forked from 2009Scape/Server
SQL Changes, Lumbridge Cook/Cook's Assistant Changes, Facial Expression Tweaking (#70)
* Cleaned up some of the dialogue options Changed some dialogue expressions Minor spelling or grammar changes Added a missing dialogue or two * Found some more missing Chat Head IDs Refactored a few current Chat Head IDs (hence the many changes to other characters). * Added some missing dialogues after completing Cook's Assistant * Refactored the file from GrillieGroatsDialogue to GillieGroatsDialogue Added some facialexpressions to Gillie Removed some redundant code * Found some more missing Chat Head IDs Refactored a few current Chat Head IDs (hence the many changes to other characters). Very minor spelling fixes in the file * Refactored file from GrilieGroatsDialogue to GillieGroatsDialogue * Removed Void Knight Spawn in Edgeville Added Remaining Bankers and GrandExchangeClerks to the Grand Exchange * Adjustments to the previous dialogue additions
This commit is contained in:
parent
0fc8d6ee4c
commit
e1b665dca1
366 changed files with 3795 additions and 3736 deletions
|
|
@ -21236,10 +21236,14 @@ INSERT INTO `npc_spawns` (`npc_id`, `loc_data`) VALUES
|
|||
(6525, '{3175,3481,0,0,1}'),
|
||||
(6526, '{3152,3490,0,0,1}'),
|
||||
(6527, '{3154,3498,0,0,1}'),
|
||||
(6528, '{3164,3491,0,0,1}'),
|
||||
(6529, '{3165,3488,0,0,6}'),
|
||||
(6535, '{3163,3489,0,0,3}'),
|
||||
(6533, '{3166,3490,0,0,4}'),
|
||||
(6528, '{3165,3491,0,0,1}'),
|
||||
(6529, '{3164,3488,0,0,6}'),
|
||||
(6530, '{3164,3491,0,0,1}'),
|
||||
(6531, '{3165,3488,0,0,6}'),
|
||||
(6535, '{3163,3490,0,0,3}'),
|
||||
(6532, '{3163,3489,0,0,3}'),
|
||||
(6533, '{3166,3489,0,0,4}'),
|
||||
(6534, '{3166,3490,0,0,4}'),
|
||||
(2270, '{3048,4975,1,1,6}'),
|
||||
(2271, '{3045,4971,1,0,4}'),
|
||||
(2264, '{3020,4888,0,1,3}-{3039,4871,0,1,4}-{3049,4921,0,1,7}-{3019,4877,0,1,6}-{3017,4893,0,1,7}-{3017,4821,0,1,4}-{3019,4898,0,1,4}-{3059,4813,0,1,0}-{3020,4912,0,1,2}-{3032,4808,0,1,3}-{3059,4820,0,1,3}-{3062,4828,0,1,6}-{3036,4856,0,1,7}-{3062,4837,0,1,5}-{3025,4850,0,1,1}-{3052,4859,0,1,1}-{3024,4813,0,1,4}-{3054,4915,0,1,7}-{3048,4854,0,1,3}-{3034,4852,0,1,1}-{3052,4898,0,1,1}-{3028,4808,0,1,1}-{3034,4905,0,1,4}-{3018,4843,0,1,2}-{3028,4851,0,1,0}-{3016,4831,0,1,1}-{3052,4896,0,1,3}-{3046,4901,0,1,2}-{3043,4810,0,1,3}-{3062,4884,0,1,6}-{3049,4873,0,1,1}-{3041,4871,0,1,1}'),
|
||||
|
|
@ -21991,7 +21995,7 @@ INSERT INTO `npc_spawns` (`npc_id`, `loc_data`) VALUES
|
|||
(3787, '{2754,3509,0,0,0}'),
|
||||
(3786, '{2658,2666,0,1,1}'),
|
||||
(3789, '{2660,2649,0,1,3}'),
|
||||
(3788, '{2664,2653,0,1,3}-{3097,3483,0,0,1}'),
|
||||
(3788, '{2664,2653,0,1,3}'),
|
||||
(3791, '{2653,2655,0,1,1}'),
|
||||
(3790, '{3041,3203,0,0,6}'),
|
||||
(3707, '{2713,10133,0,1,2}-{2708,10133,0,1,4}-{2706,10135,0,0,3}-{2708,10133,0,1,3}-{2703,10135,0,1,6}-{2702,10131,0,1,4}-{2717,10133,0,1,0}-{2708,10130,0,1,1}'),
|
||||
|
|
|
|||
|
|
@ -483,7 +483,7 @@ public final class DialogueInterpreter {
|
|||
boolean npc = npcId > -1;
|
||||
int interfaceId = (npc ? 240 : 63) + messages.length;
|
||||
if (expression == -1) {
|
||||
expression = FacialExpression.NO_EXPRESSION.getAnimationId();
|
||||
expression = FacialExpression.HALF_GUILTY.getAnimationId();
|
||||
}
|
||||
player.getPacketDispatch().sendAnimationInterface(expression, interfaceId, 2);
|
||||
if (npc) {
|
||||
|
|
|
|||
|
|
@ -177,9 +177,9 @@ public abstract class DialoguePlugin implements Plugin<Player> {
|
|||
*/
|
||||
public Component npc(final String... messages) {
|
||||
if (npc == null) {
|
||||
return interpreter.sendDialogues(getIds()[0], getIds()[0] > 8591 ? FacialExpression.OSRS_NORMAL : FacialExpression.NO_EXPRESSION, messages);
|
||||
return interpreter.sendDialogues(getIds()[0], getIds()[0] > 8591 ? FacialExpression.OSRS_NORMAL : FacialExpression.HALF_GUILTY, messages);
|
||||
}
|
||||
return interpreter.sendDialogues(npc, getIds()[0] > 8591 ? FacialExpression.OSRS_NORMAL : FacialExpression.NO_EXPRESSION, messages);
|
||||
return interpreter.sendDialogues(npc, getIds()[0] > 8591 ? FacialExpression.OSRS_NORMAL : FacialExpression.HALF_GUILTY, messages);
|
||||
}
|
||||
|
||||
/**
|
||||
|
|
@ -188,7 +188,7 @@ public abstract class DialoguePlugin implements Plugin<Player> {
|
|||
* @return the component.
|
||||
*/
|
||||
public Component npc(int id, final String... messages) {
|
||||
return interpreter.sendDialogues(id, FacialExpression.NO_EXPRESSION, messages);
|
||||
return interpreter.sendDialogues(id, FacialExpression.HALF_GUILTY, messages);
|
||||
}
|
||||
|
||||
/**
|
||||
|
|
@ -197,7 +197,7 @@ public abstract class DialoguePlugin implements Plugin<Player> {
|
|||
*/
|
||||
public Component npc(FacialExpression expression, final String... messages) {
|
||||
if (npc == null) {
|
||||
return interpreter.sendDialogues(getIds()[0], FacialExpression.NO_EXPRESSION, messages);
|
||||
return interpreter.sendDialogues(getIds()[0], FacialExpression.HALF_GUILTY, messages);
|
||||
}
|
||||
return interpreter.sendDialogues(npc, expression, messages);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -14,10 +14,9 @@ public enum FacialExpression {
|
|||
*/
|
||||
|
||||
//Names based off https://runescape.wiki/w/Chathead/Animations
|
||||
//Animation names recorded 2020-01-21
|
||||
|
||||
//Chat heads from oldschool runescape?
|
||||
//Maybe for gnomes? Chat heads are frozen when used on Human NPCs
|
||||
//Maybe for gnomes or dwarves? Chat heads are frozen when used on Human NPCs
|
||||
OSRS_HAPPY(588),
|
||||
OSRS_NORMAL(594),
|
||||
OSRS_SNEAKY(595),
|
||||
|
|
@ -28,28 +27,45 @@ public enum FacialExpression {
|
|||
OSRS_LAUGH4(608), //TODO: More
|
||||
|
||||
//Chatheads from 2009?
|
||||
NO_EXPRESSION(9760),
|
||||
SAD_TWO(9768), //This one did not have a name on the wiki
|
||||
NOD_YES(9741),
|
||||
WORRIED(9743),
|
||||
HALF_WORRIED(9745), //Not on the wiki, first half of worried
|
||||
AMAZED(9746),
|
||||
EXTREMELY_SHOCKED(9750),
|
||||
GUILTY(9758),
|
||||
HALF_GUILTY(9760), //Not on the wiki, first half of guilty
|
||||
SAD(9761),
|
||||
CRYING(9765),
|
||||
HALF_CRYING(9768), //Not on the wiki, but plays the first half of the crying animation
|
||||
AFRAID(9772),
|
||||
SCARED(9776),
|
||||
PANICKED(9780),
|
||||
ANNOYED(9784),
|
||||
ANGRY(9785),
|
||||
FURIOUS(9792),
|
||||
ANGRY(9796),
|
||||
ANGRY_WITH_SMILE(9796), // Not on the wiki
|
||||
ANGRY_WITH_SMILE_AND_EVIL_EYE(9798), //Not on the Wiki
|
||||
SLEEPING(9802),
|
||||
SILENT(9804),
|
||||
NEUTRAL(9808),
|
||||
THINKING(9812),
|
||||
HALF_THINKING(9814),
|
||||
DISGUSTED(9816),
|
||||
DISGUSTED_TWO(9820), //Same as DISGUSTED?
|
||||
DISGUSTED_HEAD_SHAKE(9823), //Not on the wiki
|
||||
ASKING(9827),
|
||||
ASKING_TWO(9828),//Same as ASKING?
|
||||
ROLLING_EYES(9831),
|
||||
ROLLING_EYES_TWO(9832),//Same as ROLLING_EYES?
|
||||
HALF_ASKING(9830), //Not on wiki, first half of Asking
|
||||
ROLLING_EYES(9831), //9832, 9833 are the same
|
||||
HALF_ROLLING_EYES(9834), //Not on Wiki, first half of Rolling eyes
|
||||
DRUNK(9835),
|
||||
SUSPICIOUS_TWO(9836),
|
||||
SUSPICIOUS(9836),
|
||||
LAUGH(9840),
|
||||
LOUDLY_LAUGHING(9841),
|
||||
EVIL_LAUGH(9842),
|
||||
FRIENDLY(9844),
|
||||
HAPPY(9847),
|
||||
JOLLY(9851),
|
||||
STRUGGLE(9865), //TODO: More?
|
||||
//9855-9857 are like disgusted? does it just repeat after this?
|
||||
|
||||
//Child Chathead?
|
||||
CHILD_EVIL_LAUGH(7171),
|
||||
|
|
@ -60,7 +76,7 @@ public enum FacialExpression {
|
|||
CHILD_THINKING(7176),
|
||||
CHILD_SAD(7177),
|
||||
CHILD_GUILTY(7178),
|
||||
CHILD_SUSPICIOUS(7179);
|
||||
CHILD_SUSPICIOUS(7179); //TODO: More?
|
||||
|
||||
|
||||
|
||||
|
|
|
|||
|
|
@ -32,11 +32,11 @@ public final class Skillcape {
|
|||
return false;
|
||||
}
|
||||
if (player.getInventory().freeSlots() < 2) {
|
||||
player.getDialogueInterpreter().sendDialogues(player, FacialExpression.NO_EXPRESSION, "Sorry, I don't seem to have inventory space.");
|
||||
player.getDialogueInterpreter().sendDialogues(player, FacialExpression.HALF_GUILTY, "Sorry, I don't seem to have inventory space.");
|
||||
return false;
|
||||
}
|
||||
if (!player.getInventory().containsItem(COINS)) {
|
||||
player.getDialogueInterpreter().sendDialogues(player, FacialExpression.NO_EXPRESSION, "Sorry, I don't seem to have enough coins with", "me at this time.");
|
||||
player.getDialogueInterpreter().sendDialogues(player, FacialExpression.HALF_GUILTY, "Sorry, I don't seem to have enough coins with", "me at this time.");
|
||||
return false;
|
||||
}
|
||||
if (player.getInventory().remove(COINS)) {
|
||||
|
|
|
|||
|
|
@ -180,7 +180,7 @@ public final class HouseManager implements SavingModule {
|
|||
if (hasServant()){
|
||||
spawnServant();
|
||||
if (servant.isGreet()){
|
||||
player.getDialogueInterpreter().sendDialogues(servant.getType().getId(), servant.getType().getId() == 4243 ? FacialExpression.NO_EXPRESSION : null, "Welcome.");
|
||||
player.getDialogueInterpreter().sendDialogues(servant.getType().getId(), servant.getType().getId() == 4243 ? FacialExpression.HALF_GUILTY : null, "Welcome.");
|
||||
}
|
||||
}
|
||||
// player.getInterfaceManager().switchWindowMode(1);
|
||||
|
|
|
|||
|
|
@ -81,7 +81,7 @@ public final class NPCDialInstruction extends ScriptContext {
|
|||
public ScriptContext parse(Object... params) {
|
||||
String[] messages = new String[6];
|
||||
int messageIndex = 0;
|
||||
int expression = FacialExpression.NO_EXPRESSION.getAnimationId();
|
||||
int expression = FacialExpression.HALF_GUILTY.getAnimationId();
|
||||
int npcId = -1;
|
||||
boolean hide = false;
|
||||
for (int i = 0; i < params.length; i++) {
|
||||
|
|
|
|||
|
|
@ -69,7 +69,7 @@ public class PDialInstruction extends ScriptContext {
|
|||
public ScriptContext parse(Object... params) {
|
||||
String[] messages = new String[6];
|
||||
int messageIndex = 0;
|
||||
int expression = FacialExpression.NO_EXPRESSION.getAnimationId();
|
||||
int expression = FacialExpression.HALF_GUILTY.getAnimationId();
|
||||
boolean hide = false;
|
||||
for (int i = 0; i < params.length; i++) {
|
||||
Object o = params[i];
|
||||
|
|
|
|||
|
|
@ -132,7 +132,7 @@ public final class RangingGuildPlugin extends OptionHandler {
|
|||
@Override
|
||||
public boolean open(Object... args) {
|
||||
npc = (NPC) args[0];
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Hello there.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Hello there.");
|
||||
stage = 0;
|
||||
return true;
|
||||
}
|
||||
|
|
@ -141,7 +141,7 @@ public final class RangingGuildPlugin extends OptionHandler {
|
|||
public boolean handle(int interfaceId, int buttonId) {
|
||||
switch (stage) {
|
||||
case 0:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Greetings. If you are an experienced archer, you may", "want to visit the guild here...");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Greetings. If you are an experienced archer, you may", "want to visit the guild here...");
|
||||
stage = 1;
|
||||
break;
|
||||
case 1:
|
||||
|
|
|
|||
|
|
@ -51,7 +51,7 @@ public final class GodwarsEntranceHandler extends OptionHandler {
|
|||
return true;
|
||||
}
|
||||
if ((player.getConfigManager().get(1048) & 16) == 0) {
|
||||
player.getDialogueInterpreter().sendDialogues(6201, FacialExpression.NO_EXPRESSION, "Cough... Hey, over here.");
|
||||
player.getDialogueInterpreter().sendDialogues(6201, FacialExpression.HALF_GUILTY, "Cough... Hey, over here.");
|
||||
return true;
|
||||
}
|
||||
player.lock(2);
|
||||
|
|
|
|||
|
|
@ -83,14 +83,14 @@ public final class CradleOfLifeDialogue extends DialoguePlugin {
|
|||
case 5:
|
||||
switch (buttonId) {
|
||||
case 1:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I'll take the colourful ones!");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I'll take the colourful ones!");
|
||||
player.getInventory().add(ITEMS[0]);
|
||||
player.getEmoteManager().unlock(Emotes.STOMP);
|
||||
stage = 6;
|
||||
player.getSavedData().getGlobalData().getStrongHoldRewards()[3] = true;
|
||||
break;
|
||||
case 2:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I'll take the fighting ones!");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I'll take the fighting ones!");
|
||||
player.getInventory().add(ITEMS[1]);
|
||||
player.getEmoteManager().unlock(Emotes.STOMP);
|
||||
player.getSavedData().getGlobalData().getStrongHoldRewards()[3] = true;
|
||||
|
|
@ -118,11 +118,11 @@ public final class CradleOfLifeDialogue extends DialoguePlugin {
|
|||
case 200:
|
||||
switch (buttonId) {
|
||||
case 1:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Yes, I'd like the other pair instead please!");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Yes, I'd like the other pair instead please!");
|
||||
stage = 800;
|
||||
break;
|
||||
case 2:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "No thanks, I'll keep these!");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "No thanks, I'll keep these!");
|
||||
stage = 900;
|
||||
break;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -36,7 +36,7 @@ public class GuardDialoguePlugin extends DialoguePlugin {
|
|||
public boolean open(Object... args) {
|
||||
npc = (NPC) args[0];
|
||||
boolean read = player.getSavedData().getGlobalData().hasReadPlaques();
|
||||
interpreter.sendDialogues(npc, read ? FacialExpression.NO_EXPRESSION : FacialExpression.FURIOUS, read ? "Can I help you?" : "Ahem! Can I help you?");
|
||||
interpreter.sendDialogues(npc, read ? FacialExpression.HALF_GUILTY : FacialExpression.FURIOUS, read ? "Can I help you?" : "Ahem! Can I help you?");
|
||||
stage = 0;
|
||||
return true;
|
||||
}
|
||||
|
|
@ -49,7 +49,7 @@ public class GuardDialoguePlugin extends DialoguePlugin {
|
|||
end();
|
||||
break;
|
||||
case 0:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, read ? "Can I go upstairs?" : "I'd like to go up to the training centre please.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, read ? "Can I go upstairs?" : "I'd like to go up to the training centre please.");
|
||||
increment();
|
||||
break;
|
||||
case 1:
|
||||
|
|
@ -57,7 +57,7 @@ public class GuardDialoguePlugin extends DialoguePlugin {
|
|||
increment();
|
||||
break;
|
||||
case 2:
|
||||
interpreter.sendDialogues(player, read ? FacialExpression.NO_EXPRESSION : FacialExpression.OSRS_SNEAKY, read ? "Oh, okay then." : "Why not?");
|
||||
interpreter.sendDialogues(player, read ? FacialExpression.HALF_GUILTY : FacialExpression.OSRS_SNEAKY, read ? "Oh, okay then." : "Why not?");
|
||||
increment();
|
||||
break;
|
||||
case 3:
|
||||
|
|
@ -69,27 +69,27 @@ public class GuardDialoguePlugin extends DialoguePlugin {
|
|||
increment();
|
||||
break;
|
||||
case 4:
|
||||
interpreter.sendDialogues(read ? npc : player, FacialExpression.NO_EXPRESSION, !read ? "Oh. How do I do that?" : "Reporting is very simple and easy to do. Simply click", "the Report Abuse button at the bottom of the screen", "and you will be shown the following screen:");
|
||||
interpreter.sendDialogues(read ? npc : player, FacialExpression.HALF_GUILTY, !read ? "Oh. How do I do that?" : "Reporting is very simple and easy to do. Simply click", "the Report Abuse button at the bottom of the screen", "and you will be shown the following screen:");
|
||||
stage = read ? 10 : stage + 1;
|
||||
break;
|
||||
case 5:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Each of these gublinches have been caught breaking the", "Rules of " + GameWorld.getName() + ". You should read the plaques on", "each of their cells to learn what they did wrong.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Each of these gublinches have been caught breaking the", "Rules of " + GameWorld.getName() + ". You should read the plaques on", "each of their cells to learn what they did wrong.");
|
||||
increment();
|
||||
break;
|
||||
case 6:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Oh, right. I can enter the training centre once I have", "done that?");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Oh, right. I can enter the training centre once I have", "done that?");
|
||||
increment();
|
||||
break;
|
||||
case 7:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Yes. Once you have have examined each of the plaques,", "come and speak to me and I will tell you about the", "Report Abuse function.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Yes. Once you have have examined each of the plaques,", "come and speak to me and I will tell you about the", "Report Abuse function.");
|
||||
increment();
|
||||
break;
|
||||
case 8:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "After that, I can let you into the training centre,", "upstairs.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "After that, I can let you into the training centre,", "upstairs.");
|
||||
increment();
|
||||
break;
|
||||
case 9:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Okay, thanks for the help.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Okay, thanks for the help.");
|
||||
player.getPacketDispatch().sendMessage("You need to read the jail plaques before the guard will allow you upstairs.");
|
||||
stage = -1;
|
||||
break;
|
||||
|
|
@ -111,19 +111,19 @@ public class GuardDialoguePlugin extends DialoguePlugin {
|
|||
}
|
||||
break;
|
||||
case 12:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Simply enter the player's name in the box and click the", "rule that the offender was breaking.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Simply enter the player's name in the box and click the", "rule that the offender was breaking.");
|
||||
stage = 13;
|
||||
break;
|
||||
case 13:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Okay. Then what?");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Okay. Then what?");
|
||||
stage = 14;
|
||||
break;
|
||||
case 14:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "That's it! It reall is that simple and it only takes a ", "moment to do. Now you may enter the training", "centre. Good luck, citizen.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "That's it! It reall is that simple and it only takes a ", "moment to do. Now you may enter the training", "centre. Good luck, citizen.");
|
||||
stage = 15;
|
||||
break;
|
||||
case 15:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Thanks!");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Thanks!");
|
||||
stage = -1;
|
||||
break;
|
||||
default:
|
||||
|
|
|
|||
|
|
@ -45,7 +45,7 @@ public class ProfessorHenryDialogue extends DialoguePlugin {
|
|||
stage = 800;
|
||||
return true;
|
||||
}
|
||||
sendNormalDialogue(player, FacialExpression.NO_EXPRESSION, "Hello.");
|
||||
sendNormalDialogue(player, FacialExpression.HALF_GUILTY, "Hello.");
|
||||
return true;
|
||||
}
|
||||
|
||||
|
|
@ -93,51 +93,51 @@ public class ProfessorHenryDialogue extends DialoguePlugin {
|
|||
end();
|
||||
break;
|
||||
case 0:
|
||||
sendNormalDialogue(npc, FacialExpression.NO_EXPRESSION, "Hello what?");
|
||||
sendNormalDialogue(npc, FacialExpression.HALF_GUILTY, "Hello what?");
|
||||
increment();
|
||||
break;
|
||||
case 1:
|
||||
sendNormalDialogue(player, FacialExpression.NO_EXPRESSION, "Uh...hello there?");
|
||||
sendNormalDialogue(player, FacialExpression.HALF_GUILTY, "Uh...hello there?");
|
||||
increment();
|
||||
break;
|
||||
case 2:
|
||||
sendNormalDialogue(npc, FacialExpression.NO_EXPRESSION, "Hello, 'Professor'. Manners cost nothing, you know.", "When you're in my classroom, I ask that you use the", "proper address for my station.");
|
||||
sendNormalDialogue(npc, FacialExpression.HALF_GUILTY, "Hello, 'Professor'. Manners cost nothing, you know.", "When you're in my classroom, I ask that you use the", "proper address for my station.");
|
||||
increment();
|
||||
break;
|
||||
case 3:
|
||||
sendNormalDialogue(player, FacialExpression.NO_EXPRESSION, "Your station?");
|
||||
sendNormalDialogue(player, FacialExpression.HALF_GUILTY, "Your station?");
|
||||
increment();
|
||||
break;
|
||||
case 4:
|
||||
sendNormalDialogue(npc, FacialExpression.NO_EXPRESSION, "Yes. It means 'position', so to speak.");
|
||||
sendNormalDialogue(npc, FacialExpression.HALF_GUILTY, "Yes. It means 'position', so to speak.");
|
||||
increment();
|
||||
break;
|
||||
case 5:
|
||||
sendNormalDialogue(player, FacialExpression.NO_EXPRESSION, "Oh, okay.");
|
||||
sendNormalDialogue(player, FacialExpression.HALF_GUILTY, "Oh, okay.");
|
||||
increment();
|
||||
break;
|
||||
case 6:
|
||||
sendNormalDialogue(npc, FacialExpression.NO_EXPRESSION, "Now, what can I do for you, exactly?");
|
||||
sendNormalDialogue(npc, FacialExpression.HALF_GUILTY, "Now, what can I do for you, exactly?");
|
||||
increment();
|
||||
break;
|
||||
case 7:
|
||||
sendNormalDialogue(player, FacialExpression.NO_EXPRESSION, "What is this place?");
|
||||
sendNormalDialogue(player, FacialExpression.HALF_GUILTY, "What is this place?");
|
||||
increment();
|
||||
break;
|
||||
case 8:
|
||||
sendNormalDialogue(npc, FacialExpression.NO_EXPRESSION, "This is the Misthalin Training Centre of Ezcelience. It", "is where bold adventurers, such as yourself, can come", "to learn of the dangers of the wide world and gain", "some valuable experience at the same time.");
|
||||
sendNormalDialogue(npc, FacialExpression.HALF_GUILTY, "This is the Misthalin Training Centre of Ezcelience. It", "is where bold adventurers, such as yourself, can come", "to learn of the dangers of the wide world and gain", "some valuable experience at the same time.");
|
||||
increment();
|
||||
break;
|
||||
case 9:
|
||||
sendNormalDialogue(player, FacialExpression.NO_EXPRESSION, "What can I do here?");
|
||||
sendNormalDialogue(player, FacialExpression.HALF_GUILTY, "What can I do here?");
|
||||
increment();
|
||||
break;
|
||||
case 10:
|
||||
sendNormalDialogue(npc, FacialExpression.NO_EXPRESSION, "Here you can take part in the Player Safety test: a set", "of valuable lessons to learn about staying safe in ", "RuneScape.");
|
||||
sendNormalDialogue(npc, FacialExpression.HALF_GUILTY, "Here you can take part in the Player Safety test: a set", "of valuable lessons to learn about staying safe in ", "RuneScape.");
|
||||
increment();
|
||||
break;
|
||||
case 11:
|
||||
sendNormalDialogue(npc, FacialExpression.NO_EXPRESSION, "I can give you a test paper to take and, once", "completed, you can bring it back to me for marking.", "Would you like to take the test?", "It will not cost you anything");
|
||||
sendNormalDialogue(npc, FacialExpression.HALF_GUILTY, "I can give you a test paper to take and, once", "completed, you can bring it back to me for marking.", "Would you like to take the test?", "It will not cost you anything");
|
||||
increment();
|
||||
break;
|
||||
case 12:
|
||||
|
|
@ -146,30 +146,30 @@ public class ProfessorHenryDialogue extends DialoguePlugin {
|
|||
break;
|
||||
case 13:
|
||||
if (buttonId == 1) {
|
||||
sendNormalDialogue(player, FacialExpression.NO_EXPRESSION, "Yes, please.");
|
||||
sendNormalDialogue(player, FacialExpression.HALF_GUILTY, "Yes, please.");
|
||||
increment();
|
||||
} else if (buttonId == 2) {
|
||||
sendNormalDialogue(player, FacialExpression.NO_EXPRESSION, "Not right now, thanks.");
|
||||
sendNormalDialogue(player, FacialExpression.HALF_GUILTY, "Not right now, thanks.");
|
||||
stage = -1;
|
||||
}
|
||||
break;
|
||||
case 14:
|
||||
if (player.getInventory().freeSlots() == 0) {
|
||||
sendNormalDialogue(npc, FacialExpression.NO_EXPRESSION, "It seems your inventory is full.");
|
||||
sendNormalDialogue(npc, FacialExpression.HALF_GUILTY, "It seems your inventory is full.");
|
||||
stage = -1;
|
||||
return false;
|
||||
} else if (player.getInventory().containItems(StrongHoldOfPlayerSafetyPlugin.TEST_PAPER_ITEM_ID)) {
|
||||
sendNormalDialogue(npc, FacialExpression.NO_EXPRESSION, "You already have a test, please fill it out", "and return it to me.");
|
||||
sendNormalDialogue(npc, FacialExpression.HALF_GUILTY, "You already have a test, please fill it out", "and return it to me.");
|
||||
stage = -1;
|
||||
return false;
|
||||
}
|
||||
player.getSavedData().getGlobalData().setTestStage(1);
|
||||
player.getInventory().add(new Item(StrongHoldOfPlayerSafetyPlugin.TEST_PAPER_ITEM_ID));
|
||||
sendNormalDialogue(npc, FacialExpression.NO_EXPRESSION, "Right then. Here is the test paper. When you have", "completed all the questions, bring it back to me for", "marking.");
|
||||
sendNormalDialogue(npc, FacialExpression.HALF_GUILTY, "Right then. Here is the test paper. When you have", "completed all the questions, bring it back to me for", "marking.");
|
||||
increment();
|
||||
break;
|
||||
case 15:
|
||||
sendNormalDialogue(player, FacialExpression.NO_EXPRESSION, "Okay, thanks.");
|
||||
sendNormalDialogue(player, FacialExpression.HALF_GUILTY, "Okay, thanks.");
|
||||
stage = -1;
|
||||
break;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -104,7 +104,7 @@ public final class TzhaarFightPitsPlugin extends ActivityPlugin {
|
|||
*/
|
||||
private static void sendDialogue(String string) {
|
||||
for (Player p : WAR_PLAYERS) {
|
||||
p.getDialogueInterpreter().sendDialogues(2618, FacialExpression.NO_EXPRESSION, string);
|
||||
p.getDialogueInterpreter().sendDialogues(2618, FacialExpression.HALF_GUILTY, string);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -182,7 +182,7 @@ public final class ShotPutRoom extends DialoguePlugin {
|
|||
if (!failed) {
|
||||
player.getSavedData().getActivityData().updateWarriorTokens(tiles + (!lowWeight ? 2 : 0));
|
||||
player.getSkills().addExperience(Skills.STRENGTH, tiles);
|
||||
player.getDialogueInterpreter().sendDialogues(lowWeight ? 4299 : 4300, FacialExpression.NO_EXPRESSION, "Well done. You threw the shot " + (tiles - 1) + " yard" + (tiles > 2 ? "s!" : "!"));
|
||||
player.getDialogueInterpreter().sendDialogues(lowWeight ? 4299 : 4300, FacialExpression.HALF_GUILTY, "Well done. You threw the shot " + (tiles - 1) + " yard" + (tiles > 2 ? "s!" : "!"));
|
||||
}
|
||||
GroundItemManager.create(new GroundItem(new Item(lowWeight ? 8858 : 8859), loc, 20, player));
|
||||
return true;
|
||||
|
|
|
|||
|
|
@ -77,19 +77,19 @@ public final class JulietDialogue extends DialoguePlugin {
|
|||
}
|
||||
switch (quest.getStage(player)) {
|
||||
case 0:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Romeo, Romeo, wherefore art thou Romeo? Bold", "adventurer, have you seen Romeo on your travels?", "Skinny guy, a bit wishy washy, head full of poetry.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Romeo, Romeo, wherefore art thou Romeo? Bold", "adventurer, have you seen Romeo on your travels?", "Skinny guy, a bit wishy washy, head full of poetry.");
|
||||
stage = 0;
|
||||
break;
|
||||
case 10:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Juliet, I come from Romeo.", "He begs me to tell you that he cares still.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Juliet, I come from Romeo.", "He begs me to tell you that he cares still.");
|
||||
stage = 700;
|
||||
break;
|
||||
case 20:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Hello Juliet!");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Hello Juliet!");
|
||||
stage = 100;
|
||||
break;
|
||||
case 30:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Hi Juliet, I have passed your message on to", "Romeo...he's scared half out of his wits at the news that", "your father wants to kill him.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Hi Juliet, I have passed your message on to", "Romeo...he's scared half out of his wits at the news that", "your father wants to kill him.");
|
||||
stage = 900;
|
||||
break;
|
||||
case 40:
|
||||
|
|
@ -176,23 +176,23 @@ public final class JulietDialogue extends DialoguePlugin {
|
|||
});
|
||||
break;
|
||||
case 2005:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "You might be more believable if you're not smiling when", "you say it...");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "You might be more believable if you're not smiling when", "you say it...");
|
||||
stage = 2006;
|
||||
break;
|
||||
case 2006:
|
||||
interpreter.sendDialogues(phil, FacialExpression.NO_EXPRESSION, "Oh yeah...you might be right...ok, let's try again.");
|
||||
interpreter.sendDialogues(phil, FacialExpression.HALF_GUILTY, "Oh yeah...you might be right...ok, let's try again.");
|
||||
stage = 2007;
|
||||
break;
|
||||
case 2007:
|
||||
interpreter.sendDialogues(phil, FacialExpression.NO_EXPRESSION, "Oh no...Juliet has...died?");
|
||||
interpreter.sendDialogues(phil, FacialExpression.HALF_GUILTY, "Oh no...Juliet has...died?");
|
||||
stage = 2008;
|
||||
break;
|
||||
case 2008:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Perhaps a bit louder, like you're upset...that your cousin", "has died!");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Perhaps a bit louder, like you're upset...that your cousin", "has died!");
|
||||
stage = 2009;
|
||||
break;
|
||||
case 2009:
|
||||
interpreter.sendDialogues(phil, FacialExpression.NO_EXPRESSION, "Right...yes...Ok, ok, I think I'm getting my motivation", "now. Ok, let's try this again!");
|
||||
interpreter.sendDialogues(phil, FacialExpression.HALF_GUILTY, "Right...yes...Ok, ok, I think I'm getting my motivation", "now. Ok, let's try this again!");
|
||||
stage = 2010;
|
||||
break;
|
||||
case 2010:
|
||||
|
|
@ -227,44 +227,44 @@ public final class JulietDialogue extends DialoguePlugin {
|
|||
case 1:
|
||||
switch (buttonId) {
|
||||
case 1:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Yes I've met him.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Yes I've met him.");
|
||||
stage = 10;
|
||||
break;
|
||||
case 2:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "No, I think I'd have remembered if I'd met him.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "No, I think I'd have remembered if I'd met him.");
|
||||
stage = 20;
|
||||
break;
|
||||
case 3:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I guess I could look for him for you.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I guess I could look for him for you.");
|
||||
stage = 30;
|
||||
break;
|
||||
}
|
||||
break;
|
||||
case 20:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Oh, well that's a shame, I was hopping that you might", "deliver a message to him for me.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Oh, well that's a shame, I was hopping that you might", "deliver a message to him for me.");
|
||||
stage = 21;
|
||||
break;
|
||||
case 21:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Sorry, but I don't even know what he looks like.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Sorry, but I don't even know what he looks like.");
|
||||
stage = 22;
|
||||
break;
|
||||
case 22:
|
||||
end();
|
||||
break;
|
||||
case 30:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Oh, that would be so wonderful of you!", "I'd be most grateful if you could please deliver a", "message to him?");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Oh, that would be so wonderful of you!", "I'd be most grateful if you could please deliver a", "message to him?");
|
||||
stage = 31;
|
||||
break;
|
||||
case 31:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Certainly, I'll do it straight away.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Certainly, I'll do it straight away.");
|
||||
stage = 32;
|
||||
break;
|
||||
case 32:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Many thanks! Oh, i'm so very grateful. You may be", "our only hope.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Many thanks! Oh, i'm so very grateful. You may be", "our only hope.");
|
||||
stage = 33;
|
||||
break;
|
||||
case 10:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I'd be most grateful if you could please deliver a", "message to him?");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I'd be most grateful if you could please deliver a", "message to him?");
|
||||
stage = 31;
|
||||
break;
|
||||
case 33:
|
||||
|
|
@ -280,31 +280,31 @@ public final class JulietDialogue extends DialoguePlugin {
|
|||
end();
|
||||
break;
|
||||
case 100:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Hello there...have you delivered the message to Romeo", "yet? What news do you have from my loved one?");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Hello there...have you delivered the message to Romeo", "yet? What news do you have from my loved one?");
|
||||
stage = 101;
|
||||
break;
|
||||
case 101:
|
||||
if (!player.getInventory().contains(755, 1) && !player.getBank().contains(755, 1)) {
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Hmmm, that's the thing about messages....they're so easy", "to misplace...");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Hmmm, that's the thing about messages....they're so easy", "to misplace...");
|
||||
stage = 105;
|
||||
} else {
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Oh, sorry, I've not had a chance to deliver it yet!");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Oh, sorry, I've not had a chance to deliver it yet!");
|
||||
stage = 102;
|
||||
}
|
||||
break;
|
||||
case 102:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Oh, that's a shame. I've been waiting so patiently to", "hear some word from him.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Oh, that's a shame. I've been waiting so patiently to", "hear some word from him.");
|
||||
stage = 103;
|
||||
break;
|
||||
case 103:
|
||||
end();
|
||||
break;
|
||||
case 105:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "How could you lose that message?", "It was incredibly important...and it took me an age to", "write! I used joined up writing and everything!");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "How could you lose that message?", "It was incredibly important...and it took me an age to", "write! I used joined up writing and everything!");
|
||||
stage = 106;
|
||||
break;
|
||||
case 106:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Please, take this new message to him,", "and please don't loose it.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Please, take this new message to him,", "and please don't loose it.");
|
||||
stage = 107;
|
||||
break;
|
||||
case 107:
|
||||
|
|
@ -320,23 +320,23 @@ public final class JulietDialogue extends DialoguePlugin {
|
|||
end();
|
||||
break;
|
||||
case 900:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "yes, unfortunately my father is quite the hunter, you", "may have seen some the animal head trophies on the", "wall. And it would be so awful to see Romeo's head up", "there with them!");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "yes, unfortunately my father is quite the hunter, you", "may have seen some the animal head trophies on the", "wall. And it would be so awful to see Romeo's head up", "there with them!");
|
||||
stage = 901;
|
||||
break;
|
||||
case 901:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I know what you mean...");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I know what you mean...");
|
||||
stage = 902;
|
||||
break;
|
||||
case 902:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "...this hair colour will clash terribly with the rest of the", "decoration.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "...this hair colour will clash terribly with the rest of the", "decoration.");
|
||||
stage = 903;
|
||||
break;
|
||||
case 903:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "That's not what I was suggesting at all...");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "That's not what I was suggesting at all...");
|
||||
stage = 904;
|
||||
break;
|
||||
case 904:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I know, I know...I was just kidding.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I know, I know...I was just kidding.");
|
||||
stage = 905;
|
||||
break;
|
||||
case 905:
|
||||
|
|
@ -344,34 +344,34 @@ public final class JulietDialogue extends DialoguePlugin {
|
|||
stage = 906;
|
||||
break;
|
||||
case 906:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Oh yes, I'm sure that Father Lawrence will come up", "with a solution. I hope you find him soon.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Oh yes, I'm sure that Father Lawrence will come up", "with a solution. I hope you find him soon.");
|
||||
stage = 907;
|
||||
break;
|
||||
case 907:
|
||||
end();
|
||||
break;
|
||||
case 700:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Oh how my heart soars to hear this news! Please take", "this message to him with great haste.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Oh how my heart soars to hear this news! Please take", "this message to him with great haste.");
|
||||
stage = 701;
|
||||
break;
|
||||
case 701:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Well, I hope it's good news...he was quite upset when I", "left him.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Well, I hope it's good news...he was quite upset when I", "left him.");
|
||||
stage = 702;
|
||||
break;
|
||||
case 702:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "He's quite often upset...the poor sensitive soul. But I", "don't think he's going to take this news very well,", "however, all is not lost.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "He's quite often upset...the poor sensitive soul. But I", "don't think he's going to take this news very well,", "however, all is not lost.");
|
||||
stage = 703;
|
||||
break;
|
||||
case 703:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Everything is explained in the letter, would you be so", "kind and deliver it to him please?");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Everything is explained in the letter, would you be so", "kind and deliver it to him please?");
|
||||
stage = 704;
|
||||
break;
|
||||
case 704:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Certainly, I'll do so straight away.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Certainly, I'll do so straight away.");
|
||||
stage = 705;
|
||||
break;
|
||||
case 705:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Many thanks! Oh, I'm so very grateful. You may be", "our only hope.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Many thanks! Oh, I'm so very grateful. You may be", "our only hope.");
|
||||
stage = 706;
|
||||
break;
|
||||
case 706:
|
||||
|
|
|
|||
|
|
@ -178,49 +178,49 @@ public final class RJCutscenePlugin extends CutscenePlugin {
|
|||
case 1:
|
||||
switch (buttonId) {
|
||||
case 1:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "No sorry. I haven't seen her.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "No sorry. I haven't seen her.");
|
||||
stage = 200;
|
||||
break;
|
||||
case 2:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Perhaps I can help find her for you? What does she", "look like?");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Perhaps I can help find her for you? What does she", "look like?");
|
||||
stage = 10;
|
||||
break;
|
||||
}
|
||||
break;
|
||||
case 10:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Oh would you? That would be great! She has this sort", "of hair...");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Oh would you? That would be great! She has this sort", "of hair...");
