diff --git a/Server/src/main/content/region/fremennik/rellekka/quest/thefremenniktrials/PeerTheSeerDialogue.kt b/Server/src/main/content/region/fremennik/rellekka/quest/thefremenniktrials/PeerTheSeerDialogue.kt index 58714b206..c30737ab4 100644 --- a/Server/src/main/content/region/fremennik/rellekka/quest/thefremenniktrials/PeerTheSeerDialogue.kt +++ b/Server/src/main/content/region/fremennik/rellekka/quest/thefremenniktrials/PeerTheSeerDialogue.kt @@ -1,19 +1,20 @@ package content.region.fremennik.rellekka.quest.thefremenniktrials -import core.api.addItem -import core.api.dumpContainer -import core.api.getQuestStage -import core.api.removeItem import core.game.node.entity.player.Player -import core.game.node.entity.player.link.diary.DiaryType import core.plugin.Initializable import core.tools.RandomFunction import core.tools.END_DIALOGUE import kotlin.random.Random import content.data.Quests +import core.api.* +import core.game.dialogue.DialoguePlugin +import core.game.dialogue.FacialExpression +import core.game.node.entity.player.link.IronmanMode +import org.rs09.consts.Items +import org.rs09.consts.NPCs @Initializable -class PeerTheSeerDialogue(player: Player? = null) : core.game.dialogue.DialoguePlugin(player) { +class PeerTheSeerDialogue(player: Player? = null) : DialoguePlugin(player) { val predictionOne = arrayOf("one","two","three","four","five","six","seven","eight","ten") val predictionTwo = arrayOf("black","blue","brown","cyan","green","pink","purple","red","yellow") val predictionThree = arrayOf("fire giant","ghosts","giant","goblin","green dragon","hobgoblin","lesser demon","moss giant","ogre","zombie") @@ -31,232 +32,230 @@ class PeerTheSeerDialogue(player: Player? = null) : core.game.dialogue.DialogueP override fun open(vararg args: Any?): Boolean { if(player.inventory.contains(3710,1)){ - playerl(core.game.dialogue.FacialExpression.HAPPY,"Can I have a weather forecast now please?") + playerl(FacialExpression.HAPPY,"Can I have a weather forecast now please?") stage = 15 return true } else if(player.inventory.contains(3705,1)){ - playerl(core.game.dialogue.FacialExpression.ASKING,"So, about this forecast...") + playerl(FacialExpression.ASKING,"So, about this forecast...") stage = 20 return true } else if(player.getAttribute("sigmundreturning",false) == true){ - playerl(core.game.dialogue.FacialExpression.ASKING,"I've got an item to trade but I don't know if it's for you.") + playerl(FacialExpression.ASKING,"I've got an item to trade but I don't know if it's for you.") stage = 26 return true } else if(player.getAttribute("sigmund-steps", 0) == 10){ - playerl(core.game.dialogue.FacialExpression.ASKING,"I don't suppose you have any idea where I could find a brave and powerful warrior to act as a bodyguard?") + 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?") stage = 8 return true } else if(player.getAttribute("sigmund-steps", 0) == 9){ - playerl(core.game.dialogue.FacialExpression.ASKING,"I don't suppose you have any idea where I could find a weather forecast from the Fremennik Seer do you?") + playerl(FacialExpression.ASKING,"I don't suppose you have any idea where I could find a weather forecast from the Fremennik Seer do you?") stage = 1 return true } - else if(player.getAttribute("PeerStarted",false) && !player.inventory.isEmpty || !player.equipment.isEmpty){ - npcl(core.game.dialogue.FacialExpression.SAD,"Uuuh... What was that dark presence I felt?") + else if(player.getAttribute("PeerStarted",false) && !(player.inventory.isEmpty && player.equipment.isEmpty)){ + npcl(FacialExpression.SAD,"Uuuh... What was that dark presence I felt?") stage = 100 return true } else if(player.getAttribute("PeerStarted",false) && player.inventory.isEmpty && player.equipment.isEmpty){ - npcl(core.game.dialogue.FacialExpression.SAD,"Uuuh... What was that dark presence I felt?") + npcl(FacialExpression.SAD,"Uuuh... What was that dark presence I felt?") stage = 110 return true } else if (getQuestStage(player, Quests.THE_FREMENNIK_TRIALS) > 0 && player.getAttribute("fremtrials:peer-vote",false)) { - npcl(core.game.dialogue.FacialExpression.SAD,"Uuuh... What was that dark presence I felt?") + npcl(FacialExpression.SAD,"Uuuh... What was that dark presence I felt?") stage = 120 return true } else if(player.questRepository.isComplete(Quests.THE_FREMENNIK_TRIALS)){ - npcl(core.game.dialogue.FacialExpression.SAD,"Uuuh... What was that dark presence I felt?") + npcl(FacialExpression.SAD,"Uuuh... What was that dark presence I felt?") stage = 150 return true } else if(getQuestStage(player, Quests.THE_FREMENNIK_TRIALS) > 0){ - npcl(core.game.dialogue.FacialExpression.SAD,"Uuuh... What was that dark presence I felt?") + npcl(FacialExpression.SAD,"Uuuh... What was that dark presence I felt?") stage = 50 return true } if (getQuestStage(player, Quests.THE_FREMENNIK_TRIALS) == 0) { - npc(core.game.dialogue.FacialExpression.SAD,"Uuuh... What was that dark presence I felt?").also { stage = 300 } + npc(FacialExpression.SAD,"Uuuh... What was that dark presence I felt?").also { stage = 300 } } return true } override fun handle(interfaceId: Int, buttonId: Int): Boolean { when(stage){ - 1 -> npcl(core.game.dialogue.FacialExpression.ANNOYED,"Er.... Yes, because I AM the Fremennik Seer.").also { stage++ } - 2 -> playerl(core.game.dialogue.FacialExpression.ASKING,"Can I have a weather forecast then please?").also { stage++ } - 3 -> npcl(core.game.dialogue.FacialExpression.THINKING,"You require a divination of the weather? This is a simple matter for me, but I will require something in return from you for this small service.").also { stage++ } - 4 -> playerl(core.game.dialogue.FacialExpression.ASKING,"I knew you were going to say that...").also { stage++ } - 5 -> npcl(core.game.dialogue.FacialExpression.HAPPY,"Do not fret, outerlander; it is a fairly simple matter. I require a bodyguard for protection. Find someone willing to offer me this service.").also { stage++ } - 6 -> playerl(core.game.dialogue.FacialExpression.ASKING,"That's all?").also { stage++ } - 7 -> npcl(core.game.dialogue.FacialExpression.HAPPY,"That is all.").also { + 1 -> npcl(FacialExpression.ANNOYED,"Er.... Yes, because I AM the Fremennik Seer.").also { stage++ } + 2 -> playerl(FacialExpression.ASKING,"Can I have a weather forecast then please?").also { stage++ } + 3 -> npcl(FacialExpression.THINKING,"You require a divination of the weather? This is a simple matter for me, but I will require something in return from you for this small service.").also { stage++ } + 4 -> playerl(FacialExpression.ASKING,"I knew you were going to say that...").also { stage++ } + 5 -> npcl(FacialExpression.HAPPY,"Do not fret, outerlander; it is a fairly simple matter. I require a bodyguard for protection. Find someone willing to offer me this service.").also { stage++ } + 6 -> playerl(FacialExpression.ASKING,"That's all?").also { stage++ } + 7 -> npcl(FacialExpression.HAPPY,"That is all.").also { player?.incrementAttribute("sigmund-steps",1) stage = 1000 } - 10 -> npcl(core.game.dialogue.FacialExpression.ANNOYED,"If I did, then I would simply have asked them myself now, wouldn't I, outerlander?").also { stage = 1000 } + 10 -> npcl(FacialExpression.ANNOYED,"If I did, then I would simply have asked them myself now, wouldn't I, outerlander?").also { stage = 1000 } - 15 -> npcl(core.game.dialogue.FacialExpression.ANNOYED,"I have already told you outerlander; You may have a reading from me when I have a signed contract from a warrior guaranteeing my protection.").also { stage++ } - 16 -> playerl(core.game.dialogue.FacialExpression.HAPPY,"Yeah, I know; I have one right here from Thorvald.").also { + 15 -> npcl(FacialExpression.ANNOYED,"I have already told you outerlander; You may have a reading from me when I have a signed contract from a warrior guaranteeing my protection.").also { stage++ } + 16 -> playerl(FacialExpression.HAPPY,"Yeah, I know; I have one right here from Thorvald.").also { removeItem(player,3710) addItem(player,3705) stage++ } - 17 -> npcl(core.game.dialogue.FacialExpression.AMAZED,"You have not only persuaded one of the Fremennik to act as a servant to me, but you have enlisted the aid of mighty Thorvald himself???").also { stage++ } - 18 -> npcl(core.game.dialogue.FacialExpression.HAPPY,"You may take this forecast with my blessing outerlander. You have offered me the greatest security I can imagine.").also { stage = 1000 } + 17 -> npcl(FacialExpression.AMAZED,"You have not only persuaded one of the Fremennik to act as a servant to me, but you have enlisted the aid of mighty Thorvald himself???").also { stage++ } + 18 -> npcl(FacialExpression.HAPPY,"You may take this forecast with my blessing outerlander. You have offered me the greatest security I can imagine.").also { stage = 1000 } - 20 -> npcl(core.game.dialogue.FacialExpression.THINKING,"Yes, outerlander?").also { stage++ } - 21 -> playerl(core.game.dialogue.FacialExpression.ASKING,"I still don't know why you didn't just let me have one anyway in the first place. Surely it means nothing to you?").also { stage++ } - 22 -> npcl(core.game.dialogue.FacialExpression.THINKING,"That is not true, outerlander. Although I see glimpses of the future all of the time, using my powers brings the attention of the gods to me.").also { stage++ } - 23 -> npcl(core.game.dialogue.FacialExpression.THINKING,"Some of the gods are spiteful and cruel, and I fear if I use my powers too much then I will meet with unpredictable accidents.").also { stage++ } - 24 -> npcl(core.game.dialogue.FacialExpression.HAPPY,"This is why I needed protection.").also { stage++ } - 25 -> playerl(core.game.dialogue.FacialExpression.THINKING,"Okay... I... think I understand...").also { stage = 1000 } + 20 -> npcl(FacialExpression.THINKING,"Yes, outerlander?").also { stage++ } + 21 -> playerl(FacialExpression.ASKING,"I still don't know why you didn't just let me have one anyway in the first place. Surely it means nothing to you?").also { stage++ } + 22 -> npcl(FacialExpression.THINKING,"That is not true, outerlander. Although I see glimpses of the future all of the time, using my powers brings the attention of the gods to me.").also { stage++ } + 23 -> npcl(FacialExpression.THINKING,"Some of the gods are spiteful and cruel, and I fear if I use my powers too much then I will meet with unpredictable accidents.").also { stage++ } + 24 -> npcl(FacialExpression.HAPPY,"This is why I needed protection.").also { stage++ } + 25 -> playerl(FacialExpression.THINKING,"Okay... I... think I understand...").also { stage = 1000 } - 26 -> npcl(core.game.dialogue.FacialExpression.ANNOYED,"Not me, I'm afraid.").also { stage++ } + 26 -> npcl(FacialExpression.ANNOYED,"Not me, I'm afraid.").also { stage++ } //The Seer's Trial - 50 -> npcl(core.game.dialogue.FacialExpression.AMAZED,"!").also { stage++ } - 51 -> npcl(core.game.dialogue.FacialExpression.HAPPY,"Ahem, sorry about that. Hello outerlander. What do you want?").also { stage++ } - 52 -> playerl(core.game.dialogue.FacialExpression.ASKING,"Hello. I'm looking for members of the council of elders to vote for me to become a Fremennik.").also { stage++ } - 53 -> npcl(core.game.dialogue.FacialExpression.THINKING,"Are you now? Well that is interesting. Usually outerlanders do not concern themselves with our ways like that.").also { stage++ } - 54 -> npcl(core.game.dialogue.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++ } - 55 -> playerl(core.game.dialogue.FacialExpression.ASKING,"How can I prove that to you?").also { stage++ } - 56 -> npcl(core.game.dialogue.FacialExpression.HAPPY,"Well, I have but a simple test. This building behind me is my house. Inside I have constructed a puzzle.").also { stage++ } - 57 -> npcl(core.game.dialogue.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++ } - 58 -> playerl(core.game.dialogue.FacialExpression.THINKING,"An intelligence test? I thought barbarians were stupid!").also { stage++ } - 59 -> npcl(core.game.dialogue.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++ } - 60 -> npcl(core.game.dialogue.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++ } - 61 -> playerl(core.game.dialogue.FacialExpression.ASKING,"So what exactly does this puzzle consist of, then?").also { stage++ } - 62 -> npcl(core.game.dialogue.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++ } - 63 -> playerl(core.game.dialogue.FacialExpression.ASKING,"I can't take anything in there with me?").also { stage++ } - 64 -> npcl(core.game.dialogue.FacialExpression.HAPPY,"That is correct outerlander. Everything you need to complete the puzzle you will find inside the building. Nothing more.").also { stage++ } - 65 -> npcl(core.game.dialogue.FacialExpression.HAPPY,"So what say you outerlander? You think you have the wit to earn yourself my vote?").also { stage++ } + 50 -> npcl(FacialExpression.AMAZED,"!").also { stage++ } + 51 -> npcl(FacialExpression.HAPPY,"Ahem, sorry about that. Hello outerlander. What do you want?").also { stage++ } + 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++ } + 53 -> npcl(FacialExpression.THINKING,"Are you now? Well that is interesting. Usually outerlanders do not concern themselves with our ways like that.").also { stage++ } + 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++ } + 55 -> playerl(FacialExpression.ASKING,"How can I prove that to you?").also { stage++ } + 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++ } + 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++ } + 58 -> playerl(FacialExpression.THINKING,"An intelligence test? I thought barbarians were stupid!").also { stage++ } + 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++ } + 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++ } + 61 -> playerl(FacialExpression.ASKING,"So what exactly does this puzzle consist of, then?").also { stage++ } + 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++ } + 63 -> playerl(FacialExpression.ASKING,"I can't take anything in there with me?").also { stage++ } + 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++ } + 65 -> npcl(FacialExpression.HAPPY,"So what say you outerlander? You think you have the wit to earn yourself my vote?").also { stage++ } 66 -> options("Yes","No").also { stage++ } 67 -> when(buttonId){ - 1 ->{ playerl(core.game.dialogue.FacialExpression.HAPPY,"Yes, I accept your challenge, I have one small question, however...") + 1 ->{ playerl(FacialExpression.HAPPY,"Yes, I accept your challenge, I have one small question, however...") player?.setAttribute("/save:PeerStarted",true) player?.setAttribute("/save:PeerRiddle", Random.nextInt(0,3)) stage = 70 } - 2 ->{ playerl(core.game.dialogue.FacialExpression.HAPPY,"No, thinking about stuff isn't really my 'thing'. I'd rather go kill something. I'll find someone else to vote for me") + 2 ->{ playerl(FacialExpression.HAPPY,"No, thinking about stuff isn't really my 'thing'. I'd rather go kill something. I'll find someone else to vote for me") stage++ } } //No to challenge - 68 -> npcl(core.game.dialogue.FacialExpression.HAPPY,"As you wish, outerlander.").also { stage = 1000 } + 68 -> npcl(FacialExpression.HAPPY,"As you wish, outerlander.").also { stage = 1000 } //Yes to challenge - 70 -> npcl(core.game.dialogue.FacialExpression.ASKING,"Yes outerlander?").also { stage++ } - 71 -> playerl(core.game.dialogue.FacialExpression.THINKING,"Well... you say I can bring nothing with me when I enter your house...").also { stage++ } - 72 -> npcl(core.game.dialogue.FacialExpression.ANNOYED,"Yes outerlander??").also { stage++ } - 73 -> playerl(core.game.dialogue.FacialExpression.THINKING,"Well...").also { stage++ } - 74 -> npcl(core.game.dialogue.FacialExpression.ANGRY,"Yes, outerlander???").also { stage++ } - 75 -> playerl(core.game.dialogue.FacialExpression.ASKING,"Where is the nearest bank?").also { stage++ } - 76 -> npcl(core.game.dialogue.FacialExpression.HAPPY,"Ah, I see your problem outerlander. The nearest bank to here is the place known to outerlanders as the Seers Village.").also { stage++ } - 77 -> npcl(core.game.dialogue.FacialExpression.HAPPY,"It is some way South. I do however have an alternative, should you wish to take it.").also { stage++ } - 78 -> playerl(core.game.dialogue.FacialExpression.ASKING,"And what is that?").also { stage++ } - 79 -> npcl(core.game.dialogue.FacialExpression.HAPPY,"I can store all the weapons, armour and items that you have upon you directly into your bank account.").also { stage++ } - 80 -> npcl(core.game.dialogue.FacialExpression.HAPPY,"This will tax what little magic I possess however, so you will have to travel to the bank to withdraw them again.").also { stage++ } - 81 -> npcl(core.game.dialogue.FacialExpression.HAPPY,"What say you outerlander? Do you wish me to do this for you?").also { stage++ } + 70 -> npcl(FacialExpression.ASKING,"Yes outerlander?").also { stage++ } + 71 -> playerl(FacialExpression.THINKING,"Well... you say I can bring nothing with me when I enter your house...").also { stage++ } + 72 -> npcl(FacialExpression.ANNOYED,"Yes outerlander??").also { stage++ } + 73 -> playerl(FacialExpression.THINKING,"Well...").also { stage++ } + 74 -> npcl(FacialExpression.ANGRY,"Yes, outerlander???").also { stage++ } + 75 -> playerl(FacialExpression.ASKING,"Where is the nearest bank?").also { stage++ } + 76 -> npcl(FacialExpression.HAPPY,"Ah, I see your problem outerlander. The nearest bank to here is the place known to outerlanders as the Seers Village.").also { stage++ } + 77 -> npcl(FacialExpression.HAPPY,"It is some way South. I do however have an alternative, should you wish to take it.").also { stage++ } + 78 -> playerl(FacialExpression.ASKING,"And what is that?").also { stage++ } + 79 -> npcl(FacialExpression.HAPPY,"I can store all the weapons, armour and items that you have upon you directly into your bank account.").also { stage++ } + 80 -> npcl(FacialExpression.HAPPY,"This will tax what little magic I possess however, so you will have to travel to the bank to withdraw them again.").also { stage++ } + 81 -> npcl(FacialExpression.HAPPY,"What say you outerlander? Do you wish me to do this for you?").also { stage++ } 82 -> options("Yes","No").also { stage++ } 83 -> when(buttonId){ 1 -> { val slotAmount = player.inventory.itemCount() + player.equipment.itemCount() - if (slotAmount < player.bank.freeSlots()){ - npcl(core.game.dialogue.FacialExpression.HAPPY,"The task is done. I wish you luck with your test, outerlander.") - dumpContainer(player,player.inventory) - dumpContainer(player,player.equipment) + if (slotAmount < player.bank.freeSlots() && slotAmount == dumpContainer(player,player.inventory) + dumpContainer(player,player.equipment)){ + npcl(FacialExpression.HAPPY,"The task is done. I wish you luck with your test, outerlander.") stage = 1000 } else { - npcl(core.game.dialogue.FacialExpression.SAD,"I am sorry outerlander, the spell is not working. I believe you may have some objects that you cannot bank with you") + npcl(FacialExpression.SAD,"I am sorry outerlander, the spell is not working. I believe you may have some objects that you cannot bank with you.") stage = 1000 } } - 2 -> playerl(core.game.dialogue.FacialExpression.HAPPY,"No thanks. Nobody touches my stuff but me!").also { stage++ } + 2 -> playerl(FacialExpression.HAPPY,"No thanks. Nobody touches my stuff but me!").also { stage++ } } //No to banking - 84 -> npcl(core.game.dialogue.FacialExpression.HAPPY,"As you wish, outerlander. You may attempt my little task when you have deposited your equipment in the bank").also { + 84 -> npcl(FacialExpression.HAPPY,"As you wish, outerlander. You may attempt my little task when you have deposited your equipment in the bank.").also { stage = 1000 } //Yes to banking but cannot bank - 90 -> npcl(core.game.dialogue.FacialExpression.SAD,"I am sorry outerlander, the spell is not working. I believe you may have some objects that you cannot bank with you").also { + 90 -> npcl(FacialExpression.SAD,"I am sorry outerlander, the spell is not working. I believe you may have some objects that you cannot bank with you.").also { stage = 1000 } //Returning after accepting with items. - 100 -> npcl(core.game.dialogue.FacialExpression.AMAZED,"!").also { stage++ } - 101 -> npcl(core.game.dialogue.FacialExpression.HAPPY,"Ahem, sorry about that. Hello outerlander. What do you want?").also { stage++ } - 102 -> playerl(core.game.dialogue.FacialExpression.ASKING,"So I can bring nothing with me when I enter your house?").also { stage++ } - 103 -> npcl(core.game.dialogue.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++ } - 104 -> npcl(core.game.dialogue.FacialExpression.HAPPY,"You will need to manually go to the bank to withdraw them again however.").also { stage++ } - 105 -> npcl(core.game.dialogue.FacialExpression.HAPPY,"Would you like me to perform this small spell upon you, outerlander?").also { stage = 82 } + 100 -> npcl(FacialExpression.AMAZED,"!").also { stage++ } + 101 -> npcl(FacialExpression.HAPPY,"Ahem, sorry about that. Hello outerlander. What do you want?").also { stage++ } + 102 -> playerl(FacialExpression.ASKING,"So I can bring nothing with me when I enter your house?").also { stage++ } + 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++ } + 104 -> npcl(FacialExpression.HAPPY,"You will need to manually go to the bank to withdraw them again however.").also { stage++ } + 105 -> npcl(FacialExpression.HAPPY,"Would you like me to perform this small spell upon you, outerlander?").also { stage = 82 } //Returning after accepting without items. - 110 -> npcl(core.game.dialogue.FacialExpression.AMAZED,"!").also { stage++ } - 111 -> npcl(core.game.dialogue.FacialExpression.HAPPY,"Ahem, sorry about that. Hello outerlander. What do you want?").also { stage++ } - 112 -> playerl(core.game.dialogue.FacialExpression.ASKING,"So I just have to enter by one door of your house, and leave by the other?").also { stage++ } - 113 -> npcl(core.game.dialogue.FacialExpression.HAPPY,"That is correct outerlander. Be warned it is not as easy as it may at first sound...").also { stage = 1000 } + 110 -> npcl(FacialExpression.AMAZED,"!").also { stage++ } + 111 -> npcl(FacialExpression.HAPPY,"Ahem, sorry about that. Hello outerlander. What do you want?").also { stage++ } + 112 -> playerl(FacialExpression.ASKING,"So I just have to enter by one door of your house, and leave by the other?").also { stage++ } + 113 -> npcl(FacialExpression.HAPPY,"That is correct outerlander. Be warned it is not as easy as it may at first sound...").also { stage = 1000 } //After completing the Seer's Trial. - 120 -> npcl(core.game.dialogue.FacialExpression.AMAZED,"!").also { stage++ } - 121 -> npcl(core.game.dialogue.FacialExpression.HAPPY,"Ahem, sorry about that.").also { stage++ } - 122 -> playerl(core.game.dialogue.FacialExpression.HAPPY,"So you will vote for me at the council?").also { stage++ } - 123 -> npcl(core.game.dialogue.FacialExpression.HAPPY,"Absolutely, outerlander. Your wisdom in passing my test marks you as worthy in my eyes.").also { stage = 1000 } + 120 -> npcl(FacialExpression.AMAZED,"!").also { stage++ } + 121 -> npcl(FacialExpression.HAPPY,"Ahem, sorry about that.").also { stage++ } + 122 -> playerl(FacialExpression.HAPPY,"So you will vote for me at the council?").also { stage++ } + 123 -> npcl(FacialExpression.HAPPY,"Absolutely, outerlander. Your wisdom in passing my test marks you as worthy in my eyes.").also { stage = 1000 } //After The Fremennik Trials - 150 -> npcl(core.game.dialogue.FacialExpression.AMAZED,"!").also { stage++ } - 151 -> npcl(core.game.dialogue.FacialExpression.HAPPY,"Ahem, sorry about that.").also { - stage = if(player.achievementDiaryManager.getDiary(DiaryType.FREMENNIK).isComplete(0)){ + 150 -> npcl(FacialExpression.AMAZED,"!").also { stage++ } + 151 -> npcl(FacialExpression.HAPPY,"Ahem, sorry about that.").also { + 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)){ 200 }else 152 } - 152 -> playerl(core.game.dialogue.FacialExpression.HAPPY,"Hello Peer.").also { stage++ } - 153 -> npcl(core.game.dialogue.FacialExpression.HAPPY,"Greetings to you, brother ${player.getAttribute("fremennikname","dingle")}! What brings you to see me again?").also { stage++ } + 152 -> playerl(FacialExpression.HAPPY,"Hello Peer.").also { stage++ } + 153 -> npcl(FacialExpression.HAPPY,"Greetings to you, brother ${player.getAttribute("fremennikname","dingle")}! What brings you to see me again?").also { stage++ } 154 -> options("Can you tell my future?","Nothing really.").also{stage++} 155 -> when(buttonId){ - 1 -> playerl(core.game.dialogue.FacialExpression.ASKING,"I was wondering if you could give me a reading on my future...?").also { stage++ } - 2 -> playerl(core.game.dialogue.FacialExpression.HAPPY,"Nothing really, I just stopped by to say hello").also { stage = 160 } + 1 -> playerl(FacialExpression.ASKING,"I was wondering if you could give me a reading on my future...?").also { stage++ } + 2 -> playerl(FacialExpression.HAPPY,"Nothing really, I just stopped by to say hello").also { stage = 160 } } - 156 -> npcl(core.game.dialogue.FacialExpression.HAPPY,"Ah, you would like a prediction? I do not see that that would be so difficult... Wait a moment...").also { + 156 -> npcl(FacialExpression.HAPPY,"Ah, you would like a prediction? I do not see that that would be so difficult... Wait a moment...").also { stage++ } - 157 -> npcl(core.game.dialogue.FacialExpression.HAPPY,"Here is your prediction: ${PREDICTIONS[prediction]}").also { stage = 1000 } + 157 -> npcl(FacialExpression.HAPPY,"Here is your prediction: ${PREDICTIONS[prediction]}").also { stage = 1000 } - 160 -> npcl(core.game.dialogue.FacialExpression.HAPPY,"Well, hello to you too!").also { stage = 1000 } + 160 -> npcl(FacialExpression.HAPPY,"Well, hello to you too!").also { stage = 1000 } 200 -> options("Deposit service","Can you tell my future?","Nothing really.").also{ stage++ } 201 -> when(buttonId){ - 1 -> playerl(core.game.dialogue.FacialExpression.HAPPY,"Could you deposit some things for me, please?").also { stage++ } - 2 -> playerl(core.game.dialogue.FacialExpression.ASKING,"I was wondering if you could give me a reading on my future...?").also { stage = 156 } - 3 -> playerl(core.game.dialogue.FacialExpression.HAPPY,"Nothing really, I just stopped by to say hello").also { stage = 160 } + 1 -> playerl(FacialExpression.HAPPY,"Could you deposit some things for me, please?").also { stage++ } + 2 -> playerl(FacialExpression.ASKING,"I was wondering if you could give me a reading on my future...?").also { stage = 156 } + 3 -> playerl(FacialExpression.HAPPY,"Nothing really, I just stopped by to say hello").also { stage = 160 } } - 202 -> npcl(core.game.dialogue.FacialExpression.HAPPY,"Of course, ${player.getAttribute("fremennikname","dingle")}. I am always happy to aid those who have earned the right to wear Fremennik sea boots.").also { + 202 -> npcl(FacialExpression.HAPPY,"Of course, ${player.getAttribute("fremennikname","dingle")}. I am always happy to aid those who have earned the right to wear Fremennik sea boots.").also { player.bank.openDepositBox() stage = 1000 } - 300 -> npc(core.game.dialogue.FacialExpression.NEUTRAL,"!").also { stage++ } - 301 -> npcl(core.game.dialogue.FacialExpression.NEUTRAL,"Ahem, sorry about that. I have no interest in talking to you just now outerlander.").also { stage = END_DIALOGUE } + 300 -> npc(FacialExpression.NEUTRAL,"!").also { stage++ } + 301 -> npcl(FacialExpression.NEUTRAL,"Ahem, sorry about that. I have no interest in talking to you just now outerlander.").also { stage = END_DIALOGUE } 1000 -> end() } return true } - override fun newInstance(player: Player?): core.game.dialogue.DialoguePlugin { + override fun newInstance(player: Player?): DialoguePlugin { return PeerTheSeerDialogue(player) } override fun getIds(): IntArray { - return intArrayOf(1288) + return intArrayOf(NPCs.PEER_THE_SEER_1288) } } \ No newline at end of file diff --git a/Server/src/main/core/api/ContentAPI.kt b/Server/src/main/core/api/ContentAPI.kt index 09e0840d5..0767a9c91 100644 --- a/Server/src/main/core/api/ContentAPI.kt +++ b/Server/src/main/core/api/ContentAPI.kt @@ -2181,6 +2181,10 @@ fun dumpContainer(player: Player, container: core.game.container.Container): Int var dumpedCount = 0 run beginDepositing@{ + if (hasIronmanRestriction(player, IronmanMode.ULTIMATE)) { + return@beginDepositing + } + container.toArray().filterNotNull().forEach { item -> if (!bank.hasSpaceFor(item)) { sendMessage(player, "You have no more space in your bank.")