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Implemented easels
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parent
e84df1e46c
commit
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4 changed files with 217 additions and 46 deletions
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@ -8,6 +8,7 @@ import org.rs09.consts.Items
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/**
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* Enumerates the various crests the player can purchase for the Construction skill, as well as their requirements.
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* ORDINAL BOUND, see HeraldicProduct.kt
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* @author Bishop
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*/
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@ -0,0 +1,139 @@
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package content.global.skill.construction.decoration.workshop
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import content.global.skill.crafting.HeraldicProduct
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import core.api.*
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import core.game.interaction.InteractionListener
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import core.game.node.entity.skill.Skills
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import org.rs09.consts.Scenery
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/**
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* Listens for use of the easel furniture pieces in a POH, with which players may make heraldic items.
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* @author Bishop
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*/
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class EaselListener : InteractionListener {
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private val easels = intArrayOf(Scenery.HELMET_PLUMING_STAND_13716, Scenery.PAINTING_STAND_13717, Scenery.BANNER_MAKING_STAND_13718)
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private val heraldryAnimation = 0 // PLACEHOLDER
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override fun defineListeners() {
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on(easels, SCENERY, "use") { player, node ->
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val crest = player.houseManager.crest
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val options = when (node.id) {
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Scenery.HELMET_PLUMING_STAND_13716 ->
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arrayOf("Plumed steel helmet", "Plumed rune helmet")
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Scenery.PAINTING_STAND_13717 ->
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arrayOf("Plumed steel helmet", "Plumed rune helmet", "Steel heraldic shield", "Runite heraldic shield")
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Scenery.BANNER_MAKING_STAND_13718 ->
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arrayOf("Plumed steel helmet", "Plumed rune helmet", "Steel heraldic shield", "Runite heraldic shield", "Heraldic banner")
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else ->
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return@on false
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}
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sendDialogueOptions(player, "What do you want to make?", *options)
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addDialogueAction(player) { player, button ->
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when (button) {
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2,3 -> {
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when {
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(!hasLevelDyn(player, Skills.CONSTRUCTION, HeraldicProduct.STEEL_HELM.constructionReq)) -> {
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sendDialogue(player, "You need a Construction level of ${HeraldicProduct.STEEL_HELM.constructionReq} to make this.")
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return@addDialogueAction
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}
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(!hasLevelDyn(player, Skills.CRAFTING, HeraldicProduct.STEEL_HELM.craftingReq)) -> {
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sendDialogue(player, "You need a Crafting level of ${HeraldicProduct.STEEL_HELM.craftingReq} to make this.")
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return@addDialogueAction
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}
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(button == 2) -> {
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if (removeItem(player, HeraldicProduct.STEEL_HELM.primaryMaterialId)) {
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addItemOrDrop(player, HeraldicProduct.STEEL_HELM.productForCrest(crest))
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rewardXP(player, Skills.CRAFTING, HeraldicProduct.STEEL_HELM.craftingXp)
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animate(player, heraldryAnimation)
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sendMessage(player, "You make a helmet in your colours.")
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return@addDialogueAction
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} else {
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sendDialogue(player, "PLACEHOLDER")
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return@addDialogueAction
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}
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}
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else -> {
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if (removeItem(player, HeraldicProduct.RUNE_HELM.primaryMaterialId)) {
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addItemOrDrop(player, HeraldicProduct.RUNE_HELM.productForCrest(crest))
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rewardXP(player, Skills.CRAFTING, HeraldicProduct.RUNE_HELM.craftingXp)
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animate(player, heraldryAnimation)
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sendMessage(player, "You make a helmet in your colours.")
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return@addDialogueAction
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} else {
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sendDialogue(player, "PLACEHOLDER")
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return@addDialogueAction
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}
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}
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}
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}
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4,5 -> {
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when {
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(!hasLevelDyn(player, Skills.CONSTRUCTION, HeraldicProduct.STEEL_SHIELD.constructionReq)) -> {
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sendDialogue(player, "You need a Construction level of ${HeraldicProduct.STEEL_SHIELD.constructionReq} to make this.")
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return@addDialogueAction
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}
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(!hasLevelDyn(player, Skills.CRAFTING, HeraldicProduct.STEEL_SHIELD.craftingReq)) -> {
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sendDialogue(player, "You need a Crafting level of ${HeraldicProduct.STEEL_SHIELD.craftingReq} to make this.")
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return@addDialogueAction
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}
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(button == 4) -> {
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if (removeItem(player, HeraldicProduct.STEEL_SHIELD.primaryMaterialId)) {
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addItemOrDrop(player, HeraldicProduct.STEEL_SHIELD.productForCrest(crest))
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rewardXP(player, Skills.CRAFTING, HeraldicProduct.STEEL_SHIELD.craftingXp)
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animate(player, heraldryAnimation)
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sendMessage(player, "You make a shield with your symbol on.")
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return@addDialogueAction
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} else {
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sendDialogue(player, "PLACEHOLDER")
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return@addDialogueAction
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}
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}
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else -> {
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if (removeItem(player, HeraldicProduct.RUNE_SHIELD.primaryMaterialId)) {
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addItemOrDrop(player, HeraldicProduct.RUNE_SHIELD.productForCrest(crest))
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rewardXP(player, Skills.CRAFTING, HeraldicProduct.RUNE_SHIELD.craftingXp)
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animate(player, heraldryAnimation)
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sendMessage(player, "You make a shield with your symbol on.")
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return@addDialogueAction
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} else {
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sendDialogue(player, "PLACEHOLDER")
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return@addDialogueAction
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}
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}
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}
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}
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6 -> {
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when {
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(!hasLevelDyn(player, Skills.CONSTRUCTION, HeraldicProduct.BANNER.constructionReq)) -> {
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sendDialogue(player, "You need a Construction level of ${HeraldicProduct.BANNER.constructionReq} to make this.")
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return@addDialogueAction
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}
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(!hasLevelDyn(player, Skills.CRAFTING, HeraldicProduct.BANNER.craftingReq)) -> {
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sendDialogue(player, "You need a Crafting level of ${HeraldicProduct.BANNER.craftingReq} to make this.")
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return@addDialogueAction
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}
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(!inInventory(player, HeraldicProduct.BANNER.primaryMaterialId) || !inInventory(player, HeraldicProduct.BANNER.secondaryMaterialId!!)) -> {
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sendDialogue(player, "PLACEHOLDER")
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}
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else -> {
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if (removeItem(player, HeraldicProduct.BANNER.primaryMaterialId) && removeItem(player, HeraldicProduct.BANNER.secondaryMaterialId)) {
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addItemOrDrop(player, HeraldicProduct.BANNER.productForCrest(crest))
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rewardXP(player, Skills.CRAFTING, HeraldicProduct.BANNER.craftingXp)
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animate(player, heraldryAnimation)
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sendMessage(player, "PLACEHOLDER")
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return@addDialogueAction
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} else {
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sendDialogue(player, "PLACEHOLDER")
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return@addDialogueAction
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}
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}
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}
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}
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}
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}
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return@on true
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}
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}
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}
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@ -0,0 +1,31 @@
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package content.global.skill.crafting
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import content.global.skill.construction.CrestType
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import org.rs09.consts.Items
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/**
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* Enumerates the heraldic items players can craft with easels in their POHs.
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* @author Bishop
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*/
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enum class HeraldicProduct(
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val primaryMaterialId: Int,
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val secondaryMaterialId: Int?,
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val baseProductId: Int,
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val craftingReq: Int,
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val craftingXp: Double,
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val constructionReq: Int = 16) {
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STEEL_HELM(Items.STEEL_FULL_HELM_1157, null,
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Items.STEEL_HERALDIC_HELM_8682, 38, 37.0),
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RUNE_HELM(Items.RUNE_FULL_HELM_1163, null,
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Items.RUNE_HERALDIC_HELM_8464, STEEL_HELM.craftingReq, STEEL_HELM.craftingXp),
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STEEL_SHIELD(Items.STEEL_KITESHIELD_1193, null,
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Items.STEEL_KITESHIELD_8746, 43, 40.0),
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RUNE_SHIELD(Items.RUNE_KITESHIELD_1201, null,
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Items.RUNE_KITESHIELD_8714, STEEL_SHIELD.craftingReq, STEEL_SHIELD.craftingXp),
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BANNER(Items.BOLT_OF_CLOTH_8790, Items.PLANK_960,
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Items.BANNER_8650, 48, 42.5);
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fun productForCrest(crest: CrestType): Int = baseProductId + (crest.ordinal * 2)
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}
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@ -62,33 +62,33 @@ class SirReniteeDialogueFile : DialogueLabeller() {
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* GENERIC DIALOGUE
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*/
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npc(ChatAnim.HALF_GUILTY, "Hmm? What's that, young ${if (player!!.isMale) "man" else "woman"}? What can I do for", "you?")
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npc(ChatAnim.NEUTRAL, "Hmm? What's that, young ${if (player!!.isMale) "man" else "woman"}? What can I do for", "you?")
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options(
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DialogueOption("intro", "I don't know, what can you do for me?", expression = ChatAnim.HALF_GUILTY),
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DialogueOption("nothing", "Nothing, thanks", spokenText = "Nothing, thanks.", expression = ChatAnim.HALF_GUILTY),
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DialogueOption("intro", "I don't know, what can you do for me?", expression = ChatAnim.ASKING),
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DialogueOption("nothing", "Nothing, thanks", spokenText = "Nothing, thanks.", expression = ChatAnim.NEUTRAL),
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)
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label("nothing")
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npc(ChatAnim.HALF_GUILTY, "Mmm, well, see you some other time maybe.")
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npc(ChatAnim.NEUTRAL, "Mmm, well, see you some other time maybe.")
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/**
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* CREST DIALOGUE
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*/
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label("intro")
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npc(ChatAnim.HALF_GUILTY, "Hmm, well, mmm, do you have a family crest? I keep",
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npc(ChatAnim.NEUTRAL, "Hmm, well, mmm, do you have a family crest? I keep",
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"track of every ${ServerConstants.SERVER_NAME} family, you know, so I might", "be able to find yours.")
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npc(ChatAnim.HALF_GUILTY, "I'm also something of an, mmm, a painter. If you've",
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npc(ChatAnim.NEUTRAL, "I'm also something of an, mmm, a painter. If you've",
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"met any important persons or visited any nice places I", "could paint them for you.")
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options(
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DialogueOption("family_crest", "Can you see if I have a family crest?", expression = ChatAnim.HALF_GUILTY),
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DialogueOption("painting", "Can I buy a painting?", expression = ChatAnim.HALF_GUILTY),
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DialogueOption("family_crest", "Can you see if I have a family crest?", expression = ChatAnim.ASKING),
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DialogueOption("painting", "Can I buy a painting?", expression = ChatAnim.NEUTRAL),
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)
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label("family_crest")
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npc(ChatAnim.HALF_GUILTY, "What is your name?")
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player(ChatAnim.HALF_GUILTY, "${player!!.username}.")
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npc(ChatAnim.HALF_GUILTY, "Mmm, ${player!!.username}, let me see...")
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npc(ChatAnim.NEUTRAL, "What is your name?")
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player(ChatAnim.NEUTRAL, "${player!!.username}.")
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npc(ChatAnim.NEUTRAL, "Mmm, ${player!!.username}, let me see...")
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exec { player, _ ->
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if (hasLevelStat(player, Skills.CONSTRUCTION, 16)) {
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loadLabel(player, "has_construction_level")
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@ -98,9 +98,9 @@ class SirReniteeDialogueFile : DialogueLabeller() {
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}
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label("no_construction_level")
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npc(ChatAnim.HALF_GUILTY, "First thing's first, young ${if (player!!.isMale) "man" else "woman"}! There is not much point",
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npc(ChatAnim.NEUTRAL, "First thing's first, young ${if (player!!.isMale) "man" else "woman"}! There is not much point",
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"in having a family crest if you cannot display it.")
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npc(ChatAnim.HALF_GUILTY, "You should train construction until you can build a wall",
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npc(ChatAnim.NEUTRAL, "You should train construction until you can build a wall",
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"decoration in your dining room.")
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label("has_construction_level")
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@ -119,27 +119,27 @@ class SirReniteeDialogueFile : DialogueLabeller() {
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}
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label("show_existing_crest")
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npc(ChatAnim.HALF_GUILTY, "According to my records, your crest is",
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npc(ChatAnim.NEUTRAL, "According to my records, your crest is",
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"${player!!.houseManager.crest.crestName}.")
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goto("crest_options")
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label("show_new_crest")
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npc(ChatAnim.HALF_GUILTY, "Well, I don't think you have any noble blood,",
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npc(ChatAnim.NEUTRAL, "Well, I don't think you have any noble blood,",
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"but I see that your ancestors came from ${Util.enumToString(player!!.houseManager.crest.name)},",
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"so ${if (player!!.houseManager.crest == CrestType.VARROCK) "you can use that city's" else "that can be your"} crest.")
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goto("crest_options")
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label("crest_options")
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options(
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DialogueOption("change_crest", "I don't like that crest. Can I have a different one?", expression = ChatAnim.HALF_GUILTY),
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DialogueOption("thanks", "Thanks!", expression = ChatAnim.HALF_GUILTY),
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DialogueOption("change_crest", "I don't like that crest. Can I have a different one?", expression = ChatAnim.ASKING),
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DialogueOption("thanks", "Thanks!", expression = ChatAnim.NEUTRAL),
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)
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label("thanks")
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npc(ChatAnim.HALF_GUILTY, "You're welcome, my ${if (player!!.isMale) "boy" else "girl"}.")
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npc(ChatAnim.NEUTRAL, "You're welcome, my ${if (player!!.isMale) "boy" else "girl"}.")
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label("change_crest")
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npc(ChatAnim.HALF_GUILTY, "Mmm, very well. Changing your crest will cost", "5,000 coins.")
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npc(ChatAnim.NEUTRAL, "Mmm, very well. Changing your crest will cost", "5,000 coins.")
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exec { player, _ ->
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if (amountInInventory(player, Items.COINS_995) < CrestType.MISTHALIN.cost) {
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loadLabel(player, "no_money")
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@ -149,10 +149,10 @@ class SirReniteeDialogueFile : DialogueLabeller() {
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}
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label("no_money")
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player(ChatAnim.HALF_GUILTY, "I'll have to go and get some money then.")
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player(ChatAnim.NEUTRAL, "I'll have to go and get some money then.")
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label("choose_symbol")
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npc(ChatAnim.HALF_GUILTY, "There are sixteen different symbols;", "which one would you like?")
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npc(ChatAnim.NEUTRAL, "There are sixteen different symbols;", "which one would you like?")
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goto("crest_page1")
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label("crest_page1")
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@ -272,7 +272,7 @@ class SirReniteeDialogueFile : DialogueLabeller() {
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else ->
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arrayOf("This shouldn't be happening. Please report this.")
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}
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interpreter!!.sendDialogues(npc, ChatAnim.HALF_GUILTY, *messages)
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interpreter!!.sendDialogues(npc, ChatAnim.NEUTRAL, *messages)
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}
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label("crest_buy_fail")
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@ -308,17 +308,17 @@ class SirReniteeDialogueFile : DialogueLabeller() {
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else ->
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arrayOf("This shouldn't be happening. Please report this.")
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}
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interpreter!!.sendDialogues(npc, ChatAnim.HALF_GUILTY, *messages)
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interpreter!!.sendDialogues(npc, ChatAnim.NEUTRAL, *messages)
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}
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goto("crest_page1")
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// Money crest has a unique flow since Sir Renitee needs to check the player's cash stack a second time
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label("crest_money")
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npc(ChatAnim.HALF_GUILTY, "You wish to represent yourself by a moneybag?",
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npc(ChatAnim.NEUTRAL, "You wish to represent yourself by a moneybag?",
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"I think to make that meaningful I should increase", "the price to 500,000 coins. Do you agree?")
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options(
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DialogueOption("money_accept", "All right.", expression = ChatAnim.HALF_GUILTY),
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DialogueOption("money_refuse", "No way!", expression = ChatAnim.HALF_GUILTY),
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DialogueOption("money_accept", "All right.", expression = ChatAnim.NEUTRAL),
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DialogueOption("money_refuse", "No way!", expression = ChatAnim.NEUTRAL),
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)
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label("money_accept")
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@ -332,10 +332,10 @@ class SirReniteeDialogueFile : DialogueLabeller() {
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}
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label("money_ok")
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npc(ChatAnim.HALF_GUILTY, "Thank you very much! You may now use a money-bag", "as your symbol.")
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npc(ChatAnim.NEUTRAL, "Thank you very much! You may now use a money-bag", "as your symbol.")
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label("money_refuse")
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npc(ChatAnim.HALF_GUILTY, "Well we can't have just any pauper using a money-bag",
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npc(ChatAnim.NEUTRAL, "Well we can't have just any pauper using a money-bag",
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"as a symbol, can we? You'll have to choose a", "different symbol.")
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goto("crest_page1")
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@ -344,14 +344,14 @@ class SirReniteeDialogueFile : DialogueLabeller() {
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*/
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label("painting")
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npc(ChatAnim.HALF_GUILTY, "Would you like a portrait or an, mmm, a landscape? Or", "a map, maybe?")
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npc(ChatAnim.NEUTRAL, "Would you like a portrait or an, mmm, a landscape? Or", "a map, maybe?")
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goto("painting_options")
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label("painting_options")
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options(
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DialogueOption("portrait", "A portrait", "A portrait please.", expression = ChatAnim.HALF_GUILTY),
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DialogueOption("landscape", "A landscape", "A landscape please.", expression = ChatAnim.HALF_GUILTY),
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DialogueOption("map", "A map", "A map please.", expression = ChatAnim.HALF_GUILTY),
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DialogueOption("portrait", "A portrait", "A portrait please.", expression = ChatAnim.NEUTRAL),
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DialogueOption("landscape", "A landscape", "A landscape please.", expression = ChatAnim.NEUTRAL),
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DialogueOption("map", "A map", "A map please.", expression = ChatAnim.NEUTRAL),
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)
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/**
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@ -359,7 +359,7 @@ class SirReniteeDialogueFile : DialogueLabeller() {
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*/
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label("portrait")
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npc(ChatAnim.HALF_GUILTY, "Mmm, well, there are a few portraits I can paint. I",
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npc(ChatAnim.NEUTRAL, "Mmm, well, there are a few portraits I can paint. I",
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"can only let you have one if you've got some connection", "with that person though. Who would you like?")
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options(
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DialogueOption("portrait_arthur", "King Arthur", skipPlayer = true),
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@ -369,7 +369,7 @@ class SirReniteeDialogueFile : DialogueLabeller() {
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)
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label("landscape")
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npc(ChatAnim.HALF_GUILTY, "Mmm, well, I can paint a few places. Where have you", "had your adventures?")
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npc(ChatAnim.NEUTRAL, "Mmm, well, I can paint a few places. Where have you", "had your adventures?")
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options(
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DialogueOption("landscape_lumbridge", "The River Lum", skipPlayer = true),
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DialogueOption("landscape_desert", "The Kharid desert", skipPlayer = true),
|
||||
|
|
@ -379,7 +379,7 @@ class SirReniteeDialogueFile : DialogueLabeller() {
|
|||
)
|
||||
|
||||
label("map")
|
||||
npc(ChatAnim.HALF_GUILTY, "Mmm, yes, ah, I have painted maps of the known world",
|
||||
npc(ChatAnim.NEUTRAL, "Mmm, yes, ah, I have painted maps of the known world",
|
||||
"on several different sizes of parchment. Which size", "would you like?")
|
||||
options(
|
||||
DialogueOption("map_small", "Small", skipPlayer = true),
|
||||
|
|
@ -417,7 +417,7 @@ class SirReniteeDialogueFile : DialogueLabeller() {
|
|||
label("painting_show_cost")
|
||||
manual { player, _ ->
|
||||
val painting = getAttribute(player, attributeTempPainting, PaintingType.MAP_SMALL)
|
||||
interpreter!!.sendDialogues(npc, ChatAnim.HALF_GUILTY, "That will be, mmm, ${painting.cost} coins please.")
|
||||
interpreter!!.sendDialogues(npc, ChatAnim.NEUTRAL, "That will be, mmm, ${painting.cost} coins please.")
|
||||
}
|
||||
exec { player, _ ->
|
||||
val painting = getAttribute(player, attributeTempPainting, PaintingType.MAP_SMALL)
|
||||
|
|
@ -430,8 +430,8 @@ class SirReniteeDialogueFile : DialogueLabeller() {
|
|||
|
||||
label("painting_buy_confirm")
|
||||
options(
|
||||
DialogueOption("painting_accept", "All right.", expression = ChatAnim.HALF_GUILTY),
|
||||
DialogueOption("painting_refuse", "No thanks.", expression = ChatAnim.HALF_GUILTY),
|
||||
DialogueOption("painting_accept", "All right.", expression = ChatAnim.NEUTRAL),
|
||||
DialogueOption("painting_refuse", "No thanks.", expression = ChatAnim.NEUTRAL),
|
||||
)
|
||||
|
||||
label("painting_buy_fail")
|
||||
|
|
@ -471,7 +471,7 @@ class SirReniteeDialogueFile : DialogueLabeller() {
|
|||
arrayOf("Mmm, I'm not sure you've had enough adventures in the",
|
||||
"world to deserve that map.")
|
||||
}
|
||||
interpreter!!.sendDialogues(npc, ChatAnim.HALF_GUILTY, *messages)
|
||||
interpreter!!.sendDialogues(npc, ChatAnim.NEUTRAL, *messages)
|
||||
}
|
||||
manual { player, _ ->
|
||||
val painting = getAttribute(player, attributeTempPainting, PaintingType.MAP_SMALL)
|
||||
|
|
@ -523,20 +523,20 @@ class SirReniteeDialogueFile : DialogueLabeller() {
|
|||
addItemOrDrop(player, painting.paintingId)
|
||||
}
|
||||
}
|
||||
npc(ChatAnim.HALF_GUILTY, "There you go. Would you like another painting?")
|
||||
npc(ChatAnim.NEUTRAL, "There you go. Would you like another painting?")
|
||||
goto("painting_options")
|
||||
|
||||
label("painting_refuse")
|
||||
npc(ChatAnim.HALF_GUILTY, "Well, mmm, maybe a different painting, mmm?")
|
||||
npc(ChatAnim.NEUTRAL, "Well, mmm, maybe a different painting, mmm?")
|
||||
goto("painting_options")
|
||||
|
||||
label("painting_reset")
|
||||
npc(ChatAnim.HALF_GUILTY, "Would you like a different painting?")
|
||||
npc(ChatAnim.NEUTRAL, "Would you like a different painting?")
|
||||
options(
|
||||
DialogueOption("portrait", "Yes - a portrait", "A portrait please.", expression = ChatAnim.HALF_GUILTY),
|
||||
DialogueOption("landscape", "Yes - a landscape", "A landscape please.", expression = ChatAnim.HALF_GUILTY),
|
||||
DialogueOption("map", "Yes - a map", "A map please.", expression = ChatAnim.HALF_GUILTY),
|
||||
DialogueOption("nothing", "No, thanks.", expression = ChatAnim.HALF_GUILTY),
|
||||
DialogueOption("portrait", "Yes - a portrait", "A portrait please.", expression = ChatAnim.NEUTRAL),
|
||||
DialogueOption("landscape", "Yes - a landscape", "A landscape please.", expression = ChatAnim.NEUTRAL),
|
||||
DialogueOption("map", "Yes - a map", "A map please.", expression = ChatAnim.NEUTRAL),
|
||||
DialogueOption("nothing", "No, thanks.", expression = ChatAnim.NEUTRAL),
|
||||
)
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue