Examples of SayRequiredItemsFromCollectionAction


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

      ConversationPhrases.YES_MESSAGES,
      null,
      ConversationStates.ATTENDING,
      null,
      new MultipleActions(new SetQuestAndModifyKarmaAction(QUEST_SLOT, NEEDED_ITEMS, 5.0),
                new SayRequiredItemsFromCollectionAction(QUEST_SLOT, "Oh how nice. Please bring me those ingredients: [items].")));

    npc.add(
      ConversationStates.QUEST_OFFERED,
      ConversationPhrases.NO_MESSAGES,
      null,
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Examples of games.stendhal.server.entity.npc.action.SayRequiredItemsFromCollectionAction

        null);

    /* player asks what exactly is missing (says ingredients) */
    npc.add(ConversationStates.ATTENDING, "ingredients", null,
        ConversationStates.QUESTION_2, null,
        new SayRequiredItemsFromCollectionAction(QUEST_SLOT, "I need [items]. Did you bring something?"));
   
    npc.add(ConversationStates.ATTENDING,
        ConversationPhrases.QUEST_MESSAGES,
        new QuestActiveCondition(QUEST_SLOT),
      ConversationStates.QUESTION_2,
      null, new SayRequiredItemsFromCollectionAction(QUEST_SLOT, "I need [items]. Did you bring something?"));

    /* player says he has a required item with him (says yes) */
    npc.add(ConversationStates.QUESTION_2,
        ConversationPhrases.YES_MESSAGES, null,
        ConversationStates.QUESTION_2, "Great, what did you bring?",
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Examples of games.stendhal.server.entity.npc.action.SayRequiredItemsFromCollectionAction

    //player asks for items
    npc.add(ConversationStates.QUESTION_1, Arrays.asList("items","item"),
        itemPhaseCondition,
        ConversationStates.QUESTION_1,
        null,
        new SayRequiredItemsFromCollectionAction(QUEST_SLOT, "Please return when you have anything I need for the jewelled legs. I need [items]."));
   
    //player says no
    npc.add(ConversationStates.QUESTION_1, ConversationPhrases.NO_MESSAGES,
        itemPhaseCondition,
        ConversationStates.IDLE,
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Examples of games.stendhal.server.entity.npc.action.SayRequiredItemsFromCollectionAction

                  }
                },
                new IncreaseKarmaAction(20),
                // here we have been careful to say the items from the collection only after the quest slot was set,
                // because in this quest, the amounts depend on level, above.
                new SayRequiredItemsFromCollectionAction(
                        QUEST_SLOT,
                        "Wroff! Right now, I need [items]. Do you by chance have anything of that with you already?")));

        // Player is not inclined to comply with the request and has not already rejected it once
        npc.add(ConversationStates.QUEST_OFFERED,
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Examples of games.stendhal.server.entity.npc.action.SayRequiredItemsFromCollectionAction

        // Player says stuff to be reminded of what is still missing
        npc.add(ConversationStates.QUESTION_1,
            "stuff", null,
            ConversationStates.QUESTION_1,
            null,
            new SayRequiredItemsFromCollectionAction(
                QUEST_SLOT,
                "Wrof! I still need [items]. Did you bring anything of that sort?"));

        // Player answers yes when asked if he has brought any items
        npc.add(ConversationStates.QUESTION_1,
View Full Code Here

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

    /* player says yes */
    npc.add(ConversationStates.QUEST_OFFERED,
        ConversationPhrases.YES_MESSAGES, null,
        ConversationStates.QUESTION_1, null,
        new MultipleActions(new SetQuestAndModifyKarmaAction(QUEST_SLOT, NEEDED_ITEMS, 5),
                    new SayRequiredItemsFromCollectionAction(QUEST_SLOT, "I want my crown to be beautiful and shiny. I need [items]. " +
                        "Do you have some of those now with you?")));
       

    /* player is not willing to help */
    npc.add(ConversationStates.QUEST_OFFERED,
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Examples of games.stendhal.server.entity.npc.action.SayRequiredItemsFromCollectionAction

        null);

    /* player asks what exactly is missing (says items) */
    npc.add(ConversationStates.QUESTION_1, "items", null,
        ConversationStates.QUESTION_1, null,
        new SayRequiredItemsFromCollectionAction(QUEST_SLOT, "I need [items]. Did you bring something?"));
   

    /* player says he has a required item with him (says yes) */
    npc.add(ConversationStates.QUESTION_1,
        ConversationPhrases.YES_MESSAGES, null,
View Full Code Here

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

      ConversationPhrases.YES_MESSAGES,
      null,
      ConversationStates.ATTENDING,
      null,
      new MultipleActions(new SetQuestAndModifyKarmaAction(QUEST_SLOT, NEEDED_ITEMS, 5.0),
                  new SayRequiredItemsFromCollectionAction(QUEST_SLOT, "Oh that would be wonderful, stranger! You might save my life! Please bring me [items].")));

    npc.add(
      ConversationStates.QUEST_OFFERED,
      ConversationPhrases.NO_MESSAGES,
      null,
View Full Code Here

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

        null);
   
    /* player asks what exactly is missing (says ingredients) */
    npc.add(ConversationStates.QUESTION_2, "ingredients", null,
        ConversationStates.QUESTION_2, null,
        new SayRequiredItemsFromCollectionAction(QUEST_SLOT, "I need [items]. Did you bring something?"));

    /* player says he has a required item with him (says yes) */
    npc.add(ConversationStates.QUESTION_2,
        ConversationPhrases.YES_MESSAGES, null,
        ConversationStates.QUESTION_2, "Awesome, what did you bring?",
View Full Code Here
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