Server/Server/src/plugin/dialogue/BurthorpeSoldierDialogue.java
Qweqker e1b665dca1 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
2020-01-26 22:02:03 -05:00

69 lines
1.5 KiB
Java

package plugin.dialogue;
import org.crandor.game.content.dialogue.DialoguePlugin;
import org.crandor.game.content.dialogue.FacialExpression;
import org.crandor.game.node.entity.npc.NPC;
import org.crandor.plugin.InitializablePlugin;
import org.crandor.game.node.entity.player.Player;
/**
* Represents the burthorpe soldier dialogue plugin.
* @author 'Vexia
* @version 1.0
*/
@InitializablePlugin
public final class BurthorpeSoldierDialogue extends DialoguePlugin {
/**
* Constructs a new {@code BurthorpeSoldierDialogue} {@code Object}.
*/
public BurthorpeSoldierDialogue() {
/**
* empty.
*/
}
/**
* Constructs a new {@code BurthorpeSoldierDialogue} {@code Object}.
* @param player the player.
*/
public BurthorpeSoldierDialogue(Player player) {
super(player);
}
@Override
public DialoguePlugin newInstance(Player player) {
return new BurthorpeSoldierDialogue(player);
}
@Override
public boolean open(Object... args) {
npc = (NPC) args[0];
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Hi!");
stage = 0;
return true;
}
@Override
public boolean handle(int interfaceId, int buttonId) {
switch (stage) {
case 0:
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Vacca foeda.");
stage = 1;
break;
case 1:
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Er...");
stage = 2;
break;
case 2:
end();
break;
}
return true;
}
@Override
public int[] getIds() {
return new int[] { 1065 };
}
}