mirror of
https://gitlab.com/2009scape/2009scape.git
synced 2026-08-28 05:45:10 -06:00
Further improvements and a bug fix.
- Improved DesertGuard Dialog - Journal stage 70 bug fix - More facial improvements. - Commented Code removal - Anna improvements.
This commit is contained in:
parent
6baa59ec89
commit
72fcc0c798
8 changed files with 217 additions and 234 deletions
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@ -140,7 +140,7 @@ public final class AlShabimDialogue extends DialoguePlugin {
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stage++;
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break;
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case 29:
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quest.setStage(player, 54);
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quest.setStage(player, 45);
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player.getInventory().remove(TouristTrap.PROTOTYPE_DART);
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player.getInventory().add(TouristTrap.TENTI_PINEAPPLE);
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interpreter.sendItemMessage(806, "<col=08088A>*** Dart Construction ***", "Congratulations! You can now construct darts.");
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@ -148,7 +148,7 @@ public final class AlShabimDialogue extends DialoguePlugin {
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break;
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}
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break;
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case 50:
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case 40:
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switch (stage) {
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case 0:
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npc(FacialExpression.NEUTRAL,"I am Al Shabim, greetings on behalf of the Bedabin", "nomads. Now... what can I do for you?");
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@ -187,7 +187,7 @@ public final class AlShabimDialogue extends DialoguePlugin {
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stage++;
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break;
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case 9:
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quest.setStage(player, 51);
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quest.setStage(player, 41);
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player.getInventory().add(TouristTrap.BEDABIN_KEY, player);
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interpreter.sendItemMessage(TouristTrap.BEDABIN_KEY, "Al Shabim gives you a key.");
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stage++;
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@ -249,7 +249,7 @@ public final class AlShabimDialogue extends DialoguePlugin {
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stage++;
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break;
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case 23:
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quest.setStage(player, 52);
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quest.setStage(player, 43);
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end();
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break;
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}
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@ -261,7 +261,7 @@ public final class AlShabimDialogue extends DialoguePlugin {
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case 90:
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switch (stage) {
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case 0:
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if (quest.getStage(player) == 54 && !player.hasItem(TouristTrap.TENTI_PINEAPPLE)) {
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if (quest.getStage(player) == 45 && !player.hasItem(TouristTrap.TENTI_PINEAPPLE)) {
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player.getInventory().add(TouristTrap.TENTI_PINEAPPLE, player);
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interpreter.sendItemMessage(TouristTrap.TENTI_PINEAPPLE, "You receive a tasty looking pineapple from Al Shabim.");
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stage = 32;
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@ -180,16 +180,16 @@ public final class AnaDialogue extends DialoguePlugin {
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stage++;
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break;
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case 12:
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npc(FacialExpression.AMAZED,"There is no way you are getting me into a barrel. No", "WAY! Do you understand?");
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npc(FacialExpression.AMAZED,"There is no way you are getting me into a barrel. No", "WAY! DO you understand?");
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stage++;
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break;
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case 13:
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player(FacialExpression.HALF_ASKING,"Well, we'll see, it might be the only way.");
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player(FacialExpression.ASKING,"Well, we'll see, it might be the only way.");
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stage++;
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break;
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case 14:
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npc(FacialExpression.AMAZED,"No there has to be a better way! Anyway, I have to","get back to work. The guards will come along soon and", "give us some trouble else");
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end();
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npc(FacialExpression.ASKING,"No there has to be a better way! Anyway, I have to","get back to work. The guards will come along soon and", "give us some trouble else");
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stage = 21;
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break;
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case 20:// barrel dialogue.
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if (player.getInventory().remove(TouristTrap.BARREL)) {
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@ -118,11 +118,11 @@ public final class BedabinNomadDialogue extends DialoguePlugin {
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case 1:
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switch (buttonId) {
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case 1:
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player("What is this place?");
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player(FacialExpression.NEUTRAL,"What is this place?");
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stage = 10;
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break;
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case 2:
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player("Where is Shantay pass?");
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player(FacialExpression.NEUTRAL,"Where is Shantay pass?");
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stage = 20;
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break;
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case 3:
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@ -2,6 +2,7 @@ package content.region.desert.quest.thetouristrap;
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import content.data.Quests;
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import core.game.dialogue.DialoguePlugin;
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import core.game.dialogue.FacialExpression;
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import core.game.node.entity.npc.NPC;
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import core.game.node.entity.player.Player;
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import core.game.node.entity.player.link.quest.Quest;
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@ -47,7 +48,7 @@ public final class CaptainSiadDialogue extends DialoguePlugin {
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switch (quest.getStage(player)) {
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default:
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player.getPacketDispatch().sendMessage("The captain looks up from his work as you address him.");
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npc("What are you doing in here?");
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npc(FacialExpression.NEUTRAL,"What are you doing in here?");
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break;
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}
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return true;
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@ -59,23 +60,23 @@ public final class CaptainSiadDialogue extends DialoguePlugin {
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case 52:
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switch (stage) {
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case 0:
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player("I wanted to have a chat?");
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player(FacialExpression.NEUTRAL,"I wanted to have a chat?");
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stage++;
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break;
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case 1:
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npc("You don't belong in here, get out!");
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npc(FacialExpression.NEUTRAL,"You don't belong in here, get out!");
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stage++;
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break;
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case 2:
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player("You seem to have a lot of books!");
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player(FacialExpression.NEUTRAL,"You seem to have a lot of books!");
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stage++;
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break;
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case 3:
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npc("Yes, I do. Now please get to the point?");
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npc(FacialExpression.NEUTRAL,"Yes, I do. Now please get to the point?");
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stage++;
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break;
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case 4:
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player("So, you're interested in sailing?");
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player(FacialExpression.NEUTRAL,"So, you're interested in sailing?");
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stage++;
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break;
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case 5:
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@ -83,19 +84,19 @@ public final class CaptainSiadDialogue extends DialoguePlugin {
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stage++;
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break;
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case 6:
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npc("Well, yes actually... It's been a passion of mine for", "some years...");
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npc(FacialExpression.NEUTRAL,"Well, yes actually... It's been a passion of mine for", "some years...");
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stage++;
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break;
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case 7:
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player("I could tell by the cut of your jib.");
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player(FacialExpression.NEUTRAL,"I could tell by the cut of your jib.");
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stage++;
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break;
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case 8:
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npc("Oh yes? Really?");
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npc(FacialExpression.NEUTRAL,"Oh yes? Really?");
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stage++;
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break;
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case 9:
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npc("Well, I was quite a catch in my day you know!");
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npc(FacialExpression.NEUTRAL,"Well, I was quite a catch in my day you know!");
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stage++;
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break;
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case 10:
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@ -104,18 +105,18 @@ public final class CaptainSiadDialogue extends DialoguePlugin {
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break;
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case 11:
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end();
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quest.setStage(player, 53);
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quest.setStage(player, 42);
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break;
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}
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break;
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default:
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switch (stage) {
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case 0:
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player("I wanted to have a chat?");
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player(FacialExpression.NEUTRAL,"I wanted to have a chat?");
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stage++;
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break;
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case 1:
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npc("You don't belong in here, get out!");
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npc(FacialExpression.ANGRY,"You don't belong in here, get out!");
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stage++;
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break;
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case 2:
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@ -61,44 +61,37 @@ public final class DesertGuardDialogue extends DialoguePlugin {
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npc = (NPC) args[0];
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quest = player.getQuestRepository().getQuest(Quests.THE_TOURIST_TRAP);
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switch (npc.getId()) {
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case 5001:
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case 5001: // Guard NPC ID
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switch (quest.getStage(player)) {
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default:
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if (quest.getStage(player) >= 50){
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npc(FacialExpression.HAPPY, "That pineapple was just delicious, many thanks. I don't",
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"suppose you could get me another? <col=08088A>-- The guard looks at", "<col=08088A>you pleadingly.");
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stage = 100;
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break;
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}
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npc(FacialExpression.ANGRY,"What are you looking at?");
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break;
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case 40:
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case 35:
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npc(FacialExpression.ANGRY,"Yeah, what do you want?");
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stage = 0;
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break;
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case 50:
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case 51:
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case 52:
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case 53:
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case 54:
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if (player.getInventory().containsItem(TouristTrap.TENTI_PINEAPPLE)) {
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case 40:
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case 41:
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case 42:
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case 43:
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case 45:
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if (quest.getStage(player) < 45 || !player.getInventory().containsItem(TouristTrap.TENTI_PINEAPPLE)) {
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npc(FacialExpression.NEUTRAL,"Do you have my tenti pineapple yet?");
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stage = 4;
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} else {
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player(FacialExpression.SUSPICIOUS,"Hey... I have something for you!");
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stage = 0;
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} else {
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npc(FacialExpression.NEUTRAL,"Do you have my tenti pineapple yet?");
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stage = 10;
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}
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break;
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case 60:
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case 70:
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case 80:
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case 90:
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case 100:
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if (stage == 60) {
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end();
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return true;
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}
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npc(FacialExpression.HAPPY,
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"That pineapple was just delicious, many thanks. I don't",
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"suppose you could get me another? <col=08088A>-- The guard looks at",
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"<col=08088A>you pleadingly.");
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break;
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}
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break;
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default:
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default: // For all other npcs
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switch (quest.getStage(player)) {
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default:
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npc(FacialExpression.ANGRY,"What are you looking at?");
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@ -112,143 +105,132 @@ public final class DesertGuardDialogue extends DialoguePlugin {
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@Override
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public boolean handle(int interfaceId, int buttonId) {
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switch (npc.getId()) {
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case 5001:
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case 5001: // Guard NPC ID
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switch (quest.getStage(player)) {
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case 51:
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case 52:
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case 53:
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case 54:
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switch (stage) {
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case 0:
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interpreter.sendItemMessage(TouristTrap.TENTI_PINEAPPLE, "You show the Tenti pineapple to the guard.");
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stage++;
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break;
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case 1:
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if (player.getInventory().remove(TouristTrap.TENTI_PINEAPPLE)) {
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quest.setStage(player, 60);
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npc(FacialExpression.HAPPY,"Great! Just what I've been looking for! Mmmmmmm...", "Delicious! This is so nice! Mmmmm, *SLURP*", "Yummmm... Oh yes, this is great.");
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stage = 10;
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case 35: // First meet up with the Guards after Male Slave Miner gives you slave robes
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switch (stage) {
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case 0:
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player(FacialExpression.NEUTRAL,"I'd like to mine in a different area.");
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stage++;
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break;
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case 1:
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npc(FacialExpression.HAPPY,"Oh, you want to work in another area of the mine eh?", "<col=08088A>-- The guard seems pleased with his rhetorical question.--", "Well, I can understand that! A change is as good as a", "rest they say.");
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stage++;
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break;
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case 2:
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player(FacialExpression.NEUTRAL,"Yes sir, you're quite right sir.");
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stage++;
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break;
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case 3:
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npc(FacialExpression.HAPPY,"Of course I'm right. And what goes around comes", "around as they say. And it's been absolutely ages since", "I've had anything different to eat.");
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stage++;
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break;
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case 4:
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npc(FacialExpression.HAPPY,"What I wouldn't give for some whole, fresh, ripe and", "juicy pineapple for a change. And those Tenti's have the", "best pineapple in this entire area.");
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stage++;
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break;
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case 5:
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interpreter.sendDialogue("The guard winks at you.");
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stage++;
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break;
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case 6:
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npc(FacialExpression.NEUTRAL,"I'm sure you get my meaning...");
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stage++;
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break;
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case 7:
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player(FacialExpression.NEUTRAL,"Yes sir, we understand each other perfectly.");
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stage++;
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break;
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case 8:
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npc(FacialExpression.NEUTRAL,"Okay, good then. And remember, I prefer my", "pineapples whole, not chopped up with all the juice gone.");
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stage++;
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break;
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case 9:
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interpreter.sendDialogue("The guard moves back to his post and winks at you knowingly.");
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stage++;
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break;
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case 10:
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quest.setStage(player, 40);
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end();
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break;
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}
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break;
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case -10:
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player("Sorry, I don't have it yet.");
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stage = -11;
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break;
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case -11:
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end();
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break;
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case 10:
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player(FacialExpression.HALF_ASKING,"So, can I go through now please?");
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stage++;
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break;
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case 11:
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npc(FacialExpression.HAPPY,"Yes, yes, of course... a deal's a deal!");
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stage++;
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break;
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case 12:
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end();
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break;
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}
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break;
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case 50:
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switch (stage) {
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case 0:
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interpreter.sendItemMessage(TouristTrap.TENTI_PINEAPPLE, "You show the Tenti pineapple to the guard.");
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stage++;
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break;
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case 1:
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if (player.getInventory().remove(TouristTrap.TENTI_PINEAPPLE)) {
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quest.setStage(player, 60);
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npc(FacialExpression.HAPPY,"Great! Just what I've been looking for! Mmmmmmm...", "Delicious!! This is so nice! Mmmmm, *SLURP*", "Yummmm... Oh yes, this is great.");
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stage = 10;
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case 40:
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case 41:
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case 42:
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case 43:
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switch (stage) {
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case 4:
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player(FacialExpression.NEUTRAL,"Sorry, I don't have it yet.");
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stage++;
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break;
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case 5:
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end();
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break;
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}
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break;
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case 10:
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player("Sorry, I don't have it yet.");
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stage++;
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case 45: // Meet up after the player gets the pineapple.
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switch (stage) {
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case 0:
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interpreter.sendItemMessage(TouristTrap.TENTI_PINEAPPLE, "You show the Tenti pineapple to the guard.");
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stage++;
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break;
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case 1:
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if (player.getInventory().remove(TouristTrap.TENTI_PINEAPPLE)) {
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quest.setStage(player, 60);
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npc(FacialExpression.HAPPY,"Great! Just what I've been looking for! Mmmmmmm...", "Delicious! This is so nice! Mmmmm, *SLURP*", "Yummmm... Oh yes, this is great.");
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stage++;
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}
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break;
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case 2:
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player(FacialExpression.HALF_ASKING,"So, can I go through now please?");
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stage++;
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break;
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case 3:
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npc(FacialExpression.HAPPY,"Yes, yes, of course... a deal's a deal!");
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stage = 5;
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break;
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case 4:
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player(FacialExpression.NEUTRAL,"Sorry, I don't have it yet.");
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stage++;
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break;
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case 5:
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end();
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break;
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}
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break;
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case 11:
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end();
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case 100: // Completed quest after dialog
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switch (stage) {
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case 100:
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player(FacialExpression.ANGRY,"You must be joking! The last one I got you cost me",
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"double shifts working copper ore! You should be", "grateful you got one at all.");
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stage++;
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break;
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case 101:
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end();
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break;
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}
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break;
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default:
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if (quest.getStage(player) >= 50) {
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switch (stage) {
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case 100:
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player(FacialExpression.ANGRY,"You must be joking! The last one I got you cost me",
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"double shifts working copper ore! You should be", "grateful you got one at all.");
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stage++;
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break;
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case 101:
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end();
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break;
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}
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}
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else {
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end();
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}
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}
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break;
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case 40:
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switch (stage) {
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case 0:
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player(FacialExpression.NEUTRAL,"I'd like to mine in a different area.");
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stage++;
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break;
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case 1:
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npc(FacialExpression.HAPPY,"Oh, you want to work in another area of the mine eh?", "<col=08088A>-- The guard seems pleased with his rhetorical question.--", "Well, I can understand that! A change is as good as a", "rest they say.");
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stage++;
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break;
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case 2:
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player(FacialExpression.NEUTRAL,"Yes sir, you're quite right sir.");
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stage++;
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break;
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case 3:
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npc(FacialExpression.HAPPY,"Of course I'm right. And what goes around comes", "around as they say. And it's been absolutely ages since", "I've had anything different to eat.");
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stage++;
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break;
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case 4:
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npc(FacialExpression.HAPPY,"What I wouldn't give for some whole, fresh, ripe and", "juicy pineapple for a change. And those Tenti's have the", "best pineapple in this entire area.");
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stage++;
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break;
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case 5:
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interpreter.sendDialogue("The guard winks at you.");
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stage++;
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break;
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case 6:
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npc(FacialExpression.NEUTRAL,"I'm sure you get my meaning...");
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stage++;
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break;
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case 7:
|
||||
player(FacialExpression.NEUTRAL,"Yes sir, we understand each other perfectly.");
|
||||
stage++;
|
||||
break;
|
||||
case 8:
|
||||
npc(FacialExpression.NEUTRAL,"Okay, good then. And remember, I prefer my", "pineapples whole, not chopped up with all the juice gone.");
|
||||
stage++;
|
||||
break;
|
||||
case 9:
|
||||
interpreter.sendDialogue("The guard moves back to his post and winks at you knowingly.");
|
||||
stage++;
|
||||
break;
|
||||
case 10:
|
||||
quest.setStage(player, 50);
|
||||
end();
|
||||
break;
|
||||
}
|
||||
break;
|
||||
case 100:
|
||||
case 60:
|
||||
switch (stage) {
|
||||
case 0:
|
||||
player(FacialExpression.ANGRY,"You must be joking! The last one I got you cost me", "double shifts working copper ore! You should be", "grateful you got one at all.");
|
||||
stage++;
|
||||
break;
|
||||
case 1:
|
||||
end();
|
||||
break;
|
||||
case 10:
|
||||
player(FacialExpression.HALF_ASKING,"So, can I go through now please?");
|
||||
stage++;
|
||||
break;
|
||||
case 11:
|
||||
npc(FacialExpression.HAPPY,"Yes, yes, of course... a deal's a deal!");
|
||||
stage++;
|
||||
break;
|
||||
case 12:
|
||||
end();
|
||||
break;
|
||||
}
|
||||
break;
|
||||
default:
|
||||
end();
|
||||
break;
|
||||
}
|
||||
|
||||
break;
|
||||
default:
|
||||
default: // Applies all other NPCs if guard id doesn't match
|
||||
switch (quest.getStage(player)) {
|
||||
default:
|
||||
end();
|
||||
|
|
|
|||
|
|
@ -87,22 +87,22 @@ public final class MaleSlaveDialogue extends DialoguePlugin {
|
|||
public boolean handle(int interfaceId, int buttonId) {
|
||||
switch (npc.getShownNPC(player).getId()) {
|
||||
case 4985:
|
||||
case 825:
|
||||
case 825: // Slave male miner in slave robes
|
||||
switch (quest.getStage(player)) {
|
||||
case 30:
|
||||
case 30: // This is when the player gets caught and jailed and that code sets the stage to 30.
