Cleaned up more server name references and related strings

This commit is contained in:
Player Name
2024-03-03 05:47:37 +00:00
committed by Ryan
parent 866372ad54
commit 3df5097442
8 changed files with 41 additions and 35 deletions
@@ -4,6 +4,7 @@ import content.global.handlers.iface.BookInterface
import content.global.handlers.iface.BookLine
import content.global.handlers.iface.Page
import content.global.handlers.iface.PageSet
import core.ServerConstants
import core.game.interaction.IntType
import core.game.interaction.InteractionListener
import core.game.node.entity.player.Player
@@ -211,7 +212,7 @@ class GoblinBook : InteractionListener {
BookLine("Commander to lead you.", 74),
BookLine("Under new Commander", 75),
BookLine("goblins will conquer all of", 76),
BookLine("RuneScape, every race and", 77),
BookLine(ServerConstants.SERVER_NAME + ", every race and", 77),
BookLine("every god! And then Big", 78),
BookLine("High War God will return", 79),
BookLine("and sit on throne of bronze", 80),
@@ -1,6 +1,7 @@
package content.region.kandarin.quest.grandtree
import content.region.misthalin.dorgeshuun.quest.thelosttribe.LostTribeCutscene
import core.ServerConstants
import core.api.openDialogue
import core.api.sendChat
import core.api.sendDialogue
@@ -61,7 +62,7 @@ class BlackDemonCutscene(player: Player) : Cutscene(player) {
playerDialogueUpdate(FacialExpression.SCARED, "Glough?")
}
6 -> {
dialogueUpdate(NPCs.GLOUGH_671, FacialExpression.ANGRY, "You really are becoming a headache! Well, at least now you can die knowing you were right, it will save me having to hunt you down like all the other human filth of RuneScape!")
dialogueUpdate(NPCs.GLOUGH_671, FacialExpression.ANGRY, "You really are becoming a headache! Well, at least now you can die knowing you were right, it will save me having to hunt you down like all the other human filth of " + ServerConstants.SERVER_NAME + "!")
}
7 -> {
playerDialogueUpdate(FacialExpression.SCARED, "You're crazy, Glough!")
@@ -1,5 +1,6 @@
package content.region.kandarin.quest.grandtree
import core.ServerConstants
import core.api.*
import core.game.component.Component
import core.game.dialogue.DialogueFile
@@ -57,7 +58,7 @@ class ForemanDialogue: DialogueFile(){
2 -> playerl("Glough sent me to check on how you are doing.").also { stage++ }
3 -> npcl("Right. Glough sent a human?").also { stage++ }
4 -> playerl("His gnomes are busy.").also { stage++ }
5 -> npcl("Hmm...in that case we'd better go to my office. Follow me.").also {
5 -> npcl("Hmm... in that case we'd better go to my office. Follow me.").also {
val foremanOffice = Location.create(2954, 3024, 0)
GameWorld.Pulser.submit(object : Pulse(0) {
var count = 0
@@ -81,7 +82,7 @@ class ForemanDialogue: DialogueFile(){
stage++
}
6 -> npcl("Tell me again why you're here.").also { stage++ }
7 -> playerl("Er...Glough sent me?").also { stage++ }
7 -> playerl("Er... Glough sent me?").also { stage++ }
8 -> npcl("By the way how is Glough? Still with his wife?").also { stage++ }
9 -> options("Yes, they're getting on great.","Always arguing as usual!","Sadly his wife is no longer with us!").also { stage++ }
10 -> when(buttonID){
@@ -89,7 +90,7 @@ class ForemanDialogue: DialogueFile(){
2 -> playerl("Always arguing as usual!").also { stage++ }
3 -> playerl("Sadly his wife is no longer with us!").also { stage = 20 }
}
11 -> npcl("Really? That's odd, considering she died last year. Die imposter!").also {
11 -> npcl("Really? That's odd, considering she died last year. Die, imposter!").also {
attackPlayer()
stage = END_DIALOGUE
}
@@ -111,7 +112,7 @@ class ForemanDialogue: DialogueFile(){
2 -> playerl("Alia.").also { stage++ }
3 -> playerl("Elena.").also { stage++ }
}
33 -> npcl("You almost had me fooled! Die imposter!").also {
33 -> npcl("You almost had me fooled! Die, imposter!").also {
attackPlayer()
stage = END_DIALOGUE
}
@@ -121,7 +122,7 @@ class ForemanDialogue: DialogueFile(){
38 -> playerl("Indeed.").also { stage++ }
39 -> npcl("When I was asked to build a fleet large enough to invade Port Sarim and carry 300 gnome troops I said: 'If anyone can, I can.'").also { stage++ }
40 -> playerl("That's a lot of troops!").also { stage++ }
41 -> npcl("True but if the gnomes are really going to take over RuneScape they'll need at least that.").also { stage++ }
41 -> npcl("True, but if the gnomes are really going to take over " + ServerConstants.SERVER_NAME + " they'll need at least that.").also { stage++ }
42 -> playerl("Take over?").also { stage++ }
43 -> npcl("Of course, why else would Glough want 30 battleships? Between you and me I don't think he stands a chance.").also { stage++ }
44 -> playerl("No?").also { stage++ }
@@ -10,6 +10,7 @@ import core.game.world.update.flag.context.Graphics
import core.plugin.Initializable
import org.rs09.consts.NPCs
import content.global.travel.EssenceTeleport
import core.ServerConstants
import core.api.playAudio
import core.game.world.GameWorld
import org.rs09.consts.Sounds
@@ -27,7 +28,7 @@ class CrompertyDialogue(player: Player? = null) : core.game.dialogue.DialoguePlu
override fun handle(interfaceId: Int, buttonId: Int): Boolean {
when(stage){
0 -> options("Two jobs? that's got to be tough","So what have you invented?","Can you teleport me to the Rune Essence?").also { stage++ }
1 ->when(buttonId){
1 -> when(buttonId){
1 -> playerl(core.game.dialogue.FacialExpression.HAPPY,"Two jobs? That's got to be tough.").also { stage = 5 }
2 -> playerl(core.game.dialogue.FacialExpression.ASKING,"So, what have you invented?").also { stage = 10 }
3 -> playerl(core.game.dialogue.FacialExpression.HAPPY,"Can you teleport me to the Rune Essence?").also {
@@ -56,11 +57,11 @@ class CrompertyDialogue(player: Player? = null) : core.game.dialogue.DialoguePlu
2 -> playerl(core.game.dialogue.FacialExpression.ASKING,"Can I be teleported please?").also { stage = 25 }
}
15 -> npcl(core.game.dialogue.FacialExpression.THINKING,"Well...Hmm. I would guess somewhere between here and the Wizards' Tower in Misthalin.").also { stage++ }
15 -> npcl(core.game.dialogue.FacialExpression.THINKING,"Well... Hmm. I would guess somewhere between here and the Wizards' Tower in Misthalin.").also { stage++ }
16 -> npcl(core.game.dialogue.FacialExpression.HAPPY,"All I know is that it hasn't got there yet as the wizards there would have contacted me.").also { stage++ }
17 -> npcl(core.game.dialogue.FacialExpression.THINKING,"I'm using the RPDT for delivery. They assured me it would be delivered promptly.").also { stage++ }
18 -> playerl(core.game.dialogue.FacialExpression.ASKING,"Who are the RPDT?").also { stage++ }
19 -> npcl(core.game.dialogue.FacialExpression.HAPPY,"The Runescape Parcel Delivery Team. They come very highly recommended.").also { stage++ }
19 -> npcl(core.game.dialogue.FacialExpression.HAPPY,"The ${ServerConstants.SERVER_NAME} Parcel Delivery Team. They come very highly recommended.").also { stage++ }
20 -> npcl(core.game.dialogue.FacialExpression.HAPPY,"Their motto is: \"We aim to deliver your stuff at some point after you have paid us!\"").also { stage = 1000 }
25 -> npcl(core.game.dialogue.FacialExpression.HAPPY,"By all means! I'm afraid I can't give you any specifics as to where you will come out however. Presumably wherever the other block is located.").also { stage++ }
@@ -3,6 +3,7 @@ package content.region.misthalin.lumbridge.handlers
import core.api.*
import org.rs09.consts.Scenery
import core.GlobalStats
import core.ServerConstants
import core.game.interaction.InteractionListener
import core.game.interaction.IntType
@@ -13,10 +14,11 @@ class ChurchSignListener : InteractionListener {
override fun defineListeners() {
on(CHURCH_SIGN, IntType.SCENERY, "read"){ player, _ ->
val deaths = GlobalStats.getDailyDeaths()
val servername = ServerConstants.SERVER_NAME
if(deaths > 0) {
sendDialogue(player, "So far today $deaths unlucky adventurers have died on RuneScape and been sent to their respawn location. Be careful out there.")
sendDialogue(player, "So far today $deaths unlucky adventurers have died on $servername and been sent to their respawn location. Be careful out there.")
} else {
sendDialogue(player, "So far today not a single adventurer on RuneScape has met their end grisly or otherwise. Either the streets are getting safer or adventurers are getting warier.")
sendDialogue(player, "So far today not a single adventurer on $servername has met their end grisly or otherwise. Either the streets are getting safer or adventurers are getting warier.")
}
return@on true
}