even more fixes 1

This commit is contained in:
Beck 2026-08-01 00:06:16 -07:00
parent afad2cabda
commit 83854c3305
6 changed files with 77 additions and 58 deletions

View file

@ -32,7 +32,7 @@ class FatherAereckDefaultDialogue : InteractionListener {
class FatherAereckDefaultDialogueFile : DialogueLabeller() {
override fun addConversation() {
//allows skipping the main dialogue while Restless Ghost quest is started
//allows skipping the main dialogue authentically while Restless Ghost quest is started
exec { player, npc ->
when (getQuestStage(player, Quests.THE_RESTLESS_GHOST)) {
0 -> {
@ -49,21 +49,24 @@ class FatherAereckDefaultDialogueFile : DialogueLabeller() {
}
label("main_entry_transcript") {
npc("Welcome to the church of holy Saradomin.")
npc(FacialExpression.FRIENDLY, "Welcome to the church of holy Saradomin.")
goto("main_opts")
}
label("main_opts") {
exec { player, npc ->
if (getQuestStage(player, Quests.THE_RESTLESS_GHOST) > 0) {
loadLabel(player, "no_quest_main_opts")
} else {
if (getQuestStage(player, Quests.THE_RESTLESS_GHOST) == 0) {
loadLabel(player, "not_started_quest_main_opts")
} else if (isQuestComplete(player, Quests.THE_RESTLESS_GHOST)) {
loadLabel(player, "post_quest_main_opts")
} else {
//this shouldn't be needed although in case some how we get here
loadLabel(player, "mid_quest_main_opts")
}
}
}
label("no_quest_main_opts") {
label("post_quest_main_opts") {
options(
DialogueOption(
"change_grave",
@ -85,11 +88,6 @@ class FatherAereckDefaultDialogueFile : DialogueLabeller() {
label("not_started_quest_main_opts") {
options(
DialogueOption(
"change_grave",
"Can you change my gravestone now?",
expression = ChatAnim.HALF_ASKING
),
DialogueOption(
"who_sara",
"Who's Saradomin?",
@ -102,8 +100,23 @@ class FatherAereckDefaultDialogueFile : DialogueLabeller() {
),
DialogueOption(
"start_restless_ghost_quest",
"I'm looking for a quest.",
"I'm looking for a quest!",
expression = ChatAnim.FRIENDLY
)
)
}
label("mid_quest_main_opts") {
options(
DialogueOption(
"who_sara",
"Who's Saradomin?",
expression = ChatAnim.HALF_ASKING
),
DialogueOption(
"nice_place",
"Nice place you've got here.",
expression = ChatAnim.FRIENDLY
)
)
}
@ -117,10 +130,9 @@ class FatherAereckDefaultDialogueFile : DialogueLabeller() {
npc(FacialExpression.HALF_ASKING, "Surely you have heard of our god, Saradomin?")
npc(FacialExpression.AMAZED, "He who created the forces of goodness and purity in this", "world? I cannot believe your ignorance!")
npc("This is the god with more followers than any other ...at", "least in this part of the world.")
npc("He who forged the world as we know it, along with his", "brothers Guthix and Zamorak?")
npc(FacialExpression.HALF_ASKING, "He who forged the world as we know it, along with his", "brothers Guthix and Zamorak?")
goto("oh_that_sara")
}
label("oh_that_sara") {
@ -128,7 +140,7 @@ class FatherAereckDefaultDialogueFile : DialogueLabeller() {
DialogueOption(
"that_sara",
"Oh, THAT Saradomin.",
expression = FacialExpression.GUILTY
expression = FacialExpression.AMAZED
),
DialogueOption(
"not_from_this_world",
@ -146,8 +158,8 @@ class FatherAereckDefaultDialogueFile : DialogueLabeller() {
}
label("not_from_this_world") {
npc("...");
npc("That's...strange.")
npc(FacialExpression.SUSPICIOUS, "...");
npc(FacialExpression.SUSPICIOUS, "That's...strange.")
npc("I thought things not from this world were all, you know,", "slime and tentacles.")
goto("like_my_disguise")
}
@ -160,7 +172,8 @@ class FatherAereckDefaultDialogueFile : DialogueLabeller() {
),
DialogueOption(
"like_disguise",
"I am! Do you like my disguise?"
"I am! Do you like my disguise?",
expression = FacialExpression.FRIENDLY
),
)
}
@ -180,7 +193,7 @@ class FatherAereckDefaultDialogueFile : DialogueLabeller() {
}
label("nice_place") {
npc("It is, isn't it? It was built over two centuries ago.");
npc(FacialExpression.HALF_ASKING, "It is, isn't it? It was built over two centuries ago.");
goto("nowhere")
}
@ -188,7 +201,9 @@ class FatherAereckDefaultDialogueFile : DialogueLabeller() {
label("gravestone_iface") {
exec { player, npc ->
openInterface(player, Components.GRAVESTONE_SHOP_652)
player.achievementDiaryManager.finishTask(player, DiaryType.LUMBRIDGE, 0, 15);
if (isQuestComplete(Quests.THE_RESTLESS_GHOST)) {
player.achievementDiaryManager.finishTask(player, DiaryType.LUMBRIDGE, 0, 15);
}
loadLabel(player, "nowhere")
}
}

View file

@ -51,7 +51,7 @@ class FatherUrhneyDefaultDialogueFile: DialogueLabeller() {
options(
DialogueOption(
"thats_friendly",
"Well, that's friendly"
"Well, that's friendly."
),
DialogueOption(
"repo_house",
@ -64,7 +64,7 @@ class FatherUrhneyDefaultDialogueFile: DialogueLabeller() {
options(
DialogueOption(
"thats_friendly",
"Well, that's friendly"
"Well, that's friendly."
),
DialogueOption(
"father_aereck_sent",
@ -95,13 +95,13 @@ class FatherUrhneyDefaultDialogueFile: DialogueLabeller() {
}
label("thats_friendly") {
npc("I SAID go AWAY.")
npc(FacialExpression.ANGRY, "I SAID go AWAY.")
player("Okay, okay... sheesh, what a grouch.")
goto("nowhere")
}
label("repo_house") {
npc("Under what grounds???")
npc(FacialExpression.ANGRY, "Under what grounds???")
goto("repo_opts")
}
@ -119,16 +119,16 @@ class FatherUrhneyDefaultDialogueFile: DialogueLabeller() {
}
label("mtg_repay") {
npc("What?")
npc("I don't have a mortgage! I built this house.")
npc(FacialExpression.ANNOYED, "What?")
npc(FacialExpression.ANGRY, "I don't have a mortgage! I built this house.")
player("Sorry. I must have got the wrong address. All the", "houses look the same around here.")
npc("What? What houses? What ARE you talking about???")
npc(FacialExpression.ANGRY, "What? What houses? What ARE you talking about???")
player("Never mind.")
goto("nowhere")
}
label("want_house") {
npc("Oh... go away and stop wasting my time!")
npc(FacialExpression.ANGRY, "Oh... go away and stop wasting my time!")
goto("nowhere")
}

View file

@ -45,6 +45,12 @@ class FatherAereckQuestDialogueFile : DialogueLabeller() {
label("quest_main_entry") {
npc("That's lucky, I need someone to do a quest for me.")
exec { player, npc ->
setQuestStage(player, Quests.THE_RESTLESS_GHOST, 10)
//ensures the varbits is set to default state
setVarbit(player, 2128, 0, true)
setVarbit(player, 2130, 0, true)
}
goto("start_quest_opts")
}
@ -56,19 +62,12 @@ class FatherAereckQuestDialogueFile : DialogueLabeller() {
),
DialogueOption(
"no_time",
"Sorry, I don't have time right now."
"Sorry, I don't have time right now"
)
)
}
label("let_me_help") {
exec { player, npc ->
setQuestStage(player, Quests.THE_RESTLESS_GHOST, 10)
//ensures the varbits is set to default state
setVarbit(player, 2128, 0, true)
setVarbit(player, 2130, 0, true)
}
npc("Thank you. The problem is, there is a ghost in the", "church graveyard. I would like you to get rid of it.")
npc("If you need any help, my friend Father Urhney is an", "expert on ghosts.")
npc("I believe he is currently living as a hermit in Lumbridge", "swamp. He has a little shack in the south-west of the", "swamps.")

View file

@ -73,20 +73,25 @@ class FatherUrhneyQuestAmuletDialogueFile : DialogueLabeller() {
//mid or after finishing quest and needing another one or doing the drop trick
npc("Father Urhney sighs.")
exec { player, npc ->
line("Father Urhney sighs.")
loadLabel(player, "amulet_main_flow")
}
exec { player, npc ->
if (anyInEquipment(player, Items.GHOSTSPEAK_AMULET_552) || anyInInventory(player, Items.GHOSTSPEAK_AMULET_552)) {
loadLabel(player, "amulet_equip_resp")
} else if (inBank(player, Items.GHOSTSPEAK_AMULET_552)) {
loadLabel(player, "amulet_in_bank_resp")
} else {
loadLabel(player, "give_amulet")
label("amulet_main_flow") {
exec { player, npc ->
if (anyInEquipment(player, Items.GHOSTSPEAK_AMULET_552) || anyInInventory(player, Items.GHOSTSPEAK_AMULET_552)) {
loadLabel(player, "amulet_equip_resp")
} else if (inBank(player, Items.GHOSTSPEAK_AMULET_552)) {
loadLabel(player, "amulet_in_bank_resp")
} else {
loadLabel(player, "give_amulet")
}
}
}
label("amulet_equip_resp") {
npc("What are you talking about? I can see you've got it", "with you!")
npc(FacialExpression.ANNOYED, "What are you talking about? I can see you've got it", "with you!")
goto("nowhere")
}

