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;
 }
Example #3
0
 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;
 }
Example #4
0
 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;
 }
Example #5
0
 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);
     }
 }
Example #6
0
 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;
 }
Example #7
0
 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;
 }
Example #8
0
 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;
 }
Example #9
0
 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;
 }
Example #10
0
 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;
 }
Example #11
0
 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;
 }
Example #12
0
 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;
 }
Example #13
0
 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;
 }
Example #14
0
 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;
 }
Example #15
0
 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;
 }
Example #16
0
 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;
 }
Example #17
0
 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;
 }
Example #18
0
 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;
 }
Example #19
0
 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;
 }
Example #20
0
 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;
 }
Example #21
0
 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;
 }
Example #22
0
 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;
 }
Example #23
0
 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;
 }
Example #24
0
 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;
 }
Example #25
0
 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;
 }
Example #26
0
 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;
 }
Example #27
0
 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;
     // 		}
 }
Example #28
0
 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;
 }
Example #29
0
 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;
 }
Example #30
0
 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;
 }