diff --git a/Server/src/main/content/region/asgarnia/falador/quest/blackknightsfortress/BKFortressPlugin.java b/Server/src/main/content/region/asgarnia/falador/quest/blackknightsfortress/BKFortressPlugin.java index 33fe3a173..37cd719c2 100644 --- a/Server/src/main/content/region/asgarnia/falador/quest/blackknightsfortress/BKFortressPlugin.java +++ b/Server/src/main/content/region/asgarnia/falador/quest/blackknightsfortress/BKFortressPlugin.java @@ -129,21 +129,31 @@ public final class BKFortressPlugin extends OptionHandler { return true; case 2338: if (player.getLocation().getX() > 3019) { - DoorActionHandler.handleAutowalkDoor(player, (Scenery) node); + DoorActionHandler.handleAutowalkDoor(player, (Scenery) node); // big table room door return true; } player.getDialogueInterpreter().open(4605, Repository.findNPC(4605), true, true); break; - case 2337: - if (!player.getEquipment().containsAtLeastOneItem(1139) || !player.getEquipment().containsAtLeastOneItem(1101)) { - player.getDialogueInterpreter().open(4605, Repository.findNPC(4604), true); - } else { - DoorActionHandler.handleAutowalkDoor(player, (Scenery) node); + case 2337: // Guard Door - only check for uniform from outside + switch (player.getLocation().getY()) { + case 3514: // Outside constant Y location, block the player for checks + if(!player.getEquipment().containsAtLeastOneItem(1139) || !player.getEquipment().containsAtLeastOneItem(1101)){ + player.getDialogueInterpreter().open(4605, Repository.findNPC(4604), true); + } + break; + case 3515: //Inside constant Y location, let the player through + DoorActionHandler.handleAutowalkDoor(player, (Scenery) node); + default: + break; } break; case 74: - case 73: - player.getPacketDispatch().sendMessage("You can't open this door."); + case 73:// large door scenery id 73 + if (player.getLocation().getX() == 3008) { // only opened from inside + DoorActionHandler.handleAutowalkDoor(player, (Scenery) node); + return true; + } + player.getPacketDispatch().sendMessage("You can't open this door."); // large door to the fortress break; case 9589: switch (option) { diff --git a/Server/src/main/content/region/asgarnia/falador/quest/blackknightsfortress/BKListenDialogue.java b/Server/src/main/content/region/asgarnia/falador/quest/blackknightsfortress/BKListenDialogue.java index bf1786b24..1cccba9f7 100644 --- a/Server/src/main/content/region/asgarnia/falador/quest/blackknightsfortress/BKListenDialogue.java +++ b/Server/src/main/content/region/asgarnia/falador/quest/blackknightsfortress/BKListenDialogue.java @@ -1,6 +1,7 @@ package content.region.asgarnia.falador.quest.blackknightsfortress; import core.game.dialogue.DialoguePlugin; +import core.game.dialogue.FacialExpression; import core.game.node.entity.player.Player; import core.game.node.item.Item; import core.plugin.Initializable; @@ -70,12 +71,12 @@ public final class BKListenDialogue extends DialoguePlugin { @Override public boolean open(Object... args) { if (args != null && args.length == 2) { - interpreter.sendDialogues(witch, null, "Where has Greldo got to with that magic cabbage!"); + interpreter.sendDialogues(witch, FacialExpression.NEUTRAL, "Where has Greldo got to with that magic cabbage!"); stage = 10; player.animate(ANIMATION); return true; } - interpreter.sendDialogues(captain, null, "So... how's the secret weapon coming along?"); + interpreter.sendDialogues(captain, FacialExpression.ASKING, "So... how's the secret weapon coming along?"); stage = 0; return true; } @@ -84,31 +85,31 @@ public final class BKListenDialogue extends DialoguePlugin { public boolean handle(int interfaceId, int buttonId) { switch (stage) { case 0: - interpreter.sendDialogues(witch, null, "The invincibility potion is almost ready..."); + interpreter.sendDialogues(witch, FacialExpression.HAPPY, "The invincibility potion is almost ready..."); stage = 1; break; case 1: - interpreter.sendDialogues(witch, null, "It's taken me FIVE YEARS, but it's almost ready."); + interpreter.sendDialogues(witch, FacialExpression.HAPPY, "It's taken me FIVE YEARS, but it's almost ready."); stage = 2; break; case 2: - interpreter.sendDialogues(witch, null, "Greldo the Goblin here is just going to fetch the last", "ingredient for me."); + interpreter.sendDialogues(witch, FacialExpression.NEUTRAL, "Greldo the Goblin here is just going to fetch the last", "ingredient for me."); stage = 3; break; case 3: - interpreter.sendDialogues(witch, null, "It's a specially grown cabbage grown by my cousin", "Helda who lives in Draynor Manor."); + interpreter.sendDialogues(witch, FacialExpression.NEUTRAL, "It's a special grown cabbage grown by my cousin", "Helda who lives in Draynor Manor."); stage = 4; break; case 4: - interpreter.sendDialogues(witch, null, "The soil there is slightly magical and it gives the", "cabbages slight magical properties...."); + interpreter.sendDialogues(witch, FacialExpression.NEUTRAL, "The soil there is slightly magical and it gives the", "cabbages slight magical properties...."); stage = 5; break; case 5: - interpreter.sendDialogues(witch, null, "...not to mention the trees!"); + interpreter.sendDialogues(witch, FacialExpression.AMAZED, "...not to mention the trees!"); stage = 6; break; case 6: - 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!"); + 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!"); stage = 7; break; case 7: @@ -120,29 +121,29 @@ public final class BKListenDialogue extends DialoguePlugin { end(); break; case 10: - interpreter.sendDialogues(captain, null, "What's that noise?"); + interpreter.sendDialogues(captain, FacialExpression.ASKING, "What's that noise?"); stage = 11; break; case 11: - interpreter.sendDialogues(witch, null, "Hopefully Greldo with the cabbage... yes, look her it", "co....NOOOOOoooo!"); + interpreter.sendDialogues(witch, FacialExpression.NEUTRAL, "Hopefully Greldo with the cabbage... yes, look her it", "co....NOOOOOoooo!"); stage = 12; break; case 12: - interpreter.sendDialogues(witch, null, "My potion!"); + interpreter.sendDialogues(witch, FacialExpression.EXTREMELY_SHOCKED, "My potion!"); stage = 13; break; case 13: - interpreter.sendDialogues(captain, null, "Oh boy, this doesn't look good!"); + interpreter.sendDialogues(captain, FacialExpression.WORRIED, "Oh boy, this doesn't look good!"); stage = 14; break; case 14: - interpreter.sendDialogues(cat, null, "Meow!"); + interpreter.sendDialogues(cat, FacialExpression.EXTREMELY_SHOCKED, "Meow!"); stage = 15; break; case 15: if (player.getInventory().remove(CABBAGE)) { player.getQuestRepository().getQuest("Black Knights' Fortress").setStage(player, 30); - interpreter.sendDialogues(player, null, "Looks like my work here is done. Seems like that's", "succesfully sabotaged their little secret weapon plan."); + interpreter.sendDialogues(player, FacialExpression.HAPPY, "Looks like my work here is done. Seems like that's", "successfully sabotaged their little secret weapon plan."); stage = 16; } break; diff --git a/Server/src/main/content/region/asgarnia/falador/quest/blackknightsfortress/FortressGuardDialogue.java b/Server/src/main/content/region/asgarnia/falador/quest/blackknightsfortress/FortressGuardDialogue.java index 6f3019f97..51fa14058 100644 --- a/Server/src/main/content/region/asgarnia/falador/quest/blackknightsfortress/FortressGuardDialogue.java +++ b/Server/src/main/content/region/asgarnia/falador/quest/blackknightsfortress/FortressGuardDialogue.java @@ -50,20 +50,20 @@ public class FortressGuardDialogue extends DialoguePlugin { public boolean open(Object... args) { npc = (NPC) args[0]; if (args.length == 2) { - interpreter.sendDialogues(npc, null, "Hey! You can't come in here! This is a high security", "military installation!"); + interpreter.sendDialogues(npc, FacialExpression.ANGRY, "Hey! You can't come in here! This is a high security", "military installation!"); stage = 40; return true; } if (args.length == 3) { - 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!"); + 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!"); stage = 50; return true; } if (!inUniform(player)) { - interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Get lost. This is private property."); + interpreter.sendDialogues(npc, FacialExpression.ANGRY, "Get lost. This is private property."); stage = 0; } else { - interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Hey! Get back on duty!"); + interpreter.sendDialogues(npc, FacialExpression.FURIOUS, "Hey! Get back on duty!"); stage = 30; } return true; @@ -77,15 +77,15 @@ public class FortressGuardDialogue extends DialoguePlugin { stage = 1; break; case 1: - 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."); + 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."); stage = 2; break; case 2: - interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "How can you tell?"); + interpreter.sendDialogues(player, FacialExpression.ASKING, "How can you tell?"); stage = 3; break; case 3: - interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "You're not even wearing proper guards uniform!"); + interpreter.sendDialogues(npc, FacialExpression.ANGRY, "You're not even wearing proper guards uniform!"); stage = 4; break; case 4: @@ -99,39 +99,39 @@ public class FortressGuardDialogue extends DialoguePlugin { stage = 10; break; case 2: - interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "So what is this uniform?"); + interpreter.sendDialogues(player, FacialExpression.ASKING, "So what is this uniform?"); stage = 20; break; } break; case 10: - interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Go away. You're getting annoying."); + interpreter.sendDialogues(npc, FacialExpression.ANNOYED, "Go away. You're getting annoying."); stage = 11; break; case 11: end(); break; case 20: - interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Well you can see me wearing it. It's an iron chainbody", "and a medium bronze helm."); + interpreter.sendDialogues(npc, FacialExpression.NEUTRAL, "Well you can see me wearing it. It's an iron chainbody", "and a medium bronze helm."); stage = 21; break; case 21: - interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Hmmm... I wonder if I can make that or get some in", "the local towns..."); + interpreter.sendDialogues(player, FacialExpression.HALF_ASKING, "Hmmm... I wonder if I can make that or get some in", "the local towns..."); stage = 22; break; case 22: - interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "What was that you muttered?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_ASKING, "What was that you muttered?"); stage = 23; break; case 23: - interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Oh, nothing important!"); + interpreter.sendDialogues(player, FacialExpression.SUSPICIOUS, "Oh, nothing important!"); stage = 24; break; case 24: end(); break; case 30: - interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Uh..."); + interpreter.sendDialogues(player, FacialExpression.SUSPICIOUS, "Uh..."); stage = 31; break; case 31: @@ -152,24 +152,24 @@ public class FortressGuardDialogue extends DialoguePlugin { stage = 42; break; case 3: - interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "So who does it belong to?"); + interpreter.sendDialogues(player, FacialExpression.ASKING, "So who does it belong to?"); stage = 44; break; } break; case 42: - interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Don't let it happen again."); + interpreter.sendDialogues(npc, FacialExpression.NEUTRAL, "Don't let it happen again."); stage = 43; break; case 43: end(); break; case 44: - interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "This fortress belongs to the order of Black Knights", "known as the Kinshra."); + interpreter.sendDialogues(npc, FacialExpression.NEUTRAL, "This fortress belongs to the order of Black Knights", "known as the Kinshra."); stage = 45; break; case 45: - interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Oh. Okay, thanks."); + interpreter.sendDialogues(player, FacialExpression.FRIENDLY, "Oh. Okay, thanks."); stage = 46; break; case 46: @@ -182,17 +182,17 @@ public class FortressGuardDialogue extends DialoguePlugin { case 51: switch (buttonId) { case 1: - interpreter.sendDialogues(player, null, "Okay, I won't."); + interpreter.sendDialogues(player, FacialExpression.NEUTRAL, "Okay, I won't."); stage = 52; break; case 2: - interpreter.sendDialogues(player, null, "I don't care. I'm going in anyway."); + interpreter.sendDialogues(player, FacialExpression.NEUTRAL, "I don't care. I'm going in anyway."); stage = 54; break; } break; case 52: - interpreter.sendDialogues(npc, null, "Wise move."); + interpreter.sendDialogues(npc, FacialExpression.NEUTRAL, "Wise move."); stage = 53; break; case 53: @@ -220,7 +220,7 @@ public class FortressGuardDialogue extends DialoguePlugin { } /** - * Method used to cehck if the player is in the inventory. + * Method used to check if the player is in the inventory. * @param player the player. * @return True if so. */ diff --git a/Server/src/main/content/region/asgarnia/falador/quest/blackknightsfortress/SirAmikVarzeDialogue.java b/Server/src/main/content/region/asgarnia/falador/quest/blackknightsfortress/SirAmikVarzeDialogue.java index a07815927..33f2a41c5 100644 --- a/Server/src/main/content/region/asgarnia/falador/quest/blackknightsfortress/SirAmikVarzeDialogue.java +++ b/Server/src/main/content/region/asgarnia/falador/quest/blackknightsfortress/SirAmikVarzeDialogue.java @@ -1,6 +1,7 @@ package content.region.asgarnia.falador.quest.blackknightsfortress; import core.game.dialogue.DialoguePlugin; +import core.game.dialogue.FacialExpression; import core.game.node.entity.npc.NPC; import core.game.node.entity.player.Player; import core.game.node.entity.player.link.quest.Quest; @@ -47,20 +48,20 @@ public class SirAmikVarzeDialogue extends DialoguePlugin { quest = player.getQuestRepository().getQuest("Black Knights' Fortress"); switch (quest.getStage(player)) { case 30: - interpreter.sendDialogues(player, null, "I have ruined the Black Knights' invincibility potion."); + interpreter.sendDialogues(player, FacialExpression.HAPPY, "I have ruined the Black Knights' invincibility potion."); stage = 0; break; case 10: case 20: - interpreter.sendDialogues(npc, null, "How's the mission going?"); + interpreter.sendDialogues(npc, FacialExpression.ASKING, "How's the mission going?"); stage = 0; break; case 100: - interpreter.sendDialogues(player, null, "Hello Sir Amik."); + interpreter.sendDialogues(player, FacialExpression.HAPPY, "Hello Sir Amik."); stage = 0; break; default: - interpreter.sendDialogues(npc, null, "I am the leader of the White Knights of Falador. Why", "do you seek my audience?"); + interpreter.sendDialogues(npc, FacialExpression.ASKING, "I am the leader of the White Knights of Falador. Why", "do you seek my audience?"); stage = 0; break; } @@ -73,27 +74,27 @@ public class SirAmikVarzeDialogue extends DialoguePlugin { case 100: switch (stage) { case 0: - interpreter.sendDialogues(npc, null, "Hello, friend!"); + interpreter.sendDialogues(npc, FacialExpression.FRIENDLY, "Hello, friend!"); stage = 1; break; case 1: - interpreter.sendDialogues(player, null, "Do you have any other quests for me to do?"); + interpreter.sendDialogues(player, FacialExpression.HALF_ASKING, "Do you have any other quests for me to do?"); stage = 2; break; case 2: - 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."); + 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."); stage = 3; break; case 3: - interpreter.sendDialogues(npc, null, "Your excellent work sorting out those Black Knights", "means I will happily write you a letter of", "recommendation."); + interpreter.sendDialogues(npc, FacialExpression.HAPPY, "Your excellent work sorting out those Black Knights", "means I will happily write you a letter of", "recommendation."); stage = 4; break; case 4: - interpreter.sendDialogues(npc, null, "Would you like me to put your name forwards to", "them?"); + interpreter.sendDialogues(npc, FacialExpression.HALF_ASKING, "Would you like me to put your name forwards to", "them?"); stage = 5; break; case 5: - interpreter.sendDialogues(player, null, "No thanks."); + interpreter.sendDialogues(player, FacialExpression.NEUTRAL, "No thanks."); stage = 6; break; case 6: @@ -104,15 +105,15 @@ public class SirAmikVarzeDialogue extends DialoguePlugin { case 30: switch (stage) { case 0: - 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."); + 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."); stage = 1; break; case 1: - interpreter.sendDialogues(player, null, "No I believe there was some talk of a cash reward..."); + interpreter.sendDialogues(player, FacialExpression.HALF_ASKING, "Now I believe there was some talk of a cash reward..."); stage = 2; break; 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: