Package games.stendhal.server.entity.npc

Examples of games.stendhal.server.entity.npc.SpeakerNPC


 
  private void getClaspStep() {

    // don't overlap with any states from producer adder since he is a mithril bar producer
   
    final SpeakerNPC npc = npcs.get("Pedinghaus");

    // offer the clasp when prompted
    npc.add(ConversationStates.ATTENDING,
      Arrays.asList("clasp", "mithril clasp", "ida", "cloak", "mithril cloak"),
      new QuestInStateCondition(mithrilcloak.getQuestSlot(), "need_clasp"),
      ConversationStates.SERVICE_OFFERED,
      "A clasp? Whatever you say! I am still so happy from that letter you brought me, it would be my pleasure to make something for you. I only need one mithril bar. Do you have it?",
      null);

    // player says yes they want a clasp made and claim they have the mithril
    npc.add(
      ConversationStates.SERVICE_OFFERED,
      ConversationPhrases.YES_MESSAGES,
      new QuestInStateCondition(mithrilcloak.getQuestSlot(), "need_clasp"),
      ConversationStates.ATTENDING,
      null,
      new ChatAction() {
        public void fire(final Player player, final Sentence sentence, final EventRaiser npc) {
          if (player.isEquipped("mithril bar")) {
            player.drop("mithril bar");
              npc.say("What a lovely piece of mithril that is, even if I do say so myself ... Good, please come back in "
                     + REQUIRED_MINUTES_CLASP + " minutes and hopefully your clasp will be ready!");
              player.setQuest(mithrilcloak.getQuestSlot(), "forgingclasp;" + System.currentTimeMillis());
              player.notifyWorldAboutChanges();
            } else {
              npc.say("You can't fool an old wizard, and I'd know mithril when I see it. Come back when you have at least one bar.");
            }
        }
      });

    // player says they don't have any mithril yet
    npc.add(
      ConversationStates.SERVICE_OFFERED,
      ConversationPhrases.NO_MESSAGES,
      null,
      ConversationStates.ATTENDING,
      "Well, if you should like me to cast any mithril bars just say.",
      null);

    npc.add(ConversationStates.ATTENDING,
      Arrays.asList("clasp", "mithril clasp", "ida", "cloak", "mithril cloak"),
      new QuestStateStartsWithCondition(mithrilcloak.getQuestSlot(), "forgingclasp;"),
      ConversationStates.ATTENDING, null, new ChatAction() {
        public void fire(final Player player, final Sentence sentence, final EventRaiser npc) {
          final String[] tokens = player.getQuest(mithrilcloak.getQuestSlot()).split(";");
          // minutes -> milliseconds
          final long delay = REQUIRED_MINUTES_CLASP * MathHelper.MILLISECONDS_IN_ONE_MINUTE;
          final long timeRemaining = (Long.parseLong(tokens[1]) + delay)
              - System.currentTimeMillis();
          if (timeRemaining > 0L) {
            npc.say("I haven't finished yet, please return in "
              + TimeUtil.approxTimeUntil((int) (timeRemaining / 1000L)) + ".");
            return;
          }
          npc.say("Here, your clasp is ready!");
          player.addXP(100);
          player.addKarma(15);
          final Item clasp = SingletonRepository.getEntityManager().getItem(
                  "mithril clasp");
          clasp.setBoundTo(player.getName());
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  }


  private void giveClaspStep() {

    final SpeakerNPC npc = npcs.get("Ida");
   
    // Player brought the clasp, don't make them wait any longer for the cloak
    npc.add(ConversationStates.ATTENDING,
        Arrays.asList("clasp", "mithril clasp", "cloak", "mithril cloak", "task", "quest"),
        new AndCondition(new QuestInStateCondition(mithrilcloak.getQuestSlot(), "got_clasp"), new PlayerHasItemWithHimCondition("mithril clasp")),
        ConversationStates.ATTENDING,
        "Wow, Pedinghaus really outdid himself this time. It looks wonderful on your new cloak! Wear it with pride.",
        new MultipleActions(
                   new DropItemAction("mithril clasp"),
                   new SetQuestAndModifyKarmaAction(mithrilcloak.getQuestSlot(), "done", 10.0),
                   new EquipItemAction("mithril cloak", 1, true),
                   new IncreaseXPAction(1000)
                   )
        );

