Cleaned up more server name references and related strings
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@@ -4,6 +4,7 @@ import content.global.handlers.iface.BookInterface
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import content.global.handlers.iface.BookLine
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import content.global.handlers.iface.Page
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import content.global.handlers.iface.PageSet
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import core.ServerConstants
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import core.game.interaction.IntType
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import core.game.interaction.InteractionListener
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import core.game.node.entity.player.Player
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@@ -211,7 +212,7 @@ class GoblinBook : InteractionListener {
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BookLine("Commander to lead you.", 74),
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BookLine("Under new Commander", 75),
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BookLine("goblins will conquer all of", 76),
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BookLine("RuneScape, every race and", 77),
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BookLine(ServerConstants.SERVER_NAME + ", every race and", 77),
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BookLine("every god! And then Big", 78),
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BookLine("High War God will return", 79),
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BookLine("and sit on throne of bronze", 80),
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@@ -1,6 +1,7 @@
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package content.region.kandarin.quest.grandtree
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import content.region.misthalin.dorgeshuun.quest.thelosttribe.LostTribeCutscene
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import core.ServerConstants
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import core.api.openDialogue
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import core.api.sendChat
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import core.api.sendDialogue
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@@ -61,7 +62,7 @@ class BlackDemonCutscene(player: Player) : Cutscene(player) {
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playerDialogueUpdate(FacialExpression.SCARED, "Glough?")
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}
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6 -> {
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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!")
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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 + "!")
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}
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7 -> {
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playerDialogueUpdate(FacialExpression.SCARED, "You're crazy, Glough!")
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@@ -1,5 +1,6 @@
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package content.region.kandarin.quest.grandtree
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import core.ServerConstants
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import core.api.*
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import core.game.component.Component
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import core.game.dialogue.DialogueFile
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@@ -57,7 +58,7 @@ class ForemanDialogue: DialogueFile(){
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2 -> playerl("Glough sent me to check on how you are doing.").also { stage++ }
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3 -> npcl("Right. Glough sent a human?").also { stage++ }
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4 -> playerl("His gnomes are busy.").also { stage++ }
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5 -> npcl("Hmm...in that case we'd better go to my office. Follow me.").also {
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5 -> npcl("Hmm... in that case we'd better go to my office. Follow me.").also {
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val foremanOffice = Location.create(2954, 3024, 0)
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GameWorld.Pulser.submit(object : Pulse(0) {
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var count = 0
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@@ -81,7 +82,7 @@ class ForemanDialogue: DialogueFile(){
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stage++
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}
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6 -> npcl("Tell me again why you're here.").also { stage++ }
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7 -> playerl("Er...Glough sent me?").also { stage++ }
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7 -> playerl("Er... Glough sent me?").also { stage++ }
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8 -> npcl("By the way how is Glough? Still with his wife?").also { stage++ }
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9 -> options("Yes, they're getting on great.","Always arguing as usual!","Sadly his wife is no longer with us!").also { stage++ }
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10 -> when(buttonID){
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@@ -89,7 +90,7 @@ class ForemanDialogue: DialogueFile(){
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2 -> playerl("Always arguing as usual!").also { stage++ }
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3 -> playerl("Sadly his wife is no longer with us!").also { stage = 20 }
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}
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11 -> npcl("Really? That's odd, considering she died last year. Die imposter!").also {
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11 -> npcl("Really? That's odd, considering she died last year. Die, imposter!").also {
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attackPlayer()
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stage = END_DIALOGUE
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}
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@@ -111,7 +112,7 @@ class ForemanDialogue: DialogueFile(){
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2 -> playerl("Alia.").also { stage++ }
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3 -> playerl("Elena.").also { stage++ }
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}
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33 -> npcl("You almost had me fooled! Die imposter!").also {
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33 -> npcl("You almost had me fooled! Die, imposter!").also {
