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("You want job? From me?"); $npc->reply($this->lang('sr2')); // $npc->reply("Go to the cellar and increase heat. Me is cold!"); 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 = $this->displayRewardNuyen(); switch ($word) { case 'shadowrun': $npc->reply($this->lang('sr1')); // $npc->reply("I think my friend in Seattle is right. I need elven staffs to cast more powerful spells."); $npc->reply($this->lang('sr2')); // $npc->reply('Can you bring me one or two, just in case one gets broken?'); break; case 'confirm': $npc->reply($this->lang('confirm')); // $npc->reply("This would be really awesome. I am gonna pay you {$ny}."); break; case 'yes': $npc->reply($this->lang('yes')); // $npc->reply('Yes.'); break; case 'no': $npc->reply($this->lang('no')); // $npc->reply('I am not sure.'); 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 am doing \X02alchemic\X02 experiments."); $npc->reply($this->lang('sr2', array($need))); // $npc->reply("As you are here you can bring me {$need} empty bottles."); $player->giveKnowledge('words', 'Alchemy'); break; case 'confirm': $npc->reply($this->lang('confirm', array($need))); // $npc->reply("Yes I need {$need} empty bottles. Accept the 'quest'?"); break; case 'yes': $npc->reply($this->lang('yes')); // $npc->reply('What?'); break; case 'no': $npc->reply($this->lang('no')); // $npc->reply('Meh'); 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 really want jobs."); $npc->reply($this->lang('sr2')); // $npc->reply("I am hungry. Bring Bacon and Beer!"); 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) { $ny = Shadowfunc::displayNuyen(self::REWARD_NUYEN); switch ($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) { $ns = self::NEED_SPARK; $na = self::NEED_ALCO; $dp = $this->displayRewardNuyen(); switch ($word) { case 'shadowrun': $npc->reply($this->lang('sr1')); // $npc->reply("Yeah, I have heard from you ^^"); $npc->reply($this->lang('sr2', array($ns, $na, $dp))); // $npc->reply("Actually I am out of some liquids. Bring me {$ns} SparklingWine and {$na} Alcopops and I will pay you {$dp}."); break; case 'confirm': $npc->reply($this->lang('confirm')); // $npc->reply("I really could need the drinks."); 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) { echo "HERE\n"; $temp = 'QT_LILLY'; switch ($word) { default: $t = $player->getTemp($temp, 0); $player->setTemp($temp, $t + 1); echo "HERE {$t}\n"; switch ($t) { case 0: $npc->reply($this->lang('sr1')); $npc->reply($this->lang('sr2')); return false; case 1: $npc->reply($this->lang('sr3')); $npc->reply($this->lang('sr4')); return false; case 2: $npc->reply($this->lang('sr5')); $npc->reply($this->lang('sr6')); default: return $npc->reply($this->lang('confirm')); } case 'confirm': return $npc->reply($this->lang('confirm')); case 'yes': return $npc->reply($this->lang('yes')); case 'no': return $npc->reply($this->lang('no')); } }
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) { $need = $this->getNeededAmount(); switch ($word) { case 'shadowrun': $npc->reply($this->lang('sr1')); // $npc->reply("I still have no real client. However you can kill some Trolls. They are disturbing my business too."); $npc->reply($this->lang('sr2', array($this->getNeededAmount(), $this->displayRewardNuyen()))); // $npc->reply(sprintf("Kill %d of them and I will pay you %s.", $this->getNeededAmount(), $this->displayRewardNuyen())); break; case 'confirm': $npc->reply($this->lang('confirm')); // $npc->reply("Take this job or be unemployed. You have a choice, at least."); 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) { $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) { $need = $this->getNeededAmount(); switch ($word) { case 'shadowrun': $npc->reply($this->lang('sr1', array($need))); // $npc->reply("Yes, yes, the water is not pure enough here. Please bring me {$need} waterbottles."); $npc->reply($this->lang('sr2')); // $npc->reply('Thanks.'); 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('Thank you chummer.'); break; case 'no': $npc->reply($this->lang('no')); // $npc->reply('I am not sure.'); 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) { $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 onNPCQuestTalkB(SR_TalkingNPC $npc, SR_Player $player, $word, array $args = NULL) { switch ($word) { case 'shadowrun': $npc->reply("If you help us again, will reward you very well... We now want to reinforce our monks with some decent ninja equipment."); $npc->reply(sprintf('Can you please bring us %s?', $this->getQuestionOut($player))); return true; case 'confirm': return $npc->reply("Can you?"); case 'yes': return $npc->reply('May buddha guide your way.'); case 'no': return $npc->reply('May buddha guide your path.'); } }
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 $args = NULL) { switch ($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("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) { $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) { $ny = Shadowfunc::displayNuyen(self::REWARD_NUYEN); switch ($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 $args = NULL) { switch ($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) { $dp = $this->displayRewardNuyen(); switch ($word) { case 'shadowrun': $npc->reply($this->lang('sr1')); $npc->reply($this->lang('sr2', array($this->getQuestDescriptionStats()))); break; case 'confirm': $npc->reply($this->lang('confirm')); break; case 'yes': $npc->reply($this->lang('yes')); break; case 'no': $npc->reply($this->lang('no')); 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("You will laugh your ass of ... we surely need ID4Cards too ... surprise surprise haha!"); $npc->reply('You can organize them too, can you?'); break; case 'confirm': $npc->reply("So?"); break; case 'yes': $npc->reply('Great!'); break; case 'no': $npc->reply('Have a nice day.'); 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; }
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': $npc->reply("I am really busy ... and hungry ... bring me {$need} bacon!"); break; case 'confirm': $npc->reply("Its quite urgent, thanks."); break; case 'yes': $npc->reply('Alright!'); break; case 'no': $npc->reply('kk'); 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(sprintf("Chummer, I propose you a deal. Bring me %d NinjaSwords and i will #break all items for free for you.", $this->getNeededAmount())); break; case 'confirm': $npc->reply("What do you say?"); break; case 'yes': $npc->reply('See you around chummer.'); break; case 'no': $npc->reply('Ok'); 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 need *cough* NySoftBackup *cough*."); break; case 'confirm': $npc->reply("*cough* NySoftBackup *cough*"); break; case 'yes': $npc->reply('*cough* laters chummer *cough*.'); break; case 'no': $npc->reply('Laters. *cough*'); break; } return true; }
public function onNPCQuestTalkB(SR_TalkingNPC $npc, SR_Player $player, $word, array $args = NULL) { $ny = $this->getRewardNuyen(); $dny = Shadowfunc::displayNuyen($ny); switch ($word) { case 'shadowrun': $npc->reply(sprintf("Chummer, I am collecting axes for selling bundles and my own repositry.")); $npc->reply(self::getQuestDescriptionMI("I need %s for a complete bundle, can you help for {$dny}?")); break; case 'confirm': $npc->reply("Can you help?"); break; case 'yes': $npc->reply('Thank you chummer!'); break; case 'no': $npc->reply('Fine then.'); 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': $npc->reply("I have a funny problem now ... we need {$need} water bottles and have only {$dny} bucks ... can you organize them for us?"); 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; }
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("You know the military drones ... i pay well for their parts."); break; case 'confirm': $npc->reply("You know what to do."); break; case 'yes': $npc->reply('See you around chummer.'); break; case 'no': $npc->reply('Laters.'); break; } return true; }