|
||||
switch (stage) {
|
||||
case 0:
|
||||
player(FacialExpression.NEUTRAL,"Yeah, okay, let's give it a go.");
|
||||
stage++;
|
||||
break;
|
||||
case 1:
|
||||
quest.setStage(player, 40);
|
||||
quest.setStage(player, 35);
|
||||
npc(FacialExpression.HAPPY,"Great! You did it! Do you want to trade clothes now?");
|
||||
stage = 0;
|
||||
break;
|
||||
}
|
||||
break;
|
||||
case 40:
|
||||
case 35: // Second meet up with the slave miner
|
||||
switch (stage) {
|
||||
case 0:
|
||||
player(FacialExpression.NEUTRAL,"Yes, I'll trade.");
|
||||
|
|
@ -137,16 +137,6 @@ public final class MaleSlaveDialogue extends DialoguePlugin {
|
|||
}
|
||||
indx_SlaveClothes++;
|
||||
}
|
||||
/* if (player.getEquipment().remove(TouristTrap.DESERT_CLOTHES)) {
|
||||
for (Item item : TouristTrap.SLAVE_CLOTHES) {
|
||||
player.getEquipment().add(item, true, false);
|
||||
}
|
||||
} else if (player.getInventory().remove(TouristTrap.DESERT_CLOTHES)){
|
||||
for (Item item : TouristTrap.SLAVE_CLOTHES) {
|
||||
player.getInventory().add(item, true);
|
||||
}
|
||||
}
|
||||
*/
|
||||
stage++;
|
||||
break;
|
||||
case 14:
|
||||
|
|
@ -168,7 +158,7 @@ public final class MaleSlaveDialogue extends DialoguePlugin {
|
|||
break;
|
||||
}
|
||||
break;
|
||||
case 20:
|
||||
case 20: // First meetup with the miner in slave robes
|
||||
switch (stage) {
|
||||
case 0:
|
||||
player(FacialExpression.ASKING,"I've just arrived.");
|
||||
|
|
@ -267,7 +257,7 @@ public final class MaleSlaveDialogue extends DialoguePlugin {
|
|||
interpreter.sendDialogue("A nearby guard spots you!");
|
||||
stage = 24;
|
||||
} else {
|
||||
quest.setStage(player, 40);
|
||||
quest.setStage(player, 35);
|
||||
npc(FacialExpression.NEUTRAL,"Great! You did it! Do you want to trade clothes now?");
|
||||
stage = 0;
|
||||
}
|
||||
|
|
@ -313,7 +303,7 @@ public final class MaleSlaveDialogue extends DialoguePlugin {
|
|||
break;
|
||||
}
|
||||
break;
|
||||
case 100:
|
||||
case 100: // this is for when the quest is complete to get a new pair of slave robes
|
||||
switch (stage) {
|
||||
case 0:
|
||||
player(FacialExpression.NEUTRAL,"Yes, I'll trade.");
|
||||
|
|
@ -322,16 +312,13 @@ public final class MaleSlaveDialogue extends DialoguePlugin {
|
|||
case 1:
|
||||
if (!TouristTrap.hasDesertClothes(player)) {
|
||||
npc(FacialExpression.NEUTRAL,"I need desert boots, a desert robe and a desert", "shirt if you want these clothes off me.");
|
||||
stage++;
|
||||
end();
|
||||
break;
|
||||
}
|
||||
npc(FacialExpression.HAPPY,"Great! You have the Desert Clothes! <col=08088A>-- the slave starts", "<col=08088A>undressing right in front of you --</col> Okay, here's the", "clothes, I won't need them anymore.");
|
||||
stage = 13;
|
||||
stage = 3;
|
||||
break;
|
||||
case 2:
|
||||
end();
|
||||
break;
|
||||
case 13:
|
||||
case 3:
|
||||
interpreter.sendItemMessage(1845, "The slave gives you his dirty, flea infested robe.");
|
||||
/**
|
||||
* This action has to be done at this point for authenticity and should handle both options of
|
||||
|
|
@ -350,21 +337,21 @@ public final class MaleSlaveDialogue extends DialoguePlugin {
|
|||
}
|
||||
stage++;
|
||||
break;
|
||||
case 14:
|
||||
case 4:
|
||||
interpreter.sendItemMessage(1844, "The slave gives you his muddy, sweat soaked shirt.");
|
||||
stage++;
|
||||
break;
|
||||
case 15:
|
||||
case 5:
|
||||
interpreter.sendItemMessage(1846, "The slave gives you a smelly pair of decomposing boots.");
|
||||
stage++;
|
||||
break;
|
||||
case 16:
|
||||
case 6:
|
||||
npc(FacialExpression.NEUTRAL,"Right, I'm off! Good luck!");
|
||||
TouristTrap.addConfig(player, (1 << 4));
|
||||
player.getPacketDispatch().sendMessages("The slave takes your desert robe.", "The slave takes your desert shirt.", "The slave takes your desert boots.");
|
||||
stage++;
|
||||
break;
|
||||
case 17:
|
||||
case 7:
|
||||
player(FacialExpression.NEUTRAL,"Yeah, good luck to you too!");
|
||||
break;
|
||||
}
|
||||
|
|
@ -378,11 +365,10 @@ public final class MaleSlaveDialogue extends DialoguePlugin {
|
|||
break;
|
||||
}
|
||||
break;
|
||||
// Prisoner with desert robes. Good place to prevent soft locks by putting checks here for slave robes.
|
||||
case 826:
|
||||
case 826: // Freed Slave male miner in dessert robes
|
||||
switch (quest.getStage(player)) {
|
||||
default:
|
||||
if (!quest.isCompleted(player) && quest.getStage(player) < 50 && !TouristTrap.hasSlaveClothes(player)) {
|
||||
if (!quest.isCompleted(player) && quest.getStage(player) < 40 && !TouristTrap.hasSlaveClothes(player)) {
|
||||
TouristTrap.addConfig(player, (1));
|
||||
quest.setStage(player, 30);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -130,45 +130,59 @@ public final class TouristTrap extends Quest {
|
|||
case 11:
|
||||
case 30:
|
||||
case 40:
|
||||
line(player, "<str>Irena was distraught that her daughter Ana had vanished<br><br><str>somewhere in the desert, and I agreed to help find her.<br><br><blue>I need to head into <red>the desert<blue> and search for <red>Ana", 11);
|
||||
line(player, "<str>Irena was distraught that her daughter Ana had vanished<br><br><str>somewhere in the desert, and I agreed to help find her.<br><br><blue>" +
|
||||
"I need to find the guard a <red>Tenti Pineapple<blue> for the guard.", 11);
|
||||
break;
|
||||
case 41:
|
||||
line(player, "<str>Irena was distraught that her daughter Ana had vanished<br><br><str>somewhere in the desert, and I agreed to help find her.<br><br><blue>" +
|
||||
"I have found a way to get <red>Tenti Pineapple<blue> I need to find<br><br><blue>the research plans that <red>Captain Siad<blue> has.", 11);
|
||||
break;
|
||||
case 42:
|
||||
line(player, "<str>Irena was distraught that her daughter Ana had vanished<br><br><str>somewhere in the desert, and I agreed to help find her.<br><br><blue>" +
|
||||
"I have found a way to get <red>Tenti Pineapple<blue><br><br><blue>I found the technical plans <red>Al Shabim<blue> was looking for.", 11);
|
||||
break;
|
||||
case 43:
|
||||
line(player, "<str>Irena was distraught that her daughter Ana had vanished<br><br><str>somewhere in the desert, and I agreed to help find her.<br><br><blue>" +
|
||||
"I have found a way to get <red>Tenti Pineapple<blue><br><br><blue>I need to manufacture the <red>Prototype<blue> weapon for <red>Al Shabim<blue>.", 11);
|
||||
break;
|
||||
case 45:
|
||||
line(player, "<str>Irena was distraught that her daughter Ana had vanished<br><br><str>somewhere in the desert, and I agreed to help find her.<br><br><blue>" +
|
||||
"I manufactured the <red>Prototype<blue> weapon and received<br><br><blue>a tasty <red>Tenti Pineapple<blue>.", 11);
|
||||
break;
|
||||
case 50:
|
||||
line(player, "<str>Irena was distraught that her daughter Ana had vanished<br><br><str>somewhere in the desert, and I agreed to help find her.<br><br><blue>I need to find the guard a <red>Tenti Pineapple<blue> for the guard.", 11);
|
||||
break;
|
||||
case 51:
|
||||
case 52:
|
||||
line(player, "<str>Irena was distraught that her daughter Ana had vanished<br><br><str>somewhere in the desert, and I agreed to help find her.<br><br><blue>I have found a way to get <red>Tenti Pineapple<blue> I need to find<br><br><blue>the research plans that <red>Captain Siad<blue> has.", 11);
|
||||
break;
|
||||
case 53:
|
||||
line(player, "<str>Irena was distraught that her daughter Ana had vanished<br><br><str>somewhere in the desert, and I agreed to help find her.<br><br><blue>I have found a way to get <red>Tenti Pineapple<blue><br><br><blue>I found the technical plans <red>Al Shabim<blue> was looking for.", 11);
|
||||
break;
|
||||
case 54:
|
||||
line(player, "<str>Irena was distraught that her daughter Ana had vanished<br><br><str>somewhere in the desert, and I agreed to help find her.<br><br><blue>I have found a way to get <red>Tenti Pineapple<blue><br><br><blue>I need to manufacture the <red>Prototype<blue> weapon for <red>Al Shabim<blue>.", 11);
|
||||
break;
|
||||
case 60:
|
||||
line(player, "<str>Irena was distraught that her daughter Ana had vanished<br><br><str>somewhere in the desert, and I agreed to help find her.<br><br><blue>I manufactured the <red>Prototype<blue> weapon and received<br><br><blue>a tasty <red>Tenti Pineapple<blue>.", 11);
|
||||
break;
|
||||
case 61:
|
||||
line(player, "<str>Irena was distraught that her daughter Ana had vanished<br><br><str>somewhere in the desert, and I agreed to help find her.<br><br><blue>I finally found <red>Anna<blue>. I just need to find a way to smuggle<br><br><blue>her out of here.", 11);
|
||||
line(player, "<str>Irena was distraught that her daughter Ana had vanished<br><br><str>somewhere in the desert, and I agreed to help find her.<br><br><blue>" +
|
||||
"I finally found <red>Anna<blue>. I just need to find a way to smuggle<br><br><blue>her out of here.", 11);
|
||||
break;
|
||||
case 70: // Authentic Entry needed for when Anna is in a barrel and need to be lifted on the Winch.
|
||||
line(player, "<str>Irena was distraught that her daughter Ana had vanished<br><br><str>somewhere in the desert, and I agreed to help find her.<br><br><blue>" +
|
||||
"I finally found <red>Anna<blue>. I just need to find a way to smuggle<br><br><blue>her out of here.", 11);
|
||||
break;
|
||||
case 71:
|
||||
line(player, "<str>Irena was distraught that her daughter Ana had vanished<br><br><str>somewhere in the desert, and I agreed to help find her.<br><br><blue>I need to operate the <red>Winch<blue> to lift <red>Ana<blue> back up here.", 11);
|
||||
line(player, "<str>Irena was distraught that her daughter Ana had vanished<br><br><str>somewhere in the desert, and I agreed to help find her.<br><br><blue>" +
|
||||
"I need to operate the <red>Winch<blue> to lift <red>Ana<blue> back up here.", 11);
|
||||
break;
|
||||
case 72:
|
||||
line(player, "<str>Irena was distraught that her daughter Ana had vanished<br><br><str>somewhere in the desert, and I agreed to help find her.<br><br><blue>I need to get <red>Ana<blue> from one of the barrels lifted.", 11);
|
||||
line(player, "<str>Irena was distraught that her daughter Ana had vanished<br><br><str>somewhere in the desert, and I agreed to help find her.<br><br><blue>" +
|
||||
"I need to get <red>Ana<blue> from one of the barrels lifted.", 11);
|
||||
break;
|
||||
case 80:
|
||||
line(player, "<str>Irena was distraught that her daughter Ana had vanished<br><br><str>somewhere in the desert, and I agreed to help find her.<br><br><blue>I loaded <red>Ana<blue> into the <red>Cart<blue> I now need to get the <red>cart driver<blue> <br><br><blue>to transport it.", 11);
|
||||
line(player, "<str>Irena was distraught that her daughter Ana had vanished<br><br><str>somewhere in the desert, and I agreed to help find her.<br><br><blue>" +
|
||||
"I loaded <red>Ana<blue> into the <red>Cart<blue> I now need to get the <red>cart driver<blue> <br><br><blue>to transport it.", 11);
|
||||
break;
|
||||
case 90:
|
||||
line(player, "<str>Irena was distraught that her daughter Ana had vanished<br><br><str>somewhere in the desert, and I agreed to help find her.<br><br><blue>I payed the <red>Mine cart driver<blue> and he agreed to smuggle me and <red>Anna<blue><br><br><blue>out of the <red>Mining camp<blue>.", 11);
|
||||
line(player, "<str>Irena was distraught that her daughter Ana had vanished<br><br><str>somewhere in the desert, and I agreed to help find her.<br><br><blue>" +
|
||||
"I payed the <red>Mine cart driver<blue> and he agreed to smuggle me and <red>Anna<blue><br><br><blue>out of the <red>Mining camp<blue>.", 11);
|
||||
break;
|
||||
case 95:
|
||||
case 98:
|
||||
line(player, "<str>Irena was distraught that her daughter Ana had vanished<br><br><str>somewhere in the desert, and I agreed to help find her.<br><br><blue>I smuggled both me and <red>Anna<blue> from the <red>Mining camp<blue>. I should<br><br><blue>go tell <red>Irena<blue> straight away.", 11);
|
||||
line(player, "<str>Irena was distraught that her daughter Ana had vanished<br><br><str>somewhere in the desert, and I agreed to help find her.<br><br><blue>" +
|
||||
"I smuggled both me and <red>Anna<blue> from the <red>Mining camp<blue>. I should<br><br><blue>go tell <red>Irena<blue> straight away.", 11);
|
||||
break;
|
||||
case 100:
|
||||
line(player, "<str>Irena was distraught that her daughter Ana had vanished<br><br><str>somewhere in the desert, and I agreed to help find her.<br><br><str>I returned <str>Ana<str> back to her mother and was rewarded<br><br><str>with a <str>key<str> and the knowledge in two skills.<br><br><br><br><col=FF0000>QUEST COMPLETE!", 11);
|
||||
line(player, "<str>Irena was distraught that her daughter Ana had vanished<br><br><str>somewhere in the desert, and I agreed to help find her.<br><br><str>" +
|
||||
"I returned <str>Ana<str> back to her mother and was rewarded<br><br><str>with a <str>key<str> and the knowledge in two skills.<br><br><br><br><col=FF0000>QUEST COMPLETE!", 11);
|
||||
break;
|
||||
default:
|
||||
line(player, "<str>Irena was distraught that her daughter Ana had vanished<br><br><str>somewhere in the desert, and I agreed to help find her.<br><br><blue>I need to head into <red>the desert<blue> and search for <red>Ana", 11);
|
||||
|
|
|
|||
|
|
@ -206,7 +206,7 @@ public final class TouristTrapPlugin extends OptionHandler {
|
|||
return true;
|
||||
}
|
||||
});
|
||||
} else if (quest.getStage(player) == 53) {
|
||||
} else if (quest.getStage(player) == 42) {
|
||||
if (!player.hasItem(TouristTrap.TECHNICAL_PLANS)) {
|
||||
player.getDialogueInterpreter().sendItemMessage(TouristTrap.TECHNICAL_PLANS, "While the Captain's distracted, you quickly unlock the", "chest with the Bedabins' copy of the key. You take out", "the plans.");
|
||||
player.getInventory().add(TouristTrap.TECHNICAL_PLANS, player);
|
||||
|
|
@ -253,7 +253,7 @@ public final class TouristTrapPlugin extends OptionHandler {
|
|||
player.unlock();
|
||||
player.getInventory().remove(TouristTrap.ANNA_BARREL);
|
||||
TouristTrap.addConfig(player, (1 << 4));
|
||||
quest.setStage(player, 61);
|
||||
quest.setStage(player, 61); // Sets the stage to after talking to Anna for he first time.
|
||||
player.getProperties().setTeleportLocation(Location.create(3285, 3034, 0));
|
||||
return true;
|
||||
}
|
||||
|
|
@ -330,8 +330,8 @@ public final class TouristTrapPlugin extends OptionHandler {
|
|||
player.getDialogueInterpreter().open("cart dialogue", node);
|
||||
break;
|
||||
case 2678:
|
||||
if (quest.getStage(player) == 51) {
|
||||
quest.setStage(player, 52);
|
||||
if (quest.getStage(player) == 40) {
|
||||
quest.setStage(player, 41);
|
||||
}
|
||||
player.getDialogueInterpreter().sendItemMessage(9904, "You notice several books on the subject of sailing.");
|
||||
break;
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue