Thread: [718] Original Mandrith Dialogue

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  1. #1 [718] Original Mandrith Dialogue 
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    Saw vichy posting some dialogues lately and thought i'd join the club =D

    Idk if anyone will find this use but here it is

    it may have some spelling errors but please let me know

    it should be the same one as runescapes without the rotm option

    Note: I know it's not that well organized but oh well

    Code:
    package com.rs.game.player.dialogues;
    
    public class Mandrith extends Dialogue {
    
    
        /*
         * Written by Tristam
         */
        
        private int Mandrith = 6537;
        
        @Override
        public void finish() {
            // TODO Auto-generated method stub
            
        }
    
    
        @Override
        public void run(int interfaceId, int componentId) {
            switch (stage) {
            case 0:
            end();
            break;
            case 1:
                sendOptionsDialogue("CHOOSE AN OPTION:", "Who are you?", "Oh, sorry, I thought you were someone else.");
                stage = 2;
                break;
            case 2:
                switch (componentId) {
                case OPTION_1:
                    sendPlayerDialogue(Thinking, "Who are you?");
                    stage = 3;
                    break;
                case OPTION_2:
                   sendPlayerDialogue(Plain, "Oh, sorry, I thought you were someone else.");
                   stage = 25;
                    }
                    break;
            case 3:
                sendNPCDialogue(Mandrith, ListenAndLaugh, "Why, I'm Mandrith! Inspiration to combatants both mighty and puny!");
                stage = 4;
                break;
            case 4:
                sendPlayerDialogue(Plain, "Okay...fair enough");
                stage = 5;
                break;
            case 5:
                sendOptionsDialogue("Select an option", "What do you do here?", "Erm, what's with the outfit?", "I have to go now.");
                stage = 6;
                break;
            case 6:
                switch (componentId) {
                case OPTION_1:
                    sendPlayerDialogue(Thinking, "What do you do here?");
                    stage = 7;
                    break;
                case OPTION_2:
                    sendPlayerDialogue(Unsure, "Erm, what's with the outfit?");
                    stage = 23;
                    break;
                case OPTION_3:
                    sendPlayerDialogue(Plain, "I have to go now.");
                    stage = 0;
                }
                break;
            case 7:
                sendNPCDialogue(Mandrith, ListenAndLaugh, "I am here to collect ancient artefacts acquired by adventurers in return for some well-deserved money.");
                stage = 8;
                break;
            case 8:
                sendOptionsDialogue("Select an option", "What ancient artefacts?", "That sounds great, goodbye.");
                stage = 9;
                break;
            case 9:
                switch (componentId) {
                case OPTION_1:
                    sendPlayerDialogue(Thinking, "What ancient artefacts?");
                    stage = 10;
                    break;
                case OPTION_2:
                    sendPlayerDialogue(Plain, "That sounds great, goodbye.");
                    stage = 0;
                    }
                    break;
            case 10:
                sendNPCDialogue(Mandrith, Happy, "Haha! I can tell you are new to these parts.");
                stage = 11;
                break;
            case 11:
                sendNPCDialogue(Mandrith, Plain, "As the blood of warriors is spilled on the ground, as it once "
                        + "was during the God Wars, relics of that age feel the call of battle and drawn into "
                        + "the rays of the sun once more. If, you happen to come across any of these ancient items,");
                stage = 12;
                break;
            case 12:
                sendNPCDialogue(Mandrith, Plain, "bring them to me or my brother Nastroth in Lumbridge, "
                        + "and we will pay you a fair price for them. We don't accept them noted, though, so remember"
                        + " that. Also, we don't want to buy any weapons or armour.");
                stage = 13;
                break;
            case 13:
                sendOptionsDialogue("Select an option", "You have a brother?", "Why won't you buy weapons or armour?", "That sounds great. Goodbye.");
                stage = 14;
                break;
            case 14:
                switch (componentId) {
                case OPTION_1:
                    sendPlayerDialogue(Thinking, "You have a brother?");
                    stage = 15;
                    break;
                case OPTION_2:
                    sendPlayerDialogue(Thinking, "Why won't you buy weapons or armour?");
                    stage = 19;
                    break;
                case OPTION_3:
                    sendPlayerDialogue(Plain, "That sounds great, goodbye.");
                    stage = 0;
                }
                break;
            case 15:
                sendNPCDialogue(Mandrith, Plain, "Yes, why else would I have referred to him as such?");
                stage = 16;
                break;
            case 16:
                sendPlayerDialogue(Plain, "You make a good point.");
                stage = 17;
                break;
            case 17:
                sendOptionsDialogue("Select an Option", "Why won't you buy weapons or armour?", "That sounds great. Goodbye");
                stage = 18;
                break;
            case 18:
            switch (componentId) {
            case OPTION_1:
                sendPlayerDialogue(Thinking, "Why won't you buy weapons or armour?");
                stage = 19;
            break;
            case OPTION_2:
                sendPlayerDialogue(Plain, "That sounds great. Goodbye.");
                stage = 0;
              }
            break;
            case 19:
                sendNPCDialogue(Mandrith, Plain, "They should be used as they were meant to be used, and not traded in for money.");
                stage = 20;
                break;
            case 20:
                sendOptionsDialogue("Select an option", "You have a brother?", "That sounds great. Goodbye");
                stage = 21;
                break;
            case 21:
                switch (componentId) {
                case OPTION_1:
                    sendNPCDialogue(Mandrith, Plain, "Yes, why else would I have referred to him as such?");
                    stage = 22;
                    break;
                case OPTION_2:
                    sendPlayerDialogue(Plain, "That sounds great. Goodbye");
                    stage = 0;
                }
                break;
            case 22:
                sendPlayerDialogue(Plain, "You make a good point.");
                stage = 0;
                break;
            case 23:
                sendNPCDialogue(Mandrith, Plain, "You like not my kingly robes? They were my father's, and"
                        + " his father's before him, and his father's before him, and his father's before him, and-");
                stage = 24;
                break;
            case 24:
                sendPlayerDialogue(Plain, "Okay! Okay! I get the picture.");
                stage = 0;
                break;
            case 25:
                sendNPCDialogue(Mandrith, Plain, "I'm not sure how you could confuse ME with anyone!");
                stage = 0;
                break;
            }
            
        }
    
    
        @Override
        public void start() {
            sendNPCDialogue(Mandrith, Plain, "How can I help you?");
            stage = 1;
        }
    
    
        
    }
    Click here for the enum with artefacts
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  2. #2  
    van 't stad

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    Thanks man
    Attached image

    Do not use the vps from ovh, blocking vps without reason and no customer support
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  3. #3  
    Extreme Donator

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    Pretty sure this was already in Matrix II, but nice release.


    Code:
     private static int ARTEFACTS[] = new int[] { 14876, 14877, 14878, 14879, 14880, 14881, 14882, 14883, 14884, 14885, 14886, 14887, 14888, 14889, 14890, 14891, 14892 };
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  4. #4  
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    Quote Originally Posted by Riddle me That View Post
    Pretty sure this was already in Matrix II release, but thanks.
    Code:
     private static int ARTEFACTS[] = new int[] { 14876, 14877, 14878, 14879, 14880, 14881, 14882, 14883, 14884, 14885, 14886, 14887, 14888, 14889, 14890, 14891, 14892 };
    ooo haha, didnt know it was already released in matrix 2 =Pbut oh well, never seen the matrix one and for this: private static int ARTEFACTS[] = new int[] { 14876, 14877, 14878, 14879, 14880, 14881, 14882, 14883, 14884, 14885, 14886, 14887, 14888, 14889, 14890, 14891, 14892 };would probably be better to put them all in an enum with id, price and whateverbut thanks =D
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  5. #5  
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    Hehe. Keep em coming !
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  6. #6  
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    Nice work, will put this to use. Post more? =)
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  7. #7  
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    Quote Originally Posted by Pwnhub View Post
    Nice work, will put this to use. Post more? =)
    Tell me a NPC and ill try my best to recreate it originally
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  8. #8  
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    Quote Originally Posted by Tristam View Post
    Tell me a NPC and ill try my best to recreate it originally
    Serjeant Cole.
    Commander Loman.
    War-chief Reeves.
    Lord Marshal Brogan.

    Each have at least 3 different dialogue depending on player's mobilising armies rank. gl.
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  9. #9  
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    Quote Originally Posted by new2rsps View Post
    serjeant cole.
    Commander loman.
    War-chief reeves.
    Lord marshal brogan.

    Each have at least 3 different dialogue depending on player's mobilising armies rank. Gl.
    why do you need them in your pk server noob
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