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pgs/Assets/Scripts/GameData/Dialogue.cs

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2026-02-21 16:58:22 -08:00
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class DialogueCGPlacement {
public int location;
public NpcCG cg;
public int expressionIndex;
public DialogueCGPlacement(int location, NpcCG cg, int expressionIndex) {
this.location = location;
this.cg = cg;
this.expressionIndex = expressionIndex;
}
}
public class DialogueStatement {
public NpcID npcID;
public string statement;
public bool blockOutName;
public int talkingSpot;
public List<DialogueCGPlacement> placements;
public static readonly List<DialogueCGPlacement> noPlacement = new List<DialogueCGPlacement>(){ };
public DialogueStatement(NpcID npcID,
string statement,
int talkingSpot = 1,
bool blockOutName = false,
List<DialogueCGPlacement> placements = null) {
this.npcID = npcID;
this.statement = statement;
this.blockOutName = blockOutName;
this.talkingSpot = talkingSpot;
this.placements = placements;
}
}
public enum DialogueID {
NONE,
ERROR,
KARA_DEFAULT,
KARA_SHOW_QUESTS,
KARA_CANCEL,
KARA_ACCEPT_MAGIC_MUSHROOM,
KARA_COMPLETE_MAGIC_MUSHROOM,
KARA_ACCEPT_BULKY_MUSHROOM,
KARA_COMPLETE_BULKY_MUSHROOM,
KARA_ACCEPT_LITTLE_CRITTERS,
KARA_COMPLETE_LITTLE_CRITTERS,
KARA_ACCEPT_BANDITS,
KARA_COMPLETE_BANDITS,
KARA_ACCEPT_PLUCKING_HARPIES,
KARA_COMPLETE_PLUCKING_HARPIES,
ESTER_DEFAULT,
ESTER_SHOW_QUESTS,
ESTER_CANCEL,
ESTER_ACCEPT_ALL_ABOUT_STATS,
ESTER_COMPLETE_ALL_ABOUT_STATS,
ESTER_ACCEPT_ALL_ABOUT_EQUIPS,
ESTER_COMPLETE_ALL_ABOUT_EQUIPS,
ESTER_ACCEPT_PREEMPTIVE_STRIKE,
ESTER_COMPLETE_PREEMPTIVE_STRIKE,
ESTER_ACCEPT_EMPTIVE_STRIKE,
ESTER_COMPLETE_EMPTIVE_STRIKE,
ESTER_ACCEPT_TINY_LEADER,
ESTER_COMPLETE_TINY_LEADER,
ESTER_ACCEPT_LITTLE_NIGHTMARE,
ESTER_COMPLETE_LITTLE_NIGHTMARE,
ESTER_ACCEPT_THE_JOURNEY_BEGINS,
KARA_COMPLETE_THE_JOURNEY_BEGINS,
LYN_ACCEPT_GETTING_THE_GOODS,
LYN_COMPLETE_GETTING_THE_GOODS,
LYN_ACCEPT_BEAUTIFUL_LANDSCAPES,
LYN_COMPLETE_BEAUTIFUL_LANDSCAPES
}
public static class Dialogue {
public static Hashtable dialogueMap = new Hashtable() { // Hashtable<DialogueID, Dialogue>
{ DialogueID.ERROR, new List<DialogueStatement>() {
new DialogueStatement(NpcID.NONE, "Something went wrong!")
} },
// KARA
{ DialogueID.KARA_DEFAULT, new List<DialogueStatement>() {
new DialogueStatement(NpcID.KARA, "Yes?"),
new DialogueStatement(NpcID.PLAYER, "Oh, nothing.")
} },
{ DialogueID.KARA_SHOW_QUESTS, new List<DialogueStatement>() {
new DialogueStatement(NpcID.KARA, "Hey Aira, can you do me a favor?"),
} },
{ DialogueID.KARA_CANCEL, new List<DialogueStatement>() {
new DialogueStatement(NpcID.PLAYER, "Hold on, I'm kind of busy right now."),
} },
/*
{ DialogueID.KARA_ACCEPT_MAGIC_MUSHROOM, new List<DialogueStatement>() {
new DialogueStatement(NpcID.SUE, "Hello, Aira.", 2, false, new List<DialogueCGPlacement>(){
new DialogueCGPlacement(1, NpcCG.AIRA_POSE1, 0),
new DialogueCGPlacement(2, NpcCG.LYN, 2)}),
new DialogueStatement(NpcID.SUE, "This is a test of dynamic dialogue CGs.", 2, false, new List<DialogueCGPlacement>(){
new DialogueCGPlacement(2, NpcCG.LYN, 0)}),
new DialogueStatement(NpcID.SUE, "If my expression changes as you expect, the system behaves properly.", 2, false),
new DialogueStatement(NpcID.SUE, "...Most likely.", 2, false, new List<DialogueCGPlacement>(){
new DialogueCGPlacement(2, NpcCG.LYN, 1)}),
} },
*/
{ DialogueID.KARA_ACCEPT_MAGIC_MUSHROOM, new List<DialogueStatement>() {
new DialogueStatement(NpcID.PLAYER, "What's up, Kara?", 1, false,
new List<DialogueCGPlacement>(){
new DialogueCGPlacement(1, NpcCG.AIRA_POSE1, 1),
new DialogueCGPlacement(2, NpcCG.KARA, 2)}),
new DialogueStatement(NpcID.KARA, "Hello...", 2),
new DialogueStatement(NpcID.PLAYER, "Is everything alright? You're awfully frowny today.", 1, false,
new List<DialogueCGPlacement>(){
new DialogueCGPlacement(1, NpcCG.AIRA_POSE1, 0)}),
new DialogueStatement(NpcID.KARA, "blah blah blah mushrooms go get them", 2, false,
new List<DialogueCGPlacement>(){
new DialogueCGPlacement(2, NpcCG.KARA, 0)}),
} },
/*
{ DialogueID.KARA_ACCEPT_MAGIC_MUSHROOM, new List<DialogueStatement>() {
new DialogueStatement(NpcID.PLAYER, "What's up?", NpcCG.SUE, 0),
new DialogueStatement(NpcID.KARA, "Something's wrong with the plants in the Valley today...", NpcCG.SUE, 1),
new DialogueStatement(NpcID.KARA, "I was attacked by some floating mushrooms.", NpcCG.SUE, 0),
new DialogueStatement(NpcID.KARA, "They're pretty aggressive. Could you take care of them?"),
new DialogueStatement(NpcID.PLAYER, "Sure, sounds easy enough."),
new DialogueStatement(NpcID.KARA, "There's a patch of <rainb>Green Mushrooms</rainb> in the nearest field."),
new DialogueStatement(NpcID.KARA, "If you collect some of their juices, I'll make some soup in return."),
new DialogueStatement(NpcID.PLAYER, "(...<wave>Would that be safe to eat?</wave>)"),
} },
*/
{ DialogueID.KARA_COMPLETE_MAGIC_MUSHROOM, new List<DialogueStatement>() {
new DialogueStatement(NpcID.PLAYER, "I thinned out their numbers. Here's that juice you asked for."),
new DialogueStatement(NpcID.KARA, "Great! I'll make you a snack right now, give me a moment..."),
} },
{ DialogueID.KARA_ACCEPT_BULKY_MUSHROOM, new List<DialogueStatement>() {
new DialogueStatement(NpcID.KARA, "Hey..."),
new DialogueStatement(NpcID.KARA, "Have you seen those giant Toadstools deeper in the field?"),
new DialogueStatement(NpcID.PLAYER, "The bumpy ones?"),
new DialogueStatement(NpcID.KARA, "Yes, they're disgusting! And huge!"),
new DialogueStatement(NpcID.KARA, "I was collecting fruit when one knocked me over."),
new DialogueStatement(NpcID.PLAYER, "Are you alright?"),
new DialogueStatement(NpcID.KARA, "I'm fine... I think I'll stay closer to home for now."),
new DialogueStatement(NpcID.KARA, "Your home. Not my home - this house. You get it. \"Home base.\""),
new DialogueStatement(NpcID.PLAYER, "I got it. I'll watch out for those mushrooms."),
new DialogueStatement(NpcID.PLAYER, "And you can call it home if you want."),
new DialogueStatement(NpcID.KARA, "..."),
} },
{ DialogueID.KARA_COMPLETE_BULKY_MUSHROOM, new List<DialogueStatement>() {
new DialogueStatement(NpcID.PLAYER, "I've got some juice with your name on it."),
new DialogueStatement(NpcID.KARA, "Is that Red Mushroom Juice?"),
new DialogueStatement(NpcID.KARA, "Did you clear out the Red Mushrooms?"),
new DialogueStatement(NpcID.PLAYER, "Yep! The field should be safe for now."),
new DialogueStatement(NpcID.KARA, "Thanks... Want some more soup?"),
} },
{ DialogueID.KARA_ACCEPT_LITTLE_CRITTERS, new List<DialogueStatement>() {
new DialogueStatement(NpcID.KARA, "We have a problem."),
new DialogueStatement(NpcID.PLAYER, "Eh?"),
new DialogueStatement(NpcID.KARA, "<rainb>Red Foxes</rainb> and <rainb>Brown Squirrels</rainb> are stealing your crops on the field's edge."),
new DialogueStatement(NpcID.KARA, "I think they're coming from the forest."),
new DialogueStatement(NpcID.PLAYER, "Damn... How much has been stolen?"),
new DialogueStatement(NpcID.KARA, "There's about half an acre cleared."),
new DialogueStatement(NpcID.KARA, "I scared a few off, but I wouldn't win in a fight."),
new DialogueStatement(NpcID.PLAYER, "Don't worry about them, you could get hurt out there."),
new DialogueStatement(NpcID.PLAYER, "I'll see what I can do about them."),
new DialogueStatement(NpcID.KARA, "You know, I've heard fox fur is quite soft..."),
} },
{ DialogueID.KARA_COMPLETE_LITTLE_CRITTERS, new List<DialogueStatement>() {
new DialogueStatement(NpcID.KARA, "That's a lot of fur."),
new DialogueStatement(NpcID.PLAYER, "There were a lot of foxes."),
new DialogueStatement(NpcID.PLAYER, "You might still see a few around, but they won't be stealing from the field any time soon."),
new DialogueStatement(NpcID.KARA, "Thanks Aira."),
new DialogueStatement(NpcID.KARA, "I can make you something nice with that fur if you like."),
} },
{ DialogueID.KARA_ACCEPT_BANDITS, new List<DialogueStatement>() {
new DialogueStatement(NpcID.KARA, "Have you been to the estern edge of the field lately?"),
new DialogueStatement(NpcID.PLAYER, "I've been around. Did you see something?"),
new DialogueStatement(NpcID.KARA, "Some harpies are grouping up around the center of the valley."),
new DialogueStatement(NpcID.KARA, "I even saw some owl harpies harrassing some of your neighbors."),
new DialogueStatement(NpcID.KARA, "They're wearing halfling robes. I think they're working with the bandits."),
new DialogueStatement(NpcID.PLAYER, "That's new..."),
new DialogueStatement(NpcID.PLAYER, "Maybe I'll go ruffle some feathers."),
} },
{ DialogueID.KARA_COMPLETE_BANDITS, new List<DialogueStatement>() {
new DialogueStatement(NpcID.KARA, "You're covered in feathers."),
new DialogueStatement(NpcID.PLAYER, "They were everywhere! And so aggressive!"),
new DialogueStatement(NpcID.PLAYER, "I think it's finally time to do something about those bandits."),
new DialogueStatement(NpcID.KARA, "Don't do anything rash. Why not take a break and ask around later?"),
new DialogueStatement(NpcID.KARA, "Here, I made you some soup while you were out."),
} },
{ DialogueID.KARA_ACCEPT_PLUCKING_HARPIES, new List<DialogueStatement>() {
new DialogueStatement(NpcID.KARA, "Aira, I have a favor to ask."),
new DialogueStatement(NpcID.PLAYER, "Hmm?"),
new DialogueStatement(NpcID.KARA, "Next time you go outside the field, can you bring some <rainb>Large Harpy Feathers</rainb>?"),
new DialogueStatement(NpcID.KARA, "Big ones. Like, *this* big."),
new DialogueStatement(NpcID.PLAYER, "Sure... But why?"),
new DialogueStatement(NpcID.KARA, "I want to try crafting an accessory with them."),
new DialogueStatement(NpcID.KARA, "I'll make it worth your while."),
} },
{ DialogueID.KARA_COMPLETE_PLUCKING_HARPIES, new List<DialogueStatement>() {
new DialogueStatement(NpcID.PLAYER, "Did someone order some massive harpy feathers?"),
new DialogueStatement(NpcID.KARA, "Thanks Aira! Here, I made you some food in return."),
new DialogueStatement(NpcID.PLAYER, "(I'd do almost anything for Kara's cooking...)"),
new DialogueStatement(NpcID.KARA, "I want to try crafting an accessory with them."),
} },
// ESTER
{ DialogueID.ESTER_DEFAULT, new List<DialogueStatement>() {
new DialogueStatement(NpcID.ESTER, "What's up, hot stuff?"),
new DialogueStatement(NpcID.PLAYER, "...")
} },
{ DialogueID.ESTER_SHOW_QUESTS, new List<DialogueStatement>() {
new DialogueStatement(NpcID.ESTER, "Do me a solid, will you?"),
} },
{ DialogueID.ESTER_CANCEL, new List<DialogueStatement>() {
new DialogueStatement(NpcID.PLAYER, "Not right now."),
} },
{ DialogueID.ESTER_ACCEPT_ALL_ABOUT_STATS, new List<DialogueStatement>() {
new DialogueStatement(NpcID.ESTER, "Aira! I've been watching you fight.", 2, false,
new List<DialogueCGPlacement>(){
new DialogueCGPlacement(1, NpcCG.AIRA_POSE1, 0),
new DialogueCGPlacement(2, NpcCG.ESTER, 0)}),
new DialogueStatement(NpcID.ESTER, "Your mana pool is massive!", 2),
new DialogueStatement(NpcID.PLAYER, "Really? I don't feel very strong.", 1, false,
new List<DialogueCGPlacement>(){
new DialogueCGPlacement(1, NpcCG.AIRA_POSE1, 2)}),
new DialogueStatement(NpcID.ESTER, "You're not. But you've got loads of potential.", 2, false,
new List<DialogueCGPlacement>(){
new DialogueCGPlacement(2, NpcCG.ESTER, 3)}),
new DialogueStatement(NpcID.ESTER, "Do you know about stat management?", 2, false,
new List<DialogueCGPlacement>(){
new DialogueCGPlacement(2, NpcCG.ESTER, 0)}),
new DialogueStatement(NpcID.PLAYER, "I've heard of it, but I don't know how it works.", 1, false,
new List<DialogueCGPlacement>(){
new DialogueCGPlacement(1, NpcCG.AIRA_POSE1, 0)}),
new DialogueStatement(NpcID.ESTER, "Hit me up when you have a while and I'll fill you in.", 2),
} },
{ DialogueID.ESTER_COMPLETE_ALL_ABOUT_STATS, new List<DialogueStatement>() {
new DialogueStatement(NpcID.ESTER, "Alright Aira, sit down and pay attention!"),
new DialogueStatement(NpcID.PLAYER, "..."),
new DialogueStatement(NpcID.ESTER, "Mana is a form of latent energy. Everyone has at least a little bit."),
new DialogueStatement(NpcID.ESTER, "You get naturally stronger as you train, but you can also allocate the mana you build up to boost your combat stats."),
new DialogueStatement(NpcID.ESTER, "The three main ones are power (PWR), agility (DEX), and stability (STB)."),
new DialogueStatement(NpcID.ESTER, "Power is self-explanatory. Agility increases your speed in some circumstances."),
new DialogueStatement(NpcID.ESTER, "Stability increases your damage consistency."),
new DialogueStatement(NpcID.ESTER, "(Press the S key to open and allocate stats as you level up.)"),
new DialogueStatement(NpcID.ESTER, "That's all I've got for now. Now get out there and train!"),
new DialogueStatement(NpcID.PLAYER, "Thanks Ester."),
} },
{ DialogueID.ESTER_ACCEPT_ALL_ABOUT_EQUIPS, new List<DialogueStatement>() {
new DialogueStatement(NpcID.ESTER, "Psst!"),
new DialogueStatement(NpcID.PLAYER, "..."),
new DialogueStatement(NpcID.ESTER, "Pssssst!"),
new DialogueStatement(NpcID.PLAYER, "Yes?"),
new DialogueStatement(NpcID.ESTER, "Your gear could use an upgrade."),
new DialogueStatement(NpcID.PLAYER, "What do you mean?"),
new DialogueStatement(NpcID.ESTER, "You haven't heard of enhancement?"),
new DialogueStatement(NpcID.ESTER, "Anyone fighting with mana can get really strong with proper gear management."),
new DialogueStatement(NpcID.ESTER, "Poke me when you have time and I'll give you the spiel."),
new DialogueStatement(NpcID.PLAYER, "Sounds interesting. I'll let you know."),
} },
{ DialogueID.ESTER_COMPLETE_ALL_ABOUT_EQUIPS, new List<DialogueStatement>() {
new DialogueStatement(NpcID.PLAYER, "*poke*"),
new DialogueStatement(NpcID.ESTER, "Oh! Ready to learn about equipment?"),
new DialogueStatement(NpcID.ESTER, "You might pick up useful gear when you're fighting out in the field."),
new DialogueStatement(NpcID.ESTER, "Most fighting equipment is infused with mana that makes the wearer more powerful."),
new DialogueStatement(NpcID.ESTER, "Put on equips you find to increase your power (PWR) and agility (DEX)!"),
new DialogueStatement(NpcID.ESTER, "Fighters also carry around mana-rich minerals to enhance equipment."),
new DialogueStatement(NpcID.ESTER, "This <rainb>Enhancement Material</rainb> can be used on any equipment to raise its stats."),
new DialogueStatement(NpcID.ESTER, "There's a limit to how much you can enhance a piece of equipment, though."),
new DialogueStatement(NpcID.ESTER, "Also, there are different purities (tiers) of Material for higher-stat equipment."),
new DialogueStatement(NpcID.ESTER, "If you want a wardrobe refresh, seek out a tailor and have them craft new equipment for you."),
new DialogueStatement(NpcID.ESTER, "Maybe give Kara a holler. It would be great practice for her."),
new DialogueStatement(NpcID.ESTER, "That's all I've got!"),
new DialogueStatement(NpcID.PLAYER, "Thanks Ester!"),
new DialogueStatement(NpcID.ESTER, "(Open your Inventory with the I key and your Equipment with the E key.)"),
new DialogueStatement(NpcID.ESTER, "(Click on equipment in your Inventory to put it on, but only if you meet the level requirement.)"),
new DialogueStatement(NpcID.ESTER, "(Enhance your equips by middle-clicking them. This consumes Enhancement Material.)"),
new DialogueStatement(NpcID.ESTER, "(To drop any item, right-click on it. Dropped items cannot be recovered!)"),
new DialogueStatement(NpcID.ESTER, "(You can craft various items and equips by going to the Tailor in any town.)"),
new DialogueStatement(NpcID.ESTER, "(To start crafting, walk up to a Tailor and press B. Try it on Kara!)"),
} },
{ DialogueID.ESTER_ACCEPT_PREEMPTIVE_STRIKE, new List<DialogueStatement>() {
new DialogueStatement(NpcID.ESTER, "You look worried!"),
new DialogueStatement(NpcID.PLAYER, "Those bandits out by the forest have been getting more aggressive."),
new DialogueStatement(NpcID.PLAYER, "We need to do something about them."),
new DialogueStatement(NpcID.ESTER, "We?"),
new DialogueStatement(NpcID.PLAYER, "Come on, Ester..."),
new DialogueStatement(NpcID.ESTER, "I'm kidding. I'll help you run them out."),
new DialogueStatement(NpcID.ESTER, "After I take a little nap..."),
new DialogueStatement(NpcID.PLAYER, "..."),
} },
{ DialogueID.ESTER_COMPLETE_PREEMPTIVE_STRIKE, new List<DialogueStatement>() {
new DialogueStatement(NpcID.ESTER, "*yawn*"),
new DialogueStatement(NpcID.PLAYER, "Good morning, sweetie."),
new DialogueStatement(NpcID.ESTER, "Whah?"),
new DialogueStatement(NpcID.ESTER, "Looks like you've been busy."),
new DialogueStatement(NpcID.PLAYER, "I have. Take a look at these."),
new DialogueStatement(NpcID.ESTER, "Tatters from halfling attire?"),
new DialogueStatement(NpcID.ESTER, "Do you always strip people after beating them up?"),
new DialogueStatement(NpcID.PLAYER, "I didn't strip anyone! This stuff fell off by itself."),
new DialogueStatement(NpcID.ESTER, "If you say so."),
new DialogueStatement(NpcID.ESTER, "Can't wait to see your pants fly off next time we spar."),
new DialogueStatement(NpcID.PLAYER, "Uh-huh."),
} },
{ DialogueID.ESTER_ACCEPT_EMPTIVE_STRIKE, new List<DialogueStatement>() {
new DialogueStatement(NpcID.ESTER, "More bandits?"),
new DialogueStatement(NpcID.PLAYER, "More bandits than one little elf can handle."),
new DialogueStatement(NpcID.ESTER, "No way, girl. You've got this!"),
new DialogueStatement(NpcID.PLAYER, "You're not gonna help?"),
new DialogueStatement(NpcID.ESTER, "..."),
new DialogueStatement(NpcID.PLAYER, "..."),
new DialogueStatement(NpcID.ESTER, "Come on, don't look at me like that."),
new DialogueStatement(NpcID.ESTER, "Fine, I'll help."),
new DialogueStatement(NpcID.ESTER, "Go on ahead and I'll catch up."),
new DialogueStatement(NpcID.PLAYER, "(Liar.)"),
} },
{ DialogueID.ESTER_COMPLETE_EMPTIVE_STRIKE, new List<DialogueStatement>() {
new DialogueStatement(NpcID.ESTER, "Any progress?"),
new DialogueStatement(NpcID.PLAYER, "I got pretty deep into their camp, no thanks to you."),
new DialogueStatement(NpcID.ESTER, "I was helping!"),
new DialogueStatement(NpcID.PLAYER, "I didn't see you anywhere!"),
new DialogueStatement(NpcID.ESTER, "I as cheering you on from the edge of camp!"),
new DialogueStatement(NpcID.ESTER, "How could you miss my passionate dance?"),
new DialogueStatement(NpcID.PLAYER, "Ester..."),
new DialogueStatement(NpcID.PLAYER, "Go home."),
} },
{ DialogueID.ESTER_ACCEPT_TINY_LEADER, new List<DialogueStatement>() {
new DialogueStatement(NpcID.ESTER, "Aira~"),
new DialogueStatement(NpcID.PLAYER, "What do you want?"),
new DialogueStatement(NpcID.ESTER, "Well, someone's upset. What's wrong?"),
new DialogueStatement(NpcID.PLAYER, "You're what's wrong, Ester."),
new DialogueStatement(NpcID.PLAYER, "You promised to help us with those bandits..."),
new DialogueStatement(NpcID.ESTER, "I did help!"),
new DialogueStatement(NpcID.PLAYER, "Dancing doesn't count."),
new DialogueStatement(NpcID.ESTER, "While you were out there slapping those babies around..."),
new DialogueStatement(NpcID.ESTER, "I snuck into the center of the camp."),
new DialogueStatement(NpcID.PLAYER, "Oh? What did you find out?"),
new DialogueStatement(NpcID.ESTER, "There's the cutest little halfling commander I've ever seen in there."),
new DialogueStatement(NpcID.ESTER, "She wants your head on a pike."),
new DialogueStatement(NpcID.PLAYER, "That's... pretty barbaric."),
new DialogueStatement(NpcID.ESTER, "It's a figure of speech. She just wants to murder you."),
new DialogueStatement(NpcID.PLAYER, "Still not sure how to feel about that."),
new DialogueStatement(NpcID.ESTER, "Well, for your own sake you should probably go knock her out."),
new DialogueStatement(NpcID.ESTER, "You know, before they raid the village."),
new DialogueStatement(NpcID.PLAYER, "I don't think I can just waltz over there and knock out their leader."),
new DialogueStatement(NpcID.PLAYER, "Not without getting hurt, anyway."),
new DialogueStatement(NpcID.ESTER, "Maybe you should train a bit more."),
new DialogueStatement(NpcID.ESTER, "Go beat up some high-ranking bandits close to the center of their camp."),
new DialogueStatement(NpcID.PLAYER, "Alright."),
} },
{ DialogueID.ESTER_COMPLETE_TINY_LEADER, new List<DialogueStatement>() {
new DialogueStatement(NpcID.ESTER, "How do you feel?"),
new DialogueStatement(NpcID.PLAYER, "A little stronger. Halflings aren't much of a problem anymore."),
new DialogueStatement(NpcID.ESTER, "Great! You should be ready to take on the commander, then."),
} },
{ DialogueID.ESTER_ACCEPT_LITTLE_NIGHTMARE, new List<DialogueStatement>() {
new DialogueStatement(NpcID.ESTER, "All ready to go?"),
new DialogueStatement(NpcID.PLAYER, "Yeah, this shouldn't be an issue."),
new DialogueStatement(NpcID.ESTER, "How confident. Don't get too cocky."),
new DialogueStatement(NpcID.ESTER, "Commanders are strong, even when they're tiny."),
new DialogueStatement(NpcID.PLAYER, "She's just another little halfling. How hard could it be?"),
} },
{ DialogueID.ESTER_COMPLETE_LITTLE_NIGHTMARE, new List<DialogueStatement>() {
new DialogueStatement(NpcID.ESTER, "Well?"),
new DialogueStatement(NpcID.PLAYER, "That was terrifying..."),
new DialogueStatement(NpcID.ESTER, "They say big things come in small packages."),
new DialogueStatement(NpcID.PLAYER, "Anyway, I made sure to tell her little group off."),
new DialogueStatement(NpcID.PLAYER, "They won't be bothering any townsfolk around here."),
new DialogueStatement(NpcID.PLAYER, "Although they still want to kill me."),
new DialogueStatement(NpcID.ESTER, "All's well that ends well, I suppose."),
} },
{ DialogueID.ESTER_ACCEPT_THE_JOURNEY_BEGINS, new List<DialogueStatement>() {
new DialogueStatement(NpcID.ESTER, "So, back to tending your crops?"),
new DialogueStatement(NpcID.PLAYER, "Actually, I think I'll head out to Hestus City now."),
new DialogueStatement(NpcID.PLAYER, "I need to make it out east to seek counsel."),
new DialogueStatement(NpcID.ESTER, "I see..."),
new DialogueStatement(NpcID.ESTER, "Well, I've got nothing going on. I'll hold down the fort here for now."),
new DialogueStatement(NpcID.PLAYER, "Don't you have a job?"),
new DialogueStatement(NpcID.ESTER, "I can hold martial arts trainings whenever. Helping you out here is more important."),
new DialogueStatement(NpcID.PLAYER, "Thanks Ester..."),
new DialogueStatement(NpcID.ESTER, "Make sure you say goodbye to Kara before you leave."),
} },
{ DialogueID.KARA_COMPLETE_THE_JOURNEY_BEGINS, new List<DialogueStatement>() {
//new DialogueStatement(NpcID.PLAYER, "Hey Kara, do you have a minute?", NpcCG.AIRA_POSE1),
//new DialogueStatement(NpcID.KARA, "Is something the matter?", NpcCG.KARA),
//new DialogueStatement(NpcID.PLAYER, "Now that the bandits aren't a problem for the town, I'm heading out east.", NpcCG.AIRA_NEUTRAL),
//new DialogueStatement(NpcID.KARA, "Oh, okay.", NpcCG.KARA_NEUTRAL),
//new DialogueStatement(NpcID.KARA, "You're going to Hestus and coming back?", NpcCG.KARA_NEUTRAL),
//new DialogueStatement(NpcID.PLAYER, "... No.", NpcCG.AIRA_SAD),
//new DialogueStatement(NpcID.PLAYER, "I'm going to <rainb>K'ye's temple</rainb> on the eastern <rainb>Summit</rainb> to seek counsel.", NpcCG.AIRA_NEUTRAL),
//new DialogueStatement(NpcID.PLAYER, "I might be gone for a few months.", NpcCG.AIRA_NEUTRAL),
//new DialogueStatement(NpcID.KARA, "The Summit?! That's suicide!", NpcCG.KARA_ANGRY),
//new DialogueStatement(NpcID.KARA, "Don't you know about the Goddess's mountain?", NpcCG.KARA_ANGRY),
//new DialogueStatement(NpcID.KARA, "Only world-class heroes have ever scaled it to speak to her.", NpcCG.KARA_ANGRY),
//new DialogueStatement(NpcID.PLAYER, "Well, if that's what I need to do, then I'll do it.", NpcCG.AIRA_NEUTRAL),
//new DialogueStatement(NpcID.KARA, "Aira...", NpcCG.KARA_NEUTRAL),
//new DialogueStatement(NpcID.KARA, "I don't want you to get hurt.", NpcCG.KARA_SAD),
//new DialogueStatement(NpcID.KARA, "Please don't go.", NpcCG.KARA_SAD),
//new DialogueStatement(NpcID.PLAYER, "It would hurt more to stay here and leave him to die.", NpcCG.AIRA_SAD),
//new DialogueStatement(NpcID.KARA, "But...", NpcCG.KARA_SAD),
//new DialogueStatement(NpcID.PLAYER, "It's alright if you don't understand.", NpcCG.AIRA_SAD),
//new DialogueStatement(NpcID.PLAYER, "I promise I'll be back. Him and me both.", NpcCG.AIRA_SAD),
//new DialogueStatement(NpcID.KARA, "...", NpcCG.KARA_SAD),
//new DialogueStatement(NpcID.KARA, "...", NpcCG.KARA_CRYING),
//new DialogueStatement(NpcID.PLAYER, "Ester will take care of you while I'm gone.", NpcCG.AIRA_SAD),
//new DialogueStatement(NpcID.PLAYER, "Stay safe.", NpcCG.AIRA_SAD),
} },
// LYN
{ DialogueID.LYN_ACCEPT_GETTING_THE_GOODS, new List<DialogueStatement>() {
new DialogueStatement(NpcID.PLAYER, "(...Is that a demon?", 1, false, new List<DialogueCGPlacement>(){
new DialogueCGPlacement(1, NpcCG.AIRA_POSE1, 0)}),
new DialogueStatement(NpcID.PLAYER, "(And what's this caravan doing outside my house?)", 1, false),
new DialogueStatement(NpcID.PLAYER, "(I guess I'll introduce myself.)", 1, false, new List<DialogueCGPlacement>(){
new DialogueCGPlacement(1, NpcCG.AIRA_POSE1, 0)}),
} },
{ DialogueID.LYN_COMPLETE_GETTING_THE_GOODS, new List<DialogueStatement>() {
new DialogueStatement(NpcID.PLAYER, "What do we have here?", 1, false, new List<DialogueCGPlacement>(){
new DialogueCGPlacement(1, NpcCG.AIRA_POSE1, 0),
new DialogueCGPlacement(2, NpcCG.LYN, 0)}),
new DialogueStatement(NpcID.LYN, "Oh, pardon me... Are you the owner of this property?", 2, /*blockOutName=*/true,
new List<DialogueCGPlacement>(){ new DialogueCGPlacement(2, NpcCG.LYN, 1) }),
new DialogueStatement(NpcID.LYN, "I just need to pack my belongings and I will be on my way.", 2, /*blockOutName=*/true),
new DialogueStatement(NpcID.PLAYER, "No, hold on a minute. You don't have to leave.", 1),
new DialogueStatement(NpcID.PLAYER, "Are you looking for shelter?", 1),
new DialogueStatement(NpcID.LYN, "Oh, no. I am but a traveling merchant.", 2, /*blockOutName=*/true,
new List<DialogueCGPlacement>(){ new DialogueCGPlacement(2, NpcCG.LYN, 0) }),
new DialogueStatement(NpcID.LYN, "I come from the mountains out west.", 2, /*blockOutName=*/true),
new DialogueStatement(NpcID.LYN, "I planned to cross this valley and sell my wares in Hestus City...", 2, /*blockOutName=*/true),
new DialogueStatement(NpcID.LYN, "But your fellow townsfolk have warned me of the dangers of crossing.", 2, /*blockOutName=*/true,
new List<DialogueCGPlacement>(){ new DialogueCGPlacement(2, NpcCG.LYN, 1) }),
new DialogueStatement(NpcID.PLAYER, "Yeah, we have a bit of a bandit problem.", 1, false,
new List<DialogueCGPlacement>(){ new DialogueCGPlacement(1, NpcCG.AIRA_POSE1, 2) }),
new DialogueStatement(NpcID.LYN, "And so I have stopped here to rest a while.", 2, /*blockOutName=*/true,
new List<DialogueCGPlacement>(){ new DialogueCGPlacement(2, NpcCG.LYN, 0) }),
new DialogueStatement(NpcID.PLAYER, "Have you gotten any business from the neighbors?", 1, false,
new List<DialogueCGPlacement>(){ new DialogueCGPlacement(1, NpcCG.AIRA_POSE1, 0) }),
new DialogueStatement(NpcID.LYN, "Yes, quite a lot.", 2, /*blockOutName=*/true,
new List<DialogueCGPlacement>(){ new DialogueCGPlacement(2, NpcCG.LYN, 2) }),
new DialogueStatement(NpcID.LYN, "It seems that my service is of use for others here who are unable to travel to Hestus.", 2, /*blockOutName=*/true,
new List<DialogueCGPlacement>(){ new DialogueCGPlacement(2, NpcCG.LYN, 0) }),
new DialogueStatement(NpcID.PLAYER, "That's great!", 1, false,
new List<DialogueCGPlacement>(){ new DialogueCGPlacement(1, NpcCG.AIRA_POSE1, 1) }),
new DialogueStatement(NpcID.PLAYER, "You look nice enough to me. Stay as long as you like.", 1, false,
new List<DialogueCGPlacement>(){ new DialogueCGPlacement(1, NpcCG.AIRA_POSE1, 1) }),
new DialogueStatement(NpcID.LYN, "Thank you very much.", 2, /*blockOutName=*/true,
new List<DialogueCGPlacement>(){ new DialogueCGPlacement(2, NpcCG.LYN, 2) }),
new DialogueStatement(NpcID.PLAYER, "I'll see you around, uh...", 1, false,
new List<DialogueCGPlacement>(){ new DialogueCGPlacement(1, NpcCG.AIRA_POSE1, 1) }),
new DialogueStatement(NpcID.PLAYER, "What's your name?", 1, false,
new List<DialogueCGPlacement>(){ new DialogueCGPlacement(1, NpcCG.AIRA_POSE1, 0) }),
new DialogueStatement(NpcID.LYN, "Goodness, where are my manners?", 2, /*blockOutName=*/true,
new List<DialogueCGPlacement>(){ new DialogueCGPlacement(2, NpcCG.LYN, 1) }),
new DialogueStatement(NpcID.LYN, "My name is Lyn. A pleasure to meet you.", 2, false,
new List<DialogueCGPlacement>(){ new DialogueCGPlacement(2, NpcCG.LYN, 2) }),
new DialogueStatement(NpcID.PLAYER, "Aira! Likewise.", 1, false,
new List<DialogueCGPlacement>(){ new DialogueCGPlacement(1, NpcCG.AIRA_POSE1, 1) }),
new DialogueStatement(NpcID.NONE, "(You can now shop at Lyn's makeshift storefront.)"),
new DialogueStatement(NpcID.NONE, "(Walk up to her and press B to use her shop.)"),
} },
{ DialogueID.LYN_ACCEPT_BEAUTIFUL_LANDSCAPES, new List<DialogueStatement>() {
//new DialogueStatement(NpcID.LYN, "So you have returned. You are brimming with mana.", NpcCG.LYN_NEUTRAL),
// TODO: FINISH
} },
{ DialogueID.LYN_COMPLETE_BEAUTIFUL_LANDSCAPES, new List<DialogueStatement>() {
//new DialogueStatement(NpcID.LYN, "I have set up my artwork as items for sale.", NpcCG.LYN_NEUTRAL),
//new DialogueStatement(NpcID.LYN, "The prices merely cover material cost.", NpcCG.LYN_NEUTRAL),
//new DialogueStatement(NpcID.LYN, "Please come by anytime.", NpcCG.LYN_HAPPY),
//new DialogueStatement(NpcID.PLAYER, "(Wow, Lyn uses some pretty expensive painting supplies...)", NpcCG.AIRA_SAD),
} },
};
}