Package games.stendhal.server.entity.npc.action

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


      null);

    final List<ChatAction> reward = new LinkedList<ChatAction>();
    reward.add(new DropItemAction("beer"));
    reward.add(new EquipItemAction("money", 20));
    reward.add(new IncreaseXPAction(50));
    reward.add(new SetQuestAction(QUEST_SLOT, "done"));
    reward.add(new IncreaseKarmaAction(10));
    npc.add(
      ConversationStates.QUEST_ITEM_BROUGHT,
      ConversationPhrases.YES_MESSAGES,
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    npc.add(ConversationStates.ATTENDING,
      questTrigger,
      new AndCondition(new QuestNotCompletedCondition(QUEST_SLOT), new PlayerHasItemWithHimCondition("ice sword")),
      ConversationStates.ATTENDING,
      "my ice :)",
      new MultipleActions(new DropItemAction("ice sword"), new IncreaseXPAction(1000), new IncreaseKarmaAction(30.0), new SetQuestAction(QUEST_SLOT, "done;1")));
   
    // says quest or ice and has ice sword with him (second+ time)
    // player gets a karma bonus and some xp
    npc.add(ConversationStates.ATTENDING,
      questTrigger,
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            new TimePassedCondition(QUEST_SLOT, 1, 5)
          );
    final ChatAction action = new MultipleActions(
                      new SetQuestAction(QUEST_SLOT,"done"),
                      new IncreaseKarmaAction(20),
                      new IncreaseXPAction(10000),
                      // here, true = bind them to player
                      new EquipItemAction("black legs", 1, true)
                    );
    npc.add(ConversationStates.IDLE,
        ConversationPhrases.GREETING_MESSAGES,
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    npc.add(ConversationStates.ATTENDING,
        Arrays.asList("flower", "zantedeschia", "fine", "amber", "done"),
        new AndCondition(new QuestInStateCondition(QUEST_SLOT, 0, "found_mom"), new PlayerHasItemWithHimCondition("zantedeschia")),
        ConversationStates.ATTENDING, null,
        new MultipleActions(new DropItemAction("zantedeschia"),
                                    new IncreaseXPAction(5000),
                                    new IncreaseKarmaAction(15),
                  addRandomNumberOfItemsAction,                      
                  new IncrementQuestAction(QUEST_SLOT, 2, 1),
                  new SetQuestToTimeStampAction(QUEST_SLOT,1),
                  new SetQuestAction(QUEST_SLOT, 0, "done")));
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            new QuestNotCompletedCondition(QUEST_SLOT),
            new PlayerHasItemWithHimCondition("kanmararn prison key")),
        ConversationStates.ATTENDING,
        "You got the key to unlock me! *mumble*  Errrr ... it doesn't look too safe out there for me ... I think I'll just stay here ... perhaps someone could #offer me some good equipment ... ",
        new MultipleActions(new SetQuestAction(QUEST_SLOT, "done"),
                    new IncreaseXPAction(2000)));
  }
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        "I see you haven't managed to kill a rat yet. Do you need me to tell you how to fight them?",
        null);

    //player returns to Hayunn having killed a rat
    final List<ChatAction> actions = new LinkedList<ChatAction>();
    actions.add(new IncreaseXPAction(10));
    actions.add(new SetQuestAction(QUEST_SLOT, "killed"));

    npc.add(
        ConversationStates.IDLE,
        ConversationPhrases.GREETING_MESSAGES,
        new AndCondition(new GreetingMatchesNameCondition(npc.getName()),
            new QuestInStateCondition(QUEST_SLOT, 0, "start"),
            new KilledForQuestCondition(QUEST_SLOT, 1)),
        ConversationStates.INFORMATION_1,
        "You killed the rat! Now, I guess you want to explore. Do you want to know the way to Semos?",
        new MultipleActions(actions));


       // The player has had enough info for now. Send them to semos. When they come back they can learn some more tips.

    final List<ChatAction> reward = new LinkedList<ChatAction>();
    reward.add(new EquipItemAction("money", 5));
    reward.add(new IncreaseXPAction(10));
    reward.add(new SetQuestAction(QUEST_SLOT, "taught"));
    reward.add(new ExamineChatAction("monogenes.png", "Monogenes", "North part of Semos city."));

    npc.add(
      ConversationStates.INFORMATION_1,
      ConversationPhrases.YES_MESSAGES,
      null,
      ConversationStates.IDLE,
      "Follow the path through this village to the east, and you can't miss Semos. If you go and speak to Monogenes, the old man in this picture, he will give you a map. Here's 5 money to get you started. Bye bye!",
      new MultipleActions(reward));

       // incase player didn't finish learning everything when he came after killing the rat, he must have another chance. Here it is.
    // 'little tip' is a pun as he gives some money, that is a tip, too.
    npc.add(ConversationStates.IDLE,
        ConversationPhrases.GREETING_MESSAGES,
        new AndCondition(new GreetingMatchesNameCondition(npc.getName()),
            new QuestInStateCondition(QUEST_SLOT, "killed")),
        ConversationStates.INFORMATION_1,
            "You ran off pretty fast after coming to tell me you killed that rat! I was about to give you a little tip. Do you want it?",
        null);
   
    // Player has returned to say hi again.
    npc.add(ConversationStates.IDLE,
        ConversationPhrases.GREETING_MESSAGES,
        new AndCondition(new GreetingMatchesNameCondition(npc.getName()),
            new QuestInStateCondition(QUEST_SLOT, "taught")),
        ConversationStates.INFORMATION_2,
            "Hello again. Have you come to learn more from me?",
        null);

    npc.add(
      ConversationStates.INFORMATION_2,
      ConversationPhrases.YES_MESSAGES,
      null,
      ConversationStates.INFORMATION_3,
      "Perhaps you have found Semos dungeons by now. The corridors are pretty narrow down there, so there's a trick to moving quickly and accurately, if you'd like to hear it. #Yes?",
      null);

    npc.add(
      ConversationStates.INFORMATION_3,
      ConversationPhrases.YES_MESSAGES,
      null,
      ConversationStates.INFORMATION_4,
      "Simple, really; just click the place you want to move to. There's a lot more information than I can relate just off the top of my head... do you want to know where to read more?",
      null);

    final String epilog = "You can find answers to frequently asked questions by typing #/faq \nYou can read about some of the currently most powerful and successful warriors at #http://stendhalgame.org\n ";
   
      //This is used if the player returns, asks for #help and then say #yes
      npc.add(ConversationStates.ATTENDING,
      ConversationPhrases.YES_MESSAGES, new QuestCompletedCondition(QUEST_SLOT),
      ConversationStates.ATTENDING,
      epilog + "You know, you remind me of my younger self...",
      null);

    final List<ChatAction> reward2 = new LinkedList<ChatAction>();
    reward2.add(new EquipItemAction("studded shield"));
    reward2.add(new IncreaseXPAction(20));
    reward2.add(new SetQuestAction(QUEST_SLOT, "done"));

    npc.add(ConversationStates.INFORMATION_4,
        ConversationPhrases.YES_MESSAGES, new QuestNotCompletedCondition(QUEST_SLOT),
        ConversationStates.IDLE,
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        // Player collected all the items. grant the XP before handing out the torcibud
        ChatAction completeAction = new MultipleActions(
            new SetQuestAction(QUEST_SLOT, "done"),
            new SetQuestToFutureRandomTimeStampAction(QUEST_SLOT, 1, MIN_DELAY, MAX_DELAY),
            new IncreaseXPAction(XP_REWARD),
            addRewardAction);

        // add triggers for the item names
        final ItemCollection items = new ItemCollection();
        items.addFromQuestStateString(REQUIRED_ITEMS_TEMPLATE);
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    ChatAction completeAction = new MultipleActions(
                      new SetQuestAction(QUEST_SLOT, "reward"),
                      new SayTextAction("You have served me well, my crown will be the mightiest of them all!"
                      + " Go to see "+ REWARD_NPC_NAME+ " in the Wizard City to get your #reward."),
                      new IncreaseXPAction(XP_REWARD)
                      );
    /* add triggers for the item names */
    final ItemCollection items = new ItemCollection();
    items.addFromQuestStateString(NEEDED_ITEMS);
    for (final Map.Entry<String, Integer> item : items.entrySet()) {
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    npc.add(ConversationStates.ATTENDING,
        Arrays.asList("flower", "Rhosyd"),
        new AndCondition(new QuestInStateCondition(QUEST_SLOT, 0, "got_flower"), new PlayerHasItemWithHimCondition("rhosyd")),
        ConversationStates.ATTENDING, null,
        new MultipleActions(new DropItemAction("rhosyd"),
                                    new IncreaseXPAction(5000),
                                    new IncreaseKarmaAction(15),
                  addRandomNumberOfItemsAction,
                  new SetQuestAction(QUEST_SLOT, 0, "flower_brought"),
                  new IncrementQuestAction(QUEST_SLOT, 2, 1)));
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    // player says he has a blue elf cloak with him and it's the last one
    final List<ChatAction> reward = new LinkedList<ChatAction>();
    reward.add(new DropItemAction("blue elf cloak"));
    reward.add(new EquipItemAction("golden shield", 1, true));
    reward.add(new IncreaseXPAction(15000));
    reward.add(new SetQuestAction(QUEST_SLOT, "done"));
    reward.add(new IncreaseKarmaAction(25));
    npc.add(ConversationStates.QUESTION_1,
        ConversationPhrases.YES_MESSAGES,
        new AndCondition(new QuestInStateCondition(QUEST_SLOT, "1"), new PlayerHasItemWithHimCondition("blue elf cloak")),
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