public function checkQuest(SR_NPC $npc, SR_Player $player) { $have = $this->getAmount(); $need = $this->getNeededAmount(); $give = 0; foreach ($player->getInventory() as $item) { if ($item instanceof SR_Rune) { $player->deleteFromInventory($item); $have++; $give++; if ($have >= $need) { break; } } } if ($give > 0) { $this->increase('sr4qu_amount', $give); $player->message($this->lang('gave', array($give, $npc->getName()))); // $player->message(sprintf('You gave %s %s to %s.', $give, 'Runes', $npc->getName())); } if ($have >= $need) { $npc->reply($this->lang('thanks1')); // $npc->reply('Thank you very much my friend. Now I can also craft some equipment again.'); $this->onSolve($player); $npc->reply($this->lang('thanks2', array(self::REWARD_RUNES))); // $npc->reply('As a reward I let you create '.self::REWARD_RUNES.' new runes via #reward.'); $player->increaseConst(Seattle_Blacksmith::REWARD_RUNES, self::REWARD_RUNES); } else { $npc->reply($this->lang('more', array($have, $need))); // $npc->reply(sprintf('You gave me %s of %s Runes... Give me a few more and I will reward you greatly :)', $have, $need)); } }
public function checkQuest(SR_NPC $npc, SR_Player $player) { if ($this->getAmount() >= $this->getNeededAmount()) { $npc->reply($this->lang('thx')); $this->onSolve($player); } else { $npc->reply($this->lang('more', array($this->getAmount(), $this->getNeededAmount()))); } }
public function checkQuest(SR_NPC $npc, SR_Player $player) { if ($player->hasConst('RESCUED_MALOIS')) { $npc->reply('I have heard of your brave actions, and i know you are involved into the same shit ... i cannot give you much as reward ... but take this please and thank you!'); return $this->onSolve($player); } else { return $npc->reply('It was just an idea ... good luck.'); } }
public function checkQuest(SR_NPC $npc, SR_Player $player) { if (!SR_PlayerVar::getVal($player, '_SLQCHW1', 0)) { return $npc->reply('Nothing new? ok.'); } $player->message('You tell her that husband is probably in prison...'); $npc->reply('Oh i was afraid something happened to him ... thank you so very much ... i think i have to speak to the authorities then.'); return $this->onSolve($player); }
public function checkQuest(SR_NPC $npc, SR_Player $player) { if ($this->getAmount() >= $this->getNeededAmount()) { $npc->reply('Dude i was just kidding ... well ... here you are -.-'); $this->onSolve($player); } else { $npc->reply('Dude i was just kidding -.-'); } return true; }
public function checkQuest(SR_NPC $npc, SR_Player $player) { $data = $this->getQuestData(); if (count($data) === 5) { $npc->reply('I have your quest confirmed, well done. Here is your payment.'); return $this->onSolve($player); } else { return $npc->reply(sprintf('Your mission is not over?')); } }
public function checkQuest(SR_NPC $npc, SR_Player $player) { $npc instanceof SR_TalkingNPC; if ($this->getAmount() >= $this->getNeededAmount()) { $npc->reply($this->lang('solved')); return $this->onSolve($player); } else { return $npc->reply($this->lang('more', array($this->getAmount(), $this->getNeededAmount()))); } }
public function checkQuest(SR_NPC $npc, SR_Player $player) { $have = $this->getAmount(); $need = $this->getNeededAmount(); if ($have >= $need) { $this->onSolve($player); } else { $npc->reply($this->lang('more', array($have, $need))); // $npc->reply(sprintf('My informants told me you only killed %s of %s TrollDeckers.', $have, $need)); } }
public function checkQuest(SR_NPC $npc, SR_Player $player) { if ($this->getAmount() >= $this->getNeededAmount()) { $npc->reply($this->lang('well_done')); // $npc->reply('I see you have done a great job. Well done!'); return $this->onSolve($player); } else { $npc->reply($this->lang('more', array($this->getAmount(), $this->getNeededAmount()))); // $npc->reply(sprintf('I see you have told %d/%d citizens about the temple. Do some more work please.', $this->getAmount(), $this->getNeededAmount())); } }
public function checkQuest(SR_NPC $npc, SR_Player $player) { $have = $this->getAmount(); $need = $this->getNeededAmount(); if ($have >= $need) { return $this->onSolve($player); } else { return $npc->reply($this->lang('reports', array($have, $need))); // $npc->reply(sprintf('Our informants reported you have killed %d of %d punks yet... Kill some more!', $have, $need)); } }
public function checkQuest(SR_NPC $npc, SR_Player $player) { $need = $this->getNeededAmount(); $have = $this->getAmount(); if ($have >= $need) { $this->onSolve($player); } else { $npc->reply($this->lang('friday')); // $npc->reply('Please invite more guests. The party is on friday. Which rockband should I take?'); } }
public function checkQuest(SR_NPC $npc, SR_Player $player) { $amt = $this->getAmount(); $max = $this->getNeededAmount(); $need = $max - $amt; if ($need <= 0) { $this->onSolve($player); } else { $npc->reply($this->lang('more', array($amt, $max, $need))); // $npc->reply(sprintf('My informants told me you killed %d of %d lamers so far. Now go and kill %d more, chummer.', $amt, $max, $need)); } }
public function checkQuest(SR_NPC $npc, SR_Player $player) { if ($this->isConvinced($player)) { $npc->reply($this->lang('thx')); // $npc->reply('Thank you so very very much. This will help me to get my business running.'); $this->onSolve($player); } else { $npc->reply($this->lang('more')); // $npc->reply(sprintf('Sad to hear you could not convince him yet.')); } return true; }
public function checkQuest(SR_NPC $npc, SR_Player $player) { if ($player->getConst(self::KEY)) { $npc->reply($this->lang('thx')); // $npc->reply('Yes better.'); return $this->onSolve($player); } else { $npc->reply($this->lang('more')); // $npc->reply('Still cold.'); } return false; }
public function checkQuest(SR_NPC $npc, SR_Player $player) { if ($this->getAmount() >= $this->getNeededAmount()) { $npc->reply($this->lang('thx')); // $npc->reply('Thanks friend!'); return $this->onSolve($player); } else { return $npc->reply($this->lang('more')); // $npc->reply('You too weak?'); } // return false; }
public function checkQuest(SR_NPC $npc, SR_Player $player) { $have = $this->getAmount(); $need = $this->getNeededAmount(); if ($have >= $need) { $npc->reply($this->lang('thx')); // $npc->reply('The client will be very happy. Good job.'); return $this->onSolve($player); } else { return $npc->reply($this->lang('more')); // return $npc->reply("Please bring us the data."); } }
public function checkQuest(SR_NPC $npc, SR_Player $player) { $have = $this->getAmount(); $need = $this->getNeededAmount(); if ($have >= $need) { $npc->reply($this->lang('thx')); // $npc->reply('Hell yeah!'); return $this->onSolve($player); } else { return $npc->reply($this->lang('more', array($need - $have))); // return $npc->reply(sprintf("Please kill %d more %s.", $need-$have, self::EMO_TYPE)); } }
public function checkQuest(SR_NPC $npc, SR_Player $player) { $have = $this->getAmount(); $need = $this->getNeededAmount(); if ($have >= $need) { $npc->reply($this->lang('thx')); // $npc->reply('Well done chummer. Take your reward.'); return $this->onSolve($player); } else { return $npc->reply($this->lang('more', array($need - $have))); // return $npc->reply(sprintf('Please kill %d more Trolls.', $need-$have)); } }
public function checkQuest(SR_NPC $npc, SR_Player $player) { if ($this->getAmount() >= $this->getNeededAmount()) { $player->message($this->lang('thx1')); $npc->reply($this->lang('thx2')); $player->message($this->lang('thx3')); $npc->reply($this->lang('thx4')); $this->onSolve($player); } else { $player->message($this->lang('more')); } return true; }
public function checkQuest(SR_NPC $npc, SR_Player $player) { $data = $this->getKillData(); list($hg, $ho, $ht) = $data; $ng = self::$NEED[0] - $hg; $no = self::$NEED[1] - $ho; $nt = self::$NEED[2] - $ht; if ($ng <= 0 && $no <= 0 && $nt <= 0) { $npc->reply('We thank you very much in the name of our little shrine.'); return $this->onSolve($player); } else { return $npc->reply(sprintf('You punished %d/%d Goblins, %d/%d Orks and %d/%d Trolls. More!', $hg, self::$NEED[0], $ho, self::$NEED[1], $ht, self::$NEED[2])); } }
public function onEnter(SR_Player $player) { if (parent::onEnter($player)) { SR_NPC::createEnemyParty('TrollHQ_ChiefCook')->fight($player->getParty()); } return true; }
public function checkQuest(SR_NPC $npc, SR_Player $player) { $data = $this->getQuestData(); if (isset($data['WORKER'])) { $name = $data['WORKER']; $npc->reply($this->lang('thx1', array($name))); // $npc->reply(sprintf('Thank you so very very much. %s is doing a good job :)', $name)); $npc->reply($this->lang('thx2')); // $npc->reply(sprintf('He found a used Scanner_v4 too. I guess you can have it!')); $this->onSolve($player); } else { $npc->reply($this->lang('more')); // $npc->reply(sprintf('Sad to hear you could not find anybody yet.')); } return true; }
public function onEnter(SR_Player $player) { $p = $player->getParty(); if ($p->getMin('level', true) < 1) { $this->partyMessage($player, 'afraid', array(1)); // $p->notice('You are too afraid to go in there. (Each party member needs a minimum level of 1)'); return true; } foreach ($p->getMembers() as $member) { $member instanceof SR_Player; if ($member->isHuman()) { $quest = SR_Quest::getQuest($member, 'Renraku_I'); $quest instanceof Quest_Renraku_I; if (false === $quest->checkOrk($player)) { $this->partyMessage($player, 'angryork'); // $p->notice('A big angry Ork shouts to you: "You not welcome here!" - The Ork attacks you with a tbs-pocket-knife.'); SR_NPC::createEnemyParty('Redmond_Ork')->fight($p, true); return true; } } } parent::onEnter($player); // $p->pushAction(SR_Party::ACTION_INSIDE); $b = chr(2); $c = Shadowrun4::SR_SHORTCUT; $this->partyMessage($player, 'enter1'); $this->partyMessage($player, 'enter2'); // $p->notice('The guys in there stare quiet at their drinks when you enter the Trolls\' Inn.'); // $p->notice('You see a barkeeper, a suspicious person in a dark corner, a soldier and some guests, mostly orks and trolls. One of the guests greets and beckons you.'); $this->partyHelpMessage($player, 'help'); // $p->help("Use {$b}{$c}ttb{$b}(arkeeper), {$b}{$c}ttg{$b}(uest), {$b}{$c}ttj{$b}(ohnson) and {$b}{$c}tts{$b}(oldier) to talk to the persons."); return true; }
private function bribingTheGuard(SR_Player $player, $word, array $args) { $b = chr(2); $price = rand(2000, 8000); $price = Shadowfunc::calcBuyPrice($price, $player); if (!isset($args[0])) { $this->reply('Every person has it\'s <price> parameter.'); $player->help('Use #talk bribe <amt> to try to bribe the guard.'); return true; } $amt = (int) $args[0]; if ($amt < $price) { $this->reply("{$b}Security !!!!{$b}"); $p = $player->getParty(); $p->pushAction(SR_Party::ACTION_OUTSIDE, 'Prison_Block2'); $ep = SR_NPC::createEnemyParty('Prison_Ward', 'Prison_Ward', 'Prison_Ward', 'Prison_Guard', 'Prison_Guard'); $p->fight($ep, true); } else { if (!$player->hasNuyen($amt)) { $this->reply('The idea of a bribe is usually that you can pay it ...'); } else { $party = $player->getParty(); $this->reply('Every bride has her pride ...'); $this->reply('Ok buddy ... He is in cell 5, do quick, i will release the alarm as late as possible. Good luck ... '); $player->giveNuyen(-$amt); $party->pushAction(SR_Party::ACTION_OUTSIDE, 'PrisonB2_Exit'); } } return true; }
public function on_challenge(SR_Player $player, array $args) { # No fight with party: if ($player->isInParty()) { $player->msg('1099'); // $player->message("You can't fight here when you are in a party. Use #part to leave your party."); return false; } # Get current enemy $key = 'SEATTLE_ARENA_N'; if (!$player->hasConst($key)) { $player->setConst($key, 1); } $n = $player->getConst($key); # Possible flags/enemies in Arena: $enemies = array(array("Seattle_AToughGuy", $this->lang($player, 'e1')), array("Seattle_ASecOrk", $this->lang($player, 'e2')), array("Seattle_AToughTroll", $this->lang($player, 'e3')), array("Seattle_AMagician", $this->lang($player, 'e4')), array("Seattle_AElite", $this->lang($player, 'e5'))); # No more fights: if ($n > count($enemies)) { // $player->message("Sorry. You fought all the enemies here. Try #fight <player> then :P"); $player->msg('1098'); return false; } $n--; $enemy = $enemies[$n]; $player->msg('5141', array($enemy[1])); // $player->message("The Arena-Guy leads you to the locker room. After a few minutes you were guided into the arena and see your enemy: ".$enemy[1].". " ); SR_NPC::createEnemyParty($enemy[0])->fight($player->getParty(), true); return true; }
public function onEnter(SR_Player $player) { $party = $player->getParty(); $dice = rand(0, 6); if ($dice < 2) { $this->partyMessage($player, 'lucky'); // $party->notice('You silently search the door and windows for an entrance. You were lucky and sneak in...'); $this->teleportInside($player, 'Hideout_Exit'); } else { if ($dice < 4) { $this->partyMessage($player, 'noluck'); // $party->notice('You silently search the door and windows for an entrance. You have no luck, everything\'s closed.'); } else { if ($dice < 6) { $this->partyMessage($player, 'fight2'); // $party->notice('You silently search the door and windows for an entrance. Two punks notice you and attack!'); SR_NPC::createEnemyParty('Redmond_Cyberpunk', 'Redmond_Cyberpunk')->fight($party, true); } else { $this->partyMessage($player, 'fight4'); // $party->notice('You take a look through the doors keyhole. A party of four punks opens the door and surprises you.'); SR_NPC::createEnemyParty('Redmond_Cyberpunk', 'Redmond_Cyberpunk', 'Redmond_Pinkhead', 'Redmond_Lamer')->fight($party, true); } } } }
public function onEnter(SR_Player $player) { parent::onEnter($player); $party = $player->getParty(); SR_NPC::createEnemyParty('Redmond_Ork')->fight($party, true); return true; }
public function onEnter(SR_Player $player) { $p = $player->getParty(); # We know the mafia :) $quest = SR_Quest::getQuest($player, 'HiJack'); if ($quest->isAccepted($player)) { return parent::onEnter($player); } # Check how many guards have been killed in total $killed = 0; foreach ($p->getMembers() as $member) { $member instanceof SR_Player; $killed += SR_PlayerVar::getVal($member, 'mgkills', 0); } if ($killed >= 6) { return parent::onEnter($player); } # Guarded! foreach ($p->getMembers() as $member) { $member instanceof SR_Player; $member->message($this->lang($member, 'guarded')); } $guards = array(); for ($i = 0; $i < 6; $i++) { $guards[] = 'Vegas_MafiaGuard'; } SR_NPC::createEnemyParty($guards)->fight($p); return false; }
public function checkQuest(SR_NPC $npc, SR_Player $player) { if (false == ($cards = $player->getInvItemByName('IDCard'))) { return; } if ($cards->getAmount() < 3) { return; } $cards->useAmount($player, 3); $player->message($this->lang('hand')); $npc->reply($this->lang('thx1')); $npc->reply($this->lang('thx2')); // $player->message('You hand 3 IDCards to Malois.'); // $npc->reply('Thank you very much. Now we sneak into Renraku and find out what they did to us.'); // $npc->reply('By the way... I remember you from the experiments there...'); $this->onSolve($player); }
public function onEnter(SR_Player $player) { if (parent::onEnter($player)) { $party = $player->getParty(); SR_NPC::createEnemyParty('Redmond_Cyberpunk', 'Redmond_Cyberpunk', 'Redmond_Cyberpunk')->fight($party, true); } return true; }