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attackPlayer()
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stage = END_DIALOGUE
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}
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@@ -121,7 +122,7 @@ class ForemanDialogue: DialogueFile(){
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38 -> playerl("Indeed.").also { stage++ }
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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++ }
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40 -> playerl("That's a lot of troops!").also { stage++ }
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41 -> npcl("True but if the gnomes are really going to take over RuneScape they'll need at least that.").also { stage++ }
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41 -> npcl("True, but if the gnomes are really going to take over " + ServerConstants.SERVER_NAME + " they'll need at least that.").also { stage++ }
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42 -> playerl("Take over?").also { stage++ }
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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++ }
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44 -> playerl("No?").also { stage++ }
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@@ -10,6 +10,7 @@ import core.game.world.update.flag.context.Graphics
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import core.plugin.Initializable
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import org.rs09.consts.NPCs
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import content.global.travel.EssenceTeleport
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import core.ServerConstants
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import core.api.playAudio
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import core.game.world.GameWorld
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import org.rs09.consts.Sounds
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@@ -27,7 +28,7 @@ class CrompertyDialogue(player: Player? = null) : core.game.dialogue.DialoguePlu
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override fun handle(interfaceId: Int, buttonId: Int): Boolean {
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when(stage){
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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++ }
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1 ->when(buttonId){
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1 -> when(buttonId){
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1 -> playerl(core.game.dialogue.FacialExpression.HAPPY,"Two jobs? That's got to be tough.").also { stage = 5 }
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2 -> playerl(core.game.dialogue.FacialExpression.ASKING,"So, what have you invented?").also { stage = 10 }
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3 -> playerl(core.game.dialogue.FacialExpression.HAPPY,"Can you teleport me to the Rune Essence?").also {
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@@ -56,11 +57,11 @@ class CrompertyDialogue(player: Player? = null) : core.game.dialogue.DialoguePlu
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2 -> playerl(core.game.dialogue.FacialExpression.ASKING,"Can I be teleported please?").also { stage = 25 }
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}
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15 -> npcl(core.game.dialogue.FacialExpression.THINKING,"Well...Hmm. I would guess somewhere between here and the Wizards' Tower in Misthalin.").also { stage++ }
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15 -> npcl(core.game.dialogue.FacialExpression.THINKING,"Well... Hmm. I would guess somewhere between here and the Wizards' Tower in Misthalin.").also { stage++ }
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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++ }
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17 -> npcl(core.game.dialogue.FacialExpression.THINKING,"I'm using the RPDT for delivery. They assured me it would be delivered promptly.").also { stage++ }
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18 -> playerl(core.game.dialogue.FacialExpression.ASKING,"Who are the RPDT?").also { stage++ }
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19 -> npcl(core.game.dialogue.FacialExpression.HAPPY,"The Runescape Parcel Delivery Team. They come very highly recommended.").also { stage++ }
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19 -> npcl(core.game.dialogue.FacialExpression.HAPPY,"The ${ServerConstants.SERVER_NAME} Parcel Delivery Team. They come very highly recommended.").also { stage++ }
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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 }
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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++ }
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@@ -3,6 +3,7 @@ package content.region.misthalin.lumbridge.handlers
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import core.api.*
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import org.rs09.consts.Scenery
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import core.GlobalStats
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import core.ServerConstants
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import core.game.interaction.InteractionListener
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import core.game.interaction.IntType
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@@ -13,10 +14,11 @@ class ChurchSignListener : InteractionListener {
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override fun defineListeners() {
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on(CHURCH_SIGN, IntType.SCENERY, "read"){ player, _ ->
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val deaths = GlobalStats.getDailyDeaths()
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val servername = ServerConstants.SERVER_NAME
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if(deaths > 0) {
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sendDialogue(player, "So far today $deaths unlucky adventurers have died on RuneScape and been sent to their respawn location. Be careful out there.")
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sendDialogue(player, "So far today $deaths unlucky adventurers have died on $servername and been sent to their respawn location. Be careful out there.")
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} else {
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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.")
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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.")
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}
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return@on true
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}
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