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

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


      }

      @Override
          protected void createDialog() {
        add(ConversationStates.IDLE, ConversationPhrases.GREETING_MESSAGES,
            new GreetingMatchesNameCondition(getName()), true,
            ConversationStates.IDLE, "What are you bothering me for. Can't you see I have my hands full! Now, lil johnnnny, I told you not to poke him in the eye!", null);
          }
       
    };
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                // player before and react accordingly
                // NPC_name quest doesn't exist anywhere else neither is
                // used for any other purpose
                add(ConversationStates.IDLE,
                    ConversationPhrases.GREETING_MESSAGES,
                    new AndCondition(new GreetingMatchesNameCondition(getName()),
                        new QuestNotCompletedCondition("Nomyr")),
                    ConversationStates.INFORMATION_1,
                    "Heh heh... Oh, hello stranger! You look a bit disoriented... d'you want to hear the latest gossip?",
                    new SetQuestAction("Nomyr", "done"));
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        protected void createDialog() {
          // Anna is special because she has a quest
          if (!getName().equals("Anna")) {
            add(ConversationStates.IDLE,
                  ConversationPhrases.GREETING_MESSAGES,
                  new GreetingMatchesNameCondition(getName()), true,
                  ConversationStates.IDLE,
                  "Mummy said, we are not allowed to talk to strangers. Bye.",
                  null);
          }
View Full Code Here

        @Override
        protected void createDialog() {
          add(
               ConversationStates.IDLE,
            ConversationPhrases.GREETING_MESSAGES,
            new GreetingMatchesNameCondition(getName()), true,
            ConversationStates.IDLE,
            "Speak not to us, the harbingers of Hell!",
            null);
     
        }
View Full Code Here

      @Override
      protected void createDialog() {
        add(ConversationStates.IDLE,
            ConversationPhrases.GREETING_MESSAGES,
            new AndCondition(
                new GreetingMatchesNameCondition(getName()),
                new QuestNotStartedCondition("introduce_players"),
                new ChatCondition() {
                  public boolean fire(final Player player, final Sentence sentence, final Entity entity) {
                    return !player.isGhost();
                  }
                }),
                ConversationStates.ATTENDING,
                null,
                new SayTextWithPlayerNameAction("Ssshh! Come here, [name]! I have a #task for you."));
       
        // this is the condition for any other case while the quest is active, not covered by the quest.
        add(ConversationStates.IDLE,
            ConversationPhrases.GREETING_MESSAGES,
            new GreetingMatchesNameCondition(getName()), true,
                ConversationStates.ATTENDING,
                "*sniff* *sniff* I still feel ill, please hurry with that #favour for me.",
                null);
       
        add(ConversationStates.IDLE,
            ConversationPhrases.GREETING_MESSAGES,
            new AndCondition(new GreetingMatchesNameCondition(getName()),
                new QuestCompletedCondition("introduce_players")),
                ConversationStates.ATTENDING,
                null,
                new SayTextWithPlayerNameAction("Hi again, [name]! Thanks again, I'm feeling much better now."));
       
View Full Code Here

        // player is outside the fence. after 'hi' use ConversationStates.INFORMATION_1 only.
        add(
            ConversationStates.IDLE,
            ConversationPhrases.GREETING_MESSAGES,
            new AndCondition(new GreetingMatchesNameCondition(name),
                new NotCondition(new PlayerInAreaCondition(arena))),
            ConversationStates.INFORMATION_1,
            "Welcome to Ados Deathmatch! Please talk to #Thonatus if you want to join.",
            null);
        add(
            ConversationStates.INFORMATION_1,
            "Thonatus",
            null,
            ConversationStates.INFORMATION_1,
            "Thonatus is the official #Deathmatch Recruitor. He is in the #swamp south west of Ados.",
            null);

                add(
          ConversationStates.INFORMATION_1,
          "swamp",
          null,
          ConversationStates.INFORMATION_1,
          "Yes, south west from here, as I said. Beware, as the swamp is populated with some evil creatures.",
          null);


        add(
          ConversationStates.INFORMATION_1,
          "deathmatch",
          null,
          ConversationStates.INFORMATION_1,
          "If you accept the #challenge from #Thonatus, you will arrive here. Strong enemies will surround you and you must kill them all to claim #victory.",
          null);

                add(
                    ConversationStates.INFORMATION_1,
                    "challenge",
                    null,
                    ConversationStates.INFORMATION_1,
                    "Remember the name death in #Deathmatch. Do not accept the challenge unless you think you can defend well. And be sure to check that there is not any elite warrior already inside, battling strong beasts!",
                    null);

        add(
                    ConversationStates.INFORMATION_1,
                    "victory",
                    null,
                    ConversationStates.INFORMATION_1,
                    "The prize is a helmet like the one you see displayed here. The defence it gives increases for every deathmatch round you successfully complete, up to a maximum dependent on your level.",
                    null);

        // player is inside
        add(ConversationStates.IDLE,
            ConversationPhrases.GREETING_MESSAGES,
            new AndCondition(new GreetingMatchesNameCondition(name),
                new PlayerInAreaCondition(arena)),
            ConversationStates.ATTENDING,
            "Welcome to Ados Deathmatch! Do you need #help?", null);
        addJob("I'm the deathmatch assistant. Tell me, if you need #help on that.");
        addHelp("Say '#start' when you're ready! Keep killing #everything that #appears. Say 'victory' when you survived.");
View Full Code Here

      protected void createDialog() {
       
        // player has met io before and has a pk skull
        add(ConversationStates.IDLE,
            ConversationPhrases.GREETING_MESSAGES,
            new AndCondition(new GreetingMatchesNameCondition(getName()),
                new QuestStartedCondition("meet_io"),
                new ChatCondition() {
                  public boolean fire(final Player player, final Sentence sentence, final Entity entity) {
                    return player.isBadBoy() ;
                  }
                }),
                ConversationStates.QUESTION_1,
                null,
                new SayTextWithPlayerNameAction("Hi again, [name]. I sense you have been branded with the mark of a killer. Do you wish to have it removed?"));
       
        // player has met io before and has not got a pk skull
        add(ConversationStates.IDLE,
            ConversationPhrases.GREETING_MESSAGES,
            new AndCondition(new GreetingMatchesNameCondition(getName()),
                new QuestStartedCondition("meet_io"),
                new ChatCondition() {
                  public boolean fire(final Player player, final Sentence sentence, final Entity entity) {
                    return !player.isBadBoy() ;
                  }
                }),
                ConversationStates.ATTENDING,
                null,
                new SayTextWithPlayerNameAction("Hi again, [name]. How can I #help you this time? Not that I don't already know..."));
       
        // first meeting with player
        add(ConversationStates.IDLE,
            ConversationPhrases.GREETING_MESSAGES,
            new AndCondition(new GreetingMatchesNameCondition(getName()),
                new QuestNotStartedCondition("meet_io")),
            ConversationStates.ATTENDING,
                null,
                new MultipleActions(
                    new SayTextWithPlayerNameAction("I awaited you, [name]. How do I know your name? Easy, I'm Io Flotto, the telepath. Do you want me to show you the six basic elements of telepathy?"),
View Full Code Here

        @Override
        protected void createDialog() {
          add(
               ConversationStates.IDLE,
            ConversationPhrases.GREETING_MESSAGES,
            new GreetingMatchesNameCondition(getName()), true,
            ConversationStates.IDLE,
            "ZZzzzz ... ",
            null);
        }
      };
View Full Code Here

            // player before and react accordingly
            // NPC_name quest doesn't exist anywhere else neither is
            // used for any other purpose
        add(ConversationStates.IDLE,
            ConversationPhrases.GREETING_MESSAGES,
            new AndCondition(new GreetingMatchesNameCondition(getName()),
                new QuestNotStartedCondition("meet_hackim")),
                ConversationStates.ATTENDING,
                "Hi stranger, I'm Hackim Easso, the blacksmith's assistant. Have you come here to buy weapons?",
                new SetQuestAction("meet_hackim","start"));
       
View Full Code Here

        actions.add(new SetQuestAction(QUEST_SLOT, 0, "start"));
        actions.add(new StartRecordingKillsAction(QUEST_SLOT, 1, "rat", 0, 1));

        add(ConversationStates.IDLE,
            ConversationPhrases.GREETING_MESSAGES,
            new AndCondition(new GreetingMatchesNameCondition(getName()),
                new QuestNotStartedCondition(QUEST_SLOT)),
            ConversationStates.ATTENDING,
                "Hi. I bet you've been sent here to learn about adventuring from me. First, lets see what you're made of. Go and kill a rat outside, you should be able to find one easily. Do you want to learn how to attack it, before you go?",
            new MultipleActions(actions));

           add(ConversationStates.IDLE,
            ConversationPhrases.GREETING_MESSAGES,
            new AndCondition(new GreetingMatchesNameCondition(getName()),
                new QuestCompletedCondition(QUEST_SLOT),
                new NotCondition(new QuestActiveCondition(BeerForHayunn.QUEST_SLOT))),
            ConversationStates.ATTENDING,
            "Hi again, how can I #help you this time?",
            null);
View Full Code Here

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Related Classes of games.stendhal.server.entity.npc.condition.GreetingMatchesNameCondition

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