|
||||
stage = 11;
|
||||
break;
|
||||
case 11:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Hair...check..");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Hair...check..");
|
||||
stage = 12;
|
||||
break;
|
||||
case 12:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "...and she these...great lips...");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "...and she these...great lips...");
|
||||
stage = 13;
|
||||
break;
|
||||
case 13:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Lips...right.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Lips...right.");
|
||||
stage = 14;
|
||||
break;
|
||||
case 14:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Oh and she has these lovley shoulders as well..");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Oh and she has these lovley shoulders as well..");
|
||||
stage = 15;
|
||||
break;
|
||||
case 15:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Shoulders...right so she has hair, lips and shoulders...that", "should cut it down a bit.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Shoulders...right so she has hair, lips and shoulders...that", "should cut it down a bit.");
|
||||
stage = 16;
|
||||
break;
|
||||
case 16:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Oh yes, Juliet Is very different...please tell her that she", "is the love of my long and that I life to be with her?");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Oh yes, Juliet Is very different...please tell her that she", "is the love of my long and that I life to be with her?");
|
||||
stage = 17;
|
||||
break;
|
||||
case 17:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "What?", "Surely you mean that 'she is the love of your life and", "that you long to be with her?");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "What?", "Surely you mean that 'she is the love of your life and", "that you long to be with her?");
|
||||
stage = 18;
|
||||
break;
|
||||
case 18:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Oh yeah...what you said...tell her that, it sounds much", "bettter!", "Oh you're so good at this!");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Oh yeah...what you said...tell her that, it sounds much", "bettter!", "Oh you're so good at this!");
|
||||
stage = 19;
|
||||
break;
|
||||
case 19:
|
||||
|
|
@ -230,11 +230,11 @@ public final class RJCutscenePlugin extends CutscenePlugin {
|
|||
case 20:
|
||||
switch (buttonId) {
|
||||
case 1:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Yes, ok, I'll let her know.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Yes, ok, I'll let her know.");
|
||||
stage = 100;
|
||||
break;
|
||||
case 2:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Sorry Romeo, I've got better things to do right now but maybe latter?");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Sorry Romeo, I've got better things to do right now but maybe latter?");
|
||||
stage = 50;
|
||||
break;
|
||||
case 3:
|
||||
|
|
@ -245,23 +245,23 @@ public final class RJCutscenePlugin extends CutscenePlugin {
|
|||
case 100:
|
||||
quest.setStage(player, 10);
|
||||
player.getQuestRepository().syncronizeTab(player);
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Oh great! And tell her that I want to kiss her a give.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Oh great! And tell her that I want to kiss her a give.");
|
||||
stage = 101;
|
||||
break;
|
||||
case 101:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "You mean you want to give her a kiss!");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "You mean you want to give her a kiss!");
|
||||
stage = 102;
|
||||
break;
|
||||
case 102:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Oh you're good...you are good!");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Oh you're good...you are good!");
|
||||
stage = 103;
|
||||
break;
|
||||
case 103:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I see I've picked a true professional...!");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I see I've picked a true professional...!");
|
||||
stage = 104;
|
||||
break;
|
||||
case 104:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Ok, thanks.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Ok, thanks.");
|
||||
stage = 106;
|
||||
break;
|
||||
case 105:
|
||||
|
|
@ -271,7 +271,7 @@ public final class RJCutscenePlugin extends CutscenePlugin {
|
|||
case 2:
|
||||
break;
|
||||
case 3:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Ok, thanks.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Ok, thanks.");
|
||||
stage = 106;
|
||||
break;
|
||||
}
|
||||
|
|
@ -280,53 +280,53 @@ public final class RJCutscenePlugin extends CutscenePlugin {
|
|||
end();
|
||||
break;
|
||||
case 200:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "If you do see her please tell me!");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "If you do see her please tell me!");
|
||||
stage = 201;
|
||||
break;
|
||||
case 201:
|
||||
end();
|
||||
break;
|
||||
case 230:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Please, oh please! Tell me where you have seen my juliet.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Please, oh please! Tell me where you have seen my juliet.");
|
||||
stage = 231;
|
||||
break;
|
||||
case 231:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I found her alone on a balcony!");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I found her alone on a balcony!");
|
||||
stage = 255;
|
||||
break;
|
||||
case 255:
|
||||
end();
|
||||
break;
|
||||
case 300:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Oh great! That is great news! Well done...well done...", "what a total success!");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Oh great! That is great news! Well done...well done...", "what a total success!");
|
||||
stage = 301;
|
||||
break;
|
||||
case 301:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Yes, and she gave me a message to give you...");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Yes, and she gave me a message to give you...");
|
||||
stage = 302;
|
||||
break;
|
||||
case 302:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Ohh great! A message...wow!");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Ohh great! A message...wow!");
|
||||
stage = 303;
|
||||
break;
|
||||
case 303:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Yes!");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Yes!");
|
||||
stage = 304;
|
||||
break;
|
||||
case 304:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "A message...oh, I can't wait to read what my dear Juliet", "has to say....");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "A message...oh, I can't wait to read what my dear Juliet", "has to say....");
|
||||
stage = 305;
|
||||
break;
|
||||
case 305:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I know...it's exiting isn't it...?");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I know...it's exiting isn't it...?");
|
||||
stage = 306;
|
||||
break;
|
||||
case 306:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Yes...yes...");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Yes...yes...");
|
||||
stage = 307;
|
||||
break;
|
||||
case 307:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "...");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "...");
|
||||
stage = 308;
|
||||
break;
|
||||
case 308:
|
||||
|
|
@ -334,7 +334,7 @@ public final class RJCutscenePlugin extends CutscenePlugin {
|
|||
stage = 309;
|
||||
break;
|
||||
case 309:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Yep, haven't got a clue where it is.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Yep, haven't got a clue where it is.");
|
||||
stage = 310;
|
||||
break;
|
||||
case 310:
|
||||
|
|
@ -780,24 +780,24 @@ public final class RJCutscenePlugin extends CutscenePlugin {
|
|||
}
|
||||
switch (quest.getStage(player)) {
|
||||
case 0:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Juliet. Juliet, where art thou Juliet?", "Have you seen my Juliet?");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Juliet. Juliet, where art thou Juliet?", "Have you seen my Juliet?");
|
||||
stage = 0;
|
||||
break;
|
||||
case 10:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Go and speak with Juliet!");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Go and speak with Juliet!");
|
||||
stage = 457;
|
||||
break;
|
||||
case 20:
|
||||
if (!player.getInventory().contains(755, 1)) {
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Romeo...great news...I've been in touch with Juliet!");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Romeo...great news...I've been in touch with Juliet!");
|
||||
stage = 300;
|
||||
} else {
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Romeo...great news...I've been in touch with Juliet!", "She's written a message for you...");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Romeo...great news...I've been in touch with Juliet!", "She's written a message for you...");
|
||||
stage = 400;
|
||||
}
|
||||
break;
|
||||
case 30:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Hey again Romeo!");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Hey again Romeo!");
|
||||
stage = 800;
|
||||
break;
|
||||
case 40:
|
||||
|
|
|
|||
|
|
@ -181,11 +181,11 @@ public final class AggieDialogue extends DialoguePlugin {
|
|||
case 727:
|
||||
switch (buttonId) {
|
||||
case 1:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Yes please. Mix me some skin paste.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Yes please. Mix me some skin paste.");
|
||||
stage = 731;
|
||||
break;
|
||||
case 2:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "No thank you, I don't need any skin paste right now.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "No thank you, I don't need any skin paste right now.");
|
||||
stage = 729;
|
||||
break;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -39,7 +39,7 @@ public final class AlKharidShopKeeperDialogue extends DialoguePlugin {
|
|||
@Override
|
||||
public boolean open(Object... args) {
|
||||
npc = (NPC) args[0];
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Can I help you at all?");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Can I help you at all?");
|
||||
stage = 0;
|
||||
return true;
|
||||
}
|
||||
|
|
@ -58,7 +58,7 @@ public final class AlKharidShopKeeperDialogue extends DialoguePlugin {
|
|||
npc.openShop(player);
|
||||
break;
|
||||
case 2:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I'm glad you ask! You can buy as many of the items", "stocked as you wish. You can also sell most items to the", "shop.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I'm glad you ask! You can buy as many of the items", "stocked as you wish. You can also sell most items to the", "shop.");
|
||||
stage = 20;
|
||||
break;
|
||||
case 3:
|
||||
|
|
|
|||
|
|
@ -43,15 +43,15 @@ public final class AlTheCamelDialogue extends DialoguePlugin {
|
|||
int rand = RandomFunction.random(1, 3);
|
||||
switch (rand) {
|
||||
case 1:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Mmm... Looks like that camel would make a nice kebab.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Mmm... Looks like that camel would make a nice kebab.");
|
||||
stage = 0;
|
||||
break;
|
||||
case 2:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "If I go near that camel, it'll probably bite my hand off.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "If I go near that camel, it'll probably bite my hand off.");
|
||||
stage = 0;
|
||||
break;
|
||||
case 3:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Mmm... Looks like that camel would make a nice kebab.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Mmm... Looks like that camel would make a nice kebab.");
|
||||
stage = 0;
|
||||
break;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -39,7 +39,7 @@ public final class AlfonseWaiterDialogue extends DialoguePlugin {
|
|||
@Override
|
||||
public boolean open(Object... args) {
|
||||
npc = (NPC) args[0];
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Welcome to the Shrimps and Parrot.", "Would you like to order, sir?");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Welcome to the Shrimps and Parrot.", "Would you like to order, sir?");
|
||||
stage = 0;
|
||||
return true;
|
||||
}
|
||||
|
|
@ -54,15 +54,15 @@ public final class AlfonseWaiterDialogue extends DialoguePlugin {
|
|||
case 1:
|
||||
switch (buttonId) {
|
||||
case 1:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Yes, please.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Yes, please.");
|
||||
stage = 10;
|
||||
break;
|
||||
case 2:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "No, thank you.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "No, thank you.");
|
||||
stage = 20;
|
||||
break;
|
||||
case 3:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Where do you get your Karambwan from?");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Where do you get your Karambwan from?");
|
||||
stage = 30;
|
||||
break;
|
||||
}
|
||||
|
|
@ -75,7 +75,7 @@ public final class AlfonseWaiterDialogue extends DialoguePlugin {
|
|||
end();
|
||||
break;
|
||||
case 30:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "We buy directly off Lubufu, a local fisherman. He", "seems to have a monopoly over Karambwan sale.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "We buy directly off Lubufu, a local fisherman. He", "seems to have a monopoly over Karambwan sale.");
|
||||
stage = 31;
|
||||
break;
|
||||
case 31:
|
||||
|
|
|
|||
|
|
@ -39,7 +39,7 @@ public final class AmbassadorFernook extends DialoguePlugin {
|
|||
@Override
|
||||
public boolean open(Object... args) {
|
||||
npc = (NPC) args[0];
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Hello Ambassador. Are you here visiting King Roald?");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Hello Ambassador. Are you here visiting King Roald?");
|
||||
stage = 0;
|
||||
return true;
|
||||
}
|
||||
|
|
@ -48,19 +48,19 @@ public final class AmbassadorFernook extends DialoguePlugin {
|
|||
public boolean handle(int interfaceId, int buttonId) {
|
||||
switch (stage) {
|
||||
case 0:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Well, in theory, but he always seems to be busy.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Well, in theory, but he always seems to be busy.");
|
||||
stage = 1;
|
||||
break;
|
||||
case 1:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "You don't seem that upset by that, though...");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "You don't seem that upset by that, though...");
|
||||
stage = 2;
|
||||
break;
|
||||
case 2:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Oh no, I like travelling, and if you become a diplomat", "patience is a vital skill.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Oh no, I like travelling, and if you become a diplomat", "patience is a vital skill.");
|
||||
stage = 3;
|
||||
break;
|
||||
case 3:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I'll try to remember that.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I'll try to remember that.");
|
||||
stage = 4;
|
||||
break;
|
||||
case 4:
|
||||
|
|
|
|||
|
|
@ -75,11 +75,11 @@ public final class ApothecaryDialogue extends DialoguePlugin {
|
|||
}
|
||||
if (player.getQuestRepository().getQuest("Romeo & Juliet").getStage(player) == 50) {
|
||||
if (!player.getInventory().contains(753, 1)) {
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Keep searching for those Cadavaberries. They're needed", "for the potion.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Keep searching for those Cadavaberries. They're needed", "for the potion.");
|
||||
stage = 507;
|
||||
return true;
|
||||
} else {
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Well done. You have the berries.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Well done. You have the berries.");
|
||||
stage = 637;
|
||||
return true;
|
||||
}
|
||||
|
|
@ -87,19 +87,19 @@ public final class ApothecaryDialogue extends DialoguePlugin {
|
|||
if (player.getQuestRepository().getQuest("Romeo & Juliet").getStage(player) == 60) {
|
||||
if (!player.getInventory().contains(756, 1) && !player.getBank().contains(756, 1)) {
|
||||
if (player.getInventory().contains(753, 1)) {
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Well done. You have the berries.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Well done. You have the berries.");
|
||||
stage = 637;
|
||||
return true;
|
||||
} else {
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Keep searching for those Cadavaberries. They're needed", "for the potion.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Keep searching for those Cadavaberries. They're needed", "for the potion.");
|
||||
stage = 507;
|
||||
return true;
|
||||
}
|
||||
} else {
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I am the Apothecary. I brew potions.", "Do you need anything specific?");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I am the Apothecary. I brew potions.", "Do you need anything specific?");
|
||||
}
|
||||
}
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I am the Apothecary. I brew potions.", "Do you need anything specific?");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I am the Apothecary. I brew potions.", "Do you need anything specific?");
|
||||
stage = 1;
|
||||
return true;
|
||||
}
|
||||
|
|
@ -114,19 +114,19 @@ public final class ApothecaryDialogue extends DialoguePlugin {
|
|||
case 2:
|
||||
switch (buttonId) {
|
||||
case 1:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Can you make a strength potion?");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Can you make a strength potion?");
|
||||
stage = 10;
|
||||
break;
|
||||
case 2:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Do you know a potion to make hair fall out?");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Do you know a potion to make hair fall out?");
|
||||
stage = 20;
|
||||
break;
|
||||
case 3:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Have you got any good potions to give away?");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Have you got any good potions to give away?");
|
||||
stage = 140;
|
||||
break;
|
||||
case 4:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Can you make a potion that makes it seems like I'm dead?");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Can you make a potion that makes it seems like I'm dead?");
|
||||
stage = 40;
|
||||
break;
|
||||
}
|
||||
|
|
@ -138,7 +138,7 @@ public final class ApothecaryDialogue extends DialoguePlugin {
|
|||
stage = 50;
|
||||
return true;
|
||||
}
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Yes, but the ingredients are a little hard to find. If you", "ever get them I will make it for you, for a fee.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Yes, but the ingredients are a little hard to find. If you", "ever get them I will make it for you, for a fee.");
|
||||
stage = 11;
|
||||
break;
|
||||
case 50:
|
||||
|
|
@ -160,33 +160,33 @@ public final class ApothecaryDialogue extends DialoguePlugin {
|
|||
}
|
||||
break;
|
||||
case 11:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "So what are the ingredients?");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "So what are the ingredients?");
|
||||
stage = 12;
|
||||
break;
|
||||
case 12:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "You'll need to find the eggs of the deadly red spider and a", "limpwurt root.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "You'll need to find the eggs of the deadly red spider and a", "limpwurt root.");
|
||||
stage = 13;
|
||||
break;
|
||||
case 13:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Oh and you'll have to pay me 5 coins.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Oh and you'll have to pay me 5 coins.");
|
||||
stage = 14;
|
||||
break;
|
||||
case 14:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Ok, I'll look out for them.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Ok, I'll look out for them.");
|
||||
stage = 15;
|
||||
break;
|
||||
case 15:
|
||||
end();
|
||||
break;
|
||||
case 20:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I do indeed. I gave it to my mother. That's why I now live", "alone.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I do indeed. I gave it to my mother. That's why I now live", "alone.");
|
||||
stage = 21;
|
||||
break;
|
||||
case 21:
|
||||
end();
|
||||
break;
|
||||
case 30:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Ok then. Try this potion.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Ok then. Try this potion.");
|
||||
player.getInventory().add(UNKNOWN_POTION);
|
||||
stage = 31;
|
||||
break;
|
||||
|
|
@ -194,22 +194,22 @@ public final class ApothecaryDialogue extends DialoguePlugin {
|
|||
end();
|
||||
break;
|
||||
case 40:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "What a strange and morbid request! I can as it happens.", "The berry of the cadava bush, prepared properly, will", "induce a coma so deep that you will seem to be dead. It's", "very dangerous.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "What a strange and morbid request! I can as it happens.", "The berry of the cadava bush, prepared properly, will", "induce a coma so deep that you will seem to be dead. It's", "very dangerous.");
|
||||
stage = 41;
|
||||
break;
|
||||
case 41:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I have the other ingredients, but I'll need you to bring me", "one bunch of cadava berries.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I have the other ingredients, but I'll need you to bring me", "one bunch of cadava berries.");
|
||||
stage = 42;
|
||||
break;
|
||||
case 42:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I'll bear that in mind.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I'll bear that in mind.");
|
||||
stage = 43;
|
||||
break;
|
||||
case 43:
|
||||
end();
|
||||
break;
|
||||
case 140:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Sorry, charity is not my strong point.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Sorry, charity is not my strong point.");
|
||||
stage = 141;
|
||||
break;
|
||||
case 141:
|
||||
|
|
@ -253,7 +253,7 @@ public final class ApothecaryDialogue extends DialoguePlugin {
|
|||
break;
|
||||
case 638:
|
||||
if (player.getInventory().remove(CADAVA_BERRIES)) {
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Phew! Here is what you need.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Phew! Here is what you need.");
|
||||
}
|
||||
stage = 639;
|
||||
break;
|
||||
|
|
|
|||
|
|
@ -39,7 +39,7 @@ public final class ArdougneShopKeeperPlugin extends DialoguePlugin {
|
|||
@Override
|
||||
public boolean open(Object... args) {
|
||||
npc = (NPC) args[0];
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Hello, you look like a bold adventurer. You've come to the", "right place for adventurers' equipment.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Hello, you look like a bold adventurer. You've come to the", "right place for adventurers' equipment.");
|
||||
stage = 0;
|
||||
return true;
|
||||
}
|
||||
|
|
@ -58,11 +58,11 @@ public final class ArdougneShopKeeperPlugin extends DialoguePlugin {
|
|||
npc.openShop(player);
|
||||
break;
|
||||
case 2:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I'm glad you ask! You can buy as many of the items", "stocked as you wish. You can also sell most items to the", "shop.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I'm glad you ask! You can buy as many of the items", "stocked as you wish. You can also sell most items to the", "shop.");
|
||||
stage = 20;
|
||||
break;
|
||||
case 3:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Hmph. Well, perhaps next time you'll need something", "from me?");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Hmph. Well, perhaps next time you'll need something", "from me?");
|
||||
stage = 30;
|
||||
break;
|
||||
|
||||
|
|
|
|||
|
|
@ -44,7 +44,7 @@ public final class BarbarianDialogue extends DialoguePlugin {
|
|||
@Override
|
||||
public boolean open(Object... args) {
|
||||
npc = (NPC) args[0];
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "What do you want, outerlander?");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "What do you want, outerlander?");
|
||||
stage = 0;
|
||||
return true;
|
||||
}
|
||||
|
|
@ -59,11 +59,11 @@ public final class BarbarianDialogue extends DialoguePlugin {
|
|||
case 1:
|
||||
switch (buttonId) {
|
||||
case 1:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Let's fight!");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Let's fight!");
|
||||
stage = 20;
|
||||
break;
|
||||
case 2:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Goodbye.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Goodbye.");
|
||||
stage = 10;
|
||||
break;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -39,7 +39,7 @@ public final class BarkerDialogue extends DialoguePlugin {
|
|||
@Override
|
||||
public boolean open(Object... args) {
|
||||
npc = (NPC) args[0];
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Hello.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Hello.");
|
||||
stage = 0;
|
||||
return true;
|
||||
}
|
||||
|
|
@ -48,7 +48,7 @@ public final class BarkerDialogue extends DialoguePlugin {
|
|||
public boolean handle(int interfaceId, int buttonId) {
|
||||
switch (stage) {
|
||||
case 0:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "You are looking for clothes, yes? You look at my", "products! I have very many nice clothes, yes?");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "You are looking for clothes, yes? You look at my", "products! I have very many nice clothes, yes?");
|
||||
stage = 1;
|
||||
break;
|
||||
case 1:
|
||||
|
|
@ -58,11 +58,11 @@ public final class BarkerDialogue extends DialoguePlugin {
|
|||
case 2:
|
||||
switch (buttonId) {
|
||||
case 1:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Yes, please.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Yes, please.");
|
||||
stage = 10;
|
||||
break;
|
||||
case 2:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "No thanks.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "No thanks.");
|
||||
stage = 20;
|
||||
break;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -40,7 +40,7 @@ public final class BeaverDialogue extends DialoguePlugin {
|
|||
@Override
|
||||
public boolean open(Object... args) {
|
||||
npc = (NPC) args[0];
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "How much wood would a woodchuck chuck if a", "woodchuck could chuck wood?");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "How much wood would a woodchuck chuck if a", "woodchuck could chuck wood?");
|
||||
stage = 0;
|
||||
return true;
|
||||
}
|
||||
|
|
@ -49,7 +49,7 @@ public final class BeaverDialogue extends DialoguePlugin {
|
|||
public boolean handle(int interfaceId, int buttonId) {
|
||||
switch (stage) {
|
||||
case 0:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Approximately 32,768 depending on his woodcutting", "level.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Approximately 32,768 depending on his woodcutting", "level.");
|
||||
stage = 1;
|
||||
break;
|
||||
case 1:
|
||||
|
|
|
|||
|
|
@ -61,25 +61,25 @@ public final class BennyDialogue extends DialoguePlugin {
|
|||
case 0:
|
||||
switch (buttonId) {
|
||||
case 1:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Can I have a newspaper, please?");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Can I have a newspaper, please?");
|
||||
stage = 10;
|
||||
break;
|
||||
case 2:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "How much does a paper cost?");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "How much does a paper cost?");
|
||||
stage = 20;
|
||||
break;
|
||||
case 3:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Varrock Herald? Never heard of it.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Varrock Herald? Never heard of it.");
|
||||
stage = 30;
|
||||
break;
|
||||
case 4:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Anything interesting in there?");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Anything interesting in there?");
|
||||
stage = 40;
|
||||
break;
|
||||
}
|
||||
break;
|
||||
case 10:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Certainly, Guv. That'll be 50 gold pieces, please.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Certainly, Guv. That'll be 50 gold pieces, please.");
|
||||
stage = 11;
|
||||
break;
|
||||
case 11:
|
||||
|
|
@ -89,11 +89,11 @@ public final class BennyDialogue extends DialoguePlugin {
|
|||
case 12:
|
||||
switch (buttonId) {
|
||||
case 1:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Sure, here you go.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Sure, here you go.");
|
||||
stage = 13;
|
||||
break;
|
||||
case 2:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "No, thanks.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "No, thanks.");
|
||||
stage = 14;
|
||||
break;
|
||||
}
|
||||
|
|
@ -120,11 +120,11 @@ public final class BennyDialogue extends DialoguePlugin {
|
|||
}
|
||||
break;
|
||||
case 14:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Ok, suit yourself. Plenty more fish in the sea.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Ok, suit yourself. Plenty more fish in the sea.");
|
||||
stage = 100;
|
||||
break;
|
||||
case 20:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Just 50 gold pieces! An absolute bargain! Want one?");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Just 50 gold pieces! An absolute bargain! Want one?");
|
||||
stage = 21;
|
||||
break;
|
||||
case 21:
|
||||
|
|
@ -133,23 +133,23 @@ public final class BennyDialogue extends DialoguePlugin {
|
|||
break;
|
||||
case 22:
|
||||
if (buttonId == 1) {
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Yes, please.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Yes, please.");
|
||||
stage = 13;
|
||||
} else if (buttonId == 2) {
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "No, thanks.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "No, thanks.");
|
||||
stage = 14;
|
||||
}
|
||||
break;
|
||||
case 30:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "For the illiterate amongst us, I shall elucidate. The", "Varrock Herald is a new newspaper. It is edited, printed", "and published by myself, Benny Gutenberg, and each", "edition promises to enthrall the reader with captivating ");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "For the illiterate amongst us, I shall elucidate. The", "Varrock Herald is a new newspaper. It is edited, printed", "and published by myself, Benny Gutenberg, and each", "edition promises to enthrall the reader with captivating ");
|
||||
stage = 31;
|
||||
break;
|
||||
case 31:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "material! Now, can I interest you in buying one for a mere", "50 gold?");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "material! Now, can I interest you in buying one for a mere", "50 gold?");
|
||||
stage = 21;
|
||||
break;
|
||||
case 40:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Of course there is, mate. Packed full of thought provoking", "insights, contentious interviews and celebrity", "scandalmongering! An excellent read and all for just 50", "coins! Want one?");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Of course there is, mate. Packed full of thought provoking", "insights, contentious interviews and celebrity", "scandalmongering! An excellent read and all for just 50", "coins! Want one?");
|
||||
stage = 21;
|
||||
break;
|
||||
case 100:
|
||||
|
|
|
|||
|
|
@ -39,7 +39,7 @@ public final class BettyDialogue extends DialoguePlugin {
|
|||
@Override
|
||||
public boolean open(Object... args) {
|
||||
npc = (NPC) args[0];
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Welcome to the magic emporium.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Welcome to the magic emporium.");
|
||||
stage = 0;
|
||||
return true;
|
||||
}
|
||||
|
|
@ -58,13 +58,13 @@ public final class BettyDialogue extends DialoguePlugin {
|
|||
npc.openShop(player);
|
||||
break;
|
||||
case 2:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Sorry, I'm not into Magic.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Sorry, I'm not into Magic.");
|
||||
stage = 20;
|
||||
break;
|
||||
}
|
||||
break;
|
||||
case 20:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Well, if you see ayone who is into Magic, please send", "them my way.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Well, if you see ayone who is into Magic, please send", "them my way.");
|
||||
stage = 21;
|
||||
break;
|
||||
case 21:
|
||||
|
|
|
|||
|
|
@ -39,7 +39,7 @@ public final class BootDialogue extends DialoguePlugin {
|
|||
@Override
|
||||
public boolean open(Object... args) {
|
||||
npc = (NPC) args[0];
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Hello tall person.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Hello tall person.");
|
||||
stage = 0;
|
||||
return true;
|
||||
}
|
||||
|
|
@ -54,11 +54,11 @@ public final class BootDialogue extends DialoguePlugin {
|
|||
case 1:
|
||||
switch (buttonId) {
|
||||
case 1:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Hello short person.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Hello short person.");
|
||||
stage = 10;
|
||||
break;
|
||||
case 2:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Why are you called boot?");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Why are you called boot?");
|
||||
stage = 20;
|
||||
break;
|
||||
}
|
||||
|
|
@ -67,7 +67,7 @@ public final class BootDialogue extends DialoguePlugin {
|
|||
end();
|
||||
break;
|
||||
case 20:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I'm called Boot, because when I was very young, I", "used to sleep, in a large boot.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I'm called Boot, because when I was very young, I", "used to sleep, in a large boot.");
|
||||
stage = 21;
|
||||
break;
|
||||
case 21:
|
||||
|
|
|
|||
|
|
@ -72,7 +72,7 @@ public final class BorderGuardDialogue extends DialoguePlugin {
|
|||
end();
|
||||
return true;
|
||||
}
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Can I come through this gate?");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Can I come through this gate?");
|
||||
stage = 0;
|
||||
return true;
|
||||
}
|
||||
|
|
@ -82,10 +82,10 @@ public final class BorderGuardDialogue extends DialoguePlugin {
|
|||
switch (stage) {
|
||||
case 0:
|
||||
if (player.getQuestRepository().getQuest("Prince Ali Rescue").getStage(player) > 50) {
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "You may pass for free, you are a friend of Al-Kharid.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "You may pass for free, you are a friend of Al-Kharid.");
|
||||
stage = 100;
|
||||
} else {
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "You must pay a toll of 10 gold coins to pass.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "You must pay a toll of 10 gold coins to pass.");
|
||||
stage = 1;
|
||||
}
|
||||
break;
|
||||
|
|
@ -108,18 +108,18 @@ public final class BorderGuardDialogue extends DialoguePlugin {
|
|||
}
|
||||
break;
|
||||
case 2:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Who does my money go to?");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Who does my money go to?");
|
||||
stage = 20;
|
||||
break;
|
||||
case 3:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "As you wish. Don't go too near the scorpions.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "As you wish. Don't go too near the scorpions.");
|
||||
stage = 23;
|
||||
break;
|
||||
|
||||
}
|
||||
break;
|
||||
case 20:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "The money goes to the city of Al-Kharid.", "Will you pay the toll?");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "The money goes to the city of Al-Kharid.", "Will you pay the toll?");
|
||||
stage = 21;
|
||||
break;
|
||||
case 21:
|
||||
|
|
@ -137,7 +137,7 @@ public final class BorderGuardDialogue extends DialoguePlugin {
|
|||
}
|
||||
break;
|
||||
case 2:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "As you wish. Don't go too near the scorpions.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "As you wish. Don't go too near the scorpions.");
|
||||
stage = 23;
|
||||
break;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -39,7 +39,7 @@ public final class BreocaDialogue extends DialoguePlugin {
|
|||
@Override
|
||||
public boolean open(Object... args) {
|
||||
npc = (NPC) args[0];
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Hi!");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Hi!");
|
||||
stage = 0;
|
||||
return true;
|
||||
}
|
||||
|
|
@ -48,7 +48,7 @@ public final class BreocaDialogue extends DialoguePlugin {
|
|||
public boolean handle(int interfaceId, int buttonId) {
|
||||
switch (stage) {
|
||||
case 0:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Hello stranger.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Hello stranger.");
|
||||
stage = 1;
|
||||
break;
|
||||
case 1:
|
||||
|
|
|
|||
|
|
@ -39,7 +39,7 @@ public final class BrianArcheryDialogue extends DialoguePlugin {
|
|||
@Override
|
||||
public boolean open(Object... args) {
|
||||
npc = (NPC) args[0];
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Would you like to buy some archery equipment?");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Would you like to buy some archery equipment?");
|
||||
stage = 0;
|
||||
return true;
|
||||
}
|
||||
|
|
@ -54,7 +54,7 @@ public final class BrianArcheryDialogue extends DialoguePlugin {
|
|||
case 1:
|
||||
switch (buttonId) {
|
||||
case 1:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "No, thanks, I've got all the archery equipment I need.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "No, thanks, I've got all the archery equipment I need.");
|
||||
stage = 10;
|
||||
break;
|
||||
case 2:
|
||||
|
|
@ -64,7 +64,7 @@ public final class BrianArcheryDialogue extends DialoguePlugin {
|
|||
}
|
||||
break;
|
||||
case 10:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Okay. Fare well on your travels.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Okay. Fare well on your travels.");
|
||||
stage = 11;
|
||||
break;
|
||||
case 11:
|
||||
|
|
|
|||
|
|
@ -40,7 +40,7 @@ public final class BrianORichardDialogue extends DialoguePlugin {
|
|||
@Override
|
||||
public boolean open(Object... args) {
|
||||
npc = (NPC) args[0];
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Hi there, looking for a challenge are you?");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Hi there, looking for a challenge are you?");
|
||||
stage = 1;
|
||||
return true;
|
||||
}
|
||||
|
|
@ -55,22 +55,22 @@ public final class BrianORichardDialogue extends DialoguePlugin {
|
|||
case 2:
|
||||
switch (buttonId) {
|
||||
case 1:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Yes actually, what've you got?");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Yes actually, what've you got?");
|
||||
stage = 10;
|
||||
break;
|
||||
case 2:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "What is this place?");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "What is this place?");
|
||||
stage = 20;
|
||||
break;
|
||||
case 3:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "No thanks.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "No thanks.");
|
||||
stage = 30;
|
||||
break;
|
||||
}
|
||||
break;
|
||||
case 10:
|
||||
if (player.getSkills().getLevel(Skills.THIEVING) < 50) {
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Shame, I don't think I have anything for you. Train up", "your Thieving skill to at least 50 and I might be able to", "help you out.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Shame, I don't think I have anything for you. Train up", "your Thieving skill to at least 50 and I might be able to", "help you out.");
|
||||
stage = 11;
|
||||
} else {
|
||||
|
||||
|
|
@ -80,11 +80,11 @@ public final class BrianORichardDialogue extends DialoguePlugin {
|
|||
end();
|
||||
break;
|
||||
case 20:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Ah welcome to my humble home, well actually it belongs", "to mummsie but she's getting on a bit so I look after", "the place for her.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Ah welcome to my humble home, well actually it belongs", "to mummsie but she's getting on a bit so I look after", "the place for her.");
|
||||
stage = 21;
|
||||
break;
|
||||
case 21:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "So are you interested in a challenge?");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "So are you interested in a challenge?");
|
||||
stage = 22;
|
||||
break;
|
||||
case 22:
|
||||
|
|
@ -94,18 +94,18 @@ public final class BrianORichardDialogue extends DialoguePlugin {
|
|||
case 23:
|
||||
switch (buttonId) {
|
||||
case 1:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Yes actually, what've you got?");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Yes actually, what've you got?");
|
||||
stage = 24;
|
||||
break;
|
||||
case 2:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "No, thanks.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "No, thanks.");
|
||||
stage = 25;
|
||||
break;
|
||||
}
|
||||
break;
|
||||
case 24:
|
||||
if (player.getSkills().getLevel(Skills.THIEVING) < 50) {
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Shame, I don't think I have anything for you. Train up", "your Thieving skill to at least 50 and I might be able to", "help you out.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Shame, I don't think I have anything for you. Train up", "your Thieving skill to at least 50 and I might be able to", "help you out.");
|
||||
stage = 25;
|
||||
} else {
|
||||
|
||||
|
|
|
|||
|
|
@ -60,7 +60,7 @@ public final class BrimhavenBartenderDialogue extends DialoguePlugin {
|
|||
@Override
|
||||
public boolean open(Object... args) {
|
||||
npc = (NPC) args[0];
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Yohoho me hearty what would you like to drink?");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Yohoho me hearty what would you like to drink?");
|
||||
stage = 99;
|
||||
return true;
|
||||
}
|
||||
|
|
@ -75,15 +75,15 @@ public final class BrimhavenBartenderDialogue extends DialoguePlugin {
|
|||
case 0:
|
||||
switch (buttonId) {
|
||||
case 1:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Nothing, thank you.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Nothing, thank you.");
|
||||
stage = 10;
|
||||
break;
|
||||
case 2:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "A pint of Grog please..");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "A pint of Grog please..");
|
||||
stage = 20;
|
||||
break;
|
||||
case 3:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "A bottle of rum please.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "A bottle of rum please.");
|
||||
stage = 30;
|
||||
break;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -39,7 +39,7 @@ public final class BrimhavenPirateDialogue extends DialoguePlugin {
|
|||
@Override
|
||||
public boolean open(Object... args) {
|
||||
npc = (NPC) args[0];
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Hello!");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Hello!");
|
||||
stage = 0;
|
||||
return true;
|
||||
}
|
||||
|
|
@ -48,7 +48,7 @@ public final class BrimhavenPirateDialogue extends DialoguePlugin {
|
|||
public boolean handle(int interfaceId, int buttonId) {
|
||||
switch (stage) {
|
||||
case 0:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Man overboard!");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Man overboard!");
|
||||
stage = 2;
|
||||
break;
|
||||
case 2:
|
||||
|
|
|
|||
|
|
@ -39,7 +39,7 @@ public final class BrosDialogue extends DialoguePlugin {
|
|||
@Override
|
||||
public boolean open(Object... args) {
|
||||
npc = (NPC) args[0];
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Out of my way, punk");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Out of my way, punk");
|
||||
stage = 1;
|
||||
return true;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -39,7 +39,7 @@ public final class BurthorpeSoldierDialogue extends DialoguePlugin {
|
|||
@Override
|
||||
public boolean open(Object... args) {
|
||||
npc = (NPC) args[0];
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Hi!");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Hi!");
|
||||
stage = 0;
|
||||
return true;
|
||||
}
|
||||
|
|
@ -48,11 +48,11 @@ public final class BurthorpeSoldierDialogue extends DialoguePlugin {
|
|||
public boolean handle(int interfaceId, int buttonId) {
|
||||
switch (stage) {
|
||||
case 0:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Vacca foeda.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Vacca foeda.");
|
||||
stage = 1;
|
||||
break;
|
||||
case 1:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Er...");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Er...");
|
||||
stage = 2;
|
||||
break;
|
||||
case 2:
|
||||
|
|
|
|||
|
|
@ -39,7 +39,7 @@ public final class CallistoCubDialogue extends DialoguePlugin {
|
|||
@Override
|
||||
public boolean open(Object... args) {
|
||||
npc = (NPC) args[0];
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Why the grizzly face?");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Why the grizzly face?");
|
||||
stage = 0;
|
||||
return true;
|
||||
}
|
||||
|
|
@ -52,7 +52,7 @@ public final class CallistoCubDialogue extends DialoguePlugin {
|
|||
stage = 1;
|
||||
break;
|
||||
case 1:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "You should get in the.... sun more.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "You should get in the.... sun more.");
|
||||
stage = 2;
|
||||
break;
|
||||
case 2:
|
||||
|
|
@ -60,7 +60,7 @@ public final class CallistoCubDialogue extends DialoguePlugin {
|
|||
stage = 3;
|
||||
break;
|
||||
case 3:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "One second, let me take a picture of you with my....", "kodiak camera.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "One second, let me take a picture of you with my....", "kodiak camera.");
|
||||
stage = 4;
|
||||
break;
|
||||
case 4:
|
||||
|
|
|
|||
|
|
@ -39,7 +39,7 @@ public final class CamelDialoguePlugin extends DialoguePlugin {
|
|||
@Override
|
||||
public boolean open(Object... args) {
|
||||
npc = (NPC) args[0];
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "If I go near that camel, it'll probably bite my hand off.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "If I go near that camel, it'll probably bite my hand off.");
|
||||
stage = 0;
|
||||
return true;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -35,7 +35,7 @@ public final class CamelotGuardDialogue extends DialoguePlugin {
|
|||
@Override
|
||||
public boolean open(Object... args) {
|
||||
npc = (NPC) args[0];
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Welcome to the Seer's Village courthouse. Court", "is not in session today, so you're not allowed downstairs.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Welcome to the Seer's Village courthouse. Court", "is not in session today, so you're not allowed downstairs.");
|
||||
stage = 0;
|
||||
return true;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -50,7 +50,7 @@ public final class CandleSellerPlugin extends DialoguePlugin {
|
|||
@Override
|
||||
public boolean open(Object... args) {
|
||||
npc = (NPC) args[0];
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Do you want a lit candle for 1000 gold?");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Do you want a lit candle for 1000 gold?");
|
||||
stage = 0;
|
||||
return true;
|
||||
}
|
||||
|
|
@ -69,43 +69,43 @@ public final class CandleSellerPlugin extends DialoguePlugin {
|
|||
break;
|
||||
}
|
||||
if (!player.getInventory().contains(995, 1000)) {
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Sorry, I don't seem to have enough coins.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Sorry, I don't seem to have enough coins.");
|
||||
stage = 30;
|
||||
break;
|
||||
}
|
||||
if (player.getInventory().contains(995, 1000)) {
|
||||
player.getInventory().remove(COINS);
|
||||
player.getInventory().add(new Item(33, 1));
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Here you go then.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Here you go then.");
|
||||
stage = 400;
|
||||
}
|
||||
break;
|
||||
case 1:
|
||||
switch (buttonId) {
|
||||
case 1:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Yes please.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Yes please.");
|
||||
stage = 800;
|
||||
break;
|
||||
case 2:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "One thousand gold?!");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "One thousand gold?!");
|
||||
stage = 20;
|
||||
break;
|
||||
case 3:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "No thanks, I'd rather curse the darkness.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "No thanks, I'd rather curse the darkness.");
|
||||
stage = 30;
|
||||
break;
|
||||
}
|
||||
break;
|
||||
case 20:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Look, you're not going to be able to survive down that", "hole without a light source.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Look, you're not going to be able to survive down that", "hole without a light source.");
|
||||
stage = 21;
|
||||
break;
|
||||
case 21:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "So you could go off to the candle shop to buy one", "more cheaply. You could even make your own lantern,", "which is a lot better.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "So you could go off to the candle shop to buy one", "more cheaply. You could even make your own lantern,", "which is a lot better.");
|
||||
stage = 22;
|
||||
break;
|
||||
case 22:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "But I bet you want to find out what's down there right", "now, don't you? And you can pay me 1000 gold for", "the privilege!");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "But I bet you want to find out what's down there right", "now, don't you? And you can pay me 1000 gold for", "the privilege!");
|
||||
stage = 23;
|
||||
break;
|
||||
case 23:
|
||||
|
|
@ -118,45 +118,45 @@ public final class CandleSellerPlugin extends DialoguePlugin {
|
|||
case 240:
|
||||
switch (buttonId) {
|
||||
case 1:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "All right, you win, I'll buy a candle.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "All right, you win, I'll buy a candle.");
|
||||
stage = 350;
|
||||
break;
|
||||
case 2:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "No way.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "No way.");
|
||||
stage = 30;
|
||||
break;
|
||||
case 3:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "How do you make lanterns?");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "How do you make lanterns?");
|
||||
stage = 230;
|
||||
break;
|
||||
}
|
||||
break;
|
||||
case 230:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Out of glass. The more advanced lanterns have a", "metal component as well.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Out of glass. The more advanced lanterns have a", "metal component as well.");
|
||||
stage = 231;
|
||||
break;
|
||||
case 231:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Firstly you can make a simple candle lantern out of", "glass. It's just like a candle, bu thte flame isn't exposed,", "so it's safer.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Firstly you can make a simple candle lantern out of", "glass. It's just like a candle, bu thte flame isn't exposed,", "so it's safer.");
|
||||
stage = 232;
|
||||
break;
|
||||
case 232:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Then you can make an oil lamp, which is brighter but", "has an exposed flame. But if you make an iron frame", "for it you can turn it into an oil lantern.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Then you can make an oil lamp, which is brighter but", "has an exposed flame. But if you make an iron frame", "for it you can turn it into an oil lantern.");
|
||||
stage = 233;
|
||||
break;
|
||||
case 233:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Finally there's a ullseye lantern. You'll need to", "make a frame out of steel and add a glass lens.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Finally there's a ullseye lantern. You'll need to", "make a frame out of steel and add a glass lens.");
|
||||
stage = 234;
|
||||
break;
|
||||
case 234:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Oce you've made your lamp or lantern, you'll need to", "make lamp oil for it. The chemist near Reimmington has", "a machine for that.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Oce you've made your lamp or lantern, you'll need to", "make lamp oil for it. The chemist near Reimmington has", "a machine for that.");
|
||||
stage = 235;
|
||||
break;
|
||||
case 235:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "For any light source, you'll need a tinderbox to light it.", "Keep your tinderbox handy in case it goes out!");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "For any light source, you'll need a tinderbox to light it.", "Keep your tinderbox handy in case it goes out!");
|
||||
stage = 236;
|
||||
break;
|
||||
case 236:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "But if all that's to complicated, you can buy a candle", "right here for 1000 gold!");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "But if all that's to complicated, you can buy a candle", "right here for 1000 gold!");
|
||||
stage = 237;
|
||||
break;
|
||||
case 237:
|
||||
|
|
@ -170,23 +170,23 @@ public final class CandleSellerPlugin extends DialoguePlugin {
|
|||
break;
|
||||
}
|
||||
if (!player.getInventory().contains(995, 1000)) {
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Sorry, I don't seem to have enough coins.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Sorry, I don't seem to have enough coins.");
|
||||
stage = 30;
|
||||
break;
|
||||
}
|
||||
|
||||
if (player.getInventory().remove(COINS)) {
|
||||
player.getInventory().add(CANDLE);
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Here you go then.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Here you go then.");
|
||||
stage = 400;
|
||||
}
|
||||
break;
|
||||
case 400:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I should warn you, though, it can be dangerous to take", "a naked flame down there. You'd better off making", "a lantern.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I should warn you, though, it can be dangerous to take", "a naked flame down there. You'd better off making", "a lantern.");
|
||||
stage = 401;
|
||||
break;
|
||||
case 401:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Okay, thanks.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Okay, thanks.");
|
||||
stage = 402;
|
||||
break;
|
||||
case 402:
|
||||
|
|
@ -201,18 +201,18 @@ public final class CandleSellerPlugin extends DialoguePlugin {
|
|||
break;
|
||||
}
|
||||
if (!player.getInventory().contains(995, 1000)) {
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Sorry, I don't seem to have enough coins.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Sorry, I don't seem to have enough coins.");
|
||||
stage = 30;
|
||||
break;
|
||||
}
|
||||
if (player.getInventory().remove(COINS)) {
|
||||
player.getInventory().add(CANDLE);
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Here you go then.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Here you go then.");
|
||||
stage = 400;
|
||||
}
|
||||
break;
|
||||
case 2:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "No thanks, I'd rather curse the darkness.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "No thanks, I'd rather curse the darkness.");
|
||||
stage = 291;
|
||||
break;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -52,7 +52,7 @@ public final class CapnIzzyDialogue extends DialoguePlugin {
|
|||
stage = 200;
|
||||
return true;
|
||||
}
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Ahoy Cap'n!");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Ahoy Cap'n!");
|
||||
stage = 0;
|
||||
return true;
|
||||
}
|
||||
|
|
@ -61,7 +61,7 @@ public final class CapnIzzyDialogue extends DialoguePlugin {
|
|||
public boolean handle(int interfaceId, int buttonId) {
|
||||
switch (stage) {
|
||||
case 0:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Ahoy there!");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Ahoy there!");
|
||||
stage = 90;
|
||||
break;
|
||||
case 90:
|
||||
|
|
@ -73,7 +73,7 @@ public final class CapnIzzyDialogue extends DialoguePlugin {
|
|||
stage = 92;
|
||||
break;
|
||||
case 92:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Don't mind me parrot, he's Cracked Jenny's Tea Cup!");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Don't mind me parrot, he's Cracked Jenny's Tea Cup!");
|
||||
stage = 1;
|
||||
break;
|
||||
case 1:
|
||||
|
|
@ -83,77 +83,77 @@ public final class CapnIzzyDialogue extends DialoguePlugin {
|
|||
case 2:
|
||||
switch (buttonId) {
|
||||
case 1:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "What is this place?");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "What is this place?");
|
||||
stage = 10;
|
||||
break;
|
||||
case 2:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "What do I do in the arena?");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "What do I do in the arena?");
|
||||
stage = 20;
|
||||
break;
|
||||
case 3:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I'd like to use the Agility Arena, please.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I'd like to use the Agility Arena, please.");
|
||||
stage = 30;
|
||||
break;
|
||||
case 4:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Can you tell me a bit about the Skillcape of Agility,", "please?");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Can you tell me a bit about the Skillcape of Agility,", "please?");
|
||||
stage = 40;
|
||||
break;
|
||||
case 5:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "See you later.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "See you later.");
|
||||
stage = 50;
|
||||
break;
|
||||
}
|
||||
break;
|
||||
case 10:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "This, me hearty, is the entrance to the Brimhaven", "Agility Arena!");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "This, me hearty, is the entrance to the Brimhaven", "Agility Arena!");
|
||||
stage = 11;
|
||||
break;
|
||||
case 11:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I were diffin for buried treasure when I found it!", "Amazed I was! It was a sight to behold!");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I were diffin for buried treasure when I found it!", "Amazed I was! It was a sight to behold!");
|
||||
stage = 12;
|
||||
break;
|
||||
case 12:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "It were the biggest thing I'd ever seen! it must've been", "at least a league from side to side!");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "It were the biggest thing I'd ever seen! it must've been", "at least a league from side to side!");
|
||||
stage = 13;
|
||||
break;
|
||||
case 13:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "It made me list, I were that excited!");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "It made me list, I were that excited!");
|
||||
stage = 14;
|
||||
break;
|
||||
case 14:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I'd found a huge cave with all these platforms. I reckon", "it be an ancient civilisation that made it. I had to be", "mighty careful as there was these traps everywehre!", "Dangerous it was!");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I'd found a huge cave with all these platforms. I reckon", "it be an ancient civilisation that made it. I had to be", "mighty careful as there was these traps everywehre!", "Dangerous it was!");
|
||||
stage = 15;
|
||||
break;
|
||||
case 15:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Entrance is only 200 coins!");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Entrance is only 200 coins!");
|
||||
stage = 1;
|
||||
break;
|
||||
case 20:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Well, me hearty, it's simple. Ye can cross between two", "platforms by using the traps or obstacles strung across", "'em. Try and make your way to the pillar that is", "indicated by the flashing arrow.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Well, me hearty, it's simple. Ye can cross between two", "platforms by using the traps or obstacles strung across", "'em. Try and make your way to the pillar that is", "indicated by the flashing arrow.");
|
||||
stage = 21;
|
||||
break;
|
||||
case 21:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Ye receive tickets for tagging more than one pillar in a", "row. So ye won't get a ticket from the first pillar but", "ye will for every platform ye tag in a row after that.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Ye receive tickets for tagging more than one pillar in a", "row. So ye won't get a ticket from the first pillar but", "ye will for every platform ye tag in a row after that.");
|
||||
stage = 22;
|
||||
break;
|
||||
case 22:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "If ye miss a platform ye will miss out on the next ticket", "so try and get every platform you can! When ye be", "done, take the tickets to Jackie over there and she'll", "exchange them for more stuff!");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "If ye miss a platform ye will miss out on the next ticket", "so try and get every platform you can! When ye be", "done, take the tickets to Jackie over there and she'll", "exchange them for more stuff!");
|
||||
stage = 23;
|
||||
break;
|
||||
case 23:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Thanks me hearty!");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Thanks me hearty!");
|
||||
stage = 24;
|
||||
break;
|
||||
case 24:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Thanks!");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Thanks!");
|
||||
stage = 1;
|
||||
break;
|
||||
case 30:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Aye, entrance be 200 coins.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Aye, entrance be 200 coins.");
|
||||
stage = 31;
|
||||
break;
|
||||
case 31:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "A word of warning me hearty! There are dangerous", "traps down there!");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "A word of warning me hearty! There are dangerous", "traps down there!");
|
||||
stage = 32;
|
||||
break;
|
||||
case 32:
|
||||
|
|
@ -163,11 +163,11 @@ public final class CapnIzzyDialogue extends DialoguePlugin {
|
|||
case 33:
|
||||
switch (buttonId) {
|
||||
case 1:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Ok, here's 200 coins.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Ok, here's 200 coins.");
|
||||
stage = 35;
|
||||
break;
|
||||
case 2:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Never mind.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Never mind.");
|
||||
stage = 34;
|
||||
break;
|
||||
}
|
||||
|
|
@ -196,11 +196,11 @@ public final class CapnIzzyDialogue extends DialoguePlugin {
|
|||
end();
|
||||
break;
|
||||
case 40:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Aye, to be sure! The Skillcape of Agility be the symbol", "of the master of dexterity! One who wears it can climb", "like a cat, run like the wind and jump like...err, well", "jump like a jumping thing! Now, be there anything else");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Aye, to be sure! The Skillcape of Agility be the symbol", "of the master of dexterity! One who wears it can climb", "like a cat, run like the wind and jump like...err, well", "jump like a jumping thing! Now, be there anything else");
|
||||
stage = 41;
|
||||
break;
|
||||
case 41:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "ye'd like to know?");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "ye'd like to know?");
|
||||
if (!Skillcape.isMaster(player, Skills.AGILITY)) {
|
||||
stage = 1;
|
||||
} else {
|
||||
|
|
|
|||
|
|
@ -46,7 +46,7 @@ public final class CaptainBarnabyDialogue extends DialoguePlugin {
|
|||
@Override
|
||||
public boolean open(Object... args) {
|
||||
npc = (NPC) args[0];
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Do you want to go on a trip to Brimhaven?");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Do you want to go on a trip to Brimhaven?");
|
||||
stage = 0;
|
||||
return true;
|
||||
}
|
||||
|
|
@ -55,7 +55,7 @@ public final class CaptainBarnabyDialogue extends DialoguePlugin {
|
|||
public boolean handle(int interfaceId, int buttonId) {
|
||||
switch (stage) {
|
||||
case 0:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "The trip will cost you 30 coins.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "The trip will cost you 30 coins.");
|
||||
stage = 1;
|
||||
break;
|
||||
case 1:
|
||||
|
|
@ -65,7 +65,7 @@ public final class CaptainBarnabyDialogue extends DialoguePlugin {
|
|||
case 2:
|
||||
switch (buttonId) {
|
||||
case 1:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Yes please.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Yes please.");
|
||||
stage = 10;
|
||||
break;
|
||||
case 2:
|
||||
|
|
|
|||
|
|
@ -42,7 +42,7 @@ public final class CaptainDalburDialogue extends DialoguePlugin {
|
|||
@Override
|
||||
public boolean open(Object... args) {
|
||||
npc = (NPC) args[0];
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "What do you want human?");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "What do you want human?");
|
||||
stage = 0;
|
||||
return true;
|
||||
}
|
||||
|
|
@ -51,7 +51,7 @@ public final class CaptainDalburDialogue extends DialoguePlugin {
|
|||
public boolean handle(int interfaceId, int buttonId) {
|
||||
switch (stage) {
|
||||
case 0:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "May you fly me somewhere on your glider?");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "May you fly me somewhere on your glider?");
|
||||
stage = 1;
|
||||
break;
|
||||
case 1:
|
||||
|
|
|
|||
|
|
@ -62,37 +62,37 @@ public final class CartConductorDialogue extends DialoguePlugin {
|
|||
case 0:
|
||||
switch (buttonId) {
|
||||
case 1:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Who are you?");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Who are you?");
|
||||
stage = 10;
|
||||
break;
|
||||
case 2:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Where can you take me?");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Where can you take me?");
|
||||
stage = 20;
|
||||
break;
|
||||
case 3:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I'd like to buy a ticket.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I'd like to buy a ticket.");
|
||||
stage = 30;
|
||||
break;
|
||||
case 4:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I have to go.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I have to go.");
|
||||
stage = 40;
|
||||
break;
|
||||
case 10:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I'm an employee of Keldagrim Carts. I make sure the", "carts in this area run on time and that people pay their", "fares.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I'm an employee of Keldagrim Carts. I make sure the", "carts in this area run on time and that people pay their", "fares.");
|
||||
stage = 11;
|
||||
break;
|
||||
case 11:
|
||||
end();
|
||||
break;
|
||||
case 20:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I don't think I'm allowed to take you into the city of", "Keldagrim, human. Perhaps when you find another way", "into the city and talk to someone of importance there", "you will be allowed to.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I don't think I'm allowed to take you into the city of", "Keldagrim, human. Perhaps when you find another way", "into the city and talk to someone of importance there", "you will be allowed to.");
|
||||
stage = 21;
|
||||
break;
|
||||
case 21:
|
||||
end();
|
||||
break;
|
||||
case 30:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "One ticket to Keldagrim, that's 150 coins then.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "One ticket to Keldagrim, that's 150 coins then.");
|
||||
stage = 31;
|
||||
break;
|
||||
case 31:
|
||||
|
|
|
|||
|
|
@ -39,7 +39,7 @@ public final class CassieDialogue extends DialoguePlugin {
|
|||
@Override
|
||||
public boolean open(Object... args) {
|
||||
npc = (NPC) args[0];
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I buy and sell shields; do you want to trade?");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I buy and sell shields; do you want to trade?");
|
||||
stage = 0;
|
||||
return true;
|
||||
}
|
||||
|
|
@ -58,7 +58,7 @@ public final class CassieDialogue extends DialoguePlugin {
|
|||
npc.openShop(player);
|
||||
break;
|
||||
case 2:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "No, thank you.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "No, thank you.");
|
||||
stage = 20;
|
||||
break;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -59,7 +59,7 @@ public final class CaveMonk extends DialoguePlugin {
|
|||
stage = 100;
|
||||
break;
|
||||
default:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Be careful going in there! You are unarmed, and there", "is much evilness lurking down there! The evilness seems", "to block off our contact with our gods,");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Be careful going in there! You are unarmed, and there", "is much evilness lurking down there! The evilness seems", "to block off our contact with our gods,");
|
||||
stage = 0;
|
||||
break;
|
||||
}
|
||||
|
|
@ -77,11 +77,11 @@ public final class CaveMonk extends DialoguePlugin {
|
|||
end();
|
||||
break;
|
||||
case 0:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "so our prayers seem to have less effect down there. Oh,", "also, you won't be able to come back this way - This", "ladder only goes one way!");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "so our prayers seem to have less effect down there. Oh,", "also, you won't be able to come back this way - This", "ladder only goes one way!");
|
||||
stage = 1;
|
||||
break;
|
||||
case 1:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "The only exit from the caves below is a portal which", "leads only to the deepest wilderness!");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "The only exit from the caves below is a portal which", "leads only to the deepest wilderness!");
|
||||
stage = 2;
|
||||
break;
|
||||
case 2:
|
||||
|
|
@ -91,11 +91,11 @@ public final class CaveMonk extends DialoguePlugin {
|
|||
case 3:
|
||||
switch (buttonId) {
|
||||
case 1:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I don't think I'm strong enough to enter then.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I don't think I'm strong enough to enter then.");
|
||||
stage = 10;
|
||||
break;
|
||||
case 2:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Well that is a risk I will have to take.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Well that is a risk I will have to take.");
|
||||
stage = 20;
|
||||
break;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -39,7 +39,7 @@ public final class CeolburgDialogue extends DialoguePlugin {
|
|||
@Override
|
||||
public boolean open(Object... args) {
|
||||
npc = (NPC) args[0];
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Hi!");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Hi!");
|
||||
stage = 0;
|
||||
return true;
|
||||
}
|
||||
|
|
@ -48,7 +48,7 @@ public final class CeolburgDialogue extends DialoguePlugin {
|
|||
public boolean handle(int interfaceId, int buttonId) {
|
||||
switch (stage) {
|
||||
case 0:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Trolls!");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Trolls!");
|
||||
stage = 1;
|
||||
break;
|
||||
case 1:
|
||||
|
|
|
|||
|
|
@ -39,7 +39,7 @@ public final class ChaosElementalJRDialogue extends DialoguePlugin {
|
|||
@Override
|
||||
public boolean open(Object... args) {
|
||||
npc = (NPC) args[0];
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Is it true a level 3 skiller caught one of your", "siblings?");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Is it true a level 3 skiller caught one of your", "siblings?");
|
||||
stage = 0;
|
||||
return true;
|
||||
}
|
||||
|
|
@ -52,11 +52,11 @@ public final class ChaosElementalJRDialogue extends DialoguePlugin {
|
|||
stage = 1;
|
||||
break;
|
||||
case 1:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Aww, well you have me now!", "I shall call you Squishy and you shall be","mine and you shall be my Squishy.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Aww, well you have me now!", "I shall call you Squishy and you shall be","mine and you shall be my Squishy.");
|
||||
stage = 2;
|
||||
break;
|
||||
case 2:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Come on, Squishy come on, little Squishy!");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Come on, Squishy come on, little Squishy!");
|
||||
stage = 3;
|
||||
break;
|
||||
case 3:
|
||||
|
|
|
|||
|
|
@ -49,7 +49,7 @@ public class CharlieTheTrampDialogue extends DialoguePlugin {
|
|||
quest = player.getQuestRepository().getQuest("Shield of Arrav");
|
||||
switch (quest.getStage(player)) {
|
||||
default:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Spare some change guv?");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Spare some change guv?");
|
||||
stage = 0;
|
||||
break;
|
||||
}
|
||||
|
|
@ -79,44 +79,44 @@ public class CharlieTheTrampDialogue extends DialoguePlugin {
|
|||
case 1:
|
||||
switch (buttonId) {
|
||||
case 1:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Who are you?");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Who are you?");
|
||||
stage = 10;
|
||||
break;
|
||||
case 2:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Sorry, I haven't got any.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Sorry, I haven't got any.");
|
||||
stage = 20;
|
||||
break;
|
||||
case 3:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Go get a job!");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Go get a job!");
|
||||
stage = 30;
|
||||
break;
|
||||
case 4:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Ok. Here you go.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Ok. Here you go.");
|
||||
stage = 40;
|
||||
break;
|
||||
case 5:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Is there anything down this alleyway?");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Is there anything down this alleyway?");
|
||||
stage = 50;
|
||||
break;
|
||||
}
|
||||
break;
|
||||
case 10:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Charles. Charles E. Trampin' at your service. Now, about", "that change you were going to give me...");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Charles. Charles E. Trampin' at your service. Now, about", "that change you were going to give me...");
|
||||
stage = 0;
|
||||
break;
|
||||
case 20:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Thanks anyways!");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Thanks anyways!");
|
||||
stage = 21;
|
||||
break;
|
||||
case 21:
|
||||
end();
|
||||
break;
|
||||
case 30:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "You startin? I hope your nose falls off!");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "You startin? I hope your nose falls off!");
|
||||
stage = 21;
|
||||
break;
|
||||
case 40:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Hey, thanks alot!");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Hey, thanks alot!");
|
||||
stage = 41;
|
||||
break;
|
||||
case 41:
|
||||
|
|
@ -126,11 +126,11 @@ public class CharlieTheTrampDialogue extends DialoguePlugin {
|
|||
case 42:
|
||||
switch (buttonId) {
|
||||
case 1:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "No problem.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "No problem.");
|
||||
stage = 180;
|
||||
break;
|
||||
case 2:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "So...don't I get some sort of quest hint or something now?");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "So...don't I get some sort of quest hint or something now?");
|
||||
stage = 190;
|
||||
break;
|
||||
}
|
||||
|
|
@ -143,11 +143,11 @@ public class CharlieTheTrampDialogue extends DialoguePlugin {
|
|||
player.getPacketDispatch().sendMessage("You need one coin to give away.");
|
||||
break;
|
||||
case 190:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Huh? What do you mean? That wasn't why", " I asked you for money.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Huh? What do you mean? That wasn't why", " I asked you for money.");
|
||||
stage = 191;
|
||||
break;
|
||||
case 191:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I just need to eat...");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I just need to eat...");
|
||||
stage = 192;
|
||||
break;
|
||||
case 192:
|
||||
|
|
@ -207,7 +207,7 @@ public class CharlieTheTrampDialogue extends DialoguePlugin {
|
|||
stage = 51;
|
||||
break;
|
||||
}
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Nope, nothing at all.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Nope, nothing at all.");
|
||||
stage = 192;
|
||||
break;
|
||||
case 51:
|
||||
|
|
|
|||
|
|
@ -39,7 +39,7 @@ public final class ConeDialogue extends DialoguePlugin {
|
|||
@Override
|
||||
public boolean open(Object... args) {
|
||||
npc = (NPC) args[0];
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Hello deary.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Hello deary.");
|
||||
stage = 0;
|
||||
return true;
|
||||
}
|
||||
|
|
@ -48,7 +48,7 @@ public final class ConeDialogue extends DialoguePlugin {
|
|||
public boolean handle(int interfaceId, int buttonId) {
|
||||
switch (stage) {
|
||||
case 0:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Um... hello.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Um... hello.");
|
||||
stage = 1;
|
||||
break;
|
||||
case 1:
|
||||
|
|
|
|||
|
|
@ -50,33 +50,33 @@ public final class CookingTutorDialogue extends DialoguePlugin {
|
|||
case 0:
|
||||
switch (buttonId) {
|
||||
case 1:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Can you teach me the basics of cooking please?");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Can you teach me the basics of cooking please?");
|
||||
stage = 10;
|
||||
break;
|
||||
case 2:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Tell me about different food I can make.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Tell me about different food I can make.");
|
||||
stage = 20;
|
||||
break;
|
||||
case 3:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Goodbye.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Goodbye.");
|
||||
stage = 30;
|
||||
break;
|
||||
}
|
||||
break;
|
||||
case 10:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "The simplest thing to cook is raw meat or fish.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "The simplest thing to cook is raw meat or fish.");
|
||||
stage = 11;
|
||||
break;
|
||||
case 11:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Fish can be caught, speak to the fishing tutor south of", "here in the swamp. Killing cows or chickens will yield", "raw meat to cook too.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Fish can be caught, speak to the fishing tutor south of", "here in the swamp. Killing cows or chickens will yield", "raw meat to cook too.");
|
||||
stage = 12;
|
||||
break;
|
||||
case 12:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "You can use your own fire... but it's not as effective", "and you'll burn more. To build a fire use a tinderbox", "on logs.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "You can use your own fire... but it's not as effective", "and you'll burn more. To build a fire use a tinderbox", "on logs.");
|
||||
stage = 13;
|
||||
break;
|
||||
case 13:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Once you've found your range, click on your raw", "meat or fish in your inventory, then click on the", "cooking range. This will bring up an interface which", "you can right-click on to select the number to cook.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Once you've found your range, click on your raw", "meat or fish in your inventory, then click on the", "cooking range. This will bring up an interface which", "you can right-click on to select the number to cook.");
|
||||
stage = 14;
|
||||
break;
|
||||
case 14:
|
||||
|
|
@ -128,11 +128,11 @@ public final class CookingTutorDialogue extends DialoguePlugin {
|
|||
stage = 241;
|
||||
break;
|
||||
case 241:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Finally cook your pie by using the unbaked pie on a", "cooking range. Mmmm...pie.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Finally cook your pie by using the unbaked pie on a", "cooking range. Mmmm...pie.");
|
||||
stage = 242;
|
||||
break;
|
||||
case 242:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "There's pizza too! Find yourself some tomato and", "cheese, use on the Pizza dough. Cook the pizza on a", "range then add any other topping you want, such as", "anchovies.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "There's pizza too! Find yourself some tomato and", "cheese, use on the Pizza dough. Cook the pizza on a", "range then add any other topping you want, such as", "anchovies.");
|
||||
stage = 20;
|
||||
break;
|
||||
case 30:
|
||||
|
|
|
|||
|
|
@ -39,7 +39,7 @@ public final class CraftingTutorDialogue extends DialoguePlugin {
|
|||
@Override
|
||||
public boolean open(Object... args) {
|
||||
npc = (NPC) args[0];
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Can you teach me the basics of crafting please?");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Can you teach me the basics of crafting please?");
|
||||
stage = 0;
|
||||
return true;
|
||||
}
|
||||
|
|
@ -48,15 +48,15 @@ public final class CraftingTutorDialogue extends DialoguePlugin {
|
|||
public boolean handle(int interfaceId, int buttonId) {
|
||||
switch (stage) {
|
||||
case 0:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Firstly, you should know that not all places associated", "with crafting will be marked on your mini map. Some", "take quite a bit of hunting down to find, don't lose", "heart!");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Firstly, you should know that not all places associated", "with crafting will be marked on your mini map. Some", "take quite a bit of hunting down to find, don't lose", "heart!");
|
||||
stage = 1;
|
||||
break;
|
||||
case 1:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I see... so where should I start?");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I see... so where should I start?");
|
||||
stage = 2;
|
||||
break;
|
||||
case 2:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "When you have a full inventory, take it to the bank,", "you can find it on the roof of this very castle.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "When you have a full inventory, take it to the bank,", "you can find it on the roof of this very castle.");
|
||||
stage = 3;
|
||||
break;
|
||||
case 3:
|
||||
|
|
|
|||
|
|
@ -39,7 +39,7 @@ public final class CuffsDialogue extends DialoguePlugin {
|
|||
@Override
|
||||
public boolean open(Object... args) {
|
||||
npc = (NPC) args[0];
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Hello. nice day for a walk, isn't it?");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Hello. nice day for a walk, isn't it?");
|
||||
stage = 0;
|
||||
return true;
|
||||
}
|
||||
|
|
@ -48,19 +48,19 @@ public final class CuffsDialogue extends DialoguePlugin {
|
|||
public boolean handle(int interfaceId, int buttonId) {
|
||||
switch (stage) {
|
||||
case 0:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "A walk? Oh, yes, that's what we're doing.", "We're just out here for a walk.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "A walk? Oh, yes, that's what we're doing.", "We're just out here for a walk.");
|
||||
stage = 1;
|
||||
break;
|
||||
case 1:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I'm glad you're just out here for a walk. A more suspicious", "person would think you were waiting here to attack weak-", "looking travellers.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I'm glad you're just out here for a walk. A more suspicious", "person would think you were waiting here to attack weak-", "looking travellers.");
|
||||
stage = 2;
|
||||
break;
|
||||
case 2:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Nope, we'd never do anuthing like that.", "Just a band of innocent walkers, that's us.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Nope, we'd never do anuthing like that.", "Just a band of innocent walkers, that's us.");
|
||||
stage = 3;
|
||||
break;
|
||||
case 3:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Alright, have a nice walk.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Alright, have a nice walk.");
|
||||
stage = 4;
|
||||
break;
|
||||
case 4:
|
||||
|
|
|
|||
|
|
@ -58,12 +58,12 @@ public final class CustomsOfficerDialogue extends DialoguePlugin {
|
|||
stage = 900;
|
||||
return true;
|
||||
}
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Well you've got some odd stuff, but it's all legal. Now", "you need to pay a boarding charge of " + getPrice() + " coins.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Well you've got some odd stuff, but it's all legal. Now", "you need to pay a boarding charge of " + getPrice() + " coins.");
|
||||
stage = 121;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Can I help you?");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Can I help you?");
|
||||
stage = 0;
|
||||
return true;
|
||||
}
|
||||
|
|
@ -78,17 +78,17 @@ public final class CustomsOfficerDialogue extends DialoguePlugin {
|
|||
case 1:
|
||||
switch (buttonId) {
|
||||
case 1:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Can I journey on this ship?");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Can I journey on this ship?");
|
||||
stage = 10;
|
||||
break;
|
||||
case 2:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Does Karamja have unusual customs then?");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Does Karamja have unusual customs then?");
|
||||
stage = 20;
|
||||
break;
|
||||
}
|
||||
break;
|
||||
case 10:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "You need to be searched before you can board?");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "You need to be searched before you can board?");
|
||||
stage = 11;
|
||||
break;
|
||||
case 11:
|
||||
|
|
@ -98,28 +98,28 @@ public final class CustomsOfficerDialogue extends DialoguePlugin {
|
|||
case 12:
|
||||
switch (buttonId) {
|
||||
case 1:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Why?");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Why?");
|
||||
stage = 110;
|
||||
break;
|
||||
case 2:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Search waway, I have nothing to hide.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Search waway, I have nothing to hide.");
|
||||
stage = 120;
|
||||
break;
|
||||
case 3:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "You're not putting your hands on my things!");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "You're not putting your hands on my things!");
|
||||
stage = 130;
|
||||
break;
|
||||
}
|
||||
break;
|
||||
case 20:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I'm not that sort of customs officer.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I'm not that sort of customs officer.");
|
||||
stage = 21;
|
||||
break;
|
||||
case 21:
|
||||
end();
|
||||
break;
|
||||
case 110:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Because Asgarnia has banned the import of intoxicating", "spirits.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Because Asgarnia has banned the import of intoxicating", "spirits.");
|
||||
stage = 111;
|
||||
break;
|
||||
case 111:
|
||||
|
|
@ -131,7 +131,7 @@ public final class CustomsOfficerDialogue extends DialoguePlugin {
|
|||
stage = 900;
|
||||
return true;
|
||||
}
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Well you've got some odd stuff, but it's all legal. Now", "you need to pay a boarding charge of " + getPrice() + " coins.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Well you've got some odd stuff, but it's all legal. Now", "you need to pay a boarding charge of " + getPrice() + " coins.");
|
||||
stage = 121;
|
||||
break;
|
||||
case 121:
|
||||
|
|
@ -139,7 +139,7 @@ public final class CustomsOfficerDialogue extends DialoguePlugin {
|
|||
stage = 122;
|
||||
break;
|
||||
case 900:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Umm... it's for personal use?");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Umm... it's for personal use?");
|
||||
stage = 901;
|
||||
break;
|
||||
case 901:
|
||||
|
|
@ -153,11 +153,11 @@ public final class CustomsOfficerDialogue extends DialoguePlugin {
|
|||
case 122:
|
||||
switch (buttonId) {
|
||||
case 1:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Ok.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Ok.");
|
||||
stage = 210;
|
||||
break;
|
||||
case 2:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Oh, I'll not bother then.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Oh, I'll not bother then.");
|
||||
stage = 220;
|
||||
break;
|
||||
}
|
||||
|
|
@ -189,7 +189,7 @@ public final class CustomsOfficerDialogue extends DialoguePlugin {
|
|||
end();
|
||||
break;
|
||||
case 130:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "You're not getting on this ship then.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "You're not getting on this ship then.");
|
||||
stage = 131;
|
||||
break;
|
||||
case 131:
|
||||
|
|
|
|||
|
|
@ -39,7 +39,7 @@ public final class DavonDialogue extends DialoguePlugin {
|
|||
@Override
|
||||
public boolean open(Object... args) {
|
||||
npc = (NPC) args[0];
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Pssst! Come here if you want to do some amulet", "trading.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Pssst! Come here if you want to do some amulet", "trading.");
|
||||
stage = 0;
|
||||
return true;
|
||||
}
|
||||
|
|
@ -54,15 +54,15 @@ public final class DavonDialogue extends DialoguePlugin {
|
|||
case 1:
|
||||
switch (buttonId) {
|
||||
case 1:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "What are you selling?");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "What are you selling?");
|
||||
stage = 10;
|
||||
break;
|
||||
case 2:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "What do you mean pssst?");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "What do you mean pssst?");
|
||||
stage = 20;
|
||||
break;
|
||||
case 3:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Why don'y you ever restock some types of amulets?");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Why don'y you ever restock some types of amulets?");
|
||||
stage = 30;
|
||||
break;
|
||||
}
|
||||
|
|
@ -72,14 +72,14 @@ public final class DavonDialogue extends DialoguePlugin {
|
|||
npc.openShop(player);
|
||||
break;
|
||||
case 20:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Errr, I was...I was clearing my throat.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Errr, I was...I was clearing my throat.");
|
||||
stage = 21;
|
||||
break;
|
||||
case 21:
|
||||
end();
|
||||
break;
|
||||
case 30:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Some of these amulets are very hard to get. I have to", "wait until an adventurer supplies me.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Some of these amulets are very hard to get. I have to", "wait until an adventurer supplies me.");
|
||||
stage = 31;
|
||||
break;
|
||||
case 31:
|
||||
|
|
|
|||
|
|
@ -53,34 +53,34 @@ public final class DelMontyDialogue extends DialoguePlugin {
|
|||
end();
|
||||
break;
|
||||
case 1:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "No thanks, I'm too stressed out.", "The stocks on nokia went way down", " and I'm losing money.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "No thanks, I'm too stressed out.", "The stocks on nokia went way down", " and I'm losing money.");
|
||||
stage = 2;
|
||||
break;
|
||||
case 2:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Oh, well isn't it still your job to help me out?");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Oh, well isn't it still your job to help me out?");
|
||||
stage = 3;
|
||||
break;
|
||||
case 3:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Like I give a flying fuck about you...", "I just need my money back.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Like I give a flying fuck about you...", "I just need my money back.");
|
||||
stage = 4;
|
||||
break;
|
||||
case 4:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Listen here you stupid fucking cat... I need fucking", "EXP, and if you're not willing to teach me,", "I'll burn you like I did to the Jews.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Listen here you stupid fucking cat... I need fucking", "EXP, and if you're not willing to teach me,", "I'll burn you like I did to the Jews.");
|
||||
stage = 5;
|
||||
break;
|
||||
case 5:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Fuck off kid, I DO WHATEVER I WANT AND", "I DON'T GIVE A DAMN ABOUT YOU NOR", "ANYONE ELSE.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Fuck off kid, I DO WHATEVER I WANT AND", "I DON'T GIVE A DAMN ABOUT YOU NOR", "ANYONE ELSE.");
|
||||
stage = 6;
|
||||
break;
|
||||
case 6:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Have fun killing yourself when", "you realized your investment lost your life.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Have fun killing yourself when", "you realized your investment lost your life.");
|
||||
stage = 7;
|
||||
break;
|
||||
case 7:
|
||||
end();
|
||||
break;
|
||||
case 100:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Hiss!");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Hiss!");
|
||||
stage = 0;
|
||||
break;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -39,7 +39,7 @@ public final class DenulthDialogue extends DialoguePlugin {
|
|||
@Override
|
||||
public boolean open(Object... args) {
|
||||
npc = (NPC) args[0];
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Hello!");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Hello!");
|
||||
stage = 0;
|
||||
return true;
|
||||
}
|
||||
|
|
@ -48,19 +48,19 @@ public final class DenulthDialogue extends DialoguePlugin {
|
|||
public boolean handle(int interfaceId, int buttonId) {
|
||||
switch (stage) {
|
||||
case 0:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Welcome back friend!");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Welcome back friend!");
|
||||
stage = 1;
|
||||
break;
|
||||
case 1:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "How goes your fight with trolls?");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "How goes your fight with trolls?");
|
||||
stage = 2;
|
||||
break;
|
||||
case 2:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Very good! We are winning.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Very good! We are winning.");
|
||||
stage = 3;
|
||||
break;
|
||||
case 3:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Good luck!");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Good luck!");
|
||||
stage = 4;
|
||||
break;
|
||||
case 4:
|
||||
|
|
|
|||
|
|
@ -55,11 +55,11 @@ public final class DiangoDialogue extends DialoguePlugin {
|
|||
}
|
||||
break;
|
||||
case 10:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "That's right. There's a funny story behind them, their", "shipment was held up by thieves");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "That's right. There's a funny story behind them, their", "shipment was held up by thieves");
|
||||
stage = 11;
|
||||
break;
|
||||
case 11:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "The crate was marked 'Dragon Plates'.", "Apparently they thought it was some kind of armour,", "when really it's just a plate!");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "The crate was marked 'Dragon Plates'.", "Apparently they thought it was some kind of armour,", "when really it's just a plate!");
|
||||
stage = 12;
|
||||
break;
|
||||
case 12:
|
||||
|
|
@ -97,7 +97,7 @@ public final class DiangoDialogue extends DialoguePlugin {
|
|||
@Override
|
||||
public boolean open(Object... args) {
|
||||
npc = (NPC) args[0];
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Howdy there, partner! Want to see my spinning plates?", "Or did ya want a holiday item back?");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Howdy there, partner! Want to see my spinning plates?", "Or did ya want a holiday item back?");
|
||||
stage = 0;
|
||||
return true;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -36,7 +36,7 @@ public class DommikDialogue extends DialoguePlugin {
|
|||
case 1:
|
||||
switch (buttonId) {
|
||||
case 1:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "No, thanks, I've got all the Crafting equipment I need.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "No, thanks, I've got all the Crafting equipment I need.");
|
||||
stage = 10;
|
||||
break;
|
||||
case 2:
|
||||
|
|
@ -46,7 +46,7 @@ public class DommikDialogue extends DialoguePlugin {
|
|||
}
|
||||
break;
|
||||
case 10:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Okay. Fare well on your travels.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Okay. Fare well on your travels.");
|
||||
stage = 11;
|
||||
break;
|
||||
case 11:
|
||||
|
|
@ -65,7 +65,7 @@ public class DommikDialogue extends DialoguePlugin {
|
|||
@Override
|
||||
public boolean open(Object... args) {
|
||||
npc = (NPC) args[0];
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Would you like to buy some Crafting equipment?");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Would you like to buy some Crafting equipment?");
|
||||
stage = 0;
|
||||
return true;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -40,7 +40,7 @@ public final class DonieDialogue extends DialoguePlugin {
|
|||
@Override
|
||||
public boolean open(Object... args) {
|
||||
npc = (NPC) args[0];
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Hello there, can I help you?");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Hello there, can I help you?");
|
||||
stage = 0;
|
||||
return true;
|
||||
}
|
||||
|
|
@ -55,21 +55,21 @@ public final class DonieDialogue extends DialoguePlugin {
|
|||
case 1:
|
||||
switch (buttonId) {
|
||||
case 1:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Where am I?");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Where am I?");
|
||||
stage = 10;
|
||||
break;
|
||||
case 2:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "How are you today?");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "How are you today?");
|
||||
stage = 20;
|
||||
break;
|
||||
case 3:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Your shoe lace is untied.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Your shoe lace is untied.");
|
||||
stage = 30;
|
||||
break;
|
||||
}
|
||||
break;
|
||||
case 10:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "This is the town of Lumbridge my friend.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "This is the town of Lumbridge my friend.");
|
||||
stage = 11;
|
||||
break;
|
||||
case 11:
|
||||
|
|
@ -77,42 +77,42 @@ public final class DonieDialogue extends DialoguePlugin {
|
|||
stage = 1;
|
||||
break;
|
||||
case 20:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Aye, not too bad thank you. Lovely weather in", "" + GameWorld.getName() + " this fine day.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Aye, not too bad thank you. Lovely weather in", "" + GameWorld.getName() + " this fine day.");
|
||||
stage = 21;
|
||||
break;
|
||||
case 21:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Weather?");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Weather?");
|
||||
stage = 22;
|
||||
break;
|
||||
case 22:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Yes weather, you know.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Yes weather, you know.");
|
||||
stage = 23;
|
||||
break;
|
||||
case 23:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "The state or condition of the atmosphere at a time and", "place, with respect to variables such as temperature,", "moisture, wind velocity, and barometric pressure.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "The state or condition of the atmosphere at a time and", "place, with respect to variables such as temperature,", "moisture, wind velocity, and barometric pressure.");
|
||||
stage = 24;
|
||||
break;
|
||||
case 24:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "...");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "...");
|
||||
stage = 25;
|
||||
break;
|
||||
case 25:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Not just a pretty face eh? Ha ha ha.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Not just a pretty face eh? Ha ha ha.");
|
||||
stage = 26;
|
||||
break;
|
||||
case 26:
|
||||
end();
|
||||
break;
|
||||
case 30:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "No it's not!");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "No it's not!");
|
||||
stage = 31;
|
||||
break;
|
||||
case 31:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "No you're right. I have nothing to back that up.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "No you're right. I have nothing to back that up.");
|
||||
stage = 32;
|
||||
break;
|
||||
case 32:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Fool! Leave me alone!");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Fool! Leave me alone!");
|
||||
stage = 33;
|
||||
break;
|
||||
case 33:
|
||||
|
|
|
|||
|
|
@ -39,7 +39,7 @@ public final class DoomsayerDialogue extends DialoguePlugin {
|
|||
@Override
|
||||
public boolean open(Object... args) {
|
||||
npc = (NPC) args[0];
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Dooooom!");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Dooooom!");
|
||||
stage = 0;
|
||||
return true;
|
||||
}
|
||||
|
|
@ -48,51 +48,51 @@ public final class DoomsayerDialogue extends DialoguePlugin {
|
|||
public boolean handle(int interfaceId, int buttonId) {
|
||||
switch (stage) {
|
||||
case 0:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Where?");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Where?");
|
||||
stage = 1;
|
||||
break;
|
||||
case 1:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "All around us! I can feel it in the air, hear it on the", "wind smell it....also in the air!");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "All around us! I can feel it in the air, hear it on the", "wind smell it....also in the air!");
|
||||
stage = 2;
|
||||
break;
|
||||
case 2:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Is there anything we can do about this doom?");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Is there anything we can do about this doom?");
|
||||
stage = 3;
|
||||
break;
|
||||
case 3:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "There is nothing you need to do my friend! I am the", "Doomsayer, although my real title could be something like", "the Danger Tutor.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "There is nothing you need to do my friend! I am the", "Doomsayer, although my real title could be something like", "the Danger Tutor.");
|
||||
stage = 4;
|
||||
break;
|
||||
case 4:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Danger Tutor?");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Danger Tutor?");
|
||||
stage = 5;
|
||||
break;
|
||||
case 5:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Yes! I roam the world sensing danger.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Yes! I roam the world sensing danger.");
|
||||
stage = 6;
|
||||
break;
|
||||
case 6:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "If I find a dangerous area, then I put up warning signs", "that will tell you what is so dangerous about that area.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "If I find a dangerous area, then I put up warning signs", "that will tell you what is so dangerous about that area.");
|
||||
stage = 7;
|
||||
break;
|
||||
case 7:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "If you see the signs often enough, then you can", "turn them off; by that time you likely know what the", "area has in store for you.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "If you see the signs often enough, then you can", "turn them off; by that time you likely know what the", "area has in store for you.");
|
||||
stage = 8;
|
||||
break;
|
||||
case 8:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "But what if I want to see the warning again?");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "But what if I want to see the warning again?");
|
||||
stage = 9;
|
||||
break;
|
||||
case 9:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "That's why I'm waiting here!");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "That's why I'm waiting here!");
|
||||
stage = 10;
|
||||
break;
|
||||
case 10:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "If you want to see the warning messages again, I", "can turn them back on for you.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "If you want to see the warning messages again, I", "can turn them back on for you.");
|
||||
stage = 11;
|
||||
break;
|
||||
case 11:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Do you need to turn on any warning right now?");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Do you need to turn on any warning right now?");
|
||||
stage = 12;
|
||||
break;
|
||||
case 12:
|
||||
|
|
@ -106,13 +106,13 @@ public final class DoomsayerDialogue extends DialoguePlugin {
|
|||
player.getWarningMessages().open(player);
|
||||
break;
|
||||
case 2:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Ok, keep an eye out for the messages though!");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Ok, keep an eye out for the messages though!");
|
||||
stage = 30;
|
||||
break;
|
||||
}
|
||||
break;
|
||||
case 30:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, " I will.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, " I will.");
|
||||
stage = 31;
|
||||
break;
|
||||
case 31:
|
||||
|
|
|
|||
|
|
@ -66,11 +66,11 @@ public final class DoorPerilDialogue extends DialoguePlugin {
|
|||
public boolean handle(int interfaceId, int buttonId) {
|
||||
switch (stage) {
|
||||
case 0:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Ummmm.....");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Ummmm.....");
|
||||
stage = 1;
|
||||
break;
|
||||
case 1:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Roald sent me to check on Drezel.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Roald sent me to check on Drezel.");
|
||||
stage = 2;
|
||||
break;
|
||||
case 2:
|
||||
|
|
@ -78,7 +78,7 @@ public final class DoorPerilDialogue extends DialoguePlugin {
|
|||
stage = 3;
|
||||
break;
|
||||
case 3:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Well, as I say, the King sent me to make sure", "everything's okay with you.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Well, as I say, the King sent me to make sure", "everything's okay with you.");
|
||||
stage = 4;
|
||||
break;
|
||||
case 4:
|
||||
|
|
@ -86,7 +86,7 @@ public final class DoorPerilDialogue extends DialoguePlugin {
|
|||
stage = 5;
|
||||
break;
|
||||
case 5:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I'm not sure. Ask you what help you need I suppose.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I'm not sure. Ask you what help you need I suppose.");
|
||||
stage = 6;
|
||||
break;
|
||||
case 6:
|
||||
|
|
@ -94,7 +94,7 @@ public final class DoorPerilDialogue extends DialoguePlugin {
|
|||
stage = 7;
|
||||
break;
|
||||
case 7:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Sure. I'm a helpful person!");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Sure. I'm a helpful person!");
|
||||
stage = 8;
|
||||
break;
|
||||
case 8:
|
||||
|
|
@ -102,7 +102,7 @@ public final class DoorPerilDialogue extends DialoguePlugin {
|
|||
stage = 9;
|
||||
break;
|
||||
case 9:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Okey-dokey, one dead dog coming up.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Okey-dokey, one dead dog coming up.");
|
||||
stage = 10;
|
||||
break;
|
||||
case 10:
|
||||
|
|
@ -111,7 +111,7 @@ public final class DoorPerilDialogue extends DialoguePlugin {
|
|||
end();
|
||||
break;
|
||||
case 11:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I killed that dog for you.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I killed that dog for you.");
|
||||
stage = 12;
|
||||
break;
|
||||
case 12:
|
||||
|
|
@ -119,7 +119,7 @@ public final class DoorPerilDialogue extends DialoguePlugin {
|
|||
stage = 13;
|
||||
break;
|
||||
case 13:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "What's so funny?");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "What's so funny?");
|
||||
stage = 14;
|
||||
break;
|
||||
case 14:
|
||||
|
|
|
|||
|
|
@ -55,15 +55,15 @@ public final class DoricDialogue extends DialoguePlugin {
|
|||
npc = (NPC) args[0];
|
||||
final Quest quest = player.getQuestRepository().getQuest("Doric's Quest");
|
||||
if (!quest.isStarted(player)) {
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Hello traveller, what brings you to my humble smithy?");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Hello traveller, what brings you to my humble smithy?");
|
||||
stage = 0;
|
||||
}
|
||||
if (quest.isStarted(player)) {
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Have you got my materials yet, traveller?");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Have you got my materials yet, traveller?");
|
||||
stage = 100;
|
||||
}
|
||||
if (quest.isCompleted(player)) {
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Hello traveller, how is your metalworking coming along?");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Hello traveller, how is your metalworking coming along?");
|
||||
stage = 500;
|
||||
}
|
||||
return true;
|
||||
|
|
@ -79,30 +79,30 @@ public final class DoricDialogue extends DialoguePlugin {
|
|||
case 1:
|
||||
switch (buttonId) {
|
||||
case 1:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I wanted to use your anvils.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I wanted to use your anvils.");
|
||||
stage = 10;
|
||||
break;
|
||||
case 2:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I want to use your whetsone.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I want to use your whetsone.");
|
||||
stage = 20;
|
||||
break;
|
||||
case 3:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Mind your own business, shortstuff!");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Mind your own business, shortstuff!");
|
||||
stage = 30;
|
||||
break;
|
||||
case 4:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I was just checking out the landscape.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I was just checking out the landscape.");
|
||||
stage = 40;
|
||||
break;
|
||||
case 5:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "What do you make here?");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "What do you make here?");
|
||||
stage = 50;
|
||||
break;
|
||||
|
||||
}
|
||||
break;
|
||||
case 10:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "My anvils get enough work with my own use. I make", "pickaxes, and it takes a lot of hard work. If you could", "get me some more materials, then I could let you use", "them.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "My anvils get enough work with my own use. I make", "pickaxes, and it takes a lot of hard work. If you could", "get me some more materials, then I could let you use", "them.");
|
||||
stage = 11;
|
||||
break;
|
||||
case 11:
|
||||
|
|
@ -112,24 +112,24 @@ public final class DoricDialogue extends DialoguePlugin {
|
|||
case 12:
|
||||
switch (buttonId) {
|
||||
case 1:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Yes I will get you the materials.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Yes I will get you the materials.");
|
||||
stage = 15;
|
||||
break;
|
||||
case 2:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "No, hitting rocks is for the boring people, sorry.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "No, hitting rocks is for the boring people, sorry.");
|
||||
stage = 13;
|
||||
break;
|
||||
}
|
||||
break;
|
||||
case 13:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "That is your choice. Nice to meet you anyway.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "That is your choice. Nice to meet you anyway.");
|
||||
stage = 14;
|
||||
break;
|
||||
case 14:
|
||||
end();
|
||||
break;
|
||||
case 15:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Clay is what I use more than anything, to make casts.", "Could you get me 6 clay, 4 copper ore, and 2 iron ore,", "please? I could pay a little, and let you use my anvils.", "Take this pickaxe with you just in case you need it.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Clay is what I use more than anything, to make casts.", "Could you get me 6 clay, 4 copper ore, and 2 iron ore,", "please? I could pay a little, and let you use my anvils.", "Take this pickaxe with you just in case you need it.");
|
||||
stage = 16;
|
||||
break;
|
||||
case 16:
|
||||
|
|
@ -138,48 +138,48 @@ public final class DoricDialogue extends DialoguePlugin {
|
|||
if (!player.getInventory().add(PICKAXE)) {
|
||||
GroundItemManager.create(PICKAXE, player.getLocation());
|
||||
}
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Certainly, I'll be right back!");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Certainly, I'll be right back!");
|
||||
stage = 17;
|
||||
break;
|
||||
case 17:
|
||||
end();
|
||||
break;
|
||||
case 20:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "The whetstone is for more advanced smithing, but I", "could let you use it as well as my anvils if you could", "get me some more materials.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "The whetstone is for more advanced smithing, but I", "could let you use it as well as my anvils if you could", "get me some more materials.");
|
||||
stage = 11;
|
||||
break;
|
||||
case 30:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "How nice to meet someone with such pleasant manners.", "Do come again when you need to shout at someone", "smaller than you!");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "How nice to meet someone with such pleasant manners.", "Do come again when you need to shout at someone", "smaller than you!");
|
||||
stage = 31;
|
||||
break;
|
||||
case 31:
|
||||
end();
|
||||
break;
|
||||
case 40:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Hope you like it. I do enjoy the solitude of my little", "home. If you get time, please say hi to my friends in", "the Dwarven Mine.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Hope you like it. I do enjoy the solitude of my little", "home. If you get time, please say hi to my friends in", "the Dwarven Mine.");
|
||||
stage = 41;
|
||||
break;
|
||||
case 41:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Will do!");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Will do!");
|
||||
stage = 42;
|
||||
break;
|
||||
case 42:
|
||||
end();
|
||||
break;
|
||||
case 50:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I make pickaxes. I am the best maker of pickaxes in the", "whole of " + GameWorld.getName() + ".");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I make pickaxes. I am the best maker of pickaxes in the", "whole of " + GameWorld.getName() + ".");
|
||||
stage = 51;
|
||||
break;
|
||||
case 51:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Do you have any to sell?");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Do you have any to sell?");
|
||||
stage = 52;
|
||||
break;
|
||||
case 52:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Sorry, but I've got a running order with Nurmof.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Sorry, but I've got a running order with Nurmof.");
|
||||
stage = 53;
|
||||
break;
|
||||
case 53:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Ah, fair enough.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Ah, fair enough.");
|
||||
stage = 54;
|
||||
break;
|
||||
case 54:
|
||||
|
|
@ -187,15 +187,15 @@ public final class DoricDialogue extends DialoguePlugin {
|
|||
break;
|
||||
case 100:
|
||||
if (player.getInventory().contains(434, 6) && player.getInventory().contains(440, 2) && player.getInventory().contains(436, 4)) {
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I have everything you need.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I have everything you need.");
|
||||
stage = 200;
|
||||
} else {
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Sorry, I don't have them all yet.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Sorry, I don't have them all yet.");
|
||||
stage = 101;
|
||||
}
|
||||
break;
|
||||
case 101:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Not to worry, stick at it. Remember, I need 6 clay, 4", "copper ore, and 2 iron ore.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Not to worry, stick at it. Remember, I need 6 clay, 4", "copper ore, and 2 iron ore.");
|
||||
stage = 102;
|
||||
break;
|
||||
case 102:
|
||||
|
|
@ -205,18 +205,18 @@ public final class DoricDialogue extends DialoguePlugin {
|
|||
case 103:
|
||||
switch (buttonId) {
|
||||
case 1:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Where can I find those?");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Where can I find those?");
|
||||
stage = 110;
|
||||
break;
|
||||
case 2:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Certainly, I'll be right back.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Certainly, I'll be right back.");
|
||||
stage = 113;
|
||||
break;
|
||||
|
||||
}
|
||||
break;
|
||||
case 110:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "You'll be able to find all those ores in the rocks just", "inside the Dwarven Mine. Head east from here and", "you'll find the entrance in the side of Ice Mountain.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "You'll be able to find all those ores in the rocks just", "inside the Dwarven Mine. Head east from here and", "you'll find the entrance in the side of Ice Mountain.");
|
||||
stage = 111;
|
||||
break;
|
||||
case 111:
|
||||
|
|
@ -226,7 +226,7 @@ public final class DoricDialogue extends DialoguePlugin {
|
|||
end();
|
||||
break;
|
||||
case 200:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Many thanks. Pass them here, please. I can spare you", "some coins for your trouble, and please use my anvils", "anytime you want.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Many thanks. Pass them here, please. I can spare you", "some coins for your trouble, and please use my anvils", "anytime you want.");
|
||||
stage = 201;
|
||||
break;
|
||||
case 201:
|
||||
|
|
@ -240,11 +240,11 @@ public final class DoricDialogue extends DialoguePlugin {
|
|||
}
|
||||
break;
|
||||
case 500:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Not too bad, Doric.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Not too bad, Doric.");
|
||||
stage = 501;
|
||||
break;
|
||||
case 501:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Good, the love of metal is a thing close to my heart.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Good, the love of metal is a thing close to my heart.");
|
||||
stage = 502;
|
||||
break;
|
||||
case 502:
|
||||
|
|
|
|||
|
|
@ -47,7 +47,7 @@ public final class DrHarlowDialogue extends DialoguePlugin {
|
|||
@Override
|
||||
public boolean open(Object... args) {
|
||||
npc = (NPC) args[0];
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Buy me a drrink pleassh.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Buy me a drrink pleassh.");
|
||||
stage = 0;
|
||||
return true;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -39,7 +39,7 @@ public final class DrOnglewipDialogue extends DialoguePlugin {
|
|||
@Override
|
||||
public boolean open(Object... args) {
|
||||
npc = (NPC) args[0];
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Do you live here too?");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Do you live here too?");
|
||||
stage = 0;
|
||||
return true;
|
||||
}
|
||||
|
|
@ -48,23 +48,23 @@ public final class DrOnglewipDialogue extends DialoguePlugin {
|
|||
public boolean handle(int interfaceId, int buttonId) {
|
||||
switch (stage) {
|
||||
case 0:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Oh no, I come from Gnome Stronghold. I've been", "sent here by King Narnode to learn about human", "magics.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Oh no, I come from Gnome Stronghold. I've been", "sent here by King Narnode to learn about human", "magics.");
|
||||
stage = 1;
|
||||
break;
|
||||
case 1:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "So where's this Gnome Stronghold?");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "So where's this Gnome Stronghold?");
|
||||
stage = 2;
|
||||
break;
|
||||
case 2:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "It's in the North West of the continent - a long way", "away. You should visit us there some time. The food's", "great, and the company's delightful.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "It's in the North West of the continent - a long way", "away. You should visit us there some time. The food's", "great, and the company's delightful.");
|
||||
stage = 3;
|
||||
break;
|
||||
case 3:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I'll try and make time for it. Sounds like a nice place.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I'll try and make time for it. Sounds like a nice place.");
|
||||
stage = 4;
|
||||
break;
|
||||
case 4:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Well, it's full of gnomes. How much nicer could it be?");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Well, it's full of gnomes. How much nicer could it be?");
|
||||
stage = 5;
|
||||
break;
|
||||
case 5:
|
||||
|
|
|
|||
|
|
@ -39,7 +39,7 @@ public final class DraulLeptoc extends DialoguePlugin {
|
|||
@Override
|
||||
public boolean open(Object... args) {
|
||||
npc = (NPC) args[0];
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "What are you doing in my house..why the", "impertinence...the sheer cheek...how dare you violate my", "personal lodgings....");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "What are you doing in my house..why the", "impertinence...the sheer cheek...how dare you violate my", "personal lodgings....");
|
||||
stage = 0;
|
||||
return true;
|
||||
}
|
||||
|
|
@ -48,15 +48,15 @@ public final class DraulLeptoc extends DialoguePlugin {
|
|||
public boolean handle(int interfaceId, int buttonId) {
|
||||
switch (stage) {
|
||||
case 0:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I...I was just looking around...");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I...I was just looking around...");
|
||||
stage = 1;
|
||||
break;
|
||||
case 1:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Well get out! Get out....this is my house....and don't go", "near my daughter Juliet...she's grounded in her room", "to keep her away from that good for nothing Romeo.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Well get out! Get out....this is my house....and don't go", "near my daughter Juliet...she's grounded in her room", "to keep her away from that good for nothing Romeo.");
|
||||
stage = 2;
|
||||
break;
|
||||
case 2:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Yes....sir....");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Yes....sir....");
|
||||
stage = 3;
|
||||
break;
|
||||
case 3:
|
||||
|
|
|
|||
|
|
@ -46,7 +46,7 @@ public final class DraynorBankGuard extends DialoguePlugin {
|
|||
@Override
|
||||
public boolean open(Object... args) {
|
||||
npc = (NPC) args[0];
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Yes?");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Yes?");
|
||||
stage = 0;
|
||||
return true;
|
||||
}
|
||||
|
|
@ -70,7 +70,7 @@ public final class DraynorBankGuard extends DialoguePlugin {
|
|||
stage = 71;
|
||||
break;
|
||||
case 2:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Sorry, I don't want anything.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Sorry, I don't want anything.");
|
||||
stage = 30;
|
||||
break;
|
||||
}
|
||||
|
|
@ -155,28 +155,28 @@ public final class DraynorBankGuard extends DialoguePlugin {
|
|||
case 1:
|
||||
switch (buttonId) {
|
||||
case 1:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Hello. Can I deposit my stuff here?");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Hello. Can I deposit my stuff here?");
|
||||
stage = 10;
|
||||
break;
|
||||
case 2:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "That wall doesn't look very good.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "That wall doesn't look very good.");
|
||||
stage = 20;
|
||||
break;
|
||||
case 3:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Sorry, I don't want anything.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Sorry, I don't want anything.");
|
||||
stage = 30;
|
||||
break;
|
||||
}
|
||||
break;
|
||||
case 30:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Ok.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Ok.");
|
||||
stage = 31;
|
||||
break;
|
||||
case 31:
|
||||
end();
|
||||
break;
|
||||
case 20:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "No, it doesn't.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "No, it doesn't.");
|
||||
stage = 21;
|
||||
break;
|
||||
case 21:
|
||||
|
|
@ -309,7 +309,7 @@ public final class DraynorBankGuard extends DialoguePlugin {
|
|||
startRecording(player);
|
||||
break;
|
||||
case 10:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "No. I'm a security guard, not a bank clerk.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "No. I'm a security guard, not a bank clerk.");
|
||||
stage = 11;
|
||||
break;
|
||||
case 11:
|
||||
|
|
|
|||
|
|
@ -51,16 +51,16 @@ public final class DrezelDialogue extends DialoguePlugin {
|
|||
NPCDefinition.forId(getIds()[0]).setName("Drezel");
|
||||
Quest quest = player.getQuestRepository().getQuest("Priest in Peril");
|
||||
if (quest.getStage(player) == 13) {
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Hello.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Hello.");
|
||||
stage = 0;
|
||||
} else if (quest.getStage(player) == 14) {
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "How does it adventurer? Any luck in finding the key to", "the cell or a way of stopping the vampire yet?");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "How does it adventurer? Any luck in finding the key to", "the cell or a way of stopping the vampire yet?");
|
||||
stage = 600;
|
||||
} else if (quest.getStage(player) == 15) {
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "The key fitted the lock! You're free to leave now!");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "The key fitted the lock! You're free to leave now!");
|
||||
stage = 701;
|
||||
} else if (quest.getStage(player) == 16) {
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I poured the blessed water over the vampires coffin. I", "think that should trap him in there long enough for you", "to escape.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I poured the blessed water over the vampires coffin. I", "think that should trap him in there long enough for you", "to escape.");
|
||||
stage = 800;
|
||||
}
|
||||
return true;
|
||||
|
|
@ -71,27 +71,27 @@ public final class DrezelDialogue extends DialoguePlugin {
|
|||
final Quest quest = player.getQuestRepository().getQuest("Priest in Peril");
|
||||
switch (stage) {
|
||||
case 0:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Oh! You do not appear to be on of those Zamorkians", "who imprisoned me here! Who are you and why are", "you here?");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Oh! You do not appear to be on of those Zamorkians", "who imprisoned me here! Who are you and why are", "you here?");
|
||||
stage = 1;
|
||||
break;
|
||||
case 1:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "My name's " + player.getUsername() + ". King Roald sent me to find out", "what was going on at the temple. I take it you are", "Drezel?");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "My name's " + player.getUsername() + ". King Roald sent me to find out", "what was going on at the temple. I take it you are", "Drezel?");
|
||||
stage = 2;
|
||||
break;
|
||||
case 2:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "That is right! Oh, praise be to Saradomin! All is not yet", "lost! I feared that when those Zamorakians attacked this", "place and imprisoned");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "That is right! Oh, praise be to Saradomin! All is not yet", "lost! I feared that when those Zamorakians attacked this", "place and imprisoned");
|
||||
stage = 3;
|
||||
break;
|
||||
case 3:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "me up here, Misthalin would be doomed! If they should", "manage to desecrate the holy river Salve we would be", "defenceless against Morytania!");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "me up here, Misthalin would be doomed! If they should", "manage to desecrate the holy river Salve we would be", "defenceless against Morytania!");
|
||||
stage = 4;
|
||||
break;
|
||||
case 4:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "How is a river a good defence then?");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "How is a river a good defence then?");
|
||||
stage = 5;
|
||||
break;
|
||||
case 5:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Well, it is a long tale, and I am not sure we have time!");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Well, it is a long tale, and I am not sure we have time!");
|
||||
stage = 6;
|
||||
break;
|
||||
case 6:
|
||||
|
|
@ -101,101 +101,101 @@ public final class DrezelDialogue extends DialoguePlugin {
|
|||
case 7:
|
||||
switch (buttonId) {
|
||||
case 1:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Tell me anyway.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Tell me anyway.");
|
||||
stage = 8;
|
||||
break;
|
||||
case 2:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "You're right, we don't.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "You're right, we don't.");
|
||||
stage = 500;
|
||||
break;
|
||||
}
|
||||
break;
|
||||
case 8:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "d, Saradomin has granted you wisdom I see. Well, the", "story of the river Salve and of how it protects Mithsalin", "is the story of this temple,");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "d, Saradomin has granted you wisdom I see. Well, the", "story of the river Salve and of how it protects Mithsalin", "is the story of this temple,");
|
||||
stage = 9;
|
||||
break;
|
||||
case 9:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "and of the seven warrior priests who died here long ago,", "from whom I am descended. Once long ago Misthalin", "did not have the borders that");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "and of the seven warrior priests who died here long ago,", "from whom I am descended. Once long ago Misthalin", "did not have the borders that");
|
||||
stage = 10;
|
||||
break;
|
||||
case 10:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "it currently does. This entire area, as far West as", "Varrock itself was under the control of an evil god.", "There was frequent skirmishing");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "it currently does. This entire area, as far West as", "Varrock itself was under the control of an evil god.", "There was frequent skirmishing");
|
||||
stage = 11;
|
||||
break;
|
||||
case 11:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "along the borders, as the brave heroes of Varrock", "fought to keep the evil creatures that now are trapped", "on the eastern side of the River Salve from over", "running");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "along the borders, as the brave heroes of Varrock", "fought to keep the evil creatures that now are trapped", "on the eastern side of the River Salve from over", "running");
|
||||
stage = 12;
|
||||
break;
|
||||
case 12:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "the human encampments, who worshipped Saradomin.", "Then one day, Saradomin himself appeared to one of", "our mighty heroes, whose name has been forgotten by", "history,");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "the human encampments, who worshipped Saradomin.", "Then one day, Saradomin himself appeared to one of", "our mighty heroes, whose name has been forgotten by", "history,");
|
||||
stage = 13;
|
||||
break;
|
||||
case 13:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "and told him that should we be able to take the pass that", "this temple now stands in, Saradomin would use his", "power to bless this river, and make it");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "and told him that should we be able to take the pass that", "this temple now stands in, Saradomin would use his", "power to bless this river, and make it");
|
||||
stage = 14;
|
||||
break;
|
||||
case 14:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "impassable to all creatures with evil in their hearts. This", "unknown hero grouped together all of the mightiest", "fighters whose hearts were pure");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "impassable to all creatures with evil in their hearts. This", "unknown hero grouped together all of the mightiest", "fighters whose hearts were pure");
|
||||
stage = 15;
|
||||
break;
|
||||
case 15:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "that he could find, and the seven of them rode here to", "make a final stand. The enemies swarmed across the", "Salve but they did not yield");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "that he could find, and the seven of them rode here to", "make a final stand. The enemies swarmed across the", "Salve but they did not yield");
|
||||
stage = 16;
|
||||
break;
|
||||
case 16:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "For then days and nights they fought, never sleeping,", "never eating, fuelled by their desire to make the world a", "better place for humans to live.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "For then days and nights they fought, never sleeping,", "never eating, fuelled by their desire to make the world a", "better place for humans to live.");
|
||||
stage = 17;
|
||||
break;
|
||||
case 17:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "On the eleventh day they were to be joined by", "reinforcements from a neighbouring encampment, but", "then those reinforecements arrived all they found");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "On the eleventh day they were to be joined by", "reinforcements from a neighbouring encampment, but", "then those reinforecements arrived all they found");
|
||||
stage = 18;
|
||||
break;
|
||||
case 18:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "were the bodies of these seven brave but unknown", "heroes, surrounded by the piles of the dead creatures of", "evil that had tried to defeat them.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "were the bodies of these seven brave but unknown", "heroes, surrounded by the piles of the dead creatures of", "evil that had tried to defeat them.");
|
||||
stage = 19;
|
||||
break;
|
||||
case 19:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "The men were saddend at the loss of such pure and", "mighty warriors, yet their sacrifice had not been in", "vain; for the water of the Salve");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "The men were saddend at the loss of such pure and", "mighty warriors, yet their sacrifice had not been in", "vain; for the water of the Salve");
|
||||
stage = 20;
|
||||
break;
|
||||
case 20:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "had indeed been filled with the power of Saradomin, and", "the evil creatures of Morytania were trapped beyond", "the river banks forever, by their own evil.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "had indeed been filled with the power of Saradomin, and", "the evil creatures of Morytania were trapped beyond", "the river banks forever, by their own evil.");
|
||||
stage = 21;
|
||||
break;
|
||||
case 21:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "In memory of this brave sacrifice my ancestors built", "this temple so that the land would always be free of the", "evil creatures");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "In memory of this brave sacrifice my ancestors built", "this temple so that the land would always be free of the", "evil creatures");
|
||||
stage = 22;
|
||||
break;
|
||||
case 22:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "who wish to destroy it, and laid the bodies of those brave", "warriors in tombs of honour below this temple with", "golden gifts on the tombs as marks of respect.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "who wish to destroy it, and laid the bodies of those brave", "warriors in tombs of honour below this temple with", "golden gifts on the tombs as marks of respect.");
|
||||
stage = 23;
|
||||
break;
|
||||
case 23:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "They also built a statue on the river mouth so that all", "who mighty try and cross into Misthalin from Morytania", "would know that these lands are protected");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "They also built a statue on the river mouth so that all", "who mighty try and cross into Misthalin from Morytania", "would know that these lands are protected");
|
||||
stage = 24;
|
||||
break;
|
||||
case 24:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "by the glory of Saradomin and that good will always", "defeat evil, no matter how the odds are stacked against", "them.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "by the glory of Saradomin and that good will always", "defeat evil, no matter how the odds are stacked against", "them.");
|
||||
stage = 25;
|
||||
break;
|
||||
case 25:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Ok, I can see how the river protects the border, but I", "can't see how anything could affect that from this", "temple.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Ok, I can see how the river protects the border, but I", "can't see how anything could affect that from this", "temple.");
|
||||
stage = 26;
|
||||
break;
|
||||
case 26:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Well, as much as it saddens me to say so adventurer,", "Lord Saradomin's presence has not been felt on the", "land for many years now, and even");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Well, as much as it saddens me to say so adventurer,", "Lord Saradomin's presence has not been felt on the", "land for many years now, and even");
|
||||
stage = 27;
|
||||
break;
|
||||
case 27:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "though all true Saradominists know that he watches over", "us, his power upon the land is not as strong as it once", "was.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "though all true Saradominists know that he watches over", "us, his power upon the land is not as strong as it once", "was.");
|
||||
stage = 28;
|
||||
break;
|
||||
case 28:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I fear that should those Zamorakians somehow pollute", "the Salve and desecrate his blessing, his power might not", "be able to stop.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I fear that should those Zamorakians somehow pollute", "the Salve and desecrate his blessing, his power might not", "be able to stop.");
|
||||
stage = 29;
|
||||
break;
|
||||
case 29:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "the army of evil that lurks to the east, longing for the", "opportunity to invade and destroy us all!");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "the army of evil that lurks to the east, longing for the", "opportunity to invade and destroy us all!");
|
||||
stage = 30;
|
||||
break;
|
||||
case 31:
|
||||
|
|
@ -203,15 +203,15 @@ public final class DrezelDialogue extends DialoguePlugin {
|
|||
stage = 503;
|
||||
break;
|
||||
case 30:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "So what do you say adventurer? Will you aid me and", "all of Misthalin in foiling this Zamorakian plot?");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "So what do you say adventurer? Will you aid me and", "all of Misthalin in foiling this Zamorakian plot?");
|
||||
stage = 31;
|
||||
break;
|
||||
case 500:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Well, let's just say if we cannot undo whatever damage", "has been done here the entire land is in grave peril!");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Well, let's just say if we cannot undo whatever damage", "has been done here the entire land is in grave peril!");
|
||||
stage = 501;
|
||||
break;
|
||||
case 501:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "So what do you say adventurer? Will you aid me and", "all of Misthalin in foiling this Zamorakian plot?");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "So what do you say adventurer? Will you aid me and", "all of Misthalin in foiling this Zamorakian plot?");
|
||||
stage = 502;
|
||||
break;
|
||||
case 502:
|
||||
|
|
@ -221,72 +221,72 @@ public final class DrezelDialogue extends DialoguePlugin {
|
|||
case 503:
|
||||
switch (buttonId) {
|
||||
case 1:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Yes, ofcourse. Any threat to Misthalin must be", "neutralised immediately. So what can I do to help?");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Yes, ofcourse. Any threat to Misthalin must be", "neutralised immediately. So what can I do to help?");
|
||||
stage = 506;
|
||||
break;
|
||||
case 2:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "HA! NO! You can rot in there for all I care you", "stupid priest! All hail mighty Zamorak! Death to puny", "Misthalin!");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "HA! NO! You can rot in there for all I care you", "stupid priest! All hail mighty Zamorak! Death to puny", "Misthalin!");
|
||||
stage = 504;
|
||||
break;
|
||||
}
|
||||
break;
|
||||
case 504:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Oooooh... I knew it was too good to be true... then", "leave me to my fate villain, there's no need to taunt me", "as well as keeping me imprisoned.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Oooooh... I knew it was too good to be true... then", "leave me to my fate villain, there's no need to taunt me", "as well as keeping me imprisoned.");
|
||||
stage = 505;
|
||||
break;
|
||||
case 505:
|
||||
end();
|
||||
break;
|
||||
case 506:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Well, the immediate problem is that I am trapped in this", "cell. I know that they key to free me is nearby, for none", "of the Zamorakians");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Well, the immediate problem is that I am trapped in this", "cell. I know that they key to free me is nearby, for none", "of the Zamorakians");
|
||||
stage = 507;
|
||||
break;
|
||||
case 507:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "who imprisoned me here were ever gone for long", "periods of time, Should you find the key however, as", "you may have noticed,");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "who imprisoned me here were ever gone for long", "periods of time, Should you find the key however, as", "you may have noticed,");
|
||||
stage = 508;
|
||||
break;
|
||||
case 508:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "there is a vampire in that coffin over there. I do not", "know how they managed to find it, but it is one of the", "ones that somehow");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "there is a vampire in that coffin over there. I do not", "know how they managed to find it, but it is one of the", "ones that somehow");
|
||||
stage = 509;
|
||||
break;
|
||||
case 509:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "survived the battle here all those years ago, and is by", "now quite, quite, mad. It has been trapped on this side", "of the river for centuries,");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "survived the battle here all those years ago, and is by", "now quite, quite, mad. It has been trapped on this side", "of the river for centuries,");
|
||||
stage = 510;
|
||||
break;
|
||||
case 510:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "and as those fiendish Zamorakians pointed out to me", "with delight, as a descendant of one of those who", "trapped it here, it will recognise");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "and as those fiendish Zamorakians pointed out to me", "with delight, as a descendant of one of those who", "trapped it here, it will recognise");
|
||||
stage = 511;
|
||||
break;
|
||||
case 511:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "the smell of my blood should I come anywhere near it.", "It will of course then wake up and kill me, very", "probably slowly and painfully.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "the smell of my blood should I come anywhere near it.", "It will of course then wake up and kill me, very", "probably slowly and painfully.");
|
||||
stage = 512;
|
||||
break;
|
||||
case 512:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Maybe I could kill it somehow then while it is asleep?");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Maybe I could kill it somehow then while it is asleep?");
|
||||
stage = 513;
|
||||
break;
|
||||
case 513:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "No adventurer, I do not think it would be wise for you", "to wake it at all. As I say, it is little more than a wild", "animal, and must");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "No adventurer, I do not think it would be wise for you", "to wake it at all. As I say, it is little more than a wild", "animal, and must");
|
||||
stage = 514;
|
||||
break;
|
||||
case 514:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "be extremely powerful to have survived until today. I", "suspect your best chance would be to incapacitate it", "somehow.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "be extremely powerful to have survived until today. I", "suspect your best chance would be to incapacitate it", "somehow.");
|
||||
stage = 515;
|
||||
break;
|
||||
case 515:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Okay, find the key to your cell, and do something about", "the vampire.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Okay, find the key to your cell, and do something about", "the vampire.");
|
||||
stage = 516;
|
||||
break;
|
||||
case 516:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "When you have done both of those I will be able to", "inspect the damage which those Zamorakians have done", "to the purity of the Salve");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "When you have done both of those I will be able to", "inspect the damage which those Zamorakians have done", "to the purity of the Salve");
|
||||
stage = 517;
|
||||
break;
|
||||
case 517:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Depending on the severity of the damage, I may", "require further assistance from you in restoring its", "purity.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Depending on the severity of the damage, I may", "require further assistance from you in restoring its", "purity.");
|
||||
stage = 518;
|
||||
break;
|
||||
case 518:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Okay, well first thing's first; let's get you out of here.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Okay, well first thing's first; let's get you out of here.");
|
||||
stage = 519;
|
||||
break;
|
||||
case 519:
|
||||
|
|
@ -294,52 +294,52 @@ public final class DrezelDialogue extends DialoguePlugin {
|
|||
end();
|
||||
break;
|
||||
case 600:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "No, not yet...");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "No, not yet...");
|
||||
stage = 601;
|
||||
break;
|
||||
case 601:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Well don't give up adventurer! That key MUST be", "around here somewhere! I know none of those", "Zamorakians ever got very far from this building!");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Well don't give up adventurer! That key MUST be", "around here somewhere! I know none of those", "Zamorakians ever got very far from this building!");
|
||||
stage = 602;
|
||||
break;
|
||||
case 602:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "How do you know that?");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "How do you know that?");
|
||||
stage = 603;
|
||||
break;
|
||||
case 603:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I could hear them laughing about some gullible fool that", "they tricked into killing the guard dog at the", "monument.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I could hear them laughing about some gullible fool that", "they tricked into killing the guard dog at the", "monument.");
|
||||
stage = 604;
|
||||
break;
|
||||
case 604:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Oh.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Oh.");
|
||||
stage = 605;
|
||||
break;
|
||||
case 605:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Honestly, what kind of idiot would go around killing", "things just because a stranger told them to? What kind", "of oafish, numb-skulled, dim-witted,");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Honestly, what kind of idiot would go around killing", "things just because a stranger told them to? What kind", "of oafish, numb-skulled, dim-witted,");
|
||||
stage = 606;
|
||||
break;
|
||||
case 606:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Okay, OKAY, I get the picture!");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Okay, OKAY, I get the picture!");
|
||||
stage = 607;
|
||||
break;
|
||||
case 607:
|
||||
end();
|
||||
break;
|
||||
case 701:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Well excellent work adventurer! Unfortunately, as you", "know, I cannot risk waking that vampire in the coffin.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Well excellent work adventurer! Unfortunately, as you", "know, I cannot risk waking that vampire in the coffin.");
|
||||
stage = 702;
|
||||
break;
|
||||
case 702:
|
||||
if (player.getInventory().contains(2953, 1)) {
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I have some water from the Salve. It seems to have", "been desecrated though. Do you think you could bless", "it for me?");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I have some water from the Salve. It seems to have", "been desecrated though. Do you think you could bless", "it for me?");
|
||||
stage = 703;
|
||||
} else {
|
||||
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Do you have any idea about dealing with vampire?");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Do you have any idea about dealing with vampire?");
|
||||
stage = 730;
|
||||
}
|
||||
break;
|
||||
case 703:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Yes, good thinking adventurer! Give it to me, I will bless", "it!");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Yes, good thinking adventurer! Give it to me, I will bless", "it!");
|
||||
stage = 704;
|
||||
break;
|
||||
case 704:
|
||||
|
|
@ -354,22 +354,22 @@ public final class DrezelDialogue extends DialoguePlugin {
|
|||
player.getPacketDispatch().sendMessage("The priest blesses the water for you.");
|
||||
break;
|
||||
case 730:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "well, the water of the salve should still have enough", "power to work against the vampie despite what those", "Zamorakians might have done to it...");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "well, the water of the salve should still have enough", "power to work against the vampie despite what those", "Zamorakians might have done to it...");
|
||||
stage = 731;
|
||||
break;
|
||||
case 731:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Maybe you should try and get hold of some from", "somewhere?");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Maybe you should try and get hold of some from", "somewhere?");
|
||||
stage = 732;
|
||||
break;
|
||||
case 732:
|
||||
end();
|
||||
break;
|
||||
case 800:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Excellent work adventurer! I am free at las! Let me", "ensure that evil vampire is trapped for good. I will", "meet you down by the monument.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Excellent work adventurer! I am free at las! Let me", "ensure that evil vampire is trapped for good. I will", "meet you down by the monument.");
|
||||
stage = 801;
|
||||
break;
|
||||
case 801:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Look for me down there, I need to asses what damage", "has been done to our holy barrier by those evil", "Zamorakians!");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Look for me down there, I need to asses what damage", "has been done to our holy barrier by those evil", "Zamorakians!");
|
||||
stage = 802;
|
||||
break;
|
||||
case 802:
|
||||
|
|
|
|||
|
|
@ -48,26 +48,26 @@ public final class DrezelMonumentDialogue extends DialoguePlugin {
|
|||
npc = (NPC) args[0];
|
||||
final Quest quest = player.getQuestRepository().getQuest("Priest in Peril");
|
||||
if (quest.getStage(player) == 17) {
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Ah, " + player.getUsername() + ". I see you finally made it down here.", "Things are worse than I feared. I'm not sure if I will", "be able to repair the damage.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Ah, " + player.getUsername() + ". I see you finally made it down here.", "Things are worse than I feared. I'm not sure if I will", "be able to repair the damage.");
|
||||
stage = 900;
|
||||
return true;
|
||||
}
|
||||
if (quest.getStage(player) == 18) {
|
||||
if (player.getInventory().contains(1436, 1) || player.getInventory().contains(7936, 1)) {
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I bought you some Rune Essence.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I bought you some Rune Essence.");
|
||||
stage = 100;
|
||||
} else {
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "How many more essence do I need to bring you?");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "How many more essence do I need to bring you?");
|
||||
stage = 120;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
if (quest.getStage(player) == 100 && !player.getSavedData().getQuestData().isTalkedDrezel()) { // guy.
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "So can I pass through that barrier now?");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "So can I pass through that barrier now?");
|
||||
stage = 400;
|
||||
return true;
|
||||
} else {
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Greetings again adventurer, How go your travels in", "Morytania? Is it as evil as I have heard?");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Greetings again adventurer, How go your travels in", "Morytania? Is it as evil as I have heard?");
|
||||
stage = 420;
|
||||
}
|
||||
return true;
|
||||
|
|
@ -78,31 +78,31 @@ public final class DrezelMonumentDialogue extends DialoguePlugin {
|
|||
final Quest quest = player.getQuestRepository().getQuest("Priest in Peril");
|
||||
switch (stage) {
|
||||
case 400:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Ah, " + player.getUsername() + ". For all the assistance you have given", "both myself and Misthalin in your actions, I cannot let", "you pass without warning you.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Ah, " + player.getUsername() + ". For all the assistance you have given", "both myself and Misthalin in your actions, I cannot let", "you pass without warning you.");
|
||||
stage = 401;
|
||||
break;
|
||||
case 401:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Morytania is an evil land, filled with creatures and", "monsters more terrifying than any you have yet", "encountered. Although I will pray for you");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Morytania is an evil land, filled with creatures and", "monsters more terrifying than any you have yet", "encountered. Although I will pray for you");
|
||||
stage = 402;
|
||||
break;
|
||||
case 402:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "you should take some basic precautions before heading", "over the Salve into it. The first place you will come", "across is the Werewolf trading post.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "you should take some basic precautions before heading", "over the Salve into it. The first place you will come", "across is the Werewolf trading post.");
|
||||
stage = 403;
|
||||
break;
|
||||
case 403:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "In many ways Werewolves are like you and me, except", "never forget that they are evil vicious beasts at heart.", "The dagger I have given you is named 'Wolfbane'");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "In many ways Werewolves are like you and me, except", "never forget that they are evil vicious beasts at heart.", "The dagger I have given you is named 'Wolfbane'");
|
||||
stage = 404;
|
||||
break;
|
||||
case 404:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "and it is a holy relic that pevents the werewolf people from", "chaning form, I suggest if you battle with them", "that you keep it always equipped, for their");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "and it is a holy relic that pevents the werewolf people from", "chaning form, I suggest if you battle with them", "that you keep it always equipped, for their");
|
||||
stage = 405;
|
||||
break;
|
||||
case 405:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "wolf form is incredibly powerful, and would savage you", "very quickly. Please adventurer, promise me this: I", "should hate for you to die foolishly.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "wolf form is incredibly powerful, and would savage you", "very quickly. Please adventurer, promise me this: I", "should hate for you to die foolishly.");
|
||||
stage = 406;
|
||||
break;
|
||||
case 406:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Okay, I will keep it equipped whenever I fight", "werwolves.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Okay, I will keep it equipped whenever I fight", "werwolves.");
|
||||
stage = 407;
|
||||
break;
|
||||
case 407:
|
||||
|
|
@ -110,25 +110,25 @@ public final class DrezelMonumentDialogue extends DialoguePlugin {
|
|||
end();
|
||||
break;
|
||||
case 420:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Well, I'm going to look around a bit more.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Well, I'm going to look around a bit more.");
|
||||
stage = 421;
|
||||
break;
|
||||
case 421:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Well, that sounds like a good idea. Don't get into any", "trouble though!");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Well, that sounds like a good idea. Don't get into any", "trouble though!");
|
||||
stage = 422;
|
||||
break;
|
||||
case 422:
|
||||
end();
|
||||
break;
|
||||
case 120:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I need " + player.getGameAttributes().getAttribute("priest-in-peril:rune", 50) + " more.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I need " + player.getGameAttributes().getAttribute("priest-in-peril:rune", 50) + " more.");
|
||||
stage = 121;
|
||||
break;
|
||||
case 121:
|
||||
end();
|
||||
break;
|
||||
case 100:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Quickly, give it to me!");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Quickly, give it to me!");
|
||||
stage = 101;
|
||||
break;
|
||||
case 101:
|
||||
|
|
@ -149,18 +149,18 @@ public final class DrezelMonumentDialogue extends DialoguePlugin {
|
|||
}
|
||||
player.getGameAttributes().setAttribute("/save:priest-in-peril:rune", amt);
|
||||
if (player.getGameAttributes().getAttribute("priest-in-peril:rune", 50) <= 0) {
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Excellent! That should do it! I will bless these stones", "and place them within the well, and Misthalin should be", "protected once more!");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Excellent! That should do it! I will bless these stones", "and place them within the well, and Misthalin should be", "protected once more!");
|
||||
stage = 152;
|
||||
} else {
|
||||
end();
|
||||
}
|
||||
break;
|
||||
case 152:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Please take this dagger; it has been handed down within", "my family for generations and is filled with the power of", "Saradomin. You will find that");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Please take this dagger; it has been handed down within", "my family for generations and is filled with the power of", "Saradomin. You will find that");
|
||||
stage = 153;
|
||||
break;
|
||||
case 153:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "it has the power to prevent werewolves from adopting", "their wolf form in combat as long as you have it", "equipped.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "it has the power to prevent werewolves from adopting", "their wolf form in combat as long as you have it", "equipped.");
|
||||
stage = 154;
|
||||
break;
|
||||
case 154:
|
||||
|
|
@ -168,67 +168,67 @@ public final class DrezelMonumentDialogue extends DialoguePlugin {
|
|||
end();
|
||||
break;
|
||||
case 900:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Why, what's happend?");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Why, what's happend?");
|
||||
stage = 901;
|
||||
break;
|
||||
case 901:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "From what I can tell, after you killed the guard dog", "who protected the entrance to the mouments, those", "Zamorakians forced the door into the main chamber");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "From what I can tell, after you killed the guard dog", "who protected the entrance to the mouments, those", "Zamorakians forced the door into the main chamber");
|
||||
stage = 902;
|
||||
break;
|
||||
case 902:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "and have used some kind of evil potion upon the well", "which leads to the source of the river Salve. As they", "have done this at the very mouth of the river");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "and have used some kind of evil potion upon the well", "which leads to the source of the river Salve. As they", "have done this at the very mouth of the river");
|
||||
stage = 903;
|
||||
break;
|
||||
case 903:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "it will spread along the entire river, disrupting the", "blessing placed upon it and allowing the evil creatures of", "Morytania to invade at their leisure.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "it will spread along the entire river, disrupting the", "blessing placed upon it and allowing the evil creatures of", "Morytania to invade at their leisure.");
|
||||
stage = 904;
|
||||
break;
|
||||
case 904:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "What can we do to prevent that?");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "What can we do to prevent that?");
|
||||
stage = 905;
|
||||
break;
|
||||
case 905:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Well, as you can see, I have placed a holy barrier on", "the entrance to this room from the South, but it is not", "very powerful and required me to remain");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Well, as you can see, I have placed a holy barrier on", "the entrance to this room from the South, but it is not", "very powerful and required me to remain");
|
||||
stage = 906;
|
||||
break;
|
||||
case 906:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "here focussing upon it to keep it intact. Should an", "attack come, they would be able to breach this defence", "very quickly indeed. What we need to do is");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "here focussing upon it to keep it intact. Should an", "attack come, they would be able to breach this defence", "very quickly indeed. What we need to do is");
|
||||
stage = 907;
|
||||
break;
|
||||
case 907:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "find some kind of way of removing or counteracting the", "evil magic that has been put into the river source at the", "well, so that the river will flow pure once again.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "find some kind of way of removing or counteracting the", "evil magic that has been put into the river source at the", "well, so that the river will flow pure once again.");
|
||||
stage = 908;
|
||||
break;
|
||||
case 908:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Couldn't you bless the river to purify it? Like you did", "with the water I took from the well?");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Couldn't you bless the river to purify it? Like you did", "with the water I took from the well?");
|
||||
stage = 909;
|
||||
break;
|
||||
case 909:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "No, that would not work, the power I have from", "Saradomin is not great enough to cleanse an entire", "river of this foul Zamorakian pollutant.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "No, that would not work, the power I have from", "Saradomin is not great enough to cleanse an entire", "river of this foul Zamorakian pollutant.");
|
||||
stage = 910;
|
||||
break;
|
||||
case 910:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I have only one idea how we could possibly cleanse the", "river.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I have only one idea how we could possibly cleanse the", "river.");
|
||||
stage = 911;
|
||||
break;
|
||||
case 911:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "What's that?");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "What's that?");
|
||||
stage = 912;
|
||||
break;
|
||||
case 912:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I have heard rumours recently that Mages have found", "some secret ore that absorbs magic into it and allows", "them to create runes.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I have heard rumours recently that Mages have found", "some secret ore that absorbs magic into it and allows", "them to create runes.");
|
||||
stage = 913;
|
||||
break;
|
||||
case 913:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Should you be able to collect enough of this ore, it is", "possible it will soak up the evil potion that has been", "poured into the river, and purify it.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Should you be able to collect enough of this ore, it is", "possible it will soak up the evil potion that has been", "poured into the river, and purify it.");
|
||||
stage = 914;
|
||||
break;
|
||||
case 914:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Kind of like a filter? Okay, I guess it's worth a try.", "How many should I get?");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Kind of like a filter? Okay, I guess it's worth a try.", "How many should I get?");
|
||||
stage = 915;
|
||||
break;
|
||||
case 915:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Well I have no knowledge of these ores other than", "speculation and gossip, but if the things I hear are true", "around fifty should be sufficient for the task.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Well I have no knowledge of these ores other than", "speculation and gossip, but if the things I hear are true", "around fifty should be sufficient for the task.");
|
||||
stage = 916;
|
||||
break;
|
||||
case 916:
|
||||
|
|
|
|||
|
|
@ -39,7 +39,7 @@ public final class DrokarDialogue extends DialoguePlugin {
|
|||
@Override
|
||||
public boolean open(Object... args) {
|
||||
npc = (NPC) args[0];
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Hello, how are you?");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Hello, how are you?");
|
||||
stage = 0;
|
||||
return true;
|
||||
}
|
||||
|
|
@ -48,11 +48,11 @@ public final class DrokarDialogue extends DialoguePlugin {
|
|||
public boolean handle(int interfaceId, int buttonId) {
|
||||
switch (stage) {
|
||||
case 0:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Packages, packages and more!");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Packages, packages and more!");
|
||||
stage = 1;
|
||||
break;
|
||||
case 1:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Ugh.. Okay, have a good day.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Ugh.. Okay, have a good day.");
|
||||
stage = 2;
|
||||
break;
|
||||
case 2:
|
||||
|
|
|
|||
|
|
@ -39,7 +39,7 @@ public final class DunstanDialogue extends DialoguePlugin {
|
|||
@Override
|
||||
public boolean open(Object... args) {
|
||||
npc = (NPC) args[0];
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Hi!");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Hi!");
|
||||
stage = 0;
|
||||
return true;
|
||||
}
|
||||
|
|
@ -48,7 +48,7 @@ public final class DunstanDialogue extends DialoguePlugin {
|
|||
public boolean handle(int interfaceId, int buttonId) {
|
||||
switch (stage) {
|
||||
case 0:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Hi! Did you want something?");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Hi! Did you want something?");
|
||||
stage = 1;
|
||||
break;
|
||||
case 1:
|
||||
|
|
@ -58,29 +58,29 @@ public final class DunstanDialogue extends DialoguePlugin {
|
|||
case 2:
|
||||
switch (buttonId) {
|
||||
case 1:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Is it OK if I use your anvil?");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Is it OK if I use your anvil?");
|
||||
stage = 10;
|
||||
break;
|
||||
case 2:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Nothing, thanks.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Nothing, thanks.");
|
||||
stage = 20;
|
||||
break;
|
||||
}
|
||||
break;
|
||||
case 10:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "So you're a smithy are you?");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "So you're a smithy are you?");
|
||||
stage = 11;
|
||||
break;
|
||||
case 11:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I dabble.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I dabble.");
|
||||
stage = 12;
|
||||
break;
|
||||
case 12:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "A fellow smith is welcome to use my anvil!");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "A fellow smith is welcome to use my anvil!");
|
||||
stage = 13;
|
||||
break;
|
||||
case 13:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Thanks!");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Thanks!");
|
||||
stage = 14;
|
||||
break;
|
||||
case 14:
|
||||
|
|
|
|||
|
|
@ -39,7 +39,7 @@ public final class DwarfShopDialogue extends DialoguePlugin {
|
|||
@Override
|
||||
public boolean open(Object... args) {
|
||||
npc = (NPC) args[0];
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Can I help you at all?");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Can I help you at all?");
|
||||
stage = 0;
|
||||
return true;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -39,7 +39,7 @@ public final class EadburgDialogue extends DialoguePlugin {
|
|||
@Override
|
||||
public boolean open(Object... args) {
|
||||
npc = (NPC) args[0];
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "What's cooking, good looking?");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "What's cooking, good looking?");
|
||||
stage = 0;
|
||||
return true;
|
||||
}
|
||||
|
|
@ -48,15 +48,15 @@ public final class EadburgDialogue extends DialoguePlugin {
|
|||
public boolean handle(int interfaceId, int buttonId) {
|
||||
switch (stage) {
|
||||
case 0:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "The stew for the servant's main meal.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "The stew for the servant's main meal.");
|
||||
stage = 1;
|
||||
break;
|
||||
case 1:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Um...er...see you later.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Um...er...see you later.");
|
||||
stage = 2;
|
||||
break;
|
||||
case 2:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Bye!");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Bye!");
|
||||
stage = 3;
|
||||
break;
|
||||
case 3:
|
||||
|
|
|
|||
|
|
@ -60,7 +60,7 @@ public final class EdgevilleMonkDialogue extends DialoguePlugin {
|
|||
return true;
|
||||
}
|
||||
}
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Greetings traveller.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Greetings traveller.");
|
||||
stage = 0;
|
||||
return true;
|
||||
}
|
||||
|
|
@ -75,22 +75,22 @@ public final class EdgevilleMonkDialogue extends DialoguePlugin {
|
|||
case 1:
|
||||
switch (buttonId) {
|
||||
case 1:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Can you heal me? I'm injured.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Can you heal me? I'm injured.");
|
||||
stage = 10;
|
||||
break;
|
||||
case 2:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Isn't this place built a bit out of the way?");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Isn't this place built a bit out of the way?");
|
||||
stage = 20;
|
||||
break;
|
||||
case 3:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "How do i get farther into the monastery?");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "How do i get farther into the monastery?");
|
||||
stage = 30;
|
||||
break;
|
||||
|
||||
}
|
||||
break;
|
||||
case 10:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Ok.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Ok.");
|
||||
stage = 11;
|
||||
break;
|
||||
case 11:
|
||||
|
|
@ -101,14 +101,14 @@ public final class EdgevilleMonkDialogue extends DialoguePlugin {
|
|||
player.getSkills().heal(((int) (player.getSkills().getStaticLevel(Skills.HITPOINTS) * 0.20)));
|
||||
break;
|
||||
case 20:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "We like it that way actually! We get disturbed less. We still", "get rather a large amount of travellers looking for", "sanctuary and healing here as it is!");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "We like it that way actually! We get disturbed less. We still", "get rather a large amount of travellers looking for", "sanctuary and healing here as it is!");
|
||||
stage = 21;
|
||||
break;
|
||||
case 21:
|
||||
end();
|
||||
break;
|
||||
case 30:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "You'll need to talk to Abbot Langley about that. He's", "usually to be found walking the halls of the monastery.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "You'll need to talk to Abbot Langley about that. He's", "usually to be found walking the halls of the monastery.");
|
||||
stage = 21;
|
||||
break;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -39,7 +39,7 @@ public final class EdgevilleShopKeeperDialogue extends DialoguePlugin {
|
|||
@Override
|
||||
public boolean open(Object... args) {
|
||||
npc = (NPC) args[0];
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Can I help you at all?");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Can I help you at all?");
|
||||
stage = 0;
|
||||
return true;
|
||||
}
|
||||
|
|
@ -58,7 +58,7 @@ public final class EdgevilleShopKeeperDialogue extends DialoguePlugin {
|
|||
npc.openShop(player);
|
||||
break;
|
||||
case 2:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I'm glas you ask! You can buy as many of the items", "stocked as you wish. You can also sell most items to the", "shop.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I'm glas you ask! You can buy as many of the items", "stocked as you wish. You can also sell most items to the", "shop.");
|
||||
stage = 20;
|
||||
break;
|
||||
case 3:
|
||||
|
|
|
|||
|
|
@ -39,7 +39,7 @@ public final class EllamariaDialogue extends DialoguePlugin {
|
|||
@Override
|
||||
public boolean open(Object... args) {
|
||||
npc = (NPC) args[0];
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "What's going on here? I see a lot of farming patches", "with nothing growing in them.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "What's going on here? I see a lot of farming patches", "with nothing growing in them.");
|
||||
stage = 0;
|
||||
return true;
|
||||
}
|
||||
|
|
@ -48,27 +48,27 @@ public final class EllamariaDialogue extends DialoguePlugin {
|
|||
public boolean handle(int interfaceId, int buttonId) {
|
||||
switch (stage) {
|
||||
case 0:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "No, one has just had them installed. One has had the", "most marvellous idea to bring renewed happiness to", "one's own deatest husband.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "No, one has just had them installed. One has had the", "most marvellous idea to bring renewed happiness to", "one's own deatest husband.");
|
||||
stage = 1;
|
||||
break;
|
||||
case 1:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "One? I'm not sure I understand you-");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "One? I'm not sure I understand you-");
|
||||
stage = 2;
|
||||
break;
|
||||
case 2:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Oh dear - the common classes, oh how they fill one with", "intolerable levels of exasperation, I swear to the most", "true.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Oh dear - the common classes, oh how they fill one with", "intolerable levels of exasperation, I swear to the most", "true.");
|
||||
stage = 3;
|
||||
break;
|
||||
case 3:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Ri-ight ... if you say so, my lady. I'll be off then, if you", "don't mind.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Ri-ight ... if you say so, my lady. I'll be off then, if you", "don't mind.");
|
||||
stage = 4;
|
||||
break;
|
||||
case 4:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Yes, be off with you, before I call the guards.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Yes, be off with you, before I call the guards.");
|
||||
stage = 5;
|
||||
break;
|
||||
case 5:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "No problem, sorry to have bothered you.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "No problem, sorry to have bothered you.");
|
||||
stage = 6;
|
||||
break;
|
||||
case 6:// TODO: ques.t
|
||||
|
|
|
|||
|
|
@ -54,15 +54,15 @@ public final class EllyTheCamelDialogue extends DialoguePlugin {
|
|||
int rand = RandomFunction.random(1, 3);
|
||||
switch (rand) {
|
||||
case 1:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "If I go near that camel, it'll probably", "bite my hand off.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "If I go near that camel, it'll probably", "bite my hand off.");
|
||||
stage = 0;
|
||||
break;
|
||||
case 2:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I wonder if that camel has fleas...");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I wonder if that camel has fleas...");
|
||||
stage = 0;
|
||||
break;
|
||||
case 3:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I wonder if that camel has fleas...");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I wonder if that camel has fleas...");
|
||||
stage = 0;
|
||||
break;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -39,7 +39,7 @@ public final class EmeraldBenedictDialogue extends DialoguePlugin {
|
|||
@Override
|
||||
public boolean open(Object... args) {
|
||||
npc = (NPC) args[0];
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Got anything you don't want to lose?");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Got anything you don't want to lose?");
|
||||
stage = 0;
|
||||
return true;
|
||||
}
|
||||
|
|
@ -61,7 +61,7 @@ public final class EmeraldBenedictDialogue extends DialoguePlugin {
|
|||
end();
|
||||
break;
|
||||
case 3:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Yes thanks, and I'll keep hold of it too.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Yes thanks, and I'll keep hold of it too.");
|
||||
stage = 99;
|
||||
break;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -39,7 +39,7 @@ public final class EntranaChurchMonk extends DialoguePlugin {
|
|||
@Override
|
||||
public boolean open(Object... args) {
|
||||
npc = (NPC) args[0];
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Greetings traveller.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Greetings traveller.");
|
||||
stage = 0;
|
||||
return true;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -39,7 +39,7 @@ public final class ErnestDialogue extends DialoguePlugin {
|
|||
@Override
|
||||
public boolean open(Object... args) {
|
||||
npc = (NPC) args[0];
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Thank you sir. It was dreadfully irritating being a", "chicken. How can I ever thank you?");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Thank you sir. It was dreadfully irritating being a", "chicken. How can I ever thank you?");
|
||||
stage = 1;
|
||||
return true;
|
||||
}
|
||||
|
|
@ -48,11 +48,11 @@ public final class ErnestDialogue extends DialoguePlugin {
|
|||
public boolean handle(int interfaceId, int buttonId) {
|
||||
switch (stage) {
|
||||
case 1:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Well a cash reward is always nice...");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Well a cash reward is always nice...");
|
||||
stage = 2;
|
||||
break;
|
||||
case 2:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Of course, of course.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Of course, of course.");
|
||||
stage = 3;
|
||||
break;
|
||||
case 3:
|
||||
|
|
|
|||
|
|
@ -45,7 +45,7 @@ public final class EstateAgentDialogue extends DialoguePlugin {
|
|||
@Override
|
||||
public boolean open(Object... args) {
|
||||
npc = (NPC) args[0];
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Hello. Welcome to the " + GameWorld.getName() + " Housing Agency! What", "can I do for you?");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Hello. Welcome to the " + GameWorld.getName() + " Housing Agency! What", "can I do for you?");
|
||||
stage = 0;
|
||||
return true;
|
||||
}
|
||||
|
|
@ -65,23 +65,23 @@ public final class EstateAgentDialogue extends DialoguePlugin {
|
|||
case 1:
|
||||
switch (buttonId) {
|
||||
case 1:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Can you move my house please?");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Can you move my house please?");
|
||||
stage = 10;
|
||||
break;
|
||||
case 2:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Can you redecorate my house please?");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Can you redecorate my house please?");
|
||||
stage = 30;
|
||||
break;
|
||||
case 3:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Could I have a Construction guidebook?");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Could I have a Construction guidebook?");
|
||||
stage = 60;
|
||||
break;
|
||||
case 4:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Tell me about houses!");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Tell me about houses!");
|
||||
stage = 90;
|
||||
break;
|
||||
case 5:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Tell me about that skillcape you're wearing!");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Tell me about that skillcape you're wearing!");
|
||||
stage = 100;
|
||||
break;
|
||||
}
|
||||
|
|
@ -138,36 +138,36 @@ public final class EstateAgentDialogue extends DialoguePlugin {
|
|||
stage = 150;
|
||||
break;
|
||||
case 60:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Certainly.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Certainly.");
|
||||
player.getInventory().add(BOOK);
|
||||
stage = 150;
|
||||
break;
|
||||
case 90:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "It all came out of the wizards' experiments. They found", "a way to fold space, so that they could pack many", "acres of land into an area only a foot across.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "It all came out of the wizards' experiments. They found", "a way to fold space, so that they could pack many", "acres of land into an area only a foot across.");
|
||||
stage = 91;
|
||||
break;
|
||||
case 91:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "They created several folded-space regions across", "" + GameWorld.getName() + ". Each one contains hundreds of small plots", "where people can build houses.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "They created several folded-space regions across", "" + GameWorld.getName() + ". Each one contains hundreds of small plots", "where people can build houses.");
|
||||
stage = 92;
|
||||
break;
|
||||
case 92:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Ah, so that's how everyone can have a house without", "them cluttering up the world!");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Ah, so that's how everyone can have a house without", "them cluttering up the world!");
|
||||
stage = 93;
|
||||
break;
|
||||
case 93:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Quite. The wizards didn't want to get bogged down", "in the business side of things so they ", "hired me to sell the houses.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Quite. The wizards didn't want to get bogged down", "in the business side of things so they ", "hired me to sell the houses.");
|
||||
stage = 94;
|
||||
break;
|
||||
case 94:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "There are various other people across " + GameWorld.getName() + " who can", "help you furnish your house. You should start buying", "planks from the sawmill operator in Varrock.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "There are various other people across " + GameWorld.getName() + " who can", "help you furnish your house. You should start buying", "planks from the sawmill operator in Varrock.");
|
||||
stage = 150;
|
||||
break;
|
||||
case 100:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "As you may know, skillcapes are only available to masters", "in a skill. I have spent my entire life building houses and", "now I spend my time selling them! As a sign of my abilites", "I wear this Skillcape of Construction. If you ever have");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "As you may know, skillcapes are only available to masters", "in a skill. I have spent my entire life building houses and", "now I spend my time selling them! As a sign of my abilites", "I wear this Skillcape of Construction. If you ever have");
|
||||
stage = 101;
|
||||
break;
|
||||
case 101:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "enough skill to build a demonic throne, come and talk to", "me and I'll sell you a skillcape like mine.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "enough skill to build a demonic throne, come and talk to", "me and I'll sell you a skillcape like mine.");
|
||||
stage = 150;
|
||||
break;
|
||||
case 150:
|
||||
|
|
|
|||
|
|
@ -53,7 +53,7 @@ public final class FadliDialogue extends DialoguePlugin {
|
|||
@Override
|
||||
public boolean open(Object... args) {
|
||||
npc = (NPC) args[0];
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Hi!");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Hi!");
|
||||
stage = 0;
|
||||
return true;
|
||||
}
|
||||
|
|
@ -62,7 +62,7 @@ public final class FadliDialogue extends DialoguePlugin {
|
|||
public boolean handle(int interfaceId, int buttonId) {
|
||||
switch (stage) {
|
||||
case 0:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "What?");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "What?");
|
||||
stage = 1;
|
||||
break;
|
||||
case 1:
|
||||
|
|
@ -72,59 +72,59 @@ public final class FadliDialogue extends DialoguePlugin {
|
|||
case 2:
|
||||
switch (buttonId) {
|
||||
case 1:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "What do you do?");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "What do you do?");
|
||||
stage = 10;
|
||||
break;
|
||||
case 2:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "What is this place?");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "What is this place?");
|
||||
stage = 20;
|
||||
break;
|
||||
case 3:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I'd like to store some items please.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I'd like to store some items please.");
|
||||
stage = 30;
|
||||
break;
|
||||
case 4:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Do you watch any matches?");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Do you watch any matches?");
|
||||
stage = 40;
|
||||
break;
|
||||
case 40:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "When I can.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "When I can.");
|
||||
stage = 40;
|
||||
break;
|
||||
}
|
||||
break;
|
||||
case 10:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "You can store your stuff here if you want. You can", "dump anything you don't want to carry whilst your", "fighting duels and then pick it up again on the way out.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "You can store your stuff here if you want. You can", "dump anything you don't want to carry whilst your", "fighting duels and then pick it up again on the way out.");
|
||||
stage = 11;
|
||||
break;
|
||||
case 11:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "To be honest I'm wasted here.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "To be honest I'm wasted here.");
|
||||
stage = 12;
|
||||
break;
|
||||
case 12:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I should be winning duels in an arena! I'm the best", "warrior in Al Kharid!");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I should be winning duels in an arena! I'm the best", "warrior in Al Kharid!");
|
||||
stage = 13;
|
||||
break;
|
||||
case 13:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Easy, tiger!");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Easy, tiger!");
|
||||
stage = 14;
|
||||
break;
|
||||
case 14:
|
||||
end();
|
||||
break;
|
||||
case 20:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Isn't it obvious?");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Isn't it obvious?");
|
||||
stage = 21;
|
||||
break;
|
||||
case 21:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "This is the Duel Arena...duh!");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "This is the Duel Arena...duh!");
|
||||
stage = 22;
|
||||
break;
|
||||
case 22:
|
||||
end();
|
||||
break;
|
||||
case 30:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Sure.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Sure.");
|
||||
stage = 31;
|
||||
break;
|
||||
case 31:
|
||||
|
|
@ -132,7 +132,7 @@ public final class FadliDialogue extends DialoguePlugin {
|
|||
player.getBank().open();
|
||||
break;
|
||||
case 40:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Most aren't any good so I throw rotten fruit at them!");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Most aren't any good so I throw rotten fruit at them!");
|
||||
stage = 41;
|
||||
break;
|
||||
case 41:
|
||||
|
|
|
|||
|
|
@ -39,7 +39,7 @@ public final class FaladorGardenerDialogue extends DialoguePlugin {
|
|||
@Override
|
||||
public boolean open(Object... args) {
|
||||
npc = (NPC) args[0];
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Hello.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Hello.");
|
||||
stage = 0;
|
||||
return true;
|
||||
}
|
||||
|
|
@ -48,11 +48,11 @@ public final class FaladorGardenerDialogue extends DialoguePlugin {
|
|||
public boolean handle(int interfaceId, int buttonId) {
|
||||
switch (stage) {
|
||||
case 0:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Oi'm busy. If tha' wants owt, tha' can go find Wyson.", "He's ta boss 'round here. And,", "KEEP YE' TRAMPIN' FEET OFF MA'FLOWERS!");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Oi'm busy. If tha' wants owt, tha' can go find Wyson.", "He's ta boss 'round here. And,", "KEEP YE' TRAMPIN' FEET OFF MA'FLOWERS!");
|
||||
stage = 1;
|
||||
break;
|
||||
case 1:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Right...");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Right...");
|
||||
stage = 2;
|
||||
break;
|
||||
case 2:
|
||||
|
|
|
|||
|
|
@ -39,7 +39,7 @@ public final class FaladorManHouseDialogue extends DialoguePlugin {
|
|||
@Override
|
||||
public boolean open(Object... args) {
|
||||
npc = (NPC) args[0];
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Hello.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Hello.");
|
||||
stage = 0;
|
||||
return true;
|
||||
}
|
||||
|
|
@ -48,39 +48,39 @@ public final class FaladorManHouseDialogue extends DialoguePlugin {
