various suggested fixes 1

This commit is contained in:
Beck 2026-07-13 23:08:22 -07:00
parent b4a2fb7854
commit d8c7b681bb
6 changed files with 5 additions and 31 deletions

View file

@ -30,8 +30,6 @@ class OldCroneDialogueFile : DialogueLabeller() {
override fun addConversation() {
goto("anma_entry")
label("anma_entry") {
exec { player, npc ->
when (getQuestStage(player, Quests.ANIMAL_MAGNETISM)) {
@ -85,6 +83,7 @@ class OldCroneDialogueFile : DialogueLabeller() {
exec { player, npc ->
sendDialogue(player, "In a flash, the crone whisks away an unseen hair from your shoulder.")
setQuestStage(player, Quests.ANIMAL_MAGNETISM, 17)
loadLabel(player, "post_hair_stage_16")
}
}
@ -92,10 +91,9 @@ class OldCroneDialogueFile : DialogueLabeller() {
label("post_hair_stage_16") {
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.")
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.")
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.")
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.")
exec { player, npc ->
setQuestStage(player, Quests.ANIMAL_MAGNETISM, 17)
loadLabel(player, "nowhere")
}
}
@ -133,6 +131,8 @@ class OldCroneDialogueFile : DialogueLabeller() {
if (addItem(player, Items.CRONE_MADE_AMULET_10500)) {
setQuestStage(player, Quests.ANIMAL_MAGNETISM, 18)
loadLabel(player, "nowhere")
} else {
loadLabel(player, "no_free_space")
}
}
}
@ -162,8 +162,5 @@ class OldCroneDialogueFile : DialogueLabeller() {
npc("Disgraceful! Deliver that amulet; a young lady's", "happiness depends upon it.")
goto("nowhere")
}
//because end() breaks shit
label("nowhere") {}
}
}

View file

@ -32,8 +32,6 @@ class FatherAereckDefaultDialogue : InteractionListener {
class FatherAereckDefaultDialogueFile : DialogueLabeller() {
override fun addConversation() {
goto("entry_logic")
label("entry_logic")
//allows skipping the main dialogue while Restless Ghost quest is started
exec { player, npc ->
@ -196,13 +194,8 @@ class FatherAereckDefaultDialogueFile : DialogueLabeller() {
}
}
//compile this too see if it works
label("start_restless_ghost_quest") {
open(player!!, FatherAereckQuestDialogueFile(), npc!!)
}
// Because using end() breaks shit
label("nowhere") {}
}
}

View file

@ -33,8 +33,6 @@ class FatherUrhneyDefaultDialogueFile: DialogueLabeller() {
npc(FacialExpression.ANGRY, "Go away! I'm meditating!");
goto("main_opts")
label("main_opts") {
exec {player, npc ->
when (getQuestStage(player, Quests.THE_RESTLESS_GHOST)) {
@ -145,9 +143,5 @@ class FatherUrhneyDefaultDialogueFile: DialogueLabeller() {
label("ive_lost_amulet") {
open(player!!, FatherUrhneyQuestAmuletDialogueFile(), npc!!)
}
//because end() breaks shit
label("nowhere") {}
}
}

View file

@ -77,12 +77,10 @@ class FatherAereckQuestDialogueFile : DialogueLabeller() {
player("I will, thanks.")
goto("nowhere")
}
label("no_time") {
npc("Oh well. If you do have some spare time on your", "hands, come back and talk to me.")
goto("nowhere")
}
@ -117,10 +115,5 @@ class FatherAereckQuestDialogueFile : DialogueLabeller() {
player(FacialExpression.AMAZED, "I've finally found the ghost's skull!")
npc("Great! Put it in the ghost's coffin and see what", "happens!");
}
//Because doing end() breaks
label("nowhere") {}
}
}

View file

@ -118,8 +118,5 @@ class FatherUrhneyQuestAmuletDialogueFile : DialogueLabeller() {
player("Ok, I'll try to be.")
goto("nowhere")
}
//because end() breaks shit
label("nowhere") {}
}
}

View file

@ -48,7 +48,7 @@ class RestlessGhostListeners : InteractionListener {
//removes the skeleton on ground, resets in ~2mins
private fun animSkeleAlive(player: Player, skeleScenery: core.game.node.scenery.Scenery) {
//Missing: find animation and maybe sfx of the skeleton coming alive
// 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
queueScript(player, 4) {_ ->
SceneryBuilder.remove(skeleScenery, 200)