    // remind about getting clasp
    npc.add(ConversationStates.ATTENDING,
        Arrays.asList("clasp", "mithril clasp", "cloak", "mithril cloak", "task", "quest"),
        new OrCondition(
                new QuestInStateCondition(mithrilcloak.getQuestSlot(), "need_clasp"),
                new QuestStateStartsWithCondition(mithrilcloak.getQuestSlot(), "forgingclasp;"),
                new AndCondition(new QuestInStateCondition(mithrilcloak.getQuestSlot(), "got_clasp"),
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    // and waits for you to say yes or the name of the cloak you brought
    // if she just said about 'blue striped cloak' "well i don't want that" then that's confusing for player
    // so we let player give her that cloak even if she was asking about the other quests
    // of course, she will only take it from ida if player was in quest state for teh mithril cloak quest of "taking_striped_cloak"

    final SpeakerNPC npc = npcs.get("Josephine");

    // overlapping with CloaksCollector quest deliberately
    npc.add(ConversationStates.QUESTION_1, "blue striped cloak", new QuestInStateCondition(mithrilcloak.getQuestSlot(), "taking_striped_cloak"),
      ConversationStates.QUESTION_1, null,
      new ChatAction() {
          public void fire(final Player player, final Sentence sentence, final EventRaiser npc) {
            if (player.drop("blue striped cloak")) {
              npc.say("Oh, wait, that's from Ida isn't it?! Oh yay! Thank you! Please tell her thanks from me!!");
              player.setQuest(mithrilcloak.getQuestSlot(), "gave_striped_cloak");
              npc.setCurrentState(ConversationStates.ATTENDING);
            } else {
              npc.say("You don't have a blue striped cloak with you.");
            }           
          }
      });

    // overlapping with CloaksCollector2 quest deliberately
    npc.add(ConversationStates.QUESTION_2, "blue striped cloak", new QuestInStateCondition(mithrilcloak.getQuestSlot(), "taking_striped_cloak"),
        ConversationStates.QUESTION_2, null,
        new ChatAction() {
          public void fire(final Player player, final Sentence sentence, final EventRaiser npc) {
            if (player.drop("blue striped cloak")) {
              npc.say("Oh, wait, that's from Ida isn't it?! Oh yay! Thank you! Please tell her thanks from me!!");
              npc.setCurrentState(ConversationStates.ATTENDING);
              player.setQuest(mithrilcloak.getQuestSlot(), "gave_striped_cloak");
            } else {
              npc.say("You don't have a blue striped cloak with you.");
            }           
          }
      });
       
    npc.add(ConversationStates.ATTENDING,
        Arrays.asList("blue striped cloak", "mithril", "mithril cloak", "ida"),
        new AndCondition(new QuestInStateCondition(mithrilcloak.getQuestSlot(), "taking_striped_cloak"), new PlayerHasItemWithHimCondition("blue striped cloak")),
        ConversationStates.ATTENDING,
        "Oh that's from Ida isn't it?! Oh yay! Thank you! Please tell her thanks from me!!",
        new MultipleActions(
View Full Code Here


  }
  private void askforClaspStep() {
   
    final SpeakerNPC npc = npcs.get("Ida");
   
    // acknowledge that player took cloak and ask for clasp
    npc.add(ConversationStates.ATTENDING,
        Arrays.asList("thanks", "josephine", "mithril", "cloak", "mithril cloak", "task", "quest"),
        new QuestInStateCondition(mithrilcloak.getQuestSlot(), "gave_striped_cloak"),
        ConversationStates.ATTENDING,
        "Aw, Josephine is so sweet. I'm glad she liked her blue striped cloak. Now, YOUR cloak is nearly ready, it just needs a clasp to fasten it! My friend #Pedinghaus will make it for you, if you go and ask him.",
        new SetQuestAndModifyKarmaAction(mithrilcloak.getQuestSlot(), "need_clasp", 10.0)
        );

    npc.addReply("Josephine", "Surely you know Josephine? That flirty flighty girl from Fado, bless her heart.");
    npc.addReply("Pedinghaus", "I mean the wizard who works with Joshua in the Ados smithy.");
  }
View Full Code Here

    // player returns when the quest is in progress and says quest
    //        "As you already know, I seek elvish #equipment.";


  private void offerSteps() {
      final SpeakerNPC npc = npcs.get("Lupos");

    // player returns after finishing the quest and says offer
    npc.add(
        ConversationStates.ATTENDING,
        ConversationPhrases.OFFER_MESSAGES,
        new QuestCompletedCondition(QUEST_SLOT),
        ConversationStates.ATTENDING,
        "If you have found any more elvish items, I'd be glad if you would #sell them to me. I would buy elvish armor, shield, legs, boots, cloak or sword. I would also buy a drow sword if you have one.",
        null);


    // player returns when the quest is in progress and says offer
    npc.add(ConversationStates.ATTENDING,
        ConversationPhrases.OFFER_MESSAGES,
        new QuestActiveCondition(QUEST_SLOT),
        ConversationStates.ATTENDING,
        "I don't think I trust you well enough yet ... ", null);
  }
View Full Code Here

    return QUEST_SLOT;
  }
 
  private void step1LearnAboutQuest() {

    final SpeakerNPC npc = npcs.get("Ceryl");

    npc.add(ConversationStates.ATTENDING,
      ConversationPhrases.QUEST_MESSAGES,
      new QuestNotStartedCondition(QUEST_SLOT),
      ConversationStates.ATTENDING,
      "I am looking for a very special #book.", null);

    npc.add(ConversationStates.ATTENDING,
      ConversationPhrases.QUEST_MESSAGES,
      new QuestCompletedCondition(QUEST_SLOT),
      ConversationStates.ATTENDING,
      "I have nothing for you now.", null);

    /** Other conditions not met e.g. quest completed */
    npc.addReply("book","If you want to learn more, chat to my friend Wikipedian in Ados library.", null);

    /** If quest is not started yet, start it. */
    npc.add(
      ConversationStates.ATTENDING,
      "book", new QuestNotStartedCondition(QUEST_SLOT),
      ConversationStates.QUEST_OFFERED,
      "Could you ask #Jynath to return her book? She's had it for months now, and people are looking for it.",
      null);

    npc.add(
      ConversationStates.QUEST_OFFERED,
      ConversationPhrases.YES_MESSAGES,
      null,
      ConversationStates.ATTENDING,
      "Great! Please get me it as quickly as possible... there's a huge waiting list!",
      new SetQuestAndModifyKarmaAction(QUEST_SLOT, "start", 5.0));

    npc.add(
      ConversationStates.QUEST_OFFERED,
      ConversationPhrases.NO_MESSAGES,
      null,
      ConversationStates.ATTENDING,
      "Oh... I suppose I will have to get somebody else to do it, then.",
      new SetQuestAndModifyKarmaAction(QUEST_SLOT, "rejected", -5.0));

    npc.add(
      ConversationStates.QUEST_OFFERED,
      "jynath",
      null,
      ConversationStates.QUEST_OFFERED,
      "Jynath is the witch who lives south of Or'ril castle, southwest of here. So, will you get me the book?",
      null);

    /** Remind player about the quest */
    npc.add(ConversationStates.ATTENDING, "book",
      new QuestInStateCondition(QUEST_SLOT, "start"),
      ConversationStates.ATTENDING,
      "I really need that book now! Go to talk with #Jynath.", null);

    npc.add(
      ConversationStates.ATTENDING,
      "jynath",
      null,
      ConversationStates.ATTENDING,
      "Jynath is the witch who lives south of Or'ril castle, southwest of here.",
View Full Code Here

      "Jynath is the witch who lives south of Or'ril castle, southwest of here.",
      null);
  }

  private void step2getBook() {
    final SpeakerNPC npc = npcs.get("Jynath");

    /**
     * If player has quest and is in the correct state, just give him the
     * book.
     */
    npc.add(
      ConversationStates.IDLE,
      ConversationPhrases.GREETING_MESSAGES,
      new AndCondition(new GreetingMatchesNameCondition(npc.getName()),
          new QuestInStateCondition(QUEST_SLOT, "start")),
      ConversationStates.ATTENDING,
      "Oh, Ceryl's looking for that book back? My goodness! I completely forgot about it... here you go!",
      new MultipleActions(new EquipItemAction("black book", 1, true), new SetQuestAction(QUEST_SLOT, "jynath")));

