Another round of dialogue fixes

Fixed grammatical errors with: Duke of Lumbridge, Falador Squire, poison salesman, slayer masters, Varrock East bartender, mage of Zamorack, Sedridor, trader Stan, Varrock information clerk
Fixed animation for Varrock East bartender
Fixed some stuck dialogues
This commit is contained in:
Skal Fate 2023-03-02 13:46:44 +00:00 committed by Ryan
parent 17d1a9619c
commit d91f569aff
11 changed files with 49 additions and 48 deletions

View file

@ -425,7 +425,7 @@ public final class ZamorakMageDialogue extends DialoguePlugin {
stage = 8;
break;
case 20:
npc("Well, the creates there ARE particularly offensive...");
npc("Well, the creatures there ARE particularly offensive...");
stage = 8;
break;
case 30:

View file

@ -335,7 +335,7 @@ public final class SlayerMasterDialogue extends DialoguePlugin {
case 502:
if (!master.hasRequirements(player)) {
interpreter.sendDialogues(master.getNpc(), getExpression(master), "Sorry, but you're not strong enough to be taught by", "me.");
stage = 99;
stage = 999;
break;
}
interpreter.sendDialogues(master.getNpc(), getExpression(master), "Oh, okay then; you twisted my arm. You'll have to", "train against specific groups of creatures.");
@ -477,7 +477,7 @@ public final class SlayerMasterDialogue extends DialoguePlugin {
case 701:
if (!master.hasRequirements(player)) {
interpreter.sendDialogues(master.getNpc(), getExpression(master), "Sorry, but you're not strong enough to be taught by", "me.");
stage = 99;
stage = 999;
break;
}
if (!SlayerManager.getInstance(player).hasTask()) {

View file

@ -39,7 +39,7 @@ public enum Tasks {
DAGANNOTHS(75, new int[] { 1338, 1339, 1340, 1341, 1342, 1343, 1344, 1345, 1346, 1347, 2454, 2455, 2456, 2881, 2882, 2883, 2887, 2888, 3591, }, new String[] { "There are many types of Dagannoth, the most powerful being the three Dagannoth Kings." }, 1, false),
DARK_BEASTS(90, new int[] { 2783 }, new String[] { "A dark beast can attack using magic or melee." }, 90, false),
DESERT_LIZARDS(15, new int[] { 2803, 2804, 2805, 2806, 2807 }, new String[] { "Desert lizards are big Slayer monsters found in the Kharidian Desert." }, 22, false),
DOG(15, new int[] { 98, 99, 3582, 6374, 1994, 1593, 1594, 3582, 6374 }, new String[] { "Dogs are much like Wolves, they are pack creatures which will hunt in groups." }, 1, false),
DOG(15, new int[] { 98, 99, 3582, 6374, 1994, 1593, 1594, 3582, 6374 }, new String[] { "Dogs are much like Wolves, they are", "pack creatures which will hunt in groups." }, 1, false),
DUST_DEVILS(70, new int[] { 1624 }, new String[] { "Dust Devils use clouds of dust, sand, ash and whatever", "else they can inhale to blind and disorientate", "their victims." }, 65, false),
DWARF(6, new int[] { 118, 120, 121, 382, 3219, 3220, 3221, 3268, 3269, 3270, 3271, 3272, 3273, 3274, 3275, 3294, 3295, 4316, 5880, 5881, 5882, 5883, 5884, 5885, 2130, 2131, 2132, 2133, 3276, 3277, 3278, 3279, 119, 2423 }, new String[] { "They are slightly resistant to Magic attacks, and", "are not recommended for low levels." }, 1, false),
EARTH_WARRIORS(35, new int[] { 124 }, new String[] { "An Earth warrior is a monster made of earth which fights using melee." }, 1, false),