|
|||
public boolean handle(int interfaceId, int buttonId) {
|
||||
switch (stage) {
|
||||
case 0:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "What are you doing in my house?");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "What are you doing in my house?");
|
||||
stage = 1;
|
||||
break;
|
||||
case 1:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I was just exploring.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I was just exploring.");
|
||||
stage = 2;
|
||||
break;
|
||||
case 2:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "You're exploring my house?");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "You're exploring my house?");
|
||||
stage = 3;
|
||||
break;
|
||||
case 3:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "You don't mind, do you?");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "You don't mind, do you?");
|
||||
stage = 4;
|
||||
break;
|
||||
case 4:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "But... why are you exploring in my house?");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "But... why are you exploring in my house?");
|
||||
stage = 5;
|
||||
break;
|
||||
case 5:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Oh, I don't know. I just wandered in, saw you and thought", "it'd be fun to speak to you.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Oh, I don't know. I just wandered in, saw you and thought", "it'd be fun to speak to you.");
|
||||
stage = 6;
|
||||
break;
|
||||
case 6:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "... you are very strange...");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "... you are very strange...");
|
||||
stage = 7;
|
||||
break;
|
||||
case 7:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Perhaps I should go now.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Perhaps I should go now.");
|
||||
stage = 8;
|
||||
break;
|
||||
case 8:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Yes, please go away now.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Yes, please go away now.");
|
||||
stage = 9;
|
||||
break;
|
||||
case 9:
|
||||
|
|
|
|||
|
|
@ -39,7 +39,7 @@ public final class FaladorShopKeeperDialogue extends DialoguePlugin {
|
|||
@Override
|
||||
public boolean open(Object... args) {
|
||||
npc = (NPC) args[0];
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Can I help you at all?");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Can I help you at all?");
|
||||
stage = 0;
|
||||
return true;
|
||||
}
|
||||
|
|
@ -58,7 +58,7 @@ public final class FaladorShopKeeperDialogue extends DialoguePlugin {
|
|||
npc.openShop(player);
|
||||
break;
|
||||
case 2:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I'm glad you ask! You can buy as many of the items", "stocked as you wish. You can also sell most items to the", "shop.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I'm glad you ask! You can buy as many of the items", "stocked as you wish. You can also sell most items to the", "shop.");
|
||||
stage = 20;
|
||||
break;
|
||||
case 3:
|
||||
|
|
|
|||
|
|
@ -55,7 +55,7 @@ public final class FaladorSquireDialogue extends DialoguePlugin {
|
|||
quest = player.getQuestRepository().getQuest("The Knight's Sword");
|
||||
switch (quest.getStage(player)) {
|
||||
case 0:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Hello. I am the squire to Sir Vyvin.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Hello. I am the squire to Sir Vyvin.");
|
||||
stage = 0;
|
||||
break;
|
||||
case 10:
|
||||
|
|
@ -64,11 +64,11 @@ public final class FaladorSquireDialogue extends DialoguePlugin {
|
|||
case 40:
|
||||
case 50:
|
||||
case 60:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "So how are you doing getting a sword?");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "So how are you doing getting a sword?");
|
||||
stage = 0;
|
||||
break;
|
||||
case 100:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Hello friend! Many thanks for all of your help! Vyvin", "never even realised it was a different sword, and I still", "have my job!");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Hello friend! Many thanks for all of your help! Vyvin", "never even realised it was a different sword, and I still", "have my job!");
|
||||
stage = 0;
|
||||
break;
|
||||
}
|
||||
|
|
@ -178,11 +178,11 @@ public final class FaladorSquireDialogue extends DialoguePlugin {
|
|||
case 10:
|
||||
switch (stage) {
|
||||
case 0:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I'm still looking for Imcando dwarves to help me...");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I'm still looking for Imcando dwarves to help me...");
|
||||
stage = 1;
|
||||
break;
|
||||
case 1:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Please try and find them quickly... I am scared Sir", "Vyvin will find out!");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Please try and find them quickly... I am scared Sir", "Vyvin will find out!");
|
||||
stage = 2;
|
||||
break;
|
||||
case 2:
|
||||
|
|
@ -202,17 +202,17 @@ public final class FaladorSquireDialogue extends DialoguePlugin {
|
|||
case 1:
|
||||
switch (buttonId) {
|
||||
case 1:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "And how is life as a squire?");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "And how is life as a squire?");
|
||||
stage = 10;
|
||||
break;
|
||||
case 2:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Wouldn't you prefer to be a squire for me?");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Wouldn't you prefer to be a squire for me?");
|
||||
stage = 20;
|
||||
break;
|
||||
}
|
||||
break;
|
||||
case 10:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Well, Sir Vyvin is a good guy to work for, however,", "I'm in a spot of trouble today. I've gone and lost Sir", "Vyvin's sword!");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Well, Sir Vyvin is a good guy to work for, however,", "I'm in a spot of trouble today. I've gone and lost Sir", "Vyvin's sword!");
|
||||
stage = 11;
|
||||
break;
|
||||
case 11:
|
||||
|
|
@ -222,43 +222,43 @@ public final class FaladorSquireDialogue extends DialoguePlugin {
|
|||
case 12:
|
||||
switch (buttonId) {
|
||||
case 1:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Do you know where you lost it?");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Do you know where you lost it?");
|
||||
stage = 100;
|
||||
break;
|
||||
case 2:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I can make a new sword if you like...");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I can make a new sword if you like...");
|
||||
stage = 120;
|
||||
break;
|
||||
case 3:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Is he angry?");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Is he angry?");
|
||||
stage = 130;
|
||||
break;
|
||||
}
|
||||
break;
|
||||
case 20:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "No, sorry, I'm loyal to Sir Vyvin.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "No, sorry, I'm loyal to Sir Vyvin.");
|
||||
stage = 21;
|
||||
break;
|
||||
case 21:
|
||||
end();
|
||||
break;
|
||||
case 100:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Well now, if I knew THAT it wouldn't be lost, now", "would it?");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Well now, if I knew THAT it wouldn't be lost, now", "would it?");
|
||||
stage = 101;
|
||||
break;
|
||||
case 101:
|
||||
end();
|
||||
break;
|
||||
case 120:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Thanks for the offer. I'd be surprised if you could", "though.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Thanks for the offer. I'd be surprised if you could", "though.");
|
||||
stage = 121;
|
||||
break;
|
||||
case 121:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "The thing is, this sword is a family heirloom. It has been", "passed down through Vyvin's family for five", "generations! It was originally made by the Imcando", "dwarves, who were");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "The thing is, this sword is a family heirloom. It has been", "passed down through Vyvin's family for five", "generations! It was originally made by the Imcando", "dwarves, who were");
|
||||
stage = 122;
|
||||
break;
|
||||
case 122:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "a particularly skilled tribe of dwarven smiths. I doubt", "anyone could make it in the style they do.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "a particularly skilled tribe of dwarven smiths. I doubt", "anyone could make it in the style they do.");
|
||||
stage = 123;
|
||||
break;
|
||||
case 123:
|
||||
|
|
@ -268,21 +268,21 @@ public final class FaladorSquireDialogue extends DialoguePlugin {
|
|||
case 134:
|
||||
switch (buttonId) {
|
||||
case 1:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "So would these dwarves make another one?");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "So would these dwarves make another one?");
|
||||
stage = 160;
|
||||
break;
|
||||
case 2:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Well I hope you find it soon.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Well I hope you find it soon.");
|
||||
stage = 170;
|
||||
break;
|
||||
}
|
||||
break;
|
||||
case 160:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I'm not a hundred percent sure the Imcando tribe", "exists anymore. I should think Reldo, the palace", "librarian in Varrock, will know; he has done a lot of", "research on the races of " + GameWorld.getName() + ".");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I'm not a hundred percent sure the Imcando tribe", "exists anymore. I should think Reldo, the palace", "librarian in Varrock, will know; he has done a lot of", "research on the races of " + GameWorld.getName() + ".");
|
||||
stage = 161;
|
||||
break;
|
||||
case 161:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I don't suppose you could try and track down the", "Imcando dwarves for me? I've got so much work to", "do...");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I don't suppose you could try and track down the", "Imcando dwarves for me? I've got so much work to", "do...");
|
||||
stage = 162;
|
||||
break;
|
||||
case 162:
|
||||
|
|
@ -292,17 +292,17 @@ public final class FaladorSquireDialogue extends DialoguePlugin {
|
|||
case 163:
|
||||
switch (buttonId) {
|
||||
case 1:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Ok, I'll give it a go.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Ok, I'll give it a go.");
|
||||
stage = 165;
|
||||
break;
|
||||
case 2:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "No, I've got lots of mining work to do.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "No, I've got lots of mining work to do.");
|
||||
stage = 164;
|
||||
break;
|
||||
}
|
||||
break;
|
||||
case 165:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Thank you very much! As I say, the best place to start", "should be with Reldo...");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Thank you very much! As I say, the best place to start", "should be with Reldo...");
|
||||
stage = 166;
|
||||
quest.setStage(player, 10);
|
||||
player.getQuestRepository().syncronizeTab(player);
|
||||
|
|
@ -314,14 +314,14 @@ public final class FaladorSquireDialogue extends DialoguePlugin {
|
|||
end();
|
||||
break;
|
||||
case 170:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Yes, me too. I'm not looking forward to telling Vyvin", "I've lost it. He's going to want it for the parade next", "week as well.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Yes, me too. I'm not looking forward to telling Vyvin", "I've lost it. He's going to want it for the parade next", "week as well.");
|
||||
stage = 171;
|
||||
break;
|
||||
case 171:
|
||||
end();
|
||||
break;
|
||||
case 130:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "He doesn't know yet. I was hoping I could think of", "something to do before he does find out, But I find", "myself at a loss.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "He doesn't know yet. I was hoping I could think of", "something to do before he does find out, But I find", "myself at a loss.");
|
||||
stage = 132;
|
||||
break;
|
||||
case 132:
|
||||
|
|
|
|||
|
|
@ -39,7 +39,7 @@ public final class FaladorWomenParkDialogue extends DialoguePlugin {
|
|||
@Override
|
||||
public boolean open(Object... args) {
|
||||
npc = (NPC) args[0];
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Hello.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Hello.");
|
||||
stage = 0;
|
||||
return true;
|
||||
}
|
||||
|
|
@ -48,27 +48,27 @@ public final class FaladorWomenParkDialogue extends DialoguePlugin {
|
|||
public boolean handle(int interfaceId, int buttonId) {
|
||||
switch (stage) {
|
||||
case 0:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Grettings! Have you come to gaze in rapture at the", "natural beauty of Falador's parkland?");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Grettings! Have you come to gaze in rapture at the", "natural beauty of Falador's parkland?");
|
||||
stage = 1;
|
||||
break;
|
||||
case 1:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Um, yes, very nice. Lots of.... trees and stuff.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Um, yes, very nice. Lots of.... trees and stuff.");
|
||||
stage = 2;
|
||||
break;
|
||||
case 2:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Trees! I do so love trees! And flowers! And squirrels.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Trees! I do so love trees! And flowers! And squirrels.");
|
||||
stage = 3;
|
||||
break;
|
||||
case 3:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Sorry, I have a strange urge to be somewhere else.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Sorry, I have a strange urge to be somewhere else.");
|
||||
stage = 4;
|
||||
break;
|
||||
case 4:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Come back to me soon and we can talk again about trees!");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Come back to me soon and we can talk again about trees!");
|
||||
stage = 5;
|
||||
break;
|
||||
case 5:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "...");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "...");
|
||||
stage = 6;
|
||||
break;
|
||||
case 6:
|
||||
|
|
|
|||
|
|
@ -41,7 +41,7 @@ public final class FaridMorrisaneDialogue extends DialoguePlugin {
|
|||
@Override
|
||||
public boolean open(Object... args) {
|
||||
npc = (NPC) args[0];
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Hello, little boy.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Hello, little boy.");
|
||||
stage = 0;
|
||||
return true;
|
||||
}
|
||||
|
|
@ -50,7 +50,7 @@ public final class FaridMorrisaneDialogue extends DialoguePlugin {
|
|||
public boolean handle(int interfaceId, int buttonId) {
|
||||
switch (stage) {
|
||||
case 0:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I would prefer it if you didn't speak to me in such a", "manner. I'll have you know I'm an accomplished", "merchant.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I would prefer it if you didn't speak to me in such a", "manner. I'll have you know I'm an accomplished", "merchant.");
|
||||
stage = 1;
|
||||
break;
|
||||
case 1:
|
||||
|
|
@ -60,41 +60,41 @@ public final class FaridMorrisaneDialogue extends DialoguePlugin {
|
|||
case 2:
|
||||
switch (buttonId) {
|
||||
case 1:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Calm down, junior.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Calm down, junior.");
|
||||
stage = 10;
|
||||
break;
|
||||
case 2:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Can you help me out with the prices for ores?");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Can you help me out with the prices for ores?");
|
||||
stage = 20;
|
||||
break;
|
||||
case 3:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I best go and speak with someone more my height.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I best go and speak with someone more my height.");
|
||||
stage = 30;
|
||||
break;
|
||||
}
|
||||
break;
|
||||
case 10:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Don't tell me to calm down! And don't call me 'junior'.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Don't tell me to calm down! And don't call me 'junior'.");
|
||||
stage = 11;
|
||||
break;
|
||||
case 11:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I'll have you know I am Farid Morrisane, son of Ali", "Morrisane, the worlds greatest merchant!");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I'll have you know I am Farid Morrisane, son of Ali", "Morrisane, the worlds greatest merchant!");
|
||||
stage = 12;
|
||||
break;
|
||||
case 12:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Then why are you here and not him?");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Then why are you here and not him?");
|
||||
stage = 13;
|
||||
break;
|
||||
case 13:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "My dad has given me the responsibility of", "expanding our business here.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "My dad has given me the responsibility of", "expanding our business here.");
|
||||
stage = 14;
|
||||
break;
|
||||
case 14:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "And you're up to the task?");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "And you're up to the task?");
|
||||
stage = 15;
|
||||
break;
|
||||
case 15:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "What a grown up boy you are! Mummy and", "daddy must be very pleased!");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "What a grown up boy you are! Mummy and", "daddy must be very pleased!");
|
||||
stage = 16;
|
||||
break;
|
||||
case 16:
|
||||
|
|
@ -105,7 +105,7 @@ public final class FaridMorrisaneDialogue extends DialoguePlugin {
|
|||
GEGuidePrice.open(player, GuideType.ORES);
|
||||
break;
|
||||
case 30:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Then I shall not stop you, mister. I've too", "much work to do.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Then I shall not stop you, mister. I've too", "much work to do.");
|
||||
stage = 31;
|
||||
break;
|
||||
case 31:
|
||||
|
|
|
|||
|
|
@ -42,31 +42,31 @@ public final class FatherAereckDialogue extends DialoguePlugin {
|
|||
public boolean open(Object... args) {
|
||||
npc = (NPC) args[0];
|
||||
if (player.getQuestRepository().getQuest("The Restless Ghost").getStage(player) == 10) {
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Have you got rid of the ghost yet?");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Have you got rid of the ghost yet?");
|
||||
stage = 520;
|
||||
return true;
|
||||
}
|
||||
if (player.getQuestRepository().getQuest("The Restless Ghost").getStage(player) == 20) {
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I had a talk with Father Urhney. he has given me this", "funny amulet to talk to the ghost with.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I had a talk with Father Urhney. he has given me this", "funny amulet to talk to the ghost with.");
|
||||
stage = 530;
|
||||
return true;
|
||||
}
|
||||
if (player.getQuestRepository().getQuest("The Restless Ghost").getStage(player) == 30) {
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I've found out that the ghost's corpse has lost its skull.", "If I can find the skull, the ghost should leave.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I've found out that the ghost's corpse has lost its skull.", "If I can find the skull, the ghost should leave.");
|
||||
stage = 540;
|
||||
return true;
|
||||
}
|
||||
if (player.getQuestRepository().getQuest("The Restless Ghost").getStage(player) == 40) {
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I've finally found the ghost's skull!");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I've finally found the ghost's skull!");
|
||||
stage = 550;
|
||||
return true;
|
||||
}
|
||||
if (player.getQuestRepository().isComplete("The Restless Ghost")) {
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Welcome to the church of holy Saradomin, my", "friend! What can I do for you today?");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Welcome to the church of holy Saradomin, my", "friend! What can I do for you today?");
|
||||
stage = 0;
|
||||
return true;
|
||||
}
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Welcome to the church of holy Saradomin, my", "friend! What can I do for you today?");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Welcome to the church of holy Saradomin, my", "friend! What can I do for you today?");
|
||||
stage = 0;
|
||||
return true;
|
||||
}
|
||||
|
|
@ -86,25 +86,25 @@ public final class FatherAereckDialogue extends DialoguePlugin {
|
|||
case 500:
|
||||
switch (buttonId) {
|
||||
case 1:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Certainly. All proceeds are donated to the", "Varrockian Guards' Widows & Orphans Fund.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Certainly. All proceeds are donated to the", "Varrockian Guards' Widows & Orphans Fund.");
|
||||
stage = 10;
|
||||
break;
|
||||
case 2:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Surely you have heard of our god, Saradomin?");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Surely you have heard of our god, Saradomin?");
|
||||
stage = 20;
|
||||
break;
|
||||
case 3:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "It is, isn't it? It was built over two centuries ago.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "It is, isn't it? It was built over two centuries ago.");
|
||||
stage = 300;
|
||||
break;
|
||||
case 4:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I'm looking for a quest.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I'm looking for a quest.");
|
||||
stage = 505;
|
||||
break;
|
||||
}
|
||||
break;
|
||||
case 505:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "That's lucky, I need someone to do a quest for me.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "That's lucky, I need someone to do a quest for me.");
|
||||
stage = 506;
|
||||
break;
|
||||
case 506:
|
||||
|
|
@ -114,17 +114,17 @@ public final class FatherAereckDialogue extends DialoguePlugin {
|
|||
case 507:
|
||||
switch (buttonId) {
|
||||
case 1:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Ok, let me help then.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Ok, let me help then.");
|
||||
stage = 510;
|
||||
break;
|
||||
case 2:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Sorry, I don't have time right now.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Sorry, I don't have time right now.");
|
||||
stage = 508;
|
||||
break;
|
||||
}
|
||||
break;
|
||||
case 508:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Oh well. If you do have some spare time on your", "hands, come back and talk to me.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Oh well. If you do have some spare time on your", "hands, come back and talk to me.");
|
||||
stage = 509;
|
||||
break;
|
||||
case 509:
|
||||
|
|
@ -133,35 +133,35 @@ public final class FatherAereckDialogue extends DialoguePlugin {
|
|||
case 510:
|
||||
player.getQuestRepository().getQuest("The Restless Ghost").start(player);
|
||||
player.getQuestRepository().syncronizeTab(player);
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Thank you. The problem is, there is a ghost in the", "church graveyard. I would like you to get rid of it.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Thank you. The problem is, there is a ghost in the", "church graveyard. I would like you to get rid of it.");
|
||||
stage = 511;
|
||||
break;
|
||||
case 511:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "If you need any help, my friend Father Urhney is an", "expert on ghosts.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "If you need any help, my friend Father Urhney is an", "expert on ghosts.");
|
||||
stage = 512;
|
||||
break;
|
||||
case 512:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I believe he is currently living as a hermit in Lumbridge", "swamp. He has a little shack in the south-west of the", "swamps.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I believe he is currently living as a hermit in Lumbridge", "swamp. He has a little shack in the south-west of the", "swamps.");
|
||||
stage = 513;
|
||||
break;
|
||||
case 513:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Exit the graveyard through the south gate to reach the", "swamp. I'm sure if you told him that I sent you he'd", "be willing to help.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Exit the graveyard through the south gate to reach the", "swamp. I'm sure if you told him that I sent you he'd", "be willing to help.");
|
||||
stage = 514;
|
||||
break;
|
||||
case 514:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "My name is Father Aereck by the way. Pleased to", "meet you.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "My name is Father Aereck by the way. Pleased to", "meet you.");
|
||||
stage = 515;
|
||||
break;
|
||||
case 515:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Likewise.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Likewise.");
|
||||
stage = 516;
|
||||
break;
|
||||
case 516:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Take care travelling through the swamps, I have heard", "they can be quite dangerous.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Take care travelling through the swamps, I have heard", "they can be quite dangerous.");
|
||||
stage = 517;
|
||||
break;
|
||||
case 517:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I will, thanks.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I will, thanks.");
|
||||
stage = 518;
|
||||
break;
|
||||
case 518:
|
||||
|
|
@ -169,68 +169,68 @@ public final class FatherAereckDialogue extends DialoguePlugin {
|
|||
break;
|
||||
case 520:
|
||||
if (!player.getGameAttributes().getAttributes().containsKey("restless-ghost:urhney")) {
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I can't find Father Urhney at the moment.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I can't find Father Urhney at the moment.");
|
||||
stage = 521;
|
||||
break;
|
||||
}
|
||||
break;
|
||||
case 521:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Well, you can get to the swamp he lives in by going", "south through the cemetery.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Well, you can get to the swamp he lives in by going", "south through the cemetery.");
|
||||
stage = 522;
|
||||
break;
|
||||
case 522:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "You'll have to go right into the western depths of the", "swamp, near the coastline. That is where his house is.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "You'll have to go right into the western depths of the", "swamp, near the coastline. That is where his house is.");
|
||||
stage = 523;
|
||||
break;
|
||||
case 523:
|
||||
end();
|
||||
break;
|
||||
case 530:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I always wondered what that amulet was... Well, I hope", "it's useful. Tell me when you get rid of the ghost!");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I always wondered what that amulet was... Well, I hope", "it's useful. Tell me when you get rid of the ghost!");
|
||||
stage = 531;
|
||||
break;
|
||||
case 531:
|
||||
end();
|
||||
break;
|
||||
case 540:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "That WOULD explain it.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "That WOULD explain it.");
|
||||
stage = 541;
|
||||
break;
|
||||
case 541:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Hmmmmm. Well, I haven't seen any skulls.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Hmmmmm. Well, I haven't seen any skulls.");
|
||||
stage = 542;
|
||||
break;
|
||||
case 542:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Yes, I think a warlock has stolen it.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Yes, I think a warlock has stolen it.");
|
||||
stage = 543;
|
||||
break;
|
||||
case 543:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I hate warlocks.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I hate warlocks.");
|
||||
stage = 544;
|
||||
break;
|
||||
case 544:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Ah well, good luck!");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Ah well, good luck!");
|
||||
stage = 545;
|
||||
break;
|
||||
case 545:
|
||||
end();
|
||||
break;
|
||||
case 550:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Great! Put it in the ghost's coffin and see what", "happens!");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Great! Put it in the ghost's coffin and see what", "happens!");
|
||||
stage = 545;
|
||||
break;
|
||||
case 1:
|
||||
switch (buttonId) {
|
||||
case 1:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Certainly. All proceeds are donated to the", "Varrockian Guards' Widows & Orphans Fund.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Certainly. All proceeds are donated to the", "Varrockian Guards' Widows & Orphans Fund.");
|
||||
stage = 10;
|
||||
break;
|
||||
case 2:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Surely you have heard of our god, Saradomin?");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Surely you have heard of our god, Saradomin?");
|
||||
stage = 20;
|
||||
break;
|
||||
case 3:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "It is, isn't it? It was built over two centuries ago.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "It is, isn't it? It was built over two centuries ago.");
|
||||
stage = 300;
|
||||
break;
|
||||
}
|
||||
|
|
@ -243,15 +243,15 @@ public final class FatherAereckDialogue extends DialoguePlugin {
|
|||
player.getConfigManager().set(1146, player.getGraveManager().getType().ordinal() | 262112);
|
||||
break;
|
||||
case 20:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "He who created the forces of goodness and purity in this", "world? I cannot believe your ignorance!");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "He who created the forces of goodness and purity in this", "world? I cannot believe your ignorance!");
|
||||
stage = 21;
|
||||
break;
|
||||
case 21:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "This is the god with more followers than any other ...at", "least in this part of the world.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "This is the god with more followers than any other ...at", "least in this part of the world.");
|
||||
stage = 22;
|
||||
break;
|
||||
case 22:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "He who forged the world as we know it, along with his", "brothers Guthix and Zamorak?");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "He who forged the world as we know it, along with his", "brothers Guthix and Zamorak?");
|
||||
stage = 23;
|
||||
break;
|
||||
case 23:
|
||||
|
|
@ -261,29 +261,29 @@ public final class FatherAereckDialogue extends DialoguePlugin {
|
|||
case 24:
|
||||
switch (buttonId) {
|
||||
case 1:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "There is only one Saradomin.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "There is only one Saradomin.");
|
||||
stage = 200;
|
||||
break;
|
||||
case 2:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "...");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "...");
|
||||
stage = 250;
|
||||
break;
|
||||
}
|
||||
|
||||
break;
|
||||
case 200:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Yeah. I, uh, thought you said something else.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Yeah. I, uh, thought you said something else.");
|
||||
stage = 201;
|
||||
break;
|
||||
case 201:
|
||||
end();
|
||||
break;
|
||||
case 250:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "That's...strange.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "That's...strange.");
|
||||
stage = 251;
|
||||
break;
|
||||
case 251:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I thought things not from this world were all, you know,", "slime and tentacles.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I thought things not from this world were all, you know,", "slime and tentacles.");
|
||||
stage = 270;
|
||||
break;
|
||||
case 270:
|
||||
|
|
@ -294,24 +294,24 @@ public final class FatherAereckDialogue extends DialoguePlugin {
|
|||
|
||||
switch (buttonId) {
|
||||
case 1:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Well, I can see that. Still, there's something special about", "you.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Well, I can see that. Still, there's something special about", "you.");
|
||||
stage = 253;
|
||||
break;
|
||||
case 2:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Argh! Avaunt, foul creature from another dimension!", "Avaunt! Begone in the name of Saradomin!");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Argh! Avaunt, foul creature from another dimension!", "Avaunt! Begone in the name of Saradomin!");
|
||||
stage = 291;
|
||||
break;
|
||||
}
|
||||
break;
|
||||
case 291:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Okay, okay, I was only joking!");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Okay, okay, I was only joking!");
|
||||
stage = 292;
|
||||
break;
|
||||
case 292:
|
||||
end();
|
||||
break;
|
||||
case 253:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Thanks, I think.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Thanks, I think.");
|
||||
stage = 254;
|
||||
break;
|
||||
case 254:
|
||||
|
|
|
|||
|
|
@ -37,7 +37,7 @@ public final class FatherLawrenceDialogue extends DialoguePlugin {
|
|||
npc = (NPC) args[0];
|
||||
final Quest quest = player.getQuestRepository().getQuest("Romeo & Juliet");
|
||||
if (quest.getStage(player) < 30) {
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Oh to be a father in the times of whiskey.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Oh to be a father in the times of whiskey.");
|
||||
stage = 0;
|
||||
}
|
||||
switch (quest.getStage(player)) {
|
||||
|
|
@ -71,11 +71,11 @@ public final class FatherLawrenceDialogue extends DialoguePlugin {
|
|||
final Quest quest = player.getQuestRepository().getQuest("Romeo & Juliet");
|
||||
switch (stage) {
|
||||
case 0:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I sing and I drink and I wake up in gutters.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I sing and I drink and I wake up in gutters.");
|
||||
stage = 1;
|
||||
break;
|
||||
case 1:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Top of the morning to you.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Top of the morning to you.");
|
||||
stage = 2;
|
||||
break;
|
||||
case 2:
|
||||
|
|
|
|||
|
|
@ -40,7 +40,7 @@ public final class FatherUhrneyDialogue extends DialoguePlugin {
|
|||
@Override
|
||||
public boolean open(Object... args) {
|
||||
npc = (NPC) args[0];
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Go away! I'm meditating!");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Go away! I'm meditating!");
|
||||
stage = 0;
|
||||
return true;
|
||||
}
|
||||
|
|
@ -63,45 +63,45 @@ public final class FatherUhrneyDialogue extends DialoguePlugin {
|
|||
case 500:
|
||||
switch (buttonId) {
|
||||
case 1:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Well, that's friendly.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Well, that's friendly.");
|
||||
stage = 10;
|
||||
break;
|
||||
case 2:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I've come to repossess your house.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I've come to repossess your house.");
|
||||
stage = 20;
|
||||
break;
|
||||
case 3:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Father Aereck sent me to talk to you.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Father Aereck sent me to talk to you.");
|
||||
stage = 501;
|
||||
break;
|
||||
}
|
||||
break;
|
||||
case 501:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I suppose I'd better talk to you then. What problems", "has he got himself into this time?");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I suppose I'd better talk to you then. What problems", "has he got himself into this time?");
|
||||
stage = 502;
|
||||
break;
|
||||
case 502:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "He's got a ghost haunting his graveyard.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "He's got a ghost haunting his graveyard.");
|
||||
stage = 503;
|
||||
break;
|
||||
case 503:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Oh, the silly fool.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Oh, the silly fool.");
|
||||
stage = 504;
|
||||
break;
|
||||
case 504:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I leave town for just five months, and ALREADY he", "can't manage.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I leave town for just five months, and ALREADY he", "can't manage.");
|
||||
stage = 505;
|
||||
break;
|
||||
case 505:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "(sigh)");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "(sigh)");
|
||||
stage = 506;
|
||||
break;
|
||||
case 506:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Well, I can't go back and exorcise it. I vowed not to", "leave this place. Until I had done a full two years of", "prayer and meditation.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Well, I can't go back and exorcise it. I vowed not to", "leave this place. Until I had done a full two years of", "prayer and meditation.");
|
||||
stage = 507;
|
||||
break;
|
||||
case 507:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Tell you what I can do though; take this amulet.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Tell you what I can do though; take this amulet.");
|
||||
stage = 508;
|
||||
break;
|
||||
case 508:
|
||||
|
|
@ -117,19 +117,19 @@ public final class FatherUhrneyDialogue extends DialoguePlugin {
|
|||
stage = 509;
|
||||
break;
|
||||
case 509:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "It is an Amulet of Ghostspeak.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "It is an Amulet of Ghostspeak.");
|
||||
stage = 510;
|
||||
break;
|
||||
case 510:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "So called, because when you wear it you can speak to", "ghosts. A lot of ghosts are doomed to be ghosts because", "they have left some important task uncompleted.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "So called, because when you wear it you can speak to", "ghosts. A lot of ghosts are doomed to be ghosts because", "they have left some important task uncompleted.");
|
||||
stage = 511;
|
||||
break;
|
||||
case 511:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Maybe if you know what this task is, you can get rid of", "the ghost. I'm not making any gurantees mind you,", "but it is the best I can do right now.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Maybe if you know what this task is, you can get rid of", "the ghost. I'm not making any gurantees mind you,", "but it is the best I can do right now.");
|
||||
stage = 512;
|
||||
break;
|
||||
case 512:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Thank you. I'll give it a try!");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Thank you. I'll give it a try!");
|
||||
stage = 513;
|
||||
break;
|
||||
case 513:
|
||||
|
|
@ -138,15 +138,15 @@ public final class FatherUhrneyDialogue extends DialoguePlugin {
|
|||
case 514:
|
||||
switch (buttonId) {
|
||||
case 1:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Well, that's friendly.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Well, that's friendly.");
|
||||
stage = 10;
|
||||
break;
|
||||
case 2:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I've come to repossess your house.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I've come to repossess your house.");
|
||||
stage = 20;
|
||||
break;
|
||||
case 3:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I've lost the Amulet of Ghostpeak.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I've lost the Amulet of Ghostpeak.");
|
||||
stage = 515;
|
||||
break;
|
||||
}
|
||||
|
|
@ -166,18 +166,18 @@ public final class FatherUhrneyDialogue extends DialoguePlugin {
|
|||
stage = 519;
|
||||
break;
|
||||
case 516:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "What are you talking about? I can see you've got it", "with you!");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "What are you talking about? I can see you've got it", "with you!");
|
||||
stage = 518;
|
||||
break;
|
||||
case 517:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "What are you talking about? I can see you've got it", "in your bank!");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "What are you talking about? I can see you've got it", "in your bank!");
|
||||
stage = 518;
|
||||
break;
|
||||
case 518:
|
||||
end();
|
||||
break;
|
||||
case 519:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "How careless can you get? Those things aren't easy to", "come by you know! It's a good job I've got a spare.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "How careless can you get? Those things aren't easy to", "come by you know! It's a good job I've got a spare.");
|
||||
stage = 520;
|
||||
break;
|
||||
case 520:
|
||||
|
|
@ -186,11 +186,11 @@ public final class FatherUhrneyDialogue extends DialoguePlugin {
|
|||
stage = 521;
|
||||
break;
|
||||
case 521:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Be more careful this time.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Be more careful this time.");
|
||||
stage = 522;
|
||||
break;
|
||||
case 522:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Ok, I'll try to be.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Ok, I'll try to be.");
|
||||
stage = 523;
|
||||
break;
|
||||
case 523:
|
||||
|
|
@ -199,29 +199,29 @@ public final class FatherUhrneyDialogue extends DialoguePlugin {
|
|||
case 1:
|
||||
switch (buttonId) {
|
||||
case 1:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Well, that's friendly.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Well, that's friendly.");
|
||||
stage = 10;
|
||||
break;
|
||||
case 2:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I've come to repossess your house.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I've come to repossess your house.");
|
||||
stage = 20;
|
||||
break;
|
||||
|
||||
}
|
||||
break;
|
||||
case 10:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I SAID go AWAY.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I SAID go AWAY.");
|
||||
stage = 11;
|
||||
break;
|
||||
case 11:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Ok, ok... sheesh, what a grouch.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Ok, ok... sheesh, what a grouch.");
|
||||
stage = 12;
|
||||
break;
|
||||
case 12:
|
||||
end();
|
||||
break;
|
||||
case 20:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Under what grounds???");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Under what grounds???");
|
||||
stage = 21;
|
||||
break;
|
||||
case 21:
|
||||
|
|
@ -231,41 +231,41 @@ public final class FatherUhrneyDialogue extends DialoguePlugin {
|
|||
case 22:
|
||||
switch (buttonId) {
|
||||
case 1:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Repeated failure on mortgage repayments.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Repeated failure on mortgage repayments.");
|
||||
stage = 100;
|
||||
break;
|
||||
case 2:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I don't know. I just wanted this house...");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I don't know. I just wanted this house...");
|
||||
stage = 200;
|
||||
break;
|
||||
|
||||
}
|
||||
break;
|
||||
case 100:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "What?");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "What?");
|
||||
stage = 101;
|
||||
break;
|
||||
case 101:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I don't have a mortgage! I built this house.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I don't have a mortgage! I built this house.");
|
||||
stage = 102;
|
||||
break;
|
||||
case 102:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Sorry. I mus thave got the wrong address. All the", "houses look the same around here.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Sorry. I mus thave got the wrong address. All the", "houses look the same around here.");
|
||||
stage = 103;
|
||||
break;
|
||||
case 103:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "What? What houses? What ARE you talking about???");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "What? What houses? What ARE you talking about???");
|
||||
stage = 104;
|
||||
break;
|
||||
case 104:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Never mind.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Never mind.");
|
||||
stage = 105;
|
||||
break;
|
||||
case 105:
|
||||
end();
|
||||
break;
|
||||
case 200:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Oh... go away and stop wasting my time!");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Oh... go away and stop wasting my time!");
|
||||
stage = 201;
|
||||
break;
|
||||
case 201:
|
||||
|
|
|
|||
|
|
@ -39,7 +39,7 @@ public final class FenitasDialogue extends DialoguePlugin {
|
|||
@Override
|
||||
public boolean open(Object... args) {
|
||||
npc = (NPC) args[0];
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Would you like to buy some cooking equipment?");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Would you like to buy some cooking equipment?");
|
||||
stage = 0;
|
||||
return true;
|
||||
}
|
||||
|
|
@ -48,7 +48,7 @@ public final class FenitasDialogue extends DialoguePlugin {
|
|||
public boolean handle(int interfaceId, int buttonId) {
|
||||
switch (stage) {
|
||||
case 0:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Yes please.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Yes please.");
|
||||
stage = 1;
|
||||
break;
|
||||
case 1:
|
||||
|
|
|
|||
|
|
@ -39,7 +39,7 @@ public final class FilelioDialogue extends DialoguePlugin {
|
|||
@Override
|
||||
public boolean open(Object... args) {
|
||||
npc = (NPC) args[0];
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Hello there.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Hello there.");
|
||||
stage = 0;
|
||||
return true;
|
||||
}
|
||||
|
|
@ -48,7 +48,7 @@ public final class FilelioDialogue extends DialoguePlugin {
|
|||
public boolean handle(int interfaceId, int buttonId) {
|
||||
switch (stage) {
|
||||
case 0:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "H-hello. You l-look like a s-stranger to these p-parts.", "Would you l-ike to buy something? I h-have some s-", "special offers at the m-minute...some s-sample bottles for", "s-storing s-snail slime.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "H-hello. You l-look like a s-stranger to these p-parts.", "Would you l-ike to buy something? I h-have some s-", "special offers at the m-minute...some s-sample bottles for", "s-storing s-snail slime.");
|
||||
stage = 1;
|
||||
break;
|
||||
case 1:
|
||||
|
|
@ -58,11 +58,11 @@ public final class FilelioDialogue extends DialoguePlugin {
|
|||
case 2:
|
||||
switch (buttonId) {
|
||||
case 1:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Yes, please.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Yes, please.");
|
||||
stage = 10;
|
||||
break;
|
||||
case 2:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "No thanks.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "No thanks.");
|
||||
stage = 20;
|
||||
break;
|
||||
|
||||
|
|
|
|||
|
|
@ -50,41 +50,41 @@ public final class FishingTutorDialogue extends DialoguePlugin {
|
|||
case 1:
|
||||
switch (buttonId) {
|
||||
case 1:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Can you teach me the basics of fishing please?");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Can you teach me the basics of fishing please?");
|
||||
stage = 10;
|
||||
break;
|
||||
case 2:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Tell me about different fish.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Tell me about different fish.");
|
||||
stage = 20;
|
||||
break;
|
||||
case 3:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Where and what should I fish?");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Where and what should I fish?");
|
||||
stage = 30;
|
||||
break;
|
||||
case 4:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Goodbye.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Goodbye.");
|
||||
stage = 40;
|
||||
break;
|
||||
}
|
||||
break;
|
||||
case 10:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Ahoy, to fish, you click on your net in your inventory,", "then on the fishin' spot to put it in. Then you pull the", "net out and see if you got any shrimp.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Ahoy, to fish, you click on your net in your inventory,", "then on the fishin' spot to put it in. Then you pull the", "net out and see if you got any shrimp.");
|
||||
stage = 11;
|
||||
break;
|
||||
case 11:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I see.. is that it?");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I see.. is that it?");
|
||||
stage = 12;
|
||||
break;
|
||||
case 12:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "There's far more as you progress, not just shrimps,", "you get more equipment, bigger fish and other things", "too...");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "There's far more as you progress, not just shrimps,", "you get more equipment, bigger fish and other things", "too...");
|
||||
stage = 13;
|
||||
break;
|
||||
case 13:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "When you have a full inventory, you can cook it or", "take it to the bank. You can find a bank on the roof of", "the castle in Lumbridge and a cookin' range in the", "castles kitchen.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "When you have a full inventory, you can cook it or", "take it to the bank. You can find a bank on the roof of", "the castle in Lumbridge and a cookin' range in the", "castles kitchen.");
|
||||
stage = 14;
|
||||
break;
|
||||
case 14:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Arrr.. if yer lookin' fer quests you should head to", "the Mountain Dwarf who lies north-west of Taverely", "and have a chat with him, I'm sure he can point you in", "the right direction.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Arrr.. if yer lookin' fer quests you should head to", "the Mountain Dwarf who lies north-west of Taverely", "and have a chat with him, I'm sure he can point you in", "the right direction.");
|
||||
stage = 15;
|
||||
break;
|
||||
case 15:
|
||||
|
|
@ -140,7 +140,7 @@ public final class FishingTutorDialogue extends DialoguePlugin {
|
|||
stage = 20;
|
||||
break;
|
||||
case 30:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Herrin' can be fished from Catherby and some other", "places when you reach level 10.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Herrin' can be fished from Catherby and some other", "places when you reach level 10.");
|
||||
stage = 31;
|
||||
break;
|
||||
case 31:
|
||||
|
|
|
|||
|
|
@ -39,7 +39,7 @@ public final class FlynnDialogue extends DialoguePlugin {
|
|||
@Override
|
||||
public boolean open(Object... args) {
|
||||
npc = (NPC) args[0];
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Hello. Do you want to buy or sell any maces?");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Hello. Do you want to buy or sell any maces?");
|
||||
stage = 0;
|
||||
return true;
|
||||
}
|
||||
|
|
@ -54,7 +54,7 @@ public final class FlynnDialogue extends DialoguePlugin {
|
|||
case 1:
|
||||
switch (buttonId) {
|
||||
case 1:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "No, thanks.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "No, thanks.");
|
||||
stage = 10;
|
||||
break;
|
||||
case 2:
|
||||
|
|
|
|||
|
|
@ -60,10 +60,10 @@ public class FortressGuardDialogue extends DialoguePlugin {
|
|||
return true;
|
||||
}
|
||||
if (!inUniform(player)) {
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Get lost. This is private property.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Get lost. This is private property.");
|
||||
stage = 0;
|
||||
} else {
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Hey! Get back on duty!");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Hey! Get back on duty!");
|
||||
stage = 30;
|
||||
}
|
||||
return true;
|
||||
|
|
@ -73,19 +73,19 @@ public class FortressGuardDialogue extends DialoguePlugin {
|
|||
public boolean handle(int interfaceId, int buttonId) {
|
||||
switch (stage) {
|
||||
case 0:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Yes, but I work here!");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Yes, but I work here!");
|
||||
stage = 1;
|
||||
break;
|
||||
case 1:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Well, this is the guards' entrance. I might be new here", "but I can tell you're not a guard.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Well, this is the guards' entrance. I might be new here", "but I can tell you're not a guard.");
|
||||
stage = 2;
|
||||
break;
|
||||
case 2:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "How can you tell?");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "How can you tell?");
|
||||
stage = 3;
|
||||
break;
|
||||
case 3:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "You're not even wearing proper guards uniform!");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "You're not even wearing proper guards uniform!");
|
||||
stage = 4;
|
||||
break;
|
||||
case 4:
|
||||
|
|
@ -95,43 +95,43 @@ public class FortressGuardDialogue extends DialoguePlugin {
|
|||
case 5:
|
||||
switch (buttonId) {
|
||||
case 1:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Oh pleeeaaase let me in!");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Oh pleeeaaase let me in!");
|
||||
stage = 10;
|
||||
break;
|
||||
case 2:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "So what is this uniform?");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "So what is this uniform?");
|
||||
stage = 20;
|
||||
break;
|
||||
}
|
||||
break;
|
||||
case 10:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Go away. You're getting annoying.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Go away. You're getting annoying.");
|
||||
stage = 11;
|
||||
break;
|
||||
case 11:
|
||||
end();
|
||||
break;
|
||||
case 20:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Well you can see me wearing it. It's an iron chainbody", "and a medium bronze helm.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Well you can see me wearing it. It's an iron chainbody", "and a medium bronze helm.");
|
||||
stage = 21;
|
||||
break;
|
||||
case 21:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Hmmm... I wonder if I can make that or get some in", "the local towns...");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Hmmm... I wonder if I can make that or get some in", "the local towns...");
|
||||
stage = 22;
|
||||
break;
|
||||
case 22:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "What was that you muttered?");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "What was that you muttered?");
|
||||
stage = 23;
|
||||
break;
|
||||
case 23:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Oh, nothing important!");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Oh, nothing important!");
|
||||
stage = 24;
|
||||
break;
|
||||
case 24:
|
||||
end();
|
||||
break;
|
||||
case 30:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Uh...");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Uh...");
|
||||
stage = 31;
|
||||
break;
|
||||
case 31:
|
||||
|
|
@ -144,32 +144,32 @@ public class FortressGuardDialogue extends DialoguePlugin {
|
|||
case 41:
|
||||
switch (buttonId) {
|
||||
case 1:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Yes, but I work here!");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Yes, but I work here!");
|
||||
stage = 1;
|
||||
break;
|
||||
case 2:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Oh, sorry.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Oh, sorry.");
|
||||
stage = 42;
|
||||
break;
|
||||
case 3:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "So who does it belong to?");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "So who does it belong to?");
|
||||
stage = 44;
|
||||
break;
|
||||
}
|
||||
break;
|
||||
case 42:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Don't let it happen again.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Don't let it happen again.");
|
||||
stage = 43;
|
||||
break;
|
||||
case 43:
|
||||
end();
|
||||
break;
|
||||
case 44:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "This fortress belongs to the order of Black Knights", "known as the Kinshra.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "This fortress belongs to the order of Black Knights", "known as the Kinshra.");
|
||||
stage = 45;
|
||||
break;
|
||||
case 45:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Oh. Okay, thanks.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Oh. Okay, thanks.");
|
||||
stage = 46;
|
||||
break;
|
||||
case 46:
|
||||
|
|
|
|||
|
|
@ -39,7 +39,7 @@ public final class FortunatoDialogue extends DialoguePlugin {
|
|||
@Override
|
||||
public boolean open(Object... args) {
|
||||
npc = (NPC) args[0];
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Can I help you at all?");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Can I help you at all?");
|
||||
stage = 0;
|
||||
return true;
|
||||
}
|
||||
|
|
@ -56,11 +56,11 @@ public final class FortunatoDialogue extends DialoguePlugin {
|
|||
|
||||
switch (buttonId) {
|
||||
case 1:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Yes, what are you selling?");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Yes, what are you selling?");
|
||||
stage = 10;
|
||||
break;
|
||||
case 2:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Then move along, you filthy ragamuffin, I have customers", "to server!");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Then move along, you filthy ragamuffin, I have customers", "to server!");
|
||||
stage = 24;
|
||||
break;
|
||||
}
|
||||
|
|
@ -71,11 +71,11 @@ public final class FortunatoDialogue extends DialoguePlugin {
|
|||
npc.openShop(player);
|
||||
break;
|
||||
case 20:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Yes, indeed. The finest wine in Misthalin.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Yes, indeed. The finest wine in Misthalin.");
|
||||
stage = 21;
|
||||
break;
|
||||
case 21:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Care to take a look at my wares?");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Care to take a look at my wares?");
|
||||
stage = 269;
|
||||
break;
|
||||
case 269:
|
||||
|
|
@ -90,14 +90,14 @@ public final class FortunatoDialogue extends DialoguePlugin {
|
|||
stage = 10;
|
||||
break;
|
||||
case 2:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Not at the moment.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Not at the moment.");
|
||||
stage = 23;
|
||||
break;
|
||||
}
|
||||
|
||||
break;
|
||||
case 23:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Then move along, you filthy ragamuffin, I have customers", "to server!");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Then move along, you filthy ragamuffin, I have customers", "to server!");
|
||||
stage = 24;
|
||||
break;
|
||||
case 24:
|
||||
|
|
|
|||
|
|
@ -50,21 +50,21 @@ public final class FredTheFarmer extends DialoguePlugin {
|
|||
quest = player.getQuestRepository().getQuest("Sheep Shearer");
|
||||
if (player.getQuestRepository().getQuest("Sheep Shearer").getStage(player) == 10 || player.getQuestRepository().getQuest("Sheep Shearer").getStage(player) == 90) {
|
||||
if (SheepShearer.getWoolGiven(player) == 20 && player.getQuestRepository().getQuest("Sheep Shearer").getStage(player) == 90) {
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "That's the last of them.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "That's the last of them.");
|
||||
stage = 999;
|
||||
return true;
|
||||
}
|
||||
if (player.getInventory().contains(1737, 1) || player.getInventory().contains(1759, 1)) {
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "What are you doing on my land?");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "What are you doing on my land?");
|
||||
stage = 5000;
|
||||
return true;
|
||||
}
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "How are you doing getting those balls of wool?");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "How are you doing getting those balls of wool?");
|
||||
stage = 4000;
|
||||
return true;
|
||||
}
|
||||
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "What are you doing on my land? You're not the one", "who keeps leaving all my gates open and letting out all", "my sheep are you?");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "What are you doing on my land? You're not the one", "who keeps leaving all my gates open and letting out all", "my sheep are you?");
|
||||
stage = 0;
|
||||
return true;
|
||||
}
|
||||
|
|
@ -85,11 +85,11 @@ public final class FredTheFarmer extends DialoguePlugin {
|
|||
case 346:
|
||||
switch (buttonId) {
|
||||
case 1:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I'm looking for something to kill.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I'm looking for something to kill.");
|
||||
stage = 20;
|
||||
break;
|
||||
case 2:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I'm lost.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I'm lost.");
|
||||
stage = 30;
|
||||
break;
|
||||
}
|
||||
|
|
@ -97,37 +97,37 @@ public final class FredTheFarmer extends DialoguePlugin {
|
|||
case 1:
|
||||
switch (buttonId) {
|
||||
case 1:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I'm looking for a quest.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I'm looking for a quest.");
|
||||
stage = 10;
|
||||
break;
|
||||
case 2:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I'm looking for something to kill.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I'm looking for something to kill.");
|
||||
stage = 20;
|
||||
break;
|
||||
case 3:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I'm lost.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I'm lost.");
|
||||
stage = 30;
|
||||
break;
|
||||
|
||||
}
|
||||
break;
|
||||
case 30:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "How can you be lost? Just follow the road east and", "south. You'll end up in Lumbridge fairly quickly.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "How can you be lost? Just follow the road east and", "south. You'll end up in Lumbridge fairly quickly.");
|
||||
stage = 31;
|
||||
break;
|
||||
case 31:
|
||||
end();
|
||||
break;
|
||||
case 10:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "You're after a quest, you say? Actually I could do with", "a bit of help.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "You're after a quest, you say? Actually I could do with", "a bit of help.");
|
||||
stage = 11;
|
||||
break;
|
||||
case 11:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "My sheep are getting mighty woolly. I'd be much", "obliged if you could shear them. And while you're at it", "spin the wool for me too.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "My sheep are getting mighty woolly. I'd be much", "obliged if you could shear them. And while you're at it", "spin the wool for me too.");
|
||||
stage = 12;
|
||||
break;
|
||||
case 12:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Yes, that's it. Bring me 20 balls of wool. And I'm sure", "I could sort out somesort of payment. Of course,", "there's a small matter of The Thing.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Yes, that's it. Bring me 20 balls of wool. And I'm sure", "I could sort out somesort of payment. Of course,", "there's a small matter of The Thing.");
|
||||
stage = 13;
|
||||
break;
|
||||
case 13:
|
||||
|
|
@ -137,21 +137,21 @@ public final class FredTheFarmer extends DialoguePlugin {
|
|||
case 14:
|
||||
switch (buttonId) {
|
||||
case 1:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Yes okay. I can do that.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Yes okay. I can do that.");
|
||||
stage = 670;
|
||||
break;
|
||||
case 2:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "That doesn't sound a very exiting quest.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "That doesn't sound a very exiting quest.");
|
||||
stage = 560;
|
||||
break;
|
||||
case 3:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "What do you mean, The Thing?");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "What do you mean, The Thing?");
|
||||
stage = 456;
|
||||
break;
|
||||
}
|
||||
break;
|
||||
case 670:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Good! Now one more thing, do you actually know how", "to shear a sheep?");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Good! Now one more thing, do you actually know how", "to shear a sheep?");
|
||||
stage = 678;
|
||||
break;
|
||||
case 678:
|
||||
|
|
@ -161,33 +161,33 @@ public final class FredTheFarmer extends DialoguePlugin {
|
|||
case 679:
|
||||
switch (buttonId) {
|
||||
case 1:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Of course!");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Of course!");
|
||||
stage = 954;
|
||||
break;
|
||||
case 2:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Err. No, I don't know actually.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Err. No, I don't know actually.");
|
||||
stage = 750;
|
||||
break;
|
||||
}
|
||||
break;
|
||||
case 954:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Do you know how to spin wool?");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Do you know how to spin wool?");
|
||||
stage = 754;
|
||||
break;
|
||||
case 750:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Just use a set of shears on a sheep to shear it.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Just use a set of shears on a sheep to shear it.");
|
||||
stage = 751;
|
||||
break;
|
||||
case 751:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "That's all I have to do?");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "That's all I have to do?");
|
||||
stage = 752;
|
||||
break;
|
||||
case 752:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Well once you've collected some wool you'll need to spin", "it into balls.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Well once you've collected some wool you'll need to spin", "it into balls.");
|
||||
stage = 753;
|
||||
break;
|
||||
case 753:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Do you know how to spin wool?");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Do you know how to spin wool?");
|
||||
stage = 754;
|
||||
break;
|
||||
case 754:
|
||||
|
|
@ -197,21 +197,21 @@ public final class FredTheFarmer extends DialoguePlugin {
|
|||
case 755:
|
||||
switch (buttonId) {
|
||||
case 1:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I don't know how to spin wool, sorry.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I don't know how to spin wool, sorry.");
|
||||
stage = 756;
|
||||
break;
|
||||
case 2:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I'm something of an expert actually!");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I'm something of an expert actually!");
|
||||
stage = 850;
|
||||
break;
|
||||
}
|
||||
break;
|
||||
case 850:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Well you can stop grinning and get to work then.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Well you can stop grinning and get to work then.");
|
||||
stage = 851;
|
||||
break;
|
||||
case 851:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I'm not paying you by the hour!");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I'm not paying you by the hour!");
|
||||
stage = 852;
|
||||
break;
|
||||
case 852:
|
||||
|
|
@ -219,19 +219,19 @@ public final class FredTheFarmer extends DialoguePlugin {
|
|||
quest.start(player);
|
||||
break;
|
||||
case 756:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Don't worry, it's quite simple!");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Don't worry, it's quite simple!");
|
||||
stage = 757;
|
||||
break;
|
||||
case 757:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "The nearest Spinning Wheel can be found on the first", "floor of Lumbridge Castle.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "The nearest Spinning Wheel can be found on the first", "floor of Lumbridge Castle.");
|
||||
stage = 758;
|
||||
break;
|
||||
case 758:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "To get to the Lumbridge Castle just follow the road east.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "To get to the Lumbridge Castle just follow the road east.");
|
||||
stage = 759;
|
||||
break;
|
||||
case 759:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Thank you!");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Thank you!");
|
||||
stage = 760;
|
||||
break;
|
||||
case 760:
|
||||
|
|
@ -242,79 +242,79 @@ public final class FredTheFarmer extends DialoguePlugin {
|
|||
end();
|
||||
break;
|
||||
case 560:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Well what do you expect if you ask a farmer for a", "quest?");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Well what do you expect if you ask a farmer for a", "quest?");
|
||||
stage = 21;
|
||||
break;
|
||||
case 456:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Well now, no one has ever seen The Thing. That's", "why we call it The Thing, 'cos we don't know what it is.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Well now, no one has ever seen The Thing. That's", "why we call it The Thing, 'cos we don't know what it is.");
|
||||
stage = 457;
|
||||
break;
|
||||
case 457:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Someone say it's a black hearted shapeshifter, hungering for", "the souls of hard working decent folk like me. Others", "say it's just a sheep.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Someone say it's a black hearted shapeshifter, hungering for", "the souls of hard working decent folk like me. Others", "say it's just a sheep.");
|
||||
stage = 21;
|
||||
break;
|
||||
case 20:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "What, on my land? Leave my livestock alone you", "scoundrel!");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "What, on my land? Leave my livestock alone you", "scoundrel!");
|
||||
stage = 21;
|
||||
break;
|
||||
case 21:
|
||||
end();
|
||||
break;
|
||||
case 4000:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "How many more do I need to give you?");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "How many more do I need to give you?");
|
||||
stage = 4001;
|
||||
break;
|
||||
case 4001:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "You need to collect " + SheepShearer.getWoolLeft(player) + " more balls of wool.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "You need to collect " + SheepShearer.getWoolLeft(player) + " more balls of wool.");
|
||||
stage = 4002;
|
||||
break;
|
||||
case 4002:
|
||||
if (!player.getInventory().contains(1759, 1)) {
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I haven't got any at the moment.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I haven't got any at the moment.");
|
||||
stage = 4003;
|
||||
break;
|
||||
}
|
||||
break;
|
||||
case 4003:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Well at least you haven't been eaten.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Well at least you haven't been eaten.");
|
||||
stage = 21;
|
||||
break;
|
||||
case 4004:
|
||||
break;
|
||||
case 5000:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I'm back!");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I'm back!");
|
||||
stage = 50001;
|
||||
break;
|
||||
case 50001:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "How are you doing getting those balls of wool?");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "How are you doing getting those balls of wool?");
|
||||
stage = 50002;
|
||||
break;
|
||||
case 50002:
|
||||
if (player.getInventory().contains(1759, 1)) {
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I have some.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I have some.");
|
||||
stage = 50010;
|
||||
break;
|
||||
}
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "How many more do I need to give you?");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "How many more do I need to give you?");
|
||||
stage = 50003;
|
||||
break;
|
||||
case 50003:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "You need to collect " + SheepShearer.getWoolLeft(player) + " more balls of wool.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "You need to collect " + SheepShearer.getWoolLeft(player) + " more balls of wool.");
|
||||
stage = 50004;
|
||||
break;
|
||||
case 50004:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Well I've got some wool. I've not managed to make it", "into a ball though.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Well I've got some wool. I've not managed to make it", "into a ball though.");
|
||||
stage = 50005;
|
||||
break;
|
||||
case 50005:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Well go find a spinning wheel then. You can find one", "on the first floor of the Lumbridge Castle, just walk east on", "the road outside my house and you'll find Lumbridge.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Well go find a spinning wheel then. You can find one", "on the first floor of the Lumbridge Castle, just walk east on", "the road outside my house and you'll find Lumbridge.");
|
||||
stage = 50006;
|
||||
break;
|
||||
case 50006:
|
||||
end();
|
||||
break;
|
||||
case 50010:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Give 'em here then.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Give 'em here then.");
|
||||
stage = 5011;
|
||||
break;
|
||||
case 5011:
|
||||
|
|
@ -330,24 +330,24 @@ public final class FredTheFarmer extends DialoguePlugin {
|
|||
case 5012:
|
||||
if (SheepShearer.getWoolGiven(player) == 20) {
|
||||
player.getQuestRepository().getQuest("Sheep Shearer").setStage(player, 90);
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "That's the last of them.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "That's the last of them.");
|
||||
stage = 999;
|
||||
break;// enough
|
||||
}
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "That's all I've got so far.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "That's all I've got so far.");
|
||||
stage = 5013;
|
||||
break;
|
||||
case 5013:
|
||||
if (SheepShearer.getWoolGiven(player) == 20) {
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "That's the last of them.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "That's the last of them.");
|
||||
stage = 999;
|
||||
break;// enough
|
||||
}
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I need " + SheepShearer.getWoolCollect(player) + " before I can pay you.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I need " + SheepShearer.getWoolCollect(player) + " before I can pay you.");
|
||||
stage = 5014;
|
||||
break;
|
||||
case 999:
|
||||
interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I guess I'd better pay you then.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I guess I'd better pay you then.");
|
||||
stage = 1000;
|
||||
break;
|
||||
case 1000:
|
||||
|
|
@ -357,7 +357,7 @@ public final class FredTheFarmer extends DialoguePlugin {
|
|||
player.removeAttribute("sheep-shearer:wool");
|
||||
break;
|
||||
case 5014:
|
||||
interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Ok, I'll work on it.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Ok, I'll work on it.");
|
||||
stage = 5015;
|
||||
break;
|
||||
case 5015:
|
||||
|
|
|
|||
Some files were not shown because too many files have changed in this diff Show more
Loading…
Add table
Add a link
Reference in a new issue