Examples of NpcString


Examples of lineage2.gameserver.network.serverpackets.components.NpcString

    final NpcInstance actor = getActor();
    if (actor == null)
    {
      return;
    }
    NpcString ns;
    switch (Rnd.get(7))
    {
      case 1:
        ns = NpcString.CLOUDS_OF_BLOOD_ARE_GATHERING_SOON_IT_WILL_START_TO_RAIN_THE_RAIN_OF_CRIMSON_BLOOD;
        break;
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Examples of lineage2.gameserver.network.serverpackets.components.NpcString

    final NpcInstance actor = getActor();
    if (actor == null)
    {
      return;
    }
    NpcString ns;
    switch (Rnd.get(6))
    {
      case 1:
        ns = NpcString.DON_T_GO_HUNTING_WITHOUT_SOULSHOT;
        break;
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Examples of lineage2.gameserver.network.serverpackets.components.NpcString

    final NpcInstance actor = getActor();
    if (actor == null)
    {
      return;
    }
    NpcString ns;
    switch (Rnd.get(1))
    {
      case 1:
        ns = NpcString.INFORMATION_IS_COLLECTED_IN_THE_MUSEUM_WHERE_CAN_LEARN_ABOUT_THE_HEROES;
        break;
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Examples of lineage2.gameserver.network.serverpackets.components.NpcString

    final NpcInstance actor = getActor();
    if (actor == null)
    {
      return;
    }
    NpcString ns;
    switch (Rnd.get(6))
    {
      case 1:
        ns = NpcString.YOU_WILL_FIND_PANTHEON_IN_THE_MUSEUM;
        break;
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Examples of lineage2.gameserver.network.serverpackets.components.NpcString

      html.setFile("castle/chamberlain/chamberlain-fortress-status.htm");
      StringBuilder b = new StringBuilder(100);

      for(IntObjectMap.Entry<List> entry : castle.getRelatedFortresses().entrySet())
      {
        NpcString type;
        switch(entry.getKey())
        {
          case Fortress.DOMAIN:
            type = NpcString.DOMAIN_FORTRESS;
            break;
          case Fortress.BOUNDARY:
            type = NpcString.BOUNDARY_FORTRESS;
            break;
          default:
            continue;
        }
        @SuppressWarnings("unchecked")
        List<Fortress> fortresses = entry.getValue();
        for(Fortress fort : fortresses)
        {
          b.append(HtmlUtils.htmlResidenceName(fort.getId())).append(" (").append(HtmlUtils.htmlNpcString(type)).append(") : <font color=\"00FFFF\">");

          NpcString contractType;
          switch(fort.getContractState())
          {
            case Fortress.NOT_DECIDED:
              contractType = NpcString.NONPARTISAN;
              break;
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Examples of lineage2.gameserver.network.serverpackets.components.NpcString

      html.setFile("castle/chamberlain/chamberlain-fortress-status.htm");
      StringBuilder b = new StringBuilder(100);

      for(IntObjectMap.Entry<List> entry : castle.getRelatedFortresses().entrySet())
      {
        NpcString type;
        switch(entry.getKey())
        {
          case Fortress.DOMAIN:
            type = NpcString.DOMAIN_FORTRESS;
            break;
          case Fortress.BOUNDARY:
            type = NpcString.BOUNDARY_FORTRESS;
            break;
          default:
            continue;
        }
        @SuppressWarnings("unchecked")
        List<Fortress> fortresses = entry.getValue();
        for(Fortress fort : fortresses)
        {
          b.append(HtmlUtils.htmlResidenceName(fort.getId())).append(" (").append(HtmlUtils.htmlNpcString(type)).append(") : <font color=\"00FFFF\">");

          NpcString contractType;
          switch(fort.getContractState())
          {
            case Fortress.NOT_DECIDED:
              contractType = NpcString.NONPARTISAN;
              break;
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Examples of lineage2.gameserver.network.serverpackets.components.NpcString

      else if (actionElement.getName().equalsIgnoreCase("npc_say"))
      {
        int npc = Integer.parseInt(actionElement.attributeValue("npc"));
        ChatType chat = ChatType.valueOf(actionElement.attributeValue("chat"));
        int range = Integer.parseInt(actionElement.attributeValue("range"));
        NpcString string = NpcString.valueOf(actionElement.attributeValue("text"));
        NpcSayAction action = new NpcSayAction(npc, range, chat, string);
        actions.add(action);
      }
      else if (actionElement.getName().equalsIgnoreCase("play_sound"))
      {
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Examples of lineage2.gameserver.network.serverpackets.components.NpcString

         int socialActionId = route.getSocialActionId();
         if (socialActionId >= 0)
         {
           actor.broadcastPacket(new L2GameServerPacket[] { new SocialAction(actor.getObjectId(), socialActionId) });
         }
         NpcString phrase = route.getPhrase();
         if (phrase != null)
         {
           Functions.npcSay(actor, phrase, new String[0]);
         }
         moveToNextPoint(route.getDelay());
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Examples of lineage2.gameserver.network.serverpackets.components.NpcString

    int socialActionId = action.getSocialActionId();
    if (socialActionId >= 0)
    {
      actor.broadcastPacket(new L2GameServerPacket[] { new SocialAction(actor.getObjectId(), socialActionId) });
    }
    NpcString phrase = action.getPhrase();
    if (phrase != null)
    {
      Functions.npcSay(actor, phrase, new String[0]);
    }
    addTimer(-2000, action.getDelay() * 1000L);
 
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Examples of lineage2.gameserver.network.serverpackets.components.NpcString

    final NpcInstance actor = getActor();
    if (actor == null)
    {
      return;
    }
    NpcString ns;
    switch (Rnd.get(7))
    {
      case 1:
        ns = NpcString.CLOUDS_OF_BLOOD_ARE_GATHERING_SOON_IT_WILL_START_TO_RAIN_THE_RAIN_OF_CRIMSON_BLOOD;
        break;
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