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AlterOPS

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About AlterOPS

  • Rank
    Bronze Member
  • Birthday 02/06/1997
  1. 100% Fortunato [CODE] package com.rs.game.player.dialogues; /** * @author by Mario */ public class Fortunato extends Dialogue { int npcId; @Override public void start() { npcId = (Integer) parameters[0]; sendNPCDialogue(npcId, 9803, "Can I help you at all?"); } @Override public void run(int interfaceId, int componentId) { if (stage == -1) { stage = 0; sendOptionsDialogue("CHOOSE AN OPTION:", "Yes, what are you selling?", "Wine merchant, huh?", "Can you tell me about Draynor Village?", "Not at the moment."); } else if (stage == 0) { if (componentId == OPTION_1) { sendPlayerDialogue(9827, "Yes, what are you selling?"); stage = 1; } else if (componentId == OPTION_2) { stage = 2; sendNPCDialogue(npcId, 9850, "Yes, indeed. The finest wine in Misthalin."); } else if (componentId == OPTION_3) { stage = 7; sendNPCDialogue(npcId, 9831, "The village is quite old, but the market is a rather recent addition. We were doing quite good business up until recently."); } else if (componentId == OPTION_4) { stage = 12; sendPlayerDialogue(9803, "Not at the moment."); } else end(); } else if (stage == 1) { //Open shop end(); } else if (stage == 2) { stage = 3; sendNPCDialogue(npcId, 9850, "Care to take a look at my wares?"); } else if (stage == 3) { stage = 4; sendOptionsDialogue("SELECT AN OPTION", "Yes.", "Not at the moment."); } else if (stage == 4) { if (componentId == OPTION_1) { stage = 5; sendPlayerDialogue(9827, "Yes, what are you selling?"); } else if (componentId == OPTION_2) { stage = 6; sendPlayerDialogue(9803, "Not at the moment."); } else end(); } else if (stage == 5) { //Open shop end(); } else if (stage == 6) { stage = 12; sendNPCDialogue(npcId, 9781, "Then move along, you filthy ragamuffin, I have customers to serve!"); } else if (stage == 7) { stage = 8; sendPlayerDialogue(9814, "What happend?"); } else if (stage == 8) { stage = 9; sendNPCDialogue(npcId, 9803, "Well, not long ago there was a battle right outside Draynor, between Saradomin and Zamorak! You can still see the battlefield."); } else if (stage == 9) { stage = 10; sendNPCDialogue(npcId, 9803, "Besides that, mysterious attacks began happening to villagers. Some say it's a vampyre, but I'm not convinced."); } else if (stage == 10) { stage = 11; sendNPCDialogue(npcId, 9803, "Perhaps I can interest you in some wine?"); } else if (stage == 11) { stage = 13; sendOptionsDialogue("SELECT AN OPTION", "Yes, please show me your wares!", "No, I must be going."); } else if (stage == 12) { end(); } else if (stage == 13) { if (componentId == OPTION_1) { stage = 5; sendPlayerDialogue(9827, "Yes, what are you selling?"); } else if (componentId == OPTION_2) { stage = 12; sendPlayerDialogue(9803, "Not at the moment."); } else end(); } } @Override public void finish() { } } [/CODE] 95% Diango [CODE] package com.rs.game.player.dialogues; /** * @author by Mario */ public class Diango extends Dialogue { int npcId; int item = 20083; @Override public void start() { npcId = (Integer) parameters[0]; sendNPCDialogue(npcId, 9850, "Howdy there, partner."); } @Override public void run(int interfaceId, int componentId) { if (stage == -1) { if (player.hasGoldencracker == false) { stage = 33; sendPlayerDialogue(9850, "Hi, Diango."); } else if (player.hasGoldencracker == true) { stage = 4; sendPlayerDialogue(9850, "Hi, Diango."); } } else if (stage == 33) { stage = 25; sendNPCDialogue(npcId, 9850, "The makers of the world hve won an award! Have a cracker, with our compliments!"); } else if (stage == 25) { stage = 0; sendOptionsDialogue("WOULD