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dsrc/sku.0/sys.server/compiled/game/script/conversation/npe_brawler_officer.script
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2013-09-10 23:17:15 -07:00

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// ======================================================================
//
// npe_brawler_officer.script
// Copyright 2004, Sony Online Entertainment
// All Rights Reserved.
//
// Created with SwgConversationEditor 1.35 - 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/npe_brawler_officer";
// ======================================================================
// Script Conditions
// ======================================================================
boolean npe_brawler_officer_condition__defaultCondition (obj_id player, obj_id npc)
{
return true;
}
// ----------------------------------------------------------------------
boolean npe_brawler_officer_condition_isTaskActiveStory3 (obj_id player, obj_id npc)
{
return (groundquests.hasCompletedTask(player, "npe_brawler_3", "signal") &&
!groundquests.hasCompletedQuest(player, "npe_brawler_3"));
}
// ----------------------------------------------------------------------
boolean npe_brawler_officer_condition_isTaskActiveBoxes (obj_id player, obj_id npc)
{
return (groundquests.hasCompletedTask(player, "npe_brawler_3", "boxes") &&
!groundquests.hasCompletedQuest(player, "npe_brawler_3"));
}
// ----------------------------------------------------------------------
boolean npe_brawler_officer_condition_hasCompletedTaskBoxes (obj_id player, obj_id npc)
{
return (groundquests.hasCompletedTask(player, "npe_brawler_3", "boxes") &&
!groundquests.hasCompletedQuest(player, "npe_brawler_3"));
}
// ----------------------------------------------------------------------
boolean npe_brawler_officer_condition_hasCompletedBoxes (obj_id player, obj_id npc)
{
return groundquests.hasCompletedQuest(player, "npe_brawler_3");
}
// ======================================================================
// Script Actions
// ======================================================================
void npe_brawler_officer_action_giveSignalBoxes (obj_id player, obj_id npc)
{
groundquests.sendSignal(player, "signal");
}
// ----------------------------------------------------------------------
void npe_brawler_officer_action_giveSignalReward (obj_id player, obj_id npc)
{
groundquests.sendSignal(player, "officerreward");
}
// ======================================================================
// Script %TO Tokens
// ======================================================================
// ======================================================================
// Script %DI Tokens
// ======================================================================
// ======================================================================
// Script %DF Tokens
// ======================================================================
// ======================================================================
// handleBranch<n> Functions
// ======================================================================
int npe_brawler_officer_handleBranch2 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Ah, finally. Thanks for helping gather the supplies. I know it wasn't easy. Here, take this. I hope you find it useful in your adventures.
//-- [RESPONSE NOTE]
//-- PLAYER: Thank you.
if (response == "s_12")
{
//-- [NOTE]
if (npe_brawler_officer_condition__defaultCondition (player, npc))
{
npe_brawler_officer_action_giveSignalReward (player, npc);
//-- NPC: No problem. I'll be sure to let Rydel know of your good deed.
string_id message = new string_id (c_stringFile, "s_13");
utils.removeScriptVar (player, "conversation.npe_brawler_officer.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int npe_brawler_officer_handleBranch5 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Are you here to help us with the supplies?
//-- [RESPONSE NOTE]
//-- PLAYER: Yes. I'm Rydel's student.
if (response == "s_16")
{
//-- [NOTE]
if (npe_brawler_officer_condition__defaultCondition (player, npc))
{
//-- NPC: Ah, yes. Good ol' Rydel. Well, glad you're here. Get in there, and get those supplies back. We need them!
string_id message = new string_id (c_stringFile, "s_18");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: I'm on it!
boolean hasResponse0 = false;
if (npe_brawler_officer_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_20");
utils.setScriptVar (player, "conversation.npe_brawler_officer.branchId", 6);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
utils.removeScriptVar (player, "conversation.npe_brawler_officer.branchId");
npcEndConversationWithMessage (player, message);
}
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
int npe_brawler_officer_handleBranch6 (obj_id player, obj_id npc, string_id response)
{
//-- [BRANCH NOTE]
//-- NPC: Ah, yes. Good ol' Rydel. Well, glad you're here. Get in there, and get those supplies back. We need them!
//-- [RESPONSE NOTE]
//-- PLAYER: I'm on it!
if (response == "s_20")
{
//-- [NOTE]
if (npe_brawler_officer_condition__defaultCondition (player, npc))
{
npe_brawler_officer_action_giveSignalBoxes (player, npc);
//-- NPC: Good. You there! Get back to work!
string_id message = new string_id (c_stringFile, "s_22");
utils.removeScriptVar (player, "conversation.npe_brawler_officer.branchId");
npcEndConversationWithMessage (player, message);
return SCRIPT_CONTINUE;
}
}
return SCRIPT_DEFAULT;
}
// ----------------------------------------------------------------------
// ======================================================================
// User Script Triggers
// ======================================================================
trigger OnInitialize ()
{
if ((!isMob (self)) || (isPlayer (self)))
detachScript(self, "conversation.npe_brawler_officer");
setInvulnerable( self, true );
setName( self, "Officer Dreryn");
setCondition (self, CONDITION_CONVERSABLE);
return SCRIPT_CONTINUE;
}
trigger OnAttach ()
{
setCondition (self, CONDITION_CONVERSABLE);
setInvulnerable( self, true );
setName( self, "Officer Dreryn");
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.npe_brawler_officer");
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 (npe_brawler_officer_condition_hasCompletedBoxes (player, npc))
{
//-- NPC: We're still good here. We don't need any of your heroics today.
string_id message = new string_id (c_stringFile, "s_11");
chat.chat (npc, player, message);
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (npe_brawler_officer_condition_hasCompletedTaskBoxes (player, npc))
{
//-- NPC: Ah, finally. Thanks for helping gather the supplies. I know it wasn't easy. Here, take this. I hope you find it useful in your adventures.
string_id message = new string_id (c_stringFile, "s_10");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Thank you.
boolean hasResponse0 = false;
if (npe_brawler_officer_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.npe_brawler_officer.branchId", 2);
npcStartConversation (player, npc, "npe_brawler_officer", message, responses);
}
else
{
chat.chat (npc, player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (npe_brawler_officer_condition_isTaskActiveBoxes (player, npc))
{
//-- NPC: Look, we need those supplies as soon as possible! Get going!
string_id message = new string_id (c_stringFile, "s_9");
chat.chat (npc, player, message);
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (npe_brawler_officer_condition_isTaskActiveStory3 (player, npc))
{
//-- NPC: Are you here to help us with the supplies?
string_id message = new string_id (c_stringFile, "s_14");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Yes. I'm Rydel's student.
boolean hasResponse0 = false;
if (npe_brawler_officer_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_16");
utils.setScriptVar (player, "conversation.npe_brawler_officer.branchId", 5);
npcStartConversation (player, npc, "npe_brawler_officer", message, responses);
}
else
{
chat.chat (npc, player, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (npe_brawler_officer_condition__defaultCondition (player, npc))
{
doAnimationAction (npc, "nod");
//-- NPC: Citizen, move along. We're transferring precious cargo here. Nothing to be concerned about.
string_id message = new string_id (c_stringFile, "s_24");
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 != "npe_brawler_officer")
return SCRIPT_CONTINUE;
obj_id npc = self;
int branchId = utils.getIntScriptVar (player, "conversation.npe_brawler_officer.branchId");
if (branchId == 2 && npe_brawler_officer_handleBranch2 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 5 && npe_brawler_officer_handleBranch5 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
if (branchId == 6 && npe_brawler_officer_handleBranch6 (player, npc, response) == SCRIPT_CONTINUE)
return SCRIPT_CONTINUE;
chat.chat (npc, "Error: Fell through all branches and responses for OnNpcConversationResponse.");
utils.removeScriptVar (player, "conversation.npe_brawler_officer.branchId");
return SCRIPT_CONTINUE;
}
// ======================================================================