private void addConversations(){
  TPP_Phase myphase=OUTGOING;
  mainNPC.add(ConversationStates.ATTENDING,Arrays.asList("rats","rats!"),new TPPQuestInPhaseCondition(myphase),ConversationStates.ATTENDING,"The rats are gone. " + "You can get a #reward for your help now, ask about #details " + "if you want to know more.",null);
  mainNPC.add(ConversationStates.ATTENDING,"details",new TPPQuestInPhaseCondition(myphase),ConversationStates.ATTENDING,null,new DetailsKillingsAction());
  mainNPC.add(ConversationStates.ATTENDING,"reward",new TPPQuestInPhaseCondition(myphase),ConversationStates.ATTENDING,null,new RewardPlayerAction());
}

private void addConversations ( ) { TPP_Phase myphase = OUTGOING ; mainNPC . add ( ConversationStates . ATTENDING , Arrays . asList ( "rats" , "rats!" ) , new TPPQuestInPhaseCondition ( myphase ) , ConversationStates . ATTENDING , "The rats are gone. " + "You can get a #reward for your help now, ask about #details " + "if you want to know more." , null ) ; mainNPC . add ( ConversationStates . ATTENDING , "details" , new TPPQuestInPhaseCondition ( myphase ) , ConversationStates . ATTENDING , null , new DetailsKillingsAction ( ) ) ; mainNPC . add ( ConversationStates . ATTENDING , "reward" , new TPPQuestInPhaseCondition ( myphase ) , ConversationStates . ATTENDING , null , new RewardPlayerAction ( ) ) ; }
adding quest related npc ' s fsm states
