Implemented Gaze of Saradomin
Fixed respawn bugs
This commit is contained in:
+33
-19
@@ -52,6 +52,22 @@ class SirTiffyCashienDialogue (player: Player? = null) : DialoguePlugin(player)
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// Move this to Wanted!! Quest.
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class SirTiffyCashienAfterRecruitmentDriveQuestDialogueFile : DialogueBuilderFile() {
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private fun dialogueChangeSpawnPoint(builder: DialogueBuilder, place: String, location: Location, tiffyLine1: String, tiffyLine2: String): DialogueBuilder {
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return builder.npcl("${tiffyLine1} Are you sure?")
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.options().let { optionBuilder ->
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optionBuilder.option("Yes, I want to respawn in $place.")
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.playerl("Yes, I want to respawn in $place.")
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.npcl(tiffyLine2)
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.endWith { _, player ->
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setAttribute(player, "/save:spawnLocation", location)
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player.properties.spawnLocation = location
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}
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optionBuilder.option("Actually, no thanks. I like my respawn point.")
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.playerl("Actually, no thanks. I like my respawn point.")
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.npcl("As you wish, what? Ta-ta for now.")
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}
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}
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override fun create(b: DialogueBuilder) {
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b.onPredicate { _ -> true }
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.npc(FacialExpression.HAPPY, "What ho, @g[sirrah,milady].", "Jolly good show on the old training grounds thingy,", "what?")
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@@ -79,28 +95,26 @@ class SirTiffyCashienAfterRecruitmentDriveQuestDialogueFile : DialogueBuilderFil
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.endWith { _, player ->
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openNpcShop(player, npc!!.id)
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}
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optionBuilder.option_playerl("Can I switch respawns please?")
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.npcl("I'm sorry dear @g[boy,gal], I'm afraid I can't switch your respawn point at the moment.")
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.end()
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// I have no idea how to do this properly.
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// optionBuilder.option("Can I switch respawns please?")
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// .branch { player -> if(player.properties.spawnLocation == Location(2997, 3375, 0)) { 1 } else { 0 } }
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// .let { branch ->
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// branch.onValue(1)
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// .npcl("Ah, so you'd like to respawn in Falador, the good old homestead! Are you sure?")
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// .endWith { _, player ->
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// player.properties.spawnLocation = Location(2997, 3375, 0)
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// }
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// branch.onValue(0)
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// .npcl("What? You're saying you want to respawn in Lumbridge? Are you sure?")
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// .endWith { _, player ->
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// player.properties.spawnLocation = ServerConstants.HOME_LOCATION
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// }
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// }
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optionBuilder.option("Can I switch respawns please?")
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.branch { player -> if (player.properties.spawnLocation == ServerConstants.HOME_LOCATION) { 1 } else { 0 } }
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.let { branch ->
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dialogueChangeSpawnPoint(
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branch.onValue(1),
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"Falador", Location(2971, 3340, 0), //https://www.youtube.com/watch?v=Mm15dHuIaVg
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"Ah, so you'd like to respawn in Falador, the good old homestead!",
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"Top-hole, what? Good old Fally is definitely the hot-spot nowadays!"
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)
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dialogueChangeSpawnPoint(
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branch.onValue(0),
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"Lumbridge", ServerConstants.HOME_LOCATION ?: Location(3222, 3218, 0),
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"What? You're saying you want to respawn in Lumbridge?",
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"Why anyone would want to visit that smelly little swamp village of oiks is quite beyond me, I'm afraid, but the deed is done now."
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)
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}
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optionBuilder.option("Goodbye.")
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.playerl("Well, see you around Tiffy.")
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.npcl(FacialExpression.HAPPY,"Ta-ta for now, old bean!")
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.end()
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}
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}
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}
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}
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