YOU LIKE A GOLDEN CRACKER?", "Yes.", "No."); } else if (stage == 0) { if (componentId == OPTION_1) { stage = 1; player.hasGoldencracker = true; player.getInventory().addItem(item, 1); player.getDialogueManager().startDialogue("ItemMessage", "Diango gives you a golden cracker.", item); } else if (componentId == OPTION_2) { stage = 5; sendNPCDialogue(npcId, 9850, "Feel free to collect it later! Now, what can I do for you? Want to see my spinning plates or kites? Want to check out my range of party items? Or did you want an item back?"); } else end(); } else if (stage == 1) { stage = 2; sendPlayerDialogue(9850, "Thanks, Diango!"); } else if (stage == 2) { stage = 3; sendNPCDialogue(npcId, 9850, "Pull it with another person and you'll get a special suprise!"); } else if (stage == 3) { stage = 5; sendNPCDialogue(npcId, 9850, "Now, what can I do for you? Want to see my spinning plates or kites? Want to check out my range of party items? Or did you want an item back?"); } else if (stage == 4) { stage = 5; sendNPCDialogue(npcId, 9850, "Want to see my spinning plates or kites? Want to check out my range of party items? Or did you want an item back?"); } else if (stage == 5) { stage = 6; sendOptionsDialogue("SELECT AN OPTION", "Spinning plates?", "Wow, a kite!", "Party items, you say?", "I'd like to check my items, please."); } else if (stage == 6) { if (componentId == OPTION_1) { stage = 7; sendPlayerDialogue(9827, "Spinning plates?"); } else if (componentId == OPTION_2) { stage = 9; sendPlayerDialogue(9850, "Wow, a kite!"); } else if (componentId == OPTION_3) { stage = 14; sendPlayerDialogue(9827, "Party items, you say?"); } else if (componentId == OPTION_4) { stage = 22; sendPlayerDialogue(9803, "I'd like to check my items, please."); } else end(); } else if (stage == 7) { stage = 8; sendNPCDialogue(npcId, 9850, "That's right. There's a funny story behind them, their shipment was held up by thieves."); } else if (stage == 8) { stage = 30; sendNPCDialogue(npcId, 9840, "The create was marked 'Dragon Plates'. Apparently the thought it was some kind of armour, when really it's just a plate with a dragon on it!"); } else if (stage == 9) { stage = 10; sendNPCDialogue(npcId, 9850, "You're not the first to say that..."); } else if (stage == 10) { stage = 11; sendPlayerDialogue(9850, "Can I have one, please?"); } else if (stage == 11) { stage = 12; sendNPCDialogue(npcId, 9760, "Well, I suppose I did order more than I need.. It's yours for the bargain price of 100 coins."); } else if (stage == 12) { stage = 13; sendOptionsDialogue("SELECT AN OPTION", "That's a bargain! I'll take one.", "No, thanks, I don't want one."); } else if (stage == 13) { if (componentId == OPTION_1) { stage = 30; sendPlayerDialogue(9850, "That's a bargain! I'll take one."); } else if (componentId == OPTION_2) { stage = 31; sendPlayerDialogue(9761, "No, thanks, I don't want one."); } else end(); } else if (stage == 14) { stage = 15; sendNPCDialogue(npcId, 9850, "Yep! In a partnership with my pal Party Pete, we've decided to launch a whole range of partyware to help celebrate the Royal Wedding of the King Black Dragon and the Kalphite Queen. Confetti, bubble makers, fireworks,"); } else if (stage == 15) { stage = 16; sendNPCDialogue(npcId, 9850, "firecrackers. We even have a commemorative mug!"); } else if (stage == 16) { stage = 17; sendPlayerDialogue(9827, "King Black Dragon and Kalphite... Wait, what?"); } else if (stage == 17) { stage = 18; sendNPCDialogue(npcId, 9830, "Er, well, that I was told: perhaps our providers got it wrong. Mind you, it wouldn't be the first time. Like, this once, we were due to receive a shipment of dragon mail, and we got a pile of slightly singed letters instead."); } else if (stage == 18) { stage = 19; sendNPCDialogue(npcId, 9827, "Anyway, we've got all those items on sale, and I even have a suitable bouquet available on members' worlds for those who want to emulate the happy bride!"); } else if (stage == 19) { stage = 20; sendPlayerDialogue(9827, "She had a bouquet? The Kalphite Queen? Big bug, beady-eyed, occasionally files about when it's not laying eggs? Are we taking about the same creature?"); } else if (stage == 20) { stage = 21; sendNPCDialogue(npcId, 9760, "Listen, partner, I'm not the one writing the advertising pitch here. I got the goods and been told what to say in order to sell them. It's not the most convincing pitch I've ever had to do, but, if you ask me, the products don't"); } else if (stage == 21) { stage = 30; sendNPCDialogue(npcId, 9760, "need a pitch. They speak for them selves. Have a butchers."); } else if (stage == 22) { stage = 32; sendNPCDialogue(npcId, 9850, "Sure thing, let me just see what you're missing."); } else if (stage == 30) { //Open shop end(); } else if (stage == 31) { end(); } else if (stage == 32) { player.getInterfaceManager().sendInterface(468); end(); } } @Override public void finish() { } } [/CODE] 99% Miss [CODE] package com.rs.game.player.dialogues; /** * @author by Mario */ public class MissSchism extends Dialogue { int npcId; @Override public void start() { npcId = (Integer) parameters[0]; sendNPCDialogue(npcId, 9753, "Oooh, my dear, have you heard the news?"); } @Override public void run(int interfaceId, int componentId) { if (stage == -1) { stage = 0; sendOptionsDialogue("WHAT WOULD YOU LIKE TO SAY?", "Ok, tell me about the news.", "Who are you?", "I'm not talking to you, you horrible woman."); } else if (stage == 0) { if (componentId == OPTION_1) { stage = 1; sendNPCDialogue(npcId, 9753, "Well, there's just too much to tell at once! What would you like to hear first: the vampire, the bank or the battlefield?"); stage = 1; } else if (componentId == OPTION_2) { stage = 34; sendNPCDialogue(npcId, 9847, "I, my dear, am a concerned citizen of Draynor Village. Ever since the Council allowed those farmers to set up their stalls here, we've had a constant flow of thieves and murders through our fair village, and I decided that"); } else if (componentId == OPTION_3) { stage = 70; sendNPCDialogue(npcId, 9761, "Oooh."); } else end(); } else if (stage == 1) { stage = 2; sendOptionsDialogue("SELECT AN OPTION", "Tell me about the vampire.", "Tell me about the bank.", "Tell me about the battlefield."); } else if (stage == 2) { if (componentId == OPTION_1) { stage = 3; sendNPCDialogue(npcId, 9753, "It's terrible, absolutely terrible! Those poor people!"); } else if (componentId == OPTION_2) { stage = 9; sendPlayerDialogue(9811, "What about the bank?"); } else if (componentId == OPTION_3) { stage = 70; sendNPCDialogue(npcId, 9847, "Yes, it's a great tourist attraction. It proves that our little village is important."); } else end(); } else if (stage == 3) { stage = 4; sendPlayerDialogue(9831, "What is terrible?"); } else if (stage == 4) { stage = 5; sendNPCDialogue(npcId, 9753, "Why, the attacks!"); } else if (stage == 5) { stage = 6; sendPlayerDialogue(9811, "A vampire is attacking people?"); } else if (stage == 6) { stage = 7; sendNPCDialogue(npcId, 9785, "Yes, haven't you been listening?"); } else if (stage == 7) { stage = 8; sendNPCDialogue(npcId, 9753, "And no one is lifting a finger to do anything about it. Well that new couple, Morgan and Maris, they think we should find a vampire slayer, but I'm not sure I trust them."); } else if (stage == 8) { stage = 70; sendNPCDialogue(npcId, 9836, "They aren't local"); } else if (stage == 9) { stage = 10; sendNPCDialogue(npcId, 9753, "It's terrible, absolutely terrible! Those poor people!"); } else if (stage == 10) { stage = 11; sendPlayerDialogue(9831, "Ok, yeah."); } else if (stage == 11) { stage = 12; sendNPCDialogue(npcId, 9753, "And who'd have ever thought such a sweet old gentleman would do such a thing?"); } else if (stage == 12) { stage = 13; sendPlayerDialogue(9803, "Are we talking about the bank robbery?"); } else if (stage == 13) { stage = 14; sendNPCDialogue(npcId, 9753, "Oh yes, my dear. It was terrible! TERRIBLE!"); } else if (stage == 14) { stage = 15; sendNPCDialogue(npcId, 9803, "But tell me - have you been around here before, or are you new to these parts?"); } else if (stage == 15) { stage = 16; sendOptionsDialogue("WHAT WOULD YOU LIKE TO SAY?", "I'm quite new.", "I've been around here for ages.", "I've had enough of talking to you."); } else if (stage == 16) { if (componentId == OPTION_1) { stage = 17; sendNPCDialogue(npcId, 9753, "Aah, perhaps you missed the excitement. It's that old man in this house here. Do you know him?"); } else if (componentId == OPTION_2) { stage = 17; sendNPCDialogue(npcId, 9847, "Ah, so you'd have seen the changes here. It's that old man in this house here. Do you know him?"); } else if (componentId == OPTION_3) { stage = 70; sendNPCDialogue(npcId, 9768, "Maybe another time, my dear."); } else end(); } else if (stage == 17) { stage = 18; sendPlayerDialogue(9803, "I haven't spoken to him yet."); } else if (stage == 18) { stage = 19; sendNPCDialogue(npcId, 9753, "When he first moved here, he didn't bring much. From the window you could see he just had some old furniture and a few dusty ornaments."); } else if (stage == 19) { stage = 20; sendNPCDialogue(npcId, 9847, "Here, look at this picture:"); } else if (stage == 20) { stage = 21; sendDialogue("*Can't add this scene*"); } else if (stage == 21) { stage = 22; sendNPCDialogue(npcId, 9847, "Also, he always seemed so poor. When I went round to collect donations for the Draynor Manor Restoration Fund, he couldn't spare them a penny!"); } else if (stage == 22) { stage = 23; sendPlayerDialogue(9803, "So he's redecorated?"); } else if (stage == 23) { stage = 24; sendNPCDialogue(npcId, 9753, "Well, just you look in there now!"); } else if (stage == 24) { stage = 25; sendDialogue("*Can't add this scene*"); } else if (stage == 25) { stage = 26; sendNPCDialogue(npcId, 9847, "You see? It's full of jewellery and decorations! And all those expensive things appeared just the bank got robbed."); } else if (stage == 26) { stage = 27; sendNPCDialogue(npcId, 9847, "He changed his hat too - he used to wear a scuffy old black thing, but suddenly he was wearing a party hat!"); } else if (stage == 27) { stage = 28; sendPlayerDialogue(9803, "So that's why you're telling people he was the bank robber?"); } else if (stage == 28) { stage = 29; sendNPCDialogue(npcId, 9847, "Oooh, my dear, I'm SURE of it! went upstairs in his house once, while he was out walking, and do you know what I found?"); } else if (stage == 29) { stage = 30; sendPlayerDialogue(9803, "A sign saying 'Trespassers will be prosecuted'?"); } else if (stage == 30) { stage = 31; sendNPCDialogue(npcId, 9753, "No, it was a telescope! It was pointing right at the bank! He was spying on the bankers, planning the big robbery!"); } else if (stage == 31) { stage = 32; sendNPCDialogue(npcId, 9847, "I bet if you go and look through it now, you'll find it's pointing somewhere diffrent now he's finished with the bank."); } else if (stage == 32) { stage = 33; sendPlayerDialogue(9803, "I'd like to go now."); } else if (stage == 33) { stage = 34; sendNPCDialogue(npcId, 9827, "Oh, really? Well, do keep an eye on him: I just KNOW he's planning something."); } else if (stage == 34) { stage = 35; sendNPCDialogue(npcId, 9847, "someone HAD to stand up and keep an eye on the situation."); } else if (stage == 35) { stage = 36; sendNPCDialogue(npcId, 9847, "I also do voluntary work for the Draynor Manor Restoration Fund. We're campaigning to have Draynor Manor turned into a museum before the wet-rot destroys it completely."); } else if (stage == 36) { stage = 70; sendPlayerDialogue(9803, "Right..."); } else if (stage == 70) { end(); } } @Override public void finish() { } } [/CODE] 100% Aggie [CODE] package com.rs.game.player.dialogues; /** * @author by Mario */ public class Aggie extends Dialogue { int npcId; int reddye = 1763; int yellowdye = 1765; int bluedye = 1767; @Override public void start() { npcId = (Integer) parameters[0]; sendNPCDialogue(npcId, 9850, "What can I help you with?"); } @Override public void run(int interfaceId, int componentId) { if (stage == -1) { stage = 0; sendOptionsDialogue("CHOOSE AN OPTION:", "Hey, you're a witch aren't you?", "So what is actually in that cauldron?", "What's new in Draynor Village?", "More..."); } else if (stage == 0) { if (componentId == OPTION_1) { sendPlayerDialogue(9827, "Hey, you're a witch aren't you?"); stage = 1; } else if (componentId == OPTION_2) { stage = 4; sendPlayerDialogue(9803, "So, what is actually in that cauldron?"); } else if (componentId == OPTION_3) { stage = 5; sendNPCDialogue(npcId, 9836, "The blood sucker has returned to Draynor Manor. I hate his kind."); } else if (componentId == OPTION_4) { stage = 8; sendOptionsDialogue("SELECT AN OPTION", "What could you make for me?", "Can you make dyes for me please?", "More..."); } else end(); } else if (stage == 1) { stage = 2; sendNPCDialogue(npcId, 9803, "My, you're observant!"); } else if (stage == 2) { stage = 3; sendPlayerDialogue(9850, "Cool, do you turn people into frogs?"); } else if (stage == 3) { stage = 30; sendNPCDialogue(npcId, 9803, "Oh, not for years. But if you meet a talking chicken you have probably met the professor in the manor north of here. A few years ago it was flying fish. That machine is a menace."); } else if (stage == 4) { stage = 30; sendNPCDialogue(npcId, 9803, "You don't really expect me to give a way trade secrets, do you?"); } else if (stage == 5) { stage = 6; sendPlayerDialogue(9811, "The blood sucker?"); } else if (stage == 6) { stage = 7; sendNPCDialogue(npcId, 9785, "Yes, Count Draynor, the vampyre. He's preying on the innocent people of this village. I do my best to protect them with what magic I have, but he is powerful."); } else if (stage == 7) { stage = 30; sendPlayerDialogue(9760, "Wow, that's sad."); } else if (stage == 8) { if (componentId == OPTION_1) { stage = 9; sendPlayerDialogue(9827, "What could you make for me?"); } else if (componentId == OPTION_2) { stage = 42; sendPlayerDialogue(9827, "Can you make dyes for me please?"); } else if (componentId == OPTION_3) { stage = 0; sendOptionsDialogue("CHOOSE AN OPTION:", "Hey, you're a witch aren't you?", "So what is actually in that cauldron?", "What's new in Draynor Village?", "More..."); } else end(); } else if (stage == 9) { stage = 10; sendNPCDialogue(npcId, 9803, "I moustly just make what I find pretty. I sometimes make dye for the women's clothes to brighter the place up. I can make red, yellow and blue dyes. If you'd like some, just bring me the appropriatet ingredients."); } else if (stage == 10) { stage = 11; sendOptionsDialogue("SELECT AN OPTION", "What do you need to make red dye?", "What dou you need to make yellow dye?", "What do you need to make blue dye?", "No thanks, I am happy the colour I am."); } else if (stage == 11) { if (componentId == OPTION_1) { stage = 12; sendPlayerDialogue(9827, "What do you need to make red dye?"); } else if (componentId == OPTION_2) { stage = 25; sendPlayerDialogue(9827, "What do you need to make yellow dye?"); } else if (componentId == OPTION_3) { stage = 34; sendPlayerDialogue(9827, "What do you need to make blue dye?"); } else if (componentId == OPTION_4) { stage = 40; sendPlayerDialogue(9803, "No thanks, I am happy the colour I am."); } else end(); } else if (stage == 12) { stage = 13; sendNPCDialogue(npcId, 9803, "3 lots of redberries and 5 coins to you."); } else if (stage == 13) { stage = 14; sendOptionsDialogue("SELECT AN OPTION", "Could you make me some red dye, please?", "I don't think I have all the ingredients yet.", "I can do without dye at that price.", "Where can I get redberries?", "What other colours can you make?"); } else if (stage == 14) { if (componentId == OPTION_1) { if (!player.getInventory().containsItem(1951, 3) || !player.getInventory().containsItem(995, 5)) { stage = 30; sendDialogue("You don't have enough berries to make the red dye"); } if (player.getInventory().containsItem(1951, 3) && player.getInventory().containsItem(995, 5)) { sendPlayerDialogue(9803, "Could you make me some red dye, please?"); stage = 16; } } else if (componentId == OPTION_2) { stage = 17; sendPlayerDialogue(9811, "I don't think I have all the ingredients yet."); } else if (componentId == OPTION_3) { stage = 18; sendPlayerDialogue(9785, "I can do without dye at that price."); } else if (componentId == OPTION_4) { stage = 19; sendPlayerDialogue(9827, "Where do I get redberries?"); } else if (componentId == OPTION_5) { stage = 22; sendPlayerDialogue(9827, "What other colours can you make?"); } else end(); } else if (stage == 16) { stage = 30; player.getInventory().deleteItem(1951, 3); player.getInventory().deleteItem(995, 5); player.getInventory().addItem(reddye, 1); player.getDialogueManager().startDialogue("ItemMessage", "You hand the berries and payment to Aggie. Aggie produces a red bottle and hands it to you.", reddye); } else if (stage == 17) { stage = 30; sendNPCDialogue(npcId, 9803, "You know what you need to get, now come back when you have them. Goodbye for now."); } else if (stage == 18) { stage = 30; sendNPCDialogue(npcId, 9803, "That's your choice, but I would think you have killed for less. I can see it in you eyes."); } else if (stage == 19) { stage = 20; sendNPCDialogue(npcId, 9803, "I pick mine from the woods south of Varrock. The food shop in Port Sarim sometimes has some as well."); } else if (stage == 20) { stage = 21; sendOptionsDialogue("SELECT AN OPTION", "What other colours can you make?", "Thanks"); } else if (stage == 21) { if (componentId == OPTION_1) { stage = 22; sendPlayerDialogue(9827, "What other colours can you make?"); } else if (componentId == OPTION_2) { stage = 33; sendPlayerDialogue(9850, "Thanks."); } else end(); } else if (stage == 22) { stage = 23; sendNPCDialogue(npcId, 9803, "Red, yellow and blue. Which one would you like?"); } else if (stage == 23) { stage = 24; sendOptionsDialogue("SELECT AN OPTION", "What do you need to make red dye?", "What dou you need to make yellow dye?", "What do you need to make blue dye?"); } else if (stage == 24) { if (componentId == OPTION_1) { stage = 12; sendPlayerDialogue(9827, "What do you need to make red dye?"); } else if (componentId == OPTION_2) { stage = 25; sendPlayerDialogue(9827, "What do you need to make yellow dye?"); } else if (componentId == OPTION_3) { stage = 34; sendPlayerDialogue(9827, "What do you need to make blue dye?"); } else end(); } else if (stage == 25) { stage = 26; sendNPCDialogue(npcId, 9803, "Yellow is a strange colour to get, comes from onion skins I need 2 onions and 5 coins to make yellow dye."); } else if (stage == 26) { stage = 27; sendOptionsDialogue("SELECT AN OPTION", "Could you make me some yellow dye, please?", "I don't think I have all the ingredients yet.", "I can do without dye at that price.", "Where can I get onions?", "What other colours can you make?"); } else if (stage == 27) { if (componentId == OPTION_1) { if (!player.getInventory().containsItem(1957, 2) || !player.getInventory().containsItem(995, 5)) { stage = 30; sendDialogue("You don't have enough onions to make the red dye"); } if (player.getInventory().containsItem(1957, 2) && player.getInventory().containsItem(995, 5)) { sendPlayerDialogue(9803, "Could you make me some yellow dye, please?"); stage = 29; } } else if (componentId == OPTION_2) { stage = 17; sendPlayerDialogue(9811, "I don't think I have all the ingredients yet."); } else if (componentId == OPTION_3) { stage = 18; sendPlayerDialogue(9785, "I can do without dye at that price."); } else if (componentId == OPTION_4) { stage = 31; sendPlayerDialogue(9827, "Where do I get onions?"); } else if (componentId == OPTION_5) { stage = 22; sendPlayerDialogue(9827, "What other colours can you make?"); } else end(); } else if (stage == 29) { player.getInventory().deleteItem(1957, 2); player.getInventory().deleteItem(995, 5); player.getInventory().addItem(yellowdye, 1); player.getDialogueManager().startDialogue("ItemMessage", "You hand the onions and payment to Aggie. Aggie produces a yellow bottle and hands it to you.", yellowdye); // by Mario end(); } else if (stage == 31) { stage = 21; sendNPCDialogue(npcId, 9803, "There are some onions growing on a farm to the East of here, next to the sheep field."); } else if (stage == 33) { stage = 30; sendNPCDialogue(npcId, 9850, "You're welcome!"); } else if (stage == 34) { stage = 35; sendNPCDialogue(npcId, 9803, "2 Woad leaves and 5 coins to you."); } else if (stage == 35) { stage = 36; sendOptionsDialogue("SELECT AN OPTION", "Could you make me some blue dye, please?", "I don't think I have all the ingredients yet.", "I can do without dye at that price.", "Where can I get woad leaves?", "What other colours can you make?"); } else if (stage == 36) { if (componentId == OPTION_1) { if (!player.getInventory().containsItem(1793, 2) || !player.getInventory().containsItem(995, 5)) { stage = 30; sendDialogue("You don't have enough woad leaves to make the red dye"); } if (player.getInventory().containsItem(1793, 2) && player.getInventory().containsItem(995, 5)) { sendPlayerDialogue(9803, "Could you make me some blue dye, please?"); stage = 38; } } else if (componentId == OPTION_2) { stage = 17; sendPlayerDialogue(9811, "I don't think I have all the ingredients yet."); } else if (componentId == OPTION_3) { stage = 18; sendPlayerDialogue(9785, "I can do without dye at that price."); } else if (componentId == OPTION_4) { stage = 39; sendPlayerDialogue(9827, "Where do I get woad leaves?"); } else if (componentId == OPTION_5) { stage = 22; sendPlayerDialogue(9827, "What other colours can you make?"); } else end(); } else if (stage == 38) { player.getInventory().deleteItem(1793, 2); player.getInventory().deleteItem(995, 5); player.getInventory().addItem(bluedye, 1); player.getDialogueManager().startDialogue("ItemMessage", "You hand the woad leaves and payment to Aggie. Aggie produces a blue bottle and hands it to you.", bluedye); end(); } else if (stage == 39) { stage = 20; sendNPCDialogue(npcId, 9803, "Woad leaves are fairly hard to find. My other customers tell me the chief gardener in Falador grows them."); } else if (stage == 40) { stage = 30; sendNPCDialogue(npcId, 9803, "You are easily pleased with yourself then. When you need dyes, come to me."); } else if (stage == 42) { stage = 23; sendNPCDialogue(npcId, 9827, "What sort of dye would you like? Red, yellow or blue?"); } else if (stage == 30) { end(); } } @Override public void finish() { } } [/CODE] In NPCHandler.java [CODE] } else if (npc.getId() == 3671) { player.getDialogueManager().startDialogue("Fortunato", npc.getId(), null); } else if (npc.getId() == 970) { player.getDialogueManager().startDialogue("Diango", npc.getId(), null); } else if (npc.getId() == 2634) { player.getDialogueManager().startDialogue("MissSchism", npc.getId(), null); } else if (npc.getId() == 922) { player.getDialogueManager().startDialogue("Aggie", npc.getId(), null); } [/CODE] In DialogueHandler.java [CODE] handledDialogues.put("Fortunato", (Class<Dialogue>) Class .forName(Fortunato.class.getCanonicalName())); handledDialogues.put("Diango", (Class<Dialogue>) Class .forName(Diango.class.getCanonicalName())); handledDialogues.put("MissSchism", (Class<Dialogue>) Class .forName(MissSchism.class.getCanonicalName())); handledDialogues.put("Aggie", (Class<Dialogue>) Class .forName(Aggie.class.getCanonicalName())); [/CODE] In Player.java [CODE] public boolean hasGoldencracker = false; [/CODE]
  2. I cant find this emote [IMG]http://static1.wikia.nocookie.net/__cb20120909220240/runescape/images/2/26/Tear_ticket.gif[/IMG]
  3. Sry I don't know what you mean...
  4. AlterOPS

    Starter limit

    [CODE] if (starter == 0); { for (Player p2: World.getPlayers()) { p2.getPackets().sendGameMessage("<col=01DFD7>Welcome<col> " + getDisplayName() + "<col=01DFD7> to pkedursps 718!</col>"); FriendChatsManager.joinChat("help", p2); p2.getInventory().addItem(1323, 1); p2.getInventory().addItem(1323, 1); p2.getInventory().addItem(1333, 1); p2.getInventory().addItem(4587, 1); p2.getInventory().addItem(1215, 1); p2.getInventory().addItem(542, 1); p2.getInventory().addItem(544, 1); p2.getInventory().addItem(1725, 1); p2.getInventory().addItem(11118, 1); p2.getInventory().addItem(1949, 1); p2.getInventory().addItem(6568, 1); p2.getInventory().addItem(3105, 1); p2.getInventory().addItem(2441, 100); p2.getInventory().addItem(2437, 100); p2.getInventory().addItem(2443, 100); p2.getInventory().addItem(3025, 200); p2.getInventory().addItem(15273, 1000); p2.getInventory().addItem(20068, 1); p2.getInventory().addItem(841, 1); p2.getInventory().addItem(884, 1000); p2.getInventory().addItem(861, 1); p2.getInventory().addItem(4151, 1); p2.getInventory().addItem(1381, 1); p2.getInventory().addItem(554, 1000); p2.getInventory().addItem(558, 1000); p2.getInventory().addItem(555, 1000); p2.getInventory().addItem(557, 1000); [COLOR="#FF0000"][SIZE=2]starter = 1; (changed to 1)[/SIZE][/COLOR] [/CODE] try this
  5. [quote name='Cyantic']The title says everything.[/QUOTE] not realy
  6. Character customisation is working. but.. [IMG]https://dl.dropboxusercontent.com/u/94482740/rspspics/charactercustomisation.png[/IMG] [IMG]https://dl.dropboxusercontent.com/u/94482740/rspspics/charactercustomisation2.png[/IMG] When I rejoin the server. [IMG]https://dl.dropboxusercontent.com/u/94482740/rspspics/charactercustomisation3.png[/IMG] Help pls
  7. [quote name='hotshotszzzz']Hi I might sound like a noob but im pretty old school just come back to this and found awesome servers and I would like to put some monsters in for myself and friends. lolking[/QUOTE] sry, wrong section
  8. [quote name='storm powner']examine gives you the code, its an npc btw, npc id is 952[/QUOTE] Thanks! ^^
  9. [quote name='storm powner']use the debug mode, it will tell the id, the x y plane etc[/QUOTE] Doesn't work on this old fish spot
  10. [IMG]http://i.imgur.com/i8pdx8k.jpg[/IMG]
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