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