    /** If player keeps asking for the book, just tell him to hurry up */
    npc.add(
      ConversationStates.IDLE,
      ConversationPhrases.GREETING_MESSAGES,
      new AndCondition(new GreetingMatchesNameCondition(npc.getName()),
          new QuestInStateCondition(QUEST_SLOT, "jynath")),
      ConversationStates.ATTENDING,
      "You'd better take that book back to #Ceryl quickly... he'll be waiting for you.",
      null);

    npc.add(ConversationStates.ATTENDING, "ceryl", null,
      ConversationStates.ATTENDING,
      "Ceryl is the librarian at Semos, of course.", null);

    /** Finally if player didn't start the quest, just ignore him/her */
    npc.add(
      ConversationStates.ATTENDING,
      "book",
      new QuestNotStartedCondition(QUEST_SLOT),
      ConversationStates.ATTENDING,
      "Sssh! I'm concentrating on this potion recipe... it's a tricky one.",
View Full Code Here

      "Sssh! I'm concentrating on this potion recipe... it's a tricky one.",
      null);
  }

  private void step3returnBook() {
    final SpeakerNPC npc = npcs.get("Ceryl");

    /** Complete the quest */
    final List<ChatAction> reward = new LinkedList<ChatAction>();
    reward.add(new DropItemAction("black book"));
    reward.add(new EquipItemAction("money", 50));
    reward.add(new IncreaseXPAction(100));
    reward.add(new IncreaseKarmaAction(10.0));
    reward.add(new SetQuestAction(QUEST_SLOT, "done"));

    npc.add(
      ConversationStates.IDLE,
      ConversationPhrases.GREETING_MESSAGES,
      new AndCondition(new GreetingMatchesNameCondition(npc.getName()),
          new QuestInStateCondition(QUEST_SLOT, "jynath"),
          new PlayerHasItemWithHimCondition("black book")),
      ConversationStates.ATTENDING,
      "Oh, you got the book back! Phew, thanks!",
      new MultipleActions(reward));

    // There is no other way to get the book.
    // Remove that quest slot so that the player can get
    // it again from Jynath
    // As the book is both bound and useless outside the
    // quest, this is not a problem
    npc.add(
      ConversationStates.IDLE,
      ConversationPhrases.GREETING_MESSAGES,
      new AndCondition(new GreetingMatchesNameCondition(npc.getName()),
          new QuestInStateCondition(QUEST_SLOT, "jynath"),
          new NotCondition(new PlayerHasItemWithHimCondition("black book"))),
      ConversationStates.ATTENDING,
      "Haven't you got that #book back from #Jynath? Please go look for it, quickly!",
      new SetQuestAction(QUEST_SLOT, "start"));
View Full Code Here

  @Override
  public String getSlotName() {
    return QUEST_SLOT;
  }
  private void chocolateStep() {
    final SpeakerNPC npc = npcs.get("Elisabeth");
   
    // first conversation with Elisabeth.
    npc.add(ConversationStates.IDLE,
        ConversationPhrases.GREETING_MESSAGES,
        new AndCondition(new GreetingMatchesNameCondition(npc.getName()),
            new QuestNotStartedCondition(QUEST_SLOT), new QuestNotInStateCondition(QUEST_SLOT, "rejected")),
        ConversationStates.ATTENDING,
        "I can't remember when I smelt the good taste of #chocolate the last time...",
        null);
   
    npc.addReply("chocolate", "My mom told me, that chocolate can be found in an assassin school, which is quite #dangerous. She said also that someone sells it in Ados...");
   
    npc.addReply("dangerous", "Some bandits wait on the road to the school and assassins guard the way there, so mom and I have to stay in Kirdneh because it's safe here...");
   
    // player is supposed to speak to mummy now
    npc.add(ConversationStates.IDLE,
        ConversationPhrases.GREETING_MESSAGES,
        new AndCondition(new GreetingMatchesNameCondition(npc.getName()),
            new QuestInStateCondition(QUEST_SLOT, "start"), new PlayerHasItemWithHimCondition("chocolate bar")),
        ConversationStates.IDLE,
        "My mum wants to know who I was asking for chocolate from now :(",
        null);
   
    // player didn't get chocolate, meanie
    npc.add(ConversationStates.IDLE,
        ConversationPhrases.GREETING_MESSAGES,
        new AndCondition(new GreetingMatchesNameCondition(npc.getName()),
            new QuestInStateCondition(QUEST_SLOT, "start"), new NotCondition(new PlayerHasItemWithHimCondition("chocolate bar"))),
        ConversationStates.ATTENDING,
        "I hope that someone will bring me some chocolate soon...:(",
        null);
   
    // player got chocolate and spoke to mummy
    npc.add(ConversationStates.IDLE,
        ConversationPhrases.GREETING_MESSAGES,
        new AndCondition(new GreetingMatchesNameCondition(npc.getName()),
            new QuestInStateCondition(QUEST_SLOT, "mummy"), new PlayerHasItemWithHimCondition("chocolate bar")),
        ConversationStates.QUESTION_1,
        "Awesome! Is that chocolate for me?",
        null);
   
    // player spoke to mummy and hasn't got chocolate
    npc.add(ConversationStates.IDLE,
        ConversationPhrases.GREETING_MESSAGES,
        new AndCondition(new GreetingMatchesNameCondition(npc.getName()),
            new QuestInStateCondition(QUEST_SLOT, "mummy"), new NotCondition(new PlayerHasItemWithHimCondition("chocolate bar"))),
        ConversationStates.ATTENDING,
        "I hope that someone will bring me some chocolate soon...:(",
        null);
   
    // player is in another state like eating
    npc.add(ConversationStates.IDLE,
        ConversationPhrases.GREETING_MESSAGES,
        new AndCondition(new GreetingMatchesNameCondition(npc.getName()),
            new QuestStartedCondition(QUEST_SLOT), new QuestNotInStateCondition(QUEST_SLOT, "start"), new QuestNotInStateCondition(QUEST_SLOT, "mummy")),
        ConversationStates.ATTENDING,
        "Hello.",
        null);
   
    // player rejected quest
    npc.add(ConversationStates.IDLE,
        ConversationPhrases.GREETING_MESSAGES,
        new AndCondition(new GreetingMatchesNameCondition(npc.getName()),
            new QuestInStateCondition(QUEST_SLOT, "rejected")),
        ConversationStates.ATTENDING,
        "Hello.",
        null);
   
    // player asks about quest for first time (or rejected)
    npc.add(ConversationStates.ATTENDING,
        ConversationPhrases.QUEST_MESSAGES,
        new QuestNotStartedCondition(QUEST_SLOT),
        ConversationStates.QUEST_OFFERED,
        "I would really love to have some chocolate. I'd like one bar, please. A dark brown one or a sweet white one or some with flakes. Will you get me one?",
        null);
   
    // shouldn't happen
    npc.add(ConversationStates.ATTENDING,
        ConversationPhrases.QUEST_MESSAGES,
        new QuestCompletedCondition(QUEST_SLOT),
        ConversationStates.ATTENDING,
        "I still enjoy the last chocolate bar you brought me, thanks!",
        null);
   
    // player can repeat quest
    npc.add(ConversationStates.ATTENDING,
        ConversationPhrases.QUEST_MESSAGES,
        new AndCondition(new QuestStateStartsWithCondition(QUEST_SLOT, "eating;"), new TimePassedCondition(QUEST_SLOT, 1, REQUIRED_MINUTES)),
        ConversationStates.QUEST_OFFERED,
        "I hope another chocolate bar wouldn't be greedy. Can you get me another one?",
        null)
   
    // player can't repeat quest
    npc.add(ConversationStates.ATTENDING,
        ConversationPhrases.QUEST_MESSAGES,
        new AndCondition(new QuestStateStartsWithCondition(QUEST_SLOT, "eating;"), new NotCondition(new TimePassedCondition(QUEST_SLOT, 1, REQUIRED_MINUTES))),
        ConversationStates.ATTENDING,
        "I've had too much chocolate. I feel sick.",
        null)
   
    // player should be bringing chocolate not asking about the quest
    npc.add(ConversationStates.ATTENDING,
        ConversationPhrases.QUEST_MESSAGES,
        new AndCondition(new QuestActiveCondition(QUEST_SLOT), new NotCondition(new QuestStateStartsWithCondition(QUEST_SLOT, "eating;"))),
        ConversationStates.ATTENDING, 
        "Waaaaaaaa! Where is my chocolate ...",
        null);
   
    // Player agrees to get the chocolate
    npc.add(ConversationStates.QUEST_OFFERED,
        ConversationPhrases.YES_MESSAGES,
        null,
        ConversationStates.ATTENDING,
        "Thank you!",
        new SetQuestAndModifyKarmaAction(QUEST_SLOT, "start", 10.0));
   
