Enum Class ConversationStates

java.lang.Object
java.lang.Enum<ConversationStates>
games.stendhal.server.entity.npc.ConversationStates
All Implemented Interfaces:
Serializable, Comparable<ConversationStates>, Constable

public enum ConversationStates extends Enum<ConversationStates>
Represents the conversation status of a NPC that can talk with players.
  • Enum Constant Details

    • ANY

      public static final ConversationStates ANY
      A wildcard that always matches, regardless of the current state.
    • IDLE

      public static final ConversationStates IDLE
      The SpeakerNPC is waiting for a player to start a conversation.
    • ATTENDING

      public static final ConversationStates ATTENDING
      The SpeakerNPC is attending one player; all prior talk is irrelevant.
    • BUY_PRICE_OFFERED

      public static final ConversationStates BUY_PRICE_OFFERED
      The player wants to buy an item; the SpeakerNPC has told the price and waits for the player to accept or reject the offer.
    • SELL_PRICE_OFFERED

      public static final ConversationStates SELL_PRICE_OFFERED
      The player wants to sell an item; the SpeakerNPC has told the price and waits for the player to accept or reject the offer.
    • HEAL_OFFERED

      public static final ConversationStates HEAL_OFFERED
      The player wants to be healed; the SpeakerNPC has told the price and waits for the player to accept or reject the offer.
    • PRODUCTION_OFFERED

      public static final ConversationStates PRODUCTION_OFFERED
      The player wants the NPC to produce something; the SpeakerNPC has told about the required resources and waits for the player to accept or reject the offer.
    • SERVICE_OFFERED

      public static final ConversationStates SERVICE_OFFERED
      The player wants the NPC to do something; the SpeakerNPC has told about the required cash/resources and waits for the player to accept or reject the offer.
    • REPAIR_OFFERED

      public static final ConversationStates REPAIR_OFFERED
      The player wants the NPC to repair an item. The NPC told the price and awaits the player's response accepting or rejecting the offer.
    • INFORMATION_1

      public static final ConversationStates INFORMATION_1
      The SpeakerNPC is simply telling something to the player.
    • INFORMATION_2

      public static final ConversationStates INFORMATION_2
    • INFORMATION_3

      public static final ConversationStates INFORMATION_3
    • INFORMATION_4

      public static final ConversationStates INFORMATION_4
    • INFORMATION_5

      public static final ConversationStates INFORMATION_5
    • INFORMATION_6

      public static final ConversationStates INFORMATION_6
    • INFORMATION_7

      public static final ConversationStates INFORMATION_7
    • INFORMATION_8

      public static final ConversationStates INFORMATION_8
    • INFORMATION_9

      public static final ConversationStates INFORMATION_9
    • INFORMATION_10

      public static final ConversationStates INFORMATION_10
    • QUEST_OFFERED

      public static final ConversationStates QUEST_OFFERED
      The SpeakerNPC has offered a quest; the player has to accept or reject it.
    • QUEST_2_OFFERED

      public static final ConversationStates QUEST_2_OFFERED
      The SpeakerNPC has offered a second quest; the player has to accept or reject it.
    • QUEST_STARTED

      public static final ConversationStates QUEST_STARTED
      The player has just started the quest.
    • QUEST_ITEM_BROUGHT

      public static final ConversationStates QUEST_ITEM_BROUGHT
      The player has brought a requested item, and the SpeakerNPC has asked if it should be used for the quest.
    • QUEST_ITEM_QUESTION

      public static final ConversationStates QUEST_ITEM_QUESTION
      The SpeakerNPC asks the player if the player has brought a requested item.
    • QUESTION_1

      public static final ConversationStates QUESTION_1
      Multi-purpose states for multiple questions.
    • QUESTION_2

      public static final ConversationStates QUESTION_2
    • QUESTION_3

      public static final ConversationStates QUESTION_3
    • QUESTION_4

      public static final ConversationStates QUESTION_4
    • QUESTION_5

      public static final ConversationStates QUESTION_5
    • RESTART_OFFERED

      public static final ConversationStates RESTART_OFFERED
      Special scenarios where player may need to reset quest slot to a previous state due to lost item or other problem.
    • BUSY

      public static final ConversationStates BUSY
      Special state when players should not be able to interact with NPC.
  • Method Details

    • values

      public static ConversationStates[] values()
      Returns an array containing the constants of this enum class, in the order they are declared.
      Returns:
      an array containing the constants of this enum class, in the order they are declared
    • valueOf

      public static ConversationStates valueOf(String name)
      Returns the enum constant of this class with the specified name. The string must match exactly an identifier used to declare an enum constant in this class. (Extraneous whitespace characters are not permitted.)
      Parameters:
      name - the name of the enum constant to be returned.
      Returns:
      the enum constant with the specified name
      Throws:
      IllegalArgumentException - if this enum class has no constant with the specified name
      NullPointerException - if the argument is null