Stendhal Quest Coding: Difference between revisions

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{{Navigation for Stendhal Top}}
{{Navigation for Stendhal Top|Contributing}}
{{Navigation for Stendhal Contributors}}
{{Navigation for Stendhal Contributors}}
{{Stendhal Quests}}


{{ TODO | Update page for changes in quest coding }}
__TOC__


If you have ideas for new quests or are interested in helping to refine quest ideas, please have a look at the Quest [[Stendhal Quest Contribution|Contributor's Guide]] or the [[Stendhal Quest Ideas]].


{{Stendhal Quests}}
__TOC__

If you have ideas for new quests or are interested in helping to refine quest ideas, please have a look at the [[Stendhal Quest Contribution|Quest Contributor's Guide]] or the [[Stendhal Quest Ideas]].


<div style="border: 3px solid green; background-color: #AFA; padding: 1em; margin-right: 20em">
This page is currently reworked. You can find the old content on the [[Talk:Stendhal Quest Coding|talk page]]
</div>


== Before you start ==
== Before you start ==
Line 16: Line 15:
This page describes how to code a quest. You don't need to know a lot about Java. You should, however, already have [[Configure a development environment (IDE)|setup an IDE]] and be able to compile and start a local Stendhal server.
This page describes how to code a quest. You don't need to know a lot about Java. You should, however, already have [[Configure a development environment (IDE)|setup an IDE]] and be able to compile and start a local Stendhal server.


This tutorial assumes that the new quest only uses NPCs and items that already exist in Stendhal.
This tutorial assumes that the new quest only uses NPCs and items that already exist in Stendhal. To add a new NPC, see [[Stendhal NPC Coding]].


== Creating a quest skeleton ==
== Creating a quest skeleton ==
Line 37: Line 36:
public class BeerForHayunn extends AbstractQuest {
public class BeerForHayunn extends AbstractQuest {


public static final String QUEST_SLOT = "beer_hayunn";
public static final String QUEST_SLOT = "beer_hayunn";


@Override
@Override
public void addToWorld() {
public void addToWorld() {
super.addToWorld();
super.addToWorld();
}
}


@Override
@Override
public String getSlotName() {
public String getSlotName() {
return QUEST_SLOT;
return QUEST_SLOT;
}
}


@Override
@Override
public String getName() {
public String getName() {
return "BeerForHayunn";
return "BeerForHayunn";
}
}

public List<String> getHistory(final Player player) {
final List<String> res = new ArrayList<String>();
return res;
}
}
}
</source>
</source>
Line 61: Line 65:


<source lang="java">
<source lang="java">
import games.stendhal.server.maps.quests.BeerForHayunn;
import games.stendhal.server.maps.quests.BeerForHayunn;


// [...]
// [...]


loadQuest(new BeerForHayunn());
loadQuest(new BeerForHayunn());
</source>
</source>


Of course in the case of this tutorial the two lines for BeerForHayunn are already there.


== Teaching the NPC to talk ==
== Teaching the NPC to talk ==


Okay, we have now completed the preparation. Our first task is to get Hayunn to reply to the word "quest".
* addReplay


Therefore we add a new method called prepareQuestStep() at the end of the file BeerForHayunn, just above the last closing "}". This method makes Hayunn reply to the word "quest" with the answer "My mouth is dry, but I can't be seen to abandon this teaching room!"
== Teaching the NPC to ask the player whether he will do the quest ==


<source lang="java">
* add with states
public void prepareQuestStep() {
* very basic introduction to FSM

// get a reference to the Hayunn npc
SpeakerNPC npc = npcs.get("Hayunn Naratha");

// add a reply on the trigger phrase "quest" to Hayunn
npc.addReply("quest", "My mouth is dry, but I can't be seen to abandon this teaching room!");
}
</source>


There is one little step left before we can test it: We need to tell the server to execute our new method. There is already a method called "addToWorld" which will be executed on server start. So we add a call to our method in "addToWorld":

<source lang="java">
@Override
public void addToWorld() {
super.addToWorld();
prepareQuestStep();
}
</source>

Okay, all done? Please start the server (depending on whether you are using an IDE or not you might have to compile or build first). Go to Hayunn and say "quest", after starting the conversation with "hi". He should now respond with the sentence "My mouth is dry, but I can't be seen to abandon this teaching room!".


== Commonly used conversation phrases ==

Good, Hayunn now replies to the trigger "quest". He does not, however, reply to "task". All other NPCs accept both words as synonym. A simple solution would be to add a second ''npc.addReply'' line. But there is a better way which makes it very easy to add additional synonyms later. We predefined lists of commonly used [https://github.com/arianne/stendhal/blob/master/src/games/stendhal/server/entity/npc/ConversationPhrases.java ConversationPhrases]. If there are already conversation phrases defined for the triggers that you would like to add, you should use the phrases.

Let's adjust the above sample by using ''ConversationPhrases.QUEST_MESSAGES'' instead of the hard coded word "quest":

<source lang="java">
public void prepareQuestStep() {

// get a reference to the Hayunn npc
SpeakerNPC npc = npcs.get("Hayunn Naratha");

// add a reply on quest related trigger phrases to Hayunn
npc.addReply(ConversationPhrases.QUEST_MESSAGES,
"My mouth is dry, but I can't be seen to abandon this teaching room!");
}
</source>

Please compile and restart your server. Hayunn should now respond to "quest", "task", and "favor", after you started the talk by saying "hi".

== Blue trigger words ==

As you probably know NPCs can say words in blue, words that they expect to be repeated by the player. We want to add such words for "beer" and "tavern". As we have done before, we will add npc.addReply lines for those words.

So, how do we get the words colored blue? Simple, add a "#" in front of them. If you actually want to include a #-character, you need to repeat it.

<source lang="java">
public void prepareQuestStep() {

// get a reference to the Hayunn npc
SpeakerNPC npc = npcs.get("Hayunn Naratha");

// ask for a beer and explain it
npc.addReply(ConversationPhrases.QUEST_MESSAGES,
"Please bring me a #beer.");

// explain blue words
npc.addReply("beer", "Margaret sells beers in the #tavern.");
npc.addReply("tavern", "If you don't know where the inn is, you could ask old Monogenes.");

// an example for escaping #
npc.addReply("trading", "http://stendhal.game-host.org/wiki/index.php/StendhalFAQ##Trading");
}
</source>


You know the drill: Compile, restart and try it out.
== Teaching the NPC to remember the player ==
* ChatAction
* ChatCondition


== Rewarding the player ==
== Second Part of this Tutorial ==


Congratulations if you made it this far. You are now able to code basic dialogs with NPCs. The next section of this tutorial will describe advanced techniques. Please make sure the steps on this page work before you continue to [[Stendhal Quest Coding - Part 2|the second part of this tutorial]].
* MultiAction


== Further Reading


[[Category:Stendhal]]
[[Category:Stendhal]]