Fixed typos in Shantay jail dialogue

This commit is contained in:
Pwn
2026-06-20 09:53:42 -04:00
committed by Ryan
parent 34e386dbbf
commit fcec1a765b
@@ -47,11 +47,11 @@ public final class ShantayDialogue extends DialoguePlugin {
} }
if (args.length == 2) { if (args.length == 2) {
player.getPacketDispatch().sendMessage("Shantay saunters over to talk with you."); player.getPacketDispatch().sendMessage("Shantay saunters over to talk with you.");
interpreter.sendDialogues(836, FacialExpression.HALF_GUILTY, "If you want to be let out, you have to pay a fine of", "five gold. Do you want to pay now?"); interpreter.sendDialogues(836, FacialExpression.NEUTRAL, "If you want to be let out, you have to pay a fine of", "five gold. Do you want to pay now?");
stage = 703; stage = 703;
return true; return true;
} }
interpreter.sendDialogues(836, FacialExpression.HALF_GUILTY, "Hello effendi, I am Shantay."); interpreter.sendDialogues(836, FacialExpression.NEUTRAL, "Hello effendi, I am Shantay.");
stage = 0; stage = 0;
return true; return true;
} }
@@ -60,11 +60,11 @@ public final class ShantayDialogue extends DialoguePlugin {
public boolean handle(int interfaceId, int buttonId) { public boolean handle(int interfaceId, int buttonId) {
switch (stage) { switch (stage) {
case 0: case 0:
interpreter.sendDialogues(836, FacialExpression.HALF_GUILTY, "I see you're new. Please read the billboard poster", "before going into the desert. It'll give yer details on the", "dangers you can face."); interpreter.sendDialogues(836, FacialExpression.NEUTRAL, "I see you're new. Please read the billboard poster", "before going into the desert. It'll give yer details on the", "dangers you can face.");
stage = 1; stage = 1;
break; break;
case 1: case 1:
interpreter.sendDialogues(836, FacialExpression.HALF_GUILTY, "There is a heartbroken mother just past the gates and", "in the desert. Her name is Irena and she mourns her", "lost daughter. Such a shame."); interpreter.sendDialogues(836, FacialExpression.NEUTRAL, "There is a heartbroken mother just past the gates and", "in the desert. Her name is Irena and she mourns her", "lost daughter. Such a shame.");
stage = 2; stage = 2;
break; break;
case 2: case 2:
@@ -74,19 +74,19 @@ public final class ShantayDialogue extends DialoguePlugin {
case 3: case 3:
switch (buttonId) { switch (buttonId) {
case 1: case 1:
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "What is this place?"); interpreter.sendDialogues(player, FacialExpression.NEUTRAL, "What is this place?");
stage = 10; stage = 10;
break; break;
case 2: case 2:
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Can I see what you have to sell please?"); interpreter.sendDialogues(player, FacialExpression.NEUTRAL, "Can I see what you have to sell please?");
stage = 20; stage = 20;
break; break;
case 3: case 3:
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I must be going."); interpreter.sendDialogues(player, FacialExpression.NEUTRAL, "I must be going.");
stage = 30; stage = 30;
break; break;
case 4: case 4:
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I want to buy a Shantay pass for 5 gold coins."); interpreter.sendDialogues(player, FacialExpression.NEUTRAL, "I want to buy a Shantay pass for 5 gold coins.");
stage = 40; stage = 40;
break; break;
@@ -101,7 +101,7 @@ public final class ShantayDialogue extends DialoguePlugin {
player.getInventory().add(new Item(1854)); player.getInventory().add(new Item(1854));
interpreter.sendItemMessage(1854, "You purchase a Shantay Pass."); interpreter.sendItemMessage(1854, "You purchase a Shantay Pass.");
} else { } else {
interpreter.sendDialogues(player, null, "Sorry, I don't seem to have enough money."); interpreter.sendDialogues(player, FacialExpression.NEUTRAL, "Sorry, I don't seem to have enough money.");
} }
stage = 41; stage = 41;
break; break;
@@ -109,18 +109,18 @@ public final class ShantayDialogue extends DialoguePlugin {
end(); end();
break; break;
case 30: case 30:
interpreter.sendDialogues(836, FacialExpression.HALF_GUILTY, "So long..."); interpreter.sendDialogues(836, FacialExpression.NEUTRAL, "So long...");
stage = 31; stage = 31;
break; break;
case 31: case 31:
end(); end();
break; break;
case 10: case 10:
interpreter.sendDialogues(836, FacialExpression.HALF_GUILTY, "This is the pass of Shantay. I guard this area with my", "men. I am responsible for keeping this pass open and", "repaired."); interpreter.sendDialogues(836, FacialExpression.NEUTRAL, "This is the pass of Shantay. I guard this area with my", "men. I am responsible for keeping this pass open and", "repaired.");
stage = 11; stage = 11;
break; break;
case 11: case 11:
interpreter.sendDialogues(836, FacialExpression.HALF_GUILTY, "My men and I prevent outlaws from getting out of the", "desert. And we stop the inexeperienced from a dry death", "in the sands. Which would you say you were?"); interpreter.sendDialogues(836, FacialExpression.NEUTRAL, "My men and I prevent outlaws from getting out of the", "desert. And we stop the inexeperienced from a dry death", "in the sands. Which would you say you were?");
stage = 12; stage = 12;
break; break;
case 12: case 12:
@@ -130,21 +130,21 @@ public final class ShantayDialogue extends DialoguePlugin {
case 13: case 13:
switch (buttonId) { switch (buttonId) {
case 1: case 1:
interpreter.sendDialogues(player, null, "I am definitely an outlaw, prepare to die."); interpreter.sendDialogues(player, FacialExpression.NEUTRAL, "I am definitely an outlaw, prepare to die.");
stage = 700; stage = 700;
break; break;
case 2: case 2:
interpreter.sendDialogues(player, null, "I am a little inexperienced."); interpreter.sendDialogues(player, FacialExpression.NEUTRAL, "I am a little inexperienced.");
stage = 710; stage = 710;
break; break;
case 3: case 3:
interpreter.sendDialogues(player, null, "Er, neither, I'm an adventurer."); interpreter.sendDialogues(player, FacialExpression.NEUTRAL, "Er, neither, I'm an adventurer.");
stage = 720; stage = 720;
break; break;
} }
break; break;
case 20: case 20:
interpreter.sendDialogues(836, FacialExpression.HALF_GUILTY, "Absolutely Effendi!"); interpreter.sendDialogues(836, FacialExpression.NEUTRAL, "Absolutely Effendi!");
stage = 21; stage = 21;
break; break;
case 21: case 21:
@@ -152,11 +152,11 @@ public final class ShantayDialogue extends DialoguePlugin {
npc.openShop(player); npc.openShop(player);
break; break;
case 700: case 700:
interpreter.sendDialogues(836, null, "Ha, very funny....."); interpreter.sendDialogues(836, FacialExpression.NEUTRAL, "Ha, very funny.....");
stage = 701; stage = 701;
break; break;
case 701: case 701:
interpreter.sendDialogues(836, null, "Guards arrest him!"); interpreter.sendDialogues(836, FacialExpression.NEUTRAL, "Guards arrest him!");
stage = 702; stage = 702;
break; break;
case 702: case 702:
@@ -168,7 +168,7 @@ public final class ShantayDialogue extends DialoguePlugin {
public boolean pulse() { public boolean pulse() {
player.setAttribute("/save:shantay-jail", true); player.setAttribute("/save:shantay-jail", true);
player.getProperties().setTeleportLocation(Location.create(3298, 3123, 0)); player.getProperties().setTeleportLocation(Location.create(3298, 3123, 0));
interpreter.sendDialogues(836, null, "You'll have to stay in there until you pay the fine of", "five gold pieces. Do you want to pay now?"); interpreter.sendDialogues(836, FacialExpression.NEUTRAL, "You'll have to stay in there until you pay the fine of", "five gold pieces. Do you want to pay now?");
stage = 703; stage = 703;
return true; return true;
} }
@@ -181,11 +181,11 @@ public final class ShantayDialogue extends DialoguePlugin {
case 704: case 704:
switch (buttonId) { switch (buttonId) {
case 1: case 1:
interpreter.sendDialogues(player, null, "Yes, okay."); interpreter.sendDialogues(player, FacialExpression.NEUTRAL, "Yes, okay.");
stage = 705; stage = 705;
break; break;
case 2: case 2:
interpreter.sendDialogues(player, null, "No thanks, you're not having my money."); interpreter.sendDialogues(player, FacialExpression.NEUTRAL, "No thanks, you're not having my money.");
stage = 800; stage = 800;
break; break;
} }
@@ -194,20 +194,20 @@ public final class ShantayDialogue extends DialoguePlugin {
if (player.getInventory().remove(new Item(995, 5))) { if (player.getInventory().remove(new Item(995, 5))) {
player.getPacketDispatch().sendMessage("You hand over the five gold pieces to Shantay."); player.getPacketDispatch().sendMessage("You hand over the five gold pieces to Shantay.");
player.getPacketDispatch().sendMessage("Shantay unlocks the door to the cell."); player.getPacketDispatch().sendMessage("Shantay unlocks the door to the cell.");
interpreter.sendDialogues(836, null, "Great, Effendi, now please try to keep the peace."); interpreter.sendDialogues(836, FacialExpression.NEUTRAL, "Great, Effendi, now please try to keep the peace.");
player.removeAttribute("shantay-jail"); player.removeAttribute("shantay-jail");
stage = 822; stage = 822;
} else { } else {
interpreter.sendDialogues(player, null, "Sorry, I don't seem to have enough money."); interpreter.sendDialogues(player, FacialExpression.NEUTRAL, "Sorry, I don't seem to have enough money.");
stage = 825; stage = 825;
} }
break; break;
case 800: case 800:
interpreter.sendDialogues(836, null, "You have a choice. You can either pay five gold pieces", "or... You can be transported to a maximum security", "prision in Port Sarim"); interpreter.sendDialogues(836, FacialExpression.NEUTRAL, "You have a choice. You can either pay five gold pieces", "or... You can be transported to a maximum security", "prison in Port Sarim");
stage = 801; stage = 801;
break; break;
case 801: case 801:
interpreter.sendDialogues(836, null, "Will you pay the five gold pieces?"); interpreter.sendDialogues(836, FacialExpression.NEUTRAL, "Will you pay the five gold pieces?");
stage = 802; stage = 802;
break; break;
case 802: case 802:
@@ -217,17 +217,17 @@ public final class ShantayDialogue extends DialoguePlugin {
case 803: case 803:
switch (buttonId) { switch (buttonId) {
case 1: case 1:
interpreter.sendDialogues(player, null, "Yes, okay."); interpreter.sendDialogues(player, FacialExpression.NEUTRAL, "Yes, okay.");
stage = 820; stage = 820;
break; break;
case 2: case 2:
interpreter.sendDialogues(player, null, "No, do your worst!"); interpreter.sendDialogues(player, FacialExpression.NEUTRAL, "No, do your worst!");
stage = 804; stage = 804;
break; break;
} }
break; break;
case 804: case 804:
interpreter.sendDialogues(836, null, "You are to be transported to a maximum security", "prision in Port Sarim. I hope you've learn an important", "lesson from this."); interpreter.sendDialogues(836, FacialExpression.NEUTRAL, "You are to be transported to a maximum security", "prison in Port Sarim. I hope you've learnt an important", "lesson from this.");
stage = 805; stage = 805;
break; break;
case 805: case 805:
@@ -237,17 +237,17 @@ public final class ShantayDialogue extends DialoguePlugin {
end(); end();
break; break;
case 820: case 820:
interpreter.sendDialogues(836, null, "Good, I see that you have come to your senses."); interpreter.sendDialogues(836, FacialExpression.NEUTRAL, "Good, I see that you have come to your senses.");
stage = 821; stage = 821;
break; break;
case 821: case 821:
if (player.getInventory().remove(new Item(995, 5))) { if (player.getInventory().remove(new Item(995, 5))) {
player.getPacketDispatch().sendMessage("You hand over the five gold pieces to Shantay."); player.getPacketDispatch().sendMessage("You hand over the five gold pieces to Shantay.");
player.getPacketDispatch().sendMessage("Shantay unlocks the door to the cell."); player.getPacketDispatch().sendMessage("Shantay unlocks the door to the cell.");
interpreter.sendDialogues(836, null, "Great, Effendi, now please try to keep the peace."); interpreter.sendDialogues(836, FacialExpression.NEUTRAL, "Great, Effendi, now please try to keep the peace.");
stage = 822; stage = 822;
} else { } else {
interpreter.sendDialogues(player, null, "Sorry, I don't seem to have enough money."); interpreter.sendDialogues(player, FacialExpression.NEUTRAL, "Sorry, I don't seem to have enough money.");
stage = 825; stage = 825;
} }
break; break;
@@ -258,26 +258,26 @@ public final class ShantayDialogue extends DialoguePlugin {
end(); end();
break; break;
case 710: case 710:
interpreter.sendDialogues(836, null, "Can I recommend that you purchase a full waterskin", "and a knife! These items will no doubt save your life. A", "waterskin will keep water from evaporating in the desert."); interpreter.sendDialogues(836, FacialExpression.NEUTRAL, "Can I recommend that you purchase a full waterskin", "and a knife! These items will no doubt save your life. A", "waterskin will keep water from evaporating in the desert.");
stage = 711; stage = 711;
break; break;
case 711: case 711:
interpreter.sendDialogues(836, null, "And a keen woodsman with a knife can extract juice", "from a cactus. Before you go into the desert, it's", "advisable to wear desert clothes. It's very hot in the", "desert and you'll surely cook if you wear amour."); interpreter.sendDialogues(836, FacialExpression.NEUTRAL, "And a keen woodsman with a knife can extract juice", "from a cactus. Before you go into the desert, it's", "advisable to wear desert clothes. It's very hot in the", "desert and you'll surely cook if you wear amour.");
stage = 712; stage = 712;
break; break;
case 712: case 712:
end(); end();
break; break;
case 720: case 720:
interpreter.sendDialogues(836, null, "Great, I have just the thing for you the desert adventurer.", "I sell desert clothes which will keep you cool in the heat", "of the desert. I also sell waterskins so that you won't", "die in the desert."); interpreter.sendDialogues(836, FacialExpression.NEUTRAL, "Great, I have just the thing for you the desert adventurer.", "I sell desert clothes which will keep you cool in the heat", "of the desert. I also sell waterskins so that you won't", "die in the desert.");
stage = 721; stage = 721;
break; break;
case 721: case 721:
interpreter.sendDialogues(836, null, "A waterskin and a knife help you survive from the juice", "of a cactus. Use the chest to store your items, we'll take", "them to the bank. It's hot in the desert, you'll bake in", "all that armour."); interpreter.sendDialogues(836, FacialExpression.NEUTRAL, "A waterskin and a knife help you survive from the juice", "of a cactus. Use the chest to store your items, we'll take", "them to the bank. It's hot in the desert, you'll bake in", "all that armour.");
stage = 722; stage = 722;
break; break;
case 722: case 722:
interpreter.sendDialogues(836, null, "To keep the pass open we ask for 5 gold pieces. And", "we give you a Shantay Pass, just ask to see what I sell", "to buy one."); interpreter.sendDialogues(836, FacialExpression.NEUTRAL, "To keep the pass open we ask for 5 gold pieces. And", "we give you a Shantay Pass, just ask to see what I sell", "to buy one.");
stage = 723; stage = 723;
break; break;
case 723: case 723: