// player killed enough enemies.
npc.add(ConversationStates.ATTENDING,
ConversationPhrases.QUEST_MESSAGES,
new AndCondition(
new QuestInStateCondition(QUEST_SLOT, 1, enemy),
new KilledInSumForQuestCondition(QUEST_SLOT, 2, enemyForces.get(enemy).first())),
ConversationStates.ATTENDING,
null,
new MultipleActions(
new RewardPlayerAction(),
new IncreaseXPAction(100000),
new IncrementQuestAction(QUEST_SLOT,3,1),
// empty the 2nd index as we use it later
new SetQuestAction(QUEST_SLOT,2,""),
new SetQuestToTimeStampAction(QUEST_SLOT,1),
new SetQuestAction(QUEST_SLOT,0,"done")));
// player killed not enough enemies.
npc.add(ConversationStates.ATTENDING,
ConversationPhrases.QUEST_MESSAGES,
new AndCondition(
new QuestInStateCondition(QUEST_SLOT, 1, enemy),
new NotCondition(
new KilledInSumForQuestCondition(QUEST_SLOT, 2, enemyForces.get(enemy).first()))),
ConversationStates.ATTENDING,
null,
new ExplainAction());
}