Implemented Varrock hard achievement for getting a spottier cape
Fixed an inauthentic typo in Matthias's falconry dialog
This commit is contained in:
@@ -6,6 +6,7 @@ import core.game.component.ComponentDefinition
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import core.game.component.ComponentPlugin
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import core.game.component.ComponentPlugin
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import core.game.container.access.InterfaceContainer
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import core.game.container.access.InterfaceContainer
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import core.game.node.entity.player.Player
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import core.game.node.entity.player.Player
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import core.game.node.entity.player.link.diary.DiaryType
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import core.game.node.item.Item
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import core.game.node.item.Item
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import core.plugin.Initializable
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import core.plugin.Initializable
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import core.plugin.Plugin
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import core.plugin.Plugin
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@@ -165,6 +166,10 @@ class FurClothingInterface : ComponentPlugin(){
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if (removeItem(player, requiredFur, Container.INVENTORY) &&
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if (removeItem(player, requiredFur, Container.INVENTORY) &&
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removeItem(player, coins, Container.INVENTORY)) {
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removeItem(player, coins, Container.INVENTORY)) {
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addItem(player, clothing.product.id, amount)
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addItem(player, clothing.product.id, amount)
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if (clothing == FUR_CLOTHING.DASH_CAPE) {
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player.achievementDiaryManager.finishTask(player, DiaryType.VARROCK, 2, 2)
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}
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}
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}
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}
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}
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+144
-9
@@ -8,6 +8,7 @@ import core.game.node.entity.npc.NPC;
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import core.game.node.entity.player.Player;
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import core.game.node.entity.player.Player;
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import core.plugin.Initializable;
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import core.plugin.Initializable;
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import core.game.node.item.Item;
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import core.game.node.item.Item;
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import org.rs09.consts.Items;
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/**
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/**
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* Handles the MathiasFlaconryDialogue dialogue.
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* Handles the MathiasFlaconryDialogue dialogue.
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@@ -49,7 +50,8 @@ public class MathiasFlaconryDialogue extends DialoguePlugin {
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}
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}
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break;
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break;
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case 323:
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case 323:
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end();
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interpreter.sendDialogues(5093, FacialExpression.NEUTRAL, "Well, you're welcome to come back if you change", "your mind.");
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stage = 967;
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break;
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break;
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case 95:
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case 95:
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if (player.getBank().containsItem(FALCON) || player.getEquipment().containsItem(FALCON) || player.getInventory().containsItem(FALCON)) {
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if (player.getBank().containsItem(FALCON) || player.getEquipment().containsItem(FALCON) || player.getInventory().containsItem(FALCON)) {
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@@ -58,7 +60,7 @@ public class MathiasFlaconryDialogue extends DialoguePlugin {
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return true;
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return true;
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}
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}
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if (player.getEquipment().get(EquipmentContainer.SLOT_HANDS) != null || player.getEquipment().get(EquipmentContainer.SLOT_SHIELD) != null || player.getEquipment().get(EquipmentContainer.SLOT_WEAPON) != null) {
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if (player.getEquipment().get(EquipmentContainer.SLOT_HANDS) != null || player.getEquipment().get(EquipmentContainer.SLOT_SHIELD) != null || player.getEquipment().get(EquipmentContainer.SLOT_WEAPON) != null) {
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interpreter.sendDialogues(5093, FacialExpression.HALF_GUILTY, "Sorry, free your hands, weapon, and shield slot first.");
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interpreter.sendDialogues(5093, FacialExpression.HALF_GUILTY, "Sorry, you really need both hands free for falconry. I'd", "suggest that you put away your weapons and gloves before", "we start.");
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stage = 99;
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stage = 99;
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break;
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break;
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}
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}
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@@ -69,11 +71,11 @@ public class MathiasFlaconryDialogue extends DialoguePlugin {
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stage = 97;
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stage = 97;
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} else {
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} else {
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end();
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end();
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player.getPacketDispatch().sendMessage("You need 500 gold goins.");
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player.getPacketDispatch().sendMessage("You need 500 gold coins.");
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}
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}
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break;
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break;
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case 97:
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case 97:
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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.");
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interpreter.sendDialogues(5093, FacialExpression.HALF_GUILTY, "Don't worry; I'll keep an eye on you to make sure", "you don't upset it too much.");
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stage = 99;
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stage = 99;
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break;
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break;
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case 99:
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case 99:
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@@ -84,22 +86,109 @@ public class MathiasFlaconryDialogue extends DialoguePlugin {
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stage = 501;
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stage = 501;
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break;
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break;
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case 501:
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case 501:
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interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Could I have a go with your bird?");
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interpreter.sendOptions("Select an Option", "Do you have any quests I could do?", "What is this place?", "Could I have a go with your bird?");
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stage = 502;
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stage = 502;
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break;
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break;
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case 502:
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case 502:
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switch (buttonId) {
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case 1:
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interpreter.sendDialogues(player, FacialExpression.ASKING, "Do you have any quests I could do?");
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stage = 600;
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break;
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case 2:
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interpreter.sendDialogues(player, FacialExpression.ASKING, "What is this place?");
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stage = 700;
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break;
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case 3:
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interpreter.sendDialogues(player, FacialExpression.ASKING, "Could I have a go with your bird?");
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stage = 800;
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break;
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}
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break;
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case 600:
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interpreter.sendDialogues(5093, FacialExpression.ASKING, "A quest? What a strange notion. Do you normally go", "around asking complete strangers for quests?");
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stage = 601;
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break;
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case 601:
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interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Er, yes, now you come to mention it.");
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stage = 602;
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break;
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case 602:
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interpreter.sendDialogues(5093, FacialExpression.HALF_GUILTY, "Oh, ok then. Well, no, I don't; sorry.");
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stage = 967;
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break;
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case 700:
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interpreter.sendDialogues(5093, FacialExpression.HALF_GUILTY, "A good question; straight and to the point. My name is ", "Matthias, I am a falconer, and this is where I train", "my birds.");
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stage = 701;
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break;
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case 701:
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interpreter.sendOptions("Select an Option", "Do you have any quests I could do?", "That sounds like fun; could I have a go?", "That doesn't sound like my sort of thing.", "What's this falconry thing all about then?");
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stage = 702;
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break;
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case 702:
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switch (buttonId) {
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case 1:
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interpreter.sendDialogues(player, FacialExpression.ASKING, "Do you have any quests I could do?");
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stage = 600;
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break;
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case 2:
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interpreter.sendDialogues(player, FacialExpression.ASKING, "That sounds like fun; could I have a go?");
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stage = 800;
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break;
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case 3:
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interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "That doesn't sound like my sort of thing.");
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stage = 720;
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break;
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case 4:
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interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "What's this falconry thing all about then?");
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stage = 750;
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break;
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}
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break;
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case 720:
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interpreter.sendDialogues(5093, FacialExpression.HALF_GUILTY, "Fair enough; it does require a great deal of patience and", "skill, so I can understand if you might feel intimidated.");
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stage = 967;
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break;
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case 750:
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interpreter.sendDialogues(5093, FacialExpression.NEUTRAL, "Well, some people see it as a sport, although such a term", "does not really convey the amount of patience and", "dedication required to be proficient at the task.");
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stage = 751;
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break;
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case 751:
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interpreter.sendDialogues(5093, FacialExpression.NEUTRAL, "Putting it simply, it is the training and use of birds of", "prey in hunting quarry.");
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stage = 752;
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break;
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case 752:
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interpreter.sendDialogues(player, FacialExpression.ASKING, "So it's like keeping a pet then?");
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stage = 753;
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break;
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case 753:
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interpreter.sendDialogues(5093, FacialExpression.NEUTRAL, "Not exactly, no. Such a bird can never really be", "considered tame in the same way that a dog can.");
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stage = 754;
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break;
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case 754:
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interpreter.sendDialogues(5093, FacialExpression.NEUTRAL, "They can be trained to associate people or places with", "food though, and, as such, a good falconer can get a", "trained bird to do as he wishes.");
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stage = 701;
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break;
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case 800:
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if (player.getSkills().getLevel(Skills.HUNTER) < 43) {
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if (player.getSkills().getLevel(Skills.HUNTER) < 43) {
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npc("Try coming back when you're more experienced", "I wouldn't want my birds being injured.");
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npc("Try coming back when you're more experienced", "I wouldn't want my birds being injured.");
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stage = 967;
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stage = 967;
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return true;
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return true;
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}
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}
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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.");
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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.");
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stage = 503;
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stage = 801;
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break;
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break;
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case 503:
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case 801:
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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.");
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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.");
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stage = 802;
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break;
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case 802:
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interpreter.sendDialogues(5093, FacialExpression.NEUTRAL, "I'd have to request a small fee, mind you; how does", "500 gold pieces sound?");
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stage = 90;
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stage = 90;
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break;
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break;
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case 900:
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case 900:
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interpreter.sendOptions("Select an Option", "Yes, please.", "No thank you.");
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interpreter.sendOptions("Select an Option", "Yes, please.", "No thank you.");
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stage = 901;
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stage = 901;
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@@ -125,7 +214,48 @@ public class MathiasFlaconryDialogue extends DialoguePlugin {
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case 967:
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case 967:
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end();
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end();
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break;
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break;
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case 1000:
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interpreter.sendDialogues(5093, FacialExpression.HALF_GUILTY, "Ah, you're back. How are you getting along with her then?");
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stage = 1001;
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break;
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case 1001:
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interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "It's certainly harder than it looks.");
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stage = 1002;
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break;
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case 1002:
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interpreter.sendDialogues(5093, FacialExpression.HALF_GUILTY, "Sorry, but I was talking to the falcon, not you. But yes it", "is. Have you had enough yet?");
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stage = 1003;
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break;
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case 1003:
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interpreter.sendOptions("Select an Option", "Actually, I'd like to keep trying a little longer.", "I think I'll leave it for now.");
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stage = 1004;
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break;
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case 1004:
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switch (buttonId) {
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case 1:
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interpreter.sendDialogues(player, FacialExpression.ASKING, "Actually, I'd like to keep trying a little longer.");
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stage = 1010;
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break;
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case 2:
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interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I think I'll leave it for now.");
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stage = 1020;
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break;
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}
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break;
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case 1010:
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interpreter.sendDialogues(5093, FacialExpression.NEUTRAL, "Ok then, just come talk to me when you're done.");
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stage = 967;
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break;
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case 1020:
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player.getInventory().remove(FALCON);
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player.getEquipment().remove(FALCON, true);
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interpreter.sendDialogue("You give the falcon and glove back to Matthias.");
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stage = 967;
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break;
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}
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}
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return true;
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return true;
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}
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}
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@@ -145,6 +275,11 @@ public class MathiasFlaconryDialogue extends DialoguePlugin {
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stage = 900;
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stage = 900;
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return true;
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return true;
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}
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}
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if (player.getEquipment().contains(10024, 1) || player.getInventory().contains(10024, 1)) {
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interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Hello again.");
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stage = 1000;
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return true;
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}
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if (args.length == 2)
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if (args.length == 2)
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quick = true;
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quick = true;
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if (quick) {
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if (quick) {
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Block a user