seem a little confused. Can I help?
if (response == "s_f03bdbb4")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: Hmmm...oh, yes...yes, you can. We are having this problem with those crazy debris cultists, right? They decided that we were to blame for the Imperial salvage operation and have taken one of our executives hostage. Those loonies say that if we don't leave they are going...they are going to kill him, right?
string_id message = new string_id (c_stringFile, "s_7ce5949b");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Sounds like I can help.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: No, thanks. Sounds too dangerous.
boolean hasResponse1 = false;
if (station_yavin4_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_5bbcc6ae");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_40aac287");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 76);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: No...well not right now anyways, right? How about you finish up with what you are...you know...working on. Then come back and see me, right?
string_id message = new string_id (c_stringFile, "s_fd0f3d0e");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: How is that Debris Cult problem going?
if (response == "s_8d876d5d")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: Glad you have asked...glad indeed. The bosses are still...you know...mad about the hostage taking incident, right? Maybe you could help make them...not so mad, you know?
string_id message = new string_id (c_stringFile, "s_bee28138");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: What do you need me to do?
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I would rather not get involved right now.
boolean hasResponse1 = false;
if (station_yavin4_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_5bd69df6");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_b1d9e97d");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 80);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Debris Cult! They are here...wait no...oh! My bosses said they have something for you...you know...to do. But they need your full attention, right? Come back when you are not...you know...working on something else.
string_id message = new string_id (c_stringFile, "s_74cde053");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I can rescue your executive now.
if (response == "s_7f4fd215")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
station_yavin4_action_grantOpeningMissionTwo (player, npc);
//-- NPC: That is great...great news. I will send you information on where he is being held. Capture the ship and...and bring it back here, right? You do this for us and we...we will not forget, okay?
string_id message = new string_id (c_stringFile, "s_75d9fc2d");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Well, I...we need help! But you are too busy...too busy. If you were not working on something else...you know...you could work for us!
string_id message = new string_id (c_stringFile, "s_57a3711");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I am looking for some quick work.
if (response == "s_550d80c")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: Ah, so you just need quick...job, right? I have what you need. We need help with...cutting down on the Debris Cult numbers. Also, maybe you...if you want...could help escort some of our freighters?
string_id message = new string_id (c_stringFile, "s_9512e7b6");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I never liked those cultists.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I will watch over the freighters.
boolean hasResponse1 = false;
if (station_yavin4_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_aa668ed0");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_85e232ff");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 86);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Quick work? You already have a...a job. Finish that before we spend time working together, right?
string_id message = new string_id (c_stringFile, "s_a5e6e823");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: You seem a little out of it today.
if (response == "s_33418857")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: What? No...yes! It's nothing, right. Well, actually we have been losing lots of ships lately. They are being attacked and destroyed. No survivors. The bosses decided...for safety...to send out convoys of freighter but that apparently hasn't helped.
string_id message = new string_id (c_stringFile, "s_bf522c1c");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Who is attacking your vessels?
boolean hasResponse0 = false;
if (station_yavin4_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_f7a9938a");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 90);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Well, I...we need help! But you are too busy...too busy. If you were not working on something else...you know...you could work for us!
string_id message = new string_id (c_stringFile, "s_229");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: Are there any messages for me?
if (response == "s_d431431b")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: What? Who are you...wait never mind. Let me see here...oh, yeah, this. Listen this isn't the company's fault...this is the pilot's fault, right? We hired some pilots to help us ship some stuff and they didn't pay their Imperial flight taxes before they left the system. We reported it to your command...you know...like a good loyal company would.
string_id message = new string_id (c_stringFile, "s_cfeb314");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: What is the message?
boolean hasResponse0 = false;
if (station_yavin4_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_24645c62");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 95);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Hmmm? Yes...messages from your...commander. But he said that you cannot be working on...you know...other things. So maybe come back when you are free, right?
string_id message = new string_id (c_stringFile, "s_85861a57");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I am looking for some special work.
if (response == "s_7e57c029")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: I have been watching you and I think you are just...shady enough to be of use. Maybe you would like to carry a...a secret package to Naboo. No questions asked, right?
string_id message = new string_id (c_stringFile, "s_1e323046");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I am just the pilot you are looking for.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: No, thanks. I think I will stay out of this.
boolean hasResponse1 = false;
if (station_yavin4_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_48d5ef59");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_4658b1ba");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 98);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: I do not have special work for busy...pilots. Finish what you are working on and then...you know...I might have something for you, right?
string_id message = new string_id (c_stringFile, "s_bad44c3c");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: So what does the computer say about the Massassi?
if (response == "s_61d2adfc")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: It seems to be some sort of warning...these Massassi want us...the company...to leave the planet and system. If we do not, they...they will kill us all. Maybe you could destroy them first, right?
string_id message = new string_id (c_stringFile, "s_bf4f4650");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Sounds like a mystery for me to solve.
boolean hasResponse0 = false;
if (station_yavin4_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_b0064b47");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 102);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: You are busy. I am busy. Too busy to discuss this matter. Come back when you are less busy, right?
string_id message = new string_id (c_stringFile, "s_89761e1");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: So what about those fake Massassi?
if (response == "s_fca1af26")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
//-- NPC: Bosses think we should send Corellia Deep Mining a...a message. We pay you to go destroy the leader...you know...of these fake Massa...the mercenaries, right? We have spotted where that ship is. You got destroy them and then we laugh at Corellia Mining Company, right?
string_id message = new string_id (c_stringFile, "s_2b11ced5");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Ok, I will take care of that for you.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Not right now. Maybe later.
boolean hasResponse1 = false;
if (station_yavin4_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_84388bb");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_258");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 108);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: You are busy. I am busy. Too busy to discuss this matter. Come back when you are less busy, right?
string_id message = new string_id (c_stringFile, "s_261");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: So does my command need anything now?
if (response == "s_7e90de8b")
{
//-- [NOTE]
if (station_yavin4_condition_hasMission (player, npc))
{
station_yavin4_action_grantImperialTwo (player, npc);
//-- NPC: I got a report that they...you know...finished their questioning of the pilot you brought back. It would seem that this is...this is part of a larger smuggler operation. They need you to travel to the Corellia system and meet with the ship...the vessel that the freighter was going to meet with. I have been instructed to send you the location, right?
string_id message = new string_id (c_stringFile, "s_f2d0e888");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: He said...he said you need to focus on one task at a time, right. Come back when you are not working, right?
string_id message = new string_id (c_stringFile, "s_337d7f80");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: Any mercenary assignments available?
if (response == "s_266")
{
//-- [NOTE]
if (station_yavin4_condition_finishedTier2 (player, npc))
{
//-- NPC: We do have a list of mercenary assignments. For a pilot with your.... associations. I can offer the following duty missions:
string_id message = new string_id (c_stringFile, "s_268");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I'll hunt down tier 3 Imperial patrols
boolean hasResponse0 = false;
if (station_yavin4_condition_canAttackImperial (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I'll hunt down tier 5 Imperial patrols
boolean hasResponse1 = false;
if (station_yavin4_condition_canTakeTier5RebelDuty (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: I'll hunt down tier 3 Rebel patrols
boolean hasResponse2 = false;
if (station_yavin4_condition_canAttackRebel (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
//-- PLAYER: I'll hunt down tier 5 Rebel patrols
boolean hasResponse3 = false;
if (station_yavin4_condition_canTakeTier5ImperialDuty (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse3 = true;
}
//-- PLAYER: I'll hunt down tier 3 Black Sun Pirates
boolean hasResponse4 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse4 = true;
}
//-- PLAYER: I'll hunt down tier 3 Void Wing Pirates
boolean hasResponse5 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse5 = true;
}
//-- PLAYER: Nothing here for me
boolean hasResponse6 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse6 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_270");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_291");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_274");
if (hasResponse3)
responses [responseIndex++] = new string_id (c_stringFile, "s_292");
if (hasResponse4)
responses [responseIndex++] = new string_id (c_stringFile, "s_278");
if (hasResponse5)
responses [responseIndex++] = new string_id (c_stringFile, "s_282");
if (hasResponse6)
responses [responseIndex++] = new string_id (c_stringFile, "s_286");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 114);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: We don't have anything suited for your level of experience. Please return when you have more combat experience.
string_id message = new string_id (c_stringFile, "s_290");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int station_yavin4_handleBranch114 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: We do have a list of mercenary assignments. For a pilot with your.... associations. I can offer the following duty missions:
//-- [RESPONSE NOTE]
//-- PLAYER: I'll hunt down tier 3 Imperial patrols
if (response == "s_270")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
station_yavin4_action_grantRebelDuty3 (player, npc);
//-- NPC: Transmitting mission data. Good hunting.
string_id message = new string_id (c_stringFile, "s_273");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I'll hunt down tier 5 Imperial patrols
if (response == "s_291")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
station_yavin4_action_grantRebelDuty5 (player, npc);
//-- NPC: Transmitting mission data. Good hunting.
string_id message = new string_id (c_stringFile, "s_293");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I'll hunt down tier 3 Rebel patrols
if (response == "s_274")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
station_yavin4_action_grantImperialDuty3 (player, npc);
//-- NPC: Transmitting mission data. Good hunting.
string_id message = new string_id (c_stringFile, "s_276");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I'll hunt down tier 5 Rebel patrols
if (response == "s_292")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
station_yavin4_action_grantImperialDuty5 (player, npc);
//-- NPC: Transmitting mission data. Good hunting.
string_id message = new string_id (c_stringFile, "s_294");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I'll hunt down tier 3 Black Sun Pirates
if (response == "s_278")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
station_yavin4_action_grantBlackSunDuty3 (player, npc);
//-- NPC: Transmitting mission data. Good hunting.
string_id message = new string_id (c_stringFile, "s_280");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: I'll hunt down tier 3 Void Wing Pirates
if (response == "s_282")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
station_yavin4_action_grantVoidDuty3 (player, npc);
//-- NPC: Transmitting mission data. Good hunting.
string_id message = new string_id (c_stringFile, "s_284");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: Nothing here for me
if (response == "s_286")
{
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Very well. Stay safe.
string_id message = new string_id (c_stringFile, "s_288");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
// ======================================================================
// User Script Triggers
// ======================================================================
trigger OnInitialize ()
{
setCondition (self, CONDITION_CONVERSABLE);
setObjVar(self, "convo.appearance", "object/mobile/space_comm_station_yavin4.iff" );
return SCRIPT_CONTINUE;
}
trigger OnAttach ()
{
setCondition (self, CONDITION_CONVERSABLE);
setObjVar(self, "convo.appearance", "object/mobile/space_comm_station_yavin4.iff" );
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.station_yavin4");
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 (station_yavin4_condition_isTooFar (player, npc))
{
//-- NPC: I see you out there, right? But why are you so far away? Can't help you with anything from way out there, huh? Ok! Fly closer if you need me, right!
string_id message = new string_id (c_stringFile, "s_c3e92bf9");
chat.chat (npc, player, message);
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition_failedOpening (player, npc))
{
//-- NPC: So...so did you find out...anything?
string_id message = new string_id (c_stringFile, "s_1642841a");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Nope, but I will go look again.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I want to land.
boolean hasResponse1 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: I need repairs.
boolean hasResponse2 = false;
if (station_yavin4_condition_canAfford25 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_8684604b");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_305434ff");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_6c8ffad8");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 2);
npcStartConversation (player, npc, "station_yavin4", message, responses);
}
else
{
chat.chat (npc, player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition_failedOpeningTwo (player, npc))
{
station_yavin4_action_grantStationAccess (player, npc);
//-- NPC: Well...I cannot say that the executives are...you know...happy about this turn of events. We cannot pay you for this...job, right? But at least you were willing to help. Maybe in the future we can have work for you...work that you won't screw up.
string_id message = new string_id (c_stringFile, "s_66b09324");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I want to land.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I need repairs.
boolean hasResponse1 = false;
if (station_yavin4_condition_canAfford25 (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_10");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_12");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 4);
npcStartConversation (player, npc, "station_yavin4", message, responses);
}
else
{
chat.chat (npc, player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition_failedDebrisAssassinate (player, npc))
{
//-- NPC: So, the leader got away, right? Not that it is any problem really...he came back. I told you they were loonies. Even with us...trying to kill him, he still comes back. You can take another whack at him, right?
string_id message = new string_id (c_stringFile, "s_b883f442");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Sure. I won't miss this time.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I want to land.
boolean hasResponse1 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: I need repairs.
boolean hasResponse2 = false;
if (station_yavin4_condition_canAfford25 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
//-- PLAYER: Not right now. Maybe later.
boolean hasResponse3 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse3 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_fa50b9ba");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_17");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_19");
if (hasResponse3)
responses [responseIndex++] = new string_id (c_stringFile, "s_c26109ef");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 5);
npcStartConversation (player, npc, "station_yavin4", message, responses);
}
else
{
chat.chat (npc, player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition_failedMassassiOne (player, npc))
{
//-- NPC: How did...your assignment go? Did you help the convoy out...did you find out who is doing this to us? We are still getting reports...of trouble from all over the system.
string_id message = new string_id (c_stringFile, "s_382df536");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Let's just say it didn't turn out well.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I want to land.
boolean hasResponse1 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: I need repairs.
boolean hasResponse2 = false;
if (station_yavin4_condition_canAfford25 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
//-- PLAYER: I don't want to talk about it.
boolean hasResponse3 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse3 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_f771fd8a");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_28");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_30");
if (hasResponse3)
responses [responseIndex++] = new string_id (c_stringFile, "s_c65f1e3e");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 8);
npcStartConversation (player, npc, "station_yavin4", message, responses);
}
else
{
chat.chat (npc, player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition_failedMassassiTwo (player, npc))
{
//-- NPC: Did you find...you know...any of those Massassi out there? Wait! I don't want to know...I don't like ghosts. You just tell me if you won or lost, right?
string_id message = new string_id (c_stringFile, "s_bc357ddf");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I need to go out again.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I want to land.
boolean hasResponse1 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: I need repairs.
boolean hasResponse2 = false;
if (station_yavin4_condition_canAfford25 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
//-- PLAYER: I will get back to this problem later.
boolean hasResponse3 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse3 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_504c55d7");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_40");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_42");
if (hasResponse3)
responses [responseIndex++] = new string_id (c_stringFile, "s_bc264042");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 12);
npcStartConversation (player, npc, "station_yavin4", message, responses);
}
else
{
chat.chat (npc, player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition_failedMassassiClosing (player, npc))
{
//-- NPC: Can we send message taunting Corellia Mining Company? I have been waiting...been waiting to taunt them.
string_id message = new string_id (c_stringFile, "s_ea72067c");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Not yet. I need to try again.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I want to land.
boolean hasResponse1 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: I need repairs.
boolean hasResponse2 = false;
if (station_yavin4_condition_canAfford25 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
//-- PLAYER: I need to get back to you on that.
boolean hasResponse3 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse3 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_ce7c38dc");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_49");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_51");
if (hasResponse3)
responses [responseIndex++] = new string_id (c_stringFile, "s_7771bbc9");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 15);
npcStartConversation (player, npc, "station_yavin4", message, responses);
}
else
{
chat.chat (npc, player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition_failedImperialOne (player, npc))
{
//-- NPC: Did you get the vessel? Your command wants a...an update. I will contact them with what happened, right?
string_id message = new string_id (c_stringFile, "s_f87400e1");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I need to try again.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I want to land.
boolean hasResponse1 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: I need repairs.
boolean hasResponse2 = false;
if (station_yavin4_condition_canAfford25 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
//-- PLAYER: I don't have time for this right now.
boolean hasResponse3 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse3 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_1e46e4ca");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_58");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_60");
if (hasResponse3)
responses [responseIndex++] = new string_id (c_stringFile, "s_3c12de44");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 18);
npcStartConversation (player, npc, "station_yavin4", message, responses);
}
else
{
chat.chat (npc, player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition_failedImperialTwo (player, npc))
{
//-- NPC: Your command wants an update...you know...on your progress with the smuggler operation. Do you have anything to report?
string_id message = new string_id (c_stringFile, "s_f81ac626");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Only my failure. I need to try again.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I want to land.
boolean hasResponse1 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: I need repairs.
boolean hasResponse2 = false;
if (station_yavin4_condition_canAfford25 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
//-- PLAYER: Stall them. I need to do something else.
boolean hasResponse3 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse3 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_a0d09783");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_67");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_69");
if (hasResponse3)
responses [responseIndex++] = new string_id (c_stringFile, "s_6ff7e194");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 21);
npcStartConversation (player, npc, "station_yavin4", message, responses);
}
else
{
chat.chat (npc, player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition_failedSmugglerOne (player, npc))
{
//-- NPC: Our man in Naboo said he didn't get the...special delivery.
string_id message = new string_id (c_stringFile, "s_d8fb3431");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Let me try again.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I want to land.
boolean hasResponse1 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: I need repairs.
boolean hasResponse2 = false;
if (station_yavin4_condition_canAfford25 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
//-- PLAYER: I can't do this right now.
boolean hasResponse3 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse3 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_c9c08b99");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_76");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_78");
if (hasResponse3)
responses [responseIndex++] = new string_id (c_stringFile, "s_36142d2b");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 24);
npcStartConversation (player, npc, "station_yavin4", message, responses);
}
else
{
chat.chat (npc, player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition_wonOpening (player, npc))
{
//-- NPC: What? Oh, it's you. Did you find out anything about our missing man?
string_id message = new string_id (c_stringFile, "s_b745173d");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Yes. I found this on the debris cult ship.
boolean hasResponse0 = false;
if (station_yavin4_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_86922104");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 27);
npcStartConversation (player, npc, "station_yavin4", message, responses);
}
else
{
chat.chat (npc, player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition_wonOpeningTwo (player, npc))
{
station_yavin4_action_giveRewardOpeningTwo (player, npc);
//-- NPC: The bosses are very...pleased, right? You got our man back from the loonies. We always pay for a job well done. If you...you know...don't mind we might have more work for you in the future.
string_id message = new string_id (c_stringFile, "s_4fe53802");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Alright, so what do you need now?
boolean hasResponse0 = false;
if (station_yavin4_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_7fab133d");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 29);
npcStartConversation (player, npc, "station_yavin4", message, responses);
}
else
{
chat.chat (npc, player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition_wonOpeningThree (player, npc))
{
station_yavin4_action_giveRewardOpeningThree (player, npc);
//-- NPC: My bosses are not happy that you...you know...lost the first man. But they are pleased to get a new, shiny executive fresh from headquarters. The bosses told me to pay you. Also they said for me to give you...work if you need it, right?
string_id message = new string_id (c_stringFile, "s_d0a3dd21");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Alright, so what do you need now?
boolean hasResponse0 = false;
if (station_yavin4_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_89");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 31);
npcStartConversation (player, npc, "station_yavin4", message, responses);
}
else
{
chat.chat (npc, player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition_wonDebrisAssassinate (player, npc))
{
//-- NPC: That showed those crazies that we mean business. You did...good. The bosses like it when a plan works out.
string_id message = new string_id (c_stringFile, "s_4f34ceb5");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Glad I could help.
boolean hasResponse0 = false;
if (station_yavin4_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_a5105d38");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 33);
npcStartConversation (player, npc, "station_yavin4", message, responses);
}
else
{
chat.chat (npc, player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition_wonMassassiOne (player, npc))
{
//-- NPC: How did...your assignment go? Did you help the convoy out...did you find out who is doing this to us? Do not keep me in suspense...what did you find out?
string_id message = new string_id (c_stringFile, "s_fb527baf");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: [relate details of mission]
boolean hasResponse0 = false;
if (station_yavin4_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_8ac5cbaf");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 35);
npcStartConversation (player, npc, "station_yavin4", message, responses);
}
else
{
chat.chat (npc, player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition_wonMassassiTwo (player, npc))
{
//-- NPC: Hey, you are back..good. Did you find the evil Massassi trying to kill us all? You did...didn't you? Did you destroy them all...you know...and save us?
string_id message = new string_id (c_stringFile, "s_c1a784c7");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: [relate mission details]
boolean hasResponse0 = false;
if (station_yavin4_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_4ed46b5d");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 38);
npcStartConversation (player, npc, "station_yavin4", message, responses);
}
else
{
chat.chat (npc, player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition_wonMassassiPatrolThree (player, npc))
{
station_yavin4_action_setMassassiPatrolThree (player, npc);
//-- NPC: So...so did you find them? Maybe not...eh? Yes, right? Did you stop them from killing us all?
string_id message = new string_id (c_stringFile, "s_56df1754");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: There was nothing there. Let me try again.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I want to land.
boolean hasResponse1 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: I need repairs.
boolean hasResponse2 = false;
if (station_yavin4_condition_canAfford25 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
//-- PLAYER: I will need to get back to this problem of yours.
boolean hasResponse3 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse3 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_2dbe402f");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_109");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_111");
if (hasResponse3)
responses [responseIndex++] = new string_id (c_stringFile, "s_97155f17");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 40);
npcStartConversation (player, npc, "station_yavin4", message, responses);
}
else
{
chat.chat (npc, player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition_wonMassassiClosing (player, npc))
{
//-- NPC: Did the ship go boom? I hope you made them...pay for scaring all of us. They will think twice about trying anything like that again, right?
string_id message = new string_id (c_stringFile, "s_1be05588");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: That mercenary will not be pretending to be Massassi again.
boolean hasResponse0 = false;
if (station_yavin4_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_e6b2affe");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 43);
npcStartConversation (player, npc, "station_yavin4", message, responses);
}
else
{
chat.chat (npc, player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition_wonImperialOne (player, npc))
{
//-- NPC: You got the ship back in one piece. Your command will be pleased to discover that. We have transferred the freighter to them and they are...they are questioning the pilot, right?
string_id message = new string_id (c_stringFile, "s_27407967");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Do they want anything else?
boolean hasResponse0 = false;
if (station_yavin4_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_2c9ad69a");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 45);
npcStartConversation (player, npc, "station_yavin4", message, responses);
}
else
{
chat.chat (npc, player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition_wonImperailTwo (player, npc))
{
//-- NPC: You brought back a very nice...prize for your command. They are glad...they are pleased that you have succeeded.
string_id message = new string_id (c_stringFile, "s_5171cf99");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Anything else?
boolean hasResponse0 = false;
if (station_yavin4_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_362a48e0");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 47);
npcStartConversation (player, npc, "station_yavin4", message, responses);
}
else
{
chat.chat (npc, player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition_wonSmugglerOne (player, npc))
{
//-- NPC: We got word from our man in Naboo that the...that the special package made it there. You did...good.
string_id message = new string_id (c_stringFile, "s_ca8c30c3");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: About payment?
boolean hasResponse0 = false;
if (station_yavin4_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_6e605bd6");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 49);
npcStartConversation (player, npc, "station_yavin4", message, responses);
}
else
{
chat.chat (npc, player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (station_yavin4_condition__defaultCondition (player, npc))
{
//-- NPC: Yes? What? I mean... oh. Yavin Four Labor and Mining Company station, here. Who are you and what do you want?
string_id message = new string_id (c_stringFile, "s_a8657d8a");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I want to land.
boolean hasResponse0 = false;
if (station_yavin4_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I need repairs
boolean hasResponse1 = false;
if (station_yavin4_condition_canAfford25 (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
//-- PLAYER: You seem a little confused. Can I help?
boolean hasResponse2 = false;
if (station_yavin4_condition_notOnOpening (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse2 = true;
}
//-- PLAYER: How is that Debris Cult problem going?
boolean hasResponse3 = false;
if (station_yavin4_condition_getDebrisAssassinate (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse3 = true;
}
//-- PLAYER: I can rescue your executive now.
boolean hasResponse4 = false;
if (station_yavin4_condition_hasCompletedOpening (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse4 = true;
}
//-- PLAYER: I am looking for some quick work.
boolean hasResponse5 = false;
if (station_yavin4_condition_canTakeDuty (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse5 = true;
}
//-- PLAYER: You seem a little out of it today.
boolean hasResponse6 = false;
if (station_yavin4_condition_notOnMassassi (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse6 = true;
}
//-- PLAYER: Are there any messages for me?
boolean hasResponse7 = false;
if (station_yavin4_condition_notOnImperial (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse7 = true;
}
//-- PLAYER: I am looking for some special work.
boolean hasResponse8 = false;
if (station_yavin4_condition_notOnSmuggler (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse8 = true;
}
//-- PLAYER: So what does the computer say about the Massassi?
boolean hasResponse9 = false;
if (station_yavin4_condition_notOnMassassiTwo (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse9 = true;
}
//-- PLAYER: So what about those fake Massassi?
boolean hasResponse10 = false;
if (station_yavin4_condition_notOnMassassiClosing (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse10 = true;
}
//-- PLAYER: So does my command need anything now?
boolean hasResponse11 = false;
if (station_yavin4_condition_notOnImperialTwo (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse11 = true;
}
//-- PLAYER: Any mercenary assignments available?
boolean hasResponse12 = false;
if (station_yavin4_condition_canTakeQuest (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse12 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_128");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_e0bc7c8a");
if (hasResponse2)
responses [responseIndex++] = new string_id (c_stringFile, "s_f03bdbb4");
if (hasResponse3)
responses [responseIndex++] = new string_id (c_stringFile, "s_8d876d5d");
if (hasResponse4)
responses [responseIndex++] = new string_id (c_stringFile, "s_7f4fd215");
if (hasResponse5)
responses [responseIndex++] = new string_id (c_stringFile, "s_550d80c");
if (hasResponse6)
responses [responseIndex++] = new string_id (c_stringFile, "s_33418857");
if (hasResponse7)
responses [responseIndex++] = new string_id (c_stringFile, "s_d431431b");
if (hasResponse8)
responses [responseIndex++] = new string_id (c_stringFile, "s_7e57c029");
if (hasResponse9)
responses [responseIndex++] = new string_id (c_stringFile, "s_61d2adfc");
if (hasResponse10)
responses [responseIndex++] = new string_id (c_stringFile, "s_fca1af26");
if (hasResponse11)
responses [responseIndex++] = new string_id (c_stringFile, "s_7e90de8b");
if (hasResponse12)
responses [responseIndex++] = new string_id (c_stringFile, "s_266");
utils.setScriptVar (player, "conversation.station_yavin4.branchId", 51);
npcStartConversation (player, npc, "station_yavin4", 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 != "station_yavin4")
return SCRIPT_CONTINUE;
obj_id npc = self;
int branchId = utils.getIntScriptVar (player, "conversation.station_yavin4.branchId");
if (branchId == 2 && station_yavin4_handleBranch2 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 4 && station_yavin4_handleBranch4 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 5 && station_yavin4_handleBranch5 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 7 && station_yavin4_handleBranch7 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 8 && station_yavin4_handleBranch8 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 9 && station_yavin4_handleBranch9 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 11 && station_yavin4_handleBranch11 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 12 && station_yavin4_handleBranch12 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 13 && station_yavin4_handleBranch13 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 14 && station_yavin4_handleBranch14 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 15 && station_yavin4_handleBranch15 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 17 && station_yavin4_handleBranch17 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 18 && station_yavin4_handleBranch18 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 20 && station_yavin4_handleBranch20 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 21 && station_yavin4_handleBranch21 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 23 && station_yavin4_handleBranch23 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 24 && station_yavin4_handleBranch24 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 26 && station_yavin4_handleBranch26 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 27 && station_yavin4_handleBranch27 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 28 && station_yavin4_handleBranch28 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 29 && station_yavin4_handleBranch29 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 30 && station_yavin4_handleBranch30 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 31 && station_yavin4_handleBranch31 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 32 && station_yavin4_handleBranch32 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 33 && station_yavin4_handleBranch33 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 34 && station_yavin4_handleBranch34 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 35 && station_yavin4_handleBranch35 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 36 && station_yavin4_handleBranch36 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 37 && station_yavin4_handleBranch37 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 38 && station_yavin4_handleBranch38 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 39 && station_yavin4_handleBranch39 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 40 && station_yavin4_handleBranch40 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 41 && station_yavin4_handleBranch41 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 42 && station_yavin4_handleBranch42 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 43 && station_yavin4_handleBranch43 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 44 && station_yavin4_handleBranch44 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 45 && station_yavin4_handleBranch45 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 46 && station_yavin4_handleBranch46 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 47 && station_yavin4_handleBranch47 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 48 && station_yavin4_handleBranch48 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 49 && station_yavin4_handleBranch49 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 50 && station_yavin4_handleBranch50 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 51 && station_yavin4_handleBranch51 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 52 && station_yavin4_handleBranch52 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 53 && station_yavin4_handleBranch53 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 56 && station_yavin4_handleBranch56 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 59 && station_yavin4_handleBranch59 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 62 && station_yavin4_handleBranch62 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 63 && station_yavin4_handleBranch63 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 66 && station_yavin4_handleBranch66 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 69 && station_yavin4_handleBranch69 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 72 && station_yavin4_handleBranch72 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 76 && station_yavin4_handleBranch76 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 78 && station_yavin4_handleBranch78 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 80 && station_yavin4_handleBranch80 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 82 && station_yavin4_handleBranch82 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 86 && station_yavin4_handleBranch86 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 90 && station_yavin4_handleBranch90 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 91 && station_yavin4_handleBranch91 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 93 && station_yavin4_handleBranch93 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 95 && station_yavin4_handleBranch95 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 98 && station_yavin4_handleBranch98 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 100 && station_yavin4_handleBranch100 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 102 && station_yavin4_handleBranch102 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 103 && station_yavin4_handleBranch103 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 108 && station_yavin4_handleBranch108 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 110 && station_yavin4_handleBranch110 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 114 && station_yavin4_handleBranch114 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
chat.chat (npc, "Error: Fell through all branches and responses for OnNpcConversationResponse.");
utils.removeScriptVar (player, "conversation.station_yavin4.branchId");
return SCRIPT_CONTINUE;
}
// ======================================================================