From: Katie <ky...@us...> - 2007-05-15 14:39:08
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Update of /cvsroot/arianne/stendhal/src/games/stendhal/server/maps/quests In directory sc8-pr-cvs11.sourceforge.net:/tmp/cvs-serv30027/src/games/stendhal/server/maps/quests Modified Files: Marriage.java Log Message: Make marriage quest more user friendly by explaining more stuff Index: Marriage.java =================================================================== RCS file: /cvsroot/arianne/stendhal/src/games/stendhal/server/maps/quests/Marriage.java,v retrieving revision 1.7 retrieving revision 1.8 diff -C2 -d -r1.7 -r1.8 *** Marriage.java 13 May 2007 22:48:34 -0000 1.7 --- Marriage.java 15 May 2007 14:39:06 -0000 1.8 *************** *** 226,232 **** public void fire(Player player, String text, SpeakerNPC npc) { if(player.isQuestInState(QUEST_SLOT, "engaged_with_ring")){ ! // player has wedding ring already. just remind to get spouse to get one. ! npc.say("Looking forward to your wedding? Make sure your fiancee gets a wedding ring made for you, too!"); ! npc.setCurrentState(ConversationStates.ATTENDING); } else { // says you'll need a ring --- 226,232 ---- public void fire(Player player, String text, SpeakerNPC npc) { if(player.isQuestInState(QUEST_SLOT, "engaged_with_ring")){ ! // player has wedding ring already. just remind to get spouse to get one and hint to get dressed. ! npc.say("Looking forward to your wedding? Make sure your fiancee gets a wedding ring made for you, too! Oh and remember to get #dressed up for the big day."); ! npc.setCurrentState(ConversationStates.INFORMATION_2); } else { // says you'll need a ring *************** *** 235,238 **** --- 235,239 ---- } }); + // response to QUEST_MESSAGES if you are not engaged npc.add(ConversationStates.ATTENDING, ConversationPhrases.QUEST_MESSAGES, *************** *** 252,255 **** --- 253,257 ---- } }); + // response to QUEST_MESSAGES when you're already married npc.add(ConversationStates.ATTENDING, ConversationPhrases.QUEST_MESSAGES, *************** *** 269,273 **** } }); ! npc.add(ConversationStates.IDLE, ConversationPhrases.GREETING_MESSAGES, --- 271,275 ---- } }); ! // Here the beahviour is defined for if you say hi to Ognir and your ring is being made npc.add(ConversationStates.IDLE, ConversationPhrases.GREETING_MESSAGES, *************** *** 288,291 **** --- 290,294 ---- long timeRemaining = (Long.parseLong(tokens[1]) + delay) - System.currentTimeMillis(); + // ring is not ready yet if (timeRemaining > 0L) { npc.say("I haven't finished making the wedding ring. Please check back in " *************** *** 294,298 **** return; } ! npc.say("I'm pleased to say, the wedding ring for your fiancee is finished! Look after it till the ceremony. Make sure one is made for you, too!"); player.addXP(500); Item weddingRing = StendhalRPWorld.get().getRuleManager() --- 297,304 ---- return; } ! /* ring is ready now. Bind it to person who made it.until the wedding day comes when the rings are exchanged ! * Give a prompt to a little hint about getting dressed for the wedding, if players like to. ! */ ! npc.say("I'm pleased to say, the wedding ring for your fiancee is finished! Make sure one is made for you, too! *psst* just a little #hint for the wedding day ..."); player.addXP(500); Item weddingRing = StendhalRPWorld.get().getRuleManager() *************** *** 302,306 **** player.setQuest(QUEST_SLOT, "engaged_with_ring"); player.notifyWorldAboutChanges(); ! npc.setCurrentState(ConversationStates.ATTENDING); } }); --- 308,312 ---- player.setQuest(QUEST_SLOT, "engaged_with_ring"); player.notifyWorldAboutChanges(); ! npc.setCurrentState(ConversationStates.INFORMATION_2); } }); *************** *** 313,316 **** --- 319,323 ---- null); + // player says yes, they want a wedding ring made npc.add(ConversationStates.QUEST_ITEM_QUESTION, ConversationPhrases.YES_MESSAGES, *************** *** 328,336 **** npc.setCurrentState(ConversationStates.IDLE); } else { npc.say("Come back when you have both the money and the gold."); } } }); ! npc.add(ConversationStates.QUEST_ITEM_QUESTION, ConversationPhrases.NO_MESSAGES, --- 335,344 ---- npc.setCurrentState(ConversationStates.IDLE); } else { + //player said they had the money and/or gold but they lied npc.say("Come back when you have both the money and the gold."); } } }); ! // player says (s)he doesn't have the money and/or gold npc.add(ConversationStates.QUEST_ITEM_QUESTION, ConversationPhrases.NO_MESSAGES, *************** *** 340,343 **** --- 348,359 ---- null); + // Just a little hint about getting dressed for the wedding. + npc.add(ConversationStates.INFORMATION_2, + Arrays.asList("dressed", "hint", "dress"), + null, + ConversationStates.ATTENDING, + "When my wife and I got married we went to Fado hotel and hired special clothes. The dressing rooms are on your right when you go in, look for the wooden door. Good luck!", + null); + } |