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;
}
}