From 276cb0f7c676c4fd5a58d7d0cf839c48531e2a7b Mon Sep 17 00:00:00 2001 From: Skal Fate <13443576-SkalFate@users.noreply.gitlab.com> Date: Wed, 1 Mar 2023 08:46:34 +0000 Subject: [PATCH] Corrected facial expressions and dialogue for many NPCs Lumbridge: Explorer Jack grammar errors, fishing tutor expressions, prayer tutor expressions Falador: Makeover mage expressions, castle squire dialogue error, Rising Sun bartenders expressions Varrock: Thessalia expressions, head chef expressions Taverly: Kaquemeex and Sanfew expressions Port Sarim: Thaki The Dwarf dialogue was sending a bad player expression causing it to break animation, bartender expressions, Klarence expressions Rimmington: Hetty expressions Karmaja: Luthas expressions and dialogue added, fixed Man character speaking the player's dialogue Brimhaven: Bartender expressions, Davon the amulet seller expressions --- .../dialogue/FaladorSquireDialogue.java | 2 +- .../dialogue/MakeOverMageDialogue.java | 46 +++++++++---------- .../dialogue/RisingSunInnBartenderDialogue.kt | 10 ++-- .../portsarim/dialogue/KlarenseDialogue.java | 46 +++++++++---------- .../dialogue/PortSarimBartenderDialogue.java | 14 +++--- .../portsarim/dialogue/TakiDwarfDialogue.java | 4 +- .../rimmington/dialogue/HettyDialogue.java | 38 +++++++-------- .../taverley/dialogue/KaqemeexDialogue.java | 44 +++++++++--------- .../taverley/dialogue/SanfewDialogue.java | 8 ++-- .../dialogue/BrimhavenBartenderDialogue.java | 12 ++--- .../brimhaven/dialogue/DavonDialogue.java | 2 +- .../karamja/dialogue/KaramajaManDialogue.java | 4 +- .../karamja/dialogue/LuthasDialogue.java | 36 ++++++++++----- .../dialogue/ExplorerJackDialogue.java | 4 +- .../dialogue/FishingTutorDialogue.java | 20 ++++---- .../dialogue/PrayerTutorDialogue.java | 16 +++---- .../varrock/dialogue/HeadChefDialogue.java | 22 ++++----- .../varrock/dialogue/ThessaliaDialogue.kt | 8 ++-- 18 files changed, 174 insertions(+), 162 deletions(-) diff --git a/Server/src/main/content/region/asgarnia/falador/dialogue/FaladorSquireDialogue.java b/Server/src/main/content/region/asgarnia/falador/dialogue/FaladorSquireDialogue.java index 58c610f43..90da1a087 100644 --- a/Server/src/main/content/region/asgarnia/falador/dialogue/FaladorSquireDialogue.java +++ b/Server/src/main/content/region/asgarnia/falador/dialogue/FaladorSquireDialogue.java @@ -195,7 +195,7 @@ public final class FaladorSquireDialogue extends DialoguePlugin { stage = 132; break; case 132: - npc("To claim your Falador Achievement Diary rewards,", "speak to Redbeard the Pirate in Port Sarim, Sir Vyvin's", "squire in the White Knight's Castle, or myself."); + npc("To claim your Falador Achievement Diary rewards,", "speak to Redbeard the Pirate in Port Sarim, The Chemist", "in Rimmington, or myself."); stage = 105; break; diff --git a/Server/src/main/content/region/asgarnia/falador/dialogue/MakeOverMageDialogue.java b/Server/src/main/content/region/asgarnia/falador/dialogue/MakeOverMageDialogue.java index ee56b343e..2d3a191eb 100644 --- a/Server/src/main/content/region/asgarnia/falador/dialogue/MakeOverMageDialogue.java +++ b/Server/src/main/content/region/asgarnia/falador/dialogue/MakeOverMageDialogue.java @@ -34,11 +34,11 @@ public class MakeOverMageDialogue extends DialoguePlugin { npc = (NPC) args[0]; if (args.length == 2) { - interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Hmm... you didn't feel any unexpected growths", "aywhere around your head just then did you?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_ASKING, "Hmm... you didn't feel any unexpected growths", "anywhere around your head just then did you?"); stage = 600; return true; } - 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!"); + interpreter.sendDialogues(npc, FacialExpression.HAPPY, "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.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?"); + interpreter.sendDialogues(npc, FacialExpression.HAPPY, "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: @@ -61,29 +61,29 @@ public class MakeOverMageDialogue extends DialoguePlugin { case 2: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Tell me more about this 'make-over'."); + interpreter.sendDialogues(player, FacialExpression.HAPPY, "Tell me more about this 'make-over'."); stage = 10; break; case 2: - interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Sure. Do it."); + interpreter.sendDialogues(player, FacialExpression.HAPPY, "Sure. Do it."); stage = 20; break; case 3: - interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "No thanks. I'm happy as Saradomin made me."); + interpreter.sendDialogues(player, FacialExpression.HAPPY, "No thanks. I'm happy as Saradomin made me."); stage = 19; break; case 4: - interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Cool amulet! Can I have one?"); + interpreter.sendDialogues(player, FacialExpression.HAPPY, "Cool amulet! Can I have one?"); stage = 40; break; } break; case 20: - 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."); + interpreter.sendDialogues(npc, FacialExpression.HAPPY, "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; break; case 21: - interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Well, go get it then. No freebies here!"); + interpreter.sendDialogues(npc, FacialExpression.ANGRY, "Well, go get it then. No freebies here!"); stage = 22; break; case 22: @@ -99,19 +99,19 @@ public class MakeOverMageDialogue extends DialoguePlugin { } break; case 10: - interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Why, of course! Basically, and I will try and explain", "this so that you will understant it correctly,"); + interpreter.sendDialogues(npc, FacialExpression.HAPPY, "Why, of course! Basically, and I will try and explain", "this so that you will understand it correctly,"); stage = 11; break; case 11: - interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I use my secret magical technique to melt your body", "down into a puddle of its elememnts."); + interpreter.sendDialogues(npc, FacialExpression.FRIENDLY, "I use my secret magical technique to melt your body", "down into a puddle of its elements."); stage = 12; break; case 12: - 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."); + interpreter.sendDialogues(npc, FacialExpression.FRIENDLY, "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.HALF_GUILTY, "Or, you know, somewhere vaguely close enough", "anyway."); + interpreter.sendDialogues(npc, FacialExpression.FRIENDLY, "Or, you know, somewhere vaguely close enough", "anyway."); stage = 14; break; case 14: @@ -119,11 +119,11 @@ public class MakeOverMageDialogue extends DialoguePlugin { stage = 15; break; case 15: - interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "It's as safe as houses! Why, I have only had thrity-six", "major accidents this month!"); + interpreter.sendDialogues(npc, FacialExpression.LAUGH, "It's as safe as houses! Why, I have only had thirty-six", "major accidents this month!"); stage = 16; break; case 16: - interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "So what do you say? Feel like a change?"); + interpreter.sendDialogues(npc, FacialExpression.ASKING, "So what do you say? Feel like a change?"); stage = 17; break; case 17: @@ -133,11 +133,11 @@ public class MakeOverMageDialogue extends DialoguePlugin { case 18: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Sure. Do it."); + interpreter.sendDialogues(player, FacialExpression.HAPPY, "Sure. Do it."); stage = 20; break; case 2: - interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "No thanks. I'm happy as Saradomin made me."); + interpreter.sendDialogues(player, FacialExpression.HAPPY, "No thanks. I'm happy as Saradomin made me."); stage = 19; break; } @@ -150,7 +150,7 @@ public class MakeOverMageDialogue extends DialoguePlugin { end(); break; case 40: - 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."); + interpreter.sendDialogues(npc, FacialExpression.HAPPY, "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: @@ -160,11 +160,11 @@ public class MakeOverMageDialogue extends DialoguePlugin { case 42: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Sure, here you go."); + interpreter.sendDialogues(player, FacialExpression.HAPPY, "Sure, here you go."); stage = 100; break; case 2: - interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "No way! That's too expensive."); + interpreter.sendDialogues(player, FacialExpression.AMAZED, "No way! That's too expensive."); stage = 400; break; @@ -178,15 +178,15 @@ public class MakeOverMageDialogue extends DialoguePlugin { end(); break; case 600: - interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Uh... No...?"); + interpreter.sendDialogues(player, FacialExpression.EXTREMELY_SHOCKED, "Uh... No...?"); stage = 601; break; case 601: - interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Good, good, I was worried for a second there!"); + interpreter.sendDialogues(npc, FacialExpression.WORRIED, "Good, good, I was worried for a second there!"); stage = 602; break; case 602: - interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Uh... Thanks, I guess."); + interpreter.sendDialogues(player, FacialExpression.SUSPICIOUS, "Uh... Thanks, I guess."); stage = 603; break; case 603: diff --git a/Server/src/main/content/region/asgarnia/falador/dialogue/RisingSunInnBartenderDialogue.kt b/Server/src/main/content/region/asgarnia/falador/dialogue/RisingSunInnBartenderDialogue.kt index 43b4b1150..3bd7a9787 100644 --- a/Server/src/main/content/region/asgarnia/falador/dialogue/RisingSunInnBartenderDialogue.kt +++ b/Server/src/main/content/region/asgarnia/falador/dialogue/RisingSunInnBartenderDialogue.kt @@ -39,16 +39,16 @@ class RisingSunInnBartenderDialogue(player: Player? = null) : core.game.dialogue when (stage) { START_DIALOGUE -> if (hasAnyBeerGlasses()) { showTopics( - Topic(core.game.dialogue.FacialExpression.HALF_ASKING, "What ales are you serving?", 10), - Topic(core.game.dialogue.FacialExpression.HALF_GUILTY, "I've got some beer glasses...", 20) + Topic(core.game.dialogue.FacialExpression.ASKING, "What ales are you serving?", 10), + Topic(core.game.dialogue.FacialExpression.HAPPY, "I've got some beer glasses...", 20) ) } else { - playerl(core.game.dialogue.FacialExpression.HALF_ASKING, "What ales are you serving?") + playerl(core.game.dialogue.FacialExpression.ASKING, "What ales are you serving?") .also { stage = 10 } } 10 -> npcl( - core.game.dialogue.FacialExpression.HALF_GUILTY, + core.game.dialogue.FacialExpression.FRIENDLY, "Well, we've got Asgarnian Ale, Wizard's Mind Bomb and Dwarven Stout. " + "Each for only 3 coins." ).also { stage++ } @@ -56,7 +56,7 @@ class RisingSunInnBartenderDialogue(player: Player? = null) : core.game.dialogue 11 -> showTopics( Topic(core.game.dialogue.FacialExpression.HAPPY, "One Asgarnian Ale, please.", 12), Topic(core.game.dialogue.FacialExpression.HAPPY, "I'll try the Mind Bomb.", 13), - Topic(core.game.dialogue.FacialExpression.HALF_ASKING, "Can I have a Dwarven Stout?", 14), + Topic(core.game.dialogue.FacialExpression.ASKING, "Can I have a Dwarven Stout?", 14), Topic(core.game.dialogue.FacialExpression.NEUTRAL, "I don't feel like any of those.", END_DIALOGUE) ) diff --git a/Server/src/main/content/region/asgarnia/portsarim/dialogue/KlarenseDialogue.java b/Server/src/main/content/region/asgarnia/portsarim/dialogue/KlarenseDialogue.java index f12e1a60e..f127dc2c8 100644 --- a/Server/src/main/content/region/asgarnia/portsarim/dialogue/KlarenseDialogue.java +++ b/Server/src/main/content/region/asgarnia/portsarim/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.HALF_GUILTY, "Hey, stay off my ship! That's private property!"); + interpreter.sendDialogues(npc, FacialExpression.ANGRY, "Hey, stay off my ship! That's private property!"); stage = 0; return true; } @@ -64,11 +64,11 @@ public final class KlarenseDialogue extends DialoguePlugin { break; default: if (player.getSavedData().getQuestData().getDragonSlayerAttribute("ship")) { - npc("Hello, captain! Here to inspect your new ship? Just a", "little work and she'll be seaworthy again."); + interpreter.sendDialogues(npc, FacialExpression.NEUTRAL, "Hello, captain! Here to inspect your new ship? Just a", "little work and she'll be seaworthy again."); stage = 400; return true; } - 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."); + interpreter.sendDialogues(npc, FacialExpression.NEUTRAL, "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; } @@ -88,15 +88,15 @@ public final class KlarenseDialogue extends DialoguePlugin { end(); break; case -1: - npc("No, it's not. It may, to the untrained eye, at first", "appear to be the Lady Lumbridge, but it is definitely", "not. It's my new ship. It just happens to look slightly", "similar, is all."); + interpreter.sendDialogues(npc, FacialExpression.SUSPICIOUS,"No, it's not. It may, to the untrained eye, at first", "appear to be the Lady Lumbridge, but it is definitely", "not. It's my new ship. It just happens to look slightly", "similar, is all."); stage = 1; break; case 1: - player("It has Lady Lumbridge pained out and 'Klarense's", "Cruiser' painted over it!"); + interpreter.sendDialogues(player, FacialExpression.ANNOYED,"It has Lady Lumbridge pained out and 'Klarense's", "Cruiser' painted over it!"); stage = 2; break; case 2: - npc("Nope, you're mistaken. It's my new boat."); + interpreter.sendDialogues(npc, FacialExpression.SUSPICIOUS,"Nope, you're mistaken. It's my new boat."); stage = 3; break; case 3: @@ -110,48 +110,48 @@ public final class KlarenseDialogue extends DialoguePlugin { end(); break; case 1: - player("Would you take me to Crandor when she's ready?"); + interpreter.sendDialogues(player, FacialExpression.ASKING, "Would you take me to Crandor when she's ready?"); stage = 2; break; case 2: - npc("Crandor? You're joking, right?"); + interpreter.sendDialogues(npc, FacialExpression.EXTREMELY_SHOCKED, "Crandor? You're joking, right?"); stage = 3; break; case 3: - player("No. I want to go to Crandor."); + interpreter.sendDialogues(player, FacialExpression.NEUTRAL, "No. I want to go to Crandor."); stage = 4; break; case 4: - npc("Then you must be crazy."); + interpreter.sendDialogues(npc, FacialExpression.WORRIED, "Then you must be crazy."); stage = 5; break; case 5: - npc("That island is surrounded by reefs that would rip this", "ship to shreds. Even if you found a map, you'd need", "an experienced captain to stand a chance of getting", "through"); + interpreter.sendDialogues(npc, FacialExpression.NEUTRAL, "That island is surrounded by reefs that would rip this", "ship to shreds. Even if you found a map, you'd need", "an experienced captain to stand a chance of getting", "through"); stage = 6; break; case 6: - npc("even if you gould get to it, there's no way I'm going", "any closer to that dragon than I have to. They say it", "can destroy whole ships with one bite."); + interpreter.sendDialogues(npc, FacialExpression.NEUTRAL,"even if you gould get to it, there's no way I'm going", "any closer to that dragon than I have to. They say it", "can destroy whole ships with one bite."); stage = 7; break; case 7: - player("I'd like to buy her."); + interpreter.sendDialogues(player, FacialExpression.NEUTRAL,"I'd like to buy her."); stage = 8; break; case 8: - npc("Of course! I'm sure the work needed to do on it", "wouldn't be too expensive."); + interpreter.sendDialogues(npc, FacialExpression.HAPPY,"Of course! I'm sure the work needed to do on it", "wouldn't be too expensive."); stage = 9; break; case 9: - npc("How does, 2,000 gold sound? I'll even throw in my", "cabin boy, Jenkiins, for free! He'll swab the decks and", "splice the mainsails for you!"); + interpreter.sendDialogues(npc, FacialExpression.HAPPY,"How does, 2,000 gold sound? I'll even throw in my", "cabin boy, Jenkiins, for free! He'll swab the decks and", "splice the mainsails for you!"); stage = 10; break; case 10: - player("Yep, sounds good."); + interpreter.sendDialogues(player, FacialExpression.HAPPY,"Yep, sounds good."); stage = 11; break; case 11: if (!player.getInventory().containsItem(COINS)) { - player("...except I don't have that kind of money on me..."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY,"...except I don't have that kind of money on me..."); stage = 12; } else { if (!player.getInventory().containsItem(COINS)) { @@ -159,7 +159,7 @@ public final class KlarenseDialogue extends DialoguePlugin { return false; } if (player.getInventory().remove(COINS)) { - npc("Okey dokey, she's all yours!"); + interpreter.sendDialogues(npc, FacialExpression.HAPPY,"Okey dokey, she's all yours!"); player.getSavedData().getQuestData().setDragonSlayerAttribute("ship", true); stage = 12; } @@ -182,11 +182,11 @@ public final class KlarenseDialogue extends DialoguePlugin { case 2: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Do you know when she will be seaworthy?"); + interpreter.sendDialogues(player, FacialExpression.ASKING, "Do you know when she will be seaworthy?"); stage = 10; break; case 2: - interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Why is she damaged?"); + interpreter.sendDialogues(player, FacialExpression.ASKING, "Why is she damaged?"); stage = 20; break; case 3: @@ -207,15 +207,15 @@ public final class KlarenseDialogue extends DialoguePlugin { stage = 21; break; case 21: - 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."); + interpreter.sendDialogues(npc, FacialExpression.NEUTRAL, "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.HALF_GUILTY, "She happened to be somewhere else when Crandor was", "destroyed, and she's had several owners since then. Not", "all of them have looked after her too well,"); + interpreter.sendDialogues(npc, FacialExpression.NEUTRAL, "She happened to be somewhere else when Crandor was", "destroyed, and she's had several owners since then. Not", "all of them have looked after her too well,"); stage = 23; break; case 23: - interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "but once she's patched up, she'll be good as new!"); + interpreter.sendDialogues(npc, FacialExpression.NEUTRAL, "but once she's patched up, she'll be good as new!"); stage = 24; break; case 24: diff --git a/Server/src/main/content/region/asgarnia/portsarim/dialogue/PortSarimBartenderDialogue.java b/Server/src/main/content/region/asgarnia/portsarim/dialogue/PortSarimBartenderDialogue.java index dbae9fb67..a771cf3d1 100644 --- a/Server/src/main/content/region/asgarnia/portsarim/dialogue/PortSarimBartenderDialogue.java +++ b/Server/src/main/content/region/asgarnia/portsarim/dialogue/PortSarimBartenderDialogue.java @@ -32,7 +32,7 @@ public class PortSarimBartenderDialogue extends DialoguePlugin { switch (stage) { case 0: - interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Hello there!"); + interpreter.sendDialogues(npc, FacialExpression.HAPPY, "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.HALF_GUILTY, "Could I buy a beer, please?"); + interpreter.sendDialogues(player, FacialExpression.HAPPY, "Could I buy a beer, please?"); stage = 10; break; case 2: - interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Bye, then."); + interpreter.sendDialogues(player, FacialExpression.FRIENDLY, "Bye, then."); stage = 20; break; } break; case 10: - interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Sure, that will be two