diff --git a/.devcontainer/Server.Dockerfile b/.devcontainer/Server.Dockerfile index aa163d278..c3a766955 100644 --- a/.devcontainer/Server.Dockerfile +++ b/.devcontainer/Server.Dockerfile @@ -1,4 +1,4 @@ -FROM mcr.microsoft.com/devcontainers/typescript-node:0-18 +FROM mcr.microsoft.com/devcontainers/typescript-node:22 ARG USERNAME=vscode ARG USER_UID=2000 @@ -12,4 +12,4 @@ WORKDIR /app RUN apt-get update && apt-get install -y openjdk-17-jre-headless RUN chown vscode:vscode /app -USER vscode \ No newline at end of file +USER vscode diff --git a/.env.example b/.env.example index 200afb886..94f6b6399 100644 --- a/.env.example +++ b/.env.example @@ -1,38 +1,45 @@ -## Server settings +# This is a comment! +# Uncomment lines if you want to change them from their defaults -PUBLIC_IP=localhost -WEB_PORT=80 -GAME_PORT=43594 +# PUBLIC_IP=localhost +# WEB_PORT=80 +# GAME_PORT=43594 -# LOGIN_HOST=127.0.0.1 +# LOGIN_HOST=localhost # LOGIN_PORT=43500 # LOGIN_KEY=SuperSecretKey -# FRIEND_HOST=127.0.0.1 +# FRIEND_HOST=localhost # FRIEND_PORT=43501 # FRIEND_KEY=SuperSecretKey2 +# WORLD_ID=0 +# LOCAL_DEV=true +# MEMBERS_WORLD=true +# XP_MULTIPLIER=1 +# SHUTDOWN_TIMER=50 + +# HTTPS_ENABLED=false +# ADDRESS_SHOWPORT=true +# CLIRUNNER=false +# CI_MODE=false +# SKIP_CORS=false + # DATABASE_URL=mysql://root:password@localhost:3306/lostcity # DB_HOST=localhost # DB_NAME=lostcity # DB_USER=root # DB_PASS=password -# website management -# ADMIN_IP="127.0.0.1" +# ADMIN_IP=localhost # SKIP_CRC=false # JAVA_PATH="C:\Program Files\Eclipse Adoptium\jdk-17.0.11.9-hotspot\bin\java" # DATA_SRC_DIR=data/src # VALIDATE_PACK=true # STRICT_FOLDERS=true +# BUILD_ON_STARTUP=true +# UPDATE_ON_STARTUP=true # JMODS=player1,player2,player3 - -## World settings - -WORLD_ID=0 -MEMBERS_WORLD=true -XP_MULTIPLIER=1 -LOCAL_DEV=true -# SHUTDOWN_TIMER=50 +# CLIENT_PATHFINDER=true diff --git a/Dockerfile b/Dockerfile index 44cb67756..cdb14e900 100644 --- a/Dockerfile +++ b/Dockerfile @@ -1,8 +1,8 @@ -FROM node:18 +FROM node:22 WORKDIR /app -RUN apt-get update && apt-get install -y openjdk-17-jre +RUN apt-get update && apt-get install -y openjdk-17-jre-headless COPY package*.json ./ diff --git a/README.md b/README.md index 0416d1017..c15093041 100644 --- a/README.md +++ b/README.md @@ -1,67 +1,69 @@ -# 2004scape Server +
Can I come through this gate?"); if (%prince_progress >= ^prince_saved) { - ~chatnpc(quiz, "You may pass for free, you are a friend of Al-Kharid."); + ~chatnpc("
You may pass for free, you are a friend of Al-Kharid."); @pass_toll_gate($loc_coord); } -~chatnpc(quiz, "You must pay a toll of 10 gold coins to pass."); +~chatnpc("
You must pay a toll of 10 gold coins to pass."); def_int $choice = ~p_choice3("No thank you, I'll walk around.", 1, "Who does my money go to?", 2, "Yes, ok.", 3); if ($choice = 1) { - ~chatplayer(quiz, "No, thank you. I'll walk around."); - ~chatnpc(quiz, "Ok suit yourself."); + ~chatplayer("
No, thank you. I'll walk around."); + ~chatnpc("
Ok suit yourself."); return; } else if ($choice = 2) { - ~chatplayer(quiz, "Who does my money go to?"); - ~chatnpc(quiz, "The money goes to the city of Al-Kharid."); + ~chatplayer("
Who does my money go to?"); + ~chatnpc("
The money goes to the city of Al-Kharid."); return; } -~chatplayer(quiz, "Yes, ok."); +~chatplayer("
Yes, ok."); if (inv_total(inv, coins) < 10) { - ~chatplayer(quiz, "Oh dear, I don't actually seem to have enough money."); + ~chatplayer("
Oh dear, I don't actually seem to have enough money."); return; } diff --git a/data/src/scripts/areas/area_alkharid/scripts/dommik.rs2 b/data/src/scripts/areas/area_alkharid/scripts/dommik.rs2 index 4fd6f5c78..5c97b8d44 100644 --- a/data/src/scripts/areas/area_alkharid/scripts/dommik.rs2 +++ b/data/src/scripts/areas/area_alkharid/scripts/dommik.rs2 @@ -1,12 +1,12 @@ [opnpc1,dommik] @crafting_shop_talk; [label,crafting_shop_talk] -~chatnpc(happy, "Would you like to buy some crafting equipment?"); +~chatnpc("
Would you like to buy some crafting equipment?"); def_int $option = ~p_choice2("No thanks, I've got all the Crafting equipment I need.", 1, "Let's see what you've got, then.", 2); if($option = 1) { - ~chatplayer(neutral, "No thanks; I've got all the Crafting equipment I need."); - ~chatnpc(happy, "Okay. Fare well on your travels."); + ~chatplayer("
No thanks; I've got all the Crafting equipment I need."); + ~chatnpc("
Okay. Fare well on your travels."); } else if($option = 2) { - ~chatplayer(neutral, "Let's see what you've got, then."); + ~chatplayer("
Let's see what you've got, then."); ~openshop_activenpc; } \ No newline at end of file diff --git a/data/src/scripts/areas/area_alkharid/scripts/gem_trader.rs2 b/data/src/scripts/areas/area_alkharid/scripts/gem_trader.rs2 index d15bdfd88..074e120f8 100644 --- a/data/src/scripts/areas/area_alkharid/scripts/gem_trader.rs2 +++ b/data/src/scripts/areas/area_alkharid/scripts/gem_trader.rs2 @@ -1,10 +1,10 @@ [opnpc1,gem_trader] -~chatnpc(neutral, "Good day to you traveller.|Would you be interested in buying some gems?"); +~chatnpc("
Good day to you traveller.|Would you be interested in buying some gems?"); def_int $option = ~p_choice2("Yes please.", 1, "No thank you.", 2); if($option = 1) { - ~chatplayer(neutral, "Yes please."); + ~chatplayer("
Yes please."); ~openshop_activenpc; } else if($option = 2) { - ~chatplayer(neutral, "No thank you."); - ~chatnpc(neutral, "Eh, suit yourself."); + ~chatplayer("
No thank you."); + ~chatnpc("
Eh, suit yourself."); } diff --git a/data/src/scripts/areas/area_alkharid/scripts/hassan.rs2 b/data/src/scripts/areas/area_alkharid/scripts/hassan.rs2 index eadbb096a..aecf71fab 100644 --- a/data/src/scripts/areas/area_alkharid/scripts/hassan.rs2 +++ b/data/src/scripts/areas/area_alkharid/scripts/hassan.rs2 @@ -1,31 +1,31 @@ [opnpc1,hassan] switch_int (%prince_progress) { case ^prince_not_started: - ~chatnpc(neutral, "Greetings I am Hassan, Chancellor to the Emir of Al- Kharid."); + ~chatnpc("
Greetings I am Hassan, Chancellor to the Emir of Al- Kharid."); def_int $option = ~p_choice3("Can I help you? You must need some help here in the desert.", 1, "It's just too hot here. How can you stand it?", 2, "Do you mind if I just kill your warriors?", 3); if($option = 1) { - ~chatplayer(happy, "Can I help you? You must need some help here in the desert."); - ~chatnpc(neutral, "I need the services of someone, yes. If you are interested, see the spymaster, Osman. I manage the finances here. Come to me when you need payment."); + ~chatplayer("
Can I help you? You must need some help here in the desert."); + ~chatnpc("
I need the services of someone, yes. If you are interested, see the spymaster, Osman. I manage the finances here. Come to me when you need payment."); %prince_progress = ^prince_started; ~send_quest_progress(questlist:prince, %prince_progress, ^prince_complete); } else if($option = 2) { - ~chatplayer(sad, "It's just too hot here. How can you stand it?"); - ~chatnpc(neutral, "We manage, in our humble way. We are a wealthy town and we have water. It cures many thirsts."); + ~chatplayer("
It's just too hot here. How can you stand it?"); + ~chatnpc("
We manage, in our humble way. We are a wealthy town and we have water. It cures many thirsts."); if(inv_freespace(inv) ! 0) { inv_add(inv, jug_of_water, 1); ~objboxb(jug_of_water, "The chancellor hands you some water."); } } else if($option = 3) { - ~chatplayer(quiz, "Do you mind if I just kill your warriors?"); - ~chatnpc(neutral, "You are welcome. They are not expensive. We have them here to stop the elite guard being bothered. They are a little harder to kill."); + ~chatplayer("
Do you mind if I just kill your warriors?"); + ~chatnpc("
You are welcome. They are not expensive. We have them here to stop the elite guard being bothered. They are a little harder to kill."); } - case ^prince_started: ~chatnpc(quiz, "Have you found the spymaster, Osman, yet? You cannot proceed in your task without reporting to him."); - case ^prince_spoken_osman: ~chatnpc(happy, "I understand the Spymaster has hired you. I will pay the reward only when the Prince is rescued."); + case ^prince_started: ~chatnpc("
Have you found the spymaster, Osman, yet? You cannot proceed in your task without reporting to him."); + case ^prince_spoken_osman: ~chatnpc("
I understand the Spymaster has hired you. I will pay the reward only when the Prince is rescued."); case ^prince_saved: - ~chatnpc(happy, "You have the eternal gratitude of the Emir for rescuing his son. I am authorised to pay you 700 coins."); + ~chatnpc("
You have the eternal gratitude of the Emir for rescuing his son. I am authorised to pay you 700 coins."); queue(prince_complete, 0); case ^prince_complete: //https://web.archive.org/web/20060428031722/http://www.runecrypt.com/index.php?pid=202 - ~chatnpc(happy, "You are a friend of the town of Al-Kharid.|If we have more tasks to complete, we will ask you.|Please, keep in contact.|Good employees are not easy to find."); - case default: ~chatnpc(happy, "I see you are getting on well with the rescue. Obtaining a key must have saved you some time."); + ~chatnpc("
You are a friend of the town of Al-Kharid.|If we have more tasks to complete, we will ask you.|Please, keep in contact.|Good employees are not easy to find."); + case default: ~chatnpc("
I see you are getting on well with the rescue. Obtaining a key must have saved you some time."); } \ No newline at end of file diff --git a/data/src/scripts/areas/area_alkharid/scripts/kebab_seller.rs2 b/data/src/scripts/areas/area_alkharid/scripts/kebab_seller.rs2 index 004f06444..6f5f66a2c 100644 --- a/data/src/scripts/areas/area_alkharid/scripts/kebab_seller.rs2 +++ b/data/src/scripts/areas/area_alkharid/scripts/kebab_seller.rs2 @@ -1,15 +1,15 @@ [opnpc1,kebab_seller] -~chatnpc(quiz, "Would you like to buy a nice kebab? Only one gold."); +~chatnpc("
Would you like to buy a nice kebab? Only one gold."); @multi2("I think I'll give it a miss.", kebab_seller_miss, "Yes please.", kebab_seller_buy); [label,kebab_seller_miss] -~chatplayer(neutral, "I think I'll give it a miss."); +~chatplayer("
I think I'll give it a miss."); [label,kebab_seller_buy] -~chatplayer(neutral, "Yes please."); +~chatplayer("
Yes please."); if(inv_total(inv, coins) < 1) { - ~chatplayer(sad, "Oops, I forgot to bring any money with me."); - ~chatnpc(neutral, "Come back when you have some."); + ~chatplayer("
Oops, I forgot to bring any money with me."); + ~chatnpc("
Come back when you have some."); return; } inv_del(inv, coins, 1); diff --git a/data/src/scripts/areas/area_alkharid/scripts/louie_legs.rs2 b/data/src/scripts/areas/area_alkharid/scripts/louie_legs.rs2 index e5979b81b..b5bda92ca 100644 --- a/data/src/scripts/areas/area_alkharid/scripts/louie_legs.rs2 +++ b/data/src/scripts/areas/area_alkharid/scripts/louie_legs.rs2 @@ -1,10 +1,10 @@ [opnpc1,louie_legs] -~chatnpc(neutral, "Hey, wanna buy some armour?"); +~chatnpc("
Hey, wanna buy some armour?"); def_int $option = ~p_choice2("What have you got?", 1, "No thank you.", 2); if($option = 1) { - ~chatplayer(neutral, "What have you got?"); - ~chatnpc(happy, "I provide items to help you keep your legs!"); + ~chatplayer("
What have you got?"); + ~chatnpc("
I provide items to help you keep your legs!"); ~openshop_activenpc; } else if($option = 2) { - ~chatplayer(neutral, "No thank you."); + ~chatplayer("
No thank you."); } diff --git a/data/src/scripts/areas/area_alkharid/scripts/osman.rs2 b/data/src/scripts/areas/area_alkharid/scripts/osman.rs2 index 6b105c75b..3b6292d3d 100644 --- a/data/src/scripts/areas/area_alkharid/scripts/osman.rs2 +++ b/data/src/scripts/areas/area_alkharid/scripts/osman.rs2 @@ -3,136 +3,136 @@ switch_int (%prince_progress) { case ^prince_not_started: @osman_prequest; case ^prince_started: @osman_instructions; case ^prince_spoken_osman: @osman_items; - case ^prince_prep_finished,^prince_prep_finished,^prince_guard_drunk,^prince_tied_keli: ~chatnpc(shifty, "I hear from Leela that you are well on the way with the rescue. I am always kept informed, you know."); - case ^prince_saved: ~chatnpc(shifty, "The prince is safe and on his way home with Leela.|You can pick up your payment from the chancellor."); - case ^prince_complete: ~chatnpc(shifty, "Well done, A great rescue.|I will remember you if I have anything dangerous to do."); + case ^prince_prep_finished,^prince_prep_finished,^prince_guard_drunk,^prince_tied_keli: ~chatnpc("
I hear from Leela that you are well on the way with the rescue. I am always kept informed, you know."); + case ^prince_saved: ~chatnpc("
The prince is safe and on his way home with Leela.|You can pick up your payment from the chancellor."); + case ^prince_complete: ~chatnpc("
Well done, A great rescue.|I will remember you if I have anything dangerous to do."); } [label,osman_prequest] -~chatnpc(shifty, "Hello, I am Osman. With what can I assist you?"); +~chatnpc("
Hello, I am Osman. With what can I assist you?"); def_int $option = ~p_choice3("You don't seem very tough. Who are you?", 1, "I hear wild rumours about a prince.", 2, "I am just being nosy.", 3); if($option = 1) { - ~chatplayer(neutral, "You don't seem very tough. Who are you?"); - ~chatnpc(shifty, "I am in the employ of the Emir.|That is all you need to know."); + ~chatplayer("
You don't seem very tough. Who are you?"); + ~chatnpc("
I am in the employ of the Emir.|That is all you need to know."); } else if($option = 2) { - ~chatplayer(neutral, "I hear wild rumours about a prince."); - ~chatnpc(shifty, "The prince is not here. He is...away.|If you can be trusted, speak to the chancellor, Hassan."); + ~chatplayer("
I hear wild rumours about a prince."); + ~chatnpc("
The prince is not here. He is...away.|If you can be trusted, speak to the chancellor, Hassan."); } else if($option = 3) { - ~chatplayer(shifty, "I am just being nosy."); - ~chatnpc(shifty, "That bothers me not.|The secrets of Al-Kharid protect themselves."); + ~chatplayer("
I am just being nosy."); + ~chatnpc("
That bothers me not.|The secrets of Al-Kharid protect themselves."); } [label,osman_instructions] -~chatplayer(neutral, "The chancellor trusts me. I have come for instructions."); -~chatnpc(shifty, "Our prince is captive by the Lady Keli.|We just need to make the rescue.|There are two things we need you to do."); +~chatplayer("
The chancellor trusts me. I have come for instructions."); +~chatnpc("
Our prince is captive by the Lady Keli.|We just need to make the rescue.|There are two things we need you to do."); def_int $option = ~p_choice2("What is the first thing I must do?", 1, "What is the second thing you need?", 2); if($option = 1) { - ~chatplayer(neutral, "What is the first thing I must do?"); + ~chatplayer("
What is the first thing I must do?"); @osman_first_thing; } else if($option = 2) { - ~chatplayer(neutral, "What is the second thing you need?"); + ~chatplayer("
What is the second thing you need?"); @osman_second_thing; } [label,osman_first_thing] -~chatnpc(shifty, "The prince is guarded by some stupid guards and a clever woman. The woman is our only way to get the prince out. Only she can walk freely about the area."); -~chatnpc(shifty, "I think you will need to tie her up.|One coil of rope should do for that.|Then, disguise the prince as her to get him out without suspicion."); -~chatplayer(neutral, "How good must the disguise be?"); -~chatnpc(shifty, "Only enough to fool the guards at a distance.|Get a skirt like hers. Same colour, same style.|We will only have a short time."); -~chatnpc(shifty, "Get a blonde wig, too. That is up to you to make or find. Something to colour the skin of the prince."); -~chatnpc(shifty, "My daughter and top spy, Leela, can help you. She has sent word that she has discovered where they are keeping the prince."); -~chatnpc(shifty, "It's near Draynor Village. She is lurking somewhere near there now."); +~chatnpc("
The prince is guarded by some stupid guards and a clever woman. The woman is our only way to get the prince out. Only she can walk freely about the area."); +~chatnpc("
I think you will need to tie her up.|One coil of rope should do for that.|Then, disguise the prince as her to get him out without suspicion."); +~chatplayer("
How good must the disguise be?"); +~chatnpc("
Only enough to fool the guards at a distance.|Get a skirt like hers. Same colour, same style.|We will only have a short time."); +~chatnpc("
Get a blonde wig, too. That is up to you to make or find. Something to colour the skin of the prince."); +~chatnpc("
My daughter and top spy, Leela, can help you. She has sent word that she has discovered where they are keeping the prince."); +~chatnpc("
It's near Draynor Village. She is lurking somewhere near there now."); def_int $option = ~p_choice3("Explain the first thing again.", 1, "What is the second thing you need?", 2, "Okay, I better go find some things.", 3); if($option = 1) { - ~chatplayer(neutral, "What is the first thing I must do?"); + ~chatplayer("
What is the first thing I must do?"); @osman_first_thing; } else if($option = 2) { - ~chatplayer(neutral, "What is the second thing you need?"); + ~chatplayer("
What is the second thing you need?"); @osman_second_thing; } else { @osman_better_go; } [label,osman_second_thing] -~chatnpc(shifty, "We need the key, or we need a copy made.|If you can get some soft clay then you can copy the key..."); -~chatnpc(shifty, "...If you can convince Lady Keli to show it to you|for a moment. She is very boastful.|It should not be too hard."); -~chatnpc(shifty, "Bring the imprint to me, with a bar of bronze."); +~chatnpc("
We need the key, or we need a copy made.|If you can get some soft clay then you can copy the key..."); +~chatnpc("
...If you can convince Lady Keli to show it to you|for a moment. She is very boastful.|It should not be too hard."); +~chatnpc("
Bring the imprint to me, with a bar of bronze."); def_int $option = ~p_choice3("What is the first thing I must do?", 1, "What exactly is the second thing you need?", 2, "Okay, I better go find some things.", 3); if($option = 1) { - ~chatplayer(neutral, "What is the first thing I must do?"); + ~chatplayer("
What is the first thing I must do?"); @osman_first_thing; } else if($option = 2) { - ~chatplayer(neutral, "What exactly is the second thing you need?"); + ~chatplayer("
What exactly is the second thing you need?"); @osman_second_thing; } else { @osman_better_go; } [label,osman_better_go] -~chatplayer(neutral, "Okay, I had better go find some things."); -~chatnpc(shifty, "May good luck travel with you. Don't forget to find Leela. It can't be done without her help."); +~chatplayer("
Okay, I had better go find some things."); +~chatnpc("
May good luck travel with you. Don't forget to find Leela. It can't be done without her help.");
%prince_progress = ^prince_spoken_osman;
[label,osman_items]
if(%prince_keystatus = ^prince_keyclaimed & ~obj_gettotal(bronze_key) = 0) { // guessed mesanims, dialogue from chisel (can't find any video)
- ~chatplayer(sad, "I'm afraid I lost that key you gave me.");
- ~chatnpc(angry, "Foolish I'm afraid I lost that key you gave me.");
