Merge branch 'master' into 'master'
Neitiznot Dialogue See merge request 2009scape/2009scape!141
This commit is contained in:
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package rs09.game.content.dialogue.region.neitiznot
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import core.game.content.dialogue.DialoguePlugin
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import core.game.content.dialogue.FacialExpression
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import core.game.node.entity.player.Player
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import core.plugin.Initializable
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import org.rs09.consts.NPCs
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import rs09.tools.END_DIALOGUE
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@Initializable
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class GunnarHoldstromDialogue(player: Player? = null) : DialoguePlugin(player) {
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override fun newInstance(player: Player?): DialoguePlugin {
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return GunnarHoldstromDialogue(player)
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}
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override fun open(vararg args: Any?): Boolean {
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npcl(FacialExpression.HAPPY, "Ah, isn't it a lovely day?")
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return true
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}
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override fun handle(interfaceId: Int, buttonId: Int): Boolean {
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when(stage){
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0 -> playerl(FacialExpression.ASKING, "It's not bad. What puts you in such a good mood?").also { stage++ }
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1 -> npcl(FacialExpression.HAPPY, "Oh, I just love my job. The smell of the sea breeze, the smell of the arctic pine sap, the smell of the yaks. I find it all so bracing.").also { stage++ }
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2 -> playerl(FacialExpression.ASKING, "Bracing? Hmmm. I think I might have chosen a different word.").also { stage = END_DIALOGUE }
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}
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return true
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}
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override fun getIds(): IntArray {
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return intArrayOf(NPCs.GUNNAR_HOLDSTROM_5511)
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}
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}
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+47
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package rs09.game.content.dialogue.region.neitiznot
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import core.game.content.dialogue.DialoguePlugin
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import core.game.content.dialogue.FacialExpression
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import core.game.node.entity.npc.NPC
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import core.game.node.entity.player.Player
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import core.plugin.Initializable
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import org.rs09.consts.NPCs
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import rs09.tools.END_DIALOGUE
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@Initializable
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class JofridrMordstatterDialogue(player: Player? = null) : DialoguePlugin(player) {
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override fun newInstance(player: Player?): DialoguePlugin {
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return JofridrMordstatterDialogue(player)
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}
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override fun open(vararg args: Any?): Boolean {
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npc = args[0] as NPC
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npcl(FacialExpression.NEUTRAL, "Hello there. Would you like to see the goods I have for sale?")
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return true
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}
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override fun handle(interfaceId: Int, buttonId: Int): Boolean {
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when (stage) {
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0 -> options("Yes please, Jofridr.", "No thank you, Jofridr.", "Why do you have so much wool in your store?").also { stage++ }
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1 -> when (buttonId) {
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1 -> playerl(FacialExpression.NEUTRAL, "Yes please, Jofridr.").also { stage = END_DIALOGUE }.also { npc.openShop(player) }
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2 -> playerl(FacialExpression.NEUTRAL, "No thank you, Jofridr.").also { stage = 5 }
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3 -> playerl(FacialExpression.THINKING, "Why do you have so much wool in your store? I haven't seen any sheep anywhere.").also { stage = 11}
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}
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5 -> npcl(FacialExpression.NEUTRAL,"Fair thee well.").also { stage = END_DIALOGUE }
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11 -> npcl(FacialExpression.FRIENDLY,"Ah, I have contacts on the mainland. I have a sailor friend who brings me crates of wool on a regular basis.").also { stage++ }
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12 -> playerl(FacialExpression.ASKING,"What do you trade for it?").also { stage++ }
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13 -> npcl(FacialExpression.FRIENDLY,"Rope of course! What else can we sell? Fish would go off before it got so far south.").also { stage++ }
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14 -> playerl(FacialExpression.ASKING,"Where does all this rope go?").also { stage++ }
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15 -> npcl(FacialExpression.THINKING,"Err, I don't remember the name of the place very well. Dreinna? Drennor? Something like that.").also { stage++ }
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16 -> playerl(FacialExpression.NEUTRAL,"That's very interesting. Thanks Jofridr.").also { stage = END_DIALOGUE }
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}
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return true
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}
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override fun getIds(): IntArray {
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return intArrayOf(NPCs.JOFRIDR_MORDSTATTER_5509)
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}
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}
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+31
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package rs09.game.content.dialogue.region.neitiznot
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import core.game.content.dialogue.DialoguePlugin
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import core.game.content.dialogue.FacialExpression
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import core.game.node.entity.player.Player
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import core.plugin.Initializable
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import org.rs09.consts.NPCs
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import rs09.tools.END_DIALOGUE
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@Initializable
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class SlugHemliggsenDialogue(player: Player? = null) : DialoguePlugin(player) {
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override fun newInstance(player: Player?): DialoguePlugin {
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return SlugHemliggsenDialogue(player)
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}
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override fun open(vararg args: Any?): Boolean {
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npcl(FacialExpression.WORRIED, "Shhh. Go away. I'm not allowed to talk to you.")
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return true
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}
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override fun handle(interfaceId: Int, buttonId: Int): Boolean {
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playerl(FacialExpression.ANNOYED, "Fine, whatever ...")
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stage = END_DIALOGUE
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return true
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}
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override fun getIds(): IntArray {
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return intArrayOf(NPCs.SLUG_HEMLIGSSEN_5520)
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}
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}
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