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
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)
}
}

View file

@ -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.")