View file

@ -2,6 +2,7 @@ package content.global.travel.ship;
import content.global.travel.ship.ShipCharter.Destination;
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.item.Item;
@ -54,41 +55,41 @@ public class TraderCrewmemberDialogue extends DialoguePlugin {
case 1:
switch (buttonId) {
case 1:
player("Yes, who are you?");
interpreter.sendDialogues(player, FacialExpression.ASKING,"Yes, who are you?");
stage = 100;
break;
case 2:
player("Yes, I would like to charter a ship.");
interpreter.sendDialogues(player, FacialExpression.FRIENDLY,"Yes, I would like to charter a ship.");
stage = 2000;
break;
}
break;
case 100:
npc("I'm one of the Trader Stan's crew; we are all part of the", "largest fleet of trading and sailing vessels to ever sail the", "seven seas.");
interpreter.sendDialogues(npc, FacialExpression.FRIENDLY,"I'm one of the Trader Stan's crew; we are all part of the", "largest fleet of trading and sailing vessels to ever sail the", "seven seas.");
stage = 101;
break;
case 101:
npc("If you want to get to a port in a hurry then you can", "charter one of our ships to take you there - if the price", "is right...");
interpreter.sendDialogues(npc, FacialExpression.FRIENDLY,"If you want to get to a port in a hurry then you can", "charter one of our ships to take you there - if the price", "is right...");
stage = 102;
break;
case 102:
player("So, where exactly can I go with your ships?");
interpreter.sendDialogues(player, FacialExpression.HALF_ASKING,"So, where exactly can I go with your ships?");
stage = 103;
break;
case 103:
npc("We run ships from Port Phasmatys over to Port Tyras,", "stopping at Port Sarim, Catherby, Jaramja,", "the Shipyard and Port Khazard.");
interpreter.sendDialogues(npc, FacialExpression.NEUTRAL,"We run ships from Port Phasmatys over to Port Tyras,", "stopping at Port Sarim, Catherby, Karamja,", "the Shipyard and Port Khazard.");
stage = 104;
break;
case 104:
player("Wow, that's a lot of ports. I take it you have some exotic", "stuff to trade?");
interpreter.sendDialogues(player, FacialExpression.FRIENDLY,"Wow, that's a lot of ports. I take it you have some exotic", "stuff to trade?");
stage = 105;
break;
case 105:
npc("We certainly do! We have access to items", "bought and sold from around the world.");
interpreter.sendDialogues(npc, FacialExpression.HAPPY,"We certainly do! We have access to items", "bought and sold from around the world.");
stage = 106;
break;
case 106:
npc("Would you like to take a look?");
interpreter.sendDialogues(npc, FacialExpression.HALF_ASKING,"Would you like to take a look?");
stage = 107;
break;
case 107:
@ -98,7 +99,7 @@ public class TraderCrewmemberDialogue extends DialoguePlugin {
case 108:
switch (buttonId) {
case 1:
player("Yes.");
interpreter.sendDialogues(player, FacialExpression.FRIENDLY,"Yes.");
stage = 1000;
break;
case 2:
@ -112,7 +113,7 @@ public class TraderCrewmemberDialogue extends DialoguePlugin {
npc.openShop(player);
break;
case 2000:
npc("Certainly sir, where would you like to go?");
interpreter.sendDialogues(npc, FacialExpression.HAPPY,"Certainly sir, where would you like to go?");
stage = 2001;
break;
case 2001:
@ -136,7 +137,7 @@ public class TraderCrewmemberDialogue extends DialoguePlugin {
return true;
}
if (!player.getInventory().remove(new Item(995, cost))) {
interpreter.sendDialogues(player, null, "I don't have the money for that.");
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I don't have the money for that.");
stage = 30002;
return true;
}

View file

@ -373,7 +373,7 @@ public final class FaladorSquireDialogue extends DialoguePlugin {
stage = 1;
break;
case 1:
npc("A picture eh? Hmmm.... The only one I can think of is", "in a small portrait of Sir Vyvin's father... Sir Vyvin", "keeps it in a cupboard in is room I think.");
npc("A picture eh? Hmmm.... The only one I can think of is", "in a small portrait of Sir Vyvin's father... Sir Vyvin", "keeps it in a cupboard in his room I think.");
stage = 2;
break;
case 2:

View file

@ -41,7 +41,7 @@ class PoisonSalesman(player: Player? = null) : core.game.dialogue.DialoguePlugin
}
}
11 -> { player("Didn't you used to sell poison?"); stage++ }
12 -> { npc("That I did indeed! Peter Potter's Patented","Multipurpose poison! A miracle of modern apothecarys!","My exclusive concoction has been test on..."); stage++ }
12 -> { npc("That I did indeed! Peter Potter's Patented","Multipurpose poison! A miracle of modern apothecarys!","My exclusive concoction has been tested on..."); stage++ }
13 -> { player("Uh, yeah. I've already heard the sales pitch."); stage++ }
14 -> { npc("Sorry stranger, old habits die hard I guess."); stage++ }
15 -> { player("So you don't sell poison anymore?"); stage++ }

View file

@ -87,7 +87,7 @@ public final class InformationclerkMuseumDialogue extends DialoguePlugin {
stage = 171;
break;
case 171:
npc("I know you've helped out a bit in the Timeline exhibit", "upstairs, but I'm sure you can help more. When you're out", "on your travels being a vrave adventurer, remember that", "you can come back to the Museum after some quests to");
npc("I know you've helped out a bit in the Timeline exhibit", "upstairs, but I'm sure you can help more. When you're out", "on your travels being a brave adventurer, remember that", "you can come back to the Museum after some quests to");
stage = 172;
break;
case 172:
@ -155,7 +155,7 @@ public final class InformationclerkMuseumDialogue extends DialoguePlugin {
stage = 233;
break;
case 233:
npc("canal and barge. So, we're using Kudos as a measure of", "who is willing and able to help us here at the Museum, so", "they can then be invited on our dig son the new island.");
npc("canal and barge. So, we're using Kudos as a measure of", "who is willing and able to help us here at the Museum, so", "they can then be invited on our digs on the new island.");
stage = 234;
break;
case 234:

View file

@ -41,7 +41,7 @@ public final class VarrockBartenderDialogue extends DialoguePlugin {
public boolean handle(int interfaceId, int buttonId) {
switch (stage) {
case 0:
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Good day to you, brave adventurer. Can I get you a", "refreshing beer?");
interpreter.sendDialogues(npc, FacialExpression.HALF_ASKING, "Good day to you, brave adventurer. Can I get you a", "refreshing beer?");
stage = 1;
break;
case 1:
@ -51,31 +51,31 @@ public final class VarrockBartenderDialogue extends DialoguePlugin {
case 2:
switch (buttonId) {
case 1:
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Yes please!");
interpreter.sendDialogues(player, FacialExpression.HAPPY, "Yes please!");
stage = 10;
break;
case 2:
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "No thanks.");
interpreter.sendDialogues(player, FacialExpression.NEUTRAL, "No thanks.");
stage = 20;
break;
case 3:
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "How much?");
interpreter.sendDialogues(player, FacialExpression.HALF_ASKING, "How much?");
stage = 30;
break;
}
break;
case 10:
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Ok then, that's two gold coins please.");
interpreter.sendDialogues(npc, FacialExpression.FRIENDLY, "Ok then, that's two gold coins please.");
stage = 11;
break;
case 11:
if (player.getInventory().contains(995, 2)) {
player.getInventory().remove(new Item(995, 2));
player.getInventory().add(new Item(1917, 1));
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Cheers!");
interpreter.sendDialogues(npc, FacialExpression.HAPPY, "Cheers!");
stage = 12;
} else {
end();
@ -83,21 +83,21 @@ public final class VarrockBartenderDialogue extends DialoguePlugin {
}
break;
case 12:
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Cheers!");
interpreter.sendDialogues(player, FacialExpression.HAPPY, "Cheers!");
stage = 13;
break;
case 13:
end();
break;
case 20:
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Let me know if you change your mind.");
interpreter.sendDialogues(npc, FacialExpression.FRIENDLY, "Let me know if you change your mind.");
stage = 21;
break;
case 21:
end();
break;
case 30:
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Two gold pieces a pint. So, what do you say?");
interpreter.sendDialogues(npc, FacialExpression.FRIENDLY, "Two gold pieces a pint. So, what do you say?");
stage = 31;
break;
case 31:
@ -108,11 +108,11 @@ public final class VarrockBartenderDialogue extends DialoguePlugin {
switch (buttonId) {
case 1:
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Yes please!");
interpreter.sendDialogues(player, FacialExpression.HAPPY, "Yes please!");
stage = 10;
break;
case 2:
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "No thanks.");
interpreter.sendDialogues(player, FacialExpression.FRIENDLY, "No thanks.");
stage = 20;
break;
}

View file

@ -40,16 +40,16 @@ public class VarrockEastBartenderDialogue extends DialoguePlugin {
switch (buttonId) {
case 1:
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "A glass of your finest ale please.");
interpreter.sendDialogues(player, FacialExpression.HAPPY, "A glass of your finest ale please.");
stage = 10;
break;
case 2:
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Cany ou recommend where an adventurer might make", "his fortune?");
interpreter.sendDialogues(player, FacialExpression.ASKING, "Can you recommend where an adventurer might make", "his fortune?");
stage = 20;
break;
case 3:
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Do you know where I can get some good equipment?");
interpreter.sendDialogues(player, FacialExpression.ASKING, "Do you know where I can get some good equipment?");
stage = 30;
break;
}
@ -57,7 +57,7 @@ public class VarrockEastBartenderDialogue extends DialoguePlugin {
break;
case 10:
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "No problemo. That'll be 2 coins.");
interpreter.sendDialogues(npc, FacialExpression.FRIENDLY, "No problemo. That'll be 2 coins.");
stage = 11;
break;
case 11:
@ -72,7 +72,7 @@ public class VarrockEastBartenderDialogue extends DialoguePlugin {
}
break;
case 20:
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Ooh I don't know if I should be giving away information,", "makes the computer game too easy.");
interpreter.sendDialogues(npc, FacialExpression.NEUTRAL, "Ooh I don't know if I should be giving away information,", "makes the computer game too easy.");
stage = 21;
break;
case 21:
@ -87,30 +87,30 @@ public class VarrockEastBartenderDialogue extends DialoguePlugin {
stage = 150;
break;
case 2:
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Computer game? What are you talking about?");
interpreter.sendDialogues(player, FacialExpression.ASKING, "Computer game? What are you talking about?");
stage = 160;
break;
case 3:
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Just a small clue?");
interpreter.sendDialogues(player, FacialExpression.THINKING, "Just a small clue?");
stage = 170;
break;
}
break;
case 160:
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "This world around us... is a computer game.... called", "" + GameWorld.getSettings().getName() + ".");
interpreter.sendDialogues(npc, FacialExpression.THINKING, "This world around us... is a computer game.... called", "" + GameWorld.getSettings().getName() + ".");
stage = 161;
break;
case 161:
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Nope, still don't understand what you are talking about.", "What's a computer?");
interpreter.sendDialogues(player, FacialExpression.HALF_THINKING, "Nope, still don't understand what you are talking about.", "What's a computer?");
stage = 162;
break;
case 162:
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "It's a sort of magic box thing, wich can do all sorts of", "stuff.");
interpreter.sendDialogues(npc, FacialExpression.THINKING, "It's a sort of magic box thing, which can do all sorts of", "stuff.");
stage = 163;
break;
case 163:
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I give up. You're obviously completely mad");
interpreter.sendDialogues(player, FacialExpression.WORRIED, "I give up. You're obviously completely mad.");
stage = 164;
break;
case 164:
@ -120,14 +120,14 @@ public class VarrockEastBartenderDialogue extends DialoguePlugin {
end();
break;
case 30:
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Well, there's the sword shop across the road, or there's", "also all sorts of shops up around the market.");
interpreter.sendDialogues(npc, FacialExpression.FRIENDLY, "Well, there's the sword shop across the road, or there's", "also all sorts of shops up around the market.");
stage = 31;
break;
case 31:
end();
break;
case 170:
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Go and talk to the bartender at the Holly Boar Inn, he", "doesn't seem to mind giving away clues.");
interpreter.sendDialogues(npc, FacialExpression.NEUTRAL, "Go and talk to the bartender at the Holly Boar Inn, he", "doesn't seem to mind giving away clues.");
stage = 171;
break;
case 171:
@ -147,7 +147,7 @@ public class VarrockEastBartenderDialogue extends DialoguePlugin {
@Override
public boolean open(Object... args) {
npc = (NPC) args[0];
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "What can I do yer for?");
interpreter.sendDialogues(npc, FacialExpression.FRIENDLY, "What can I do yer for?");
stage = 0;
return true;
}

View file

@ -23,7 +23,7 @@ class DukeHoracioDSDialogue(val questStage: Int) : DialogueFile() {
7 -> npc(
"Back in my father's day, Crandor was an important",
"city-state. Politically, it was important as Falador or",
"Varrock and its shipes traded with every port."
"Varrock and its ships traded with every port."
).also { stage++ }
8 -> npc(

View file

@ -1130,7 +1130,7 @@ public final class WizardTowerPlugin extends OptionHandler {
stage = 907;
break;
case 907:
npc("When this Tower was burnt down the secret of", "creating runes was lost ot us for all time... except it", "wasn't. Some months ago, while searching these ruins", "for information from the old days,");
npc("When this Tower was burnt down the secret of", "creating runes was lost to us for all time... except it", "wasn't. Some months ago, while searching these ruins", "for information from the old days,");
stage = 908;
break;
case 908:
@ -1358,7 +1358,7 @@ public final class WizardTowerPlugin extends OptionHandler {
stage = 56;
break;
case 56:
npc("and if my suspicions are correct, I will let you into the", "knowledge of one of the greatest secrets this world has", "ever known! A secret so powerful that is destroyed the");
npc("and if my suspicions are correct, I will let you into the", "knowledge of one of the greatest secrets this world has", "ever known! A secret so powerful that it destroyed the");
stage = 57;
break;
case 57: