Stendhal Quest Coding: Difference between revisions

Content deleted Content added
imported>Hendrik Brummermann
ConversationPhrases
imported>Kribbel
m replace old link
 
(205 intermediate revisions by 13 users not shown)
Line 1:
{{Navigation for Stendhal Top|Contributing}}
{{Navigation for Stendhal Contributors}}
{{Stendhal Quests}}
 
{{ TODO | Update page for changes in quest coding }}
 
 
{{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 ==
Line 16 ⟶ 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 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 ==
Line 37 ⟶ 36:
public class BeerForHayunn extends AbstractQuest {
 
public static final String QUEST_SLOT = "beer_hayunn";
 
@Override
public void addToWorld() {
super.addToWorld();
}
}
 
@Override
public String getSlotName() {
return QUEST_SLOT;
}
}
 
@Override
public String getName() {
return "BeerForHayunn";
}
}
 
public List<String> getHistory(final Player player) {
final List<String> res = new ArrayList<String>();
return res;
}
}
</source>
Line 61 ⟶ 65:
 
<source lang="java">
import games.stendhal.server.maps.quests.BeerForHayunn;
 
// [...]
 
loadQuest(new BeerForHayunn());
</source>
 
Line 77 ⟶ 81:
 
<source lang="java">
public void prepareQuestStep() {
 
// 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>
 
Line 91 ⟶ 95:
 
<source lang="java">
@Override
public void addToWorld() {
super.addToWorld();
prepareQuestStep();
}
</source>
 
Line 101 ⟶ 105:
 
 
== TriggerCommonly 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 [httphttps://arianne.cvs.sfgithub.net/viewvccom/arianne/stendhal/blob/master/src/games/stendhal/server/entity/npc/ConversationPhrases.java?view=markup ConversationPhrases]. If there are already conversation phrases defined for the triggers that you would like to add, you should use the phrases.
 
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!");
"My mouth is dry, but I can't be seen to abandon this teaching room!");
}
}
</source>
 
Please compile and restart your server. Hayunn should notnow respond to "quest", "task", and "favor", after you started the talk by saying "hi".
 
== Blue trigger words ==
{{TODO|
As you probably know NPCs can say words in blue, words that they expect to be repeated by the player.
* #beer
}}
 
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.
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 technics. Please make sure the steps on this page work before continuing to the next part.
 
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">
== Teaching the NPC to ask the players whether they will do the quest ==
public void prepareQuestStep() {
 
// get a reference to the Hayunn npc
* add with states
SpeakerNPC npc = npcs.get("Hayunn Naratha");
* very basic introduction to FSM
 
// 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
 
== RewardingSecond thePart playerof 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 technicstechniques. Please make sure the steps on this page work before continuingyou continue to [[Stendhal Quest Coding - Part 2|the nextsecond part of this tutorial]].
* MultiAction
 
== Further Reading ==
 
[[Category:Stendhal]]