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various suggested fixes 1
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parent
b4a2fb7854
commit
d8c7b681bb
6 changed files with 5 additions and 31 deletions
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@ -30,8 +30,6 @@ class OldCroneDialogueFile : DialogueLabeller() {
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override fun addConversation() {
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goto("anma_entry")
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label("anma_entry") {
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exec { player, npc ->
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when (getQuestStage(player, Quests.ANIMAL_MAGNETISM)) {
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@ -85,6 +83,7 @@ class OldCroneDialogueFile : DialogueLabeller() {
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exec { player, npc ->
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sendDialogue(player, "In a flash, the crone whisks away an unseen hair from your shoulder.")
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setQuestStage(player, Quests.ANIMAL_MAGNETISM, 17)
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loadLabel(player, "post_hair_stage_16")
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}
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}
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@ -92,10 +91,9 @@ class OldCroneDialogueFile : DialogueLabeller() {
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label("post_hair_stage_16") {
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npc("Talk to me again with a ghostspeak amulet and some", "space in your backpack and I'll be ready to work on", "the little good deed. The way I plan is quite simple,", "really.")
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npc("I can mirror part of the unused mystical essence of the", "ghostspeak amulet, bind it with Alice's hair and thus", "create a second amulet.")
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npc("The second amulet will be useful for the purpose you", "desire, thought it won't work for any other ghost or", "human other than the farmer and his wife.")
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npc("The second amulet will be useful for the purpose you", "desire, though it won't work for any other ghost or", "human other than the farmer and his wife.")
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exec { player, npc ->
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setQuestStage(player, Quests.ANIMAL_MAGNETISM, 17)
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loadLabel(player, "nowhere")
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}
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}
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@ -133,6 +131,8 @@ class OldCroneDialogueFile : DialogueLabeller() {
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if (addItem(player, Items.CRONE_MADE_AMULET_10500)) {
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setQuestStage(player, Quests.ANIMAL_MAGNETISM, 18)
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loadLabel(player, "nowhere")
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} else {
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loadLabel(player, "no_free_space")
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}
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}
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}
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@ -162,8 +162,5 @@ class OldCroneDialogueFile : DialogueLabeller() {
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npc("Disgraceful! Deliver that amulet; a young lady's", "happiness depends upon it.")
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goto("nowhere")
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}
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//because end() breaks shit
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label("nowhere") {}
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}
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}
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@ -32,8 +32,6 @@ class FatherAereckDefaultDialogue : InteractionListener {
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class FatherAereckDefaultDialogueFile : DialogueLabeller() {
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override fun addConversation() {
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goto("entry_logic")
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label("entry_logic")
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//allows skipping the main dialogue while Restless Ghost quest is started
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exec { player, npc ->
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@ -196,13 +194,8 @@ class FatherAereckDefaultDialogueFile : DialogueLabeller() {
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}
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}
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//compile this too see if it works
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label("start_restless_ghost_quest") {
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open(player!!, FatherAereckQuestDialogueFile(), npc!!)
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}
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// Because using end() breaks shit
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label("nowhere") {}
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}
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}
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@ -33,8 +33,6 @@ class FatherUrhneyDefaultDialogueFile: DialogueLabeller() {
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npc(FacialExpression.ANGRY, "Go away! I'm meditating!");
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goto("main_opts")
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label("main_opts") {
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exec {player, npc ->
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when (getQuestStage(player, Quests.THE_RESTLESS_GHOST)) {
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@ -145,9 +143,5 @@ class FatherUrhneyDefaultDialogueFile: DialogueLabeller() {
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label("ive_lost_amulet") {
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open(player!!, FatherUrhneyQuestAmuletDialogueFile(), npc!!)
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}
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//because end() breaks shit
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label("nowhere") {}
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}
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}
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@ -77,12 +77,10 @@ class FatherAereckQuestDialogueFile : DialogueLabeller() {
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player("I will, thanks.")
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goto("nowhere")
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}
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label("no_time") {
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npc("Oh well. If you do have some spare time on your", "hands, come back and talk to me.")
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goto("nowhere")
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}
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@ -117,10 +115,5 @@ class FatherAereckQuestDialogueFile : DialogueLabeller() {
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player(FacialExpression.AMAZED, "I've finally found the ghost's skull!")
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npc("Great! Put it in the ghost's coffin and see what", "happens!");
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}
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//Because doing end() breaks
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label("nowhere") {}
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}
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}
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@ -118,8 +118,5 @@ class FatherUrhneyQuestAmuletDialogueFile : DialogueLabeller() {
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player("Ok, I'll try to be.")
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goto("nowhere")
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}
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//because end() breaks shit
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label("nowhere") {}
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}
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}
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@ -48,7 +48,7 @@ class RestlessGhostListeners : InteractionListener {
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//removes the skeleton on ground, resets in ~2mins
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private fun animSkeleAlive(player: Player, skeleScenery: core.game.node.scenery.Scenery) {
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//Missing: find animation and maybe sfx of the skeleton coming alive
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// TODO: find animation and maybe sfx of the skeleton coming alive, from a still scenery of a skeleton slumped on the ground against the wall and then rises to life
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queueScript(player, 4) {_ ->
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SceneryBuilder.remove(skeleScenery, 200)
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