    // Player says no, they've lost karma
    npc.add(ConversationStates.QUEST_OFFERED,
        ConversationPhrases.NO_MESSAGES,
        null,
        ConversationStates.IDLE,
        "Ok, I'll wait till mommy finds some helpers...",
        new SetQuestAndModifyKarmaAction(QUEST_SLOT, "rejected", -5.0));
   
    // Player has got chocolate bar and spoken to mummy
    final List<ChatAction> reward = new LinkedList<ChatAction>();
    reward.add(new DropItemAction("chocolate bar"));
    reward.add(new ChatAction() {
      public void fire(final Player player, final Sentence sentence, final EventRaiser npc) {
        // pick a random flower
        String rewardClass = Rand.rand(Arrays.asList("daisies","zantedeschia","pansy"));
       
        final StackableItem reward = (StackableItem) SingletonRepository.getEntityManager().getItem(rewardClass);
        reward.setQuantity(1);
        player.equipOrPutOnGround(reward);
        player.notifyWorldAboutChanges();
      }
    });
    reward.add(new IncreaseXPAction(500));
    reward.add(new SetQuestAction(QUEST_SLOT, "eating;"));
    reward.add(new SetQuestToTimeStampAction(QUEST_SLOT,1));
    reward.add(new IncreaseKarmaAction(10.0));
           
    npc.add(ConversationStates.QUESTION_1,
        ConversationPhrases.YES_MESSAGES,
        new PlayerHasItemWithHimCondition("chocolate bar"),
        ConversationStates.ATTENDING,
        "Thank you EVER so much! You are very kind. Here, take a fresh flower as a present.",
        new MultipleActions(reward));
   
 
    // player did have chocolate but put it on ground after question?
    npc.add(ConversationStates.QUESTION_1,
        ConversationPhrases.YES_MESSAGES,
        new NotCondition(new PlayerHasItemWithHimCondition("chocolate bar")),
        ConversationStates.ATTENDING,
        "Hey, where's my chocolate gone?!",
        null);
   
    // Player says no, they've lost karma
    npc.add(ConversationStates.QUESTION_1,
        ConversationPhrases.NO_MESSAGES,
        null,
        ConversationStates.IDLE,
        "Waaaaaa! You're a big fat meanie.",
        new DecreaseKarmaAction(5.0));
View Full Code Here

        "Waaaaaa! You're a big fat meanie.",
        new DecreaseKarmaAction(5.0));
  }
 
  private void meetMummyStep() {
    final SpeakerNPC mummyNPC = npcs.get("Carey");

    // player speaks to mummy before Elisabeth
    mummyNPC.add(ConversationStates.IDLE,
          ConversationPhrases.GREETING_MESSAGES,
          new AndCondition(new GreetingMatchesNameCondition(mummyNPC.getName()),
              new QuestNotStartedCondition(QUEST_SLOT)),
          ConversationStates.ATTENDING, "Hello, nice to meet you.",
          null);

    // player is supposed to begetting chocolate
    mummyNPC.add(ConversationStates.IDLE,
          ConversationPhrases.GREETING_MESSAGES,
          new AndCondition(new GreetingMatchesNameCondition(mummyNPC.getName()),
              new QuestInStateCondition(QUEST_SLOT, "start")),
          ConversationStates.ATTENDING,
          "Oh you met my daughter Elisabeth already. You seem like a nice person so it would be really kind, if you can bring her a chocolate bar because I'm not #strong enough for that.",
          new SetQuestAction(QUEST_SLOT, "mummy"));

    mummyNPC.addReply("strong", "I tried to get some chocolate for Elisabeth a few times, but I couldn't make my way through the assassins and bandits running around #there.");
   
    mummyNPC.addReply("there", "They live in and around the Ados castle. Take care there! I also heard about #someone who sells chocolate bars.");
   
    mummyNPC.addReply("someone", "I never visited that guy because he seems to be really... well he works somewhere where I don't want to be in Ados.");
   
    // any other state
    mummyNPC.add(ConversationStates.IDLE,
          ConversationPhrases.GREETING_MESSAGES, new GreetingMatchesNameCondition(mummyNPC.getName()), true,
          ConversationStates.ATTENDING, "Hello again.", null);
  }
View Full Code Here

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