Package games.stendhal.server.entity.npc.action

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


    npc.add(ConversationStates.ATTENDING,
        ConversationPhrases.QUEST_MESSAGES,
        new AndCondition(new QuestCompletedCondition(QUEST_SLOT), new NotCondition(new TimePassedCondition(QUEST_SLOT, 1, MathHelper.MINUTES_IN_ONE_WEEK))),
        ConversationStates.ATTENDING,
        null,
        new SayTimeRemainingAction(QUEST_SLOT, 1, MathHelper.MINUTES_IN_ONE_WEEK, "I think they've had enough excitement for a while.  Come back in"));
   
    npc.add(ConversationStates.ATTENDING,
        ConversationPhrases.QUEST_MESSAGES,
        new AndCondition(new QuestCompletedCondition(QUEST_SLOT), new TimePassedCondition(QUEST_SLOT, 1, MathHelper.MINUTES_IN_ONE_WEEK)),
        ConversationStates.QUEST_OFFERED,
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    npc.add(ConversationStates.ATTENDING,
        ConversationPhrases.QUEST_MESSAGES,
        new AndCondition(new NotCondition(new TimePassedCondition(QUEST_SLOT, 1, REQUIRED_MINUTES)), new QuestStateStartsWithCondition(QUEST_SLOT, "waiting;")),
        ConversationStates.ATTENDING,
        null,
        new SayTimeRemainingAction(QUEST_SLOT, 1, REQUIRED_MINUTES, "The coal amount behind my counter is still high enough. I will not need more for"));

    // Player agrees to get the coal
    npc.add(ConversationStates.QUEST_OFFERED,
        ConversationPhrases.YES_MESSAGES, null,
        ConversationStates.ATTENDING,
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    npc.add(ConversationStates.ATTENDING, ConversationPhrases.QUEST_MESSAGES,
        new AndCondition(new QuestCompletedCondition(QUEST_SLOT),
                 new NotCondition(new TimePassedCondition(QUEST_SLOT,1,delay))),
        ConversationStates.ATTENDING,
        null,
        new SayTimeRemainingAction(QUEST_SLOT,1, delay, "The museum can only afford to send you to fetch an item once a week. Please check back in"));
   
   
    final List<ChatAction> actions = new LinkedList<ChatAction>();
    actions.add(new StartRecordingRandomItemCollectionAction(QUEST_SLOT,0,items,"I want Kirdneh's museum to be the greatest in the land! Please fetch [item]"
        + " and say #complete, once you've brought it."))
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    // time has not yet passed
    final ChatCondition notCondition = new AndCondition(new GreetingMatchesNameCondition(npc.getName()),
        new QuestStateStartsWithCondition(QUEST_SLOT,"decorating"),
        new NotCondition( new TimePassedCondition(QUEST_SLOT, 1, 5))
      );
    ChatAction reply = new SayTimeRemainingAction(QUEST_SLOT, 1, 5, "I did not finish decorating the legs. " +
            "Please check back in");
    npc.add(ConversationStates.IDLE,
        ConversationPhrases.GREETING_MESSAGES,
        notCondition,
        ConversationStates.IDLE,
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      );
    npc.add(ConversationStates.IDLE, ConversationPhrases.GREETING_MESSAGES,
        condition,
        ConversationStates.IDLE,
        null,
        new SayTimeRemainingAction(QUEST_SLOT, 1, REQUIRED_MINUTES, "Do you think I can work that fast? Go away. " +
                "Come back in"));
  }
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    npc.add(ConversationStates.ATTENDING,
        ConversationPhrases.QUEST_MESSAGES,
        new AndCondition(new NotCondition(new TimePassedCondition(QUEST_SLOT, 1,REQUIRED_MINUTES))),
        ConversationStates.ATTENDING,
        null,
        new SayTimeRemainingAction(QUEST_SLOT, 1, REQUIRED_MINUTES, "I don't want to disturb my mum at the moment, it seems like she needs some time on herself, so you don't have to look out for her currently. You can ask me again in"));


    // Player agrees to find mum
    npc.add(ConversationStates.QUEST_OFFERED,
      ConversationPhrases.YES_MESSAGES, null,
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            new QuestCompletedCondition(QUEST_SLOT),
            new NotCondition(
                new TimePassedCondition(QUEST_SLOT, 1, delay))),
        ConversationStates.ATTENDING,
        null,
        new SayTimeRemainingAction(QUEST_SLOT,1, delay, "I can only give you a new quest once a day. Please check back in"));

    // player asked for quest first time or repeat it after passed proper time
    npc.add(ConversationStates.ATTENDING,
        ConversationPhrases.QUEST_MESSAGES,
        new OrCondition(
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    npc.add(ConversationStates.ATTENDING,
        ConversationPhrases.QUEST_MESSAGES,
        new AndCondition(new NotCondition(new TimePassedCondition(QUEST_SLOT, 1, WEEK_IN_MINUTES)), new QuestStateStartsWithCondition(QUEST_SLOT, "killed")),
        ConversationStates.ATTENDING,
        null,
        new SayTimeRemainingAction(QUEST_SLOT, 1, WEEK_IN_MINUTES, "These #creatures didn't return so far and we could see some lovely places all over. Please return in"));
   
   
    npc.add(ConversationStates.ATTENDING,
        ConversationPhrases.QUEST_MESSAGES,
        new AndCondition(new QuestStateStartsWithCondition(QUEST_SLOT,"killed"),
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        new AndCondition(new GreetingMatchesNameCondition(npc.getName()),
            new QuestCompletedCondition(QUEST_SLOT),
            new NotCondition(new TimePassedCondition(QUEST_SLOT, 1, REQUIRED_MINUTES))),
        ConversationStates.ATTENDING,
        null,
        new SayTimeRemainingAction(QUEST_SLOT, 1, REQUIRED_MINUTES , "I hope you don't want more soup, because I haven't finished washing the dishes. Please check back in")
      );

    // player responds to word 'revive'
    npc.add(ConversationStates.INFORMATION_1,
        "revive",
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        // Player returns within one week of completing quest
    npc.add(ConversationStates.ATTENDING, ConversationPhrases.QUEST_MESSAGES,
        new AndCondition(new QuestCompletedCondition(QUEST_SLOT),
                                 new NotCondition(new TimePassedCondition(QUEST_SLOT, 1, DELAY))),
        ConversationStates.ATTENDING, null,
        new SayTimeRemainingAction(QUEST_SLOT, 1, DELAY, "Thanks, we have enough food to feed the animals here for another"));

  }
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