View file

@ -28,7 +28,7 @@ class RestlessGhost : Quest(Quests.THE_RESTLESS_GHOST, 25, 24, 1, 107, 0, 4, 5)
0 -> {
player.packetDispatch.sendString("<col=08088A>I can start this quest by speaking to <col=8A0808>Father Aereck</col> <col=08088A>in the", 275, 4 + 7)
player.packetDispatch.sendString("<col=8A0808>church</col> <col=08088A>next to <col=8A0808>Lumbridge Castle.<col=8A0808>", 275, 5 + 7)
player.packetDispatch.sendString("<col=08088A>I must be unafraid of a <col=8A0808>Level 13 Skeleton ", 275, 6 + 7)
player.packetDispatch.sendString("<col=08088A>I must be unafraid of a <col=8A0808>Level 13 Skeleton.", 275, 6 + 7)
}
10 -> {
player.packetDispatch.sendString("<str>Father Aereck asked me to help him deal with the Ghost in", 275, 4 + 7)

View file

@ -69,19 +69,19 @@ class RestlessGhostNPCDialogueFile : DialogueLabeller() {
}
label("not_very_good") {
npc(FacialExpression.HALF_GUILTY, "Not very good actually.")
player(FacialExpression.HALF_GUILTY, "What's the problem then?")
npc(FacialExpression.HALF_GUILTY, "Did you understand what I said???")
player(FacialExpression.HALF_GUILTY, "Yep, now tell me what the problem is.")
npc(FacialExpression.HALF_GUILTY, "WOW! This is INCREDIBLE! I didn't expect anyone", "to ever understand me again!")
player(FacialExpression.HALF_GUILTY, "Ok, ok, I can understand you!")
player(FacialExpression.HALF_GUILTY, "But have you any idea WHY you're doomed to be a", "ghost?")
npc(FacialExpression.HALF_WORRIED, "Not very good actually.")
player(FacialExpression.HALF_ASKING, "What's the problem then?")
npc(FacialExpression.THINKING, "Did you understand what I said???")
player(FacialExpression.FRIENDLY, "Yep, now tell me what the problem is.")
npc(FacialExpression.AMAZED, "WOW! This is INCREDIBLE! I didn't expect anyone", "to ever understand me again!")
player(FacialExpression.FRIENDLY, "Ok, Ok, I can understand you!")
player(FacialExpression.HALF_ASKING, "But have you any idea WHY you're doomed to be a", "ghost?")
npc(FacialExpression.HALF_GUILTY, "Well, to be honest... I'm not sure.")
player(FacialExpression.HALF_GUILTY, "I've been told a certain task may need to be completed", "so you can rest in peace.")
player(FacialExpression.FRIENDLY, "I've been told a certain task may need to be completed", "so you can rest in peace.")
npc(FacialExpression.HALF_GUILTY, "I should think it is probably because a warlock has come", "along and stolen my skull. If you look inside my coffin", "there, you'll find my corpse without a head on it.")
player(FacialExpression.HALF_GUILTY, "Do you know where this warlock might be now?")
player(FacialExpression.HALF_ASKING, "Do you know where this warlock might be now?")
npc(FacialExpression.HALF_GUILTY, "I think it was one of the warlocks who lives in the big", "tower by the sea south-west from here.")
player(FacialExpression.HALF_GUILTY, "Ok. I will try and get the skull back for you, then you", "can rest in peace.")
player(FacialExpression.FRIENDLY, "Ok. I will try and get the skull back for you, then you", "can rest in peace.")
exec { player, npc ->
setQuestStage(player, Quests.THE_RESTLESS_GHOST, 30)
@ -90,8 +90,8 @@ class RestlessGhostNPCDialogueFile : DialogueLabeller() {
}
label("great_relief") {
npc(FacialExpression.HALF_GUILTY, "Ooh, thank you. That would be such a great relief!")
npc(FacialExpression.HALF_GUILTY, "It is so dull being a ghost...")
npc(FacialExpression.HALF_WORRIED, "Ooh, thank you. That would be such a great relief!")
npc(FacialExpression.SAD, "It is so dull being a ghost...")
}
label("woo") {