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Merge branch 'Irena' into 'master'
Fixes to The Tourist Trap Quest Closes #2720 See merge request 2009scape/2009scape!2485
This commit is contained in:
commit
a8b8e35050
16 changed files with 525 additions and 482 deletions
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@ -8565,11 +8565,11 @@
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},
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{
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"npc_id": "5000",
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"loc_data": "{3285,3022,0,1,6}-{3295,9434,0,1,3}-"
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"loc_data": "{3297,3020,0,1,6}-{3285,3022,0,1,6}-{3295,9434,0,1,3}-"
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},
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{
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"npc_id": "5001",
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"loc_data": "{3297,3020,0,1,6}-{3280,9414,0,1,1}-{3279,9416,0,1,1}-"
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"loc_data": "{3280,9414,0,1,1}-{3279,9416,0,1,1}-"
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},
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{
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"npc_id": "5002",
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|
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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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@ -52,7 +53,7 @@ public final class AlShabimDialogue extends DialoguePlugin {
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quest = player.getQuestRepository().getQuest(Quests.THE_TOURIST_TRAP);
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switch (quest.getStage(player)) {
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default:
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npc("Hello Effendi!");
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npc(FacialExpression.NEUTRAL,"Hello Effendi!");
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break;
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}
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return true;
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@ -65,7 +66,7 @@ public final class AlShabimDialogue extends DialoguePlugin {
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switch (stage) {
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case 0:
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if (player.getInventory().containsItem(TouristTrap.PROTOTYPE_DART)) {
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npc("Wonderful, I see you have made the new weapon!");
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npc(FacialExpression.NEUTRAL,"Wonderful, I see you have made the new weapon!");
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stage = 20;
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} else {
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if (!player.hasItem(TouristTrap.BEDABIN_KEY)) {
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@ -95,7 +96,6 @@ public final class AlShabimDialogue extends DialoguePlugin {
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break;
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case 20:
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interpreter.sendItemMessage(TouristTrap.PROTOTYPE_DART, "You show Al Shabim the prototype dart.");
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;
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stage++;
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break;
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case 21:
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@ -108,7 +108,7 @@ public final class AlShabimDialogue extends DialoguePlugin {
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stage++;
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} else {
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player.getInventory().remove(TouristTrap.TECHNICAL_PLANS);
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npc("We are forever grateful for this gift. My advisor have", "discovered some secrets which we will share with you.");
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npc(FacialExpression.NEUTRAL,"We are forever grateful for this gift. My advisor have", "discovered some secrets which we will share with you.");
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stage = 25;
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}
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break;
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@ -118,7 +118,7 @@ public final class AlShabimDialogue extends DialoguePlugin {
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break;
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case 24:
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player.getInventory().remove(TouristTrap.TECHNICAL_PLANS);
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npc("We are forever grateful for this gift. My advisor have", "discovered some secrets which we will share with you.");
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npc(FacialExpression.NEUTRAL,"We are forever grateful for this gift. My advisor have", "discovered some secrets which we will share with you.");
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stage++;
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break;
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case 25:
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@ -126,7 +126,7 @@ public final class AlShabimDialogue extends DialoguePlugin {
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stage++;
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break;
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case 26:
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npc("Please accept this selection of six bronze throwing darts", "as a token of our appreciation.");
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npc(FacialExpression.HAPPY,"Please accept this selection of six bronze throwing darts", "as a token of our appreciation.");
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stage++;
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break;
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case 27:
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@ -136,11 +136,11 @@ public final class AlShabimDialogue extends DialoguePlugin {
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break;
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case 28:
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player.getInventory().remove(TouristTrap.BEDABIN_KEY);
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npc("I'll take that key off your hands as well effendi! Many", "thanks.");
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npc(FacialExpression.NEUTRAL,"I'll take that key off your hands as well effendi! Many", "thanks.");
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stage++;
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break;
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case 29:
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quest.setStage(player, 60);
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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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@ -148,46 +148,46 @@ 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("I am Al Shabim, greetings on behalf of the Bedabin", "nomads. Now... what can I do for you?");
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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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stage++;
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break;
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case 1:
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player("I am looking for a pineapple.");
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player(FacialExpression.NEUTRAL,"I am looking for a pineapple.");
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stage++;
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break;
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case 2:
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npc("Oh yes, well that is interesting. Our sweet pineapples", "are renowned throughout the whole of Kharid! and I'll", "give you one if you do me a favour?");
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npc(FacialExpression.HALF_ASKING,"Oh yes, well that is interesting. Our sweet pineapples", "are renowned throughout the whole of Kharid! and I'll", "give you one if you do me a favour?");
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stage++;
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break;
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case 3:
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player("Oh yes?");
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player(FacialExpression.SUSPICIOUS,"Oh yes?");
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stage++;
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break;
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case 4:
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npc("Captain Siad at the mining camp is holding some secret", "information. It is very important to us and we would", "like you to get it for us. It gives details of an", "interesting, yet ancient weapon.");
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npc(FacialExpression.NEUTRAL,"Captain Siad at the mining camp is holding some secret", "information. It is very important to us and we would", "like you to get it for us. It gives details of an", "interesting, yet ancient weapon.");
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stage++;
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break;
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case 5:
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npc("We would gladly share this information with you. All", "you have to do is gain access to his private room", "upstairs. We have a key for the chest that contains this", "information. Are you interested in our deal?");
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npc(FacialExpression.NEUTRAL,"We would gladly share this information with you. All", "you have to do is gain access to his private room", "upstairs. We have a key for the chest that contains this", "information. Are you interested in our deal?");
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stage++;
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break;
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case 6:
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player("Yes, I'm interested.");
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player(FacialExpression.SUSPICIOUS,"Yes, I'm interested.");
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stage++;
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break;
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case 7:
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npc("That's great Effendi!");
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npc(FacialExpression.HAPPY,"That's great Effendi!");
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stage++;
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break;
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case 8:
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npc("Here is a copy of the key that should give you access", "to the chest.");
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npc(FacialExpression.NEUTRAL,"Here is a copy of the key that should give you access", "to the chest.");
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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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@ -200,20 +200,20 @@ public final class AlShabimDialogue extends DialoguePlugin {
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switch (stage) {
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case 0:
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if (player.getInventory().containsItem(TouristTrap.TECHNICAL_PLANS)) {
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npc("Aha! I see you have the plans. This is great! However,", "these plans do indeed look very technical. My people", "have further need of your skills.");
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npc(FacialExpression.NEUTRAL,"Aha! I see you have the plans. This is great! However,", "these plans do indeed look very technical. My people", "have further need of your skills.");
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stage = 20;
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} else {
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if (!player.hasItem(TouristTrap.BEDABIN_KEY)) {
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player("I seemed to have lost the key...");
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player(FacialExpression.SAD,"I seemed to have lost the key...");
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stage++;
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} else {
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npc("Have you found the plans yet?");
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npc(FacialExpression.NEUTRAL,"Have you found the plans yet?");
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stage = 3;
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}
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}
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break;
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case 1:
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npc("Ahh Effendi, it's a good thing I have a spare!");
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npc(FacialExpression.NEUTRAL,"Ahh Effendi, it's a good thing I have a spare!");
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stage++;
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break;
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case 2:
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@ -222,7 +222,7 @@ public final class AlShabimDialogue extends DialoguePlugin {
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stage = 11;
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break;
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case 3:
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player("No, sorry. I'm still looking for them.");
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player(FacialExpression.NEUTRAL,"No, sorry. I'm still looking for them.");
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stage++;
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break;
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case 4:
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|
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@ -230,26 +230,26 @@ public final class AlShabimDialogue extends DialoguePlugin {
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stage = 11;
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break;
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case 10:
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npc("Bring us back the plans inside the chest, they should be", "sealed. All haste to you Effendi!");
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npc(FacialExpression.HAPPY,"Bring us back the plans inside the chest, they should be", "sealed. All haste to you Effendi!");
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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 20:
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npc("If you can help us to manufacture this item, we will", "share its secret with you. Does this deal interest you", "effendi?");
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npc(FacialExpression.NEUTRAL,"If you can help us to manufacture this item, we will", "share its secret with you. Does this deal interest you", "effendi?");
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stage++;
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break;
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case 21:
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player("Yes, I'm very interested.");
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player(FacialExpression.NEUTRAL,"Yes, I'm very interested.");
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stage++;
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break;
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case 22:
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npc("Okay Effendi, you need to follow the plans. You will", "need some special tools for this... There is an anvil in", "the other tent. You have my permission to use it, but", "show the plans to the guard.");
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npc(FacialExpression.NEUTRAL,"Okay Effendi, you need to follow the plans. You will", "need some special tools for this... There is an anvil in", "the other tent. You have my permission to use it, but", "show the plans to the guard.");
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stage++;
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break;
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case 23:
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quest.setStage(player, 54);
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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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|
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@ -261,18 +261,17 @@ 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) == 60 && !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++;
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stage = 32;
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break;
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}
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npc("Many thanks with helping previously Effendi!");
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npc(FacialExpression.HAPPY,"Many thanks with helping previously Effendi!");
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stage++;
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break;
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case 30:
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npc("Oh, and here is your pineapple!");
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npc(FacialExpression.NEUTRAL,"Oh, and here is your pineapple!");
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stage++;
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break;
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case 31:
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|
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@ -290,7 +289,7 @@ public final class AlShabimDialogue extends DialoguePlugin {
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default:
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switch (stage) {
|
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case 0:
|
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player("Hi");
|
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player(FacialExpression.NEUTRAL,"Hi");
|
||||
stage++;
|
||||
break;
|
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case 1:
|
||||
|
|
|
|||
|
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@ -2,6 +2,7 @@ package content.region.desert.quest.thetouristrap;
|
|||
|
||||
import content.data.Quests;
|
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import core.game.dialogue.DialoguePlugin;
|
||||
import core.game.dialogue.FacialExpression;
|
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import core.game.interaction.NodeUsageEvent;
|
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import core.game.interaction.UseWithHandler;
|
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import core.game.node.entity.npc.AbstractNPC;
|
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|
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@ -68,21 +69,21 @@ public final class AnaDialogue extends DialoguePlugin {
|
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case 98:
|
||||
switch (stage) {
|
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case 0:
|
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npc("Great! Thanks for getting me out of that mine! And", "that barrel wasn't too bad anyway! Pop by again", "sometime, I'm sure we'll have a barrel of laughs!");
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npc(FacialExpression.HAPPY,"Great! Thanks for getting me out of that mine! And", "that barrel wasn't too bad anyway! Pop by again", "sometime, I'm sure we'll have a barrel of laughs!");
|
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stage++;
|
||||
break;
|
||||
}
|
||||
break;
|
||||
case 60:
|
||||
player("Hello!");
|
||||
player(FacialExpression.ASKING,"Hello!");
|
||||
break;
|
||||
case 61:
|
||||
if (args.length > 1) {
|
||||
npc("Hey, what do you think you're doing?");
|
||||
npc(FacialExpression.ANGRY,"Hey, what do you think you're doing?");
|
||||
stage = 20;
|
||||
return true;
|
||||
}
|
||||
player("Hello again!");
|
||||
player(FacialExpression.ASKING,"Hello again!");
|
||||
break;
|
||||
default:
|
||||
player.getPacketDispatch().sendMessage("This slave does not appear interested in talking to you.");
|
||||
|
|
@ -98,7 +99,7 @@ public final class AnaDialogue extends DialoguePlugin {
|
|||
case 98:
|
||||
switch (stage) {
|
||||
case 1:
|
||||
npc("Oh! I nearly forgot! Here's a key I found in the", "tunnels. It might be some use to you, not sure what", "it opens. Sorry, but I have to go now.");
|
||||
npc(FacialExpression.HAPPY,"Oh! I nearly forgot! Here's a key I found in the", "tunnels. It might be some use to you, not sure what", "it opens. Sorry, but I have to go now.");
|
||||
stage++;
|
||||
break;
|
||||
case 2:
|
||||
|
|
@ -119,7 +120,7 @@ public final class AnaDialogue extends DialoguePlugin {
|
|||
case 71:
|
||||
switch (stage) {
|
||||
case 400:
|
||||
interpreter.sendDialogues(823, null, "Get me OUT OF HERE!");
|
||||
interpreter.sendDialogues(823, FacialExpression.ANGRY, "Get me OUT OF HERE!");
|
||||
stage++;
|
||||
break;
|
||||
case 401:
|
||||
|
|
@ -131,63 +132,64 @@ public final class AnaDialogue extends DialoguePlugin {
|
|||
case 61:
|
||||
switch (stage) {
|
||||
case 0:
|
||||
npc("Hello there, how's it going? Do you have a plan to get", "out of here yet?");
|
||||
npc(FacialExpression.ASKING,"Hello there, how's it going? Do you have a plan to get", "out of here yet?");
|
||||
stage++;
|
||||
break;
|
||||
case 1:
|
||||
player("Well, I'm working on it, have you got any suggestions?");
|
||||
player(FacialExpression.NEUTRAL,"Well, I'm working on it, have you got any suggestions?");
|
||||
stage++;
|
||||
break;
|
||||
case 2:
|
||||
npc("Hmmm.");
|
||||
npc(FacialExpression.ASKING,"Hmmm. Let me think...");
|
||||
stage++;
|
||||
break;
|
||||
case 3:
|
||||
npc("No, sorry...");
|
||||
npc(FacialExpression.SAD,"No, sorry...");
|
||||
stage++;
|
||||
break;
|
||||
case 4:
|
||||
npc("The only thing that gets out of here is the rock that we", "mine.");
|
||||
npc(FacialExpression.ASKING,"The only thing that gets out of here is the rock that we", "mine.");
|
||||
stage++;
|
||||
break;
|
||||
case 5:
|
||||
npc("Not even the dead get a decent funeral. Bodies are", "just thrown down disused mine holes. It's very", "disrespectful...");
|
||||
npc(FacialExpression.NEUTRAL,"Not even the dead get a decent funeral. Bodies are", "just thrown down disused mine holes. It's very", "disrespectful...");
|
||||
stage++;
|
||||
break;
|
||||
case 6:
|
||||
player("How does the rock get out?");
|
||||
player(FacialExpression.NEUTRAL,"How does the rock get out?");
|
||||
stage++;
|
||||
break;
|
||||
case 7:
|
||||
npc("Well, we mine it in this section, then someone scoops it", "into a barrel. The barrels are loaded onto a mine cart.", "Then they're deposited near the surface lift.");
|
||||
npc(FacialExpression.NEUTRAL,"Well, we mine it in this section, then someone scoops it", "into a barrel. The barrels are loaded onto a mine cart.", "Then they're deposited near the surface lift.");
|
||||
stage++;
|
||||
break;
|
||||
case 8:
|
||||
npc("I have no idea where they go from there. But that's", "not going to help us, is it?");
|
||||
npc(FacialExpression.NEUTRAL,"I have no idea where they go from there. But that's", "not going to help us, is it?");
|
||||
stage++;
|
||||
break;
|
||||
case 9:
|
||||
player("Where would I get one of those barrels from?");
|
||||
player(FacialExpression.NEUTRAL,"Where would I get one of those barrels from?");
|
||||
stage++;
|
||||
break;
|
||||
case 10:
|
||||
npc("Well, you would get one from around by the life area.", "But why would you want one of those?");
|
||||
npc(FacialExpression.NEUTRAL,"Well, you would get one from around by the lift area.", "But why would you want one of those?");
|
||||
stage++;
|
||||
break;
|
||||
case 11:
|
||||
player("I could try to sneak you out if you were in a barrel!");
|
||||
player(FacialExpression.HAPPY,"I could try to sneak you out if you were in a barrel!");
|
||||
stage++;
|
||||
break;
|
||||
case 12:
|
||||
npc("There is no way you are getting me into a barrel. No", "WAY! Do you understand?");
|
||||
npc(FacialExpression.AMAZED,"There is no way you are getting me into a barrel. No", "WAY! DO you understand?");
|
||||
stage++;
|
||||
break;
|
||||
case 13:
|
||||
player("Well, we'll see, it might be the only way.");
|
||||
player(FacialExpression.ASKING,"Well, we'll see, it might be the only way.");
|
||||
stage++;
|
||||
break;
|
||||
case 14:
|
||||
end();
|
||||
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");
|
||||
stage = 21;
|
||||
break;
|
||||
case 20:// barrel dialogue.
|
||||
if (player.getInventory().remove(TouristTrap.BARREL)) {
|
||||
|
|
@ -198,7 +200,7 @@ public final class AnaDialogue extends DialoguePlugin {
|
|||
GameWorld.getPulser().submit(new Pulse(3, player) {
|
||||
@Override
|
||||
public boolean pulse() {
|
||||
interpreter.sendDialogues(823, null, "<col=08088A>-- You manage to squeeze Ana into the barrel, --", "<col=08088A>-- despite her many complaints. --", "I djont fit in dis bawwel... Wet me out!!");
|
||||
interpreter.sendDialogues(823, FacialExpression.ANGRY, "<col=08088A>-- You manage to squeeze Ana into the barrel, --", "<col=08088A>-- despite her many complaints. --", "I djont fit in dis bawwel... Wet me out!!");
|
||||
stage++;
|
||||
return true;
|
||||
}
|
||||
|
|
@ -213,31 +215,31 @@ public final class AnaDialogue extends DialoguePlugin {
|
|||
case 60:
|
||||
switch (stage) {
|
||||
case 0:
|
||||
npc("Hello there, I don't think I've seen you before.");
|
||||
npc(FacialExpression.ASKING,"Hello there, I don't think I've seen you before.");
|
||||
stage++;
|
||||
break;
|
||||
case 1:
|
||||
player("What's your name?");
|
||||
player(FacialExpression.NEUTRAL,"What's your name?");
|
||||
stage++;
|
||||
break;
|
||||
case 2:
|
||||
npc("My name? Oh, how sweet, my name is Ana. I come from", "Al-Kharid though we've only recently moved there. I was", "born, and did most of my growing up, in Varrock. I", "thought the desert might be interesting. What a surprise");
|
||||
npc(FacialExpression.HALF_ASKING,"My name? Oh, how sweet, my name is Ana. I come", "from Al-Kharid though we've only recently moved there.", "I was born, and did most of my growing up, in", "Varrock. I thought the desert might be interesting. ");
|
||||
stage++;
|
||||
break;
|
||||
case 3:
|
||||
npc("I got!");
|
||||
npc(FacialExpression.HALF_ASKING,"What a surprise I got!");
|
||||
stage++;
|
||||
break;
|
||||
case 4:
|
||||
player("Do you want to go back to Al-Kharid?");
|
||||
player(FacialExpression.NEUTRAL,"Do you want to go back to Al-Kharid?");
|
||||
stage++;
|
||||
break;
|
||||
case 5:
|
||||
npc("Sure, I miss my Mum, her name is Irena and she is", "probably waiting for me. How do you propose we get out", "of here though?");
|
||||
npc(FacialExpression.HAPPY,"Sure, I miss my Mum, her name is Irena and she is", "probably waiting for me. How do you propose we get", " out of here though?");
|
||||
stage++;
|
||||
break;
|
||||
case 6:
|
||||
npc("I'm sure you've noticed the many square jawed guards", "around here. You look like you can handle yourself", "but I have my doubts that you can take them all on!");
|
||||
npc(FacialExpression.NEUTRAL,"I'm sure you've noticed the many square jawed guards", "around here. You look like you can handle yourself, but", "I have my doubts that you can take them all on!");
|
||||
stage++;
|
||||
break;
|
||||
case 7:
|
||||
|
|
|
|||
|
|
@ -2,6 +2,7 @@ package content.region.desert.quest.thetouristrap;
|
|||
|
||||
import content.data.Quests;
|
||||
import core.game.dialogue.DialoguePlugin;
|
||||
import core.game.dialogue.FacialExpression;
|
||||
import core.game.node.entity.npc.NPC;
|
||||
import core.game.node.entity.player.Player;
|
||||
import core.game.node.entity.player.link.quest.Quest;
|
||||
|
|
@ -52,14 +53,14 @@ public final class BedabinNomadDialogue extends DialoguePlugin {
|
|||
case 834:// guard
|
||||
switch (quest.getStage(player)) {
|
||||
default:
|
||||
npc("Sorry, but you can't use the tent without permission.");
|
||||
npc(FacialExpression.ANGRY,"Sorry, but you can't use the tent without permission.", "Orders of Al Shabim.");
|
||||
break;
|
||||
case 54:
|
||||
if (player.getInventory().containsItem(TouristTrap.TECHNICAL_PLANS)) {
|
||||
player("Al Shabim said I could enter, here are the plans!");
|
||||
player(FacialExpression.HAPPY,"Al Shabim said I could enter, here are the plans!");
|
||||
stage++;
|
||||
} else {
|
||||
npc("Sorry, but you can't use the tent without permission.");
|
||||
npc(FacialExpression.ANGRY,"Sorry, but you can't use the tent without permission.", "Orders of Al Shabim.");
|
||||
}
|
||||
break;
|
||||
case 100:
|
||||
|
|
@ -69,7 +70,7 @@ public final class BedabinNomadDialogue extends DialoguePlugin {
|
|||
break;
|
||||
case 833:// nomad
|
||||
case 1239:// fighter
|
||||
npc("Hello Effendi! How can I help you?");
|
||||
npc(FacialExpression.NEUTRAL,"Hello Effendi! How can I help you?");
|
||||
break;
|
||||
}
|
||||
return true;
|
||||
|
|
@ -83,13 +84,13 @@ public final class BedabinNomadDialogue extends DialoguePlugin {
|
|||
default:
|
||||
end();
|
||||
break;
|
||||
case 54:
|
||||
case 52:
|
||||
switch (stage) {
|
||||
case 0:
|
||||
end();
|
||||
break;
|
||||
case 1:
|
||||
npc("Okay, go ahead.");
|
||||
npc(FacialExpression.HAPPY,"Okay, go ahead.");
|
||||
stage = 2;
|
||||
break;
|
||||
case 2:
|
||||
|
|
@ -117,11 +118,11 @@ public final class BedabinNomadDialogue extends DialoguePlugin {
|
|||
case 1:
|
||||
switch (buttonId) {
|
||||
case 1:
|
||||
player("What is this place?");
|
||||
player(FacialExpression.NEUTRAL,"What is this place?");
|
||||
stage = 10;
|
||||
break;
|
||||
case 2:
|
||||
player("Where is Shantay pass?");
|
||||
player(FacialExpression.NEUTRAL,"Where is Shantay pass?");
|
||||
stage = 20;
|
||||
break;
|
||||
case 3:
|
||||
|
|
@ -134,14 +135,14 @@ public final class BedabinNomadDialogue extends DialoguePlugin {
|
|||
break;
|
||||
}
|
||||
case 10:
|
||||
npc("This is the camp of Bedabin. Talk to our leader, Al", "Shabim, he'll be happy to chat. We can sell you very", "reasonably priced water...");
|
||||
npc(FacialExpression.NEUTRAL,"This is the camp of Bedabin. Talk to our leader, Al", "Shabim, he'll be happy to chat. We can sell you very", "reasonably priced water...");
|
||||
stage++;
|
||||
break;
|
||||
case 11:
|
||||
end();
|
||||
break;
|
||||
case 20:
|
||||
npc("It is North East of here effendi, across the trackless", "desert. It will be a thirsty trip.");
|
||||
npc(FacialExpression.NEUTRAL,"It is North East of here effendi, across the trackless", "desert. It will be a thirsty trip.");
|
||||
stage = 41;
|
||||
break;
|
||||
case 40:
|
||||
|
|
@ -159,28 +160,28 @@ public final class BedabinNomadDialogue extends DialoguePlugin {
|
|||
case 1:
|
||||
switch (buttonId) {
|
||||
case 1:
|
||||
player("What is this place?");
|
||||
player(FacialExpression.NEUTRAL,"What is this place?");
|
||||
stage = 10;
|
||||
break;
|
||||
case 2:
|
||||
player("Where is Shantay pass?");
|
||||
player(FacialExpression.NEUTRAL,"Where is Shantay pass?");
|
||||
stage = 20;
|
||||
break;
|
||||
case 3:
|
||||
player("Okay, thanks.");
|
||||
player(FacialExpression.NEUTRAL,"Okay, thanks.");
|
||||
stage = 40;
|
||||
break;
|
||||
}
|
||||
break;
|
||||
case 10:
|
||||
npc("This is the camp of Bedabin. Talk to our leader, Al", "Shabim, he'll be happy to chat. We can sell you very", "reasonably priced water...");
|
||||
npc(FacialExpression.NEUTRAL,"This is the camp of Bedabin. Talk to our leader, Al", "Shabim, he'll be happy to chat. We can sell you very", "reasonably priced water...");
|
||||
stage++;
|
||||
break;
|
||||
case 11:
|
||||
end();
|
||||
break;
|
||||
case 20:
|
||||
npc("It is North East of here effendi, across the trackless", "desert. It will be a thirsty trip.");
|
||||
npc(FacialExpression.NEUTRAL,"It is North East of here effendi, across the trackless", "desert. It will be a thirsty trip.");
|
||||
stage = 41;
|
||||
break;
|
||||
case 40:
|
||||
|
|
|
|||
|
|
@ -2,6 +2,7 @@ package content.region.desert.quest.thetouristrap;
|
|||
|
||||
import content.data.Quests;
|
||||
import core.game.dialogue.DialoguePlugin;
|
||||
import core.game.dialogue.FacialExpression;
|
||||
import core.game.node.entity.npc.NPC;
|
||||
import core.game.node.entity.player.Player;
|
||||
import core.game.node.entity.player.link.quest.Quest;
|
||||
|
|
@ -47,7 +48,7 @@ public final class CaptainSiadDialogue extends DialoguePlugin {
|
|||
switch (quest.getStage(player)) {
|
||||
default:
|
||||
player.getPacketDispatch().sendMessage("The captain looks up from his work as you address him.");
|
||||
npc("What are you doing in here?");
|
||||
npc(FacialExpression.NEUTRAL,"What are you doing in here?");
|
||||
break;
|
||||
}
|
||||
return true;
|
||||
|
|