gold coins, please."); + interpreter.sendDialogues(npc, FacialExpression.FRIENDLY, "Sure, that will be two gold coins, please."); stage = 11; break; case 11: - interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Okay, here you go."); + interpreter.sendDialogues(player, FacialExpression.FRIENDLY, "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.HALF_GUILTY, "Come back soon!"); + interpreter.sendDialogues(npc, FacialExpression.FRIENDLY, "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.HALF_GUILTY, "Good day to you!"); + interpreter.sendDialogues(player, FacialExpression.FRIENDLY, "Good day to you!"); stage = 0; return true; } diff --git a/Server/src/main/content/region/asgarnia/portsarim/dialogue/TakiDwarfDialogue.java b/Server/src/main/content/region/asgarnia/portsarim/dialogue/TakiDwarfDialogue.java index b55d6efd4..7df140e35 100644 --- a/Server/src/main/content/region/asgarnia/portsarim/dialogue/TakiDwarfDialogue.java +++ b/Server/src/main/content/region/asgarnia/portsarim/dialogue/TakiDwarfDialogue.java @@ -31,7 +31,7 @@ public class TakiDwarfDialogue extends DialoguePlugin { switch (stage) { case 0: - interpreter.sendDialogues(player, FacialExpression.OLD_NORMAL, "Hi little fellow."); + interpreter.sendDialogues(player, FacialExpression.HAPPY, "Hi little fellow."); stage = 1; break; case 1: @@ -39,7 +39,7 @@ public class TakiDwarfDialogue extends DialoguePlugin { stage = 2; break; case 2: - interpreter.sendDialogues(player, FacialExpression.OLD_NORMAL, "Arrr! nothing, nothing at all.."); + interpreter.sendDialogues(player, FacialExpression.GUILTY, "Arrr! nothing, nothing at all.."); stage = 3; break; case 3: diff --git a/Server/src/main/content/region/asgarnia/rimmington/dialogue/HettyDialogue.java b/Server/src/main/content/region/asgarnia/rimmington/dialogue/HettyDialogue.java index 28e99f079..8c32a718f 100644 --- a/Server/src/main/content/region/asgarnia/rimmington/dialogue/HettyDialogue.java +++ b/Server/src/main/content/region/asgarnia/rimmington/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.HALF_GUILTY, "How's your magic coming along?"); + interpreter.sendDialogues(307, FacialExpression.ASKING, "How's your magic coming along?"); stage = 0; } switch (quest.getStage(player)) { case 0: - interpreter.sendDialogues(307, FacialExpression.HALF_GUILTY, "What could you want with an old woman like me?"); + interpreter.sendDialogues(307, FacialExpression.NEUTRAL, "What could you want with an old woman like me?"); stage = 11; break; case 20: - interpreter.sendDialogues(307, FacialExpression.HALF_GUILTY, "So have you found the things for the potion?"); + interpreter.sendDialogues(307, FacialExpression.HAPPY, "So have you found the things for the potion?"); stage = 100; break; case 40: @@ -88,21 +88,21 @@ public final class HettyDialogue extends DialoguePlugin { case 12: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I am in search of a quest."); + interpreter.sendDialogues(player, FacialExpression.NEUTRAL, "I am in search of a quest."); stage = 13; break; case 2: - interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I've heard that you are a witch."); + interpreter.sendDialogues(player, FacialExpression.NEUTRAL, "I've heard that you are a witch."); stage = 20; break; } break; case 13: - interpreter.sendDialogues(307, FacialExpression.HALF_GUILTY, "Hmmm... Maybe I can think of something for you."); + interpreter.sendDialogues(307, FacialExpression.HAPPY, "Hmmm... Maybe I can think of something for you."); stage = 14; break; case 14: - interpreter.sendDialogues(307, FacialExpression.HALF_GUILTY, "Would you like to become more proficient in the dark", "arts?"); + interpreter.sendDialogues(307, FacialExpression.HAPPY, "Would you like to become more proficient in the dark", "arts?"); stage = 15; break; case 15: @@ -112,11 +112,11 @@ public final class HettyDialogue extends DialoguePlugin { case 16: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Yes help me become one with my darker side."); + interpreter.sendDialogues(player, FacialExpression.HAPPY, "Yes help me become one with my darker side."); stage = 30; break; case 2: - interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "No I have m principles and honour."); + interpreter.sendDialogues(player, FacialExpression.NEUTRAL, "No I have my principles and honour."); stage = 17; break; } @@ -140,23 +140,23 @@ public final class HettyDialogue extends DialoguePlugin { end(); break; case 30: - interpreter.sendDialogues(307, FacialExpression.HALF_GUILTY, "Ok I'm going to make a potion to help bring out your", "darker self."); + interpreter.sendDialogues(307, FacialExpression.NEUTRAL, "Ok I'm going to make a potion to help bring out your", "darker self."); stage = 31; break; case 31: - interpreter.sendDialogues(307, FacialExpression.HALF_GUILTY, "You will need certain ingredients."); + interpreter.sendDialogues(307, FacialExpression.NEUTRAL, "You will need certain ingredients."); stage = 32; break; case 32: - interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "What do I need?"); + interpreter.sendDialogues(player, FacialExpression.NEUTRAL, "What do I need?"); stage = 33; break; case 33: - 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."); + interpreter.sendDialogues(307, FacialExpression.NEUTRAL, "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.HALF_GUILTY, "Great, I'll go get them."); + interpreter.sendDialogues(player, FacialExpression.HAPPY, "Great, I'll go get them."); stage = 35; break; case 35: @@ -174,12 +174,12 @@ public final class HettyDialogue extends DialoguePlugin { interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I'm afraid I don't have all of them yet."); stage = 101; } else { - interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Yes I have everything!"); + interpreter.sendDialogues(player, FacialExpression.HAPPY, "Yes I have everything!"); stage = 110; } break; case 110: - interpreter.sendDialogues(307, FacialExpression.HALF_GUILTY, "Excellent, can I have them then?"); + interpreter.sendDialogues(307, FacialExpression.HAPPY, "Excellent, can I have them then?"); stage = 111; break; case 111: @@ -187,13 +187,13 @@ public final class HettyDialogue extends DialoguePlugin { stage = 112; break; case 112: - interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Well, is it ready?"); + interpreter.sendDialogues(player, FacialExpression.NEUTRAL, "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.HALF_GUILTY, "Ok, now drink from the cauldron."); + interpreter.sendDialogues(307, FacialExpression.HAPPY, "Ok, now drink from the cauldron."); stage = 114; } break; @@ -201,7 +201,7 @@ public final class HettyDialogue extends DialoguePlugin { end(); break; case 101: - 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", "piece of burnt meat. Off you go dear!"); + interpreter.sendDialogues(307, FacialExpression.NEUTRAL, "Well I can't make the potion without them! Remember...", "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/main/content/region/asgarnia/taverley/dialogue/KaqemeexDialogue.java b/Server/src/main/content/region/asgarnia/taverley/dialogue/KaqemeexDialogue.java index f6246e77b..e5ab79fd7 100644 --- a/Server/src/main/content/region/asgarnia/taverley/dialogue/KaqemeexDialogue.java +++ b/Server/src/main/content/region/asgarnia/taverley/dialogue/KaqemeexDialogue.java @@ -46,7 +46,7 @@ public final class KaqemeexDialogue extends DialoguePlugin { stage = 1000; return true; } - interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Hello there."); + interpreter.sendDialogues(player, FacialExpression.FRIENDLY, "Hello there."); stage = 0; return true; } @@ -61,16 +61,16 @@ public final class KaqemeexDialogue extends DialoguePlugin { break; } if (player.getQuestRepository().getQuest("Druidic Ritual").getStage(player) == 10) { - interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Hello again."); + interpreter.sendDialogues(npc, FacialExpression.FRIENDLY, "Hello again."); stage = 40; break; } if (player.getQuestRepository().getQuest("Druidic Ritual").getStage(player) == 99) { - 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."); + interpreter.sendDialogues(npc, FacialExpression.FRIENDLY, "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.HALF_GUILTY, "What brings you to our holy monument?"); + interpreter.sendDialogues(npc, FacialExpression.FRIENDLY, "What brings you to our holy monument?"); stage = 1; break; case 1: @@ -91,48 +91,48 @@ public final class KaqemeexDialogue extends DialoguePlugin { case 2: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Who are you?"); + interpreter.sendDialogues(player, FacialExpression.ASKING, "Who are you?"); stage = 10; break; case 2: - interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I'm in search of a quest."); + interpreter.sendDialogues(player, FacialExpression.FRIENDLY, "I'm in search of a quest."); stage = 20; break; case 3: - interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Did you build this?"); + interpreter.sendDialogues(player, FacialExpression.ASKING, "Did you build this?"); stage = 30; break; } break; case 10: - 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."); + 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", "throughout these lands."); stage = 11; break; case 11: - interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Well, I'll be on my way now."); + interpreter.sendDialogues(player, FacialExpression.NEUTRAL, "Well, I'll be on my way now."); stage = 12; break; case 12: - interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Goodbye adventurer. I feel we shall meet again."); + interpreter.sendDialogues(npc, FacialExpression.FRIENDLY, "Goodbye adventurer. I feel we shall meet again."); stage = 13; break; case 13: end(); break; case 30: - 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."); + interpreter.sendDialogues(npc, FacialExpression.FRIENDLY, "What, personally? No, ofcourse 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.HALF_GUILTY, "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 usable by us anymore."); stage = 32; break; case 32: - interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Well, I'll be on my way now."); + interpreter.sendDialogues(player, FacialExpression.NEUTRAL, "Well, I'll be on my way now."); stage = 12; break; case 20: - 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..."); + interpreter.sendDialogues(npc, FacialExpression.HAPPY, "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: @@ -140,7 +140,7 @@ public final class KaqemeexDialogue extends DialoguePlugin { stage = 22; break; case 22: - 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."); + 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", "adventurer to go on a quest for us to help purify the", "circle of Varrock."); stage = 23; break; case 23: @@ -165,11 +165,11 @@ public final class KaqemeexDialogue extends DialoguePlugin { break; case 26: player.getQuestRepository().getQuest("Druidic Ritual").start(player); - 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."); + interpreter.sendDialogues(npc, FacialExpression.HAPPY, "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.HALF_GUILTY, "Will do."); + interpreter.sendDialogues(player, FacialExpression.HAPPY, "Will do."); stage = 28; break; case 28: @@ -189,11 +189,11 @@ public final class KaqemeexDialogue extends DialoguePlugin { case 500: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Who are you?"); + interpreter.sendDialogues(player, FacialExpression.HALF_ASKING, "Who are you?"); stage = 10; break; case 2: - interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Did you build this?"); + interpreter.sendDialogues(player, FacialExpression.HALF_ASKING, "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.HALF_GUILTY, "Can I buy a Skillcape of Herblore?"); + interpreter.sendDialogues(player, FacialExpression.HAPPY, "Can I buy a Skillcape of Herblore?"); stage = 800; break; case 2: - interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Who are you?"); + interpreter.sendDialogues(player, FacialExpression.ASKING, "Who are you?"); stage = 10; break; case 3: - interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Did you build this?"); + interpreter.sendDialogues(player, FacialExpression.HALF_ASKING, "Did you build this?"); stage = 30; break; } diff --git a/Server/src/main/content/region/asgarnia/taverley/dialogue/SanfewDialogue.java b/Server/src/main/content/region/asgarnia/taverley/dialogue/SanfewDialogue.java index 4f92cd641..84a8aaba0 100644 --- a/Server/src/main/content/region/asgarnia/taverley/dialogue/SanfewDialogue.java +++ b/Server/src/main/content/region/asgarnia/taverley/dialogue/SanfewDialogue.java @@ -41,7 +41,7 @@ public class SanfewDialogue extends DialoguePlugin { switch (stage) { case 0: if (player.getQuestRepository().getQuest("Druidic Ritual").getStage(player) == 20) { - interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Did you bring me the required ingredients for the", "potion?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_ASKING, "Did you bring me the required ingredients for the", "potion?"); stage = 100; break; } @@ -63,13 +63,13 @@ public class SanfewDialogue extends DialoguePlugin { stage = 5; break; case 2: - interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Actually, I don't need to speak to you."); + interpreter.sendDialogues(player, FacialExpression.NEUTRAL, "Actually, I don't need to speak to you."); stage = 3; break; } break; case 3: - interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Well, we all make mistakes sometimes."); + interpreter.sendDialogues(npc, FacialExpression.FRIENDLY, "Well, we all make mistakes sometimes."); stage = 4; break; case 4: @@ -84,7 +84,7 @@ public class SanfewDialogue extends DialoguePlugin { stage = 7; break; case 7: - interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Where can I find this cauldron?"); + interpreter.sendDialogues(player, FacialExpression.ASKING, "Where can I find this cauldron?"); stage = 8; break; case 8: diff --git a/Server/src/main/content/region/karamja/brimhaven/dialogue/BrimhavenBartenderDialogue.java b/Server/src/main/content/region/karamja/brimhaven/dialogue/BrimhavenBartenderDialogue.java index 4499c5f39..231610533 100644 --- a/Server/src/main/content/region/karamja/brimhaven/dialogue/BrimhavenBartenderDialogue.java +++ b/Server/src/main/content/region/karamja/brimhaven/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.HALF_GUILTY, "Yohoho me hearty what would you like to drink?"); + interpreter.sendDialogues(npc, FacialExpression.HAPPY, "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.HALF_GUILTY, "Nothing, thank you."); + interpreter.sendDialogues(player, FacialExpression.FRIENDLY, "Nothing, thank you."); stage = 10; break; case 2: - interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "A pint of Grog please.."); + interpreter.sendDialogues(player, FacialExpression.HAPPY, "A pint of Grog please.."); stage = 20; break; case 3: - interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "A bottle of rum please."); + interpreter.sendDialogues(player, FacialExpression.HAPPY, "A bottle of rum please."); stage = 30; break; } @@ -92,7 +92,7 @@ public final class BrimhavenBartenderDialogue extends DialoguePlugin { end(); break; case 20: - interpreter.sendDialogues(npc, null, "One grog coming right up, that'll be three coins."); + interpreter.sendDialogues(npc, FacialExpression.FRIENDLY, "One grog coming right up, that'll be three coins."); stage = 21; break; case 21: @@ -115,7 +115,7 @@ public final class BrimhavenBartenderDialogue extends DialoguePlugin { end(); break; case 30: - interpreter.sendDialogues(npc, null, "That'll be 27 coins."); + interpreter.sendDialogues(npc, FacialExpression.FRIENDLY, "That'll be 27 coins."); stage = 31; break; case 31: diff --git a/Server/src/main/content/region/karamja/brimhaven/dialogue/DavonDialogue.java b/Server/src/main/content/region/karamja/brimhaven/dialogue/DavonDialogue.java index ecc632905..e202dd5e9 100644 --- a/Server/src/main/content/region/karamja/brimhaven/dialogue/DavonDialogue.java +++ b/Server/src/main/content/region/karamja/brimhaven/dialogue/DavonDialogue.java @@ -58,7 +58,7 @@ public final class DavonDialogue extends DialoguePlugin { stage = 10; break; case 2: - interpreter.sendDialogues(player, FacialExpression.HALF_ASKING, "What do you mean pssst?"); + interpreter.sendDialogues(player, FacialExpression.SUSPICIOUS, "What do you mean pssst?"); stage = 20; break; case 3: diff --git a/Server/src/main/content/region/karamja/dialogue/KaramajaManDialogue.java b/Server/src/main/content/region/karamja/dialogue/KaramajaManDialogue.java index ffe40ec31..a1529ddef 100644 --- a/Server/src/main/content/region/karamja/dialogue/KaramajaManDialogue.java +++ b/Server/src/main/content/region/karamja/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.HALF_GUILTY, "Hello, how's it going?"); + interpreter.sendDialogues(player, FacialExpression.HAPPY, "Hello, how's it going?"); stage = 0; return true; } @@ -52,7 +52,7 @@ public final class KaramajaManDialogue extends DialoguePlugin { stage = 1; break; case 1: - interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Don't worry, I'll kill them."); + interpreter.sendDialogues(player, FacialExpression.HAPPY, "Don't worry, I'll kill them."); stage = 2; break; case 2: diff --git a/Server/src/main/content/region/karamja/dialogue/LuthasDialogue.java b/Server/src/main/content/region/karamja/dialogue/LuthasDialogue.java index eb002ac8f..8692e3a63 100644 --- a/Server/src/main/content/region/karamja/dialogue/LuthasDialogue.java +++ b/Server/src/main/content/region/karamja/dialogue/LuthasDialogue.java @@ -50,15 +50,15 @@ public final class LuthasDialogue extends DialoguePlugin { if (player.getSavedData().getGlobalData().isLuthasTask()) { final int current = player.getSavedData().getGlobalData().getKaramjaBananas(); if (current >= 10) { - interpreter.sendDialogues(player, null, "I've filled a crate with bananas."); + interpreter.sendDialogues(player, FacialExpression.FRIENDLY, "I've filled a crate with bananas."); stage = 905; return true; } - interpreter.sendDialogues(npc, null, "Have you completed your task yet?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_ASKING, "Have you completed your task yet?"); stage = 900; return true; } - interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Hello I'm Luthas, I run the banana plantation here."); + interpreter.sendDialogues(npc, FacialExpression.HAPPY, "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.HALF_GUILTY, "Could you offer me employment on your plantation?"); + interpreter.sendDialogues(player, FacialExpression.ASKING, "Could you offer me employment on your plantation?"); stage = 10; break; case 2: - interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "That customs officer is annoying isn't she?"); + interpreter.sendDialogues(player, FacialExpression.SUSPICIOUS, "That customs officer is annoying isn't she?"); stage = 20; break; } break; case 10: - interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Yes, I can sort something out. There's a crate ready to", "be loaded onto the ship."); + interpreter.sendDialogues(npc, FacialExpression.HAPPY, "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.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.."); + interpreter.sendDialogues(npc, FacialExpression.NEUTRAL, "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.HALF_GUILTY, "If you could go fill it up with bananas, I'll pay you 30", "gold."); + interpreter.sendDialogues(npc, FacialExpression.HAPPY, "If you could go fill it up with bananas, I'll pay you 30", "gold."); stage = 13; player.getSavedData().getGlobalData().setLuthasTask(true); break; @@ -99,27 +99,39 @@ public final class LuthasDialogue extends DialoguePlugin { end(); break; case 20: - interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I don't know about that."); + interpreter.sendDialogues(npc, FacialExpression.NEUTRAL, "Well I know her pretty well. She doesn't cause me any", "trouble any more"); stage = 21; break; case 21: + interpreter.sendDialogues(npc, FacialExpression.NEUTRAL, "She doesn't even search my export crates anymore.", "She knows they only contain bananas."); + stage = 22; + break; + case 22: + interpreter.sendDialogues(player, FacialExpression.SUSPICIOUS, "Really? How interesting. Whereabouts do you send", "those to?"); + stage = 23; + break; + case 23: + interpreter.sendDialogues(npc, FacialExpression.NEUTRAL, "There is a little shop over in Port Sarim that buys", "them up by the crate. I believe it is run by a man", "called Wydin."); + stage = 24; + break; + case 24: end(); break; case 900: int amt = player.getSavedData().getGlobalData().getKaramjaBananas(); if (amt < 30) { - interpreter.sendDialogues(player, null, "No, the crate isn't full yet."); + interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "No, the crate isn't full yet."); stage = 901; } else { } break; case 901: - interpreter.sendDialogues(npc, null, "Well come back when it is."); + interpreter.sendDialogues(npc, FacialExpression.NEUTRAL, "Well come back when it is."); stage = 21; break; case 905: - interpreter.sendDialogues(npc, null, "Well done, here's your payment."); + interpreter.sendDialogues(npc, FacialExpression.HAPPY, "Well done, here's your payment."); stage = 906; break; case 906: diff --git a/Server/src/main/content/region/misthalin/lumbridge/dialogue/ExplorerJackDialogue.java b/Server/src/main/content/region/misthalin/lumbridge/dialogue/ExplorerJackDialogue.java index d5b061576..d32a4a598 100644 --- a/Server/src/main/content/region/misthalin/lumbridge/dialogue/ExplorerJackDialogue.java +++ b/Server/src/main/content/region/misthalin/lumbridge/dialogue/ExplorerJackDialogue.java @@ -103,7 +103,7 @@ public class ExplorerJackDialogue extends DialoguePlugin { stage = -1; break; case 10: - npc("Ah, well it's a diary that helps you keep track of", "particular achievements you've made in the world of", "Keldagrim. In Lumbridge and Draynor i can help you", "discover some very useful things indeed."); + npc("Ah, well it's a diary that helps you keep track of", "particular achievements you've made in the world of", "Keldagrim. In Lumbridge and Draynor I can help you", "discover some very useful things indeed."); stage++; break; case 11: @@ -123,7 +123,7 @@ public class ExplorerJackDialogue extends DialoguePlugin { stage = -1; break; case 30: - npc("You need to complete the taks so that they're all ticked", "off then you can claim your reward. Most of them are", "straightforward although you might find some required", "quests to be started, if not finished."); + npc("You need to complete the tasks so that they're all ticked", "off then you can claim your reward. Most of them are", "straightforward although you might find some required", "quests to be started, if not finished."); stage++; break; case 31: diff --git a/Server/src/main/content/region/misthalin/lumbridge/dialogue/FishingTutorDialogue.java b/Server/src/main/content/region/misthalin/lumbridge/dialogue/FishingTutorDialogue.java index 1202aa487..5f0cb3a81 100644 --- a/Server/src/main/content/region/misthalin/lumbridge/dialogue/FishingTutorDialogue.java +++ b/Server/src/main/content/region/misthalin/lumbridge/dialogue/FishingTutorDialogue.java @@ -50,41 +50,41 @@ public final class FishingTutorDialogue extends DialoguePlugin { case 1: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Can you teach me the basics of fishing please?"); + interpreter.sendDialogues(player, FacialExpression.ASKING, "Can you teach me the basics of fishing please?"); stage = 10; break; case 2: - interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Tell me about different fish."); + interpreter.sendDialogues(player, FacialExpression.HALF_ASKING, "Tell me about different fish."); stage = 20; break; case 3: - interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Where and what should I fish?"); + interpreter.sendDialogues(player, FacialExpression.ASKING, "Where and what should I fish?"); stage = 30; break; case 4: - interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Goodbye."); + interpreter.sendDialogues(player, FacialExpression.FRIENDLY, "Goodbye."); stage = 40; break; } break; case 10: - 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."); + interpreter.sendDialogues(npc, FacialExpression.HAPPY, "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.HALF_GUILTY, "I see.. is that it?"); + interpreter.sendDialogues(player, FacialExpression.THINKING, "I see.. is that it?"); stage = 12; break; case 12: - 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..."); + interpreter.sendDialogues(npc, FacialExpression.FRIENDLY, "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.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."); + interpreter.sendDialogues(npc, FacialExpression.FRIENDLY, "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.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."); + interpreter.sendDialogues(npc, FacialExpression.FRIENDLY, "Arrr.. if yer lookin' fer quests you should head to", "the Mountain Dwarf who lies north-west of Taverley", "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.HALF_GUILTY, "Herrin' can be fished from Catherby and some other", "places when you reach level 10."); + interpreter.sendDialogues(npc, FacialExpression.FRIENDLY, "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/main/content/region/misthalin/lumbridge/dialogue/PrayerTutorDialogue.java b/Server/src/main/content/region/misthalin/lumbridge/dialogue/PrayerTutorDialogue.java index 4ccdfc95d..687a6b889 100644 --- a/Server/src/main/content/region/misthalin/lumbridge/dialogue/PrayerTutorDialogue.java +++ b/Server/src/main/content/region/misthalin/lumbridge/dialogue/PrayerTutorDialogue.java @@ -41,33 +41,33 @@ public class PrayerTutorDialogue extends DialoguePlugin { case 0: switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I already know about the basic prayers, got any tips?"); + interpreter.sendDialogues(player, FacialExpression.ASKING, "I already know about the basic prayers, got any tips?"); stage = 10; break; case 2: - interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Tell me about different bones."); + interpreter.sendDialogues(player, FacialExpression.HALF_ASKING, "Tell me about different bones."); stage = 20; break; case 3: - interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Goodbye."); + interpreter.sendDialogues(player, FacialExpression.FRIENDLY, "Goodbye."); stage = 30; break; } break; case 10: - 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"); + interpreter.sendDialogues(npc, FacialExpression.HAPPY, "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.HALF_GUILTY, "useful prayers."); + interpreter.sendDialogues(npc, FacialExpression.HAPPY, "useful prayers."); stage = 12; break; case 12: - 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."); + interpreter.sendDialogues(npc, FacialExpression.FRIENDLY, "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.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."); + interpreter.sendDialogues(npc, FacialExpression.FRIENDLY, "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.HALF_GUILTY, "Goodbye."); + interpreter.sendDialogues(player, FacialExpression.FRIENDLY, "Goodbye."); stage = 40; break; } diff --git a/Server/src/main/content/region/misthalin/varrock/dialogue/HeadChefDialogue.java b/Server/src/main/content/region/misthalin/varrock/dialogue/HeadChefDialogue.java index 6c0661e39..2e0527b0a 100644 --- a/Server/src/main/content/region/misthalin/varrock/dialogue/HeadChefDialogue.java +++ b/Server/src/main/content/region/misthalin/varrock/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.HALF_GUILTY, "You can't come in here unless you're wearing a chef's", "hat or something like that."); + interpreter.sendDialogues(847, FacialExpression.NEUTRAL, "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.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."); + interpreter.sendDialogues(847, FacialExpression.HAPPY, "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.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."); + interpreter.sendDialogues(847, FacialExpression.HAPPY, "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.HALF_GUILTY, "Nice cape, you're wearing!"); + interpreter.sendDialogues(player, FacialExpression.HAPPY, "Nice cape, you're wearing!"); stage = 10; break; case 2: - interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Thanks, bye."); + interpreter.sendDialogues(player, FacialExpression.FRIENDLY, "Thanks, bye."); stage = 3; break; } @@ -88,7 +88,7 @@ public final class HeadChefDialogue extends DialoguePlugin { end(); break; case 10: - 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!"); + interpreter.sendDialogues(847, FacialExpression.HAPPY, "Thank you! It's my most prized possession, 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.HALF_GUILTY, "No thanks."); + interpreter.sendDialogues(player, FacialExpression.FRIENDLY, "No thanks."); stage = 110; break; case 2: @@ -113,7 +113,7 @@ public final class HeadChefDialogue extends DialoguePlugin { break; case 110: - interpreter.sendDialogues(847, FacialExpression.HALF_GUILTY, "Okay, come back to me if you change your mind."); + interpreter.sendDialogues(847, FacialExpression.HAPPY, "Okay, come back to me if you change your mind."); stage = 111; break; case 111: @@ -131,11 +131,11 @@ public final class HeadChefDialogue extends DialoguePlugin { switch (buttonId) { case 1: - interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "That's much too expensive."); + interpreter.sendDialogues(player, FacialExpression.EXTREMELY_SHOCKED, "That's much too expensive."); stage = 160; break; case 2: - interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Sure."); + interpreter.sendDialogues(player, FacialExpression.HAPPY, "Sure."); stage = 200; break; } @@ -150,7 +150,7 @@ public final class HeadChefDialogue extends DialoguePlugin { break; case 200: if (Skillcape.purchase(player, Skills.COOKING)) { - interpreter.sendDialogues(847, FacialExpression.HALF_GUILTY, "Now you can use the title Master Chef."); + interpreter.sendDialogues(847, FacialExpression.HAPPY, "Now you can use the title Master Chef."); } stage = 202; break; diff --git a/Server/src/main/content/region/misthalin/varrock/dialogue/ThessaliaDialogue.kt b/Server/src/main/content/region/misthalin/varrock/dialogue/ThessaliaDialogue.kt index f3f735172..b8de7942a 100644 --- a/Server/src/main/content/region/misthalin/varrock/dialogue/ThessaliaDialogue.kt +++ b/Server/src/main/content/region/misthalin/varrock/dialogue/ThessaliaDialogue.kt @@ -54,7 +54,7 @@ class ThessaliaDialogue(player: Player? = null): core.game.dialogue.DialoguePlug } } 10 -> { - interpreter.sendDialogues(npc, core.game.dialogue.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?") + interpreter.sendDialogues(npc, core.game.dialogue.FacialExpression.HAPPY, "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 -> { @@ -80,11 +80,11 @@ class ThessaliaDialogue(player: Player? = null): core.game.dialogue.DialoguePlug stage++ } 22 -> { - interpreter.sendDialogues(npc, core.game.dialogue.FacialExpression.FRIENDLY, "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(npc, core.game.dialogue.FacialExpression.AMAZED, "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++ } 23 -> { - interpreter.sendDialogues(npc, core.game.dialogue.FacialExpression.ASKING, "So what do you say? Interested? We can change either", "your top, or your legwear for only 500 gold a item!") + interpreter.sendDialogues(npc, core.game.dialogue.FacialExpression.ASKING, "So what do you say? Interested? We can change either", "your top, or your legwear for only 500 gold an item!") stage++ } 24 -> { @@ -97,7 +97,7 @@ class ThessaliaDialogue(player: Player? = null): core.game.dialogue.DialoguePlug stage = 30 } 2 -> { - interpreter.sendDialogues(player, core.game.dialogue.FacialExpression.NEUTRAL, "I'd just like to buy some clothes.") + interpreter.sendDialogues(player, core.game.dialogue.FacialExpression.HAPPY, "I'd just like to buy some clothes.") stage = 50 } }