From e1b665dca1c473998ae70c771a9d5ff6fca0f5de Mon Sep 17 00:00:00 2001 From: Qweqker <60119671+Qweqker@users.noreply.github.com> Date: Sun, 26 Jan 2020 22:02:03 -0500 Subject: [PATCH] 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 --- Server/server.sql | 14 +- .../content/dialogue/DialogueInterpreter.java | 2 +- .../game/content/dialogue/DialoguePlugin.java | 8 +- .../content/dialogue/FacialExpression.java | 38 +- .../game/content/global/Skillcape.java | 4 +- .../member/construction/HouseManager.java | 2 +- .../script/context/NPCDialInstruction.java | 2 +- .../script/context/PDialInstruction.java | 2 +- .../activity/guild/RangingGuildPlugin.java | 4 +- .../activity/gwd/GodwarsEntranceHandler.java | 2 +- .../stronghold/CradleOfLifeDialogue.java | 8 +- .../playersafety/GuardDialoguePlugin.java | 26 +- .../playersafety/ProfessorHenryDialogue.java | 38 +- .../tzhaar/TzhaarFightPitsPlugin.java | 2 +- .../activity/wguild/shot/ShotPutRoom.java | 2 +- .../src/plugin/cutscene/JulietDialogue.java | 72 +- .../src/plugin/cutscene/RJCutscenePlugin.java | 72 +- Server/src/plugin/dialogue/AggieDialogue.java | 4 +- .../dialogue/AlKharidShopKeeperDialogue.java | 4 +- .../plugin/dialogue/AlTheCamelDialogue.java | 6 +- .../dialogue/AlfonseWaiterDialogue.java | 10 +- .../plugin/dialogue/AmbassadorFernook.java | 10 +- .../plugin/dialogue/ApothecaryDialogue.java | 44 +- .../dialogue/ArdougneShopKeeperPlugin.java | 6 +- .../plugin/dialogue/BarbarianDialogue.java | 6 +- .../src/plugin/dialogue/BarkerDialogue.java | 8 +- .../src/plugin/dialogue/BeaverDialogue.java | 4 +- Server/src/plugin/dialogue/BennyDialogue.java | 28 +- Server/src/plugin/dialogue/BettyDialogue.java | 6 +- Server/src/plugin/dialogue/BootDialogue.java | 8 +- .../plugin/dialogue/BorderGuardDialogue.java | 14 +- .../src/plugin/dialogue/BreocaDialogue.java | 4 +- .../plugin/dialogue/BrianArcheryDialogue.java | 6 +- .../dialogue/BrianORichardDialogue.java | 20 +- .../dialogue/BrimhavenBartenderDialogue.java | 8 +- .../dialogue/BrimhavenPirateDialogue.java | 4 +- Server/src/plugin/dialogue/BrosDialogue.java | 2 +- .../dialogue/BurthorpeSoldierDialogue.java | 6 +- .../plugin/dialogue/CallistoCubDialogue.java | 6 +- .../plugin/dialogue/CamelDialoguePlugin.java | 2 +- .../plugin/dialogue/CamelotGuardDialogue.java | 2 +- .../plugin/dialogue/CandleSellerPlugin.java | 52 +- .../src/plugin/dialogue/CapnIzzyDialogue.java | 50 +- .../dialogue/CaptainBarnabyDialogue.java | 6 +- .../dialogue/CaptainDalburDialogue.java | 4 +- .../dialogue/CartConductorDialogue.java | 14 +- .../src/plugin/dialogue/CassieDialogue.java | 4 +- Server/src/plugin/dialogue/CaveMonk.java | 10 +- .../src/plugin/dialogue/CeolburgDialogue.java | 4 +- .../dialogue/ChaosElementalJRDialogue.java | 6 +- .../dialogue/CharlieTheTrampDialogue.java | 30 +- Server/src/plugin/dialogue/ConeDialogue.java | 4 +- .../plugin/dialogue/CookingTutorDialogue.java | 18 +- .../dialogue/CraftingTutorDialogue.java | 8 +- Server/src/plugin/dialogue/CuffsDialogue.java | 10 +- .../dialogue/CustomsOfficerDialogue.java | 30 +- Server/src/plugin/dialogue/DavonDialogue.java | 12 +- .../src/plugin/dialogue/DelMontyDialogue.java | 14 +- .../src/plugin/dialogue/DenulthDialogue.java | 10 +- .../src/plugin/dialogue/DiangoDialogue.java | 6 +- .../src/plugin/dialogue/DommikDialogue.java | 6 +- Server/src/plugin/dialogue/DonieDialogue.java | 28 +- .../plugin/dialogue/DoomsayerDialogue.java | 30 +- .../plugin/dialogue/DoorPerilDialogue.java | 16 +- Server/src/plugin/dialogue/DoricDialogue.java | 62 +- .../src/plugin/dialogue/DrHarlowDialogue.java | 2 +- .../plugin/dialogue/DrOnglewipDialogue.java | 12 +- Server/src/plugin/dialogue/DraulLeptoc.java | 8 +- .../src/plugin/dialogue/DraynorBankGuard.java | 16 +- .../src/plugin/dialogue/DrezelDialogue.java | 136 ++-- .../dialogue/DrezelMonumentDialogue.java | 70 +- .../src/plugin/dialogue/DrokarDialogue.java | 6 +- .../src/plugin/dialogue/DunstanDialogue.java | 16 +- .../plugin/dialogue/DwarfShopDialogue.java | 2 +- .../src/plugin/dialogue/EadburgDialogue.java | 8 +- .../dialogue/EdgevilleMonkDialogue.java | 14 +- .../dialogue/EdgevilleShopKeeperDialogue.java | 4 +- .../plugin/dialogue/EllamariaDialogue.java | 14 +- .../plugin/dialogue/EllyTheCamelDialogue.java | 6 +- .../dialogue/EmeraldBenedictDialogue.java | 4 +- .../plugin/dialogue/EntranaChurchMonk.java | 2 +- .../src/plugin/dialogue/ErnestDialogue.java | 6 +- .../plugin/dialogue/EstateAgentDialogue.java | 28 +- Server/src/plugin/dialogue/FadliDialogue.java | 30 +- .../dialogue/FaladorGardenerDialogue.java | 6 +- .../dialogue/FaladorManHouseDialogue.java | 20 +- .../dialogue/FaladorShopKeeperDialogue.java | 4 +- .../dialogue/FaladorSquireDialogue.java | 50 +- .../dialogue/FaladorWomenParkDialogue.java | 14 +- .../dialogue/FaridMorrisaneDialogue.java | 24 +- .../plugin/dialogue/FatherAereckDialogue.java | 94 +-- .../dialogue/FatherLawrenceDialogue.java | 6 +- .../plugin/dialogue/FatherUhrneyDialogue.java | 72 +- .../src/plugin/dialogue/FenitasDialogue.java | 4 +- .../src/plugin/dialogue/FilelioDialogue.java | 8 +- .../plugin/dialogue/FishingTutorDialogue.java | 20 +- Server/src/plugin/dialogue/FlynnDialogue.java | 4 +- .../dialogue/FortressGuardDialogue.java | 40 +- .../plugin/dialogue/FortunatoDialogue.java | 14 +- Server/src/plugin/dialogue/FredTheFarmer.java | 108 +-- .../src/plugin/dialogue/FrincosDialogue.java | 8 +- .../dialogue/FritzGlassBlowerDialogue.java | 48 +- .../src/plugin/dialogue/FurTradePlugin.java | 4 +- Server/src/plugin/dialogue/GarvDialogue.java | 10 +- Server/src/plugin/dialogue/GeeDialogue.java | 26 +- .../plugin/dialogue/GemMerchantDialogue.java | 2 +- .../src/plugin/dialogue/GemTradeDialogue.java | 6 +- .../src/plugin/dialogue/GerrantDialogue.java | 6 +- .../src/plugin/dialogue/GertrudeDialogue.java | 62 +- .../src/plugin/dialogue/GhommalDialogue.java | 16 +- .../plugin/dialogue/GillieGroatsDialogue.java | 151 ++++ .../plugin/dialogue/GnomeTrainerPlugin.java | 20 +- .../dialogue/GoblinVillageDialogue.java | 36 +- .../plugin/dialogue/GraardoorJRDialogue.java | 4 +- .../plugin/dialogue/GrandExchangeClerk.java | 12 +- .../plugin/dialogue/GrandExchangeTutor.java | 26 +- .../plugin/dialogue/GrandpaJackPlguin.java | 4 +- .../src/plugin/dialogue/GregoryDialogue.java | 2 +- .../dialogue/GrillieGroatsDialogue.java | 152 ---- .../plugin/dialogue/GrimgnashDialogue.java | 10 +- .../src/plugin/dialogue/GruborDialogue.java | 14 +- Server/src/plugin/dialogue/GrumDialogue.java | 6 +- .../plugin/dialogue/GuidorsWifeDialogue.java | 8 +- .../plugin/dialogue/HairdresserDialogue.java | 28 +- .../plugin/dialogue/HansDialoguePlugin.java | 12 +- Server/src/plugin/dialogue/HariDialogue.java | 22 +- .../src/plugin/dialogue/HarlanDialogue.java | 18 +- .../plugin/dialogue/HarrallakMenarous.java | 116 ++-- Server/src/plugin/dialogue/HarryDialogue.java | 4 +- .../src/plugin/dialogue/HassanDialogue.java | 18 +- .../src/plugin/dialogue/HeadChefDialogue.java | 26 +- Server/src/plugin/dialogue/HeronDialogue.java | 2 +- .../src/plugin/dialogue/HerquinDialogue.java | 8 +- Server/src/plugin/dialogue/HettyDialogue.java | 52 +- .../src/plugin/dialogue/HicktonDialogue.java | 6 +- .../plugin/dialogue/HighPriestDialogue.java | 4 +- Server/src/plugin/dialogue/HildDialogue.java | 4 +- .../src/plugin/dialogue/HistanDialogue.java | 10 +- .../plugin/dialogue/HiylikMynaDialogue.java | 30 +- .../plugin/dialogue/HofutThandDialogue.java | 12 +- .../plugin/dialogue/HoodedMonkDialogue.java | 4 +- .../dialogue/HooknosedJackDialogue.java | 6 +- .../src/plugin/dialogue/HorvikDialogue.java | 6 +- Server/src/plugin/dialogue/HuntingExpert.java | 64 +- Server/src/plugin/dialogue/HuraDialogue.java | 44 +- Server/src/plugin/dialogue/HygdDialogue.java | 4 +- .../InformationclerkMuseumDialogue.java | 60 +- Server/src/plugin/dialogue/IrinaDialogue.java | 2 +- .../plugin/dialogue/JackSeagullDialogue.java | 14 +- .../src/plugin/dialogue/JaraahDialogue.java | 20 +- Server/src/plugin/dialogue/JatixDialogue.java | 6 +- Server/src/plugin/dialogue/JeffDialogue.java | 6 +- .../src/plugin/dialogue/JiminuaDialogue.java | 2 +- .../src/plugin/dialogue/JoeGuardDialogue.java | 8 +- .../src/plugin/dialogue/JosephDialogue.java | 2 +- Server/src/plugin/dialogue/KalebDialgoue.java | 4 +- Server/src/plugin/dialogue/KanelDialogue.java | 8 +- .../plugin/dialogue/KangaiMauDialogue.java | 4 +- .../src/plugin/dialogue/KaqemeexDialogue.java | 54 +- .../plugin/dialogue/KaramajaManDialogue.java | 6 +- Server/src/plugin/dialogue/KarimDialogue.java | 8 +- .../src/plugin/dialogue/KayleeDialogue.java | 34 +- .../src/plugin/dialogue/KlarenseDialogue.java | 20 +- .../src/plugin/dialogue/KreeJrDialogue.java | 8 +- .../src/plugin/dialogue/KrilJRDialogue.java | 8 +- .../plugin/dialogue/LakkiDwarfDialogue.java | 4 +- Server/src/plugin/dialogue/LeonDialogue.java | 12 +- Server/src/plugin/dialogue/LidioDialogue.java | 4 +- Server/src/plugin/dialogue/LillyDialogue.java | 20 +- .../src/plugin/dialogue/LitaraDialogue.java | 22 +- .../plugin/dialogue/LongbowBenDialogue.java | 22 +- .../src/plugin/dialogue/LouiLegsDialogue.java | 8 +- Server/src/plugin/dialogue/LoweDialogue.java | 6 +- .../src/plugin/dialogue/LubufuDialogue.java | 18 +- .../dialogue/LucyPartyRoomDialoguePlugin.java | 18 +- .../dialogue/LumbridgeCookDialogue.java | 648 ++++++++++-------- .../dialogue/LumbridgeGuideDialogue.java | 48 +- .../plugin/dialogue/LumbridgeJailGuard.java | 6 +- .../plugin/dialogue/LumbridgeSwampArcher.java | 8 +- .../plugin/dialogue/LumbridgeSwampMonk.java | 4 +- .../plugin/dialogue/LumbridgeSwampWizard.java | 6 +- .../src/plugin/dialogue/LuthasDialogue.java | 14 +- .../plugin/dialogue/MagicTutorDialogue.java | 20 +- .../plugin/dialogue/MakeOverMageDialogue.java | 54 +- Server/src/plugin/dialogue/MalakDialogue.java | 2 +- Server/src/plugin/dialogue/MamaDialogue.java | 2 +- .../plugin/dialogue/ManDialoguePlugin.java | 18 +- .../dialogue/MartinTheMasterGardener.java | 6 +- .../plugin/dialogue/MartinThwaitDialogue.java | 16 +- .../dialogue/MathiasFlaconryDialogue.java | 22 +- .../src/plugin/dialogue/MazionDialogue.java | 2 +- .../src/plugin/dialogue/MiningGuildDwarf.java | 24 +- .../MiningSkillCapeDwarfDialogue.java | 10 +- .../plugin/dialogue/MiningtutorDialogue.java | 16 +- .../plugin/dialogue/MissSchismDialogue.java | 44 +- .../dialogue/MonkOfEntranaDialogue.java | 2 +- .../src/plugin/dialogue/MorganDialogue.java | 28 +- .../src/plugin/dialogue/MorrisDialogue.java | 4 +- .../src/plugin/dialogue/MubarizDialogue.java | 46 +- .../plugin/dialogue/MurkyMattDialogue.java | 32 +- .../plugin/dialogue/MuseumGuardDialogue.java | 6 +- .../dialogue/MuseumGuardVarrockDialogue.java | 10 +- Server/src/plugin/dialogue/NarfsDialogue.java | 8 +- .../src/plugin/dialogue/NikitiaDialogue.java | 2 +- .../src/plugin/dialogue/NurmofDialogue.java | 2 +- Server/src/plugin/dialogue/OcaDialogue.java | 4 +- .../src/plugin/dialogue/OliviaDialogue.java | 8 +- .../dialogue/OllieTheCamelDialogue.java | 2 +- .../dialogue/PartyPeteDialoguePlugin.java | 48 +- .../src/plugin/dialogue/PatchyDialogue.java | 2 +- Server/src/plugin/dialogue/PeksaDialogue.java | 6 +- Server/src/plugin/dialogue/PendaDialogue.java | 4 +- .../plugin/dialogue/PetshopOwnerTaverly.java | 22 +- .../dialogue/PhantuwtiFantstuwiFarSight.java | 14 +- .../src/plugin/dialogue/PhillipaDialogue.java | 12 +- .../src/plugin/dialogue/PhilopDialogue.java | 12 +- .../plugin/dialogue/PirateJackieDialogue.java | 22 +- .../dialogue/PoisionSalsementDialogue.java | 10 +- .../dialogue/PortSarimBartenderDialogue.java | 14 +- .../dialogue/PortSarimBrianDialogue.java | 8 +- Server/src/plugin/dialogue/PoxDialogue.java | 4 +- .../plugin/dialogue/PrayerTutorDialogue.java | 16 +- .../dialogue/PrinceBlackDragonDialogue.java | 4 +- .../dialogue/ProfessorOddensteinPlugin.java | 18 +- .../src/plugin/dialogue/RanaelDialogue.java | 4 +- .../plugin/dialogue/RangedTutorDialogue.java | 34 +- .../dialogue/ReadbeardFrankDialogue.java | 76 +- .../plugin/dialogue/ReloboBlinyoDialogue.java | 28 +- .../plugin/dialogue/ResearcherDialogue.java | 2 +- .../dialogue/RestlessGhostDialogue.java | 84 +-- .../RimmingtonShopKeeperDialogue.java | 4 +- .../plugin/dialogue/RockGolemDialogue.java | 6 +- Server/src/plugin/dialogue/RoladDialogue.java | 6 +- .../dialogue/RomilyWeaklaxDialogue.java | 14 +- .../src/plugin/dialogue/RoomikDialogue.java | 6 +- Server/src/plugin/dialogue/RufusDialogue.java | 22 +- Server/src/plugin/dialogue/RustyDialogue.java | 18 +- .../src/plugin/dialogue/SabreenDialogue.java | 24 +- Server/src/plugin/dialogue/SandyDialogue.java | 2 +- .../src/plugin/dialogue/SanfewDialogue.java | 28 +- .../src/plugin/dialogue/SanibochDialogue.java | 2 +- .../plugin/dialogue/SarahFarmingPlugin.java | 10 +- .../src/plugin/dialogue/SawmillOperator.java | 16 +- Server/src/plugin/dialogue/SbottDialogue.java | 6 +- .../src/plugin/dialogue/ScavvoDialogue.java | 4 +- .../dialogue/ScoolboyMuseumDialogue.java | 2 +- .../dialogue/ScoolgirlMuseumDialogue.java | 2 +- .../dialogue/ScorpiasOffspringDialogue.java | 8 +- .../plugin/dialogue/SeamanDialoguePlugin.java | 10 +- .../dialogue/SeerBartenderDialogue.java | 30 +- .../plugin/dialogue/SeerDialoguePlugin.java | 14 +- .../src/plugin/dialogue/ServantDialogue.java | 8 +- .../plugin/dialogue/SethGroatsDialogue.java | 2 +- .../src/plugin/dialogue/ShanomiDialogue.java | 36 +- .../src/plugin/dialogue/ShantayDialogue.java | 24 +- Server/src/plugin/dialogue/ShantayGuard.java | 8 +- .../src/plugin/dialogue/ShilopDialogue.java | 18 +- .../plugin/dialogue/ShopkeeperDialogue.java | 2 +- .../src/plugin/dialogue/SigmundDialogue.java | 16 +- .../src/plugin/dialogue/SigurdDialogue.java | 38 +- .../plugin/dialogue/SilkMerchantPlugin.java | 2 +- .../plugin/dialogue/SilkTradeDialogue.java | 22 +- .../plugin/dialogue/SilverMechantPlugin.java | 4 +- .../plugin/dialogue/SimpleEntityMessage.java | 2 +- .../dialogue/SirTiffyCashienDialogue.java | 10 +- .../src/plugin/dialogue/SirVyvinDialogue.java | 4 +- .../dialogue/SmithingApparenticeDialogue.java | 4 +- .../src/plugin/dialogue/SofiyaDialogue.java | 2 +- .../plugin/dialogue/SpiceSellerPlugin.java | 4 +- .../src/plugin/dialogue/SquireDialogue.java | 32 +- .../plugin/dialogue/SurgeonGeneralTafani.java | 34 +- Server/src/plugin/dialogue/SurokMagis.java | 16 +- .../src/plugin/dialogue/SvetlanaDialogue.java | 2 +- .../plugin/dialogue/TakiDwarfDialogue.java | 8 +- .../src/plugin/dialogue/TarquinDialogue.java | 34 +- .../plugin/dialogue/TaxidermistDialogue.java | 8 +- .../plugin/dialogue/TeaSellerDialogue.java | 12 +- .../TeacherandPupilMuseumDialogue.java | 2 +- .../src/plugin/dialogue/TeegidDialogue.java | 8 +- .../plugin/dialogue/ThessaliaDialogue.java | 40 +- Server/src/plugin/dialogue/ThuroDialogue.java | 60 +- .../src/plugin/dialogue/TostigDialogue.java | 16 +- .../plugin/dialogue/TownCrierDialogue.java | 66 +- .../dialogue/TraderCrewmemberDialogue.java | 24 +- .../src/plugin/dialogue/TraibornDialogue.java | 42 +- Server/src/plugin/dialogue/TrampDialogue.java | 8 +- Server/src/plugin/dialogue/TzHaarMejJah.java | 42 +- Server/src/plugin/dialogue/TzHaarMejKah.java | 38 +- .../src/plugin/dialogue/UliziusDialogue.java | 12 +- .../src/plugin/dialogue/ValaineDialogue.java | 6 +- .../src/plugin/dialogue/VanessaDialogue.java | 8 +- .../src/plugin/dialogue/VanstromKlause.java | 6 +- .../dialogue/VarrockBartenderDialogue.java | 24 +- .../plugin/dialogue/VarrockCookDialogue.java | 32 +- .../VarrockEastBartenderDialogue.java | 30 +- .../dialogue/VarrockGateGuardDialogue.java | 2 +- .../dialogue/VarrockSwordShopDialogue.java | 8 +- .../dialogue/VenenatisSpiderlingDialogue.java | 8 +- .../src/plugin/dialogue/VeronicaDialogue.java | 2 +- .../src/plugin/dialogue/VetionJRDialogue.java | 4 +- Server/src/plugin/dialogue/WayneDialogue.java | 2 +- .../src/plugin/dialogue/WiloughDialogue.java | 26 +- .../plugin/dialogue/WiseOldManDialogue.java | 18 +- .../dialogue/WoodsmanTutorDialogue.java | 28 +- Server/src/plugin/dialogue/WydinDialogue.java | 32 +- .../dialogue/WysonTheGardenerDialogue.java | 32 +- .../src/plugin/dialogue/YadvigaDialogue.java | 2 +- Server/src/plugin/dialogue/YuriDialogue.java | 2 +- Server/src/plugin/dialogue/ZahwaDialogue.java | 4 +- Server/src/plugin/dialogue/ZamboDialogue.java | 4 +- Server/src/plugin/dialogue/ZekeDialogue.java | 26 +- .../plugin/dialogue/ZilyanaJRDialogue.java | 4 +- .../holiday/halloween/DeathMansionEvent.java | 6 +- .../interaction/city/WizardTowerPlugin.java | 102 +-- .../interaction/inter/EllisDialogue.java | 14 +- .../inter/FurClothingInterface.java | 24 +- .../withobject/PriestInPerilUsePlugin.java | 2 +- .../plugin/interaction/npc/ProbitaNPC.java | 18 +- .../interaction/npc/RoavarDialogue.java | 30 +- .../plugin/interaction/npc/ZaffPlugin.java | 28 +- .../interaction/npc/ZahurOptionPlugin.java | 2 +- .../interaction/npc/bob/BobDialogue.java | 18 +- .../SorceressApprenticeDialogue.java | 4 +- .../interaction/object/BankingPlugin.java | 18 +- .../interaction/object/HaystackPlugin.java | 2 +- Server/src/plugin/npc/TzRekJadNPC.java | 10 +- .../src/plugin/npc/familiar/KalphiteNPC.java | 8 +- .../arravshield/CuratorHaigHalenDialogue.java | 2 +- .../arravshield/JonnytheBeardPlugin.java | 4 +- .../quest/arravshield/KingRoaldDialogue.java | 58 +- .../quest/arravshield/ReldoDialogue.java | 76 +- .../plugin/quest/demonslayer/DemonSlayer.java | 16 +- .../quest/demonslayer/TraibornDialogue.java | 42 +- .../dragonslayer/DukeHoracioDialogue.java | 16 +- .../quest/dragonslayer/NedDialogue.java | 74 +- .../quest/lostcity/WarriorDialogue.java | 2 +- .../merlincrystal/ArheinShopDialogue.java | 36 +- .../quest/merlincrystal/BeggarDialogue.java | 14 +- .../merlincrystal/CandleMakerDialogue.java | 38 +- .../merlincrystal/KingArthurDialogue.java | 18 +- .../merlincrystal/MerlinCrystalPlugin.java | 30 +- .../quest/merlincrystal/SirKayDialogue.java | 18 +- .../merlincrystal/SirLancelotDialogue.java | 16 +- .../plugin/quest/merlincrystal/SirLucan.java | 18 +- .../quest/merlincrystal/SirPalomedes.java | 10 +- .../quest/merlincrystal/TheLadyOfTheLake.java | 62 +- .../quest/merlincrystal/ThrantaxDialogue.java | 36 +- .../quest/restlessghost/OldCronDialogue.java | 4 +- .../quest/rovingelves/ElunedDialogue.java | 50 +- .../quest/rovingelves/IslwynDialogue.java | 90 +-- .../quest/waterfall/AlmeraDialogue.java | 38 +- .../quest/waterfall/GolrieDialogue.java | 16 +- .../quest/waterfall/HadleyDialogue.java | 16 +- .../plugin/quest/waterfall/HudonDialogue.java | 16 +- .../quest/waterfall/WaterfallPlugin.java | 2 +- .../construction/EstateAgentDialogue.java | 30 +- .../npc/HouseServantDialogue.java | 60 +- .../skill/slayer/EnchantedGemDialogue.java | 64 +- .../skill/slayer/SlayerMasterDialogue.java | 10 +- .../plugin/tutorial/MasterChefDialogue.java | 14 +- .../tutorial/MiningInstructorDialogue.java | 14 +- .../plugin/tutorial/QuestGuideDialogue.java | 10 +- .../src/plugin/tutorial/RSGuideDialogue.java | 18 +- .../tutorial/SurvivalExpertDialogue.java | 4 +- .../tutorial/TutorialCompletionDialogue.java | 16 +- .../zone/phasmatys/GhostSailorDialogue.java | 2 +- 366 files changed, 3795 insertions(+), 3736 deletions(-) create mode 100644 Server/src/plugin/dialogue/GillieGroatsDialogue.java delete mode 100644 Server/src/plugin/dialogue/GrillieGroatsDialogue.java diff --git a/Server/server.sql b/Server/server.sql index 80f56565a..07258aeb5 100644 --- a/Server/server.sql +++ b/Server/server.sql @@ -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}'), diff --git a/Server/src/org/crandor/game/content/dialogue/DialogueInterpreter.java b/Server/src/org/crandor/game/content/dialogue/DialogueInterpreter.java index 0d7b7a336..36cc4cc69 100644 --- a/Server/src/org/crandor/game/content/dialogue/DialogueInterpreter.java +++ b/Server/src/org/crandor/game/content/dialogue/DialogueInterpreter.java @@ -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) { diff --git a/Server/src/org/crandor/game/content/dialogue/DialoguePlugin.java b/Server/src/org/crandor/game/content/dialogue/DialoguePlugin.java index 97a6910ba..bc5222774 100644 --- a/Server/src/org/crandor/game/content/dialogue/DialoguePlugin.java +++ b/Server/src/org/crandor/game/content/dialogue/DialoguePlugin.java @@ -177,9 +177,9 @@ public abstract class DialoguePlugin implements Plugin { */ 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 { * @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 { */ 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); } diff --git a/Server/src/org/crandor/game/content/dialogue/FacialExpression.java b/Server/src/org/crandor/game/content/dialogue/FacialExpression.java index 0fb81cef6..58c4e65f5 100644 --- a/Server/src/org/crandor/game/content/dialogue/FacialExpression.java +++ b/Server/src/org/crandor/game/content/dialogue/FacialExpression.java @@ -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? diff --git a/Server/src/org/crandor/game/content/global/Skillcape.java b/Server/src/org/crandor/game/content/global/Skillcape.java index 0031d020b..8cfb76a62 100644 --- a/Server/src/org/crandor/game/content/global/Skillcape.java +++ b/Server/src/org/crandor/game/content/global/Skillcape.java @@ -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)) { diff --git a/Server/src/org/crandor/game/content/skill/member/construction/HouseManager.java b/Server/src/org/crandor/game/content/skill/member/construction/HouseManager.java index 65b914636..0761a1b66 100644 --- a/Server/src/org/crandor/game/content/skill/member/construction/HouseManager.java +++ b/Server/src/org/crandor/game/content/skill/member/construction/HouseManager.java @@ -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); diff --git a/Server/src/org/crandor/game/system/script/context/NPCDialInstruction.java b/Server/src/org/crandor/game/system/script/context/NPCDialInstruction.java index a9558b273..b5a114786 100644 --- a/Server/src/org/crandor/game/system/script/context/NPCDialInstruction.java +++ b/Server/src/org/crandor/game/system/script/context/NPCDialInstruction.java @@ -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++) { diff --git a/Server/src/org/crandor/game/system/script/context/PDialInstruction.java b/Server/src/org/crandor/game/system/script/context/PDialInstruction.java index 7a67ffb7a..80de5764f 100644 --- a/Server/src/org/crandor/game/system/script/context/PDialInstruction.java +++ b/Server/src/org/crandor/game/system/script/context/PDialInstruction.java @@ -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]; diff --git a/Server/src/plugin/activity/guild/RangingGuildPlugin.java b/Server/src/plugin/activity/guild/RangingGuildPlugin.java index 9d886ddbd..8c603fe8b 100644 --- a/Server/src/plugin/activity/guild/RangingGuildPlugin.java +++ b/Server/src/plugin/activity/guild/RangingGuildPlugin.java @@ -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: diff --git a/Server/src/plugin/activity/gwd/GodwarsEntranceHandler.java b/Server/src/plugin/activity/gwd/GodwarsEntranceHandler.java index b84af4e63..a008005e0 100644 --- a/Server/src/plugin/activity/gwd/GodwarsEntranceHandler.java +++ b/Server/src/plugin/activity/gwd/GodwarsEntranceHandler.java @@ -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); diff --git a/Server/src/plugin/activity/stronghold/CradleOfLifeDialogue.java b/Server/src/plugin/activity/stronghold/CradleOfLifeDialogue.java index 87d7278fd..3f8b590cc 100644 --- a/Server/src/plugin/activity/stronghold/CradleOfLifeDialogue.java +++ b/Server/src/plugin/activity/stronghold/CradleOfLifeDialogue.java @@ -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; } diff --git a/Server/src/plugin/activity/stronghold/playersafety/GuardDialoguePlugin.java b/Server/src/plugin/activity/stronghold/playersafety/GuardDialoguePlugin.java index 72972c90c..e1840d51b 100644 --- a/Server/src/plugin/activity/stronghold/playersafety/GuardDialoguePlugin.java +++ b/Server/src/plugin/activity/stronghold/playersafety/GuardDialoguePlugin.java @@ -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: diff --git a/Server/src/plugin/activity/stronghold/playersafety/ProfessorHenryDialogue.java b/Server/src/plugin/activity/stronghold/playersafety/ProfessorHenryDialogue.java index 0508aed43..2f54b1b48 100644 --- a/Server/src/plugin/activity/stronghold/playersafety/ProfessorHenryDialogue.java +++ b/Server/src/plugin/activity/stronghold/playersafety/ProfessorHenryDialogue.java @@ -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; } diff --git a/Server/src/plugin/activity/tzhaar/TzhaarFightPitsPlugin.java b/Server/src/plugin/activity/tzhaar/TzhaarFightPitsPlugin.java index 2637c5e85..124b98682 100644 --- a/Server/src/plugin/activity/tzhaar/TzhaarFightPitsPlugin.java +++ b/Server/src/plugin/activity/tzhaar/TzhaarFightPitsPlugin.java @@ -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); } } diff --git a/Server/src/plugin/activity/wguild/shot/ShotPutRoom.java b/Server/src/plugin/activity/wguild/shot/ShotPutRoom.java index a6e392a8c..4f626c61f 100644 --- a/Server/src/plugin/activity/wguild/shot/ShotPutRoom.java +++ b/Server/src/plugin/activity/wguild/shot/ShotPutRoom.java @@ -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; diff --git a/Server/src/plugin/cutscene/JulietDialogue.java b/Server/src/plugin/cutscene/JulietDialogue.java index 535f5771d..ac698cfbf 100644 --- a/Server/src/plugin/cutscene/JulietDialogue.java +++ b/Server/src/plugin/cutscene/JulietDialogue.java @@ -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: diff --git a/Server/src/plugin/cutscene/RJCutscenePlugin.java b/Server/src/plugin/cutscene/RJCutscenePlugin.java index d7563b6b9..a09fc592f 100644 --- a/Server/src/plugin/cutscene/RJCutscenePlugin.java +++ b/Server/src/plugin/cutscene/RJCutscenePlugin.java @@ -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: diff --git a/Server/src/plugin/dialogue/AggieDialogue.java b/Server/src/plugin/dialogue/AggieDialogue.java index 0980a8822..5ed262de0 100644 --- a/Server/src/plugin/dialogue/AggieDialogue.java +++ b/Server/src/plugin/dialogue/AggieDialogue.java @@ -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; } diff --git a/Server/src/plugin/dialogue/AlKharidShopKeeperDialogue.java b/Server/src/plugin/dialogue/AlKharidShopKeeperDialogue.java index d36e7be9f..8cf6099c7 100644 --- a/Server/src/plugin/dialogue/AlKharidShopKeeperDialogue.java +++ b/Server/src/plugin/dialogue/AlKharidShopKeeperDialogue.java @@ -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: diff --git a/Server/src/plugin/dialogue/AlTheCamelDialogue.java b/Server/src/plugin/dialogue/AlTheCamelDialogue.java index 251d5b9cb..b8ed07b02 100644 --- a/Server/src/plugin/dialogue/AlTheCamelDialogue.java +++ b/Server/src/plugin/dialogue/AlTheCamelDialogue.java @@ -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; } diff --git a/Server/src/plugin/dialogue/AlfonseWaiterDialogue.java b/Server/src/plugin/dialogue/AlfonseWaiterDialogue.java index dda1d019d..a8aee468e 100644 --- a/Server/src/plugin/dialogue/AlfonseWaiterDialogue.java +++ b/Server/src/plugin/dialogue/AlfonseWaiterDialogue.java @@ -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: diff --git a/Server/src/plugin/dialogue/AmbassadorFernook.java b/Server/src/plugin/dialogue/AmbassadorFernook.java index d187c1998..d8a43390f 100644 --- a/Server/src/plugin/dialogue/AmbassadorFernook.java +++ b/Server/src/plugin/dialogue/AmbassadorFernook.java @@ -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: diff --git a/Server/src/plugin/dialogue/ApothecaryDialogue.java b/Server/src/plugin/dialogue/ApothecaryDialogue.java index 9009ea213..e4a3f36d3 100644 --- a/Server/src/plugin/dialogue/ApothecaryDialogue.java +++ b/Server/src/plugin/dialogue/ApothecaryDialogue.java @@ -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; diff --git a/Server/src/plugin/dialogue/ArdougneShopKeeperPlugin.java b/Server/src/plugin/dialogue/ArdougneShopKeeperPlugin.java index 931d32269..4b551d41d 100644 --- a/Server/src/plugin/dialogue/ArdougneShopKeeperPlugin.java +++ b/Server/src/plugin/dialogue/ArdougneShopKeeperPlugin.java @@ -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; diff --git a/Server/src/plugin/dialogue/BarbarianDialogue.java b/Server/src/plugin/dialogue/BarbarianDialogue.java index 1787e6d34..d2273dfd6 100644 --- a/Server/src/plugin/dialogue/BarbarianDialogue.java +++ b/Server/src/plugin/dialogue/BarbarianDialogue.java @@ -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; } diff --git a/Server/src/plugin/dialogue/BarkerDialogue.java b/Server/src/plugin/dialogue/BarkerDialogue.java index 33c4c719e..9b9188b01 100644 --- a/Server/src/plugin/dialogue/BarkerDialogue.java +++ b/Server/src/plugin/dialogue/BarkerDialogue.java @@ -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; } diff --git a/Server/src/plugin/dialogue/BeaverDialogue.java b/Server/src/plugin/dialogue/BeaverDialogue.java index 831723921..a0ae616a8 100644 --- a/Server/src/plugin/dialogue/BeaverDialogue.java +++ b/Server/src/plugin/dialogue/BeaverDialogue.java @@ -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: diff --git a/Server/src/plugin/dialogue/BennyDialogue.java b/Server/src/plugin/dialogue/BennyDialogue.java index c94a12db4..ddbfcc322 100644 --- a/Server/src/plugin/dialogue/BennyDialogue.java +++ b/Server/src/plugin/dialogue/BennyDialogue.java @@ -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: diff --git a/Server/src/plugin/dialogue/BettyDialogue.java b/Server/src/plugin/dialogue/BettyDialogue.java index 0419058dd..299f1c0c8 100644 --- a/Server/src/plugin/dialogue/BettyDialogue.java +++ b/Server/src/plugin/dialogue/BettyDialogue.java @@ -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: diff --git a/Server/src/plugin/dialogue/BootDialogue.java b/Server/src/plugin/dialogue/BootDialogue.java index 098544b43..2965eb302 100644 --- a/Server/src/plugin/dialogue/BootDialogue.java +++ b/Server/src/plugin/dialogue/BootDialogue.java @@ -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: diff --git a/Server/src/plugin/dialogue/BorderGuardDialogue.java b/Server/src/plugin/dialogue/BorderGuardDialogue.java index ea9ea14a0..7641844ac 100644 --- a/Server/src/plugin/dialogue/BorderGuardDialogue.java +++ b/Server/src/plugin/dialogue/BorderGuardDialogue.java @@ -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; } diff --git a/Server/src/plugin/dialogue/BreocaDialogue.java b/Server/src/plugin/dialogue/BreocaDialogue.java index f2763f7c2..65d794f33 100644 --- a/Server/src/plugin/dialogue/BreocaDialogue.java +++ b/Server/src/plugin/dialogue/BreocaDialogue.java @@ -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: diff --git a/Server/src/plugin/dialogue/BrianArcheryDialogue.java b/Server/src/plugin/dialogue/BrianArcheryDialogue.java index 7c10157d2..6db5b5d69 100644 --- a/Server/src/plugin/dialogue/BrianArcheryDialogue.java +++ b/Server/src/plugin/dialogue/BrianArcheryDialogue.java @@ -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: diff --git a/Server/src/plugin/dialogue/BrianORichardDialogue.java b/Server/src/plugin/dialogue/BrianORichardDialogue.java index 4ecc1be25..8fa405f90 100644 --- a/Server/src/plugin/dialogue/BrianORichardDialogue.java +++ b/Server/src/plugin/dialogue/BrianORichardDialogue.java @@ -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 { diff --git a/Server/src/plugin/dialogue/BrimhavenBartenderDialogue.java b/Server/src/plugin/dialogue/BrimhavenBartenderDialogue.java index 1834de326..759624fc8 100644 --- a/Server/src/plugin/dialogue/BrimhavenBartenderDialogue.java +++ b/Server/src/plugin/dialogue/BrimhavenBartenderDialogue.java @@ -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; } diff --git a/Server/src/plugin/dialogue/BrimhavenPirateDialogue.java b/Server/src/plugin/dialogue/BrimhavenPirateDialogue.java index a02e4124e..7693984c3 100644 --- a/Server/src/plugin/dialogue/BrimhavenPirateDialogue.java +++ b/Server/src/plugin/dialogue/BrimhavenPirateDialogue.java @@ -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: diff --git a/Server/src/plugin/dialogue/BrosDialogue.java b/Server/src/plugin/dialogue/BrosDialogue.java index c9ba10023..9ecbc4264 100644 --- a/Server/src/plugin/dialogue/BrosDialogue.java +++ b/Server/src/plugin/dialogue/BrosDialogue.java @@ -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; } diff --git a/Server/src/plugin/dialogue/BurthorpeSoldierDialogue.java b/Server/src/plugin/dialogue/BurthorpeSoldierDialogue.java index c414f7f75..b54b07232 100644 --- a/Server/src/plugin/dialogue/BurthorpeSoldierDialogue.java +++ b/Server/src/plugin/dialogue/BurthorpeSoldierDialogue.java @@ -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: diff --git a/Server/src/plugin/dialogue/CallistoCubDialogue.java b/Server/src/plugin/dialogue/CallistoCubDialogue.java index 15d97b2f5..15df56f96 100644 --- a/Server/src/plugin/dialogue/CallistoCubDialogue.java +++ b/Server/src/plugin/dialogue/CallistoCubDialogue.java @@ -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: diff --git a/Server/src/plugin/dialogue/CamelDialoguePlugin.java b/Server/src/plugin/dialogue/CamelDialoguePlugin.java index 300b03d01..257461f62 100644 --- a/Server/src/plugin/dialogue/CamelDialoguePlugin.java +++ b/Server/src/plugin/dialogue/CamelDialoguePlugin.java @@ -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; } diff --git a/Server/src/plugin/dialogue/CamelotGuardDialogue.java b/Server/src/plugin/dialogue/CamelotGuardDialogue.java index eb7986c29..97218d989 100644 --- a/Server/src/plugin/dialogue/CamelotGuardDialogue.java +++ b/Server/src/plugin/dialogue/CamelotGuardDialogue.java @@ -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; } diff --git a/Server/src/plugin/dialogue/CandleSellerPlugin.java b/Server/src/plugin/dialogue/CandleSellerPlugin.java index da123b401..25a06db52 100644 --- a/Server/src/plugin/dialogue/CandleSellerPlugin.java +++ b/Server/src/plugin/dialogue/CandleSellerPlugin.java @@ -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; } diff --git a/Server/src/plugin/dialogue/CapnIzzyDialogue.java b/Server/src/plugin/dialogue/CapnIzzyDialogue.java index c75c9a8af..e6ab51a34 100644 --- a/Server/src/plugin/dialogue/CapnIzzyDialogue.java +++ b/Server/src/plugin/dialogue/CapnIzzyDialogue.java @@ -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 { diff --git a/Server/src/plugin/dialogue/CaptainBarnabyDialogue.java b/Server/src/plugin/dialogue/CaptainBarnabyDialogue.java index d6e5d4385..3ba6587b3 100644 --- a/Server/src/plugin/dialogue/CaptainBarnabyDialogue.java +++ b/Server/src/plugin/dialogue/CaptainBarnabyDialogue.java @@ -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: diff --git a/Server/src/plugin/dialogue/CaptainDalburDialogue.java b/Server/src/plugin/dialogue/CaptainDalburDialogue.java index fcffa11aa..81b247c28 100644 --- a/Server/src/plugin/dialogue/CaptainDalburDialogue.java +++ b/Server/src/plugin/dialogue/CaptainDalburDialogue.java @@ -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: diff --git a/Server/src/plugin/dialogue/CartConductorDialogue.java b/Server/src/plugin/dialogue/CartConductorDialogue.java index 51540b7b4..a41ee7fd0 100644 --- a/Server/src/plugin/dialogue/CartConductorDialogue.java +++ b/Server/src/plugin/dialogue/CartConductorDialogue.java @@ -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: diff --git a/Server/src/plugin/dialogue/CassieDialogue.java b/Server/src/plugin/dialogue/CassieDialogue.java index ef5f3e058..83633e297 100644 --- a/Server/src/plugin/dialogue/CassieDialogue.java +++ b/Server/src/plugin/dialogue/CassieDialogue.java @@ -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; } diff --git a/Server/src/plugin/dialogue/CaveMonk.java b/Server/src/plugin/dialogue/CaveMonk.java index f71b86661..3deb89351 100644 --- a/Server/src/plugin/dialogue/CaveMonk.java +++ b/Server/src/plugin/dialogue/CaveMonk.java @@ -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; } diff --git a/Server/src/plugin/dialogue/CeolburgDialogue.java b/Server/src/plugin/dialogue/CeolburgDialogue.java index 03c3cf363..565c8336a 100644 --- a/Server/src/plugin/dialogue/CeolburgDialogue.java +++ b/Server/src/plugin/dialogue/CeolburgDialogue.java @@ -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: diff --git a/Server/src/plugin/dialogue/ChaosElementalJRDialogue.java b/Server/src/plugin/dialogue/ChaosElementalJRDialogue.java index c09b83d68..ae4f02b86 100644 --- a/Server/src/plugin/dialogue/ChaosElementalJRDialogue.java +++ b/Server/src/plugin/dialogue/ChaosElementalJRDialogue.java @@ -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: diff --git a/Server/src/plugin/dialogue/CharlieTheTrampDialogue.java b/Server/src/plugin/dialogue/CharlieTheTrampDialogue.java index e8b8b5d15..688f574cd 100644 --- a/Server/src/plugin/dialogue/CharlieTheTrampDialogue.java +++ b/Server/src/plugin/dialogue/CharlieTheTrampDialogue.java @@ -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: diff --git a/Server/src/plugin/dialogue/ConeDialogue.java b/Server/src/plugin/dialogue/ConeDialogue.java index 5c1829015..4735d509e 100644 --- a/Server/src/plugin/dialogue/ConeDialogue.java +++ b/Server/src/plugin/dialogue/ConeDialogue.java @@ -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: diff --git a/Server/src/plugin/dialogue/CookingTutorDialogue.java b/Server/src/plugin/dialogue/CookingTutorDialogue.java index ad6559406..5eca19e03 100644 --- a/Server/src/plugin/dialogue/CookingTutorDialogue.java +++ b/Server/src/plugin/dialogue/CookingTutorDialogue.java @@ -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: diff --git a/Server/src/plugin/dialogue/CraftingTutorDialogue.java b/Server/src/plugin/dialogue/CraftingTutorDialogue.java index dd8c82136..73528354a 100644 --- a/Server/src/plugin/dialogue/CraftingTutorDialogue.java +++ b/Server/src/plugin/dialogue/CraftingTutorDialogue.java @@ -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: diff --git a/Server/src/plugin/dialogue/CuffsDialogue.java b/Server/src/plugin/dialogue/CuffsDialogue.java index 1d4c58465..4104852b9 100644 --- a/Server/src/plugin/dialogue/CuffsDialogue.java +++ b/Server/src/plugin/dialogue/CuffsDialogue.java @@ -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: diff --git a/Server/src/plugin/dialogue/CustomsOfficerDialogue.java b/Server/src/plugin/dialogue/CustomsOfficerDialogue.java index 50a8881b3..9af8621a6 100644 --- a/Server/src/plugin/dialogue/CustomsOfficerDialogue.java +++ b/Server/src/plugin/dialogue/CustomsOfficerDialogue.java @@ -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: diff --git a/Server/src/plugin/dialogue/DavonDialogue.java b/Server/src/plugin/dialogue/DavonDialogue.java index 4aeda4a7e..264e202f3 100644 --- a/Server/src/plugin/dialogue/DavonDialogue.java +++ b/Server/src/plugin/dialogue/DavonDialogue.java @@ -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: diff --git a/Server/src/plugin/dialogue/DelMontyDialogue.java b/Server/src/plugin/dialogue/DelMontyDialogue.java index e9ea87319..94d8c4af2 100644 --- a/Server/src/plugin/dialogue/DelMontyDialogue.java +++ b/Server/src/plugin/dialogue/DelMontyDialogue.java @@ -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; } diff --git a/Server/src/plugin/dialogue/DenulthDialogue.java b/Server/src/plugin/dialogue/DenulthDialogue.java index 7bcbc2c69..54e89d6f6 100644 --- a/Server/src/plugin/dialogue/DenulthDialogue.java +++ b/Server/src/plugin/dialogue/DenulthDialogue.java @@ -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: diff --git a/Server/src/plugin/dialogue/DiangoDialogue.java b/Server/src/plugin/dialogue/DiangoDialogue.java index 6c1ce58bf..c0f406225 100644 --- a/Server/src/plugin/dialogue/DiangoDialogue.java +++ b/Server/src/plugin/dialogue/DiangoDialogue.java @@ -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; } diff --git a/Server/src/plugin/dialogue/DommikDialogue.java b/Server/src/plugin/dialogue/DommikDialogue.java index 3a6a84e94..23bdd6239 100644 --- a/Server/src/plugin/dialogue/DommikDialogue.java +++ b/Server/src/plugin/dialogue/DommikDialogue.java @@ -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; } diff --git a/Server/src/plugin/dialogue/DonieDialogue.java b/Server/src/plugin/dialogue/DonieDialogue.java index e0a71d8bd..21513798e 100644 --- a/Server/src/plugin/dialogue/DonieDialogue.java +++ b/Server/src/plugin/dialogue/DonieDialogue.java @@ -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: diff --git a/Server/src/plugin/dialogue/DoomsayerDialogue.java b/Server/src/plugin/dialogue/DoomsayerDialogue.java index cf100f453..23df921b4 100644 --- a/Server/src/plugin/dialogue/DoomsayerDialogue.java +++ b/Server/src/plugin/dialogue/DoomsayerDialogue.java @@ -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: diff --git a/Server/src/plugin/dialogue/DoorPerilDialogue.java b/Server/src/plugin/dialogue/DoorPerilDialogue.java index fa2b0ddfb..b8509a559 100644 --- a/Server/src/plugin/dialogue/DoorPerilDialogue.java +++ b/Server/src/plugin/dialogue/DoorPerilDialogue.java @@ -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: diff --git a/Server/src/plugin/dialogue/DoricDialogue.java b/Server/src/plugin/dialogue/DoricDialogue.java index b078305e9..18d034efe 100644 --- a/Server/src/plugin/dialogue/DoricDialogue.java +++ b/Server/src/plugin/dialogue/DoricDialogue.java @@ -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: diff --git a/Server/src/plugin/dialogue/DrHarlowDialogue.java b/Server/src/plugin/dialogue/DrHarlowDialogue.java index 30e09b431..46f80aef3 100644 --- a/Server/src/plugin/dialogue/DrHarlowDialogue.java +++ b/Server/src/plugin/dialogue/DrHarlowDialogue.java @@ -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; } diff --git a/Server/src/plugin/dialogue/DrOnglewipDialogue.java b/Server/src/plugin/dialogue/DrOnglewipDialogue.java index 0e21cb469..4fbc7f779 100644 --- a/Server/src/plugin/dialogue/DrOnglewipDialogue.java +++ b/Server/src/plugin/dialogue/DrOnglewipDialogue.java @@ -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: diff --git a/Server/src/plugin/dialogue/DraulLeptoc.java b/Server/src/plugin/dialogue/DraulLeptoc.java index 4fa1da290..1850eded9 100644 --- a/Server/src/plugin/dialogue/DraulLeptoc.java +++ b/Server/src/plugin/dialogue/DraulLeptoc.java @@ -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: diff --git a/Server/src/plugin/dialogue/DraynorBankGuard.java b/Server/src/plugin/dialogue/DraynorBankGuard.java index a4cac46e9..d3482ec1a 100644 --- a/Server/src/plugin/dialogue/DraynorBankGuard.java +++ b/Server/src/plugin/dialogue/DraynorBankGuard.java @@ -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: diff --git a/Server/src/plugin/dialogue/DrezelDialogue.java b/Server/src/plugin/dialogue/DrezelDialogue.java index 5709b0102..1408ad3a1 100644 --- a/Server/src/plugin/dialogue/DrezelDialogue.java +++ b/Server/src/plugin/dialogue/DrezelDialogue.java @@ -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: diff --git a/Server/src/plugin/dialogue/DrezelMonumentDialogue.java b/Server/src/plugin/dialogue/DrezelMonumentDialogue.java index 148ff7394..577e01ee6 100644 --- a/Server/src/plugin/dialogue/DrezelMonumentDialogue.java +++ b/Server/src/plugin/dialogue/DrezelMonumentDialogue.java @@ -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: diff --git a/Server/src/plugin/dialogue/DrokarDialogue.java b/Server/src/plugin/dialogue/DrokarDialogue.java index daa760a77..ecd9edf19 100644 --- a/Server/src/plugin/dialogue/DrokarDialogue.java +++ b/Server/src/plugin/dialogue/DrokarDialogue.java @@ -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: diff --git a/Server/src/plugin/dialogue/DunstanDialogue.java b/Server/src/plugin/dialogue/DunstanDialogue.java index 0488fb8fe..93b285191 100644 --- a/Server/src/plugin/dialogue/DunstanDialogue.java +++ b/Server/src/plugin/dialogue/DunstanDialogue.java @@ -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: diff --git a/Server/src/plugin/dialogue/DwarfShopDialogue.java b/Server/src/plugin/dialogue/DwarfShopDialogue.java index 451a5e474..6f8235cfe 100644 --- a/Server/src/plugin/dialogue/DwarfShopDialogue.java +++ b/Server/src/plugin/dialogue/DwarfShopDialogue.java @@ -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; } diff --git a/Server/src/plugin/dialogue/EadburgDialogue.java b/Server/src/plugin/dialogue/EadburgDialogue.java index 7d7f2922f..03e1889de 100644 --- a/Server/src/plugin/dialogue/EadburgDialogue.java +++ b/Server/src/plugin/dialogue/EadburgDialogue.java @@ -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: diff --git a/Server/src/plugin/dialogue/EdgevilleMonkDialogue.java b/Server/src/plugin/dialogue/EdgevilleMonkDialogue.java index b9d359b87..551fd3839 100644 --- a/Server/src/plugin/dialogue/EdgevilleMonkDialogue.java +++ b/Server/src/plugin/dialogue/EdgevilleMonkDialogue.java @@ -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; } diff --git a/Server/src/plugin/dialogue/EdgevilleShopKeeperDialogue.java b/Server/src/plugin/dialogue/EdgevilleShopKeeperDialogue.java index b9654854b..65a8ff510 100644 --- a/Server/src/plugin/dialogue/EdgevilleShopKeeperDialogue.java +++ b/Server/src/plugin/dialogue/EdgevilleShopKeeperDialogue.java @@ -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: diff --git a/Server/src/plugin/dialogue/EllamariaDialogue.java b/Server/src/plugin/dialogue/EllamariaDialogue.java index 3659e32f9..ec0459d4f 100644 --- a/Server/src/plugin/dialogue/EllamariaDialogue.java +++ b/Server/src/plugin/dialogue/EllamariaDialogue.java @@ -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 diff --git a/Server/src/plugin/dialogue/EllyTheCamelDialogue.java b/Server/src/plugin/dialogue/EllyTheCamelDialogue.java index 1aa1b821f..24edc97d1 100644 --- a/Server/src/plugin/dialogue/EllyTheCamelDialogue.java +++ b/Server/src/plugin/dialogue/EllyTheCamelDialogue.java @@ -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; } diff --git a/Server/src/plugin/dialogue/EmeraldBenedictDialogue.java b/Server/src/plugin/dialogue/EmeraldBenedictDialogue.java index 3cd6aa5e8..4766fcaf0 100644 --- a/Server/src/plugin/dialogue/EmeraldBenedictDialogue.java +++ b/Server/src/plugin/dialogue/EmeraldBenedictDialogue.java @@ -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; } diff --git a/Server/src/plugin/dialogue/EntranaChurchMonk.java b/Server/src/plugin/dialogue/EntranaChurchMonk.java index 42ea7f18c..e14580229 100644 --- a/Server/src/plugin/dialogue/EntranaChurchMonk.java +++ b/Server/src/plugin/dialogue/EntranaChurchMonk.java @@ -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; } diff --git a/Server/src/plugin/dialogue/ErnestDialogue.java b/Server/src/plugin/dialogue/ErnestDialogue.java index 013dc2fd1..45ed16d15 100644 --- a/Server/src/plugin/dialogue/ErnestDialogue.java +++ b/Server/src/plugin/dialogue/ErnestDialogue.java @@ -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: diff --git a/Server/src/plugin/dialogue/EstateAgentDialogue.java b/Server/src/plugin/dialogue/EstateAgentDialogue.java index 7428c93d9..e97cfb1c3 100644 --- a/Server/src/plugin/dialogue/EstateAgentDialogue.java +++ b/Server/src/plugin/dialogue/EstateAgentDialogue.java @@ -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: diff --git a/Server/src/plugin/dialogue/FadliDialogue.java b/Server/src/plugin/dialogue/FadliDialogue.java index 8a229c068..650e2a325 100644 --- a/Server/src/plugin/dialogue/FadliDialogue.java +++ b/Server/src/plugin/dialogue/FadliDialogue.java @@ -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: diff --git a/Server/src/plugin/dialogue/FaladorGardenerDialogue.java b/Server/src/plugin/dialogue/FaladorGardenerDialogue.java index 4fbb8eefd..bbc861e6f 100644 --- a/Server/src/plugin/dialogue/FaladorGardenerDialogue.java +++ b/Server/src/plugin/dialogue/FaladorGardenerDialogue.java @@ -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: diff --git a/Server/src/plugin/dialogue/FaladorManHouseDialogue.java b/Server/src/plugin/dialogue/FaladorManHouseDialogue.java index 9da3738ec..63a436cf7 100644 --- a/Server/src/plugin/dialogue/FaladorManHouseDialogue.java +++ b/Server/src/plugin/dialogue/FaladorManHouseDialogue.java @@ -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: diff --git a/Server/src/plugin/dialogue/FaladorShopKeeperDialogue.java b/Server/src/plugin/dialogue/FaladorShopKeeperDialogue.java index eca19b7b3..b10551242 100644 --- a/Server/src/plugin/dialogue/FaladorShopKeeperDialogue.java +++ b/Server/src/plugin/dialogue/FaladorShopKeeperDialogue.java @@ -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: diff --git a/Server/src/plugin/dialogue/FaladorSquireDialogue.java b/Server/src/plugin/dialogue/FaladorSquireDialogue.java index 0dc4afc10..cba3edb57 100644 --- a/Server/src/plugin/dialogue/FaladorSquireDialogue.java +++ b/Server/src/plugin/dialogue/FaladorSquireDialogue.java @@ -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: diff --git a/Server/src/plugin/dialogue/FaladorWomenParkDialogue.java b/Server/src/plugin/dialogue/FaladorWomenParkDialogue.java index a61ed3a18..86db6ff0f 100644 --- a/Server/src/plugin/dialogue/FaladorWomenParkDialogue.java +++ b/Server/src/plugin/dialogue/FaladorWomenParkDialogue.java @@ -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: diff --git a/Server/src/plugin/dialogue/FaridMorrisaneDialogue.java b/Server/src/plugin/dialogue/FaridMorrisaneDialogue.java index ee5a99f94..078ad7825 100644 --- a/Server/src/plugin/dialogue/FaridMorrisaneDialogue.java +++ b/Server/src/plugin/dialogue/FaridMorrisaneDialogue.java @@ -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: diff --git a/Server/src/plugin/dialogue/FatherAereckDialogue.java b/Server/src/plugin/dialogue/FatherAereckDialogue.java index 9da12a199..5180b621e 100644 --- a/Server/src/plugin/dialogue/FatherAereckDialogue.java +++ b/Server/src/plugin/dialogue/FatherAereckDialogue.java @@ -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: diff --git a/Server/src/plugin/dialogue/FatherLawrenceDialogue.java b/Server/src/plugin/dialogue/FatherLawrenceDialogue.java index cc0160e4d..f2002d73f 100644 --- a/Server/src/plugin/dialogue/FatherLawrenceDialogue.java +++ b/Server/src/plugin/dialogue/FatherLawrenceDialogue.java @@ -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: diff --git a/Server/src/plugin/dialogue/FatherUhrneyDialogue.java b/Server/src/plugin/dialogue/FatherUhrneyDialogue.java index d99fbcf7f..73f715468 100644 --- a/Server/src/plugin/dialogue/FatherUhrneyDialogue.java +++ b/Server/src/plugin/dialogue/FatherUhrneyDialogue.java @@ -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: diff --git a/Server/src/plugin/dialogue/FenitasDialogue.java b/Server/src/plugin/dialogue/FenitasDialogue.java index 6d2b46892..c417c9e45 100644 --- a/Server/src/plugin/dialogue/FenitasDialogue.java +++ b/Server/src/plugin/dialogue/FenitasDialogue.java @@ -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: diff --git a/Server/src/plugin/dialogue/FilelioDialogue.java b/Server/src/plugin/dialogue/FilelioDialogue.java index 676a1dad0..c27779f64 100644 --- a/Server/src/plugin/dialogue/FilelioDialogue.java +++ b/Server/src/plugin/dialogue/FilelioDialogue.java @@ -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; diff --git a/Server/src/plugin/dialogue/FishingTutorDialogue.java b/Server/src/plugin/dialogue/FishingTutorDialogue.java index 31f626e0a..8ad03fe0a 100644 --- a/Server/src/plugin/dialogue/FishingTutorDialogue.java +++ b/Server/src/plugin/dialogue/FishingTutorDialogue.java @@ -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: diff --git a/Server/src/plugin/dialogue/FlynnDialogue.java b/Server/src/plugin/dialogue/FlynnDialogue.java index 8ce0f7d55..6e689eea9 100644 --- a/Server/src/plugin/dialogue/FlynnDialogue.java +++ b/Server/src/plugin/dialogue/FlynnDialogue.java @@ -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: diff --git a/Server/src/plugin/dialogue/FortressGuardDialogue.java b/Server/src/plugin/dialogue/FortressGuardDialogue.java index 761e8fadc..5f3cd24a8 100644 --- a/Server/src/plugin/dialogue/FortressGuardDialogue.java +++ b/Server/src/plugin/dialogue/FortressGuardDialogue.java @@ -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: diff --git a/Server/src/plugin/dialogue/FortunatoDialogue.java b/Server/src/plugin/dialogue/FortunatoDialogue.java index 6651708d9..3424e355c 100644 --- a/Server/src/plugin/dialogue/FortunatoDialogue.java +++ b/Server/src/plugin/dialogue/FortunatoDialogue.java @@ -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: diff --git a/Server/src/plugin/dialogue/FredTheFarmer.java b/Server/src/plugin/dialogue/FredTheFarmer.java index a5f4d2224..647b245bc 100644 --- a/Server/src/plugin/dialogue/FredTheFarmer.java +++ b/Server/src/plugin/dialogue/FredTheFarmer.java @@ -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: diff --git a/Server/src/plugin/dialogue/FrincosDialogue.java b/Server/src/plugin/dialogue/FrincosDialogue.java index 79f18aa02..a6722caf1 100644 --- a/Server/src/plugin/dialogue/FrincosDialogue.java +++ b/Server/src/plugin/dialogue/FrincosDialogue.java @@ -39,7 +39,7 @@ public final class FrincosDialogue extends DialoguePlugin { @Override public boolean open(Object... args) { npc = (NPC) args[0]; - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Hello, how can I help you?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Hello, how can I help you?"); stage = 0; return true; } @@ -54,15 +54,15 @@ public final class FrincosDialogue 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, "You can't; I'm beyond help."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "You can't; I'm beyond help."); stage = 20; break; case 3: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I'm okay, thank you."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I'm okay, thank you."); stage = 30; break; } diff --git a/Server/src/plugin/dialogue/FritzGlassBlowerDialogue.java b/Server/src/plugin/dialogue/FritzGlassBlowerDialogue.java index 733be0ad0..635175ccb 100644 --- a/Server/src/plugin/dialogue/FritzGlassBlowerDialogue.java +++ b/Server/src/plugin/dialogue/FritzGlassBlowerDialogue.java @@ -49,10 +49,10 @@ public final class FritzGlassBlowerDialogue extends DialoguePlugin { public boolean open(Object... args) { npc = (NPC) args[0]; if (!player.getSavedData().getGlobalData().isFritzGlass()) { - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Hello adventurer, welcome to the Entrana furnace."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Hello adventurer, welcome to the Entrana furnace."); stage = 0; } else { - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Ah " + player.getUsername() + ", have you come to sell me some molten", "glass?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Ah " + player.getUsername() + ", have you come to sell me some molten", "glass?"); stage = 100; } return true; @@ -62,7 +62,7 @@ public final class FritzGlassBlowerDialogue extends DialoguePlugin { public boolean handle(int interfaceId, int buttonId) { switch (stage) { case 0: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Would you like me to explain my craft to you?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Would you like me to explain my craft to you?"); stage = 1; break; case 1: @@ -72,33 +72,33 @@ public final class FritzGlassBlowerDialogue extends DialoguePlugin { case 2: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Yes please. I'd be fascinated to hear what you do."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Yes please. I'd be fascinated to hear what you do."); stage = 10; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "No thanks, I doubt I'll ever turn my hand to glassblowing."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "No thanks, I doubt I'll ever turn my hand to glassblowing."); stage = 22; break; } break; case 10: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I'm extremely pleased to hear that! I've always wanted", "an apprentice. Let me talk to you through the secrets of", "glassblowing."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I'm extremely pleased to hear that! I've always wanted", "an apprentice. Let me talk to you through the secrets of", "glassblowing."); stage = 11; break; case 11: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Glass is made from soda ash and silica. We get out", "soda ash by collecting seaweed from the rocks - the", "prevailing currents make the north-west corner of the", "island the best place to find it, it can also be found in"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Glass is made from soda ash and silica. We get out", "soda ash by collecting seaweed from the rocks - the", "prevailing currents make the north-west corner of the", "island the best place to find it, it can also be found in"); stage = 12; break; case 12: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "your nets sometimes when you're fishing, on Karamja", "island or at the Piscatoris Fishing Colonly in the nets", "there. To turn seaweed into soda ash, all you need to", "do is burn it on a fire. Feel free to use the range in"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "your nets sometimes when you're fishing, on Karamja", "island or at the Piscatoris Fishing Colonly in the nets", "there. To turn seaweed into soda ash, all you need to", "do is burn it on a fire. Feel free to use the range in"); stage = 13; break; case 13: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "my house for that; it's the one directly west of here.", "Next we collect sand from the sandpit that you'll also", "find just west of here, there are other located in", "Yanille and Shilo Village."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "my house for that; it's the one directly west of here.", "Next we collect sand from the sandpit that you'll also", "find just west of here, there are other located in", "Yanille and Shilo Village."); stage = 14; break; case 14: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "You'll need a bucket to cary it in. Tell you what, you", "can have this old one of mine."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "You'll need a bucket to cary it in. Tell you what, you", "can have this old one of mine."); stage = 15; break; case 15: @@ -106,27 +106,27 @@ public final class FritzGlassBlowerDialogue extends DialoguePlugin { GroundItemManager.create(new GroundItem(new Item(1925), player.getLocation(), player)); } player.getSavedData().getGlobalData().setFritzGlass(true); - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Bring the sand and the soda ash back here and melt", "them together in the furnace, and there you have it -", "molten glass!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Bring the sand and the soda ash back here and melt", "them together in the furnace, and there you have it -", "molten glass!"); stage = 16; break; case 16: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "There are many things you can use the molten glass", "for once you have made it. Depending on how talented", "you are, you could try turning it into something, like a", "fishbowl, for example. If you'd like to try your hand at"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "There are many things you can use the molten glass", "for once you have made it. Depending on how talented", "you are, you could try turning it into something, like a", "fishbowl, for example. If you'd like to try your hand at"); stage = 17; break; case 17: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "the fine art of glassblowing you can use my spare", "glassblowing pipe. I think I left it on the chest of", "drawers in my house this morning."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "the fine art of glassblowing you can use my spare", "glassblowing pipe. I think I left it on the chest of", "drawers in my house this morning."); stage = 18; break; case 18: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Alternatively I am always happy to buy the molten glass", "from you, saves me running about making it for", "myself."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Alternatively I am always happy to buy the molten glass", "from you, saves me running about making it for", "myself."); stage = 19; break; case 19: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "That sounds good. How much will you pay me?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "That sounds good. How much will you pay me?"); stage = 20; break; case 20: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Tell you what, because you've been interested in my", "art, I'll pay you the premium price of 20 gold pieces", "for each piece of molten glass you bring me."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Tell you what, because you've been interested in my", "art, I'll pay you the premium price of 20 gold pieces", "for each piece of molten glass you bring me."); stage = 21; break; case 21: @@ -142,18 +142,18 @@ public final class FritzGlassBlowerDialogue extends DialoguePlugin { case 101: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Yes."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Yes."); stage = 110; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "No."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "No."); stage = 120; break; } break; case 110: if (!player.getInventory().containsItem(MOLTEN_GLASS)) { - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Umm, not much point me trying to pay you for glass", "you don't have, is there?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Umm, not much point me trying to pay you for glass", "you don't have, is there?"); stage = 111; } else { int amt = player.getInventory().getAmount(MOLTEN_GLASS); @@ -164,17 +164,17 @@ public final class FritzGlassBlowerDialogue extends DialoguePlugin { } if (player.getInventory().remove(remove)) { player.getInventory().add(new Item(995, amt * 20)); - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Pleasure doing business with you " + player.getUsername() + "."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Pleasure doing business with you " + player.getUsername() + "."); stage = 118; } } break; case 111: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Well, actually, if you don't mind..."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Well, actually, if you don't mind..."); stage = 112; break; case 112: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I guess you've never heard of a rhetorical question", "then. I'll make it simple for you. You bring glass, me", "pay shiny gold coins."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I guess you've never heard of a rhetorical question", "then. I'll make it simple for you. You bring glass, me", "pay shiny gold coins."); stage = 113; break; case 113: @@ -184,11 +184,11 @@ public final class FritzGlassBlowerDialogue extends DialoguePlugin { end(); break; case 120: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Oh."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Oh."); stage = 121; break; case 121: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "...errr, well should you get any I'm quite happy to pay", "for it. Remember, I'll pay you 20 gold pieces for each", "piece of molten glass you get for me."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "...errr, well should you get any I'm quite happy to pay", "for it. Remember, I'll pay you 20 gold pieces for each", "piece of molten glass you get for me."); stage = 122; break; case 122: diff --git a/Server/src/plugin/dialogue/FurTradePlugin.java b/Server/src/plugin/dialogue/FurTradePlugin.java index 9b5866ed0..e4e4a144b 100644 --- a/Server/src/plugin/dialogue/FurTradePlugin.java +++ b/Server/src/plugin/dialogue/FurTradePlugin.java @@ -39,7 +39,7 @@ public final class FurTradePlugin extends DialoguePlugin { @Override public boolean open(Object... args) { npc = (NPC) args[0]; - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Would you like to trade in fur?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Would you like to trade in fur?"); stage = 0; return true; } @@ -58,7 +58,7 @@ public final class FurTradePlugin extends DialoguePlugin { npc.openShop(player); break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "No, thanks."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "No, thanks."); stage = 20; break; } diff --git a/Server/src/plugin/dialogue/GarvDialogue.java b/Server/src/plugin/dialogue/GarvDialogue.java index 6954e720b..6ff0ffc56 100644 --- a/Server/src/plugin/dialogue/GarvDialogue.java +++ b/Server/src/plugin/dialogue/GarvDialogue.java @@ -39,7 +39,7 @@ public final class GarvDialogue extends DialoguePlugin { @Override public boolean open(Object... args) { npc = (NPC) args[0]; - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Hello. What do you want?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Hello. What do you want?"); stage = 0; return true; } @@ -54,24 +54,24 @@ public final class GarvDialogue extends DialoguePlugin { case 1: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Can I go in there?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Can I go in there?"); stage = 10; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I want for nothing!"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I want for nothing!"); stage = 20; break; } break; case 10: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "No. In there is private."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "No. In there is private."); stage = 11; break; case 11: end(); break; case 20: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "You're one of a very lucky few then."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "You're one of a very lucky few then."); stage = 21; break; case 21: diff --git a/Server/src/plugin/dialogue/GeeDialogue.java b/Server/src/plugin/dialogue/GeeDialogue.java index b1132127a..623386242 100644 --- a/Server/src/plugin/dialogue/GeeDialogue.java +++ b/Server/src/plugin/dialogue/GeeDialogue.java @@ -39,7 +39,7 @@ public final class GeeDialogue 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; } @@ -54,37 +54,37 @@ public final class GeeDialogue extends DialoguePlugin { case 1: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "What's up?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "What's up?"); stage = 10; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Do you know of any quests I can do?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Do you know of any quests I can do?"); stage = 20; break; case 3: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Can I buy your stick?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Can I buy your stick?"); stage = 30; break; } break; case 10: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I assume the sky is up.."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I assume the sky is up.."); stage = 11; break; case 11: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "You assume?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "You assume?"); stage = 12; break; case 12: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Yeah, unfortunately I don't seem to be able to look up."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Yeah, unfortunately I don't seem to be able to look up."); stage = 13; break; case 13: end(); break; case 20: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Nope, sorry."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Nope, sorry."); stage = 21; break; case 21: @@ -95,23 +95,23 @@ public final class GeeDialogue extends DialoguePlugin { stage = 31; break; case 31: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Really? Show me what it can do!"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Really? Show me what it can do!"); stage = 32; break; case 32: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Um..It's a bit low on power at the moment.."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Um..It's a bit low on power at the moment.."); stage = 33; break; case 33: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "It's a stick isn't it?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "It's a stick isn't it?"); stage = 34; break; case 34: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "...Ok it's a stick.. But only while I save up for a staff.", "Zaff in Varrock square sells them in his shop."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "...Ok it's a stick.. But only while I save up for a staff.", "Zaff in Varrock square sells them in his shop."); stage = 35; break; case 35: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Well good luck with that."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Well good luck with that."); stage = 36; break; case 36: diff --git a/Server/src/plugin/dialogue/GemMerchantDialogue.java b/Server/src/plugin/dialogue/GemMerchantDialogue.java index ad6006724..c9756010d 100644 --- a/Server/src/plugin/dialogue/GemMerchantDialogue.java +++ b/Server/src/plugin/dialogue/GemMerchantDialogue.java @@ -39,7 +39,7 @@ public final class GemMerchantDialogue extends DialoguePlugin { @Override public boolean open(Object... args) { npc = (NPC) args[0]; - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Here, look at my lovely gems."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Here, look at my lovely gems."); stage = 0; return true; } diff --git a/Server/src/plugin/dialogue/GemTradeDialogue.java b/Server/src/plugin/dialogue/GemTradeDialogue.java index df5bd2732..db6367a9f 100644 --- a/Server/src/plugin/dialogue/GemTradeDialogue.java +++ b/Server/src/plugin/dialogue/GemTradeDialogue.java @@ -39,7 +39,7 @@ public final class GemTradeDialogue extends DialoguePlugin { @Override public boolean open(Object... args) { npc = (NPC) args[0]; - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Hello adventurer! Can I interest you in any of my gems?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Hello adventurer! Can I interest you in any of my gems?"); stage = 0; return true; } @@ -54,11 +54,11 @@ public final class GemTradeDialogue extends DialoguePlugin { case 1: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Yes!"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Yes!"); stage = 10; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "No, thanks though."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "No, thanks though."); stage = 20; break; diff --git a/Server/src/plugin/dialogue/GerrantDialogue.java b/Server/src/plugin/dialogue/GerrantDialogue.java index 894d411f0..3abb2e5d3 100644 --- a/Server/src/plugin/dialogue/GerrantDialogue.java +++ b/Server/src/plugin/dialogue/GerrantDialogue.java @@ -39,7 +39,7 @@ public final class GerrantDialogue extends DialoguePlugin { @Override public boolean open(Object... args) { npc = (NPC) args[0]; - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Welcome! You can buy fishing equipment at my store.", "We'll also buy anything you catch off you."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Welcome! You can buy fishing equipment at my store.", "We'll also buy anything you catch off you."); stage = 0; return true; } @@ -54,11 +54,11 @@ public final class GerrantDialogue extends DialoguePlugin { case 1: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Let's see what you've got then."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Let's see what you've got then."); stage = 10; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Sorry, I'm not interested."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Sorry, I'm not interested."); stage = 20; break; diff --git a/Server/src/plugin/dialogue/GertrudeDialogue.java b/Server/src/plugin/dialogue/GertrudeDialogue.java index a085bcd25..ab2d93307 100644 --- a/Server/src/plugin/dialogue/GertrudeDialogue.java +++ b/Server/src/plugin/dialogue/GertrudeDialogue.java @@ -50,14 +50,14 @@ public final class GertrudeDialogue extends DialoguePlugin { final Quest quest = player.getQuestRepository().getQuest("Gertrude's Cat"); switch (quest.getStage(player)) { case 0: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Hello, are you ok?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Hello, are you ok?"); break; case 10: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Hello Gertrude."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Hello Gertrude."); stage = 210; break; case 20: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Hello Gertrude."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Hello Gertrude."); stage = 230; break; case 30: @@ -66,11 +66,11 @@ public final class GertrudeDialogue extends DialoguePlugin { stage = 235; break; case 40: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Hello Gertrude."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Hello Gertrude."); stage = 300; break; case 60: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Hello Gertrude. Fluffs ran off with her kitten."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Hello Gertrude. Fluffs ran off with her kitten."); stage = 320; break; case 100: @@ -86,27 +86,27 @@ public final class GertrudeDialogue extends DialoguePlugin { final Quest quest = player.getQuestRepository().getQuest("Gertrude's Cat"); switch (stage) { case 0: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Do I look ok? Those kids drive me crazy."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Do I look ok? Those kids drive me crazy."); stage = 1; break; case 1: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I'm sorry. It's just that I've lost her."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I'm sorry. It's just that I've lost her."); stage = 2; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Lost who?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Lost who?"); stage = 3; break; case 3: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Fluffs, poor Fluffs. She never hurt anyone."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Fluffs, poor Fluffs. She never hurt anyone."); stage = 4; break; case 4: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Who's Fluffs?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Who's Fluffs?"); stage = 5; break; case 5: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "My beloved feline friends Fluffs. She's been purring by", "my side for almost a decade. Please, could you go", "search for her while I look over the kids?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "My beloved feline friends Fluffs. She's been purring by", "my side for almost a decade. Please, could you go", "search for her while I look over the kids?"); stage = 6; break; case 6: @@ -116,25 +116,25 @@ public final class GertrudeDialogue extends DialoguePlugin { case 7: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Well, I suppose I could."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Well, I suppose I could."); stage = 100; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Sorry, I'm to busy too play pet rescue."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Sorry, I'm to busy too play pet rescue."); stage = 200; break; } break; case 100: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Really? Thank you so much! I really have no idea", "where she could be!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Really? Thank you so much! I really have no idea", "where she could be!"); stage = 101; break; case 101: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I think my sons, Shilop and Wilough, saw the cat last.", "They'll be out in the market place."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I think my sons, Shilop and Wilough, saw the cat last.", "They'll be out in the market place."); stage = 102; break; case 102: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Alright then, I'll see what I can do."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Alright then, I'll see what I can do."); stage = 103; break; case 103: @@ -146,23 +146,23 @@ public final class GertrudeDialogue extends DialoguePlugin { end(); break; case 210:// start of stage 10 - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Have you seen my poor Fluffs?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Have you seen my poor Fluffs?"); stage = 211; break; case 211: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I'm afraid not."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I'm afraid not."); stage = 212; break; case 212: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "What about Shilop?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "What about Shilop?"); stage = 213; break; case 213: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "No sign of him either."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "No sign of him either."); stage = 214; break; case 214: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Hmmm...strange, he should be at the market."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Hmmm...strange, he should be at the market."); stage = 215; break; case 215: @@ -200,11 +200,11 @@ public final class GertrudeDialogue extends DialoguePlugin { stage = 302; break; case 302: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "You should try tempting her with a", "seasoned sardine! Those are her favourite snacks."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "You should try tempting her with a", "seasoned sardine! Those are her favourite snacks."); stage = 303; break; case 303: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Thanks for the advice!"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Thanks for the advice!"); stage = 304; break; case 304: @@ -220,37 +220,37 @@ public final class GertrudeDialogue extends DialoguePlugin { stage = 322; break; case 322: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "If you hadn't found her kitten it would have died out", "there!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "If you hadn't found her kitten it would have died out", "there!"); stage = 323; break; case 323: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "That's ok, I like to do my bit."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "That's ok, I like to do my bit."); stage = 324; break; case 324: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I don't know how to thank you. I have no real material", "possesions. I do have kittens! I can only really look", "after one."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I don't know how to thank you. I have no real material", "possesions. I do have kittens! I can only really look", "after one."); stage = 325; break; case 325: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Well, if it needs a home."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Well, if it needs a home."); stage = 326; break; case 326: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I would sell it to my cousin in West Ardougne. I hear", "there's a rat epidemic there. But it's too far."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I would sell it to my cousin in West Ardougne. I hear", "there's a rat epidemic there. But it's too far."); stage = 327; break; case 327: if (player.getInventory().freeSlots() == 0) { - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I don't seem to have enough inventory space."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I don't seem to have enough inventory space."); stage = 1000; break; } else { - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Here you go, look after her and thank you again!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Here you go, look after her and thank you again!"); stage = 328; } break; case 328: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Oh by the way, the kitten can live in your backpack,", "but to make it grow you must take it out and feed and", "stroke it often."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Oh by the way, the kitten can live in your backpack,", "but to make it grow you must take it out and feed and", "stroke it often."); stage = 329; break; case 329: diff --git a/Server/src/plugin/dialogue/GhommalDialogue.java b/Server/src/plugin/dialogue/GhommalDialogue.java index af1224884..567099803 100644 --- a/Server/src/plugin/dialogue/GhommalDialogue.java +++ b/Server/src/plugin/dialogue/GhommalDialogue.java @@ -41,10 +41,10 @@ public final class GhommalDialogue extends DialoguePlugin { public boolean open(Object... args) { npc = (NPC) args[0]; if (player.getSkills().getLevel(Skills.ATTACK) + player.getSkills().getLevel(Skills.STRENGTH) >= 130 || player.getSkills().getLevel(Skills.ATTACK) == 99 || player.getSkills().getLevel(Skills.STRENGTH) == 99) { - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Ghommal welcome you to Warrior Guild!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Ghommal welcome you to Warrior Guild!"); stage = 10; } else { - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "You not pass. You too weedy."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "You not pass. You too weedy."); stage = 0; } return true; @@ -54,30 +54,30 @@ public final class GhommalDialogue extends DialoguePlugin { public boolean handle(int interfaceId, int buttonId) { switch (stage) { case 0: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "What? But I'm a warrior!"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "What? But I'm a warrior!"); stage = 1; break; case 1: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Heehee... he say he warrior... I not heard that one", "for... at leas' 5 minutes!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Heehee... he say he warrior... I not heard that one", "for... at leas' 5 minutes!"); stage = 2; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Go on, let me in, you know you want to. I could...", "make it worth your while..."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Go on, let me in, you know you want to. I could...", "make it worth your while..."); stage = 3; break; case 3: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "No! You is not a strong warrior, you not enter till you", "bigger, Ghommal does not takes bribes."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "No! You is not a strong warrior, you not enter till you", "bigger, Ghommal does not takes bribes."); stage = 4; break; case 4: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Ghommal stick to Warrior's Code of Honour. When", "you a bigger, stronger warriror, you come back."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Ghommal stick to Warrior's Code of Honour. When", "you a bigger, stronger warriror, you come back."); stage = 5; break; case 5: end(); break; case 10: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Umm...thank you, I think."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Umm...thank you, I think."); stage = 11; break; case 11: diff --git a/Server/src/plugin/dialogue/GillieGroatsDialogue.java b/Server/src/plugin/dialogue/GillieGroatsDialogue.java new file mode 100644 index 000000000..4c37b5aee --- /dev/null +++ b/Server/src/plugin/dialogue/GillieGroatsDialogue.java @@ -0,0 +1,151 @@ +package plugin.dialogue; + +import org.crandor.game.content.dialogue.DialoguePlugin; +import org.crandor.game.content.dialogue.FacialExpression; +import org.crandor.plugin.InitializablePlugin; +import org.crandor.game.node.entity.player.Player; + +/** + * Represents the dialogue plugin used for the Gillie Groats npc. + * @author 'Vexia + * @version 1.0 + */ +@InitializablePlugin +public final class GillieGroatsDialogue extends DialoguePlugin { + + /** + * Constructs a new {@code GillieGroatsDialogue} {@code Object}. + */ + public GillieGroatsDialogue() { + /** + * empty. + */ + } + + /** + * Constructs a new {@code GillieGroatsDialogue} {@code Object}. + * @param player the player. + */ + public GillieGroatsDialogue(Player player) { + super(player); + } + + @Override + public DialoguePlugin newInstance(Player player) { + return new GillieGroatsDialogue(player); + } + + @Override + public boolean open(Object... args) { + boolean milk = false; + if (args.length == 2) + milk = true; + if (milk) { + interpreter.sendDialogues(3807, FacialExpression.LAUGH, "Tee hee! You've never milked a cow before, have you?"); + stage = 100; + return true; + } + interpreter.sendDialogues(3807, FacialExpression.HAPPY, "Hello, Im Gillie the Milkmaid. What can I do for you?"); + stage = 0; + return true; + } + + @Override + public boolean handle(int interfaceId, int buttonId) { + switch (stage) { + case 100: + interpreter.sendDialogues(player, FacialExpression.ASKING, "Erm... No. How could you tell?"); + stage++; + break; + case 101: + interpreter.sendDialogues(3807, FacialExpression.FRIENDLY, "Because you're spilling milk all over the floor. What a", "waste ! You need something to hold the milk."); + stage++; + break; + case 102: + interpreter.sendDialogues(player, FacialExpression.NEUTRAL, "Ah yes, I really should have guessed that one, shouldn't", "I?"); + stage++; + break; + case 103: + interpreter.sendDialogues(3807, FacialExpression.FRIENDLY, "You're from the city, aren't you... Try it again with an", "empty bucket."); + stage++; + break; + case 104: + interpreter.sendDialogues(player, FacialExpression.NEUTRAL, "Right, I'll do that."); + stage = 13; + break; + + //Main Dialogue Options for Gillie + case 0: + interpreter.sendOptions("Select an Option", "Who are you?", "Can you tell me how to milk a cow?", "I'm fine, thanks."); + stage = 1; + break; + case 1: + switch (buttonId) { + case 1: + interpreter.sendDialogues(3807, FacialExpression.HAPPY, "My name's Gillie Groats. My father is a farmer and I", "milk the cows for him."); + stage = 10; + break; + case 2: + interpreter.sendDialogues(player, FacialExpression.ASKING, "So how do you get milk from a cow then?"); + stage = 20; + break; + case 3: + interpreter.sendDialogues(player, FacialExpression.NEUTRAL, "I'm fine thanks."); + stage = 13; + break; + } + break; + + //Who are you? + case 10: + interpreter.sendDialogues(player, FacialExpression.ASKING, "Do you have any buckets of milk spare?"); + stage++; + break; + case 11: + interpreter.sendDialogues(3807, FacialExpression.NEUTRAL, "I'm afraid not. We need all of our milk to sell to", "market, but you can milk the cow yourself if you need", "milk."); + stage++; + break; + case 12: + interpreter.sendDialogues(player, FacialExpression.HAPPY, "Thanks."); + stage++; + break; + + //I'm fine thanks and Endpoint for other conversations + case 13: + end(); + break; + + //How to Milk a Cow + case 20: + interpreter.sendDialogues(3807, FacialExpression.FRIENDLY, "It's very easy. First you need an empty bucket to hold", "the milk."); + stage++; + break; + case 21: + interpreter.sendDialogues(3807, FacialExpression.FRIENDLY, "Then find a dairy cow to milk - you can't milk just", "any cow."); + stage++; + break; + case 22: + interpreter.sendDialogues(player, FacialExpression.ASKING, "How do I find a dairy cow?"); + stage++; + break; + case 23: + interpreter.sendDialogues(3807, FacialExpression.FRIENDLY, "They are easy to spot - they are dark brown and", "white, unlike beef cows, which are light brown and white.", "We also tether them to a post to stop them wandering", "around all over the place."); + stage++; + break; + case 24: + interpreter.sendDialogues(3807, FacialExpression.FRIENDLY, "There are a couple very near, in this field."); + stage++; + break; + case 25: + interpreter.sendDialogues(3807, FacialExpression.FRIENDLY, "Then just milk the cow and your bucket will fill with", "tasty, nutritious milk."); + stage = 13; + break; + } + return true; + } + + @Override + public int[] getIds() { + return new int[] { 3807 }; + } +} diff --git a/Server/src/plugin/dialogue/GnomeTrainerPlugin.java b/Server/src/plugin/dialogue/GnomeTrainerPlugin.java index 84b41b8af..8b8454aab 100644 --- a/Server/src/plugin/dialogue/GnomeTrainerPlugin.java +++ b/Server/src/plugin/dialogue/GnomeTrainerPlugin.java @@ -43,19 +43,19 @@ public final class GnomeTrainerPlugin extends DialoguePlugin { int rand = RandomFunction.random(0, 3); switch (rand) { case 0: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Hello there."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Hello there."); stage = 0; break; case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Hello, what is this place?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Hello, what is this place?"); stage = 3; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Hello how are you?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Hello how are you?"); stage = 7; break; case 3: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "This is fun!"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "This is fun!"); stage = 10; break; } @@ -66,36 +66,36 @@ public final class GnomeTrainerPlugin extends DialoguePlugin { public boolean handle(int interfaceId, int buttonId) { switch (stage) { case 0: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "This isn't a grannies' tea party, let's see some sweat", "human. Go! Go! Go!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "This isn't a grannies' tea party, let's see some sweat", "human. Go! Go! Go!"); stage = 1; break; case 1: end(); break; case 3: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "This, my friend, is where we train. Here we improve", "out agility. It's an essential skill."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "This, my friend, is where we train. Here we improve", "out agility. It's an essential skill."); stage = 4; break; case 4: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "It looks easy enough."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "It looks easy enough."); stage = 5; break; case 5: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "If you complete the course in order from the slippery", "log to the end, your agility will increase much faster", "than by repeating just one obstacle."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "If you complete the course in order from the slippery", "log to the end, your agility will increase much faster", "than by repeating just one obstacle."); stage = 6; break; case 6: end(); break; case 7: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I'm amazed by how much humans chat. The sign over", "there says training area, not pointless conversation area."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I'm amazed by how much humans chat. The sign over", "there says training area, not pointless conversation area."); stage = 8; break; case 8: end(); break; case 10: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "This is training soldier. If you want fun go make some", "cocktails."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "This is training soldier. If you want fun go make some", "cocktails."); stage = 11; break; case 11: diff --git a/Server/src/plugin/dialogue/GoblinVillageDialogue.java b/Server/src/plugin/dialogue/GoblinVillageDialogue.java index 768dd9ff4..5e58bded8 100644 --- a/Server/src/plugin/dialogue/GoblinVillageDialogue.java +++ b/Server/src/plugin/dialogue/GoblinVillageDialogue.java @@ -43,27 +43,27 @@ public final class GoblinVillageDialogue extends DialoguePlugin { int rand = RandomFunction.random(5); switch (rand) { case 0: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I kill you human!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I kill you human!"); stage = 0; break; case 1: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Go away smelly human!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Go away smelly human!"); stage = 300; break; case 2: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Happy goblin new century!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Happy goblin new century!"); stage = 100; break; case 3: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "What you doing here?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "What you doing here?"); stage = 200; break; case 4: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Brown armour best!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Brown armour best!"); stage = 800; break; case 5: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Go away smelly human!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Go away smelly human!"); stage = 300; break; } @@ -84,11 +84,11 @@ public final class GoblinVillageDialogue extends DialoguePlugin { case 101: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Happy new century!"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Happy new century!"); stage = 169; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "What is the goblin new century?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "What is the goblin new century?"); stage = 102; break; } @@ -97,7 +97,7 @@ public final class GoblinVillageDialogue extends DialoguePlugin { end(); break; case 102: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "You tell human secrets!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "You tell human secrets!"); stage = 103; break; case 103: @@ -110,32 +110,32 @@ public final class GoblinVillageDialogue extends DialoguePlugin { case 201: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I'm here to kill all you goblins!"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I'm here to kill all you goblins!"); stage = 143; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I'm just looking around."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I'm just looking around."); stage = 260; break; } break; case 143: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I kill you!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I kill you!"); stage = 0; break; case 260: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Me not sure that allowed. You have to check with", "generals."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Me not sure that allowed. You have to check with", "generals."); stage = 261; break; case 261: end(); break; case 300: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "What you call me?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "What you call me?"); stage = 301; break; case 301: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I kill you human!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I kill you human!"); stage = 0; break; case 800: @@ -145,11 +145,11 @@ public final class GoblinVillageDialogue extends DialoguePlugin { case 801: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Err ok."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Err ok."); stage = 810; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Why is brown best?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Why is brown best?"); stage = 820; break; } @@ -158,7 +158,7 @@ public final class GoblinVillageDialogue extends DialoguePlugin { end(); break; case 820: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "General Wartface and General Bentnoze both say it is.", "And normally they never agree!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "General Wartface and General Bentnoze both say it is.", "And normally they never agree!"); stage = 821; break; case 821: diff --git a/Server/src/plugin/dialogue/GraardoorJRDialogue.java b/Server/src/plugin/dialogue/GraardoorJRDialogue.java index 4d2a6d079..3ba16c073 100644 --- a/Server/src/plugin/dialogue/GraardoorJRDialogue.java +++ b/Server/src/plugin/dialogue/GraardoorJRDialogue.java @@ -39,7 +39,7 @@ public final class GraardoorJRDialogue extends DialoguePlugin { @Override public boolean open(Object... args) { npc = (NPC) args[0]; - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Not sure this is going to be worth my time but...", "how are you?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Not sure this is going to be worth my time but...", "how are you?"); stage = 0; return true; } @@ -52,7 +52,7 @@ public final class GraardoorJRDialogue extends DialoguePlugin { stage = 1; break; case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Nope. Not worth it."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Nope. Not worth it."); stage = 2; break; case 2: diff --git a/Server/src/plugin/dialogue/GrandExchangeClerk.java b/Server/src/plugin/dialogue/GrandExchangeClerk.java index ff68215cd..63544809c 100644 --- a/Server/src/plugin/dialogue/GrandExchangeClerk.java +++ b/Server/src/plugin/dialogue/GrandExchangeClerk.java @@ -43,7 +43,7 @@ public final class GrandExchangeClerk extends DialoguePlugin { if (args.length > 0 && args[0] instanceof NPC) { npc = (NPC) args[0]; } - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Hi there."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Hi there."); stage = 0; return true; } @@ -67,23 +67,23 @@ public final class GrandExchangeClerk extends DialoguePlugin { case 2: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I want to access the Grand Exchange, please."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I want to access the Grand Exchange, please."); stage = 10; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I want to collect my items."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I want to collect my items."); stage = 20; break; case 3: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Can I see history of my offers?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Can I see history of my offers?"); stage = 30; break; case 4: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Can you help me with item sets?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Can you help me with item sets?"); stage = 40; break; case 5: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I'm fine actually."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I'm fine actually."); stage = 50; break; } diff --git a/Server/src/plugin/dialogue/GrandExchangeTutor.java b/Server/src/plugin/dialogue/GrandExchangeTutor.java index 05cb4e72d..9017aeaca 100644 --- a/Server/src/plugin/dialogue/GrandExchangeTutor.java +++ b/Server/src/plugin/dialogue/GrandExchangeTutor.java @@ -40,7 +40,7 @@ public final class GrandExchangeTutor extends DialoguePlugin { @Override public boolean open(Object... args) { npc = (NPC) args[0]; - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "How can I help?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "How can I help?"); stage = 0; return true; } @@ -55,37 +55,37 @@ public final class GrandExchangeTutor extends DialoguePlugin { case 1: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Can you teach me about the Grand Exchange?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Can you teach me about the Grand Exchange?"); stage = 10; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Where can I find more info?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Where can I find more info?"); stage = 20; break; case 3: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I'm okay thanks."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I'm okay thanks."); stage = 30; break; } break; case 10: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Of course."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Of course."); stage = 11; break; case 11: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "This is the Grand Exchange. You can tell us", "what you want to buy or sell, and for how much", "and we'll search for another player willing to do the trade!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "This is the Grand Exchange. You can tell us", "what you want to buy or sell, and for how much", "and we'll search for another player willing to do the trade!"); stage = 12; break; case 12: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Let me describe the process in four steps:"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Let me describe the process in four steps:"); stage = 13; break; case 13: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, getRed() + "Step 1: You come here with items to sell or money to", "spend."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, getRed() + "Step 1: You come here with items to sell or money to", "spend."); stage = 14; break; case 14: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, getRed() + "Step 2: Speak with one of the clerks at the desk.", "They will help you set up your bid."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, getRed() + "Step 2: Speak with one of the clerks at the desk.", "They will help you set up your bid."); stage = 15; break; case 15: @@ -93,11 +93,11 @@ public final class GrandExchangeTutor extends DialoguePlugin { stage = 16; break; case 16: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, getRed() + "Step 3: The clerks will take the items or money off you", "and look for someone to complete the trade. This may be", "very fast, or it could take several days."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, getRed() + "Step 3: The clerks will take the items or money off you", "and look for someone to complete the trade. This may be", "very fast, or it could take several days."); stage = 17; break; case 17: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, getRed() + "Step 4: When the trade is complete, we will send you a", "message. You can collect your stuff by talking to the", "clerks or by visiting any banker in " + GameWorld.getName() + "."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, getRed() + "Step 4: When the trade is complete, we will send you a", "message. You can collect your stuff by talking to the", "clerks or by visiting any banker in " + GameWorld.getName() + "."); stage = 18; break; case 18: @@ -112,11 +112,11 @@ public final class GrandExchangeTutor extends DialoguePlugin { end(); break; case 20: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Go and speak to Brugsen who's standing over", "there, closer to the building. He'll help you out."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Go and speak to Brugsen who's standing over", "there, closer to the building. He'll help you out."); stage = 31; break; case 30: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Fair enough."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Fair enough."); stage = 31; break; case 31: diff --git a/Server/src/plugin/dialogue/GrandpaJackPlguin.java b/Server/src/plugin/dialogue/GrandpaJackPlguin.java index 032b6a15b..41773d131 100644 --- a/Server/src/plugin/dialogue/GrandpaJackPlguin.java +++ b/Server/src/plugin/dialogue/GrandpaJackPlguin.java @@ -50,7 +50,7 @@ public final class GrandpaJackPlguin extends DialoguePlugin { npc = (NPC) args[0]; donatorZone = player.getZoneMonitor().isInZone("Donator Zone"); if (!donatorZone) { - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Hello young man!", "Come to visit old Grandpa Jack? I can tell ye stories", "for sure. I used to be the best fisherman these parts", "have seen!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Hello young man!", "Come to visit old Grandpa Jack? I can tell ye stories", "for sure. I used to be the best fisherman these parts", "have seen!"); stage = 1; } else { npc("Welcome, " + player.getUsername() + ". Before you is the wonderful land", "of the donators. Here at your disposal is access to", "an overubandance of resources. Your support for", "Keldagrim has not gone unrecognized."); @@ -63,7 +63,7 @@ public final class GrandpaJackPlguin extends DialoguePlugin { public boolean handle(int interfaceId, int buttonId) { switch (stage) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Sorry, just passing through."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Sorry, just passing through."); stage = 2; break; case 2: diff --git a/Server/src/plugin/dialogue/GregoryDialogue.java b/Server/src/plugin/dialogue/GregoryDialogue.java index 5f789d440..9cc1bcba4 100644 --- a/Server/src/plugin/dialogue/GregoryDialogue.java +++ b/Server/src/plugin/dialogue/GregoryDialogue.java @@ -39,7 +39,7 @@ public final class GregoryDialogue extends DialoguePlugin { @Override public boolean open(Object... args) { npc = (NPC) args[0]; - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "If I were as ugly as you I would not dare to show my", "face in public!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "If I were as ugly as you I would not dare to show my", "face in public!"); stage = 1; return true; } diff --git a/Server/src/plugin/dialogue/GrillieGroatsDialogue.java b/Server/src/plugin/dialogue/GrillieGroatsDialogue.java deleted file mode 100644 index f4fc30e3b..000000000 --- a/Server/src/plugin/dialogue/GrillieGroatsDialogue.java +++ /dev/null @@ -1,152 +0,0 @@ -package plugin.dialogue; - -import org.crandor.game.content.dialogue.DialoguePlugin; -import org.crandor.game.content.dialogue.FacialExpression; -import org.crandor.plugin.InitializablePlugin; -import org.crandor.game.node.entity.player.Player; - -/** - * Represents the dialogue plugin used for the grillie groats npc. - * @author 'Vexia - * @version 1.0 - */ -@InitializablePlugin -public final class GrillieGroatsDialogue extends DialoguePlugin { - - /** - * Constructs a new {@code GrillieGroatsDialogue} {@code Object}. - */ - public GrillieGroatsDialogue() { - /** - * empty. - */ - } - - /** - * Constructs a new {@code GrillieGroatsDialogue} {@code Object}. - * @param player the player. - */ - public GrillieGroatsDialogue(Player player) { - super(player); - } - - @Override - public DialoguePlugin newInstance(Player player) { - return new GrillieGroatsDialogue(player); - } - - @Override - public boolean open(Object... args) { - boolean milk = false; - if (args.length == 2) - milk = true; - if (milk) { - interpreter.sendDialogues(3807, FacialExpression.NO_EXPRESSION, "Tee hee! You've never milked a cow before, have you?"); - stage = 900; - return true; - } - interpreter.sendDialogues(3807, FacialExpression.NO_EXPRESSION, "Hello, Im Gillie the Milkmaid. What can I do for you?"); - stage = 0; - return true; - } - - @Override - public boolean handle(int interfaceId, int buttonId) { - switch (stage) { - case 900: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Erm... No. How could you tell?"); - stage = 901; - break; - case 901: - interpreter.sendDialogues(3807, FacialExpression.NO_EXPRESSION, "Because you're spilling milk all over the floor. What a", "waste ! You need something to hold the milk."); - stage = 902; - break; - case 902: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Ah yes, I really should have guessed that one, shouldn't", "I?"); - stage = 903; - break; - case 903: - interpreter.sendDialogues(3807, FacialExpression.NO_EXPRESSION, "You're from the city, aren't you... Try it again with an", "empty bucket."); - stage = 904; - break; - case 904: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Right, I'll do that."); - stage = 905; - break; - case 905: - end(); - break; - case 0: - interpreter.sendOptions("Select an Option", "Who are you?", "Can you tell me how to milk a cow?", "I'm fine, thanks."); - stage = 1; - break; - case 1: - switch (buttonId) { - case 1: - interpreter.sendDialogues(3807, FacialExpression.NO_EXPRESSION, "My name's Gillie Groats. My father is a farmer and I", "milk the cows for him."); - stage = 10; - break; - case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "So how do you get milk from a cow then?"); - stage = 20; - break; - case 3: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I'm fine thanks."); - stage = 30; - break; - } - break; - case 30: - end(); - break; - case 10: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Do you have any buckets of milk spare?"); - stage = 11; - break; - case 11: - interpreter.sendDialogues(3807, FacialExpression.NO_EXPRESSION, "I'm afraid not. We need all of our milk to sell to", "market, but you can milk the cow yourself if you need", "milk."); - stage = 12; - break; - case 12: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Thanks."); - stage = 13; - break; - case 13: - end(); - break; - case 20: - interpreter.sendDialogues(3807, FacialExpression.NO_EXPRESSION, "It's very easy. First you need an empty bucket to hold", "the milk."); - stage = 21; - break; - case 21: - interpreter.sendDialogues(3807, FacialExpression.NO_EXPRESSION, "Then find a dairy cow to milk - you can't milk just", "any cow."); - stage = 22; - break; - case 22: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "How do I find a dairy cow?"); - stage = 23; - break; - case 23: - interpreter.sendDialogues(3807, FacialExpression.NO_EXPRESSION, "They are easy to spot - they are dark brown and", "white, unlike beef cows, which are light brown and white.", "We also tether them to a post to stop them wandering", "around all over the place."); - stage = 24; - break; - case 24: - interpreter.sendDialogues(3807, FacialExpression.NO_EXPRESSION, "There are a couple very near, in this field."); - stage = 25; - break; - case 25: - interpreter.sendDialogues(3807, FacialExpression.NO_EXPRESSION, "Then just milk the cow and your bucket will fill with", "tasty, nutritious milk."); - stage = 26; - break; - case 26: - end(); - break; - } - return true; - } - - @Override - public int[] getIds() { - return new int[] { 3807 }; - } -} diff --git a/Server/src/plugin/dialogue/GrimgnashDialogue.java b/Server/src/plugin/dialogue/GrimgnashDialogue.java index b2f82ff0f..0ccb599d4 100644 --- a/Server/src/plugin/dialogue/GrimgnashDialogue.java +++ b/Server/src/plugin/dialogue/GrimgnashDialogue.java @@ -39,7 +39,7 @@ public final class GrimgnashDialogue extends DialoguePlugin { @Override public boolean open(Object... args) { npc = (NPC) args[0]; - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "What you want, little human? Grimgnash hungry. Want", "tasty morsel like you!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "What you want, little human? Grimgnash hungry. Want", "tasty morsel like you!"); stage = 0; return true; } @@ -48,19 +48,19 @@ public final class GrimgnashDialogue extends DialoguePlugin { public boolean handle(int interfaceId, int buttonId) { switch (stage) { case 0: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Like me? Why? Who are you?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Like me? Why? Who are you?"); stage = 1; break; case 1: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I Grimngnash and I hungry! Perhaps I eat you!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I Grimngnash and I hungry! Perhaps I eat you!"); stage = 2; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I'm really not that tasty. I think I should be going now.", "Goodbye."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I'm really not that tasty. I think I should be going now.", "Goodbye."); stage = 3; break; case 3: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Human lucky Grimgnash too tired to hunt for food. Stupid", "wolves keep Grimgnsh awake with howling. Grimgnash", "can't sleep."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Human lucky Grimgnash too tired to hunt for food. Stupid", "wolves keep Grimgnsh awake with howling. Grimgnash", "can't sleep."); stage = 4; break; case 4: diff --git a/Server/src/plugin/dialogue/GruborDialogue.java b/Server/src/plugin/dialogue/GruborDialogue.java index 652937702..f295097f5 100644 --- a/Server/src/plugin/dialogue/GruborDialogue.java +++ b/Server/src/plugin/dialogue/GruborDialogue.java @@ -39,7 +39,7 @@ public final class GruborDialogue extends DialoguePlugin { @Override public boolean open(Object... args) { npc = (NPC) args[0]; - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Yes? What do you want?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Yes? What do you want?"); stage = 0; return true; } @@ -54,35 +54,35 @@ public final class GruborDialogue extends DialoguePlugin { case 1: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Would you like your hedges trimming?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Would you like your hedges trimming?"); stage = 10; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I want to come in."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I want to come in."); stage = 20; break; case 3: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Do you want to trade?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Do you want to trade?"); stage = 30; break; } break; case 10: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Eh? Don't be daft! We don't even HAVE any hehdges!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Eh? Don't be daft! We don't even HAVE any hehdges!"); stage = 11; break; case 11: end(); break; case 20: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "No, go away."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "No, go away."); stage = 21; break; case 21: end(); break; case 30: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "No, I'm busy."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "No, I'm busy."); stage = 31; break; case 31: diff --git a/Server/src/plugin/dialogue/GrumDialogue.java b/Server/src/plugin/dialogue/GrumDialogue.java index c1f319cca..48cc32939 100644 --- a/Server/src/plugin/dialogue/GrumDialogue.java +++ b/Server/src/plugin/dialogue/GrumDialogue.java @@ -39,7 +39,7 @@ public final class GrumDialogue extends DialoguePlugin { @Override public boolean open(Object... args) { npc = (NPC) args[0]; - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Would you like to buy or sell some gold jewellery?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Would you like to buy or sell some gold jewellery?"); stage = 0; return true; } @@ -58,14 +58,14 @@ public final class GrumDialogue extends DialoguePlugin { npc.openShop(player); break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "No, I', not that rich."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "No, I', not that rich."); stage = 20; break; } break; case 20: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Get out, then! We don't want any riff-raff in here."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Get out, then! We don't want any riff-raff in here."); stage = 21; break; case 21: diff --git a/Server/src/plugin/dialogue/GuidorsWifeDialogue.java b/Server/src/plugin/dialogue/GuidorsWifeDialogue.java index 9dd3988d7..afbd98f9c 100644 --- a/Server/src/plugin/dialogue/GuidorsWifeDialogue.java +++ b/Server/src/plugin/dialogue/GuidorsWifeDialogue.java @@ -38,11 +38,11 @@ public final class GuidorsWifeDialogue extends DialoguePlugin { @Override public boolean open(Object... args) { if (args.length == 2) { - interpreter.sendDialogues(342, FacialExpression.NO_EXPRESSION, "Please leave my husband alone. He's very sick, and I don't", "want anyone bothering him."); + interpreter.sendDialogues(342, FacialExpression.HALF_GUILTY, "Please leave my husband alone. He's very sick, and I don't", "want anyone bothering him."); stage = 100; return true; } - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Hello."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Hello."); stage = 0; return true; } @@ -52,11 +52,11 @@ public final class GuidorsWifeDialogue extends DialoguePlugin { switch (stage) { case 0: - interpreter.sendDialogues(342, FacialExpression.NO_EXPRESSION, "Oh hello, I can't chat now. I have to keep an eye on my", "husband. He's very ill!"); + interpreter.sendDialogues(342, FacialExpression.HALF_GUILTY, "Oh hello, I can't chat now. I have to keep an eye on my", "husband. He's very ill!"); stage = 1; break; case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I'm sorry to hear that!"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I'm sorry to hear that!"); stage = 2; break; case 2: diff --git a/Server/src/plugin/dialogue/HairdresserDialogue.java b/Server/src/plugin/dialogue/HairdresserDialogue.java index cc48b6150..26985584c 100644 --- a/Server/src/plugin/dialogue/HairdresserDialogue.java +++ b/Server/src/plugin/dialogue/HairdresserDialogue.java @@ -52,11 +52,11 @@ public final class HairdresserDialogue extends DialoguePlugin { } if (args.length == 2) { String man = male ? "men's" : "womens"; - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Certainly " + sex + ". I cut " + man + " hair at the bargain rate of", "only 1000 gold coins. I'll even throw in a free recolour!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Certainly " + sex + ". I cut " + man + " hair at the bargain rate of", "only 1000 gold coins. I'll even throw in a free recolour!"); stage = 11; return true; } - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Good afternoon " + sex + ". In need of a haircut are we?", male ? "Perhaps a shave too?" : ""); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Good afternoon " + sex + ". In need of a haircut are we?", male ? "Perhaps a shave too?" : ""); stage = 1; return true; } @@ -76,15 +76,15 @@ public final class HairdresserDialogue extends DialoguePlugin { case 2: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I'd like a haircut please."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I'd like a haircut please."); stage = 10; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I'd like a shave please."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I'd like a shave please."); stage = 20; break; case 3: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "No thank you."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "No thank you."); stage = 30; break; } @@ -92,20 +92,20 @@ public final class HairdresserDialogue extends DialoguePlugin { case 10: String sex = male ? "sir" : "mam"; String man = male ? "men's" : "womens"; - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Certainly " + sex + ". I cut " + man + " hair at the bargain rate of", "only 1000 gold coins. I'll even throw in a free recolour!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Certainly " + sex + ". I cut " + man + " hair at the bargain rate of", "only 1000 gold coins. I'll even throw in a free recolour!"); stage = 11; break; case 11: if (player.getInventory().contains(995, 1000)) { - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Please select the hairstyle and colour you would like", "from this brochure."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Please select the hairstyle and colour you would like", "from this brochure."); stage = 14; } else { - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I don't have 1000 gold coins on me..."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I don't have 1000 gold coins on me..."); stage = 12; } break; case 12: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Well, come back when you do. I'm not running a", "charity here!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Well, come back when you do. I'm not running a", "charity here!"); stage = 13; break; case 13: @@ -125,11 +125,11 @@ public final class HairdresserDialogue extends DialoguePlugin { case 100: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I'd like a haircut please."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I'd like a haircut 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 = 30; break; } @@ -137,15 +137,15 @@ public final class HairdresserDialogue extends DialoguePlugin { case 20: String sex1 = male ? "sir" : "mam"; String man1 = male ? "men's" : "womens"; - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Certainly " + sex1 + ". I cut " + man1 + " hair at the bargain rate of", "only 1000 gold coins. I'll even throw in a free recolour!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Certainly " + sex1 + ". I cut " + man1 + " hair at the bargain rate of", "only 1000 gold coins. I'll even throw in a free recolour!"); stage = 21; break; case 21: if (player.getInventory().contains(995, 1000)) { - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Please select the hairstyle and colour you would like", "from this brochure."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Please select the hairstyle and colour you would like", "from this brochure."); stage = 150; } else { - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I don't have 1000 gold coins on me..."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I don't have 1000 gold coins on me..."); stage = 12; } break; diff --git a/Server/src/plugin/dialogue/HansDialoguePlugin.java b/Server/src/plugin/dialogue/HansDialoguePlugin.java index 6f635e77a..1abddeaf4 100644 --- a/Server/src/plugin/dialogue/HansDialoguePlugin.java +++ b/Server/src/plugin/dialogue/HansDialoguePlugin.java @@ -39,7 +39,7 @@ public final class HansDialoguePlugin extends DialoguePlugin { @Override public boolean open(Object... args) { npc = (NPC) args[0]; - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Hello. What are you doing here?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Hello. What are you doing here?"); stage = 0; return true; } @@ -56,7 +56,7 @@ public final class HansDialoguePlugin extends DialoguePlugin { switch (buttonId) { case 1: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Who, the Duke? He's in his study, on the first floor."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Who, the Duke? He's in his study, on the first floor."); stage = 10; break; case 2: @@ -65,22 +65,22 @@ public final class HansDialoguePlugin extends DialoguePlugin { npc.sendChat("Help Help!"); break; case 3: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "You are in Lumbridge Castle."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "You are in Lumbridge Castle."); stage = 30; break; case 4: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I've been patrolling this castle for years!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I've been patrolling this castle for years!"); stage = 40; break; } break; case 40: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "You must be old then?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "You must be old then?"); stage = 41; break; case 41: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Haha, you could say I'm quite the veteran of these lands.", "Yes, I've been here a fair while..."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Haha, you could say I'm quite the veteran of these lands.", "Yes, I've been here a fair while..."); stage = 42; break; case 42: diff --git a/Server/src/plugin/dialogue/HariDialogue.java b/Server/src/plugin/dialogue/HariDialogue.java index e33e214d4..0e8819a12 100644 --- a/Server/src/plugin/dialogue/HariDialogue.java +++ b/Server/src/plugin/dialogue/HariDialogue.java @@ -39,7 +39,7 @@ public final class HariDialogue extends DialoguePlugin { @Override public boolean open(Object... args) { npc = (NPC) args[0]; - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Hello."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Hello."); stage = 0; return true; } @@ -54,38 +54,38 @@ public final class HariDialogue extends DialoguePlugin { case 1: switch (buttonId) { case 1: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "My name is Hari."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "My name is Hari."); stage = 10; break; case 2: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "It's really quite simple to make. Just walk down to that", "tree on the bank and chop it down."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "It's really quite simple to make. Just walk down to that", "tree on the bank and chop it down."); stage = 18; break; } break; case 10: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "And what are you going here Hari?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "And what are you going here Hari?"); stage = 11; break; case 11: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Like most people who come to Edgeville, I am here to seek", "adventure in the Wilderness."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Like most people who come to Edgeville, I am here to seek", "adventure in the Wilderness."); stage = 12; break; case 12: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I found a secret underground riber that will take me quite", "a long way north."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I found a secret underground riber that will take me quite", "a long way north."); stage = 13; break; case 13: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Underground river? Where does it come out?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Underground river? Where does it come out?"); stage = 14; break; case 14: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "It comes out in a pond located deep in Wilderness."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "It comes out in a pond located deep in Wilderness."); stage = 15; break; case 15: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I had to find a very special type of canoe to get me up", "the river though, would you like to know more?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I had to find a very special type of canoe to get me up", "the river though, would you like to know more?"); stage = 16; break; case 16: @@ -95,7 +95,7 @@ public final class HariDialogue extends DialoguePlugin { case 17: switch (buttonId) { case 1: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "It's really quite simple to make. Just walk down to that", "tree on the bank and chop it down."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "It's really quite simple to make. Just walk down to that", "tree on the bank and chop it down."); stage = 18; break; case 2: @@ -104,7 +104,7 @@ public final class HariDialogue extends DialoguePlugin { } break; case 18: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "When you have done that you can shape the log further", "with your hatchet to make a canoe."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "When you have done that you can shape the log further", "with your hatchet to make a canoe."); stage = 19; break; case 19: diff --git a/Server/src/plugin/dialogue/HarlanDialogue.java b/Server/src/plugin/dialogue/HarlanDialogue.java index b1b7331db..145ae665d 100644 --- a/Server/src/plugin/dialogue/HarlanDialogue.java +++ b/Server/src/plugin/dialogue/HarlanDialogue.java @@ -64,34 +64,34 @@ public final class HarlanDialogue extends DialoguePlugin { case 0: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Can you tell me about different weapon types I can", "use?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Can you tell me about different weapon types I can", "use?"); stage = 10; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Please tell me about skillcapes."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Please tell me about skillcapes."); stage = 20; break; case 3: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Bye."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Bye."); stage = 30; break; } break; case 10: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Well let me see now...There are stabbing type weapons", "such as daggers, then you have swords which are", "slashing, maces that have great crushing abilities, battle", "axes which are powerful and spears which can be good"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Well let me see now...There are stabbing type weapons", "such as daggers, then you have swords which are", "slashing, maces that have great crushing abilities, battle", "axes which are powerful and spears which can be good"); stage = 11; break; case 11: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "for Defence and many forms of Attack."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "for Defence and many forms of Attack."); stage = 12; break; case 12: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "It depends a lot on how you want to fight. Experiment", "and find out what is best for you. Never be scared to", "try out a new weapon; you never know, you might like", "it! Why, I tried all of them for a while and settled on"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "It depends a lot on how you want to fight. Experiment", "and find out what is best for you. Never be scared to", "try out a new weapon; you never know, you might like", "it! Why, I tried all of them for a while and settled on"); stage = 13; break; case 13: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "this rather good sword!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "this rather good sword!"); stage = 14; break; case 14: @@ -101,11 +101,11 @@ public final class HarlanDialogue extends DialoguePlugin { case 15: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I'd like a training sword and shield."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I'd like a training sword and shield."); stage = 16; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Bye."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Bye."); stage = 30; break; } diff --git a/Server/src/plugin/dialogue/HarrallakMenarous.java b/Server/src/plugin/dialogue/HarrallakMenarous.java index 2463723fb..ddb604eec 100644 --- a/Server/src/plugin/dialogue/HarrallakMenarous.java +++ b/Server/src/plugin/dialogue/HarrallakMenarous.java @@ -39,7 +39,7 @@ public final class HarrallakMenarous extends DialoguePlugin { @Override public boolean open(Object... args) { npc = (NPC) args[0]; - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Welcome to my humble guild, " + player.getUsername() + "."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Welcome to my humble guild, " + player.getUsername() + "."); stage = 0; return true; } @@ -53,42 +53,42 @@ public final class HarrallakMenarous extends DialoguePlugin { break; case 1: if (buttonId == 1) { - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Quite a place you've got here. Tell me more about it."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Quite a place you've got here. Tell me more about it."); stage = 53; } else if (buttonId == 2) { - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "You any good with a sword?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "You any good with a sword?"); stage = 5; } else if (buttonId == 3) { - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Bye!"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Bye!"); stage = 2; } break; case 2: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Farewell, brave warrior, I do hope you enjoy my guild."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Farewell, brave warrior, I do hope you enjoy my guild."); stage = 120; break; case 3: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "You any good with a sword?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "You any good with a sword?"); stage = 4; break; case 4: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Am I any good with a sword'? Have you any clue who I", "am?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Am I any good with a sword'? Have you any clue who I", "am?"); stage = 5; break; case 5: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Not really, no."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Not really, no."); stage = 6; break; case 6: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Why, I could best any person alive in a rapier duel!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Why, I could best any person alive in a rapier duel!"); stage = 7; break; case 7: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Try me, then!"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Try me, then!"); stage = 8; break; case 8: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "My dear man, I couldn't possibly duel you, I might hurt", "you and then what would happen to my reputation!", "Besides, I have this wonderful guild to run. Why don't", " you take a look at the various activities we have."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "My dear man, I couldn't possibly duel you, I might hurt", "you and then what would happen to my reputation!", "Besides, I have this wonderful guild to run. Why don't", " you take a look at the various activities we have."); stage = -8; break; case -8: @@ -101,144 +101,144 @@ public final class HarrallakMenarous extends DialoguePlugin { break; case 11: if (buttonId == 1) { - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Tell me about the Strength training area."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Tell me about the Strength training area."); stage = 12; } else if (buttonId == 2) { - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Tell me about the Attack training area."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Tell me about the Attack training area."); stage = 29; } else if (buttonId == 3) { - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Tell me about the Defence training area"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Tell me about the Defence training area"); stage = 16; } else if (buttonId == 4) { - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Tell me about the Combat training area"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Tell me about the Combat training area"); stage = 35; } else if (buttonId == 5) { - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Tell me about tokens."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Tell me about tokens."); stage = 42; } break; case 12: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Ahh, the mighty warrior, Sloane, guards the Strength", "training area. This intriguing little area consits of two", "shotput lanes for different weights of shot. It's fairly", "simple, the referee or Sloane can explain more. There's"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Ahh, the mighty warrior, Sloane, guards the Strength", "training area. This intriguing little area consits of two", "shotput lanes for different weights of shot. It's fairly", "simple, the referee or Sloane can explain more. There's"); stage = 13; break; case 13: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "also the store room next door where Jimmy might share", "his talents with you, but don't tell him that I know", "he's not on guard duty!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "also the store room next door where Jimmy might share", "his talents with you, but don't tell him that I know", "he's not on guard duty!"); stage = 14; break; case 14: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Oh? Why?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Oh? Why?"); stage = 15; break; case 15: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Well, he's doing no harm and let's face it, with all these", "warriors around, the guild is hardly unguarded. You can", "find the strength area just up the stairs behind the bank."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Well, he's doing no harm and let's face it, with all these", "warriors around, the guild is hardly unguarded. You can", "find the strength area just up the stairs behind the bank."); stage = 10; break; case 16: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "To polish your defensive skills to the very highest level,", "we've employed a most intentive dwarf and a catapult."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "To polish your defensive skills to the very highest level,", "we've employed a most intentive dwarf and a catapult."); stage = 17; break; case 17: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "You're going to throw dwarves at me?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "You're going to throw dwarves at me?"); stage = 18; break; case 18: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Oh my, no! I think Gamfred would object to that most", "strongly."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Oh my, no! I think Gamfred would object to that most", "strongly."); stage = 19; break; case 19: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "He's an inventor, you see, and has built a marvellous", "contraptiont hat can throw all sorts of things at you.", "Things such as magic missiles..."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "He's an inventor, you see, and has built a marvellous", "contraptiont hat can throw all sorts of things at you.", "Things such as magic missiles..."); stage = 20; break; case 20: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Mmmm?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Mmmm?"); stage = 21; break; case 21: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "...spiked iron balls..."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "...spiked iron balls..."); stage = 22; break; case 22: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Er..."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Er..."); stage = 23; break; case 23: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "...spinning, slashing bladed..."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "...spinning, slashing bladed..."); stage = 24; break; case 24: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Ummm..."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Ummm..."); stage = 25; break; case 25: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "...and anvils."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "...and anvils."); stage = 26; break; case 26: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "...and anvils."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "...and anvils."); stage = 27; break; case 27: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "ANVILS?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "ANVILS?"); stage = 28; break; case 28: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "No need to be afraid, it's all under very controlled", "conditions! You can find it just up the stairs and", "behind the bank."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "No need to be afraid, it's all under very controlled", "conditions! You can find it just up the stairs and", "behind the bank."); stage = 10; break; case 29: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Ahhh, dummies."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Ahhh, dummies."); stage = 30; break; case 30: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I'm no dummy, I just want to know what is there!"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I'm no dummy, I just want to know what is there!"); stage = 31; break; case 31: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Oh no, my dear man, I did not mean you at all! The", "training area has mechanical dummies that pop up out of", "holes in the floor. The noble dward, Gamfred, invented the", "mechanism and Ajjat can explain more about what to do"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Oh no, my dear man, I did not mean you at all! The", "training area has mechanical dummies that pop up out of", "holes in the floor. The noble dward, Gamfred, invented the", "mechanism and Ajjat can explain more about what to do"); stage = 32; break; case 32: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "there."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "there."); stage = 33; break; case 33: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Oh, okay, I'll have to try it out."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Oh, okay, I'll have to try it out."); stage = 34; break; case 34: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "You can find it just down the corridor and on", "your right."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "You can find it just down the corridor and on", "your right."); stage = 10; break; case 35: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Ahh, yes, our redient magician from foreign lands", "created a most amazing gadget that can turn your own", "armour against you! It's really quite intriguing."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Ahh, yes, our redient magician from foreign lands", "created a most amazing gadget that can turn your own", "armour against you! It's really quite intriguing."); stage = 36; break; case 36: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "That sounds dangerous. What if I'm wearing it at the", "time?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "That sounds dangerous. What if I'm wearing it at the", "time?"); stage = 37; break; case 37: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "So far, that's not happend. You need to speak to", "Shanomi about the specifics of the process, but as I", "understand it, putting a suit of armour in one of these", "devices will make it come to life somehow. The better the"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "So far, that's not happend. You need to speak to", "Shanomi about the specifics of the process, but as I", "understand it, putting a suit of armour in one of these", "devices will make it come to life somehow. The better the"); stage = 38; break; case 38: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "armour, the harder it is to defeat."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "armour, the harder it is to defeat."); stage = 39; break; case 39: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Fighting my own armour sounds weird. I could be", "killed by it..."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Fighting my own armour sounds weird. I could be", "killed by it..."); stage = 40; break; case 40: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Indeed, we have had a few fatalities from warriors", "overstretching themselves and not knowing their limits.", "Start small and work up, is my motto! That and go see", "Lidio for some food if you need it."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Indeed, we have had a few fatalities from warriors", "overstretching themselves and not knowing their limits.", "Start small and work up, is my motto! That and go see", "Lidio for some food if you need it."); stage = 41; break; case 41: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Okay, thanks for the warning."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Okay, thanks for the warning."); stage = 10; break; case 42: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Ahh, yes! The tokens allow you to spend an amount of", "time with my 'discovery', located on the top floor of the", "guild. Now, the amount of tokens you collect from the", "five activities around the guild will dictate how"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Ahh, yes! The tokens allow you to spend an amount of", "time with my 'discovery', located on the top floor of the", "guild. Now, the amount of tokens you collect from the", "five activities around the guild will dictate how"); stage = -43; break; case -43: @@ -246,47 +246,47 @@ public final class HarrallakMenarous extends DialoguePlugin { stage = 44; break; case 43: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "will allow in the enclosure on the very top floor. More", "tokens equals more time. There are also some bonuses", "available should you take part in all of the activites", "around the guild."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "will allow in the enclosure on the very top floor. More", "tokens equals more time. There are also some bonuses", "available should you take part in all of the activites", "around the guild."); stage = 44; break; case 44: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Okay, okay. So, how do i earn these tokens?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Okay, okay. So, how do i earn these tokens?"); stage = 45; break; case 45: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "You can earn them by simply using the traning exercises", "around the guild. The staff will enter your token", "earning into a ledger as you play."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "You can earn them by simply using the traning exercises", "around the guild. The staff will enter your token", "earning into a ledger as you play."); stage = 46; break; case 46: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Sounds easy enough."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Sounds easy enough."); stage = 120; break; case 47: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Should you part in all five activites around the guild", "you can choose to pay for your time on the top floor with", "tokens of all types. Should you do this then you'll find you", "spend less tokens overall and have a better chance of"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Should you part in all five activites around the guild", "you can choose to pay for your time on the top floor with", "tokens of all types. Should you do this then you'll find you", "spend less tokens overall and have a better chance of"); stage = 48; break; case 48: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "getting the dragon defender, amongst other things."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "getting the dragon defender, amongst other things."); stage = 49; break; case 49: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Excellent, sounds good. So, what's up on the top floor?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Excellent, sounds good. So, what's up on the top floor?"); stage = 50; break; case 50: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Well, wit giving too much away, they're big and mean,", "and you get to fight them for defenders. If you're really", "lucky, they'll summon a cyclossus...although that be", "unlucky. Still, if you manage to defeat him, you could win"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Well, wit giving too much away, they're big and mean,", "and you get to fight them for defenders. If you're really", "lucky, they'll summon a cyclossus...although that be", "unlucky. Still, if you manage to defeat him, you could win"); stage = 51; break; case 51: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "his hat."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "his hat."); stage = 52; break; case 52: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Interesting...I will have to explore the top floor then!"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Interesting...I will have to explore the top floor then!"); stage = 10; break; case 53: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Yes indeed. What would you like to know?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Yes indeed. What would you like to know?"); stage = 10; break; case 120: diff --git a/Server/src/plugin/dialogue/HarryDialogue.java b/Server/src/plugin/dialogue/HarryDialogue.java index 8176f0082..ae1aadec1 100644 --- a/Server/src/plugin/dialogue/HarryDialogue.java +++ b/Server/src/plugin/dialogue/HarryDialogue.java @@ -39,7 +39,7 @@ public final class HarryDialogue extends DialoguePlugin { @Override public boolean open(Object... args) { npc = (NPC) args[0]; - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Welcome! You can buy Fishing equipment at my store.", "We'll also give you a good price for any fish that you", "catch."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Welcome! You can buy Fishing equipment at my store.", "We'll also give you a good price for any fish that you", "catch."); stage = 0; return true; } @@ -58,7 +58,7 @@ public final class HarryDialogue extends DialoguePlugin { npc.openShop(player); break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Sorry, I'm not interested."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Sorry, I'm not interested."); stage = 20; break; } diff --git a/Server/src/plugin/dialogue/HassanDialogue.java b/Server/src/plugin/dialogue/HassanDialogue.java index c7bd7d0d5..8c8e699cb 100644 --- a/Server/src/plugin/dialogue/HassanDialogue.java +++ b/Server/src/plugin/dialogue/HassanDialogue.java @@ -66,13 +66,13 @@ public final class HassanDialogue extends DialoguePlugin { case 50: case 20: case 30: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I understand the Spymaster has hired you. I will pay", "the reward only when the Prince is rescued."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I understand the Spymaster has hired you. I will pay", "the reward only when the Prince is rescued."); break; case 10: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Have you found the spymaster, Osman, yet? You", "cannot proceed in your task without reporting to him."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Have you found the spymaster, Osman, yet? You", "cannot proceed in your task without reporting to him."); break; default: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Greetings I am Hassan, Chancellor to the Emir of Al-", "Kharid."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Greetings I am Hassan, Chancellor to the Emir of Al-", "Kharid."); break; } stage = 0; @@ -107,29 +107,29 @@ public final class HassanDialogue extends DialoguePlugin { case 1: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Can I help you? You must need some help here in the", "desert."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Can I help you? You must need some help here in the", "desert."); stage = 10; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "It's just too hot here. How can you stand it?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "It's just too hot here. How can you stand it?"); stage = 20; break; case 3: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Do you mind if I just kill your warriors?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Do you mind if I just kill your warriors?"); stage = 30; break; } break; case 10: quest.start(player); - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I need the services of someone yes. If you are", "interested, see the spymaster, Osman. I manage the", "finances here. Come to me when you need payment."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I need the services of someone yes. If you are", "interested, see the spymaster, Osman. I manage the", "finances here. Come to me when you need payment."); stage = 11; break; case 11: end(); break; case 20: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "We manage, in our humble way. We are a wealthy", "town and we have water. It cures many thirsts."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "We manage, in our humble way. We are a wealthy", "town and we have water. It cures many thirsts."); stage = 21; break; case 21: @@ -143,7 +143,7 @@ public final class HassanDialogue extends DialoguePlugin { end(); break; case 30: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "You are welcome. They are not expensive. We have", "them here to stop the elite guard being bothered. They", "are a little harder to kill."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "You are welcome. They are not expensive. We have", "them here to stop the elite guard being bothered. They", "are a little harder to kill."); stage = 31; break; case 31: diff --git a/Server/src/plugin/dialogue/HeadChefDialogue.java b/Server/src/plugin/dialogue/HeadChefDialogue.java index 004587091..d0e80ad4b 100644 --- a/Server/src/plugin/dialogue/HeadChefDialogue.java +++ b/Server/src/plugin/dialogue/HeadChefDialogue.java @@ -45,16 +45,16 @@ public final class HeadChefDialogue extends DialoguePlugin { if (args.length == 2) door = (boolean) args[1]; if (door) { - interpreter.sendDialogues(847, FacialExpression.NO_EXPRESSION, "You can't come in here unless you're wearing a chef's", " hat or something like that."); + interpreter.sendDialogues(847, FacialExpression.HALF_GUILTY, "You can't come in here unless you're wearing a chef's", " hat or something like that."); stage = 0; return true; } if (player.getSkills().getStaticLevel(Skills.COOKING) >= 99) { - interpreter.sendDialogues(847, FacialExpression.NO_EXPRESSION, "Hello, welcome to the Cooking Guild. It's always great to", "have such an accomplished chef visit. Say would you be", "interested in a Skillcape of Cooking? They're only available", "to master chefs."); + interpreter.sendDialogues(847, FacialExpression.HALF_GUILTY, "Hello, welcome to the Cooking Guild. It's always great to", "have such an accomplished chef visit. Say would you be", "interested in a Skillcape of Cooking? They're only available", "to master chefs."); stage = 100; return true; } - interpreter.sendDialogues(847, FacialExpression.NO_EXPRESSION, "Hello, welcome to the Cooking Guild. Only accomplished", "chefs and cooks are allowed in here. Feel free to use any", "of our facilities."); + interpreter.sendDialogues(847, FacialExpression.HALF_GUILTY, "Hello, welcome to the Cooking Guild. Only accomplished", "chefs and cooks are allowed in here. Feel free to use any", "of our facilities."); stage = 1; return true; } @@ -74,11 +74,11 @@ public final class HeadChefDialogue extends DialoguePlugin { switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Nice cape, you're wearing!"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Nice cape, you're wearing!"); stage = 10; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Thanks, bye."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Thanks, bye."); stage = 3; break; } @@ -88,7 +88,7 @@ public final class HeadChefDialogue extends DialoguePlugin { end(); break; case 10: - interpreter.sendDialogues(847, FacialExpression.NO_EXPRESSION, "Thank you! It's my most prized possesion, it's a Skillcape", "of Cooking; it shows that I've achieved level 99 Cooking", "and am one of the best chefs in the land!"); + interpreter.sendDialogues(847, FacialExpression.HALF_GUILTY, "Thank you! It's my most prized possesion, it's a Skillcape", "of Cooking; it shows that I've achieved level 99 Cooking", "and am one of the best chefs in the land!"); stage = 11; break; case 11: @@ -102,7 +102,7 @@ public final class HeadChefDialogue extends DialoguePlugin { switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "No thanks."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "No thanks."); stage = 110; break; case 2: @@ -113,14 +113,14 @@ public final class HeadChefDialogue extends DialoguePlugin { break; case 110: - interpreter.sendDialogues(847, FacialExpression.NO_EXPRESSION, "Okay, come back to me if you change your mind."); + interpreter.sendDialogues(847, FacialExpression.HALF_GUILTY, "Okay, come back to me if you change your mind."); stage = 111; break; case 111: end(); break; case 150: - interpreter.sendDialogues(847, FacialExpression.NO_EXPRESSION, "Most certainly, just as soon as you give me 99000 gold", "coins."); + interpreter.sendDialogues(847, FacialExpression.HALF_GUILTY, "Most certainly, just as soon as you give me 99000 gold", "coins."); stage = 151; break; case 151: @@ -131,18 +131,18 @@ public final class HeadChefDialogue extends DialoguePlugin { switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "That's much too expensive."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "That's much too expensive."); stage = 160; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Sure."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Sure."); stage = 200; break; } break; case 160: - interpreter.sendDialogues(847, FacialExpression.NO_EXPRESSION, "I'm sorry you feel that way."); + interpreter.sendDialogues(847, FacialExpression.HALF_GUILTY, "I'm sorry you feel that way."); stage = 161; break; case 161: @@ -150,7 +150,7 @@ public final class HeadChefDialogue extends DialoguePlugin { break; case 200: if (Skillcape.purchase(player, Skills.COOKING)) { - interpreter.sendDialogues(847, FacialExpression.NO_EXPRESSION, "Now you can use the title Master Chef."); + interpreter.sendDialogues(847, FacialExpression.HALF_GUILTY, "Now you can use the title Master Chef."); } stage = 202; break; diff --git a/Server/src/plugin/dialogue/HeronDialogue.java b/Server/src/plugin/dialogue/HeronDialogue.java index a90266ea3..345fa1360 100644 --- a/Server/src/plugin/dialogue/HeronDialogue.java +++ b/Server/src/plugin/dialogue/HeronDialogue.java @@ -49,7 +49,7 @@ public final class HeronDialogue extends DialoguePlugin { public boolean handle(int interfaceId, int buttonId) { switch (stage) { case 0: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I'm not falling for that... I'm not a fish! I've got more", "foresight than that."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I'm not falling for that... I'm not a fish! I've got more", "foresight than that."); stage = 1; break; case 1: diff --git a/Server/src/plugin/dialogue/HerquinDialogue.java b/Server/src/plugin/dialogue/HerquinDialogue.java index cfe85e2ce..921152678 100644 --- a/Server/src/plugin/dialogue/HerquinDialogue.java +++ b/Server/src/plugin/dialogue/HerquinDialogue.java @@ -49,22 +49,22 @@ public final class HerquinDialogue extends DialoguePlugin { switch (stage) { case 0: case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Do you wish to trade?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Do you wish to trade?"); stage = 10; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Sorry, I don't want to talk to you, actually."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Sorry, I don't want to talk to you, actually."); stage = 3; break; case 3: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Huh, charming."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Huh, charming."); stage = 4; break; case 4: end(); break; case 10: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Why, yes, this is a jewel shop after all."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Why, yes, this is a jewel shop after all."); stage = 11; break; case 11: diff --git a/Server/src/plugin/dialogue/HettyDialogue.java b/Server/src/plugin/dialogue/HettyDialogue.java index 238839d65..54f6be085 100644 --- a/Server/src/plugin/dialogue/HettyDialogue.java +++ b/Server/src/plugin/dialogue/HettyDialogue.java @@ -41,16 +41,16 @@ public final class HettyDialogue extends DialoguePlugin { public boolean open(Object... args) { Quest quest = player.getQuestRepository().getQuest("Witch's Potion"); if (quest.isCompleted(player)) { - interpreter.sendDialogues(307, FacialExpression.NO_EXPRESSION, "How's your magic coming along?"); + interpreter.sendDialogues(307, FacialExpression.HALF_GUILTY, "How's your magic coming along?"); stage = 0; } switch (quest.getStage(player)) { case 0: - interpreter.sendDialogues(307, FacialExpression.NO_EXPRESSION, "What could you want with an old woman like me?"); + interpreter.sendDialogues(307, FacialExpression.HALF_GUILTY, "What could you want with an old woman like me?"); stage = 11; break; case 20: - interpreter.sendDialogues(307, FacialExpression.NO_EXPRESSION, "So have you found the things for the potion?"); + interpreter.sendDialogues(307, FacialExpression.HALF_GUILTY, "So have you found the things for the potion?"); stage = 100; break; case 40: @@ -58,7 +58,7 @@ public final class HettyDialogue extends DialoguePlugin { interpreter.sendDialogue("You drink from the cauldron, it tastes horrible! You feel yourself", "imbued with power."); stage = 41; } else { - interpreter.sendDialogues(307, FacialExpression.NO_EXPRESSION, "Well are you going to drink the potion or not?"); + interpreter.sendDialogues(307, FacialExpression.HALF_GUILTY, "Well are you going to drink the potion or not?"); stage = 500; } break; @@ -71,11 +71,11 @@ public final class HettyDialogue extends DialoguePlugin { Quest quest = player.getQuestRepository().getQuest("Witch's Potion"); switch (stage) { case 0: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I'm practicing and slowly getting better."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I'm practicing and slowly getting better."); stage = 1; break; case 1: - interpreter.sendDialogues(307, FacialExpression.NO_EXPRESSION, "Good, good."); + interpreter.sendDialogues(307, FacialExpression.HALF_GUILTY, "Good, good."); stage = 2; break; case 2: @@ -88,21 +88,21 @@ public final class HettyDialogue extends DialoguePlugin { case 12: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I am in search of a quest."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I am in search of a quest."); stage = 13; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I've heard that you are a witch."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I've heard that you are a witch."); stage = 20; break; } break; case 13: - interpreter.sendDialogues(307, FacialExpression.NO_EXPRESSION, "Hmmm... Maybe I can think of something for you."); + interpreter.sendDialogues(307, FacialExpression.HALF_GUILTY, "Hmmm... Maybe I can think of something for you."); stage = 14; break; case 14: - interpreter.sendDialogues(307, FacialExpression.NO_EXPRESSION, "Would you like to become more proficient in the dark", "arts?"); + interpreter.sendDialogues(307, FacialExpression.HALF_GUILTY, "Would you like to become more proficient in the dark", "arts?"); stage = 15; break; case 15: @@ -112,51 +112,51 @@ public final class HettyDialogue extends DialoguePlugin { case 16: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Yes help me become one with my darker side."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Yes help me become one with my darker side."); stage = 30; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "No I have m principles and honour."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "No I have m principles and honour."); stage = 17; break; } break; case 17: - interpreter.sendDialogues(307, FacialExpression.NO_EXPRESSION, "Suit yourself, but you're missing out."); + interpreter.sendDialogues(307, FacialExpression.HALF_GUILTY, "Suit yourself, but you're missing out."); stage = 18; break; case 18: end(); break; case 20: - interpreter.sendDialogues(307, FacialExpression.NO_EXPRESSION, "Yes it does seem to be getting fairly common", "knowledge."); + interpreter.sendDialogues(307, FacialExpression.HALF_GUILTY, "Yes it does seem to be getting fairly common", "knowledge."); stage = 21; break; case 21: - interpreter.sendDialogues(307, FacialExpression.NO_EXPRESSION, "I fear I may get a visit from the witch hunter of", "Falador before long."); + interpreter.sendDialogues(307, FacialExpression.HALF_GUILTY, "I fear I may get a visit from the witch hunter of", "Falador before long."); stage = 22; break; case 22: end(); break; case 30: - interpreter.sendDialogues(307, FacialExpression.NO_EXPRESSION, "Ok I'm going to make a potion to help bring out your", "darker self."); + interpreter.sendDialogues(307, FacialExpression.HALF_GUILTY, "Ok I'm going to make a potion to help bring out your", "darker self."); stage = 31; break; case 31: - interpreter.sendDialogues(307, FacialExpression.NO_EXPRESSION, "You will need certain ingredients."); + interpreter.sendDialogues(307, FacialExpression.HALF_GUILTY, "You will need certain ingredients."); stage = 32; break; case 32: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "What do i need?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "What do i need?"); stage = 33; break; case 33: - interpreter.sendDialogues(307, FacialExpression.NO_EXPRESSION, "You need an eye of newt, a rat's tail, and onion... Oh", "and a piece of burnt meat."); + interpreter.sendDialogues(307, FacialExpression.HALF_GUILTY, "You need an eye of newt, a rat's tail, and onion... Oh", "and a piece of burnt meat."); stage = 34; break; case 34: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Great, I'll go get them."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Great, I'll go get them."); stage = 35; break; case 35: @@ -170,15 +170,15 @@ public final class HettyDialogue extends DialoguePlugin { // burnt // meat. Off you go dear! Me:end(); if (!player.getInventory().containItems(1957, 300, 2146, 221)) { - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I'm afraid I don't have all of them yet."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I'm afraid I don't have all of them yet."); stage = 101; } else { - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Yes I have everything!"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Yes I have everything!"); stage = 110; } break; case 110: - interpreter.sendDialogues(307, FacialExpression.NO_EXPRESSION, "Excellent, can I have them then?"); + interpreter.sendDialogues(307, FacialExpression.HALF_GUILTY, "Excellent, can I have them then?"); stage = 111; break; case 111: @@ -186,13 +186,13 @@ public final class HettyDialogue extends DialoguePlugin { stage = 112; break; case 112: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Well, is it ready?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Well, is it ready?"); stage = 113; break; case 113: if (player.getInventory().remove(new Item(1957), new Item(300), new Item(2146), new Item(221))) { quest.setStage(player, 40); - interpreter.sendDialogues(307, FacialExpression.NO_EXPRESSION, "Ok, now drink from the cauldron."); + interpreter.sendDialogues(307, FacialExpression.HALF_GUILTY, "Ok, now drink from the cauldron."); stage = 114; } break; @@ -200,7 +200,7 @@ public final class HettyDialogue extends DialoguePlugin { end(); break; case 101: - interpreter.sendDialogues(307, FacialExpression.NO_EXPRESSION, "Well I can't make the potion without them! Remember...", "You need an eye of newt, a rat's tail, an onion, and a", "You need an eye of newt, a rat's tail, an onion, and a", "piece of burnt meat. Off you go dear!"); + interpreter.sendDialogues(307, FacialExpression.HALF_GUILTY, "Well I can't make the potion without them! Remember...", "You need an eye of newt, a rat's tail, an onion, and a", "You need an eye of newt, a rat's tail, an onion, and a", "piece of burnt meat. Off you go dear!"); stage = 102; break; case 102: diff --git a/Server/src/plugin/dialogue/HicktonDialogue.java b/Server/src/plugin/dialogue/HicktonDialogue.java index 874218e9d..8543a826c 100644 --- a/Server/src/plugin/dialogue/HicktonDialogue.java +++ b/Server/src/plugin/dialogue/HicktonDialogue.java @@ -41,7 +41,7 @@ public final class HicktonDialogue extends DialoguePlugin { @Override public boolean open(Object... args) { npc = (NPC) args[0]; - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Welcome to Hickton's Archery Emporium. Do you", "want to see my wares?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Welcome to Hickton's Archery Emporium. Do you", "want to see my wares?"); stage = 0; return true; } @@ -65,7 +65,7 @@ public final class HicktonDialogue extends DialoguePlugin { npc.openShop(player); break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "No, I prefer to bash things close up."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "No, I prefer to bash things close up."); stage = 20; break; } @@ -84,7 +84,7 @@ public final class HicktonDialogue extends DialoguePlugin { npc.openShop(player); break; case 3: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "No, I prefer to bash things close up."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "No, I prefer to bash things close up."); stage = 20; break; } diff --git a/Server/src/plugin/dialogue/HighPriestDialogue.java b/Server/src/plugin/dialogue/HighPriestDialogue.java index 330c547b3..3e2ad79ba 100644 --- a/Server/src/plugin/dialogue/HighPriestDialogue.java +++ b/Server/src/plugin/dialogue/HighPriestDialogue.java @@ -39,7 +39,7 @@ public final class HighPriestDialogue extends DialoguePlugin { @Override public boolean open(Object... args) { npc = (NPC) args[0]; - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Many greetings. Welcome to our fair island."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Many greetings. Welcome to our fair island."); stage = 0; return true; } @@ -48,7 +48,7 @@ public final class HighPriestDialogue extends DialoguePlugin { public boolean handle(int interfaceId, int buttonId) { switch (stage) { case 0: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Enjoy our stay here. May it be spiritually uplifting!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Enjoy our stay here. May it be spiritually uplifting!"); stage = 1; break; case 1: diff --git a/Server/src/plugin/dialogue/HildDialogue.java b/Server/src/plugin/dialogue/HildDialogue.java index 2f66eb370..35843e766 100644 --- a/Server/src/plugin/dialogue/HildDialogue.java +++ b/Server/src/plugin/dialogue/HildDialogue.java @@ -39,7 +39,7 @@ public final class HildDialogue 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 HildDialogue extends DialoguePlugin { public boolean handle(int interfaceId, int buttonId) { switch (stage) { case 0: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Hi!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Hi!"); stage = 1; break; case 1: diff --git a/Server/src/plugin/dialogue/HistanDialogue.java b/Server/src/plugin/dialogue/HistanDialogue.java index 458ea7e74..49aa9b559 100644 --- a/Server/src/plugin/dialogue/HistanDialogue.java +++ b/Server/src/plugin/dialogue/HistanDialogue.java @@ -39,7 +39,7 @@ public final class HistanDialogue 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 HistanDialogue extends DialoguePlugin { public boolean handle(int interfaceId, int buttonId) { switch (stage) { case 0: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Welcome to Burthorpe Supplies. Your last shop before", "heading north into the mountains!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Welcome to Burthorpe Supplies. Your last shop before", "heading north into the mountains!"); stage = 1; break; case 1: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Would you like to buy something?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Would you like to buy something?"); stage = 2; break; case 2: @@ -62,11 +62,11 @@ public final class HistanDialogue extends DialoguePlugin { case 3: 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; } diff --git a/Server/src/plugin/dialogue/HiylikMynaDialogue.java b/Server/src/plugin/dialogue/HiylikMynaDialogue.java index 9c9d426e0..0b9c54f5a 100644 --- a/Server/src/plugin/dialogue/HiylikMynaDialogue.java +++ b/Server/src/plugin/dialogue/HiylikMynaDialogue.java @@ -50,72 +50,72 @@ public final class HiylikMynaDialogue extends DialoguePlugin { case 0: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Can you tell me why you're here?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Can you tell me why you're here?"); stage = 10; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Why is there a mini-game sign here?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Why is there a mini-game sign here?"); stage = 20; break; case 3: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Ok, thanks."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Ok, thanks."); stage = 30; break; } break; case 10: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Of course. I plan to assist the forces of Saradomin who", "will come out to aid, and fight against the legion of", "vamypyres that infest this foul place. These brave", "mercenaries shall need a guide."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Of course. I plan to assist the forces of Saradomin who", "will come out to aid, and fight against the legion of", "vamypyres that infest this foul place. These brave", "mercenaries shall need a guide."); stage = 11; break; case 20: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Mini-game sign? Surely sir it is confused and not at all", "in their right mind."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Mini-game sign? Surely sir it is confused and not at all", "in their right mind."); stage = 21; break; case 30: end(); break; case 21: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "This is the collection area for the forces of Saradomin.", "If you know of the plight of the Myreque, you should", "understand what is at stake! Aid the Myreque if you", "can and attempt to draw back the darkness of"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "This is the collection area for the forces of Saradomin.", "If you know of the plight of the Myreque, you should", "understand what is at stake! Aid the Myreque if you", "can and attempt to draw back the darkness of"); stage = 22; break; case 22: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Hallowvale."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Hallowvale."); stage = 23; break; case 23: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Then perhaps you can then be a guiding light for the", "forces of Saradomin, as they enter the lair of the beast."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Then perhaps you can then be a guiding light for the", "forces of Saradomin, as they enter the lair of the beast."); stage = 24; break; case 24: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Ok, thanks."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Ok, thanks."); stage = 25; break; case 25: end(); break; case 11: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "When a guide arrives, I will aid the mercenary by", "holding their wealth for their eventual return. The", "mercenary will repay the guide by giving him a token", "for items which I am holding."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "When a guide arrives, I will aid the mercenary by", "holding their wealth for their eventual return. The", "mercenary will repay the guide by giving him a token", "for items which I am holding."); stage = 12; break; case 12: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I shall give such items to the guide as a payment for their", "services once I'm handed the token."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I shall give such items to the guide as a payment for their", "services once I'm handed the token."); stage = 13; break; case 13: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "What items will you hold?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "What items will you hold?"); stage = 14; break; case 14: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Oh, the range of items is very varied. Mercenaries tend", "to hold raw materials in high esteem and so will deposit", "those with me. They also seem to be good battering", "items."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Oh, the range of items is very varied. Mercenaries tend", "to hold raw materials in high esteem and so will deposit", "those with me. They also seem to be good battering", "items."); stage = 15; break; case 15: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Generally, things like uncooked lobsters, coal, silver bars,", "bow strings. Things which are useful! Plus the odd", "tome of experience, which are considered incredibly", "useful."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Generally, things like uncooked lobsters, coal, silver bars,", "bow strings. Things which are useful! Plus the odd", "tome of experience, which are considered incredibly", "useful."); stage = 16; break; case 16: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Okay, thanks."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Okay, thanks."); stage = 17; break; case 17: diff --git a/Server/src/plugin/dialogue/HofutThandDialogue.java b/Server/src/plugin/dialogue/HofutThandDialogue.java index 9ca360496..e957de863 100644 --- a/Server/src/plugin/dialogue/HofutThandDialogue.java +++ b/Server/src/plugin/dialogue/HofutThandDialogue.java @@ -41,7 +41,7 @@ public final class HofutThandDialogue 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; } @@ -50,7 +50,7 @@ public final class HofutThandDialogue extends DialoguePlugin { public boolean handle(int interfaceId, int buttonId) { switch (stage) { case 0: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "What? Oh, hello. I was deep in thought. Did", "you say something?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "What? Oh, hello. I was deep in thought. Did", "you say something?"); stage = 1; break; case 1: @@ -60,21 +60,21 @@ public final class HofutThandDialogue extends DialoguePlugin { case 2: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Do you know about the prices for armour and weapons?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Do you know about the prices for armour and weapons?"); stage = 10; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I didn't say anything at all."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I didn't say anything at all."); stage = 20; break; } break; case 20: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I thought you at least said. 'Hello' I must be", "going mad. Do you think I'm going mad?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I thought you at least said. 'Hello' I must be", "going mad. Do you think I'm going mad?"); stage = 21; break; case 21: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Oh, most definitely. You should see a doctor before it's", "too late."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Oh, most definitely. You should see a doctor before it's", "too late."); stage = 22; break; case 22: diff --git a/Server/src/plugin/dialogue/HoodedMonkDialogue.java b/Server/src/plugin/dialogue/HoodedMonkDialogue.java index bcac6b58d..281f3255f 100644 --- a/Server/src/plugin/dialogue/HoodedMonkDialogue.java +++ b/Server/src/plugin/dialogue/HoodedMonkDialogue.java @@ -39,7 +39,7 @@ public final class HoodedMonkDialogue extends DialoguePlugin { @Override public boolean open(Object... args) { npc = (NPC) args[0]; - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Excuse me...oh, wait, I thought you were someone else."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Excuse me...oh, wait, I thought you were someone else."); stage = 1; return true; } @@ -48,7 +48,7 @@ public final class HoodedMonkDialogue extends DialoguePlugin { public boolean handle(int interfaceId, int buttonId) { switch (stage) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "No problem. Have a good day!"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "No problem. Have a good day!"); stage = 2; break; case 2: diff --git a/Server/src/plugin/dialogue/HooknosedJackDialogue.java b/Server/src/plugin/dialogue/HooknosedJackDialogue.java index 73794de9a..234524d05 100644 --- a/Server/src/plugin/dialogue/HooknosedJackDialogue.java +++ b/Server/src/plugin/dialogue/HooknosedJackDialogue.java @@ -39,7 +39,7 @@ public final class HooknosedJackDialogue 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 HooknosedJackDialogue 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: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Actually I've got no time for this. I don't want to talk to", "you."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Actually I've got no time for this. I don't want to talk to", "you."); stage = 2; break; case 2: diff --git a/Server/src/plugin/dialogue/HorvikDialogue.java b/Server/src/plugin/dialogue/HorvikDialogue.java index de1eb0a9d..327eef2fc 100644 --- a/Server/src/plugin/dialogue/HorvikDialogue.java +++ b/Server/src/plugin/dialogue/HorvikDialogue.java @@ -39,7 +39,7 @@ public final class HorvikDialogue extends DialoguePlugin { @Override public boolean open(Object... args) { npc = (NPC) args[0]; - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Hello, do you need any help?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Hello, do you need any help?"); stage = 0; return true; } @@ -55,7 +55,7 @@ public final class HorvikDialogue extends DialoguePlugin { switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "No, thanks. I'm just looking around."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "No, thanks. I'm just looking around."); stage = 10; break; case 2: @@ -66,7 +66,7 @@ public final class HorvikDialogue extends DialoguePlugin { break; case 10: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Well, come and see me if you're ever in need of armour!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Well, come and see me if you're ever in need of armour!"); stage = 11; break; case 11: diff --git a/Server/src/plugin/dialogue/HuntingExpert.java b/Server/src/plugin/dialogue/HuntingExpert.java index 0590118ff..747428b65 100644 --- a/Server/src/plugin/dialogue/HuntingExpert.java +++ b/Server/src/plugin/dialogue/HuntingExpert.java @@ -51,7 +51,7 @@ public final class HuntingExpert extends DialoguePlugin { @Override public boolean open(Object... args) { npc = (NPC) args[0]; - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Whoah there, stranger, careful where you're walking. I", "almost clobbered you there; thought you were a larupia", "or something."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Whoah there, stranger, careful where you're walking. I", "almost clobbered you there; thought you were a larupia", "or something."); stage = 1; return true; } @@ -66,29 +66,29 @@ public final class HuntingExpert extends DialoguePlugin { case 2: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "What are you doing here?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "What are you doing here?"); stage = 10; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "What's a laurpia?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "What's a laurpia?"); stage = 20; break; case 3: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "What is that cool cape you're wearing?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "What is that cool cape you're wearing?"); stage = 30; break; case 4: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Ahh, leave me alone you crazy killing person."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Ahh, leave me alone you crazy killing person."); stage = 140; break; } break; case 10: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Me? Oh, I'm just having some fun, capturing wild", "animals, living on the edge, stuff like that."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Me? Oh, I'm just having some fun, capturing wild", "animals, living on the edge, stuff like that."); stage = 11; break; case 11: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Hey, want me to teach you how to catch the critters", "around here? Ain't come across anything yet that I", "couldn't capture."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Hey, want me to teach you how to catch the critters", "around here? Ain't come across anything yet that I", "couldn't capture."); stage = 12; break; case 12: @@ -98,94 +98,94 @@ public final class HuntingExpert extends DialoguePlugin { case 13: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Ok, where's a good place to start?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Ok, where's a good place to start?"); stage = 100; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "What sort of things are there to catch around here?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "What sort of things are there to catch around here?"); stage = 110; break; case 3: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "How can I improve my chances of making a capture?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "How can I improve my chances of making a capture?"); stage = 120; break; case 4: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Where can I get clothes and equipment like yours?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Where can I get clothes and equipment like yours?"); stage = 130; break; case 5: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I think I'll give it a miss right now, thanks."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I think I'll give it a miss right now, thanks."); stage = 150; break; } break; case 100: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Your easiest bet around here is probably to go for some", "of the birds. Go for crimson swifts; they're the", "bright red ones that hang around near the coast.", "They're as obliging as can be, or maybe they're just"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Your easiest bet around here is probably to go for some", "of the birds. Go for crimson swifts; they're the", "bright red ones that hang around near the coast.", "They're as obliging as can be, or maybe they're just"); stage = 101; break; case 101: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "plain dumb, but either way they just seem to throw", "themselves into traps half the time."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "plain dumb, but either way they just seem to throw", "themselves into traps half the time."); stage = 102; break; case 102: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "What sort of trap should I use?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "What sort of trap should I use?"); stage = 103; break; case 103: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Just use a strandard bird snare and you'll be fine. You", "can get them in any decent shop that sells Hunter", "gear."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Just use a strandard bird snare and you'll be fine. You", "can get them in any decent shop that sells Hunter", "gear."); stage = 104; break; case 104: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "How do they work, then?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "How do they work, then?"); stage = 105; break; case 105: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Well, they're kind of sneaky, really. You've got a tall", "post with what appears to be a little perch sticking out", "the side. Now, that the bird will see this as somewhere to sit", "but the perch is actually rigged such that when the bird"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Well, they're kind of sneaky, really. You've got a tall", "post with what appears to be a little perch sticking out", "the side. Now, that the bird will see this as somewhere to sit", "but the perch is actually rigged such that when the bird"); stage = 106; break; case 106: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "lands on it, it'll drop away."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "lands on it, it'll drop away."); stage = 107; break; case 107: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Futher, as the perch drops, it releases a noose that", "tightens around the bird's feet and captures it. Neat", "huh?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Futher, as the perch drops, it releases a noose that", "tightens around the bird's feet and captures it. Neat", "huh?"); stage = 108; break; case 110: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "What're you interested in? You've got anything from", "birds for begginers up to laurpias for the pros, not to", "mention weasels, butterflies, barb-tails and chinchompas."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "What're you interested in? You've got anything from", "birds for begginers up to laurpias for the pros, not to", "mention weasels, butterflies, barb-tails and chinchompas."); stage = 111; break; case 111: end(); break; case 120: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "There are four key factors that will affect your", "chances: what bait you use, how close to the trap you", "are, your appearance and your smell."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "There are four key factors that will affect your", "chances: what bait you use, how close to the trap you", "are, your appearance and your smell."); stage = 121; break; case 121: end(); break; case 130: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Well, the equipment isn't too hard to get hold of. You've", "got specialist shops like Aleck's in Yanille that'll see you", "right. He's a bit pricey, mind, but it's pretty decent kit."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Well, the equipment isn't too hard to get hold of. You've", "got specialist shops like Aleck's in Yanille that'll see you", "right. He's a bit pricey, mind, but it's pretty decent kit."); stage = 131; break; case 131: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "The clothing is a tad trickier to get hold of, the", "materials required being rather difficult to seperate from", "their relucant owners."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "The clothing is a tad trickier to get hold of, the", "materials required being rather difficult to seperate from", "their relucant owners."); stage = 132; break; case 132: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "But, if you can get the furs, there are shops like the", "tailor's in east Varrock that can help you."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "But, if you can get the furs, there are shops like the", "tailor's in east Varrock that can help you."); stage = 133; break; case 133: end(); break; case 140: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Heh, well I guess it's not everyone's thing."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Heh, well I guess it's not everyone's thing."); stage = 141; break; case 150: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Suit yourself!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Suit yourself!"); stage = 151; break; case 151: @@ -195,19 +195,19 @@ public final class HuntingExpert extends DialoguePlugin { end(); break; case 20: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "What's a laurpia? You don't know? You mean you", "really don't recognise the significance of these clothes", "I'm wearing?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "What's a laurpia? You don't know? You mean you", "really don't recognise the significance of these clothes", "I'm wearing?"); stage = 21; break; case 21: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Well, they're certainly decorative...what about them?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Well, they're certainly decorative...what about them?"); stage = 22; break; case 22: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Well, these are the furs from a laurpia. Caught the", "creature myself I did, and these make me blend in", "better, see?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Well, these are the furs from a laurpia. Caught the", "creature myself I did, and these make me blend in", "better, see?"); stage = 23; break; case 23: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "If you want to be successful as a hunter you've got to", "be as stealthy as a kyatt, as quiet as a mouse and blend", "in like a, well like a larupia, I guess!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "If you want to be successful as a hunter you've got to", "be as stealthy as a kyatt, as quiet as a mouse and blend", "in like a, well like a larupia, I guess!"); stage = 24; break; case 24: @@ -215,7 +215,7 @@ public final class HuntingExpert extends DialoguePlugin { break; case 30: if (player.getSkills().getLevel(Skills.HUNTER) < 99) { - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "This? It's a Hunter's Skillcape. It shows that I am a", "true master of the art of Hunting. If you ever manage", "to train your Hunter skill to it maximu level then I", "could sell you one."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "This? It's a Hunter's Skillcape. It shows that I am a", "true master of the art of Hunting. If you ever manage", "to train your Hunter skill to it maximu level then I", "could sell you one."); stage = 31; } else { interpreter.sendDialogues(npc, null, "An adventurer whom possesses the same level", "of Hunter as me, would you be interested in buying", "a skillcape of Hunter for 99,000 gold coins ?"); diff --git a/Server/src/plugin/dialogue/HuraDialogue.java b/Server/src/plugin/dialogue/HuraDialogue.java index 077788aa9..eb7f3cd6d 100644 --- a/Server/src/plugin/dialogue/HuraDialogue.java +++ b/Server/src/plugin/dialogue/HuraDialogue.java @@ -39,7 +39,7 @@ public final class HuraDialogue extends DialoguePlugin { @Override public boolean open(Object... args) { npc = (NPC) args[0]; - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "'Ello " + player.getUsername() + "."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "'Ello " + player.getUsername() + "."); stage = 0; return true; } @@ -48,19 +48,19 @@ public final class HuraDialogue extends DialoguePlugin { public boolean handle(int interfaceId, int buttonId) { switch (stage) { case 0: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Hello, what's that you've got there?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Hello, what's that you've got there?"); stage = 1; break; case 1: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "A crossbow, are you interested?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "A crossbow, are you interested?"); stage = 2; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Maybe, are they any good?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Maybe, are they any good?"); stage = 3; break; case 3: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Are they any good?! They're dwarven engrineering at", "its best!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Are they any good?! They're dwarven engrineering at", "its best!"); stage = 4; break; case 4: @@ -70,76 +70,76 @@ public final class HuraDialogue extends DialoguePlugin { case 5: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "How do I make one for myself?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "How do I make one for myself?"); stage = 10; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "What about ammo?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "What about ammo?"); stage = 20; break; case 3: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Thanks for telling me. Bye!"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Thanks for telling me. Bye!"); stage = 30; break; } break; case 10: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Well, firstly you'll need to chop yourself some wood,", "then use a knife on the wood to whittle out a nice", "crossbow stock like these here."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Well, firstly you'll need to chop yourself some wood,", "then use a knife on the wood to whittle out a nice", "crossbow stock like these here."); stage = 11; break; case 11: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Wood fletched into stock... check."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Wood fletched into stock... check."); stage = 12; break; case 12: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Then get yourself some metal and a hammer and smith", "yourself some limbs for the bow, mind that you use the", "right metals and wood though as some wood is too light", "to use with some metal and vice versa."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Then get yourself some metal and a hammer and smith", "yourself some limbs for the bow, mind that you use the", "right metals and wood though as some wood is too light", "to use with some metal and vice versa."); stage = 13; break; case 13: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Which goes with which?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Which goes with which?"); stage = 14; break; case 14: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Wood and Bronze as they're basic materials, Oak and", "Blurite, Willow and Iron, Steel and Teak, Mithril and", "Maple, Adamantite and Mahogany and finally Runite", "and Yew."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Wood and Bronze as they're basic materials, Oak and", "Blurite, Willow and Iron, Steel and Teak, Mithril and", "Maple, Adamantite and Mahogany and finally Runite", "and Yew."); stage = 15; break; case 15: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Ok, so I have my stock and a pair of limbs... what now?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Ok, so I have my stock and a pair of limbs... what now?"); stage = 16; break; case 16: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Simply take a hammer and smack the limbs firmly onto", "the stock. You'll need a string, only they're not", "the same as normal bows. You'll need to dry some large", "animal's meat to get sinew, then spin that on a spinning"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Simply take a hammer and smack the limbs firmly onto", "the stock. You'll need a string, only they're not", "the same as normal bows. You'll need to dry some large", "animal's meat to get sinew, then spin that on a spinning"); stage = 17; break; case 17: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "wheel, it's the only thing we've found to be strong", "enough for a crossbow."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "wheel, it's the only thing we've found to be strong", "enough for a crossbow."); stage = 18; break; case 18: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Thanks for telling me. Bye!"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Thanks for telling me. Bye!"); stage = 30; break; case 30: end(); break; case 20: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "You can smith yourself lots of different bolts, don't", "forget to flight them with feathers like you do arrows", "though. You can poison any untipped bolt but there's", "also the option of tipping them with gems then"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "You can smith yourself lots of different bolts, don't", "forget to flight them with feathers like you do arrows", "though. You can poison any untipped bolt but there's", "also the option of tipping them with gems then"); stage = 21; break; case 21: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "enchanting them with runes. This can have some pretty", "powerful effects."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "enchanting them with runes. This can have some pretty", "powerful effects."); stage = 22; break; case 22: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Oh my poor bank, how will I store all those?!"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Oh my poor bank, how will I store all those?!"); stage = 23; break; case 23: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Find Hirko in Keldagrim, he also sells crossbow parts", "and I'm sure he has something you can use to store", "bolts in."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Find Hirko in Keldagrim, he also sells crossbow parts", "and I'm sure he has something you can use to store", "bolts in."); stage = 24; break; case 24: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Thanks for the info."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Thanks for the info."); stage = 25; break; case 25: diff --git a/Server/src/plugin/dialogue/HygdDialogue.java b/Server/src/plugin/dialogue/HygdDialogue.java index 32d851e13..57b98e73e 100644 --- a/Server/src/plugin/dialogue/HygdDialogue.java +++ b/Server/src/plugin/dialogue/HygdDialogue.java @@ -39,7 +39,7 @@ public final class HygdDialogue 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 HygdDialogue extends DialoguePlugin { public boolean handle(int interfaceId, int buttonId) { switch (stage) { case 0: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Hi!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Hi!"); stage = 1; break; case 1: diff --git a/Server/src/plugin/dialogue/InformationclerkMuseumDialogue.java b/Server/src/plugin/dialogue/InformationclerkMuseumDialogue.java index 14f836e97..1a166eaef 100644 --- a/Server/src/plugin/dialogue/InformationclerkMuseumDialogue.java +++ b/Server/src/plugin/dialogue/InformationclerkMuseumDialogue.java @@ -41,7 +41,7 @@ public final class InformationclerkMuseumDialogue extends DialoguePlugin { @Override public boolean open(Object... args) { npc = (NPC) args[0]; - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Welcome to Varrock Museum. How can I help you today?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Welcome to Varrock Museum. How can I help you today?"); stage = 0; return true; } @@ -50,15 +50,15 @@ public final class InformationclerkMuseumDialogue extends DialoguePlugin { public boolean handle(int interfaceId, int buttonId) { switch (stage) { case 150: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Of course. The Dig Site exhibit has several display cases", "of finds discovered on the Dig Site to the east of Varrock."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Of course. The Dig Site exhibit has several display cases", "of finds discovered on the Dig Site to the east of Varrock."); stage = 151; break; case 151: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "As you've passed your Earth Science exams at the Dig", "Site, you can go through into the cleaning area and clean", "off some finds. This will help our Dig Site display floor to", "give a more accurate view of life back in the 3rd and fth"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "As you've passed your Earth Science exams at the Dig", "Site, you can go through into the cleaning area and clean", "off some finds. This will help our Dig Site display floor to", "give a more accurate view of life back in the 3rd and fth"); stage = 152; break; case 152: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Ages, as well as earning you Kudos. If you'd like to know", "more about cleaning finds, just ask the archaeologists."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Ages, as well as earning you Kudos. If you'd like to know", "more about cleaning finds, just ask the archaeologists."); stage = 153; break; case 153: @@ -68,11 +68,11 @@ public final class InformationclerkMuseumDialogue extends DialoguePlugin { case 154: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "What else can you inform me on?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "What else can you inform me on?"); stage = 0; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Bye!"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Bye!"); stage = 200; break; } @@ -81,39 +81,39 @@ public final class InformationclerkMuseumDialogue extends DialoguePlugin { end(); break; case 170: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Why, yes. The Timeline exhibit has lots of display cases", "showing things from the beginning of time right up to the", "present day."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Why, yes. The Timeline exhibit has lots of display cases", "showing things from the beginning of time right up to the", "present day."); stage = 171; break; case 171: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I know you've helped out a bit in the Timeline exhibit", "upstairs, but I'm sure you can help more. When you're out", "on your travels being a vrave adventurer, remember that", "you can come back to the Museum after some quests to"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I know you've helped out a bit in the Timeline exhibit", "upstairs, but I'm sure you can help more. When you're out", "on your travels being a vrave adventurer, remember that", "you can come back to the Museum after some quests to"); stage = 172; break; case 172: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "let us know important historical facts. This will help us to", "update the displays and make the Museum a more", "informative place! You'll earn yourself Kudos too."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "let us know important historical facts. This will help us to", "update the displays and make the Museum a more", "informative place! You'll earn yourself Kudos too."); stage = 173; break; case 173: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Okay, thanks. One more question: why are the display", "numbers all out of sequence?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Okay, thanks. One more question: why are the display", "numbers all out of sequence?"); stage = 174; break; case 174: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Ahh, that's due to the numbering being done as we were", "constructing the cases and putting the displays in them,", "then suffling them into the right places. We thought", "rather than renumbering them all - such a boring job,"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Ahh, that's due to the numbering being done as we were", "constructing the cases and putting the displays in them,", "then suffling them into the right places. We thought", "rather than renumbering them all - such a boring job,"); stage = 175; break; case 175: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "writing labels - we'd leave it. They all have unique numbers", "and future displays would mess up the consecutive", "numbering anyway."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "writing labels - we'd leave it. They all have unique numbers", "and future displays would mess up the consecutive", "numbering anyway."); stage = 176; break; case 176: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Ahhh, I see."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Ahhh, I see."); stage = 153; break; case 180: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Why, yes. The Natural History exhibit has displays of", "various creatures you can find around " + GameWorld.getName() + "."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Why, yes. The Natural History exhibit has displays of", "various creatures you can find around " + GameWorld.getName() + "."); stage = 181; break; case 181: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I see you have already demonstrated some of your", "knowledge of the natural world in the Natural History", "exhibit, so why not pop down and so some more quizzes", "with Orlando! You can earn Kudos at the same time."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I see you have already demonstrated some of your", "knowledge of the natural world in the Natural History", "exhibit, so why not pop down and so some more quizzes", "with Orlando! You can earn Kudos at the same time."); stage = 182; break; case 182: @@ -123,49 +123,49 @@ public final class InformationclerkMuseumDialogue extends DialoguePlugin { case 183: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "But what's natural history got to do with existing animals?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "But what's natural history got to do with existing animals?"); stage = 184; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "What else can you inform me on?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "What else can you inform me on?"); stage = 0; break; case 3: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Bye!"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Bye!"); stage = 200; break; } break; case 184: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "The study of nautral history is simply the study of the", "history of the species. The species doesn't neccasrily", "need to be an extinct one."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "The study of nautral history is simply the study of the", "history of the species. The species doesn't neccasrily", "need to be an extinct one."); stage = 153; break; case 230: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Kudos is a measure of how much you've assisted the", "Museum. The more information give us, Dig Site finds", "that you clean and quizzes you solve, the higher your", "Kudos."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Kudos is a measure of how much you've assisted the", "Museum. The more information give us, Dig Site finds", "that you clean and quizzes you solve, the higher your", "Kudos."); stage = 231; break; case 231: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "But what's it for?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "But what's it for?"); stage = 232; break; case 232: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Well, recently we found a rather interesting island to the", "north of Morytania. We believe that it may be of", "archaeological significance. I suspect we'll be looking for", "qualified archaeologists once we have constructed out"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Well, recently we found a rather interesting island to the", "north of Morytania. We believe that it may be of", "archaeological significance. I suspect we'll be looking for", "qualified archaeologists once we have constructed out"); stage = 233; break; case 233: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "canal and barge. So, we're using Kudos as a measure of", "who is willing and able to help us here at the Museum, so", "they can then be invited on our dig son the new island."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "canal and barge. So, we're using Kudos as a measure of", "who is willing and able to help us here at the Museum, so", "they can then be invited on our dig son the new island."); stage = 234; break; case 234: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Would I qualify, then?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Would I qualify, then?"); stage = 235; break; case 235: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Unfortunately, you haven't earned enough Kudos yet, so", "you aren't qualified to help us on the dig. If you're", "interested in helping us out and getting that Kudos, simply", "help out around the museum."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Unfortunately, you haven't earned enough Kudos yet, so", "you aren't qualified to help us on the dig. If you're", "interested in helping us out and getting that Kudos, simply", "help out around the museum."); stage = 236; break; case 236: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Okay, thanks."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Okay, thanks."); stage = 237; break; case 237: @@ -185,19 +185,19 @@ public final class InformationclerkMuseumDialogue extends DialoguePlugin { break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Could you tell me about the Dig Site exhibit please?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Could you tell me about the Dig Site exhibit please?"); stage = 150; break; case 3: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Could you tell me about the Timeline exhibit please?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Could you tell me about the Timeline exhibit please?"); stage = 170; break; case 4: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Could you tell me about the Nautral History exhibit", "please?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Could you tell me about the Nautral History exhibit", "please?"); stage = 180; break; case 5: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "What is Kudos?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "What is Kudos?"); stage = 230; break; diff --git a/Server/src/plugin/dialogue/IrinaDialogue.java b/Server/src/plugin/dialogue/IrinaDialogue.java index ebed839cc..4fa3cda68 100644 --- a/Server/src/plugin/dialogue/IrinaDialogue.java +++ b/Server/src/plugin/dialogue/IrinaDialogue.java @@ -39,7 +39,7 @@ public final class IrinaDialogue 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 = 0; return true; } diff --git a/Server/src/plugin/dialogue/JackSeagullDialogue.java b/Server/src/plugin/dialogue/JackSeagullDialogue.java index 9b9c4740f..aa9a37506 100644 --- a/Server/src/plugin/dialogue/JackSeagullDialogue.java +++ b/Server/src/plugin/dialogue/JackSeagullDialogue.java @@ -39,7 +39,7 @@ public final class JackSeagullDialogue extends DialoguePlugin { @Override public boolean open(Object... args) { npc = (NPC) args[0]; - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Arrr, matey!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Arrr, matey!"); stage = 0; return true; } @@ -54,32 +54,32 @@ public final class JackSeagullDialogue extends DialoguePlugin { case 1: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "What are you doing here?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "What are you doing here?"); stage = 10; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Have you got any quests I could do?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Have you got any quests I could do?"); stage = 20; break; } break; case 10: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Drinking."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Drinking."); stage = 11; break; case 11: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Fair enough."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Fair enough."); stage = 12; break; case 12: end(); break; case 20: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Nay, I've nothing for ye to do."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Nay, I've nothing for ye to do."); stage = 21; break; case 21: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Thanks."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Thanks."); stage = 22; break; case 22: diff --git a/Server/src/plugin/dialogue/JaraahDialogue.java b/Server/src/plugin/dialogue/JaraahDialogue.java index 8f97c244d..615af6767 100644 --- a/Server/src/plugin/dialogue/JaraahDialogue.java +++ b/Server/src/plugin/dialogue/JaraahDialogue.java @@ -46,7 +46,7 @@ public final class JaraahDialogue 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; } @@ -55,7 +55,7 @@ public final class JaraahDialogue extends DialoguePlugin { public boolean handle(int interfaceId, int buttonId) { switch (stage) { case 0: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "What? Can't you see I'm busy?!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "What? Can't you see I'm busy?!"); stage = 1; break; case 1: @@ -65,30 +65,30 @@ public final class JaraahDialogue extends DialoguePlugin { case 2: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Can you heal me?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Can you heal me?"); stage = 10; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "You must see some gruesome things?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "You must see some gruesome things?"); stage = 20; break; case 3: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Why do they call you 'The Butcher'?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Why do they call you 'The Butcher'?"); stage = 30; break; } break; case 10: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "OK. This will hurt you more than it will me."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "OK. This will hurt you more than it will me."); stage = 11; break; case 11: npc.animate(ANIMATION); if (player.getSkills().getLifepoints() == player.getSkills().getStaticLevel(Skills.HITPOINTS)) { - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "You look healthy to me!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "You look healthy to me!"); } else { player.getSkills().heal(player.getSkills().getStaticLevel(Skills.HITPOINTS)); - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "There you go!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "There you go!"); } stage = 12; break; @@ -96,14 +96,14 @@ public final class JaraahDialogue extends DialoguePlugin { end(); break; case 20: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "It's a gruesome business and with the tools they give", "me it gets more gruesome before it gets better!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "It's a gruesome business and with the tools they give", "me it gets more gruesome before it gets better!"); stage = 21; break; case 21: end(); break; case 30: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I often have to amputate peoples limbs!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I often have to amputate peoples limbs!"); stage = 31; break; case 31: diff --git a/Server/src/plugin/dialogue/JatixDialogue.java b/Server/src/plugin/dialogue/JatixDialogue.java index 5cf6e7d0a..2cadb07fb 100644 --- a/Server/src/plugin/dialogue/JatixDialogue.java +++ b/Server/src/plugin/dialogue/JatixDialogue.java @@ -39,7 +39,7 @@ public final class JatixDialogue extends DialoguePlugin { @Override public boolean open(Object... args) { npc = (NPC) args[0]; - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Hello, adventurer."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Hello, adventurer."); stage = 0; return true; } @@ -48,11 +48,11 @@ public final class JatixDialogue extends DialoguePlugin { public boolean handle(int interfaceId, int buttonId) { switch (stage) { case 0: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Hello."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Hello."); stage = 1; break; case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "What are you selling?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "What are you selling?"); stage = 2; break; case 2: diff --git a/Server/src/plugin/dialogue/JeffDialogue.java b/Server/src/plugin/dialogue/JeffDialogue.java index c169ccb66..61879094c 100644 --- a/Server/src/plugin/dialogue/JeffDialogue.java +++ b/Server/src/plugin/dialogue/JeffDialogue.java @@ -39,7 +39,7 @@ public final class JeffDialogue extends DialoguePlugin { @Override public boolean open(Object... args) { npc = (NPC) args[0]; - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Tell me, is the guard still watching us?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Tell me, is the guard still watching us?"); stage = 0; return true; } @@ -48,11 +48,11 @@ public final class JeffDialogue extends DialoguePlugin { public boolean handle(int interfaceId, int buttonId) { switch (stage) { case 0: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Why would you care if there's a guard watching you?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Why would you care if there's a guard watching you?"); stage = 1; break; case 1: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Oh, forget it."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Oh, forget it."); stage = 2; break; case 2: diff --git a/Server/src/plugin/dialogue/JiminuaDialogue.java b/Server/src/plugin/dialogue/JiminuaDialogue.java index 8f669c49a..d16215329 100644 --- a/Server/src/plugin/dialogue/JiminuaDialogue.java +++ b/Server/src/plugin/dialogue/JiminuaDialogue.java @@ -39,7 +39,7 @@ public final class JiminuaDialogue extends DialoguePlugin { @Override public boolean open(Object... args) { npc = (NPC) args[0]; - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Welcome to the Jungle Store, Can I help you at all?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Welcome to the Jungle Store, Can I help you at all?"); stage = 0; return true; } diff --git a/Server/src/plugin/dialogue/JoeGuardDialogue.java b/Server/src/plugin/dialogue/JoeGuardDialogue.java index 6080f649d..eceadc96e 100644 --- a/Server/src/plugin/dialogue/JoeGuardDialogue.java +++ b/Server/src/plugin/dialogue/JoeGuardDialogue.java @@ -62,7 +62,7 @@ public final class JoeGuardDialogue extends DialoguePlugin { stage = 10; break; } - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Hi, I'm Joe, door guard for Lady Keli."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Hi, I'm Joe, door guard for Lady Keli."); stage = 0; break; case 60: @@ -71,7 +71,7 @@ public final class JoeGuardDialogue extends DialoguePlugin { stage = 0; break; default: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Hi, I'm Joe, door guard for Lady Keli."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Hi, I'm Joe, door guard for Lady Keli."); stage = 0; break; } @@ -167,11 +167,11 @@ public final class JoeGuardDialogue extends DialoguePlugin { } switch (stage) { case 0: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Hi, who are you guarding here?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Hi, who are you guarding here?"); stage = 1; break; case 1: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Can't say, all very secret. You should get out of here.", "I am not suposed to talk while I guard."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Can't say, all very secret. You should get out of here.", "I am not suposed to talk while I guard."); stage = 2; break; case 2: diff --git a/Server/src/plugin/dialogue/JosephDialogue.java b/Server/src/plugin/dialogue/JosephDialogue.java index 6e9e9b811..354a4b8fe 100644 --- a/Server/src/plugin/dialogue/JosephDialogue.java +++ b/Server/src/plugin/dialogue/JosephDialogue.java @@ -39,7 +39,7 @@ public final class JosephDialogue extends DialoguePlugin { @Override public boolean open(Object... args) { npc = (NPC) args[0]; - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I have no interest in talking to a pathetic meat bag like", "yourself."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I have no interest in talking to a pathetic meat bag like", "yourself."); stage = 0; return true; } diff --git a/Server/src/plugin/dialogue/KalebDialgoue.java b/Server/src/plugin/dialogue/KalebDialgoue.java index c8e8206a6..1bf0e5201 100644 --- a/Server/src/plugin/dialogue/KalebDialgoue.java +++ b/Server/src/plugin/dialogue/KalebDialgoue.java @@ -39,7 +39,7 @@ public final class KalebDialgoue 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 KalebDialgoue extends DialoguePlugin { public boolean handle(int interfaceId, int buttonId) { switch (stage) { case 0: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Bye!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Bye!"); stage = 1; break; case 1: diff --git a/Server/src/plugin/dialogue/KanelDialogue.java b/Server/src/plugin/dialogue/KanelDialogue.java index bf71882fa..bdb098a7d 100644 --- a/Server/src/plugin/dialogue/KanelDialogue.java +++ b/Server/src/plugin/dialogue/KanelDialogue.java @@ -39,7 +39,7 @@ public final class KanelDialogue 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; } @@ -49,15 +49,15 @@ public final class KanelDialogue extends DialoguePlugin { switch (stage) { case 0: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Hel-lo?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Hel-lo?"); stage = 1; break; case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Right. Goodbye."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Right. Goodbye."); stage = 2; break; case 2: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Bye?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Bye?"); stage = 3; break; case 3: diff --git a/Server/src/plugin/dialogue/KangaiMauDialogue.java b/Server/src/plugin/dialogue/KangaiMauDialogue.java index f38c7ec2b..44d939195 100644 --- a/Server/src/plugin/dialogue/KangaiMauDialogue.java +++ b/Server/src/plugin/dialogue/KangaiMauDialogue.java @@ -39,7 +39,7 @@ public final class KangaiMauDialogue extends DialoguePlugin { @Override public boolean open(Object... args) { npc = (NPC) args[0]; - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Hello. I Kangai Mau of the Rantuki tribe."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Hello. I Kangai Mau of the Rantuki tribe."); stage = 0; return true; } @@ -48,7 +48,7 @@ public final class KangaiMauDialogue extends DialoguePlugin { public boolean handle(int interfaceId, int buttonId) { switch (stage) { case 0: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Nice to meet you!"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Nice to meet you!"); stage = 1; break; case 1: diff --git a/Server/src/plugin/dialogue/KaqemeexDialogue.java b/Server/src/plugin/dialogue/KaqemeexDialogue.java index 7c9c48752..0576fc5a3 100644 --- a/Server/src/plugin/dialogue/KaqemeexDialogue.java +++ b/Server/src/plugin/dialogue/KaqemeexDialogue.java @@ -46,7 +46,7 @@ public final class KaqemeexDialogue extends DialoguePlugin { stage = 1000; return true; } - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Hello there."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Hello there."); stage = 0; return true; } @@ -61,16 +61,16 @@ public final class KaqemeexDialogue extends DialoguePlugin { break; } if (player.getQuestRepository().getQuest("Drudic Ritual").getStage(player) == 10) { - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Hello again."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Hello again."); stage = 40; break; } if (player.getQuestRepository().getQuest("Drudic Ritual").getStage(player) == 99) { - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I have word from Sanfew that you have been very", "helpful in assisting him with his preparations for the", "purification ritual. As promised I will now teach you the", "ancient arts of Herblore."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I have word from Sanfew that you have been very", "helpful in assisting him with his preparations for the", "purification ritual. As promised I will now teach you the", "ancient arts of Herblore."); stage = 200; break; } - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "What brings you to our holy monument?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "What brings you to our holy monument?"); stage = 1; break; case 1: @@ -91,56 +91,56 @@ public final class KaqemeexDialogue extends DialoguePlugin { case 2: 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, "I'm in search of a quest."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I'm in search of a quest."); stage = 20; break; case 3: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Did you build this?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Did you build this?"); stage = 30; break; } break; case 10: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "We are the druids of Guthix. We worship our god at", "our famous stone circles. You will find them located", "throghout these lands."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "We are the druids of Guthix. We worship our god at", "our famous stone circles. You will find them located", "throghout these lands."); stage = 11; break; case 11: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Well, I'll be on my way now."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Well, I'll be on my way now."); stage = 12; break; case 12: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Goodbye adventurer. I feel we shall meet again."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Goodbye adventurer. I feel we shall meet again."); stage = 13; break; case 13: end(); break; case 30: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "What, personally? No, ofcoure I didn't. However, our", "four fathers did. The first Druids of Guthix built many", "stone circles across these lands over eight hundred", "years ago."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "What, personally? No, ofcoure I didn't. However, our", "four fathers did. The first Druids of Guthix built many", "stone circles across these lands over eight hundred", "years ago."); stage = 31; break; case 31: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Unfortunately we only know of two remaining and of", "those only one is usuable by us anymore."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Unfortunately we only know of two remaining and of", "those only one is usuable by us anymore."); stage = 32; break; case 32: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Well, I'll be on my way now."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Well, I'll be on my way now."); stage = 12; break; case 20: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Hmm. I think I may have a worthwhile quest for you", "actually. I don't know if you are familiar with the stone", "circle south of Varrock or not, but..."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Hmm. I think I may have a worthwhile quest for you", "actually. I don't know if you are familiar with the stone", "circle south of Varrock or not, but..."); stage = 21; break; case 21: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "That used to be our stone circle. Unfortunately,", "many years ago, dark wizards cast a wicked spell", "upon it so that they could corrupt its power for their", "own evil ends."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "That used to be our stone circle. Unfortunately,", "many years ago, dark wizards cast a wicked spell", "upon it so that they could corrupt its power for their", "own evil ends."); stage = 22; break; case 22: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "When they cursed the rocks for their rituals they made", "them useless to us and our magics. We require a brave", "adevnturer to go on a quest for us to help purify the", "circle of Varrock."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "When they cursed the rocks for their rituals they made", "them useless to us and our magics. We require a brave", "adevnturer to go on a quest for us to help purify the", "circle of Varrock."); stage = 23; break; case 23: @@ -150,33 +150,33 @@ public final class KaqemeexDialogue extends DialoguePlugin { case 24: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Ok, I will try and help."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Ok, I will try and help."); stage = 26; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "No, that doesn't sound very interesting."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "No, that doesn't sound very interesting."); stage = 25; break; } break; case 25: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I will not try and change your mind adventurer. Some", "day when you have matured you may reconsider your", "position. We will wait until then."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I will not try and change your mind adventurer. Some", "day when you have matured you may reconsider your", "position. We will wait until then."); stage = 13; break; case 26: player.getQuestRepository().getQuest("Drudic Ritual").start(player); - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Excellent. Go to the village south of this place and speak", "to my fellow Sanfew who is working on the purification", "ritual. He knows better than I what is required to", "complete it."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Excellent. Go to the village south of this place and speak", "to my fellow Sanfew who is working on the purification", "ritual. He knows better than I what is required to", "complete it."); stage = 27; break; case 27: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Will do."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Will do."); stage = 28; break; case 28: end(); break; case 40: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "You will need to speak to my fellow druid Sanfew in", "the village south of here to continue in your quest", "adventurer."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "You will need to speak to my fellow druid Sanfew in", "the village south of here to continue in your quest", "adventurer."); stage = 41; break; case 41: @@ -189,11 +189,11 @@ public final class KaqemeexDialogue extends DialoguePlugin { case 500: 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, "Did you build this?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Did you build this?"); stage = 30; break; } @@ -201,15 +201,15 @@ public final class KaqemeexDialogue extends DialoguePlugin { case 501: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Can I buy a Skillcape of Herblore?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Can I buy a Skillcape of Herblore?"); stage = 800; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Who are you?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Who are you?"); stage = 10; break; case 3: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Did you build this?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Did you build this?"); stage = 30; break; } diff --git a/Server/src/plugin/dialogue/KaramajaManDialogue.java b/Server/src/plugin/dialogue/KaramajaManDialogue.java index eb76d4212..b432a97d6 100644 --- a/Server/src/plugin/dialogue/KaramajaManDialogue.java +++ b/Server/src/plugin/dialogue/KaramajaManDialogue.java @@ -39,7 +39,7 @@ public final class KaramajaManDialogue extends DialoguePlugin { @Override public boolean open(Object... args) { npc = (NPC) args[0]; - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Hello, how's it going?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Hello, how's it going?"); stage = 0; return true; } @@ -48,11 +48,11 @@ public final class KaramajaManDialogue extends DialoguePlugin { public boolean handle(int interfaceId, int buttonId) { switch (stage) { case 0: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Not too bad, but I'm a little worried about the increase", "of goblins these days."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Not too bad, but I'm a little worried about the increase", "of goblins these days."); stage = 1; break; case 1: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Don't worry, I'll kill them."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Don't worry, I'll kill them."); stage = 2; break; case 2: diff --git a/Server/src/plugin/dialogue/KarimDialogue.java b/Server/src/plugin/dialogue/KarimDialogue.java index 6a1db7964..56f9ba7e5 100644 --- a/Server/src/plugin/dialogue/KarimDialogue.java +++ b/Server/src/plugin/dialogue/KarimDialogue.java @@ -50,7 +50,7 @@ public final class KarimDialogue extends DialoguePlugin { @Override public boolean open(Object... args) { npc = (NPC) args[0]; - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Would you like to buy a nice kebab? Only one gold."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Would you like to buy a nice kebab? Only one gold."); stage = 0; return true; } @@ -65,11 +65,11 @@ public final class KarimDialogue extends DialoguePlugin { case 1: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I think I'll give it a miss."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I think I'll give it a miss."); stage = 10; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Yes please."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Yes please."); stage = 20; break; @@ -80,7 +80,7 @@ public final class KarimDialogue extends DialoguePlugin { break; case 20: if (player.getInventory().freeSlots() == 0) { - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I don't have enough room, sorry."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I don't have enough room, sorry."); stage = 21; } else if (!player.getInventory().contains(995, 1)) { end(); diff --git a/Server/src/plugin/dialogue/KayleeDialogue.java b/Server/src/plugin/dialogue/KayleeDialogue.java index 16d3bc392..ec302c11a 100644 --- a/Server/src/plugin/dialogue/KayleeDialogue.java +++ b/Server/src/plugin/dialogue/KayleeDialogue.java @@ -60,7 +60,7 @@ public final class KayleeDialogue extends DialoguePlugin { @Override public boolean open(Object... args) { npc = (NPC) args[0]; - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Hi! What can I get you?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Hi! What can I get you?"); stage = 0; return true; } @@ -73,24 +73,24 @@ public final class KayleeDialogue extends DialoguePlugin { interpreter.sendOptions("What would you like to say?", "What ales are you serving?", "I've got this beer glass..."); stage = 1; } else { - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "What ales are you serving?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "What ales are you serving?"); stage = 20; } break; case 1: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "What ales are you serving?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "What ales are you serving?"); stage = 20; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I've got these beer glasses...."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I've got these beer glasses...."); stage = 200; break; } break; case 20: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Well, we've got Asgarnian Ale, Wizard's Mind Bomb", "and Dwarven Stout, all for only 3 coins."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Well, we've got Asgarnian Ale, Wizard's Mind Bomb", "and Dwarven Stout, all for only 3 coins."); stage = 21; break; case 21: @@ -100,19 +100,19 @@ public final class KayleeDialogue extends DialoguePlugin { case 22: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "One Asgarnian Ale, please."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "One Asgarnian Ale, please."); stage = 100; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I'll try the Mind Bomb."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I'll try the Mind Bomb."); stage = 120; break; case 3: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Can I have a Dwarven Stout?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Can I have a Dwarven Stout?"); stage = 130; break; case 4: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I don't feel like any of those."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I don't feel like any of those."); stage = 444; break; @@ -125,7 +125,7 @@ public final class KayleeDialogue extends DialoguePlugin { } if (player.getInventory().remove(COINS)) { player.getInventory().add(ASGARNIAN_ALE); - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Thanks, " + npc.getName() + "."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Thanks, " + npc.getName() + "."); player.getPacketDispatch().sendMessage("You buy a Asgarnian Ale."); stage = 101; } else { @@ -139,7 +139,7 @@ public final class KayleeDialogue extends DialoguePlugin { case 120: if (player.getInventory().remove(COINS)) { player.getInventory().add(MIND_BOMB); - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Thanks, " + npc.getName() + "."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Thanks, " + npc.getName() + "."); player.getPacketDispatch().sendMessage("You buy a Wizard's Mind Bomb."); stage = 101; } else { @@ -150,7 +150,7 @@ public final class KayleeDialogue extends DialoguePlugin { case 130: if (player.getInventory().remove(COINS)) { player.getInventory().add(DWARVEN_STOUT); - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Thanks, " + npc.getName() + "."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Thanks, " + npc.getName() + "."); player.getPacketDispatch().sendMessage("You buy a Dwarven Stout."); stage = 101; } else { @@ -159,7 +159,7 @@ public final class KayleeDialogue extends DialoguePlugin { } break; case 200: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Ooh, we'll buy those off you if", "you're interested. 2gp per glass."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Ooh, we'll buy those off you if", "you're interested. 2gp per glass."); stage = 201; break; case 201: @@ -169,11 +169,11 @@ public final class KayleeDialogue extends DialoguePlugin { case 202: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Okay, sure."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Okay, sure."); stage = 190; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "No thanks, I like empty beer glasses."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "No thanks, I like empty beer glasses."); stage = 400; break; @@ -183,14 +183,14 @@ public final class KayleeDialogue extends DialoguePlugin { if (player.getInventory().contains(1919, 1)) { player.getInventory().add(new Item(995, 2 * player.getInventory().getAmount(new Item(1919)))); player.getInventory().remove(new Item(1919, player.getInventory().getAmount(new Item(1919)))); - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "There you go."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "There you go."); stage = 191; } else end(); stage = 191; break; case 191: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Thanks!"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Thanks!"); stage = 192; break; case 192: diff --git a/Server/src/plugin/dialogue/KlarenseDialogue.java b/Server/src/plugin/dialogue/KlarenseDialogue.java index 0babbf59c..23acccb10 100644 --- a/Server/src/plugin/dialogue/KlarenseDialogue.java +++ b/Server/src/plugin/dialogue/KlarenseDialogue.java @@ -53,7 +53,7 @@ public final class KlarenseDialogue extends DialoguePlugin { npc = (NPC) args[0]; quest = player.getQuestRepository().getQuest("Dragon Slayer"); if (args.length > 1) { - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Hey, stay off my ship! That's private property!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Hey, stay off my ship! That's private property!"); stage = 0; return true; } @@ -68,7 +68,7 @@ public final class KlarenseDialogue extends DialoguePlugin { stage = 400; return true; } - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "So, are you interested in buying the Lady Lumbridge?", "Now, I'll be straight with you: she's not quite seaworthy", "right now, but give her a bit of work and she'll be the", "nippiest ship this side of Port Khazard."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "So, are you interested in buying the Lady Lumbridge?", "Now, I'll be straight with you: she's not quite seaworthy", "right now, but give her a bit of work and she'll be the", "nippiest ship this side of Port Khazard."); stage = 1; break; } @@ -182,40 +182,40 @@ public final class KlarenseDialogue extends DialoguePlugin { case 2: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Do you know when she will be seaworthy?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Do you know when she will be seaworthy?"); stage = 10; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Why is she damaged?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Why is she damaged?"); stage = 20; break; case 3: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Ah, well, never mind."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Ah, well, never mind."); stage = 30; break; } break; case 10: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "No, not really. Port Sarim's shipbuilders aren't very", "efficient so it could be quite a while."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "No, not really. Port Sarim's shipbuilders aren't very", "efficient so it could be quite a while."); stage = 11; break; case 11: end(); break; case 20: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Oh, there was no particular accident. It's just years of", "wear and tear."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Oh, there was no particular accident. It's just years of", "wear and tear."); stage = 21; break; case 21: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "The Lady Lumbridge is an old crandorian fishing ship -", "the last one of her kind, as far as I know. That kind of", "ship was always mightily manoeuvrable, but not too", "tough."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "The Lady Lumbridge is an old crandorian fishing ship -", "the last one of her kind, as far as I know. That kind of", "ship was always mightily manoeuvrable, but not too", "tough."); stage = 22; break; case 22: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "She happend to be somewhere else when Crandor was", "destroyed, and she's had serveral owners since then. Not", "all of them have looked after her too well,"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "She happend to be somewhere else when Crandor was", "destroyed, and she's had serveral owners since then. Not", "all of them have looked after her too well,"); stage = 23; break; case 23: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "but once she's patched up, she'll be good as new!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "but once she's patched up, she'll be good as new!"); stage = 24; break; case 24: diff --git a/Server/src/plugin/dialogue/KreeJrDialogue.java b/Server/src/plugin/dialogue/KreeJrDialogue.java index 4ad3d6e1d..c15632a1c 100644 --- a/Server/src/plugin/dialogue/KreeJrDialogue.java +++ b/Server/src/plugin/dialogue/KreeJrDialogue.java @@ -39,7 +39,7 @@ public final class KreeJrDialogue extends DialoguePlugin { @Override public boolean open(Object... args) { npc = (NPC) args[0]; - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Huh... that's odd... I thought that would", "be big news."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Huh... that's odd... I thought that would", "be big news."); stage = 0; return true; } @@ -52,7 +52,7 @@ public final class KreeJrDialogue extends DialoguePlugin { stage = 1; break; case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Well there seems to be an absence of a certain", " ornithological piece: a headline regarding mass", "awareness of a certain avian variety."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Well there seems to be an absence of a certain", " ornithological piece: a headline regarding mass", "awareness of a certain avian variety."); stage = 2; break; case 2: @@ -60,7 +60,7 @@ public final class KreeJrDialogue extends DialoguePlugin { stage = 3; break; case 3: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Oh have you not heard? It was my understanding that", "everyone had heard...."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Oh have you not heard? It was my understanding that", "everyone had heard...."); stage = 4; break; case 4: @@ -68,7 +68,7 @@ public final class KreeJrDialogue extends DialoguePlugin { stage = 5; break; case 5: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "OH WELL THE BIRD, BIRD, BIRD, BIRD", "BIRD IS THE WORD.", "OH WELL THE BIRD, BIRD, BIRD,", "BIRD BIRD IS THE WORD."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "OH WELL THE BIRD, BIRD, BIRD, BIRD", "BIRD IS THE WORD.", "OH WELL THE BIRD, BIRD, BIRD,", "BIRD BIRD IS THE WORD."); stage = 6; break; case 6: diff --git a/Server/src/plugin/dialogue/KrilJRDialogue.java b/Server/src/plugin/dialogue/KrilJRDialogue.java index 854c1ea30..93faf2f77 100644 --- a/Server/src/plugin/dialogue/KrilJRDialogue.java +++ b/Server/src/plugin/dialogue/KrilJRDialogue.java @@ -39,7 +39,7 @@ public final class KrilJRDialogue extends DialoguePlugin { @Override public boolean open(Object... args) { npc = (NPC) args[0]; - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "How's life in the light?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "How's life in the light?"); stage = 0; return true; } @@ -52,7 +52,7 @@ public final class KrilJRDialogue extends DialoguePlugin { stage = 1; break; case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "You seem much nicer than your father. He's mean."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "You seem much nicer than your father. He's mean."); stage = 2; break; case 2: @@ -60,7 +60,7 @@ public final class KrilJRDialogue extends DialoguePlugin { stage = 3; break; case 3: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I guess."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I guess."); stage = 4; break; case 4: @@ -68,7 +68,7 @@ public final class KrilJRDialogue extends DialoguePlugin { stage = 5; break; case 5: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Uh.... Yeah."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Uh.... Yeah."); stage = 6; break; case 6: diff --git a/Server/src/plugin/dialogue/LakkiDwarfDialogue.java b/Server/src/plugin/dialogue/LakkiDwarfDialogue.java index a9b24e631..84c620926 100644 --- a/Server/src/plugin/dialogue/LakkiDwarfDialogue.java +++ b/Server/src/plugin/dialogue/LakkiDwarfDialogue.java @@ -40,7 +40,7 @@ public final class LakkiDwarfDialogue 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; } @@ -49,7 +49,7 @@ public final class LakkiDwarfDialogue extends DialoguePlugin { public boolean handle(int interfaceId, int buttonId) { switch (stage) { case 0: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I'm sorry, I can't talk right now."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I'm sorry, I can't talk right now."); stage = 1; break; case 1: diff --git a/Server/src/plugin/dialogue/LeonDialogue.java b/Server/src/plugin/dialogue/LeonDialogue.java index 725e49da4..a683a1086 100644 --- a/Server/src/plugin/dialogue/LeonDialogue.java +++ b/Server/src/plugin/dialogue/LeonDialogue.java @@ -50,36 +50,36 @@ public final class LeonDialogue extends DialoguePlugin { case 1: 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, "Can I have a go with your crossbow?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Can I have a go with your crossbow?"); stage = 20; break; case 3: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "What are you holding there?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "What are you holding there?"); stage = 30; break; } break; case 10: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "This is Aleck's Hunter Emporium. Basically, it's just a", "shop with fancy name; you can buy various weapons", "and traps here."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "This is Aleck's Hunter Emporium. Basically, it's just a", "shop with fancy name; you can buy various weapons", "and traps here."); stage = 11; break; case 11: end(); break; case 20: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I'm afraid with it being a prototype, I've only got a few", "for my own testing purposes."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I'm afraid with it being a prototype, I've only got a few", "for my own testing purposes."); stage = 21; break; case 21: end(); break; case 30: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "This? This is a prototype for a new type of crossbow", "I've been designing."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "This? This is a prototype for a new type of crossbow", "I've been designing."); stage = 31; break; case 31: diff --git a/Server/src/plugin/dialogue/LidioDialogue.java b/Server/src/plugin/dialogue/LidioDialogue.java index 9f6a423a1..a536d75d1 100644 --- a/Server/src/plugin/dialogue/LidioDialogue.java +++ b/Server/src/plugin/dialogue/LidioDialogue.java @@ -39,7 +39,7 @@ public final class LidioDialogue extends DialoguePlugin { @Override public boolean open(Object... args) { npc = (NPC) args[0]; - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Greetings, warrior, how can I fill your stomach today?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Greetings, warrior, how can I fill your stomach today?"); stage = 0; return true; } @@ -48,7 +48,7 @@ public final class LidioDialogue extends DialoguePlugin { public boolean handle(int interfaceId, int buttonId) { switch (stage) { case 0: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "With food preferrable."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "With food preferrable."); stage = 1; break; case 1: diff --git a/Server/src/plugin/dialogue/LillyDialogue.java b/Server/src/plugin/dialogue/LillyDialogue.java index 58fd141e7..cfee76b42 100644 --- a/Server/src/plugin/dialogue/LillyDialogue.java +++ b/Server/src/plugin/dialogue/LillyDialogue.java @@ -39,7 +39,7 @@ public final class LillyDialogue extends DialoguePlugin { @Override public boolean open(Object... args) { npc = (NPC) args[0]; - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Uh..... hi... didn't see you there. Can.... I help?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Uh..... hi... didn't see you there. Can.... I help?"); stage = 0; return true; } @@ -48,11 +48,11 @@ public final class LillyDialogue extends DialoguePlugin { public boolean handle(int interfaceId, int buttonId) { switch (stage) { case 0: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Umm... do you sell potions?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Umm... do you sell potions?"); stage = 1; break; case 1: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Erm... yes. When I'm not drinking them."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Erm... yes. When I'm not drinking them."); stage = 2; break; case 2: @@ -61,13 +61,13 @@ public final class LillyDialogue extends DialoguePlugin { break; case 3: if (buttonId == 1) { - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I'd like to see what you have for sale."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I'd like to see what you have for sale."); stage = 4; } else if (buttonId == 2) { - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "That's a pretty wall hanging."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "That's a pretty wall hanging."); stage = 5; } else if (buttonId == 3) { - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Bye!"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Bye!"); stage = 9; } break; @@ -76,22 +76,22 @@ public final class LillyDialogue extends DialoguePlugin { npc.openShop(player); break; case 5: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Do you think so? I made it my self."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Do you think so? I made it my self."); stage = 6; break; case 6: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Really? Is that why there's all this cloth and dye around?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Really? Is that why there's all this cloth and dye around?"); stage = 7; break; case 7: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Yes, it's a hobby of mine when I'm.... relaxing."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Yes, it's a hobby of mine when I'm.... relaxing."); stage = 8; break; case 8: end(); break; case 9: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Have fun and come back soon!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Have fun and come back soon!"); stage = 8; break; } diff --git a/Server/src/plugin/dialogue/LitaraDialogue.java b/Server/src/plugin/dialogue/LitaraDialogue.java index 0a06dfa38..8bfbb353a 100644 --- a/Server/src/plugin/dialogue/LitaraDialogue.java +++ b/Server/src/plugin/dialogue/LitaraDialogue.java @@ -39,7 +39,7 @@ public final class LitaraDialogue extends DialoguePlugin { @Override public boolean open(Object... args) { npc = (NPC) args[0]; - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Hello there. You look lost - are you okay?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Hello there. You look lost - are you okay?"); stage = 0; return true; } @@ -54,18 +54,18 @@ public final class LitaraDialogue extends DialoguePlugin { case 1: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I'm looking for a stronghold, or something."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I'm looking for a stronghold, or something."); stage = 10; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I'm fine, just passing through."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I'm fine, just passing through."); stage = 20; break; } break; case 10: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Ahh, the Strnghold of Security. It's down there."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Ahh, the Strnghold of Security. It's down there."); stage = 11; break; case 11: @@ -73,31 +73,31 @@ public final class LitaraDialogue extends DialoguePlugin { stage = 12; break; case 12: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Looks kind of ...deep and dark."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Looks kind of ...deep and dark."); stage = 13; break; case 13: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Yeah, tell that to my brother. He still hasn't come back."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Yeah, tell that to my brother. He still hasn't come back."); stage = 14; break; case 14: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Your brother?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Your brother?"); stage = 15; break; case 15: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "He's an explorer too. When the miner fell down that hole", "he'd made and came back babbling about treasure, my", "brother went to explore. No one has seen him since."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "He's an explorer too. When the miner fell down that hole", "he'd made and came back babbling about treasure, my", "brother went to explore. No one has seen him since."); stage = 16; break; case 16: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Oh, that's not good."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Oh, that's not good."); stage = 17; break; case 17: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Lots of people have been down there, but none of them", "have seen him. Let me know if you do, will you?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Lots of people have been down there, but none of them", "have seen him. Let me know if you do, will you?"); stage = 18; break; case 18: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I'll certainly keep my eyes open."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I'll certainly keep my eyes open."); stage = 19; break; case 19: diff --git a/Server/src/plugin/dialogue/LongbowBenDialogue.java b/Server/src/plugin/dialogue/LongbowBenDialogue.java index ef1e0e953..3ef49fdc6 100644 --- a/Server/src/plugin/dialogue/LongbowBenDialogue.java +++ b/Server/src/plugin/dialogue/LongbowBenDialogue.java @@ -39,7 +39,7 @@ public final class LongbowBenDialogue extends DialoguePlugin { @Override public boolean open(Object... args) { npc = (NPC) args[0]; - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Arrr, matey!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Arrr, matey!"); stage = 0; return true; } @@ -54,48 +54,48 @@ public final class LongbowBenDialogue extends DialoguePlugin { case 1: switch (buttonId) { case 1: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Why are you called Longbow Ben?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Why are you called Longbow Ben?"); stage = 100; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Have you got any quests I could do?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Have you got any quests I could do?"); stage = 200; break; } break; case 10: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I was to be marooned, ye see. A srurvy troublemaker had", "taken my ship, and he put me ashore on a little island."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I was to be marooned, ye see. A srurvy troublemaker had", "taken my ship, and he put me ashore on a little island."); stage = 11; break; case 11: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Gosh, how did you escape?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Gosh, how did you escape?"); stage = 12; break; case 12: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Arrr, ye see, he made on mistake! Before he sailed", "he gave me a bow and one arrow so that I wouldn't have", "to die slowly."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Arrr, ye see, he made on mistake! Before he sailed", "he gave me a bow and one arrow so that I wouldn't have", "to die slowly."); stage = 13; break; case 13: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "So I shot him and took my ship back."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "So I shot him and took my ship back."); stage = 14; break; case 14: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Right..."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Right..."); stage = 15; break; case 15: end(); break; case 100: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Arrr, that's a strange yarn."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Arrr, that's a strange yarn."); stage = 10; break; case 200: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Nay, I've nothing for ye to do."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Nay, I've nothing for ye to do."); stage = 201; break; case 201: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Thanks."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Thanks."); stage = 202; break; case 202: diff --git a/Server/src/plugin/dialogue/LouiLegsDialogue.java b/Server/src/plugin/dialogue/LouiLegsDialogue.java index 13c61a20c..33a88dc85 100644 --- a/Server/src/plugin/dialogue/LouiLegsDialogue.java +++ b/Server/src/plugin/dialogue/LouiLegsDialogue.java @@ -39,7 +39,7 @@ public final class LouiLegsDialogue extends DialoguePlugin { @Override public boolean open(Object... args) { npc = (NPC) args[0]; - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Hey, wanna buy some armour?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Hey, wanna buy some armour?"); stage = 0; return true; } @@ -54,18 +54,18 @@ public final class LouiLegsDialogue extends DialoguePlugin { case 1: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "What have you got?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "What have you got?"); 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; } break; case 10: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I provide items to help you keep your legs!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I provide items to help you keep your legs!"); stage = 11; break; case 11: diff --git a/Server/src/plugin/dialogue/LoweDialogue.java b/Server/src/plugin/dialogue/LoweDialogue.java index 9fecd95e5..59b8a0ebc 100644 --- a/Server/src/plugin/dialogue/LoweDialogue.java +++ b/Server/src/plugin/dialogue/LoweDialogue.java @@ -39,7 +39,7 @@ public final class LoweDialogue extends DialoguePlugin { @Override public boolean open(Object... args) { npc = (NPC) args[0]; - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Welcome to Lowe's Archery Emporium. Do you want", "to see my wares?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Welcome to Lowe's Archery Emporium. Do you want", "to see my wares?"); stage = 0; return true; } @@ -57,14 +57,14 @@ public final class LoweDialogue extends DialoguePlugin { npc.openShop(player); break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "No, I prefer to bash things close up."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "No, I prefer to bash things close up."); stage = 3; break; } break; case 3: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Humph, philistine."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Humph, philistine."); stage = 4; break; case 4: diff --git a/Server/src/plugin/dialogue/LubufuDialogue.java b/Server/src/plugin/dialogue/LubufuDialogue.java index 16ed1c443..fd82c99b0 100644 --- a/Server/src/plugin/dialogue/LubufuDialogue.java +++ b/Server/src/plugin/dialogue/LubufuDialogue.java @@ -39,7 +39,7 @@ public final class LubufuDialogue extends DialoguePlugin { @Override public boolean open(Object... args) { npc = (NPC) args[0]; - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Watch where you're going, young whippersnapper!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Watch where you're going, young whippersnapper!"); stage = 0; return true; } @@ -54,43 +54,43 @@ public final class LubufuDialogue extends DialoguePlugin { case 1: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I wasn't going anywhere..."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I wasn't going anywhere..."); stage = 10; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "What's a whippersnapper?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "What's a whippersnapper?"); stage = 20; break; case 3: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Who are you?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Who are you?"); stage = 30; break; } break; case 10: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Well then go away from here!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Well then go away from here!"); stage = 11; break; case 11: end(); break; case 20: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "It's a whip. Which snaps. Like me. Now leave!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "It's a whip. Which snaps. Like me. Now leave!"); stage = 21; break; case 21: end(); break; case 30: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I am Lubufu - the only fisherman who knows the secret", "of the Karambwan!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I am Lubufu - the only fisherman who knows the secret", "of the Karambwan!"); stage = 31; break; case 31: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "What's a Karambwan?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "What's a Karambwan?"); stage = 32; break; case 32: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "What a foolish question! Now leave!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "What a foolish question! Now leave!"); stage = 33; break; case 33: diff --git a/Server/src/plugin/dialogue/LucyPartyRoomDialoguePlugin.java b/Server/src/plugin/dialogue/LucyPartyRoomDialoguePlugin.java index 60cc3515b..713f1ceef 100644 --- a/Server/src/plugin/dialogue/LucyPartyRoomDialoguePlugin.java +++ b/Server/src/plugin/dialogue/LucyPartyRoomDialoguePlugin.java @@ -55,7 +55,7 @@ public final class LucyPartyRoomDialoguePlugin extends DialoguePlugin { @Override public boolean open(Object... args) { npc = (NPC) args[0]; - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Hi! I'm Lucy. Welcome to the Party Room!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Hi! I'm Lucy. Welcome to the Party Room!"); return true; } @@ -63,19 +63,19 @@ public final class LucyPartyRoomDialoguePlugin extends DialoguePlugin { public boolean handle(int interfaceId, int buttonId) { switch (stage) { case 0: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Hi."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Hi."); stage = 1; break; case 1: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Would you like to buy a beer?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Would you like to buy a beer?"); stage = 2; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "How much do they cost?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "How much do they cost?"); stage = 3; break; case 3: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Just 2 gold pieces."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Just 2 gold pieces."); stage = 4; break; case 4: @@ -87,11 +87,11 @@ public final class LucyPartyRoomDialoguePlugin extends DialoguePlugin { case 228: 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, I can't afford that."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "No thanks, I can't afford that."); stage = 69; break; } @@ -99,7 +99,7 @@ public final class LucyPartyRoomDialoguePlugin extends DialoguePlugin { } break; case 10: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Coming right up sir!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Coming right up sir!"); stage = 11; break; case 11: @@ -117,7 +117,7 @@ public final class LucyPartyRoomDialoguePlugin extends DialoguePlugin { } break; case 69: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I see. Well, come and see me if you change your mind. YOu", "know where I am!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I see. Well, come and see me if you change your mind. YOu", "know where I am!"); stage = 100; break; case 100: diff --git a/Server/src/plugin/dialogue/LumbridgeCookDialogue.java b/Server/src/plugin/dialogue/LumbridgeCookDialogue.java index 57b2b64df..0e96385dd 100644 --- a/Server/src/plugin/dialogue/LumbridgeCookDialogue.java +++ b/Server/src/plugin/dialogue/LumbridgeCookDialogue.java @@ -57,21 +57,20 @@ public final class LumbridgeCookDialogue extends DialoguePlugin { npc = (NPC) args[0]; if (player.getQuestRepository().getQuest("Cook's Assistant").getStage(player) == 10) { if (player.getSavedData().getQuestData().getCookAssist("milk") && player.getSavedData().getQuestData().getCookAssist("flour") && player.getSavedData().getQuestData().getCookAssist("egg")) { - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "You've brought me everything I need! I am saved!", "Thank you!"); + interpreter.sendDialogues(npc, FacialExpression.HAPPY, "You've brought me everything I need! I am saved!", "Thank you!"); stage = 956; return true; } - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "How are you getting on with finding the ingredients?"); + interpreter.sendDialogues(npc, FacialExpression.SAD, "How are you getting on with finding the ingredients?"); stage = 1000; return true; - } - if (player.getQuestRepository().getQuest("Cook's Assistant").getStage(player) == 100) { - npc("Hello friend, how is the adventuring going?"); - stage = 0; - } else { - interpreter.sendOptions("Select an Option", "Can you make me a cake?", "You don't look very happy.", "Nice hat!"); - stage = 9563; + } if (player.getQuestRepository().getQuest("Cook's Assistant").getStage(player) == 0) { + interpreter.sendDialogues(npc, FacialExpression.SAD, "What am I to do?"); + stage = 1; return true; + } if (player.getQuestRepository().getQuest("Cook's Assistant").getStage(player) == 100) { + interpreter.sendDialogues(npc, FacialExpression.HAPPY,"Hello friend, how is the adventuring going?"); + stage = 0; } stage = 0; return true; @@ -80,309 +79,350 @@ public final class LumbridgeCookDialogue extends DialoguePlugin { @Override public boolean handle(int interfaceId, int buttonId) { switch (stage) { - case 0: - if (player.getQuestRepository().getQuest("Cook's Assistant").getStage(player) == 0) { - interpreter.sendOptions("Select an Option", "What's wrong?", "Can you make me a cake?", "You don't look very happy.", "Nice hat!"); - stage = 1; - } else { - player("I am getting strong and mighty. Grrr"); - stage = 93; - } - break; - case 9563: - switch (buttonId) { + case 0: //Dialogue for after Cook's Assistant + interpreter.sendOptions("Select an Option", "I am getting strong and mighty.", "I keep on dying.", "Can I use your range?"); + stage = 5000; + break; case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "You're a cook, why don't you bake me a cake?"); - stage = 20; - break; + if (player.getQuestRepository().getQuest("Cook's Assistant").getStage(player) == 0) { + interpreter.sendOptions("Select an Option", "What's wrong?", "Can you make me a cake?", "You don't look very happy.", "Nice hat!"); + stage++; + break; + } case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "You don't look very happy."); - stage = 30; - break; - case 3: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Nice hat!"); - stage = 40; - break; - } - break; - case 1: - switch (buttonId) { - case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "What's wrong?"); - stage = 10; - break; - case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "You're a cook, why don't you bake me a cake?"); - stage = 20; - break; - case 3: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "You don't look very happy."); - stage = 30; - break; - case 4: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Nice hat!"); - stage = 40; - break; + switch (buttonId) { + case 1: + interpreter.sendDialogues(player, FacialExpression.NEUTRAL, "What's wrong?"); + stage = 10; + break; + case 2: + interpreter.sendDialogues(player, FacialExpression.ASKING, "You're a cook, why don't you bake me a cake?"); + stage = 20; + break; + case 3: + interpreter.sendDialogues(player, FacialExpression.NEUTRAL, "You don't look very happy."); + stage = 30; + break; + case 4: + interpreter.sendDialogues(player, FacialExpression.HAPPY, "Nice hat!"); + stage = 40; + break; - } - break; - case 93: - npc("Glad to hear it."); - stage = 94; - break; - case 94: - end(); - break; - case 40: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Err thank you. It's a pretty ordinary cooks hat really."); - stage = 41; - break; - case 41: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Still, suits you. The trousers are pretty special too."); - stage = 42; - break; - case 42: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "It's all standard cook's issue uniform..."); - stage = 43; - break; - case 43: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "The whole hat, apron, stripey trousers ensemble - it", "works. It make you looks like a real cook."); - stage = 44; - break; - case 44: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I am a real cook! I haven't got time to be chatting", "about Culinary Fashion. I am in desperate need of help!"); - stage = 45; - break; - case 45: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "What's wrong?"); - stage = 10; - break; - case 30: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "No, I'm not. The world is caving in around me - I am", "overcome by dark feelings of impending doom."); - stage = 31; - break; - case 31: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "What's wrong?"); - stage = 10; - break; - case 20: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "*sniff* Don't talk to me about cakes..."); - stage = 21; - break; - case 21: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "What's wrong?"); - stage = 10; - break; - case 10: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Oh dear, oh dear, oh dear, I'm in a terrible", "mess! It's the Duke's birthday today, and I should be", "making him a lovely big birthday cake."); - stage = 11; - break; - case 11: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I've forgotten to buy the ingredients. I'll never get", "them in time now. He'll sack me! What will I do? I have", "four children and a goat to look after. Would you help", "me? Please?"); - stage = 12; - break; - case 12: - interpreter.sendOptions("Select an Option", "I'm always happy to help a cook in distress.", "I can't right now, Maybe later."); - stage = 13; - break; - case 13: - switch (buttonId) { - case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Yes, I'll help you."); - stage = 678; - break; - case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "No, I don't feel like it. Maybe later."); - stage = 14; - break; - - } - break; - case 14: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Fine. I always knew you Adventurer types were callous", "beasts. Go on your merry way!"); - stage = 15; - break; - case 15: - end(); - break; - case 678: - player.getQuestRepository().getQuest("Cook's Assistant").start(player); - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Oh thank you, thank you. I need milk, an egg and", "flour. I'd be very grateful if you can get them for me."); - stage = 679; - break; - case 679: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Okay, I'm on it."); - stage = 680; - break; - case 680: - interpreter.sendOptions("Select an Option", "Where do I find some flour?", "How about milk?", "And eggs? Where are they found?", "Actually, I know where to find this stuff."); - stage = 681; - break; - case 681: - switch (buttonId) { - case 1: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "There is a Mill fairly close, Go North and then West.", "Mill Lane Mill is just off the road to Draynor. I", "usually get my flour from there."); - stage = 6000; - break; - case 2: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "There is a cattle field on the other side of the river,", "just across the road from the Groats' Farm."); - stage = 7000; - break; - case 3: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I normally get my eggs from the Groats' farm, on the", "other side of the river."); - stage = 8000; - break; - case 4: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Actually, I know where to find this stuff."); - stage = 9000; - break; - } - break; - case 9000: - end(); - break; - case 8000: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "But any chicken should lay eggs."); - stage = 8001; - break; - case 8001: - interpreter.sendOptions("Select an Option", "Where do I find some flour?", "How about milk?", "And eggs? Where are they found?", "Actually, I know where to find this stuff."); - stage = 681; - break; - case 7000: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Talk to Gillie Groats, she looks after the Dairy cows '", "she'll tell you everything you need to know about", "milking cows!"); - stage = 70001; - break; - case 70001: - interpreter.sendOptions("Select an Option", "Where do I find some flour?", "How about milk?", "And eggs? Where are they found?", "Actually, I know where to find this stuff."); - stage = 681; - break; - case 6000: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Talk to Millie, she'll help, she's a lovely girl and a fine", "Miller.."); - stage = 6001; - break; - case 6001: - interpreter.sendOptions("Select an Option", "Where do I find some flour?", "How about milk?", "And eggs? Where are they found?", "Actually, I know where to find this stuff."); - stage = 681; - break; - case 1000: - boolean gave = false; - if (player.getInventory().contains(1927, 1) && !player.getAttribute("gaveMilk", false)) { - player.getInventory().remove(MILK); - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Here's a bucket of milk."); - player.getSavedData().getQuestData().setCooksAssistant("milk", true); - player.getSavedData().getQuestData().setCooksAssistant("gave", true); - player.setAttribute("gaveMilk", true); - gave = true; - break; - } - if (player.getInventory().contains(1933, 1) && !player.getAttribute("gaveFlour", false)) { - player.getInventory().remove(FLOUR); - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Here's a pot of flour."); - player.getSavedData().getQuestData().setCooksAssistant("flour", true); - player.getSavedData().getQuestData().setCooksAssistant("gave", true); - player.setAttribute("gaveFlour", true); - gave = true; - break; - } - if (player.getInventory().contains(1944, 1) && !player.getAttribute("gaveEgg", false)) { - player.getInventory().remove(EGG); - player.getSavedData().getQuestData().setCooksAssistant("egg", true); - player.getSavedData().getQuestData().setCooksAssistant("gave", true); - player.setAttribute("gaveEgg", true); - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Here's a fresh egg."); - gave = true; - break; - } - if (!gave) { - if (!player.getSavedData().getQuestData().getCookAssist("gave")) { - interpreter.sendDialogue("You still need to get:", "A bucket of milk. A pot of flour. An egg."); - stage = 1110; - } else { - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Thanks for the ingredients you have got so far please get", "the rest quickly. I'm running out of time! The Duke", "will throw me into the streets!"); - stage = 10002; } break; - } - stage = 10001; - break; - case 1110: - interpreter.sendOptions("Select an Option", "I'll get right on it.", "Can you remind me how to find these things again?"); - stage = 1111; - break; - case 1111: - switch (buttonId) { - case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I'll get right on it."); + + //Dialogues for 'Can you bake me a cake?' + case 20: + interpreter.sendDialogues(npc, FacialExpression.SAD, "*sniff* Don't talk to me about cakes..."); + stage++; + break; + case 21: + interpreter.sendDialogues(player, FacialExpression.NEUTRAL, "What's wrong?"); + stage = 10; + break; + + //Dialogue for 'You don't look very happy' + case 30: + interpreter.sendDialogues(npc, FacialExpression.SAD, "No, I'm not. The world is caving in around me - I am", "overcome by dark feelings of impending doom."); + stage = 21; + break; + + + //Dialogue for 'Nice Hat!' + case 40: + interpreter.sendDialogues(npc, FacialExpression.SAD, "Er, thank you. It's a pretty ordinary cook's hat, really."); + stage++; + break; + case 41: + interpreter.sendDialogues(player, FacialExpression.HAPPY, "Still, it suits you. The trousers are pretty special too."); + stage++; + break; + case 42: + interpreter.sendDialogues(npc, FacialExpression.SAD, "It's all standard-issue cook's uniform."); + stage++; + break; + case 43: + interpreter.sendDialogues(player, FacialExpression.HAPPY, "The whole hat, apron, stripy trousers ensemble. It", "works. It makes you looks like a real cook."); + stage++; + break; + case 44: + interpreter.sendDialogues(npc, FacialExpression.ANGRY, "I AM a real cook! I haven't got time to be chatting", "about culinary fashion. I'm in desperate need of help!"); + stage = 21; + break; + + //Main Dialogue + case 10: + interpreter.sendDialogues(npc, FacialExpression.SCARED, "Oh dear, oh dear, oh dear, I'm in a terrible terrible", "mess! It's the Duke's birthday today, and I should be", "making him a lovely big birthday cake."); + stage++; + break; + case 11: + interpreter.sendDialogues(npc, FacialExpression.SAD, "I've forgotten to buy the ingredients. I'll never get", "them in time now. He'll sack me! What will I do? I have", "four children and a goat to look after. Would you help", "me? Please?"); + stage++; + break; + case 12: + interpreter.sendOptions("Select an Option", "I'm always happy to help a cook in distress.", "I can't right now, Maybe later."); + stage++; + break; + case 13: + switch (buttonId) { + case 1: + interpreter.sendDialogues(player, FacialExpression.HAPPY, "Yes, I'll help you."); + stage = 100; + break; + case 2: + interpreter.sendDialogues(player, FacialExpression.NEUTRAL, "No, I don't feel like it. Maybe later."); + stage = 14; + break; + + } + break; + + //If the Player does not want to help the Chef + case 14: + interpreter.sendDialogues(npc, FacialExpression.SAD, "Fine. I always knew you Adventurer types were callous", "beasts. Go on your merry way!"); + stage++; + break; + case 15: + end(); + break; + + //If the Player does help the Chef + case 100: + player.getQuestRepository().getQuest("Cook's Assistant").start(player); + interpreter.sendDialogues(npc, FacialExpression.HAPPY, "Oh thank you, thank you. I need milk, an egg and", "flour. I'd be very grateful if you can get them for me."); + stage++; + break; + case 101: + interpreter.sendDialogues(player, FacialExpression.NEUTRAL, "So where do I find these ingredients then?"); + stage++; + break; + + //Where do I get the Ingredients? + case 102: + interpreter.sendOptions("Select an Option", "Where do I find some flour?", "How about milk?", "And eggs? Where are they found?", "Actually, I know where to find this stuff."); + stage++; + break; + case 103: + switch (buttonId) { + case 1: + interpreter.sendDialogues(npc, FacialExpression.HAPPY, "There is a Mill fairly close, Go North and then West.", "Mill Lane Mill is just off the road to Draynor. I", "usually get my flour from there."); + stage = 110; + break; + case 2: + interpreter.sendDialogues(npc, FacialExpression.HAPPY, "There is a cattle field on the other side of the river,", "just across the road from the Groats' Farm."); + stage = 120; + break; + case 3: + interpreter.sendDialogues(npc, FacialExpression.HAPPY, "I normally get my eggs from the Groats' farm, on the", "other side of the river."); + stage = 130; + break; + case 4: + interpreter.sendDialogues(player, FacialExpression.HAPPY, "Actually, I know where to find this stuff."); + stage = 15; + break; + } + break; + + case 110: + interpreter.sendDialogues(npc, FacialExpression.HAPPY, "Talk to Millie, she'll help, she's a lovely girl and a fine", "Miller.."); + stage = 140; + break; + case 120: + interpreter.sendDialogues(npc, FacialExpression.HAPPY, "Talk to Gillie Groats, she looks after the Dairy cows -", "she'll tell you everything you need to know about", "milking cows!"); + stage = 140; + break; + case 130: + interpreter.sendDialogues(npc, FacialExpression.HAPPY, "But any chicken should lay eggs."); + stage = 140; + break; + + //There is alternative dialogue as the last option, this could be condensed, but this is the easiest solution right now. + case 140: + interpreter.sendOptions("Select an Option", "Where do I find some flour?", "How about milk?", "And eggs? Where are they found?", "I've got all the information I need. Thanks."); + stage++; + break; + case 141: + switch (buttonId) { + case 1: + interpreter.sendDialogues(npc, FacialExpression.HAPPY, "There is a Mill fairly close, Go North and then West.", "Mill Lane Mill is just off the road to Draynor. I", "usually get my flour from there."); + stage = 110; + break; + case 2: + interpreter.sendDialogues(npc, FacialExpression.HAPPY, "There is a cattle field on the other side of the river,", "just across the road from the Groats' Farm."); + stage = 120; + break; + case 3: + interpreter.sendDialogues(npc, FacialExpression.HAPPY, "I normally get my eggs from the Groats' farm, on the", "other side of the river."); + stage = 130; + break; + case 4: + interpreter.sendDialogues(player, FacialExpression.HAPPY, "I've got all the information I need. Thanks."); + stage = 15; + break; + } + break; + + //Code for giving the chef the items + case 1000: + boolean gave = false; + if (player.getInventory().contains(1927, 1) && !player.getAttribute("gaveMilk", false)) { + player.getInventory().remove(MILK); + interpreter.sendDialogues(player, FacialExpression.HAPPY, "Here's a bucket of milk."); + player.getSavedData().getQuestData().setCooksAssistant("milk", true); + player.getSavedData().getQuestData().setCooksAssistant("gave", true); + player.setAttribute("gaveMilk", true); + gave = true; + break; + } + if (player.getInventory().contains(1933, 1) && !player.getAttribute("gaveFlour", false)) { + player.getInventory().remove(FLOUR); + interpreter.sendDialogues(player, FacialExpression.HAPPY, "Here's a pot of flour."); + player.getSavedData().getQuestData().setCooksAssistant("flour", true); + player.getSavedData().getQuestData().setCooksAssistant("gave", true); + player.setAttribute("gaveFlour", true); + gave = true; + break; + } + if (player.getInventory().contains(1944, 1) && !player.getAttribute("gaveEgg", false)) { + player.getInventory().remove(EGG); + player.getSavedData().getQuestData().setCooksAssistant("egg", true); + player.getSavedData().getQuestData().setCooksAssistant("gave", true); + player.setAttribute("gaveEgg", true); + interpreter.sendDialogues(player, FacialExpression.HAPPY, "Here's a fresh egg."); + gave = true; + break; + } + if (!gave) { + if (!player.getSavedData().getQuestData().getCookAssist("gave")) { + interpreter.sendDialogue("You still need to get:", "A bucket of milk. A pot of flour. An egg."); + stage = 1100; + } else { + interpreter.sendDialogues(npc, FacialExpression.SAD, "Thanks for the ingredients you have got so far please get", "the rest quickly. I'm running out of time! The Duke", "will throw me into the streets!"); + stage = 1201; + } + break; + } + stage = 1200; + break; + + //If the player has not found any ingredients or if only some of the ingredients have been given to the chef + case 1100: + interpreter.sendOptions("Select an Option", "I'll get right on it.", "Can you remind me how to find these things again?"); + stage++; + break; + case 1101: + switch (buttonId) { + case 1: + interpreter.sendDialogues(player, FacialExpression.HAPPY, "I'll get right on it."); + stage = 15; + break; + case 2: + interpreter.sendDialogues(player, FacialExpression.NEUTRAL, "Can you remind me how to find these things again?."); + stage = 140; + break; + } + break; + case 1200: + interpreter.sendDialogues(npc, FacialExpression.SAD, "Thanks for the ingredients you have got so far please get", "the rest quickly. I'm running out of time! The Duke", "will throw me into the streets!"); + stage++; + break; + case 1201: + String[] messages = new String[4]; + messages[0] = "You still need to get:"; + if (!player.getSavedData().getQuestData().getCookAssist("milk")) { + messages[1] = "A bucket of milk. "; + } + if (!player.getSavedData().getQuestData().getCookAssist("flour")) { + messages[2] = "A pot of flour. "; + } + if (!player.getSavedData().getQuestData().getCookAssist("egg")) { + messages[3] = "An egg. "; + } + StringBuilder builder = new StringBuilder(); + if (messages[1] != null) { + builder.append(messages[1]); + } + if (messages[2] != null) { + builder.append(messages[2]); + } + if (messages[3] != null) { + builder.append(messages[3]); + } + if (builder.length() != 0) { + interpreter.sendDialogue(messages[0], builder.toString()); + stage = 1100; + } else { + interpreter.sendDialogues(npc, FacialExpression.HAPPY, "You've brought me everything I need! I am saved!", "Thank you!"); + stage = 956; + } + break; + + //Final Cooks Assistant Dialogue + case 956: + interpreter.sendDialogues(player, FacialExpression.HAPPY, "So do I get to go to the Duke's Party?"); + stage++; + break; + case 957: + interpreter.sendDialogues(npc, FacialExpression.SAD, "I'm afraid not, only the big cheeses get to dine with the", "Duke."); + stage++; + break; + case 958: + interpreter.sendDialogues(player, FacialExpression.NEUTRAL, "Well, maybe one day I'll be important enough to sit on", "the Duke's table."); + stage++; + break; + case 959: + interpreter.sendDialogues(npc, FacialExpression.NEUTRAL, "Maybe, but I won't be holding my breath."); + stage++; + break; + + //End Quest 'Cook's Assistant' + case 960: + end(); + player.getQuestRepository().getQuest("Cook's Assistant").finish(player); + break; + + //Dialogue options after Cook's Assistant + case 5000: + switch (buttonId) { + case 1: + interpreter.sendDialogues(player, FacialExpression.HAPPY, "I am getting strong and mighty. Grr."); + stage = 5100; + break; + case 2: + interpreter.sendDialogues(player, FacialExpression.SAD, "I keep on dying."); + stage = 5200; + break; + case 3: + interpreter.sendDialogues(player, FacialExpression.ASKING, "Can I use your range?"); + stage = 5300; + break; + } + break; + + case 5100: + interpreter.sendDialogues(npc, FacialExpression.HAPPY, "Glad to hear it!"); stage = 15; break; - case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "So where do I find these ingredients then?"); - stage = 490; + case 5200: + interpreter.sendDialogues(npc, FacialExpression.HAPPY, "Ah, well, at least you keep coming back to life too!"); + stage = 15; + break; + case 5300: + interpreter.sendDialogues(npc, FacialExpression.HAPPY, "Go ahead! It's a very good range; it's better than most" ,"other ranges."); + stage++; + break; + case 5301: + interpreter.sendDialogues(npc, FacialExpression.HAPPY, "It's called the Cook-o-Matic 100 and it uses a combination","of state-of-the-art temperature regulation and magic."); + stage++; + break; + case 5302: + interpreter.sendDialogues(player, FacialExpression.ASKING, "Will it mean my food will burn less often?"); + stage++; + break; + case 5303: + interpreter.sendDialogues(npc, FacialExpression.HAPPY, "As long as the food is fairly easy to cook in the first place!"); + stage = 15; break; - } - break; - case 490: - interpreter.sendOptions("Select an Option", "Where do I find some flour?", "How about milk?", "And eggs? Where are they found?", "Actually, I know where to find this stuff."); - stage = 681; - break; - case 10001: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Thanks for the ingredients you have got so far please get", "the rest quickly. I'm running out of time! The Duke", "will throw me into the streets!"); - stage = 10002; - break; - case 10002: - String[] messages = new String[4]; - messages[0] = "You still need to get:"; - if (!player.getSavedData().getQuestData().getCookAssist("milk")) { - messages[1] = "A bucket of milk. "; - } - if (!player.getSavedData().getQuestData().getCookAssist("flour")) { - messages[2] = "A pot of flour. "; - } - if (!player.getSavedData().getQuestData().getCookAssist("egg")) { - messages[3] = "An egg. "; - } - StringBuilder builder = new StringBuilder(); - if (messages[1] != null) { - builder.append(messages[1]); - } - if (messages[2] != null) { - builder.append(messages[2]); - } - if (messages[3] != null) { - builder.append(messages[3]); - } - if (builder.length() != 0) { - interpreter.sendDialogue(messages[0], builder.toString()); - stage = 1110; - } else { - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "You've brought me everything I need! I am saved!", "Thank you!"); - stage = 956; - } - break; - case 956: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "So do I get to go to the Duke's Party?"); - stage = 957; - break; - case 957: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I'm afraid not, only the big cheeses get to dine with the", "Duke."); - stage = 958; - break; - case 958: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Well, maybe one day I'll be important enough to sit on", "the Duke's table."); - stage = 959; - break; - case 959: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Maybe, but I won't be holding my breath."); - stage = 960; - break; - case 960: - end(); - player.getQuestRepository().getQuest("Cook's Assistant").finish(player); - break; - case 768: - - break; } return true; } diff --git a/Server/src/plugin/dialogue/LumbridgeGuideDialogue.java b/Server/src/plugin/dialogue/LumbridgeGuideDialogue.java index c335add45..69dafee57 100644 --- a/Server/src/plugin/dialogue/LumbridgeGuideDialogue.java +++ b/Server/src/plugin/dialogue/LumbridgeGuideDialogue.java @@ -53,7 +53,7 @@ public final class LumbridgeGuideDialogue extends DialoguePlugin { @Override public boolean open(Object... args) { npc = (NPC) args[0]; - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Greetings, adventurer. I am Phileas, the Lumbridge", "Guide. I am here to give information and directions to", "new players. Do you require any help?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Greetings, adventurer. I am Phileas, the Lumbridge", "Guide. I am here to give information and directions to", "new players. Do you require any help?"); stage = 0; return true; } @@ -95,10 +95,10 @@ public final class LumbridgeGuideDialogue extends DialoguePlugin { } if (options.get(1).contains("room")) { stage = 690; - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Yes, of course."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Yes, of course."); } else { stage = 901; - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Yes, of course."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Yes, of course."); } break; case 3: @@ -108,7 +108,7 @@ public final class LumbridgeGuideDialogue extends DialoguePlugin { break; } stage = 901; - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Yes, of course."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Yes, of course."); break; } break; @@ -158,11 +158,11 @@ public final class LumbridgeGuideDialogue extends DialoguePlugin { end(); break; case 100: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "First I must warn you to take every precaution to", "keep your " + GameWorld.getName() + " password and PIN secure. The", "most important thing to remember is to never give your", "password to, or share you account with, anyone."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "First I must warn you to take every precaution to", "keep your " + GameWorld.getName() + " password and PIN secure. The", "most important thing to remember is to never give your", "password to, or share you account with, anyone."); stage = 101; break; case 101: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I have much more information to impart; what would", "you like to know about?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I have much more information to impart; what would", "you like to know about?"); stage = 102; break; case 102: @@ -172,74 +172,74 @@ public final class LumbridgeGuideDialogue extends DialoguePlugin { case 103: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Where can I find a quest to go on?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Where can I find a quest to go on?"); stage = 1100; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "What monsters should I fight?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "What monsters should I fight?"); stage = 1200; break; case 3: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Where can I make money?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Where can I make money?"); stage = 1300; break; case 4: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I'd like to know more about security."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I'd like to know more about security."); stage = 1400; break; case 5: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Where can I find a bank?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Where can I find a bank?"); stage = 1500; break; } break; case 1400: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I can tell you about password security, avoiding item", "scamming and in-game moderation. I can also tell you", "about a place called the Stronghold of Security, where", "you can learn more about account security and have a"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I can tell you about password security, avoiding item", "scamming and in-game moderation. I can also tell you", "about a place called the Stronghold of Security, where", "you can learn more about account security and have a"); stage = 1401; break; case 1401: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "bit of an adventure at the same time."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "bit of an adventure at the same time."); stage = 1402; break; case 1402: end(); break; case 1300: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "There are many ways to make money in the game. I", "would suggest either killing monsters or doing a trade", "skill such as Smithing or Fishing."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "There are many ways to make money in the game. I", "would suggest either killing monsters or doing a trade", "skill such as Smithing or Fishing."); stage = 1301; break; case 1301: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Please don't try to get money by begging off other", "players. It will make you unpopular. Nobody likes a", "beggar. It is very irritating to have other players asking", "for your hard-earned cash."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Please don't try to get money by begging off other", "players. It will make you unpopular. Nobody likes a", "beggar. It is very irritating to have other players asking", "for your hard-earned cash."); stage = 1302; break; case 1302: end(); break; case 1200: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "You're strong enough to work out what monsters to", "fight for yourself now, but the combat tutors might help", "you with any questions you have about the skills;", "they're just over there to the south of the general store."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "You're strong enough to work out what monsters to", "fight for yourself now, but the combat tutors might help", "you with any questions you have about the skills;", "they're just over there to the south of the general store."); stage = 1201; break; case 1201: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "There are things to kill all over the place! At your level,", "you might like to try wandering westwards to the", "Wizards' Tower or north-west to the Barbarian Village.", "Non-player characters usually appear as yellow dots on"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "There are things to kill all over the place! At your level,", "you might like to try wandering westwards to the", "Wizards' Tower or north-west to the Barbarian Village.", "Non-player characters usually appear as yellow dots on"); stage = 1202; break; case 1202: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "your mini-map, although there are some that you won't", "be able to fight, such as myself. If you explore further", "afield you may be able to find areas that are less", "crowded, but watch out for monsters which are tougher"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "your mini-map, although there are some that you won't", "be able to fight, such as myself. If you explore further", "afield you may be able to find areas that are less", "crowded, but watch out for monsters which are tougher"); stage = 1203; break; case 1203: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "than you. A monster's combat level is shown next to", "their 'Attack' option. If that level is coloured green it", "means the monster is weaker than you. If it is red, it", "means that the monster is tougher than you."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "than you. A monster's combat level is shown next to", "their 'Attack' option. If that level is coloured green it", "means the monster is weaker than you. If it is red, it", "means that the monster is tougher than you."); stage = 1204; break; case 1204: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Remember, you wil do better if you have better", "armour and weapons and it's always worth carrying a", "bit of food to heal yourself."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Remember, you wil do better if you have better", "armour and weapons and it's always worth carrying a", "bit of food to heal yourself."); stage = 1205; break; case 1205: end(); break; case 1500: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "You'll find a bank upstairs in Lumbridge Castle - go", "right to the top."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "You'll find a bank upstairs in Lumbridge Castle - go", "right to the top."); stage = 1501; break; case 1501: @@ -248,11 +248,11 @@ public final class LumbridgeGuideDialogue extends DialoguePlugin { case 1100: stage = 1101; if (!player.getQuestRepository().isComplete("Cook's Assistant")) { - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "You can try talking to the Cook in the Lumbridge Castle", "I hear he is always looking for some help."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "You can try talking to the Cook in the Lumbridge Castle", "I hear he is always looking for some help."); return true; } if (!player.getQuestRepository().isComplete("Sheep Shearer")) { - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "You can try talking to Fred the Farmer north-west of here", "I hear he is always looking for some help."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "You can try talking to Fred the Farmer north-west of here", "I hear he is always looking for some help."); return true; } interpreter.sendDialogues(npc, null, "You are such an accomplished adventurer already; you", "should be telling me some good quests to go on."); @@ -271,7 +271,7 @@ public final class LumbridgeGuideDialogue extends DialoguePlugin { break; case 2: stage = 690; - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Yes, of course."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Yes, of course."); break; case 3: interpreter.sendDialogues(player, null, "No, I can find things myself thank you."); diff --git a/Server/src/plugin/dialogue/LumbridgeJailGuard.java b/Server/src/plugin/dialogue/LumbridgeJailGuard.java index 67d9a4797..c6f194364 100644 --- a/Server/src/plugin/dialogue/LumbridgeJailGuard.java +++ b/Server/src/plugin/dialogue/LumbridgeJailGuard.java @@ -39,7 +39,7 @@ public final class LumbridgeJailGuard 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 LumbridgeJailGuard extends DialoguePlugin { public boolean handle(int interfaceId, int buttonId) { switch (stage) { case 0: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Why are you here ? You must leave at once."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Why are you here ? You must leave at once."); stage = 1; break; case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Err.. Okay."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Err.. Okay."); stage = 2; break; case 2: diff --git a/Server/src/plugin/dialogue/LumbridgeSwampArcher.java b/Server/src/plugin/dialogue/LumbridgeSwampArcher.java index 72cca83fa..3c9a51d55 100644 --- a/Server/src/plugin/dialogue/LumbridgeSwampArcher.java +++ b/Server/src/plugin/dialogue/LumbridgeSwampArcher.java @@ -39,7 +39,7 @@ public final class LumbridgeSwampArcher extends DialoguePlugin { @Override public boolean open(Object... args) { npc = (NPC) args[0]; - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Why are you guys hanging around here?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Why are you guys hanging around here?"); stage = 0; return true; } @@ -48,15 +48,15 @@ public final class LumbridgeSwampArcher extends DialoguePlugin { public boolean handle(int interfaceId, int buttonId) { switch (stage) { case 0: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "(ahem)...'Guys'?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "(ahem)...'Guys'?"); stage = 1; break; case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Uh... yeah, sorry about that. Why are you all standing", "around out here?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Uh... yeah, sorry about that. Why are you all standing", "around out here?"); stage = 2; break; case 2: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Well, that's really none of your business."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Well, that's really none of your business."); stage = 3; break; case 3: diff --git a/Server/src/plugin/dialogue/LumbridgeSwampMonk.java b/Server/src/plugin/dialogue/LumbridgeSwampMonk.java index 95fdab397..230b16dcc 100644 --- a/Server/src/plugin/dialogue/LumbridgeSwampMonk.java +++ b/Server/src/plugin/dialogue/LumbridgeSwampMonk.java @@ -39,7 +39,7 @@ public final class LumbridgeSwampMonk extends DialoguePlugin { @Override public boolean open(Object... args) { npc = (NPC) args[0]; - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Why are all of you standing around here?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Why are all of you standing around here?"); stage = 0; return true; } @@ -48,7 +48,7 @@ public final class LumbridgeSwampMonk extends DialoguePlugin { public boolean handle(int interfaceId, int buttonId) { switch (stage) { case 0: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "None of your business. Get lost."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "None of your business. Get lost."); stage = 1; break; case 1: diff --git a/Server/src/plugin/dialogue/LumbridgeSwampWizard.java b/Server/src/plugin/dialogue/LumbridgeSwampWizard.java index 4335585f1..6b3fadbc8 100644 --- a/Server/src/plugin/dialogue/LumbridgeSwampWizard.java +++ b/Server/src/plugin/dialogue/LumbridgeSwampWizard.java @@ -34,7 +34,7 @@ public final class LumbridgeSwampWizard extends DialoguePlugin { @Override public boolean open(Object... args) { npc = (NPC) args[0]; - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Why are all of you standing around here?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Why are all of you standing around here?"); stage = 0; return true; } @@ -43,11 +43,11 @@ public final class LumbridgeSwampWizard extends DialoguePlugin { public boolean handle(int interfaceId, int buttonId) { switch (stage) { case 0: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Hahaha you dare talk to a mighty wizard such as", "myself? I bet you can't even cast windstrike yet", "amateur!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Hahaha you dare talk to a mighty wizard such as", "myself? I bet you can't even cast windstrike yet", "amateur!"); stage = 1; break; case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "...You're an idiot."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "...You're an idiot."); stage = 2; break; case 2: diff --git a/Server/src/plugin/dialogue/LuthasDialogue.java b/Server/src/plugin/dialogue/LuthasDialogue.java index ba8c62c8e..e980379ef 100644 --- a/Server/src/plugin/dialogue/LuthasDialogue.java +++ b/Server/src/plugin/dialogue/LuthasDialogue.java @@ -58,7 +58,7 @@ public final class LuthasDialogue extends DialoguePlugin { stage = 900; return true; } - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Hello I'm Luthas, I run the banana plantation here."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Hello I'm Luthas, I run the banana plantation here."); stage = 0; return true; } @@ -73,25 +73,25 @@ public final class LuthasDialogue extends DialoguePlugin { case 1: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Could you offer me employment on your plantation?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Could you offer me employment on your plantation?"); stage = 10; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "That customs officer is annoying isn't she?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "That customs officer is annoying isn't she?"); stage = 20; break; } break; case 10: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Yes, I can sort something out. There's a crate ready to", "be loaded onto the ship."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Yes, I can sort something out. There's a crate ready to", "be loaded onto the ship."); stage = 11; break; case 11: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "You wouldn't believe the demand for bananas from", "Wydin's shop over in Port Sarim. I think this is the", "third crate I've shipped him this month.."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "You wouldn't believe the demand for bananas from", "Wydin's shop over in Port Sarim. I think this is the", "third crate I've shipped him this month.."); stage = 12; break; case 12: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "If you could go fill it up with bananas, I'll pay you 30", "gold."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "If you could go fill it up with bananas, I'll pay you 30", "gold."); stage = 13; player.getSavedData().getGlobalData().setLuthasTask(true); break; @@ -99,7 +99,7 @@ public final class LuthasDialogue extends DialoguePlugin { end(); break; case 20: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I don't know about that."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I don't know about that."); stage = 21; break; case 21: diff --git a/Server/src/plugin/dialogue/MagicTutorDialogue.java b/Server/src/plugin/dialogue/MagicTutorDialogue.java index ce3e20225..a9cc96612 100644 --- a/Server/src/plugin/dialogue/MagicTutorDialogue.java +++ b/Server/src/plugin/dialogue/MagicTutorDialogue.java @@ -129,41 +129,41 @@ public final class MagicTutorDialogue extends DialoguePlugin { case 1: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Can you teach me the basics please?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Can you teach me the basics please?"); stage = 10; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Teach me about making runes."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Teach me about making runes."); 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, "You can cast different spells according to what runes", "you have in your inventory. To start off with you'll", "need mind runes and air runes. These will allow you to", "cast Wind Strike like you did in the tutorial."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "You can cast different spells according to what runes", "you have in your inventory. To start off with you'll", "need mind runes and air runes. These will allow you to", "cast Wind Strike like you did in the tutorial."); stage = 11; break; case 11: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Use the spell book icon in the top right of the control", "panel to see what spells you can cast. If you have the", "correct runes, the spell will light up."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Use the spell book icon in the top right of the control", "panel to see what spells you can cast. If you have the", "correct runes, the spell will light up."); stage = 12; break; case 12: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Nemarti, the Ranged Combat tutor and I both give out", "items every 30 minutes, however you must choose", "wether you want runes or ranged equipment. To", "claim runes, right-click on me and choose Claim, to claim"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Nemarti, the Ranged Combat tutor and I both give out", "items every 30 minutes, however you must choose", "wether you want runes or ranged equipment. To", "claim runes, right-click on me and choose Claim, to claim"); stage = 13; break; case 13: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "ranged equipment right-click on the Ranged Combat", "tutor and select Claim."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "ranged equipment right-click on the Ranged Combat", "tutor and select Claim."); stage = 14; break; case 14: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "When you have the sepll available, click on it once, then", "click on your target. A good target would be a monster", "that is below your combat level."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "When you have the sepll available, click on it once, then", "click on your target. A good target would be a monster", "that is below your combat level."); stage = 15; break; case 15: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Try rats in the castle or if you're feeling brave, the", "goblins to the west of here have been causing a", "nuisance of themselves."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Try rats in the castle or if you're feeling brave, the", "goblins to the west of here have been causing a", "nuisance of themselves."); stage = 16; break; case 16: @@ -171,7 +171,7 @@ public final class MagicTutorDialogue extends DialoguePlugin { stage = 1; break; case 20: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I'd talk to the Duke of Lumbridge if I were you. I", "hear he has an interesting artifact that might just have", "something to do with Runecrafting. I expect there wil", "be a quest involved too!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I'd talk to the Duke of Lumbridge if I were you. I", "hear he has an interesting artifact that might just have", "something to do with Runecrafting. I expect there wil", "be a quest involved too!"); stage = 21; break; case 21: diff --git a/Server/src/plugin/dialogue/MakeOverMageDialogue.java b/Server/src/plugin/dialogue/MakeOverMageDialogue.java index 13d17ad5c..3bbac6035 100644 --- a/Server/src/plugin/dialogue/MakeOverMageDialogue.java +++ b/Server/src/plugin/dialogue/MakeOverMageDialogue.java @@ -34,11 +34,11 @@ public class MakeOverMageDialogue extends DialoguePlugin { npc = (NPC) args[0]; if (args.length == 2) { - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Hmm... you didn't feel any unexpected growths", "aywhere around your head just then did you?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Hmm... you didn't feel any unexpected growths", "aywhere around your head just then did you?"); stage = 600; return true; } - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Hello there! I am known as the make-over mage! I", "have spent many years researching magics that can", "change your physical appearance!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Hello there! I am known as the make-over mage! I", "have spent many years researching magics that can", "change your physical appearance!"); stage = 0; return true; } @@ -47,7 +47,7 @@ public class MakeOverMageDialogue extends DialoguePlugin { public boolean handle(int interfaceId, int buttonId) { switch (stage) { case 0: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I can alter your physical form for a small fee of", "only 3000 gold coins! Would you like me to perform my", "magics upon you?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I can alter your physical form for a small fee of", "only 3000 gold coins! Would you like me to perform my", "magics upon you?"); stage = 1; break; case 1: @@ -61,34 +61,34 @@ public class MakeOverMageDialogue extends DialoguePlugin { case 2: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Tell me more about this 'make-over'."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Tell me more about this 'make-over'."); stage = 10; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Sure. Do it."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Sure. Do it."); stage = 20; break; case 3: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "No thanks. I'm happy as Saradomin made me."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "No thanks. I'm happy as Saradomin made me."); stage = 19; break; case 4: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Cool amulet! Can I have one?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Cool amulet! Can I have one?"); stage = 40; break; } break; case 20: if (player.getInventory().contains(995, 3000)) { - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "You of course agree that if by some accident you", "are turned into a frog you have no rights for", "compensation or refund."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "You of course agree that if by some accident you", "are turned into a frog you have no rights for", "compensation or refund."); stage = 25; } else { - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I don't have 3000 gold coins on me..."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I don't have 3000 gold coins on me..."); stage = 21; } break; case 21: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Well, go get it then. No freebies here!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Well, go get it then. No freebies here!"); stage = 22; break; case 22: @@ -106,31 +106,31 @@ public class MakeOverMageDialogue extends DialoguePlugin { } break; case 10: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Why, of course! Basically, and I will try and explain", "this so that you will understant it correctly,"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Why, of course! Basically, and I will try and explain", "this so that you will understant it correctly,"); stage = 11; break; case 11: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I use my secret magical technique to melt your body", "down into a puddle of its elememnts."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I use my secret magical technique to melt your body", "down into a puddle of its elememnts."); stage = 12; break; case 12: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "When I have broken down all trace of your body, I", "then rebuild it into the form I am thinking of."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "When I have broken down all trace of your body, I", "then rebuild it into the form I am thinking of."); stage = 13; break; case 13: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Or, you know, somewhere vaguely close enough", "anyway."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Or, you know, somewhere vaguely close enough", "anyway."); stage = 14; break; case 14: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Uh... that doesn't sound particularly safe to me..."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Uh... that doesn't sound particularly safe to me..."); stage = 15; break; case 15: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "It's as safe as houses! Why, I have only had thrity-six", "major accidents this month!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "It's as safe as houses! Why, I have only had thrity-six", "major accidents this month!"); stage = 16; break; case 16: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "So what do you say? Feel like a change?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "So what do you say? Feel like a change?"); stage = 17; break; case 17: @@ -140,24 +140,24 @@ public class MakeOverMageDialogue extends DialoguePlugin { case 18: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Sure. Do it."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Sure. Do it."); stage = 20; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "No thanks. I'm happy as Saradomin made me."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "No thanks. I'm happy as Saradomin made me."); stage = 19; break; } break; case 19: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Ehhh... suit yourself."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Ehhh... suit yourself."); stage = 900; break; case 900: end(); break; case 40: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "No problem, but please remember that the amulet I will", "sell you is only a copy of my own. It contains no", "magical powers; and as such will only cost you 100", "coins."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "No problem, but please remember that the amulet I will", "sell you is only a copy of my own. It contains no", "magical powers; and as such will only cost you 100", "coins."); stage = 41; break; case 41: @@ -167,33 +167,33 @@ public class MakeOverMageDialogue extends DialoguePlugin { case 42: 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 = 100; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "No way! That's too expensive."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "No way! That's too expensive."); stage = 400; break; } break; case 400: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "That's fair enough, my jewellery is not to everyone's", "taste."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "That's fair enough, my jewellery is not to everyone's", "taste."); stage = 401; break; case 401: end(); break; case 600: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Uh... No...?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Uh... No...?"); stage = 601; break; case 601: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Good, good, I was worried for a second there!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Good, good, I was worried for a second there!"); stage = 602; break; case 602: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Uh... Thanks, I guess."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Uh... Thanks, I guess."); stage = 603; break; case 603: diff --git a/Server/src/plugin/dialogue/MalakDialogue.java b/Server/src/plugin/dialogue/MalakDialogue.java index fe495bcdc..f66567111 100644 --- a/Server/src/plugin/dialogue/MalakDialogue.java +++ b/Server/src/plugin/dialogue/MalakDialogue.java @@ -39,7 +39,7 @@ public class MalakDialogue extends DialoguePlugin { @Override public boolean open(Object... args) { npc = (NPC) args[0]; - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Away from me, dog.", "I have business to discuss with the barkeeper."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Away from me, dog.", "I have business to discuss with the barkeeper."); stage = 0; return true; } diff --git a/Server/src/plugin/dialogue/MamaDialogue.java b/Server/src/plugin/dialogue/MamaDialogue.java index c01899ef6..6b8f8f27d 100644 --- a/Server/src/plugin/dialogue/MamaDialogue.java +++ b/Server/src/plugin/dialogue/MamaDialogue.java @@ -39,7 +39,7 @@ public final class MamaDialogue extends DialoguePlugin { @Override public boolean open(Object... args) { npc = (NPC) args[0]; - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Ar, darlin'! How might ya' Mama help ye?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Ar, darlin'! How might ya' Mama help ye?"); stage = 0; return true; } diff --git a/Server/src/plugin/dialogue/ManDialoguePlugin.java b/Server/src/plugin/dialogue/ManDialoguePlugin.java index 465b9076c..bcbe262e6 100644 --- a/Server/src/plugin/dialogue/ManDialoguePlugin.java +++ b/Server/src/plugin/dialogue/ManDialoguePlugin.java @@ -36,41 +36,41 @@ public class ManDialoguePlugin extends DialoguePlugin { public boolean handle(int interfaceId, int buttonId) { switch (stage) { case 0: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I'm very well thank you."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I'm very well thank you."); stage = 6969; break; case 6969: end(); break; case 2: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Who are you?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Who are you?"); stage = 20; break; case 3: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I'm fine, how are you?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I'm fine, how are you?"); stage = 30; break; case 4: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "No, I don't want to buy anything!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "No, I don't want to buy anything!"); stage = 40; break; case 5: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I think we need a new king. The one we've got isn't", "very good."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I think we need a new king. The one we've got isn't", "very good."); stage = 22; break; case 20: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I'm a bold adventurer."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I'm a bold adventurer."); stage = 21; break; case 21: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Ah, a very noble profession."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Ah, a very noble profession."); stage = 22; break; case 22: end(); break; case 30: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Very well thank you."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Very well thank you."); stage = 31; break; case 31: @@ -96,7 +96,7 @@ public class ManDialoguePlugin extends DialoguePlugin { npc = (NPC) args[0]; if (npc == null) return false; - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Hello, how's it going?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Hello, how's it going?"); stage = RandomFunction.random(0, 5); if (stage == 1) { stage = 0; diff --git a/Server/src/plugin/dialogue/MartinTheMasterGardener.java b/Server/src/plugin/dialogue/MartinTheMasterGardener.java index e880d3c91..7a7cf731a 100644 --- a/Server/src/plugin/dialogue/MartinTheMasterGardener.java +++ b/Server/src/plugin/dialogue/MartinTheMasterGardener.java @@ -39,11 +39,11 @@ public final class MartinTheMasterGardener extends DialoguePlugin { case 0: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "What is that cape that you're wearing?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "What is that cape that you're wearing?"); stage = 10; break; case 2: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I can't chat now, I have too many things to worry", "about."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I can't chat now, I have too many things to worry", "about."); stage = 20; break; } @@ -52,7 +52,7 @@ public final class MartinTheMasterGardener extends DialoguePlugin { end(); break; case 10: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "This is a Skillcape of Farming, isn't it incredbile? It's a", "symbol of my ability as the finest farmer in the land!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "This is a Skillcape of Farming, isn't it incredbile? It's a", "symbol of my ability as the finest farmer in the land!"); stage = 11; break; case 11: diff --git a/Server/src/plugin/dialogue/MartinThwaitDialogue.java b/Server/src/plugin/dialogue/MartinThwaitDialogue.java index 15bf3e391..c40fee276 100644 --- a/Server/src/plugin/dialogue/MartinThwaitDialogue.java +++ b/Server/src/plugin/dialogue/MartinThwaitDialogue.java @@ -56,7 +56,7 @@ public final class MartinThwaitDialogue extends DialoguePlugin { @Override public boolean open(Object... args) { npc = (NPC) args[0]; - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "You know it's sometimes funny how things work out, I", "lose some gold but find an item, or I lose an item and", "find some gold... no-one ever knows what's gone where", "ya know."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "You know it's sometimes funny how things work out, I", "lose some gold but find an item, or I lose an item and", "find some gold... no-one ever knows what's gone where", "ya know."); stage = 0; return true; } @@ -76,11 +76,11 @@ public final class MartinThwaitDialogue extends DialoguePlugin { case 1: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Yeah I know what you mean, found anything recently?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Yeah I know what you mean, found anything recently?"); stage = 10; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Okay... I'll be going now."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Okay... I'll be going now."); stage = 20; break; case 3: @@ -98,10 +98,10 @@ public final class MartinThwaitDialogue extends DialoguePlugin { npc.openShop(player); } else { if (player.getSkills().getLevel(Skills.THIEVING) < 50) { - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Sorry, mate. Train up your Thieving skill to at least", "50 and I might be able to help you out."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Sorry, mate. Train up your Thieving skill to at least", "50 and I might be able to help you out."); } if (player.getSkills().getLevel(Skills.AGILITY) < 50) { - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Sorry, mate. Train up your Agility skill to at least", "50 and I might be able to help you out."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Sorry, mate. Train up your Agility skill to at least", "50 and I might be able to help you out."); } } stage = 11; @@ -113,7 +113,7 @@ public final class MartinThwaitDialogue extends DialoguePlugin { end(); break; case 30: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Sure, this is a Skillcape of Thieving. It shows my stature as", "a master thief! It has all sorts of uses , if you", "have a level of 99 Thieving I'll sell you one."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Sure, this is a Skillcape of Thieving. It shows my stature as", "a master thief! It has all sorts of uses , if you", "have a level of 99 Thieving I'll sell you one."); stage = 31; break; case 31: @@ -180,10 +180,10 @@ public final class MartinThwaitDialogue extends DialoguePlugin { npc.openShop(player); } else { if (player.getSkills().getLevel(Skills.THIEVING) < 50) { - player.getDialogueInterpreter().sendDialogues(2270, FacialExpression.NO_EXPRESSION, "Sorry, mate. Train up your Thieving skill to at least", "50 and I might be able to help you out."); + player.getDialogueInterpreter().sendDialogues(2270, FacialExpression.HALF_GUILTY, "Sorry, mate. Train up your Thieving skill to at least", "50 and I might be able to help you out."); } if (player.getSkills().getLevel(Skills.AGILITY) < 50) { - player.getDialogueInterpreter().sendDialogues(2270, FacialExpression.NO_EXPRESSION, "Sorry, mate. Train up your Agility skill to at least", "50 and I might be able to help you out."); + player.getDialogueInterpreter().sendDialogues(2270, FacialExpression.HALF_GUILTY, "Sorry, mate. Train up your Agility skill to at least", "50 and I might be able to help you out."); } } return true; diff --git a/Server/src/plugin/dialogue/MathiasFlaconryDialogue.java b/Server/src/plugin/dialogue/MathiasFlaconryDialogue.java index 4fa60c327..782882376 100644 --- a/Server/src/plugin/dialogue/MathiasFlaconryDialogue.java +++ b/Server/src/plugin/dialogue/MathiasFlaconryDialogue.java @@ -38,11 +38,11 @@ public class MathiasFlaconryDialogue extends DialoguePlugin { case 91: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Ok, that seems reasonable."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Ok, that seems reasonable."); stage = 95; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I'm not interested then, thanks."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I'm not interested then, thanks."); stage = 323; break; @@ -53,12 +53,12 @@ public class MathiasFlaconryDialogue extends DialoguePlugin { break; case 95: if (player.getBank().containsItem(FALCON) || player.getEquipment().containsItem(FALCON) || player.getInventory().containsItem(FALCON)) { - interpreter.sendDialogues(5093, FacialExpression.NO_EXPRESSION, "You already have a falcon!"); + interpreter.sendDialogues(5093, FacialExpression.HALF_GUILTY, "You already have a falcon!"); stage = 99; return true; } if (player.getEquipment().get(EquipmentContainer.SLOT_HANDS) != null || player.getEquipment().get(EquipmentContainer.SLOT_SHIELD) != null || player.getEquipment().get(EquipmentContainer.SLOT_WEAPON) != null) { - interpreter.sendDialogues(5093, FacialExpression.NO_EXPRESSION, "Sorry, free your hands, weapon, and shield slot first."); + interpreter.sendDialogues(5093, FacialExpression.HALF_GUILTY, "Sorry, free your hands, weapon, and shield slot first."); stage = 99; break; } @@ -73,18 +73,18 @@ public class MathiasFlaconryDialogue extends DialoguePlugin { } break; case 97: - interpreter.sendDialogues(5093, FacialExpression.NO_EXPRESSION, "Don't worry: I'll keep and eye on you to make sure", "you don't upset it roo much."); + interpreter.sendDialogues(5093, FacialExpression.HALF_GUILTY, "Don't worry: I'll keep and eye on you to make sure", "you don't upset it roo much."); stage = 99; break; case 99: end(); break; case 500: - interpreter.sendDialogues(5093, FacialExpression.NO_EXPRESSION, "Greetings. Can I help you at all?"); + interpreter.sendDialogues(5093, FacialExpression.HALF_GUILTY, "Greetings. Can I help you at all?"); stage = 501; break; case 501: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Could I have a go with your bird?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Could I have a go with your bird?"); stage = 502; break; case 502: @@ -93,11 +93,11 @@ public class MathiasFlaconryDialogue extends DialoguePlugin { stage = 967; return true; } - interpreter.sendDialogues(5093, FacialExpression.NO_EXPRESSION, "Training falcons is a lot of work and I", "doubt you're up to the task. However, I suppose", "I could let you try hunting with one."); + interpreter.sendDialogues(5093, FacialExpression.HALF_GUILTY, "Training falcons is a lot of work and I", "doubt you're up to the task. However, I suppose", "I could let you try hunting with one."); stage = 503; break; case 503: - interpreter.sendDialogues(5093, FacialExpression.NO_EXPRESSION, "I have some tamer birds that I occasionally lend to rich", "noblemen who consider it a sufficiently refined sport for", "their tastes. and you look like the kind who might", "appreciate a good hunt."); + interpreter.sendDialogues(5093, FacialExpression.HALF_GUILTY, "I have some tamer birds that I occasionally lend to rich", "noblemen who consider it a sufficiently refined sport for", "their tastes. and you look like the kind who might", "appreciate a good hunt."); stage = 90; break; case 900: @@ -148,11 +148,11 @@ public class MathiasFlaconryDialogue extends DialoguePlugin { if (args.length == 2) quick = true; if (quick) { - interpreter.sendDialogues(5093, FacialExpression.NO_EXPRESSION, "If you wish to try falconry, I request a small fee. How", "does 500 gold coins sound?"); + interpreter.sendDialogues(5093, FacialExpression.HALF_GUILTY, "If you wish to try falconry, I request a small fee. How", "does 500 gold coins sound?"); stage = 90; return true; } - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Hello there."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Hello there."); stage = 500; return true; } diff --git a/Server/src/plugin/dialogue/MazionDialogue.java b/Server/src/plugin/dialogue/MazionDialogue.java index 77ddf86cc..ff184e715 100644 --- a/Server/src/plugin/dialogue/MazionDialogue.java +++ b/Server/src/plugin/dialogue/MazionDialogue.java @@ -39,7 +39,7 @@ public final class MazionDialogue extends DialoguePlugin { @Override public boolean open(Object... args) { npc = (NPC) args[0]; - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Please leave me along, a parrot stole my banana."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Please leave me along, a parrot stole my banana."); stage = 0; return true; } diff --git a/Server/src/plugin/dialogue/MiningGuildDwarf.java b/Server/src/plugin/dialogue/MiningGuildDwarf.java index e592b2ed4..ccc0d49c6 100644 --- a/Server/src/plugin/dialogue/MiningGuildDwarf.java +++ b/Server/src/plugin/dialogue/MiningGuildDwarf.java @@ -47,7 +47,7 @@ public final class MiningGuildDwarf extends DialoguePlugin { return true; } } - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Welcome to the Mining Guild.", "Can I help you with anything?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Welcome to the Mining Guild.", "Can I help you with anything?"); stage = 0; return true; } @@ -65,34 +65,34 @@ public final class MiningGuildDwarf extends DialoguePlugin { case 1: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "What have you got in the Guild?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "What have you got in the Guild?"); stage = 10; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "What do you dwarves do with the ore you mine?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "What do you dwarves do with the ore you mine?"); stage = 20; break; case 3: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "No thanks, I'm fine."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "No thanks, I'm fine."); stage = 30; break; } break; case 10: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Ooh, it's WONDEFRFUL! There are lots of coal rocks,", "and even a few mithril rocks in the guild,", "all exclusively for people with at least level 60 mining", "There's no better mining site anywhere near here."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Ooh, it's WONDEFRFUL! There are lots of coal rocks,", "and even a few mithril rocks in the guild,", "all exclusively for people with at least level 60 mining", "There's no better mining site anywhere near here."); stage = 11; break; case 11: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "So you won't let me go in there?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "So you won't let me go in there?"); stage = 12; break; case 12: if (player.getSkills().getStaticLevel(Skills.MINING) < 60) { - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Sorry, but the rules are rules. Do some more training", "first."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Sorry, but the rules are rules. Do some more training", "first."); stage = 13; } else { - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Yes, you can enter if you wish."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Yes, you can enter if you wish."); stage = 14; } break; @@ -103,19 +103,19 @@ public final class MiningGuildDwarf extends DialoguePlugin { end(); break; case 20: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "What do you think? We smelt it into bars, smith the", "metal to make armour and weapons, then we exchange", "them for goods and services."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "What do you think? We smelt it into bars, smith the", "metal to make armour and weapons, then we exchange", "them for goods and services."); stage = 21; break; case 21: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I don't see many dwarves here."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I don't see many dwarves here."); stage = 22; break; case 22: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "No, this is only a mining outpost. We dwarves don't", "much like to settle in human cities. Most of the ore is", "carted off to Keldagrim, the great dwarven city-", "They've got a special blast furnace up there - it makes"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "No, this is only a mining outpost. We dwarves don't", "much like to settle in human cities. Most of the ore is", "carted off to Keldagrim, the great dwarven city-", "They've got a special blast furnace up there - it makes"); stage = 23; break; case 23: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "smelting the ore so much easier. There are plenty of", "dwarven traders working in Keldagrim."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "smelting the ore so much easier. There are plenty of", "dwarven traders working in Keldagrim."); stage = 24; break; case 24: diff --git a/Server/src/plugin/dialogue/MiningSkillCapeDwarfDialogue.java b/Server/src/plugin/dialogue/MiningSkillCapeDwarfDialogue.java index 20a5d7a2b..d02615fee 100644 --- a/Server/src/plugin/dialogue/MiningSkillCapeDwarfDialogue.java +++ b/Server/src/plugin/dialogue/MiningSkillCapeDwarfDialogue.java @@ -66,19 +66,19 @@ public final class MiningSkillCapeDwarfDialogue extends DialoguePlugin { case 1: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "What have you got in the guild?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "What have you got in the guild?"); stage = 10; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "What do you dwarves do with the ore you mine?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "What do you dwarves do with the ore you mine?"); stage = 20; break; case 3: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Can you tell me about your skillcape?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Can you tell me about your skillcape?"); stage = 40; break; case 4: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "No thanks, I'm fine."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "No thanks, I'm fine."); stage = 30; break; @@ -89,7 +89,7 @@ public final class MiningSkillCapeDwarfDialogue extends DialoguePlugin { stage = 21; break; case 21: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I don't see many dwarves", "selling armour or weapons here."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I don't see many dwarves", "selling armour or weapons here."); stage = 22; break; case 22: diff --git a/Server/src/plugin/dialogue/MiningtutorDialogue.java b/Server/src/plugin/dialogue/MiningtutorDialogue.java index 6c9c92bb8..64f93b12b 100644 --- a/Server/src/plugin/dialogue/MiningtutorDialogue.java +++ b/Server/src/plugin/dialogue/MiningtutorDialogue.java @@ -50,33 +50,33 @@ public final class MiningtutorDialogue extends DialoguePlugin { case 0: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Can you teach me the basics of mining please?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Can you teach me the basics of mining please?"); stage = 10; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Are there are mining related quests?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Are there are mining related quests?"); 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, "If you want to know what ore's in a rock before you", "mine it, right-click the rock and select prospect from the", "menu, it will take a little time, but you'll find out what's", "in the rock before you mine."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "If you want to know what ore's in a rock before you", "mine it, right-click the rock and select prospect from the", "menu, it will take a little time, but you'll find out what's", "in the rock before you mine."); stage = 11; break; case 11: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "You can also tell the ore you'll get from the colour of", "the rock."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "You can also tell the ore you'll get from the colour of", "the rock."); stage = 12; break; case 12: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "To mine, simply click on the rock to mine it, but make", "sue you have your pick with you."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "To mine, simply click on the rock to mine it, but make", "sue you have your pick with you."); stage = 13; break; case 13: - 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 the castle in Lumbridge."); + 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 the castle in Lumbridge."); stage = 14; break; case 14: @@ -84,7 +84,7 @@ public final class MiningtutorDialogue extends DialoguePlugin { stage = 0; break; case 20: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Oh yes, if you haven't already, speak to Doric who can", "be found around the anvils north of Falador. I'm sure", "he can help you out."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Oh yes, if you haven't already, speak to Doric who can", "be found around the anvils north of Falador. I'm sure", "he can help you out."); stage = 21; break; case 21: diff --git a/Server/src/plugin/dialogue/MissSchismDialogue.java b/Server/src/plugin/dialogue/MissSchismDialogue.java index c9009c855..e0e22ac23 100644 --- a/Server/src/plugin/dialogue/MissSchismDialogue.java +++ b/Server/src/plugin/dialogue/MissSchismDialogue.java @@ -39,7 +39,7 @@ public final class MissSchismDialogue extends DialoguePlugin { @Override public boolean open(Object... args) { npc = (NPC) args[0]; - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Oooh, my dear, have you heard the news?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Oooh, my dear, have you heard the news?"); stage = 0; return true; } @@ -54,22 +54,22 @@ public final class MissSchismDialogue extends DialoguePlugin { case 1: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Ok, tell me about the news."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Ok, tell me about the news."); stage = 10; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Who are you?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Who are you?"); stage = 20; break; case 3: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I'm not talking to you, you horrible woman."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I'm not talking to you, you horrible woman."); stage = 30; break; } break; case 10: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Well, there's just to much to tell at once! What would", "you like to hear first: the vampire or the bank?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Well, there's just to much to tell at once! What would", "you like to hear first: the vampire or the bank?"); stage = 11; break; case 11: @@ -79,11 +79,11 @@ public final class MissSchismDialogue extends DialoguePlugin { case 12: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Tell me about the vampire."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Tell me about the vampire."); stage = 110; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "What about the bank?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "What about the bank?"); stage = 210; break; } @@ -91,7 +91,7 @@ public final class MissSchismDialogue extends DialoguePlugin { break; case 110: if (player.getQuestRepository().isComplete("Vampire Slayer")) { - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Well, there's nothing to tell NOW. You killed it."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Well, there's nothing to tell NOW. You killed it."); stage = 111; } else { npc("There is an evil Vampire terrorizing the city!"); @@ -99,15 +99,15 @@ public final class MissSchismDialogue extends DialoguePlugin { } break; case 111: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "You could sound a little grateful."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "You could sound a little grateful."); stage = 112; break; case 112: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I'm sure I could, but I don't see why. The vampie wasn't", "bothering me."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I'm sure I could, but I don't see why. The vampie wasn't", "bothering me."); stage = 113; break; case 113: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "..."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "..."); stage = 114; break; case 114: @@ -121,53 +121,53 @@ public final class MissSchismDialogue extends DialoguePlugin { end(); break; case 210: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "It's terrible, absolutely terrible! Those poor people!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "It's terrible, absolutely terrible! Those poor people!"); stage = 211; break; case 211: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Ok, yeah."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Ok, yeah."); stage = 212; break; case 212: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "And who'd have ever thought such a sweet old genleman", "would do such a thing?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "And who'd have ever thought such a sweet old genleman", "would do such a thing?"); stage = 213; break; case 213: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Are we talking about the bank robbery?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Are we talking about the bank robbery?"); stage = 214; break; case 214: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Oh yes, my dear. It was terrible! TERRIBLE!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Oh yes, my dear. It was terrible! TERRIBLE!"); stage = 215; break; case 215: end(); break; case 20: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I, my dear, am a concerned citizen of Draynor Village.", "Ever since the Council allowed those farmers to set up", "their stalls here, we've had a constant flow of thieves and", "murderers through our fair village, and I decided that"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I, my dear, am a concerned citizen of Draynor Village.", "Ever since the Council allowed those farmers to set up", "their stalls here, we've had a constant flow of thieves and", "murderers through our fair village, and I decided that"); stage = 21; break; case 21: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "someone HAD to stand up and", "keep an eye on the situation."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "someone HAD to stand up and", "keep an eye on the situation."); stage = 22; break; case 22: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I also do voluntary work for the Draynor Manor", "Restoration Fund. We're campagning to have", "Draynor manor turned into a museum before the wet-rot", "destroys it completely."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I also do voluntary work for the Draynor Manor", "Restoration Fund. We're campagning to have", "Draynor manor turned into a museum before the wet-rot", "destroys it completely."); stage = 23; break; case 23: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Well, now that I've cleared the vampire out of the manor,", "I guess you won't have to mutch trouble turning it into a", "museum."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Well, now that I've cleared the vampire out of the manor,", "I guess you won't have to mutch trouble turning it into a", "museum."); stage = 24; break; case 24: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "That's all very well dear, but no vampire was ever going to", "stop me making it a museum."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "That's all very well dear, but no vampire was ever going to", "stop me making it a museum."); stage = 25; break; case 25: end(); break; case 30: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Oooh."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Oooh."); stage = 31; break; case 31: diff --git a/Server/src/plugin/dialogue/MonkOfEntranaDialogue.java b/Server/src/plugin/dialogue/MonkOfEntranaDialogue.java index 1aa0a83ab..b7130825a 100644 --- a/Server/src/plugin/dialogue/MonkOfEntranaDialogue.java +++ b/Server/src/plugin/dialogue/MonkOfEntranaDialogue.java @@ -46,7 +46,7 @@ public final class MonkOfEntranaDialogue extends DialoguePlugin { stage = 500; return true; } - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Do you seek passage to holy Entrana? If so, you must", "leave your weaponry and armour behind. This is", "Saradomin's will."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Do you seek passage to holy Entrana? If so, you must", "leave your weaponry and armour behind. This is", "Saradomin's will."); stage = 0; return true; } diff --git a/Server/src/plugin/dialogue/MorganDialogue.java b/Server/src/plugin/dialogue/MorganDialogue.java index c2ba10d2a..eff65f53c 100644 --- a/Server/src/plugin/dialogue/MorganDialogue.java +++ b/Server/src/plugin/dialogue/MorganDialogue.java @@ -43,18 +43,18 @@ public final class MorganDialogue extends DialoguePlugin { npc = (NPC) args[0]; quest = player.getQuestRepository().getQuest("Vampire Slayer"); if (quest.getStage(player) == 0) { - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Please please help us, bold adventurer!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Please please help us, bold adventurer!"); stage = 0; } switch (quest.getStage(player)) { case 10: case 20: case 30: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "How are you doing with the quest?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "How are you doing with the quest?"); stage = 10; break; case 100: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I have slain the foul creature!"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I have slain the foul creature!"); stage = 101; break; } @@ -65,11 +65,11 @@ public final class MorganDialogue extends DialoguePlugin { public boolean handle(int interfaceId, int buttonId) { switch (stage) { case 0: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "What's the problem?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "What's the problem?"); stage = 1; break; case 1: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Our little village has been dreadfully ravaged by an evil", "vampire! He lives in the basement of the manor to the", "north, we need someone to get rid of him once and for", "all!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Our little village has been dreadfully ravaged by an evil", "vampire! He lives in the basement of the manor to the", "north, we need someone to get rid of him once and for", "all!"); stage = 2; break; case 2: @@ -79,29 +79,29 @@ public final class MorganDialogue extends DialoguePlugin { case 7: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "No, vampires are scary!"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "No, vampires are scary!"); stage = 8; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Ok, I'm up for an adventure."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Ok, I'm up for an adventure."); stage = 3; break; case 3: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Have you got any tips on killing the vampire?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Have you got any tips on killing the vampire?"); stage = 3; break; } break; case 3: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I think first you should seek help. I have a friend who", "is a retired vampire hunter, his name is Dr. Harlow. He", "may be able to give you some tips. He can normally be", "found in the Blue Moon Inn in Varrock, he's a bit of"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I think first you should seek help. I have a friend who", "is a retired vampire hunter, his name is Dr. Harlow. He", "may be able to give you some tips. He can normally be", "found in the Blue Moon Inn in Varrock, he's a bit of"); stage = 4; break; case 4: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "an old soak these days. Mention his old friend Morgan,", "I'm sure he wouldn't want me killed by a vampire."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "an old soak these days. Mention his old friend Morgan,", "I'm sure he wouldn't want me killed by a vampire."); stage = 5; break; case 5: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I'll look him up then."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I'll look him up then."); stage = 6; break; case 6: @@ -113,18 +113,18 @@ public final class MorganDialogue extends DialoguePlugin { end(); break; case 10: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I'm still working on it."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I'm still working on it."); stage = 11; break; case 11: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Please hurry! Every day we live in fear that we", "the vampire's next victim!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Please hurry! Every day we live in fear that we", "the vampire's next victim!"); stage = 12; break; case 12: end(); break; case 101: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Thank you, thank you! You will always be a hero in", "our village!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Thank you, thank you! You will always be a hero in", "our village!"); stage = 102; break; case 102: diff --git a/Server/src/plugin/dialogue/MorrisDialogue.java b/Server/src/plugin/dialogue/MorrisDialogue.java index ed826b6b2..f9f6c0a1f 100644 --- a/Server/src/plugin/dialogue/MorrisDialogue.java +++ b/Server/src/plugin/dialogue/MorrisDialogue.java @@ -39,7 +39,7 @@ public final class MorrisDialogue extends DialoguePlugin { @Override public boolean open(Object... args) { npc = (NPC) args[0]; - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "What are you sitting around here for?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "What are you sitting around here for?"); stage = 0; return true; } @@ -48,7 +48,7 @@ public final class MorrisDialogue extends DialoguePlugin { public boolean handle(int interfaceId, int buttonId) { switch (stage) { case 0: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I'm making sure only those with a competition pass enter", "the fishing contest."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I'm making sure only those with a competition pass enter", "the fishing contest."); stage = 1; break; case 1: diff --git a/Server/src/plugin/dialogue/MubarizDialogue.java b/Server/src/plugin/dialogue/MubarizDialogue.java index a463e0e31..8e5f40a29 100644 --- a/Server/src/plugin/dialogue/MubarizDialogue.java +++ b/Server/src/plugin/dialogue/MubarizDialogue.java @@ -39,7 +39,7 @@ public final class MubarizDialogue 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; } @@ -48,15 +48,15 @@ public final class MubarizDialogue extends DialoguePlugin { public boolean handle(int interfaceId, int buttonId) { switch (stage) { case 0: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Welcome to the Duel Arena!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Welcome to the Duel Arena!"); stage = 1; break; case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Thanks! I need some information."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Thanks! I need some information."); stage = 2; break; case 2: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "What would you like to know?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "What would you like to know?"); stage = 3; break; case 3: @@ -66,91 +66,91 @@ public final class MubarizDialogue extends DialoguePlugin { case 4: 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, "How do I challenge someone to a duel?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "How do I challenge someone to a duel?"); stage = 20; break; case 3: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "What kind of options are there?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "What kind of options are there?"); stage = 30; break; case 4: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "This place looks really old, where did it come from?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "This place looks really old, where did it come from?"); stage = 40; break; } break; case 20: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "When you go to the arena you'll go up an access ramp", "to the walkways that overlook the duel arenas. From the", "walkways you can watch the duels and challenge other", "players."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "When you go to the arena you'll go up an access ramp", "to the walkways that overlook the duel arenas. From the", "walkways you can watch the duels and challenge other", "players."); stage = 21; break; case 21: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "You'll know you're in the right place as you'll have a", "Duel-with option when you right-click a player."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "You'll know you're in the right place as you'll have a", "Duel-with option when you right-click a player."); stage = 22; break; case 22: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I'm there!"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I'm there!"); stage = 23; break; case 23: end(); break; case 30: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "You and your opponent can offer items as a stake. If", "you win, you recieve what your opponent staked, but if", "you lose, your opponent will get whatever items you", "staked."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "You and your opponent can offer items as a stake. If", "you win, you recieve what your opponent staked, but if", "you lose, your opponent will get whatever items you", "staked."); stage = 31; break; case 31: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "You can choose to use rules to spice things up a bit.", "For instance if you both agree to use the 'No Magic'", "rule then neither player can use magic to attack the", "other player. The fight will be restricted to ranging and"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "You can choose to use rules to spice things up a bit.", "For instance if you both agree to use the 'No Magic'", "rule then neither player can use magic to attack the", "other player. The fight will be restricted to ranging and"); stage = 32; break; case 32: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "melee only."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "melee only."); stage = 33; break; case 33: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "The rules are fairly self-evident with lots of different", "combinations for you to try out!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "The rules are fairly self-evident with lots of different", "combinations for you to try out!"); stage = 34; break; case 34: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Cool! Thanks!"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Cool! Thanks!"); stage = 35; break; case 35: end(); break; case 40: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Now that the archaeologists have moved out, a group of", "warriors, headed by myself, have bought the land and", "converted it to a set of duel arenas. The best fighters", "from around the world come here to fight!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Now that the archaeologists have moved out, a group of", "warriors, headed by myself, have bought the land and", "converted it to a set of duel arenas. The best fighters", "from around the world come here to fight!"); stage = 41; break; case 41: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I challenge you!"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I challenge you!"); stage = 42; break; case 42: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Ho! Ho! Ho!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Ho! Ho! Ho!"); stage = 43; break; case 43: end(); break; case 10: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "The Duel Arena has six duel arenas where you can", "fight other players in a controlled enviornment. We", "have our own dedicated hospital where we guarantee to", "put you back together, even if you lose."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "The Duel Arena has six duel arenas where you can", "fight other players in a controlled enviornment. We", "have our own dedicated hospital where we guarantee to", "put you back together, even if you lose."); stage = 11; break; case 11: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Inbetween the arenas are walkways where you can", "watch the fights and challenge other players"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Inbetween the arenas are walkways where you can", "watch the fights and challenge other players"); stage = 13; break; case 13: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Sounds great. Thanks!"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Sounds great. Thanks!"); stage = 14; break; case 14: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "See you in the arenas!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "See you in the arenas!"); stage = 15; break; case 15: diff --git a/Server/src/plugin/dialogue/MurkyMattDialogue.java b/Server/src/plugin/dialogue/MurkyMattDialogue.java index d1628ca28..038093fff 100644 --- a/Server/src/plugin/dialogue/MurkyMattDialogue.java +++ b/Server/src/plugin/dialogue/MurkyMattDialogue.java @@ -41,7 +41,7 @@ public final class MurkyMattDialogue extends DialoguePlugin { @Override public boolean open(Object... args) { npc = (NPC) args[0]; - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "A pirate!"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "A pirate!"); stage = 0; return true; } @@ -50,15 +50,15 @@ public final class MurkyMattDialogue extends DialoguePlugin { public boolean handle(int interfaceId, int buttonId) { switch (stage) { case 0: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Arrrr, How'd ye be guessing that, me-lad?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Arrrr, How'd ye be guessing that, me-lad?"); stage = 1; break; case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "You're kidding, right?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "You're kidding, right?"); stage = 2; break; case 2: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Nay! Now, what is it that ye be wantin?", "I can tell ye all about the prices of runes, I can."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Nay! Now, what is it that ye be wantin?", "I can tell ye all about the prices of runes, I can."); stage = 3; break; case 3: @@ -68,53 +68,53 @@ public final class MurkyMattDialogue extends DialoguePlugin { case 4: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "What's a pirate doing here?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "What's a pirate doing here?"); stage = 10; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Tell me about the prices of runes."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Tell me about the prices of runes."); stage = 20; break; case 3: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I got to go, erm, swab some decks! Yarr!"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I got to go, erm, swab some decks! Yarr!"); stage = 30; break; } break; case 10: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "By my sea-blistered skin, I could ask the same of you!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "By my sea-blistered skin, I could ask the same of you!"); stage = 11; break; case 11: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "But... I'm not a pirate?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "But... I'm not a pirate?"); stage = 12; break; case 12: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "No? Then what's that smell? The smell o'", "someone spent too long at sea without a bath!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "No? Then what's that smell? The smell o'", "someone spent too long at sea without a bath!"); stage = 13; break; case 13: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I think that's probably you."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I think that's probably you."); stage = 14; break; case 14: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Har har har!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Har har har!"); stage = 15; break; case 15: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "We've got a stern landlubber 'ere'! Well, let", "me tell ye, I'm here for the Grand Exchange!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "We've got a stern landlubber 'ere'! Well, let", "me tell ye, I'm here for the Grand Exchange!"); stage = 16; break; case 16: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Don't you just want to sell it in a shop or trade", "it to someone specific?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Don't you just want to sell it in a shop or trade", "it to someone specific?"); stage = 17; break; case 17: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "By my wave-battered bones! Not when I can sell to", "the whole world from this very spot!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "By my wave-battered bones! Not when I can sell to", "the whole world from this very spot!"); stage = 18; break; case 18: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "You pirates are nothing but trouble!"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "You pirates are nothing but trouble!"); stage = 19; break; case 19: diff --git a/Server/src/plugin/dialogue/MuseumGuardDialogue.java b/Server/src/plugin/dialogue/MuseumGuardDialogue.java index 36ecdccce..80c25d2fe 100644 --- a/Server/src/plugin/dialogue/MuseumGuardDialogue.java +++ b/Server/src/plugin/dialogue/MuseumGuardDialogue.java @@ -45,7 +45,7 @@ public final class MuseumGuardDialogue extends DialoguePlugin { @Override public boolean open(Object... args) { - interpreter.sendDialogues(5941, FacialExpression.NO_EXPRESSION, "Welcome! Would you like to go into the Dig Site", "archaeology cleaning area?"); + interpreter.sendDialogues(5941, FacialExpression.HALF_GUILTY, "Welcome! Would you like to go into the Dig Site", "archaeology cleaning area?"); stage = 0; return true; } @@ -60,11 +60,11 @@ public final class MuseumGuardDialogue extends DialoguePlugin { case 1: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Yes, I'll go in!"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Yes, I'll go in!"); stage = 20; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "No thanks, I'll take a look around out there."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "No thanks, I'll take a look around out there."); stage = 3; break; } diff --git a/Server/src/plugin/dialogue/MuseumGuardVarrockDialogue.java b/Server/src/plugin/dialogue/MuseumGuardVarrockDialogue.java index 9913eeecc..865ad5d3d 100644 --- a/Server/src/plugin/dialogue/MuseumGuardVarrockDialogue.java +++ b/Server/src/plugin/dialogue/MuseumGuardVarrockDialogue.java @@ -31,19 +31,19 @@ public class MuseumGuardVarrockDialogue extends DialoguePlugin { switch (stage) { case 0: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Yes, how do I get in?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Yes, how do I get in?"); stage = 2; break; case 2: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Well, the main entrance is 'round the front. Just head", "west then north slightly, you can't miss it!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Well, the main entrance is 'round the front. Just head", "west then north slightly, you can't miss it!"); stage = 3; break; case 3: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "What about these doors?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "What about these doors?"); stage = 4; break; case 4: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "They're primarily for the workmen bringing finds from the", "Dig Site, but you can go through if you want."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "They're primarily for the workmen bringing finds from the", "Dig Site, but you can go through if you want."); stage = 5; break; case 5: @@ -62,7 +62,7 @@ public class MuseumGuardVarrockDialogue extends DialoguePlugin { @Override public boolean open(Object... args) { npc = (NPC) args[0]; - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Hello there. Come to see the new museum?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Hello there. Come to see the new museum?"); stage = 0; return true; } diff --git a/Server/src/plugin/dialogue/NarfsDialogue.java b/Server/src/plugin/dialogue/NarfsDialogue.java index 24f7bc794..bc88e3d60 100644 --- a/Server/src/plugin/dialogue/NarfsDialogue.java +++ b/Server/src/plugin/dialogue/NarfsDialogue.java @@ -30,15 +30,15 @@ public class NarfsDialogue extends DialoguePlugin { public boolean handle(int interfaceId, int buttonId) { switch (stage) { case 1: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "'Narf'? You think that's funny?", "At least I Don't call myself '" + player.getDetails().getUsername() + "' ", "Where did you get a name like that?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "'Narf'? You think that's funny?", "At least I Don't call myself '" + player.getDetails().getUsername() + "' ", "Where did you get a name like that?"); stage = 100; break; case 100: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "It seemed like a good idea at the time!"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "It seemed like a good idea at the time!"); stage = 101; break; case 101: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Bah!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Bah!"); stage = 102; break; case 102: @@ -58,7 +58,7 @@ public class NarfsDialogue extends DialoguePlugin { @Override public boolean open(Object... args) { npc = (NPC) args[0]; - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "That's a funny name you've got."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "That's a funny name you've got."); stage = 1; return true; } diff --git a/Server/src/plugin/dialogue/NikitiaDialogue.java b/Server/src/plugin/dialogue/NikitiaDialogue.java index e048efb67..183b83d0e 100644 --- a/Server/src/plugin/dialogue/NikitiaDialogue.java +++ b/Server/src/plugin/dialogue/NikitiaDialogue.java @@ -30,7 +30,7 @@ public class NikitiaDialogue extends DialoguePlugin { @Override public boolean open(Object... args) { npc = (NPC) args[0]; - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Don't talk to me again if you value your life!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Don't talk to me again if you value your life!"); stage = 0; return true; } diff --git a/Server/src/plugin/dialogue/NurmofDialogue.java b/Server/src/plugin/dialogue/NurmofDialogue.java index 133543383..4f2303e02 100644 --- a/Server/src/plugin/dialogue/NurmofDialogue.java +++ b/Server/src/plugin/dialogue/NurmofDialogue.java @@ -30,7 +30,7 @@ public class NurmofDialogue extends DialoguePlugin { @Override public boolean open(Object... args) { npc = (NPC) args[0]; - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Greetings and welcome to my pickaxe shop. Do you", "want to buy my premium quality pickaxes?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Greetings and welcome to my pickaxe shop. Do you", "want to buy my premium quality pickaxes?"); stage = 0; return true; } diff --git a/Server/src/plugin/dialogue/OcaDialogue.java b/Server/src/plugin/dialogue/OcaDialogue.java index 73352f6ac..30b13e242 100644 --- a/Server/src/plugin/dialogue/OcaDialogue.java +++ b/Server/src/plugin/dialogue/OcaDialogue.java @@ -30,7 +30,7 @@ public class OcaDialogue 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; } @@ -39,7 +39,7 @@ public class OcaDialogue 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: diff --git a/Server/src/plugin/dialogue/OliviaDialogue.java b/Server/src/plugin/dialogue/OliviaDialogue.java index 75e42fb6d..1b3110b0f 100644 --- a/Server/src/plugin/dialogue/OliviaDialogue.java +++ b/Server/src/plugin/dialogue/OliviaDialogue.java @@ -40,11 +40,11 @@ public class OliviaDialogue extends DialoguePlugin { npc.openShop(player); break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "No, thanks."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "No, thanks."); stage = 20; break; case 3: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Where do I get rarer seeds from?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Where do I get rarer seeds from?"); stage = 40; break; @@ -54,7 +54,7 @@ public class OliviaDialogue extends DialoguePlugin { end(); break; case 40: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "The Master Farmers usually carry a few rare seeds", "around with them, although I don't know if they'd want", "to part with them for any price to be honest."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "The Master Farmers usually carry a few rare seeds", "around with them, although I don't know if they'd want", "to part with them for any price to be honest."); stage = 41; break; case 41: @@ -73,7 +73,7 @@ public class OliviaDialogue extends DialoguePlugin { @Override public boolean open(Object... args) { npc = (NPC) args[0]; - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Would you like to trade in seeds?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Would you like to trade in seeds?"); stage = 0; return true; } diff --git a/Server/src/plugin/dialogue/OllieTheCamelDialogue.java b/Server/src/plugin/dialogue/OllieTheCamelDialogue.java index 1cd27e7ce..e2036dd55 100644 --- a/Server/src/plugin/dialogue/OllieTheCamelDialogue.java +++ b/Server/src/plugin/dialogue/OllieTheCamelDialogue.java @@ -46,7 +46,7 @@ public class OllieTheCamelDialogue extends DialoguePlugin { @Override public boolean open(Object... args) { npc = (NPC) args[0]; - 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; return true; } diff --git a/Server/src/plugin/dialogue/PartyPeteDialoguePlugin.java b/Server/src/plugin/dialogue/PartyPeteDialoguePlugin.java index 0d33409db..c6125f0d6 100644 --- a/Server/src/plugin/dialogue/PartyPeteDialoguePlugin.java +++ b/Server/src/plugin/dialogue/PartyPeteDialoguePlugin.java @@ -50,7 +50,7 @@ public class PartyPeteDialoguePlugin extends DialoguePlugin { switch (stage) { case 0: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Hi! I'm, Party Pete. Welcome to the Party Room!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Hi! I'm, Party Pete. Welcome to the Party Room!"); stage = 1; break; case 1: @@ -62,23 +62,23 @@ public class PartyPeteDialoguePlugin extends DialoguePlugin { case 234: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "So, what's this room for?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "So, what's this room for?"); stage = 50; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "What's the big lever over there for?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "What's the big lever over there for?"); stage = 55; break; case 3: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "What's the gold chest for?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "What's the gold chest for?"); stage = 61; break; case 4: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I wanna party!"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I wanna party!"); stage = 65; break; case 5: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Nothing."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Nothing."); stage = 100; break; } @@ -86,71 +86,71 @@ public class PartyPeteDialoguePlugin extends DialoguePlugin { } break; case 50: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "This room is for partying the night away!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "This room is for partying the night away!"); stage = 51; break; case 51: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "How do you have a party in " + GameWorld.getName() + "?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "How do you have a party in " + GameWorld.getName() + "?"); stage = 52; break; case 52: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Get a few mates round, get the beers in and have fun!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Get a few mates round, get the beers in and have fun!"); stage = 53; break; case 53: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Some players organise parties so kee an eye open!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Some players organise parties so kee an eye open!"); stage = 54; break; case 54: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Woop! Thanks Pete!"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Woop! Thanks Pete!"); stage = 100; break; case 55: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Simple. With the lever you can do some fun stuff."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Simple. With the lever you can do some fun stuff."); stage = 56; break; case 56: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "What kind of stuff?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "What kind of stuff?"); stage = 57; break; case 57: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "A balloon drop costs 1000 gold. For this, you get 200", "balloons dropped across the whole of the party room. You", "canthen have fun popping the balloons!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "A balloon drop costs 1000 gold. For this, you get 200", "balloons dropped across the whole of the party room. You", "canthen have fun popping the balloons!"); stage = 58; break; case 58: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Any items in the Party Drop Chest will be put into balloons", "as soon as you pull the lever."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Any items in the Party Drop Chest will be put into balloons", "as soon as you pull the lever."); stage = 59; break; case 59: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "When the balloons are released, you can burst them to", "get at the items!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "When the balloons are released, you can burst them to", "get at the items!"); stage = 60; break; case 60: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "For 500 gold, you can summon the Party Room Knights,", "who will dance for your delight. Their singing isn't a", "delight, though."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "For 500 gold, you can summon the Party Room Knights,", "who will dance for your delight. Their singing isn't a", "delight, though."); stage = 100; break; case 61: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Any items in the chest will be dropped inside the ballons", "when you pull the lever."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Any items in the chest will be dropped inside the ballons", "when you pull the lever."); stage = 62; break; case 62: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Cool! Sounds like a fun way to do a drop party."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Cool! Sounds like a fun way to do a drop party."); stage = 63; break; case 63: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Exactly!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Exactly!"); stage = 64; break; case 64: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "A word of warning, though. Any items that you put into", "the chest can't be taken out again, and it costs 1000 gold", "pieces for each drop party."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "A word of warning, though. Any items that you put into", "the chest can't be taken out again, and it costs 1000 gold", "pieces for each drop party."); stage = 100; break; case 65: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I've won the Dance Trophy at the Kandarin Ball three", "years in a trot!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I've won the Dance Trophy at the Kandarin Ball three", "years in a trot!"); stage = 66; break; case 66: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Show me your moves Pete!"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Show me your moves Pete!"); stage = 67; break; case 67: @@ -172,7 +172,7 @@ public class PartyPeteDialoguePlugin 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!"); return true; } diff --git a/Server/src/plugin/dialogue/PatchyDialogue.java b/Server/src/plugin/dialogue/PatchyDialogue.java index 6ba2b9627..76ed4e5a2 100644 --- a/Server/src/plugin/dialogue/PatchyDialogue.java +++ b/Server/src/plugin/dialogue/PatchyDialogue.java @@ -39,7 +39,7 @@ public final class PatchyDialogue extends DialoguePlugin { @Override public boolean open(Object... args) { npc = (NPC) args[0]; - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Aye, can I help ye at all?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Aye, can I help ye at all?"); stage = 0; return true; } diff --git a/Server/src/plugin/dialogue/PeksaDialogue.java b/Server/src/plugin/dialogue/PeksaDialogue.java index 019357b46..feece612a 100644 --- a/Server/src/plugin/dialogue/PeksaDialogue.java +++ b/Server/src/plugin/dialogue/PeksaDialogue.java @@ -39,7 +39,7 @@ public final class PeksaDialogue extends DialoguePlugin { @Override public boolean open(Object... args) { npc = (NPC) args[0]; - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Are you interested in buying or selling a helmet?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Are you interested in buying or selling a helmet?"); stage = 0; return true; } @@ -58,13 +58,13 @@ public final class PeksaDialogue extends DialoguePlugin { npc.openShop(player); break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "No, I'll pass on that."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "No, I'll pass on that."); stage = 20; break; } break; case 20: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Well, come back if you change your mind."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Well, come back if you change your mind."); stage = 21; break; case 21: diff --git a/Server/src/plugin/dialogue/PendaDialogue.java b/Server/src/plugin/dialogue/PendaDialogue.java index 556f51f27..4675d030a 100644 --- a/Server/src/plugin/dialogue/PendaDialogue.java +++ b/Server/src/plugin/dialogue/PendaDialogue.java @@ -30,7 +30,7 @@ public class PendaDialogue 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; } @@ -39,7 +39,7 @@ public class PendaDialogue extends DialoguePlugin { public boolean handle(int interfaceId, int buttonId) { switch (stage) { case 0: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "The trolls are coming!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "The trolls are coming!"); stage = 2; break; case 2: diff --git a/Server/src/plugin/dialogue/PetshopOwnerTaverly.java b/Server/src/plugin/dialogue/PetshopOwnerTaverly.java index 7dc3972b6..e8a84c41b 100644 --- a/Server/src/plugin/dialogue/PetshopOwnerTaverly.java +++ b/Server/src/plugin/dialogue/PetshopOwnerTaverly.java @@ -78,15 +78,15 @@ public final class PetshopOwnerTaverly extends DialoguePlugin { case 1: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Can I see your shop please?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Can I see your shop please?"); stage = 100; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "How much is that puppy in the window?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "How much is that puppy in the window?"); stage = 200; break; case 3: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "So, what sorts of pets are available?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "So, what sorts of pets are available?"); stage = 300; break; } @@ -96,7 +96,7 @@ public final class PetshopOwnerTaverly extends DialoguePlugin { npc.openShop(player); break; case 200: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "The one with the waggly tail?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "The one with the waggly tail?"); stage = 201; break; case 201: @@ -106,31 +106,31 @@ public final class PetshopOwnerTaverly extends DialoguePlugin { case 202: break; case 300: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Well, here we sell dogs, but we also have supplies for any", "other creatures you might want to raise."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Well, here we sell dogs, but we also have supplies for any", "other creatures you might want to raise."); stage = 301; break; case 301: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Such as?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Such as?"); stage = 302; break; case 302: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Well, we sell nuts. Those can be used to feed squirrels. If", "you want to capture a squirrel, you'll need to use the nuts", "on the trap you set, as the little scamps won't be fooled", "by anything else."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Well, we sell nuts. Those can be used to feed squirrels. If", "you want to capture a squirrel, you'll need to use the nuts", "on the trap you set, as the little scamps won't be fooled", "by anything else."); stage = 303; break; case 303: - 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 = 304; break; case 304: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "There are also a number of fabulous and exotic lizards in", "Karmja. Some can be caught easily in a box trap, while", "other will need to be raised from an egg."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "There are also a number of fabulous and exotic lizards in", "Karmja. Some can be caught easily in a box trap, while", "other will need to be raised from an egg."); stage = 305; break; case 305: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Thank's alot! You've been very helpfull."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Thank's alot! You've been very helpfull."); stage = 306; break; case 306: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "It's always a pleasure to help a fellow animal-lover. Come", "back and visit soon."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "It's always a pleasure to help a fellow animal-lover. Come", "back and visit soon."); stage = 307; break; case 307: diff --git a/Server/src/plugin/dialogue/PhantuwtiFantstuwiFarSight.java b/Server/src/plugin/dialogue/PhantuwtiFantstuwiFarSight.java index 8ef0f7f41..fd4cb0da1 100644 --- a/Server/src/plugin/dialogue/PhantuwtiFantstuwiFarSight.java +++ b/Server/src/plugin/dialogue/PhantuwtiFantstuwiFarSight.java @@ -55,26 +55,26 @@ public final class PhantuwtiFantstuwiFarSight extends DialoguePlugin { case 0: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Hello, what is this place?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Hello, what is this place?"); stage = 10; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "What do you do here?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "What do you do here?"); stage = 20; break; case 3: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Do you have any quests?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Do you have any quests?"); stage = 30; break; case 4: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Ok, thanks."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Ok, thanks."); stage = 40; break; } break; case 10: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "This is Seers Village! We're an organisation of mystically", "gifted people with the power of foresight...we see things", "that have yet to come to pass."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "This is Seers Village! We're an organisation of mystically", "gifted people with the power of foresight...we see things", "that have yet to come to pass."); stage = 11; break; case 11: @@ -82,11 +82,11 @@ public final class PhantuwtiFantstuwiFarSight extends DialoguePlugin { stage = 0; break; case 20: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "A lot of our time is spent adressing everyday sorts of", "things, plus we meditate a lot and ehhance our", "powers of mystical foresight."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "A lot of our time is spent adressing everyday sorts of", "things, plus we meditate a lot and ehhance our", "powers of mystical foresight."); stage = 31; break; case 30: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Unfortunately no, sorry, but if adventure is what you", "seek, try checking through your quest list!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Unfortunately no, sorry, but if adventure is what you", "seek, try checking through your quest list!"); stage = 31; break; case 31: diff --git a/Server/src/plugin/dialogue/PhillipaDialogue.java b/Server/src/plugin/dialogue/PhillipaDialogue.java index 912284d23..8cb79113d 100644 --- a/Server/src/plugin/dialogue/PhillipaDialogue.java +++ b/Server/src/plugin/dialogue/PhillipaDialogue.java @@ -39,7 +39,7 @@ public final class PhillipaDialogue extends DialoguePlugin { @Override public boolean open(Object... args) { npc = (NPC) args[0]; - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Hello, who are you?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Hello, who are you?"); stage = 0; return true; } @@ -48,23 +48,23 @@ public final class PhillipaDialogue extends DialoguePlugin { public boolean handle(int interfaceId, int buttonId) { switch (stage) { case 0: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Hi, I'm Phillipa! Juliet's cousin? I like to keep an eye on", "her, make sure that dashing young Romeo doesn't just", "steal away from here under our plain old noses!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Hi, I'm Phillipa! Juliet's cousin? I like to keep an eye on", "her, make sure that dashing young Romeo doesn't just", "steal away from here under our plain old noses!"); stage = 1; break; case 1: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "He'd do it to you know... he's ever so dashing, and", "cavalier, in a wet blanket sort of way."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "He'd do it to you know... he's ever so dashing, and", "cavalier, in a wet blanket sort of way."); stage = 2; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Romeo? Where would I find him then?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Romeo? Where would I find him then?"); stage = 3; break; case 3: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Well, that's a good question! Who knows where his", "head's at most of the time... in the clouds most likely!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Well, that's a good question! Who knows where his", "head's at most of the time... in the clouds most likely!"); stage = 4; break; case 4: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "But he's probably chasing the ladies who frequent", "Varrockk market. He does like a bit of kiss chase so I've", "heard!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "But he's probably chasing the ladies who frequent", "Varrockk market. He does like a bit of kiss chase so I've", "heard!"); stage = 5; break; case 5: diff --git a/Server/src/plugin/dialogue/PhilopDialogue.java b/Server/src/plugin/dialogue/PhilopDialogue.java index e579a6164..8cd1b17a2 100644 --- a/Server/src/plugin/dialogue/PhilopDialogue.java +++ b/Server/src/plugin/dialogue/PhilopDialogue.java @@ -31,23 +31,23 @@ public class PhilopDialogue extends DialoguePlugin { switch (stage) { case 0: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Gwwrr!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Gwwrr!"); stage = 1; break; case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Err, hello there. What's that you have there?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Err, hello there. What's that you have there?"); stage = 2; break; case 2: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Gwwwrrr! Dwa-gon Gwwwwrrrr!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Gwwwrrr! Dwa-gon Gwwwwrrrr!"); stage = 3; break; case 3: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Enjoy playing with your dragon, then."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Enjoy playing with your dragon, then."); stage = 4; break; case 4: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Gwwwrrr!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Gwwwrrr!"); stage = 5; break; case 5: @@ -67,7 +67,7 @@ public class PhilopDialogue extends DialoguePlugin { @Override public boolean open(Object... args) { npc = (NPC) args[0]; - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Hello, what's your name?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Hello, what's your name?"); stage = 0; return true; } diff --git a/Server/src/plugin/dialogue/PirateJackieDialogue.java b/Server/src/plugin/dialogue/PirateJackieDialogue.java index 0d60388b8..db1b6ef6a 100644 --- a/Server/src/plugin/dialogue/PirateJackieDialogue.java +++ b/Server/src/plugin/dialogue/PirateJackieDialogue.java @@ -52,7 +52,7 @@ public final class PirateJackieDialogue extends DialoguePlugin { @Override public boolean open(Object... args) { npc = (NPC) args[0]; - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Ahoy there!"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Ahoy there!"); stage = 0; return true; } @@ -61,7 +61,7 @@ public final class PirateJackieDialogue extends DialoguePlugin { public boolean handle(int interfaceId, int buttonId) { switch (stage) { case 0: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Ahoy!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Ahoy!"); stage = 1; break; case 1: @@ -71,15 +71,15 @@ public final class PirateJackieDialogue 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 you do?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "What do you do?"); stage = 20; break; case 3: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I'd like to trade in my tickets, please."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I'd like to trade in my tickets, please."); stage = 30; break; case 4: @@ -87,35 +87,35 @@ public final class PirateJackieDialogue extends DialoguePlugin { stage = 41; 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, "Welcome to the Brimhaven Agility Arena!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Welcome to the Brimhaven Agility Arena!"); stage = 11; break; case 11: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "If ye want to know more talk to Cap'n Izzy, he found", "it!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "If ye want to know more talk to Cap'n Izzy, he found", "it!"); stage = 12; break; case 12: end(); break; case 20: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I be the Jack o' tickets. I exchange the tickets ye", "collect in the Agility Arena for more stuff. Ye can", "obtain more agility experience or some items ye won't", "find anywhere else!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I be the Jack o' tickets. I exchange the tickets ye", "collect in the Agility Arena for more stuff. Ye can", "obtain more agility experience or some items ye won't", "find anywhere else!"); stage = 21; break; case 21: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Sounds good!"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Sounds good!"); stage = 22; break; case 22: end(); break; case 30: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Aye, ye be on the right track."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Aye, ye be on the right track."); stage = 31; break; case 31: diff --git a/Server/src/plugin/dialogue/PoisionSalsementDialogue.java b/Server/src/plugin/dialogue/PoisionSalsementDialogue.java index 602f9e4f3..7637fae68 100644 --- a/Server/src/plugin/dialogue/PoisionSalsementDialogue.java +++ b/Server/src/plugin/dialogue/PoisionSalsementDialogue.java @@ -32,11 +32,11 @@ public class PoisionSalsementDialogue extends DialoguePlugin { case 0: switch (buttonId) { case 1: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I'm afraid I'm all sold out of poison at the moment.", "People know a bargain when they see it!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I'm afraid I'm all sold out of poison at the moment.", "People know a bargain when they see it!"); stage = 10; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Hello."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Hello."); stage = 20; break; @@ -46,15 +46,15 @@ public class PoisionSalsementDialogue extends DialoguePlugin { end(); break; case 20: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Howdy! Thanks for buying all that low alcohol", "beer from me! Now I have the funds to whip up a new", "batch of my patented multipurpose poision!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Howdy! Thanks for buying all that low alcohol", "beer from me! Now I have the funds to whip up a new", "batch of my patented multipurpose poision!"); stage = 21; break; case 21: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Maybe I can take your name and add it to my mailing", "list for potential purchasers of Peter Potter's patented", "multi-purpose poison?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Maybe I can take your name and add it to my mailing", "list for potential purchasers of Peter Potter's patented", "multi-purpose poison?"); stage = 22; break; case 22: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Thanks, but no thanks."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Thanks, but no thanks."); stage = 23; break; case 23: diff --git a/Server/src/plugin/dialogue/PortSarimBartenderDialogue.java b/Server/src/plugin/dialogue/PortSarimBartenderDialogue.java index 299a56d1c..ef6ac4a65 100644 --- a/Server/src/plugin/dialogue/PortSarimBartenderDialogue.java +++ b/Server/src/plugin/dialogue/PortSarimBartenderDialogue.java @@ -32,7 +32,7 @@ public class PortSarimBartenderDialogue extends DialoguePlugin { switch (stage) { case 0: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Hello there!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Hello there!"); stage = 1; break; case 1: @@ -42,21 +42,21 @@ public class PortSarimBartenderDialogue extends DialoguePlugin { case 2: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Could I buy a beer, please?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Could I buy a beer, please?"); stage = 10; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Bye, then."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Bye, then."); stage = 20; break; } break; case 10: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Sure, that will be two gold coins, please."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Sure, that will be two gold coins, please."); stage = 11; break; case 11: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Okay, here you go."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Okay, here you go."); stage = 12; break; case 12: @@ -74,7 +74,7 @@ public class PortSarimBartenderDialogue extends DialoguePlugin { end(); break; case 20: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Come back soon!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Come back soon!"); stage = 21; break; case 21: @@ -94,7 +94,7 @@ public class PortSarimBartenderDialogue extends DialoguePlugin { @Override public boolean open(Object... args) { npc = (NPC) args[0]; - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Good day to you!"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Good day to you!"); stage = 0; return true; } diff --git a/Server/src/plugin/dialogue/PortSarimBrianDialogue.java b/Server/src/plugin/dialogue/PortSarimBrianDialogue.java index ec40dcd98..da991e876 100644 --- a/Server/src/plugin/dialogue/PortSarimBrianDialogue.java +++ b/Server/src/plugin/dialogue/PortSarimBrianDialogue.java @@ -32,17 +32,17 @@ public class PortSarimBrianDialogue extends DialoguePlugin { case 0: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "So, are you selling something?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "So, are you selling something?"); stage = 10; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "'Ello."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "'Ello."); stage = 20; break; } break; case 10: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Yep, take a look at these great axes."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Yep, take a look at these great axes."); stage = 11; break; case 11: @@ -50,7 +50,7 @@ public class PortSarimBrianDialogue extends DialoguePlugin { npc.openShop(player); break; case 20: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "'Ello."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "'Ello."); stage = 21; break; case 21: diff --git a/Server/src/plugin/dialogue/PoxDialogue.java b/Server/src/plugin/dialogue/PoxDialogue.java index 16d45f600..f137c17ae 100644 --- a/Server/src/plugin/dialogue/PoxDialogue.java +++ b/Server/src/plugin/dialogue/PoxDialogue.java @@ -31,7 +31,7 @@ public class PoxDialogue extends DialoguePlugin { switch (stage) { case 0: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Miaooow!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Miaooow!"); stage = 1; break; case 1: @@ -51,7 +51,7 @@ public class PoxDialogue extends DialoguePlugin { @Override public boolean open(Object... args) { npc = (NPC) args[0]; - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Hi cat!"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Hi cat!"); stage = 0; return true; } diff --git a/Server/src/plugin/dialogue/PrayerTutorDialogue.java b/Server/src/plugin/dialogue/PrayerTutorDialogue.java index 63978301c..c76cf7a21 100644 --- a/Server/src/plugin/dialogue/PrayerTutorDialogue.java +++ b/Server/src/plugin/dialogue/PrayerTutorDialogue.java @@ -41,33 +41,33 @@ public class PrayerTutorDialogue extends DialoguePlugin { case 0: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I already know about the basic prayers, got any tips?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I already know about the basic prayers, got any tips?"); stage = 10; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Tell me about different bones."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Tell me about different bones."); 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, "For you " + player.getUsername() + "? Always. There are many", "advantages to using the protection prayers when", "fighting the more dangerous foes. You can protect", "yourself from magic, melee or ranged attacks with these"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "For you " + player.getUsername() + "? Always. There are many", "advantages to using the protection prayers when", "fighting the more dangerous foes. You can protect", "yourself from magic, melee or ranged attacks with these"); stage = 11; break; case 11: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "useful prayers."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "useful prayers."); stage = 12; break; case 12: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "A good prayer to have when venturing into the", "wilderness is protect item. This will protect one of your", "items if you should die there."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "A good prayer to have when venturing into the", "wilderness is protect item. This will protect one of your", "items if you should die there."); stage = 13; break; case 13: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Remember though that venturing into the wilderness is", "a risky business, store your items in a bank before you", "go there so that you don't lose them."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Remember though that venturing into the wilderness is", "a risky business, store your items in a bank before you", "go there so that you don't lose them."); stage = 14; break; case 14: @@ -93,7 +93,7 @@ public class PrayerTutorDialogue extends DialoguePlugin { stage = 20; break; case 4: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Goodbye."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Goodbye."); stage = 40; break; } diff --git a/Server/src/plugin/dialogue/PrinceBlackDragonDialogue.java b/Server/src/plugin/dialogue/PrinceBlackDragonDialogue.java index a7d1fcbc0..a5be91eae 100644 --- a/Server/src/plugin/dialogue/PrinceBlackDragonDialogue.java +++ b/Server/src/plugin/dialogue/PrinceBlackDragonDialogue.java @@ -39,7 +39,7 @@ public final class PrinceBlackDragonDialogue extends DialoguePlugin { @Override public boolean open(Object... args) { npc = (NPC) args[0]; - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Shouldn't a prince only have two heads?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Shouldn't a prince only have two heads?"); stage = 0; return true; } @@ -52,7 +52,7 @@ public final class PrinceBlackDragonDialogue extends DialoguePlugin { stage = 1; break; case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Well, a standard Black dragon has one,", "the King has three so inbetween must have two?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Well, a standard Black dragon has one,", "the King has three so inbetween must have two?"); stage = 2; break; case 2: diff --git a/Server/src/plugin/dialogue/ProfessorOddensteinPlugin.java b/Server/src/plugin/dialogue/ProfessorOddensteinPlugin.java index 2c19def95..d3aa32f67 100644 --- a/Server/src/plugin/dialogue/ProfessorOddensteinPlugin.java +++ b/Server/src/plugin/dialogue/ProfessorOddensteinPlugin.java @@ -85,7 +85,7 @@ public class ProfessorOddensteinPlugin extends DialoguePlugin { switch (quest.getStage(player)) { case 0: case 10: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Be careful in here, there's lots of dangerous equipment."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Be careful in here, there's lots of dangerous equipment."); stage = 0; break; case 20: @@ -114,32 +114,32 @@ public class ProfessorOddensteinPlugin extends DialoguePlugin { case 1: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "What does this machine do?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "What does this machine do?"); stage = 10; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Is this your house?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Is this your house?"); stage = 20; break; } break; case 10: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "What does this machine do?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "What does this machine do?"); stage = 11; break; case 11: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Nothing at the moment... It's broken. It's meant to be", "a transmutation machine."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Nothing at the moment... It's broken. It's meant to be", "a transmutation machine."); stage = 12; break; case 12: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "It as also spent time as a time travel machine, and a", "dramatic light generator, and a thing for generating", "monsters."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "It as also spent time as a time travel machine, and a", "dramatic light generator, and a thing for generating", "monsters."); stage = 13; break; case 13: end(); break; case 20: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "No, I'm just one of the tenants. It belongs to the count", "who lives in the basement."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "No, I'm just one of the tenants. It belongs to the count", "who lives in the basement."); stage = 21; break; case 21: @@ -160,11 +160,11 @@ public class ProfessorOddensteinPlugin extends DialoguePlugin { stage = 2; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "What does this machine do?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "What does this machine do?"); stage = 10; break; case 3: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Is this your house?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Is this your house?"); stage = 20; break; } diff --git a/Server/src/plugin/dialogue/RanaelDialogue.java b/Server/src/plugin/dialogue/RanaelDialogue.java index a8cfe3867..3bf055a6e 100644 --- a/Server/src/plugin/dialogue/RanaelDialogue.java +++ b/Server/src/plugin/dialogue/RanaelDialogue.java @@ -40,7 +40,7 @@ public class RanaelDialogue extends DialoguePlugin { npc.openShop(player); break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "No, thank you, that's not my scene."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "No, thank you, that's not my scene."); stage = 20; break; @@ -62,7 +62,7 @@ public class RanaelDialogue extends DialoguePlugin { @Override public boolean open(Object... args) { npc = (NPC) args[0]; - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Do you want to buy any armoured skirts? Designed", "especially for ladies who like to fight."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Do you want to buy any armoured skirts? Designed", "especially for ladies who like to fight."); stage = 0; return true; } diff --git a/Server/src/plugin/dialogue/RangedTutorDialogue.java b/Server/src/plugin/dialogue/RangedTutorDialogue.java index d318a7826..18de74b22 100644 --- a/Server/src/plugin/dialogue/RangedTutorDialogue.java +++ b/Server/src/plugin/dialogue/RangedTutorDialogue.java @@ -111,77 +111,77 @@ public class RangedTutorDialogue extends DialoguePlugin { case 1: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Can you teach me the basics please?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Can you teach me the basics please?"); stage = 10; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "What about fletching?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "What about fletching?"); 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, "To start with you'll need a bow and arrows."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "To start with you'll need a bow and arrows."); stage = 11; break; case 11: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Mikasi, the Magic Combat tutor and I both give you", "items every 30 minutes, however you must choose", "wether you want runes or ranged equipment. To", "claim ranged equipment, right-click on me and choose"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Mikasi, the Magic Combat tutor and I both give you", "items every 30 minutes, however you must choose", "wether you want runes or ranged equipment. To", "claim ranged equipment, right-click on me and choose"); stage = 12; break; case 12: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Claim, to claim runes right-click on the Magic Combat", "tutor and select Claim."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Claim, to claim runes right-click on the Magic Combat", "tutor and select Claim."); stage = 13; break; case 13: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "When you have both bow and arrows, wield them by", "right-clicking on them in your inventory and selecting", "wield."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "When you have both bow and arrows, wield them by", "right-clicking on them in your inventory and selecting", "wield."); stage = 14; break; case 14: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "To set the way you shoot, click on the crossed swords", "above your inventory. This will open the combat", "interface where you can pick how you shoot your bow.", "Accurate means that you will shoot less often but be"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "To set the way you shoot, click on the crossed swords", "above your inventory. This will open the combat", "interface where you can pick how you shoot your bow.", "Accurate means that you will shoot less often but be"); stage = 15; break; case 15: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "more likely to hit, rapid means you shoot more often", "but might not hit so often and long range means just", "that, it increases your range. I prefer rapid personally,", "experiment and try it out!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "more likely to hit, rapid means you shoot more often", "but might not hit so often and long range means just", "that, it increases your range. I prefer rapid personally,", "experiment and try it out!"); stage = 16; break; case 16: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "The Training Shortbow and Training Arrows can only", "be used together. Remember to pick up your arrows,", "re-use them and come back when you need more."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "The Training Shortbow and Training Arrows can only", "be used together. Remember to pick up your arrows,", "re-use them and come back when you need more."); stage = 17; break; case 17: end(); break; case 20: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Ahh the art of making your own bow and arrows. It's", "quite simple really. You'll need an axe to cut some logs", "from trees and a knife. Knives can be found in and", "arround the Lumbridge castle and in the Varrock"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Ahh the art of making your own bow and arrows. It's", "quite simple really. You'll need an axe to cut some logs", "from trees and a knife. Knives can be found in and", "arround the Lumbridge castle and in the Varrock"); stage = 21; break; case 21: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "General store upstairs."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "General store upstairs."); stage = 22; break; case 22: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Use your knife on the logs, this will bring up a list of", "items you can make. Right-click on the item of your", "choice and choose the amount to fletch."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Use your knife on the logs, this will bring up a list of", "items you can make. Right-click on the item of your", "choice and choose the amount to fletch."); stage = 23; break; case 23: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "For arrows you will need to smith some arrow heads", "and kill some chickens for feathers. Add the feathers", "and heads to the shafts to make arrows you can use."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "For arrows you will need to smith some arrow heads", "and kill some chickens for feathers. Add the feathers", "and heads to the shafts to make arrows you can use."); stage = 24; break; case 24: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "You'll need to find a flax field, there's one south of", "Seer's Village. Gather flax, then spin it on a spinning", "wheel, there's one in Seers' Village too. This makes bow", "strings which you can then use on the unstrung bows"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "You'll need to find a flax field, there's one south of", "Seer's Village. Gather flax, then spin it on a spinning", "wheel, there's one in Seers' Village too. This makes bow", "strings which you can then use on the unstrung bows"); stage = 25; break; case 25: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "to make a working bow!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "to make a working bow!"); stage = 26; break; case 26: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Brilliant. If I forget anything I'll come talk to you", "again."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Brilliant. If I forget anything I'll come talk to you", "again."); stage = 27; break; case 27: diff --git a/Server/src/plugin/dialogue/ReadbeardFrankDialogue.java b/Server/src/plugin/dialogue/ReadbeardFrankDialogue.java index 6cc8261ab..8d695a203 100644 --- a/Server/src/plugin/dialogue/ReadbeardFrankDialogue.java +++ b/Server/src/plugin/dialogue/ReadbeardFrankDialogue.java @@ -55,7 +55,7 @@ public class ReadbeardFrankDialogue extends DialoguePlugin { quest = player.getQuestRepository().getQuest("Pirate's Treasure"); switch (quest.getStage(player)) { default: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Arr, Matey!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Arr, Matey!"); stage = 0; break; } @@ -79,18 +79,18 @@ public class ReadbeardFrankDialogue extends DialoguePlugin { case 1: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Arr!"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Arr!"); stage = 10; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Do you have anything for trade?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Do you have anything for trade?"); stage = 20; break; } break; case 10: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Arr!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Arr!"); stage = 11; break; case 11: @@ -98,14 +98,14 @@ public class ReadbeardFrankDialogue extends DialoguePlugin { stage = 1; break; case 20: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Nothin' at the moment, but then again the Customs", "Agents are on the warpath right now."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Nothin' at the moment, but then again the Customs", "Agents are on the warpath right now."); stage = 21; break; case 21: end(); break; case 700: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Arr, silly you. Fortunately I took the precaution to have", "another one made."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Arr, silly you. Fortunately I took the precaution to have", "another one made."); stage = 701; break; case 701: @@ -119,15 +119,15 @@ public class ReadbeardFrankDialogue extends DialoguePlugin { } break; case 14: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "This be Hector's key. I believe it opens his chest in his", "old room in the Blue Moon Inn in Varrock."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "This be Hector's key. I believe it opens his chest in his", "old room in the Blue Moon Inn in Varrock."); stage = 15; break; case 15: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "With any luck his treasure will be in there."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "With any luck his treasure will be in there."); stage = 16; break; case 16: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Ok thanks, I'll go and get it."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Ok thanks, I'll go and get it."); stage = 17; break; case 17: @@ -138,15 +138,15 @@ public class ReadbeardFrankDialogue extends DialoguePlugin { case 10: switch (stage) { case 0: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Have ye brought some rum for yer ol' mate Frank?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Have ye brought some rum for yer ol' mate Frank?"); stage = 1; break; case 1: if (!player.getInventory().containsItem(KARAMJAN_RUM)) { - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "No, not yet."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "No, not yet."); stage = 2; } else { - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Yes, I've got some."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Yes, I've got some."); stage = 10; } break; @@ -154,34 +154,34 @@ public class ReadbeardFrankDialogue extends DialoguePlugin { end(); break; case 2: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Not suprising, tis no easy task to get it off Karamja."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Not suprising, tis no easy task to get it off Karamja."); stage = 3; break; case 3: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "What do you mean?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "What do you mean?"); stage = 4; break; case 4: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "The Customs office has been clampin' down on the", "export of spirits. You seem like a resourceful young lad,", "I'm sure ye'll be able to find a way to slip the stuff past", "them."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "The Customs office has been clampin' down on the", "export of spirits. You seem like a resourceful young lad,", "I'm sure ye'll be able to find a way to slip the stuff past", "them."); stage = 5; break; case 5: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Well I'll give it another shot."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Well I'll give it another shot."); stage = 6; break; case 6: end(); break; case 10: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Now a deal's a deal, I'll tell ye about the treasure. I", "used to serve under a pirate captain called One-Eyed", "Hector."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Now a deal's a deal, I'll tell ye about the treasure. I", "used to serve under a pirate captain called One-Eyed", "Hector."); stage = 11; break; case 11: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Hector were very successful and became very rich.", "But about a year ago we were boarded by the Customs", "and Excise Agents."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Hector were very successful and became very rich.", "But about a year ago we were boarded by the Customs", "and Excise Agents."); stage = 12; break; case 12: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Hector were killed along with many of the crew, I were", "one of the few to escape and I escaped with this."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Hector were killed along with many of the crew, I were", "one of the few to escape and I escaped with this."); stage = 13; break; case 13: @@ -219,19 +219,19 @@ public class ReadbeardFrankDialogue extends DialoguePlugin { } break; case 10: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Arr, treasure you be after eh? Well I might be able to", "tell you where to find some... For a price..."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Arr, treasure you be after eh? Well I might be able to", "tell you where to find some... For a price..."); stage = 11; break; case 11: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "What sort of price?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "What sort of price?"); stage = 12; break; case 12: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Well for example if you go and get me a bottle of rum...", "Not just any rum mind..."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Well for example if you go and get me a bottle of rum...", "Not just any rum mind..."); stage = 13; break; case 13: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I'd like some rum made on Karamja Island. There's no", "rum like Karamaja Rum!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I'd like some rum made on Karamja Island. There's no", "rum like Karamaja Rum!"); stage = 14; break; case 14: @@ -242,48 +242,48 @@ public class ReadbeardFrankDialogue extends DialoguePlugin { switch (buttonId) { case 1: quest.start(player); - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Ok, I will bring you some rum."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Ok, I will bring you some rum."); stage = 17; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Not right now."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Not right now."); stage = 16; break; } break; case 17: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Yer a saint, although it'll take a miracle to get it off", "Karamja."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Yer a saint, although it'll take a miracle to get it off", "Karamja."); stage = 18; break; case 18: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "What do you mean?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "What do you mean?"); stage = 19; break; case 19: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "The Customs office has been clampin' down on the", "export of spirits. You seem like a resourceful young lad,", "I'm sure ye'll be able to find a way to slip the stuff past", "them."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "The Customs office has been clampin' down on the", "export of spirits. You seem like a resourceful young lad,", "I'm sure ye'll be able to find a way to slip the stuff past", "them."); stage = 21; break; case 21: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Well I'll give it a shot."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Well I'll give it a shot."); stage = 22; break; case 22: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Arr, that's the spirit!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Arr, that's the spirit!"); stage = 23; break; case 23: end(); break; case 16: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Fair enough. I'll still be here and thirsty whenever you", "feel like helpin' out."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Fair enough. I'll still be here and thirsty whenever you", "feel like helpin' out."); stage = 31; break; case 20: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Arr!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Arr!"); stage = 31; break; case 30: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Nothin' at the moment, but then again the Customs", "Agents are on the warpath right now."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Nothin' at the moment, but then again the Customs", "Agents are on the warpath right now."); stage = 31; break; case 31: @@ -305,18 +305,18 @@ public class ReadbeardFrankDialogue extends DialoguePlugin { case 1: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Arr!"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Arr!"); stage = 10; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Do you have anything for trade?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Do you have anything for trade?"); stage = 20; break; } break; case 10: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Arr!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Arr!"); stage = 11; break; case 11: @@ -324,14 +324,14 @@ public class ReadbeardFrankDialogue extends DialoguePlugin { stage = 1; break; case 20: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Nothin' at the moment, but then again the Customs", "Agents are on the warpath right now."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Nothin' at the moment, but then again the Customs", "Agents are on the warpath right now."); stage = 21; break; case 21: end(); break; case 700: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Arr, silly you. Fortunately I took the precaution to have", "another one made."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Arr, silly you. Fortunately I took the precaution to have", "another one made."); stage = 701; break; case 701: diff --git a/Server/src/plugin/dialogue/ReloboBlinyoDialogue.java b/Server/src/plugin/dialogue/ReloboBlinyoDialogue.java index 4881f1345..18bea0b0a 100644 --- a/Server/src/plugin/dialogue/ReloboBlinyoDialogue.java +++ b/Server/src/plugin/dialogue/ReloboBlinyoDialogue.java @@ -32,7 +32,7 @@ public class ReloboBlinyoDialogue extends DialoguePlugin { @Override public boolean open(Object... args) { npc = (NPC) args[0]; - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Hey there."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Hey there."); stage = 0; return true; } @@ -41,7 +41,7 @@ public class ReloboBlinyoDialogue extends DialoguePlugin { public boolean handle(int interfaceId, int buttonId) { switch (stage) { case 0: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Why hello to you too, my friend."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Why hello to you too, my friend."); stage = 1; break; case 1: @@ -51,21 +51,21 @@ public class ReloboBlinyoDialogue extends DialoguePlugin { case 2: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "You look like you've travelled a fair distance."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "You look like you've travelled a fair distance."); stage = 20; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I'm trying to find the prices for logs."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I'm trying to find the prices for logs."); stage = 10; break; case 3: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Sorry, I need to be making tracks."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Sorry, I need to be making tracks."); stage = 30; break; } break; case 10: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Then you've come to the right person."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Then you've come to the right person."); stage = 11; break; case 11: @@ -73,38 +73,38 @@ public class ReloboBlinyoDialogue extends DialoguePlugin { GEGuidePrice.open(player, GuideType.LOGS); break; case 20: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "What gave me away?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "What gave me away?"); stage = 21; break; case 21: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I don't mean to be rude, but the face paint and", "hair, for startes."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I don't mean to be rude, but the face paint and", "hair, for startes."); stage = 22; break; case 22: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Ah, yes I'm from Shilo Village on Karamja. It's a style", "I've had since I was little."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Ah, yes I'm from Shilo Village on Karamja. It's a style", "I've had since I was little."); stage = 23; break; case 23: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Then tell me, why are you so far from home?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Then tell me, why are you so far from home?"); stage = 24; break; case 24: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "This Grand Exchange! Isn't it marvellous I've never seen", "anything like it in my life. My people were not pleased to", "see me break traditions to visit such a place. But i hope", "to make some serious profit. then they'll see I was right!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "This Grand Exchange! Isn't it marvellous I've never seen", "anything like it in my life. My people were not pleased to", "see me break traditions to visit such a place. But i hope", "to make some serious profit. then they'll see I was right!"); stage = 25; break; case 25: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "So, what are you selling?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "So, what are you selling?"); stage = 26; break; case 26: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Logs! of all kinds! That's my plan, at least. Nature", "is one thing my people understand very well."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Logs! of all kinds! That's my plan, at least. Nature", "is one thing my people understand very well."); stage = 27; break; case 27: end(); break; case 30: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Okay. Nice talking to you!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Okay. Nice talking to you!"); stage = 31; break; case 31: diff --git a/Server/src/plugin/dialogue/ResearcherDialogue.java b/Server/src/plugin/dialogue/ResearcherDialogue.java index c26be6cd3..859f7d3ab 100644 --- a/Server/src/plugin/dialogue/ResearcherDialogue.java +++ b/Server/src/plugin/dialogue/ResearcherDialogue.java @@ -40,7 +40,7 @@ public final class ResearcherDialogue extends DialoguePlugin { @Override public boolean open(Object... args) { npc = (NPC) args[0]; - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Hello."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Hello."); stage = 0; return true; } diff --git a/Server/src/plugin/dialogue/RestlessGhostDialogue.java b/Server/src/plugin/dialogue/RestlessGhostDialogue.java index f4df27575..d0e2e6c0b 100644 --- a/Server/src/plugin/dialogue/RestlessGhostDialogue.java +++ b/Server/src/plugin/dialogue/RestlessGhostDialogue.java @@ -30,7 +30,7 @@ public class RestlessGhostDialogue extends DialoguePlugin { @Override public boolean open(Object... args) { npc = (NPC) args[0]; - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Hello ghost, how are you?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Hello ghost, how are you?"); stage = 0; return true; } @@ -40,21 +40,21 @@ public class RestlessGhostDialogue extends DialoguePlugin { switch (stage) { case 0: if (!player.getEquipment().contains(552, 1)) { - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Wooo wooo wooooo!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Wooo wooo wooooo!"); stage = 1; } else { if (player.getQuestRepository().getQuest("The Restless Ghost").getStage(player) == 20) { - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Not very good actually."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Not very good actually."); stage = 500; break; } if (player.getQuestRepository().getQuest("The Restless Ghost").getStage(player) == 30) { - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "How are you doing finding my skull?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "How are you doing finding my skull?"); stage = 520; break; } if (player.getQuestRepository().getQuest("The Restless Ghost").getStage(player) == 40) { - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "How are you doing finding my skull?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "How are you doing finding my skull?"); stage = 550; break; } @@ -66,60 +66,60 @@ public class RestlessGhostDialogue extends DialoguePlugin { end(); break; case 500: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "What's the problem then?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "What's the problem then?"); stage = 501; break; case 501: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Did you just understand what I said???"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Did you just understand what I said???"); stage = 502; break; case 502: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Yep, now tell me what the problem is."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Yep, now tell me what the problem is."); stage = 503; break; case 503: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "WOW! This is INCREDIBLE! I didn't expect anyone", "to ever understand me again!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "WOW! This is INCREDIBLE! I didn't expect anyone", "to ever understand me again!"); stage = 504; break; case 504: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Ok, Ok, I can understand you!"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Ok, Ok, I can understand you!"); stage = 505; break; case 505: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "But have you any idea WHY you're doomed to be a", "ghost?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "But have you any idea WHY you're doomed to be a", "ghost?"); stage = 506; break; case 506: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Well, to be honest... I'm not sure."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Well, to be honest... I'm not sure."); stage = 507; break; case 507: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I've been told a certain task may need to be completed", "so you can rest in peace."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I've been told a certain task may need to be completed", "so you can rest in peace."); stage = 508; break; case 508: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I should think it is probably because a warlock has come", "along and stolen my skull. If you look inside my coffin", "there, you'll find my corpse without a head on it."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I should think it is probably because a warlock has come", "along and stolen my skull. If you look inside my coffin", "there, you'll find my corpse without a head on it."); stage = 509; break; case 509: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Do you know where this warlock might be now?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Do you know where this warlock might be now?"); stage = 510; break; case 510: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I think it was one of the warlocks who lives in the big", "tower by the sea south-west from here."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I think it was one of the warlocks who lives in the big", "tower by the sea south-west from here."); stage = 511; break; case 511: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Ok. I will try and get the skull back for you, then you", "can rest in peace."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Ok. I will try and get the skull back for you, then you", "can rest in peace."); player.getQuestRepository().getQuest("The Restless Ghost").setStage(player, 30); stage = 512; break; case 512: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Ooh, thank you. That would be such a great relief!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Ooh, thank you. That would be such a great relief!"); stage = 513; break; case 513: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "It is so dull being a ghost..."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "It is so dull being a ghost..."); stage = 514; break; case 514: @@ -130,27 +130,27 @@ public class RestlessGhostDialogue extends DialoguePlugin { break; } else { - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Sorry, I can't find it at the moment."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Sorry, I can't find it at the moment."); stage = 521; } break; case 521: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Ah well. Keep on looking."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Ah well. Keep on looking."); stage = 522; break; case 522: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I'm pretty sure it's somewhere in the tower south-west", "from here. There's a lot of levels to the tower, though. I", "suppose it might take a little while to find."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I'm pretty sure it's somewhere in the tower south-west", "from here. There's a lot of levels to the tower, though. I", "suppose it might take a little while to find."); stage = 523; break; case 523: end(); break; case 550: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I have found it!"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I have found it!"); stage = 551; break; case 551: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Hurah! Now I can stop being a ghost! You just need", "to put it on my coffin there, and I will be free!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Hurah! Now I can stop being a ghost! You just need", "to put it on my coffin there, and I will be free!"); stage = 523; break; case 1: @@ -160,81 +160,81 @@ public class RestlessGhostDialogue extends DialoguePlugin { case 2: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Sorry, I don't speak ghost."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Sorry, I don't speak ghost."); stage = 10; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Ooh... THAT'S interesting."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Ooh... THAT'S interesting."); stage = 20; break; case 3: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Any hints wher I can find some treasure?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Any hints wher I can find some treasure?"); stage = 30; break; } break; case 10: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Woo woo?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Woo woo?"); stage = 11; break; case 11: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Nope, still don't understand you."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Nope, still don't understand you."); stage = 12; break; case 12: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "WOOOOOOOOO!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "WOOOOOOOOO!"); stage = 13; break; case 13: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Never mind."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Never mind."); stage = 14; break; case 14: end(); break; case 30: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Wooooooo woo! Wooooo woo wooooo woowoowoo wooo", "Woo woooo. Wooooo woo woo? Wooooooooooooooooooo!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Wooooooo woo! Wooooo woo wooooo woowoowoo wooo", "Woo woooo. Wooooo woo woo? Wooooooooooooooooooo!"); stage = 31; break; case 31: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Sorry, I don't speak ghost."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Sorry, I don't speak ghost."); stage = 32; break; case 32: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Woo woo?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Woo woo?"); stage = 11; break; case 20: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Woo woooo. Woooooooooooooooooo!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Woo woooo. Woooooooooooooooooo!"); stage = 21; break; case 21: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Did he really?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Did he really?"); stage = 22; break; case 22: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Woo."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Woo."); stage = 23; break; case 23: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "My brother had EXACTLY the same problem."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "My brother had EXACTLY the same problem."); stage = 24; break; case 24: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Woo Wooooo!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Woo Wooooo!"); stage = 25; break; case 25: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Wooooo Woo woo woo!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Wooooo Woo woo woo!"); stage = 26; break; case 26: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Goodbye. Thanks for the chat."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Goodbye. Thanks for the chat."); stage = 27; break; case 27: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Wooo wooo?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Wooo wooo?"); stage = 28; break; case 28: diff --git a/Server/src/plugin/dialogue/RimmingtonShopKeeperDialogue.java b/Server/src/plugin/dialogue/RimmingtonShopKeeperDialogue.java index 2889c980f..9286613dc 100644 --- a/Server/src/plugin/dialogue/RimmingtonShopKeeperDialogue.java +++ b/Server/src/plugin/dialogue/RimmingtonShopKeeperDialogue.java @@ -41,7 +41,7 @@ public class RimmingtonShopKeeperDialogue 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 = 10; break; case 3: @@ -67,7 +67,7 @@ public class RimmingtonShopKeeperDialogue 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; } diff --git a/Server/src/plugin/dialogue/RockGolemDialogue.java b/Server/src/plugin/dialogue/RockGolemDialogue.java index 07e9e64e2..c1b4e21a6 100644 --- a/Server/src/plugin/dialogue/RockGolemDialogue.java +++ b/Server/src/plugin/dialogue/RockGolemDialogue.java @@ -40,7 +40,7 @@ public final class RockGolemDialogue extends DialoguePlugin { @Override public boolean open(Object... args) { npc = (NPC) args[0]; - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "So you're made entirely of rocks?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "So you're made entirely of rocks?"); stage = 0; return true; } @@ -53,7 +53,7 @@ public final class RockGolemDialogue extends DialoguePlugin { stage = 1; break; case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Aren't minerals just rocks?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Aren't minerals just rocks?"); stage = 2; break; case 2: @@ -61,7 +61,7 @@ public final class RockGolemDialogue extends DialoguePlugin { stage = 3; break; case 3: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "But you're a Rock Golem..."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "But you're a Rock Golem..."); stage = 4; break; case 4: diff --git a/Server/src/plugin/dialogue/RoladDialogue.java b/Server/src/plugin/dialogue/RoladDialogue.java index 783afe3b7..745c029b5 100644 --- a/Server/src/plugin/dialogue/RoladDialogue.java +++ b/Server/src/plugin/dialogue/RoladDialogue.java @@ -30,11 +30,11 @@ public class RoladDialogue extends DialoguePlugin { public boolean handle(int interfaceId, int buttonId) { switch (stage) { case 0: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Ehm... well... my name is " + player.getUsername() + ", if that rings any bell?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Ehm... well... my name is " + player.getUsername() + ", if that rings any bell?"); stage = 1; break; case 1: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "No, never heard of you."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "No, never heard of you."); stage = 2; break; case 2: @@ -53,7 +53,7 @@ public class RoladDialogue extends DialoguePlugin { @Override public boolean open(Object... args) { npc = (NPC) args[0]; - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Oh, hello... do I know you?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Oh, hello... do I know you?"); stage = 0; return true; } diff --git a/Server/src/plugin/dialogue/RomilyWeaklaxDialogue.java b/Server/src/plugin/dialogue/RomilyWeaklaxDialogue.java index 06fbb01aa..792850770 100644 --- a/Server/src/plugin/dialogue/RomilyWeaklaxDialogue.java +++ b/Server/src/plugin/dialogue/RomilyWeaklaxDialogue.java @@ -38,15 +38,15 @@ public class RomilyWeaklaxDialogue extends DialoguePlugin { switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I'd like to buy some pies."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I'd like to buy some pies."); stage = 10; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Do you need any help?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Do you need any help?"); stage = 20; break; case 3: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I'm good thanks."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I'm good thanks."); stage = 50; break; } @@ -57,7 +57,7 @@ public class RomilyWeaklaxDialogue extends DialoguePlugin { npc.openShop(player); break; case 20: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Actually I could, you see I'm running out of stock and I", "don't have tme to bake any more pies. would you be", "willing to bake me some pies? I'll pay you well for them."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Actually I could, you see I'm running out of stock and I", "don't have tme to bake any more pies. would you be", "willing to bake me some pies? I'll pay you well for them."); stage = 21; break; case 21: @@ -68,7 +68,7 @@ public class RomilyWeaklaxDialogue extends DialoguePlugin { switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Sure, what do you need?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Sure, what do you need?"); stage = 200; break; case 2: @@ -77,7 +77,7 @@ public class RomilyWeaklaxDialogue extends DialoguePlugin { break; case 200: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Great, can you bake me 11 Wild Pies please."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Great, can you bake me 11 Wild Pies please."); stage = 201; break; case 201: @@ -100,7 +100,7 @@ public class RomilyWeaklaxDialogue extends DialoguePlugin { @Override public boolean open(Object... args) { npc = (NPC) args[0]; - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Hello and welcome to my pie shop, how can I help you?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Hello and welcome to my pie shop, how can I help you?"); stage = 0; return true; } diff --git a/Server/src/plugin/dialogue/RoomikDialogue.java b/Server/src/plugin/dialogue/RoomikDialogue.java index f740dcad8..35f18f71d 100644 --- a/Server/src/plugin/dialogue/RoomikDialogue.java +++ b/Server/src/plugin/dialogue/RoomikDialogue.java @@ -40,14 +40,14 @@ public class RoomikDialogue extends DialoguePlugin { npc.openShop(player); break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "No thanks, I've got all the crafting euipment I need."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "No thanks, I've got all the crafting euipment I need."); stage = 20; break; } break; case 20: - 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 = 21; break; case 21: @@ -66,7 +66,7 @@ public class RoomikDialogue 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; } diff --git a/Server/src/plugin/dialogue/RufusDialogue.java b/Server/src/plugin/dialogue/RufusDialogue.java index 6f3b572a2..b4cd3d518 100644 --- a/Server/src/plugin/dialogue/RufusDialogue.java +++ b/Server/src/plugin/dialogue/RufusDialogue.java @@ -30,7 +30,7 @@ public class RufusDialogue 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; } @@ -39,7 +39,7 @@ public class RufusDialogue extends DialoguePlugin { public boolean handle(int interfaceId, int buttonId) { switch (stage) { case 0: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Grreeting frrriend! Welcome to my worrrld famous", "food emporrium! All my meats are so frrresh you'd", "swear you killed them yourrrself!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Grreeting frrriend! Welcome to my worrrld famous", "food emporrium! All my meats are so frrresh you'd", "swear you killed them yourrrself!"); stage = 1; break; case 1: @@ -49,47 +49,47 @@ public class RufusDialogue extends DialoguePlugin { case 2: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Why do you only sell meats?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Why do you only sell meats?"); stage = 10; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Do you sell cooked food?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Do you sell cooked food?"); stage = 20; break; case 3: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Can I buy some food?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Can I buy some food?"); stage = 30; break; } break; case 10: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "What? Why, what else would you want to eat? What", "kind of lycanthrrope are you anyway?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "What? Why, what else would you want to eat? What", "kind of lycanthrrope are you anyway?"); stage = 11; break; case 11: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "...A vegetarian one?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "...A vegetarian one?"); stage = 12; break; case 12: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Vegetarrrian...?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Vegetarrrian...?"); stage = 13; break; case 13: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Never mind."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Never mind."); stage = 14; break; case 14: end(); break; case 20: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Cooked food? Who would want that? You lose all the", "flavourrr of the meat when you can't taste the blood!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Cooked food? Who would want that? You lose all the", "flavourrr of the meat when you can't taste the blood!"); stage = 21; break; case 21: end(); break; case 30: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Cerrrtainly!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Cerrrtainly!"); stage = 31; break; case 31: diff --git a/Server/src/plugin/dialogue/RustyDialogue.java b/Server/src/plugin/dialogue/RustyDialogue.java index e722e9c8e..145427449 100644 --- a/Server/src/plugin/dialogue/RustyDialogue.java +++ b/Server/src/plugin/dialogue/RustyDialogue.java @@ -30,35 +30,35 @@ public class RustyDialogue extends DialoguePlugin { public boolean handle(int interfaceId, int buttonId) { switch (stage) { case 0: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Why are you asking?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Why are you asking?"); stage = 1; break; case 1: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Um... It's a quiz. I'm asking everyone I meet if they're", "carrying anything valuable."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Um... It's a quiz. I'm asking everyone I meet if they're", "carrying anything valuable."); stage = 2; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "What would you do if I said I had loads of expensive items", "with me?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "What would you do if I said I had loads of expensive items", "with me?"); stage = 3; break; case 3: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Ooh, do you? It's been ages since anyone said they'd got", "anything worth stealing."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Ooh, do you? It's been ages since anyone said they'd got", "anything worth stealing."); stage = 4; break; case 4: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "'Anything worth stealing'?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "'Anything worth stealing'?"); stage = 5; break; case 5: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Um... Not that I'd dream of stealing anything!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Um... Not that I'd dream of stealing anything!"); stage = 6; break; case 6: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Well, I'll say I'm not carrying anything valuable at all."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Well, I'll say I'm not carrying anything valuable at all."); stage = 7; break; case 7: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Oh, what a shame."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Oh, what a shame."); stage = 8; break; case 8: @@ -77,7 +77,7 @@ public class RustyDialogue extends DialoguePlugin { @Override public boolean open(Object... args) { npc = (NPC) args[0]; - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Hiya. Are you carrying anything valuable?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Hiya. Are you carrying anything valuable?"); stage = 0; return true; } diff --git a/Server/src/plugin/dialogue/SabreenDialogue.java b/Server/src/plugin/dialogue/SabreenDialogue.java index 68f31c461..b885c9167 100644 --- a/Server/src/plugin/dialogue/SabreenDialogue.java +++ b/Server/src/plugin/dialogue/SabreenDialogue.java @@ -31,7 +31,7 @@ public class SabreenDialogue 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; } @@ -40,7 +40,7 @@ public class SabreenDialogue extends DialoguePlugin { public boolean handle(int interfaceId, int buttonId) { switch (stage) { case 0: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Hi. How can I help?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Hi. How can I help?"); stage = 1; break; case 1: @@ -50,31 +50,31 @@ public class SabreenDialogue extends DialoguePlugin { case 2: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Can you heal me?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Can you heal me?"); stage = 10; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Do you see a lot of injured fighters?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Do you see a lot of injured fighters?"); stage = 30; break; case 3: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Do you come here often?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Do you come here often?"); stage = 20; break; } break; case 10: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Of course!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Of course!"); stage = 11; break; case 11: npc.animate(new Animation(881)); if (player.getSkills().getLifepoints() == player.getSkills().getStaticLevel(Skills.HITPOINTS)) { - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "You look healthy to me!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "You look healthy to me!"); } else { player.getSkills().heal(player.getSkills().getStaticLevel(Skills.HITPOINTS)); - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "There you go!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "There you go!"); } stage = 12; break; @@ -82,22 +82,22 @@ public class SabreenDialogue extends DialoguePlugin { end(); break; case 20: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I work here, so yes!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I work here, so yes!"); stage = 21; break; case 21: end(); break; case 30: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Yes I do. Thankfully we can cope with almost aything.", "Jaraah really is a wonderful surgeon, this methods are a", "little unorthodox but he gets the job done."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Yes I do. Thankfully we can cope with almost aything.", "Jaraah really is a wonderful surgeon, this methods are a", "little unorthodox but he gets the job done."); stage = 31; break; case 31: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I shouldn't tell you this but his nickname is 'The", "Butcher'."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I shouldn't tell you this but his nickname is 'The", "Butcher'."); stage = 32; break; case 32: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "That's reassuring."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "That's reassuring."); stage = 33; break; case 33: diff --git a/Server/src/plugin/dialogue/SandyDialogue.java b/Server/src/plugin/dialogue/SandyDialogue.java index bb1445e70..d4961d88e 100644 --- a/Server/src/plugin/dialogue/SandyDialogue.java +++ b/Server/src/plugin/dialogue/SandyDialogue.java @@ -30,7 +30,7 @@ public class SandyDialogue extends DialoguePlugin { @Override public boolean open(Object... args) { npc = (NPC) args[0]; - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Nice day for sand isn't it?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Nice day for sand isn't it?"); stage = 0; return true; } diff --git a/Server/src/plugin/dialogue/SanfewDialogue.java b/Server/src/plugin/dialogue/SanfewDialogue.java index 8deab660c..6eeac6b95 100644 --- a/Server/src/plugin/dialogue/SanfewDialogue.java +++ b/Server/src/plugin/dialogue/SanfewDialogue.java @@ -31,7 +31,7 @@ public class SanfewDialogue extends DialoguePlugin { @Override public boolean open(Object... args) { npc = (NPC) args[0]; - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "What can I do for you young 'un?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "What can I do for you young 'un?"); stage = 0; return true; } @@ -41,7 +41,7 @@ public class SanfewDialogue extends DialoguePlugin { switch (stage) { case 0: if (player.getQuestRepository().getQuest("Drudic Ritual").getStage(player) == 20) { - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Did you bring me the required ingredients for the", "potion?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Did you bring me the required ingredients for the", "potion?"); stage = 100; break; } @@ -50,7 +50,7 @@ public class SanfewDialogue extends DialoguePlugin { stage = 2; break; } - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Nothing... I'll just be on my way now."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Nothing... I'll just be on my way now."); stage = 1; break; case 1: @@ -59,36 +59,36 @@ public class SanfewDialogue extends DialoguePlugin { case 2: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I've been sent to assist you with the ritual to purify the", "Varrockian stone circle."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I've been sent to assist you with the ritual to purify the", "Varrockian stone circle."); stage = 5; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Actually, I don't need to speak to you."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Actually, I don't need to speak to you."); stage = 3; break; } break; case 3: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Well, we all make mistakes sometimes."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Well, we all make mistakes sometimes."); stage = 4; break; case 4: end(); break; case 5: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Well, what I'm struggling with right now is the meats", "needed for the potion to honour Guthix. I need the raw", "meat of four different animals for it, but not just any", "old meats will do."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Well, what I'm struggling with right now is the meats", "needed for the potion to honour Guthix. I need the raw", "meat of four different animals for it, but not just any", "old meats will do."); stage = 6; break; case 6: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Each meat has to be dipped individually into the", "Cauldron of Thunder for it to work correctly."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Each meat has to be dipped individually into the", "Cauldron of Thunder for it to work correctly."); stage = 7; break; case 7: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Where can I find this cauldron?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Where can I find this cauldron?"); stage = 8; break; case 8: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "It is located somewhere in the mysterious underground", "halls which are located somewhere in the woods just", "South of here. They are too dangerous for me to go", "myself however."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "It is located somewhere in the mysterious underground", "halls which are located somewhere in the woods just", "South of here. They are too dangerous for me to go", "myself however."); player.getQuestRepository().getQuest("Drudic Ritual").setStage(player, 20); stage = 9; break; @@ -101,19 +101,19 @@ public class SanfewDialogue extends DialoguePlugin { stage = 200; break; } - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "No, not yet..."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "No, not yet..."); stage = 101; break; case 101: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Well let me know when you do young 'un."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Well let me know when you do young 'un."); stage = 102; break; case 102: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I'll get on with it."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I'll get on with it."); stage = 103; break; case 103: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Good, good."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Good, good."); stage = 104; break; case 104: diff --git a/Server/src/plugin/dialogue/SanibochDialogue.java b/Server/src/plugin/dialogue/SanibochDialogue.java index 1a45f73e1..2f8559302 100644 --- a/Server/src/plugin/dialogue/SanibochDialogue.java +++ b/Server/src/plugin/dialogue/SanibochDialogue.java @@ -40,7 +40,7 @@ public class SanibochDialogue extends DialoguePlugin { npc = (NPC) args[0]; stage = args.length > 1 ? (Integer) args[1] : 0; if (stage == 0) { - interpreter.sendDialogues(1595, FacialExpression.NO_EXPRESSION, "Good day to you bwana."); + interpreter.sendDialogues(1595, FacialExpression.HALF_GUILTY, "Good day to you bwana."); } else { handle(0, 0); } diff --git a/Server/src/plugin/dialogue/SarahFarmingPlugin.java b/Server/src/plugin/dialogue/SarahFarmingPlugin.java index bd9c70e43..0aea93850 100644 --- a/Server/src/plugin/dialogue/SarahFarmingPlugin.java +++ b/Server/src/plugin/dialogue/SarahFarmingPlugin.java @@ -30,7 +30,7 @@ public class SarahFarmingPlugin extends DialoguePlugin { @Override public boolean open(Object... args) { npc = (NPC) args[0]; - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Hello."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Hello."); stage = 0; return true; } @@ -39,11 +39,11 @@ public class SarahFarmingPlugin extends DialoguePlugin { public boolean handle(int interfaceId, int buttonId) { switch (stage) { case 0: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Hi!"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Hi!"); stage = 1; break; case 1: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Would you like to see what I have in stock?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Would you like to see what I have in stock?"); stage = 2; break; case 2: @@ -53,11 +53,11 @@ public class SarahFarmingPlugin extends DialoguePlugin { case 3: 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; diff --git a/Server/src/plugin/dialogue/SawmillOperator.java b/Server/src/plugin/dialogue/SawmillOperator.java index 9d7bb0b8d..ba6cea33b 100644 --- a/Server/src/plugin/dialogue/SawmillOperator.java +++ b/Server/src/plugin/dialogue/SawmillOperator.java @@ -31,7 +31,7 @@ public class SawmillOperator extends DialoguePlugin { @Override public boolean open(Object... args) { npc = (NPC) args[0]; - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Do you want me to make some planks for you? Or", "would you be interested in some other housing supplies?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Do you want me to make some planks for you? Or", "would you be interested in some other housing supplies?"); stage = 0; return true; } @@ -46,11 +46,11 @@ public class SawmillOperator extends DialoguePlugin { case 1: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Planks please!"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Planks please!"); stage = 10; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "What kind of planks can you make?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "What kind of planks can you make?"); stage = 20; break; case 3: @@ -58,17 +58,17 @@ public class SawmillOperator extends DialoguePlugin { npc.openShop(player); break; case 4: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Nothing, thanks."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Nothing, thanks."); stage = 40; break; } break; case 40: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Well come back when you want some. You can't get", "good quality planks anywhere but here!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Well come back when you want some. You can't get", "good quality planks anywhere but here!"); stage = 41; break; case 10: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "What kind of planks do you want?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "What kind of planks do you want?"); stage = 11; break; case 11: @@ -76,11 +76,11 @@ public class SawmillOperator extends DialoguePlugin { player.getInterfaceManager().open(new Component(403)); break; case 20: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I can make planks from wood, oak, teak and mahogany.", "I don't make planks from other woods as they're no", "good for making furniture."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I can make planks from wood, oak, teak and mahogany.", "I don't make planks from other woods as they're no", "good for making furniture."); stage = 21; break; case 21: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Wood and oak are all over the place, but teak and", "mahogany can only be found in a few places like", "Karamja and Etceteria."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Wood and oak are all over the place, but teak and", "mahogany can only be found in a few places like", "Karamja and Etceteria."); stage = 22; break; case 22: diff --git a/Server/src/plugin/dialogue/SbottDialogue.java b/Server/src/plugin/dialogue/SbottDialogue.java index 5daab6fdd..175d6ddcc 100644 --- a/Server/src/plugin/dialogue/SbottDialogue.java +++ b/Server/src/plugin/dialogue/SbottDialogue.java @@ -32,7 +32,7 @@ public class SbottDialogue extends DialoguePlugin { @Override public boolean open(Object... args) { npc = (NPC) args[0]; - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Hello stranger. Would you like to me to tan any hides for", "you?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Hello stranger. Would you like to me to tan any hides for", "you?"); stage = 0; return true; } @@ -43,7 +43,7 @@ public class SbottDialogue extends DialoguePlugin { case 0: // interpreter.sendDialogues(npc, FacialExpression.NORMAL, // "Soft leather - 2 gp per hide","Hard leather - 5 gp per hide","Snakeskins - 25 gp per hide","Dragon leather - 45 gp per hide."); - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Soft leather - 1 gp per hide", "Hard leather - 3 gp per hide", "Snakeskins - 20 gp per hide", "Dragon leather - 20 gp per hide."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Soft leather - 1 gp per hide", "Hard leather - 3 gp per hide", "Snakeskins - 20 gp per hide", "Dragon leather - 20 gp per hide."); stage = 1; break; case 1: @@ -59,7 +59,7 @@ public class SbottDialogue extends DialoguePlugin { return true; } } - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "No thanks, I haven't any hides."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "No thanks, I haven't any hides."); stage = 2; break; case 2: diff --git a/Server/src/plugin/dialogue/ScavvoDialogue.java b/Server/src/plugin/dialogue/ScavvoDialogue.java index 015c3c23b..7e659179b 100644 --- a/Server/src/plugin/dialogue/ScavvoDialogue.java +++ b/Server/src/plugin/dialogue/ScavvoDialogue.java @@ -30,7 +30,7 @@ public class ScavvoDialogue extends DialoguePlugin { @Override public boolean open(Object... args) { npc = (NPC) args[0]; - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "'Ello matey! D'ya wanna buy some exiting new toys?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "'Ello matey! D'ya wanna buy some exiting new toys?"); stage = 0; return true; } @@ -39,7 +39,7 @@ public class ScavvoDialogue extends DialoguePlugin { public boolean handle(int interfaceId, int buttonId) { switch (stage) { case 0: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Let's have a look then."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Let's have a look then."); stage = 1; break; case 1: diff --git a/Server/src/plugin/dialogue/ScoolboyMuseumDialogue.java b/Server/src/plugin/dialogue/ScoolboyMuseumDialogue.java index 900f82f71..cb4434b28 100644 --- a/Server/src/plugin/dialogue/ScoolboyMuseumDialogue.java +++ b/Server/src/plugin/dialogue/ScoolboyMuseumDialogue.java @@ -47,7 +47,7 @@ public class ScoolboyMuseumDialogue extends DialoguePlugin { @Override public boolean open(Object... args) { npc = (NPC) args[0]; - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Can you find my teacher? I need the toilet!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Can you find my teacher? I need the toilet!"); stage = 0; return true; } diff --git a/Server/src/plugin/dialogue/ScoolgirlMuseumDialogue.java b/Server/src/plugin/dialogue/ScoolgirlMuseumDialogue.java index bd5f0cb61..8ae19c799 100644 --- a/Server/src/plugin/dialogue/ScoolgirlMuseumDialogue.java +++ b/Server/src/plugin/dialogue/ScoolgirlMuseumDialogue.java @@ -47,7 +47,7 @@ public class ScoolgirlMuseumDialogue extends DialoguePlugin { @Override public boolean open(Object... args) { npc = (NPC) args[0]; - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I wanna be an archaeologist when I grow up!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I wanna be an archaeologist when I grow up!"); stage = 0; return true; } diff --git a/Server/src/plugin/dialogue/ScorpiasOffspringDialogue.java b/Server/src/plugin/dialogue/ScorpiasOffspringDialogue.java index f5a0e9e47..7d84aca34 100644 --- a/Server/src/plugin/dialogue/ScorpiasOffspringDialogue.java +++ b/Server/src/plugin/dialogue/ScorpiasOffspringDialogue.java @@ -39,7 +39,7 @@ public final class ScorpiasOffspringDialogue extends DialoguePlugin { @Override public boolean open(Object... args) { npc = (NPC) args[0]; - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "At night time, if I were to hold ultraviolet", "light over you, would you glow?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "At night time, if I were to hold ultraviolet", "light over you, would you glow?"); stage = 0; return true; } @@ -48,15 +48,15 @@ public final class ScorpiasOffspringDialogue extends DialoguePlugin { public boolean handle(int interfaceId, int buttonId) { switch (stage) { case 0: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Two things wrong there, human."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Two things wrong there, human."); stage = 1; break; case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Oh?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Oh?"); stage = 2; break; case 2: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "One, when has it ever been night time here?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "One, when has it ever been night time here?"); stage = 3; break; case 3: diff --git a/Server/src/plugin/dialogue/SeamanDialoguePlugin.java b/Server/src/plugin/dialogue/SeamanDialoguePlugin.java index 370d78b9d..6185025d3 100644 --- a/Server/src/plugin/dialogue/SeamanDialoguePlugin.java +++ b/Server/src/plugin/dialogue/SeamanDialoguePlugin.java @@ -46,7 +46,7 @@ public class SeamanDialoguePlugin extends DialoguePlugin { } else { player.getPacketDispatch().sendMessage("You may only use the Pay-fare option after completing Pirate's Treasure."); } - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Do you want to go on a trip to Karamja?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Do you want to go on a trip to Karamja?"); stage = 0; return true; } @@ -55,7 +55,7 @@ public class SeamanDialoguePlugin 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: @@ -65,11 +65,11 @@ public class SeamanDialoguePlugin 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, thank you."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "No, thank you."); stage = 20; break; @@ -91,7 +91,7 @@ public class SeamanDialoguePlugin extends DialoguePlugin { public void pay() { end(); if (!player.getInventory().contains(995, 30)) { - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Sorry, I don't have enough coins for that."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Sorry, I don't have enough coins for that."); stage = 20; } else { end(); diff --git a/Server/src/plugin/dialogue/SeerBartenderDialogue.java b/Server/src/plugin/dialogue/SeerBartenderDialogue.java index 167c823ff..d181afa63 100644 --- a/Server/src/plugin/dialogue/SeerBartenderDialogue.java +++ b/Server/src/plugin/dialogue/SeerBartenderDialogue.java @@ -24,11 +24,11 @@ public class SeerBartenderDialogue extends DialoguePlugin { public void buy(int item, int ammount) { if (player.getInventory().freeSlots() == 0) { - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I don't seem to have room, sorry."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I don't seem to have room, sorry."); stage = 99; } if (!player.getInventory().contains(995, ammount)) { - 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 = 99; } else { end(); @@ -59,15 +59,15 @@ public class SeerBartenderDialogue extends DialoguePlugin { case 1: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "What do you have?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "What do you have?"); stage = 30; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Beer please."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Beer please."); stage = 20; break; case 3: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I don't really want anything thanks."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I don't really want anything thanks."); stage = 67; break; @@ -77,11 +77,11 @@ public class SeerBartenderDialogue extends DialoguePlugin { end(); break; case 30: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Well we have beer, or if you want some food, we have", "our home made stew and meat pies."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Well we have beer, or if you want some food, we have", "our home made stew and meat pies."); stage = 31; break; case 20: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "One beer comng up. Ok, that'll be two coins."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "One beer comng up. Ok, that'll be two coins."); stage = 101; break; case 10: @@ -94,19 +94,19 @@ public class SeerBartenderDialogue extends DialoguePlugin { case 32: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Beer please."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Beer please."); stage = 100; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I'll try the meat pie."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I'll try the meat pie."); stage = 200; break; case 3: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Could I have some stew please?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Could I have some stew please?"); stage = 300; break; case 4: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I don't really want anything thanks."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I don't really want anything thanks."); stage = 30; break; @@ -116,21 +116,21 @@ public class SeerBartenderDialogue extends DialoguePlugin { end(); break; case 100: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "One beer comng up. Ok, that'll be two coins."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "One beer comng up. Ok, that'll be two coins."); stage = 101; break; case 101: buy(1917, 2); break; case 200: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Okay, that will be 16 coins."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Okay, that will be 16 coins."); stage = 201; break; case 201: buy(2327, 16); break; case 300: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "A bowl of stew, that'll be 20 coins please."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "A bowl of stew, that'll be 20 coins please."); stage = 301; break; case 301: @@ -149,7 +149,7 @@ public class SeerBartenderDialogue extends DialoguePlugin { @Override public boolean open(Object... args) { npc = (NPC) args[0]; - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Good morning, what would you like?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Good morning, what would you like?"); stage = 0; return true; } diff --git a/Server/src/plugin/dialogue/SeerDialoguePlugin.java b/Server/src/plugin/dialogue/SeerDialoguePlugin.java index 98c15ede3..d4280796d 100644 --- a/Server/src/plugin/dialogue/SeerDialoguePlugin.java +++ b/Server/src/plugin/dialogue/SeerDialoguePlugin.java @@ -30,7 +30,7 @@ public class SeerDialoguePlugin extends DialoguePlugin { public boolean handle(int interfaceId, int buttonId) { switch (stage) { case 0: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Anyway, sorry about that."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Anyway, sorry about that."); stage = 1; break; case 1: @@ -40,29 +40,29 @@ public class SeerDialoguePlugin extends DialoguePlugin { case 2: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Many greetings."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Many greetings."); stage = 10; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I seek knowledge and power."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I seek knowledge and power."); stage = 20; break; } break; case 10: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Greetings!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Greetings!"); stage = 11; break; case 11: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Remember, whenever you set out to do something,", "something else must be done first."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Remember, whenever you set out to do something,", "something else must be done first."); stage = 12; break; case 12: end(); break; case 20: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Knowledge comes from experience, power", "comes from battleaxes."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Knowledge comes from experience, power", "comes from battleaxes."); stage = 21; break; case 21: @@ -81,7 +81,7 @@ public class SeerDialoguePlugin extends DialoguePlugin { @Override public boolean open(Object... args) { npc = (NPC) args[0]; - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Uh, what was that dark force? I've never sensed anything", "like it..."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Uh, what was that dark force? I've never sensed anything", "like it..."); stage = 0; return true; } diff --git a/Server/src/plugin/dialogue/ServantDialogue.java b/Server/src/plugin/dialogue/ServantDialogue.java index f96b523dd..4ef9bf379 100644 --- a/Server/src/plugin/dialogue/ServantDialogue.java +++ b/Server/src/plugin/dialogue/ServantDialogue.java @@ -30,7 +30,7 @@ public class ServantDialogue 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; } @@ -39,15 +39,15 @@ public class ServantDialogue extends DialoguePlugin { public boolean handle(int interfaceId, int buttonId) { switch (stage) { case 0: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Hi!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Hi!"); stage = 1; break; case 1: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Look, I'd better not talk. I'll get in trouble."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Look, I'd better not talk. I'll get in trouble."); stage = 2; break; case 2: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "If you want someone to show you round the castle ask", "Eohric, the Head Servant."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "If you want someone to show you round the castle ask", "Eohric, the Head Servant."); stage = 3; break; case 3: diff --git a/Server/src/plugin/dialogue/SethGroatsDialogue.java b/Server/src/plugin/dialogue/SethGroatsDialogue.java index c4bae43b4..e5e2d7c6c 100644 --- a/Server/src/plugin/dialogue/SethGroatsDialogue.java +++ b/Server/src/plugin/dialogue/SethGroatsDialogue.java @@ -30,7 +30,7 @@ public class SethGroatsDialogue extends DialoguePlugin { @Override public boolean open(Object... args) { npc = (NPC) args[0]; - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "M'arnin'... going to milk me cowsies!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "M'arnin'... going to milk me cowsies!"); stage = 0; return true; } diff --git a/Server/src/plugin/dialogue/ShanomiDialogue.java b/Server/src/plugin/dialogue/ShanomiDialogue.java index f96566431..f810460a3 100644 --- a/Server/src/plugin/dialogue/ShanomiDialogue.java +++ b/Server/src/plugin/dialogue/ShanomiDialogue.java @@ -53,21 +53,21 @@ public final class ShanomiDialogue extends DialoguePlugin { break; case 1: if (buttonId == 1) { - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "What do I do here?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "What do I do here?"); stage = 2; } else if (buttonId == 2) { - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Where do the machines come from?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Where do the machines come from?"); stage = 11; } else if (buttonId == 3) { end(); player.getDialogueInterpreter().open("wg:claim-tokens", npc.getId()); } else if (buttonId == 4) { - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Bye."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Bye."); stage = 16; } break; case 2: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "A spare suit of plate armour need you will. Full helm", "plate, leggings and platebody. Placing it in the centre", "of the magical machines you will be doing. KA-POOF!", "The armour it attacks most furiously as if alive! Kill it"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "A spare suit of plate armour need you will. Full helm", "plate, leggings and platebody. Placing it in the centre", "of the magical machines you will be doing. KA-POOF!", "The armour it attacks most furiously as if alive! Kill it"); stage = -3; break; case -3: @@ -75,59 +75,59 @@ public final class ShanomiDialogue extends DialoguePlugin { stage = 3; break; case 3: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "So I use a full set of plate armour on the centre plate of", "the machines and it will animate it? Then I have to kill my", "own armour... how bizarre!"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "So I use a full set of plate armour on the centre plate of", "the machines and it will animate it? Then I have to kill my", "own armour... how bizarre!"); stage = 4; break; case 4: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Yes. It is as you are saying. For this earn tokens you", "will. Also gain experience in combat you will. Trained", "long and hard here have I."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Yes. It is as you are saying. For this earn tokens you", "will. Also gain experience in combat you will. Trained", "long and hard here have I."); stage = 5; break; case 5: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "You're not from around here are you...?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "You're not from around here are you...?"); stage = 6; break; case 6: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "It is as you say."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "It is as you say."); stage = 7; break; case 7: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "So will I lose my armour?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "So will I lose my armour?"); stage = 8; break; case 8: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Lose armour you will if damaged to much it becomes.", "Rare this is, but still possible. If kill you the armour does,", "also lose armour you will."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Lose armour you will if damaged to much it becomes.", "Rare this is, but still possible. If kill you the armour does,", "also lose armour you will."); stage = 9; break; case 9: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "So, occasionally I might lose a bit because it's being", "bashed about and I'll obviously lose it if I die... that it?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "So, occasionally I might lose a bit because it's being", "bashed about and I'll obviously lose it if I die... that it?"); stage = 10; break; case 10: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "It is as you say."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "It is as you say."); stage = 0; break; case 11: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Make them I did, with magics."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Make them I did, with magics."); stage = 12; break; case 12: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Magic, in the Warrior's Guild?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Magic, in the Warrior's Guild?"); stage = 13; break; case 13: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "A skilled warrior also am I. Harrallak mistakes does not", "make. Potential in my invention he sees and opportunity", "grasps."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "A skilled warrior also am I. Harrallak mistakes does not", "make. Potential in my invention he sees and opportunity", "grasps."); stage = 14; break; case 14: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I see, so you made the magical machines and Harrallak", "saw how they could be used in the guild to train warrior's", "combat... interesting. Harrallak certainly is an intelligent", "guy."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I see, so you made the magical machines and Harrallak", "saw how they could be used in the guild to train warrior's", "combat... interesting. Harrallak certainly is an intelligent", "guy."); stage = 15; break; case 15: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "It is as you say."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "It is as you say."); stage = 0; break; case 16: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Health be with you travelling."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Health be with you travelling."); stage = 100; break; case 100: diff --git a/Server/src/plugin/dialogue/ShantayDialogue.java b/Server/src/plugin/dialogue/ShantayDialogue.java index e51b6476d..ef4fd032e 100644 --- a/Server/src/plugin/dialogue/ShantayDialogue.java +++ b/Server/src/plugin/dialogue/ShantayDialogue.java @@ -47,11 +47,11 @@ public final class ShantayDialogue extends DialoguePlugin { } if (args.length == 2) { player.getPacketDispatch().sendMessage("Shantay saunters over to talk with you."); - interpreter.sendDialogues(836, FacialExpression.NO_EXPRESSION, "If you want to be let out, you have to pay a fine of", "five gold. Do you want to pay now?"); + interpreter.sendDialogues(836, FacialExpression.HALF_GUILTY, "If you want to be let out, you have to pay a fine of", "five gold. Do you want to pay now?"); stage = 703; return true; } - interpreter.sendDialogues(836, FacialExpression.NO_EXPRESSION, "Hello effendi, I am Shantay."); + interpreter.sendDialogues(836, FacialExpression.HALF_GUILTY, "Hello effendi, I am Shantay."); stage = 0; return true; } @@ -60,11 +60,11 @@ public final class ShantayDialogue extends DialoguePlugin { public boolean handle(int interfaceId, int buttonId) { switch (stage) { case 0: - interpreter.sendDialogues(836, FacialExpression.NO_EXPRESSION, "I see you're new. Please read the billboard poster", "before going into the desert. It'll give yer details on the", "dangers you can face."); + interpreter.sendDialogues(836, FacialExpression.HALF_GUILTY, "I see you're new. Please read the billboard poster", "before going into the desert. It'll give yer details on the", "dangers you can face."); stage = 1; break; case 1: - interpreter.sendDialogues(836, FacialExpression.NO_EXPRESSION, "There is a heartbroken mother just past the gates and", "in the desert. Her name is Irena and she mourns her", "lost daughter. Such a shame."); + interpreter.sendDialogues(836, FacialExpression.HALF_GUILTY, "There is a heartbroken mother just past the gates and", "in the desert. Her name is Irena and she mourns her", "lost daughter. Such a shame."); stage = 2; break; case 2: @@ -74,19 +74,19 @@ public final class ShantayDialogue extends DialoguePlugin { case 3: 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, "Can I see what you have to sell please?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Can I see what you have to sell please?"); stage = 20; break; case 3: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I must be going."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I must be going."); stage = 30; break; case 4: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I want to buy a Shantay pass for 5 gold coins."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I want to buy a Shantay pass for 5 gold coins."); stage = 40; break; @@ -109,18 +109,18 @@ public final class ShantayDialogue extends DialoguePlugin { end(); break; case 30: - interpreter.sendDialogues(836, FacialExpression.NO_EXPRESSION, "So long..."); + interpreter.sendDialogues(836, FacialExpression.HALF_GUILTY, "So long..."); stage = 31; break; case 31: end(); break; case 10: - interpreter.sendDialogues(836, FacialExpression.NO_EXPRESSION, "This is the pass of Shantay. I guard this area with my", "men. I am responsible for keeping this pass open and", "repaired."); + interpreter.sendDialogues(836, FacialExpression.HALF_GUILTY, "This is the pass of Shantay. I guard this area with my", "men. I am responsible for keeping this pass open and", "repaired."); stage = 11; break; case 11: - interpreter.sendDialogues(836, FacialExpression.NO_EXPRESSION, "My men and I prevent outlaws from getting out of the", "desert. And we stop the inexeperienced from a dry death", "in the sands. Which would you say you were?"); + interpreter.sendDialogues(836, FacialExpression.HALF_GUILTY, "My men and I prevent outlaws from getting out of the", "desert. And we stop the inexeperienced from a dry death", "in the sands. Which would you say you were?"); stage = 12; break; case 12: @@ -144,7 +144,7 @@ public final class ShantayDialogue extends DialoguePlugin { } break; case 20: - interpreter.sendDialogues(836, FacialExpression.NO_EXPRESSION, "Absolutely Effendi!"); + interpreter.sendDialogues(836, FacialExpression.HALF_GUILTY, "Absolutely Effendi!"); stage = 21; break; case 21: diff --git a/Server/src/plugin/dialogue/ShantayGuard.java b/Server/src/plugin/dialogue/ShantayGuard.java index 6bbcca2bd..ec9a6cead 100644 --- a/Server/src/plugin/dialogue/ShantayGuard.java +++ b/Server/src/plugin/dialogue/ShantayGuard.java @@ -59,7 +59,7 @@ public final class ShantayGuard extends DialoguePlugin { return true; } if (npc != null && npc.getId() != 837) { - interpreter.sendDialogues(838, FacialExpression.NO_EXPRESSION, "Hello there!"); + interpreter.sendDialogues(838, FacialExpression.HALF_GUILTY, "Hello there!"); stage = 0; } else { interpreter.sendDialogues(838, null, "Go talk to Shantay. I'm on duty and I don't have time", "to talk to the likes of you!"); @@ -72,7 +72,7 @@ public final class ShantayGuard extends DialoguePlugin { public boolean handle(int interfaceId, int buttonId) { switch (stage) { case 0: - interpreter.sendDialogues(838, FacialExpression.NO_EXPRESSION, "What can I do for you?"); + interpreter.sendDialogues(838, FacialExpression.HALF_GUILTY, "What can I do for you?"); stage = 1; break; case 1: @@ -82,7 +82,7 @@ public final class ShantayGuard extends DialoguePlugin { case 2: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I'd like to go into the desert please."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I'd like to go into the desert please."); stage = 10; break; case 2: @@ -91,7 +91,7 @@ public final class ShantayGuard extends DialoguePlugin { } break; case 10: - interpreter.sendDialogues(838, FacialExpression.NO_EXPRESSION, "Of course!"); + interpreter.sendDialogues(838, FacialExpression.HALF_GUILTY, "Of course!"); stage = 11; break; case 11: diff --git a/Server/src/plugin/dialogue/ShilopDialogue.java b/Server/src/plugin/dialogue/ShilopDialogue.java index d556c3816..d046a9ab8 100644 --- a/Server/src/plugin/dialogue/ShilopDialogue.java +++ b/Server/src/plugin/dialogue/ShilopDialogue.java @@ -58,11 +58,11 @@ public final class ShilopDialogue extends DialoguePlugin { final Quest quest = player.getQuestRepository().getQuest("Gertrude's Cat"); switch (quest.getStage(player)) { case 0: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Hello again."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Hello again."); stage = 0; break; case 10: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Hello there, I've been looking for you."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Hello there, I've been looking for you."); stage = 100; break; case 20: @@ -73,7 +73,7 @@ public final class ShilopDialogue extends DialoguePlugin { stage = 130; break; default: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Hello again."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Hello again."); stage = 0; break; } @@ -89,7 +89,7 @@ public final class ShilopDialogue extends DialoguePlugin { stage = 1; break; case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Pardon?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Pardon?"); stage = 2; break; case 2: @@ -101,7 +101,7 @@ public final class ShilopDialogue extends DialoguePlugin { stage = 4; break; case 4: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Really?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Really?"); stage = 5; break; case 5: @@ -116,7 +116,7 @@ public final class ShilopDialogue extends DialoguePlugin { stage = 101; break; case 101: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "What? I'm trying to help your mum find Fluffs."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "What? I'm trying to help your mum find Fluffs."); stage = 102; break; case 102: @@ -124,7 +124,7 @@ public final class ShilopDialogue extends DialoguePlugin { stage = 103; break; case 103: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Where is this play area?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Where is this play area?"); stage = 104; break; case 104: @@ -132,7 +132,7 @@ public final class ShilopDialogue extends DialoguePlugin { stage = 105; break; case 105: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "What will make you tell me?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "What will make you tell me?"); stage = 106; break; case 106: @@ -140,7 +140,7 @@ public final class ShilopDialogue extends DialoguePlugin { stage = 107; break; case 107: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "How much?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "How much?"); stage = 108; break; case 108: diff --git a/Server/src/plugin/dialogue/ShopkeeperDialogue.java b/Server/src/plugin/dialogue/ShopkeeperDialogue.java index ee8d0393d..4e0a4f2f3 100644 --- a/Server/src/plugin/dialogue/ShopkeeperDialogue.java +++ b/Server/src/plugin/dialogue/ShopkeeperDialogue.java @@ -38,7 +38,7 @@ public final class ShopkeeperDialogue 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; } diff --git a/Server/src/plugin/dialogue/SigmundDialogue.java b/Server/src/plugin/dialogue/SigmundDialogue.java index 84038a05a..3b32c68f7 100644 --- a/Server/src/plugin/dialogue/SigmundDialogue.java +++ b/Server/src/plugin/dialogue/SigmundDialogue.java @@ -36,37 +36,37 @@ public class SigmundDialogue extends DialoguePlugin { case 1: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Do you have any quests for me?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Do you have any quests for me?"); stage = 10; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Who are you?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Who are you?"); stage = 20; break; } break; case 20: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I'm the Duke's advisor."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I'm the Duke's advisor."); stage = 21; break; case 21: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Can you give me any advice then?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Can you give me any advice then?"); stage = 22; break; case 22: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I only advise the Duke. But if you want to make", "yourself useful, there are evil goblins to slay on the", "other side of the river."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I only advise the Duke. But if you want to make", "yourself useful, there are evil goblins to slay on the", "other side of the river."); stage = 23; break; case 23: end(); break; case 10: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I hear the Duke has a task for an adventurer.", "Otherwise, if you want to make yourself useful, there", "are always evil monsters to slay."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I hear the Duke has a task for an adventurer.", "Otherwise, if you want to make yourself useful, there", "are always evil monsters to slay."); stage = 11; break; case 11: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Okay, I might just do that."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Okay, I might just do that."); stage = 12; break; case 12: @@ -85,7 +85,7 @@ public class SigmundDialogue extends DialoguePlugin { @Override public boolean open(Object... args) { npc = (NPC) args[0]; - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Can I help you?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Can I help you?"); stage = 0; return true; } diff --git a/Server/src/plugin/dialogue/SigurdDialogue.java b/Server/src/plugin/dialogue/SigurdDialogue.java index 5207a4256..4de289e03 100644 --- a/Server/src/plugin/dialogue/SigurdDialogue.java +++ b/Server/src/plugin/dialogue/SigurdDialogue.java @@ -38,62 +38,62 @@ public class SigurdDialogue extends DialoguePlugin { 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(npc, FacialExpression.NO_EXPRESSION, "It's really quite simple. Just walk down to that", "tree on the water bank and chop it down."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "It's really quite simple. Just walk down to that", "tree on the water bank and chop it down."); stage = 24; break; } break; case 10: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I'm Sigurd the Great and Brainy."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I'm Sigurd the Great and Brainy."); stage = 11; break; case 11: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Why do they call you the Great and Brainy?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Why do they call you the Great and Brainy?"); stage = 12; break; case 12: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Because I Iinvented the Log Canoe!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Because I Iinvented the Log Canoe!"); stage = 13; break; case 13: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Log Canoe?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Log Canoe?"); stage = 14; break; case 14: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Yeash! Me and my cousins were having a great", "party by the river when we decided to have a", " game of 'Smack The SeasonDefinitions'"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Yeash! Me and my cousins were having a great", "party by the river when we decided to have a", " game of 'Smack The SeasonDefinitions'"); stage = 15; break; case 15: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Smack the SeasonDefinitions?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Smack the SeasonDefinitions?"); stage = 16; break; case 16: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "It's a game were you take it in turnsh shmacking", " a tree. First one to uproot the tree winsh!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "It's a game were you take it in turnsh shmacking", " a tree. First one to uproot the tree winsh!"); stage = 17; break; case 17: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Anyway, I won the game with a flying tackle.", " The tree came loose and down the river bank I went", " still holding the tree."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Anyway, I won the game with a flying tackle.", " The tree came loose and down the river bank I went", " still holding the tree."); stage = 18; break; case 18: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I woke up a few hours later and found myself", "several miles down river. and thatsh how I", "invented the log canoe!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I woke up a few hours later and found myself", "several miles down river. and thatsh how I", "invented the log canoe!"); stage = 19; break; case 19: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "So you invented the 'Log Canoe' by falling into a river", "hugging a tree?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "So you invented the 'Log Canoe' by falling into a river", "hugging a tree?"); stage = 20; break; case 20: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Well I refined the design from the original", "you know!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Well I refined the design from the original", "you know!"); stage = 21; break; case 21: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I cut all the branches off to make it more", "comfortable. I could tell you how to if you like?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I cut all the branches off to make it more", "comfortable. I could tell you how to if you like?"); stage = 22; break; case 22: @@ -104,22 +104,22 @@ public class SigurdDialogue extends DialoguePlugin { switch (buttonId) { case 1: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "It's really quite simple. Just walk down to that tree", "on the water bank and chop it down."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "It's really quite simple. Just walk down to that tree", "on the water bank and chop it down."); stage = 24; break; case 2: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Okay, if you change your mind you know where", "to find me."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Okay, if you change your mind you know where", "to find me."); stage = 25; break; } break; case 24: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Then take your hatchet to it and shape it how you", "like!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Then take your hatchet to it and shape it how you", "like!"); stage = 26; break; case 26: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "You look like you know your way around a", "tree, you can you can make many canoes."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "You look like you know your way around a", "tree, you can you can make many canoes."); stage = 27; break; case 27: @@ -144,7 +144,7 @@ public class SigurdDialogue extends DialoguePlugin { @Override public boolean open(Object... args) { npc = (NPC) args[0]; - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Ha Ha! Hello!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Ha Ha! Hello!"); stage = 0; return true; } diff --git a/Server/src/plugin/dialogue/SilkMerchantPlugin.java b/Server/src/plugin/dialogue/SilkMerchantPlugin.java index 1de309cad..ab7bc3d2d 100644 --- a/Server/src/plugin/dialogue/SilkMerchantPlugin.java +++ b/Server/src/plugin/dialogue/SilkMerchantPlugin.java @@ -213,7 +213,7 @@ public class SilkMerchantPlugin extends DialoguePlugin { }); return false; } - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I buy silk. If you ever want to", "sell any silk, bring it here."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I buy silk. If you ever want to", "sell any silk, bring it here."); stage = 0; return true; } diff --git a/Server/src/plugin/dialogue/SilkTradeDialogue.java b/Server/src/plugin/dialogue/SilkTradeDialogue.java index 4ad43c8a8..6ffa91b6b 100644 --- a/Server/src/plugin/dialogue/SilkTradeDialogue.java +++ b/Server/src/plugin/dialogue/SilkTradeDialogue.java @@ -37,11 +37,11 @@ public class SilkTradeDialogue extends DialoguePlugin { case 1: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "How much are they?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "How much are they?"); stage = 10; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "No, silk doesn't suit me."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "No, silk doesn't suit me."); stage = 2000; break; @@ -49,7 +49,7 @@ public class SilkTradeDialogue extends DialoguePlugin { break; case 10: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "3gp."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "3gp."); stage = 11; break; case 11: @@ -59,22 +59,22 @@ public class SilkTradeDialogue extends DialoguePlugin { case 12: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "No, that's too much for me."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "No, that's too much for me."); stage = 110; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Okay, that sounds good."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Okay, that sounds good."); stage = 6000; break; } break; case 110: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "2gp and that's as low as I'll go."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "2gp and that's as low as I'll go."); stage = 111; break; case 111: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I'm not selling it for any less. You'll only go and sell it", "in Varrock for a profit."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I'm not selling it for any less. You'll only go and sell it", "in Varrock for a profit."); stage = 113; break; case 113: @@ -84,7 +84,7 @@ public class SilkTradeDialogue extends DialoguePlugin { case 114: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "2gp sounds good."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "2gp sounds good."); stage = 1000; break; case 2: @@ -100,7 +100,7 @@ public class SilkTradeDialogue extends DialoguePlugin { interpreter.sendDialogue("You buy some silk for 2gp."); stage = 1001; } else if (player.getInventory().freeSlots() == 0) { - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I don't have enough room, sorry."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I don't have enough room, sorry."); stage = 2000; } else if (!player.getInventory().contains(995, 2)) { end(); @@ -120,7 +120,7 @@ public class SilkTradeDialogue extends DialoguePlugin { interpreter.sendDialogue("You buy some silk for 3gp."); stage = 1001; } else if (player.getInventory().freeSlots() == 0) { - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I don't have enough room, sorry."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I don't have enough room, sorry."); stage = 2000; } else if (!player.getInventory().contains(995, 3)) { end(); @@ -140,7 +140,7 @@ public class SilkTradeDialogue extends DialoguePlugin { @Override public boolean open(Object... args) { npc = (NPC) args[0]; - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Do you want to buy any fine silks?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Do you want to buy any fine silks?"); stage = 0; return true; } diff --git a/Server/src/plugin/dialogue/SilverMechantPlugin.java b/Server/src/plugin/dialogue/SilverMechantPlugin.java index 1b2e877f2..3669b0094 100644 --- a/Server/src/plugin/dialogue/SilverMechantPlugin.java +++ b/Server/src/plugin/dialogue/SilverMechantPlugin.java @@ -40,7 +40,7 @@ public class SilverMechantPlugin 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; } @@ -61,7 +61,7 @@ public class SilverMechantPlugin extends DialoguePlugin { @Override public boolean open(Object... args) { npc = (NPC) args[0]; - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Silver! Silver! Best prices for buying and selling in all", "Kandarin!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Silver! Silver! Best prices for buying and selling in all", "Kandarin!"); stage = 0; return true; } diff --git a/Server/src/plugin/dialogue/SimpleEntityMessage.java b/Server/src/plugin/dialogue/SimpleEntityMessage.java index 34c9d99d5..da7a62397 100644 --- a/Server/src/plugin/dialogue/SimpleEntityMessage.java +++ b/Server/src/plugin/dialogue/SimpleEntityMessage.java @@ -42,7 +42,7 @@ public class SimpleEntityMessage extends DialoguePlugin { String[] messages = new String[args.length]; for (int i = 0; i < messages.length; i++) messages[i] = (String) args[i]; - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, messages); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, messages); return true; } } diff --git a/Server/src/plugin/dialogue/SirTiffyCashienDialogue.java b/Server/src/plugin/dialogue/SirTiffyCashienDialogue.java index 8624b2d14..d94628027 100644 --- a/Server/src/plugin/dialogue/SirTiffyCashienDialogue.java +++ b/Server/src/plugin/dialogue/SirTiffyCashienDialogue.java @@ -39,7 +39,7 @@ public final class SirTiffyCashienDialogue 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 SirTiffyCashienDialogue extends DialoguePlugin { public boolean handle(int interfaceId, int buttonId) { switch (stage) { case 0: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "What ho, sirrag.", "Spiffing day for a walk in the park, what?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "What ho, sirrag.", "Spiffing day for a walk in the park, what?"); stage = 1; break; case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Spiffing?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Spiffing?"); stage = 2; break; case 2: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Absolutely, top-hole!", "Well, can't stay and chat all day, dontchaknow!", "Ta-ta for now!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Absolutely, top-hole!", "Well, can't stay and chat all day, dontchaknow!", "Ta-ta for now!"); stage = 10; break; case 3: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Erm...goodbye."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Erm...goodbye."); stage = 4; break; case 4: diff --git a/Server/src/plugin/dialogue/SirVyvinDialogue.java b/Server/src/plugin/dialogue/SirVyvinDialogue.java index 3ebeb5ab9..bc2b20808 100644 --- a/Server/src/plugin/dialogue/SirVyvinDialogue.java +++ b/Server/src/plugin/dialogue/SirVyvinDialogue.java @@ -30,7 +30,7 @@ public class SirVyvinDialogue 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; } @@ -39,7 +39,7 @@ public class SirVyvinDialogue extends DialoguePlugin { public boolean handle(int interfaceId, int buttonId) { switch (stage) { case 0: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Greetings traveller."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Greetings traveller."); stage = 1; break; case 1: diff --git a/Server/src/plugin/dialogue/SmithingApparenticeDialogue.java b/Server/src/plugin/dialogue/SmithingApparenticeDialogue.java index e1bb07c64..34e54a628 100644 --- a/Server/src/plugin/dialogue/SmithingApparenticeDialogue.java +++ b/Server/src/plugin/dialogue/SmithingApparenticeDialogue.java @@ -30,7 +30,7 @@ public class SmithingApparenticeDialogue 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 smelting please?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Can you teach me the basics of smelting please?"); stage = 0; return true; } @@ -39,7 +39,7 @@ public class SmithingApparenticeDialogue extends DialoguePlugin { public boolean handle(int interfaceId, int buttonId) { switch (stage) { case 0: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "You'll need to have mined some ore to smelt first. Go", "see the mining tutor to the south if you're not sure", "how to do this."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "You'll need to have mined some ore to smelt first. Go", "see the mining tutor to the south if you're not sure", "how to do this."); stage = 1; break; case 1: diff --git a/Server/src/plugin/dialogue/SofiyaDialogue.java b/Server/src/plugin/dialogue/SofiyaDialogue.java index a82b090ef..267b262f9 100644 --- a/Server/src/plugin/dialogue/SofiyaDialogue.java +++ b/Server/src/plugin/dialogue/SofiyaDialogue.java @@ -30,7 +30,7 @@ public class SofiyaDialogue 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; } diff --git a/Server/src/plugin/dialogue/SpiceSellerPlugin.java b/Server/src/plugin/dialogue/SpiceSellerPlugin.java index cbcf4e2e9..8e0ec5cf6 100644 --- a/Server/src/plugin/dialogue/SpiceSellerPlugin.java +++ b/Server/src/plugin/dialogue/SpiceSellerPlugin.java @@ -40,7 +40,7 @@ public class SpiceSellerPlugin extends DialoguePlugin { npc.openShop(player); break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "No, thanks."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "No, thanks."); stage = 20; break; @@ -62,7 +62,7 @@ public class SpiceSellerPlugin extends DialoguePlugin { @Override public boolean open(Object... args) { npc = (NPC) args[0]; - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Are you interested in buying or selling spice?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Are you interested in buying or selling spice?"); stage = 0; return true; } diff --git a/Server/src/plugin/dialogue/SquireDialogue.java b/Server/src/plugin/dialogue/SquireDialogue.java index 5261601e3..62b897522 100644 --- a/Server/src/plugin/dialogue/SquireDialogue.java +++ b/Server/src/plugin/dialogue/SquireDialogue.java @@ -37,14 +37,14 @@ public class SquireDialogue extends DialoguePlugin { if (args.length == 3) { int type = (int) args[1]; if (type == 0) {// lost - interpreter.sendDialogues(3781, FacialExpression.NO_EXPRESSION, "The Void Knight was killed, another of our Order has", "fallen and that Island is lost."); + interpreter.sendDialogues(3781, FacialExpression.HALF_GUILTY, "The Void Knight was killed, another of our Order has", "fallen and that Island is lost."); stage = 110; } else if (type == 1) {// won and awarded. String points = (String) args[2]; - interpreter.sendDialogues(3781, FacialExpression.NO_EXPRESSION, "Congratulations! You managed to destroy all the portals!", "We've awarded you " + points + " Void Knight Commendation", "points. Please also accept these coins as a reward."); + interpreter.sendDialogues(3781, FacialExpression.HALF_GUILTY, "Congratulations! You managed to destroy all the portals!", "We've awarded you " + points + " Void Knight Commendation", "points. Please also accept these coins as a reward."); stage = 100; } else {// won and not awarded. - interpreter.sendDialogues(3781, FacialExpression.NO_EXPRESSION, "Congratulations! You managed to destroy all the portals!", "However, you did not succeed in reaching the required", "amount of damage delt we cannot grant you a reward."); + interpreter.sendDialogues(3781, FacialExpression.HALF_GUILTY, "Congratulations! You managed to destroy all the portals!", "However, you did not succeed in reaching the required", "amount of damage delt we cannot grant you a reward."); stage = 101; } return true; @@ -55,7 +55,7 @@ public class SquireDialogue extends DialoguePlugin { stage = 699; return true; } - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Hi, how can I help you?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Hi, how can I help you?"); stage = 0; return true; } @@ -98,40 +98,40 @@ public class SquireDialogue 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, "Where does this ship go?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Where does this ship go?"); stage = 20; break; case 3: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I'd like to go to your outpost."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I'd like to go to your outpost."); stage = 30; break; case 4: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I'm fine thanks."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I'm fine thanks."); stage = 40; break; } break; case 10: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I'm a Squire for the Void Knights."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I'm a Squire for the Void Knights."); stage = 11; break; case 11: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "The who?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "The who?"); stage = 12; break; case 12: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "The Void Knights, they are great warriors of balance", "who do Guthix's work here in Gielinor."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "The Void Knights, they are great warriors of balance", "who do Guthix's work here in Gielinor."); stage = 13; break; case 13: end(); break; case 20: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "To the Void Knight outpost. It's a small island just off", "Karamja."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "To the Void Knight outpost. It's a small island just off", "Karamja."); stage = 21; break; case 21: @@ -141,17 +141,17 @@ public class SquireDialogue extends DialoguePlugin { case 22: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I'd like to go to your outpost."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I'd like to go to your outpost."); stage = 23; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "That's nice."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "That's nice."); stage = 200; break; } break; case 23: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Certainly, right this way."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Certainly, right this way."); stage = 24; break; case 24: @@ -162,7 +162,7 @@ public class SquireDialogue extends DialoguePlugin { end(); break; case 30: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Certainly, right this way."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Certainly, right this way."); stage = 24; break; case 40: diff --git a/Server/src/plugin/dialogue/SurgeonGeneralTafani.java b/Server/src/plugin/dialogue/SurgeonGeneralTafani.java index 5af2b7a0b..4ee8663bc 100644 --- a/Server/src/plugin/dialogue/SurgeonGeneralTafani.java +++ b/Server/src/plugin/dialogue/SurgeonGeneralTafani.java @@ -42,7 +42,7 @@ public final class SurgeonGeneralTafani 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; } @@ -51,7 +51,7 @@ public final class SurgeonGeneralTafani extends DialoguePlugin { public boolean handle(int interfaceId, int buttonId) { switch (stage) { case 0: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Hi. How can I help?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Hi. How can I help?"); stage = 1; break; case 1: @@ -66,35 +66,35 @@ public final class SurgeonGeneralTafani extends DialoguePlugin { case 2: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Can you heal me?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Can you heal me?"); stage = 10; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Do you see a lot of injured fighters?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Do you see a lot of injured fighters?"); stage = 30; break; case 3: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Do you come here often?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Do you come here often?"); stage = 20; break; case 4: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Where can I get a cape like yours?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Where can I get a cape like yours?"); stage = 40; break; } break; case 10: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Of course!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Of course!"); stage = 11; break; case 11: npc.animate(new Animation(881)); if (player.getSkills().getLifepoints() == player.getSkills().getStaticLevel(Skills.HITPOINTS)) { - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "You look healthy to me!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "You look healthy to me!"); } else { player.getSkills().heal(player.getSkills().getStaticLevel(Skills.HITPOINTS)); - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "There you go!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "There you go!"); } stage = 12; break; @@ -102,29 +102,29 @@ public final class SurgeonGeneralTafani extends DialoguePlugin { end(); break; case 20: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I work here, so yes!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I work here, so yes!"); stage = 21; break; case 21: end(); break; case 30: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Yes I do. Thankfully we can cope with almost aything.", "Jaraah really is a wonderful surgeon, this methods are a", "little unorthodox but he gets the job done."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Yes I do. Thankfully we can cope with almost aything.", "Jaraah really is a wonderful surgeon, this methods are a", "little unorthodox but he gets the job done."); stage = 31; break; case 31: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I shouldn't tell you this but his nickname is 'The", "Butcher'."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I shouldn't tell you this but his nickname is 'The", "Butcher'."); stage = 32; break; case 32: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "That's reassuring."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "That's reassuring."); stage = 33; break; case 33: end(); break; case 40: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Well, these capes are only available for people who have", "achieved a Hitpoint level of 99. You should go and train", "some more and come back to me when your Hitpoints", "are higher."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Well, these capes are only available for people who have", "achieved a Hitpoint level of 99. You should go and train", "some more and come back to me when your Hitpoints", "are higher."); stage = 41; break; case 41: @@ -133,15 +133,15 @@ public final class SurgeonGeneralTafani extends DialoguePlugin { case 80: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Can you heal me?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Can you heal me?"); stage = 10; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Do you see a lot of injured fighters?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Do you see a lot of injured fighters?"); stage = 30; break; case 3: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Do you come here often?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Do you come here often?"); stage = 20; break; case 4: diff --git a/Server/src/plugin/dialogue/SurokMagis.java b/Server/src/plugin/dialogue/SurokMagis.java index 404c275f5..9ed5117a4 100644 --- a/Server/src/plugin/dialogue/SurokMagis.java +++ b/Server/src/plugin/dialogue/SurokMagis.java @@ -28,31 +28,31 @@ public class SurokMagis extends DialoguePlugin { public boolean handle(int interfaceId, int buttonId) { switch (stage) { case 0: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "What do you want? ...Oh, wait. I know! You're", "porbably just like all the others, aren't you? After some", "fancy spell or potion from me, I bet!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "What do you want? ...Oh, wait. I know! You're", "porbably just like all the others, aren't you? After some", "fancy spell or potion from me, I bet!"); stage = 1; break; case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "No! atleast, I don't think so. What sort of spells", "do you have?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "No! atleast, I don't think so. What sort of spells", "do you have?"); stage = 2; break; case 2: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Hah! I knew it! I expect you want my Aphro-Dizzy-", "Yak spell! Want someone to fall madly in love with you,", "eh?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Hah! I knew it! I expect you want my Aphro-Dizzy-", "Yak spell! Want someone to fall madly in love with you,", "eh?"); stage = 3; break; case 3: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "That spell sounds very interesting, but I didn't mean to", "disturb you!"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "That spell sounds very interesting, but I didn't mean to", "disturb you!"); stage = 4; break; case 4: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Well, I see that you do have some manners. I'm glad", "to see that you use them."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Well, I see that you do have some manners. I'm glad", "to see that you use them."); stage = 5; break; case 5: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Now, if it's all the same, I am very bust at the", "moment. Come back another time", "please and thank you."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Now, if it's all the same, I am very bust at the", "moment. Come back another time", "please and thank you."); stage = 6; break; case 6: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Yes, ofcourse!"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Yes, ofcourse!"); stage = 7; break; case 7: @@ -71,7 +71,7 @@ public class SurokMagis extends DialoguePlugin { @Override public boolean open(Object... args) { npc = (NPC) args[0]; - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Excuse me?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Excuse me?"); stage = 0; return true; } diff --git a/Server/src/plugin/dialogue/SvetlanaDialogue.java b/Server/src/plugin/dialogue/SvetlanaDialogue.java index 7d2ae6d6d..0de7a833d 100644 --- a/Server/src/plugin/dialogue/SvetlanaDialogue.java +++ b/Server/src/plugin/dialogue/SvetlanaDialogue.java @@ -30,7 +30,7 @@ public class SvetlanaDialogue extends DialoguePlugin { @Override public boolean open(Object... args) { npc = (NPC) args[0]; - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Hmm... you smell strange..."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Hmm... you smell strange..."); stage = 0; return true; } diff --git a/Server/src/plugin/dialogue/TakiDwarfDialogue.java b/Server/src/plugin/dialogue/TakiDwarfDialogue.java index ac1897b8f..a5fe54041 100644 --- a/Server/src/plugin/dialogue/TakiDwarfDialogue.java +++ b/Server/src/plugin/dialogue/TakiDwarfDialogue.java @@ -31,15 +31,15 @@ public class TakiDwarfDialogue extends DialoguePlugin { switch (stage) { case 0: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Hi little fellow."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Hi little fellow."); stage = 1; break; case 1: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "What did you just say to me!?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "What did you just say to me!?"); stage = 2; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Arrr! nothing, nothing at all.."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Arrr! nothing, nothing at all.."); stage = 3; break; case 3: @@ -59,7 +59,7 @@ public class TakiDwarfDialogue extends DialoguePlugin { @Override public boolean open(Object... args) { npc = (NPC) args[0]; - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Arrr!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Arrr!"); stage = 0; return true; } diff --git a/Server/src/plugin/dialogue/TarquinDialogue.java b/Server/src/plugin/dialogue/TarquinDialogue.java index fd0557402..dcafa62d0 100644 --- a/Server/src/plugin/dialogue/TarquinDialogue.java +++ b/Server/src/plugin/dialogue/TarquinDialogue.java @@ -30,7 +30,7 @@ public class TarquinDialogue extends DialoguePlugin { public boolean handle(int interfaceId, int buttonId) { switch (stage) { case 0: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Hello old bean. Is there something I can help you", "with?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Hello old bean. Is there something I can help you", "with?"); stage = 1; break; case 1: @@ -40,54 +40,54 @@ public class TarquinDialogue extends DialoguePlugin { case 2: 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(npc, FacialExpression.NO_EXPRESSION, "It's really quite simple. Just walk down to that tree on", "the water bank and chop it down."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "It's really quite simple. Just walk down to that tree on", "the water bank and chop it down."); stage = 24; break; } break; case 10: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "My name is Tarquin Marjoribanks."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "My name is Tarquin Marjoribanks."); stage = 11; break; case 11: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I'd be suprised if you haven't already heard of me?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I'd be suprised if you haven't already heard of me?"); stage = 12; break; case 12: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Why would I have heard of you Mr. Marjoribanks?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Why would I have heard of you Mr. Marjoribanks?"); stage = 13; break; case 13: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "It's pronounced 'Marchbanks'!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "It's pronounced 'Marchbanks'!"); stage = 14; break; case 14: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "You should know of me because I am a member of the", "royal family of Misthalin!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "You should know of me because I am a member of the", "royal family of Misthalin!"); stage = 15; break; case 15: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Are you related to King Roald?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Are you related to King Roald?"); stage = 16; break; case 16: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Oh yes! Quite closely actually."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Oh yes! Quite closely actually."); stage = 17; break; case 17: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I'm his 4th cousin, once removed on his mothers side."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I'm his 4th cousin, once removed on his mothers side."); stage = 18; break; case 18: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Er... Okay. What are you doing here then?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Er... Okay. What are you doing here then?"); stage = 19; break; case 19: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I'm canoeing on the river! It's enormous fun! Would", "you like to know how?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I'm canoeing on the river! It's enormous fun! Would", "you like to know how?"); stage = 20; break; case 20: @@ -97,7 +97,7 @@ public class TarquinDialogue extends DialoguePlugin { case 21: switch (buttonId) { case 1: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "It's really quite simple. Just walk down to that tree on", "the water bank and chop it down."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "It's really quite simple. Just walk down to that tree on", "the water bank and chop it down."); stage = 24; break; case 2: @@ -107,11 +107,11 @@ public class TarquinDialogue extends DialoguePlugin { } break; case 24: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Then take your hatchet to it and shape it how you like!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Then take your hatchet to it and shape it how you like!"); stage = 26; break; case 26: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "You look like you know your way around a tree, you can", "you can make many canoes."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "You look like you know your way around a tree, you can", "you can make many canoes."); stage = 27; break; case 27: @@ -135,7 +135,7 @@ public class TarquinDialogue 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; } diff --git a/Server/src/plugin/dialogue/TaxidermistDialogue.java b/Server/src/plugin/dialogue/TaxidermistDialogue.java index 925d1c590..0dfa4e998 100644 --- a/Server/src/plugin/dialogue/TaxidermistDialogue.java +++ b/Server/src/plugin/dialogue/TaxidermistDialogue.java @@ -30,7 +30,7 @@ public class TaxidermistDialogue extends DialoguePlugin { @Override public boolean open(Object... args) { npc = (NPC) args[0]; - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Oh, hello. Have you got something you want", "preserving?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Oh, hello. Have you got something you want", "preserving?"); stage = 0; return true; } @@ -45,18 +45,18 @@ public class TaxidermistDialogue 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, "Not right now."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Not right now."); stage = 20; break; } break; case 10: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Give it to me to look at then."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Give it to me to look at then."); stage = 11; break; case 11: diff --git a/Server/src/plugin/dialogue/TeaSellerDialogue.java b/Server/src/plugin/dialogue/TeaSellerDialogue.java index 382c2cf2d..fd07d108b 100644 --- a/Server/src/plugin/dialogue/TeaSellerDialogue.java +++ b/Server/src/plugin/dialogue/TeaSellerDialogue.java @@ -38,29 +38,29 @@ public class TeaSellerDialogue extends DialoguePlugin { 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; case 3: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "What are you selling?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "What are you selling?"); stage = 30; break; } break; case 30: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Only the most delicious infusion of the leaves of the tea", "plant. Grown in the exotic regions of this world. Buy", "yourself a cup."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Only the most delicious infusion of the leaves of the tea", "plant. Grown in the exotic regions of this world. Buy", "yourself a cup."); stage = 31; break; case 31: end(); break; case 20: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Well, if you're sure. You know where to come if you do."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Well, if you're sure. You know where to come if you do."); stage = 21; break; case 21: @@ -84,7 +84,7 @@ public class TeaSellerDialogue extends DialoguePlugin { @Override public boolean open(Object... args) { npc = (NPC) args[0]; - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Greetings! Are you in need of refreshment?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Greetings! Are you in need of refreshment?"); stage = 0; return true; } diff --git a/Server/src/plugin/dialogue/TeacherandPupilMuseumDialogue.java b/Server/src/plugin/dialogue/TeacherandPupilMuseumDialogue.java index 079ba0554..5b6993cba 100644 --- a/Server/src/plugin/dialogue/TeacherandPupilMuseumDialogue.java +++ b/Server/src/plugin/dialogue/TeacherandPupilMuseumDialogue.java @@ -46,7 +46,7 @@ public class TeacherandPupilMuseumDialogue extends DialoguePlugin { @Override public boolean open(Object... args) { npc = (NPC) args[0]; - interpreter.sendDialogues(5950, FacialExpression.NO_EXPRESSION, "Stop pulling, we've plenty of time to see everything."); + interpreter.sendDialogues(5950, FacialExpression.HALF_GUILTY, "Stop pulling, we've plenty of time to see everything."); stage = 0; return true; } diff --git a/Server/src/plugin/dialogue/TeegidDialogue.java b/Server/src/plugin/dialogue/TeegidDialogue.java index b9a5c2766..3d9162513 100644 --- a/Server/src/plugin/dialogue/TeegidDialogue.java +++ b/Server/src/plugin/dialogue/TeegidDialogue.java @@ -32,15 +32,15 @@ public class TeegidDialogue extends DialoguePlugin { public boolean handle(int interfaceId, int buttonId) { switch (stage) { case 0: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Yeah. What is it to you?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Yeah. What is it to you?"); stage = 1; break; case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Nice day for it."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Nice day for it."); stage = 2; break; case 2: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Suppose it is."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Suppose it is."); stage = 3; break; case 3: @@ -61,7 +61,7 @@ public class TeegidDialogue extends DialoguePlugin { npc = (NPC) args[0]; npc.setDirection(Direction.SOUTH); npc.faceLocation(Location.create(2923, 3418, 0)); - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "So, you're doing laundry, eh?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "So, you're doing laundry, eh?"); stage = 0; npc.faceLocation(Location.create(2923, 3418, 0)); return true; diff --git a/Server/src/plugin/dialogue/ThessaliaDialogue.java b/Server/src/plugin/dialogue/ThessaliaDialogue.java index 02eabe5c0..b5b79a3a1 100644 --- a/Server/src/plugin/dialogue/ThessaliaDialogue.java +++ b/Server/src/plugin/dialogue/ThessaliaDialogue.java @@ -43,7 +43,7 @@ public final class ThessaliaDialogue extends DialoguePlugin { @Override public boolean open(Object... args) { if (args.length == 2) { - interpreter.sendDialogues(548, FacialExpression.NO_EXPRESSION, "Woah! Fabulous! You look absolutely great!"); + interpreter.sendDialogues(548, FacialExpression.HALF_GUILTY, "Woah! Fabulous! You look absolutely great!"); stage = 600; return true; } else if (args.length == 3) { @@ -52,7 +52,7 @@ public final class ThessaliaDialogue extends DialoguePlugin { return true; } npc = (NPC) args[0]; - interpreter.sendDialogues(548, FacialExpression.NO_EXPRESSION, "Would you like to buy any fine clothes?"); + interpreter.sendDialogues(548, FacialExpression.HALF_GUILTY, "Would you like to buy any fine clothes?"); stage = 0; return true; } @@ -71,17 +71,17 @@ public final class ThessaliaDialogue extends DialoguePlugin { switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "What do you have?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "What do you have?"); stage = 10; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "No, thank you."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "No, thank you."); stage = 202; break; } break; case 202: - interpreter.sendDialogues(548, FacialExpression.NO_EXPRESSION, "Well, please return if you change your mind."); + interpreter.sendDialogues(548, FacialExpression.HALF_GUILTY, "Well, please return if you change your mind."); stage = 203; break; case 203: @@ -90,7 +90,7 @@ public final class ThessaliaDialogue extends DialoguePlugin { case 2: break; case 10: - interpreter.sendDialogues(548, FacialExpression.NO_EXPRESSION, "I have a number of fine pieces of clothing on sale or,", "if you prefer, I can offer you an exclusive", "total clothing makeover?"); + interpreter.sendDialogues(548, FacialExpression.HALF_GUILTY, "I have a number of fine pieces of clothing on sale or,", "if you prefer, I can offer you an exclusive", "total clothing makeover?"); stage = 11; break; case 11: @@ -101,7 +101,7 @@ public final class ThessaliaDialogue extends DialoguePlugin { switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Tell me more about this makeover."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Tell me more about this makeover."); stage = 50; break; case 2: @@ -111,19 +111,19 @@ public final class ThessaliaDialogue extends DialoguePlugin { } break; case 50: - interpreter.sendDialogues(548, FacialExpression.NO_EXPRESSION, "Certainly!"); + interpreter.sendDialogues(548, FacialExpression.HALF_GUILTY, "Certainly!"); stage = 51; break; case 51: - interpreter.sendDialogues(548, FacialExpression.NO_EXPRESSION, "Here at Thessalia's fine clothing boutique, we offer a", "unique service where we will totally revamp your outfit", "to your choosing, for... wait for it..."); + interpreter.sendDialogues(548, FacialExpression.HALF_GUILTY, "Here at Thessalia's fine clothing boutique, we offer a", "unique service where we will totally revamp your outfit", "to your choosing, for... wait for it..."); stage = 52; break; case 52: - interpreter.sendDialogues(548, FacialExpression.NO_EXPRESSION, "A fee of only 500 gold coins! Tired of always wearing", "the same old outfit, day in, day out? This is the service", "for you!"); + interpreter.sendDialogues(548, FacialExpression.HALF_GUILTY, "A fee of only 500 gold coins! Tired of always wearing", "the same old outfit, day in, day out? This is the service", "for you!"); stage = 53; break; case 53: - interpreter.sendDialogues(548, FacialExpression.NO_EXPRESSION, "So what do you say? Interested? We can change either", "your top, or your legwear for only 500 gold a item!"); + interpreter.sendDialogues(548, FacialExpression.HALF_GUILTY, "So what do you say? Interested? We can change either", "your top, or your legwear for only 500 gold a item!"); stage = 54; break; case 54: @@ -133,19 +133,19 @@ public final class ThessaliaDialogue extends DialoguePlugin { case 55: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I'd like to change my top please."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I'd like to change my top please."); stage = 100; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I'd like to change my legwear please."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I'd like to change my legwear please."); stage = 110; break; case 3: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I'd just like to buy some clothes."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I'd just like to buy some clothes."); stage = 120; break; case 4: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "No, thank you."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "No, thank you."); stage = 130; break; } @@ -158,12 +158,12 @@ public final class ThessaliaDialogue extends DialoguePlugin { end(); break; case 110: - interpreter.sendDialogues(548, FacialExpression.NO_EXPRESSION, "Just select what style and colour you would like from", "this catalogue, and then give me the 500 gold when", "you've picked."); + interpreter.sendDialogues(548, FacialExpression.HALF_GUILTY, "Just select what style and colour you would like from", "this catalogue, and then give me the 500 gold when", "you've picked."); stage = 111; break; case 111: if (!player.getInventory().contains(995, 500)) { - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I don't have 500 gold on me..."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I don't have 500 gold on me..."); stage = 105; break; } else { @@ -180,14 +180,14 @@ public final class ThessaliaDialogue extends DialoguePlugin { } break; case 100: - interpreter.sendDialogues(548, FacialExpression.NO_EXPRESSION, "Just select what style and colour you would like from", "this catalogue, and then give me the 500 gold when", "you've picked."); + interpreter.sendDialogues(548, FacialExpression.HALF_GUILTY, "Just select what style and colour you would like from", "this catalogue, and then give me the 500 gold when", "you've picked."); stage = 101; break; case 101: // I don't have 500 gold on me... // that's ok! Just come back when you do have it! if (!player.getInventory().contains(995, 500)) { - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I don't have 500 gold on me..."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I don't have 500 gold on me..."); stage = 105; break; } else { @@ -204,7 +204,7 @@ public final class ThessaliaDialogue extends DialoguePlugin { } break; case 105: - interpreter.sendDialogues(548, FacialExpression.NO_EXPRESSION, "That's ok! Just come back when you do have it!"); + interpreter.sendDialogues(548, FacialExpression.HALF_GUILTY, "That's ok! Just come back when you do have it!"); stage = 106; break; case 106: diff --git a/Server/src/plugin/dialogue/ThuroDialogue.java b/Server/src/plugin/dialogue/ThuroDialogue.java index 156ecc9aa..b29f45b2f 100644 --- a/Server/src/plugin/dialogue/ThuroDialogue.java +++ b/Server/src/plugin/dialogue/ThuroDialogue.java @@ -95,7 +95,7 @@ public final class ThuroDialogue extends DialoguePlugin { case 0: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "That's an unusual cape you're wearing, what is it?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "That's an unusual cape you're wearing, what is it?"); stage = 10; player.setAttribute("thurgo:1", true); break; @@ -127,11 +127,11 @@ public final class ThuroDialogue extends DialoguePlugin { case 13: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Yes, please."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Yes, please."); stage = 15; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "No, thanks."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "No, thanks."); stage = 14; break; } @@ -141,7 +141,7 @@ public final class ThuroDialogue extends DialoguePlugin { break; case 15: if (player.getInventory().freeSlots() < 2) { - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Sorry, I don't have enough room in my inventory."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Sorry, I don't have enough room in my inventory."); stage = 14; return true; } @@ -150,7 +150,7 @@ public final class ThuroDialogue extends DialoguePlugin { return true; } if (!player.getInventory().remove(COINS)) { - 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 = 14; return true; } @@ -169,12 +169,12 @@ public final class ThuroDialogue extends DialoguePlugin { case 60: switch (stage) { case 0: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "About that sword..."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "About that sword..."); stage = 1; break; case 1: if (player.getInventory().contains(667, 1) || player.getEquipment().contains(667, 1) || player.getBank().contains(667, 1)) { - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Thanks for all your help in getting it for me!"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Thanks for all your help in getting it for me!"); stage = 9; } else { interpreter.sendDialogues(npc, FacialExpression.OSRS_NORMAL, "How are you doing finding those sword materials?"); @@ -183,15 +183,15 @@ public final class ThuroDialogue extends DialoguePlugin { break; case 2: if (player.getInventory().containsItem(BLURITE_ORE) && player.getInventory().containsItem(IRON_BARS)) { - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I have them right here."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I have them right here."); stage = 5; } else { if (player.getInventory().containsItem(BLURITE_ORE)) { - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I don't have enough iron bars..."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I don't have enough iron bars..."); stage = 3; return true; } - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I don't have any blurite ore yet..."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I don't have any blurite ore yet..."); stage = 3; } break; @@ -208,7 +208,7 @@ public final class ThuroDialogue extends DialoguePlugin { break; case 6: if (player.getInventory().remove(BLURITE_ORE) && player.getInventory().remove(IRON_BARS)) { - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Thank you very much!"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Thank you very much!"); player.getInventory().add(BLURITE_SWORD); stage = 7; } @@ -233,10 +233,10 @@ public final class ThuroDialogue extends DialoguePlugin { switch (stage) { case 0: if (player.getInventory().contains(666, 1)) { - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I have found a picture of the sword I would like you to", "make."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I have found a picture of the sword I would like you to", "make."); stage = 5; } else { - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "About that sword..."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "About that sword..."); stage = 1; } break; @@ -245,7 +245,7 @@ public final class ThuroDialogue extends DialoguePlugin { stage = 2; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Sorry, not yet."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Sorry, not yet."); stage = 3; break; case 3: @@ -281,7 +281,7 @@ public final class ThuroDialogue extends DialoguePlugin { stage = 12; break; case 12: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Ok. I'll go and find them then."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Ok. I'll go and find them then."); stage = 13; break; case 13: @@ -295,7 +295,7 @@ public final class ThuroDialogue extends DialoguePlugin { case 40: switch (stage) { case 0: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "About that sword..."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "About that sword..."); stage = 1; break; case 1: @@ -303,7 +303,7 @@ public final class ThuroDialogue extends DialoguePlugin { stage = 2; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Sorry, not yet."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Sorry, not yet."); stage = 3; break; case 3: @@ -318,7 +318,7 @@ public final class ThuroDialogue extends DialoguePlugin { case 30: switch (stage) { case 0: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Can you make me a special sword?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Can you make me a special sword?"); stage = 1; break; case 1: @@ -326,7 +326,7 @@ public final class ThuroDialogue extends DialoguePlugin { stage = 2; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I need you to make a sword for one of Falador's", "knights. He had one which was passed down through five", "generations, but his squire has lost it. So we need an", "identical one to replace it."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I need you to make a sword for one of Falador's", "knights. He had one which was passed down through five", "generations, but his squire has lost it. So we need an", "identical one to replace it."); stage = 3; break; case 3: @@ -338,7 +338,7 @@ public final class ThuroDialogue extends DialoguePlugin { stage = 5; break; case 5: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I'll go and ask if his squire and see if I can find one."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I'll go and ask if his squire and see if I can find one."); stage = 6; break; case 6: @@ -357,18 +357,18 @@ public final class ThuroDialogue extends DialoguePlugin { interpreter.sendOptions("Select an Option", "Hello. Are you an Imcando dwarf?", "Would you like some redberry pie?"); stage = 1; } else { - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Hello. Are you an Imcando dwarf?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Hello. Are you an Imcando dwarf?"); stage = 10; } break; case 1: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Hello. Are you an Imcando dwarf?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Hello. Are you an Imcando dwarf?"); stage = 10; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Would you like some redberry pie?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Would you like some redberry pie?"); stage = 20; break; } @@ -388,11 +388,11 @@ public final class ThuroDialogue extends DialoguePlugin { case 12: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Would you like some redberry pie?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Would you like some redberry pie?"); stage = 20; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Can you make me a special sword?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Can you make me a special sword?"); stage = 13; break; } @@ -433,7 +433,7 @@ public final class ThuroDialogue extends DialoguePlugin { case 0: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "That's an unusual cape you're wearing, what is it?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "That's an unusual cape you're wearing, what is it?"); stage = 10; break; case 2: @@ -464,11 +464,11 @@ public final class ThuroDialogue extends DialoguePlugin { case 13: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Yes, please."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Yes, please."); stage = 15; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "No, thanks."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "No, thanks."); stage = 14; break; } @@ -478,12 +478,12 @@ public final class ThuroDialogue extends DialoguePlugin { break; case 15: if (player.getInventory().freeSlots() < 2) { - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Sorry, I don't have enough room in my inventory."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Sorry, I don't have enough room in my inventory."); stage = 14; return true; } if (!player.getInventory().remove(COINS)) { - 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 = 14; return true; } diff --git a/Server/src/plugin/dialogue/TostigDialogue.java b/Server/src/plugin/dialogue/TostigDialogue.java index f4cfb0d10..745f33ac7 100644 --- a/Server/src/plugin/dialogue/TostigDialogue.java +++ b/Server/src/plugin/dialogue/TostigDialogue.java @@ -30,7 +30,7 @@ public class TostigDialogue extends DialoguePlugin { @Override public boolean open(Object... args) { npc = (NPC) args[0]; - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Hi, what ales are you serving?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Hi, what ales are you serving?"); stage = 0; return true; } @@ -39,11 +39,11 @@ public class TostigDialogue extends DialoguePlugin { public boolean handle(int interfaceId, int buttonId) { switch (stage) { case 0: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Well sir, our speciality is Asgarnian Ale, we also serve", "Wizard's Mind Bomb and Dwarven Stout."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Well sir, our speciality is Asgarnian Ale, we also serve", "Wizard's Mind Bomb and Dwarven Stout."); stage = 1; break; case 1: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Would you like to buy a drink?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Would you like to buy a drink?"); stage = 2; break; case 2: @@ -53,25 +53,25 @@ public class TostigDialogue extends DialoguePlugin { case 3: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Yes, please."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Yes, please."); stage = 100; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "No, thanks."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "No, thanks."); stage = 4; break; } break; case 4: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Ah well... so um... does the grey squirrel sing in the", "grove?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Ah well... so um... does the grey squirrel sing in the", "grove?"); stage = 5; break; case 5: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Huh?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Huh?"); stage = 6; break; case 6: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Er... nevermind."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Er... nevermind."); stage = 7; break; case 7: diff --git a/Server/src/plugin/dialogue/TownCrierDialogue.java b/Server/src/plugin/dialogue/TownCrierDialogue.java index 9d3d0f0a8..376e320f3 100644 --- a/Server/src/plugin/dialogue/TownCrierDialogue.java +++ b/Server/src/plugin/dialogue/TownCrierDialogue.java @@ -42,7 +42,7 @@ public final class TownCrierDialogue extends DialoguePlugin { @Override public boolean open(Object... args) { npc = (NPC) args[0]; - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Hear ye! Hear ye! Player Moderators massive help to ", GameWorld.getName() + "!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Hear ye! Hear ye! Player Moderators massive help to ", GameWorld.getName() + "!"); stage = 1; return true; } @@ -52,7 +52,7 @@ public final class TownCrierDialogue extends DialoguePlugin { switch (stage) { case 1: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Oh, hello citizen. Are you here to find out about Player", "Moderators? Or perhaps would you like to know about the", "laws of the land?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Oh, hello citizen. Are you here to find out about Player", "Moderators? Or perhaps would you like to know about the", "laws of the land?"); stage = 2; break; case 2: @@ -62,19 +62,19 @@ public final class TownCrierDialogue extends DialoguePlugin { case 3: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Tell me about Player Moderators."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Tell me about Player Moderators."); stage = 50; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Tell me about the Rules of " + GameWorld.getName() + "."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Tell me about the Rules of " + GameWorld.getName() + "."); stage = 70; break; case 3: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Can you give me a handy tip please?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Can you give me a handy tip please?"); stage = 100; break; case 4: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Bye!"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Bye!"); stage = 400; break; } @@ -87,7 +87,7 @@ public final class TownCrierDialogue extends DialoguePlugin { end(); break; case 50: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Of course. What would you like to know?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Of course. What would you like to know?"); stage = 51; break; case 51: @@ -98,26 +98,26 @@ public final class TownCrierDialogue extends DialoguePlugin { switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, " What is a Player Moderator?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, " What is a Player Moderator?"); stage = 150; break; case 2: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "What can Player Moderators do?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "What can Player Moderators do?"); stage = 160; break; case 3: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "How do I become a Player Moderator?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "How do I become a Player Moderator?"); stage = 170; break; case 4: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "What can Player Moderators not do?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "What can Player Moderators not do?"); stage = 180; break; } break; case 70: player.lock(4); - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "At once. Take a look at my book here."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "At once. Take a look at my book here."); npc.animate(new Animation(6866)); GameWorld.submit(new Pulse(4) { @Override @@ -136,90 +136,90 @@ public final class TownCrierDialogue extends DialoguePlugin { int rand = RandomFunction.random(1, 5); switch (rand) { case 1: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "If the chat window is moving too quickly to report a", "player accurately, run to a quiet spot and review the chat", "at your leisure!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "If the chat window is moving too quickly to report a", "player accurately, run to a quiet spot and review the chat", "at your leisure!"); stage = 2; break; case 2: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "If you're lost and have no idea where to go, use the Home", "Teleporter spell for free!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "If you're lost and have no idea where to go, use the Home", "Teleporter spell for free!"); stage = 2; break; case 3: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Make your recovery questions and answers hard to guess", "but easy to remember."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Make your recovery questions and answers hard to guess", "but easy to remember."); stage = 2; break; case 4: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Beware of players trying to lue you into the wilderness.", "Your items cannot be returned if you lose them!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Beware of players trying to lue you into the wilderness.", "Your items cannot be returned if you lose them!"); stage = 2; break; case 5: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "" + GameWorld.getName() + " will never email you asking for your log-in details."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "" + GameWorld.getName() + " will never email you asking for your log-in details."); stage = 2; break; } stage = 2; break; case 150: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Player Moderators are normal players of the game, just", "like you. However, since they have shown themselves to be", "trustworthy and active reporters, they have been invited", "by Jagex to monitor the game and take appropriate"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Player Moderators are normal players of the game, just", "like you. However, since they have shown themselves to be", "trustworthy and active reporters, they have been invited", "by Jagex to monitor the game and take appropriate"); stage = 151; break; case 151: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "reward when they see rule breaking. You can spot a Player", "Moderator in game by looking at the chat screen - when a", "Player Moderator speaks, a silver crown appears to the", "left of their name. Remember, if there's no silver crown"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "reward when they see rule breaking. You can spot a Player", "Moderator in game by looking at the chat screen - when a", "Player Moderator speaks, a silver crown appears to the", "left of their name. Remember, if there's no silver crown"); stage = 152; break; case 152: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "there, they are not a Player Moderator! You can check", "out the website if you'd like more information."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "there, they are not a Player Moderator! You can check", "out the website if you'd like more information."); stage = 153; break; case 153: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Thanks!"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Thanks!"); stage = 154; break; case 154: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Is there anything else you'd like to know?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Is there anything else you'd like to know?"); stage = 51; break; case 160: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Player Moderators, or 'P-mods', have the ability to mute", "rule breakers and " + GameWorld.getName() + " view their reports as a priority so", "that reward is taken as quickly as possible. P-Mods also", "have acces to the Player Moderator Centre. Within the"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Player Moderators, or 'P-mods', have the ability to mute", "rule breakers and " + GameWorld.getName() + " view their reports as a priority so", "that reward is taken as quickly as possible. P-Mods also", "have acces to the Player Moderator Centre. Within the"); stage = 161; break; case 161: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Centre are tools to help them Moderate " + GameWorld.getName() + ".", "These tools include dedicated forums, the Player", "Moderator Guidelines and the Player Moderator Code of", "Conduct."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Centre are tools to help them Moderate " + GameWorld.getName() + ".", "These tools include dedicated forums, the Player", "Moderator Guidelines and the Player Moderator Code of", "Conduct."); stage = 153; break; case 170: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "" + GameWorld.getName() + " picks players who spend their time and effort to", "help better the " + GameWorld.getName() + " community. To increase your", "chances of becoming a Player Moderator:"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "" + GameWorld.getName() + " picks players who spend their time and effort to", "help better the " + GameWorld.getName() + " community. To increase your", "chances of becoming a Player Moderator:"); stage = 171; break; case 171: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Keep your account secure! This is very important, as a", "player with poor security will never be a P-Mod. Read our", "Security Tips for more information."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Keep your account secure! This is very important, as a", "player with poor security will never be a P-Mod. Read our", "Security Tips for more information."); stage = 173; break; case 173: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Play by the rules! The rules of " + GameWorld.getName() + " are enforced", "for a reason, to make the game a fair and enjoyable", "environment for all."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Play by the rules! The rules of " + GameWorld.getName() + " are enforced", "for a reason, to make the game a fair and enjoyable", "environment for all."); stage = 174; break; case 174: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Report accuratley! When " + GameWorld.getName() + " consider an account for", "review they look for quality, not quantity. Ensure your", "reports are of a high quality by following the report", "guidelines."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Report accuratley! When " + GameWorld.getName() + " consider an account for", "review they look for quality, not quantity. Ensure your", "reports are of a high quality by following the report", "guidelines."); stage = 175; break; case 175: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Be nice to each other! Treat others as you would", "want to be treated yourself. Respect your fellow player.", "More information can be found on the website."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Be nice to each other! Treat others as you would", "want to be treated yourself. Respect your fellow player.", "More information can be found on the website."); stage = 153; break; case 180: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "P-Mods cannot ban your account - they can only report", "offences. " + GameWorld.getName() + " then take reward based on the evidence", "received. If you lose your password or get scamme dby", "another player, P_Mods cannot help you get your account"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "P-Mods cannot ban your account - they can only report", "offences. " + GameWorld.getName() + " then take reward based on the evidence", "received. If you lose your password or get scamme dby", "another player, P_Mods cannot help you get your account"); stage = 181; break; case 181: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "back. All they can do is recommend you to go to Player", "Support. They cannot retrieve any items you may have", "lost and they certainly do not recieve any free items", "from " + GameWorld.getName() + " for moderating the game. They are players"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "back. All they can do is recommend you to go to Player", "Support. They cannot retrieve any items you may have", "lost and they certainly do not recieve any free items", "from " + GameWorld.getName() + " for moderating the game. They are players"); stage = 182; break; case 182: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "who give their all to help the community, out of the", "goodness of their hearts! P-mods do not work for " + GameWorld.getName() + "", "and so cannot make you a Moderator, or recommend", "other accounts to become Moderators. If you wish yo"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "who give their all to help the community, out of the", "goodness of their hearts! P-mods do not work for " + GameWorld.getName() + "", "and so cannot make you a Moderator, or recommend", "other accounts to become Moderators. If you wish yo"); stage = 183; break; case 183: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "become a Moderator, feel free to ask me!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "become a Moderator, feel free to ask me!"); stage = 153; break; } diff --git a/Server/src/plugin/dialogue/TraderCrewmemberDialogue.java b/Server/src/plugin/dialogue/TraderCrewmemberDialogue.java index cf43bed95..d6cf0c54b 100644 --- a/Server/src/plugin/dialogue/TraderCrewmemberDialogue.java +++ b/Server/src/plugin/dialogue/TraderCrewmemberDialogue.java @@ -56,41 +56,41 @@ public class TraderCrewmemberDialogue extends DialoguePlugin { case 1: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Yes, who are you?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Yes, who are you?"); stage = 100; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Yes, I would like to charter a ship."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Yes, I would like to charter a ship."); stage = 2000; break; } break; case 100: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I'm one of the Trader Stan's crew; we are all part of the", "largest fleet of trading and sailing vessels to ever sail the", "seven seas."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I'm one of the Trader Stan's crew; we are all part of the", "largest fleet of trading and sailing vessels to ever sail the", "seven seas."); stage = 101; break; case 101: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "If you want to get to a port in a hurry then you can", "charter one of our ships to take you there - if the price", "is right..."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "If you want to get to a port in a hurry then you can", "charter one of our ships to take you there - if the price", "is right..."); stage = 102; break; case 102: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "So, where exactly can I go with your ships?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "So, where exactly can I go with your ships?"); stage = 103; break; case 103: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "We run ships from Port Phasmatys over to Port Tyras,", "stopping at Port Sarim, Catherby, Jaramja,", "the Shipyard and Port Khazard."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "We run ships from Port Phasmatys over to Port Tyras,", "stopping at Port Sarim, Catherby, Jaramja,", "the Shipyard and Port Khazard."); stage = 104; break; case 104: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Wow, that's a lot of ports. I take it you have some exotic", "stuff to trade?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Wow, that's a lot of ports. I take it you have some exotic", "stuff to trade?"); stage = 105; break; case 105: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "We certainly do! We have acces to items", "bought and sold from around the world."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "We certainly do! We have acces to items", "bought and sold from around the world."); stage = 106; break; case 106: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Would you like to take a look?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Would you like to take a look?"); stage = 107; break; case 107: @@ -100,7 +100,7 @@ public class TraderCrewmemberDialogue extends DialoguePlugin { case 108: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Yes."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Yes."); stage = 1000; break; case 2: @@ -114,7 +114,7 @@ public class TraderCrewmemberDialogue extends DialoguePlugin { npc.openShop(player); break; case 2000: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Certainly sir, where would you like to go?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Certainly sir, where would you like to go?"); stage = 2001; break; case 2001: @@ -176,7 +176,7 @@ public class TraderCrewmemberDialogue extends DialoguePlugin { stage = 3000; 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; } diff --git a/Server/src/plugin/dialogue/TraibornDialogue.java b/Server/src/plugin/dialogue/TraibornDialogue.java index 11e1efea9..9e26ef730 100644 --- a/Server/src/plugin/dialogue/TraibornDialogue.java +++ b/Server/src/plugin/dialogue/TraibornDialogue.java @@ -75,12 +75,12 @@ public class TraibornDialogue extends DialoguePlugin { npc("How are you doing finding bones?"); stage = 380; } else { - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Ello young thingummywut."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Ello young thingummywut."); stage = 0; } break; default: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Ello young thingummywut."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Ello young thingummywut."); stage = 0; break; } @@ -274,21 +274,21 @@ public class TraibornDialogue extends DialoguePlugin { case 1: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "What's a thingumywut?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "What's a thingumywut?"); stage = 10; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Teach me to be a mighty and powerful wizard."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Teach me to be a mighty and powerful wizard."); stage = 20; break; } break; case 10: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "A thingummywut? Where? Where?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "A thingummywut? Where? Where?"); stage = 11; break; case 11: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Those pesky thingummywuts. They get everywhere.", "They leave a terrible mess too."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Those pesky thingummywuts. They get everywhere.", "They leave a terrible mess too."); stage = 12; break; case 12: @@ -298,32 +298,32 @@ public class TraibornDialogue extends DialoguePlugin { case 13: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Err you just called me thingummywut."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Err you just called me thingummywut."); stage = 100; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Tell me what they look like and I'll mash 'em."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Tell me what they look like and I'll mash 'em."); stage = 120; break; } break; case 120: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Don't be ridiculous. No-one has ever seen one."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Don't be ridiculous. No-one has ever seen one."); stage = 121; break; case 121: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "They're invisible, or a myth, or a figment of my", "imagination. Can't remember which right now."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "They're invisible, or a myth, or a figment of my", "imagination. Can't remember which right now."); stage = 122; break; case 122: end(); break; case 100: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "You're a thingummywut? I've never seen one up close", "before. They said I was mad!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "You're a thingummywut? I've never seen one up close", "before. They said I was mad!"); stage = 101; break; case 101: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Now you are my proof! There ARE thingummywuts in", "this tower. Now where can I find a cage big enough to", "keep you?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Now you are my proof! There ARE thingummywuts in", "this tower. Now where can I find a cage big enough to", "keep you?"); stage = 102; break; case 102: @@ -333,31 +333,31 @@ public class TraibornDialogue extends DialoguePlugin { case 103: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Err I'd better be off really."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Err I'd better be off really."); stage = 110; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "They're right, you are mad."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "They're right, you are mad."); stage = 130; break; } break; case 130: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "That's a pity. I thought maybe they were winding me", "up."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "That's a pity. I thought maybe they were winding me", "up."); stage = 131; break; case 131: end(); break; case 110: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Oh ok, have a good time, and watch out for sheep!", "They're more cunning than they look."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Oh ok, have a good time, and watch out for sheep!", "They're more cunning than they look."); stage = 111; break; case 111: end(); break; case 20: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Wizard eh? You don't want any truck with that sort.", "They're not to be trusted. That's what I've heard", "anyways."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Wizard eh? You don't want any truck with that sort.", "They're not to be trusted. That's what I've heard", "anyways."); stage = 21; break; case 21: @@ -367,24 +367,24 @@ public class TraibornDialogue extends DialoguePlugin { case 22: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "So aren't you a wizard?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "So aren't you a wizard?"); stage = 40; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Oh I'd better stop talking to you then."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Oh I'd better stop talking to you then."); stage = 60; break; } break; case 60: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Cheerio then. It was nice chatting to you."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Cheerio then. It was nice chatting to you."); stage = 61; break; case 61: end(); break; case 40: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "How dare you? Of course I'm a wizard. Now don't be", "so cheeky or I'll turn you into a frog."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "How dare you? Of course I'm a wizard. Now don't be", "so cheeky or I'll turn you into a frog."); stage = 41; break; case 41: diff --git a/Server/src/plugin/dialogue/TrampDialogue.java b/Server/src/plugin/dialogue/TrampDialogue.java index 02723d693..a2196d7d0 100644 --- a/Server/src/plugin/dialogue/TrampDialogue.java +++ b/Server/src/plugin/dialogue/TrampDialogue.java @@ -38,7 +38,7 @@ public class TrampDialogue extends DialoguePlugin { switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Yes, I can spare a little money."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Yes, I can spare a little money."); stage = 100; break; case 2: @@ -49,7 +49,7 @@ public class TrampDialogue extends DialoguePlugin { break; case 100: if (player.getInventory().contains(995, 1)) { - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Thank's mate!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Thank's mate!"); stage = 101; } else { end(); @@ -60,7 +60,7 @@ public class TrampDialogue extends DialoguePlugin { end(); break; case 50: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Please yourself."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Please yourself."); stage = 51; break; case 51: @@ -80,7 +80,7 @@ public class TrampDialogue extends DialoguePlugin { @Override public boolean open(Object... args) { npc = (NPC) args[0]; - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Got any spare change, mate?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Got any spare change, mate?"); stage = 0; return true; } diff --git a/Server/src/plugin/dialogue/TzHaarMejJah.java b/Server/src/plugin/dialogue/TzHaarMejJah.java index 8063a7105..4fcaaecd7 100644 --- a/Server/src/plugin/dialogue/TzHaarMejJah.java +++ b/Server/src/plugin/dialogue/TzHaarMejJah.java @@ -32,7 +32,7 @@ public class TzHaarMejJah extends DialoguePlugin { @Override public boolean open(Object... args) { npc = (NPC) args[0]; - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "You want help JalYt-Ket-" + player.getUsername() + "?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "You want help JalYt-Ket-" + player.getUsername() + "?"); stage = 0; return true; } @@ -51,22 +51,22 @@ public class TzHaarMejJah extends DialoguePlugin { interpreter.open(DialogueInterpreter.getDialogueKey("firecape-exchange"), npc); break; } - 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 did you call me?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "What did you call me?"); stage = 20; break; case 3: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "No I'm fine thanks."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "No I'm fine thanks."); stage = 30; break; } break; case 10: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "This is the fight caves, TzHaar-Xil made it for practice,", "but many JalYt come here to fight too.", "Just enter the cave and make sure you're prepared."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "This is the fight caves, TzHaar-Xil made it for practice,", "but many JalYt come here to fight too.", "Just enter the cave and make sure you're prepared."); stage = 11; break; case 11: @@ -76,11 +76,11 @@ public class TzHaarMejJah extends DialoguePlugin { case 12: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Are there any rules?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Are there any rules?"); stage = 14; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Ok thanks."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Ok thanks."); stage = 13; break; } @@ -89,7 +89,7 @@ public class TzHaarMejJah extends DialoguePlugin { end(); break; case 14: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Rules? Survival is the only rule in there."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Rules? Survival is the only rule in there."); stage = 15; break; case 15: @@ -99,37 +99,37 @@ public class TzHaarMejJah extends DialoguePlugin { case 16: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Do I win anything?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Do I win anything?"); stage = 17; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Sounds good."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Sounds good."); stage = 13; break; } break; case 17: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "You ask a lot of questions.", "Might give you TokKul if you last long enough."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "You ask a lot of questions.", "Might give you TokKul if you last long enough."); stage = 18; break; case 18: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "..."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "..."); stage = 19; break; case 19: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Before you ask, TokKul is like your Coins."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Before you ask, TokKul is like your Coins."); stage = 500; break; case 500: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Gold is like you JalYt, soft and easily broken, we use", "hard rock forged in fire like TzHaar!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Gold is like you JalYt, soft and easily broken, we use", "hard rock forged in fire like TzHaar!"); stage = 501; break; case 501: end(); break; case 20: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Are you not JalYt-Ket?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Are you not JalYt-Ket?"); stage = 21; break; case 21: @@ -139,32 +139,32 @@ public class TzHaarMejJah extends DialoguePlugin { case 22: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "What's a 'JalYt-Ket'?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "What's a 'JalYt-Ket'?"); stage = 100; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I guess so..."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I guess so..."); stage = 200; break; case 3: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "No I'm not!"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "No I'm not!"); stage = 300; break; } break; case 100: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "That what you are... you tough and strong no?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "That what you are... you tough and strong no?"); stage = 101; break; case 101: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Well yes I suppose I am..."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Well yes I suppose I am..."); stage = 102; break; case 102: end(); break; case 200: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I guess so...."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I guess so...."); stage = 201; break; case 201: diff --git a/Server/src/plugin/dialogue/TzHaarMejKah.java b/Server/src/plugin/dialogue/TzHaarMejKah.java index 0af807e2c..aa6745f17 100644 --- a/Server/src/plugin/dialogue/TzHaarMejKah.java +++ b/Server/src/plugin/dialogue/TzHaarMejKah.java @@ -30,7 +30,7 @@ public class TzHaarMejKah extends DialoguePlugin { @Override public boolean open(Object... args) { npc = (NPC) args[0]; - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "You want help JalYt-Ket-" + player.getUsername() + "?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "You want help JalYt-Ket-" + player.getUsername() + "?"); stage = 0; return true; } @@ -45,19 +45,19 @@ public class TzHaarMejKah extends DialoguePlugin { case 1: 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, "Who's the current champion?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Who's the current champion?"); stage = 20; break; case 3: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "What did you call me?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "What did you call me?"); stage = 30; break; case 4: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "No I'm fine thanks."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "No I'm fine thanks."); stage = 40; break; @@ -67,19 +67,19 @@ public class TzHaarMejKah extends DialoguePlugin { end(); break; case 30: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Are you not JalYt-Ket?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Are you not JalYt-Ket?"); stage = 31; break; case 31: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I guess so..."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I guess so..."); stage = 32; break; case 32: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Well then, no problems."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Well then, no problems."); stage = 13; break; case 10: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "This is the fight pit, TzHaar-Xil made it for their sport", "but many JalYt come here to fight too.", "If you are wanting to fight then enter the cage, you", "will be summoned when the next round is ready to begin."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "This is the fight pit, TzHaar-Xil made it for their sport", "but many JalYt come here to fight too.", "If you are wanting to fight then enter the cage, you", "will be summoned when the next round is ready to begin."); stage = 11; break; case 11: @@ -89,11 +89,11 @@ public class TzHaarMejKah extends DialoguePlugin { case 12: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Are there any rules?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Are there any rules?"); stage = 14; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Ok thanks."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Ok thanks."); stage = 13; break; } @@ -102,7 +102,7 @@ public class TzHaarMejKah extends DialoguePlugin { end(); break; case 14: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "No rules, you use whatever you want. Last person", "standing wins and is declared champion, they stay in", "the pit for the next fight."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "No rules, you use whatever you want. Last person", "standing wins and is declared champion, they stay in", "the pit for the next fight."); stage = 15; break; case 15: @@ -112,36 +112,36 @@ public class TzHaarMejKah extends DialoguePlugin { case 16: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Do I win anything?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Do I win anything?"); stage = 17; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Sounds good."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Sounds good."); stage = 13; break; } break; case 17: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "You ask a lot of questions.", "Champion gets TokKul as reward, but more fights the more", "TokKul they get."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "You ask a lot of questions.", "Champion gets TokKul as reward, but more fights the more", "TokKul they get."); stage = 18; break; case 18: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "..."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "..."); stage = 19; break; case 19: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Before you ask, TokKul is like your coins."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Before you ask, TokKul is like your coins."); stage = 400; break; case 400: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Gold is like you JalYt, soft and easily broken, we use", "hard rock forged in fire like TzHaar!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Gold is like you JalYt, soft and easily broken, we use", "hard rock forged in fire like TzHaar!"); stage = 401; break; case 401: end(); break; case 20: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Ah that would be " + npc.getAttribute("fp_champn", "JalYt-Ket-Emperor")); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Ah that would be " + npc.getAttribute("fp_champn", "JalYt-Ket-Emperor")); stage = 21; break; case 21: diff --git a/Server/src/plugin/dialogue/UliziusDialogue.java b/Server/src/plugin/dialogue/UliziusDialogue.java index bf957da9d..3e848b72c 100644 --- a/Server/src/plugin/dialogue/UliziusDialogue.java +++ b/Server/src/plugin/dialogue/UliziusDialogue.java @@ -30,7 +30,7 @@ public class UliziusDialogue 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; } @@ -39,23 +39,23 @@ public class UliziusDialogue extends DialoguePlugin { public boolean handle(int interfaceId, int buttonId) { switch (stage) { case 0: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "What... Oh, don't creep up on me like that... I thought", "you were a Ghast!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "What... Oh, don't creep up on me like that... I thought", "you were a Ghast!"); stage = 1; break; case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Can I go through the gate please?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Can I go through the gate please?"); stage = 2; break; case 2: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Absolutely not. I've been given strict instructions not to", "let anyone through. It's just too dangerous. No one", "gets in without Drezels say so!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Absolutely not. I've been given strict instructions not to", "let anyone through. It's just too dangerous. No one", "gets in without Drezels say so!"); stage = 3; break; case 3: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Where is Drezel?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Where is Drezel?"); stage = 4; break; case 4: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Oh, he's in the temple, just go back over the bridge,", "down the ladder and along the hallway, you can't miss", "him."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Oh, he's in the temple, just go back over the bridge,", "down the ladder and along the hallway, you can't miss", "him."); stage = 5; break; case 5: diff --git a/Server/src/plugin/dialogue/ValaineDialogue.java b/Server/src/plugin/dialogue/ValaineDialogue.java index e20652d4f..2300a6d06 100644 --- a/Server/src/plugin/dialogue/ValaineDialogue.java +++ b/Server/src/plugin/dialogue/ValaineDialogue.java @@ -30,7 +30,7 @@ public class ValaineDialogue extends DialoguePlugin { @Override public boolean open(Object... args) { npc = (NPC) args[0]; - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Hello there. Want to have a look at what we're selling", "today?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Hello there. Want to have a look at what we're selling", "today?"); stage = 0; return true; } @@ -45,11 +45,11 @@ public class ValaineDialogue 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 = 3; break; } diff --git a/Server/src/plugin/dialogue/VanessaDialogue.java b/Server/src/plugin/dialogue/VanessaDialogue.java index a1552a83a..9724ac673 100644 --- a/Server/src/plugin/dialogue/VanessaDialogue.java +++ b/Server/src/plugin/dialogue/VanessaDialogue.java @@ -44,18 +44,18 @@ public class VanessaDialogue extends DialoguePlugin { npc.openShop(player); break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Can you give me any Farming advice?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Can you give me any Farming advice?"); stage = 20; break; case 3: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I'm okay, thank you."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I'm okay, thank you."); stage = 30; break; } break; case 20: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Yes - ask a gardener."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Yes - ask a gardener."); stage = 21; break; case 21: @@ -77,7 +77,7 @@ public class VanessaDialogue extends DialoguePlugin { @Override public boolean open(Object... args) { npc = (NPC) args[0]; - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Hello. How can I help you?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Hello. How can I help you?"); stage = 0; return true; } diff --git a/Server/src/plugin/dialogue/VanstromKlause.java b/Server/src/plugin/dialogue/VanstromKlause.java index d4d109b6c..39a940009 100644 --- a/Server/src/plugin/dialogue/VanstromKlause.java +++ b/Server/src/plugin/dialogue/VanstromKlause.java @@ -30,7 +30,7 @@ public class VanstromKlause extends DialoguePlugin { @Override public boolean open(Object... args) { npc = (NPC) args[0]; - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Hello there, how goes it stranger?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Hello there, how goes it stranger?"); stage = 0; return true; } @@ -39,11 +39,11 @@ public class VanstromKlause extends DialoguePlugin { public boolean handle(int interfaceId, int buttonId) { switch (stage) { case 0: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Quite well thanks for asking, how about you?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Quite well thanks for asking, how about you?"); stage = 1; break; case 1: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Quite well my self."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Quite well my self."); stage = 2; break; case 2: diff --git a/Server/src/plugin/dialogue/VarrockBartenderDialogue.java b/Server/src/plugin/dialogue/VarrockBartenderDialogue.java index b02fc6fa2..90c826cc2 100644 --- a/Server/src/plugin/dialogue/VarrockBartenderDialogue.java +++ b/Server/src/plugin/dialogue/VarrockBartenderDialogue.java @@ -41,7 +41,7 @@ public final class VarrockBartenderDialogue extends DialoguePlugin { public boolean handle(int interfaceId, int buttonId) { switch (stage) { case 0: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Good day to you, brave adventurer. Can I get you a", "refreshing beer?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Good day to you, brave adventurer. Can I get you a", "refreshing beer?"); stage = 1; break; case 1: @@ -51,31 +51,31 @@ public final class VarrockBartenderDialogue extends DialoguePlugin { case 2: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.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; case 3: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "How much?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "How much?"); stage = 30; break; } break; case 10: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Ok then, that's two gold coins please."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Ok then, that's two gold coins please."); stage = 11; break; case 11: if (player.getInventory().contains(995, 2)) { player.getInventory().remove(new Item(995, 2)); player.getInventory().add(new Item(1917, 1)); - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Cheers!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Cheers!"); stage = 12; } else { end(); @@ -83,21 +83,21 @@ public final class VarrockBartenderDialogue extends DialoguePlugin { } break; case 12: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Cheers!"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Cheers!"); stage = 13; break; case 13: end(); break; case 20: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Let me know if you change your mind."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Let me know if you change your mind."); stage = 21; break; case 21: end(); break; case 30: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Two gold pieces a pint. So, what do you say?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Two gold pieces a pint. So, what do you say?"); stage = 31; break; case 31: @@ -108,11 +108,11 @@ public final class VarrockBartenderDialogue extends DialoguePlugin { switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.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; } @@ -131,7 +131,7 @@ public final class VarrockBartenderDialogue 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; } diff --git a/Server/src/plugin/dialogue/VarrockCookDialogue.java b/Server/src/plugin/dialogue/VarrockCookDialogue.java index 46047c6e7..0415fa5a7 100644 --- a/Server/src/plugin/dialogue/VarrockCookDialogue.java +++ b/Server/src/plugin/dialogue/VarrockCookDialogue.java @@ -39,15 +39,15 @@ public class VarrockCookDialogue extends DialoguePlugin { switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Can you sell me any food?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Can you sell me any food?"); stage = 10; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Can you give me any free food?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Can you give me any free food?"); stage = 20; break; case 3: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I don't want anything from this horrible kitchen."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I don't want anything from this horrible kitchen."); stage = 30; break; } @@ -55,7 +55,7 @@ public class VarrockCookDialogue extends DialoguePlugin { break; case 10: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I suppose I could sell you some cabbage, if you're willing to", "pay for it. Cabbage is good for you."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I suppose I could sell you some cabbage, if you're willing to", "pay for it. Cabbage is good for you."); stage = 11; break; case 11: @@ -66,45 +66,45 @@ public class VarrockCookDialogue extends DialoguePlugin { switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Alright, I'll buy a cabbage."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Alright, I'll buy a cabbage."); stage = 150; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "No thanks, I don't like cabbage."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "No thanks, I don't like cabbage."); stage = 160; break; } break; case 20: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Can you give me any free money?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Can you give me any free money?"); stage = 21; break; case 21: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Why should I give you free money?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Why should I give you free money?"); stage = 22; break; case 22: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Why should I give you free food?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Why should I give you free food?"); stage = 23; break; case 23: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Oh, forget it."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Oh, forget it."); stage = 24; break; case 24: end(); break; case 30: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "How dare you? I put a lot of effort into cleaning this", "kitchen. My daily sweat and elbow-grease keep this kitchen", "clean!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "How dare you? I put a lot of effort into cleaning this", "kitchen. My daily sweat and elbow-grease keep this kitchen", "clean!"); stage = 31; break; case 31: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Ewww!"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Ewww!"); stage = 32; break; case 32: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Oh, just leave me alone."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Oh, just leave me alone."); stage = 33; break; case 33: @@ -114,7 +114,7 @@ public class VarrockCookDialogue extends DialoguePlugin { if (player.getInventory().contains(995, 1)) { player.getInventory().remove(new Item(995, 1)); player.getInventory().add(new Item(1965, 1)); - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "It's a deal. Now, make sure you eat it all up. Cabbage is", "good for you."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "It's a deal. Now, make sure you eat it all up. Cabbage is", "good for you."); stage = 151; } else { end(); @@ -125,7 +125,7 @@ public class VarrockCookDialogue extends DialoguePlugin { end(); break; case 160: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Bah! People these days only appreciate junk food."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Bah! People these days only appreciate junk food."); stage = 161; break; case 161: @@ -145,7 +145,7 @@ public class VarrockCookDialogue extends DialoguePlugin { @Override public boolean open(Object... args) { npc = (NPC) args[0]; - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "What do you want? I'm busy!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "What do you want? I'm busy!"); stage = 0; return true; } diff --git a/Server/src/plugin/dialogue/VarrockEastBartenderDialogue.java b/Server/src/plugin/dialogue/VarrockEastBartenderDialogue.java index 7dddf36a3..9f53b7fb3 100644 --- a/Server/src/plugin/dialogue/VarrockEastBartenderDialogue.java +++ b/Server/src/plugin/dialogue/VarrockEastBartenderDialogue.java @@ -40,16 +40,16 @@ public class VarrockEastBartenderDialogue extends DialoguePlugin { switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "A glass of your finest ale please."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "A glass of your finest ale please."); stage = 10; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Cany ou recommend where an adventurer might make", "his fortune?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Cany ou recommend where an adventurer might make", "his fortune?"); stage = 20; break; case 3: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Do you know where I can get some good equipment?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Do you know where I can get some good equipment?"); stage = 30; break; } @@ -57,7 +57,7 @@ public class VarrockEastBartenderDialogue extends DialoguePlugin { break; case 10: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "No problemo. That'll be 2 coins."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "No problemo. That'll be 2 coins."); stage = 11; break; case 11: @@ -72,7 +72,7 @@ public class VarrockEastBartenderDialogue extends DialoguePlugin { } break; case 20: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Ooh I don't know if I should be giving away information,", "makes the computer game too easy."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Ooh I don't know if I should be giving away information,", "makes the computer game too easy."); stage = 21; break; case 21: @@ -83,34 +83,34 @@ public class VarrockEastBartenderDialogue extends DialoguePlugin { switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Oh ah well..."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Oh ah well..."); stage = 150; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Computer game? What are you talking about?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Computer game? What are you talking about?"); stage = 160; break; case 3: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Just a small clue?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Just a small clue?"); stage = 170; break; } break; case 160: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "This world around us... is a computer game.... called", "" + GameWorld.getName() + "."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "This world around us... is a computer game.... called", "" + GameWorld.getName() + "."); stage = 161; break; case 161: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Nope, still don't understand what you are talking about.", "What's a computer?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Nope, still don't understand what you are talking about.", "What's a computer?"); stage = 162; break; case 162: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "It's a sort of magic box thing, wich can do all sorts of", "stuff."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "It's a sort of magic box thing, wich can do all sorts of", "stuff."); stage = 163; break; case 163: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I give up. You're obviously completely mad"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I give up. You're obviously completely mad"); stage = 164; break; case 164: @@ -120,14 +120,14 @@ public class VarrockEastBartenderDialogue extends DialoguePlugin { end(); break; case 30: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Well, there's the sword shop across the road, or there's", "also all sorts of shops up around the market."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Well, there's the sword shop across the road, or there's", "also all sorts of shops up around the market."); stage = 31; break; case 31: end(); break; case 170: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Go and talk to the bartender at the Holly Boar Inn, he", "doesn't seem to mind giving away clues."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Go and talk to the bartender at the Holly Boar Inn, he", "doesn't seem to mind giving away clues."); stage = 171; break; case 171: @@ -147,7 +147,7 @@ public class VarrockEastBartenderDialogue extends DialoguePlugin { @Override public boolean open(Object... args) { npc = (NPC) args[0]; - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "What can I do yer for?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "What can I do yer for?"); stage = 0; return true; } diff --git a/Server/src/plugin/dialogue/VarrockGateGuardDialogue.java b/Server/src/plugin/dialogue/VarrockGateGuardDialogue.java index f27e663f6..821f1dc53 100644 --- a/Server/src/plugin/dialogue/VarrockGateGuardDialogue.java +++ b/Server/src/plugin/dialogue/VarrockGateGuardDialogue.java @@ -47,7 +47,7 @@ public class VarrockGateGuardDialogue extends DialoguePlugin { @Override public boolean open(Object... args) { npc = (NPC) args[0]; - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Please don't disturb me, I've got to keep an eye out for", "suspicious indiduals."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Please don't disturb me, I've got to keep an eye out for", "suspicious indiduals."); stage = 0; return true; } diff --git a/Server/src/plugin/dialogue/VarrockSwordShopDialogue.java b/Server/src/plugin/dialogue/VarrockSwordShopDialogue.java index e01f0e71d..5c2eed227 100644 --- a/Server/src/plugin/dialogue/VarrockSwordShopDialogue.java +++ b/Server/src/plugin/dialogue/VarrockSwordShopDialogue.java @@ -36,11 +36,11 @@ public class VarrockSwordShopDialogue extends DialoguePlugin { switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Yes, please."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Yes, please."); stage = 2; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "No, I'm okay for swords right now."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "No, I'm okay for swords right now."); stage = 10; break; } @@ -51,7 +51,7 @@ public class VarrockSwordShopDialogue extends DialoguePlugin { npc.openShop(player); break; case 10: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Come back if you need any."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Come back if you need any."); stage = 11; break; case 11: @@ -71,7 +71,7 @@ public class VarrockSwordShopDialogue extends DialoguePlugin { @Override public boolean open(Object... args) { npc = (NPC) args[0]; - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Hello, adventurer. Can I interest you in some swords?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Hello, adventurer. Can I interest you in some swords?"); stage = 0; return true; } diff --git a/Server/src/plugin/dialogue/VenenatisSpiderlingDialogue.java b/Server/src/plugin/dialogue/VenenatisSpiderlingDialogue.java index 014c1be9b..02213be66 100644 --- a/Server/src/plugin/dialogue/VenenatisSpiderlingDialogue.java +++ b/Server/src/plugin/dialogue/VenenatisSpiderlingDialogue.java @@ -39,7 +39,7 @@ public final class VenenatisSpiderlingDialogue extends DialoguePlugin { @Override public boolean open(Object... args) { npc = (NPC) args[0]; - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "It's a damn good job I don't have arachnophobia."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "It's a damn good job I don't have arachnophobia."); stage = 0; return true; } @@ -48,15 +48,15 @@ public final class VenenatisSpiderlingDialogue extends DialoguePlugin { public boolean handle(int interfaceId, int buttonId) { switch (stage) { case 0: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "We're misunderstood. Without us in your house,", "you'd be infested with flies and other", "REAL nasties."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "We're misunderstood. Without us in your house,", "you'd be infested with flies and other", "REAL nasties."); stage = 1; break; case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Thanks for that enlightening fact."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Thanks for that enlightening fact."); stage = 2; break; case 2: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Everybody gets one."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Everybody gets one."); stage = 3; break; case 3: diff --git a/Server/src/plugin/dialogue/VeronicaDialogue.java b/Server/src/plugin/dialogue/VeronicaDialogue.java index 2f5bc276b..e96ad6481 100644 --- a/Server/src/plugin/dialogue/VeronicaDialogue.java +++ b/Server/src/plugin/dialogue/VeronicaDialogue.java @@ -172,7 +172,7 @@ public class VeronicaDialogue extends DialoguePlugin { final Quest quest = player.getQuestRepository().getQuest("Ernest the Chicken"); switch (quest.getStage(player)) { case 0: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Can you please help me? I'm in a terrible spot of", "trouble."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Can you please help me? I'm in a terrible spot of", "trouble."); stage = 0; break; case 10: diff --git a/Server/src/plugin/dialogue/VetionJRDialogue.java b/Server/src/plugin/dialogue/VetionJRDialogue.java index 9bf4482a8..d3781aced 100644 --- a/Server/src/plugin/dialogue/VetionJRDialogue.java +++ b/Server/src/plugin/dialogue/VetionJRDialogue.java @@ -39,7 +39,7 @@ public final class VetionJRDialogue extends DialoguePlugin { @Override public boolean open(Object... args) { npc = (NPC) args[0]; - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Who is the true lord and king of the lands?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Who is the true lord and king of the lands?"); stage = 0; return true; } @@ -52,7 +52,7 @@ public final class VetionJRDialogue extends DialoguePlugin { stage = 1; break; case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Where is he? Why hasn't he lifted your burden?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Where is he? Why hasn't he lifted your burden?"); stage = 2; break; case 2: diff --git a/Server/src/plugin/dialogue/WayneDialogue.java b/Server/src/plugin/dialogue/WayneDialogue.java index 0378a2ed3..bc4f1a21a 100644 --- a/Server/src/plugin/dialogue/WayneDialogue.java +++ b/Server/src/plugin/dialogue/WayneDialogue.java @@ -39,7 +39,7 @@ public final class WayneDialogue extends DialoguePlugin { @Override public boolean open(Object... args) { npc = (NPC) args[0]; - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Welcome to Wayne's Chains. Do you wanna buy or", "sell some chain mail?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Welcome to Wayne's Chains. Do you wanna buy or", "sell some chain mail?"); stage = 0; return true; } diff --git a/Server/src/plugin/dialogue/WiloughDialogue.java b/Server/src/plugin/dialogue/WiloughDialogue.java index 641ab7752..465059533 100644 --- a/Server/src/plugin/dialogue/WiloughDialogue.java +++ b/Server/src/plugin/dialogue/WiloughDialogue.java @@ -58,11 +58,11 @@ public final class WiloughDialogue extends DialoguePlugin { final Quest quest = player.getQuestRepository().getQuest("Gertrude's Cat"); switch (quest.getStage(player)) { case 0: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Hello again."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Hello again."); stage = 0; break; case 10: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Hello there, I've been looking for you."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Hello there, I've been looking for you."); stage = 100; break; case 20: @@ -73,7 +73,7 @@ public final class WiloughDialogue extends DialoguePlugin { stage = 130; break; default: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Hello again."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Hello again."); stage = 0; break; } @@ -85,23 +85,23 @@ public final class WiloughDialogue extends DialoguePlugin { final Quest quest = player.getQuestRepository().getQuest("Gertrude's Cat"); switch (stage) { case 0: - interpreter.sendDialogues(id, FacialExpression.NO_EXPRESSION, "You think you're tough do you?"); + interpreter.sendDialogues(id, FacialExpression.HALF_GUILTY, "You think you're tough do you?"); stage = 1; break; case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Pardon?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Pardon?"); stage = 2; break; case 2: - interpreter.sendDialogues(id, FacialExpression.NO_EXPRESSION, "I can beat anyone up!"); + interpreter.sendDialogues(id, FacialExpression.HALF_GUILTY, "I can beat anyone up!"); stage = 3; break; case 3: - interpreter.sendDialogues(781, FacialExpression.NO_EXPRESSION, "He can you know!"); + interpreter.sendDialogues(781, FacialExpression.HALF_GUILTY, "He can you know!"); stage = 4; break; case 4: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Really?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Really?"); stage = 5; break; case 5: @@ -112,11 +112,11 @@ public final class WiloughDialogue extends DialoguePlugin { end(); break; case 100:// stage 10 - interpreter.sendDialogues(id, FacialExpression.NO_EXPRESSION, "I didn't mean to take it! I just forgot to pay."); + interpreter.sendDialogues(id, FacialExpression.HALF_GUILTY, "I didn't mean to take it! I just forgot to pay."); stage = 101; break; case 101: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "What? I'm trying to help your mum find Fluffs."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "What? I'm trying to help your mum find Fluffs."); stage = 102; break; case 102: @@ -124,7 +124,7 @@ public final class WiloughDialogue extends DialoguePlugin { stage = 103; break; case 103: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Where is this play area?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Where is this play area?"); stage = 104; break; case 104: @@ -132,7 +132,7 @@ public final class WiloughDialogue extends DialoguePlugin { stage = 105; break; case 105: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "What will make you tell me?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "What will make you tell me?"); stage = 106; break; case 106: @@ -140,7 +140,7 @@ public final class WiloughDialogue extends DialoguePlugin { stage = 107; break; case 107: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "How much?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "How much?"); stage = 108; break; case 108: diff --git a/Server/src/plugin/dialogue/WiseOldManDialogue.java b/Server/src/plugin/dialogue/WiseOldManDialogue.java index 3e1b6a6b6..1458979fb 100644 --- a/Server/src/plugin/dialogue/WiseOldManDialogue.java +++ b/Server/src/plugin/dialogue/WiseOldManDialogue.java @@ -50,7 +50,7 @@ public final class WiseOldManDialogue extends DialoguePlugin { @Override public boolean open(Object... args) { npc = (NPC) args[0]; - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Greetings, " + player.getUsername() + ","); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Greetings, " + player.getUsername() + ","); stage = 0; return true; } @@ -131,7 +131,7 @@ public final class WiseOldManDialogue extends DialoguePlugin { case 1: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Is there anything I can do for you?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Is there anything I can do for you?"); stage = 10; break; case 2: @@ -139,14 +139,14 @@ public final class WiseOldManDialogue extends DialoguePlugin { stage = 20; break; case 3: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I've got something I'd like you to look at."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I've got something I'd like you to look at."); stage = 30; break; } break; case 10: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Thanks, but I don't have anything I need."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Thanks, but I don't have anything I need."); stage = 11; break; case 11: @@ -155,29 +155,29 @@ public final class WiseOldManDialogue extends DialoguePlugin { case 20: switch (buttonId) { case 1: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Certainly, but I should warn you that I don't know about", "all items."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Certainly, but I should warn you that I don't know about", "all items."); stage = 100; break; case 2: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Certainly, but I should warn you that I don't know about", "all items."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Certainly, but I should warn you that I don't know about", "all items."); stage = 102; break; } break; case 100: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "You seem to have no junk in your bank, sorry."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "You seem to have no junk in your bank, sorry."); stage = 101; break; case 101: end(); break; case 102: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "You seem to have no junk in your inventory, sorry."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "You seem to have no junk in your inventory, sorry."); stage = 101; break; case 30: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Jolly good. Give it to me, and I'll tell you anything I know", "about it."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Jolly good. Give it to me, and I'll tell you anything I know", "about it."); stage = 31; break; case 31: diff --git a/Server/src/plugin/dialogue/WoodsmanTutorDialogue.java b/Server/src/plugin/dialogue/WoodsmanTutorDialogue.java index e8e6b9e86..ccaa83d3e 100644 --- a/Server/src/plugin/dialogue/WoodsmanTutorDialogue.java +++ b/Server/src/plugin/dialogue/WoodsmanTutorDialogue.java @@ -42,7 +42,7 @@ public final class WoodsmanTutorDialogue extends DialoguePlugin { public boolean open(Object... args) { npc = (NPC) args[0]; if (player.getSkills().getLevel(Skills.WOODCUTTING) >= 99) { - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Wow! It's not often I meet somebody as accomplished", "as me in Woodcutting! Seeing as youre so skilled,", "maybe you are interested in buying a Skillcape of", "Woodcutting?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Wow! It's not often I meet somebody as accomplished", "as me in Woodcutting! Seeing as youre so skilled,", "maybe you are interested in buying a Skillcape of", "Woodcutting?"); stage = 100; } else { interpreter.sendOptions("Select an Option", "Tell me about different trees and axes.", "What is that cape you're wearing?", "Goodbye."); @@ -57,25 +57,25 @@ public final class WoodsmanTutorDialogue 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, "What is that cape you're wearing?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "What is that cape you're wearing?"); stage = 20; break; } break; case 10: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "My name is Wilfred and I'm the best woodsman in", "Asgarnia! I've spent my life studying the best methods for", "woodcutting. That's why I have this cape, the Skillcape of", "Woodcutting."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "My name is Wilfred and I'm the best woodsman in", "Asgarnia! I've spent my life studying the best methods for", "woodcutting. That's why I have this cape, the Skillcape of", "Woodcutting."); stage = 11; break; case 11: end(); break; case 20: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "This is a Skillcape of Woodcutting. Only a person who has", "achieved the highest possible level in a skill can wear one."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "This is a Skillcape of Woodcutting. Only a person who has", "achieved the highest possible level in a skill can wear one."); stage = 21; break; case 21: @@ -88,11 +88,11 @@ public final class WoodsmanTutorDialogue extends DialoguePlugin { case 101: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Yes, please."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Yes, please."); stage = 1000; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "No, thank you."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "No, thank you."); stage = 2000; break; } @@ -102,7 +102,7 @@ public final class WoodsmanTutorDialogue extends DialoguePlugin { stage = 500; break; case 2002: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Bye!"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Bye!"); stage = 2003; break; case 2003: @@ -110,17 +110,17 @@ public final class WoodsmanTutorDialogue extends DialoguePlugin { break; case 1000: if (player.getInventory().freeSlots() == 1) { - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Sorry, I don't have enough inventory space."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Sorry, I don't have enough inventory space."); stage = 99; } if (player.getInventory().contains(995, 99000)) { player.getInventory().remove(new Item(995, 99000)); player.getInventory().add(new Item(9807 + (player.getSkills().getMasteredSkills() > 1 ? 1 : 0))); player.getInventory().add(new Item(9809, 1)); - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Excellent! Wear that cape with pride my friend."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Excellent! Wear that cape with pride my friend."); stage = 107; } else { - 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 = 160; } break; @@ -128,15 +128,15 @@ public final class WoodsmanTutorDialogue extends DialoguePlugin { end(); break; case 160: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Very well, farewell adventurer."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Very well, farewell adventurer."); stage = 2001; break; case 107: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Will do, Wilfred."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Will do, Wilfred."); stage = 108; break; case 108: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Very well, farewell adventurer."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Very well, farewell adventurer."); stage = 2001; break; case 2001: diff --git a/Server/src/plugin/dialogue/WydinDialogue.java b/Server/src/plugin/dialogue/WydinDialogue.java index 0d4d1675b..373a70fe2 100644 --- a/Server/src/plugin/dialogue/WydinDialogue.java +++ b/Server/src/plugin/dialogue/WydinDialogue.java @@ -43,7 +43,7 @@ public final class WydinDialogue extends DialoguePlugin { door = (boolean) args[1]; if (door) { if (player.getSavedData().getGlobalData().isWydinEmployee()) { - interpreter.sendDialogues(557, FacialExpression.NO_EXPRESSION, "Can you put your white apron on before going in there", "please."); + interpreter.sendDialogues(557, FacialExpression.HALF_GUILTY, "Can you put your white apron on before going in there", "please."); stage = 100; } else { interpreter.sendDialogues(557, null, "Hey, you can't go in there. Only emplyees of the", "grocery store can go in."); @@ -54,10 +54,10 @@ public final class WydinDialogue extends DialoguePlugin { npc = (NPC) args[0]; } if (player.getSavedData().getGlobalData().isWydinEmployee()) { - interpreter.sendDialogues(557, FacialExpression.NO_EXPRESSION, "Is it nice and tidy round the back now?"); + interpreter.sendDialogues(557, FacialExpression.HALF_GUILTY, "Is it nice and tidy round the back now?"); stage = 0; } else { - interpreter.sendDialogues(557, FacialExpression.NO_EXPRESSION, "Welcome to my food store! Would you like to buy", "anything?"); + interpreter.sendDialogues(557, FacialExpression.HALF_GUILTY, "Welcome to my food store! Would you like to buy", "anything?"); stage = 0; } return true; @@ -74,51 +74,51 @@ public final class WydinDialogue extends DialoguePlugin { case 1: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Yes, can I work out front now?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Yes, can I work out front now?"); stage = 10; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Yes, are you going to pay me yet?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Yes, are you going to pay me yet?"); stage = 20; break; case 3: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "No, it's a complete mess."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "No, it's a complete mess."); stage = 30; break; case 4: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Can I buy something please?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Can I buy something please?"); stage = 40; break; } break; case 10: - interpreter.sendDialogues(557, FacialExpression.NO_EXPRESSION, "No, I'm the one who works here."); + interpreter.sendDialogues(557, FacialExpression.HALF_GUILTY, "No, I'm the one who works here."); stage = 11; break; case 11: end(); break; case 20: - interpreter.sendDialogues(557, FacialExpression.NO_EXPRESSION, "Umm... No, not yet."); + interpreter.sendDialogues(557, FacialExpression.HALF_GUILTY, "Umm... No, not yet."); stage = 21; break; case 21: end(); break; case 30: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "No, it's a complete mess."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "No, it's a complete mess."); stage = 31; break; case 31: - interpreter.sendDialogues(557, FacialExpression.NO_EXPRESSION, "Ah well, it'll give you something to do, won't it."); + interpreter.sendDialogues(557, FacialExpression.HALF_GUILTY, "Ah well, it'll give you something to do, won't it."); stage = 32; break; case 32: end(); break; case 40: - interpreter.sendDialogues(557, FacialExpression.NO_EXPRESSION, "Yes, ofcourse."); + interpreter.sendDialogues(557, FacialExpression.HALF_GUILTY, "Yes, ofcourse."); stage = 41; break; case 41: @@ -138,19 +138,19 @@ public final class WydinDialogue 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, "What can you recommend?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "What can you recommend?"); stage = 30; break; case 4: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Can I get a job here?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Can I get a job here?"); stage = 40; break; } diff --git a/Server/src/plugin/dialogue/WysonTheGardenerDialogue.java b/Server/src/plugin/dialogue/WysonTheGardenerDialogue.java index 57e7ed5f5..efa80e610 100644 --- a/Server/src/plugin/dialogue/WysonTheGardenerDialogue.java +++ b/Server/src/plugin/dialogue/WysonTheGardenerDialogue.java @@ -72,7 +72,7 @@ public final class WysonTheGardenerDialogue extends DialoguePlugin { stage = 100; return true; } - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I'm the head gardener around here.", "If you're looking for woad leaves, or if you need help", "with owt, I'm yer man."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I'm the head gardener around here.", "If you're looking for woad leaves, or if you need help", "with owt, I'm yer man."); stage = 0; return true; } @@ -93,18 +93,18 @@ public final class WysonTheGardenerDialogue extends DialoguePlugin { case 1: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Yes please, I need woad leaves."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Yes please, I need woad leaves."); stage = 10; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Sorry, but I'm not interested."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Sorry, but I'm not interested."); stage = 200; break; } break; case 10: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "How much are you willing to pay?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "How much are you willing to pay?"); stage = 11; break; case 11: @@ -114,37 +114,37 @@ public final class WysonTheGardenerDialogue extends DialoguePlugin { case 12: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "How about 5 coins?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "How about 5 coins?"); stage = 110; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "How about 10 coins?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "How about 10 coins?"); stage = 120; break; case 3: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "How about 15 coins?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "How about 15 coins?"); stage = 130; break; case 4: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "How about 20 coins?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "How about 20 coins?"); stage = 140; break; } break; case 110: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "No no, that's far too little. Woad leaves are hard to get. I", "used to have plenty but someone kept stealing them off", "me."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "No no, that's far too little. Woad leaves are hard to get. I", "used to have plenty but someone kept stealing them off", "me."); stage = 111; break; case 111: end(); break; case 120: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "No no, that's far too little. Woad leaves are hard to get. I", "used to have plenty but someone kept stealing them off", "me."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "No no, that's far too little. Woad leaves are hard to get. I", "used to have plenty but someone kept stealing them off", "me."); stage = 111; break; case 130: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Mmmm... ok, that sounds fair."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Mmmm... ok, that sounds fair."); stage = 131; break; case 133: @@ -154,7 +154,7 @@ public final class WysonTheGardenerDialogue extends DialoguePlugin { if (player.getInventory().contains(995, 15)) { player.getInventory().remove(COINS[0]); player.getInventory().add(WOAD_LEAF); - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Thanks."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Thanks."); player.getPacketDispatch().sendMessage("You buy a woad leaf from Wyson."); stage = 132; } else { @@ -163,11 +163,11 @@ public final class WysonTheGardenerDialogue extends DialoguePlugin { } break; case 132: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I'll be around if you have any more gardening needs."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I'll be around if you have any more gardening needs."); stage = 133; break; case 140: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Thanks for being generous", "here's an extra woad leave."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Thanks for being generous", "here's an extra woad leave."); stage = 141; break; case 141: @@ -176,7 +176,7 @@ public final class WysonTheGardenerDialogue extends DialoguePlugin { for (int i = 0; i < 2; i++) { player.getInventory().add(WOAD_LEAF, player); } - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Thanks."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Thanks."); player.getPacketDispatch().sendMessage("You buy two woad leaves from Wyson."); stage = 132; } else { @@ -185,7 +185,7 @@ public final class WysonTheGardenerDialogue extends DialoguePlugin { } break; case 200: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Fair enough."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Fair enough."); stage = 201; break; case 201: diff --git a/Server/src/plugin/dialogue/YadvigaDialogue.java b/Server/src/plugin/dialogue/YadvigaDialogue.java index 51e445d96..95b039439 100644 --- a/Server/src/plugin/dialogue/YadvigaDialogue.java +++ b/Server/src/plugin/dialogue/YadvigaDialogue.java @@ -39,7 +39,7 @@ public final class YadvigaDialogue extends DialoguePlugin { @Override public boolean open(Object... args) { npc = (NPC) args[0]; - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Get lost!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Get lost!"); stage = 0; return true; } diff --git a/Server/src/plugin/dialogue/YuriDialogue.java b/Server/src/plugin/dialogue/YuriDialogue.java index 62687e366..9747f279a 100644 --- a/Server/src/plugin/dialogue/YuriDialogue.java +++ b/Server/src/plugin/dialogue/YuriDialogue.java @@ -39,7 +39,7 @@ public final class YuriDialogue extends DialoguePlugin { @Override public boolean open(Object... args) { npc = (NPC) args[0]; - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Hmm... you smell strange..."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Hmm... you smell strange..."); stage = 0; return true; } diff --git a/Server/src/plugin/dialogue/ZahwaDialogue.java b/Server/src/plugin/dialogue/ZahwaDialogue.java index d829ad69a..26aec7c30 100644 --- a/Server/src/plugin/dialogue/ZahwaDialogue.java +++ b/Server/src/plugin/dialogue/ZahwaDialogue.java @@ -39,7 +39,7 @@ public final class ZahwaDialogue 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 ZahwaDialogue extends DialoguePlugin { public boolean handle(int interfaceId, int buttonId) { switch (stage) { case 0: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Ughhhh...."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Ughhhh...."); stage = 1; break; case 1: diff --git a/Server/src/plugin/dialogue/ZamboDialogue.java b/Server/src/plugin/dialogue/ZamboDialogue.java index bd826a77a..f8f4821bd 100644 --- a/Server/src/plugin/dialogue/ZamboDialogue.java +++ b/Server/src/plugin/dialogue/ZamboDialogue.java @@ -39,7 +39,7 @@ public final class ZamboDialogue extends DialoguePlugin { @Override public boolean open(Object... args) { npc = (NPC) args[0]; - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Hey, are you wanting to try some of my fine wines", "and spririts? All brewed locally on Karamja island."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Hey, are you wanting to try some of my fine wines", "and spririts? All brewed locally on Karamja island."); stage = 0; return true; } @@ -58,7 +58,7 @@ public final class ZamboDialogue 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; } diff --git a/Server/src/plugin/dialogue/ZekeDialogue.java b/Server/src/plugin/dialogue/ZekeDialogue.java index 4d80e032d..da8a4a26f 100644 --- a/Server/src/plugin/dialogue/ZekeDialogue.java +++ b/Server/src/plugin/dialogue/ZekeDialogue.java @@ -39,7 +39,7 @@ public final class ZekeDialogue extends DialoguePlugin { @Override public boolean open(Object... args) { npc = (NPC) args[0]; - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "A thousand greetings, sir."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "A thousand greetings, sir."); stage = 0; return true; } @@ -54,21 +54,21 @@ public final class ZekeDialogue extends DialoguePlugin { case 1: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Do you want to trade?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Do you want to trade?"); stage = 10; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Nice cloak."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Nice cloak."); stage = 20; break; case 3: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Could you sell me a dragon scimitar?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Could you sell me a dragon scimitar?"); stage = 30; break; } break; case 10: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Yes, certainly. I deal in scimitars."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Yes, certainly. I deal in scimitars."); stage = 11; break; case 11: @@ -76,34 +76,34 @@ public final class ZekeDialogue extends DialoguePlugin { end(); break; case 20: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Thank you."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Thank you."); stage = 21; break; case 21: end(); break; case 30: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "A dragon scimitar? A DRAGON scimitar?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "A dragon scimitar? A DRAGON scimitar?"); stage = 31; break; case 31: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "No way, man!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "No way, man!"); stage = 32; break; case 32: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "The banana-brained nitwits who make them would never", "dream of selling any to to me."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "The banana-brained nitwits who make them would never", "dream of selling any to to me."); stage = 33; break; case 33: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Seriously, you'll be a monkey's uncle before you'll ever", "hold a dragon scimitar."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Seriously, you'll be a monkey's uncle before you'll ever", "hold a dragon scimitar."); stage = 34; break; case 34: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Hmmm, funny you should say that..."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Hmmm, funny you should say that..."); stage = 35; break; case 35: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Perhaps you'd lie to take a look at my stock?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Perhaps you'd lie to take a look at my stock?"); stage = 36; break; case 36: @@ -117,7 +117,7 @@ public final class ZekeDialogue extends DialoguePlugin { end(); break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "No today, thank you."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "No today, thank you."); stage = 2000; break; } diff --git a/Server/src/plugin/dialogue/ZilyanaJRDialogue.java b/Server/src/plugin/dialogue/ZilyanaJRDialogue.java index 4cc631eda..4ee56fe86 100644 --- a/Server/src/plugin/dialogue/ZilyanaJRDialogue.java +++ b/Server/src/plugin/dialogue/ZilyanaJRDialogue.java @@ -41,10 +41,10 @@ public final class ZilyanaJRDialogue extends DialoguePlugin { public boolean open(Object... args) { npc = (NPC) args[0]; if(player.getInventory().containsItem(new Item(11698, 1)) || (player.getEquipment().get(3) != null && player.getEquipment().get(3).getId() == 11698)){ - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I FOUND THE GODSWORD!"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I FOUND THE GODSWORD!"); stage = 0; } else { - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "FIND THE GODSWORD!"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "FIND THE GODSWORD!"); stage = 1; } return true; diff --git a/Server/src/plugin/holiday/halloween/DeathMansionEvent.java b/Server/src/plugin/holiday/halloween/DeathMansionEvent.java index f298f2d81..79f652c9c 100644 --- a/Server/src/plugin/holiday/halloween/DeathMansionEvent.java +++ b/Server/src/plugin/holiday/halloween/DeathMansionEvent.java @@ -307,7 +307,7 @@ public class DeathMansionEvent extends HolidayEvent { item.search(player, target.asObject()); } else { player.animate(Animation.create(7271)); - player.getDialogueInterpreter().sendDialogues(player, FacialExpression.SUSPICIOUS_TWO, "Arrghhh! My eyes!"); + player.getDialogueInterpreter().sendDialogues(player, FacialExpression.SUSPICIOUS, "Arrghhh! My eyes!"); } } }); @@ -322,7 +322,7 @@ public class DeathMansionEvent extends HolidayEvent { } else { player.getPacketDispatch().sendObjectAnimation(target.asObject(), Animation.create(7278)); player.animate(Animation.create(7272)); - player.getDialogueInterpreter().sendDialogues(player, FacialExpression.DISGUSTED_TWO, "That wasn't such a good idea."); + player.getDialogueInterpreter().sendDialogues(player, FacialExpression.DISGUSTED, "That wasn't such a good idea."); } } }); @@ -1658,7 +1658,7 @@ public class DeathMansionEvent extends HolidayEvent { switch (stage) { case 0: npc.sendChat("Grrrrrrr"); - interpreter.sendDialogues(player, FacialExpression.SUSPICIOUS_TWO, "Whoaah!"); + interpreter.sendDialogues(player, FacialExpression.SUSPICIOUS, "Whoaah!"); stage++; break; case 1: diff --git a/Server/src/plugin/interaction/city/WizardTowerPlugin.java b/Server/src/plugin/interaction/city/WizardTowerPlugin.java index a500db249..dbf118ac4 100644 --- a/Server/src/plugin/interaction/city/WizardTowerPlugin.java +++ b/Server/src/plugin/interaction/city/WizardTowerPlugin.java @@ -550,7 +550,7 @@ public final class WizardTowerPlugin extends OptionHandler { @Override public boolean open(Object... args) { npc = (NPC) args[0]; - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Not now, I'm trying to concentrate on a very difficult", "spell!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Not now, I'm trying to concentrate on a very difficult", "spell!"); stage = 0; return true; } @@ -608,7 +608,7 @@ public final class WizardTowerPlugin extends OptionHandler { @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; } @@ -623,25 +623,25 @@ public final class WizardTowerPlugin extends OptionHandler { case 1: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "What do you do here?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "What do you do here?"); stage = 10; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "What's that you're wearing?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "What's that you're wearing?"); stage = 20; break; case 3: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Can you make me some armour please?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Can you make me some armour please?"); stage = 30; break; case 4: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "No thanks."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "No thanks."); stage = 40; break; } break; case 30: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Certainly, what would like to me to make?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Certainly, what would like to me to make?"); stage = 31; break; case 31: @@ -692,11 +692,11 @@ public final class WizardTowerPlugin extends OptionHandler { end(); break; case 20: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Split-bark armour is special armour for mages, it's much", "more resistant to physical attacks than normal robes.", "It's actually very easy for me to make, but I've been", "having trouble getting hold of the pieces."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Split-bark armour is special armour for mages, it's much", "more resistant to physical attacks than normal robes.", "It's actually very easy for me to make, but I've been", "having trouble getting hold of the pieces."); stage = 14; break; case 10: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I've been studying the practice of making split-bark", "armour."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I've been studying the practice of making split-bark", "armour."); stage = 11; break; case 11: @@ -706,17 +706,17 @@ public final class WizardTowerPlugin extends OptionHandler { case 12: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Split-bark armour, what's that?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Split-bark armour, what's that?"); stage = 13; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Can you make me some?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Can you make me some?"); stage = 9000; break; } break; case 13: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Split-bark armour is special armour for mages, it's much", "more resistant to physical attacks than normal robes.", "It's actually very easy for me to make, but I've been", "having trouble getting hold of the pieces."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Split-bark armour is special armour for mages, it's much", "more resistant to physical attacks than normal robes.", "It's actually very easy for me to make, but I've been", "having trouble getting hold of the pieces."); stage = 14; break; case 14: @@ -726,11 +726,11 @@ public final class WizardTowerPlugin extends OptionHandler { case 15: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Well good luck with that."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Well good luck with that."); stage = 16; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Can you make me some?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Can you make me some?"); stage = 9000; break; } @@ -739,11 +739,11 @@ public final class WizardTowerPlugin extends OptionHandler { end(); break; case 9000: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I need bark from a hollow tree, and some fine cloth.", "Unfortunately both these items can be found in", "Morytania, especially the cloth which is found in the", "tombs of shades."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I need bark from a hollow tree, and some fine cloth.", "Unfortunately both these items can be found in", "Morytania, especially the cloth which is found in the", "tombs of shades."); stage = 9001; break; case 9001: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Of course I'd happily sell you some at a discounted", "price if you bring me those items."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Of course I'd happily sell you some at a discounted", "price if you bring me those items."); stage = 9002; break; case 9002: @@ -753,11 +753,11 @@ public final class WizardTowerPlugin extends OptionHandler { case 9003: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Ok, guess I'll go looking then!"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Ok, guess I'll go looking then!"); stage = 9004; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Ok, how much do I need?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Ok, how much do I need?"); stage = 9005; break; } @@ -766,15 +766,15 @@ public final class WizardTowerPlugin extends OptionHandler { end(); break; case 9005: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "1 need 1 piece of each for either gloves or boots,", "2 pieces of each for a hat,", "3 pieces of each for leggings,", "and 4 pieces of each for a top."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "1 need 1 piece of each for either gloves or boots,", "2 pieces of each for a hat,", "3 pieces of each for leggings,", "and 4 pieces of each for a top."); stage = 9006; break; case 9006: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I'll charge you 1,000 coins for either gloves or boots,", "6,000 coins for a hat", "32,000 coins for leggings,", "and 37,000 for a top."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I'll charge you 1,000 coins for either gloves or boots,", "6,000 coins for a hat", "32,000 coins for leggings,", "and 37,000 for a top."); stage = 9007; break; case 9007: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Ok, guess I'll go looking then!"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Ok, guess I'll go looking then!"); stage = 9008; break; case 9008: @@ -1023,7 +1023,7 @@ public final class WizardTowerPlugin extends OptionHandler { @Override public boolean open(Object... args) { npc = (NPC) args[0]; - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Welcome adventurer, to the world renowned", "Wizards' Tower. How may I help you?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Welcome adventurer, to the world renowned", "Wizards' Tower. How may I help you?"); stage = 0; return true; } @@ -1062,7 +1062,7 @@ public final class WizardTowerPlugin extends OptionHandler { stage = 1; break; case 400: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Hello again " + player.getUsername() + ". What can I do for you?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Hello again " + player.getUsername() + ". What can I do for you?"); stage = 401; break; case 401: @@ -1072,17 +1072,17 @@ public final class WizardTowerPlugin extends OptionHandler { case 402: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Nothing thanks, I'm just looking around."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Nothing thanks, I'm just looking around."); stage = 403; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Can you teleport me to the Rune Essence?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Can you teleport me to the Rune Essence?"); stage = 405; break; } break; case 403: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Well, take care adventurer. You stand on the", "ruins of the old destroyed Wizards' Tower.", "Strange and powerful magicks lurk here,"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Well, take care adventurer. You stand on the", "ruins of the old destroyed Wizards' Tower.", "Strange and powerful magicks lurk here,"); stage = 404; break; case 404: @@ -1272,29 +1272,29 @@ public final class WizardTowerPlugin extends OptionHandler { case 1000: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Nothing thanks, I'm just looking around."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Nothing thanks, I'm just looking around."); stage = 10; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "What are you doing down here?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "What are you doing down here?"); stage = 20; break; case 3: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I'm looking for the head wizard."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I'm looking for the head wizard."); stage = 30; break; } break; case 30: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Oh, you are, are you?", "And just why would you be doing that?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Oh, you are, are you?", "And just why would you be doing that?"); stage = 31; break; case 31: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "The Duke of Lumbridge sent me to find him. I have", "this weird talisman he found. He said the head wizard", "would be very interested in it."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "The Duke of Lumbridge sent me to find him. I have", "this weird talisman he found. He said the head wizard", "would be very interested in it."); stage = 32; break; case 32:// ...except I don't have it with me..." - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Did he now? HmmmMMMMMmmmmm.", "Well that IS interesting. Hand it over then adventurer,", "let me see what all the hubbub about it is.", "Just come amulet I'll wager."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Did he now? HmmmMMMMMmmmmm.", "Well that IS interesting. Hand it over then adventurer,", "let me see what all the hubbub about it is.", "Just come amulet I'll wager."); stage = 33; break; case 33: @@ -1304,18 +1304,18 @@ public final class WizardTowerPlugin extends OptionHandler { case 34: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Ok, here you are."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Ok, here you are."); stage = 50; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "No, I'll only give it to the head wizard."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "No, I'll only give it to the head wizard."); stage = 40; break; } break; case 50: if (!player.getInventory().containsItem(TALISMAN)) { - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "...except I don't have it with me..."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "...except I don't have it with me..."); stage = 99; break; } @@ -1411,7 +1411,7 @@ public final class WizardTowerPlugin extends OptionHandler { end(); break; case 40: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "HA HA HA HA HA! I can tell you are new to this", "land, for I AM the head wizard! Hand it over and", "let me have a proper look at it, hmmm?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "HA HA HA HA HA! I can tell you are new to this", "land, for I AM the head wizard! Hand it over and", "let me have a proper look at it, hmmm?"); stage = 41; break; case 41: @@ -1421,36 +1421,36 @@ public final class WizardTowerPlugin extends OptionHandler { case 1: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Nothing thanks, I'm just looking around."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Nothing thanks, I'm just looking around."); stage = 10; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "What are you doing down here?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "What are you doing down here?"); stage = 20; break; } break; case 10: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Well, take care adventurer. You stand on the", "ruins of the destroyed Wizards' Tower.", "Strange and powerful magicks lurk here."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Well, take care adventurer. You stand on the", "ruins of the destroyed Wizards' Tower.", "Strange and powerful magicks lurk here."); stage = 11; break; case 11: end(); break; case 20: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "That is indeed a good question. Here in the cellar", "of the Wizards' Tower you find the remains of", "the old Wizards' Tower, destroyed by fire"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "That is indeed a good question. Here in the cellar", "of the Wizards' Tower you find the remains of", "the old Wizards' Tower, destroyed by fire"); stage = 21; break; case 21: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "many years past by the treachery of the Zamorakians.", "Many mytseries were lost, which we try to find once", "more. By building this tower on the remains of the old,"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "many years past by the treachery of the Zamorakians.", "Many mytseries were lost, which we try to find once", "more. By building this tower on the remains of the old,"); stage = 22; break; case 22: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "we sought to show the world of our dedication to", "learning the mysteries of Magic. I am here searching", "through these fragments for knowledge from", "the artefacts from our past."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "we sought to show the world of our dedication to", "learning the mysteries of Magic. I am here searching", "through these fragments for knowledge from", "the artefacts from our past."); stage = 23; break; case 23: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "And have you found anything useful?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "And have you found anything useful?"); stage = 24; break; case 24: @@ -1458,19 +1458,19 @@ public final class WizardTowerPlugin extends OptionHandler { stage = 25; break; case 25: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Ok, well I'll leave you to it."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Ok, well I'll leave you to it."); stage = 26; break; case 26: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Perhaphs I will see you later " + player.getUsername() + "."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Perhaphs I will see you later " + player.getUsername() + "."); stage = 27; break; case 27: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "How did you know my name???"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "How did you know my name???"); stage = 28; break; case 28: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Well, I AM the head wizard here..."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Well, I AM the head wizard here..."); stage = 29; break; case 29: @@ -1539,7 +1539,7 @@ public final class WizardTowerPlugin extends OptionHandler { options("Can I buy a Skillcape of Runecrafting?", "Something else"); stage = 450; } else { - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Do you want to buy some runes?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Do you want to buy some runes?"); } return true; } @@ -1685,11 +1685,11 @@ public final class WizardTowerPlugin extends OptionHandler { end(); break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "No thanks."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "No thanks."); stage = 10; break; case 3: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Can you teleport me to the rune essence?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Can you teleport me to the rune essence?"); stage = 11; break; } @@ -1727,7 +1727,7 @@ public final class WizardTowerPlugin extends OptionHandler { stage = 2; break; case 2: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Do you want to buy some runes?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Do you want to buy some runes?"); stage = 0; break; } diff --git a/Server/src/plugin/interaction/inter/EllisDialogue.java b/Server/src/plugin/interaction/inter/EllisDialogue.java index dc4441e93..96aab1fff 100644 --- a/Server/src/plugin/interaction/inter/EllisDialogue.java +++ b/Server/src/plugin/interaction/inter/EllisDialogue.java @@ -41,7 +41,7 @@ public final class EllisDialogue extends DialoguePlugin { @Override public boolean open(Object... args) { npc = (NPC) args[0]; - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Greetings friend I am a manufacturer of leather."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Greetings friend I am a manufacturer of leather."); stage = 0; return true; } @@ -68,32 +68,32 @@ public final class EllisDialogue extends DialoguePlugin { case 1: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Can I buy some leather then?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Can I buy some leather then?"); stage = 10; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Leather is rather weak stuff."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Leather is rather weak stuff."); stage = 3000; break; } break; case 10: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I make leather from animal hides. Bring me some cowhides", "and one gold coin per hide, and I'll tan them into soft", "leather for you."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I make leather from animal hides. Bring me some cowhides", "and one gold coin per hide, and I'll tan them into soft", "leather for you."); stage = 2000; break; case 2000: end(); break; case 3000: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Normal leather may be quite weak, but it's very cheap - I", "make it from cowhides for only 1 gp per hide - and it's so", "easy to craft that anyone can work with it."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Normal leather may be quite weak, but it's very cheap - I", "make it from cowhides for only 1 gp per hide - and it's so", "easy to craft that anyone can work with it."); stage = 3001; break; case 3001: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Alernatively you could try hard leather. It's not so easy", "to craft, but I only charge 3 gp per cowhide to prepare it,", "and it makes much sturdier armour."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Alernatively you could try hard leather. It's not so easy", "to craft, but I only charge 3 gp per cowhide to prepare it,", "and it makes much sturdier armour."); stage = 3002; break; case 3002: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Thanks; I'll bear it in mind."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Thanks; I'll bear it in mind."); stage = 3003; break; case 3003: diff --git a/Server/src/plugin/interaction/inter/FurClothingInterface.java b/Server/src/plugin/interaction/inter/FurClothingInterface.java index 36e7244a7..c22409a10 100644 --- a/Server/src/plugin/interaction/inter/FurClothingInterface.java +++ b/Server/src/plugin/interaction/inter/FurClothingInterface.java @@ -259,7 +259,7 @@ public final class FurClothingInterface extends ComponentPlugin { @Override public boolean open(Object... args) { npc = (NPC) args[0]; - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Now you look like someone who goes to a lot of fancy", "dress parties."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Now you look like someone who goes to a lot of fancy", "dress parties."); stage = 0; return true; } @@ -268,15 +268,15 @@ public final class FurClothingInterface extends ComponentPlugin { public boolean handle(int interfaceId, int buttonId) { switch (stage) { case 0: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Errr....what are you saying exactly?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Errr....what are you saying exactly?"); stage = 1; break; case 1: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I'm just saying that perhaps you would like to persure my", "selection of garments."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I'm just saying that perhaps you would like to persure my", "selection of garments."); stage = 2; break; case 2: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Or, if that doesn't interest you, then maybe you have", "something else to offer? I'm always on the lookout for", "interesting or unusual new materials."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Or, if that doesn't interest you, then maybe you have", "something else to offer? I'm always on the lookout for", "interesting or unusual new materials."); stage = 3; break; case 3: @@ -287,19 +287,19 @@ public final class FurClothingInterface extends ComponentPlugin { switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Okay, let's see what you've got, then."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Okay, let's see what you've got, then."); stage = 10; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I think I might just leave the persuing for now, thanks."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I think I might just leave the persuing for now, thanks."); stage = 100; break; case 3: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Can you make clothing suitable for hunting?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Can you make clothing suitable for hunting?"); stage = 30; break; case 4: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "What sort of unusual materials did you have in mind?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "What sort of unusual materials did you have in mind?"); stage = 41; break; } @@ -309,7 +309,7 @@ public final class FurClothingInterface extends ComponentPlugin { end(); break; case 30: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Certainly. Take a look at my range of made-to-oder", "items. If you can supply the furs, I'll gladly make any of", "these for you."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Certainly. Take a look at my range of made-to-oder", "items. If you can supply the furs, I'll gladly make any of", "these for you."); stage = 31; break; case 31: @@ -317,15 +317,15 @@ public final class FurClothingInterface extends ComponentPlugin { FurClothingInterface.open(player); break; case 41: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Well, soem more colourful feathers might be useful. For", "some surreal reason, all I normally seem to get offered", "are large quantities of rather beaten-up looking chicken", "feathers."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Well, soem more colourful feathers might be useful. For", "some surreal reason, all I normally seem to get offered", "are large quantities of rather beaten-up looking chicken", "feathers."); stage = 42; break; case 42: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "People must have some very strange pastimes around", "these parts, that's all I can say."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "People must have some very strange pastimes around", "these parts, that's all I can say."); stage = 43; break; case 43: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Ok, let's see what you've got then."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Ok, let's see what you've got then."); stage = 44; break; case 44: diff --git a/Server/src/plugin/interaction/item/withobject/PriestInPerilUsePlugin.java b/Server/src/plugin/interaction/item/withobject/PriestInPerilUsePlugin.java index 68643b2bb..3b4f79f62 100644 --- a/Server/src/plugin/interaction/item/withobject/PriestInPerilUsePlugin.java +++ b/Server/src/plugin/interaction/item/withobject/PriestInPerilUsePlugin.java @@ -65,7 +65,7 @@ public class PriestInPerilUsePlugin extends UseWithHandler { player.getPacketDispatch().sendMessage("You have unlocked the cell door."); NPC npc = NPC.create(1047, player.getLocation()); npc.setName("Dezel"); - player.getDialogueInterpreter().sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Oh! Thank you! You have found the key!"); + player.getDialogueInterpreter().sendDialogues(npc, FacialExpression.HALF_GUILTY, "Oh! Thank you! You have found the key!"); } } if (((GameObject) event.getUsedWith()).getId() == 30728) { diff --git a/Server/src/plugin/interaction/npc/ProbitaNPC.java b/Server/src/plugin/interaction/npc/ProbitaNPC.java index 65b593eb2..62b99a898 100644 --- a/Server/src/plugin/interaction/npc/ProbitaNPC.java +++ b/Server/src/plugin/interaction/npc/ProbitaNPC.java @@ -192,23 +192,23 @@ public class ProbitaNPC extends OptionHandler { case 2: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Tell me about pet insurance."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Tell me about pet insurance."); stage = 10; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I've lost a pet. Have you got it?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I've lost a pet. Have you got it?"); stage = 20; break; case 3: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I have a pet that I'd like to insure."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I have a pet that I'd like to insure."); stage = 30; break; case 4: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "What pets have I insured?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "What pets have I insured?"); stage = 40; break; case 5: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Maybe another time."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Maybe another time."); stage = 50; break; } @@ -232,19 +232,19 @@ public class ProbitaNPC extends OptionHandler { case 14: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I've lost a pet. Have you got it?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I've lost a pet. Have you got it?"); stage = 20; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I have a pet that I'd like to insure."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I have a pet that I'd like to insure."); stage = 30; break; case 3: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "What pets have I insured?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "What pets have I insured?"); stage = 40; break; case 4: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Maybe another time."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Maybe another time."); stage = 50; break; } diff --git a/Server/src/plugin/interaction/npc/RoavarDialogue.java b/Server/src/plugin/interaction/npc/RoavarDialogue.java index 1546a9b07..fa00491d3 100644 --- a/Server/src/plugin/interaction/npc/RoavarDialogue.java +++ b/Server/src/plugin/interaction/npc/RoavarDialogue.java @@ -31,7 +31,7 @@ public class RoavarDialogue 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; } @@ -40,7 +40,7 @@ public class RoavarDialogue extends DialoguePlugin { public boolean handle(int interfaceId, int buttonId) { switch (stage) { case 0: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Greeting traveller. Welcome to 'The Hair Of The Dog'", "Tavern. What can I do you for?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Greeting traveller. Welcome to 'The Hair Of The Dog'", "Tavern. What can I do you for?"); stage = 1; break; case 1: @@ -50,25 +50,25 @@ public class RoavarDialogue extends DialoguePlugin { case 2: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Can I buy a beer?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Can I buy a beer?"); stage = 10; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Can I hear some gossip?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Can I hear some gossip?"); stage = 20; break; case 3: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Would you happen to have a spare silver sickle?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Would you happen to have a spare silver sickle?"); stage = 30; break; case 4: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Nothing thanks."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Nothing thanks."); stage = 40; break; } break; case 10: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Well that's my speciality! The local brew's named", "'Moonlight Mead' and will set you back 5 gold.", "Waddya say? Fancy a pint?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Well that's my speciality! The local brew's named", "'Moonlight Mead' and will set you back 5 gold.", "Waddya say? Fancy a pint?"); stage = 11; break; case 11: @@ -78,11 +78,11 @@ public class RoavarDialogue extends DialoguePlugin { case 12: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Yes please."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Yes please."); stage = 15; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Actually, no thanks."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Actually, no thanks."); stage = 14; break; @@ -95,7 +95,7 @@ public class RoavarDialogue extends DialoguePlugin { if (player.getInventory().contains(995, 5)) { if (player.getInventory().remove(new Item(995, 5))) { player.getInventory().add(new Item(2955, 1)); - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Here ya go pal. Enjoy!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Here ya go pal. Enjoy!"); stage = 16; } } else { @@ -107,7 +107,7 @@ public class RoavarDialogue extends DialoguePlugin { end(); break; case 20: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I am not one to gossip!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I am not one to gossip!"); stage = 21; break; case 21: @@ -115,10 +115,10 @@ public class RoavarDialogue extends DialoguePlugin { break; case 30: if (player.getInventory().contains(2963, 1)) { - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I don't have a spare lying around, sorry friend.", "Hopefully you'll find something else that can protect you", "against ghasts!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I don't have a spare lying around, sorry friend.", "Hopefully you'll find something else that can protect you", "against ghasts!"); stage = 31; } else { - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Ah, well I do have one lying around.", "I suppose you could have it."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Ah, well I do have one lying around.", "I suppose you could have it."); stage = 42; } break; @@ -126,7 +126,7 @@ public class RoavarDialogue extends DialoguePlugin { end(); break; case 40: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "...I don't know why you talked to me if you don't want", "anything then..."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "...I don't know why you talked to me if you don't want", "anything then..."); stage = 41; break; case 41: @@ -134,7 +134,7 @@ public class RoavarDialogue extends DialoguePlugin { break; case 42: if (player.getInventory().freeSlots() < 1) { - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Oh, nevermind. It seems your backpack is full."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Oh, nevermind. It seems your backpack is full."); } else { interpreter.sendDialogue("The bartender hands you a silver sickle."); player.getInventory().add(new Item(2963, 1)); diff --git a/Server/src/plugin/interaction/npc/ZaffPlugin.java b/Server/src/plugin/interaction/npc/ZaffPlugin.java index 1b9625219..b41774f59 100644 --- a/Server/src/plugin/interaction/npc/ZaffPlugin.java +++ b/Server/src/plugin/interaction/npc/ZaffPlugin.java @@ -85,7 +85,7 @@ public final class ZaffPlugin extends OptionHandler { public boolean open(Object... args) { npc = (NPC) args[0]; quest = player.getQuestRepository().getQuest("What Lies Below"); - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Would you like to buy or sell some staves or is there", "something else you need?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Would you like to buy or sell some staves or is there", "something else you need?"); stage = 0; return true; } @@ -113,11 +113,11 @@ public final class ZaffPlugin extends OptionHandler { 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: @@ -130,7 +130,7 @@ public final class ZaffPlugin extends OptionHandler { stage = 200; break; } - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Can I have another ring?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Can I have another ring?"); stage = 50; break; } @@ -141,11 +141,11 @@ public final class ZaffPlugin extends OptionHandler { npc.openShop(player); break; case 20: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Well, 'stick' your head in again if you change your mind."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Well, 'stick' your head in again if you change your mind."); stage = 21; break; case 21: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Huh, terrible pun. You just can't get the 'staff' these", "days!"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Huh, terrible pun. You just can't get the 'staff' these", "days!"); stage = 22; break; case 22: @@ -153,13 +153,13 @@ public final class ZaffPlugin extends OptionHandler { break; case 50: if (player.getInventory().contains(11014, 1)) - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Go and get the one that's in your inventory " + player.getUsername() + "!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Go and get the one that's in your inventory " + player.getUsername() + "!"); else if (player.getBank().contains(11014, 1)) - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Go and get the one that's in your bank" + player.getUsername() + "!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Go and get the one that's in your bank" + player.getUsername() + "!"); else if (player.getEquipment().contains(11014, 1)) - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Go and get the one that's on your finger " + player.getUsername() + "!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Go and get the one that's on your finger " + player.getUsername() + "!"); else { - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Of course you can! Here you go " + player.getUsername() + "!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Of course you can! Here you go " + player.getUsername() + "!"); player.getInventory().add(BEACON_RING); } stage = 51; @@ -302,7 +302,7 @@ public final class ZaffPlugin extends OptionHandler { @Override public boolean open(Object... args) { - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Do you have any battlestaves?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Do you have any battlestaves?"); stage = 0; return true; } @@ -316,11 +316,11 @@ public final class ZaffPlugin extends OptionHandler { ammount = getMaxStaffs(); } if (player.getSavedData().getGlobalData().getZafTime() > System.currentTimeMillis() && ammount <= 0) { - interpreter.sendDialogues(546, FacialExpression.NO_EXPRESSION, "I'm very sorry! I seem to be out of battlestaves at the", "moment! I expect I'll get some more in by tomorrow,", "though."); + interpreter.sendDialogues(546, FacialExpression.HALF_GUILTY, "I'm very sorry! I seem to be out of battlestaves at the", "moment! I expect I'll get some more in by tomorrow,", "though."); stage = 2; break; } - interpreter.sendDialogues(546, FacialExpression.NO_EXPRESSION, "Battlestaves cost 8,000 gold pieces each. I have " + ammount + " left.", "How many would you like to buy?"); + interpreter.sendDialogues(546, FacialExpression.HALF_GUILTY, "Battlestaves cost 8,000 gold pieces each. I have " + ammount + " left.", "How many would you like to buy?"); stage = 1; break; case 1: @@ -359,7 +359,7 @@ public final class ZaffPlugin extends OptionHandler { interpreter.sendInput(false, "Zaff has " + ammount + " battlestaves..."); break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Oh, okay then. I'll try again another time."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Oh, okay then. I'll try again another time."); stage = 3; break; case 3: diff --git a/Server/src/plugin/interaction/npc/ZahurOptionPlugin.java b/Server/src/plugin/interaction/npc/ZahurOptionPlugin.java index 597d6f888..4533818cd 100644 --- a/Server/src/plugin/interaction/npc/ZahurOptionPlugin.java +++ b/Server/src/plugin/interaction/npc/ZahurOptionPlugin.java @@ -30,7 +30,7 @@ public class ZahurOptionPlugin extends OptionHandler { @Override public boolean handle(Player player, Node node, String option) { PotionDecantingPlugin.decant(player); - player.getDialogueInterpreter().sendDialogues(node.asNpc(), FacialExpression.NO_EXPRESSION, "There, all done."); + player.getDialogueInterpreter().sendDialogues(node.asNpc(), FacialExpression.HALF_GUILTY, "There, all done."); return true; } diff --git a/Server/src/plugin/interaction/npc/bob/BobDialogue.java b/Server/src/plugin/interaction/npc/bob/BobDialogue.java index 886107cfe..31e532915 100644 --- a/Server/src/plugin/interaction/npc/bob/BobDialogue.java +++ b/Server/src/plugin/interaction/npc/bob/BobDialogue.java @@ -64,11 +64,11 @@ public final class BobDialogue extends DialoguePlugin { case 755: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Yes, please."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Yes, please."); stage = 757; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "No, thank you."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "No, thank you."); stage = 756; break; } @@ -140,11 +140,11 @@ public final class BobDialogue extends DialoguePlugin { stage = -5; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Have you anything to sell?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Have you anything to sell?"); stage = 10; break; case 3: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Can you repair my items for me?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Can you repair my items for me?"); stage = 20; break; case 4: @@ -161,7 +161,7 @@ public final class BobDialogue extends DialoguePlugin { end(); break; case 10: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Yes! I buy and sell axes! Take your pick (or axe)!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Yes! I buy and sell axes! Take your pick (or axe)!"); stage = 11; break; case 11: @@ -169,7 +169,7 @@ public final class BobDialogue extends DialoguePlugin { npc.openShop(player); break; case 20: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Of course I'll repair it, though the materials may cost", "you. Just hand me the item and I'll have a look."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Of course I'll repair it, though the materials may cost", "you. Just hand me the item and I'll have a look."); stage = 21; break; case 21: @@ -284,7 +284,7 @@ public final class BobDialogue extends DialoguePlugin { boolean repair = false; boolean wrong = false; if (npc.getId() == 3797 && args.length == 1) { - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Can you repair my items for me?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Can you repair my items for me?"); stage = 20; return true; } @@ -323,12 +323,12 @@ public final class BobDialogue extends DialoguePlugin { cost = String.valueOf(BarrowsEquipment.getFormatedCost(equipment, item) + "gp"); } } - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Quite badly damaged, but easy to repair. Would you", "like me to repair it for " + cost + "?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Quite badly damaged, but easy to repair. Would you", "like me to repair it for " + cost + "?"); stage = 754; return true; } if (repair == true && wrong == true) { - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Sorry friend, but I can't do anything with that."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Sorry friend, but I can't do anything with that."); stage = 678; return true; } diff --git a/Server/src/plugin/interaction/npc/sorceress_app/SorceressApprenticeDialogue.java b/Server/src/plugin/interaction/npc/sorceress_app/SorceressApprenticeDialogue.java index 40b35b502..a959b02f6 100644 --- a/Server/src/plugin/interaction/npc/sorceress_app/SorceressApprenticeDialogue.java +++ b/Server/src/plugin/interaction/npc/sorceress_app/SorceressApprenticeDialogue.java @@ -40,7 +40,7 @@ public class SorceressApprenticeDialogue extends DialoguePlugin { public boolean handle(int interfaceId, int buttonId) { switch (stage) { case 0: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Okay, here goes - and remember, to", "return just drink from the fountain."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Okay, here goes - and remember, to", "return just drink from the fountain."); stage = 1; break; case 1: @@ -226,7 +226,7 @@ public class SorceressApprenticeDialogue extends DialoguePlugin { public boolean open(Object... args) { npc = (NPC) args[0]; if (player.getSavedData().getGlobalData().hasSpokenToApprentice()) { - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Hey apprentice, do you want to try out", "your teleport skills again?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Hey apprentice, do you want to try out", "your teleport skills again?"); stage = 0; } else { player("Hello. What are you doing?"); diff --git a/Server/src/plugin/interaction/object/BankingPlugin.java b/Server/src/plugin/interaction/object/BankingPlugin.java index 763bfbbfe..2dc9a464b 100644 --- a/Server/src/plugin/interaction/object/BankingPlugin.java +++ b/Server/src/plugin/interaction/object/BankingPlugin.java @@ -161,11 +161,11 @@ public final class BankingPlugin extends OptionHandler { setId((int) args[0]); } if (TutorialSession.getExtension(player).getStage() < TutorialSession.MAX_STAGE) { - Component.setUnclosable(player, interpreter.sendDialogues(id, FacialExpression.NO_EXPRESSION, "Good day, would you like to access your bank account?")); + Component.setUnclosable(player, interpreter.sendDialogues(id, FacialExpression.HALF_GUILTY, "Good day, would you like to access your bank account?")); stage = 999; return true; } - interpreter.sendDialogues(id, FacialExpression.NO_EXPRESSION, "Good day, How may I help you?"); + interpreter.sendDialogues(id, FacialExpression.HALF_GUILTY, "Good day, How may I help you?"); for (GrandExchangeOffer o : player.getGrandExchange().getOffers()) { if (o != null && (o.getWithdraw()[0] != null || o.getWithdraw()[1] != null)) { stage = -1; @@ -179,7 +179,7 @@ public final class BankingPlugin extends OptionHandler { public boolean handle(int interfaceId, int buttonId) { switch (stage) { case -1: - interpreter.sendDialogues(id, FacialExpression.NO_EXPRESSION, "Before we go any further, I should inform you that you", "have items ready for collection from the Grand Exchange."); + interpreter.sendDialogues(id, FacialExpression.HALF_GUILTY, "Before we go any further, I should inform you that you", "have items ready for collection from the Grand Exchange."); stage = 0; break; case 0: @@ -187,7 +187,7 @@ public final class BankingPlugin extends OptionHandler { stage = 10; break; case 1: - interpreter.sendDialogues(id, FacialExpression.NO_EXPRESSION, "This is a branch of the Bank of " + GameWorld.getName() + ". We have", "branches in many towns."); + interpreter.sendDialogues(id, FacialExpression.HALF_GUILTY, "This is a branch of the Bank of " + GameWorld.getName() + ". We have", "branches in many towns."); stage = 2; break; case 2: @@ -196,19 +196,19 @@ public final class BankingPlugin extends OptionHandler { break; case 3: if (buttonId == 1) { - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "And what do you do?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "And what do you do?"); stage = 4; } else if (buttonId == 2) { - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Didnt you used to be called the Bank of Varrock?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Didnt you used to be called the Bank of Varrock?"); stage = 5; } break; case 4: - interpreter.sendDialogues(id, FacialExpression.NO_EXPRESSION, "We will look after your items and money for you.", "Leave your valuables with us if you want to keep them", "safe."); + interpreter.sendDialogues(id, FacialExpression.HALF_GUILTY, "We will look after your items and money for you.", "Leave your valuables with us if you want to keep them", "safe."); stage = 100; break; case 5: - interpreter.sendDialogues(id, FacialExpression.NO_EXPRESSION, "Yes we did, but people kept on coming into our", "signs were wrong. They acted as if we didn't know", "what town we were in or something."); + interpreter.sendDialogues(id, FacialExpression.HALF_GUILTY, "Yes we did, but people kept on coming into our", "signs were wrong. They acted as if we didn't know", "what town we were in or something."); stage = 100; break; case 100: @@ -247,7 +247,7 @@ public final class BankingPlugin extends OptionHandler { end(); break; case 4: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "What is this place?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "What is this place?"); stage = 1; break; } diff --git a/Server/src/plugin/interaction/object/HaystackPlugin.java b/Server/src/plugin/interaction/object/HaystackPlugin.java index 8afa22752..778e50286 100644 --- a/Server/src/plugin/interaction/object/HaystackPlugin.java +++ b/Server/src/plugin/interaction/object/HaystackPlugin.java @@ -56,7 +56,7 @@ public final class HaystackPlugin extends OptionHandler { player.getPacketDispatch().sendMessage("You search the " + object.getName().toLowerCase() + "..."); if (rand == 1 && player.getInventory().freeSlots() > 0 || player.getInventory().containsItem(NEEDLE)) { player.getInventory().add(NEEDLE); - player.getDialogueInterpreter().sendDialogues(player, FacialExpression.NO_EXPRESSION, "Wow! A needle!", "Now what are the chances of finding that?"); + player.getDialogueInterpreter().sendDialogues(player, FacialExpression.HALF_GUILTY, "Wow! A needle!", "Now what are the chances of finding that?"); return true; } player.getPacketDispatch().sendMessage("You find nothing of interest."); diff --git a/Server/src/plugin/npc/TzRekJadNPC.java b/Server/src/plugin/npc/TzRekJadNPC.java index 301700d51..7b127dc76 100644 --- a/Server/src/plugin/npc/TzRekJadNPC.java +++ b/Server/src/plugin/npc/TzRekJadNPC.java @@ -93,7 +93,7 @@ public class TzRekJadNPC extends OptionHandler { @Override public boolean open(Object... args) { npc = (NPC) args[0]; - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I have a fire cape here."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I have a fire cape here."); stage = 0; return true; } @@ -215,7 +215,7 @@ public class TzRekJadNPC extends OptionHandler { public boolean open(Object... args) { npc = (NPC) args[0]; int i = RandomFunction.getRandom(1); - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, i == 1 ? "Do you miss your people?" : "Are you hungry?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, i == 1 ? "Do you miss your people?" : "Are you hungry?"); stage = (i == 1 ? 0 : 5); return true; } @@ -228,7 +228,7 @@ public class TzRekJadNPC extends OptionHandler { stage = 1; break; case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "No.. I don't think so."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "No.. I don't think so."); stage = 2; break; case 2: @@ -236,7 +236,7 @@ public class TzRekJadNPC extends OptionHandler { stage = 3; break; case 3: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "No, no, I wouldn't hurt you."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "No, no, I wouldn't hurt you."); stage = 4; break; case 4: @@ -247,7 +247,7 @@ public class TzRekJadNPC extends OptionHandler { stage = 6; break; case 6: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Ooookay..."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Ooookay..."); stage = 4; break; } diff --git a/Server/src/plugin/npc/familiar/KalphiteNPC.java b/Server/src/plugin/npc/familiar/KalphiteNPC.java index 1bff47e31..0d88e61bd 100644 --- a/Server/src/plugin/npc/familiar/KalphiteNPC.java +++ b/Server/src/plugin/npc/familiar/KalphiteNPC.java @@ -66,7 +66,7 @@ public class KalphiteNPC extends Metamorphosis { @Override public boolean open(Object... args) { npc = (NPC) args[0]; - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "What is it with your kind and potato cactus?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "What is it with your kind and potato cactus?"); stage = 0; return true; } @@ -79,7 +79,7 @@ public class KalphiteNPC extends Metamorphosis { stage = 1; break; case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Yeah, please."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Yeah, please."); stage = 2; break; case 2: @@ -87,7 +87,7 @@ public class KalphiteNPC extends Metamorphosis { stage = 3; break; case 3: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Kalphites can cook?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Kalphites can cook?"); stage = 4; break; case 4: @@ -95,7 +95,7 @@ public class KalphiteNPC extends Metamorphosis { stage = 5; break; case 5: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Evidently not, that's how I got you!"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Evidently not, that's how I got you!"); stage = 6; break; case 6: diff --git a/Server/src/plugin/quest/arravshield/CuratorHaigHalenDialogue.java b/Server/src/plugin/quest/arravshield/CuratorHaigHalenDialogue.java index 3a39c4b30..7de5880a1 100644 --- a/Server/src/plugin/quest/arravshield/CuratorHaigHalenDialogue.java +++ b/Server/src/plugin/quest/arravshield/CuratorHaigHalenDialogue.java @@ -38,7 +38,7 @@ public final class CuratorHaigHalenDialogue extends DialoguePlugin { @Override public boolean open(Object... args) { npc = (NPC) args[0]; - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Welcome to the museum of Varrock."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Welcome to the museum of Varrock."); stage = 0; return true; } diff --git a/Server/src/plugin/quest/arravshield/JonnytheBeardPlugin.java b/Server/src/plugin/quest/arravshield/JonnytheBeardPlugin.java index a4cf18245..f85eec8a9 100644 --- a/Server/src/plugin/quest/arravshield/JonnytheBeardPlugin.java +++ b/Server/src/plugin/quest/arravshield/JonnytheBeardPlugin.java @@ -42,7 +42,7 @@ public final class JonnytheBeardPlugin extends DialoguePlugin { end(); return true; } - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Will you buy me a beer?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Will you buy me a beer?"); stage = 0; return true; } @@ -51,7 +51,7 @@ public final class JonnytheBeardPlugin extends DialoguePlugin { public boolean handle(int interfaceId, int buttonId) { switch (stage) { case 0: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "No, I don't think I will."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "No, I don't think I will."); stage = 1; break; case 1: diff --git a/Server/src/plugin/quest/arravshield/KingRoaldDialogue.java b/Server/src/plugin/quest/arravshield/KingRoaldDialogue.java index ac5e4e464..b52c9be2b 100644 --- a/Server/src/plugin/quest/arravshield/KingRoaldDialogue.java +++ b/Server/src/plugin/quest/arravshield/KingRoaldDialogue.java @@ -47,7 +47,7 @@ public class KingRoaldDialogue extends DialoguePlugin { npc = (NPC) args[0]; switch (player.getQuestRepository().getQuest("Priest in Peril").getStage(player)) { case 0: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Greetings, your majesty."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Greetings, your majesty."); stage = 0; break; case 10: @@ -58,7 +58,7 @@ public class KingRoaldDialogue extends DialoguePlugin { case 15: case 16: case 100: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Greetings, your majesty."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Greetings, your majesty."); stage = 0; break; } @@ -154,21 +154,21 @@ public class KingRoaldDialogue extends DialoguePlugin { Quest quest = player.getQuestRepository().getQuest("Priest in Peril"); switch (stage) { case 0: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Well hello there. What do you want?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Well hello there. What do you want?"); stage = 1; break; case 1: if (quest.getStage(player) == 0) { - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I am looking for a quest!"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I am looking for a quest!"); stage = 2; return true; } if (quest.getStage(player) <= 11) { - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "You have news of Drezel for me?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "You have news of Drezel for me?"); stage = 20; } if (quest.getStage(player) == 12) { - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "You have news of Drezel for me?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "You have news of Drezel for me?"); stage = 23; } if (quest.getStage(player) == 13) { @@ -176,51 +176,51 @@ public class KingRoaldDialogue extends DialoguePlugin { stage = 40; } if (quest.getStage(player) == 14) { - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I'm looking for a key to unlock drezel!"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I'm looking for a key to unlock drezel!"); stage = 50; } if (quest.getStage(player) == 15 || quest.getStage(player) == 16 || quest.getStage(player) == 17) { - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I'm helping Drezel!"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I'm helping Drezel!"); stage = 50; } if (quest.getStage(player) == 100) { - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Ah, it's you again. Hello there."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Ah, it's you again. Hello there."); stage = 200; } break; case 200: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Do you have anything of importace to say?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Do you have anything of importace to say?"); stage = 201; break; case 201: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "...Not really."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "...Not really."); stage = 202; break; case 202: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "You will have to excuse me, then. I am very busy as I", "have a kingdom to run!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "You will have to excuse me, then. I am very busy as I", "have a kingdom to run!"); stage = 203; break; case 203: end(); break; case 2: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "A quest you say? Hmm, what an odd request to make", "of the king. It's funny you should mention it though, as", "there is something you can do for me."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "A quest you say? Hmm, what an odd request to make", "of the king. It's funny you should mention it though, as", "there is something you can do for me."); stage = 3; break; case 3: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Are you aware of the temple easy of here? It stands on", "the river Salve and guards the entrance to the lands of", "Morytania?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Are you aware of the temple easy of here? It stands on", "the river Salve and guards the entrance to the lands of", "Morytania?"); stage = 4; break; case 4: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "No, I don't think I know it..."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "No, I don't think I know it..."); stage = 5; break; case 5: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Hmm, how strange that you don't. Well anyway, it has", "been some days since last I heard from Drezel, the", "priest who lives there."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Hmm, how strange that you don't. Well anyway, it has", "been some days since last I heard from Drezel, the", "priest who lives there."); stage = 6; break; case 6: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Be a sport and go make sure that nothing untoward", "has happend to the silly old codger for me, would you?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Be a sport and go make sure that nothing untoward", "has happend to the silly old codger for me, would you?"); stage = 7; break; case 7: @@ -232,11 +232,11 @@ public class KingRoaldDialogue extends DialoguePlugin { case 1: quest.start(player); player.getQuestRepository().syncronizeTab(player); - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Sure. I don't have anything better to do right now."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Sure. I don't have anything better to do right now."); stage = 10; break; case 2: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Yes, I dare say it does. I wouldn't even have", "mentioned it had you not seemed to be looking for", "something to do anyway."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Yes, I dare say it does. I wouldn't even have", "mentioned it had you not seemed to be looking for", "something to do anyway."); stage = 9; break; } @@ -245,25 +245,25 @@ public class KingRoaldDialogue extends DialoguePlugin { end(); break; case 10: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Many thanks adventurer! I would have sent one of my", "squires but they wanted payment for it!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Many thanks adventurer! I would have sent one of my", "squires but they wanted payment for it!"); stage = 11; break; case 11: end(); break; case 20: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "No not yet."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "No not yet."); stage = 21; break; case 21: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I would wish you would go check on my dear friend."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I would wish you would go check on my dear friend."); stage = 22; break; case 22: end(); break; case 23: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Yeah, I spoke to the guys at the temple and they said", "they were being bothered by that dog in the crypt, so I", "went and killed it for them. No problem."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Yeah, I spoke to the guys at the temple and they said", "they were being bothered by that dog in the crypt, so I", "went and killed it for them. No problem."); stage = 24; break; case 24: @@ -275,7 +275,7 @@ public class KingRoaldDialogue extends DialoguePlugin { stage = 26; break; case 26: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Did I make a mistake?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Did I make a mistake?"); stage = 27; break; case 27: @@ -283,7 +283,7 @@ public class KingRoaldDialogue extends DialoguePlugin { stage = 28; break; case 28: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "B-but Drezel TOLD me to...!"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "B-but Drezel TOLD me to...!"); stage = 29; break; case 29: @@ -295,7 +295,7 @@ public class KingRoaldDialogue extends DialoguePlugin { stage = 31; break; case 31: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Y-yes your Highness."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Y-yes your Highness."); stage = 32; break; case 32: @@ -303,7 +303,7 @@ public class KingRoaldDialogue extends DialoguePlugin { end(); break; case 40: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Okay, okay, I'm going, I'm going.... There's no need to", "shout..."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Okay, okay, I'm going, I'm going.... There's no need to", "shout..."); stage = 41; break; case 41: @@ -311,11 +311,11 @@ public class KingRoaldDialogue extends DialoguePlugin { stage = 42; break; case 42: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Listen, and listen well, and see if your puny mind can", "comprehend this; if the border is not protected, then we", "are at the mercy of the evil beings"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Listen, and listen well, and see if your puny mind can", "comprehend this; if the border is not protected, then we", "are at the mercy of the evil beings"); stage = 43; break; case 43: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "that live in Morytania. Given the most of the", "inhabitants consider humans to be nothing more than", "over talkative snack foods, I would"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "that live in Morytania. Given the most of the", "inhabitants consider humans to be nothing more than", "over talkative snack foods, I would"); stage = 44; break; case 44: diff --git a/Server/src/plugin/quest/arravshield/ReldoDialogue.java b/Server/src/plugin/quest/arravshield/ReldoDialogue.java index 1976962c0..8fdf7e7a3 100644 --- a/Server/src/plugin/quest/arravshield/ReldoDialogue.java +++ b/Server/src/plugin/quest/arravshield/ReldoDialogue.java @@ -160,7 +160,7 @@ public class ReldoDialogue extends DialoguePlugin { if (stage == -1) { switch (buttonId) { case 1: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Hello stranger."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Hello stranger."); stage = 0; break; case 2: @@ -240,48 +240,48 @@ public class ReldoDialogue extends DialoguePlugin { case 1: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I'm in search of a quest."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I'm in search of a quest."); stage = 10; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Do you have anything to trade?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Do you have anything to trade?"); stage = 20; break; case 3: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "What do you do?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "What do you do?"); stage = 30; break; } break; case 30: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I am the palace librarian."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I am the palace librarian."); stage = 31; break; case 31: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Ah. That's why you're in the library then."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Ah. That's why you're in the library then."); stage = 32; break; case 32: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Yes."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Yes."); stage = 33; break; case 33: end(); break; case 20: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Only knowledge."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Only knowledge."); stage = 21; break; case 21: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "How much do you want for that then?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "How much do you want for that then?"); stage = 22; break; case 22: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "No, sorry, that was just my little joke. I'm not the", "trading type."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "No, sorry, that was just my little joke. I'm not the", "trading type."); stage = 23; break; case 23: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Ah well."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Ah well."); stage = 24; break; case 24: @@ -348,44 +348,44 @@ public class ReldoDialogue extends DialoguePlugin { case 1: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Do you have anything to trade?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Do you have anything to trade?"); stage = 20; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "What do you do?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "What do you do?"); stage = 30; break; } break; case 30: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I am the palace librarian."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I am the palace librarian."); stage = 31; break; case 31: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Ah. That's why you're in the library then."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Ah. That's why you're in the library then."); stage = 32; break; case 32: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Yes."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Yes."); stage = 33; break; case 33: end(); break; case 20: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Only knowledge."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Only knowledge."); stage = 21; break; case 21: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "How much do you want for that then?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "How much do you want for that then?"); stage = 22; break; case 22: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "No, sorry, that was just my little joke. I'm not the", "trading type."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "No, sorry, that was just my little joke. I'm not the", "trading type."); stage = 23; break; case 23: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Ah well."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Ah well."); stage = 24; break; case 24: @@ -407,83 +407,83 @@ public class ReldoDialogue extends DialoguePlugin { case 1: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Do you have anything to trade?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Do you have anything to trade?"); stage = 20; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "What do you do?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "What do you do?"); stage = 30; break; case 3: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "What do you know about Imcando dwarves?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "What do you know about Imcando dwarves?"); stage = 40; break; } break; case 30: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I am the palace librarian."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I am the palace librarian."); stage = 31; break; case 31: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Ah. That's why you're in the library then."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Ah. That's why you're in the library then."); stage = 32; break; case 32: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Yes."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Yes."); stage = 33; break; case 33: end(); break; case 20: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Only knowledge."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Only knowledge."); stage = 21; break; case 21: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "How much do you want for that then?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "How much do you want for that then?"); stage = 22; break; case 22: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "No, sorry, that was just my little joke. I'm not the", "trading type."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "No, sorry, that was just my little joke. I'm not the", "trading type."); stage = 23; break; case 23: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Ah well."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Ah well."); stage = 24; break; case 24: end(); break; case 40: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "The Imcando dwarves, you say?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "The Imcando dwarves, you say?"); stage = 41; break; case 41: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Ah yes... for many hundreds of years they were the", "world's most skilled smiths. They used secret smithing", "knowledge passed down from generation to generation."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Ah yes... for many hundreds of years they were the", "world's most skilled smiths. They used secret smithing", "knowledge passed down from generation to generation."); stage = 42; break; case 42: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Unfortunately, about a century ago, the once thriving", "race was wiped out during the barbarian invasions of", "that time."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Unfortunately, about a century ago, the once thriving", "race was wiped out during the barbarian invasions of", "that time."); stage = 43; break; case 43: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "So are there any Imcando left at all?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "So are there any Imcando left at all?"); stage = 44; break; case 44: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I believe a few of them survived, but with the bulk of", "their population destroyed their numbers have dwindled", "even further."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I believe a few of them survived, but with the bulk of", "their population destroyed their numbers have dwindled", "even further."); stage = 45; break; case 45: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I believe I remember a couple living in Asgarnia near", "the cliffs on the Asgarnian southern peninusla, but they", "DO tend to keep to themselves."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I believe I remember a couple living in Asgarnia near", "the cliffs on the Asgarnian southern peninusla, but they", "DO tend to keep to themselves."); stage = 46; break; case 46: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "They tend not to tell people that they're the", "descendants of the Imcando, which is why people think", "that the tribe has died out totally, but you may well", "have more luck talking to them if you bring them some"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "They tend not to tell people that they're the", "descendants of the Imcando, which is why people think", "that the tribe has died out totally, but you may well", "have more luck talking to them if you bring them some"); stage = 47; break; case 47: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "redberry pie. They REALLY like redberry pie."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "redberry pie. They REALLY like redberry pie."); stage = 48; break; case 48: diff --git a/Server/src/plugin/quest/demonslayer/DemonSlayer.java b/Server/src/plugin/quest/demonslayer/DemonSlayer.java index f3231b4fa..863e119f6 100644 --- a/Server/src/plugin/quest/demonslayer/DemonSlayer.java +++ b/Server/src/plugin/quest/demonslayer/DemonSlayer.java @@ -199,7 +199,7 @@ public class DemonSlayer extends Quest { quest = player.getQuestRepository().getQuest("Demon Slayer"); switch (quest.getStage(player)) { default: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "What are you doing up here? Only the palace guards", "are allowed up here."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "What are you doing up here? Only the palace guards", "are allowed up here."); stage = 0; break; } @@ -229,21 +229,21 @@ public class DemonSlayer extends Quest { case 1: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I am one of the palace guards."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I am one of the palace guards."); stage = 10; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "What about the King? Surely you'd let him up here."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "What about the King? Surely you'd let him up here."); stage = 20; break; case 3: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Yes, I know but this is important."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Yes, I know but this is important."); stage = 30; break; } break; case 30: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Ok, I'm listening. Tell me what's so important."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Ok, I'm listening. Tell me what's so important."); stage = 31; break; case 31: @@ -252,7 +252,7 @@ public class DemonSlayer extends Quest { stage = 600; return; } - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Erm... I forgot."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Erm... I forgot."); stage = 32; break; case 32: @@ -262,11 +262,11 @@ public class DemonSlayer extends Quest { end(); break; case 20: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Well, yes I suppose we'd let him up, He doesn't", "generally want to come up here, but if he did want to,", "he could."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Well, yes I suppose we'd let him up, He doesn't", "generally want to come up here, but if he did want to,", "he could."); stage = 21; break; case 10: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "No, you're not! I know all the palace guards."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "No, you're not! I know all the palace guards."); stage = 11; break; case 11: diff --git a/Server/src/plugin/quest/demonslayer/TraibornDialogue.java b/Server/src/plugin/quest/demonslayer/TraibornDialogue.java index 33b71235c..88f5e5069 100644 --- a/Server/src/plugin/quest/demonslayer/TraibornDialogue.java +++ b/Server/src/plugin/quest/demonslayer/TraibornDialogue.java @@ -67,12 +67,12 @@ public class TraibornDialogue extends DialoguePlugin { npc("How are you doing finding bones?"); stage = 380; } else { - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Ello young thingummywut."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Ello young thingummywut."); stage = 0; } break; default: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Ello young thingummywut."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Ello young thingummywut."); stage = 0; break; } @@ -266,21 +266,21 @@ public class TraibornDialogue extends DialoguePlugin { case 1: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "What's a thingumywut?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "What's a thingumywut?"); stage = 10; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Teach me to be a mighty and powerful wizard."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Teach me to be a mighty and powerful wizard."); stage = 20; break; } break; case 10: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "A thingummywut? Where? Where?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "A thingummywut? Where? Where?"); stage = 11; break; case 11: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Those pesky thingummywuts. They get everywhere.", "They leave a terrible mess too."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Those pesky thingummywuts. They get everywhere.", "They leave a terrible mess too."); stage = 12; break; case 12: @@ -290,32 +290,32 @@ public class TraibornDialogue extends DialoguePlugin { case 13: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Err you just called me thingummywut."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Err you just called me thingummywut."); stage = 100; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Tell me what they look like and I'll mash 'em."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Tell me what they look like and I'll mash 'em."); stage = 120; break; } break; case 120: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Don't be ridiculous. No-one has ever seen one."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Don't be ridiculous. No-one has ever seen one."); stage = 121; break; case 121: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "They're invisible, or a myth, or a figment of my", "imagination. Can't remember which right now."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "They're invisible, or a myth, or a figment of my", "imagination. Can't remember which right now."); stage = 122; break; case 122: end(); break; case 100: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "You're a thingummywut? I've never seen one up close", "before. They said I was mad!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "You're a thingummywut? I've never seen one up close", "before. They said I was mad!"); stage = 101; break; case 101: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Now you are my proof! There ARE thingummywuts in", "this tower. Now where can I find a cage big enough to", "keep you?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Now you are my proof! There ARE thingummywuts in", "this tower. Now where can I find a cage big enough to", "keep you?"); stage = 102; break; case 102: @@ -325,31 +325,31 @@ public class TraibornDialogue extends DialoguePlugin { case 103: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Err I'd better be off really."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Err I'd better be off really."); stage = 110; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "They're right, you are mad."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "They're right, you are mad."); stage = 130; break; } break; case 130: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "That's a pity. I thought maybe they were winding me", "up."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "That's a pity. I thought maybe they were winding me", "up."); stage = 131; break; case 131: end(); break; case 110: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Oh ok, have a good time, and watch out for sheep!", "They're more cunning than they look."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Oh ok, have a good time, and watch out for sheep!", "They're more cunning than they look."); stage = 111; break; case 111: end(); break; case 20: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Wizard eh? You don't want any truck with that sort.", "They're not to be trusted. That's what I've heard", "anyways."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Wizard eh? You don't want any truck with that sort.", "They're not to be trusted. That's what I've heard", "anyways."); stage = 21; break; case 21: @@ -359,24 +359,24 @@ public class TraibornDialogue extends DialoguePlugin { case 22: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "So aren't you a wizard?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "So aren't you a wizard?"); stage = 40; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Oh I'd better stop talking to you then."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Oh I'd better stop talking to you then."); stage = 60; break; } break; case 60: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Cheerio then. It was nice chatting to you."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Cheerio then. It was nice chatting to you."); stage = 61; break; case 61: end(); break; case 40: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "How dare you? Of course I'm a wizard. Now don't be", "so cheeky or I'll turn you into a frog."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "How dare you? Of course I'm a wizard. Now don't be", "so cheeky or I'll turn you into a frog."); stage = 41; break; case 41: diff --git a/Server/src/plugin/quest/dragonslayer/DukeHoracioDialogue.java b/Server/src/plugin/quest/dragonslayer/DukeHoracioDialogue.java index 49daf0652..db4a2a519 100644 --- a/Server/src/plugin/quest/dragonslayer/DukeHoracioDialogue.java +++ b/Server/src/plugin/quest/dragonslayer/DukeHoracioDialogue.java @@ -138,11 +138,11 @@ public final class DukeHoracioDialogue extends DialoguePlugin { handleShield(buttonId); break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Have any quests for me?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Have any quests for me?"); stage = 20; break; case 3: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I hear many of the local people earn money by", "learning a skill. Many people get by in life by becoming", "accomplished smiths, cooks, miners and woodcutters."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I hear many of the local people earn money by", "learning a skill. Many people get by in life by becoming", "accomplished smiths, cooks, miners and woodcutters."); stage = 30; break; } @@ -150,17 +150,17 @@ public final class DukeHoracioDialogue extends DialoguePlugin { case 1: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Have any quests for me?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Have any quests for me?"); stage = 20; break; case 2: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I hear many of the local people earn money by learning a", "skill. Many people get by in life by becoming accomplished", "smiths, cooks, miners and woodcutters."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I hear many of the local people earn money by learning a", "skill. Many people get by in life by becoming accomplished", "smiths, cooks, miners and woodcutters."); stage = 30; break; } break; case 10: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "You haven't seem to have slain Elvarg yet!", "Once you have slain Elvarg come back and talk to me."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "You haven't seem to have slain Elvarg yet!", "Once you have slain Elvarg come back and talk to me."); stage = 11; break; case 20: @@ -170,11 +170,11 @@ public final class DukeHoracioDialogue extends DialoguePlugin { break; } if (quest.getStage(player) > 10) { - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Nope, I've got everything under control", "in the castle at the moment."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Nope, I've got everything under control", "in the castle at the moment."); stage = 69; return true; } - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Well, it's not really a quest but I recently discovered", "this strange talisman."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Well, it's not really a quest but I recently discovered", "this strange talisman."); stage = 21; break; case 69: @@ -252,7 +252,7 @@ public final class DukeHoracioDialogue extends DialoguePlugin { @Override public boolean open(Object... args) { npc = (NPC) args[0]; - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Greetings. Welcome to my castle."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Greetings. Welcome to my castle."); stage = 0; return true; } diff --git a/Server/src/plugin/quest/dragonslayer/NedDialogue.java b/Server/src/plugin/quest/dragonslayer/NedDialogue.java index 3d65234f2..e2b2be1ea 100644 --- a/Server/src/plugin/quest/dragonslayer/NedDialogue.java +++ b/Server/src/plugin/quest/dragonslayer/NedDialogue.java @@ -95,7 +95,7 @@ public final class NedDialogue extends DialoguePlugin { stage = 520; return true; } - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Why, hello there, lad. Me friends call me Ned. I was a", "man of the sea, but it's past me now. Could I be", "making or selling you some rope?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Why, hello there, lad. Me friends call me Ned. I was a", "man of the sea, but it's past me now. Could I be", "making or selling you some rope?"); stage = 499; return true; } @@ -113,7 +113,7 @@ public final class NedDialogue extends DialoguePlugin { stage = 40; break; default: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Why, hello there, lad. Me friends call me Ned. I was a", "man of the sea, but it's past me now. Could I be", "making or selling you some rope?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Why, hello there, lad. Me friends call me Ned. I was a", "man of the sea, but it's past me now. Could I be", "making or selling you some rope?"); stage = 0; break; } @@ -132,7 +132,7 @@ public final class NedDialogue extends DialoguePlugin { stage = 520; return true; } - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Why, hello there, lad. Me friends call me Ned. I was a", "man of the sea, but it's past me now. Could I be", "making or selling you some rope?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Why, hello there, lad. Me friends call me Ned. I was a", "man of the sea, but it's past me now. Could I be", "making or selling you some rope?"); stage = 499; return true; } @@ -153,7 +153,7 @@ public final class NedDialogue extends DialoguePlugin { stage = 40; break; default: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Why, hello there, lad. Me friends call me Ned. I was a", "man of the sea, but it's past me now. Could I be", "making or selling you some rope?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Why, hello there, lad. Me friends call me Ned. I was a", "man of the sea, but it's past me now. Could I be", "making or selling you some rope?"); stage = 0; break; } @@ -280,11 +280,11 @@ public final class NedDialogue extends DialoguePlugin { case 1: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Yes, I would like some rope."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Yes, I would like some rope."); stage = 10; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "No thanks Ned, I don't need any."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "No thanks Ned, I don't need any."); stage = 20; break; case 3: @@ -294,23 +294,23 @@ public final class NedDialogue extends DialoguePlugin { } break; case 10: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Well, I can sell you some rope for 15 coins. Or I can", "be making you some if you gets me 4 balls of wool. I", "strands them together I does, makes em strong."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Well, I can sell you some rope for 15 coins. Or I can", "be making you some if you gets me 4 balls of wool. I", "strands them together I does, makes em strong."); stage = 11; break; case 11: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "You make rope from wool?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "You make rope from wool?"); stage = 12; break; case 12: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Of course you can!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Of course you can!"); stage = 13; break; case 13: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I thought you needed hemp or jute."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I thought you needed hemp or jute."); stage = 14; break; case 14: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Do you want some rope or not?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Do you want some rope or not?"); stage = 15; break; case 15: @@ -325,15 +325,15 @@ public final class NedDialogue extends DialoguePlugin { case 17: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Okay, please sell me some rope."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Okay, please sell me some rope."); stage = 100; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I have some balls of wool.", "Could you make me some rope?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I have some balls of wool.", "Could you make me some rope?"); stage = 120; break; case 3: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "That's a little more than I want to pay."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "That's a little more than I want to pay."); stage = 200; break; } @@ -341,15 +341,15 @@ public final class NedDialogue extends DialoguePlugin { case 16: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Okay, please sell me some rope."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Okay, please sell me some rope."); stage = 100; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "That's a little more than I want to pay."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "That's a little more than I want to pay."); stage = 200; break; case 3: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I will go and get some wool."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I will go and get some wool."); stage = 300; break; } @@ -357,21 +357,21 @@ public final class NedDialogue extends DialoguePlugin { case 40: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Ned could you make other things from wool?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Ned could you make other things from wool?"); stage = 41; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Yes, I would like some rope."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Yes, I would like some rope."); stage = 10; break; case 3: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "No thanks Ned, I don't need any."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "No thanks Ned, I don't need any."); stage = 20; break; } break; case 41: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I am sure I can. What are you thinking of?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I am sure I can. What are you thinking of?"); stage = 42; break; case 42: @@ -381,29 +381,29 @@ public final class NedDialogue extends DialoguePlugin { case 43: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Could you knit me a sweater?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Could you knit me a sweater?"); stage = 44; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "How about some sort of wig?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "How about some sort of wig?"); stage = 50; break; case 3: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Could you repair the arrow holes in the", "back of my shirt?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Could you repair the arrow holes in the", "back of my shirt?"); stage = 4; break; case 4: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Ah yes, it's a tough world these days. There's a few", "brave enough to attack from 10 metres away."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Ah yes, it's a tough world these days. There's a few", "brave enough to attack from 10 metres away."); stage = 47; break; } break; case 44: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Do I look like a member of a sewing circle?", "Be off wi' you. I have fought monsters.", "that would turn your hair blue."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Do I look like a member of a sewing circle?", "Be off wi' you. I have fought monsters.", "that would turn your hair blue."); stage = 45; break; case 45: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I dont't need to be laughted at just 'cos I am getting", "a bit old."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I dont't need to be laughted at just 'cos I am getting", "a bit old."); stage = 46; break; case 46: @@ -414,11 +414,11 @@ public final class NedDialogue extends DialoguePlugin { stage = 48; break; case 48: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "There you go, good as new."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "There you go, good as new."); stage = 46; break; case 50: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Well... That's an interesting though. Yes, I think I", "could do something. Give me 3 balls of wool and I", "might be able to do it."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Well... That's an interesting though. Yes, I think I", "could do something. Give me 3 balls of wool and I", "might be able to do it."); stage = 51; break; case 51: @@ -439,11 +439,11 @@ public final class NedDialogue extends DialoguePlugin { break; case 53: if (!player.getInventory().containsItem(WIG_WOOL)) { - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Oh, I seem to have forgotten my wool."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Oh, I seem to have forgotten my wool."); stage = 46; return true; } - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Okay, I will have a go."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Okay, I will have a go."); stage = 54; break; case 54: @@ -456,7 +456,7 @@ public final class NedDialogue extends DialoguePlugin { GroundItemManager.create(WIG, player); } } - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Here you go, how's that for a quick effort?", "Not nad I think!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Here you go, how's that for a quick effort?", "Not nad I think!"); stage = 56; break; case 56: @@ -464,11 +464,11 @@ public final class NedDialogue extends DialoguePlugin { stage = 57; break; case 57: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Thanks Ned, there's more to you than meets the eye."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Thanks Ned, there's more to you than meets the eye."); stage = 46; break; case 100: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "There you go, finest rope in " + GameWorld.getName() + "."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "There you go, finest rope in " + GameWorld.getName() + "."); stage = 101; break; case 101: @@ -500,21 +500,21 @@ public final class NedDialogue extends DialoguePlugin { end(); break; case 200: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Well, if you ever need rope that's the price. Sorry.", "An old sailor needs money for a little drop o' rum."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Well, if you ever need rope that's the price. Sorry.", "An old sailor needs money for a little drop o' rum."); stage = 201; break; case 201: end(); break; case 300: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Aye, you do that. Remember, it takes 4 balls of wool to", "make strong rope."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Aye, you do that. Remember, it takes 4 balls of wool to", "make strong rope."); stage = 301; break; case 301: end(); break; case 20: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Well, old Neddy is always here if you do. Tell your", "friends. I can always be using the business."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Well, old Neddy is always here if you do. Tell your", "friends. I can always be using the business."); stage = 21; break; case 21: diff --git a/Server/src/plugin/quest/lostcity/WarriorDialogue.java b/Server/src/plugin/quest/lostcity/WarriorDialogue.java index 7f296154a..6624e1c43 100644 --- a/Server/src/plugin/quest/lostcity/WarriorDialogue.java +++ b/Server/src/plugin/quest/lostcity/WarriorDialogue.java @@ -56,7 +56,7 @@ public final class WarriorDialogue extends DialoguePlugin { player("Hey, thanks for all the information. It REALLY helped", "me out in finding the lost city of Zanaris and all."); break; default: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Hello there traveller."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Hello there traveller."); break; } return true; diff --git a/Server/src/plugin/quest/merlincrystal/ArheinShopDialogue.java b/Server/src/plugin/quest/merlincrystal/ArheinShopDialogue.java index d20a4a340..7dfbda74e 100644 --- a/Server/src/plugin/quest/merlincrystal/ArheinShopDialogue.java +++ b/Server/src/plugin/quest/merlincrystal/ArheinShopDialogue.java @@ -43,7 +43,7 @@ public final class ArheinShopDialogue extends DialoguePlugin { stage = 2000; return true; } - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Hello! Would you like to trade? I've a variety of wares", "for sale!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Hello! Would you like to trade? I've a variety of wares", "for sale!"); stage = 0; return true; } @@ -59,15 +59,15 @@ public final class ArheinShopDialogue extends DialoguePlugin { case 1: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Let's trade."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Let's trade."); stage = 100; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "No thanks."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "No thanks."); stage = 200; break; case 3: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Is that your ship?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Is that your ship?"); stage = 300; break; } @@ -77,7 +77,7 @@ public final class ArheinShopDialogue extends DialoguePlugin { npc.openShop(player); break; case 300: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Yes, I use it to make deliveries to my customers up and", "down the coast. These crates here are all ready for my", "next trip."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Yes, I use it to make deliveries to my customers up and", "down the coast. These crates here are all ready for my", "next trip."); stage = 301; break; case 301: @@ -87,22 +87,22 @@ public final class ArheinShopDialogue extends DialoguePlugin { case 303: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Where do you deliver to?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Where do you deliver to?"); stage = 1000; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Are you rich then?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Are you rich then?"); stage = 2500; break; case 3: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Do you deliver to the fort just down the coast?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Do you deliver to the fort just down the coast?"); stage = 3000; break; } break; case 1000: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Various places up and down the coast. Mostly Karamja", "and Port Sarim."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Various places up and down the coast. Mostly Karamja", "and Port Sarim."); stage = 1001; break; case 1001: @@ -112,36 +112,36 @@ public final class ArheinShopDialogue extends DialoguePlugin { case 1002: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I don't suppose I could get a lift anywhere?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I don't suppose I could get a lift anywhere?"); stage = 1003; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Well, good luck with your business."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Well, good luck with your business."); stage = 2700; break; } break; case 1003: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Sorry pal, but I'm afraid I'm not quite ready to sail yet."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Sorry pal, but I'm afraid I'm not quite ready to sail yet."); stage = 1004; break; case 1004: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I'm waiting on a big delivery of candles wich I need to", "deliver further along the coast."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I'm waiting on a big delivery of candles wich I need to", "deliver further along the coast."); stage = 1005; break; case 1005: end(); break; case 2500: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Business is going reasonably well... I wouldn't say I was the", "richest of merchants every, but I'm doing fairly well all", "things considered."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Business is going reasonably well... I wouldn't say I was the", "richest of merchants every, but I'm doing fairly well all", "things considered."); stage = 2501; break; case 2501: end(); break; case 2700: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Thanks buddy!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Thanks buddy!"); stage = 2701; break; case 2701: @@ -158,7 +158,7 @@ public final class ArheinShopDialogue extends DialoguePlugin { end(); break; case 3000: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Yes, I do have orders to deliver there from time to", "time. I think I may have some bits and pieces for them", "when I leave here next actually."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Yes, I do have orders to deliver there from time to", "time. I think I may have some bits and pieces for them", "when I leave here next actually."); if (quest.getStage(player) == 30 || quest.getStage(player) == 40) { stage = 3001; } else { @@ -166,11 +166,11 @@ public final class ArheinShopDialogue extends DialoguePlugin { } break; case 3001: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Can you drop me off on the way down please?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Can you drop me off on the way down please?"); stage = 3002; break; case 3002: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I don't think Sir Mordred would like that. He wants as", "few outsiders visiting as possible. I wouldn't want to lose", "his business."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I don't think Sir Mordred would like that. He wants as", "few outsiders visiting as possible. I wouldn't want to lose", "his business."); quest.setStage(player, 40); stage = 2701; break; diff --git a/Server/src/plugin/quest/merlincrystal/BeggarDialogue.java b/Server/src/plugin/quest/merlincrystal/BeggarDialogue.java index 60eea4e71..f326863eb 100644 --- a/Server/src/plugin/quest/merlincrystal/BeggarDialogue.java +++ b/Server/src/plugin/quest/merlincrystal/BeggarDialogue.java @@ -52,7 +52,7 @@ public final class BeggarDialogue extends DialoguePlugin { switch (stage) { case 1: if (quest.getStage(player) == 60 && player.getAttribute("beggar_npc") != null) { - interpreter.sendDialogues(252, FacialExpression.NO_EXPRESSION, "Could you find it in your heart to spare me a simple", "loaf of bread?"); + interpreter.sendDialogues(252, FacialExpression.HALF_GUILTY, "Could you find it in your heart to spare me a simple", "loaf of bread?"); stage = 2; } else { interpreter.sendDialogue("Despite the fact that he is starving,", "he does not feel like speaking to you at the moment."); @@ -66,11 +66,11 @@ public final class BeggarDialogue extends DialoguePlugin { case 3: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Yes, certainly."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Yes, certainly."); stage = 4; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "No, I don't have any bread on me at the moment."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "No, I don't have any bread on me at the moment."); stage = 15; break; } @@ -81,12 +81,12 @@ public final class BeggarDialogue extends DialoguePlugin { player.getInventory().remove(new Item(2309, 1)); stage = 5; } else { - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Actually I don't have any bread on me."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Actually I don't have any bread on me."); stage = 15; } break; case 5: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Thank you very much!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Thank you very much!"); stage = 6; break; case 6: @@ -94,12 +94,12 @@ public final class BeggarDialogue extends DialoguePlugin { stage = 7; break; case 7: - interpreter.sendDialogues(250, FacialExpression.NO_EXPRESSION, "Well done. You have passed my test."); + interpreter.sendDialogues(250, FacialExpression.HALF_GUILTY, "Well done. You have passed my test."); npc.transform(250); stage = 8; break; case 8: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Here is Excalibur, guard it well."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Here is Excalibur, guard it well."); stage = 16; break; case 15: diff --git a/Server/src/plugin/quest/merlincrystal/CandleMakerDialogue.java b/Server/src/plugin/quest/merlincrystal/CandleMakerDialogue.java index 4b487ed86..42e7b75f0 100644 --- a/Server/src/plugin/quest/merlincrystal/CandleMakerDialogue.java +++ b/Server/src/plugin/quest/merlincrystal/CandleMakerDialogue.java @@ -72,7 +72,7 @@ public final class CandleMakerDialogue extends DialoguePlugin { @Override public boolean open(Object... args) { npc = (NPC) args[0]; - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Hi! Would you be interested in some of my fine", "candles?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Hi! Would you be interested in some of my fine", "candles?"); stage = 2; return true; } @@ -107,55 +107,55 @@ public final class CandleMakerDialogue extends DialoguePlugin { case 3: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Have you got any black candles?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Have you got any black candles?"); stage = 4; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Yes, let me see your stock."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Yes, let me see your stock."); stage = 30; break; case 3: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "No thank you."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "No thank you."); stage = 40; break; } break; case 4: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "BLACK candles???"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "BLACK candles???"); stage = 5; break; case 5: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Hmmm. In the candle making trade, we have a tradition", "that it's very bad luck to make black candles."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Hmmm. In the candle making trade, we have a tradition", "that it's very bad luck to make black candles."); stage = 6; break; case 6: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "VERY bad luck."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "VERY bad luck."); stage = 7; break; case 7: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I will pay good money for one."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I will pay good money for one."); stage = 8; break; case 8: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I still dunno..."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I still dunno..."); stage = 9; break; case 9: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Tell you what. I'll supply you with a black candle..."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Tell you what. I'll supply you with a black candle..."); stage = 11; break; case 11: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "IF you can bring me a bucket FULL of wax."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "IF you can bring me a bucket FULL of wax."); stage = 40; break; case 10: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Yes, let me see your stock."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Yes, let me see your stock."); stage = 30; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "No thank you."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "No thank you."); stage = 40; break; } @@ -163,21 +163,21 @@ public final class CandleMakerDialogue extends DialoguePlugin { case 25: switch (buttonId) { case 1: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Ah, you again. You're quite a trend setter. Can't believe", "the number of black candle requests I've had since you", "came. I couldn't pass up a business opportunity like that,", "bad luck or no. So I'm selling them now. Would you be"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Ah, you again. You're quite a trend setter. Can't believe", "the number of black candle requests I've had since you", "came. I couldn't pass up a business opportunity like that,", "bad luck or no. So I'm selling them now. Would you be"); stage = 26; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Yes, let me see your stock."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Yes, let me see your stock."); stage = 30; break; case 3: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "No thank you."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "No thank you."); stage = 40; break; } break; case 26: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "interested in purchasing another?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "interested in purchasing another?"); stage = 27; break; case 27: @@ -194,14 +194,14 @@ public final class CandleMakerDialogue extends DialoguePlugin { break; case 40: if (quest.getStage(player) == 50 && player.getInventory().contains(MerlinCrystalPlugin.BUCKET_OF_WAX.getId(), 1)) { - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Wha- what's that? You've already got a bucket of wax!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Wha- what's that? You've already got a bucket of wax!"); stage = 41; } else { end(); } break; case 41: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Give it 'ere and I'll trade you for a black candle."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Give it 'ere and I'll trade you for a black candle."); stage = 42; break; case 42: diff --git a/Server/src/plugin/quest/merlincrystal/KingArthurDialogue.java b/Server/src/plugin/quest/merlincrystal/KingArthurDialogue.java index 44bd31f34..ea51b23b4 100644 --- a/Server/src/plugin/quest/merlincrystal/KingArthurDialogue.java +++ b/Server/src/plugin/quest/merlincrystal/KingArthurDialogue.java @@ -51,10 +51,10 @@ public final class KingArthurDialogue extends DialoguePlugin { return true; } if (quest.getStage(player) <= 0) { - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Welcome to my court. I am King Arthur."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Welcome to my court. I am King Arthur."); stage = 0; } else { - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "If you're having any troubles talk to the other", "knights around the room."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "If you're having any troubles talk to the other", "knights around the room."); stage = 9; } return true; @@ -69,19 +69,19 @@ public final class KingArthurDialogue extends DialoguePlugin { quest.finish(player); break; case 0: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I want to become a knight of the round table!"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I want to become a knight of the round table!"); stage = 1; break; case 1: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Well, in that case I think you need to go on a quest to", "prove yourself worthy."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Well, in that case I think you need to go on a quest to", "prove yourself worthy."); stage = 2; break; case 2: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "My knights all appreciate a good quest."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "My knights all appreciate a good quest."); stage = 3; break; case 3: - interpreter.sendDialogues(npc, FacialExpression.DISGUSTED_TWO, "Unfortunately, our current quest is to rescue Merlin."); + interpreter.sendDialogues(npc, FacialExpression.DISGUSTED, "Unfortunately, our current quest is to rescue Merlin."); stage = 4; break; case 4: @@ -89,19 +89,19 @@ public final class KingArthurDialogue extends DialoguePlugin { stage = 5; break; case 5: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I will see what I can do then."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I will see what I can do then."); quest.start(player); stage = 6; break; case 6: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Talk to my knights if you need any help."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Talk to my knights if you need any help."); stage = 7; break; case 7: end(); break; case 8: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "test"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "test"); break; case 9: end(); diff --git a/Server/src/plugin/quest/merlincrystal/MerlinCrystalPlugin.java b/Server/src/plugin/quest/merlincrystal/MerlinCrystalPlugin.java index 6e60fdc80..4b142e3e4 100644 --- a/Server/src/plugin/quest/merlincrystal/MerlinCrystalPlugin.java +++ b/Server/src/plugin/quest/merlincrystal/MerlinCrystalPlugin.java @@ -352,63 +352,63 @@ public final class MerlinCrystalPlugin extends OptionHandler { stage = 29; break; case 34: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Tell me how to untrap Merlin and I might."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Tell me how to untrap Merlin and I might."); stage = 35; break; case 35: - interpreter.sendDialogues(248, FacialExpression.NO_EXPRESSION, "You have guessed correctly that I'm responsible for", "that."); + interpreter.sendDialogues(248, FacialExpression.HALF_GUILTY, "You have guessed correctly that I'm responsible for", "that."); stage = 36; break; case 36: - interpreter.sendDialogues(248, FacialExpression.NO_EXPRESSION, "I suppose I can live with that fool Merlin being loose", "for the sake of my son."); + interpreter.sendDialogues(248, FacialExpression.HALF_GUILTY, "I suppose I can live with that fool Merlin being loose", "for the sake of my son."); stage = 37; break; case 37: - interpreter.sendDialogues(248, FacialExpression.NO_EXPRESSION, "Setting him free won't be easy though."); + interpreter.sendDialogues(248, FacialExpression.HALF_GUILTY, "Setting him free won't be easy though."); stage = 38; break; case 38: - interpreter.sendDialogues(248, FacialExpression.NO_EXPRESSION, "You will need to find a magic symbol as close to the", "crystal as you can find."); + interpreter.sendDialogues(248, FacialExpression.HALF_GUILTY, "You will need to find a magic symbol as close to the", "crystal as you can find."); stage = 39; break; case 39: - interpreter.sendDialogues(248, FacialExpression.NO_EXPRESSION, "You will then need to drop some bat's bones on the", "magic symbol while holding a lit black candle."); + interpreter.sendDialogues(248, FacialExpression.HALF_GUILTY, "You will then need to drop some bat's bones on the", "magic symbol while holding a lit black candle."); stage = 40; break; case 40: - interpreter.sendDialogues(248, FacialExpression.NO_EXPRESSION, "This will summon a mighty spirit named Thrantax."); + interpreter.sendDialogues(248, FacialExpression.HALF_GUILTY, "This will summon a mighty spirit named Thrantax."); stage = 41; break; case 41: - interpreter.sendDialogues(248, FacialExpression.NO_EXPRESSION, "You will need to bind him with magic words."); + interpreter.sendDialogues(248, FacialExpression.HALF_GUILTY, "You will need to bind him with magic words."); stage = 42; break; case 42: - interpreter.sendDialogues(248, FacialExpression.NO_EXPRESSION, "Then you will need the sword Excalibur with which the", "spell was bound in order to shatter the crystal."); + interpreter.sendDialogues(248, FacialExpression.HALF_GUILTY, "Then you will need the sword Excalibur with which the", "spell was bound in order to shatter the crystal."); stage = 43; break; case 43: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Where can I find the sword Excalibur?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Where can I find the sword Excalibur?"); stage = 44; break; case 44: - interpreter.sendDialogues(248, FacialExpression.NO_EXPRESSION, "The lady of the lake has it. I don't know if she'll give it", "to you though, she can be rather temperamental."); + interpreter.sendDialogues(248, FacialExpression.HALF_GUILTY, "The lady of the lake has it. I don't know if she'll give it", "to you though, she can be rather temperamental."); stage = 45; break; case 45: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "What are these magic words?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "What are these magic words?"); stage = 46; break; case 46: - interpreter.sendDialogues(248, FacialExpression.NO_EXPRESSION, "You will find the magic words at the base of one of the", "chaos altars."); + interpreter.sendDialogues(248, FacialExpression.HALF_GUILTY, "You will find the magic words at the base of one of the", "chaos altars."); stage = 47; break; case 47: - interpreter.sendDialogues(248, FacialExpression.NO_EXPRESSION, "Which chaos altar I cannot remember."); + interpreter.sendDialogues(248, FacialExpression.HALF_GUILTY, "Which chaos altar I cannot remember."); stage = 48; break; case 48: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Okay, I can do all of that."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Okay, I can do all of that."); stage = 49; break; case 49: diff --git a/Server/src/plugin/quest/merlincrystal/SirKayDialogue.java b/Server/src/plugin/quest/merlincrystal/SirKayDialogue.java index a1d62d872..75ae864a3 100644 --- a/Server/src/plugin/quest/merlincrystal/SirKayDialogue.java +++ b/Server/src/plugin/quest/merlincrystal/SirKayDialogue.java @@ -40,7 +40,7 @@ public final class SirKayDialogue extends DialoguePlugin { npc = (NPC) args[0]; boolean male = true; String gend = male ? "sir" : "madam"; - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Good day " + gend + "!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Good day " + gend + "!"); stage = 0; return true; } @@ -50,35 +50,35 @@ public final class SirKayDialogue extends DialoguePlugin { switch (stage) { case 0: if (player.getQuestRepository().getQuest("Merlin's Crystal").getStage(player) == 10) { - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Do you know how Merlin got trapped?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Do you know how Merlin got trapped?"); stage = 1; } else if (player.getQuestRepository().getQuest("Merlin's Crystal").getStage(player) == 20) { - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Any idea how to get into Morgan Le Faye's stronghold?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Any idea how to get into Morgan Le Faye's stronghold?"); stage = 5; } if (player.getQuestRepository().getQuest("Merlin's Crystal").getStage(player) != 10 && player.getQuestRepository().getQuest("Merlin's Crystal").getStage(player) != 20) { - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I am afraid I have no time to chat."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I am afraid I have no time to chat."); stage = 15; } break; case 1: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I would guess this is the work of the evil Morgan Le", "Faye!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I would guess this is the work of the evil Morgan Le", "Faye!"); stage = 2; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "And where could I find her?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "And where could I find her?"); stage = 3; break; case 3: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "She lives in her stronghold to the south of here,", "guarded by some renegade knights led by Sir Mordred."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "She lives in her stronghold to the south of here,", "guarded by some renegade knights led by Sir Mordred."); stage = 4; break; case 4: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Any idea how to get into Morgan Le Faye's stronghold?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Any idea how to get into Morgan Le Faye's stronghold?"); stage = 5; break; case 5: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "No, you've got me stumped there..."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "No, you've got me stumped there..."); player.getQuestRepository().getQuest("Merlin's Crystal").setStage(player, 20); player.getQuestRepository().syncronizeTab(player); stage = 15; diff --git a/Server/src/plugin/quest/merlincrystal/SirLancelotDialogue.java b/Server/src/plugin/quest/merlincrystal/SirLancelotDialogue.java index 5b49deee0..17d0e08d6 100644 --- a/Server/src/plugin/quest/merlincrystal/SirLancelotDialogue.java +++ b/Server/src/plugin/quest/merlincrystal/SirLancelotDialogue.java @@ -38,7 +38,7 @@ public final class SirLancelotDialogue extends DialoguePlugin { @Override public boolean open(Object... args) { npc = (NPC) args[0]; - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Greetings! I am Sir Lancelot, the greatest Knight in the", "land! What do you want?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Greetings! I am Sir Lancelot, the greatest Knight in the", "land! What do you want?"); stage = 0; return true; } @@ -48,23 +48,23 @@ public final class SirLancelotDialogue extends DialoguePlugin { switch (stage) { case 0: if (player.getQuestRepository().getQuest("Merlin's Crystal").getStage(player) >= 20 && player.getQuestRepository().getQuest("Merlin's Crystal").getStage(player) < 50) { - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Any idea on how to get into Morgan Le Faye's", "stronghold?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Any idea on how to get into Morgan Le Faye's", "stronghold?"); stage = 1; } else { - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "You're a little full of yourself, aren't you?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "You're a little full of yourself, aren't you?"); stage = 16; } break; case 1: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "That stronghold is built in a strong defensive position."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "That stronghold is built in a strong defensive position."); stage = 2; break; case 2: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "There are two ways in that I know of, the large heavy", "front doors, and the sea entrance, only penetrable by", "boat."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "There are two ways in that I know of, the large heavy", "front doors, and the sea entrance, only penetrable by", "boat."); stage = 3; break; case 3: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "They take all their deliveries by boat."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "They take all their deliveries by boat."); player.getQuestRepository().getQuest("Merlin's Crystal").setStage(player, 30); player.getQuestRepository().syncronizeTab(player); stage = 15; @@ -73,11 +73,11 @@ public final class SirLancelotDialogue extends DialoguePlugin { end(); break; case 16: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I have every right to be proud of myself."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I have every right to be proud of myself."); stage = 17; break; case 17: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "My prowess in battle is world renowned!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "My prowess in battle is world renowned!"); stage = 15; break; } diff --git a/Server/src/plugin/quest/merlincrystal/SirLucan.java b/Server/src/plugin/quest/merlincrystal/SirLucan.java index d529fbf64..0e7db29d0 100644 --- a/Server/src/plugin/quest/merlincrystal/SirLucan.java +++ b/Server/src/plugin/quest/merlincrystal/SirLucan.java @@ -33,7 +33,7 @@ public class SirLucan extends DialoguePlugin { @Override public boolean open(Object... args) { npc = (NPC) args[0]; - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Hello there adventurer."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Hello there adventurer."); stage = 0; return true; } @@ -44,34 +44,34 @@ public class SirLucan extends DialoguePlugin { case 0: Quest quest = player.getQuestRepository().getQuest("Merlin's Crystal"); if (quest.getStage(player) == 100) { - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Congratulations on freeing Merlin!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Congratulations on freeing Merlin!"); stage = 20; } else if (quest.getStage(player) >= 10 && quest.getStage(player) < 50) { - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Any suggestions on freeing Merlin?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Any suggestions on freeing Merlin?"); stage = 1; } else { - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I am afraid I have no time to chat."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I am afraid I have no time to chat."); stage = 20; } break; case 1: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I've tried all the weapons I can find, yet none are", "powerful enough to break his crystal prison..."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I've tried all the weapons I can find, yet none are", "powerful enough to break his crystal prison..."); stage = 2; break; case 2: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Perhaps the mighty Excalibur would be strong enough..."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Perhaps the mighty Excalibur would be strong enough..."); stage = 3; break; case 3: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Excalibur eh? Where would I find that?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Excalibur eh? Where would I find that?"); stage = 4; break; case 4: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "The Lady of the Lake is looking atfer it I believe... but", "I know not where she resides currently."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "The Lady of the Lake is looking atfer it I believe... but", "I know not where she resides currently."); stage = 5; break; case 5: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Thanks. I'll try and find someone who does."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Thanks. I'll try and find someone who does."); stage = 20; break; case 20: diff --git a/Server/src/plugin/quest/merlincrystal/SirPalomedes.java b/Server/src/plugin/quest/merlincrystal/SirPalomedes.java index b65830cfb..640202383 100644 --- a/Server/src/plugin/quest/merlincrystal/SirPalomedes.java +++ b/Server/src/plugin/quest/merlincrystal/SirPalomedes.java @@ -32,7 +32,7 @@ public class SirPalomedes extends DialoguePlugin { @Override public boolean open(Object... args) { npc = (NPC) args[0]; - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Hello there adventurer, what do you want of me?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Hello there adventurer, what do you want of me?"); stage = 0; return true; } @@ -43,18 +43,18 @@ public class SirPalomedes extends DialoguePlugin { case 0: Quest quest = player.getQuestRepository().getQuest("Merlin's Crystal"); if (quest.getStage(player) == 100) { - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Congratulations on freeing Merlin!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Congratulations on freeing Merlin!"); stage = 20; } else if (quest.getStage(player) >= 10 && quest.getStage(player) < 50) { - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I'd like some advice on breaking that Crystal Merlin's", "trapped in."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I'd like some advice on breaking that Crystal Merlin's", "trapped in."); stage = 1; } else { - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I am afraid I have no time to chat."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I am afraid I have no time to chat."); stage = 20; } break; case 1: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Sorry, I cannot help you with that."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Sorry, I cannot help you with that."); stage = 20; break; case 20: diff --git a/Server/src/plugin/quest/merlincrystal/TheLadyOfTheLake.java b/Server/src/plugin/quest/merlincrystal/TheLadyOfTheLake.java index f9007a25d..d1108ca76 100644 --- a/Server/src/plugin/quest/merlincrystal/TheLadyOfTheLake.java +++ b/Server/src/plugin/quest/merlincrystal/TheLadyOfTheLake.java @@ -35,10 +35,10 @@ public class TheLadyOfTheLake extends DialoguePlugin { public boolean open(Object... args) { npc = (NPC) args[0]; if (!player.hasItem(new Item(35, 1))) { - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Good day to you, sir."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Good day to you, sir."); stage = 0; } else { - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Good day to you, sir."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Good day to you, sir."); stage = 699; } return true; @@ -55,31 +55,31 @@ public class TheLadyOfTheLake 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 = 100; break; case 2: if (quest.getStage(player) < 50) { - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I seek the sword Excalibur."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I seek the sword Excalibur."); stage = 250; } else { - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I seek the sword Excalibur."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I seek the sword Excalibur."); stage = 161; } break; case 3: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Good day."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Good day."); stage = 703; break; } break; case 250: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I am afraid I do not know what you are talking about."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I am afraid I do not know what you are talking about."); stage = 171; break; case 100: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I am the Lady of the Lake."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I am the Lady of the Lake."); stage = 102; break; case 102: @@ -89,11 +89,11 @@ public class TheLadyOfTheLake extends DialoguePlugin { case 150: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I seek the sword Excalibur."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I seek the sword Excalibur."); stage = 161; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Good day."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Good day."); stage = 703; break; @@ -105,27 +105,27 @@ public class TheLadyOfTheLake extends DialoguePlugin { // proven // themselves // yet - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Aye, I have that aretefact in my possession."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Aye, I have that aretefact in my possession."); stage = 300; } else if (quest.getStage(player) >= 70) { - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I recall you have already proven yourself to be worthy of", "wielding it. I shall return it to you if you can prove", "yourself to still be worthy."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I recall you have already proven yourself to be worthy of", "wielding it. I shall return it to you if you can prove", "yourself to still be worthy."); stage = 162; } break; case 162: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "And how can I do that?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "And how can I do that?"); stage = 163; break; case 163: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Why, by proving youself to be above material goods."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Why, by proving youself to be above material goods."); stage = 164; break; case 164: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "... And how can I do that?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "... And how can I do that?"); stage = 165; break; case 165: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "500 coins ought to do it."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "500 coins ought to do it."); stage = 166; break; case 166: @@ -136,26 +136,26 @@ public class TheLadyOfTheLake extends DialoguePlugin { switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Okay, here you go."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Okay, here you go."); stage = 168; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "500 coins? No thanks."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "500 coins? No thanks."); stage = 456; break; } break; case 168: if (player.getInventory().freeSlots() == 0) { - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Sorry, I don't seem to have enough inventory space."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Sorry, I don't seem to have enough inventory space."); stage = 169; } else if (player.getInventory().contains(995, 500)) { player.getInventory().remove(new Item(995, 500)); player.getInventory().add(new Item(35, 1)); - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Thank's for the cash!", "I'm saving up for a new dress."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Thank's for the cash!", "I'm saving up for a new dress."); stage = 170; } else { - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Sorry, I don't seem to have enough conins."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Sorry, I don't seem to have enough conins."); stage = 169; } break; @@ -170,27 +170,27 @@ public class TheLadyOfTheLake extends DialoguePlugin { end(); break; case 300: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "'Tis very valuable, and not an artefact to be given", "away lightly."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "'Tis very valuable, and not an artefact to be given", "away lightly."); stage = 301; break; case 301: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I would want to give it away only to one who is worthy", "and good."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I would want to give it away only to one who is worthy", "and good."); stage = 302; break; case 302: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "And how am I meant to prove that?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "And how am I meant to prove that?"); stage = 303; break; case 303: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I shall set a test for you."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I shall set a test for you."); stage = 304; break; case 304: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "First I need you to travel to Port Sarim. Then go to", "the upstairs room of the jeweller's shop there."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "First I need you to travel to Port Sarim. Then go to", "the upstairs room of the jeweller's shop there."); stage = 305; break; case 305: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Ok. That seems easy enough."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Ok. That seems easy enough."); quest.setStage(player, 60); stage = 171; break; @@ -201,24 +201,24 @@ public class TheLadyOfTheLake extends DialoguePlugin { case 700: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Who are you?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Who are you?"); stage = 720; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Good day."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Good day."); stage = 703; break; } break; case 720: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I am the Lady of the Lake."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I am the Lady of the Lake."); stage = 721; break; case 721: end(); break; case 456: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Your materialistic attitude saddens me."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Your materialistic attitude saddens me."); stage = 457; break; case 457: diff --git a/Server/src/plugin/quest/merlincrystal/ThrantaxDialogue.java b/Server/src/plugin/quest/merlincrystal/ThrantaxDialogue.java index f4dd819a2..b80beb74d 100644 --- a/Server/src/plugin/quest/merlincrystal/ThrantaxDialogue.java +++ b/Server/src/plugin/quest/merlincrystal/ThrantaxDialogue.java @@ -44,7 +44,7 @@ public class ThrantaxDialogue extends DialoguePlugin { final Quest quest = player.getQuestRepository().getQuest("Merlin's Crystal"); switch (stage) { case 0: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Now what were those magic words again?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Now what were those magic words again?"); stage = 1; break; case 1: @@ -54,73 +54,73 @@ public class ThrantaxDialogue extends DialoguePlugin { case 2: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Snarthtrick..."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Snarthtrick..."); stage = 100; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Snarthon..."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Snarthon..."); stage = 201; break; case 3: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Snarthanto..."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Snarthanto..."); stage = 300; break; } break; case 100: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Candanto..."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Candanto..."); stage = 101; break; case 101: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Termon!"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Termon!"); stage = 500; break; case 200: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Candtrick..."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Candtrick..."); stage = 201; break; case 201: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Termanto!"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Termanto!"); stage = 203; break; case 300: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Cando..."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Cando..."); stage = 301; break; case 301: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Termtrick!"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Termtrick!"); stage = 500; break; case 203: - interpreter.sendDialogues(238, FacialExpression.NO_EXPRESSION, "GRAAAAAARGH!"); + interpreter.sendDialogues(238, FacialExpression.HALF_GUILTY, "GRAAAAAARGH!"); stage = 204; break; case 204: - interpreter.sendDialogues(238, FacialExpression.NO_EXPRESSION, "Thou hast me in thine control. So that I mayst return", "from whence I came, I must grant thee a boon."); + interpreter.sendDialogues(238, FacialExpression.HALF_GUILTY, "Thou hast me in thine control. So that I mayst return", "from whence I came, I must grant thee a boon."); stage = 205; break; case 205: - interpreter.sendDialogues(238, FacialExpression.NO_EXPRESSION, "What dost thou wish of me?"); + interpreter.sendDialogues(238, FacialExpression.HALF_GUILTY, "What dost thou wish of me?"); stage = 206; break; case 206: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I wish you to free Merlin from his giant crystal!"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I wish you to free Merlin from his giant crystal!"); stage = 207; break; case 207: - interpreter.sendDialogues(238, FacialExpression.NO_EXPRESSION, "GRAAAAAARGH!"); + interpreter.sendDialogues(238, FacialExpression.HALF_GUILTY, "GRAAAAAARGH!"); stage = 208; break; case 208: - interpreter.sendDialogues(238, FacialExpression.NO_EXPRESSION, "The deed is done."); + interpreter.sendDialogues(238, FacialExpression.HALF_GUILTY, "The deed is done."); stage = 209; break; case 209: - interpreter.sendDialogues(238, FacialExpression.NO_EXPRESSION, "Thou mayst now shatter Merlin's Crystal with", "Excalibur,"); + interpreter.sendDialogues(238, FacialExpression.HALF_GUILTY, "Thou mayst now shatter Merlin's Crystal with", "Excalibur,"); stage = 210; break; case 210: - interpreter.sendDialogues(238, FacialExpression.NO_EXPRESSION, "and I can once more rest. Begone! And leave me once", "more in peace."); + interpreter.sendDialogues(238, FacialExpression.HALF_GUILTY, "and I can once more rest. Begone! And leave me once", "more in peace."); stage = 1000; break; case 303: diff --git a/Server/src/plugin/quest/restlessghost/OldCronDialogue.java b/Server/src/plugin/quest/restlessghost/OldCronDialogue.java index a9883554a..3fb9120fc 100644 --- a/Server/src/plugin/quest/restlessghost/OldCronDialogue.java +++ b/Server/src/plugin/quest/restlessghost/OldCronDialogue.java @@ -56,7 +56,7 @@ public final class OldCronDialogue extends DialoguePlugin { player("I'm here about the farmers east of here."); break; default: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Hello, old woman."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Hello, old woman."); stage = 1; break; } @@ -193,7 +193,7 @@ public final class OldCronDialogue extends DialoguePlugin { default: switch (stage) { case 1: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I lived here when this was all just fields, you know."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I lived here when this was all just fields, you know."); stage = 2; break; case 2: diff --git a/Server/src/plugin/quest/rovingelves/ElunedDialogue.java b/Server/src/plugin/quest/rovingelves/ElunedDialogue.java index 58b66a962..b4b798005 100644 --- a/Server/src/plugin/quest/rovingelves/ElunedDialogue.java +++ b/Server/src/plugin/quest/rovingelves/ElunedDialogue.java @@ -34,49 +34,49 @@ public class ElunedDialogue extends DialoguePlugin { break; case 1000: if (quest.getStage(player) == 15 && !player.getInventory().contains(RovingElves.CONSECRATION_SEED_CHARGED.getId(), 1)) { - interpreter.sendDialogues(1679, FacialExpression.NO_EXPRESSION, "Hello, any luck finding the consecration seed?"); + interpreter.sendDialogues(1679, FacialExpression.HALF_GUILTY, "Hello, any luck finding the consecration seed?"); stage = 1002; } if (quest.getStage(player) == 15 && player.getInventory().contains(RovingElves.CONSECRATION_SEED_CHARGED.getId(), 1)) { - interpreter.sendDialogues(1679, FacialExpression.NO_EXPRESSION, "You still have the charged seed with you, I can feel it.", "Hurry adventurer, go plant the seed and free", "my grandmother's spirit."); + interpreter.sendDialogues(1679, FacialExpression.HALF_GUILTY, "You still have the charged seed with you, I can feel it.", "Hurry adventurer, go plant the seed and free", "my grandmother's spirit."); stage = 500; } if (quest.getStage(player) == 15 && player.getInventory().contains(RovingElves.CONSECRATION_SEED.getId(), 1)) { - interpreter.sendDialogues(1679, FacialExpression.NO_EXPRESSION, "Hello, any luck finding the consecration seed?"); + interpreter.sendDialogues(1679, FacialExpression.HALF_GUILTY, "Hello, any luck finding the consecration seed?"); stage = 1002; } if (quest.getStage(player) == 20) { - interpreter.sendDialogues(1679, FacialExpression.NO_EXPRESSION, "Hey... how's it going? Have you managed to", "reconsecrate Glarial's resting place?"); + interpreter.sendDialogues(1679, FacialExpression.HALF_GUILTY, "Hey... how's it going? Have you managed to", "reconsecrate Glarial's resting place?"); stage = 12; } else if (quest.getStage(player) != 15) { - interpreter.sendDialogues(1679, FacialExpression.NO_EXPRESSION, "Hello there, it's a lovely day for a walk in the woods.", "So what can I help you with?"); + interpreter.sendDialogues(1679, FacialExpression.HALF_GUILTY, "Hello there, it's a lovely day for a walk in the woods.", "So what can I help you with?"); stage = 1001; } break; case 1001: if (quest.getStage(player) >= 100) { - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I am looking to buy teleportation crystals."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I am looking to buy teleportation crystals."); stage = 1200; } else { - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I'm just looking around."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I'm just looking around."); stage = 500; } break; case 1002: if (player.getInventory().contains(RovingElves.CONSECRATION_SEED.getId(), 1)) { - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Yes, I have it here."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Yes, I have it here."); stage = 6; } else { - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I forgot what you told me to do."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I forgot what you told me to do."); stage = 1003; } break; case 1003: - interpreter.sendDialogues(1679, FacialExpression.NO_EXPRESSION, "Re-enter Glarial's tomb and defeat the tomb's guardian.", "Take the consecration seed it is guarding and", "bring it back to me."); + interpreter.sendDialogues(1679, FacialExpression.HALF_GUILTY, "Re-enter Glarial's tomb and defeat the tomb's guardian.", "Take the consecration seed it is guarding and", "bring it back to me."); stage = 500; break; case 1200: - interpreter.sendDialogues(1679, FacialExpression.NO_EXPRESSION, "Very well. I'll sell you a brand new teleportation", "crystal for 750 gold. What do you say?"); + interpreter.sendDialogues(1679, FacialExpression.HALF_GUILTY, "Very well. I'll sell you a brand new teleportation", "crystal for 750 gold. What do you say?"); stage = 1202; break; case 1202: @@ -88,7 +88,7 @@ public class ElunedDialogue extends DialoguePlugin { case 1: stage = 1204; if (!player.getInventory().contains(995, 750)) { - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Actually, I don't have enough coins."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Actually, I don't have enough coins."); } else { interpreter.sendDialogue("You purchase an eleven teleporation crystal for 750 gold."); if (player.getInventory().remove(new Item(995, 750))) { @@ -97,7 +97,7 @@ public class ElunedDialogue extends DialoguePlugin { } break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Nevermind, I really must be going."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Nevermind, I really must be going."); stage = 1204; break; } @@ -109,19 +109,19 @@ public class ElunedDialogue extends DialoguePlugin { /* Main dialogue */ case 1: - interpreter.sendDialogues(1679, FacialExpression.NO_EXPRESSION, "That I do... It is elvish tradition to plant a specially", "enchanted crystal seed at the graves of our ancestors.", "The seed will create guardians to protect the area."); + interpreter.sendDialogues(1679, FacialExpression.HALF_GUILTY, "That I do... It is elvish tradition to plant a specially", "enchanted crystal seed at the graves of our ancestors.", "The seed will create guardians to protect the area."); stage = 2; break; case 2: - interpreter.sendDialogues(1679, FacialExpression.NO_EXPRESSION, "Unfortunately the crystal seed must be tuned to the", "person it's protecting... a new seed won't do. But you", "should be able to recover the seed from her old tomb."); + interpreter.sendDialogues(1679, FacialExpression.HALF_GUILTY, "Unfortunately the crystal seed must be tuned to the", "person it's protecting... a new seed won't do. But you", "should be able to recover the seed from her old tomb."); stage = 3; break; case 3: - interpreter.sendDialogues(1679, FacialExpression.NO_EXPRESSION, "The tomb's guardian will be protecting the seed, you'll", "need to defeat him to get it. Once you have it, return", "here and I will re-enchant it."); + interpreter.sendDialogues(1679, FacialExpression.HALF_GUILTY, "The tomb's guardian will be protecting the seed, you'll", "need to defeat him to get it. Once you have it, return", "here and I will re-enchant it."); stage = 4; break; case 4: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "OK... I'll be back as soon as I have it."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "OK... I'll be back as soon as I have it."); stage = 5; break; case 5: @@ -133,11 +133,11 @@ public class ElunedDialogue extends DialoguePlugin { stage = 7; break; case 7: - interpreter.sendDialogues(1679, FacialExpression.NO_EXPRESSION, ""); + interpreter.sendDialogues(1679, FacialExpression.HALF_GUILTY, ""); stage = 8; break; case 8: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "How odd. I can see her lips moving... But there's no", "sound."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "How odd. I can see her lips moving... But there's no", "sound."); stage = 9; break; case 9: @@ -148,19 +148,19 @@ public class ElunedDialogue extends DialoguePlugin { stage = 10; break; case 10: - interpreter.sendDialogues(1679, FacialExpression.NO_EXPRESSION, "Plant this seed in Glarial's new tomb, close to her", "remains and she will rest in peace."); + interpreter.sendDialogues(1679, FacialExpression.HALF_GUILTY, "Plant this seed in Glarial's new tomb, close to her", "remains and she will rest in peace."); stage = 11; break; case 11: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "OK."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "OK."); stage = 500; break; case 12: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Yes, it's done."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Yes, it's done."); stage = 13; break; case 13: - interpreter.sendDialogues(1679, FacialExpression.NO_EXPRESSION, "Well done... You should go see Islwyn, but I'd guess he", "already knows."); + interpreter.sendDialogues(1679, FacialExpression.HALF_GUILTY, "Well done... You should go see Islwyn, but I'd guess he", "already knows."); stage = 500; break; } @@ -176,10 +176,10 @@ public class ElunedDialogue extends DialoguePlugin { public boolean open(Object... args) { final Quest quest = player.getQuestRepository().getQuest("Roving Elves"); if (quest.getStage(player) == 10) { - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Hey there... Islwyn said you may be able to help me.", "He told me you know how to consecrate ground for an", "elven burial. I need to reconsecrate Glarial's resting", "place."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Hey there... Islwyn said you may be able to help me.", "He told me you know how to consecrate ground for an", "elven burial. I need to reconsecrate Glarial's resting", "place."); stage = 1; } else { - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Good day."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Good day."); stage = 1000; } return true; diff --git a/Server/src/plugin/quest/rovingelves/IslwynDialogue.java b/Server/src/plugin/quest/rovingelves/IslwynDialogue.java index 8fbd9a03f..7473b123f 100644 --- a/Server/src/plugin/quest/rovingelves/IslwynDialogue.java +++ b/Server/src/plugin/quest/rovingelves/IslwynDialogue.java @@ -35,71 +35,71 @@ public class IslwynDialogue extends DialoguePlugin { end(); break; case 1000: - interpreter.sendDialogues(1680, FacialExpression.NO_EXPRESSION, "Hello there, it's a lovely day for a walk in the woods.", "So what can I help you with?"); + interpreter.sendDialogues(1680, FacialExpression.HALF_GUILTY, "Hello there, it's a lovely day for a walk in the woods.", "So what can I help you with?"); stage = 1001; break; case 1001: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I'm just looking around."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I'm just looking around."); stage = 500; break; case 2000: if (quest.getStage(player) == 15) { - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Yes I have! She explained that I have to visit", "Glarial's old tomb and obtain a consecration seed", "from the temple guardian in there."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Yes I have! She explained that I have to visit", "Glarial's old tomb and obtain a consecration seed", "from the temple guardian in there."); stage = 2001; } if (quest.getStage(player) != 15) { - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Not yet, I'll be back when I have."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Not yet, I'll be back when I have."); stage = 500; } break; case 2001: - interpreter.sendDialogues(1680, FacialExpression.NO_EXPRESSION, "Good luck against the guardian, adventurer.", "Do it in the name of my grandmother Glarial."); + interpreter.sendDialogues(1680, FacialExpression.HALF_GUILTY, "Good luck against the guardian, adventurer.", "Do it in the name of my grandmother Glarial."); stage = 500; break; /* main dialogue sequence */ case 0: if (quest.getStage(player) == 10 || quest.getStage(player) == 15) { - interpreter.sendDialogues(1680, FacialExpression.NO_EXPRESSION, "Have you spoken to Eluned yet?"); + interpreter.sendDialogues(1680, FacialExpression.HALF_GUILTY, "Have you spoken to Eluned yet?"); stage = 2000; } if (quest.getStage(player) == 20) { - interpreter.sendDialogues(1680, FacialExpression.NO_EXPRESSION, "You have returned! Thank you for all you have done.", "Now both me and my grandmother can rest in peace."); + interpreter.sendDialogues(1680, FacialExpression.HALF_GUILTY, "You have returned! Thank you for all you have done.", "Now both me and my grandmother can rest in peace."); stage = 19; } else if (quest.getStage(player) != 10 && quest.getStage(player) != 15) { - interpreter.sendDialogues(1680, FacialExpression.NO_EXPRESSION, "Leave me be, I have no time for easterners. Between", "your lot and them gnomes, all you do is take and", "destroy. No thought for others."); + interpreter.sendDialogues(1680, FacialExpression.HALF_GUILTY, "Leave me be, I have no time for easterners. Between", "your lot and them gnomes, all you do is take and", "destroy. No thought for others."); stage = 1; } break; case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "...but..."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "...but..."); stage = 2; break; case 2: - interpreter.sendDialogues(1680, FacialExpression.NO_EXPRESSION, "Save your excuses young one! It was one of your", "species that disturbed my grandmother's remains. Will", "she never get the peace she deserves?"); + interpreter.sendDialogues(1680, FacialExpression.HALF_GUILTY, "Save your excuses young one! It was one of your", "species that disturbed my grandmother's remains. Will", "she never get the peace she deserves?"); stage = 3; break; case 3: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Grandmother?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Grandmother?"); stage = 4; break; case 4: - interpreter.sendDialogues(1680, FacialExpression.NO_EXPRESSION, "Yes! Someone took her ashes from her tomb. If it", "wasn't for them gnomes she'd have been left in peace.", "But now I can sense her restlessness."); + interpreter.sendDialogues(1680, FacialExpression.HALF_GUILTY, "Yes! Someone took her ashes from her tomb. If it", "wasn't for them gnomes she'd have been left in peace.", "But now I can sense her restlessness."); stage = 5; break; case 5: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Gnomes?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Gnomes?"); stage = 6; break; case 6: - interpreter.sendDialogues(1680, FacialExpression.NO_EXPRESSION, "Yes gnomes! One of those little pests took the key to", "my grandmother's tomb. He must've given it to the", "human that desecrated the tomb."); + interpreter.sendDialogues(1680, FacialExpression.HALF_GUILTY, "Yes gnomes! One of those little pests took the key to", "my grandmother's tomb. He must've given it to the", "human that desecrated the tomb."); stage = 7; break; case 7: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Was your grandmother's name Glarial?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Was your grandmother's name Glarial?"); stage = 8; break; case 8: - interpreter.sendDialogues(1680, FacialExpression.NO_EXPRESSION, "Yes... How did you know that?"); + interpreter.sendDialogues(1680, FacialExpression.HALF_GUILTY, "Yes... How did you know that?"); stage = 9; break; case 9: @@ -109,25 +109,25 @@ public class IslwynDialogue extends DialoguePlugin { case 10: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "It's a bit of a long tale, but to cut the story short, her", "remains reside in Baxtorian's home. I thought it's where", "she'd want to be. It was I that removed your", "grandmother's ashes."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "It's a bit of a long tale, but to cut the story short, her", "remains reside in Baxtorian's home. I thought it's where", "she'd want to be. It was I that removed your", "grandmother's ashes."); stage = 11; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I just guessed.", "Well, now that that's over, I really need to be", "going."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I just guessed.", "Well, now that that's over, I really need to be", "going."); stage = 500; break; case 3: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "On second thought, I really should be going."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "On second thought, I really should be going."); stage = 500; break; } break; case 11: - interpreter.sendDialogues(1680, FacialExpression.NO_EXPRESSION, "You've been in grandfather's home? That's where we", "originally wanted to leave Glarial's ashes to rest, but we", "could not understand how to enter."); + interpreter.sendDialogues(1680, FacialExpression.HALF_GUILTY, "You've been in grandfather's home? That's where we", "originally wanted to leave Glarial's ashes to rest, but we", "could not understand how to enter."); stage = 12; break; case 12: - interpreter.sendDialogues(1680, FacialExpression.NO_EXPRESSION, "This is gravely concerning... Her resting place must be", "consecrated."); + interpreter.sendDialogues(1680, FacialExpression.HALF_GUILTY, "This is gravely concerning... Her resting place must be", "consecrated."); stage = 13; break; case 13: @@ -137,25 +137,25 @@ public class IslwynDialogue extends DialoguePlugin { case 14: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Maybe I could help. What needs doing to consecrate", "her new tomb?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Maybe I could help. What needs doing to consecrate", "her new tomb?"); stage = 15; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Sounds like you've got a lot to do."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Sounds like you've got a lot to do."); stage = 500; break; } break; case 15: - interpreter.sendDialogues(1680, FacialExpression.NO_EXPRESSION, "Are you offering to help?!? Maybe not all humans are", "as bad as I thought."); + interpreter.sendDialogues(1680, FacialExpression.HALF_GUILTY, "Are you offering to help?!? Maybe not all humans are", "as bad as I thought."); stage = 16; break; case 16: - interpreter.sendDialogues(1680, FacialExpression.NO_EXPRESSION, "I don't know the consecration process. You should speak", "with Eluned... she is wise in the ways of the ritual."); + interpreter.sendDialogues(1680, FacialExpression.HALF_GUILTY, "I don't know the consecration process. You should speak", "with Eluned... she is wise in the ways of the ritual."); stage = 17; break; case 17: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I'll see what I can do."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I'll see what I can do."); stage = 18; break; case 18: @@ -163,11 +163,11 @@ public class IslwynDialogue extends DialoguePlugin { quest.start(player); break; case 19: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "How did you know that I have consecrated the tomb?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "How did you know that I have consecrated the tomb?"); stage = 20; break; case 20: - interpreter.sendDialogues(1680, FacialExpression.NO_EXPRESSION, "Her restlessness has finally left me. Here - I should", "give you something for your effort."); + interpreter.sendDialogues(1680, FacialExpression.HALF_GUILTY, "Her restlessness has finally left me. Here - I should", "give you something for your effort."); stage = 21; break; case 21: @@ -175,19 +175,19 @@ public class IslwynDialogue extends DialoguePlugin { stage = 22; break; case 22: - interpreter.sendDialogues(1680, FacialExpression.NO_EXPRESSION, "Crystal equipment is at its best when new and", "previously unused. The bow does not require", "ammunition and reduces in strength the more it's fired.", "The shield decreases in defensive capabilities the more"); + interpreter.sendDialogues(1680, FacialExpression.HALF_GUILTY, "Crystal equipment is at its best when new and", "previously unused. The bow does not require", "ammunition and reduces in strength the more it's fired.", "The shield decreases in defensive capabilities the more"); stage = 23; break; case 23: - interpreter.sendDialogues(1680, FacialExpression.NO_EXPRESSION, "it's hit. Both the shield and the bow I am carrying only", "have 500 uses before they revert to seed."); + interpreter.sendDialogues(1680, FacialExpression.HALF_GUILTY, "it's hit. Both the shield and the bow I am carrying only", "have 500 uses before they revert to seed."); stage = 24; break; case 24: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Revert to seed? What do you mean?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Revert to seed? What do you mean?"); stage = 25; break; case 25: - interpreter.sendDialogues(1680, FacialExpression.NO_EXPRESSION, "Ahhh, young one. It was thousands of years before we", "fully understood that ourselves. All will be explained if", "we feel you are ready. Now which one of these crystal", "creations would you like?"); + interpreter.sendDialogues(1680, FacialExpression.HALF_GUILTY, "Ahhh, young one. It was thousands of years before we", "fully understood that ourselves. All will be explained if", "we feel you are ready. Now which one of these crystal", "creations would you like?"); stage = 26; break; case 26: @@ -197,11 +197,11 @@ public class IslwynDialogue extends DialoguePlugin { case 27: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Shields are for wimps! Give me the bow!"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Shields are for wimps! Give me the bow!"); stage = 30; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I don't like running and hiding behind mushrooms.", "Shield please!"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I don't like running and hiding behind mushrooms.", "Shield please!"); stage = 301; break; } @@ -229,7 +229,7 @@ public class IslwynDialogue extends DialoguePlugin { end(); break; case 31: - interpreter.sendDialogues(1680, FacialExpression.NO_EXPRESSION, "Welcome back to the land of the elves, friend!", "Do you need your seeds charged into equipment?"); + interpreter.sendDialogues(1680, FacialExpression.HALF_GUILTY, "Welcome back to the land of the elves, friend!", "Do you need your seeds charged into equipment?"); stage = 32; break; case 32: @@ -239,11 +239,11 @@ public class IslwynDialogue extends DialoguePlugin { case 33: switch (buttonId) { case 1: - interpreter.sendDialogues(1680, FacialExpression.NO_EXPRESSION, "Ah, very well.", "I will sell you a new bow or shield for 750,000 coins."); + interpreter.sendDialogues(1680, FacialExpression.HALF_GUILTY, "Ah, very well.", "I will sell you a new bow or shield for 750,000 coins."); stage = 37; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I need to recharge my current seeds into equipment."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I need to recharge my current seeds into equipment."); stage = 34; break; } @@ -255,11 +255,11 @@ public class IslwynDialogue extends DialoguePlugin { case 35: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Recharge my seed into a bow, please."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Recharge my seed into a bow, please."); stage = 36; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Recharge my seed into a shield, please."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Recharge my seed into a shield, please."); stage = 3601; break; } @@ -303,11 +303,11 @@ public class IslwynDialogue extends DialoguePlugin { case 38: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I'd like to buy a new bow."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I'd like to buy a new bow."); stage = 39; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I'd like to buy a new shield."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I'd like to buy a new shield."); stage = 40; break; } @@ -354,19 +354,19 @@ public class IslwynDialogue extends DialoguePlugin { final Quest quest = player.getQuestRepository().getQuest("Roving Elves"); final Quest waterfall = player.getQuestRepository().getQuest("Waterfall"); if (quest.getStage(player) == 0 && waterfall.isCompleted(player)) { - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Hello there."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Hello there."); stage = 0; } if (!waterfall.isCompleted(player)) { - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Hello there."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Hello there."); stage = 1000; } if (quest.isStarted(player) && quest.getStage(player) >= 10) { - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Hello Islwyn."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Hello Islwyn."); stage = 0; } if (quest.isCompleted(player) || quest.getStage(player) >= 100) { - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Hello Islwyn, I'm back."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Hello Islwyn, I'm back."); stage = 31; } return true; diff --git a/Server/src/plugin/quest/waterfall/AlmeraDialogue.java b/Server/src/plugin/quest/waterfall/AlmeraDialogue.java index 963ee6b55..f98f412d5 100644 --- a/Server/src/plugin/quest/waterfall/AlmeraDialogue.java +++ b/Server/src/plugin/quest/waterfall/AlmeraDialogue.java @@ -31,34 +31,34 @@ public class AlmeraDialogue extends DialoguePlugin { switch (stage) { case 99: - interpreter.sendDialogues(304, FacialExpression.NO_EXPRESSION, "Oh okay, never mind."); + interpreter.sendDialogues(304, FacialExpression.HALF_GUILTY, "Oh okay, never mind."); stage = 100; break; case 100: end(); break; case 200: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I'm afraid not, but I'm sure he hasn't gone far."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I'm afraid not, but I'm sure he hasn't gone far."); stage = 201; break; case 201: - interpreter.sendDialogues(304, FacialExpression.NO_EXPRESSION, "I do hope so, you can't be too careful these days."); + interpreter.sendDialogues(304, FacialExpression.HALF_GUILTY, "I do hope so, you can't be too careful these days."); stage = 100; break; case 202: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I saw Hudon by the river but he refused to come back", "with me."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I saw Hudon by the river but he refused to come back", "with me."); stage = 203; break; case 203: - interpreter.sendDialogues(304, FacialExpression.NO_EXPRESSION, "Yes he told me, the foolish lad came in drenched to the", "bone, he had fallen into the waterfall, lucky he wasn't", "killed! Now he can spend the rest of the summer in his", "room."); + interpreter.sendDialogues(304, FacialExpression.HALF_GUILTY, "Yes he told me, the foolish lad came in drenched to the", "bone, he had fallen into the waterfall, lucky he wasn't", "killed! Now he can spend the rest of the summer in his", "room."); stage = 204; break; case 204: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Any ideas on what I could do while I'm here?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Any ideas on what I could do while I'm here?"); stage = 205; break; case 205: - interpreter.sendDialogues(304, FacialExpression.NO_EXPRESSION, "Why don't you visit the tourist centre south of the", "waterfall?"); + interpreter.sendDialogues(304, FacialExpression.HALF_GUILTY, "Why don't you visit the tourist centre south of the", "waterfall?"); stage = 100; break; @@ -84,46 +84,46 @@ public class AlmeraDialogue extends DialoguePlugin { case 2: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I'm afraid I am in a rush."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I'm afraid I am in a rush."); stage = 99; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "How can I help?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "How can I help?"); stage = 3; break; } break; case 3: - interpreter.sendDialogues(304, FacialExpression.DISGUSTED_TWO, "It's my son Hudon, he's always getting to trouble, the", "boy's convinced there's hidden treasure in the river and", "I'm a bit worried about his safety, the poor lad can't", "even swim."); + interpreter.sendDialogues(304, FacialExpression.DISGUSTED, "It's my son Hudon, he's always getting to trouble, the", "boy's convinced there's hidden treasure in the river and", "I'm a bit worried about his safety, the poor lad can't", "even swim."); stage = 4; break; case 4: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I could go and take a look for you if you like?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I could go and take a look for you if you like?"); stage = 5; break; case 5: - interpreter.sendDialogues(304, FacialExpression.DISGUSTED_TWO, "Would you? You are kind. You can use the small raft", "out back if you wish, do be careful, the current down", "stream is very strong."); + interpreter.sendDialogues(304, FacialExpression.DISGUSTED, "Would you? You are kind. You can use the small raft", "out back if you wish, do be careful, the current down", "stream is very strong."); quest.start(player); stage = 100; break; case 6: - interpreter.sendDialogues(304, FacialExpression.NO_EXPRESSION, "Perhaps you can speak to Hadley a further bit down", "south for more information on how to find the treasure."); + interpreter.sendDialogues(304, FacialExpression.HALF_GUILTY, "Perhaps you can speak to Hadley a further bit down", "south for more information on how to find the treasure."); stage = 100; break; case 7: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I did it, I found the treasure under the waterfall!"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I did it, I found the treasure under the waterfall!"); stage = 8; break; case 8: - interpreter.sendDialogues(304, FacialExpression.NO_EXPRESSION, "Ah, very well done, adventurer!", "My boy Hudon was searching for that treasure too."); + interpreter.sendDialogues(304, FacialExpression.HALF_GUILTY, "Ah, very well done, adventurer!", "My boy Hudon was searching for that treasure too."); stage = 9; break; case 9: - interpreter.sendDialogues(304, FacialExpression.NO_EXPRESSION, "Maybe you could share it with him, he's just a boy."); + interpreter.sendDialogues(304, FacialExpression.HALF_GUILTY, "Maybe you could share it with him, he's just a boy."); stage = 10; break; case 10: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "On second thought, I really have to go."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "On second thought, I really have to go."); stage = 100; break; } @@ -139,10 +139,10 @@ public class AlmeraDialogue extends DialoguePlugin { public boolean open(Object... args) { final Quest quest = player.getQuestRepository().getQuest(WaterFall.NAME); if (quest.getStage(player) == 100) { - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Hello Almera."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Hello Almera."); stage = 7; } else { - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Hello."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Hello."); stage = 0; } return true; diff --git a/Server/src/plugin/quest/waterfall/GolrieDialogue.java b/Server/src/plugin/quest/waterfall/GolrieDialogue.java index 36c0763fe..51561c96d 100644 --- a/Server/src/plugin/quest/waterfall/GolrieDialogue.java +++ b/Server/src/plugin/quest/waterfall/GolrieDialogue.java @@ -34,15 +34,15 @@ public class GolrieDialogue extends DialoguePlugin { /* Main dialogue sequence */ case 0: - interpreter.sendDialogues(306, FacialExpression.NO_EXPRESSION, "That's me. I've been stuck in here for weeks, those", "goblins are trying to steal my family's heirlooms. My", "grandad gave me all sorts of old junk."); + interpreter.sendDialogues(306, FacialExpression.HALF_GUILTY, "That's me. I've been stuck in here for weeks, those", "goblins are trying to steal my family's heirlooms. My", "grandad gave me all sorts of old junk."); stage = 1; break; case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Do you mind if I have a look?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Do you mind if I have a look?"); stage = 2; break; case 2: - interpreter.sendDialogues(306, FacialExpression.NO_EXPRESSION, "No, of course not."); + interpreter.sendDialogues(306, FacialExpression.HALF_GUILTY, "No, of course not."); stage = 3; break; case 3: @@ -54,21 +54,21 @@ public class GolrieDialogue extends DialoguePlugin { stage = 5; break; case 5: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Could I take this old pebble?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Could I take this old pebble?"); stage = 6; break; case 6: - interpreter.sendDialogues(306, FacialExpression.NO_EXPRESSION, "Oh that, yes have it, it's just some old elven junk I", "believe."); + interpreter.sendDialogues(306, FacialExpression.HALF_GUILTY, "Oh that, yes have it, it's just some old elven junk I", "believe."); player.getInventory().add(new Item(294, 1)); stage = 7; break; case 7: - interpreter.sendDialogues(306, FacialExpression.NO_EXPRESSION, "Thanks a lot for the key traveller. I think I'll wait in", "here until those goblins get bored and leave."); + interpreter.sendDialogues(306, FacialExpression.HALF_GUILTY, "Thanks a lot for the key traveller. I think I'll wait in", "here until those goblins get bored and leave."); player.getInventory().remove(new Item(293, 1)); stage = 8; break; case 8: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "OK... Take care Golrie."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "OK... Take care Golrie."); stage = 100; break; } @@ -82,7 +82,7 @@ public class GolrieDialogue extends DialoguePlugin { @Override public boolean open(Object... args) { - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Hello, is your name Golrie?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Hello, is your name Golrie?"); stage = 0; return true; } diff --git a/Server/src/plugin/quest/waterfall/HadleyDialogue.java b/Server/src/plugin/quest/waterfall/HadleyDialogue.java index ec7db9749..6e53ef07c 100644 --- a/Server/src/plugin/quest/waterfall/HadleyDialogue.java +++ b/Server/src/plugin/quest/waterfall/HadleyDialogue.java @@ -35,31 +35,31 @@ public class HadleyDialogue extends DialoguePlugin { /* Main dialogue sequence */ case 0: if (player.getInventory().contains(292, 1)) { - interpreter.sendDialogues(302, FacialExpression.NO_EXPRESSION, "I hope you're enjoying your stay, there should be lots", "of useful information in that book: places to go, people to", "see."); + interpreter.sendDialogues(302, FacialExpression.HALF_GUILTY, "I hope you're enjoying your stay, there should be lots", "of useful information in that book: places to go, people to", "see."); stage = 100; } else { - interpreter.sendDialogues(302, FacialExpression.NO_EXPRESSION, "Are you on holiday? If so you've come to the right", "place. I'm Hadley the tourist guide, anything you need", "to know just ask me. We have some of the most unspoilt", "wildlife and scenery in " + GameWorld.getName() + "."); + interpreter.sendDialogues(302, FacialExpression.HALF_GUILTY, "Are you on holiday? If so you've come to the right", "place. I'm Hadley the tourist guide, anything you need", "to know just ask me. We have some of the most unspoilt", "wildlife and scenery in " + GameWorld.getName() + "."); stage = 1; } break; case 1: - interpreter.sendDialogues(302, FacialExpression.NO_EXPRESSION, "People come from miles around to fish in the clear lakes", "or to wander the beautiful hill sides."); + interpreter.sendDialogues(302, FacialExpression.HALF_GUILTY, "People come from miles around to fish in the clear lakes", "or to wander the beautiful hill sides."); stage = 2; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "It is quite pretty."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "It is quite pretty."); stage = 3; break; case 3: - interpreter.sendDialogues(302, FacialExpression.NO_EXPRESSION, "Surely prety is an understatement kind Sir. Beautiful,", "amazing or possibly life-changing would be more suitable", "wording. Have you seen the Baxtorian waterfall?", "Named after the elf king who was buried underneath."); + interpreter.sendDialogues(302, FacialExpression.HALF_GUILTY, "Surely prety is an understatement kind Sir. Beautiful,", "amazing or possibly life-changing would be more suitable", "wording. Have you seen the Baxtorian waterfall?", "Named after the elf king who was buried underneath."); stage = 4; break; case 4: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Thanks then, goodbye."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Thanks then, goodbye."); stage = 5; break; case 5: - interpreter.sendDialogues(302, FacialExpression.NO_EXPRESSION, "Enjoy your visit."); + interpreter.sendDialogues(302, FacialExpression.HALF_GUILTY, "Enjoy your visit."); stage = 100; break; } @@ -73,7 +73,7 @@ public class HadleyDialogue extends DialoguePlugin { @Override public boolean open(Object... args) { - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Hello there."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Hello there."); stage = 0; return true; } diff --git a/Server/src/plugin/quest/waterfall/HudonDialogue.java b/Server/src/plugin/quest/waterfall/HudonDialogue.java index d5437e6b3..b14edb520 100644 --- a/Server/src/plugin/quest/waterfall/HudonDialogue.java +++ b/Server/src/plugin/quest/waterfall/HudonDialogue.java @@ -46,7 +46,7 @@ public class HudonDialogue extends DialoguePlugin { } break; case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Your mum sent me to find you."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Your mum sent me to find you."); stage = 2; break; case 2: @@ -54,7 +54,7 @@ public class HudonDialogue extends DialoguePlugin { stage = 3; break; case 3: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Where is this treasure you talk of?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Where is this treasure you talk of?"); stage = 4; break; case 4: @@ -62,7 +62,7 @@ public class HudonDialogue extends DialoguePlugin { stage = 5; break; case 5: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Maybe I could help."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Maybe I could help."); stage = 6; break; case 6: @@ -79,7 +79,7 @@ public class HudonDialogue extends DialoguePlugin { } break; case 21: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I hate to break it to you kid, but I found the treasure."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I hate to break it to you kid, but I found the treasure."); stage = 22; break; case 22: @@ -87,7 +87,7 @@ public class HudonDialogue extends DialoguePlugin { stage = 23; break; case 23: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "No."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "No."); stage = 24; break; case 24: @@ -95,7 +95,7 @@ public class HudonDialogue extends DialoguePlugin { stage = 25; break; case 25: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Life ain't fair kid."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Life ain't fair kid."); stage = 100; break; } @@ -111,10 +111,10 @@ public class HudonDialogue extends DialoguePlugin { public boolean open(Object... args) { final Quest quest = player.getQuestRepository().getQuest(WaterFall.NAME); if (quest.getStage(player) >= 20) { - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "So you're still here."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "So you're still here."); stage = 20; } else { - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Hello son, are you okay? You need help?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Hello son, are you okay? You need help?"); stage = 0; } return true; diff --git a/Server/src/plugin/quest/waterfall/WaterfallPlugin.java b/Server/src/plugin/quest/waterfall/WaterfallPlugin.java index e1e3ba317..16c3d45eb 100644 --- a/Server/src/plugin/quest/waterfall/WaterfallPlugin.java +++ b/Server/src/plugin/quest/waterfall/WaterfallPlugin.java @@ -258,7 +258,7 @@ public final class WaterfallPlugin extends OptionHandler { } else if (player.getInventory().contains(293, 1) && player.getLocation().getY() < 9576) { player.getPacketDispatch().sendMessage("The gate is locked. You need to use the key on the door to enter."); } else { - player.getDialogueInterpreter().sendDialogues(306, FacialExpression.NO_EXPRESSION, "Hello? Ah yes, the door is still locked.", "If you want to get in here, you'll need to find the key", "that I hid in some crates in the eastern room."); + player.getDialogueInterpreter().sendDialogues(306, FacialExpression.HALF_GUILTY, "Hello? Ah yes, the door is still locked.", "If you want to get in here, you'll need to find the key", "that I hid in some crates in the eastern room."); } break; case 1989: diff --git a/Server/src/plugin/skill/construction/EstateAgentDialogue.java b/Server/src/plugin/skill/construction/EstateAgentDialogue.java index abea3957c..98964832c 100644 --- a/Server/src/plugin/skill/construction/EstateAgentDialogue.java +++ b/Server/src/plugin/skill/construction/EstateAgentDialogue.java @@ -54,7 +54,7 @@ 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; } @@ -76,23 +76,23 @@ 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 = 50; 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 = Skillcape.isMaster(player, Skills.CONSTRUCTION) ? 102 : 100; break; } @@ -291,45 +291,45 @@ public final class EstateAgentDialogue extends DialoguePlugin { //Asking for a Construction Book case 50: if (!player.hasItem(BOOK)) { - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Certainly."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Certainly."); player.getInventory().add(BOOK); stage = 150; break; }else{ - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "You've already got one!"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "You've already got one!"); stage = 150; break; } //More Information on houses case 60: - 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++; break; case 61: - 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++; break; case 62: - 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++; break; case 63: - 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++; break; case 64: - 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; //Skillcape Dialogue for players without Level 99 Construction 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; diff --git a/Server/src/plugin/skill/construction/npc/HouseServantDialogue.java b/Server/src/plugin/skill/construction/npc/HouseServantDialogue.java index f2c11bb41..f56684ecf 100644 --- a/Server/src/plugin/skill/construction/npc/HouseServantDialogue.java +++ b/Server/src/plugin/skill/construction/npc/HouseServantDialogue.java @@ -72,18 +72,18 @@ public class HouseServantDialogue extends DialoguePlugin { return true; } if (!manager.hasHouse() && inHouse) { - interpreter.sendDialogues(npc, npc.getId() == 4243 ? FacialExpression.NO_EXPRESSION : null, "You don't have a house that I can work in.", "I'll be waiting here if you decide to buy a house."); + interpreter.sendDialogues(npc, npc.getId() == 4243 ? FacialExpression.HALF_GUILTY : null, "You don't have a house that I can work in.", "I'll be waiting here if you decide to buy a house."); stage = 100; return true; } if (!manager.hasServant()) { ServantType type = ServantType.forId(npc.getId()); if(player.getSkills().getLevel(Skills.CONSTRUCTION) >= type.getLevel()){ - interpreter.sendDialogues(npc, npc.getId() == 4243 ? FacialExpression.NO_EXPRESSION : null, "You're not aristocracy, but I suppose you'd do. Do you", "want a good cook for " + type.getCost() + " coins?"); + interpreter.sendDialogues(npc, npc.getId() == 4243 ? FacialExpression.HALF_GUILTY : null, "You're not aristocracy, but I suppose you'd do. Do you", "want a good cook for " + type.getCost() + " coins?"); stage = 0; return true; } - interpreter.sendDialogues(npc, npc.getId() == 4243 ? FacialExpression.NO_EXPRESSION : null, "You need a Construction level of " + type.getLevel() + " and you must not", "currently have another person working for you", "in order to hire me."); + interpreter.sendDialogues(npc, npc.getId() == 4243 ? FacialExpression.HALF_GUILTY : null, "You need a Construction level of " + type.getLevel() + " and you must not", "currently have another person working for you", "in order to hire me."); stage = 100; return true; } else { @@ -94,24 +94,24 @@ public class HouseServantDialogue extends DialoguePlugin { if (inHouse) { follow(player, servant); if (sawmill) { - interpreter.sendDialogues(servant, servant.getId() == 4243 ? FacialExpression.NO_EXPRESSION : null, "Very well, I will take these logs to the mill and", "have them converted into planks."); + interpreter.sendDialogues(servant, servant.getId() == 4243 ? FacialExpression.HALF_GUILTY : null, "Very well, I will take these logs to the mill and", "have them converted into planks."); stage = 110; return true; } if (servant.getItem().getAmount() > 0) { if(player.getInventory().freeSlots() < 1){ - interpreter.sendDialogues(servant, servant.getId() == 4243 ? FacialExpression.NO_EXPRESSION : null, "I have returned with what you asked me to", "retrieve. As I see your inventory is full, I shall wait", "with these " + servant.getItem().getAmount()+" items until you are ready."); + interpreter.sendDialogues(servant, servant.getId() == 4243 ? FacialExpression.HALF_GUILTY : null, "I have returned with what you asked me to", "retrieve. As I see your inventory is full, I shall wait", "with these " + servant.getItem().getAmount()+" items until you are ready."); stage = 100; return true; } - interpreter.sendDialogues(servant, servant.getId() == 4243 ? FacialExpression.NO_EXPRESSION : null, "I have returned with what you asked me to", "retrieve."); + interpreter.sendDialogues(servant, servant.getId() == 4243 ? FacialExpression.HALF_GUILTY : null, "I have returned with what you asked me to", "retrieve."); stage = 150; return true; } - interpreter.sendDialogues(servant, servant.getId() == 4243 ? FacialExpression.NO_EXPRESSION : null, "Yes, " + (player.getAppearance().isMale() ? "sir" : "ma'am") + "?", "You have " + (8 - servant.getUses()) + " uses of my services remaining."); + interpreter.sendDialogues(servant, servant.getId() == 4243 ? FacialExpression.HALF_GUILTY : null, "Yes, " + (player.getAppearance().isMale() ? "sir" : "ma'am") + "?", "You have " + (8 - servant.getUses()) + " uses of my services remaining."); stage = 50; } else if(npc.getId() != servant.getId()){ - interpreter.sendDialogues(npc, npc.getId() == 4243 ? FacialExpression.NO_EXPRESSION : null, "You already have someone working for you.", "Fire them first before hiring me."); + interpreter.sendDialogues(npc, npc.getId() == 4243 ? FacialExpression.HALF_GUILTY : null, "You already have someone working for you.", "Fire them first before hiring me."); stage = 100; } } @@ -141,7 +141,7 @@ public class HouseServantDialogue extends DialoguePlugin { } break; case 2: - interpreter.sendDialogues(npc, npc.getId() == 4243 ? FacialExpression.NO_EXPRESSION : null, "Alright, " + (player.getAppearance().isMale() ? "sir" : "ma'am") + ". I can start work immediately."); + interpreter.sendDialogues(npc, npc.getId() == 4243 ? FacialExpression.HALF_GUILTY : null, "Alright, " + (player.getAppearance().isMale() ? "sir" : "ma'am") + ". I can start work immediately."); stage++; break; case 3: @@ -186,7 +186,7 @@ public class HouseServantDialogue extends DialoguePlugin { switch(buttonId){ case 1: if (!servant.getAttributes().containsKey("con:lastfetch")) { - interpreter.sendDialogues(servant, servant.getId() == 4243 ? FacialExpression.NO_EXPRESSION : null, "I haven't recently fetched anything from the bank or", "sawmill for you."); + interpreter.sendDialogues(servant, servant.getId() == 4243 ? FacialExpression.HALF_GUILTY : null, "I haven't recently fetched anything from the bank or", "sawmill for you."); stage = 50; break; } else { @@ -204,25 +204,25 @@ public class HouseServantDialogue extends DialoguePlugin { break; case 3: if (type == ServantType.MAID || type == ServantType.RICK) { - interpreter.sendDialogues(servant, servant.getId() == 4243 ? FacialExpression.NO_EXPRESSION : null, "I am unable to travel to the sawmill for you."); + interpreter.sendDialogues(servant, servant.getId() == 4243 ? FacialExpression.HALF_GUILTY : null, "I am unable to travel to the sawmill for you."); stage = 100; break; } - interpreter.sendDialogues(servant, servant.getId() == 4243 ? FacialExpression.NO_EXPRESSION : null, "Hand the logs to me and I will take them to the", "sawmill for you."); + interpreter.sendDialogues(servant, servant.getId() == 4243 ? FacialExpression.HALF_GUILTY : null, "Hand the logs to me and I will take them to the", "sawmill for you."); stage = 100; break; case 4: stage = 100; if (servant.getUses() < 1) { - interpreter.sendDialogues(servant, servant.getId() == 4243 ? FacialExpression.NO_EXPRESSION : null, "You have no need to pay me yet, I haven't performed", "any of my services for you."); + interpreter.sendDialogues(servant, servant.getId() == 4243 ? FacialExpression.HALF_GUILTY : null, "You have no need to pay me yet, I haven't performed", "any of my services for you."); break; } if (!player.getInventory().containsItem(new Item(995, type.getCost()))) { - interpreter.sendDialogues(servant, servant.getId() == 4243 ? FacialExpression.NO_EXPRESSION : null, "Thanks for the kind gesture, but you don't have enough", "money to pay me. I require " + type.getCost() + " coins every eight uses", "of my services."); + interpreter.sendDialogues(servant, servant.getId() == 4243 ? FacialExpression.HALF_GUILTY : null, "Thanks for the kind gesture, but you don't have enough", "money to pay me. I require " + type.getCost() + " coins every eight uses", "of my services."); break; } if (player.getInventory().remove(new Item(995, type.getCost()))) { - interpreter.sendDialogues(servant, servant.getId() == 4243 ? FacialExpression.NO_EXPRESSION : null, "Thank you very much."); + interpreter.sendDialogues(servant, servant.getId() == 4243 ? FacialExpression.HALF_GUILTY : null, "Thank you very much."); servant.setUses(0); } break; @@ -237,7 +237,7 @@ public class HouseServantDialogue extends DialoguePlugin { break; case 2: if (type.getFood() == null) { - interpreter.sendDialogues(servant, servant.getId() == 4243 ? FacialExpression.NO_EXPRESSION : null, "I don't know any recipes."); + interpreter.sendDialogues(servant, servant.getId() == 4243 ? FacialExpression.HALF_GUILTY : null, "I don't know any recipes."); stage = 100; break; } @@ -252,12 +252,12 @@ public class HouseServantDialogue extends DialoguePlugin { } break; case 57: - interpreter.sendDialogues(servant, servant.getId() == 4243 ? FacialExpression.NO_EXPRESSION : null, "Whatever you command."); + interpreter.sendDialogues(servant, servant.getId() == 4243 ? FacialExpression.HALF_GUILTY : null, "Whatever you command."); stage = 50; break; case 58: if (player.getInventory().freeSlots() < 1) { - interpreter.sendDialogues(servant, servant.getId() == 4243 ? FacialExpression.NO_EXPRESSION : null, "I would love to share my fine cooking with you,", "but your hands are currently full."); + interpreter.sendDialogues(servant, servant.getId() == 4243 ? FacialExpression.HALF_GUILTY : null, "I would love to share my fine cooking with you,", "but your hands are currently full."); stage = 100; break; } @@ -280,12 +280,12 @@ public class HouseServantDialogue extends DialoguePlugin { return true; } servant.setUses(servant.getUses() + 1); - interpreter.sendDialogues(servant, servant.getId() == 4243 ? FacialExpression.NO_EXPRESSION : null, "Luckily for you, I already have some made. Here you", "go."); + interpreter.sendDialogues(servant, servant.getId() == 4243 ? FacialExpression.HALF_GUILTY : null, "Luckily for you, I already have some made. Here you", "go."); stage = 50; break; case 59: if (player.getInventory().freeSlots() < 1) { - interpreter.sendDialogues(servant, servant.getId() == 4243 ? FacialExpression.NO_EXPRESSION : null, "I would love to share my fine cooking with", "you, but you have no space to take anything."); + interpreter.sendDialogues(servant, servant.getId() == 4243 ? FacialExpression.HALF_GUILTY : null, "I would love to share my fine cooking with", "you, but you have no space to take anything."); stage = 50; break; } @@ -304,7 +304,7 @@ public class HouseServantDialogue extends DialoguePlugin { return true; } servant.setUses(servant.getUses() + 1); - interpreter.sendDialogues(servant, servant.getId() == 4243 ? FacialExpression.NO_EXPRESSION : null, "Luckily for you, I already have some made. Here you", "go."); + interpreter.sendDialogues(servant, servant.getId() == 4243 ? FacialExpression.HALF_GUILTY : null, "Luckily for you, I already have some made. Here you", "go."); stage = 100; break; case 60: @@ -363,7 +363,7 @@ public class HouseServantDialogue extends DialoguePlugin { } break; case 75: - interpreter.sendDialogues(servant, servant.getId() == 4243 ? FacialExpression.NO_EXPRESSION : null, "Very well. I will return to the Guild of the Servants", "in Ardougne if you wish to re-hire me."); + interpreter.sendDialogues(servant, servant.getId() == 4243 ? FacialExpression.HALF_GUILTY : null, "Very well. I will return to the Guild of the Servants", "in Ardougne if you wish to re-hire me."); stage++; break; case 76: @@ -389,7 +389,7 @@ public class HouseServantDialogue extends DialoguePlugin { int amtLeft = servant.getItem().getAmount(); boolean flag = false; if (amtLeft < 1 || servant.getItem() == null) { - interpreter.sendDialogues(servant, servant.getId() == 4243 ? FacialExpression.NO_EXPRESSION : null, "I don't have any items left."); + interpreter.sendDialogues(servant, servant.getId() == 4243 ? FacialExpression.HALF_GUILTY : null, "I don't have any items left."); stage = 100; break; } @@ -400,7 +400,7 @@ public class HouseServantDialogue extends DialoguePlugin { servant.getItem().setAmount(servant.getItem().getAmount() - amtLeft); player.getInventory().add(new Item(servant.getItem().getId(), amtLeft)); if (flag) { - interpreter.sendDialogues(servant, servant.getId() == 4243 ? FacialExpression.NO_EXPRESSION : null, "I still have " + servant.getItem().getAmount() + " left for you to take from me."); + interpreter.sendDialogues(servant, servant.getId() == 4243 ? FacialExpression.HALF_GUILTY : null, "I still have " + servant.getItem().getAmount() + " left for you to take from me."); stage = 100; } else{ end(); @@ -425,7 +425,7 @@ public class HouseServantDialogue extends DialoguePlugin { HouseManager manager = player.getHouseManager(); Servant servant = manager.getServant(); if (!sawmill && player.getInventory().freeSlots() < 1) { - interpreter.sendDialogues(servant, servant.getId() == 4243 ? FacialExpression.NO_EXPRESSION : null, "You don't have any space in your inventory."); + interpreter.sendDialogues(servant, servant.getId() == 4243 ? FacialExpression.HALF_GUILTY : null, "You don't have any space in your inventory."); stage = 100; return false; } @@ -440,7 +440,7 @@ public class HouseServantDialogue extends DialoguePlugin { return false; } if (servant.getItem().getAmount() > 0) { - interpreter.sendDialogues(servant, servant.getId() == 4243 ? FacialExpression.NO_EXPRESSION : null, "You can't send me off again, I'm still holding some of", "your previous items."); + interpreter.sendDialogues(servant, servant.getId() == 4243 ? FacialExpression.HALF_GUILTY : null, "You can't send me off again, I'm still holding some of", "your previous items."); return false; } return true; @@ -459,12 +459,12 @@ public class HouseServantDialogue extends DialoguePlugin { return; } if (type == ServantType.MAID || type == ServantType.RICK) { - interpreter.sendDialogues(servant, servant.getId() == 4243 ? FacialExpression.NO_EXPRESSION : null, "I am unable to take planks to the sawmill."); + interpreter.sendDialogues(servant, servant.getId() == 4243 ? FacialExpression.HALF_GUILTY : null, "I am unable to take planks to the sawmill."); return; } int amt = player.getInventory().getAmount(item); if (amt < 1) { - interpreter.sendDialogues(servant, servant.getId() == 4243 ? FacialExpression.NO_EXPRESSION : null, "You don't have any more of that type of log."); + interpreter.sendDialogues(servant, servant.getId() == 4243 ? FacialExpression.HALF_GUILTY : null, "You don't have any more of that type of log."); return; } for (Plank plank : Plank.values()) { @@ -473,7 +473,7 @@ public class HouseServantDialogue extends DialoguePlugin { amt = type.getCapacity(); } if (!player.getInventory().contains(995, plank.getPrice() * amt)) { - interpreter.sendDialogues(servant, servant.getId() == 4243 ? FacialExpression.NO_EXPRESSION : null, "You don't have enough coins for me to do that.", "I can hold " + type.getCapacity() + " logs and each of this type of log", "costs " + plank.getPrice() + " coins each to convert into plank form."); + interpreter.sendDialogues(servant, servant.getId() == 4243 ? FacialExpression.HALF_GUILTY : null, "You don't have enough coins for me to do that.", "I can hold " + type.getCapacity() + " logs and each of this type of log", "costs " + plank.getPrice() + " coins each to convert into plank form."); return; } end(); @@ -512,7 +512,7 @@ public class HouseServantDialogue extends DialoguePlugin { return; } if (!player.getBank().containsItem(item)) { - interpreter.sendDialogues(servant, servant.getId() == 4243 ? FacialExpression.NO_EXPRESSION : null, "You don't seem to have any of those in the bank."); + interpreter.sendDialogues(servant, servant.getId() == 4243 ? FacialExpression.HALF_GUILTY : null, "You don't seem to have any of those in the bank."); stage = 100; return; } diff --git a/Server/src/plugin/skill/slayer/EnchantedGemDialogue.java b/Server/src/plugin/skill/slayer/EnchantedGemDialogue.java index 24970899c..ca2eddb06 100644 --- a/Server/src/plugin/skill/slayer/EnchantedGemDialogue.java +++ b/Server/src/plugin/skill/slayer/EnchantedGemDialogue.java @@ -48,7 +48,7 @@ public final class EnchantedGemDialogue extends DialoguePlugin { public boolean open(Object... args) { player.faceLocation(player.getLocation().transform(1, 0, 0)); player.setDirection(Direction.EAST); - interpreter.sendDialogues(player.getSlayer().getMaster().getNpc(), player.getSlayer().getMaster() == Master.NIEVE ? FacialExpression.OSRS_NORMAL : FacialExpression.NO_EXPRESSION, "Hello there " + player.getUsername() + ", what can I help you with?"); + interpreter.sendDialogues(player.getSlayer().getMaster().getNpc(), player.getSlayer().getMaster() == Master.NIEVE ? FacialExpression.OSRS_NORMAL : FacialExpression.HALF_GUILTY, "Hello there " + player.getUsername() + ", what can I help you with?"); stage = 0; return true; } @@ -63,23 +63,23 @@ public final class EnchantedGemDialogue extends DialoguePlugin { case 2: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "How am I doing so far?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "How am I doing so far?"); stage = 10; break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Who are you?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Who are you?"); stage = 20; break; case 3: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Where are you?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Where are you?"); stage = 30; break; case 4: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Got any tips for me?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Got any tips for me?"); stage = 400; break; case 5: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Nothing really."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Nothing really."); stage = 99; break; @@ -90,11 +90,11 @@ public final class EnchantedGemDialogue extends DialoguePlugin { break; case 10: if (!player.getSlayer().hasTask()) { - interpreter.sendDialogues(player.getSlayer().getMaster().getNpc(), player.getSlayer().getMaster() == Master.NIEVE ? FacialExpression.OSRS_NORMAL : FacialExpression.NO_EXPRESSION, "You need something new to hunt. Come and see me", "When you can and I'll give you a new task."); + interpreter.sendDialogues(player.getSlayer().getMaster().getNpc(), player.getSlayer().getMaster() == Master.NIEVE ? FacialExpression.OSRS_NORMAL : FacialExpression.HALF_GUILTY, "You need something new to hunt. Come and see me", "When you can and I'll give you a new task."); stage = 11; break; } - interpreter.sendDialogues(player.getSlayer().getMaster().getNpc(), player.getSlayer().getMaster() == Master.NIEVE ? FacialExpression.OSRS_NORMAL : FacialExpression.NO_EXPRESSION, "You're currently assigned to kill " + (Tasks.forValue(player.getSlayer().getTask()) == Tasks.JAD ? " TzTok-Jad!" : NPCDefinition.forId((player.getSlayer().getTask().getNpcs()[0])).getName().toLowerCase() + "'s;"), "only " + player.getSlayer().getAmount() + " more to go."); + interpreter.sendDialogues(player.getSlayer().getMaster().getNpc(), player.getSlayer().getMaster() == Master.NIEVE ? FacialExpression.OSRS_NORMAL : FacialExpression.HALF_GUILTY, "You're currently assigned to kill " + (Tasks.forValue(player.getSlayer().getTask()) == Tasks.JAD ? " TzTok-Jad!" : NPCDefinition.forId((player.getSlayer().getTask().getNpcs()[0])).getName().toLowerCase() + "'s;"), "only " + player.getSlayer().getAmount() + " more to go."); stage = 11; break; case 11: @@ -104,24 +104,24 @@ public final class EnchantedGemDialogue extends DialoguePlugin { case 12: switch (buttonId) { case 1: - interpreter.sendDialogues(player.getSlayer().getMaster().getNpc(), player.getSlayer().getMaster() == Master.NIEVE ? FacialExpression.OSRS_NORMAL : FacialExpression.NO_EXPRESSION, "My name's " + NPCDefinition.forId(player.getSlayer().getMaster().getNpc()).getName() + ", I'm the Slayer Master best able", "to train you."); + interpreter.sendDialogues(player.getSlayer().getMaster().getNpc(), player.getSlayer().getMaster() == Master.NIEVE ? FacialExpression.OSRS_NORMAL : FacialExpression.HALF_GUILTY, "My name's " + NPCDefinition.forId(player.getSlayer().getMaster().getNpc()).getName() + ", I'm the Slayer Master best able", "to train you."); stage = 21; break; case 2: - interpreter.sendDialogues(player.getSlayer().getMaster().getNpc(), player.getSlayer().getMaster() == Master.NIEVE ? FacialExpression.OSRS_NORMAL : FacialExpression.NO_EXPRESSION, "You'll find me in " + masterLocation() + ", I'll be here when you need a", "new task."); + interpreter.sendDialogues(player.getSlayer().getMaster().getNpc(), player.getSlayer().getMaster() == Master.NIEVE ? FacialExpression.OSRS_NORMAL : FacialExpression.HALF_GUILTY, "You'll find me in " + masterLocation() + ", I'll be here when you need a", "new task."); stage = 31; break; case 3: if (!player.getSlayer().hasTask()) { - interpreter.sendDialogues(player.getSlayer().getMaster().getNpc(), player.getSlayer().getMaster() == Master.NIEVE ? FacialExpression.OSRS_NORMAL : FacialExpression.NO_EXPRESSION, "You need something new to hunt."); + interpreter.sendDialogues(player.getSlayer().getMaster().getNpc(), player.getSlayer().getMaster() == Master.NIEVE ? FacialExpression.OSRS_NORMAL : FacialExpression.HALF_GUILTY, "You need something new to hunt."); stage = 99; break; } - interpreter.sendDialogues(player.getSlayer().getMaster().getNpc(), player.getSlayer().getMaster() == Master.NIEVE ? FacialExpression.OSRS_NORMAL : FacialExpression.NO_EXPRESSION, player.getSlayer().getTask().getTip()); + interpreter.sendDialogues(player.getSlayer().getMaster().getNpc(), player.getSlayer().getMaster() == Master.NIEVE ? FacialExpression.OSRS_NORMAL : FacialExpression.HALF_GUILTY, player.getSlayer().getTask().getTip()); stage = 401; break; case 4: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "That's all thanks."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "That's all thanks."); stage = 99; break; case 99: @@ -130,7 +130,7 @@ public final class EnchantedGemDialogue extends DialoguePlugin { } break; case 20: - interpreter.sendDialogues(player.getSlayer().getMaster().getNpc(), player.getSlayer().getMaster() == Master.NIEVE ? FacialExpression.OSRS_NORMAL : FacialExpression.NO_EXPRESSION, "My name's " + NPCDefinition.forId(player.getSlayer().getMaster().getNpc()).getName() + ", I'm the Slayer Master best able", "to train you."); + interpreter.sendDialogues(player.getSlayer().getMaster().getNpc(), player.getSlayer().getMaster() == Master.NIEVE ? FacialExpression.OSRS_NORMAL : FacialExpression.HALF_GUILTY, "My name's " + NPCDefinition.forId(player.getSlayer().getMaster().getNpc()).getName() + ", I'm the Slayer Master best able", "to train you."); stage = 21; break; case 21: @@ -140,31 +140,31 @@ public final class EnchantedGemDialogue extends DialoguePlugin { case 25: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "How am I doing so far?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "How am I doing so far?"); stage = 10; break; case 2: - interpreter.sendDialogues(player.getSlayer().getMaster().getNpc(), player.getSlayer().getMaster() == Master.NIEVE ? FacialExpression.OSRS_NORMAL : FacialExpression.NO_EXPRESSION, "You'll find me in " + masterLocation() + ", I'll be here when you need a", "new task."); + interpreter.sendDialogues(player.getSlayer().getMaster().getNpc(), player.getSlayer().getMaster() == Master.NIEVE ? FacialExpression.OSRS_NORMAL : FacialExpression.HALF_GUILTY, "You'll find me in " + masterLocation() + ", I'll be here when you need a", "new task."); stage = 31; break; case 3: if (!player.getSlayer().hasTask()) { - interpreter.sendDialogues(player.getSlayer().getMaster().getNpc(), player.getSlayer().getMaster() == Master.NIEVE ? FacialExpression.OSRS_NORMAL : FacialExpression.NO_EXPRESSION, "You need something new to hunt."); + interpreter.sendDialogues(player.getSlayer().getMaster().getNpc(), player.getSlayer().getMaster() == Master.NIEVE ? FacialExpression.OSRS_NORMAL : FacialExpression.HALF_GUILTY, "You need something new to hunt."); stage = 99; break; } - interpreter.sendDialogues(player.getSlayer().getMaster().getNpc(), player.getSlayer().getMaster() == Master.NIEVE ? FacialExpression.OSRS_NORMAL : FacialExpression.NO_EXPRESSION, player.getSlayer().getTask().getTip()); + interpreter.sendDialogues(player.getSlayer().getMaster().getNpc(), player.getSlayer().getMaster() == Master.NIEVE ? FacialExpression.OSRS_NORMAL : FacialExpression.HALF_GUILTY, player.getSlayer().getTask().getTip()); stage = 401; break; case 4: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "That's all thanks."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "That's all thanks."); stage = 99; break; } break; case 30: - interpreter.sendDialogues(player.getSlayer().getMaster().getNpc(), player.getSlayer().getMaster() == Master.NIEVE ? FacialExpression.OSRS_NORMAL : FacialExpression.NO_EXPRESSION, "You'll find me in " + masterLocation() + ", I'll be here when you need a", "new task."); + interpreter.sendDialogues(player.getSlayer().getMaster().getNpc(), player.getSlayer().getMaster() == Master.NIEVE ? FacialExpression.OSRS_NORMAL : FacialExpression.HALF_GUILTY, "You'll find me in " + masterLocation() + ", I'll be here when you need a", "new task."); stage = 31; break; case 31: @@ -174,24 +174,24 @@ public final class EnchantedGemDialogue extends DialoguePlugin { case 32: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "How am I doing so far?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "How am I doing so far?"); stage = 10; break; case 2: - interpreter.sendDialogues(player.getSlayer().getMaster().getNpc(), player.getSlayer().getMaster() == Master.NIEVE ? FacialExpression.OSRS_NORMAL : FacialExpression.NO_EXPRESSION, "My name's " + NPCDefinition.forId(player.getSlayer().getMaster().getNpc()).getName() + ", I'm the Slayer Master best able", "to train you."); + interpreter.sendDialogues(player.getSlayer().getMaster().getNpc(), player.getSlayer().getMaster() == Master.NIEVE ? FacialExpression.OSRS_NORMAL : FacialExpression.HALF_GUILTY, "My name's " + NPCDefinition.forId(player.getSlayer().getMaster().getNpc()).getName() + ", I'm the Slayer Master best able", "to train you."); stage = 21; break; case 3: if (!player.getSlayer().hasTask()) { - interpreter.sendDialogues(player.getSlayer().getMaster().getNpc(), player.getSlayer().getMaster() == Master.NIEVE ? FacialExpression.OSRS_NORMAL : FacialExpression.NO_EXPRESSION, "You need something new to hunt."); + interpreter.sendDialogues(player.getSlayer().getMaster().getNpc(), player.getSlayer().getMaster() == Master.NIEVE ? FacialExpression.OSRS_NORMAL : FacialExpression.HALF_GUILTY, "You need something new to hunt."); stage = 0; break; } - interpreter.sendDialogues(player.getSlayer().getMaster().getNpc(), player.getSlayer().getMaster() == Master.NIEVE ? FacialExpression.OSRS_NORMAL : FacialExpression.NO_EXPRESSION, player.getSlayer().getTask().getTip()); + interpreter.sendDialogues(player.getSlayer().getMaster().getNpc(), player.getSlayer().getMaster() == Master.NIEVE ? FacialExpression.OSRS_NORMAL : FacialExpression.HALF_GUILTY, player.getSlayer().getTask().getTip()); stage = 401; break; case 4: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "That's all thanks."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "That's all thanks."); stage = 99; break; @@ -199,15 +199,15 @@ public final class EnchantedGemDialogue extends DialoguePlugin { break; case 400: if (!player.getSlayer().hasTask()) { - interpreter.sendDialogues(player.getSlayer().getMaster().getNpc(), player.getSlayer().getMaster() == Master.NIEVE ? FacialExpression.OSRS_NORMAL : FacialExpression.NO_EXPRESSION, "You need something new to hunt."); + interpreter.sendDialogues(player.getSlayer().getMaster().getNpc(), player.getSlayer().getMaster() == Master.NIEVE ? FacialExpression.OSRS_NORMAL : FacialExpression.HALF_GUILTY, "You need something new to hunt."); stage = 0; break; } - interpreter.sendDialogues(player.getSlayer().getMaster().getNpc(), player.getSlayer().getMaster() == Master.NIEVE ? FacialExpression.OSRS_NORMAL : FacialExpression.NO_EXPRESSION, player.getSlayer().getTask().getTip()); + interpreter.sendDialogues(player.getSlayer().getMaster().getNpc(), player.getSlayer().getMaster() == Master.NIEVE ? FacialExpression.OSRS_NORMAL : FacialExpression.HALF_GUILTY, player.getSlayer().getTask().getTip()); stage = 401; break; case 401: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Great, thanks!"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Great, thanks!"); stage = 403; break; case 403: @@ -217,19 +217,19 @@ public final class EnchantedGemDialogue extends DialoguePlugin { case 404: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "How am I doing so far?"); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "How am I doing so far?"); stage = 10; break; case 2: - interpreter.sendDialogues(player.getSlayer().getMaster().getNpc(), player.getSlayer().getMaster() == Master.NIEVE ? FacialExpression.OSRS_NORMAL : FacialExpression.NO_EXPRESSION, "My name's " + NPCDefinition.forId(player.getSlayer().getMaster().getNpc()).getName() + ", I'm the Slayer Master best able", "to train you."); + interpreter.sendDialogues(player.getSlayer().getMaster().getNpc(), player.getSlayer().getMaster() == Master.NIEVE ? FacialExpression.OSRS_NORMAL : FacialExpression.HALF_GUILTY, "My name's " + NPCDefinition.forId(player.getSlayer().getMaster().getNpc()).getName() + ", I'm the Slayer Master best able", "to train you."); stage = 21; break; case 3: - interpreter.sendDialogues(player.getSlayer().getMaster().getNpc(), player.getSlayer().getMaster() == Master.NIEVE ? FacialExpression.OSRS_NORMAL : FacialExpression.NO_EXPRESSION, "You'll find me in " + masterLocation() + ", I'll be here when you need a", "new task."); + interpreter.sendDialogues(player.getSlayer().getMaster().getNpc(), player.getSlayer().getMaster() == Master.NIEVE ? FacialExpression.OSRS_NORMAL : FacialExpression.HALF_GUILTY, "You'll find me in " + masterLocation() + ", I'll be here when you need a", "new task."); stage = 31; break; case 4: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "That's all thanks."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "That's all thanks."); stage = 99; break; diff --git a/Server/src/plugin/skill/slayer/SlayerMasterDialogue.java b/Server/src/plugin/skill/slayer/SlayerMasterDialogue.java index 7dc0338ae..9342dca89 100644 --- a/Server/src/plugin/skill/slayer/SlayerMasterDialogue.java +++ b/Server/src/plugin/skill/slayer/SlayerMasterDialogue.java @@ -523,13 +523,13 @@ public final class SlayerMasterDialogue extends DialoguePlugin { stage = -1; return true; } - interpreter.sendDialogues(master.getNpc(), FacialExpression.NO_EXPRESSION, "'Ello, and what are you after, then?"); + interpreter.sendDialogues(master.getNpc(), FacialExpression.HALF_GUILTY, "'Ello, and what are you after, then?"); stage = 0; break; } break; case 901: - interpreter.sendDialogues(Master.DURADEL.getNpc(), FacialExpression.NO_EXPRESSION, "Certainly! Right when you give me 99000 coins."); + interpreter.sendDialogues(Master.DURADEL.getNpc(), FacialExpression.HALF_GUILTY, "Certainly! Right when you give me 99000 coins."); stage = 902; break; case 902: @@ -549,7 +549,7 @@ public final class SlayerMasterDialogue extends DialoguePlugin { break; case 904: if (Skillcape.purchase(player, Skills.SLAYER)) { - interpreter.sendDialogues(Master.DURADEL.getNpc(), FacialExpression.NO_EXPRESSION, "There you go! Enjoy."); + interpreter.sendDialogues(Master.DURADEL.getNpc(), FacialExpression.HALF_GUILTY, "There you go! Enjoy."); } stage = 905; break; @@ -563,7 +563,7 @@ public final class SlayerMasterDialogue extends DialoguePlugin { stage = 907; break; case 2: - interpreter.sendDialogues(master.getNpc(), FacialExpression.NO_EXPRESSION, "'Ello, and what are you after, then?"); + interpreter.sendDialogues(master.getNpc(), FacialExpression.HALF_GUILTY, "'Ello, and what are you after, then?"); stage = 0; break; } @@ -623,7 +623,7 @@ public final class SlayerMasterDialogue extends DialoguePlugin { if (master == Master.NIEVE || master == Master.CHAELDAR) { return FacialExpression.OSRS_NORMAL; } - return FacialExpression.NO_EXPRESSION; + return FacialExpression.HALF_GUILTY; } /** diff --git a/Server/src/plugin/tutorial/MasterChefDialogue.java b/Server/src/plugin/tutorial/MasterChefDialogue.java index 00678759e..09226f9aa 100644 --- a/Server/src/plugin/tutorial/MasterChefDialogue.java +++ b/Server/src/plugin/tutorial/MasterChefDialogue.java @@ -40,18 +40,18 @@ public class MasterChefDialogue extends DialoguePlugin { int tut_stage = TutorialSession.getExtension(player).getStage(); switch (tut_stage) { case 18: - Component.setUnclosable(player, interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Ahh! Welcome, newcomer. I am the Master Chef, Lev. It", "is here I will teach you how to cook food truly fit for a", "king.")); + Component.setUnclosable(player, interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Ahh! Welcome, newcomer. I am the Master Chef, Lev. It", "is here I will teach you how to cook food truly fit for a", "king.")); break; case 20: if (player.getInventory().containsAll(1933,1929)) { - Component.setUnclosable(player, interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Mix together the flour and water to form a dough.")); + Component.setUnclosable(player, interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Mix together the flour and water to form a dough.")); stage = 1; } else if (player.getInventory().containsItem(new Item(2307))) { - Component.setUnclosable(player, interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "You already have some dough, no need", "to make more.")); + Component.setUnclosable(player, interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "You already have some dough, no need", "to make more.")); stage = 1; } else { - Component.setUnclosable(player, interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I see you have lost your pot of flour and bucket of water,", "No worries i will supply you with more.")); + Component.setUnclosable(player, interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I see you have lost your pot of flour and bucket of water,", "No worries i will supply you with more.")); if (player.getInventory().freeSlots() >= 2) { player.getInventory().add(new Item(1933)); player.getInventory().add(new Item(1929)); @@ -107,15 +107,15 @@ public class MasterChefDialogue extends DialoguePlugin { case 18: switch (stage) { case 0: - Component.setUnclosable(player, interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I already know how to cook. Brynna taught me just", "now.")); + Component.setUnclosable(player, interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I already know how to cook. Brynna taught me just", "now.")); stage = 1; break; case 1: - Component.setUnclosable(player, interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Hahahahahaha! You call THAT cooking? Some shrimp", "on an open log fire? Oh, no, no no. I am going to", "teach you the fine art of cooking bread.")); + Component.setUnclosable(player, interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Hahahahahaha! You call THAT cooking? Some shrimp", "on an open log fire? Oh, no, no no. I am going to", "teach you the fine art of cooking bread.")); stage = 2; break; case 2: - Component.setUnclosable(player, interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "And no fine meal is complete without good music, so", "we'll cover that while you're here too.")); + Component.setUnclosable(player, interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "And no fine meal is complete without good music, so", "we'll cover that while you're here too.")); stage = 3; break; case 3: diff --git a/Server/src/plugin/tutorial/MiningInstructorDialogue.java b/Server/src/plugin/tutorial/MiningInstructorDialogue.java index ff203fff8..abcc7a415 100644 --- a/Server/src/plugin/tutorial/MiningInstructorDialogue.java +++ b/Server/src/plugin/tutorial/MiningInstructorDialogue.java @@ -53,10 +53,10 @@ public final class MiningInstructorDialogue extends DialoguePlugin { npc = (NPC) args[0]; switch (TutorialSession.getExtension(player).getStage()) { case 30: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Hi there. You must be new around here. So what do I", "call you? 'Newcomer' seems so impersonal, and if we're", "going to be working together, I'd rather call you by", "name."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Hi there. You must be new around here. So what do I", "call you? 'Newcomer' seems so impersonal, and if we're", "going to be working together, I'd rather call you by", "name."); break; case 34: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I prospected both types of rock! One set contains tin", "and the other has copper ore inside."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I prospected both types of rock! One set contains tin", "and the other has copper ore inside."); break; case 35: if (!player.getInventory().contains(1265, 1)) { @@ -99,11 +99,11 @@ public final class MiningInstructorDialogue extends DialoguePlugin { case 30: switch (stage) { case 0: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "You can call me " + player.getUsername() + "."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "You can call me " + player.getUsername() + "."); stage = 1; break; case 1: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Ok then, " + player.getUsername() + ". My name is Dezzick and I'm a", "miner by Trade. Let's prospect some of those rocks."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Ok then, " + player.getUsername() + ". My name is Dezzick and I'm a", "miner by Trade. Let's prospect some of those rocks."); stage = 2; break; case 2: @@ -119,7 +119,7 @@ public final class MiningInstructorDialogue extends DialoguePlugin { case 40: switch (stage) { case 1: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Okay, I'll show you how to make a dagger out of it.", "You'll be needing this.."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Okay, I'll show you how to make a dagger out of it.", "You'll be needing this.."); stage = 2; break; case 2: @@ -147,11 +147,11 @@ public final class MiningInstructorDialogue extends DialoguePlugin { case 34: switch (stage) { case 0: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Absolutely right, " + player.getUsername() + ". These two ore types can be", "Smelted together to make bronze."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Absolutely right, " + player.getUsername() + ". These two ore types can be", "Smelted together to make bronze."); stage = 1; break; case 1: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "So now you know what ore is in the rocks over there,", "why don't you have a go at mining some tin and", "copper? Here, you'll need this to start with."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "So now you know what ore is in the rocks over there,", "why don't you have a go at mining some tin and", "copper? Here, you'll need this to start with."); stage = 2; break; case 2: diff --git a/Server/src/plugin/tutorial/QuestGuideDialogue.java b/Server/src/plugin/tutorial/QuestGuideDialogue.java index ec5a25290..3eb687e3d 100644 --- a/Server/src/plugin/tutorial/QuestGuideDialogue.java +++ b/Server/src/plugin/tutorial/QuestGuideDialogue.java @@ -38,11 +38,11 @@ public class QuestGuideDialogue extends DialoguePlugin { npc = (NPC) args[0]; switch (TutorialSession.getExtension(player).getStage()) { case 27: - Component.setUnclosable(player, interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Ah. Welcome adventurer. I'm here to tell you all about", "quests. Lets start by opening the Quest list.")); + Component.setUnclosable(player, interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Ah. Welcome adventurer. I'm here to tell you all about", "quests. Lets start by opening the Quest list.")); stage = 0; break; case 28: - Component.setUnclosable(player, interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Now you have the journal open. I'll tell you a bit about", "it At the moment all the quests are shown in red. Which", "means you have not started them yet.")); + Component.setUnclosable(player, interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Now you have the journal open. I'll tell you a bit about", "it At the moment all the quests are shown in red. Which", "means you have not started them yet.")); break; } return true; @@ -63,15 +63,15 @@ public class QuestGuideDialogue extends DialoguePlugin { case 28: switch (stage) { case 0: - Component.setUnclosable(player, interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "When you start a quest it will change colour to yellow,", "and to green when you've finished. This is so you can", "easily see what's complete, what's started and what's left", "to begin.")); + Component.setUnclosable(player, interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "When you start a quest it will change colour to yellow,", "and to green when you've finished. This is so you can", "easily see what's complete, what's started and what's left", "to begin.")); stage = 1; break; case 1: - Component.setUnclosable(player, interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "The start of quests are easy to find. Look out for the", "star icons on the minimap, just like the one you should", "see marking my house.")); + Component.setUnclosable(player, interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "The start of quests are easy to find. Look out for the", "star icons on the minimap, just like the one you should", "see marking my house.")); stage = 2; break; case 2: - Component.setUnclosable(player, interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "There's not a lot more I can tell you about questing.", "You have to experience the thrill of it yourself to fully", "understand. You may find some adevnture in the caves", "under my house.")); + Component.setUnclosable(player, interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "There's not a lot more I can tell you about questing.", "You have to experience the thrill of it yourself to fully", "understand. You may find some adevnture in the caves", "under my house.")); stage = 3; break; case 3: diff --git a/Server/src/plugin/tutorial/RSGuideDialogue.java b/Server/src/plugin/tutorial/RSGuideDialogue.java index 6f3468b43..c606670eb 100644 --- a/Server/src/plugin/tutorial/RSGuideDialogue.java +++ b/Server/src/plugin/tutorial/RSGuideDialogue.java @@ -42,13 +42,13 @@ public class RSGuideDialogue extends DialoguePlugin { if(tut_stage < TutorialSession.MAX_STAGE){ switch (tut_stage) { case 0: - Component.setUnclosable(player, interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Greetings! I see you are a new arrival to this land. My", "job is to welcome all new visitors. So welcome!")); + Component.setUnclosable(player, interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Greetings! I see you are a new arrival to this land. My", "job is to welcome all new visitors. So welcome!")); return true; case 1: - Component.setUnclosable(player, interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "You will notice a flashing icon of a spanner; please click", "on this to continue the tutorial.")); + Component.setUnclosable(player, interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "You will notice a flashing icon of a spanner; please click", "on this to continue the tutorial.")); return true; case 2: - Component.setUnclosable(player, interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I'm glad you're making progress!")); + Component.setUnclosable(player, interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I'm glad you're making progress!")); stage = 1; return true; } @@ -71,23 +71,23 @@ public class RSGuideDialogue extends DialoguePlugin { case 0: switch (stage) { case 0: - Component.setUnclosable(player, interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "You have already learned the first thing needed to", "succeed in this world: talking to other people!")); + Component.setUnclosable(player, interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "You have already learned the first thing needed to", "succeed in this world: talking to other people!")); stage = 1; break; case 1: - Component.setUnclosable(player, interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "You will find many inhabitants of this world have useful", "things to say to you. By clicking on them with your", "mouse you can talk to them.")); + Component.setUnclosable(player, interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "You will find many inhabitants of this world have useful", "things to say to you. By clicking on them with your", "mouse you can talk to them.")); stage = 2; break; case 2: - Component.setUnclosable(player, interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "I would also suggest reading through some of the", "supporting information on the website. There you can", "find the Knowledge Base, which contains all the", "additional information you're ever likely to need. It also")); + Component.setUnclosable(player, interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I would also suggest reading through some of the", "supporting information on the website. There you can", "find the Knowledge Base, which contains all the", "additional information you're ever likely to need. It also")); stage = 3; break; case 3: - Component.setUnclosable(player, interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "contains maps and helpful tips to help you on your", "journey.")); + Component.setUnclosable(player, interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "contains maps and helpful tips to help you on your", "journey.")); stage = 4; break; case 4: - Component.setUnclosable(player, interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "You will notice a flashing icon of a wrench, please click", "on this to continue the tutorial.")); + Component.setUnclosable(player, interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "You will notice a flashing icon of a wrench, please click", "on this to continue the tutorial.")); player.getInterfaceManager().openTab(new Component(261)); player.getConfigManager().set(1021, 12); stage = 5; @@ -102,7 +102,7 @@ public class RSGuideDialogue extends DialoguePlugin { case 2: switch (stage) { case 1: - Component.setUnclosable(player, interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "To continue the tutorial go through that door over", "there and speak to your first instructor!")); + Component.setUnclosable(player, interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "To continue the tutorial go through that door over", "there and speak to your first instructor!")); stage = 2; break; case 2: diff --git a/Server/src/plugin/tutorial/SurvivalExpertDialogue.java b/Server/src/plugin/tutorial/SurvivalExpertDialogue.java index 9baff3583..6b7ee7145 100644 --- a/Server/src/plugin/tutorial/SurvivalExpertDialogue.java +++ b/Server/src/plugin/tutorial/SurvivalExpertDialogue.java @@ -107,7 +107,7 @@ public class SurvivalExpertDialogue extends DialoguePlugin { int tut_stage = TutorialSession.getExtension(player).getStage(); switch (tut_stage) { case 4: - Component.setUnclosable(player, interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Hello there, newcomer. My name is Brynna. My job is", "to teach you a few suvival tips and tricks. First off", "we're going to start with the most basic skill of", "all: making a fire.")); + Component.setUnclosable(player, interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Hello there, newcomer. My name is Brynna. My job is", "to teach you a few suvival tips and tricks. First off", "we're going to start with the most basic skill of", "all: making a fire.")); break; case 6: if (!player.getInventory().contains(1351, 1) && player.getInventory().contains(590, 1)) { @@ -124,7 +124,7 @@ public class SurvivalExpertDialogue extends DialoguePlugin { stage = 90; break; case 11: - Component.setUnclosable(player, interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Well done! Next we need to get some food in our", "bellies. We'd need something to cook. There are shrimp", "in the pond there. So let's catch and cook some.")); + Component.setUnclosable(player, interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Well done! Next we need to get some food in our", "bellies. We'd need something to cook. There are shrimp", "in the pond there. So let's catch and cook some.")); break; case 8: if (!player.getInventory().contains(1351, 1) && player.getInventory().contains(590, 1)) { diff --git a/Server/src/plugin/tutorial/TutorialCompletionDialogue.java b/Server/src/plugin/tutorial/TutorialCompletionDialogue.java index a350780d1..c50fa1c11 100644 --- a/Server/src/plugin/tutorial/TutorialCompletionDialogue.java +++ b/Server/src/plugin/tutorial/TutorialCompletionDialogue.java @@ -105,7 +105,7 @@ public class TutorialCompletionDialogue extends DialoguePlugin { //Skippy Dialogue used whenever the Player talks to Skippy during the tutorial else { - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "*psst.* Hey, do you want to skip the tutorial?", "I can send you straight to the mainland, easy."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "*psst.* Hey, do you want to skip the tutorial?", "I can send you straight to the mainland, easy."); stage = 1; } return true; @@ -149,21 +149,21 @@ public class TutorialCompletionDialogue extends DialoguePlugin { } break; case 2: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "Can I decide later?."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Can I decide later?."); stage = 39; break; case 3: - interpreter.sendDialogues(player, FacialExpression.NO_EXPRESSION, "I'll stay here for the Tutorial."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I'll stay here for the Tutorial."); stage = 40; break; } break; case 39: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Yes. Talk to me at any point during this tutorial", "if you change your mind."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Yes. Talk to me at any point during this tutorial", "if you change your mind."); stage = 99; break; case 40: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Very well. Have fun, adventurer."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Very well. Have fun, adventurer."); stage = 99; break; @@ -250,11 +250,11 @@ public class TutorialCompletionDialogue extends DialoguePlugin { } //Final Regards from the Magic Instructor case 1199: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "When you get to the mainland you will find yourself in", "the town of Lumbridge. If you want some ideas on", "where to go next talk to my friend the Lumbridge", "Guide. You can't miss him; he's holding a big staff with"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "When you get to the mainland you will find yourself in", "the town of Lumbridge. If you want some ideas on", "where to go next talk to my friend the Lumbridge", "Guide. You can't miss him; he's holding a big staff with"); stage++; break; case 1200: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "a question mark on the end. He also has a white beard","and carries a rucksack full of scrolls. There are also","many tutors willing to teach you about the many skills","you could learn."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "a question mark on the end. He also has a white beard","and carries a rucksack full of scrolls. There are also","many tutors willing to teach you about the many skills","you could learn."); stage++; break; case 1201: //Needs to be the Lumbridge Guide Icon... Not sure of the ID or interface. @@ -266,7 +266,7 @@ public class TutorialCompletionDialogue extends DialoguePlugin { stage++; break; case 1203: - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "If all else fails, visit the "+ GameWorld.getName()+ " website for a whole","chestload of information on quests, skills, and minigames","as well as a very good starter's guide."); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "If all else fails, visit the "+ GameWorld.getName()+ " website for a whole","chestload of information on quests, skills, and minigames","as well as a very good starter's guide."); stage++; break; diff --git a/Server/src/plugin/zone/phasmatys/GhostSailorDialogue.java b/Server/src/plugin/zone/phasmatys/GhostSailorDialogue.java index 78300b8f5..c325576b1 100644 --- a/Server/src/plugin/zone/phasmatys/GhostSailorDialogue.java +++ b/Server/src/plugin/zone/phasmatys/GhostSailorDialogue.java @@ -41,7 +41,7 @@ public final class GhostSailorDialogue extends DialoguePlugin { player("Hi there. Why do you still bother having ships here? I", "mean - you're dead, what use are they to you?"); stage = 10; } else { - interpreter.sendDialogues(npc, FacialExpression.NO_EXPRESSION, "Woooo wooo wooooo woooo"); + interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Woooo wooo wooooo woooo"); stage = 0; } return true;