Black Knights' Fortress Bug Fixes
Fixed facial expressions for Sir Amik, listen scene characters, fortress guard Fixed door needing uniform from inside to leave Big door now opens from the inside
This commit is contained in:
+18
-8
@@ -129,21 +129,31 @@ public final class BKFortressPlugin extends OptionHandler {
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return true;
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case 2338:
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if (player.getLocation().getX() > 3019) {
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DoorActionHandler.handleAutowalkDoor(player, (Scenery) node);
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DoorActionHandler.handleAutowalkDoor(player, (Scenery) node); // big table room door
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return true;
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}
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player.getDialogueInterpreter().open(4605, Repository.findNPC(4605), true, true);
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break;
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case 2337:
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if (!player.getEquipment().containsAtLeastOneItem(1139) || !player.getEquipment().containsAtLeastOneItem(1101)) {
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player.getDialogueInterpreter().open(4605, Repository.findNPC(4604), true);
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} else {
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DoorActionHandler.handleAutowalkDoor(player, (Scenery) node);
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case 2337: // Guard Door - only check for uniform from outside
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switch (player.getLocation().getY()) {
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case 3514: // Outside constant Y location, block the player for checks
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if(!player.getEquipment().containsAtLeastOneItem(1139) || !player.getEquipment().containsAtLeastOneItem(1101)){
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player.getDialogueInterpreter().open(4605, Repository.findNPC(4604), true);
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}
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break;
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case 3515: //Inside constant Y location, let the player through
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DoorActionHandler.handleAutowalkDoor(player, (Scenery) node);
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default:
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break;
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}
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break;
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case 74:
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case 73:
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player.getPacketDispatch().sendMessage("You can't open this door.");
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case 73:// large door scenery id 73
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if (player.getLocation().getX() == 3008) { // only opened from inside
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DoorActionHandler.handleAutowalkDoor(player, (Scenery) node);
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return true;
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}
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player.getPacketDispatch().sendMessage("You can't open this door."); // large door to the fortress
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break;
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case 9589:
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switch (option) {
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+16
-15
@@ -1,6 +1,7 @@
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package content.region.asgarnia.falador.quest.blackknightsfortress;
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import core.game.dialogue.DialoguePlugin;
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import core.game.dialogue.FacialExpression;
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import core.game.node.entity.player.Player;
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import core.game.node.item.Item;
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import core.plugin.Initializable;
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@@ -70,12 +71,12 @@ public final class BKListenDialogue extends DialoguePlugin {
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@Override
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public boolean open(Object... args) {
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if (args != null && args.length == 2) {
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interpreter.sendDialogues(witch, null, "Where has Greldo got to with that magic cabbage!");
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interpreter.sendDialogues(witch, FacialExpression.NEUTRAL, "Where has Greldo got to with that magic cabbage!");
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stage = 10;
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player.animate(ANIMATION);
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return true;
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}
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interpreter.sendDialogues(captain, null, "So... how's the secret weapon coming along?");
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interpreter.sendDialogues(captain, FacialExpression.ASKING, "So... how's the secret weapon coming along?");
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stage = 0;
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return true;
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}
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@@ -84,31 +85,31 @@ public final class BKListenDialogue extends DialoguePlugin {
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public boolean handle(int interfaceId, int buttonId) {
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switch (stage) {
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case 0:
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interpreter.sendDialogues(witch, null, "The invincibility potion is almost ready...");
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interpreter.sendDialogues(witch, FacialExpression.HAPPY, "The invincibility potion is almost ready...");
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stage = 1;
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break;
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case 1:
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interpreter.sendDialogues(witch, null, "It's taken me FIVE YEARS, but it's almost ready.");
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interpreter.sendDialogues(witch, FacialExpression.HAPPY, "It's taken me FIVE YEARS, but it's almost ready.");
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stage = 2;
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break;
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case 2:
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interpreter.sendDialogues(witch, null, "Greldo the Goblin here is just going to fetch the last", "ingredient for me.");
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interpreter.sendDialogues(witch, FacialExpression.NEUTRAL, "Greldo the Goblin here is just going to fetch the last", "ingredient for me.");
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stage = 3;
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break;
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case 3:
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interpreter.sendDialogues(witch, null, "It's a specially grown cabbage grown by my cousin", "Helda who lives in Draynor Manor.");
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interpreter.sendDialogues(witch, FacialExpression.NEUTRAL, "It's a special grown cabbage grown by my cousin", "Helda who lives in Draynor Manor.");
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stage = 4;
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break;
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case 4:
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interpreter.sendDialogues(witch, null, "The soil there is slightly magical and it gives the", "cabbages slight magical properties....");
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interpreter.sendDialogues(witch, FacialExpression.NEUTRAL, "The soil there is slightly magical and it gives the", "cabbages slight magical properties....");
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stage = 5;
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break;
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case 5:
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interpreter.sendDialogues(witch, null, "...not to mention the trees!");
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interpreter.sendDialogues(witch, FacialExpression.AMAZED, "...not to mention the trees!");
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stage = 6;
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break;
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case 6:
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interpreter.sendDialogues(witch, null, "Now remember Greldo, only a Draynor Manor", "cabbage will do! Don't get lazy and bring any old", "cabbage, THAT would ENTIRELY wreck the potion!");
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interpreter.sendDialogues(witch, FacialExpression.NEUTRAL, "Now remember Greldo, only a Draynor Manor", "cabbage will do! Don't get lazy and bring any old", "cabbage, THAT would ENTIRELY wreck the potion!");
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stage = 7;
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break;
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case 7:
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@@ -120,29 +121,29 @@ public final class BKListenDialogue extends DialoguePlugin {
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end();
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break;
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case 10:
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interpreter.sendDialogues(captain, null, "What's that noise?");
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interpreter.sendDialogues(captain, FacialExpression.ASKING, "What's that noise?");
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stage = 11;
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break;
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case 11:
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interpreter.sendDialogues(witch, null, "Hopefully Greldo with the cabbage... yes, look her it", "co....NOOOOOoooo!");
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interpreter.sendDialogues(witch, FacialExpression.NEUTRAL, "Hopefully Greldo with the cabbage... yes, look her it", "co....NOOOOOoooo!");
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stage = 12;
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break;
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case 12:
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interpreter.sendDialogues(witch, null, "My potion!");
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interpreter.sendDialogues(witch, FacialExpression.EXTREMELY_SHOCKED, "My potion!");
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stage = 13;
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break;
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case 13:
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interpreter.sendDialogues(captain, null, "Oh boy, this doesn't look good!");
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interpreter.sendDialogues(captain, FacialExpression.WORRIED, "Oh boy, this doesn't look good!");
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stage = 14;
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break;
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case 14:
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interpreter.sendDialogues(cat, null, "Meow!");
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interpreter.sendDialogues(cat, FacialExpression.EXTREMELY_SHOCKED, "Meow!");
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stage = 15;
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break;
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case 15:
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if (player.getInventory().remove(CABBAGE)) {
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player.getQuestRepository().getQuest("Black Knights' Fortress").setStage(player, 30);
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interpreter.sendDialogues(player, null, "Looks like my work here is done. Seems like that's", "succesfully sabotaged their little secret weapon plan.");
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interpreter.sendDialogues(player, FacialExpression.HAPPY, "Looks like my work here is done. Seems like that's", "successfully sabotaged their little secret weapon plan.");
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stage = 16;
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}
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break;
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+22
-22
@@ -50,20 +50,20 @@ public class FortressGuardDialogue extends DialoguePlugin {
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public boolean open(Object... args) {
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npc = (NPC) args[0];
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if (args.length == 2) {
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interpreter.sendDialogues(npc, null, "Hey! You can't come in here! This is a high security", "military installation!");
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interpreter.sendDialogues(npc, FacialExpression.ANGRY, "Hey! You can't come in here! This is a high security", "military installation!");
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stage = 40;
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return true;
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}
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if (args.length == 3) {
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interpreter.sendDialogues(npc, null, "I wouldn't go in there if I were you. Those Black", "Knights are in an important meeting. They said they'd", "kill anyone who went in there!");
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interpreter.sendDialogues(npc, FacialExpression.NEUTRAL, "I wouldn't go in there if I were you. Those Black", "Knights are in an important meeting. They said they'd", "kill anyone who went in there!");
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stage = 50;
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return true;
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}
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if (!inUniform(player)) {
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interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Get lost. This is private property.");
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interpreter.sendDialogues(npc, FacialExpression.ANGRY, "Get lost. This is private property.");
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stage = 0;
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} else {
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interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Hey! Get back on duty!");
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interpreter.sendDialogues(npc, FacialExpression.FURIOUS, "Hey! Get back on duty!");
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stage = 30;
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}
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return true;
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@@ -77,15 +77,15 @@ public class FortressGuardDialogue extends DialoguePlugin {
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stage = 1;
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break;
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case 1:
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interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Well, this is the guards' entrance. I might be new here", "but I can tell you're not a guard.");
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interpreter.sendDialogues(npc, FacialExpression.NEUTRAL, "Well, this is the guards' entrance. I might be new here", "but I can tell you're not a guard.");
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stage = 2;
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break;
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case 2:
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interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "How can you tell?");
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interpreter.sendDialogues(player, FacialExpression.ASKING, "How can you tell?");
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stage = 3;
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break;
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case 3:
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interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "You're not even wearing proper guards uniform!");
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interpreter.sendDialogues(npc, FacialExpression.ANGRY, "You're not even wearing proper guards uniform!");
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stage = 4;
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break;
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case 4:
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@@ -99,39 +99,39 @@ public class FortressGuardDialogue extends DialoguePlugin {
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stage = 10;
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break;
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case 2:
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interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "So what is this uniform?");
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interpreter.sendDialogues(player, FacialExpression.ASKING, "So what is this uniform?");
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stage = 20;
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break;
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}
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break;
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case 10:
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interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Go away. You're getting annoying.");
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interpreter.sendDialogues(npc, FacialExpression.ANNOYED, "Go away. You're getting annoying.");
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stage = 11;
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break;
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case 11:
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end();
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break;
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case 20:
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interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Well you can see me wearing it. It's an iron chainbody", "and a medium bronze helm.");
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interpreter.sendDialogues(npc, FacialExpression.NEUTRAL, "Well you can see me wearing it. It's an iron chainbody", "and a medium bronze helm.");
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stage = 21;
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break;
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case 21:
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interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Hmmm... I wonder if I can make that or get some in", "the local towns...");
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interpreter.sendDialogues(player, FacialExpression.HALF_ASKING, "Hmmm... I wonder if I can make that or get some in", "the local towns...");
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stage = 22;
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break;
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case 22:
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interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "What was that you muttered?");
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interpreter.sendDialogues(npc, FacialExpression.HALF_ASKING, "What was that you muttered?");
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stage = 23;
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break;
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case 23:
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interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Oh, nothing important!");
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interpreter.sendDialogues(player, FacialExpression.SUSPICIOUS, "Oh, nothing important!");
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stage = 24;
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break;
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case 24:
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end();
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break;
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case 30:
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interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Uh...");
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interpreter.sendDialogues(player, FacialExpression.SUSPICIOUS, "Uh...");
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stage = 31;
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break;
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case 31:
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@@ -152,24 +152,24 @@ public class FortressGuardDialogue extends DialoguePlugin {
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stage = 42;
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break;
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case 3:
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interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "So who does it belong to?");
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interpreter.sendDialogues(player, FacialExpression.ASKING, "So who does it belong to?");
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stage = 44;
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break;
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}
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break;
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case 42:
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interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Don't let it happen again.");
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interpreter.sendDialogues(npc, FacialExpression.NEUTRAL, "Don't let it happen again.");
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stage = 43;
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break;
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case 43:
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end();
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break;
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case 44:
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interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "This fortress belongs to the order of Black Knights", "known as the Kinshra.");
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interpreter.sendDialogues(npc, FacialExpression.NEUTRAL, "This fortress belongs to the order of Black Knights", "known as the Kinshra.");
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stage = 45;
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break;
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case 45:
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interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Oh. Okay, thanks.");
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interpreter.sendDialogues(player, FacialExpression.FRIENDLY, "Oh. Okay, thanks.");
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stage = 46;
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break;
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case 46:
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@@ -182,17 +182,17 @@ public class FortressGuardDialogue extends DialoguePlugin {
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case 51:
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switch (buttonId) {
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case 1:
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interpreter.sendDialogues(player, null, "Okay, I won't.");
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interpreter.sendDialogues(player, FacialExpression.NEUTRAL, "Okay, I won't.");
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stage = 52;
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break;
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case 2:
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interpreter.sendDialogues(player, null, "I don't care. I'm going in anyway.");
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interpreter.sendDialogues(player, FacialExpression.NEUTRAL, "I don't care. I'm going in anyway.");
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stage = 54;
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break;
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}
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break;
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case 52:
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interpreter.sendDialogues(npc, null, "Wise move.");
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interpreter.sendDialogues(npc, FacialExpression.NEUTRAL, "Wise move.");
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stage = 53;
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break;
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case 53:
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@@ -220,7 +220,7 @@ public class FortressGuardDialogue extends DialoguePlugin {
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}
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/**
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* Method used to cehck if the player is in the inventory.
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* Method used to check if the player is in the inventory.
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* @param player the player.
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* @return <code>True</code> if so.
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*/
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+48
-47
@@ -1,6 +1,7 @@
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package content.region.asgarnia.falador.quest.blackknightsfortress;
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import core.game.dialogue.DialoguePlugin;
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import core.game.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.game.node.entity.player.link.quest.Quest;
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@@ -47,20 +48,20 @@ public class SirAmikVarzeDialogue extends DialoguePlugin {
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quest = player.getQuestRepository().getQuest("Black Knights' Fortress");
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switch (quest.getStage(player)) {
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case 30:
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interpreter.sendDialogues(player, null, "I have ruined the Black Knights' invincibility potion.");
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interpreter.sendDialogues(player, FacialExpression.HAPPY, "I have ruined the Black Knights' invincibility potion.");
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stage = 0;
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break;
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case 10:
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case 20:
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interpreter.sendDialogues(npc, null, "How's the mission going?");
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interpreter.sendDialogues(npc, FacialExpression.ASKING, "How's the mission going?");
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stage = 0;
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break;
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case 100:
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interpreter.sendDialogues(player, null, "Hello Sir Amik.");
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interpreter.sendDialogues(player, FacialExpression.HAPPY, "Hello Sir Amik.");
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stage = 0;
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break;
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default:
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interpreter.sendDialogues(npc, null, "I am the leader of the White Knights of Falador. Why", "do you seek my audience?");
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interpreter.sendDialogues(npc, FacialExpression.ASKING, "I am the leader of the White Knights of Falador. Why", "do you seek my audience?");
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stage = 0;
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break;
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}
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@@ -73,27 +74,27 @@ public class SirAmikVarzeDialogue extends DialoguePlugin {
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case 100:
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switch (stage) {
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case 0:
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interpreter.sendDialogues(npc, null, "Hello, friend!");
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interpreter.sendDialogues(npc, FacialExpression.FRIENDLY, "Hello, friend!");
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stage = 1;
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break;
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case 1:
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interpreter.sendDialogues(player, null, "Do you have any other quests for me to do?");
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interpreter.sendDialogues(player, FacialExpression.HALF_ASKING, "Do you have any other quests for me to do?");
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stage = 2;
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break;
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case 2:
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interpreter.sendDialogues(npc, null, "Quests, eh?", "Well, I don't have anything on the go at the moment,", "but there is an organisation that is always looking for", "capable adventurers to assist them.");
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interpreter.sendDialogues(npc, FacialExpression.HALF_THINKING, "Quests, eh?", "Well, I don't have anything on the go at the moment,", "but there is an organisation that is always looking for", "capable adventurers to assist them.");
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stage = 3;
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break;
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case 3:
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interpreter.sendDialogues(npc, null, "Your excellent work sorting out those Black Knights", "means I will happily write you a letter of", "recommendation.");
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interpreter.sendDialogues(npc, FacialExpression.HAPPY, "Your excellent work sorting out those Black Knights", "means I will happily write you a letter of", "recommendation.");
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stage = 4;
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break;
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case 4:
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interpreter.sendDialogues(npc, null, "Would you like me to put your name forwards to", "them?");
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interpreter.sendDialogues(npc, FacialExpression.HALF_ASKING, "Would you like me to put your name forwards to", "them?");
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stage = 5;
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break;
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case 5:
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interpreter.sendDialogues(player, null, "No thanks.");
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interpreter.sendDialogues(player, FacialExpression.NEUTRAL, "No thanks.");
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stage = 6;
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break;
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case 6:
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@@ -104,15 +105,15 @@ public class SirAmikVarzeDialogue extends DialoguePlugin {
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case 30:
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switch (stage) {
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case 0:
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interpreter.sendDialogues(npc, null, "Yes, we have just received a message from the Black", "Knights saying they withdraw their demands, which", "would seem to confirm your story.");
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interpreter.sendDialogues(npc, FacialExpression.NEUTRAL, "Yes, we have just received a message from the Black", "Knights saying they withdraw their demands, which", "would seem to confirm your story.");
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stage = 1;
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break;
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case 1:
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interpreter.sendDialogues(player, null, "No I believe there was some talk of a cash reward...");
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interpreter.sendDialogues(player, FacialExpression.HALF_ASKING, "Now I believe there was some talk of a cash reward...");
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stage = 2;
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break;
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||||
case 2:
|
||||
interpreter.sendDialogues(npc, null, "Absolutely right. Please accept this reward.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HAPPY, "Absolutely right. Please accept this reward.");
|
||||
stage = 3;
|
||||
break;
|
||||
case 3:
|
||||
@@ -132,7 +133,7 @@ public class SirAmikVarzeDialogue extends DialoguePlugin {
|
||||
case 20:
|
||||
switch (stage) {
|
||||
case 0:
|
||||
interpreter.sendDialogues(player, null, "I have managed to find what the secret weapon is", "I am now in the process of destroying it.");
|
||||
interpreter.sendDialogues(player, FacialExpression.NEUTRAL, "I have managed to find what the secret weapon is", "I am now in the process of destroying it.");
|
||||
stage = 1;
|
||||
break;
|
||||
case 1:
|
||||
@@ -143,19 +144,19 @@ public class SirAmikVarzeDialogue extends DialoguePlugin {
|
||||
case 10:
|
||||
switch (stage) {
|
||||
case 0:
|
||||
interpreter.sendDialogues(player, null, "I haven't managed to find what the secret weapon is", "yet...");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I haven't managed to find what the secret weapon is", "yet...");
|
||||
stage = 1;
|
||||
break;
|
||||
case 1:
|
||||
interpreter.sendDialogues(npc, null, "Well keep at it! Falador's future is at stake!");
|
||||
interpreter.sendDialogues(npc, FacialExpression.NEUTRAL, "Well keep at it! Falador's future is at stake!");
|
||||
stage = 2;
|
||||
break;
|
||||
case 2:
|
||||
if (!player.getInventory().containsItem(BlackKnightsFortress.DOSSIER) && !player.getBank().containsItem(BlackKnightsFortress.DOSSIER)) {
|
||||
interpreter.sendDialogues(npc, null, "Here's the dossier on the case.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.NEUTRAL, "Here's the dossier on the case.");
|
||||
stage = 3;
|
||||
} else {
|
||||
interpreter.sendDialogues(npc, null, "Don't forget to read that dossier of information I gave", "you.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.NEUTRAL, "Don't forget to read that dossier of information I gave", "you.");
|
||||
stage = 4;
|
||||
}
|
||||
break;
|
||||
@@ -172,7 +173,7 @@ public class SirAmikVarzeDialogue extends DialoguePlugin {
|
||||
switch (stage) {
|
||||
case 0:
|
||||
if (player.getQuestRepository().getPoints() < 12) {
|
||||
interpreter.sendDialogues(player, null, "I don't I'm just looking around.");
|
||||
interpreter.sendDialogues(player, FacialExpression.NEUTRAL, "I don't I'm just looking around.");
|
||||
stage = 2;
|
||||
} else {
|
||||
interpreter.sendOptions("Select an Option", "I seek a quest!", "I don't, I'm just looking around.");
|
||||
@@ -182,11 +183,11 @@ public class SirAmikVarzeDialogue extends DialoguePlugin {
|
||||
case 1:
|
||||
switch (buttonId) {
|
||||
case 1:
|
||||
interpreter.sendDialogues(player, null, "I seek a quest.");
|
||||
interpreter.sendDialogues(player, FacialExpression.NEUTRAL, "I seek a quest.");
|
||||
stage = 5;
|
||||
break;
|
||||
case 2:
|
||||
interpreter.sendDialogues(player, null, "I don't I'm just looking around.");
|
||||
interpreter.sendDialogues(player, FacialExpression.NEUTRAL, "I don't I'm just looking around.");
|
||||
stage = 2;
|
||||
break;
|
||||
}
|
||||
@@ -195,14 +196,14 @@ public class SirAmikVarzeDialogue extends DialoguePlugin {
|
||||
end();
|
||||
break;
|
||||
case 3:
|
||||
interpreter.sendDialogues(npc, null, "Ok. Please don't break anything.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_WORRIED, "Ok. Please don't break anything.");
|
||||
stage = 4;
|
||||
break;
|
||||
case 4:
|
||||
end();
|
||||
break;
|
||||
case 5:
|
||||
interpreter.sendDialogues(npc, null, "Well, I need some spy work doing but it's quite", "dangerous. It will involve going into the Black Knights'", "fortress.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.NEUTRAL, "Well, I need some spy work doing but it's quite", "dangerous. It will involve going into the Black Knights'", "fortress.");
|
||||
stage = 6;
|
||||
break;
|
||||
case 6:
|
||||
@@ -212,25 +213,25 @@ public class SirAmikVarzeDialogue extends DialoguePlugin {
|
||||
case 7:
|
||||
switch (buttonId) {
|
||||
case 1:
|
||||
interpreter.sendDialogues(player, null, "I laugh in the face of danger!");
|
||||
interpreter.sendDialogues(player, FacialExpression.HAPPY, "I laugh in the face of danger!");
|
||||
stage = 15;
|
||||
break;
|
||||
case 2:
|
||||
interpreter.sendDialogues(player, null, "I go and cower in a corner at the first sign of danger!");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I go and cower in a corner at the first sign of danger!");
|
||||
stage = 8;
|
||||
break;
|
||||
}
|
||||
break;
|
||||
case 8:
|
||||
interpreter.sendDialogues(npc, null, "Err....");
|
||||
interpreter.sendDialogues(npc, FacialExpression.NEUTRAL, "Err....");
|
||||
stage = 9;
|
||||
break;
|
||||
case 9:
|
||||
interpreter.sendDialogues(npc, null, "Well.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.NEUTRAL, "Well.");
|
||||
stage = 10;
|
||||
break;
|
||||
case 10:
|
||||
interpreter.sendDialogues(npc, null, "I... suppose spy work DOES involve a little hiding in", "corners.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.NEUTRAL, "I... suppose spy work DOES involve a little hiding in", "corners.");
|
||||
stage = 11;
|
||||
break;
|
||||
case 11:
|
||||
@@ -240,68 +241,68 @@ public class SirAmikVarzeDialogue extends DialoguePlugin {
|
||||
case 12:
|
||||
switch (buttonId) {
|
||||
case 1:
|
||||
interpreter.sendDialogues(player, null, "Oh. I suppose I'll give it a go then.");
|
||||
interpreter.sendDialogues(player, FacialExpression.FRIENDLY, "Oh. I suppose I'll give it a go then.");
|
||||
stage = 17;
|
||||
break;
|
||||
case 2:
|
||||
interpreter.sendDialogues(player, null, "No, I'm not ready to do that.");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "No, I'm not ready to do that.");
|
||||
stage = 13;
|
||||
break;
|
||||
}
|
||||
break;
|
||||
case 13:
|
||||
interpreter.sendDialogues(npc, null, "Come see me again if you change your mind.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.NEUTRAL, "Come see me again if you change your mind.");
|
||||
stage = 14;
|
||||
break;
|
||||
case 14:
|
||||
end();
|
||||
break;
|
||||
case 15:
|
||||
interpreter.sendDialogues(npc, null, "Well that's good. Don't get too overconfident though.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.NEUTRAL, "Well that's good. Don't get too overconfident though.");
|
||||
stage = 16;
|
||||
break;
|
||||
case 16:
|
||||
interpreter.sendDialogues(npc, null, "You've come along at just the right time actually. All of", "my knights are already known to the Black Knights.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.NEUTRAL, "You've come along at just the right time actually. All of", "my knights are already known to the Black Knights.");
|
||||
stage = 17;
|
||||
break;
|
||||
case 17:
|
||||
interpreter.sendDialogues(npc, null, "Subtlety isn't exactly our strong point.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Subtlety isn't exactly our strong point.");
|
||||
stage = 18;
|
||||
break;
|
||||
case 18:
|
||||
interpreter.sendDialogues(player, null, "Can't you just take your White Knights' armour off?", "They wouldn't recognise you then!");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_ASKING, "Can't you just take your White Knights' armour off?", "They wouldn't recognise you then!");
|
||||
stage = 19;
|
||||
break;
|
||||
case 19:
|
||||
interpreter.sendDialogues(npc, null, "I am afraid our charter prevents us using espionage in", "any form, that is the domain of the Temple Knights.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.NEUTRAL, "I am afraid our charter prevents us using espionage in", "any form, that is the domain of the Temple Knights.");
|
||||
stage = 20;
|
||||
break;
|
||||
case 20:
|
||||
interpreter.sendDialogues(player, null, "Temple Knights? Who are they?");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_ASKING, "Temple Knights? Who are they?");
|
||||
stage = 21;
|
||||
break;
|
||||
case 21:
|
||||
interpreter.sendDialogues(npc, null, "The information is classified. I am forbidden to share it", "with outsiders.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.NEUTRAL, "The information is classified. I am forbidden to share it", "with outsiders.");
|
||||
stage = 22;
|
||||
break;
|
||||
case 22:
|
||||
interpreter.sendDialogues(player, null, "So... What do you need doing?");
|
||||
interpreter.sendDialogues(player, FacialExpression.HALF_ASKING, "So... What do you need doing?");
|
||||
stage = 23;
|
||||
break;
|
||||
case 23:
|
||||
interpreter.sendDialogues(npc, null, "Well, the Black Knights have started making strange", "threats to us; demanding large amounts of money and", "land, and threatening to invade Falador if we don't pay", "them.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.ANGRY, "Well, the Black Knights have started making strange", "threats to us; demanding large amounts of money and", "land, and threatening to invade Falador if we don't pay", "them.");
|
||||
stage = 24;
|
||||
break;
|
||||
case 24:
|
||||
interpreter.sendDialogues(npc, null, "Now, NORMALLY this wouldn't be a problem...");
|
||||
interpreter.sendDialogues(npc, FacialExpression.NEUTRAL, "Now, NORMALLY this wouldn't be a problem...");
|
||||
stage = 25;
|
||||
break;
|
||||
case 25:
|
||||
interpreter.sendDialogues(npc, null, "But they claim to have a powerful new secret weapon.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.ANGRY, "But they claim to have a powerful new secret weapon.");
|
||||
stage = 26;
|
||||
break;
|
||||
case 26:
|
||||
interpreter.sendDialogues(npc, null, "Your mission, should you decide to accept it, is to", "infiltrate their fortress, find out what their secret", "weapon is, and then sabotage it.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.NEUTRAL, "Your mission, should you decide to accept it, is to", "infiltrate their fortress, find out what their secret", "weapon is, and then sabotage it.");
|
||||
stage = 27;
|
||||
break;
|
||||
case 27:
|
||||
@@ -311,24 +312,24 @@ public class SirAmikVarzeDialogue extends DialoguePlugin {
|
||||
case 28:
|
||||
switch (buttonId) {
|
||||
case 1:
|
||||
interpreter.sendDialogues(player, null, "Ok, I'll do my best.");
|
||||
interpreter.sendDialogues(player, FacialExpression.NEUTRAL, "Ok, I'll do my best.");
|
||||
stage = 31;
|
||||
break;
|
||||
case 2:
|
||||
interpreter.sendDialogues(player, null, "No, I'm not ready to do that.");
|
||||
interpreter.sendDialogues(player, FacialExpression.NEUTRAL, "No, I'm not ready to do that.");
|
||||
stage = 29;
|
||||
break;
|
||||
}
|
||||
break;
|
||||
case 29:
|
||||
interpreter.sendDialogues(npc, null, "Come see me again if you change your mind.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.NEUTRAL, "Come see me again if you change your mind.");
|
||||
stage = 30;
|
||||
break;
|
||||
case 30:
|
||||
end();
|
||||
break;
|
||||
case 31:
|
||||
interpreter.sendDialogues(npc, null, "Good luck! Let me know how you get on. Here's the", "dossier for the case, I've already given you the details.");
|
||||
interpreter.sendDialogues(npc, FacialExpression.NEUTRAL, "Good luck! Let me know how you get on. Here's the", "dossier for the case, I've already given you the details.");
|
||||
stage = 32;
|
||||
break;
|
||||
case 32:
|
||||
|
||||
Reference in New Issue
Block a user