Examples of SayTextWithPlayerNameAction


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

        "Meet Monogenes",
        "A wise old man in Semos has a map can to guide newcomers through the town.",
        false);
    final SpeakerNPC npc = npcs.get("Monogenes");
   
    npc.addGreeting(null, new SayTextWithPlayerNameAction("Hi again, [name]. How can I #help you this time?"));
   
    // A little trick to make NPC remember if it has met
        // player before and react accordingly
        // NPC_name quest doesn't exist anywhere else neither is
        // used for any other purpose
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Examples of games.stendhal.server.entity.npc.action.SayTextWithPlayerNameAction

    };
  }

  @Override
  public ChatAction getRejectedTransactionAction() {
    return new SayTextWithPlayerNameAction("I am sorry, [name], but I cannot repair your item.");
  }
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Examples of games.stendhal.server.entity.npc.action.SayTextWithPlayerNameAction

          ConversationPhrases.GREETING_MESSAGES,
          new AndCondition(new GreetingMatchesNameCondition(getName()),
              new QuestCompletedCondition(QUEST_SLOT)),
          ConversationStates.ATTENDING,
          null,
          new SayTextWithPlayerNameAction("Hi again, [name]. I remember that you solved this problem already. You can do it again, of course."));
     
      add(ConversationStates.IDLE,
          ConversationPhrases.GREETING_MESSAGES,
          new AndCondition(new GreetingMatchesNameCondition(getName()),
              new QuestNotCompletedCondition(QUEST_SLOT)),
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Examples of games.stendhal.server.entity.npc.action.SayTextWithPlayerNameAction

    npc.add(ConversationStates.IDLE, ConversationPhrases.GREETING_MESSAGES,
        new AndCondition(new GreetingMatchesNameCondition(npc.getName()),
            anyFriends),
        ConversationStates.ATTENDING,
        null, new SayTextWithPlayerNameAction("Hello [name], nice to meet you again. "
            + "Guess what, we are having another #Semos #Mine #Town #Revival #Weeks."));
    // TODO: Tell old friends about renewal
  }
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Examples of games.stendhal.server.entity.npc.action.SayTextWithPlayerNameAction

        setPath(new FixedPath(nodes, true));
      }

      @Override
      protected void createDialog() {
        addGreeting(null, new SayTextWithPlayerNameAction("Hi again, [name]. How can I #help you this time?"));
       
        // A little trick to make NPC remember if it has met
            // player before and react accordingly
            // NPC_name quest doesn't exist anywhere else neither is
            // used for any other purpose
View Full Code Here

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

        setPath(new FixedPath(nodes, true));
      }

      @Override
      protected void createDialog() {
          addGreeting(null, new SayTextWithPlayerNameAction("Hello, [name]."));
        addJob("As a priestess I can #offer you a number of potions and antidotes.");
        addHelp("My sister Salva has the gift of healing. She is out for a walk by the aqueduct, you should find her there if you need her.");
        new SellerAdder().addSeller(this, new SellerBehaviour(shops.get("superhealing")), true);
         addGoodbye("Bye, for now.");
      }
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Examples of games.stendhal.server.entity.npc.action.SayTextWithPlayerNameAction

    private void buildNPC(StendhalRPZone zone) {
        final SpeakerNPC npc = new SpeakerNPC("Nomyr Ahba") {
           
            @Override
            public void createDialog() {
                addGreeting(null,new SayTextWithPlayerNameAction("Hi again, [name]. How can I #help you this time?"));
               
                // A little trick to make NPC remember if it has met
                // player before and react accordingly
                // NPC_name quest doesn't exist anywhere else neither is
                // used for any other purpose
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Examples of games.stendhal.server.entity.npc.action.SayTextWithPlayerNameAction

                    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."));
       
        addGoodbye();
      }

      /*
 
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Examples of games.stendhal.server.entity.npc.action.SayTextWithPlayerNameAction

                    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?"),
                    new SetQuestAction("meet_io", "start")));

        add(ConversationStates.QUESTION_1, ConversationPhrases.YES_MESSAGES, null, ConversationStates.ATTENDING,
                null, new ChatAction() {
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Examples of games.stendhal.server.entity.npc.action.SayTextWithPlayerNameAction

                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"));
       
        addGreeting(null, new SayTextWithPlayerNameAction("Hi again, [name]. How can I #help you this time?"));
       
        addHelp("I'm the blacksmith's assistant. Tell me... Have you come here to buy weapons?");
        addJob("I help Xoderos the blacksmith to make weapons for Deniran's army. I mostly only bring the coal for the fire and put the weapons up on the shelves. Sometimes, when Xoderos isn't looking, I like to use one of the swords to pretend I'm a famous adventurer!");
        addGoodbye();
      }
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