@ -59,23 +60,23 @@ public final class CaptainSiadDialogue extends DialoguePlugin {
|
|||
case 52:
|
||||
switch (stage) {
|
||||
case 0:
|
||||
player("I wanted to have a chat?");
|
||||
player(FacialExpression.NEUTRAL,"I wanted to have a chat?");
|
||||
stage++;
|
||||
break;
|
||||
case 1:
|
||||
npc("You don't belong in here, get out!");
|
||||
npc(FacialExpression.NEUTRAL,"You don't belong in here, get out!");
|
||||
stage++;
|
||||
break;
|
||||
case 2:
|
||||
player("You seem to have a lot of books!");
|
||||
player(FacialExpression.NEUTRAL,"You seem to have a lot of books!");
|
||||
stage++;
|
||||
break;
|
||||
case 3:
|
||||
npc("Yes, I do. Now please get to the point?");
|
||||
npc(FacialExpression.NEUTRAL,"Yes, I do. Now please get to the point?");
|
||||
stage++;
|
||||
break;
|
||||
case 4:
|
||||
player("So, you're interested in sailing?");
|
||||
player(FacialExpression.NEUTRAL,"So, you're interested in sailing?");
|
||||
stage++;
|
||||
break;
|
||||
case 5:
|
||||
|
|
@ -83,19 +84,19 @@ public final class CaptainSiadDialogue extends DialoguePlugin {
|
|||
stage++;
|
||||
break;
|
||||
case 6:
|
||||
npc("Well, yes actually... It's been a passion of mine for", "some years...");
|
||||
npc(FacialExpression.NEUTRAL,"Well, yes actually... It's been a passion of mine for", "some years...");
|
||||
stage++;
|
||||
break;
|
||||
case 7:
|
||||
player("I could tell by the cut of your jib.");
|
||||
player(FacialExpression.NEUTRAL,"I could tell by the cut of your jib.");
|
||||
stage++;
|
||||
break;
|
||||
case 8:
|
||||
npc("Oh yes? Really?");
|
||||
npc(FacialExpression.NEUTRAL,"Oh yes? Really?");
|
||||
stage++;
|
||||
break;
|
||||
case 9:
|
||||
npc("Well, I was quite a catch in my day you know!");
|
||||
npc(FacialExpression.NEUTRAL,"Well, I was quite a catch in my day you know!");
|
||||
stage++;
|
||||
break;
|
||||
case 10:
|
||||
|
|
@ -104,18 +105,18 @@ public final class CaptainSiadDialogue extends DialoguePlugin {
|
|||
break;
|
||||
case 11:
|
||||
end();
|
||||
quest.setStage(player, 53);
|
||||
quest.setStage(player, 42);
|
||||
break;
|
||||
}
|
||||
break;
|
||||
default:
|
||||
switch (stage) {
|
||||
case 0:
|
||||
player("I wanted to have a chat?");
|
||||
player(FacialExpression.NEUTRAL,"I wanted to have a chat?");
|
||||
stage++;
|
||||
break;
|
||||
case 1:
|
||||
npc("You don't belong in here, get out!");
|
||||
npc(FacialExpression.ANGRY,"You don't belong in here, get out!");
|
||||
stage++;
|
||||
break;
|
||||
case 2:
|
||||
|
|
|
|||
|
|
@ -4,6 +4,7 @@ import java.util.List;
|
|||
|
||||
import content.data.Quests;
|
||||
import core.game.dialogue.DialoguePlugin;
|
||||
import core.game.dialogue.FacialExpression;
|
||||
import core.game.node.entity.npc.AbstractNPC;
|
||||
import core.game.node.entity.npc.NPC;
|
||||
import core.game.node.entity.player.Player;
|
||||
|
|
@ -60,44 +61,40 @@ public final class DesertGuardDialogue extends DialoguePlugin {
|
|||
npc = (NPC) args[0];
|
||||
quest = player.getQuestRepository().getQuest(Quests.THE_TOURIST_TRAP);
|
||||
switch (npc.getId()) {
|
||||
case 5001:
|
||||
case 5001: // Guard NPC ID
|
||||
switch (quest.getStage(player)) {
|
||||
default:
|
||||
npc("What are you looking at?");
|
||||
if (quest.getStage(player) >= 50){
|
||||
npc(FacialExpression.HAPPY, "That pineapple was just delicious, many thanks. I don't",
|
||||
"suppose you could get me another? <col=08088A>-- The guard looks at", "<col=08088A>you pleadingly.");
|
||||
stage = 100;
|
||||
break;
|
||||
}
|
||||
npc(FacialExpression.ANGRY,"What are you looking at?");
|
||||
break;
|
||||
case 35:
|
||||
npc(FacialExpression.ANGRY,"Yeah, what do you want?");
|
||||
stage = 0;
|
||||
break;
|
||||
case 40:
|
||||
npc("Yeah, what do you want?");
|
||||
break;
|
||||
case 50:
|
||||
case 51:
|
||||
case 52:
|
||||
case 53:
|
||||
case 54:
|
||||
if (player.getInventory().containsItem(TouristTrap.TENTI_PINEAPPLE)) {
|
||||
player("Hey... I have something for you!");
|
||||
stage = 0;
|
||||
case 41:
|
||||
case 42:
|
||||
case 43:
|
||||
case 45:
|
||||
if (quest.getStage(player) < 45 || !player.getInventory().containsItem(TouristTrap.TENTI_PINEAPPLE)) {
|
||||
npc(FacialExpression.NEUTRAL,"Do you have my tenti pineapple yet?");
|
||||
stage = 4;
|
||||
} else {
|
||||
npc("Do you have my tenti pineapple yet?");
|
||||
stage = 10;
|
||||
player(FacialExpression.SUSPICIOUS,"Hey... I have something for you!");
|
||||
stage = 0;
|
||||
}
|
||||
break;
|
||||
case 60:
|
||||
case 70:
|
||||
case 80:
|
||||
case 90:
|
||||
case 100:
|
||||
if (stage == 60) {
|
||||
end();
|
||||
return true;
|
||||
}
|
||||
npc("That pineapple was just delicious, many thanks. I don't", "suppose you could get me another? <col=08088A>-- The guard looks at", "<col=08088A>you pleadingly.");
|
||||
break;
|
||||
}
|
||||
break;
|
||||
default:
|
||||
default: // For all other npcs
|
||||
switch (quest.getStage(player)) {
|
||||
default:
|
||||
npc("What are you looking at?");
|
||||
npc(FacialExpression.ANGRY,"What are you looking at?");
|
||||
break;
|
||||
}
|
||||
break;
|
||||
|
|
@ -108,143 +105,132 @@ public final class DesertGuardDialogue extends DialoguePlugin {
|
|||
@Override
|
||||
public boolean handle(int interfaceId, int buttonId) {
|
||||
switch (npc.getId()) {
|
||||
case 5001:
|
||||
case 5001: // Guard NPC ID
|
||||
switch (quest.getStage(player)) {
|
||||
case 51:
|
||||
case 52:
|
||||
case 53:
|
||||
case 54:
|
||||
switch (stage) {
|
||||
case 0:
|
||||
interpreter.sendItemMessage(TouristTrap.TENTI_PINEAPPLE, "You show the Tenti pineapple to the guard.");
|
||||
stage++;
|
||||
break;
|
||||
case 1:
|
||||
if (player.getInventory().remove(TouristTrap.TENTI_PINEAPPLE)) {
|
||||
quest.setStage(player, 60);
|
||||
npc("Great! Just what I've been looking for! Mmmmmmm...", "Delicious! This is so nice! Mmmmm, *SLURP*", "Yummmm... Oh yes, this is great.");
|
||||
stage = 10;
|
||||
case 35: // First meet up with the Guards after Male Slave Miner gives you slave robes
|
||||
switch (stage) {
|
||||
case 0:
|
||||
player(FacialExpression.NEUTRAL,"I'd like to mine in a different area.");
|
||||
stage++;
|
||||
break;
|
||||
case 1:
|
||||
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.");
|
||||
stage++;
|
||||
break;
|
||||
case 2:
|
||||
player(FacialExpression.NEUTRAL,"Yes sir, you're quite right sir.");
|
||||
stage++;
|
||||
break;
|
||||
case 3:
|
||||
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.");
|
||||
stage++;
|
||||
break;
|
||||
case 4:
|
||||
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.");
|
||||
stage++;
|
||||
break;
|
||||
case 5:
|
||||
interpreter.sendDialogue("The guard winks at you.");
|
||||
stage++;
|
||||
break;
|
||||
case 6:
|
||||
npc(FacialExpression.NEUTRAL,"I'm sure you get my meaning...");
|
||||
stage++;
|
||||
break;
|
||||
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, 40);
|
||||
end();
|
||||
break;
|
||||
}
|
||||
break;
|
||||
case -10:
|
||||
player("Sorry, I don't have it yet.");
|
||||
stage = -11;
|
||||
break;
|
||||
case -11:
|
||||
end();
|
||||
break;
|
||||
case 10:
|
||||
player("So, can I go through now please?");
|
||||
stage++;
|
||||
break;
|
||||
case 11:
|
||||
npc("Yes, yes, of course... a deal's a deal!");
|
||||
stage++;
|
||||
break;
|
||||
case 12:
|
||||
end();
|
||||
break;
|
||||
}
|
||||
break;
|
||||
case 50:
|
||||
switch (stage) {
|
||||
case 0:
|
||||
interpreter.sendItemMessage(TouristTrap.TENTI_PINEAPPLE, "You show the Tenti pineapple to the guard.");
|
||||
stage++;
|
||||
break;
|
||||
case 1:
|
||||
if (player.getInventory().remove(TouristTrap.TENTI_PINEAPPLE)) {
|
||||
quest.setStage(player, 60);
|
||||
npc("Great! Just what I've been looking for! Mmmmmmm...", "Delicious!! This is so nice! Mmmmm, *SLURP*", "Yummmm... Oh yes, this is great.");
|
||||
stage = 10;
|
||||
case 40:
|
||||
case 41:
|
||||
case 42:
|
||||
case 43:
|
||||
switch (stage) {
|
||||
case 4:
|
||||
player(FacialExpression.NEUTRAL,"Sorry, I don't have it yet.");
|
||||
stage++;
|
||||
break;
|
||||
case 5:
|
||||
end();
|
||||
break;
|
||||
}
|
||||
break;
|
||||
case 10:
|
||||
player("Sorry, I don't have it yet.");
|
||||
stage++;
|
||||
case 45: // Meet up after the player gets the pineapple.
|
||||
switch (stage) {
|
||||
case 0:
|
||||
interpreter.sendItemMessage(TouristTrap.TENTI_PINEAPPLE, "You show the Tenti pineapple to the guard.");
|
||||
stage++;
|
||||
break;
|
||||
case 1:
|
||||
if (player.getInventory().remove(TouristTrap.TENTI_PINEAPPLE)) {
|
||||
quest.setStage(player, 60);
|
||||
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.");
|
||||
stage++;
|
||||
}
|
||||
break;
|
||||
case 2:
|
||||
player(FacialExpression.HALF_ASKING,"So, can I go through now please?");
|
||||
stage++;
|
||||
break;
|
||||
case 3:
|
||||
npc(FacialExpression.HAPPY,"Yes, yes, of course... a deal's a deal!");
|
||||
stage = 5;
|
||||
break;
|
||||
case 4:
|
||||
player(FacialExpression.NEUTRAL,"Sorry, I don't have it yet.");
|
||||
stage++;
|
||||
break;
|
||||
case 5:
|
||||
end();
|
||||
break;
|
||||
}
|
||||
break;
|
||||
case 11:
|
||||
end();
|
||||
case 100: // Completed quest after dialog
|
||||
switch (stage) {
|
||||
case 100:
|
||||
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 101:
|
||||
end();
|
||||
break;
|
||||
}
|
||||
break;
|
||||
default:
|
||||
if (quest.getStage(player) >= 50) {
|
||||
switch (stage) {
|
||||
case 100:
|
||||
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 101:
|
||||
end();
|
||||
break;
|
||||
}
|
||||
}
|
||||
else {
|
||||
end();
|
||||
}
|
||||
}
|
||||
break;
|
||||
case 40:
|
||||
switch (stage) {
|
||||
case 0:
|
||||
player("I'd like to mine in a different area.");
|
||||
stage++;
|
||||
break;
|
||||
case 1:
|
||||
npc("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.");
|
||||
stage++;
|
||||
break;
|
||||
case 2:
|
||||
player("Yes sir, you're quite right sir.");
|
||||
stage++;
|
||||
break;
|
||||
case 3:
|
||||
npc("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.");
|
||||
stage++;
|
||||
break;
|
||||
case 4:
|
||||
npc("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.");
|
||||
stage++;
|
||||
break;
|
||||
case 5:
|
||||
interpreter.sendDialogue("The guard winks at you.");
|
||||
stage++;
|
||||
break;
|
||||
case 6:
|
||||
npc("I'm sure you get my meaning...");
|
||||
stage++;
|
||||
break;
|
||||
case 7:
|
||||
player("Yes sir, we understand each other perfectly.");
|
||||
stage++;
|
||||
break;
|
||||
case 8:
|
||||
npc("Okay, good the. 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("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("So, can I go through now please?");
|
||||
stage++;
|
||||
break;
|
||||
case 11:
|
||||
npc("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();
|
||||
|
|
@ -257,7 +243,7 @@ public final class DesertGuardDialogue extends DialoguePlugin {
|
|||
|
||||
@Override
|
||||
public int[] getIds() {
|
||||
return new int[] { 4993, 4994, 4995, 4996, 4997, 4998, 4999, 5000, 5001 };
|
||||
return new int[] { 4993, 4994, 4995, 4996, 4997, 4998, 4999, 5000, 5001, 5002 };
|
||||
}
|
||||
|
||||
/**
|
||||
|
|
@ -315,7 +301,7 @@ public final class DesertGuardDialogue extends DialoguePlugin {
|
|||
if (TouristTrap.inJail(player)) {
|
||||
continue;
|
||||
}
|
||||
if (!TouristTrap.hasSlaveClothes(player)) {
|
||||
if (!TouristTrap.isWearingSlaveClothes(player)) {
|
||||
player.setAttribute("guard-warning", GameWorld.getTicks() + 300);
|
||||
player.lock();
|
||||
GameWorld.getPulser().submit(new Pulse(1, this, player) {
|
||||
|
|
@ -323,33 +309,38 @@ public final class DesertGuardDialogue extends DialoguePlugin {
|
|||
|
||||
@Override
|
||||
public boolean pulse() {
|
||||
NPC shownNPC = getShownNPC(player);
|
||||
switch (++count) {
|
||||
case 1:
|
||||
face(player);
|
||||
if (!TouristTrap.hasSlaveClothes(player)) {
|
||||
if (!TouristTrap.isWearingSlaveClothes(player)) {
|
||||
player.getDialogueInterpreter().sendDialogues(shownNPC, FacialExpression.ANGRY, "Hey, they're interesting clothes!");
|
||||
sendChat("Hey, they're interesting clothes!");
|
||||
player.getPacketDispatch().sendMessage("Guard: You're no slave.");
|
||||
player.getPacketDispatch().sendMessage("Guard: What are you doing in here?");
|
||||
} else {
|
||||
player.getDialogueInterpreter().sendDialogues(shownNPC, FacialExpression.ANGRY, "Hey - you with the armour!");
|
||||
sendChat("Hey - you with the armour!");
|
||||
player.getPacketDispatch().sendMessage("Guard: Hey - You with the armour!");
|
||||
}
|
||||
break;
|
||||
case 5:
|
||||
if (!TouristTrap.hasSlaveClothes(player)) {
|
||||
if (!TouristTrap.isWearingSlaveClothes(player)) {
|
||||
player.getDialogueInterpreter().sendDialogues(shownNPC, FacialExpression.ANGRY, "You're no slave.");
|
||||
sendChat("You're no slave.");
|
||||
player.getPacketDispatch().sendMessage("Guard: What are you doing in here?");
|
||||
player.getPacketDispatch().sendMessage("Guard: You're no slave.");
|
||||
} else {
|
||||
player.getDialogueInterpreter().sendDialogues(shownNPC, FacialExpression.ANGRY, "You're not allowed in here!");
|
||||
sendChat("You're not allowed in here!");
|
||||
player.getPacketDispatch().sendMessage("Guard: You're not allowed in here!");
|
||||
}
|
||||
break;
|
||||
case 8:
|
||||
sendChat("Intel the cell you go! I hope this teaches you a lesson.");
|
||||
sendChat("In to the cell you go! I hope this teaches you a lesson.");
|
||||
getProperties().getCombatPulse().attack(player);
|
||||
break;
|
||||
case 10:
|
||||
if (!TouristTrap.inJail(player)) {
|
||||
TouristTrap.jail(player);
|
||||
TouristTrap.jail(player, shownNPC);
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -2,6 +2,7 @@ package content.region.desert.quest.thetouristrap;
|
|||
|
||||
import content.data.Quests;
|
||||
import core.game.dialogue.DialoguePlugin;
|
||||
import core.game.dialogue.FacialExpression;
|
||||
import core.game.node.entity.skill.Skills;
|
||||
import core.game.node.entity.npc.NPC;
|
||||
import core.game.node.entity.player.Player;
|
||||
|
|
@ -51,13 +52,13 @@ public final class IrenaDialogue extends DialoguePlugin {
|
|||
npc = (NPC) args[0];
|
||||
quest = player.getQuestRepository().getQuest(Quests.THE_TOURIST_TRAP);
|
||||
if (quest.getStage(player) == 95 && player.getInventory().containsItem(TouristTrap.ANNA_BARREL)) {
|
||||
npc("Hey, great you've found Ana!");
|
||||
npc(FacialExpression.NEUTRAL,"Hey, great you've found Ana!");
|
||||
stage = 900;
|
||||
return true;
|
||||
}
|
||||
switch (quest.getStage(player)) {
|
||||
case 98:
|
||||
npc("Thank you very much for returning my daughter to", "me. I'm really very grateful... I would like to reward", "you for your bravery and daring.");
|
||||
npc(FacialExpression.HAPPY,"Thank you very much for returning my daughter to", "me. I'm really very grateful... I would like to reward", "you for your bravery and daring.");
|
||||
stage++;
|
||||
break;
|
||||
case 0:
|
||||
|
|
@ -67,10 +68,10 @@ public final class IrenaDialogue extends DialoguePlugin {
|
|||
case 95:
|
||||
case 99:
|
||||
player.getPacketDispatch().sendMessage("Irena seems happy now that her daughter has returned home.");
|
||||
npc("Thanks so much for returning my daughter to me.", "I expect that she will go on another trip soon though.", "She is the adventurous type... a bit like yourself really!", "Okay, see you around then!");
|
||||
npc(FacialExpression.HAPPY,"Thanks so much for returning my daughter to me.", "I expect that she will go on another trip soon though.", "She is the adventurous type... a bit like yourself really!", "Okay, see you around then!");
|
||||
break;
|
||||
default:
|
||||
npc("*Sob* Have you found my daughter yet?");
|
||||
npc(FacialExpression.SAD,"*Sob* Have you found my daughter yet?");
|
||||
break;
|
||||
}
|
||||
return true;
|
||||
|
|
@ -80,7 +81,7 @@ public final class IrenaDialogue extends DialoguePlugin {
|
|||
public boolean handle(int interfaceId, int buttonId) {
|
||||
switch (stage) {
|
||||
case 900:
|
||||
interpreter.sendDialogues(823, null, "<col=08088A>-- You show Irena the barrel with Ana in it. --", "Hey great, there's my Mum!");
|
||||
interpreter.sendDialogues(823, FacialExpression.NEUTRAL, "<col=08088A>-- You show Irena the barrel with Ana in it. --", "Hey great, there's my Mum!");
|
||||
stage++;
|
||||
return true;
|
||||
case 901:
|
||||
|
|
@ -94,7 +95,7 @@ public final class IrenaDialogue extends DialoguePlugin {
|
|||
case 98:// reward.
|
||||
switch (stage) {
|
||||
case 1:
|
||||
npc("I can offer you increased knowledge in two of the", "following areas.");
|
||||
npc(FacialExpression.HAPPY,"I can offer you increased knowledge in two of the", "following areas.");
|
||||
stage++;
|
||||
break;
|
||||
case 2:
|
||||
|
|
@ -103,7 +104,7 @@ public final class IrenaDialogue extends DialoguePlugin {
|
|||
break;
|
||||
case 3:
|
||||
player.setAttribute("first-skill", buttonId);
|
||||
npc("Okay, now choose your second skills.");
|
||||
npc(FacialExpression.HAPPY,"Okay, now choose your second skills.");
|
||||
stage++;
|
||||
break;
|
||||
case 4:
|
||||
|
|
@ -112,7 +113,7 @@ public final class IrenaDialogue extends DialoguePlugin {
|
|||
break;
|
||||
case 5:
|
||||
player.setAttribute("second-skill", buttonId);
|
||||
npc("Okay, that's all the skills I can teach you!");
|
||||
npc(FacialExpression.HAPPY,"Okay, that's all the skills I can teach you!");
|
||||
stage++;
|
||||
break;
|
||||
case 6:
|
||||
|
|
@ -129,71 +130,71 @@ public final class IrenaDialogue extends DialoguePlugin {
|
|||
switch (stage) {
|
||||
case 0:
|
||||
if (quest.hasRequirements(player)) {
|
||||
npc("Boo hoo! Oh dear, my only daughter....");
|
||||
npc(FacialExpression.SAD,"Boo hoo! Oh dear, my only daughter....");
|
||||
stage++;
|
||||
} else {
|
||||
npc("Boo hoo! Go away!");
|
||||
npc(FacialExpression.SAD,"Boo hoo! Go away!");
|
||||
stage = 99;
|
||||
}
|
||||
break;
|
||||
case 1:
|
||||
player("What's the matter?");
|
||||
player(FacialExpression.NEUTRAL,"What's the matter?");
|
||||
stage++;
|
||||
break;
|
||||
case 2:
|
||||
npc("Oh dear... my daughter, Ana, has gone missing in the", "desert. I fear that she is lost, or perhaps... *sob* even", "worse.");
|
||||
npc(FacialExpression.SAD,"Oh dear... my daughter, Ana, has gone missing in the", "desert. I fear that she is lost, or perhaps... *sob* even", "worse.");
|
||||
stage++;
|
||||
break;
|
||||
case 3:
|
||||
player("When did she go into the desert?");
|
||||
player(FacialExpression.ASKING,"When did she go into the desert?");
|
||||
stage++;
|
||||
break;
|
||||
case 4:
|
||||
npc("*Sob* she went in there just a few days ago, *Sob*", "she said she would be back yesterday.");
|
||||
npc(FacialExpression.SAD,"*Sob* she went in there just a few days ago, *Sob*", "she said she would be back yesterday.");
|
||||
stage++;
|
||||
break;
|
||||
case 5:
|
||||
npc("*Sob* And she's not...");
|
||||
npc(FacialExpression.SAD,"*Sob* And she's not...");
|
||||
stage++;
|
||||
break;
|
||||
case 6:
|
||||
player("Is there a reward if I get her back?");
|
||||
player(FacialExpression.NEUTRAL,"Is there a reward if I get her back?");
|
||||
stage++;
|
||||
break;
|
||||
case 7:
|
||||
npc("Well, yes, you'll have my gratitude young man.");
|
||||
npc(FacialExpression.SAD,"Well, yes, you'll have my gratitude young man.");
|
||||
stage++;
|
||||
break;
|
||||
case 8:
|
||||
npc("And I'm sure that Ana will also be very pleased! And I", "may see if I can get a small reward together... But I", "cannot promise anything. So does that mean that you'll", "look for her then?");
|
||||
npc(FacialExpression.SAD,"And I'm sure that Ana will also be very pleased! And I", "may see if I can get a small reward together... But I", "cannot promise anything. So does that mean that you'll", "look for her then?");
|
||||
stage++;
|
||||
break;
|
||||
case 9:
|
||||
player("Okay Irena, calm down. I'll get your daughter back for", "you.");
|
||||
player(FacialExpression.SUSPICIOUS,"Okay Irena, calm down. I'll get your daughter back for", "you.");
|
||||
stage++;
|
||||
break;
|
||||
case 10:
|
||||
npc("That would be great! That's really very nice of you!", "She was wearing a red silk scarf when she left.");
|
||||
npc(FacialExpression.HAPPY,"That would be great! That's really very nice of you!", "She was wearing a red silk scarf when she left.");
|
||||
stage++;
|
||||
break;
|
||||
case 11:
|
||||
npc("Are you 'really' sure you want to do this? I mean, go", "on this quest?");
|
||||
npc(FacialExpression.HAPPY,"Are you 'really' sure you want to do this? I mean, go", "on this quest?");
|
||||
stage++;
|
||||
break;
|
||||
case 12:
|
||||
player("Yes, I'll go on this quest!");
|
||||
player(FacialExpression.HAPPY,"Yes, I'll go on this quest!");
|
||||
stage++;
|
||||
break;
|
||||
case 13:
|
||||
npc("Oh thank you! You've made me a very happy mother, I", "just hope it's not too late!");
|
||||
npc(FacialExpression.HAPPY,"Oh thank you! You've made me a very happy mother, I", "just hope it's not too late!");
|
||||
stage++;
|
||||
break;
|
||||
case 14:
|
||||
player("Do you have any other hints on where she may have", "gone?");
|
||||
player(FacialExpression.ASKING,"Do you have any other hints on where she may have", "gone?");
|
||||
stage++;
|
||||
break;
|
||||
case 15:
|
||||
npc("I did go looking for her myself and I came across some", "footprints just a little way south. I'm worried that they", "lead to the desert mining camp.");
|
||||
npc(FacialExpression.THINKING,"I did go looking for her myself and I came across some", "footprints just a little way south. I'm worried that they", "lead to the desert mining camp.");
|
||||
stage++;
|
||||
break;
|
||||
case 16:
|
||||
|
|
@ -208,11 +209,11 @@ public final class IrenaDialogue extends DialoguePlugin {
|
|||
case 10:
|
||||
switch (stage) {
|
||||
case 0:
|
||||
player("No, not yet.");
|
||||
player(FacialExpression.SAD,"No, not yet.");
|
||||
stage++;
|
||||
break;
|
||||
case 1:
|
||||
npc("Please! Hurry up.");
|
||||
npc(FacialExpression.SAD,"Please! Hurry up.");
|
||||
stage++;
|
||||
break;
|
||||
case 2:
|
||||
|
|
|
|||
|
|
@ -2,6 +2,7 @@ package content.region.desert.quest.thetouristrap;
|
|||
|
||||
import content.data.Quests;
|
||||
import core.game.dialogue.DialoguePlugin;
|
||||
import core.game.dialogue.FacialExpression;
|
||||
import core.game.node.entity.npc.NPC;
|
||||
import core.game.node.entity.player.Player;
|
||||
import core.game.node.entity.player.link.quest.Quest;
|
||||
|
|
@ -60,7 +61,7 @@ public final class MaleSlaveDialogue extends DialoguePlugin {
|
|||
npc("Hello again, do you want to try and unlock my chains?", "I'd really appreciate it!");
|
||||
break;
|
||||
case 20:
|
||||
npc("You look like a new 'recruit'. How long have you been", "here?");
|
||||
npc(FacialExpression.NEUTRAL,"You look like a new 'recruit'. How long have you been", "here?");
|
||||
break;
|
||||
case 100:
|
||||
npc("Oh bother, I was caught by the guards again... Listen, if", "you can get me some Desert Clothes, I'll trade you for my", "slave clothes again... Do you want to trade?");
|
||||
|
|
@ -72,10 +73,10 @@ public final class MaleSlaveDialogue extends DialoguePlugin {
|
|||
break;
|
||||
case 826:
|
||||
switch (quest.getStage(player)) {
|
||||
default:
|
||||
npc("Yay! I'm finally free.");
|
||||
stage = 0;
|
||||
break;
|
||||
default:
|
||||
npc(FacialExpression.HAPPY,"Yay! I'm finally free.");
|
||||
stage = 0;
|
||||
break;
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
|
@ -86,33 +87,33 @@ 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("Yeah, okay, let's give it a go.");
|
||||
player(FacialExpression.NEUTRAL,"Yeah, okay, let's give it a go.");
|
||||
stage++;
|
||||
break;
|
||||
case 1:
|
||||
quest.setStage(player, 40);
|
||||
npc("Great! You did it! Do you want to trade clothes now?");
|
||||
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("Yes, I'll trade.");
|
||||
player(FacialExpression.NEUTRAL,"Yes, I'll trade.");
|
||||
stage = 11;
|
||||
break;
|
||||
case 11:
|
||||
if (!TouristTrap.hasDesertClothes(player)) {
|
||||
npc("I need desert boots, a desert robe and a desert", "shirt if you want these clothes off me.");
|
||||
npc(FacialExpression.NEUTRAL,"I need desert boots, a desert robe and a desert", "shirt if you want these clothes off me.");
|
||||
stage++;
|
||||
} else {
|
||||
npc("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.");
|
||||
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 += 2;
|
||||
}
|
||||
break;
|
||||
|
|
@ -121,6 +122,7 @@ public final class MaleSlaveDialogue extends DialoguePlugin {
|
|||
break;
|
||||
case 13:
|
||||
interpreter.sendItemMessage(1845, "The slave gives you his dirty, flea infested robe.");
|
||||
change_Clothes(player);
|
||||
stage++;
|
||||
break;
|
||||
case 14:
|
||||
|
|
@ -132,105 +134,100 @@ public final class MaleSlaveDialogue extends DialoguePlugin {
|
|||
stage++;
|
||||
break;
|
||||
case 16:
|
||||
if (player.getEquipment().remove(TouristTrap.DESERT_CLOTHES)) {
|
||||
stage++;
|
||||
npc("Right, I'm off! Good luck!");
|
||||
TouristTrap.addConfig(player, (1 << 4));
|
||||
for (Item item : TouristTrap.SLAVE_CLOTHES) {
|
||||
player.getEquipment().add(item, true, false);
|
||||
}
|
||||
player.getPacketDispatch().sendMessages("The slave takes your desert robe.", "The slave takes your desert shirt.", "The slave takes your desert boots.");
|
||||
}
|
||||
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:
|
||||
player("Yeah, good luck to you too!");
|
||||
player(FacialExpression.NEUTRAL,"Yeah, good luck to you too!");
|
||||
break;
|
||||
}
|
||||
break;
|
||||
case 20:
|
||||
case 20: // First meetup with the miner in slave robes
|
||||
switch (stage) {
|
||||
case 0:
|
||||
player("I've just arrived.");
|
||||
player(FacialExpression.ASKING,"I've just arrived.");
|
||||
stage++;
|
||||
break;
|
||||
case 1:
|
||||
npc("Yeah, it looks like it as well. It's a shame that I won't be", "around long enough to get to know you. I'm making a", "break for it today. I have a plan to get out of here! It's", "amazing in its sophistication.");
|
||||
npc(FacialExpression.HAPPY,"Yeah, it looks like it as well. It's a shame that I won't be", "around long enough to get to know you. I'm making a", "break for it today. I have a plan to get out of here! It's", "amazing in its sophistication.");
|
||||
stage++;
|
||||
break;
|
||||
case 2:
|
||||
player("Oh yes, that sounds interesting.");
|
||||
player(FacialExpression.NEUTRAL,"Oh yes, that sounds interesting.");
|
||||
stage++;
|
||||
break;
|
||||
case 3:
|
||||
npc("Yes, it is actually. I have all the details figured out", "except for one.");
|
||||
npc(FacialExpression.HAPPY,"Yes, it is actually. I have all the details figured out", "except for one.");
|
||||
stage++;
|
||||
break;
|
||||
case 4:
|
||||
player("What's that then?");
|
||||
player(FacialExpression.NEUTRAL,"What's that then?");
|
||||
stage++;
|
||||
break;
|
||||
case 5:
|
||||
npc("<col=08088A>-- The slave rattles the chains on his arms loudly. --", "</col>These bracelets, I can't seem to get them off. If I", "could get them off, I'd be able to climb my way out of", "here.");
|
||||
npc(FacialExpression.NEUTRAL,"<col=08088A>-- The slave rattles the chains on his arms loudly. --", "</col>These bracelets, I can't seem to get them off. If I", "could get them off, I'd be able to climb my way out of", "here.");
|
||||
stage++;
|
||||
break;
|
||||
case 6:
|
||||
player("I can try to undo them for you.");
|
||||
player(FacialExpression.NEUTRAL,"I can try to undo them for you.");
|
||||
stage++;
|
||||
break;
|
||||
case 7:
|
||||
npc("Really, that would be great... <col=08088A>--The slave looks at you", "<col=08088A>strangely. --</col> Hang on a minute... I suppose you want", "something for doing this?");
|
||||
npc(FacialExpression.ASKING,"Really, that would be great... <col=08088A>--The slave looks at you", "<col=08088A>strangely. --</col> Hang on a minute... I suppose you want", "something for doing this?");
|
||||
stage++;
|
||||
break;
|
||||
case 8:
|
||||
npc("The last time I did a trade in this place, I nearly lost", "the shirt from my back!");
|
||||
npc(FacialExpression.THINKING,"The last time I did a trade in this place, I nearly lost", "the shirt from my back!");
|
||||
stage++;
|
||||
break;
|
||||
case 9:
|
||||
player("It's funny you should say that actually.");
|
||||
player(FacialExpression.NEUTRAL,"It's funny you should say that actually.");
|
||||
stage++;
|
||||
break;
|
||||
case 10:
|
||||
npc("<col=08088A>-- the slave looks at you blankly. --");
|
||||
npc(FacialExpression.NEUTRAL,"<col=08088A>-- the slave looks at you blankly. --");
|
||||
stage++;
|
||||
break;
|
||||
case 11:
|
||||
npc("Yeah, go on!");
|
||||
npc(FacialExpression.NEUTRAL,"Yeah, go on!");
|
||||
stage++;
|
||||
break;
|
||||
case 12:
|
||||
player("If I can get the chains off, you have to give me", "something, okay?");
|
||||
player(FacialExpression.ASKING,"If I can get the chains off, you have to give me", "something, okay?");
|
||||
stage++;
|
||||
break;
|
||||
case 13:
|
||||
npc("Sure, what do you want?");
|
||||
npc(FacialExpression.ASKING,"Sure, what do you want?");
|
||||
stage++;
|
||||
break;
|
||||
case 14:
|
||||
player("I want your clothes!");
|
||||
player(FacialExpression.HAPPY,"I want your clothes!");
|
||||
stage++;
|
||||
break;
|
||||
case 15:
|
||||
npc("Blimey!");
|
||||
npc(FacialExpression.AMAZED,"Blimey!");
|
||||
stage++;
|
||||
break;
|
||||
case 16:
|
||||
player("I can dress like a slave and gain access to the mine", "area to scout it out.");
|
||||
player(FacialExpression.ASKING,"I can dress like a slave and gain access to the mine", "area to scout it out.");
|
||||
stage++;
|
||||
break;
|
||||
case 17:
|
||||
npc("You're either incredibly brave or incredibly stupid. But", "what would I wear if you take my clothes? Get me", "some nice desert clothes and I'll think about it?");
|
||||
npc(FacialExpression.NEUTRAL,"You're either incredibly brave or incredibly stupid. But", "what would I wear if you take my clothes? Get me", "some nice desert clothes and I'll think about it?");
|
||||
stage++;
|
||||
break;
|
||||
case 18:
|
||||
npc("Do you still want to try and undo the locks for me?");
|
||||
npc(FacialExpression.ASKING,"Do you still want to try and undo the locks for me?");
|
||||
stage++;
|
||||
break;
|
||||
case 19:
|
||||
player("Yeah, okay, let's give it a go.");
|
||||
player(FacialExpression.NEUTRAL,"Yeah, okay, let's give it a go.");
|
||||
stage++;
|
||||
break;
|
||||
case 20:
|
||||
npc("Great!");
|
||||
npc(FacialExpression.NEUTRAL,"Great!");
|
||||
stage++;
|
||||
break;
|
||||
case 21:
|
||||
|
|
@ -246,13 +243,13 @@ public final class MaleSlaveDialogue extends DialoguePlugin {
|
|||
interpreter.sendDialogue("A nearby guard spots you!");
|
||||
stage = 24;
|
||||
} else {
|
||||
quest.setStage(player, 40);
|
||||
npc("Great! You did it! Do you want to trade clothes now?");
|
||||
quest.setStage(player, 35);
|
||||
npc(FacialExpression.NEUTRAL,"Great! You did it! Do you want to trade clothes now?");
|
||||
stage = 0;
|
||||
}
|
||||
break;
|
||||
case 23:
|
||||
player("Yeah, I'll give it another go.");
|
||||
player(FacialExpression.NEUTRAL,"Yeah, I'll give it another go.");
|
||||
stage = 21;
|
||||
break;
|
||||
case 24:
|
||||
|
|
@ -265,13 +262,12 @@ public final class MaleSlaveDialogue extends DialoguePlugin {
|
|||
public boolean pulse() {
|
||||
switch (++counter) {
|
||||
case 1:
|
||||
interpreter.sendDialogues(4993, null, true, "Oi, what are you two doing?");
|
||||
interpreter.sendDialogues(4993, FacialExpression.ANGRY, true, "Oi, what are you two doing?");
|
||||
break;
|
||||
case 2:
|
||||
end();
|
||||
player.getPacketDispatch().sendMessage("Slave: Oh oh!");
|
||||
player.getPacketDispatch().sendMessage("Guard: Oi, what are you two doing?");
|
||||
;
|
||||
player.getPacketDispatch().sendMessage("The guards search you!");
|
||||
break;
|
||||
case 3:
|
||||
|
|
@ -289,51 +285,46 @@ public final class MaleSlaveDialogue extends DialoguePlugin {
|
|||
stage++;
|
||||
break;
|
||||
case 25:
|
||||
interpreter.sendDialogues(4993, null, true, "Oi, what are you two doing?");
|
||||
interpreter.sendDialogues(4993, FacialExpression.ANGRY, true, "Oi, what are you two doing?");
|
||||
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("Yes, I'll trade.");
|
||||
player(FacialExpression.NEUTRAL,"Yes, I'll trade.");
|
||||
stage++;
|
||||
break;
|
||||
case 1:
|
||||
if (!TouristTrap.hasDesertClothes(player)) {
|
||||
npc("I need desert boots, a desert robe and a desert", "shirt if you want these clothes off me.");
|
||||
stage++;
|
||||
npc(FacialExpression.NEUTRAL,"I need desert boots, a desert robe and a desert", "shirt if you want these clothes off me.");
|
||||
end();
|
||||
break;
|
||||
}
|
||||
npc("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;
|
||||
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 = 3;
|
||||
break;
|
||||
case 2:
|
||||
end();
|
||||
break;
|
||||
case 13:
|
||||
case 3:
|
||||
interpreter.sendItemMessage(1845, "The slave gives you his dirty, flea infested robe.");
|
||||
change_Clothes(player);
|
||||
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:
|
||||
if (player.getEquipment().remove(TouristTrap.DESERT_CLOTHES)) {
|
||||
stage++;
|
||||
npc("Right, I'm off! Good luck!");
|
||||
TouristTrap.addConfig(player, (1 << 4));
|
||||
player.getEquipment().add(TouristTrap.SLAVE_CLOTHES);
|
||||
player.getPacketDispatch().sendMessages("The slave takes your desert robe.", "The slave takes your desert shirt.", "The slave takes your desert boots.");
|
||||
}
|
||||
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:
|
||||
player("Yeah, good luck to you too!");
|
||||
case 7:
|
||||
player(FacialExpression.NEUTRAL,"Yeah, good luck to you too!");
|
||||
break;
|
||||
}
|
||||
break;
|
||||
|
|
@ -346,17 +337,35 @@ public final class MaleSlaveDialogue extends DialoguePlugin {
|
|||
break;
|
||||
}
|
||||
break;
|
||||
case 826:
|
||||
case 826: // Freed Slave male miner in dessert robes
|
||||
switch (quest.getStage(player)) {
|
||||
default:
|
||||
end();
|
||||
break;
|
||||
default:
|
||||
if (!quest.isCompleted(player) && quest.getStage(player) < 40 && !TouristTrap.hasSlaveClothes(player)) {
|
||||
TouristTrap.addConfig(player, (1));
|
||||
quest.setStage(player, 30);
|
||||
}
|
||||
end();
|
||||
break;
|
||||
}
|
||||
break;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
private void change_Clothes (Player player) {
|
||||
short indx_SlaveClothes = 0;
|
||||
for(Item i : TouristTrap.DESERT_CLOTHES){
|
||||
if (player.getEquipment().containsItem(i)) {
|
||||
player.getEquipment().remove(i);
|
||||
player.getEquipment().add(TouristTrap.SLAVE_CLOTHES[indx_SlaveClothes],true, false);
|
||||
} else if (player.getInventory().containsItem(i)) {
|
||||
player.getInventory().remove(i);
|
||||
player.getInventory().add(TouristTrap.SLAVE_CLOTHES[indx_SlaveClothes]);
|
||||
}
|
||||
indx_SlaveClothes++;
|
||||
}
|
||||
}
|
||||
|
||||
@Override
|
||||
public int[] getIds() {
|
||||
return new int[] { 825, 826, 4985 };
|
||||
|
|
|
|||
|
|
@ -2,6 +2,7 @@ package content.region.desert.quest.thetouristrap;
|
|||
|
||||
import content.data.Quests;
|
||||
import core.game.dialogue.DialoguePlugin;
|
||||
import core.game.dialogue.FacialExpression;
|
||||
import core.game.node.entity.Entity;
|
||||
import core.game.node.entity.npc.AbstractNPC;
|
||||
import core.game.node.entity.npc.NPC;
|
||||
|
|
@ -82,23 +83,23 @@ public final class MercenaryCaptainDialogue extends DialoguePlugin {
|
|||
case 11:
|
||||
switch (stage) {
|
||||
case 0:
|
||||
player("Wow! A real captain!");
|
||||
player(FacialExpression.NEUTRAL,"Wow! A real captain!");
|
||||
stage++;
|
||||
break;
|
||||
case 1:
|
||||
npc("Be off effendi, you are not wanted around here.");
|
||||
npc(FacialExpression.NEUTRAL,"Be off effendi, you are not wanted around here.");
|
||||
stage++;
|
||||
break;
|
||||
case 2:
|
||||
player("I'd love to work for a tough guy like you!");
|
||||
player(FacialExpression.NEUTRAL,"I'd love to work for a tough guy like you!");
|
||||
stage++;
|
||||
break;
|
||||
case 3:
|
||||
npc("Hmmm, oh yes, what can you do?");
|
||||
npc(FacialExpression.NEUTRAL,"Hmmm, oh yes, what can you do?");
|
||||
stage++;
|
||||
break;
|
||||
case 4:
|
||||
player("Can't I do something for a strong Captain like you?");
|
||||
player(FacialExpression.NEUTRAL,"Can't I do something for a strong Captain like you?");
|
||||
stage++;
|
||||
break;
|
||||
case 5:
|
||||
|
|
@ -106,23 +107,23 @@ public final class MercenaryCaptainDialogue extends DialoguePlugin {
|
|||
stage++;
|
||||
break;
|
||||
case 6:
|
||||
npc("You could bring me the head of Al Zaba Bhasim.");
|
||||
npc(FacialExpression.NEUTRAL,"You could bring me the head of Al Zaba Bhasim.");
|
||||
stage++;
|
||||
break;
|
||||
case 7:
|
||||
npc("He is the leader of the notorious desert bandits, they", "plague us daily. You should find them west of here.", "You should have no problem in finishing them all off.", "Do this for me and maybe I will consider helping you.");
|
||||
npc(FacialExpression.NEUTRAL,"He is the leader of the notorious desert bandits, they", "plague us daily. You should find them west of here.", "You should have no problem in finishing them all off.", "Do this for me and maybe I will consider helping you.");
|
||||
stage++;
|
||||
break;
|
||||
case 8:
|
||||
player("Sorry Sir, I don't think I can do that.");
|
||||
player(FacialExpression.SAD,"Sorry Sir, I don't think I can do that.");
|
||||
stage++;
|
||||
break;
|
||||
case 9:
|
||||
npc("Hmm, well yes, I did consider that you might not be", "right for the job. be off with you then before I turn", "my men loose on you.");
|
||||
npc(FacialExpression.NEUTRAL,"Hmm, well yes, I did consider that you might not be", "right for the job. Be off with you then before I turn", "my men loose on you.");
|
||||
stage++;
|
||||
break;
|
||||
case 10:
|
||||
player("It's a funny captain who can't fight his own battles!");
|
||||
player(FacialExpression.HALF_ASKING,"It's a funny captain who can't fight his own battles!");
|
||||
stage++;
|
||||
break;
|
||||
case 11:
|
||||
|
|
@ -130,7 +131,7 @@ public final class MercenaryCaptainDialogue extends DialoguePlugin {
|
|||
stage++;
|
||||
break;
|
||||
case 12:
|
||||
npc("Very well, if you're challenging me, let's get on with it!");
|
||||
npc(FacialExpression.ANGRY,"Very well, if you're challenging me, let's get on with it!");
|
||||
stage++;
|
||||
break;
|
||||
case 13:
|
||||
|
|
|
|||
|
|
@ -2,6 +2,7 @@ package content.region.desert.quest.thetouristrap;
|
|||
|
||||
import content.data.Quests;
|
||||
import core.game.dialogue.DialoguePlugin;
|
||||
import core.game.dialogue.FacialExpression;
|
||||
import core.game.node.entity.player.Player;
|
||||
import core.game.node.entity.player.link.quest.Quest;
|
||||
import core.game.node.item.Item;
|
||||
|
|
@ -53,7 +54,7 @@ public final class MercenaryDialogue extends DialoguePlugin {
|
|||
npc("What are you doing here?");
|
||||
break;
|
||||
case 10:
|
||||
npc("Yeah, what do you want?");
|
||||
npc(FacialExpression.ANGRY,"Yeah, what do you want?");
|
||||
break;
|
||||
case 100:
|
||||
npc("What are you looking at?");
|
||||
|
|
@ -79,24 +80,24 @@ public final class MercenaryDialogue extends DialoguePlugin {
|
|||
case 10:
|
||||
switch (stage) {
|
||||
case 0:
|
||||
player("I'm looking for a woman called Ana, have you seen her?");
|
||||
player(FacialExpression.NEUTRAL,"I'm looking for a woman called Ana, have you seen her?");
|
||||
stage++;
|
||||
break;
|
||||
case 1:
|
||||
npc("No, now get lost!");
|
||||
npc(FacialExpression.ANGRY,"No, now get lost!");
|
||||
stage++;
|
||||
break;
|
||||
case 2:
|
||||
player("Perhaps five gold coins will help you remember?");
|
||||
player(FacialExpression.NEUTRAL,"Perhaps five gold coins will help you remember?");
|
||||
stage++;
|
||||
break;
|
||||
case 3:
|
||||
npc("Well, it certainly will help!");
|
||||
npc(FacialExpression.HAPPY,"Well, it certainly will help!");
|
||||
stage = 4;
|
||||
break;
|
||||
case 4:
|
||||
if (!player.getInventory().containsItem(COINS)) {
|
||||
player("Sorry, I don't seem to have enough coins.");
|
||||
player(FacialExpression.SAD,"Sorry, I don't seem to have enough coins.");
|
||||
stage++;
|
||||
break;
|
||||
}
|
||||
|
|
@ -109,55 +110,55 @@ public final class MercenaryDialogue extends DialoguePlugin {
|
|||
end();
|
||||
break;
|
||||
case 6:
|
||||
npc("Now then, what did you want to know?");
|
||||
npc(FacialExpression.HAPPY,"Now then, what did you want to know?");
|
||||
stage++;
|
||||
break;
|
||||
case 7:
|
||||
player("I'm looking for a woman called Ana, have you seen her?");
|
||||
player(FacialExpression.NEUTRAL,"I'm looking for a woman called Ana, have you seen her?");
|
||||
stage++;
|
||||
break;
|
||||
case 8:
|
||||
npc("Hmm, well, we get a lot of people in here. But not", "many women through... Saw one come in last week....");
|
||||
npc(FacialExpression.THINKING,"Hmm, well, we get a lot of people in here. But not", "many women through... Saw one come in last week....");
|
||||
stage++;
|
||||
break;
|
||||
case 9:
|
||||
npc("But I don't know if it's the woman you're looking for?");
|
||||
npc(FacialExpression.THINKING,"But I don't know if it's the woman you're looking for?");
|
||||
stage++;
|
||||
break;
|
||||
case 10:
|
||||
player("What are you guarding?");
|
||||
player(FacialExpression.NEUTRAL,"What are you guarding?");
|
||||
stage = 11;
|
||||
break;
|
||||
case 11:
|
||||
npc("Well, if you have to know, we're making sure that no", "prisoners get out. <col=08088A>-- The guard gives you a", "<col=08088A>disapproving look. -- </col>And to make sure that", "unauthorised people don't get in.");
|
||||
npc(FacialExpression.HALF_ROLLING_EYES,"Well, if you have to know, we're making sure that no", "prisoners get out. <col=08088A>-- The guard gives you a", "<col=08088A>disapproving look. -- </col>And to make sure that", "unauthorised people don't get in.");
|
||||
stage = 12;
|
||||
break;
|
||||
case 12:
|
||||
npc("<col=08088A>-- The guard looks around nervously. --</col> You'd better", "go soon before the Captain orders us to kill you.");
|
||||
npc(FacialExpression.HALF_ROLLING_EYES, "<col=08088A>-- The guard looks around nervously. --</col> You'd better", "go soon before the Captain orders us to kill you.");
|
||||
stage++;
|
||||
break;
|
||||
case 13:
|
||||
player("Does the Captain order you to kill a lot of people?");
|
||||
player(FacialExpression.NEUTRAL,"Does the Captain order you to kill a lot of people?");
|
||||
stage++;
|
||||
break;
|
||||
case 14:
|
||||
npc("<col=08088A>-- The guard snorts. --</col> *Snort* Just about anyone", "who talks to him.");
|
||||
npc(FacialExpression.HALF_ROLLING_EYES, "<col=08088A>-- The guard snorts. --</col> *Snort* Just about anyone", "who talks to him.");
|
||||
stage++;
|
||||
break;
|
||||
case 15:
|
||||
npc("Unless he has a use for you, he'll probably just order", "us to kill you. And it's such a horrible job cleaning up", "the mess afterwards.");
|
||||
npc(FacialExpression.HALF_ROLLING_EYES,"Unless he has a use for you, he'll probably just order", "us to kill you. And it's such a horrible job cleaning up", "the mess afterwards.");
|
||||
stage++;
|
||||
break;
|
||||
case 16:
|
||||
player("Not to mention the senseless waste of human life.");
|
||||
player(FacialExpression.SAD,"Not to mention the senseless waste of human life.");
|
||||
stage++;
|
||||
break;
|
||||
case 17:
|
||||
npc("Huh? Them's your words, not mine.");
|
||||
npc(FacialExpression.HALF_ROLLING_EYES,"Huh? Them's your words, not mine.");
|
||||
stage++;
|
||||
break;
|
||||
case 18:
|
||||
player("It doesn't sound as if you respect your Captain much.");
|
||||
player(FacialExpression.NEUTRAL,"It doesn't sound as if you respect your Captain much.");
|
||||
stage++;
|
||||
break;
|
||||
case 19:
|
||||
|
|
@ -165,19 +166,19 @@ public final class MercenaryDialogue extends DialoguePlugin {
|
|||
stage++;
|
||||
break;
|
||||
case 20:
|
||||
npc("Well, to be honest. We think he's not exactly as brave", "as he makes out. But we have to follow his orders. If", "someone called him a coward, or managed to trick him", "into a one-on-one duel many of us bet that he'd be");
|
||||
npc(FacialExpression.HALF_ROLLING_EYES,"Well, to be honest. We think he's not exactly as brave", "as he makes out. But we have to follow his orders. If", "someone called him a coward, or managed to trick him", "into a one-on-one duel many of us bet that he'd be");
|
||||
stage++;
|
||||
break;
|
||||
case 21:
|
||||
npc("beaten.");
|
||||
npc(FacialExpression.HALF_ROLLING_EYES,"beaten.");
|
||||
stage++;
|
||||
break;
|
||||
case 22:
|
||||
player("And how could I trick him into a one-on-one duel?");
|
||||
player(FacialExpression.NEUTRAL,"And how could I trick him into a one-on-one duel?");
|
||||
stage++;
|
||||
break;
|
||||
case 23:
|
||||
npc("Like all cowards, he likes to be made to feel important.", "If anyone insults him outright, he just gets us to do his", "dirty work. However, if he thinks he's better than you,", "if you compliment him, he may feel that he can defeat");
|
||||
npc(FacialExpression.HALF_ROLLING_EYES, "Like all cowards, he likes to be made to feel important.", "If anyone insults him outright, he just gets us to do his", "dirty work. However, if he thinks he's better than you,", "if you compliment him, he may feel that he can defeat");
|
||||
stage = 24;
|
||||
break;
|
||||
case 24:
|
||||
|
|
|
|||
|
|
@ -2,6 +2,7 @@ package content.region.desert.quest.thetouristrap;
|
|||
|
||||
import content.data.Quests;
|
||||
import core.game.dialogue.DialoguePlugin;
|
||||
import core.game.dialogue.FacialExpression;
|
||||
import core.game.node.entity.player.Player;
|
||||
import core.game.node.entity.player.link.quest.Quest;
|
||||
import core.game.node.item.Item;
|
||||
|
|
@ -82,7 +83,7 @@ public final class MinecartDriverDialogue extends DialoguePlugin {
|
|||
case 80:
|
||||
switch (stage) {
|
||||
case 0:
|
||||
player("Nice cart.");
|
||||
player(FacialExpression.NEUTRAL,"Nice cart.");
|
||||
stage++;
|
||||
break;
|
||||
case 1:
|
||||
|
|
@ -90,7 +91,7 @@ public final class MinecartDriverDialogue extends DialoguePlugin {
|
|||
stage++;
|
||||
break;
|
||||
case 2:
|
||||
npc("Hmmm.");
|
||||
npc(FacialExpression.HALF_ASKING,"Hmmm.");
|
||||
stage++;
|
||||
break;
|
||||
case 3:
|
||||
|
|
@ -98,11 +99,11 @@ public final class MinecartDriverDialogue extends DialoguePlugin {
|
|||
stage++;
|
||||
break;
|
||||
case 4:
|
||||
player("One wagon wheel says to the other, 'I'll see you", "around'.");
|
||||
player(FacialExpression.HAPPY,"One wagon wheel says to the other, 'I'll see you", "around'.");
|
||||
stage++;
|
||||
break;
|
||||
case 5:
|
||||
npc("<col=08088A>-- The cart driver smirks a little. --");
|
||||
npc(FacialExpression.HAPPY,"<col=08088A>-- The cart driver smirks a little. --");
|
||||
stage++;
|
||||
break;
|
||||
case 6:
|
||||
|
|
@ -110,7 +111,7 @@ public final class MinecartDriverDialogue extends DialoguePlugin {
|
|||
stage++;
|
||||
break;
|
||||
case 7:
|
||||
player("One good turn deserves another.");
|
||||
player(FacialExpression.NEUTRAL,"One good turn deserves another.");
|
||||
stage++;
|
||||
break;
|
||||
case 8:
|
||||
|
|
@ -118,19 +119,19 @@ public final class MinecartDriverDialogue extends DialoguePlugin {
|
|||
stage++;
|
||||
break;
|
||||
case 9:
|
||||
npc("Are you trying to get me fired?");
|
||||
npc(FacialExpression.HAPPY,"Are you trying to get me fired?");
|
||||
stage++;
|
||||
break;
|
||||
case 10:
|
||||
player("Fired.... no, shot perhaps!");
|
||||
player(FacialExpression.HAPPY,"Fired.... no, shot perhaps!");
|
||||
stage++;
|
||||
break;
|
||||
case 11:
|
||||
npc("Ha ha ha! <col=08088A>-- The cart driver checks that", "<col=08088A>guards aren't watching. -- </col>What're you in fer?");
|
||||
npc(FacialExpression.HAPPY,"Ha ha ha! <col=08088A>-- The cart driver checks that", "<col=08088A>guards aren't watching. -- </col>What're you in fer?");
|
||||
stage++;
|
||||
break;
|
||||
case 12:
|
||||
player("In for a penny in for a pound.");
|
||||
player(FacialExpression.HAPPY,"In for a penny in for a pound.");
|
||||
stage++;
|
||||
break;
|
||||
case 13:
|
||||
|
|
@ -138,7 +139,7 @@ public final class MinecartDriverDialogue extends DialoguePlugin {
|
|||
stage++;
|
||||
break;
|
||||
case 14:
|
||||
npc("Ha ha ha, oh stop it!");
|
||||
npc(FacialExpression.HAPPY,"Ha ha ha, oh stop it!");
|
||||
stage++;
|
||||
break;
|
||||
case 15:
|
||||
|
|
@ -146,31 +147,31 @@ public final class MinecartDriverDialogue extends DialoguePlugin {
|
|||
stage++;
|
||||
break;
|
||||
case 16:
|
||||
npc("What can I do for you anyway?");
|
||||
npc(FacialExpression.HAPPY,"What can I do for you anyway?");
|
||||
stage++;
|
||||
break;
|
||||
case 17:
|
||||
player("Well, you see, it's like this...");
|
||||
player(FacialExpression.SUSPICIOUS,"Well, you see, it's like this...");
|
||||
stage++;
|
||||
break;
|
||||
case 18:
|
||||
npc("Yeah!");
|
||||
npc(FacialExpression.ASKING,"Yeah!");
|
||||
stage++;
|
||||
break;
|
||||
case 19:
|
||||
player("There's ten gold in it for you if you leave now no", "questions asked.");
|
||||
player(FacialExpression.HALF_ASKING,"There's ten gold in it for you if you leave now no", "questions asked.");
|
||||
stage++;
|
||||
break;
|
||||
case 20:
|
||||
npc("If you're going to bribe me, at least make it worth my", "while. Now, let's say 100 Gold pieces should we? Ha ha", "ha!");
|
||||
npc(FacialExpression.HALF_THINKING,"If you're going to bribe me, at least make it worth my", "while. Now, let's say 100 Gold pieces should we? Ha ha", "ha!");
|
||||
stage++;
|
||||
break;
|
||||
case 21:
|
||||
player("A hundred it is!");
|
||||
player(FacialExpression.NEUTRAL,"A hundred it is!");
|
||||
stage++;
|
||||
break;
|
||||
case 22:
|
||||
npc("Great!");
|
||||
npc(FacialExpression.HAPPY,"Great!");
|
||||
stage++;
|
||||
break;
|
||||
case 23:
|
||||
|
|
@ -193,11 +194,11 @@ public final class MinecartDriverDialogue extends DialoguePlugin {
|
|||
default:
|
||||
switch (stage) {
|
||||
case 0:
|
||||
npc("Hello, what do you want?");
|
||||
npc(FacialExpression.NEUTRAL,"Hello, what do you want?");
|
||||
stage++;
|
||||
break;
|
||||
case 1:
|
||||
player("Nothing, just passing by.");
|
||||
player(FacialExpression.NEUTRAL,"Nothing, just passing by.");
|
||||
stage++;
|
||||
break;
|
||||
case 2:
|
||||
|
|
|
|||
|
|
@ -59,7 +59,7 @@ public final class MiningCampZone extends MapZone implements Plugin<Object> {
|
|||
@Override
|
||||
public boolean pulse() {
|
||||
if (TouristTrap.isJailable(player)) {
|
||||
TouristTrap.jail(player, "Hey! What do you think you're doing!?");
|
||||
TouristTrap.jail(player, "Hey! What do you think you're doing!?", null);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -54,7 +54,7 @@ public final class RowdySlaveNPC extends AbstractNPC {
|
|||
if (killer instanceof Player) {
|
||||
final Player player = (Player) killer;
|
||||
GroundItemManager.create(new Item(526), getLocation(), player);
|
||||
if (!TouristTrap.hasSlaveClothes(player) && !player.getEquipment().containsItems(TouristTrap.SLAVE_CLOTHES)) {
|
||||
if (!TouristTrap.isWearingSlaveClothes(player) && !player.getEquipment().containsItems(TouristTrap.SLAVE_CLOTHES)) {
|
||||
player.getPacketDispatch().sendMessages("The slave drops his shirt.", "The slave drops his robe.", "The slave drops his boots.");
|
||||
for (Item i : TouristTrap.SLAVE_CLOTHES) {
|
||||
GroundItemManager.create(i, getLocation(), player);
|
||||
|
|
|
|||
|
|
@ -2,6 +2,8 @@ package content.region.desert.quest.thetouristrap;
|
|||
|
||||
import core.game.component.Component;
|
||||
import core.game.container.impl.EquipmentContainer;
|
||||
import core.game.dialogue.FacialExpression;
|
||||
import core.game.node.entity.npc.NPC;
|
||||
import core.game.node.entity.skill.Skills;
|
||||
import core.game.node.entity.player.Player;
|
||||
import core.game.node.entity.player.link.quest.Quest;
|
||||
|
|
@ -37,7 +39,7 @@ public final class TouristTrap extends Quest {
|
|||
/**
|
||||
* The slave clothes items.
|
||||
*/
|
||||
public static final Item[] SLAVE_CLOTHES = new Item[] { new Item(1846), new Item(1844), new Item(1845) };
|
||||
public static final Item[] SLAVE_CLOTHES = new Item[] { new Item(1844), new Item(1845), new Item(1846) };
|
||||
|
||||
/**
|
||||
* Teh tenti pineapple item.
|
||||
|
|
@ -128,45 +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);
|
||||
|
|
@ -192,8 +208,12 @@ public final class TouristTrap extends Quest {
|
|||
* Sends the player to jail.
|
||||
* @param player the player.
|
||||
*/
|
||||
public static void jail(final Player player, String dialogue) {
|
||||
player.getDialogueInterpreter().sendDialogues(4999, null, dialogue);
|
||||
public static void jail(final Player player, String dialogue, NPC shownNPC) {
|
||||
if(shownNPC == null) {
|
||||
shownNPC = new NPC(4999);
|
||||
}
|
||||
|
||||
player.getDialogueInterpreter().sendDialogues(shownNPC, FacialExpression.ANGRY, dialogue);
|
||||
player.lock();
|
||||
GameWorld.getPulser().submit(new Pulse(1) {
|
||||
int counter;
|
||||
|
|
@ -222,8 +242,8 @@ public final class TouristTrap extends Quest {
|
|||
* Jails a player.
|
||||
* @param player the player.
|
||||
*/
|
||||
public static void jail(final Player player) {
|
||||
jail(player, "Hey you! You're not supposed to be in here!");
|
||||
public static void jail(final Player player, NPC shownNPC) {
|
||||
jail(player, "Hey you! You're not supposed to be in here!", shownNPC);
|
||||
}
|
||||
|
||||
/**
|
||||
|
|
@ -235,7 +255,7 @@ public final class TouristTrap extends Quest {
|
|||
if (inJail(player)) {
|
||||
return false;
|
||||
}
|
||||
if (player.getEquipment().itemCount() > 3 || (!hasDesertClothes(player) && !hasSlaveClothes(player))) {
|
||||
if (player.getEquipment().itemCount() > 3 || (!hasDesertClothes(player) && !isWearingSlaveClothes(player))) {
|
||||
for (int i : SLOTS) {
|
||||
if (player.getEquipment().get(i) != null) {
|
||||
return true;
|
||||
|
|
@ -260,7 +280,7 @@ public final class TouristTrap extends Quest {
|
|||
*/
|
||||
public static boolean hasDesertClothes(final Player player) {
|
||||
for (Item i : DESERT_CLOTHES) {
|
||||
if (!player.getEquipment().containsItem(i)) {
|
||||
if (!player.getEquipment().containsItem(i) && !player.getInventory().containsItem(i)) {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
|
@ -268,13 +288,27 @@ public final class TouristTrap extends Quest {
|
|||
}
|
||||
|
||||
/**
|
||||
* Checks if the player has slave clothes.
|
||||
* Checks if the player has slave clothes in equipment and inventory.
|
||||
* @param player the player.
|
||||
* @return {@code True} if so.
|
||||
*/
|
||||
public static boolean hasSlaveClothes(final Player player) {
|
||||
for (Item i : SLAVE_CLOTHES) {
|
||||
if (!player.getEquipment().containsItem(i)) {
|
||||
if (!player.getEquipment().containsItem(i) && !player.getInventory().containsItem(i)) {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
/**
|
||||
* Checks if the player is wearing slave clothes.
|
||||
* @param player the player.
|
||||
* @return {@code True} if so.
|
||||
*/
|
||||
public static boolean isWearingSlaveClothes(final Player player) {
|
||||
for (Item i : SLAVE_CLOTHES) {
|
||||
if (!player.getEquipment().containsItem(i) ) {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
|
@ -284,10 +318,10 @@ public final class TouristTrap extends Quest {
|
|||
/**
|
||||
* Checks if the player has armour.
|
||||
* @param player the player.
|
||||
* @return
|
||||
* @return true if player isnt wearing Desert/Slave Clothes.
|
||||
*/
|
||||
public static boolean hasArmour(final Player player) {
|
||||
return player.getEquipment().itemCount() > 0 && !hasDesertClothes(player) && !hasSlaveClothes(player);
|
||||
return player.getEquipment().itemCount() > 0 && !hasDesertClothes(player) && !isWearingSlaveClothes(player);
|
||||
}
|
||||
|
||||
/**
|
||||
|
|
|
|||
|
|
@ -10,6 +10,7 @@ import core.game.activity.ActivityPlugin;
|
|||
import core.game.activity.CutscenePlugin;
|
||||
import core.game.dialogue.DialogueInterpreter;
|
||||
import core.game.dialogue.DialoguePlugin;
|
||||
import core.game.dialogue.FacialExpression;
|
||||
import core.game.global.action.ClimbActionHandler;
|
||||
import core.game.global.action.DoorActionHandler;
|
||||
import core.game.node.entity.skill.SkillPulse;
|
||||
|
|
@ -158,11 +159,11 @@ public final class TouristTrapPlugin extends OptionHandler {
|
|||
case 2698:
|
||||
case 2699:
|
||||
if (quest.getStage(player) < 60) {
|
||||
player.getDialogueInterpreter().sendDialogues(5001, null, "Hey you! You're not allowed in there.");
|
||||
player.getDialogueInterpreter().sendDialogues(5001, FacialExpression.ANGRY, "Hey you! You're not allowed in there.");
|
||||
break;
|
||||
}
|
||||
if (!TouristTrap.hasSlaveClothes(player)) {
|
||||
player.getDialogueInterpreter().sendDialogues(5001, null, "Hey you're not a slave!");
|
||||
if (!TouristTrap.isWearingSlaveClothes(player)) {
|
||||
player.getDialogueInterpreter().sendDialogues(5001, FacialExpression.ANGRY, "Hey you're not a slave!");
|
||||
break;
|
||||
}
|
||||
player.getProperties().setTeleportLocation(player.getLocation().transform(player.getLocation().getX() >= 3284 ? -4 : 4, 0, 0));
|
||||
|
|
@ -171,10 +172,10 @@ public final class TouristTrapPlugin extends OptionHandler {
|
|||
}
|
||||
break;
|
||||
case "look":
|
||||
player.getDialogueInterpreter().sendDialogues(823, null, "Let me out of here, I feel sick!");
|
||||
player.getDialogueInterpreter().sendDialogues(823, FacialExpression.SAD, "Let me out of here, I feel sick!");
|
||||
break;
|
||||
case "drop":
|
||||
player.getDialogueInterpreter().sendDialogues(823, null, "Don't let me out!");
|
||||
player.getDialogueInterpreter().sendDialogues(823, FacialExpression.ANGRY, "Don't let me out!");
|
||||
break;
|
||||
case "open":
|
||||
switch (id) {
|
||||
|
|
@ -188,7 +189,7 @@ public final class TouristTrapPlugin extends OptionHandler {
|
|||
break;
|
||||
case 2686:
|
||||
case 2685:
|
||||
player.getDialogueInterpreter().sendDialogues(4999, null, "Hey, move away from the gate. There's nothing", "interesting for you here.");
|
||||
player.getDialogueInterpreter().sendDialogues(4999, FacialExpression.NEUTRAL, "Hey, move away from the gate. There's nothing", "interesting for you here.");
|
||||
break;
|
||||
case 2677:
|
||||
if (!player.getInventory().containsItem(TouristTrap.BEDABIN_KEY)) {
|
||||
|
|
@ -205,7 +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);
|
||||
|
|
@ -219,8 +220,8 @@ public final class TouristTrapPlugin extends OptionHandler {
|
|||
break;
|
||||
case 2676:
|
||||
case 2675:
|
||||
if (!TouristTrap.hasSlaveClothes(player)) {
|
||||
player.getDialogueInterpreter().sendDialogues(4997, null, "Watch it! Only slaves can travel into the mine.");
|
||||
if (!TouristTrap.isWearingSlaveClothes(player)) {
|
||||
player.getDialogueInterpreter().sendDialogues(4997, FacialExpression.ANGRY, "Watch it! Only slaves can travel into the mine.");
|
||||
break;
|
||||
}
|
||||
player.setAttribute("ana-delay", GameWorld.getTicks() + 2);
|
||||
|
|
@ -231,15 +232,15 @@ public final class TouristTrapPlugin extends OptionHandler {
|
|||
case 2673:
|
||||
if (quest.getStage(player) > 60 && quest.getStage(player) < 98 && player.getInventory().containsItem(TouristTrap.ANNA_BARREL)) {
|
||||
player.lock();
|
||||
player.getDialogueInterpreter().sendDialogues(4999, null, true, "Would you like me to take that heavy barrel", "for you?");
|
||||
player.getDialogueInterpreter().sendDialogues(4999, FacialExpression.ASKING, true, "Would you like me to take that heavy barrel", "for you?");
|
||||
GameWorld.getPulser().submit(new Pulse(4, player) {
|
||||
int counter;
|
||||
int counter = 0;
|
||||
|
||||
@Override
|
||||
public boolean pulse() {
|
||||
switch (++counter) {
|
||||
case 1:
|
||||
player.getDialogueInterpreter().sendDialogues(player, null, "No, please don't.");
|
||||
player.getDialogueInterpreter().sendDialogues(player, FacialExpression.SCARED, "No, please don't.");
|
||||
break;
|
||||
case 2:
|
||||
player.getDialogueInterpreter().close();
|
||||
|
|
@ -252,7 +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;
|
||||
}
|
||||
|
|
@ -303,7 +304,7 @@ public final class TouristTrapPlugin extends OptionHandler {
|
|||
}
|
||||
break;
|
||||
case "use":
|
||||
if (id == 18951) {
|
||||
if (id == 18951 && player.getInventory().contains(1842, 1) && quest.getStage(player) == 70) {
|
||||
player.getDialogueInterpreter().open("winch dialogue");
|
||||
}
|
||||
break;
|
||||
|
|
@ -329,8 +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;
|
||||
|
|
@ -560,7 +561,7 @@ public final class TouristTrapPlugin extends OptionHandler {
|
|||
stage = 500;
|
||||
return true;
|
||||
}
|
||||
interpreter.sendDialogues(4999, null, "Hey there, what do you want?");
|
||||
interpreter.sendDialogues(4999, FacialExpression.NEUTRAL, "Hey there, what do you want?");
|
||||
return true;
|
||||
}
|
||||
|
||||
|
|
@ -568,11 +569,11 @@ public final class TouristTrapPlugin extends OptionHandler {
|
|||
public boolean handle(int interfaceId, int buttonId) {
|
||||
switch (stage) {
|
||||
case 500:// winch
|
||||
interpreter.sendDialogues(5002, null, "Hey, that Barrel looks heavy, do you need a hand?");
|
||||
interpreter.sendDialogues(5002, FacialExpression.ASKING, "Hey, that Barrel looks heavy, do you need a hand?");
|
||||
stage++;
|
||||
break;
|
||||
case 501:
|
||||
player("Yes please.");
|
||||
player(FacialExpression.NEUTRAL,"Yes please.");
|
||||
stage++;
|
||||
break;
|
||||
case 502:
|
||||
|
|
@ -580,47 +581,47 @@ public final class TouristTrapPlugin extends OptionHandler {
|
|||
stage++;
|
||||
break;
|
||||
case 503:
|
||||
interpreter.sendDialogues(5002, null, "Blimey! This is heavy!");
|
||||
interpreter.sendDialogues(5002, FacialExpression.NEUTRAL, "Blimey! This is heavy!");
|
||||
stage++;
|
||||
break;
|
||||
case 504:
|
||||
interpreter.sendDialogues(823, null, "Why you cheeky....!");
|
||||
interpreter.sendDialogues(823, FacialExpression.ANGRY, "Why you cheeky....!");
|
||||
stage++;
|
||||
break;
|
||||
case 505:
|
||||
interpreter.sendDialogues(5002, null, "<col=08088A>- The guard looks around surprised at Ana's outburst. -", "What was that?");
|
||||
interpreter.sendDialogues(5002, FacialExpression.AMAZED, "<col=08088A>- The guard looks around surprised at Ana's outburst. -", "What was that?");
|
||||
stage++;
|
||||
break;
|
||||
case 506:
|
||||
player("Oh, it was nothing.");
|
||||
player(FacialExpression.SUSPICIOUS,"Oh, it was nothing.");
|
||||
stage++;
|
||||
break;
|
||||
case 507:
|
||||
interpreter.sendDialogues(5002, null, "I could have sworn I heard something!");
|
||||
interpreter.sendDialogues(5002, FacialExpression.HALF_THINKING, "I could have sworn I heard something!");
|
||||
stage++;
|
||||
break;
|
||||
case 508:
|
||||
interpreter.sendDialogues(823, null, "Yes you did you ignoramus.");
|
||||
interpreter.sendDialogues(823, FacialExpression.ANGRY, "Yes you did you ignoramus.");
|
||||
stage++;
|
||||
break;
|
||||
case 509:
|
||||
interpreter.sendDialogues(5002, null, "What was that you said?");
|
||||
interpreter.sendDialogues(5002, FacialExpression.ANGRY, "What was that you said?");
|
||||
stage++;
|
||||
break;
|
||||
case 510:
|
||||
player("I said you were very gregarious!");
|
||||
player(FacialExpression.HAPPY,"I said you were very gregarious!");
|
||||
stage++;
|
||||
break;
|
||||
case 511:
|
||||
interpreter.sendDialogues(823, null, "You creep!");
|
||||
interpreter.sendDialogues(823, FacialExpression.ANGRY, "You creep!");
|
||||
stage++;
|
||||
break;
|
||||
case 512:
|
||||
interpreter.sendDialogues(5002, null, "Oh, right, how very nice of you to say so.", "<col=08088A>-- The guard seems flattered. --");
|
||||
interpreter.sendDialogues(5002, FacialExpression.HAPPY, "Oh, right, how very nice of you to say so.", "<col=08088A>-- The guard seems flattered. --");
|
||||
stage++;
|
||||
break;
|
||||
case 513:
|
||||
interpreter.sendDialogues(5002, null, "Anyway, let's get this barrel up to the surface, plenty", "more work for you to do!");
|
||||
interpreter.sendDialogues(5002, FacialExpression.NEUTRAL, "Anyway, let's get this barrel up to the surface, plenty", "more work for you to do!");
|
||||
stage++;
|
||||
break;
|
||||
case 514:
|
||||
|
|
@ -628,7 +629,7 @@ public final class TouristTrapPlugin extends OptionHandler {
|
|||
stage++;
|
||||
break;
|
||||
case 515:
|
||||
interpreter.sendDialogues(5002, null, "Oh, there's no one operating the lift up top, hope this", "barrel isn't urgent? You'd better get back to work!");
|
||||
interpreter.sendDialogues(5002, FacialExpression.NEUTRAL, "Oh, there's no one operating the lift up top, hope this", "barrel isn't urgent? You'd better get back to work!");
|
||||
stage = 516;
|
||||
break;
|
||||
case 516:
|
||||
|
|
@ -712,7 +713,7 @@ public final class TouristTrapPlugin extends OptionHandler {
|
|||
player.getInventory().remove(event.getUsedItem());
|
||||
TouristTrap.addConfig(player, 4096 + (2048 + (1 << 4)));
|
||||
quest.setStage(player, 80);
|
||||
player.getDialogueInterpreter().sendDialogue("You place Ana (In the barrel) carefully on the cart. This was the last", "barrel to go on the cart, but the cart driver doesn't seem to be", "any rush to get going. And the desert heat will soon get to Ana.");
|
||||
player.getDialogueInterpreter().sendDialogue("You place Ana (In the barrel) carefully on the cart. This was the last", "barrel to go on the cart, but the cart driver doesn't seem to be in any", "rush to get going. And the desert heat will soon get to Ana.");
|
||||
return true;
|
||||
}
|
||||
});
|
||||
|
|
@ -1315,7 +1316,7 @@ public final class TouristTrapPlugin extends OptionHandler {
|
|||
end();
|
||||
return true;
|
||||
}
|
||||
interpreter.sendItemMessage(TouristTrap.BARREL, "This barrel is quite big. but you may be able to carry one. Would you like to take one?");
|
||||
interpreter.sendItemMessage(TouristTrap.BARREL, "This barrel is quite big, but you may be able to carry one.", "Would you like to take one?");
|
||||
return true;
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -100,6 +100,7 @@ public final class QuestRepository {
|
|||
if(oldStage < stage) {
|
||||
quests.put(quest.getIndex(), stage);
|
||||
} else {
|
||||
quests.put(quest.getIndex(), stage);
|
||||
log(this.getClass(), Log.WARN, String.format("Nonmonotonic QuestRepository.setStage call for player \"%s\", quest \"%s\", old stage %d, new stage %d", player.getName(), quest.getQuest(), oldStage, stage));
|
||||
}
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue