Stendhal Quest Coding - Part 3
Stendhal Quests
This page is currently reworked. You can find the old content on the talk page
You may want to read the first part and second part of the Stendhal Quest Coding tutorial first.
If you have ideas for new quests or are interested in helping to refine quest ideas, please have a look at the Quest Contributor's Guide or the Stendhal Quest Ideas.
Rewarding the player
In the last section of this tutorial we taught Hayunn to only accept one beer per player. We did neither care about taking the beer from the player nor did we reward the player. We want to add this functionality now.
We have to do several things at once:
- take the beer from the player
- provide some money as refund
- increase the xp and karmy
- and finally remember that the quest was completed
But don't worry, that sounds more complicated than it actually is. There are already actions for all of these tasks that can be combined using a MultiAction:
<source lang="java">
List<ChatAction> reward = new LinkedList<ChatAction>();
reward.add(new DropItemAction("beer"));
reward.add(new EquipItemAction("money", 20));
reward.add(new IncreaseXPAction(50));
reward.add(new IncreaseKarmaAction(10));
reward.add(new SetQuestAction(QUEST_SLOT, "done"));
npc.add(
ConversationStates.ATTENDING,
"beer",
new PlayerHasItemWithHimCondition("beer"),
ConversationStates.ATTENDING,
"*glug glug* Ah! That hit the spot. Let me know if you need anything, ok?",
new MultipleActions(reward));
</source>
Asking the player for the beer
Let's make it a bit easier for player to remember that they bought a beer to give it to Hayunn. Hayunn will notice the beer as soon as the player says "hi" and actively asks for it.
Therefore we add a new trigger for the GREETING_MESSAGE. There is an internal rule that transitions with have a condition (that is true) are preferred over equal transitions without one. So our greeting transition is used instead of the normal one if the condition is true. Similar to the MultiAction there is an AndCondition which combines multiple elementary ones.
<source lang="java">
npc.add(
ConversationStates.IDLE,
ConversationPhrases.GREETING_MESSAGES,
new AndCondition(new QuestActiveCondition(QUEST_SLOT), new PlayerHasItemWithHimCondition("beer")),
ConversationStates.QUEST_ITEM_BROUGHT,
"Hey! Is that beer for me?",
null);
npc.add(
ConversationStates.IDLE,
ConversationPhrases.GREETING_MESSAGES,
new AndCondition(new QuestActiveCondition(QUEST_SLOT), new NotCondition(new PlayerHasItemWithHimCondition("beer"))),
ConversationStates.ATTENDING,
"Hey, I'm still waiting for that beer, remember? Anyway, what can I do for you?",
null);
</source>
As we have learned in the second part of this tutorial, we use a new state for the question. In this case it is named QUEST_ITEM_BROUGHT.
Important note: You need to check again that the player still has the beer when he says yes. Otherwise he could have dropped it to the ground after Hayunn saw it and went to state QUEST_ITEM_BROUGHT.
<source lang="java">
// okay, the player wants to give us a beer :-)
List<ChatAction> reward = new LinkedList<ChatAction>();
reward.add(new DropItemAction("beer"));
reward.add(new EquipItemAction("money", 20));
reward.add(new IncreaseXPAction(50));
reward.add(new IncreaseKarmaAction(10));
reward.add(new SetQuestAction(QUEST_SLOT, "done"));
npc.add(
ConversationStates.QUEST_ITEM_BROUGHT,
ConversationPhrases.YES_MESSAGES,
new PlayerHasItemWithHimCondition("beer"),
ConversationStates.ATTENDING,
"*glug glug* Ah! That hit the spot. Let me know if you need anything, ok?",
new MultipleActions(reward));
// the player has a beer but wants to keep it for himself :-(
npc.add(
ConversationStates.QUEST_ITEM_BROUGHT,
ConversationPhrases.NO_MESSAGES,
null,
ConversationStates.ATTENDING,
"Drat! You remembered that I asked you for one, right? I could really use it right now.",
null);
</source>
Quest Documentation
TODO:
- should be done much earlier usually
- content should be done earlier (see contributor's guide
Advanced Techniques
TODO:
- AlwaysTrueCondition
Further Reading
TODO: