Refactored Peer the Seer to better handle edge cases

This commit is contained in:
Syndromeramo 2025-08-18 11:03:31 +00:00 committed by Ryan
parent b68f914440
commit faf2222f4c
2 changed files with 111 additions and 108 deletions

View file

@ -1,19 +1,20 @@
package content.region.fremennik.rellekka.quest.thefremenniktrials 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.Player
import core.game.node.entity.player.link.diary.DiaryType
import core.plugin.Initializable import core.plugin.Initializable
import core.tools.RandomFunction import core.tools.RandomFunction
import core.tools.END_DIALOGUE import core.tools.END_DIALOGUE
import kotlin.random.Random import kotlin.random.Random
import content.data.Quests 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 @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 predictionOne = arrayOf("one","two","three","four","five","six","seven","eight","ten")
val predictionTwo = arrayOf("black","blue","brown","cyan","green","pink","purple","red","yellow") 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") 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 { override fun open(vararg args: Any?): Boolean {
if(player.inventory.contains(3710,1)){ 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 stage = 15
return true return true
} }
else if(player.inventory.contains(3705,1)){ 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 stage = 20
return true return true
} }
else if(player.getAttribute("sigmundreturning",false) == 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 stage = 26
return true return true
} }
else if(player.getAttribute("sigmund-steps", 0) == 10){ 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 stage = 8
return true return true
} }
else if(player.getAttribute("sigmund-steps", 0) == 9){ 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 stage = 1
return true return true
} }
else if(player.getAttribute("PeerStarted",false) && !player.inventory.isEmpty || !player.equipment.isEmpty){ 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 = 100 stage = 100
return true return true
} }
else if(player.getAttribute("PeerStarted",false) && player.inventory.isEmpty && player.equipment.isEmpty){ 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 stage = 110
return true return true
} }
else if (getQuestStage(player, Quests.THE_FREMENNIK_TRIALS) > 0 && player.getAttribute("fremtrials:peer-vote",false)) { 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 stage = 120
return true return true
} }
else if(player.questRepository.isComplete(Quests.THE_FREMENNIK_TRIALS)){ 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 stage = 150
return true return true
} }
else if(getQuestStage(player, Quests.THE_FREMENNIK_TRIALS) > 0){ 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 stage = 50
return true return true
} }
if (getQuestStage(player, Quests.THE_FREMENNIK_TRIALS) == 0) { 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 return true
} }
override fun handle(interfaceId: Int, buttonId: Int): Boolean { override fun handle(interfaceId: Int, buttonId: Int): Boolean {
when(stage){ when(stage){
1 -> npcl(core.game.dialogue.FacialExpression.ANNOYED,"Er.... Yes, because I AM the Fremennik Seer.").also { stage++ } 1 -> npcl(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++ } 2 -> playerl(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++ } 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(core.game.dialogue.FacialExpression.ASKING,"I knew you were going to say that...").also { stage++ } 4 -> playerl(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++ } 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(core.game.dialogue.FacialExpression.ASKING,"That's all?").also { stage++ } 6 -> playerl(FacialExpression.ASKING,"That's all?").also { stage++ }
7 -> npcl(core.game.dialogue.FacialExpression.HAPPY,"That is all.").also { 7 -> npcl(FacialExpression.HAPPY,"That is all.").also {
player?.incrementAttribute("sigmund-steps",1) player?.incrementAttribute("sigmund-steps",1)
stage = 1000 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++ } 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(core.game.dialogue.FacialExpression.HAPPY,"Yeah, I know; I have one right here from Thorvald.").also { 16 -> playerl(FacialExpression.HAPPY,"Yeah, I know; I have one right here from Thorvald.").also {
removeItem(player,3710) removeItem(player,3710)
addItem(player,3705) addItem(player,3705)
stage++ 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++ } 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(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 } 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++ } 20 -> npcl(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++ } 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(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++ } 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(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++ } 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(core.game.dialogue.FacialExpression.HAPPY,"This is why I needed protection.").also { stage++ } 24 -> npcl(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 } 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 //The Seer's Trial
50 -> npcl(core.game.dialogue.FacialExpression.AMAZED,"!").also { stage++ } 50 -> npcl(FacialExpression.AMAZED,"!").also { stage++ }
51 -> npcl(core.game.dialogue.FacialExpression.HAPPY,"Ahem, sorry about that. Hello outerlander. What do you want?").also { stage++ } 51 -> npcl(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++ } 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(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++ } 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(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++ } 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(core.game.dialogue.FacialExpression.ASKING,"How can I prove that to you?").also { stage++ } 55 -> playerl(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++ } 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(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++ } 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(core.game.dialogue.FacialExpression.THINKING,"An intelligence test? I thought barbarians were stupid!").also { stage++ } 58 -> playerl(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++ } 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(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++ } 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(core.game.dialogue.FacialExpression.ASKING,"So what exactly does this puzzle consist of, then?").also { stage++ } 61 -> playerl(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++ } 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(core.game.dialogue.FacialExpression.ASKING,"I can't take anything in there with me?").also { stage++ } 63 -> playerl(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++ } 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(core.game.dialogue.FacialExpression.HAPPY,"So what say you outerlander? You think you have the wit to earn yourself my vote?").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++ } 66 -> options("Yes","No").also { stage++ }
67 -> when(buttonId){ 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:PeerStarted",true)
player?.setAttribute("/save:PeerRiddle", Random.nextInt(0,3)) player?.setAttribute("/save:PeerRiddle", Random.nextInt(0,3))
stage = 70 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++ stage++
} }
} }
//No to challenge //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 //Yes to challenge
70 -> npcl(core.game.dialogue.FacialExpression.ASKING,"Yes outerlander?").also { stage++ } 70 -> npcl(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++ } 71 -> playerl(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++ } 72 -> npcl(FacialExpression.ANNOYED,"Yes outerlander??").also { stage++ }
73 -> playerl(core.game.dialogue.FacialExpression.THINKING,"Well...").also { stage++ } 73 -> playerl(FacialExpression.THINKING,"Well...").also { stage++ }
74 -> npcl(core.game.dialogue.FacialExpression.ANGRY,"Yes, outerlander???").also { stage++ } 74 -> npcl(FacialExpression.ANGRY,"Yes, outerlander???").also { stage++ }
75 -> playerl(core.game.dialogue.FacialExpression.ASKING,"Where is the nearest bank?").also { stage++ } 75 -> playerl(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++ } 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(core.game.dialogue.FacialExpression.HAPPY,"It is some way South. I do however have an alternative, should you wish to take it.").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(core.game.dialogue.FacialExpression.ASKING,"And what is that?").also { stage++ } 78 -> playerl(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++ } 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(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++ } 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(core.game.dialogue.FacialExpression.HAPPY,"What say you outerlander? Do you wish me to do this for you?").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++ } 82 -> options("Yes","No").also { stage++ }
83 -> when(buttonId){ 83 -> when(buttonId){
1 -> { 1 -> {
val slotAmount = player.inventory.itemCount() + player.equipment.itemCount() val slotAmount = player.inventory.itemCount() + player.equipment.itemCount()
if (slotAmount < player.bank.freeSlots()){ if (slotAmount < player.bank.freeSlots() && slotAmount == dumpContainer(player,player.inventory) + dumpContainer(player,player.equipment)){
npcl(core.game.dialogue.FacialExpression.HAPPY,"The task is done. I wish you luck with your test, outerlander.") npcl(FacialExpression.HAPPY,"The task is done. I wish you luck with your test, outerlander.")
dumpContainer(player,player.inventory)
dumpContainer(player,player.equipment)
stage = 1000 stage = 1000
} }
else { 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 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 //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 stage = 1000
} }
//Yes to banking but cannot bank //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 stage = 1000
} }
//Returning after accepting with items. //Returning after accepting with items.
100 -> npcl(core.game.dialogue.FacialExpression.AMAZED,"!").also { stage++ } 100 -> npcl(FacialExpression.AMAZED,"!").also { stage++ }
101 -> npcl(core.game.dialogue.FacialExpression.HAPPY,"Ahem, sorry about that. Hello outerlander. What do you want?").also { stage++ } 101 -> npcl(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++ } 102 -> playerl(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++ } 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(core.game.dialogue.FacialExpression.HAPPY,"You will need to manually go to the bank to withdraw them again however.").also { stage++ } 104 -> npcl(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 } 105 -> npcl(FacialExpression.HAPPY,"Would you like me to perform this small spell upon you, outerlander?").also { stage = 82 }
//Returning after accepting without items. //Returning after accepting without items.
110 -> npcl(core.game.dialogue.FacialExpression.AMAZED,"!").also { stage++ } 110 -> npcl(FacialExpression.AMAZED,"!").also { stage++ }
111 -> npcl(core.game.dialogue.FacialExpression.HAPPY,"Ahem, sorry about that. Hello outerlander. What do you want?").also { stage++ } 111 -> npcl(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++ } 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(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 } 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. //After completing the Seer's Trial.
120 -> npcl(core.game.dialogue.FacialExpression.AMAZED,"!").also { stage++ } 120 -> npcl(FacialExpression.AMAZED,"!").also { stage++ }
121 -> npcl(core.game.dialogue.FacialExpression.HAPPY,"Ahem, sorry about that.").also { stage++ } 121 -> npcl(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++ } 122 -> playerl(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 } 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 //After The Fremennik Trials
150 -> npcl(core.game.dialogue.FacialExpression.AMAZED,"!").also { stage++ } 150 -> npcl(FacialExpression.AMAZED,"!").also { stage++ }
151 -> npcl(core.game.dialogue.FacialExpression.HAPPY,"Ahem, sorry about that.").also { 151 -> npcl(FacialExpression.HAPPY,"Ahem, sorry about that.").also {
stage = if(player.achievementDiaryManager.getDiary(DiaryType.FREMENNIK).isComplete(0)){ 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)){
200 200
}else 152 }else 152
} }
152 -> playerl(core.game.dialogue.FacialExpression.HAPPY,"Hello Peer.").also { stage++ } 152 -> playerl(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++ } 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++} 154 -> options("Can you tell my future?","Nothing really.").also{stage++}
155 -> when(buttonId){ 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++ } 1 -> playerl(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 } 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++ 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++ } 200 -> options("Deposit service","Can you tell my future?","Nothing really.").also{ stage++ }
201 -> when(buttonId){ 201 -> when(buttonId){
1 -> playerl(core.game.dialogue.FacialExpression.HAPPY,"Could you deposit some things for me, please?").also { stage++ } 1 -> playerl(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 } 2 -> playerl(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 } 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() player.bank.openDepositBox()
stage = 1000 stage = 1000
} }
300 -> npc(core.game.dialogue.FacialExpression.NEUTRAL,"!").also { stage++ } 300 -> npc(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 } 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() 1000 -> end()
} }
return true return true
} }
override fun newInstance(player: Player?): core.game.dialogue.DialoguePlugin { override fun newInstance(player: Player?): DialoguePlugin {
return PeerTheSeerDialogue(player) return PeerTheSeerDialogue(player)
} }
override fun getIds(): IntArray { override fun getIds(): IntArray {
return intArrayOf(1288) return intArrayOf(NPCs.PEER_THE_SEER_1288)
} }
} }

View file

@ -2181,6 +2181,10 @@ fun dumpContainer(player: Player, container: core.game.container.Container): Int
var dumpedCount = 0 var dumpedCount = 0
run beginDepositing@{ run beginDepositing@{
if (hasIronmanRestriction(player, IronmanMode.ULTIMATE)) {
return@beginDepositing
}
container.toArray().filterNotNull().forEach { item -> container.toArray().filterNotNull().forEach { item ->
if (!bank.hasSpaceFor(item)) { if (!bank.hasSpaceFor(item)) {
sendMessage(player, "You have no more space in your bank.") sendMessage(player, "You have no more space in your bank.")