forked from 2009Scape/Server
189 lines
5.6 KiB
Java
189 lines
5.6 KiB
Java
package plugin.dialogue;
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import org.crandor.game.content.dialogue.DialoguePlugin;
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import org.crandor.game.content.dialogue.FacialExpression;
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import org.crandor.game.node.entity.npc.NPC;
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import org.crandor.plugin.InitializablePlugin;
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import org.crandor.game.node.entity.player.Player;
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/**
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* Represents the miss schism dialogue plugin.
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* @author 'Vexia
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* @version 1.0
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*/
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@InitializablePlugin
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public final class MissSchismDialogue extends DialoguePlugin {
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/**
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* Constructs a new {@code MissSchismDialogue} {@code Object}.
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*/
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public MissSchismDialogue() {
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/**
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* empty.
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*/
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}
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/**
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* Constructs a new {@code MissSchismDialogue} {@code Object}.
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* @param player the player.
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*/
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public MissSchismDialogue(Player player) {
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super(player);
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}
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@Override
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public DialoguePlugin newInstance(Player player) {
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return new MissSchismDialogue(player);
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}
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@Override
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public boolean open(Object... args) {
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npc = (NPC) args[0];
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interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Oooh, my dear, have you heard the news?");
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stage = 0;
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return true;
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}
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@Override
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public boolean handle(int interfaceId, int buttonId) {
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switch (stage) {
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case 0:
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interpreter.sendOptions("What would you like to say?", "Ok, tell me about the news.", "Who are you?", "I'm not talking to you, you horrible woman.");
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stage = 1;
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break;
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case 1:
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switch (buttonId) {
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case 1:
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interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Ok, tell me about the news.");
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stage = 10;
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break;
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case 2:
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interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Who are you?");
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stage = 20;
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break;
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case 3:
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interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I'm not talking to you, you horrible woman.");
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stage = 30;
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break;
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}
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break;
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case 10:
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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?");
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stage = 11;
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break;
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case 11:
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interpreter.sendOptions("Select an Option", "Tell me about the vampire.", "Tell me about the bank.");
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stage = 12;
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break;
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case 12:
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switch (buttonId) {
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case 1:
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interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Tell me about the vampire.");
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stage = 110;
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break;
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case 2:
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interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "What about the bank?");
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stage = 210;
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break;
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}
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break;
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case 110:
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if (player.getQuestRepository().isComplete("Vampire Slayer")) {
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interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Well, there's nothing to tell NOW. You killed it.");
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stage = 111;
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} else {
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npc("There is an evil Vampire terrorizing the city!");
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stage = 119;
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}
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break;
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case 111:
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interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "You could sound a little grateful.");
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stage = 112;
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break;
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case 112:
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interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I'm sure I could, but I don't see why. The vampie wasn't", "bothering me.");
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stage = 113;
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break;
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case 113:
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interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "...");
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stage = 114;
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break;
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case 114:
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end();
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break;
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case 119:
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player("Oh, that's not good.");
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stage = 120;
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break;
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case 120:
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end();
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break;
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case 210:
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interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "It's terrible, absolutely terrible! Those poor people!");
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stage = 211;
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break;
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case 211:
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interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Ok, yeah.");
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stage = 212;
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break;
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case 212:
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interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "And who'd have ever thought such a sweet old genleman", "would do such a thing?");
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stage = 213;
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break;
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case 213:
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interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Are we talking about the bank robbery?");
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stage = 214;
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break;
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case 214:
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interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Oh yes, my dear. It was terrible! TERRIBLE!");
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stage = 215;
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break;
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case 215:
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end();
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break;
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case 20:
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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");
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stage = 21;
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break;
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case 21:
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interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "someone HAD to stand up and", "keep an eye on the situation.");
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stage = 22;
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break;
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case 22:
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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.");
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stage = 23;
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break;
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case 23:
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if(player.getQuestRepository().isComplete("Vampire Slayer")) {
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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.");
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stage = 24;
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} else {
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end();
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}
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break;
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case 24:
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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.");
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stage = 25;
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break;
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case 25:
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end();
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break;
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case 30:
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interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Oooh.");
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stage = 31;
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break;
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case 31:
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end();
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break;
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}
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return true;
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}
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@Override
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public int[] getIds() {
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return new int[] { 2634 };
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}
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}
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