Update quest with more accurate Npc dialogues.

This commit is contained in:
latifundio 2011-12-18 15:02:00 -04:00
parent cbe085c05c
commit 5b347d3101

View File

@ -8,9 +8,10 @@ import org.moparscape.msc.gs.quest.QuestAction;
/** /**
* Quest: Sheep Shearer (v1.0) Status: COMPLETE Start: Fred the farmer (id 77), * Quest: Sheep Shearer (v1.0) Status: COMPLETE Start: Fred the farmer (id 77),
* 159, 619 Items: 207x20 Reward: 1 quest point, 60 gold, Crafting 350 xp * 159, 619 Items: 207x20 Reward: 1 quest point, 330 gold, Crafting 350 xp
* *
* @author Konijn * @author Konijn
* edited by Latifundio
*/ */
public class SheepShearer extends Quest { public class SheepShearer extends Quest {
private final int FRED_ID = 77; private final int FRED_ID = 77;
@ -18,9 +19,11 @@ public class SheepShearer extends Quest {
private final int REWARD_XP = 350; private final int REWARD_XP = 350;
private final int REWARD_GP = 330; private final int REWARD_GP = 330;
private final String[] FIRST_MENU = new String[] { private final String[] FIRST_MENU = new String[] {
"Sure, what do I need to do?", "No thanks, I'm good." }; "I'm lost.", "I'm looking for a quest.", "I'm looking for something to kill." };
private final String[] SECOND_MENU = new String[] { private final String[] SECOND_MENU = new String[] {
"Sorry, I don't like the sound of that.", "I'd be happy to help." }; "That doesn't sound like an exciting quest.", "The thing? What do you mean?" };
private final String[] THIRD_MENU = new String[] {
"I'm not sure about this..", "Yes okay, I can do that." };
public void init() { public void init() {
associateNpc(FRED_ID); associateNpc(FRED_ID);
@ -55,7 +58,11 @@ public class SheepShearer extends Quest {
player.setBusy(true); player.setBusy(true);
npc.blockedBy(player); npc.blockedBy(player);
sendChat("Hi there, traveller. Care to make some money?", npc, sendChat("What are you doing on my land?", npc,
player);
sendChat("Aren't you the one who keeps all my gates open", npc,
player);
sendChat("and letting out all my sheep?", npc,
player); player);
player.setBusy(false); player.setBusy(false);
@ -63,23 +70,52 @@ public class SheepShearer extends Quest {
sleep(); sleep();
player.setBusy(true); player.setBusy(true);
switch (option) { switch (option) {
case 1: case 2:
sendChat("What on my land?",
npc, player);
sendChat("Leave my livestock alone you scoundrel.",
npc, player);
player.setBusy(false);
npc.unblock();
break;
case 0:
sendChat("How can you be lost?",
npc, player);
sendChat("Just follow the road east and south.",
npc, player);
sendChat("You'll end up in Lundbridge fairly quickly.",
npc, player);
player.setBusy(false); player.setBusy(false);
npc.unblock(); npc.unblock();
break; break;
case 0: case 1:
sendChat("You're after a quest, you say?",
sendChat(
"If you collect 20 balls of wool for me, I'll pay you 500 coins.",
npc, player); npc, player);
sendChat( sendChat("Actually I could do with a bit of help.",
"Maybe I'll teach you a thing or two about crafting, too.",
npc, player); npc, player);
sendChat( sendChat("My sheep are getting mighty woolly.",
"I'm afraid you'll have to find your own shears, but the sheep are outside.", npc, player);
sendChat("Maybe you could sheer them",
npc, player);
sendChat("and while you're at it, spin the wool for me too.",
npc, player);
sendChat("Yes that's it, bring me 20 balls of wool.",
npc, player);
sendChat("And I'm sure I could sort out some kind of payment.",
npc, player);
sendChat("Of course, there's the small matter of the thing.",
npc, player); npc, player);
player.setBusy(false); player.setBusy(false);
@ -87,30 +123,59 @@ public class SheepShearer extends Quest {
sleep(); sleep();
player.setBusy(true); player.setBusy(true);
