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dsrc/sku.0/sys.server/compiled/game/script/conversation/ig88_bothan_01.script
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// ======================================================================
//
// ig88_bothan_01.script
//
//
//
// Created with SwgConversationEditor 1.36 - DO NOT EDIT THIS AUTO-GENERATED FILE!
//
// ======================================================================
// ======================================================================
// Library Includes
// ======================================================================
include library.ai_lib;
include library.chat;
include library.groundquests;
include library.utils;
// ======================================================================
// Script Constants
// ======================================================================
string c_stringFile = "conversation/ig88_bothan_01";
// ======================================================================
// Script Conditions
// ======================================================================
boolean ig88_bothan_01_condition__defaultCondition (obj_id player, obj_id npc)
{
return true;
}
// ----------------------------------------------------------------------
boolean ig88_bothan_01_condition_onTask (obj_id player, obj_id npc)
{
return (groundquests.isTaskActive(player, "feeder_ig88_03", "feeder_loot_ig88_01") ||
groundquests.isTaskActive(player, "feeder_ig88_03", "feeder_retrieve_ig88_01") ||
groundquests.isTaskActive(player, "feeder_ig88_03", "feeder_retrieve_ig88_02"));
}
// ----------------------------------------------------------------------
boolean ig88_bothan_01_condition_endQuest (obj_id player, obj_id npc)
{
return groundquests.isTaskActive(player, "feeder_ig88_03", "feeder_signal_ig88_02");
}
// ----------------------------------------------------------------------
boolean ig88_bothan_01_condition_needsQuest (obj_id player, obj_id npc)
{
return groundquests.isTaskActive(player, "feeder_ig88_01", "feeder_singal_ig88_03");
}
// ----------------------------------------------------------------------
boolean ig88_bothan_01_condition_onQuest (obj_id player, obj_id npc)
{
return groundquests.isTaskActive(player, "feeder_ig88_01", "feeder_ig88_wait_02");
}
// ----------------------------------------------------------------------
boolean ig88_bothan_01_condition_finishedQuest (obj_id player, obj_id npc)
{
return groundquests.hasCompletedQuest(player, "feeder_ig88_03");
}
// ======================================================================
// Script Actions
// ======================================================================
void ig88_bothan_01_action_completeQuest (obj_id player, obj_id npc)
{
groundquests.sendSignal(player, "feeder_signal_ig88_03_02");
}
// ----------------------------------------------------------------------
void ig88_bothan_01_action_grantQuest03 (obj_id player, obj_id npc)
{
groundquests.grantQuest(player, "feeder_ig88_03");
groundquests.sendSignal(player, "feeder_signal_ig88_01_03");
}
// ======================================================================
// Script %TO Tokens
// ======================================================================
// ======================================================================
// Script %DI Tokens
// ======================================================================
// ======================================================================
// Script %DF Tokens
// ======================================================================
// ======================================================================
// handleBranch<n> Functions
// ======================================================================
int ig88_bothan_01_handleBranch2 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Did you get them? How did you do this without a disguise?
//-- [RESPONSE NOTE]
//-- PLAYER: I didn't need one, I just took what I wanted.
if (response == "s_8")
{
//-- [NOTE]
if (ig88_bothan_01_condition__defaultCondition (player, npc))
{
//-- NPC: Interesting approach...
string_id message = new string_id (c_stringFile, "s_10");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: That's it?
boolean hasResponse0 = false;
if (ig88_bothan_01_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_12");
utils.setScriptVar (player, "conversation.ig88_bothan_01.branchId", 3);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.ig88_bothan_01.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: This is my disguise.
if (response == "s_16")
{
//-- [NOTE]
if (ig88_bothan_01_condition__defaultCondition (player, npc))
{
//-- NPC: Interesting approach...
string_id message = new string_id (c_stringFile, "s_10");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: That's it?
boolean hasResponse0 = false;
if (ig88_bothan_01_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_12");
utils.setScriptVar (player, "conversation.ig88_bothan_01.branchId", 3);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.ig88_bothan_01.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int ig88_bothan_01_handleBranch3 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Interesting approach...
//-- [RESPONSE NOTE]
//-- PLAYER: That's it?
if (response == "s_12")
{
//-- [NOTE]
if (ig88_bothan_01_condition__defaultCondition (player, npc))
{
ig88_bothan_01_action_completeQuest (player, npc);
//-- NPC: Yes, now get back to Kaibe. He is expecting you.
string_id message = new string_id (c_stringFile, "s_14");
utils.removeScriptVar (player, "conversation.ig88_bothan_01.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int ig88_bothan_01_handleBranch5 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: You change your mind, and want me to make you a disguise?
//-- [RESPONSE NOTE]
//-- PLAYER: No, I just wanted to say hi.
if (response == "s_20")
{
//-- [NOTE]
if (ig88_bothan_01_condition__defaultCondition (player, npc))
{
//-- NPC: Well hi, now get back there.
string_id message = new string_id (c_stringFile, "s_22");
utils.removeScriptVar (player, "conversation.ig88_bothan_01.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
//-- [RESPONSE NOTE]
//-- PLAYER: No, I just forgot what to get.
if (response == "s_24")
{
//-- [NOTE]
if (ig88_bothan_01_condition__defaultCondition (player, npc))
{
ig88_bothan_01_action_grantQuest03 (player, npc);
//-- NPC: Amateur. Here I have reloaded the information to your datapad.
string_id message = new string_id (c_stringFile, "s_26");
utils.removeScriptVar (player, "conversation.ig88_bothan_01.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int ig88_bothan_01_handleBranch8 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Go away, you have no proof!
//-- [RESPONSE NOTE]
//-- PLAYER: Proof? Kaibe sent me.
if (response == "s_30")
{
//-- [NOTE]
if (ig88_bothan_01_condition__defaultCondition (player, npc))
{
//-- NPC: Oh! In that case, what are you doing standing around. Let's get your disguise made.
string_id message = new string_id (c_stringFile, "s_32");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Disguise?
boolean hasResponse0 = false;
if (ig88_bothan_01_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_34");
utils.setScriptVar (player, "conversation.ig88_bothan_01.branchId", 9);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.ig88_bothan_01.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int ig88_bothan_01_handleBranch9 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Oh! In that case, what are you doing standing around. Let's get your disguise made.
//-- [RESPONSE NOTE]
//-- PLAYER: Disguise?
if (response == "s_34")
{
//-- [NOTE]
if (ig88_bothan_01_condition__defaultCondition (player, npc))
{
//-- NPC: Yes, how else are you going to get in? Let me see what I can put together...
string_id message = new string_id (c_stringFile, "s_36");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: ...
boolean hasResponse0 = false;
if (ig88_bothan_01_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_38");
utils.setScriptVar (player, "conversation.ig88_bothan_01.branchId", 10);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.ig88_bothan_01.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int ig88_bothan_01_handleBranch10 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Yes, how else are you going to get in? Let me see what I can put together...
//-- [RESPONSE NOTE]
//-- PLAYER: ...
if (response == "s_38")
{
//-- [NOTE]
if (ig88_bothan_01_condition__defaultCondition (player, npc))
{
//-- NPC: Well, I am out of sufficient parts to make you retain your own personality. But not to worry, I will take good care of you.
string_id message = new string_id (c_stringFile, "s_40");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Um... Can't I just go in without a disguise?
boolean hasResponse0 = false;
if (ig88_bothan_01_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_42");
utils.setScriptVar (player, "conversation.ig88_bothan_01.branchId", 11);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.ig88_bothan_01.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int ig88_bothan_01_handleBranch11 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Well, I am out of sufficient parts to make you retain your own personality. But not to worry, I will take good care of you.
//-- [RESPONSE NOTE]
//-- PLAYER: Um... Can't I just go in without a disguise?
if (response == "s_42")
{
//-- [NOTE]
if (ig88_bothan_01_condition__defaultCondition (player, npc))
{
//-- NPC: ...
string_id message = new string_id (c_stringFile, "s_44");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Danger? Hah, I am not scared. Just tell me what I need.
boolean hasResponse0 = false;
if (ig88_bothan_01_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_46");
utils.setScriptVar (player, "conversation.ig88_bothan_01.branchId", 12);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.ig88_bothan_01.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int ig88_bothan_01_handleBranch12 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: ...
//-- [RESPONSE NOTE]
//-- PLAYER: Danger? Hah, I am not scared. Just tell me what I need.
if (response == "s_46")
{
doAnimationAction (player, "pose_proudly");
//-- [NOTE]
if (ig88_bothan_01_condition__defaultCondition (player, npc))
{
//-- NPC: Well in that case, I just need a circuit board from Tao-Ni Security's mainframe. But to get it, I need you to overload the system, so their backup systems don't wipe the data.
string_id message = new string_id (c_stringFile, "s_48");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: How do we do that?
boolean hasResponse0 = false;
if (ig88_bothan_01_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_50");
utils.setScriptVar (player, "conversation.ig88_bothan_01.branchId", 13);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.ig88_bothan_01.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int ig88_bothan_01_handleBranch13 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Well in that case, I just need a circuit board from Tao-Ni Security's mainframe. But to get it, I need you to overload the system, so their backup systems don't wipe the data.
//-- [RESPONSE NOTE]
//-- PLAYER: How do we do that?
if (response == "s_50")
{
//-- [NOTE]
if (ig88_bothan_01_condition__defaultCondition (player, npc))
{
ig88_bothan_01_action_grantQuest03 (player, npc);
//-- NPC: Easy, just get me some charged capacitors from the security droids there. We can use them. I will contact you when we have enough.
string_id message = new string_id (c_stringFile, "s_52");
utils.removeScriptVar (player, "conversation.ig88_bothan_01.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
// ======================================================================
// User Script Triggers
// ======================================================================
trigger OnInitialize ()
{
if ((!isTangible (self)) || (isPlayer (self)))
detachScript(self, "conversation.ig88_bothan_01");
setCondition (self, CONDITION_CONVERSABLE);
return SCRIPT_CONTINUE;
}
trigger OnAttach ()
{
setCondition (self, CONDITION_CONVERSABLE);
return SCRIPT_CONTINUE;
}
trigger OnObjectMenuRequest (obj_id player, menu_info menuInfo)
{
int menu = menuInfo.addRootMenu (menu_info_types.CONVERSE_START, null);
menu_info_data menuInfoData = menuInfo.getMenuItemById (menu);
menuInfoData.setServerNotify (false);
setCondition (self, CONDITION_CONVERSABLE);
return SCRIPT_CONTINUE;
}
trigger OnIncapacitated (obj_id killer)
{
clearCondition (self, CONDITION_CONVERSABLE);
detachScript (self, "conversation.ig88_bothan_01");
return SCRIPT_CONTINUE;
}
// ======================================================================
// Script Triggers
// ======================================================================
//-- This function should move to base_class.java
boolean npcStartConversation(obj_id player, obj_id npc, string convoName, string_id greetingId, prose_package greetingProse, string_id[] responses)
{
Object[] objects = new Object[responses.length];
System.arraycopy(responses, 0, objects, 0, responses.length);
return npcStartConversation(player, npc, convoName, greetingId, greetingProse, objects);
}
// ----------------------------------------------------------------------
trigger OnStartNpcConversation (obj_id player)
{
obj_id npc = self;
if (ai_lib.isInCombat (npc) || ai_lib.isInCombat (player))
return SCRIPT_OVERRIDE;
//-- [NOTE]
if (ig88_bothan_01_condition_finishedQuest (player, npc))
{
//-- NPC: Was there something else? I am busy making my disguise for my next contract.
string_id message = new string_id (c_stringFile, "s_4");
chat.chat (npc, player, message);
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (ig88_bothan_01_condition_endQuest (player, npc))
{
//-- NPC: Did you get them? How did you do this without a disguise?
string_id message = new string_id (c_stringFile, "s_6");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I didn't need one, I just took what I wanted.
boolean hasResponse0 = false;
if (ig88_bothan_01_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: This is my disguise.
boolean hasResponse1 = false;
if (ig88_bothan_01_condition__defaultCondition (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_8");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_16");
utils.setScriptVar (player, "conversation.ig88_bothan_01.branchId", 2);
npcStartConversation (player, npc, "ig88_bothan_01", message, responses);
}
else
{
chat.chat (npc, player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (ig88_bothan_01_condition_onQuest (player, npc))
{
//-- NPC: You change your mind, and want me to make you a disguise?
string_id message = new string_id (c_stringFile, "s_18");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: No, I just wanted to say hi.
boolean hasResponse0 = false;
if (ig88_bothan_01_condition_onTask (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: No, I just forgot what to get.
boolean hasResponse1 = false;
if (!ig88_bothan_01_condition_onTask (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse1 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_20");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_24");
utils.setScriptVar (player, "conversation.ig88_bothan_01.branchId", 5);
npcStartConversation (player, npc, "ig88_bothan_01", message, responses);
}
else
{
chat.chat (npc, player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (ig88_bothan_01_condition__defaultCondition (player, npc))
{
//-- NPC: Go away, you have no proof!
string_id message = new string_id (c_stringFile, "s_28");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Proof? Kaibe sent me.
boolean hasResponse0 = false;
if (ig88_bothan_01_condition_needsQuest (player, npc))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
if (hasResponse)
{
int responseIndex = 0;
string_id responses [] = new string_id [numberOfResponses];
if (hasResponse0)
responses [responseIndex++] = new string_id (c_stringFile, "s_30");
utils.setScriptVar (player, "conversation.ig88_bothan_01.branchId", 8);
npcStartConversation (player, npc, "ig88_bothan_01", message, responses);
}
else
{
chat.chat (npc, player, message);
}
return SCRIPT_CONTINUE;
}
chat.chat (npc, "Error: All conditions for OnStartNpcConversation were false.");
return SCRIPT_CONTINUE;
}
// ----------------------------------------------------------------------
trigger OnNpcConversationResponse (string conversationId, obj_id player, string_id response)
{
if (conversationId != "ig88_bothan_01")
return SCRIPT_CONTINUE;
obj_id npc = self;
int branchId = utils.getIntScriptVar (player, "conversation.ig88_bothan_01.branchId");
if (branchId == 2 && ig88_bothan_01_handleBranch2 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 3 && ig88_bothan_01_handleBranch3 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 5 && ig88_bothan_01_handleBranch5 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 8 && ig88_bothan_01_handleBranch8 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 9 && ig88_bothan_01_handleBranch9 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 10 && ig88_bothan_01_handleBranch10 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 11 && ig88_bothan_01_handleBranch11 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 12 && ig88_bothan_01_handleBranch12 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 13 && ig88_bothan_01_handleBranch13 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
chat.chat (npc, "Error: Fell through all branches and responses for OnNpcConversationResponse.");
utils.removeScriptVar (player, "conversation.ig88_bothan_01.branchId");
return SCRIPT_CONTINUE;
}
// ======================================================================