Examples of EquipItemAction


Examples of games.stendhal.server.entity.npc.action.EquipItemAction

    // Player says yes they want to help
    npc.add(ConversationStates.QUEST_OFFERED,
        ConversationPhrases.YES_MESSAGES, null,
        ConversationStates.ATTENDING,
        "Wonderful! I'm so relieved! Please take this note to Pedinghaus, you will find him in Ados goldsmiths. Tell him you have a #letter for him.",     
        new MultipleActions(new EquipItemAction("sealed envelope", 1, true),
                  new SetQuestAction(mithrilcloak.getQuestSlot(), "taking_letter"))
        );
   
    // player said no they didn't want to help
    npc.add(
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Examples of games.stendhal.server.entity.npc.action.EquipItemAction

        ConversationStates.ATTENDING,
        "Wow, Pedinghaus really outdid himself this time. It looks wonderful on your new cloak! Wear it with pride.",
        new MultipleActions(
                   new DropItemAction("mithril clasp"),
                   new SetQuestAndModifyKarmaAction(mithrilcloak.getQuestSlot(), "done", 10.0),
                   new EquipItemAction("mithril cloak", 1, true),
                   new IncreaseXPAction(1000)
                   )
        );

    // remind about getting clasp
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Examples of games.stendhal.server.entity.npc.action.EquipItemAction

      ConversationPhrases.GREETING_MESSAGES,
      new AndCondition(new GreetingMatchesNameCondition(npc.getName()),
          new QuestInStateCondition(QUEST_SLOT, "start")),
      ConversationStates.ATTENDING,
      "Oh, Ceryl's looking for that book back? My goodness! I completely forgot about it... here you go!",
      new MultipleActions(new EquipItemAction("black book", 1, true), new SetQuestAction(QUEST_SLOT, "jynath")));

    /** If player keeps asking for the book, just tell him to hurry up */
    npc.add(
      ConversationStates.IDLE,
      ConversationPhrases.GREETING_MESSAGES,
 
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Examples of games.stendhal.server.entity.npc.action.EquipItemAction

    final SpeakerNPC npc = npcs.get("Ceryl");

    /** Complete the quest */
    final List<ChatAction> reward = new LinkedList<ChatAction>();
    reward.add(new DropItemAction("black book"));
    reward.add(new EquipItemAction("money", 50));
    reward.add(new IncreaseXPAction(100));
    reward.add(new IncreaseKarmaAction(10.0));
    reward.add(new SetQuestAction(QUEST_SLOT, "done"));

    npc.add(
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Examples of games.stendhal.server.entity.npc.action.EquipItemAction

          public void fire(final Player player, final Sentence sentence, final EventRaiser npc) {

                        final int required = (sentence.getNumeral().getAmount());
            if (player.drop("disease poison", required * REQUIRED_POISONS)) {
              npc.say("Ok, here's your " + Integer.toString(required) + " eggshells. Enjoy!");
              new EquipItemAction("magical eggshells", required, true).fire(player, sentence, npc);
            } else {
              npc.say("Ok, ask me again when you have " + Integer.toString(required * REQUIRED_POISONS) + " disease poisons with you.");
            }           
          }
        });
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Examples of games.stendhal.server.entity.npc.action.EquipItemAction

                    player.setQuest(mithrilcloak.getQuestSlot(), "told_joke;" + Integer.toString(i));
                  }
                  // this might have been his favourite joke, which is determined randomly
                  if (Rand.randUniform(1, 8) == i) {
                    npc.say("That's the funniest joke I ever heard! I think it's my favourite of the moment. Here, have your needle for free... and then get out of here, You've been here far too long already.");
                    new EquipItemAction("magical needle", 1, true).fire(player, sentence, npc);
                    npc.setCurrentState(ConversationStates.IDLE);
//                    // stop looking through the joke list
                    return;
                  } else {
                    npc.say("*guffaws* Alright, lets get on with business. A magical needle costs "
                      + Integer.toString(NEEDLE_COST) + " pieces of money. Do you want to buy one now?");
                    // stop looking through the joke list
                    npc.setCurrentState(ConversationStates.QUEST_ITEM_QUESTION);
                    return;
                   }
                }
              }
              if (ConversationPhrases.GOODBYE_MESSAGES.contains(sentence.getTriggerExpression().getNormalized())) {
                  npc.say("Ok, bye then.");
                  npc.setCurrentState(ConversationStates.IDLE);
              } else if (sentence.getTriggerExpression().getNormalized().equals("none")) {
                npc.say("Ok, bye.");
                npc.setCurrentState(ConversationStates.IDLE);
              } else {
                npc.say("Sorry, that joke just isn't funny. go back to Nalwor library and get another.");
                npc.setCurrentState(ConversationStates.IDLE);
              }
      }
    });
   
   
    // offer needle when prompted if they already told a joke
    npc.add(ConversationStates.ATTENDING,
        Arrays.asList("needle", "magical", "magical needle", "ida", "cloak", "mithril cloak", "specials"),
        new QuestStateStartsWithCondition(mithrilcloak.getQuestSlot(), "told_joke"),
        ConversationStates.QUEST_ITEM_QUESTION,
        "I have some magical needles but they cost a pretty penny, "
        + Integer.toString(NEEDLE_COST) + " pieces of money to be precise. Do you want to buy one?",
        null);

    // agrees to buy 1 needle
    npc.add(ConversationStates.QUEST_ITEM_QUESTION,
        ConversationPhrases.YES_MESSAGES,
        new PlayerHasItemWithHimCondition("money", NEEDLE_COST),
        ConversationStates.IDLE,
        "Ok, here you are. Be careful with them, they break easy. Now, get lost, you have hung around here far too long already.",       
        new MultipleActions(
          new DropItemAction("money", NEEDLE_COST),
          new EquipItemAction("magical needle", 1, true)
          ));

    // said he had money but he didn't
    npc.add(ConversationStates.QUEST_ITEM_QUESTION,
        ConversationPhrases.YES_MESSAGES,
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Examples of games.stendhal.server.entity.npc.action.EquipItemAction

        new AndCondition(new QuestInStateCondition(QUEST_SLOT,"hair"),
                new NotCondition (new PlayerHasItemWithHimCondition("horse hair",1))),
        ConversationStates.ATTENDING,
        "Hello, hello! Ouchit needs more horse hairs from my horses? " +
        "No problem, here you are. Send Ouchit greetings from me.",
        new EquipItemAction("horse hair"));

  }
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Examples of games.stendhal.server.entity.npc.action.EquipItemAction

    /*
     * These actions are part of the reward
     */
    final List<ChatAction> reward = new LinkedList<ChatAction>();
    reward.add(new EquipItemAction("scale armor", 1, true));
    reward.add(new EquipItemAction("chain legs", 1, true));
    reward.add(new IncreaseXPAction(100));
    reward.add(new DropItemAction("horse hair"));
    reward.add(new SetQuestAndModifyKarmaAction(QUEST_SLOT, "done", 10.0));
   
    /*
 
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Examples of games.stendhal.server.entity.npc.action.EquipItemAction

        "I know that the #'suntan cream' is hard to get, but I hope that you didn't forget my painful problem...",
        null);

    final List<ChatAction> reward = new LinkedList<ChatAction>();
    reward.add(new DropItemAction("suntan cream"));
    reward.add(new EquipItemAction("small key", 1, true));
    reward.add(new IncreaseXPAction(1000));
    reward.add(new SetQuestAction(QUEST_SLOT, "done"));
    reward.add(new IncreaseKarmaAction(15));
   
    zara.add(
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Examples of games.stendhal.server.entity.npc.action.EquipItemAction

    final List<ChatAction> actions = new LinkedList<ChatAction>();
    actions.add(new IncreaseXPAction(5000));
    actions.add(new DropInfostringItemAction("map","Henry"));
    actions.add(new SetQuestAndModifyKarmaAction(QUEST_SLOT, "done", 15.0))
    actions.add(new EquipItemAction("steel boots", 1, true));
   
    james.add(ConversationStates.ATTENDING,
        Arrays.asList("map", "henry"),
        new AndCondition(new QuestInStateCondition(QUEST_SLOT, "map"),
                new PlayerHasInfostringItemWithHimCondition("map", "henry")),
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