switch (option) { switch (option) {
case 1:
sendChat(
"Great! Come back and see me when you're done.",
npc, player);
player.setQuestStage(getUniqueID(), 1);
player.setBusy(false);
npc.unblock();
break;
case 0: case 0:
sendChat("Well, what do you expect if you ask a farmer for a quest?",
sendChat(
"Suit yourself. Come and see me if you change your mind.",
npc, player); npc, player);
player.setBusy(false); player.setBusy(false);
npc.unblock(); npc.unblock();
break; break;
case 1:
sendChat("I wouldn't worry about it",
npc, player);
sendChat("Something eat all the previous shearers..",
npc, player);
sendChat("They probably just got unlucky",
npc, player);
sendChat("I'm sure it is nothing to worry about.",
npc, player);
sendChat("Now are you going to help me or not?",
npc, player);
player.setBusy(false);
option = getMenuOption(player, THIRD_MENU);
sleep();
player.setBusy(true);
switch (option) {
case 1:
sendChat("Okay, I will see you when you have some wool.",
npc, player);
player.setQuestStage(getUniqueID(), 1);
player.setBusy(false);
npc.unblock();
break;
case 0:
sendChat("Why are you so worried?",
npc, player);
sendChat("Probably they're just hiding or somethig",
npc, player);
player.setBusy(false);
npc.unblock();
break;
default:
player.setBusy(false);
npc.unblock();
break;
}
default: default:
player.setBusy(false); player.setBusy(false);
npc.unblock(); npc.unblock();
break; break;
} }
break; break;
@ -134,12 +199,12 @@ public class SheepShearer extends Quest {
player.setBusy(true); player.setBusy(true);
npc.blockedBy(player); npc.blockedBy(player);
sendChat("Ahh, you've returned! Do you have my wool?", npc, sendChat("How are you doing getting those balls of wool?", npc,
player); player);
player.setBusy(false); player.setBusy(false);
int option = getMenuOption(player, "I'm afraid not.", int option = getMenuOption(player, "I'm not sure how to do it",
"Yes, I do."); "I got some here.");
if (option == -1) { if (option == -1) {
npc.unblock(); npc.unblock();
@ -151,8 +216,7 @@ public class SheepShearer extends Quest {
// SingleEvent // SingleEvent
if (option == 0) { if (option == 0) {
sendChat( sendChat("Well, find a spinning wheel to spin the wool.",
"Well, come and see me when you do. The offer still stands",
npc, player); npc, player);
player.setBusy(false); player.setBusy(false);
npc.unblock(); npc.unblock();
@ -164,14 +228,12 @@ public class SheepShearer extends Quest {
&& player.getInventory().countId(ITEM_WOOL) >= 20) { && player.getInventory().countId(ITEM_WOOL) >= 20) {
finishQuest(player, npc); finishQuest(player, npc);
} else { } else {
sendChat( sendChat("Um, you still don't have all of them.",
"Um, no you don't. Get back to me when you do. The reward still stands!",
npc, player); npc, player);
player.setBusy(false); player.setBusy(false);
npc.unblock(); npc.unblock();
} }
} }
} }
} else if (stage == 0) { } else if (stage == 0) {
if (action == QuestAction.TALKED_NPC) { if (action == QuestAction.TALKED_NPC) {
@ -185,7 +247,10 @@ public class SheepShearer extends Quest {
player.setBusy(true); player.setBusy(true);
npc.blockedBy(player); npc.blockedBy(player);
sendChat("Hello " + player.getUsername() + "!", npc, player); sendChat("What are you still doing in my land?",
npc, player);
sendChat("Err.. nothing.", player, npc);
player.setBusy(false); player.setBusy(false);
npc.unblock(); npc.unblock();
} }
@ -198,7 +263,7 @@ public class SheepShearer extends Quest {
npc.unblock(); npc.unblock();
return; return;
} }
sendChat("Thank you very much! As promised, here's your reward.", npc, sendChat("I guess I did better pay you then.", npc,
player); player);
player.incExp(12, REWARD_XP, false); player.incExp(12, REWARD_XP, false);