Rebase with upstream

This commit is contained in:
verinia 2019-05-28 22:15:17 -08:00
commit 101b8314c9
2889 changed files with 481914 additions and 0 deletions

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@dialogue npc:5512
npc("Hello visitor, how are you?")
player("Better than expected. Its a lot...nicer...here than I was", "expecting. Everyone seems pretty happy.")
npc("Of course, the Burgher is strong and wise, and looks", "after us well")
player("I think some of those Jatizso citizens have got", "the wrong idea about this place.")

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@dialogue npc:571
npc("Good day, monsieur. Would you like ze nice", "freshly-baked bread? Or perhaps a nice piece of cake?")
option("Let's see what you have.", "No, thank you.")
@option1 {
openshop(571)
}
@option2 {
player("No, thank you.")
}

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@dialogue npc:1926, 1925, 1927, 1928, 1929, 1930, 1931
npc("Get out of this village.", "You are not welcome here.");

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@dialogue npc:1917
player("Hello.")
npc("Stuff for sale.", "You buying?")
>options
options: {
option("Yes", "No")
@option1{
openshop(1917)
}
@option2{
npc("No?", "'Bye then.")
}
}

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@dialogue npc:4439,4438
npc("Welcome to the land of extreme donators.");

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@dialogue npc:5505
npc("Congratulations, Champion Larlim Far-strider. Thank you", "for defeating the Troll King.")

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@dialogue npc:1706
npc("All visitors to Port Phasmatys must pay a toll charge of", "2 Ectotokens.")
>options
options: {
option("I don't have that many Ectotokens.", "Where can I get Ecototokens?")
@option 1 {
player("I don't have that many Ectotokens.")
npc("In that case, you need to go to the Temple and earn", "some. Talk to the disciples - they will tell you how.")
}
@option 2 {
player("Where can I get my Ectotokens?")
npc("You need to go to the Temple and earn some.", "Talk to the disciples - they will tell you how.")
}
}

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@dialogue type:"ghosty dialogue":
npc("Woooo wooo wooooo woooo")
plainmessage("You cannot understand the ghost.")

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@dialogue npc:2138
npc(FacialExpression.OSRS_NORMAL, "Hello I am a gnome traveller visiting Keldagrim in search", "of <u>low-level</u> skilling supplies.", "I'll offer you an increased buying price,", "higher than any other merchants here can match.");
npc(FacialExpression.OSRS_NORMAL, "If you happen to have any, <b>use them on me and I will", "give you a reasonable amount of gold coins.");
player("What items, specifically, do you buy?");
npc(FacialExpression.OSRS_NORMAL, "Logs, Oak logs, Willow logs, Clay, Copper ore, Tin ore,", "Iron ore, Shrimps, Sardines, Anchovies, Trout,", "Guam leaves, Tarromin leaves, Harralander leaves", "Bronze bars, Iron bars, and Arrow shafts...");
npc(FacialExpression.OSRS_NORMAL, "... are some of the items I am looking for.", "When it comes to fish, I will pay more if it's cooked.", "I also accept clean or grimy herbs.", "I am also accepting items in regular or bank note form.");

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@dialogue npc:5511
npc("Ah, isn't it a lovely day?")
player("It's not bad. What puts you in such a good mood?")
npc("Oh, I just love my job. The smell of the sea breeze, the", "smell of the arctic pine sap, the smell of the yaks. I find it", All so bracing.")
player("Bracing? Hmmm. I think I might have chosen a different word.")

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@dialogue npc:607
npc("Haha welcome to my obstacle course. Have fun, but", "remember this isn't a child's playground. People have", "died here.");
npc("The best way to train, is to go round the course in a", "clockwise direction.")

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@dialogue npc:566
npc("Selling ruby rings! The best deals on rings in over", "twenty four hundred planes of existence!")
>options
options: {
option("I'm interested in these deals.", "No thanks, just browsing.")
@option 1 {
player("I'm interested in these deals.")
npc("Aha! A connoisseur! Check out these beauties!")
openshop(566)
}
@option 2 {
player("No thanks, just browsing.")
npc("Fair enough.")
}
}

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@dialogue npc:4298
npc("'Ello there.");
>options
options: {
option("Tell me about this room.", "Tell me how to balance kegs.", "May I claim my tokens please?", "Bye!");
@option1 {
player("Tell me about this room?");
npc("Well... s'like thish...");
npc("Thish here'sh a shtore room right?");
player("A store room you mean?");
npc("That'sh what I said! *HIC* A shtore room..... Now", "technic'ly shpeaking, I should be outshide guarding it...");
player("But you just nipped in to have a quick drink?");
npc("Yep... and to practish.");
player("Practish? I mean.. practise what?");
npc("Keg balancin. I'm the besht.");
>options
}
@option2 {
player("Tell me how to balance kegs?");
npc("Yer very very shtrange. But.... you pick the keg up,", "and balance it on yer head, then you pick another keg", "up and put that on top. S'really very eashy.");
player("Eashy?");
npc("Yesh. Eashy.");
pause(2)
npc("But you couldn't ever balansh ash many ash meee!");
player("That sounds like a challenge, I'll show you!");
>options
}
@option3 {
player("May I claim my tokens please?");
npc("Well... err.. ish not offishal or anyfin... but I got the", "ledger of tokensh 'ere. I'll jus' err.. write it in!");
player("Won't they know?");
npc("Nah... hic.... I'm a wizsh at copyin' signaturesh. Jus'", "ashk an offishal mem'er of shtaff like Shloane fer yer", "tokensh.");
plainmessage("The rather drunk Jimmy scribbles the tokens you've earned from", "Keg Balancing in the Ledger so that you can claim them from an", "official member of training staff.");
}
@option4 {
player("Bye!");
npc("Shure you wouldn't like an ickle drinkie fore yer go?");
player("No thanks, got things to do, people to see, tokens to", "earn...");
}
}

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@dialogue npc:5509
npc("Hello there. Would you like to see the good I have", "for sale?")
>options
options: {
option("Yes please, Jofridr", "No thank you, Jofridr", "Why do you have so much wool in your store?)
@option1 {
player("Yes please, Jofridr.")
openshop(5509)
}
@option2 {
player("No thank you, Jofridr")
npc("Fair thee well.")
}
@option3 {
player("Why do you have so much wool in", "your store?")
npc("Ah, I have contacts on the mainland. I have a", "sailor friend who brings me crates of", "wool on a regular basis.")
player("What do you trade for it?")
npc("Rope of course! What else can we sell? Fish", "would go off before it got so far south.")
player("Where does all this rope go?")
npc("Err, I don't remember the name of the place", "very well. Dreinna? Drennor? Something like that.")
player("That's very interesting. Thanks Jofridr.")
}
}

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@dialogue npc:564
npc("Dragon swords! Here, Dragon swords! Straight from", "Frenaskrae!")
>options
options: {
option("Yes please.", "No thanks, I'm just browsing.")
@option 1 {
player("Yes please!")
openshop(564)
}
@option 2 {
player("No thanks, I'm just browsing.")
}
}

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@dialogue npc:5518
npc("Ho, Larlim Far-strider! The brave warrior returns!")
player("It was a hard-fought battle, but we Fremennik prevailed!")
npc("I expect we'll be hearing songs about the 'slayer of the", "Troll king' for many years to come")
player("It would be an honour to be remembered in such a way!", "Thanks.")

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@dialogue npc:5513
npc("Hello, visitor!")
player("Hello. What are you up to?")
npc("Ah, I was about to collect some yak's milk to make", "yak cheese.")
player("Eughr! Though I am curious. Can I try some?")
npc("Sorry, no. The last outlander who ate my cheese", "was ill for a month")
player("So why don't you get ill as well?")
npc("Well, we eat yak milk products every day, from", "when we're born. So I suppose we're used to it. Anyways I", "should stop yakking - Haha - and get on with my work")
player("I'm glad to see that puns are common", "everywhere in Keldagrim; even here")

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@dialogue npc:2935
npc("Leave me be.")

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@dialogue npc:3892,3893,3894,3895,3896,3897,3898,3899,3900,3901,3902,3903,3904,3905,3906,3907,3908,3909,3910,3911
npc("Thanks for coming!")
player("It's not like I had a lot of choice you know!")
npc("I'm sorry for abducting you like that, but I really need", "your help >playername<.")
player("What's the problem then?")
>event_info
event_info:{
npc("It's my evil twin sister! She's been galavanting around", "Keldagrim commiting crimes and now I'm getting the", "blame!")
player("Well what's all this got to do with me then?")
npc("I'm glad you asked!")
npc("Through that door is a room with a cage and a control", "panel that operates a giant mechanical claw.")
npc("I lured my sister into the room so I could imprison her", "in the cage by using the claw. The problem is my sister", "managed to herd some innocent civilians in there with", "her.")
player("So what do you need me to do?")
npc("I need you to go next door and use the claw to catch", "my sister.")
npc("Once she's in prison, she won't be causing me anymore", "bother!")
player("Sounds easy enough to me.")
npc("Fabulous! Now take a good long look at me because the", "door will be locked behind you. My twin looks exactly", "like me, even her clothes!")
npc("One more thing to make your life difficult; the magic", "powering the claw is running low so you'll only have", "two attempts to catch her.")
player("I'll do my best then!")
npc("By the way, would you like me to run through the", "controls for you, or do you think you'll manage?")
setattribute("/save:ame:evil_twin_info", true);
option("Yes please.", "No thanks.")
@option1{
player("Yes please. I mean, it's always best to be prepared,", "right?")
npc("Ok, when you turn the machine on you'll see the", "glowing mark on the floor where the claw is currently", "aiming, and you'll see a lever and button on the right", "hand side of your screen.")
npc("To move the claw's current location, click on the", "direction you want it to move in, as indicated on the", "right hand panel.")
npc("You'll know which way the claw will go as the lever will", "point that way to show you.")
npc("When you see someone on top of the glowing mark,", "then hit the button on the right hand panel, as this will", "send the claw down to pick them up.")
npc("Do be careful and make sure that there is someone on", "the mark, and not just walking past it.")
npc("Oh, and make sure the person is my sister, so you", "don't end up catching a random civilian.")
npc("Does that help?")
player("Yes, that covers everything. Thanks!")
npc("Good luck!")
}
@option2{
player("No thanks, I should be able to work it out.")
npc("Good luck!")
}
}

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@dialogue npc:5510
npc("Good day to you.")
player("Hello. What are you up to?")
npc("Ah, Today is surstromming day! The herring I buried", "six months ago is ready to be dug up.")
player("Eughr! What are you going to do with it?")
npc("Eat it, of course! It will be fermented just-right by now.")
player("Fermented? You eat rotten fish?")
npc("Hmmm, tasty. I'm guessing you don't want to", "come round and try it?")
player("You guess correctly.")

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@dialogue npc:1288
npc("Hey! Outerlander! That is my house! Who do you", "think you are to just barge into my home without", "asking?")
player("Um... My name is @name.")
npc("It was a rhetorical question, outerlander. Now get lost.", "I do not appreciate intruders in my home.")

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@dialogue npc:5031
player("Hi")
npc("Shhh. Don't talk to me.")
player("What? Why?")
npc("If I'm seen slacking off by talking to you, I'll be in", "deep trouble!")
player("Oh... Sorry.")

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@dialogue npc:5032
player("Hi there.")
npc("Don't suppose you've seen a battleaxe around here?")
player("A battleaxe? Nope, afraid not.")
npc("The captain is going to kill me if he finds out I've lost", "my weapon.")

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@dialogue npc:5033
player("Hello. So you're just a private?")
npc("Show some respect! It's more than you'll achieve.")
player("I beg to differ. I'm in perfect shape!")

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@dialogue npc:1694
player("It's nice to see another human face around here.")
npc("Leave me be, peasant - I am relaxing.")
player("Well, that's nice!")
npc("Do you know who I am?")
player("I'm sorry, I haven't had the privilege.")
npc("I, peasant, am Robin, Master Bowman. I am very", "famous you know.")
player("Oh, Robin, Master Bowman, I see.")
npc("So have you heard of me?")
player("No.")

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@dialogue npc:3123
player("Hello, Simon.")
npc("G'day, @name.")
player("How's it going?")
$hasitem(6970, 1) {
npc("Not bad, mate, not bad at all. Got any artefacts for", "me?")
>sellOptions
}
npc("I've been contracted to retrieve artefacts from the top", "of this magnificent pyramid.")
player("So, why are you down here and not up there then?")
npc("Well, it's me back - an old injury I picked up in", "Sophanem has come back to haunt me. I was working", "for the Museum of Varrock, and the gold I had been", "given wasn't enough to pay for the carpet rides, let")
npc("alone any decent equipment. But that was a long time", "ago... I can't even lift a chisel right now. There's no", "way I can climb all the way up there.")
player("How on earth did you get down the cliff face, then?")
npc("That's what set off the injury. I was fine before I", "scrabbed down the pesky slope. I think it will be a while", "before I can climb back up again; I must be getting", "old.")
npc("Hang on a second... You look like you're pretty agile", "and up for a challenge. How about you retrieve it for", "me?")
npc("I'll tell you what, I'll give you 1000 coins for every", "artefact you get for me.")
player("I'll see what I can do.")
npc("Good on ya, mate!")
sellOptions: {
option("Sell it.", "Keep it.")
@option1{
player("I have one here I'll sell you.")
$removeitem(6970, 1) {
additem(995, 1000)
itemmessage(6970, "You hand over the artefact(s) and Simon hands you 1000 coins.")
npc("Ripper! Thanks a bundle mate! Thanks to you I can", "fulfill me contract. You're a true blue! The boss will be", "pleased.")
player("Glad I was able to help... but who is your boss? I", "thought you worked for the museum?")
npc("Mind your own bizzo, mate. But if you get any more,", "you know where I am!")
}
}
@option2{
player("I have one, but I want to keep it for now.")
npc("Careful, mate, people come looking for a thing like", "that!")
player("Thanks for the advice, but I'll hang onto it for now.")
npc("Bye, cobber.")
}
}

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@dialogue npc:5520
npc("Shh. Go away. I'm not allowed to talk to you.")
player("Fine, Whatever...")

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@dialogue npc:6841, 6842
npc("Where are we going?")
player("I've not decided yet.")
npc("Fine, don't tell me...")
player("Oh, okay, well we are going...")
npc("Don't want to know now.")
player("Siiiigh...spiders.")

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message("Roar")

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@dialogue npc:5506
npc("Thank you for leading the Burgher's militia against the", "Troll King.")
npc("Now that the trolls are leaderless I have repaired the", "bridge to the central isle for you as best I can.")
player("Thanks Thakkrad. Does that mean I have access to the", "runite ores on that island?")
npc("Yes, You should be able to mine runite there if you wish.")

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@dialogue npc:5519
npc("Ho, Larlim Far-strider! The brave warrior returns!")
player("It was a hard-fought battle, but we Fremennik prevailed!")
npc("I expect we'll be hearing songs about the 'slayer of the", "Troll king' for many years to come")
player("It would be an honour to be remembered in such a way!", "Thanks.")

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@dialogue npc:739
npc("What can I get you?")
player("What's on the menu?")
npc("Dragon Bitter and Greenman's Ale, oh and some cheap", "beer.")
>options
options: {
option("I'll give it a miss I think", "I'll try the Dragon Bitter.", "Can I have some Greenman's Ale?", "One cheap beer please!")
@option1 {
}
@option2 {
}
@option3 {
}
@option4 {
}
}
buy:(id, cost) {
}

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@dialogue npc:3321, 3307
player("What happened to the old man who used to be the", "doorman?")
npc("You mean my father? He went into retirement, I've", "taken over the family business instead.")
player("Your father! But you don't look anything like him!")
npc("No, fortunately for me I inherited my good looks from", "my mother.")