Shopkeepers across Gielinor now have correct facial expressions, areas with improvements include Lumbrdige, Varrock, Draynor, Falador, Edgeville, Al-Kharid, Ardougne, Catherby and Mortaniya

Fixed typos in the dialogues of various shopkeepers
Individualized Varrock, Lumbridge, and Port Phastmys General Store to their own file
Marked Fairy Shopkeeper as a shopkeeper so players can interact with her too (previously only the assistant was working)
This commit is contained in:
Skal Fate
2023-02-08 03:24:19 +00:00
committed by Ryan
parent 7646bbaccd
commit 97c7e7e3d4
48 changed files with 456 additions and 213 deletions
@@ -39,7 +39,7 @@ ShopkeeperDialogue extends DialoguePlugin {
@Override
public boolean open(Object... args) {
npc = (NPC) args[0];
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Can I help you at all?");
interpreter.sendDialogues(npc, FacialExpression.HAPPY, "Can I help you at all?");
stage = 0;
return true;
}
@@ -76,6 +76,6 @@ ShopkeeperDialogue extends DialoguePlugin {
@Override
public int[] getIds() {
return new int[] { 523, 522, 520, 521, 1699,555 };
return new int[] { 555 };
}
}
@@ -7,7 +7,7 @@ import core.plugin.Initializable;
import core.game.node.entity.player.Player;
/**
* Represents the dialouge plugin used for the dward shop.
* Represents the dialouge plugin used for the dwarf shop.
* @author 'Vexia
* @version 1.0
*/
@@ -39,7 +39,7 @@ public final class DwarfShopDialogue extends DialoguePlugin {
@Override
public boolean open(Object... args) {
npc = (NPC) args[0];
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Can I help you at all?");
interpreter.sendDialogues(npc, FacialExpression.OLD_HAPPY, "Can I help you at all?");
stage = 0;
return true;
}
@@ -39,7 +39,7 @@ public final class CassieDialogue extends DialoguePlugin {
@Override
public boolean open(Object... args) {
npc = (NPC) args[0];
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I buy and sell shields; do you want to trade?");
interpreter.sendDialogues(npc, FacialExpression.HAPPY, "I buy and sell shields; do you want to trade?");
stage = 0;
return true;
}
@@ -58,7 +58,7 @@ public final class CassieDialogue extends DialoguePlugin {
npc.openShop(player);
break;
case 2:
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "No, thank you.");
interpreter.sendDialogues(player, FacialExpression.HAPPY, "No, thank you.");
stage = 20;
break;
}
@@ -39,7 +39,7 @@ public final class FaladorShopKeeperDialogue extends DialoguePlugin {
@Override
public boolean open(Object... args) {
npc = (NPC) args[0];
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Can I help you at all?");
interpreter.sendDialogues(npc, FacialExpression.HAPPY, "Can I help you at all?");
stage = 0;
return true;
}
@@ -58,7 +58,7 @@ public final class FaladorShopKeeperDialogue extends DialoguePlugin {
npc.openShop(player);
break;
case 2:
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I'm glad you ask! You can buy as many of the items", "stocked as you wish. You can also sell most items to the", "shop.");
interpreter.sendDialogues(npc, FacialExpression.HAPPY, "I'm glad you ask! You can buy as many of the items", "stocked as you wish. You can also sell most items to the", "shop.");
stage = 20;
break;
case 3:
@@ -39,7 +39,7 @@ public final class FlynnDialogue extends DialoguePlugin {
@Override
public boolean open(Object... args) {
npc = (NPC) args[0];
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Hello. Do you want to buy or sell any maces?");
interpreter.sendDialogues(npc, FacialExpression.HAPPY, "Hello. Do you want to buy or sell any maces?");
stage = 0;
return true;
}
@@ -54,7 +54,7 @@ public final class FlynnDialogue extends DialoguePlugin {
case 1:
switch (buttonId) {
case 1:
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "No, thanks.");
interpreter.sendDialogues(player, FacialExpression.NEUTRAL, "No, thanks.");
stage = 10;
break;
case 2:
@@ -48,23 +48,22 @@ public final class HerquinDialogue extends DialoguePlugin {
public boolean handle(int interfaceId, int buttonId) {
switch (stage) {
case 0:
case 1:
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Do you wish to trade?");
interpreter.sendDialogues(player, FacialExpression.FRIENDLY, "Do you wish to trade?");
stage = 10;
break;
case 2:
case 1:
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Sorry, I don't want to talk to you, actually.");
stage = 2;
break;
case 2:
interpreter.sendDialogues(npc, FacialExpression.ROLLING_EYES, "Huh, charming.");
stage = 3;
break;
case 3:
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Huh, charming.");
stage = 4;
break;
case 4:
end();
break;
case 10:
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Why, yes, this is a jewel shop after all.");
interpreter.sendDialogues(npc, FacialExpression.FRIENDLY, "Why, yes, this is a jewel shop after all.");
stage = 11;
break;
case 11:
@@ -39,7 +39,7 @@ public final class WayneDialogue extends DialoguePlugin {
@Override
public boolean open(Object... args) {
npc = (NPC) args[0];
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Welcome to Wayne's Chains. Do you wanna buy or", "sell some chain mail?");
interpreter.sendDialogues(npc, FacialExpression.HAPPY, "Welcome to Wayne's Chains. Do you wanna buy or", "sell some chain mail?");
stage = 0;
return true;
}
@@ -39,7 +39,7 @@ public final class BettyDialogue extends DialoguePlugin {
@Override
public boolean open(Object... args) {
npc = (NPC) args[0];
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Welcome to the magic emporium.");
interpreter.sendDialogues(npc, FacialExpression.HAPPY, "Welcome to the magic emporium.");
stage = 0;
return true;
}
@@ -64,7 +64,7 @@ public final class BettyDialogue extends DialoguePlugin {
}
break;
case 20:
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Well, if you see ayone who is into Magic, please send", "them my way.");
interpreter.sendDialogues(npc, FacialExpression.HAPPY, "Well, if you see anyone who is into Magic, please send", "them my way.");
stage = 21;
break;
case 21:
@@ -39,7 +39,7 @@ public final class GerrantDialogue extends DialoguePlugin {
@Override
public boolean open(Object... args) {
npc = (NPC) args[0];
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Welcome! You can buy fishing equipment at my store.", "We'll also buy anything you catch off you.");
interpreter.sendDialogues(npc, FacialExpression.HAPPY, "Welcome! You can buy fishing equipment at my store.", "We'll also buy anything you catch off you.");
stage = 0;
return true;
}
@@ -54,7 +54,7 @@ public final class GerrantDialogue extends DialoguePlugin {
case 1:
switch (buttonId) {
case 1:
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Let's see what you've got then.");
interpreter.sendDialogues(player, FacialExpression.HAPPY, "Let's see what you've got then.");
stage = 10;
break;
case 2:
@@ -39,7 +39,7 @@ public final class GrumDialogue extends DialoguePlugin {
@Override
public boolean open(Object... args) {
npc = (NPC) args[0];
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Would you like to buy or sell some gold jewellery?");
interpreter.sendDialogues(npc, FacialExpression.HAPPY, "Would you like to buy or sell some gold jewellery?");
stage = 0;
return true;
}
@@ -65,7 +65,7 @@ public final class GrumDialogue extends DialoguePlugin {
}
break;
case 20:
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Get out, then! We don't want any riff-raff in here.");
interpreter.sendDialogues(npc, FacialExpression.ANNOYED, "Get out, then! We don't want any riff-raff in here.");
stage = 21;
break;
case 21:
@@ -32,17 +32,17 @@ public class PortSarimBrianDialogue extends DialoguePlugin {
case 0:
switch (buttonId) {
case 1:
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "So, are you selling something?");
interpreter.sendDialogues(player, FacialExpression.FRIENDLY, "So, are you selling something?");
stage = 10;
break;
case 2:
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "'Ello.");
interpreter.sendDialogues(player, FacialExpression.HAPPY, "'Ello.");
stage = 20;
break;
}
break;
case 10:
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Yep, take a look at these great axes.");
interpreter.sendDialogues(npc, FacialExpression.HAPPY, "Yep, take a look at these great axes.");
stage = 11;
break;
case 11:
@@ -50,7 +50,7 @@ public class PortSarimBrianDialogue extends DialoguePlugin {
npc.openShop(player);
break;
case 20:
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "'Ello.");
interpreter.sendDialogues(npc, FacialExpression.HAPPY, "'Ello.");
stage = 21;
break;
case 21:
@@ -46,7 +46,7 @@ public final class WydinDialogue extends DialoguePlugin {
