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

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// ======================================================================
//
// sean_questp_house.script
// Copyright 2003, Sony Online Entertainment
// All Rights Reserved.
//
// DO NOT EDIT THIS AUTO-GENERATED FILE. PLEASE USE THE CONVERATION EDITOR!
//
// ======================================================================
// ======================================================================
// Library Includes
// ======================================================================
include library.ai_lib;
include library.chat;
include library.utils;
// ======================================================================
// Script Constants
// ======================================================================
string c_stringFile = "conversation/sean_questp_house";
// ======================================================================
// Script Conditions
// ======================================================================
boolean sean_questp_house_condition__defaultCondition (obj_id player, obj_id npc)
{
return true;
}
// ----------------------------------------------------------------------
boolean sean_questp_house_condition_CampObj (obj_id player, obj_id npc)
{
if ( hasObjVar(npc, "bestine.electionStarted") )
{
int electionNum = getIntObjVar(npc, "bestine.electionStarted");
if ( hasObjVar(player, "bestine.campaign" ) )
{
int electionPlayerIsIn = getIntObjVar(player, "bestine.campaign");
if ( electionPlayerIsIn >= electionNum)
{
if ( !hasObjVar(player, "bestine.sean_house_noroom") )
{
return true;
}
}
}
}
return false;
}
// ----------------------------------------------------------------------
boolean sean_questp_house_condition_HouseTesti (obj_id player, obj_id npc)
{
string HTESTIMONY = "object/tangible/loot/quest/sean_questp_htestimony.iff";
if (isIdValid(player))
{
obj_id playerInv = getObjectInSlot( player, "inventory" );
if(isIdValid(playerInv))
{
obj_id item = createObject( HTESTIMONY, playerInv, "" );
if(isIdValid(item))
{
return true;
}
}
}
return false;
}
// ----------------------------------------------------------------------
boolean sean_questp_house_condition_noroomObjVar (obj_id player, obj_id npc)
{
if ( hasObjVar(npc, "bestine.electionStarted") )
{
int electionNum = getIntObjVar(npc, "bestine.electionStarted");
if ( hasObjVar(player, "bestine.campaign" ) )
{
int electionPlayerIsIn = getIntObjVar(player, "bestine.campaign");
if ( electionPlayerIsIn >= electionNum)
{
if ( hasObjVar(player, "bestine.sean_house_noroom") )
{
return true;
}
}
}
}
return false;
}
// ----------------------------------------------------------------------
boolean sean_questp_house_condition_nonoffice (obj_id player, obj_id npc)
{
return hasObjVar(npc, "bestine.electionEnded");
}
// ----------------------------------------------------------------------
boolean sean_questp_house_condition_noInventorySpace (obj_id player, obj_id npc)
{
boolean hasNoInvRoom = false;
obj_id playerInv = utils.getInventoryContainer(player);
if ( isIdValid(playerInv) )
{
int free_space = getVolumeFree(playerInv);
if (free_space < 1 )
{
hasNoInvRoom = true;
}
}
return hasNoInvRoom;
}
// ----------------------------------------------------------------------
boolean sean_questp_house_condition_alreadyHasEvidence (obj_id player, obj_id npc)
{
return utils.playerHasItemByTemplate(player, "object/tangible/loot/quest/sean_questp_htestimony.iff");
}
// ======================================================================
// Script Actions
// ======================================================================
void sean_questp_house_action__defaultAction (obj_id player, obj_id npc)
{
}
// ----------------------------------------------------------------------
void sean_questp_house_action_NoRoom (obj_id player, obj_id npc)
{
int electionNum = getIntObjVar(npc, "bestine.electionStarted");
setObjVar( player, "bestine.bestine.sean_house_noroom", electionNum);
}
// ----------------------------------------------------------------------
void sean_questp_house_action_giveTestimony (obj_id player, obj_id npc)
{
if ( hasObjVar(player, "bestine.sean_house_noroom") )
{
removeObjVar(player, "bestine.sean_house_noroom");
}
string HTESTIMONY = "object/tangible/loot/quest/sean_questp_htestimony.iff";
if (isIdValid(player))
{
obj_id playerInv = getObjectInSlot( player, "inventory" );
if(isIdValid(playerInv))
{
obj_id item = createObject( HTESTIMONY, playerInv, "" );
if(isIdValid(item))
{
return;
}
}
}
return;
}
// ======================================================================
// User Script Triggers
// ======================================================================
trigger OnInitialize ()
{
if ((!isMob (self)) || (isPlayer (self)))
detachScript(self, "npc.conversation.sean_questp_house");
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, "npc.conversation.sean_questp_house");
return SCRIPT_CONTINUE;
}
// ======================================================================
// Script Triggers
// ======================================================================
trigger OnStartNpcConversation (obj_id player)
{
if (ai_lib.isInCombat (self) || ai_lib.isInCombat (player))
return SCRIPT_OVERRIDE;
//-- [NOTE]
if (sean_questp_house_condition_nonoffice (player, self))
{
//-- NPC: I'm so busy. Sean is planning to run for the new election that will happen soon. He's going to have tons of people over for dinner in hopes of impressing them. I really must get back to work. I'm sorry.
string_id message = new string_id (c_stringFile, "s_2267c63c");
chat.chat (self, message);
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (sean_questp_house_condition_alreadyHasEvidence (player, self))
{
//-- NPC: Oh hello! I'm surprised to see you again so soon. Please be sure to sure to show the governor the testimony I wrote for you. I want her to know what a kind and generous person Sean is.
string_id message = new string_id (c_stringFile, "s_41f6594d");
chat.chat (self, message);
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (sean_questp_house_condition_noroomObjVar (player, self))
{
//-- NPC: I'm glad you're back. Do you have enough room now?
string_id message = new string_id (c_stringFile, "s_20b8d563");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Yes. Thank you.
boolean hasResponse0 = false;
if (sean_questp_house_condition__defaultCondition (player, self))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: Actually, no I don't.
boolean hasResponse1 = false;
if (sean_questp_house_condition__defaultCondition (player, self))
{
++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_e69937da");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_48b343d3");
setObjVar (player, "conversation.sean_questp_house.branchId", 3);
npcStartConversation (player, self, "sean_questp_house", message, responses);
}
else
{
chat.chat (self, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (sean_questp_house_condition_CampObj (player, self))
{
//-- NPC: Oh my! I didn't expect visitors today! This place is a complete mess! Please forgive me. The last of the tragedy victims left. They all found new homes. I'm just cleaning up. Why are you here?
string_id message = new string_id (c_stringFile, "s_f6effab8");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: What victims?
boolean hasResponse0 = false;
if (sean_questp_house_condition__defaultCondition (player, self))
{
++numberOfResponses;
hasResponse = true;
hasResponse0 = true;
}
//-- PLAYER: I'm in the wrong house. Sorry!
boolean hasResponse1 = false;
if (sean_questp_house_condition__defaultCondition (player, self))
{
++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_34f710c5");
if (hasResponse1)
responses [responseIndex++] = new string_id (c_stringFile, "s_51c40792");
setObjVar (player, "conversation.sean_questp_house.branchId", 7);
npcStartConversation (player, self, "sean_questp_house", message, responses);
}
else
{
chat.chat (self, message);
}
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (sean_questp_house_condition__defaultCondition (player, self))
{
//-- NPC: Hello! Are you here to discuss the election? You haven't heard about it? You should really go to the capitol. The governor is taking votes.
string_id message = new string_id (c_stringFile, "s_d066eb10");
chat.chat (self, message);
return SCRIPT_CONTINUE;
}
chat.chat (self, "Error: All conditions for OnStartNpcConversation were false.");
return SCRIPT_CONTINUE;
}
// ----------------------------------------------------------------------
trigger OnNpcConversationResponse (string conversationId, obj_id player, string_id response)
{
if (conversationId != "sean_questp_house")
return SCRIPT_CONTINUE;
int branchId = getIntObjVar (player, "conversation.sean_questp_house.branchId");
//-- [BRANCH NOTE]
//-- NPC: I'm glad you're back. Do you have enough room now?
//-- [RESPONSE NOTE]
//-- PLAYER: Yes. Thank you.
if (branchId == 3 && response == "s_e69937da")
{
//-- [NOTE]
if (!sean_questp_house_condition_noInventorySpace (player, self))
{
sean_questp_house_action_giveTestimony (player, self);
//-- NPC: Here you are, then. I hope you have a wonderful day.
string_id message = new string_id (c_stringFile, "s_9e4a0794");
removeObjVar (player, "conversation.sean_questp_house.branchId");
npcSpeak (player, message);
npcEndConversation (player);
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (sean_questp_house_condition_noInventorySpace (player, self))
{
//-- NPC: You still don't have enough room. Come back when you do. I'd be happy to give it to you then.
string_id message = new string_id (c_stringFile, "s_bd542a54");
removeObjVar (player, "conversation.sean_questp_house.branchId");
npcSpeak (player, message);
npcEndConversation (player);
return SCRIPT_CONTINUE;
}
chat.chat (self, "Error: All conditions for OnNpcConversationResponse for branch 'I'm glad you're back. Do you have enough room now?' were false.");
return SCRIPT_CONTINUE;
}
//-- [BRANCH NOTE]
//-- NPC: I'm glad you're back. Do you have enough room now?
//-- [RESPONSE NOTE]
//-- PLAYER: Actually, no I don't.
if (branchId == 3 && response == "s_48b343d3")
{
//-- [NOTE]
if (sean_questp_house_condition__defaultCondition (player, self))
{
//-- NPC: Well, return when you do. I'll be happy to give it to you then.
string_id message = new string_id (c_stringFile, "s_d6d23166");
removeObjVar (player, "conversation.sean_questp_house.branchId");
npcSpeak (player, message);
npcEndConversation (player);
return SCRIPT_CONTINUE;
}
chat.chat (self, "Error: All conditions for OnNpcConversationResponse for branch 'I'm glad you're back. Do you have enough room now?' were false.");
return SCRIPT_CONTINUE;
}
//-- [BRANCH NOTE]
//-- NPC: Oh my! I didn't expect visitors today! This place is a complete mess! Please forgive me. The last of the tragedy victims left. They all found new homes. I'm just cleaning up. Why are you here?
//-- [RESPONSE NOTE]
//-- PLAYER: What victims?
if (branchId == 7 && response == "s_34f710c5")
{
//-- [NOTE]
if (sean_questp_house_condition__defaultCondition (player, self))
{
//-- NPC: Oh, you didn't hear? The Empire went on a rampage and destroyed one of the newer, smaller cities assumed to harbor Rebel operatives. Those poor people. Sean Trenwell opened his homes for the survivors. He's such a kind man.
string_id message = new string_id (c_stringFile, "s_8a9c6889");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Really? Can you help me with something?
boolean hasResponse0 = false;
if (sean_questp_house_condition__defaultCondition (player, self))
{
++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_ab4c4ff8");
setObjVar (player, "conversation.sean_questp_house.branchId", 8);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
removeObjVar (player, "conversation.sean_questp_house.branchId");
npcSpeak (player, message);
npcEndConversation (player);
}
return SCRIPT_CONTINUE;
}
chat.chat (self, "Error: All conditions for OnNpcConversationResponse for branch 'Oh my! I didn't expect visitors today! This place is a complete mess! Please forgive me. The last of the tragedy victims left. They all found new homes. I'm just cleaning up. Why are you here?' were false.");
return SCRIPT_CONTINUE;
}
//-- [BRANCH NOTE]
//-- NPC: Oh my! I didn't expect visitors today! This place is a complete mess! Please forgive me. The last of the tragedy victims left. They all found new homes. I'm just cleaning up. Why are you here?
//-- [RESPONSE NOTE]
//-- PLAYER: I'm in the wrong house. Sorry!
if (branchId == 7 && response == "s_51c40792")
{
//-- [NOTE]
if (sean_questp_house_condition__defaultCondition (player, self))
{
//-- NPC: Come back any time. You're always welcome in the Trenwell house.
string_id message = new string_id (c_stringFile, "s_d5702a3b");
removeObjVar (player, "conversation.sean_questp_house.branchId");
npcSpeak (player, message);
npcEndConversation (player);
return SCRIPT_CONTINUE;
}
chat.chat (self, "Error: All conditions for OnNpcConversationResponse for branch 'Oh my! I didn't expect visitors today! This place is a complete mess! Please forgive me. The last of the tragedy victims left. They all found new homes. I'm just cleaning up. Why are you here?' were false.");
return SCRIPT_CONTINUE;
}
//-- [BRANCH NOTE]
//-- NPC: Oh, you didn't hear? The Empire went on a rampage and destroyed one of the newer, smaller cities assumed to harbor Rebel operatives. Those poor people. Sean Trenwell opened his homes for the survivors. He's such a kind man.
//-- [RESPONSE NOTE]
//-- PLAYER: Really? Can you help me with something?
if (branchId == 8 && response == "s_ab4c4ff8")
{
//-- [NOTE]
if (sean_questp_house_condition__defaultCondition (player, self))
{
//-- NPC: Sure, I can try. What do you need? Write a testimony? Of course, I will! Anything to help him with this election. I really hope he wins. He deserves it. Let me write it up..
string_id message = new string_id (c_stringFile, "s_43e36f6f");
int numberOfResponses = 0;
boolean hasResponse = false;
//-- PLAYER: Okay.
boolean hasResponse0 = false;
if (sean_questp_house_condition__defaultCondition (player, self))
{
++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_67e6df55");
setObjVar (player, "conversation.sean_questp_house.branchId", 9);
npcSpeak (player, message);
npcSetConversationResponses (player, responses);
}
else
{
removeObjVar (player, "conversation.sean_questp_house.branchId");
npcSpeak (player, message);
npcEndConversation (player);
}
return SCRIPT_CONTINUE;
}
chat.chat (self, "Error: All conditions for OnNpcConversationResponse for branch 'Oh, you didn't hear? The Empire went on a rampage and destroyed one of the newer, smaller cities assumed to harbor Rebel operatives. Those poor people. Sean Trenwell opened his homes for the survivors. He's such a kind man.' were false.");
return SCRIPT_CONTINUE;
}
//-- [BRANCH NOTE]
//-- NPC: Sure, I can try. What do you need? Write a testimony? Of course, I will! Anything to help him with this election. I really hope he wins. He deserves it. Let me write it up..
//-- [RESPONSE NOTE]
//-- PLAYER: Okay.
if (branchId == 9 && response == "s_67e6df55")
{
//-- [NOTE]
if (!sean_questp_house_condition_noInventorySpace (player, self))
{
sean_questp_house_action_giveTestimony (player, self);
//-- NPC: Here you are. Please let me know if you'd like to come over for dinner sometime. I'm a great cook! Have a great day!
string_id message = new string_id (c_stringFile, "s_47e61b76");
removeObjVar (player, "conversation.sean_questp_house.branchId");
npcSpeak (player, message);
npcEndConversation (player);
return SCRIPT_CONTINUE;
}
//-- [NOTE]
if (sean_questp_house_condition_noInventorySpace (player, self))
{
sean_questp_house_action_NoRoom (player, self);
//-- NPC: Here you are--Oh no! You don't have enough room. I'm sorry. Please come back when you do.
string_id message = new string_id (c_stringFile, "s_198905a5");
removeObjVar (player, "conversation.sean_questp_house.branchId");
npcSpeak (player, message);
npcEndConversation (player);
return SCRIPT_CONTINUE;
}
chat.chat (self, "Error: All conditions for OnNpcConversationResponse for branch 'Sure, I can try. What do you need? Write a testimony? Of course, I will! Anything to help him with this election. I really hope he wins. He deserves it. Let me write it up..' were false.");
return SCRIPT_CONTINUE;
}
chat.chat (self, "Error: Fell through all branches and responses for OnNpcConversationResponse.");
removeObjVar (player, "conversation.sean_questp_house.branchId");
return SCRIPT_CONTINUE;
}
// ======================================================================