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Merge branch 'dark-force-authenticity' into 'master'
Inauthentic Dialogue Removal See merge request 2009scape/2009scape!2283
This commit is contained in:
commit
f822bc04db
2 changed files with 60 additions and 72 deletions
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@ -31,62 +31,68 @@ class PeerTheSeerDialogue(player: Player? = null) : DialoguePlugin(player) {
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var prediction = RandomFunction.getRandom(5)
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override fun open(vararg args: Any?): Boolean {
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if(player.inventory.contains(3710,1)){
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playerl(FacialExpression.HAPPY,"Can I have a weather forecast now please?")
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//This should probably be a switch
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if (player.inventory.contains(3710, 1)) {
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playerl(FacialExpression.HAPPY, "Can I have a weather forecast now please?")
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stage = 15
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return true
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}
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else if(player.inventory.contains(3705,1)){
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playerl(FacialExpression.ASKING,"So, about this forecast...")
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else if (player.inventory.contains(3705, 1)) {
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playerl(
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FacialExpression.ASKING,
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"So, about this forecast...")
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stage = 20
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return true
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}
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else if(player.getAttribute("sigmundreturning",false) == true){
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playerl(FacialExpression.ASKING,"I've got an item to trade but I don't know if it's for you.")
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else if (player.getAttribute("sigmundreturning", false) == true) {
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playerl(
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FacialExpression.ASKING,
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"I've got an item to trade but I don't know if it's for you.")
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stage = 26
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return true
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}
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else if(player.getAttribute("sigmund-steps", 0) == 10){
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playerl(FacialExpression.ASKING,"I don't suppose you have any idea where I could find a brave and powerful warrior to act as a bodyguard?")
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else if (player.getAttribute("sigmund-steps", 0) == 10) {
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playerl(
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FacialExpression.ASKING,
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"I don't suppose you have any idea where I could find a brave and powerful warrior to act as a bodyguard?"
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)
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stage = 8
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return true
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}
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else if(player.getAttribute("sigmund-steps", 0) == 9){
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playerl(FacialExpression.ASKING,"I don't suppose you have any idea where I could find a weather forecast from the Fremennik Seer do you?")
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else if (player.getAttribute("sigmund-steps", 0) == 9) {
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playerl(
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FacialExpression.ASKING,
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"I don't suppose you have any idea where I could find a weather forecast from the Fremennik Seer do you?")
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stage = 1
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return true
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}
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else if(player.getAttribute("PeerStarted",false) && !(player.inventory.isEmpty && player.equipment.isEmpty)){
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npcl(FacialExpression.SAD,"Uuuh... What was that dark presence I felt?")
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else if (player.getAttribute("PeerStarted", false) && !(player.inventory.isEmpty && player.equipment.isEmpty)) {
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stage = 100
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return true
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}
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else if(player.getAttribute("PeerStarted",false) && player.inventory.isEmpty && player.equipment.isEmpty){
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npcl(FacialExpression.SAD,"Uuuh... What was that dark presence I felt?")
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else if (player.getAttribute("PeerStarted", false) && player.inventory.isEmpty && player.equipment.isEmpty) {
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stage = 110
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return true
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}
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else if (getQuestStage(player, Quests.THE_FREMENNIK_TRIALS) > 0 && player.getAttribute("fremtrials:peer-vote",false)) {
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npcl(FacialExpression.SAD,"Uuuh... What was that dark presence I felt?")
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else if (getQuestStage(player, Quests.THE_FREMENNIK_TRIALS) > 0 && player.getAttribute("fremtrials:peer-vote", false)) {
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stage = 120
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return true
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}
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else if(player.questRepository.isComplete(Quests.THE_FREMENNIK_TRIALS)){
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npcl(FacialExpression.SAD,"Uuuh... What was that dark presence I felt?")
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else if (player.questRepository.isComplete(Quests.THE_FREMENNIK_TRIALS)) {
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stage = 150
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return true
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}
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else if(getQuestStage(player, Quests.THE_FREMENNIK_TRIALS) > 0){
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npcl(FacialExpression.SAD,"Uuuh... What was that dark presence I felt?")
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else if (getQuestStage(player, Quests.THE_FREMENNIK_TRIALS) > 0) {
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stage = 50
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return true
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}
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if (getQuestStage(player, Quests.THE_FREMENNIK_TRIALS) == 0) {
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npc(FacialExpression.SAD,"Uuuh... What was that dark presence I felt?").also { stage = 300 }
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else {
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npc(FacialExpression.NEUTRAL, "I have no interest in talking to you just now outerlander.").also {
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stage = END_DIALOGUE
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}
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}
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return true
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}
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override fun handle(interfaceId: Int, buttonId: Int): Boolean {
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when(stage){
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1 -> npcl(FacialExpression.ANNOYED,"Er.... Yes, because I AM the Fremennik Seer.").also { stage++ }
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@ -120,24 +126,23 @@ class PeerTheSeerDialogue(player: Player? = null) : DialoguePlugin(player) {
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26 -> npcl(FacialExpression.ANNOYED,"Not me, I'm afraid.").also { stage++ }
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//The Seer's Trial
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50 -> npcl(FacialExpression.AMAZED,"!").also { stage++ }
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51 -> npcl(FacialExpression.HAPPY,"Ahem, sorry about that. Hello outerlander. What do you want?").also { stage++ }
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52 -> playerl(FacialExpression.ASKING,"Hello. I'm looking for members of the council of elders to vote for me to become a Fremennik.").also { stage++ }
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53 -> npcl(FacialExpression.THINKING,"Are you now? Well that is interesting. Usually outerlanders do not concern themselves with our ways like that.").also { stage++ }
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54 -> npcl(FacialExpression.HAPPY,"I am one of the members of the council of elders, and should you be able to prove to me that you have something to offer my clan I will vote in your favour at the next meeting.").also { stage++ }
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55 -> playerl(FacialExpression.ASKING,"How can I prove that to you?").also { stage++ }
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56 -> npcl(FacialExpression.HAPPY,"Well, I have but a simple test. This building behind me is my house. Inside I have constructed a puzzle.").also { stage++ }
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57 -> npcl(FacialExpression.HAPPY,"As a Seer to the clan, I value intelligence very highly, so you may think of it as an intelligence test of sorts.").also { stage++ }
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58 -> playerl(FacialExpression.THINKING,"An intelligence test? I thought barbarians were stupid!").also { stage++ }
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59 -> npcl(FacialExpression.ANNOYED,"That is the opinion that outerlanders usually hold of my people, it is true. But that is because people often confuse knowledge with wisdom.").also { stage++ }
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60 -> npcl(FacialExpression.ANNOYED,"My puzzle tests not what you know, but what you can work out. All members of our clan have been tested when they took their trials.").also { stage++ }
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61 -> playerl(FacialExpression.ASKING,"So what exactly does this puzzle consist of, then?").also { stage++ }
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62 -> npcl(FacialExpression.HAPPY,"Well, firstly you must enter my house with no items, weapons or armour. Then it is a simple matter of entering through one door and leaving by the other.").also { stage++ }
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63 -> playerl(FacialExpression.ASKING,"I can't take anything in there with me?").also { stage++ }
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64 -> npcl(FacialExpression.HAPPY,"That is correct outerlander. Everything you need to complete the puzzle you will find inside the building. Nothing more.").also { stage++ }
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65 -> npcl(FacialExpression.HAPPY,"So what say you outerlander? You think you have the wit to earn yourself my vote?").also { stage++ }
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66 -> options("Yes","No").also { stage++ }
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67 -> when(buttonId){
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50 -> npcl(FacialExpression.HAPPY,"Hello outerlander. What do you want?").also { stage++ }
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51 -> playerl(FacialExpression.ASKING,"Hello. I'm looking for members of the council of elders to vote for me to become a Fremennik.").also { stage++ }
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52 -> npcl(FacialExpression.THINKING,"Are you now? Well that is interesting. Usually outerlanders do not concern themselves with our ways like that.").also { stage++ }
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53 -> npcl(FacialExpression.HAPPY,"I am one of the members of the council of elders, and should you be able to prove to me that you have something to offer my clan I will vote in your favour at the next meeting.").also { stage++ }
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54 -> playerl(FacialExpression.ASKING,"How can I prove that to you?").also { stage++ }
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55 -> npcl(FacialExpression.HAPPY,"Well, I have but a simple test. This building behind me is my house. Inside I have constructed a puzzle.").also { stage++ }
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56 -> npcl(FacialExpression.HAPPY,"As a Seer to the clan, I value intelligence very highly, so you may think of it as an intelligence test of sorts.").also { stage++ }
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57 -> playerl(FacialExpression.THINKING,"An intelligence test? I thought barbarians were stupid!").also { stage++ }
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58 -> npcl(FacialExpression.ANNOYED,"That is the opinion that outerlanders usually hold of my people, it is true. But that is because people often confuse knowledge with wisdom.").also { stage++ }
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59 -> npcl(FacialExpression.ANNOYED,"My puzzle tests not what you know, but what you can work out. All members of our clan have been tested when they took their trials.").also { stage++ }
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60 -> playerl(FacialExpression.ASKING,"So what exactly does this puzzle consist of, then?").also { stage++ }
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61 -> npcl(FacialExpression.HAPPY,"Well, firstly you must enter my house with no items, weapons or armour. Then it is a simple matter of entering through one door and leaving by the other.").also { stage++ }
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62 -> playerl(FacialExpression.ASKING,"I can't take anything in there with me?").also { stage++ }
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63 -> npcl(FacialExpression.HAPPY,"That is correct outerlander. Everything you need to complete the puzzle you will find inside the building. Nothing more.").also { stage++ }
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64 -> npcl(FacialExpression.HAPPY,"So what say you outerlander? You think you have the wit to earn yourself my vote?").also { stage++ }
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65 -> options("Yes","No").also { stage++ }
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66 -> when(buttonId){
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1 ->{ playerl(FacialExpression.HAPPY,"Yes, I accept your challenge, I have one small question, however...")
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player?.setAttribute("/save:PeerStarted",true)
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player?.setAttribute("/save:PeerRiddle", Random.nextInt(0,3))
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@ -148,7 +153,7 @@ class PeerTheSeerDialogue(player: Player? = null) : DialoguePlugin(player) {
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}
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}
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//No to challenge
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68 -> npcl(FacialExpression.HAPPY,"As you wish, outerlander.").also { stage = 1000 }
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67 -> npcl(FacialExpression.HAPPY,"As you wish, outerlander.").also { stage = 1000 }
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//Yes to challenge
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70 -> npcl(FacialExpression.ASKING,"Yes outerlander?").also { stage++ }
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@ -190,32 +195,28 @@ class PeerTheSeerDialogue(player: Player? = null) : DialoguePlugin(player) {
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}
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//Returning after accepting with items.
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100 -> npcl(FacialExpression.AMAZED,"!").also { stage++ }
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101 -> npcl(FacialExpression.HAPPY,"Ahem, sorry about that. Hello outerlander. What do you want?").also { stage++ }
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102 -> playerl(FacialExpression.ASKING,"So I can bring nothing with me when I enter your house?").also { stage++ }
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103 -> npcl(FacialExpression.HAPPY,"That is correct outerlander, but as I say, I can use my small skill in magic to send your items directly into your bank account from here.").also { stage++ }
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104 -> npcl(FacialExpression.HAPPY,"You will need to manually go to the bank to withdraw them again however.").also { stage++ }
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105 -> npcl(FacialExpression.HAPPY,"Would you like me to perform this small spell upon you, outerlander?").also { stage = 82 }
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100 -> npcl(FacialExpression.HAPPY,"Hello outerlander. What do you want?").also { stage++ }
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101 -> playerl(FacialExpression.ASKING,"So I can bring nothing with me when I enter your house?").also { stage++ }
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102 -> npcl(FacialExpression.HAPPY,"That is correct outerlander, but as I say, I can use my small skill in magic to send your items directly into your bank account from here.").also { stage++ }
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103 -> npcl(FacialExpression.HAPPY,"You will need to manually go to the bank to withdraw them again however.").also { stage++ }
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104 -> npcl(FacialExpression.HAPPY,"Would you like me to perform this small spell upon you, outerlander?").also { stage = 82 }
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//Returning after accepting without items.
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110 -> npcl(FacialExpression.AMAZED,"!").also { stage++ }
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111 -> npcl(FacialExpression.HAPPY,"Ahem, sorry about that. Hello outerlander. What do you want?").also { stage++ }
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112 -> playerl(FacialExpression.ASKING,"So I just have to enter by one door of your house, and leave by the other?").also { stage++ }
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113 -> npcl(FacialExpression.HAPPY,"That is correct outerlander. Be warned it is not as easy as it may at first sound...").also { stage = 1000 }
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110 -> npcl(FacialExpression.HAPPY,"Hello outerlander. What do you want?").also { stage++ }
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111 -> playerl(FacialExpression.ASKING,"So I just have to enter by one door of your house, and leave by the other?").also { stage++ }
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112 -> npcl(FacialExpression.HAPPY,"That is correct outerlander. Be warned it is not as easy as it may at first sound...").also { stage = 1000 }
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//After completing the Seer's Trial.
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120 -> npcl(FacialExpression.AMAZED,"!").also { stage++ }
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121 -> npcl(FacialExpression.HAPPY,"Ahem, sorry about that.").also { stage++ }
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122 -> playerl(FacialExpression.HAPPY,"So you will vote for me at the council?").also { stage++ }
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120 -> playerl(FacialExpression.HAPPY,"So you will vote for me at the council?").also { stage++ }
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123 -> npcl(FacialExpression.HAPPY,"Absolutely, outerlander. Your wisdom in passing my test marks you as worthy in my eyes.").also { stage = 1000 }
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//After The Fremennik Trials
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150 -> npcl(FacialExpression.AMAZED,"!").also { stage++ }
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151 -> npcl(FacialExpression.HAPPY,"Ahem, sorry about that.").also {
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150 -> {
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stage = if(anyInEquipment(player, Items.FREMENNIK_SEA_BOOTS_1_14571, Items.FREMENNIK_SEA_BOOTS_2_14572, Items.FREMENNIK_SEA_BOOTS_3_14573) && !hasIronmanRestriction(player, IronmanMode.ULTIMATE)){
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200
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}else 152
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}
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else 152
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}
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152 -> playerl(FacialExpression.HAPPY,"Hello Peer.").also { stage++ }
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153 -> npcl(FacialExpression.HAPPY,"Greetings to you, brother ${player.getAttribute("fremennikname","dingle")}! What brings you to see me again?").also { stage++ }
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@ -242,10 +243,6 @@ class PeerTheSeerDialogue(player: Player? = null) : DialoguePlugin(player) {
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player.bank.openDepositBox()
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stage = 1000
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}
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300 -> npc(FacialExpression.NEUTRAL,"!").also { stage++ }
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301 -> npcl(FacialExpression.NEUTRAL,"Ahem, sorry about that. I have no interest in talking to you just now outerlander.").also { stage = END_DIALOGUE }
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1000 -> end()
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}
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return true
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@ -9,7 +9,6 @@ import core.api.isQuestInProgress
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import core.api.openDialogue
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import core.game.dialogue.DialoguePlugin
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import core.game.dialogue.FacialExpression
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import core.game.node.entity.npc.NPC
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import core.game.node.entity.player.Player
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import core.plugin.Initializable
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import core.tools.END_DIALOGUE
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@ -40,18 +39,10 @@ class SeerDialogue(player: Player? = null) : DialoguePlugin(player) {
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const val POWER = 80
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}
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override fun open(vararg args: Any?): Boolean {
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npc = args[0] as NPC
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npcl(FacialExpression.WORRIED, "Uh, what was that dark force? I've never sensed anything like it...").also { stage = START_DIALOGUE } // https://www.youtube.com/watch?v=mYsxit46rGo May 14 2010
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return true
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}
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override fun handle(interfaceId: Int, buttonId: Int): Boolean {
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val scorpionCatcherQuestStage = getQuestStage(player, Quests.SCORPION_CATCHER)
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when (stage) {
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START_DIALOGUE ->
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npcl(FacialExpression.NEUTRAL, "Anyway, sorry about that.").also { stage++ }
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START_DIALOGUE+1 -> {
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START_DIALOGUE -> {
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if (isQuestInProgress(player, Quests.SCORPION_CATCHER, 1, 99)) {
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showTopics(
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Topic("Talk about Scorpion Catcher.", SC_QUEST, true),
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