interpreter.sendDialogues(557, FacialExpression.HALF_GUILTY, "Can you put your white apron on before going in there", "please.");
stage = 100;
} else {
interpreter.sendDialogues(557, null, "Hey, you can't go in there. Only emplyees of the", "grocery store can go in.");
interpreter.sendDialogues(557, FacialExpression.ANGRY, "Hey, you can't go in there. Only employees of the", "grocery store can go in.");
stage = 100;
}
return true;
@@ -54,10 +54,10 @@ public final class WydinDialogue extends DialoguePlugin {
npc = (NPC) args[0];
}
if (player.getSavedData().getGlobalData().isWydinEmployee()) {
interpreter.sendDialogues(557, FacialExpression.HALF_GUILTY, "Is it nice and tidy round the back now?");
interpreter.sendDialogues(557, FacialExpression.ASKING, "Is it nice and tidy round the back now?");
stage = 0;
} else {
interpreter.sendDialogues(557, FacialExpression.HALF_GUILTY, "Welcome to my food store! Would you like to buy", "anything?");
interpreter.sendDialogues(557, FacialExpression.HAPPY, "Welcome to my food store! Would you like to buy", "anything?");
stage = 0;
}
return true;
@@ -74,11 +74,11 @@ public final class WydinDialogue extends DialoguePlugin {
case 1:
switch (buttonId) {
case 1:
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Yes, can I work out front now?");
interpreter.sendDialogues(player, FacialExpression.ASKING, "Yes, can I work out front now?");
stage = 10;
break;
case 2:
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Yes, are you going to pay me yet?");
interpreter.sendDialogues(player, FacialExpression.ASKING, "Yes, are you going to pay me yet?");
stage = 20;
break;
case 3:
@@ -93,14 +93,14 @@ public final class WydinDialogue extends DialoguePlugin {
}
break;
case 10:
interpreter.sendDialogues(557, FacialExpression.HALF_GUILTY, "No, I'm the one who works here.");
interpreter.sendDialogues(557, FacialExpression.NEUTRAL, "No, I'm the one who works here.");
stage = 11;
break;
case 11:
end();
break;
case 20:
interpreter.sendDialogues(557, FacialExpression.HALF_GUILTY, "Umm... No, not yet.");
interpreter.sendDialogues(557, FacialExpression.THINKING, "Umm... No, not yet.");
stage = 21;
break;
case 21:
@@ -111,14 +111,14 @@ public final class WydinDialogue extends DialoguePlugin {
stage = 31;
break;
case 31:
interpreter.sendDialogues(557, FacialExpression.HALF_GUILTY, "Ah well, it'll give you something to do, won't it.");
interpreter.sendDialogues(557, FacialExpression.THINKING, "Ah well, it'll give you something to do, won't it.");
stage = 32;
break;
case 32:
end();
break;
case 40:
interpreter.sendDialogues(557, FacialExpression.HALF_GUILTY, "Yes, ofcourse.");
interpreter.sendDialogues(557, FacialExpression.HAPPY, "Yes, ofcourse.");
stage = 41;
break;
case 41:
@@ -138,7 +138,7 @@ public final class WydinDialogue extends DialoguePlugin {
case 1:
switch (buttonId) {
case 1:
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Yes please.");
interpreter.sendDialogues(player, FacialExpression.HAPPY, "Yes please.");
stage = 10;
break;
case 2:
@@ -146,11 +146,11 @@ public final class WydinDialogue extends DialoguePlugin {
stage = 20;
break;
case 3:
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "What can you recommend?");
interpreter.sendDialogues(player, FacialExpression.ASKING, "What can you recommend?");
stage = 30;
break;
case 4:
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Can I get a job here?");
interpreter.sendDialogues(player, FacialExpression.ASKING, "Can I get a job here?");
stage = 40;
break;
}
@@ -163,7 +163,7 @@ public final class WydinDialogue extends DialoguePlugin {
end();
break;
case 30:
interpreter.sendDialogues(557, null, "We have this really exotic fruit all the way from", "Karamja. It's called a banana.");
interpreter.sendDialogues(557, FacialExpression.HAPPY, "We have this really exotic fruit all the way from", "Karamja. It's called a banana.");
stage = 31;
break;
case 31:
@@ -173,42 +173,42 @@ public final class WydinDialogue extends DialoguePlugin {
case 32:
switch (buttonId) {
case 1:
interpreter.sendDialogues(player, null, "Hmm, I think I'll try one.");
interpreter.sendDialogues(player, FacialExpression.FRIENDLY, "Hmm, I think I'll try one.");
stage = 10;
break;
case 2:
interpreter.sendDialogues(player, null, "I don't like the sound of that.");
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I don't like the sound of that.");
stage = 100;
break;
}
break;
case 40:
interpreter.sendDialogues(557, null, "Well, you're keen, I'll give you that. Okay, I'll give you", "a go. Have you got your own white apron?");
interpreter.sendDialogues(557, FacialExpression.HAPPY, "Well, you're keen, I'll give you that. Okay, I'll give you", "a go. Have you got your own white apron?");
stage = 41;
break;
case 41:
if (!player.getInventory().contains(1005, 1) && !player.getEquipment().contains(1005, 1) && !player.getBank().contains(1005, 1)) {
interpreter.sendDialogues(player, null, "No, I haven't.");
interpreter.sendDialogues(player, FacialExpression.SAD, "No, I haven't.");
stage = 42;
} else {
interpreter.sendDialogues(player, null, "Yes, I have one.");
interpreter.sendDialogues(player, FacialExpression.HAPPY, "Yes, I have one.");
stage = 50;
}
break;
case 42:
interpreter.sendDialogues(557, null, "Well, you can't work here unless you have a white", "apron. Health and safety regulations, you understand.");
interpreter.sendDialogues(557, FacialExpression.FRIENDLY, "Well, you can't work here unless you have a white", "apron. Health and safety regulations, you understand.");
stage = 43;
break;
case 43:
interpreter.sendDialogues(player, null, "Where can I get one of those?");
interpreter.sendDialogues(player, FacialExpression.ASKING, "Where can I get one of those?");
stage = 44;
break;
case 44:
interpreter.sendDialogues(557, null, "Well, I get all of mine over at the clothing shop in", "Varrock. They sell them cheap there.");
interpreter.sendDialogues(557, FacialExpression.FRIENDLY, "Well, I get all of mine over at the clothing shop in", "Varrock. They sell them cheap there.");
stage = 45;
break;
case 45:
interpreter.sendDialogues(557, null, "Oh, and I'm sure that I've seen a spare one over in", "Gerrant's fish store somewhere. It's the little place just", "north of here.");
interpreter.sendDialogues(557, FacialExpression.FRIENDLY, "Oh, and I'm sure that I've seen a spare one over in", "Gerrant's fish store somewhere. It's the little place just", "north of here.");
stage = 46;
break;
case 46:
@@ -216,7 +216,7 @@ public final class WydinDialogue extends DialoguePlugin {
break;
case 50:
player.getSavedData().getGlobalData().setWydinEmployee(true);
interpreter.sendDialogues(557, null, "Wow - you are well prepared! You're hired. Go through", "to the back and tidy up for me, please.");
interpreter.sendDialogues(557, FacialExpression.HAPPY, "Wow - you are well prepared! You're hired. Go through", "to the back and tidy up for me, please.");
stage = 100;
break;
case 100:
@@ -39,7 +39,7 @@ public final class BrianArcheryDialogue extends DialoguePlugin {
@Override
public boolean open(Object... args) {
npc = (NPC) args[0];
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Would you like to buy some archery equipment?");
interpreter.sendDialogues(npc, FacialExpression.HAPPY, "Would you like to buy some archery equipment?");
stage = 0;
return true;
}
@@ -64,7 +64,7 @@ public final class BrianArcheryDialogue extends DialoguePlugin {
}
break;
case 10:
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Okay. Fare well on your travels.");
interpreter.sendDialogues(npc, FacialExpression.FRIENDLY, "Okay. Fare well on your travels.");
stage = 11;
break;
case 11:
@@ -41,7 +41,7 @@ public class RimmingtonShopKeeperDialogue extends DialoguePlugin {
npc.openShop(player);
break;
case 2:
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I'm glas you ask! You can buy as many of the items", "stocked as you wish. You can also sell most items to the", "shop.");
interpreter.sendDialogues(npc, FacialExpression.HAPPY, "I'm glad you ask! You can buy as many of the items", "stocked as you wish. You can also sell most items to the", "shop.");
stage = 10;
break;
case 3:
@@ -67,7 +67,7 @@ public class RimmingtonShopKeeperDialogue extends DialoguePlugin {
@Override
public boolean open(Object... args) {
npc = (NPC) args[0];
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Can I help you at all?");
interpreter.sendDialogues(npc, FacialExpression.HAPPY, "Can I help you at all?");
stage = 0;
return true;
}
@@ -40,14 +40,14 @@ public class RoomikDialogue extends DialoguePlugin {
npc.openShop(player);
break;
case 2:
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "No thanks, I've got all the crafting euipment I need.");
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "No thanks, I've got all the crafting equipment I need.");
stage = 20;
break;
}
break;
case 20:
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Okay. Fare well on your travels.");
interpreter.sendDialogues(npc, FacialExpression.FRIENDLY, "Okay. Fare well on your travels.");
stage = 21;
break;
case 21:
@@ -66,7 +66,7 @@ public class RoomikDialogue extends DialoguePlugin {
@Override
public boolean open(Object... args) {
npc = (NPC) args[0];
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Would you like to buy some Crafting equipment?");
interpreter.sendDialogues(npc, FacialExpression.HAPPY, "Would you like to buy some Crafting equipment?");
stage = 0;
return true;
}
@@ -39,7 +39,7 @@ public final class JatixDialogue extends DialoguePlugin {
@Override
public boolean open(Object... args) {
npc = (NPC) args[0];
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Hello, adventurer.");
interpreter.sendDialogues(npc, FacialExpression.HAPPY, "Hello, adventurer.");
stage = 0;
return true;
}
@@ -48,11 +48,11 @@ public final class JatixDialogue extends DialoguePlugin {
public boolean handle(int interfaceId, int buttonId) {
switch (stage) {
case 0:
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Hello.");
interpreter.sendDialogues(player, FacialExpression.FRIENDLY, "Hello.");
stage = 1;
break;
case 1:
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "What are you selling?");
interpreter.sendDialogues(player, FacialExpression.FRIENDLY, "What are you selling?");
stage = 2;
break;
case 2:
@@ -78,15 +78,15 @@ public final class PetshopOwnerTaverly extends DialoguePlugin {
case 1:
switch (buttonId) {
case 1:
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Can I see your shop please?");
interpreter.sendDialogues(player, FacialExpression.HAPPY, "Can I see your shop please?");
stage = 100;
break;
case 2:
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "How much is that puppy in the window?");
interpreter.sendDialogues(player, FacialExpression.HALF_ASKING, "How much is that puppy in the window?");
stage = 200;
break;
case 3:
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "So, what sorts of pets are available?");
interpreter.sendDialogues(player, FacialExpression.HALF_ASKING, "So, what sorts of pets are available?");
stage = 300;
break;
}
@@ -96,7 +96,7 @@ public final class PetshopOwnerTaverly extends DialoguePlugin {
npc.openShop(player);
break;
case 200:
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "The one with the waggly tail?");
interpreter.sendDialogues(npc, FacialExpression.HALF_ASKING, "The one with the waggly tail?");
stage = 201;
break;
case 201:
@@ -107,31 +107,31 @@ public final class PetshopOwnerTaverly extends DialoguePlugin {
case 202:
break;
case 300:
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Well, here we sell dogs, but we also have supplies for any", "other creatures you might want to raise.");
interpreter.sendDialogues(npc, FacialExpression.FRIENDLY, "Well, here we sell dogs, but we also have supplies for any", "other creatures you might want to raise.");
stage = 301;
break;
case 301:
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Such as?");
interpreter.sendDialogues(player, FacialExpression.HALF_ASKING, "Such as?");
stage = 302;
break;
case 302:
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Well, we sell nuts. Those can be used to feed squirrels. If", "you want to capture a squirrel, you'll need to use the nuts", "on the trap you set, as the little scamps won't be fooled", "by anything else.");
interpreter.sendDialogues(npc, FacialExpression.FRIENDLY, "Well, we sell nuts. Those can be used to feed squirrels. If", "you want to capture a squirrel, you'll need to use the nuts", "on the trap you set, as the little scamps won't be fooled", "by anything else.");
stage = 303;
break;
case 303:
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I'll bear that in mind.");
interpreter.sendDialogues(player, FacialExpression.FRIENDLY, "I'll bear that in mind.");
stage = 304;
break;
case 304:
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "There are also a number of fabulous and exotic lizards in", "Karmja. Some can be caught easily in a box trap, while", "other will need to be raised from an egg.");
interpreter.sendDialogues(npc, FacialExpression.FRIENDLY, "There are also a number of fabulous and exotic lizards in", "Karmja. Some can be caught easily in a box trap, while", "other will need to be raised from an egg.");
stage = 305;
break;
case 305:
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Thank's alot! You've been very helpfull.");
interpreter.sendDialogues(player, FacialExpression.HAPPY, "Thank's alot! You've been very helpfull.");
stage = 306;
break;
case 306:
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "It's always a pleasure to help a fellow animal-lover. Come", "back and visit soon.");
interpreter.sendDialogues(npc, FacialExpression.HAPPY, "It's always a pleasure to help a fellow animal-lover. Come", "back and visit soon.");
stage = 307;
break;
case 307:
@@ -39,11 +39,11 @@ public class TostigDialogue extends DialoguePlugin {
public boolean handle(int interfaceId, int buttonId) {
switch (stage) {
case 0:
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Well sir, our speciality is Asgarnian Ale, we also serve", "Wizard's Mind Bomb and Dwarven Stout.");
interpreter.sendDialogues(npc, FacialExpression.FRIENDLY, "Well sir, our speciality is Asgarnian Ale, we also serve", "Wizard's Mind Bomb and Dwarven Stout.");
stage = 1;
break;
case 1:
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Would you like to buy a drink?");
interpreter.sendDialogues(npc, FacialExpression.FRIENDLY, "Would you like to buy a drink?");
stage = 2;
break;
case 2:
@@ -53,21 +53,21 @@ public class TostigDialogue extends DialoguePlugin {
case 3:
switch (buttonId) {
case 1:
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Yes, please.");
interpreter.sendDialogues(player, FacialExpression.HAPPY, "Yes, please.");
stage = 100;
break;
case 2:
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "No, thanks.");
interpreter.sendDialogues(player, FacialExpression.NEUTRAL, "No, thanks.");
stage = 4;
break;
}
break;
case 4:
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Ah well... so um... does the grey squirrel sing in the", "grove?");
interpreter.sendDialogues(npc, FacialExpression.HALF_ASKING, "Ah well... so um... does the grey squirrel sing in the", "grove?");
stage = 5;
break;
case 5:
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Huh?");
interpreter.sendDialogues(player, FacialExpression.HALF_ASKING, "Huh?");
stage = 6;
break;
case 6:
@@ -36,7 +36,7 @@ public class DommikDialogue extends DialoguePlugin {
case 1:
switch (buttonId) {
case 1:
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "No, thanks, I've got all the Crafting equipment I need.");
interpreter.sendDialogues(player, FacialExpression.FRIENDLY, "No, thanks, I've got all the Crafting equipment I need.");
stage = 10;
break;
case 2:
@@ -46,7 +46,7 @@ public class DommikDialogue extends DialoguePlugin {
}
break;
case 10:
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Okay. Fare well on your travels.");
interpreter.sendDialogues(npc, FacialExpression.FRIENDLY, "Okay. Fare well on your travels.");
stage = 11;
break;
case 11:
@@ -65,7 +65,7 @@ public class DommikDialogue extends DialoguePlugin {
@Override
public boolean open(Object... args) {
npc = (NPC) args[0];
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Would you like to buy some Crafting equipment?");
interpreter.sendDialogues(npc, FacialExpression.HAPPY, "Would you like to buy some Crafting equipment?");
stage = 0;
return true;
}
@@ -50,7 +50,7 @@ public final class KarimDialogue extends DialoguePlugin {
@Override
public boolean open(Object... args) {
npc = (NPC) args[0];
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Would you like to buy a nice kebab? Only one gold.");
interpreter.sendDialogues(npc, FacialExpression.HAPPY, "Would you like to buy a nice kebab? Only one gold.");
stage = 0;
return true;
}
@@ -69,7 +69,7 @@ public final class KarimDialogue extends DialoguePlugin {
stage = 10;
break;
case 2:
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Yes please.");
interpreter.sendDialogues(player, FacialExpression.HAPPY, "Yes please.");
stage = 20;
break;
@@ -39,7 +39,7 @@ public final class LouiLegsDialogue extends DialoguePlugin {
@Override
public boolean open(Object... args) {
npc = (NPC) args[0];
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Hey, wanna buy some armour?");
interpreter.sendDialogues(npc, FacialExpression.HAPPY, "Hey, wanna buy some armour?");
stage = 0;
return true;
}
@@ -54,18 +54,18 @@ public final class LouiLegsDialogue extends DialoguePlugin {
case 1:
switch (buttonId) {
case 1:
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "What have you got?");
interpreter.sendDialogues(player, FacialExpression.THINKING, "What have you got?");
stage = 10;
break;
case 2:
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "No, thank you.");
interpreter.sendDialogues(player, FacialExpression.FRIENDLY, "No, thank you.");
stage = 20;
break;
}
break;
case 10:
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I provide items to help you keep your legs!");
interpreter.sendDialogues(npc, FacialExpression.HAPPY, "I provide items to help you keep your legs!");
stage = 11;
break;
case 11:
@@ -62,7 +62,7 @@ public class RanaelDialogue extends DialoguePlugin {
@Override
public boolean open(Object... args) {
npc = (NPC) args[0];
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Do you want to buy any armoured skirts? Designed", "especially for ladies who like to fight.");
interpreter.sendDialogues(npc, FacialExpression.HAPPY, "Do you want to buy any armoured skirts? Designed", "especially for ladies who like to fight.");
stage = 0;
return true;
}
@@ -39,7 +39,7 @@ public final class ZekeDialogue extends DialoguePlugin {
@Override
public boolean open(Object... args) {
npc = (NPC) args[0];
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "A thousand greetings, sir.");
interpreter.sendDialogues(npc, FacialExpression.HAPPY, "A thousand greetings, sir.");
stage = 0;
return true;
}
@@ -54,21 +54,21 @@ public final class ZekeDialogue extends DialoguePlugin {
case 1:
switch (buttonId) {
case 1:
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Do you want to trade?");
interpreter.sendDialogues(player, FacialExpression.HAPPY, "Do you want to trade?");
stage = 10;
break;
case 2:
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Nice cloak.");
interpreter.sendDialogues(player, FacialExpression.HAPPY, "Nice cloak.");
stage = 20;
break;
case 3:
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Could you sell me a dragon scimitar?");
interpreter.sendDialogues(player, FacialExpression.HAPPY, "Could you sell me a dragon scimitar?");
stage = 30;
break;
}
break;
case 10:
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Yes, certainly. I deal in scimitars.");
interpreter.sendDialogues(npc, FacialExpression.HAPPY, "Yes, certainly. I deal in scimitars.");
stage = 11;
break;
case 11:
@@ -76,34 +76,34 @@ public final class ZekeDialogue extends DialoguePlugin {
end();
break;
case 20:
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Thank you.");
interpreter.sendDialogues(npc, FacialExpression.HAPPY, "Thank you.");
stage = 21;
break;
case 21:
end();
break;
case 30:
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "A dragon scimitar? A DRAGON scimitar?");
interpreter.sendDialogues(npc, FacialExpression.EXTREMELY_SHOCKED, "A dragon scimitar? A DRAGON scimitar?");
stage = 31;
break;
case 31:
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "No way, man!");
interpreter.sendDialogues(npc, FacialExpression.EXTREMELY_SHOCKED, "No way, man!");
stage = 32;
break;
case 32:
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "The banana-brained nitwits who make them would never", "dream of selling any to to me.");
interpreter.sendDialogues(npc, FacialExpression.ANGRY, "The banana-brained nitwits who make them would never", "dream of selling any to to me.");
stage = 33;
break;
case 33:
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Seriously, you'll be a monkey's uncle before you'll ever", "hold a dragon scimitar.");
interpreter.sendDialogues(npc, FacialExpression.FRIENDLY, "Seriously, you'll be a monkey's uncle before you'll ever", "hold a dragon scimitar.");
stage = 34;
break;
case 34:
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Hmmm, funny you should say that...");
interpreter.sendDialogues(player, FacialExpression.SUSPICIOUS, "Hmmm, funny you should say that...");
stage = 35;
break;
case 35:
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Perhaps you'd lie to take a look at my stock?");
interpreter.sendDialogues(npc, FacialExpression.ASKING, "Perhaps you'd like to take a look at my stock?");
stage = 36;
break;
case 36:
@@ -39,7 +39,7 @@ public final class ArdougneShopKeeperPlugin extends DialoguePlugin {
@Override
public boolean open(Object... args) {
npc = (NPC) args[0];
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Hello, you look like a bold adventurer. You've come to the", "right place for adventurers' equipment.");
interpreter.sendDialogues(npc, FacialExpression.HAPPY, "Hello, you look like a bold adventurer. You've come to the", "right place for adventurers' equipment.");
stage = 0;
return true;
}
@@ -58,7 +58,7 @@ public final class ArdougneShopKeeperPlugin extends DialoguePlugin {
npc.openShop(player);
break;
case 2:
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I'm glad you ask! You can buy as many of the items", "stocked as you wish. You can also sell most items to the", "shop.");
interpreter.sendDialogues(npc, FacialExpression.HAPPY, "I'm glad you ask! You can buy as many of the items", "stocked as you wish. You can also sell most items to the", "shop.");
stage = 20;
break;
case 3:
@@ -39,7 +39,7 @@ public final class GemMerchantDialogue extends DialoguePlugin {
@Override
public boolean open(Object... args) {
npc = (NPC) args[0];
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Here, look at my lovely gems.");
interpreter.sendDialogues(npc, FacialExpression.HAPPY, "Here, look at my lovely gems.");
stage = 0;
return true;
}
@@ -45,13 +45,13 @@ public class SilkMerchantPlugin extends DialoguePlugin {
switch (stage) {
case 0:
if (player.getInventory().containsItem(SILK)) {
interpreter.sendDialogues(player, null, "Hello. I have some fine silk from Al-Kharid to sell to", "you.");
interpreter.sendDialogues(player, FacialExpression.FRIENDLY, "Hello. I have some fine silk from Al-Kharid to sell to", "you.");
stage = 1;
} else if (player.getInventory().containsItem(NOTED_SILK)) {
interpreter.sendDialogues(player, null, "I've got some silk here. Will you buy it?");
interpreter.sendDialogues(player, FacialExpression.ASKING, "I've got some silk here. Will you buy it?");
stage = 100;
} else {
interpreter.sendDialogues(player, null, "Sorry, I don't have any silk.");
interpreter.sendDialogues(player, FacialExpression.NEUTRAL, "Sorry, I don't have any silk.");
stage = 200;
}
break;
@@ -62,7 +62,7 @@ public class SilkMerchantPlugin extends DialoguePlugin {
end();
break;
case 1:
interpreter.sendDialogues(npc, null, "Ah, I may be interested in that. What sort of price were", "you looking at per piece of silk?");
interpreter.sendDialogues(npc, FacialExpression.HAPPY, "Ah, I may be interested in that. What sort of price were", "you looking at per piece of silk?");
stage = 2;
break;
case 2:
@@ -72,26 +72,26 @@ public class SilkMerchantPlugin extends DialoguePlugin {
case 3:
switch (buttonId) {
case 1:
interpreter.sendDialogues(player, null, "20 coins.");
interpreter.sendDialogues(player, FacialExpression.FRIENDLY, "20 coins.");
stage = 1000;
break;
case 2:
interpreter.sendDialogues(player, null, "30 coins.");
interpreter.sendDialogues(player, FacialExpression.FRIENDLY, "30 coins.");
stage = 2000;
break;
case 3:
interpreter.sendDialogues(player, null, "120 coins.");
interpreter.sendDialogues(player, FacialExpression.FRIENDLY, "120 coins.");
stage = 300;
break;
case 4:
interpreter.sendDialogues(player, null, "200 coins.");
interpreter.sendDialogues(player, FacialExpression.FRIENDLY, "200 coins.");
stage = 400;
break;
}
break;
case 1000:
case 2000:
interpreter.sendDialogues(npc, null, "That price is fine by me! Hand over your silk.");
interpreter.sendDialogues(npc, FacialExpression.HAPPY, "That price is fine by me! Hand over your silk.");
stage = stage == 1000 ? 1010 : 1011;
break;
case 1010:
@@ -102,7 +102,7 @@ public class SilkMerchantPlugin extends DialoguePlugin {
break;
case 300:
case 400:
interpreter.sendDialogues(npc, null, "You'll never get that much for it. I'll be generous and", "give you 50 for it.");
interpreter.sendDialogues(npc, FacialExpression.FRIENDLY, "You'll never get that much for it. I'll be generous and", "give you 50 for it.");
stage = 500;
break;
case 500:// use this for selling.
@@ -112,15 +112,15 @@ public class SilkMerchantPlugin extends DialoguePlugin {
case 501:
switch (buttonId) {
case 1:
interpreter.sendDialogues(player, null, "Ok, I guess 50 will do.");
interpreter.sendDialogues(player, FacialExpression.FRIENDLY, "Ok, I guess 50 will do.");
stage = 510;
break;
case 2:
interpreter.sendDialogues(player, null, "I'll give it to you for 60.");
interpreter.sendDialogues(player, FacialExpression.HAPPY, "I'll give it to you for 60.");
stage = 520;
break;
case 3:
interpreter.sendDialogues(player, null, "No, that is not enough.");
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "No, that is not enough.");
stage = 530;
break;
}
@@ -129,7 +129,7 @@ public class SilkMerchantPlugin extends DialoguePlugin {
buy(50);
break;
case 520:
interpreter.sendDialogues(npc, null, "You drive a hard bargain, but", "I guess that will have to do.");
interpreter.sendDialogues(npc, FacialExpression.FRIENDLY, "You drive a hard bargain, but", "I guess that will have to do.");
stage = 521;
break;
case 521:
@@ -139,7 +139,7 @@ public class SilkMerchantPlugin extends DialoguePlugin {
end();
break;
case 100:
interpreter.sendDialogues(npc, null, "Silk? Yo're not carrying any silk.");
interpreter.sendDialogues(npc, null, "Silk? You're not carrying any silk.");
stage = 101;
break;
case 101:
@@ -213,7 +213,7 @@ public class SilkMerchantPlugin extends DialoguePlugin {
});
return false;
}
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I buy silk. If you ever want to", "sell any silk, bring it here.");
interpreter.sendDialogues(npc, FacialExpression.HAPPY, "I buy silk. If you ever want to", "sell any silk, bring it here.");
stage = 0;
return true;
}
@@ -31,13 +31,13 @@ public class SilkTradeDialogue extends DialoguePlugin {
public boolean handle(int interfaceId, int buttonId) {
switch (stage) {
case 0:
interpreter.sendOptions("Select an Option", "How much are they?", "No, slik doesn't suit me.");
interpreter.sendOptions("Select an Option", "How much are they?", "No, silk doesn't suit me.");
stage = 1;
break;
case 1:
switch (buttonId) {
case 1:
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "How much are they?");
interpreter.sendDialogues(player, FacialExpression.HALF_ASKING, "How much are they?");
stage = 10;
break;
case 2:
@@ -49,7 +49,7 @@ public class SilkTradeDialogue extends DialoguePlugin {
break;
case 10:
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "3gp.");
interpreter.sendDialogues(npc, FacialExpression.NEUTRAL, "3gp.");
stage = 11;
break;
case 11:
@@ -74,7 +74,7 @@ public class SilkTradeDialogue extends DialoguePlugin {
stage = 111;
break;
case 111:
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I'm not selling it for any less. You'll only go and sell it", "in Varrock for a profit.");
interpreter.sendDialogues(npc, FacialExpression.ANNOYED, "I'm not selling it for any less. You'll only go and sell it", "in Varrock for a profit.");
stage = 113;
break;
case 113:
@@ -84,7 +84,7 @@ public class SilkTradeDialogue extends DialoguePlugin {
case 114:
switch (buttonId) {
case 1:
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "2gp sounds good.");
interpreter.sendDialogues(player, FacialExpression.HAPPY, "2gp sounds good.");
stage = 1000;
break;
case 2:
@@ -140,7 +140,7 @@ public class SilkTradeDialogue extends DialoguePlugin {
@Override
public boolean open(Object... args) {
npc = (NPC) args[0];
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Do you want to buy any fine silks?");
interpreter.sendDialogues(npc, FacialExpression.HAPPY, "Do you want to buy any fine silks?");
stage = 0;
return true;
}
@@ -40,7 +40,7 @@ public class SilverMechantPlugin extends DialoguePlugin {
npc.openShop(player);
break;
case 2:
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "No, thank you.");
interpreter.sendDialogues(player, FacialExpression.NEUTRAL, "No, thank you.");
stage = 20;
break;
}
@@ -61,7 +61,7 @@ public class SilverMechantPlugin extends DialoguePlugin {
@Override
public boolean open(Object... args) {
npc = (NPC) args[0];
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Silver! Silver! Best prices for buying and selling in all", "Kandarin!");
interpreter.sendDialogues(npc, FacialExpression.HAPPY, "Silver! Silver! Best prices for buying and selling in all", "Kandarin!");
stage = 0;
return true;
}
@@ -62,7 +62,7 @@ public class SpiceSellerPlugin extends DialoguePlugin {
@Override
public boolean open(Object... args) {
npc = (NPC) args[0];
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Are you interested in buying or selling spice?");
interpreter.sendDialogues(npc, FacialExpression.HAPPY, "Are you interested in buying or selling spice?");
stage = 0;
return true;
}
@@ -50,7 +50,7 @@ public final class CandleSellerPlugin extends DialoguePlugin {
@Override
public boolean open(Object... args) {
npc = (NPC) args[0];
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Do you want a lit candle for 1000 gold?");
interpreter.sendDialogues(npc, FacialExpression.HAPPY, "Do you want a lit candle for 1000 gold?");
stage = 0;
return true;
}
@@ -76,36 +76,36 @@ public final class CandleSellerPlugin extends DialoguePlugin {
if (player.getInventory().contains(995, 1000)) {
player.getInventory().remove(COINS);
player.getInventory().add(new Item(33, 1));
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Here you go then.");
interpreter.sendDialogues(npc, FacialExpression.HAPPY, "Here you go then.");
stage = 400;
}
break;
case 1:
switch (buttonId) {
case 1:
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Yes please.");
interpreter.sendDialogues(player, FacialExpression.HAPPY, "Yes please.");
stage = 800;
break;
case 2:
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "One thousand gold?!");
interpreter.sendDialogues(player, FacialExpression.EXTREMELY_SHOCKED, "One thousand gold?!");
stage = 20;
break;
case 3:
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "No thanks, I'd rather curse the darkness.");
interpreter.sendDialogues(player, FacialExpression.EXTREMELY_SHOCKED, "No thanks, I'd rather curse the darkness.");
stage = 30;
break;
}
break;
case 20:
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Look, you're not going to be able to survive down that", "hole without a light source.");
interpreter.sendDialogues(npc, FacialExpression.NEUTRAL, "Look, you're not going to be able to survive down that", "hole without a light source.");
stage = 21;
break;
case 21:
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "So you could go off to the candle shop to buy one", "more cheaply. You could even make your own lantern,", "which is a lot better.");
interpreter.sendDialogues(npc, FacialExpression.NEUTRAL, "So you could go off to the candle shop to buy one", "more cheaply. You could even make your own lantern,", "which is a lot better.");
stage = 22;
break;
case 22:
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "But I bet you want to find out what's down there right", "now, don't you? And you can pay me 1000 gold for", "the privilege!");
interpreter.sendDialogues(npc, FacialExpression.HAPPY, "But I bet you want to find out what's down there right", "now, don't you? And you can pay me 1000 gold for", "the privilege!");
stage = 23;
break;
case 23:
@@ -122,41 +122,41 @@ public final class CandleSellerPlugin extends DialoguePlugin {
stage = 350;
break;
case 2:
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "No way.");
interpreter.sendDialogues(player, FacialExpression.ANNOYED, "No way.");
stage = 30;
break;
case 3:
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "How do you make lanterns?");
interpreter.sendDialogues(player, FacialExpression.HALF_ASKING, "How do you make lanterns?");
stage = 230;
break;
}
break;
case 230:
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Out of glass. The more advanced lanterns have a", "metal component as well.");
interpreter.sendDialogues(npc, FacialExpression.FRIENDLY, "Out of glass. The more advanced lanterns have a", "metal component as well.");
stage = 231;
break;
case 231:
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Firstly you can make a simple candle lantern out of", "glass. It's just like a candle, but the flame isn't exposed,", "so it's safer.");
interpreter.sendDialogues(npc, FacialExpression.FRIENDLY, "Firstly you can make a simple candle lantern out of", "glass. It's just like a candle, but the flame isn't exposed,", "so it's safer.");
stage = 232;
break;
case 232:
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Then you can make an oil lamp, which is brighter but", "has an exposed flame. But if you make an iron frame", "for it you can turn it into an oil lantern.");
interpreter.sendDialogues(npc, FacialExpression.FRIENDLY, "Then you can make an oil lamp, which is brighter but", "has an exposed flame. But if you make an iron frame", "for it you can turn it into an oil lantern.");
stage = 233;
break;
case 233:
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Finally there's a Bullseye lantern. You'll need to", "make a frame out of steel and add a glass lens.");
interpreter.sendDialogues(npc, FacialExpression.FRIENDLY, "Finally there's a Bullseye lantern. You'll need to", "make a frame out of steel and add a glass lens.");
stage = 234;
break;
case 234:
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Oce you've made your lamp or lantern, you'll need to", "make lamp oil for it. The chemist near Reimmington has", "a machine for that.");
interpreter.sendDialogues(npc, FacialExpression.FRIENDLY, "Oce you've made your lamp or lantern, you'll need to", "make lamp oil for it. The chemist near Reimmington has", "a machine for that.");
stage = 235;
break;
case 235:
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "For any light source, you'll need a tinderbox to light it.", "Keep your tinderbox handy in case it goes out!");
interpreter.sendDialogues(npc, FacialExpression.FRIENDLY, "For any light source, you'll need a tinderbox to light it.", "Keep your tinderbox handy in case it goes out!");
stage = 236;
break;
case 236:
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "But if all that's to complicated, you can buy a candle", "right here for 1000 gold!");
interpreter.sendDialogues(npc, FacialExpression.HAPPY, "But if all that's to complicated, you can buy a candle", "right here for 1000 gold!");
stage = 237;
break;
case 237:
@@ -177,16 +177,16 @@ public final class CandleSellerPlugin extends DialoguePlugin {
if (player.getInventory().remove(COINS)) {
player.getInventory().add(CANDLE);
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Here you go then.");
interpreter.sendDialogues(npc, FacialExpression.HAPPY, "Here you go then.");
stage = 400;
}
break;
case 400:
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I should warn you, though, it can be dangerous to take", "a naked flame down there. You'd better off making", "a lantern.");
interpreter.sendDialogues(npc, FacialExpression.NEUTRAL, "I should warn you, though, it can be dangerous to take", "a naked flame down there. You'd better off making", "a lantern.");
stage = 401;
break;
case 401:
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Okay, thanks.");
interpreter.sendDialogues(player, FacialExpression.FRIENDLY, "Okay, thanks.");
stage = 402;
break;
case 402:
@@ -207,12 +207,12 @@ public final class CandleSellerPlugin extends DialoguePlugin {
}
if (player.getInventory().remove(COINS)) {
player.getInventory().add(CANDLE);
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Here you go then.");
interpreter.sendDialogues(npc, FacialExpression.FRIENDLY, "Here you go then.");
stage = 400;
}
break;
case 2:
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "No thanks, I'd rather curse the darkness.");
interpreter.sendDialogues(player, FacialExpression.EXTREMELY_SHOCKED, "No thanks, I'd rather curse the darkness.");
stage = 291;
break;
}
@@ -61,7 +61,7 @@ public final class HarryDialogue extends DialoguePlugin {
@Override
public boolean open(Object... args) {
npc = (NPC) args[0];
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Welcome! You can buy Fishing equipment at my store.", "We'll also give you a good price for any fish that you", "catch.");
interpreter.sendDialogues(npc, FacialExpression.HAPPY, "Welcome! You can buy Fishing equipment at my store.", "We'll also give you a good price for any fish that you", "catch.");
if (needsFish() || needsSeaWeed()) {
stage = 10;
} else if (needsFood()) {
@@ -41,7 +41,7 @@ public final class HicktonDialogue extends DialoguePlugin {
@Override
public boolean open(Object... args) {
npc = (NPC) args[0];
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Welcome to Hickton's Archery Emporium. Do you", "want to see my wares?");
interpreter.sendDialogues(npc, FacialExpression.HAPPY, "Welcome to Hickton's Archery Emporium. Do you", "want to see my wares?");
stage = 0;
return true;
}
@@ -65,7 +65,7 @@ public final class HicktonDialogue extends DialoguePlugin {
npc.openShop(player);
break;
case 2:
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "No, I prefer to bash things close up.");
interpreter.sendDialogues(player, FacialExpression.EVIL_LAUGH, "No, I prefer to bash things close up.");
stage = 20;
break;
}
@@ -84,7 +84,7 @@ public final class HicktonDialogue extends DialoguePlugin {
npc.openShop(player);
break;
case 3:
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "No, I prefer to bash things close up.");
interpreter.sendDialogues(player, FacialExpression.EVIL_LAUGH, "No, I prefer to bash things close up.");
stage = 20;
break;
}
@@ -39,7 +39,7 @@ public final class FenitasDialogue extends DialoguePlugin {
@Override
public boolean open(Object... args) {
npc = (NPC) args[0];
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Would you like to buy some cooking equipment?");
interpreter.sendDialogues(npc, FacialExpression.HAPPY, "Would you like to buy some cooking equipment?");
stage = 0;
return true;
}
@@ -48,7 +48,7 @@ public final class FenitasDialogue extends DialoguePlugin {
public boolean handle(int interfaceId, int buttonId) {
switch (stage) {
case 0:
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Yes please.");
interpreter.sendDialogues(player, FacialExpression.HAPPY, "Yes please.");
stage = 1;
break;
case 1:
@@ -50,22 +50,22 @@ public final class LeonDialogue extends DialoguePlugin {
case 1:
switch (buttonId) {
case 1:
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "What is this place?");
interpreter.sendDialogues(player, FacialExpression.ASKING, "What is this place?");
stage = 10;
break;
case 2:
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Can I have a go with your crossbow?");
interpreter.sendDialogues(player, FacialExpression.FRIENDLY, "Can I have a go with your crossbow?");
stage = 20;
break;
case 3:
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "What are you holding there?");
interpreter.sendDialogues(player, FacialExpression.ASKING, "What are you holding there?");
stage = 30;
break;
}
break;
case 10:
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "This is Aleck's Hunter Emporium. Basically, it's just a", "shop with fancy name; you can buy various weapons", "and traps here.");
interpreter.sendDialogues(npc, FacialExpression.HAPPY, "This is Aleck's Hunter Emporium. Basically, it's just a", "shop with fancy name; you can buy various weapons", "and traps here.");
stage = 11;
break;
case 11:
@@ -79,7 +79,7 @@ public final class LeonDialogue extends DialoguePlugin {
end();
break;
case 30:
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "This? This is a prototype for a new type of crossbow", "I've been designing.");
interpreter.sendDialogues(npc, FacialExpression.HAPPY, "This? This is a prototype for a new type of crossbow", "I've been designing.");
stage = 31;
break;
case 31:
@@ -39,7 +39,7 @@ public final class DavonDialogue extends DialoguePlugin {
@Override
public boolean open(Object... args) {
npc = (NPC) args[0];
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Pssst! Come here if you want to do some amulet", "trading.");
interpreter.sendDialogues(npc, FacialExpression.SUSPICIOUS, "Pssst! Come here if you want to do some amulet", "trading.");
stage = 0;
return true;
}
@@ -54,15 +54,15 @@ public final class DavonDialogue extends DialoguePlugin {
case 1:
switch (buttonId) {
case 1:
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "What are you selling?");
interpreter.sendDialogues(player, FacialExpression.HAPPY, "What are you selling?");
stage = 10;
break;
case 2:
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "What do you mean pssst?");
interpreter.sendDialogues(player, FacialExpression.HALF_ASKING, "What do you mean pssst?");
stage = 20;
break;
case 3:
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Why don'y you ever restock some types of amulets?");
interpreter.sendDialogues(player, FacialExpression.HALF_ASKING, "Why don't you ever restock some types of amulets?");
stage = 30;
break;
}
@@ -72,7 +72,7 @@ public final class DavonDialogue extends DialoguePlugin {
npc.openShop(player);
break;
case 20:
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Errr, I was...I was clearing my throat.");
interpreter.sendDialogues(npc, FacialExpression.SUSPICIOUS, "Errr, I was...I was clearing my throat.");
stage = 21;
break;
case 21:
@@ -16,7 +16,7 @@ class FairyShopAssistantDialogue(player: Player? = null) : core.game.dialogue.Di
override fun open(vararg args: Any?): Boolean {
npc = args[0] as NPC
npc(core.game.dialogue.FacialExpression.OLD_NORMAL,"Can I help you at all?").also { stage = 0 }
npc(core.game.dialogue.FacialExpression.OLD_HAPPY,"Can I help you at all?").also { stage = 0 }
return true
}
@@ -39,6 +39,6 @@ class FairyShopAssistantDialogue(player: Player? = null) : core.game.dialogue.Di
}
override fun getIds(): IntArray {
return intArrayOf(NPCs.FAIRY_SHOP_ASSISTANT_535)
return intArrayOf(NPCs.FAIRY_SHOP_ASSISTANT_535, NPCs.FAIRY_SHOPKEEPER_534)
}
}
@@ -55,11 +55,11 @@ public final class DiangoDialogue extends DialoguePlugin {
}
break;
case 10:
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "That's right. There's a funny story behind them, their", "shipment was held up by thieves");
interpreter.sendDialogues(npc, FacialExpression.LAUGH, "That's right. There's a funny story behind them, their", "shipment was held up by thieves");
stage = 11;
break;
case 11:
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "The crate was marked 'Dragon Plates'.", "Apparently they thought it was some kind of armour,", "when really it's just a plate!");
interpreter.sendDialogues(npc, FacialExpression.LAUGH, "The crate was marked 'Dragon Plates'.", "Apparently they thought it was some kind of armour,", "when really it's just a plate!");
stage = 12;
break;
case 12:
@@ -97,7 +97,7 @@ public final class DiangoDialogue extends DialoguePlugin {
@Override
public boolean open(Object... args) {
npc = (NPC) args[0];
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Howdy there, partner! Want to see my spinning plates?", "Or did ya want a holiday item back?");
interpreter.sendDialogues(npc, FacialExpression.HAPPY, "Howdy there, partner! Want to see my spinning plates?", "Or did ya want a holiday item back?");
stage = 0;
return true;
}
@@ -39,7 +39,7 @@ public final class FortunatoDialogue extends DialoguePlugin {
@Override
public boolean open(Object... args) {
npc = (NPC) args[0];
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Can I help you at all?");
interpreter.sendDialogues(npc, FacialExpression.ASKING, "Can I help you at all?");
stage = 0;
return true;
}
@@ -49,18 +49,18 @@ public final class FortunatoDialogue extends DialoguePlugin {
switch (stage) {
case 0:
interpreter.sendOptions("Select an Option", "Yes, what are you selling?", "Not at the momennt.");
interpreter.sendOptions("Select an Option", "Yes, what are you selling?", "Not at the moment.");
stage = 1;
break;
case 1:
switch (buttonId) {
case 1:
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Yes, what are you selling?");
interpreter.sendDialogues(player, FacialExpression.HAPPY, "Yes, what are you selling?");
stage = 10;
break;
case 2:
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Then move along, you filthy ragamuffin, I have customers", "to server!");
interpreter.sendDialogues(npc, FacialExpression.ANGRY, "Then move along, you filthy ragamuffin, I have customers", "to server!");
stage = 24;
break;
}
@@ -71,11 +71,11 @@ public final class FortunatoDialogue extends DialoguePlugin {
npc.openShop(player);
break;
case 20:
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Yes, indeed. The finest wine in Misthalin.");
interpreter.sendDialogues(npc, FacialExpression.HAPPY, "Yes, indeed. The finest wine in Misthalin.");
stage = 21;
break;
case 21:
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Care to take a look at my wares?");
interpreter.sendDialogues(npc, FacialExpression.ASKING, "Care to take a look at my wares?");
stage = 269;
break;
case 269:
@@ -90,14 +90,14 @@ public final class FortunatoDialogue extends DialoguePlugin {
stage = 10;
break;
case 2:
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Not at the moment.");
interpreter.sendDialogues(player, FacialExpression.NEUTRAL, "Not at the moment.");
stage = 23;
break;
}
break;
case 23:
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Then move along, you filthy ragamuffin, I have customers", "to server!");
interpreter.sendDialogues(npc, FacialExpression.ANGRY, "Then move along, you filthy ragamuffin, I have customers", "to server!");
stage = 24;
break;
case 24:
@@ -40,11 +40,11 @@ public class OliviaDialogue extends DialoguePlugin {
npc.openShop(player);
break;
case 2:
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "No, thanks.");
interpreter.sendDialogues(player, FacialExpression.NEUTRAL, "No, thanks.");
stage = 20;
break;
case 3:
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Where do I get rarer seeds from?");
interpreter.sendDialogues(player, FacialExpression.ASKING, "Where do I get rarer seeds from?");
stage = 40;
break;
@@ -54,7 +54,7 @@ public class OliviaDialogue extends DialoguePlugin {
end();
break;
case 40:
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "The Master Farmers usually carry a few rare seeds", "around with them, although I don't know if they'd want", "to part with them for any price to be honest.");
interpreter.sendDialogues(npc, FacialExpression.FRIENDLY, "The Master Farmers usually carry a few rare seeds", "around with them, although I don't know if they'd want", "to part with them for any price to be honest.");
stage = 41;
break;
case 41:
@@ -73,7 +73,7 @@ public class OliviaDialogue extends DialoguePlugin {
@Override
public boolean open(Object... args) {
npc = (NPC) args[0];
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Would you like to trade in seeds?");
interpreter.sendDialogues(npc, FacialExpression.HAPPY, "Would you like to trade in seeds?");
stage = 0;
return true;
}
@@ -39,7 +39,7 @@ public final class EdgevilleShopKeeperDialogue extends DialoguePlugin {
@Override
public boolean open(Object... args) {
npc = (NPC) args[0];
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Can I help you at all?");
interpreter.sendDialogues(npc, FacialExpression.HAPPY, "Can I help you at all?");
stage = 0;
return true;
}
@@ -58,7 +58,7 @@ public final class EdgevilleShopKeeperDialogue extends DialoguePlugin {
npc.openShop(player);
break;
case 2:
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I'm glas you ask! You can buy as many of the items", "stocked as you wish. You can also sell most items to the", "shop.");
interpreter.sendDialogues(npc, FacialExpression.HAPPY, "I'm glad you ask! You can buy as many of the items", "stocked as you wish. You can also sell most items to the", "shop.");
stage = 20;
break;
case 3:
@@ -0,0 +1,78 @@
package content.region.misthalin.lumbridge.dialogue;
import core.game.dialogue.DialoguePlugin;
import core.game.dialogue.FacialExpression;
import core.game.node.entity.npc.NPC;
import core.plugin.Initializable;
import core.game.node.entity.player.Player;
/**
* Represents the lumbridge shop keeper dialogue.
*/
@Initializable
public final class LumbridgeShopKeeperDialogue extends DialoguePlugin {
/**
* Constructs a new {@code LumbridgeShopKeeperDialogue} {@code Object}.
*/
public LumbridgeShopKeeperDialogue() {
/**
* empty.
*/
}
/**
* Constructs a new {@code LumbridgeShopKeeperDialogue} {@code Object}.
* @param player the player.
*/
public LumbridgeShopKeeperDialogue(Player player) {
super(player);
}
@Override
public DialoguePlugin newInstance(Player player) {
return new LumbridgeShopKeeperDialogue(player);
}
@Override
public boolean open(Object... args) {
npc = (NPC) args[0];
interpreter.sendDialogues(npc, FacialExpression.HAPPY, "Can I help you at all?");
stage = 0;
return true;
}
@Override
public boolean handle(int interfaceId, int buttonId) {
switch (stage) {
case 0:
interpreter.sendOptions("Select an Option", "Yes, please. What are you selling?", "How should I use your shop?", "No, thanks.");
stage = 1;
break;
case 1:
switch (buttonId) {
case 1:
end();
npc.openShop(player);
break;
case 2:
interpreter.sendDialogues(npc, FacialExpression.HAPPY, "I'm glad you ask! You can buy as many of the items", "stocked as you wish. You can also sell most items to the", "shop.");
stage = 20;
break;
case 3:
end();
break;
}
break;
case 20:
end();
break;
}
return true;
}
@Override
public int[] getIds() {
return new int[] { 520, 521 };
}
}
@@ -39,7 +39,7 @@ public final class HorvikDialogue extends DialoguePlugin {
@Override
public boolean open(Object... args) {
npc = (NPC) args[0];
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Hello, do you need any help?");
interpreter.sendDialogues(npc, FacialExpression.HAPPY, "Hello, do you need any help?");
stage = 0;
return true;
}
@@ -55,7 +55,7 @@ public final class HorvikDialogue extends DialoguePlugin {
switch (buttonId) {
case 1:
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "No, thanks. I'm just looking around.");
interpreter.sendDialogues(player, FacialExpression.FRIENDLY, "No, thanks. I'm just looking around.");
stage = 10;
break;
case 2:
@@ -66,7 +66,7 @@ public final class HorvikDialogue extends DialoguePlugin {
break;
case 10:
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Well, come and see me if you're ever in need of armour!");
interpreter.sendDialogues(npc, FacialExpression.HAPPY, "Well, come and see me if you're ever in need of armour!");
stage = 11;
break;
case 11:
@@ -7,7 +7,7 @@ import core.plugin.Initializable;
import core.game.node.entity.player.Player;
/**
* Represesents the dialogue plugin used for lowe.
* Represents the dialogue plugin used for lowe.
* @author 'Vexia
* @version 1.0
*/
@@ -39,7 +39,7 @@ public final class LoweDialogue extends DialoguePlugin {
@Override
public boolean open(Object... args) {
npc = (NPC) args[0];
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Welcome to Lowe's Archery Emporium. Do you want", "to see my wares?");
interpreter.sendDialogues(npc, FacialExpression.HAPPY, "Welcome to Lowe's Archery Emporium. Do you want", "to see my wares?");
stage = 0;
return true;
}
@@ -57,14 +57,14 @@ public final class LoweDialogue extends DialoguePlugin {
npc.openShop(player);
break;
case 2:
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "No, I prefer to bash things close up.");
interpreter.sendDialogues(player, FacialExpression.EVIL_LAUGH, "No, I prefer to bash things close up.");
stage = 3;
break;
}
break;
case 3:
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Humph, philistine.");
interpreter.sendDialogues(npc, FacialExpression.ANNOYED, "Humph, philistine.");
stage = 4;
break;
case 4:
@@ -0,0 +1,78 @@
package content.region.misthalin.varrock.dialogue;
import core.game.dialogue.DialoguePlugin;
import core.game.dialogue.FacialExpression;
import core.game.node.entity.npc.NPC;
import core.plugin.Initializable;
import core.game.node.entity.player.Player;
/**
* Represents the Varrock shop keeper dialogue.
*/
@Initializable
public final class VarrockShopKeeperDialogue extends DialoguePlugin {
/**
* Constructs a new {@code VarrockShopKeeperDialogue} {@code Object}.
*/
public VarrockShopKeeperDialogue() {
/**
* empty.
*/
}
/**
* Constructs a new {@code VarrockShopKeeperDialogue} {@code Object}.
* @param player the player.
*/
public VarrockShopKeeperDialogue(Player player) {
super(player);
}
@Override
public DialoguePlugin newInstance(Player player) {
return new VarrockShopKeeperDialogue(player);
}
@Override
public boolean open(Object... args) {
npc = (NPC) args[0];
interpreter.sendDialogues(npc, FacialExpression.HAPPY, "Can I help you at all?");
stage = 0;
return true;
}
@Override
public boolean handle(int interfaceId, int buttonId) {
switch (stage) {
case 0:
interpreter.sendOptions("Select an Option", "Yes, please. What are you selling?", "How should I use your shop?", "No, thanks.");
stage = 1;
break;
case 1:
switch (buttonId) {
case 1:
end();
npc.openShop(player);
break;
case 2:
interpreter.sendDialogues(npc, FacialExpression.HAPPY, "I'm glad you ask! You can buy as many of the items", "stocked as you wish. You can also sell most items to the", "shop.");
stage = 20;
break;
case 3:
end();
break;
}
break;
case 20:
end();
break;
}
return true;
}
@Override
public int[] getIds() {
return new int[] { 522, 523 };
}
}
@@ -39,7 +39,7 @@ public final class BarkerDialogue extends DialoguePlugin {
@Override
public boolean open(Object... args) {
npc = (NPC) args[0];
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Hello.");
interpreter.sendDialogues(player, FacialExpression.HAPPY, "Hello.");
stage = 0;
return true;
}
@@ -48,7 +48,7 @@ public final class BarkerDialogue extends DialoguePlugin {
public boolean handle(int interfaceId, int buttonId) {
switch (stage) {
case 0:
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "You are looking for clothes, yes? You look at my", "products! I have very many nice clothes, yes?");
interpreter.sendDialogues(npc, FacialExpression.HAPPY, "You are looking for clothes, yes? You look at my", "products! I have very many nice clothes, yes?");
stage = 1;
break;
case 1:
@@ -58,11 +58,11 @@ public final class BarkerDialogue extends DialoguePlugin {
case 2:
switch (buttonId) {
case 1:
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Yes, please.");
interpreter.sendDialogues(player, FacialExpression.FRIENDLY, "Yes, please.");
stage = 10;
break;
case 2:
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "No thanks.");
interpreter.sendDialogues(player, FacialExpression.FRIENDLY, "No thanks.");
stage = 15;
break;
}
@@ -30,7 +30,7 @@ public class RufusDialogue extends DialoguePlugin {
@Override
public boolean open(Object... args) {
npc = (NPC) args[0];
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Hi!");
interpreter.sendDialogues(player, FacialExpression.HAPPY, "Hi!");
stage = 0;
return true;
}
@@ -39,7 +39,7 @@ public class RufusDialogue extends DialoguePlugin {
public boolean handle(int interfaceId, int buttonId) {
switch (stage) {
case 0:
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Grreeting frrriend! Welcome to my worrrld famous", "food emporrium! All my meats are so frrresh you'd", "swear you killed them yourrrself!");
interpreter.sendDialogues(npc, FacialExpression.HAPPY, "Grreeting frrriend! Welcome to my worrrld famous", "food emporrium! All my meats are so frrresh you'd", "swear you killed them yourrrself!");
stage = 1;
break;
case 1:
@@ -49,21 +49,21 @@ public class RufusDialogue extends DialoguePlugin {
case 2:
switch (buttonId) {
case 1:
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Why do you only sell meats?");
interpreter.sendDialogues(player, FacialExpression.ASKING, "Why do you only sell meats?");
stage = 10;
break;
case 2:
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Do you sell cooked food?");
interpreter.sendDialogues(player, FacialExpression.ASKING, "Do you sell cooked food?");
stage = 20;
break;
case 3:
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Can I buy some food?");
interpreter.sendDialogues(player, FacialExpression.FRIENDLY, "Can I buy some food?");
stage = 30;
break;
}
break;
case 10:
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "What? Why, what else would you want to eat? What", "kind of lycanthrrope are you anyway?");
interpreter.sendDialogues(npc, FacialExpression.DISGUSTED, "What? Why, what else would you want to eat? What", "kind of lycanthrrope are you anyway?");
stage = 11;
break;
case 11:
@@ -71,25 +71,25 @@ public class RufusDialogue extends DialoguePlugin {
stage = 12;
break;
case 12:
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Vegetarrrian...?");
interpreter.sendDialogues(npc, FacialExpression.EXTREMELY_SHOCKED, "Vegetarrrian...?");
stage = 13;
break;
case 13:
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Never mind.");
interpreter.sendDialogues(player, FacialExpression.SUSPICIOUS, "Never mind.");
stage = 14;
break;
case 14:
end();
break;
case 20:
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Cooked food? Who would want that? You lose all the", "flavourrr of the meat when you can't taste the blood!");
interpreter.sendDialogues(npc, FacialExpression.EVIL_LAUGH, "Cooked food? Who would want that? You lose all the", "flavourrr of the meat when you can't taste the blood!");
stage = 21;
break;
case 21:
end();
break;
case 30:
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Cerrrtainly!");
interpreter.sendDialogues(npc, FacialExpression.HAPPY, "Cerrrtainly!");
stage = 31;
break;
case 31:
@@ -32,7 +32,7 @@ public class SbottDialogue extends DialoguePlugin {
@Override
public boolean open(Object... args) {
npc = (NPC) args[0];
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Hello stranger. Would you like to me to tan any hides for", "you?");
interpreter.sendDialogues(npc, FacialExpression.HAPPY, "Hello stranger. Would you like to me to tan any hides for", "you?");
stage = 0;
return true;
}
@@ -43,7 +43,7 @@ public class SbottDialogue extends DialoguePlugin {
case 0:
// interpreter.sendDialogues(npc, FacialExpression.NORMAL,
// "Soft leather - 2 gp per hide","Hard leather - 5 gp per hide","Snakeskins - 25 gp per hide","Dragon leather - 45 gp per hide.");
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Soft leather - 1 gp per hide", "Hard leather - 3 gp per hide", "Snakeskins - 20 gp per hide", "Dragon leather - 20 gp per hide.");
interpreter.sendDialogues(npc, FacialExpression.HAPPY, "Soft leather - 1 gp per hide", "Hard leather - 3 gp per hide", "Snakeskins - 20 gp per hide", "Dragon leather - 20 gp per hide.");
stage = 1;
break;
case 1:
@@ -54,7 +54,7 @@ public class SbottDialogue extends DialoguePlugin {
continue;
}
if (TanningProduct.forItemId(items[i].getId()) != null) {
interpreter.sendDialogues(npc, null, "I see you have brought me some hides.", "Would you like me to tan them for you?");
interpreter.sendDialogues(npc, FacialExpression.FRIENDLY, "I see you have brought me some hides.", "Would you like me to tan them for you?");
stage = 100;
return true;
}
@@ -72,11 +72,11 @@ public class SbottDialogue extends DialoguePlugin {
case 101:
switch (buttonId) {
case 1:
interpreter.sendDialogues(player, null, "Yes please.");
interpreter.sendDialogues(player, FacialExpression.HAPPY, "Yes please.");
stage = 210;
break;
case 2:
interpreter.sendDialogues(player, null, "No thanks.");
interpreter.sendDialogues(player, FacialExpression.NEUTRAL, "No thanks.");
stage = 200;
break;
}
@@ -86,7 +86,7 @@ public class SbottDialogue extends DialoguePlugin {
TanningProduct.open(player, 2824);
break;
case 200:
interpreter.sendDialogues(npc, null, "Very well, sir, as you wish.");
interpreter.sendDialogues(npc, FacialExpression.FRIENDLY, "Very well, sir, as you wish.");
stage = 201;
break;
case 201:
@@ -0,0 +1,88 @@
package content.region.morytania.phas.dialogue;
import content.region.morytania.phas.handlers.PhasmatysZone;
import core.game.dialogue.DialoguePlugin;
import core.game.dialogue.FacialExpression;
import core.game.node.entity.npc.NPC;
import core.plugin.Initializable;
import core.game.node.entity.player.Player;
/**
* Represents the Ghost shop keeper dialogue in Port Phasmatys in Mortaniya.
*/
@Initializable
public final class GhostShopKeeperDialogue extends DialoguePlugin {
/**
* Constructs a new {@code GhostShopKeeperDialogue} {@code Object}.
*/
public GhostShopKeeperDialogue() {
/**
* empty.
*/
}
/**
* Constructs a new {@code GhostShopKeeperDialogue} {@code Object}.
* @param player the player.
*/
public GhostShopKeeperDialogue(Player player) {
super(player);
}
@Override
public DialoguePlugin newInstance(Player player) {
return new GhostShopKeeperDialogue(player);
}
@Override
public boolean open(Object... args) {
npc = (NPC) args[0];
if (PhasmatysZone.hasAmulet(player)) {
interpreter.sendDialogues(npc, FacialExpression.FRIENDLY, "Can I help you at all?");
stage = 0;
} else {
interpreter.sendDialogues(npc, FacialExpression.NEUTRAL, "Woooo wooo wooooo woooo");
stage = 10;
}
return true;
}
@Override
public boolean handle(int interfaceId, int buttonId) {
switch (stage) {
case 0:
interpreter.sendOptions("Select an Option", "Yes, please. What are you selling?", "How should I use your shop?", "No, thanks.");
stage = 1;
break;
case 1:
switch (buttonId) {
case 1:
end();
npc.openShop(player);
break;
case 2:
interpreter.sendDialogues(npc, FacialExpression.HAPPY, "I'm glad you ask! You can buy as many of the items", "stocked as you wish. You can also sell most items to the", "shop.");
stage = 11;
break;
case 3:
end();
break;
}
break;
case 10:
interpreter.sendDialogue( "You cannot understand the ghost.");
stage = 11;
break;
case 11:
end();
break;
}
return true;
}
@Override
public int[] getIds() {
return new int[] { 1699 };
}
}