public function onRoundtripShow(SR_Player $player, SR_TalkingNPC $johnson) { # Has crystal? if (false === ($crystal = $player->getInvItemByName('DataCrystal', false))) { return false; } # Is a johnson? $name = $johnson->getNPCClassName(); if (!in_array($name, self::$JOHNSONS, true)) { echo "{$name} is NOT A JOHNSON!\n"; return false; } # Already shown? $data = $this->getQuestData(); if (in_array($name, $data, true)) { echo "ALREADY SHOWN TO A JOHNSON!\n"; return false; } # Save it! $data[] = $name; $this->saveQuestData($data); $player->message(sprintf('You show Mr. Johnson the data crystal ...')); $johnson->reply('Thank you ... this was very important!'); return true; }
public function onNPCQuestTalkB(SR_TalkingNPC $npc, SR_Player $player, $word, array $args = NULL) { $need = $this->getNeededAmount(); $dp = $this->displayRewardNuyen(); switch ($word) { case 'shadowrun': $npc->reply("Haha ... you want to be a runner ... kill 20 bums and i reward your with {$dp}."); break; case 'confirm': $npc->reply("So?"); break; case 'yes': $npc->reply('I was just kidding!'); break; case 'no': $npc->reply('Hehe yeah, i was just kidding.'); if (count($args) === 0 || $args[0] !== 'SURE') { $player->message("Use #talk no SURE to decline this quest forever."); } else { $this->decline($player); } break; } return true; }
public function onNPCQuestTalkB(SR_TalkingNPC $npc, SR_Player $player, $word, array $args = NULL) { $ny = Shadowfunc::displayNuyen(self::REWARD_NUYEN); switch ($word) { case 'shadowrun': $npc->reply($this->lang('sr1')); $npc->reply($this->lang('sr2')); $npc->reply($this->lang('sr3', array($this->getNeededAmount()))); // $npc->reply('Yo chummer, I have another important mission for you.'); // $npc->reply('A contractor needs to get some ElectronicParts stolen from a ship delivery in the harbor.)'); // $npc->reply(sprintf('You would need to bring me %s ElectronicParts to get the job done. What do you say?', $this->getNeededAmount())); break; case 'confirm': // $npc->reply(sprintf('I will pay you %s for this run.', $ny)); // break; // $npc->reply(sprintf('I will pay you %s for this run.', $ny)); // break; case 'yes': // $npc->reply(sprintf('See you around, chummer.')); // break; // $npc->reply(sprintf('See you around, chummer.')); // break; case 'no': // $npc->reply(sprintf('See you around, chummer.')); $npc->reply($this->lang($word)); break; } return true; }
public function onNPCQuestTalkB(SR_TalkingNPC $npc, SR_Player $player, $word, array $args = NULL) { $need = $this->getNeededAmount(); switch ($word) { case 'shadowrun': $npc->reply($this->lang('sr1')); // $npc->reply("Hello chummer :( You want to hear about my problems?"); $npc->reply($this->lang('sr2')); // $npc->reply("I got robbed by Trolls and Goblins, and I lost my FirstHand ..."); $npc->reply($this->lang('sr3')); // $npc->reply("I wanted to get a new HandL3 implanted, but the doctor says it's illegal."); $npc->reply($this->lang('sr4')); // $npc->reply("If you could convince him to do it anyway I would be very thankful."); $npc->reply($this->lang('sr5')); // $npc->reply("Just ask him about \X02hand\X02."); break; case 'confirm': $npc->reply($this->lang('sr5')); // $npc->reply("Just ask him about \X02hand\X02."); break; case 'yes': $npc->reply($this->lang('yes')); // $npc->reply('Yes.'); break; case 'no': $npc->reply($this->lang('no')); // $npc->reply('Please.'); break; } return true; }
public function onMerchandize(SR_TalkingNPC $npc, SR_Player $player) { $npc->reply($this->lang('m_' . rand(0, 4))); if ($this->isInQuest($player)) { $this->increaseAmount(1); $player->message($this->lang('one_more', array($this->getAmount(), $this->getNeededAmount()))); // $player->message(sprintf('You now told %d/%d citizens about the Redmond Temple.', $this->getAmount(), $this->getNeededAmount())); $npc->reply($this->lang('bye')); $npc->onByeChat($player); } }
public function onNPCQuestTalkB(SR_TalkingNPC $npc, SR_Player $player, $word, array $args = NULL) { $ny = Shadowfunc::displayNuyen(self::REWARD_NUYEN); switch ($word) { case 'shadowrun': $npc->reply($this->lang('sr1')); $npc->reply($this->lang('sr2')); $npc->reply($this->lang('sr3', array($this->getNeededAmount(), $ny))); $npc->reply($this->lang('sr4')); // $npc->reply('Yo chummer, I have an important application from a big contractor.'); // $npc->reply('The Renraku coorparation got a security breach and needs to collect their stolen IDCards ... "lol" right?'); // $npc->reply(sprintf('Please bring me %s IDCards and I will pay you %s.', $this->getNeededAmount(), $ny)); // $npc->reply('Do you accept?'); break; case 'confirm': $npc->reply($this->lang('confirm', array($ny))); // $npc->reply(sprintf('I will pay you %s for this run.', $ny)); break; case 'yes': $npc->reply($this->lang('yes')); // $npc->reply(sprintf('See you around, chummer.')); break; case 'no': $npc->reply($this->lang('no')); // $npc->reply(sprintf('See you around, chummer.')); break; } return true; }
public function onNPCQuestTalkB(SR_TalkingNPC $npc, SR_Player $player, $word, array $args = NULL) { $need = $this->getNeededAmount(); switch ($word) { case 'shadowrun': $npc->reply($this->lang('sr1')); // $npc->reply("I have a client but he cannot pay much."); $npc->reply($this->lang('sr2')); // $npc->reply("Also the run is very difficult, but you might be interested."); $npc->reply($this->lang('sr3')); // $npc->reply("The client wants the copy of a certain file from the Renraku database."); $npc->reply($this->lang('sr4')); // $npc->reply("The file is named \"results2.dbm\". I think you might be interested in a copy as well."); break; case 'confirm': $npc->reply($this->lang('confirm', array($this->displayRewardNuyen()))); // $npc->reply(sprintf("What do you think? I can pay you %s.", $this->displayRewardNuyen())); break; case 'yes': $npc->reply($this->lang('yes')); // $npc->reply('Very good.'); break; case 'no': $npc->reply($this->lang('no')); // $npc->reply('No?'); break; } return true; }
public function onNPCQuestTalkB(SR_TalkingNPC $npc, SR_Player $player, $word, array $args = NULL) { switch ($word) { case 'confirm': $npc->reply($this->lang('confirm')); // $npc->reply('It would be so great if you could help me again, yes?'); break; case 'shadowrun': $npc->reply($this->lang('shadowrun1')); $npc->reply($this->lang('shadowrun2')); $npc->reply($this->lang('shadowrun3', array(self::NEED_LEG, self::NEED_ARMOR, self::NEED_HELMET))); $npc->reply($this->lang('shadowrun4', array(Shadowfunc::displayNuyen(self::REWARD_NUYEN)))); // $npc->reply('Thanks to you I have some runes now, and the customers are already coming.'); // $npc->reply('However, I need Chain armory for the Arena and I have no time to smith it.'); // $npc->reply(sprintf('Could you bring me %s ChainLegs, %s ChainBodies and %s ChainHelmets?', self::NEED_LEG, self::NEED_ARMOR, self::NEED_HELMET)); // $npc->reply(sprintf('I can pay you %s for that job! Yes?', Shadowfunc::displayNuyen(self::REWARD_NUYEN))); break; case 'yes': $npc->reply($this->lang('yes')); // $npc->reply(sprintf('Thank you so very much. Please hurry. The Arena frequently needs melee armory.')); break; case 'no': $npc->reply($this->lang('no')); // $npc->reply('Anyway check out my offers!'); break; } return true; }
public function onNPCQuestTalkB(SR_TalkingNPC $npc, SR_Player $player, $word, array $args = NULL) { $need = $this->getNeededAmount(); switch ($word) { case 'shadowrun': $npc->reply($this->lang('sr1')); // $npc->reply("Wow you must be eager to solve problems."); $npc->reply($this->lang('sr2')); // $npc->reply("There is actually one thing you could do for me which I would really appreciate."); $npc->reply($this->lang('sr3', array($need))); // $npc->reply("Please bring me {$need} Runes, and I will reward you greatly."); $npc->reply($this->lang('sr4')); // $npc->reply("What do you say?"); $player->message($this->lang('warn')); // $player->message('Beware: The smith will take any runes you might carry!'); break; case 'confirm': $npc->reply($this->lang('confirm')); // $npc->reply("Do you accept the quest?"); break; case 'yes': $npc->reply($this->lang('yes')); // $npc->reply('Alright, great :)'); break; case 'no': $npc->reply($this->lang('no')); // $npc->reply('Oh, ok.'); break; } return true; }
public function onNPCQuestTalkB(SR_TalkingNPC $npc, SR_Player $player, $word, array $args = NULL) { switch ($word) { case 'confirm': $npc->reply($this->lang($word)); // $npc->reply('Could you please help me?'); break; case 'shadowrun': $npc->reply($this->lang('shadowrun1')); // $npc->reply('I have been robbed by a horde of AngryElves and Orks. Again. There is not much left.'); // sleep(2); $npc->reply($this->lang('shadowrun2')); // $npc->reply('If you could only organize me some unstatted swords to get back in business, I could only spare a few rare items, though.'); $npc->reply($this->lang('shadowrun3', array($npc->getName()))); // $player->message($npc->getName().' looks at you questioning.'); break; case 'yes': $npc->reply($this->lang($word, array(self::NEED_LONG, self::NEED_BROAD, self::NEED_SHORT))); // $npc->reply(sprintf('Please bring me %s LongSword, %s BroadSword and %s ShortSword.', self::NEED_LONG, self::NEED_BROAD, self::NEED_SHORT)); break; case 'no': $npc->reply($this->lang($word)); // $npc->reply('Feel free to trade then.'); break; } return true; }
public function onNPCQuestTalkB(SR_TalkingNPC $npc, SR_Player $player, $word, array $args = NULL) { $nw = $this->getNeededAmount(); $dp = $this->displayRewardNuyen(); switch ($word) { case 'shadowrun': $npc->reply($this->lang('sr1')); // $npc->reply("Haha, you are looking for a job? I suppose you don't mean to stand behind the bar, right?"); $npc->reply($this->lang('sr2')); // $npc->reply("Hmm, well, my latest delivery of wine got stolen by the Trolls, but I need some bottles urgently."); $npc->reply($this->lang('sr3', array($nw, $dp))); // $npc->reply("If you bring me $nw bottles, I will reward you with $dp. What do you think?"); break; case 'confirm': $npc->reply($this->lang('confirm')); // $npc->reply("Can you organize this stuff?"); break; case 'yes': $npc->reply($this->lang('yes')); // $npc->reply('Thank you, I am awaiting your delivery.'); break; case 'no': $npc->reply($this->lang('no')); // $npc->reply('Ok chummer.'); break; } return true; }
public function onNPCQuestTalkB(SR_TalkingNPC $npc, SR_Player $player, $word, array $args = NULL) { $need = $this->getNeededAmount(); switch ($word) { case 'shadowrun': $npc->reply($this->lang('sr1')); // $npc->reply("Yo chummer. A client requested to organize AresViper11 pistols."); $npc->reply($this->lang('sr2')); // $npc->reply("There are rumors that one of them has been used in a crime scene."); $npc->reply($this->lang('sr3', array($this->displayRewardNuyen()))); // $npc->reply(sprintf("Bring me one and I will pay you %s.", $this->displayRewardNuyen())); break; case 'confirm': $npc->reply($this->lang('confirm')); // $npc->reply("If I get one gun from some runners we should find the right gun."); break; case 'yes': $npc->reply($this->lang('yes')); // $npc->reply('Yeah?'); break; case 'no': $npc->reply($this->lang('no')); // $npc->reply('Ok.'); break; } return true; }
public function onNPCQuestTalkB(SR_TalkingNPC $npc, SR_Player $player, $word, array $args = NULL) { $dp = $this->displayRewardNuyen(); switch ($word) { case 'shadowrun': $npc->reply($this->lang('sr1')); // $npc->reply("Listen chummer, now Commando is hunts us."); $npc->reply($this->lang('sr2')); // $npc->reply('We cannot let it happen, they disgust us. Please kill some of them!'); $npc->reply($this->lang('sr3', array($this->getNeededAmount(), $dp))); // $npc->reply(sprintf('Kill %d Commando and I pay %s.', $this->getNeededAmount(), $dp)); break; case 'confirm': $npc->reply($this->lang('confirm')); // $npc->reply("Go!"); break; case 'yes': $npc->reply($this->lang('yes')); // $npc->reply("Thank you!"); break; case 'no': $npc->reply($this->lang('no')); // $npc->reply('You should do it.'); break; } return true; }
public function onNPCQuestTalkB(SR_TalkingNPC $npc, SR_Player $player, $word, array $args = NULL) { $need = $this->getNeededAmount(); switch ($word) { case 'shadowrun': $npc->reply($this->lang('sr1')); // $npc->reply("Hehe chummer ... I think I can not take care of the shop all alone."); $npc->reply($this->lang('sr2')); // $npc->reply("If you could maybe find a troll that would work for me?"); $npc->reply($this->lang('sr3')); // $npc->reply("Just ask him about \X02shadowrun\X02."); break; case 'confirm': $npc->reply($this->lang('sr3')); // $npc->reply("Just ask him about \X02shadowrun\X02."); break; case 'yes': $npc->reply($this->lang('yes')); // $npc->reply('Ok.'); break; case 'no': $npc->reply($this->lang('no')); // $npc->reply('Please.'); break; } return true; }
public function onNPCQuestTalkB(SR_TalkingNPC $npc, SR_Player $player, $word, array $args = NULL) { $need = $this->getNeededAmount(); $dp = $this->displayRewardNuyen(); switch ($word) { case 'shadowrun': $npc->reply($this->lang('sr1')); // $npc->reply("I got some difficult job for you now."); $npc->reply($this->lang('sr2', array($need))); // $npc->reply("All you need to know is that we need {$need} CopCaps for a client."); $npc->reply($this->lang('sr3', array($dp))); // $npc->reply("Your payment would be $dp. Accepted?"); break; case 'confirm': $npc->reply($this->lang('confirm', array($dp))); // $npc->reply("I will pay you $dp."); break; case 'yes': $npc->reply($this->lang('yes')); // $npc->reply("Great, I will await you back soon."); break; case 'no': $npc->reply($this->lang('no')); // $npc->reply('Ok.'); break; } return true; }
public function onNPCQuestTalkB(SR_TalkingNPC $npc, SR_Player $player, $word, array $args = NULL) { switch ($word) { case 'shadowrun': if ($this->isInQuest($player)) { return $this->checkQuest($this, $player); } else { $npc->reply($this->lang('sr1')); $npc->reply($this->lang('sr2')); $npc->reply($this->lang('sr3', array($this->displayNuyen()))); // $npc->reply('Oh you want to help me again? That is very kind of you :)'); // $npc->reply('Well ... To be honest I am short on nuyen, and I need to hire a decker to get me into level2 of the Renraku office.'); // $npc->reply(sprintf('If you could give me %s, so I can continue my research ... What do you think?', $this->displayNuyen())); } break; case 'confirm': $npc->reply($this->lang('confirm')); // $npc->reply('I think it is of your own interest to know the truth.'); break; case 'yes': $npc->reply($this->lang('yes')); // $npc->reply('Yes, it\'s horrible.'); break; case 'no': $npc->reply($this->lang('no')); // $npc->reply('Too bad.'); break; } return true; }
public function onNPCQuestTalkB(SR_TalkingNPC $npc, SR_Player $player, $word, array $args = NULL) { $need = $this->getNeededAmount(); switch ($word) { case 'shadowrun': $npc->reply($this->lang('sr1')); // $npc->reply("Still looking for a job?"); $npc->reply($this->lang('sr2', array($need, $this->displayRewardNuyen()))); // $npc->reply(sprintf("Hmm ... If you could bring me %d Pikes I would pay %s. What do you think?", $need, $this->displayRewardNuyen())); break; case 'confirm': $npc->reply($this->lang('confirm')); // $npc->reply("Do you accept the quest?"); break; case 'yes': $npc->reply($this->lang('yes')); // $npc->reply('Alright, great :)'); break; case 'no': $npc->reply($this->lang('no')); $npc->reply('Oh, ok.'); break; } return true; }
public function onNPCQuestTalkB(SR_TalkingNPC $npc, SR_Player $player, $word, array $args = NULL) { $need = $this->getNeededAmount(); switch ($word) { case 'shadowrun': $npc->reply($this->lang('sr1')); // $npc->reply("You are looking for a job?"); $npc->reply($this->lang('sr2')); // $npc->reply("Well, as you can #view I have a nice pile of swords, but no other melee weapons."); $npc->reply($this->lang('sr3', array($need, $this->displayRewardNuyen()))); // $npc->reply(sprintf("Maybe you could bring me %d Mace and I will reward you with %s?", $need, $this->displayRewardNuyen())); break; case 'confirm': $npc->reply($this->lang('confirm')); // $npc->reply("What do you think?"); break; case 'yes': $npc->reply($this->lang('yes')); // $npc->reply('Alright, great :)'); break; case 'no': $npc->reply($this->lang('no')); // $npc->reply('Oh, ok.'); break; } return true; }
public function onNPCQuestTalkB(SR_TalkingNPC $npc, SR_Player $player, $word, array $args = NULL) { switch ($word) { case 'confirm': $npc->reply($this->lang('confirm')); // $npc->reply('I promise I will reward you well this time. Ok?'); break; case 'shadowrun': $npc->reply($this->lang('shadowrun1')); $npc->reply($this->lang('shadowrun2', array($this->getNeededAmount()))); $npc->reply($this->lang('shadowrun3')); // $npc->reply('Thanks to you I am back in business.'); // $npc->reply('If you really want a run, go kill all those Ninjas who robbed me and get me '.$this->getNeededAmount().' Tenugui.'); // $npc->reply('I promise I will reward you well this time. Ok?'); break; case 'yes': $npc->reply($this->lang('yes')); // $npc->reply(sprintf('Yay! I await you back!')); break; case 'no': $npc->reply($this->lang('no')); // $npc->reply('Anyway check out my offers!'); break; } return true; }
public function onNPCQuestTalkB(SR_TalkingNPC $npc, SR_Player $player, $word, array $args = NULL) { $dp = $this->displayRewardNuyen(); switch ($word) { case 'shadowrun': $npc->reply($this->lang('sr1')); // $npc->reply("Haha, you are a good boy ..."); $npc->reply($this->lang('sr2')); // $npc->reply('There are headhunter killing trolls and orks. You kill them back!'); $npc->reply($this->lang('sr3', array($this->getNeededAmount(), $dp))); // $npc->reply(sprintf('Kill %d and I pay %s.', $this->getNeededAmount(), $dp)); break; case 'confirm': $npc->reply($this->lang('confirm')); // $npc->reply("Go!"); break; case 'yes': $npc->reply($this->lang('yes')); // $npc->reply("You still here?"); break; case 'no': $npc->reply($this->lang('no')); // $npc->reply('You should go!'); break; } return true; }
public function onNPCQuestTalkB(SR_TalkingNPC $npc, SR_Player $player, $word, array $args = NULL) { $need = $this->getNeededAmount(); $ny = $this->getRewardNuyen(); $dny = Shadowfunc::displayNuyen($ny); switch ($word) { case 'shadowrun': $npc->reply("Heh ... well ... lol ... well ..."); $npc->reply("You can indeed do a job for me ^^"); $player->message('The salesman whispers: "I messed up the yearly inventory" ... '); $npc->reply("I am going into own business and purchase Scanners and Credsticks."); $player->message('The salesman whispers: "I will compensate you ..." '); break; case 'confirm': $npc->reply("Thank you for your help in advance."); break; case 'yes': $npc->reply('Thank you chummer.'); break; case 'no': $npc->reply('Laters chummer.'); break; } return true; }
public function onNPCQuestTalkB(SR_TalkingNPC $npc, SR_Player $player, $word, array $args = NULL) { switch ($word) { case 'confirm': $npc->reply($this->lang('confirm')); // $npc->reply('Could you please help me again?'); break; case 'shadowrun': $npc->reply($this->lang('shadowrun1')); $npc->reply($this->lang('shadowrun2')); $npc->reply($this->lang('shadowrun3', array($this->getNeededAmount()))); // $npc->reply('Now I have some clean swords, nice for keeping up the business.'); // $npc->reply('Next I could really need a few Runes.'); // $npc->reply('Could you please bring me '.$this->getNeededAmount().' runes? I can reward you with some special runes for your help :)'); break; case 'yes': $npc->reply($this->lang('yes', array($this->getNeededAmount()))); // $npc->reply(sprintf('Please bring me %s Runes. WARNING: I will take any rune from your inventory!', $this->getNeededAmount())); break; case 'no': $npc->reply($this->lang('no')); // $npc->reply('Feel free to trade then.'); break; } return true; }
public function onNPCQuestTalkB(SR_TalkingNPC $npc, SR_Player $player, $word, array $args = NULL) { switch ($word) { case 'shadowrun': $npc->reply($this->lang('sr1')); $npc->reply($this->lang('sr2')); $npc->reply($this->lang('sr3')); // $npc->reply("You want to do me a favour?"); // $npc->reply("I am training my skills of prayer, and need someone who will benefit from my skills."); // $npc->reply("If you come to me with 1 bad karma i will clean it for free and teach you something :)"); break; case 'confirm': $npc->reply($this->lang('confirm')); // $npc->reply("I know it's a weird offer. Accept?"); break; case 'yes': $npc->reply($this->lang('yes')); // $npc->reply('Don\'t be too cruel though!'); break; case 'no': $npc->reply($this->lang('no')); // $npc->reply('Bye bye.'); break; } return true; }
public function onNPCQuestTalkB(SR_TalkingNPC $npc, SR_Player $player, $word, array $args = NULL) { // $kn = self::KILLS_NEEDED; $dp = $this->displayRewardNuyen(); switch ($word) { case 'shadowrun': $npc->reply($this->lang('sr1')); // $npc->reply("A client has a delicate problem. He got robbed by several CaveTrolls who stole a big Emerald."); $npc->reply($this->lang('sr2')); // $npc->reply("Your job would be to get the gem back."); $npc->reply($this->lang('sr3')); // $npc->reply("Do you think you can do it?"); break; case 'confirm': $npc->reply($this->lang('confirm', array($dp))); // $npc->reply("I will pay you $dp."); break; case 'yes': $npc->reply($this->lang('yes')); // $npc->reply("Great, I will await you back soon."); break; case 'no': $npc->reply($this->lang('no')); // $npc->reply('Ok.'); break; } return true; }
public function onNPCQuestTalkB(SR_TalkingNPC $npc, SR_Player $player, $word, array $args = NULL) { switch ($word) { case 'shadowrun': $npc->reply($this->lang('sr1')); $npc->reply($this->lang('sr2', array($this->getNeededAmount()))); $npc->reply($this->lang('sr3')); // $npc->reply('Yo chummer, we need to get rid of Killers first, before we can get into business.'); // $npc->reply(sprintf('Please kill %s killers and come back.', $this->getNeededAmount())); // $npc->reply('Do you accept?'); break; case 'confirm': $ny = Shadowfunc::displayNuyen(self::REWARD_NUYEN); $npc->reply($this->lang('confirm', array($ny))); // $npc->reply(sprintf('I will pay you %s for this run.', $ny)); break; case 'yes': $npc->reply($this->lang('yes')); // $npc->reply(sprintf('See you around, chummer.')); break; case 'no': $npc->reply($this->lang('no')); // $npc->reply(sprintf('See you around, chummer.')); break; } return true; }
public function onNPCQuestTalkB(SR_TalkingNPC $npc, SR_Player $player, $word, array $args = NULL) { $need = $this->getNeededAmount(); switch ($word) { case 'shadowrun': $npc->reply($this->lang('sr1')); // $npc->reply("You are looking for a job? Well ..."); $npc->reply($this->lang('sr2')); // $npc->reply("I am a collector of fireweapons, and I still need an AresViper eleven."); $npc->reply($this->lang('sr3', array($this->displayRewardNuyen()))); // $npc->reply(sprintf("If you bring me one and I will pay you %s.", $this->displayRewardNuyen())); break; case 'confirm': $npc->reply($this->lang('confirm')); // $npc->reply("If I get one gun from some runners we should find the right gun."); break; case 'yes': $npc->reply($this->lang('yes')); // $npc->reply('Thank you, chummer. I hope you can organize one soon!'); break; case 'no': $npc->reply($this->lang('no')); // $npc->reply('Ok.'); break; } return true; }
public function onTryInvite(SR_TalkingNPC $npc, SR_Player $player) { if (!$this->isInQuest($player)) { return $npc->reply($this->lang('no_quest')); // $npc->reply('You invite me to a party? Maybe try #join or #say hire.'); // break; } $key2 = 'Seattle_Citizen_Invite_' . $player->getID(); if (!$npc->hasTemp($key2)) { $npc->setTemp($key2, rand(1, 4)); } $key = $npc->getTemp($key2); $npc->reply($this->lang('i_' . $key)); if ($key == 4) { $this->onInviteCitizen($npc, $player, $npc->getParty()->getMemberCount()); $npc->setTemp($key2, 5); } return true; // switch ($key) // { // case 1: $npc->reply('Yeah, I am already invited. Thanks.'); break; // case 2: $npc->reply('No, I am not interested.'); break; // case 3: $npc->reply('Better get a job, chummer'); break; // case 1: case 2: case 3: case 5: // return $npc->reply($this->lang('i_'.$key)); // case 4: // $npc->reply('An invitation for a big party? Sure me and my friends are in. Thank you!'); // $this->onInviteCitizen($npc, $player, $npc->getParty()->getMemberCount()); // $npc->setTemp($key2, 5); // break; // case 5: // $npc->reply('See you there!'); // break; // } }
public function onNPCQuestTalkB(SR_TalkingNPC $npc, SR_Player $player, $word, array $args = NULL) { switch ($word) { case 'shadowrun': $npc->reply("Hehe you are a real gentlemen. If you could rescue my Malois from prison, i would pay you big money. All i have."); break; case 'confirm': $npc->reply("I know it was just an idea."); break; case 'yes': $npc->reply('It was just an idea ... good luck.'); break; case 'no': $npc->reply('It was just an idea.'); break; } return true; }
public function onNPCQuestTalkB(SR_TalkingNPC $npc, SR_Player $player, $word, array $args = NULL) { $need = $this->getNeededAmount(); $ny = $this->getRewardNuyen(); $dny = Shadowfunc::displayNuyen($ny); switch ($word) { case 'shadowrun': $npc->reply("We will help you on your quest, but you have to pay a price. Bring us {$need} Hematite."); break; case 'confirm': $npc->reply("One hand washes the other."); break; case 'yes': $npc->reply('Good luck chummer.'); break; case 'no': $npc->reply('See ya, chummer.'); break; } return true; }
public function onNPCQuestTalkB(SR_TalkingNPC $npc, SR_Player $player, $word, array $args = NULL) { $need = $this->getNeededAmount(); $ny = $this->getRewardNuyen(); $dny = Shadowfunc::displayNuyen($ny); switch ($word) { case 'shadowrun': $npc->reply("Hmmm why do you keep asking chummer ... i could need {$need} emeralds now ... but have only {$dny} :/"); break; case 'confirm': $npc->reply("Don't worry if you say no."); break; case 'yes': $npc->reply('Heh ... alright then!'); break; case 'no': $npc->reply('Ok'); break; } return true; }