Package games.stendhal.server.entity.npc.condition

Examples of games.stendhal.server.entity.npc.condition.QuestCompletedCondition


  private void createRequestingStep() {
    final SpeakerNPC zara = npcs.get("Zara");

    zara.add(ConversationStates.ATTENDING,
      ConversationPhrases.QUEST_MESSAGES,
      new QuestCompletedCondition(QUEST_SLOT),
      ConversationStates.ATTENDING,
      "I don't have a new task for you. But thank you for the suntan cream. I feel my skin is getting better already!",
      null);
   
    zara.add(ConversationStates.ATTENDING,
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        ConversationStates.QUEST_OFFERED,
        "I'm looking for a drink, should be an exotic one. Can you bring me one?",
        null);
npc.add(ConversationStates.ATTENDING,
    ConversationPhrases.QUEST_MESSAGES,
    new QuestCompletedCondition(QUEST_SLOT),
    ConversationStates.ATTENDING,
    "I'm drunken now thank you!",
    null);

npc.add(ConversationStates.ATTENDING,
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        null);

   
    npc.add(ConversationStates.ATTENDING,
        ConversationPhrases.QUEST_MESSAGES,
        new QuestCompletedCondition(QUEST_SLOT),
        ConversationStates.ATTENDING,
        "Thanks for your help. I am relieved to have the amulet back.",
        null);
   
    npc.add(ConversationStates.ATTENDING,
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        }
      });

    npc.add(ConversationStates.ATTENDING,
      Arrays.asList("iou", "henry", "charles", "note"),
      new QuestCompletedCondition(QUEST_SLOT),
      ConversationStates.ATTENDING,
      "You already got cash for that damned IOU!", null);
  }
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      @Override
      protected void createDialog() {
        add(ConversationStates.IDLE,
          ConversationPhrases.GREETING_MESSAGES,
          new AndCondition(new GreetingMatchesNameCondition(super.getName()),
              new QuestCompletedCondition(QUEST_SLOT)),
          ConversationStates.IDLE,
          "Hi again! Good bye, and remember to behave if you want a present next year!",
            new ChatAction() {
              public void fire(final Player player, final Sentence sentence, final EventRaiser raiser) {
                addHat(player);     
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    this.message=message;
  }

  @Override
  public ChatCondition getTransactionCondition() {
    return new QuestCompletedCondition(questSlot);
  }
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    this.message=message;
  }

  @Override
  public ChatCondition getTransactionCondition() {
    return new QuestCompletedCondition(questSlot);
  }
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    @Override
    protected void createDialog() {
      add(ConversationStates.IDLE,
          ConversationPhrases.GREETING_MESSAGES,
          new AndCondition(new GreetingMatchesNameCondition(getName()),
              new QuestCompletedCondition(QUEST_SLOT)),
          ConversationStates.ATTENDING,
          null,
          new SayTextWithPlayerNameAction("Hi again, [name]. I remember that you solved this problem already. You can do it again, of course."));
     
      add(ConversationStates.IDLE,
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        "You know, it's hard to get food round here. I don't have any #supplies for next year.",
        null);
   
    npc.add(ConversationStates.ATTENDING,
        ConversationPhrases.QUEST_MESSAGES,
        new QuestCompletedCondition(QUEST_SLOT),
        ConversationStates.ATTENDING,
        "I'm inspired to work again! I'm making things for Wrvil now. Thanks for getting me interested in forging again.",
        null);
   
    npc.add(ConversationStates.ATTENDING,
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  private void getBookStep() {
    final SpeakerNPC npc = npcs.get("Ceryl");

    npc.add(ConversationStates.ATTENDING,
        "book",
        new AndCondition(new QuestInStateCondition(QUEST_SLOT, "seeking_book"), new QuestCompletedCondition("ceryl_book")),
        ConversationStates.ATTENDING,
        "Currently the #gem #book is quite popular...",
        null);
   
    npc.add(ConversationStates.ATTENDING,
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