+ ~chatnpc(" Foolish I haven't got 15 coins with me.");
+ ~chatnpc(" Then come back to me when you do.");
}
- ~chatplayer(neutral, "Here, I have 15gp.");
+ ~chatplayer(" Here, I have 15gp.");
inv_del(inv, coins, 15);
%prince_keystatus = ^prince_keymade;
~mesbox("That is good. I will have another key made. You may collect it from Leela.");
} else if(%prince_keystatus = 0 & inv_total(inv, key_print) >= 1 & inv_total(inv, bronze_bar) >= 1) {
- ~chatnpc(shifty, "Well done; we can make the key now.");
+ ~chatnpc(" Well done; we can make the key now.");
inv_del(inv, key_print, 1);
inv_del(inv, bronze_bar, 1);
%prince_keystatus = ^prince_keymade;
~mesbox("Osman takes the key imprint and the bronze bar.");
- ~chatnpc(shifty, "Pick the key up from Leela.");
+ ~chatnpc(" Pick the key up from Leela.");
@multi2("Thank you. I will try to find the other items.", osman_other_items, "Can you tell me what I still need to get?", osman_still_need);
} else {
@osman_still_need;
}
[label,osman_still_need]
-~chatplayer(neutral, "Can you tell me what I still need to get?");
+~chatplayer(" Can you tell me what I still need to get?");
if(%prince_progress >= ^prince_prep_finished) {
if(inv_total(inv, bronze_key) > 0) {
- ~chatnpc(shifty, "You have the key, good."); // RSC
+ ~chatnpc(" You have the key, good."); // RSC
} else {
- ~chatnpc(shifty, "You can collect the key from Leela.");
+ ~chatnpc(" You can collect the key from Leela.");
}
} else {
- ~chatnpc(shifty, "A print of the key in soft clay and a bronze bar.|Then, collect the key from Leela.");
+ ~chatnpc(" A print of the key in soft clay and a bronze bar.|Then, collect the key from Leela.");
}
if(inv_total(inv, wig_blonde) >= 1) {
- ~chatnpc(shifty, "The wig you have got, well done.");
+ ~chatnpc(" The wig you have got, well done.");
} else {
- ~chatnpc(shifty, "You need to make a blonde wig somehow. Leela may help.");
+ ~chatnpc(" You need to make a blonde wig somehow. Leela may help.");
}
if(inv_total(inv, pink_skirt) >= 1) {
- ~chatnpc(shifty, "You have got the skirt, good.");
+ ~chatnpc(" You have got the skirt, good.");
} else {
- ~chatnpc(shifty, "You will need a skirt that looks the same as Keli's");
+ ~chatnpc(" You will need a skirt that looks the same as Keli's");
}
if(inv_total(inv, paste) >= 1) {
- ~chatnpc(shifty, "You have the skin paint, well done.|I thought you would struggle to make that.");
+ ~chatnpc(" You have the skin paint, well done.|I thought you would struggle to make that.");
} else {
- ~chatnpc(shifty, "Something to make the prince's skin appear lighter.");
+ ~chatnpc(" Something to make the prince's skin appear lighter.");
}
if(inv_total(inv, rope) >= 1) {
- ~chatnpc(shifty, "Yes, you have the rope.");
+ ~chatnpc(" Yes, you have the rope.");
} else {
- ~chatnpc(shifty, "A rope with which to tie Keli up.");
+ ~chatnpc(" A rope with which to tie Keli up.");
}
-~chatnpc(shifty, "Once you have everything, go to Leela.|She must be ready to get the prince away.");
+~chatnpc(" Once you have everything, go to Leela.|She must be ready to get the prince away.");
[label,osman_other_items]
-~chatplayer(neutral, "Thank you. I will try to find the other items.");
+~chatplayer(" Thank you. I will try to find the other items.");
[opnpcu,osman]
if(%prince_progress = ^prince_spoken_osman & (last_useitem = bronze_bar | last_useitem = key_print)) {
diff --git a/data/src/scripts/areas/area_alkharid/scripts/ranael.rs2 b/data/src/scripts/areas/area_alkharid/scripts/ranael.rs2
index 4bc9ae5b2..c9c4e6c4f 100644
--- a/data/src/scripts/areas/area_alkharid/scripts/ranael.rs2
+++ b/data/src/scripts/areas/area_alkharid/scripts/ranael.rs2
@@ -1,9 +1,9 @@
[opnpc1,ranael]
-~chatnpc(neutral, "Do you want to buy any armoured skirts?|Designed especially for ladies who like to fight.");
+~chatnpc(" Do you want to buy any armoured skirts?|Designed especially for ladies who like to fight.");
def_int $option = ~p_choice2("Yes please.", 1, "No thank you, that's not my scene.", 2);
if($option = 1) {
- ~chatplayer(neutral, "Yes please.");
+ ~chatplayer(" Yes please.");
~openshop_activenpc;
} else if($option = 2) {
- ~chatplayer(neutral, "No thank you, that's not my scene.");
+ ~chatplayer(" No thank you, that's not my scene.");
}
diff --git a/data/src/scripts/areas/area_alkharid/scripts/shantay.rs2 b/data/src/scripts/areas/area_alkharid/scripts/shantay.rs2
index 797a9bc18..09e387820 100644
--- a/data/src/scripts/areas/area_alkharid/scripts/shantay.rs2
+++ b/data/src/scripts/areas/area_alkharid/scripts/shantay.rs2
@@ -1,10 +1,10 @@
[opnpc1,shantay]
if (%shantay_jail_progress = ^not_talked_to_shantay) {
- ~chatnpc(neutral, "Hello effendi, I am Shantay.");
- ~chatnpc(neutral, "I see you're new. Please read the billboard poster|before going into the desert. It'll give yer details on the|dangers you can face.");
+ ~chatnpc(" Hello effendi, I am Shantay.");
+ ~chatnpc(" I see you're new. Please read the billboard poster|before going into the desert. It'll give yer details on the|dangers you can face.");
%shantay_jail_progress = ^talked_to_shantay;
} else {
- ~chatnpc(neutral, "Hello again friend. Please read the billboard poster|before going into the desert. It'll give yer details on the|dangers you can face.");
+ ~chatnpc(" Hello again friend. Please read the billboard poster|before going into the desert. It'll give yer details on the|dangers you can face.");
}
@multi4("What is this place?", shantay_what_is_this_place, "Can I see what you have to sell please?", shantay_can_i_see_what_you_have_to_sell_please, "I must be going.", shantay_i_must_be_going, "I want to buy a shantay pass for 5 gold coins.", shantay_buy_shantay_pass);
@@ -15,78 +15,78 @@ if (%shantay_jail_progress = ^not_talked_to_shantay) {
[label,shantay_what_is_this_place]
if (%shantay_jail_progress = ^put_in_shantay_jail) {
%shantay_jail_progress = ^talked_to_shantay;
- ~chatnpc(neutral,"You should be in jail! Well, no doubt the authorities in|Port Sarim know what they're doing. But if you get|into any more trouble, you'll be stuck back in jail.");
+ ~chatnpc(" You should be in jail! Well, no doubt the authorities in|Port Sarim know what they're doing. But if you get|into any more trouble, you'll be stuck back in jail.");
return;
}
-~chatplayer(neutral, "What is this place?");
-~chatnpc(neutral, "This is the pass of Shantay. I guard this area with my|men. I am responsible for keeping this pass open and|repaired.");
-~chatnpc(neutral, "My men and I prevent outlaws from getting out of the|desert. And we stop the inexperienced from a dry death|in the sands. Which would you say you were?");
+~chatplayer(" What is this place?");
+~chatnpc(" This is the pass of Shantay. I guard this area with my|men. I am responsible for keeping this pass open and|repaired.");
+~chatnpc(" My men and I prevent outlaws from getting out of the|desert. And we stop the inexperienced from a dry death|in the sands. Which would you say you were?");
def_int $choice = ~p_choice3("I am definitely an outlaw, prepare to die!", 1, "I am a little inexperienced.", 2, "Er, neither, I'm an adventurer.", 3);
if ($choice = 1) {
- ~chatplayer(neutral, "I am definitely an outlaw, prepare to die!");
- ~chatnpc(neutral, "Ha, very funny.....");
- ~chatnpc(neutral, "Guards arrest I am definitely an outlaw, prepare to die!");
+ ~chatnpc(" Ha, very funny.....");
+ ~chatnpc(" Guards arrest You'll have to stay in there until you pay the fine of|five gold pieces. Do you want to pay now?");
@multi2("Yes, okay.", shantay_yes_okay_ill_pay_the_fine, "No thanks, you're not having my money.", shantay_no_thanks_youre_not_having_my_money);
}
if ($choice = 2) {
- ~chatplayer(neutral, "I am a little inexperienced.");
- ~chatnpc(neutral, "Can I recommend that you purchase a full waterskin|and a knife! These items will no doubt save your life. A|waterskin will keep water from evaporating in the desert.");
- ~chatnpc(neutral, "And a keen woodsman with a knife can extract the juice|from a cactus. Before you go into the desert, it's|advisable to wear desert clothes. It's very hot in the|desert and you'll surely cook if you wear armour.");
- ~chatnpc(neutral, "To keep the pass bandit free, we charge a small toll of|five gold pieces. You can buy a desert pass from me,|just ask me to open the shop. You can also use our|free banking services by clicking on the chest.");
+ ~chatplayer(" I am a little inexperienced.");
+ ~chatnpc(" Can I recommend that you purchase a full waterskin|and a knife! These items will no doubt save your life. A|waterskin will keep water from evaporating in the desert.");
+ ~chatnpc(" And a keen woodsman with a knife can extract the juice|from a cactus. Before you go into the desert, it's|advisable to wear desert clothes. It's very hot in the|desert and you'll surely cook if you wear armour.");
+ ~chatnpc(" To keep the pass bandit free, we charge a small toll of|five gold pieces. You can buy a desert pass from me,|just ask me to open the shop. You can also use our|free banking services by clicking on the chest.");
}
if ($choice = 3) {
- ~chatplayer(neutral, "Er, neither, I'm an adventurer.");
- ~chatnpc(neutral, "Great, I have just the thing for the desert adventurer.|I sell desert clothes which will keep you cool in the heat|of the desert. I also sell waterskins so that you won't|die in the desert.");
- ~chatnpc(neutral, "A waterskin and a knife help you survive from the juice|of a cactus. Use the chest to store your items, we'll take|them to the bank. It's hot in the desert, you'll bake in|all that armour.");
- ~chatnpc(neutral, "To keep the pass open we ask for 5 gold pieces. And|we give you a Shantay Pass, just ask to see what I sell|to buy one.");
+ ~chatplayer(" Er, neither, I'm an adventurer.");
+ ~chatnpc(" Great, I have just the thing for the desert adventurer.|I sell desert clothes which will keep you cool in the heat|of the desert. I also sell waterskins so that you won't|die in the desert.");
+ ~chatnpc(" A waterskin and a knife help you survive from the juice|of a cactus. Use the chest to store your items, we'll take|them to the bank. It's hot in the desert, you'll bake in|all that armour.");
+ ~chatnpc(" To keep the pass open we ask for 5 gold pieces. And|we give you a Shantay Pass, just ask to see what I sell|to buy one.");
}
@multi3("Can I See what you have to sell please?", shantay_can_i_see_what_you_have_to_sell_please, "I must be going.", shantay_i_must_be_going, "Why do I have to pay to go into the desert?", shantay_pay_for_desert);
[label,shantay_pay_for_desert]
-~chatplayer(neutral, "Why do I have to pay to go into the desert?");
+~chatplayer(" Why do I have to pay to go into the desert?");
if_close;
mes("Shantay opens his arms wide as if to embrace you.");
p_delay(3);
-~chatnpc(neutral, "Effendi, you insult me! I am not interested in making|a profit from you! I merely seek to cover my expenses|in keeping this pass open.");
-~chatnpc(neutral, "There is repair work to carry out and also the men's|wages to consider. For the paltry sum of 5 Gold pieces,|I think we offer a great service.");
+~chatnpc(" Effendi, you insult me! I am not interested in making|a profit from you! I merely seek to cover my expenses|in keeping this pass open.");
+~chatnpc(" There is repair work to carry out and also the men's|wages to consider. For the paltry sum of 5 Gold pieces,|I think we offer a great service.");
@multi2("Can I see what you have to sell please?", shantay_can_i_see_what_you_have_to_sell_please, "I must be going.", shantay_i_must_be_going);
[label,shantay_ill_pay_the_fine]
-~chatplayer(neutral, "I'll pay the fine.");
+~chatplayer(" I'll pay the fine.");
// comma is NOT a typo, its from osrs
// Message(type = DIALOG, text = "Shantay|Okay then..., you'll need access to your bank.")
-~chatnpc(neutral, "Okay then..., you'll need access to your bank.");
+~chatnpc(" Okay then..., you'll need access to your bank.");
@openbank;
[label,shantay_no_thanks_youre_not_having_my_money]
-~chatplayer(neutral, "No thanks, you're not having my money.");
+~chatplayer(" No thanks, you're not having my money.");
// https://storage.googleapis.com/tannerdino/images/rstransport13.gif
-~chatnpc(neutral, "You have a choice.|You can either pay five gold pieces or...|You can be transported to a maximum security prison|in Port Sarim.");
-~chatnpc(neutral, "Will you pay the five gold pieces?");
+~chatnpc(" You have a choice.|You can either pay five gold pieces or...|You can be transported to a maximum security prison|in Port Sarim.");
+~chatnpc(" Will you pay the five gold pieces?");
def_int $choice = ~p_choice2("Yes, okay.", 1, "No, do your worst!", 2);
if ($choice = 1) {
@shantay_ill_pay_the_fine;
}
-~chatnpc(neutral, "You are to be transported to a maximum security|prison in Port Sarim. I hope you've learnt an important|lesson from this.");
+~chatnpc(" You are to be transported to a maximum security|prison in Port Sarim. I hope you've learnt an important|lesson from this.");
@shantay_send_player_to_port_sarim;
[label,shantay_yes_okay_ill_pay_the_fine]
-~chatplayer(neutral, "Yes, okay.");
-~chatnpc(neutral, "Good, I see that you have come to your senses.");
+~chatplayer(" Yes, okay.");
+~chatnpc(" Good, I see that you have come to your senses.");
if (inv_total(inv, coins) < 5) {
- ~chatnpc(neutral, "You don't have that kind of cash on you I see.");
+ ~chatnpc(" You don't have that kind of cash on you I see.");
if (inv_total(bank, coins) >= 5) {
- ~chatnpc(neutral, "But perhaps you have some in your bank? Or would you prefer the maximum security prison in Port Sarim.");
- ~chatnpc(neutral, "Which is it going to be?");
+ ~chatnpc(" But perhaps you have some in your bank? Or would you prefer the maximum security prison in Port Sarim.");
+ ~chatnpc(" Which is it going to be?");
@multi2("I'll pay the fine.", shantay_ill_pay_the_fine, "No thanks, you're not having my money.", shantay_no_thanks_youre_not_having_my_money);
}
@shantay_send_player_to_port_sarim;
@@ -94,7 +94,7 @@ if (inv_total(inv, coins) < 5) {
inv_del(inv, coins, 5);
%shantay_jail_progress = ^paid_shantay_jail_fine;
mes("You hand over five gold pieces to Shantay.");
-~chatnpc(neutral, "Great Effendi, now please try to keep the peace.");
+~chatnpc(" Great Effendi, now please try to keep the peace.");
mes("Shantay unlocks the door to the cell.");
@@ -104,23 +104,23 @@ p_telejump(0_47_49_9_46);
facesquare(movecoord(coord, -1, 0, 0));
[label,shantay_can_i_see_what_you_have_to_sell_please]
-~chatplayer(neutral, "Can I see what you have to sell please?");
-~chatnpc(neutral, "Absolutely Effendi!");
+~chatplayer(" Can I see what you have to sell please?");
+~chatnpc(" Absolutely Effendi!");
~require_members_feature; // guess
~openshop_activenpc;
[label,shantay_i_must_be_going]
-~chatplayer(neutral, "I must be going.");
-~chatnpc(neutral, "So long...");
+~chatplayer(" I must be going.");
+~chatnpc(" So long...");
[label,shantay_buy_shantay_pass]
if (map_members = false) {
- ~chatnpc(neutral, "Sorry effendi, I can't offer this service right now.");
+ ~chatnpc(" Sorry effendi, I can't offer this service right now.");
~require_members_feature; // guess
}
-~chatplayer(neutral, "I want to buy a shantay pass for 5 gold coins.");
+~chatplayer(" I want to buy a shantay pass for 5 gold coins.");
if (inv_total(inv, coins) < 5) {
- ~chatnpc(neutral, "Sorry friend, the Shantay Pass is 5 gold coins. You|don't seem to have enough money!");
+ ~chatnpc(" Sorry friend, the Shantay Pass is 5 gold coins. You|don't seem to have enough money!");
return;
}
inv_add(inv, shantay_pass, 1);
diff --git a/data/src/scripts/areas/area_alkharid/scripts/shantay_pass.rs2 b/data/src/scripts/areas/area_alkharid/scripts/shantay_pass.rs2
index 085560cd6..b9e05b66d 100644
--- a/data/src/scripts/areas/area_alkharid/scripts/shantay_pass.rs2
+++ b/data/src/scripts/areas/area_alkharid/scripts/shantay_pass.rs2
@@ -2,19 +2,19 @@
// though most of this dialogue has rsc relics (mes's instead of mesbox's)
// the "What is this place?" is forsure pre tourist trap rework. https://web.archive.org/web/20051117094041/http://runehq.com/RHQSpecialReportsView.php?id=00523
[opnpc1,shantay_guard]
-~chatnpc(neutral, "Go talk to Shantay. I'm on duty and I don't have time to talk to the likes of you!");
+~chatnpc(" Go talk to Shantay. I'm on duty and I don't have time to talk to the likes of you!");
~mesbox("The guard seems quite bad tempered, probably from having to wear heavy armour in this intense heat.");
[opnpc1,shantay_pass_guard]
-~chatnpc(neutral, "Hello there! What can I do for you?");
+~chatnpc(" Hello there! What can I do for you?");
def_int $choice = ~p_choice2("I'd like to go into the desert please.", 1, "Nothing thanks.", 2);
if ($choice = 2) {
- ~chatplayer(neutral, "Nothing thanks.");
+ ~chatplayer(" Nothing thanks.");
return;
}
-~chatplayer(neutral, "I'd like to go into the desert please.");
+~chatplayer(" I'd like to go into the desert please.");
if (inv_total(inv, shantay_pass) < 1) {
- ~chatnpc(neutral, "You need a Shantay pass to get through this gate. See|Shantay, he will sell you one for a very reasonable|price.");
+ ~chatnpc(" You need a Shantay pass to get through this gate. See|Shantay, he will sell you one for a very reasonable|price.");
return;
}
~require_members_gate; // guess
@@ -28,13 +28,13 @@ if (inv_total(inv, shantay_disclaimer) < 1) {
return;
}
}
-~chatnpc(neutral, "Can I see your Shantay Desert Pass please.");
+~chatnpc(" Can I see your Shantay Desert Pass please.");
~objboxt(shantay_pass, "You hand over a Shantay Pass.");
-~chatplayer(neutral, "Sure, here you go!");
+~chatplayer(" Sure, here you go!");
inv_del(inv, shantay_pass, 1);
if (inv_total(inv, shantay_disclaimer) < 1) {
inv_add(inv, shantay_disclaimer, 1);
- ~chatnpc(neutral, "Here, have a disclaimer... It means that Shantay isn't|responsible if you die in the desert.");
+ ~chatnpc(" Here, have a disclaimer... It means that Shantay isn't|responsible if you die in the desert.");
}
if_close;
p_teleport(0_51_48_40_46);
@@ -47,13 +47,13 @@ p_telejump(movecoord(coord, 0, 0, -3));
[oploc1,shantay_jail_door]
def_boolean $is_inside = ~check_axis_locactive(coord);
-if (%shantay_jail_progress = ^put_in_shantay_jail & npc_finduid(~npc_within_distance(coord, shantay, 12)) = true) {
+if (%shantay_jail_progress = ^put_in_shantay_jail & npc_find(coord, shantay, 12, 0) = true) {
if ($is_inside = false) {
%shantay_jail_progress = ^paid_shantay_jail_fine;
- ~chatnpc(neutral, "You should be in jail! Well, no doubt the authorities in|Port Sarim know what they're doing. But if you get|into any more trouble, you'll be stuck back in jail.");
+ ~chatnpc(" You should be in jail! Well, no doubt the authorities in|Port Sarim know what they're doing. But if you get|into any more trouble, you'll be stuck back in jail.");
return;
}
- ~chatnpc(neutral, "If you want to be let out, you have to pay a fine of five gold. Do you want to pay now?");
+ ~chatnpc(" If you want to be let out, you have to pay a fine of five gold. Do you want to pay now?");
@multi2("Yes, okay.", shantay_yes_okay_ill_pay_the_fine, "No thanks, you're not having my money.", shantay_no_thanks_youre_not_having_my_money);
}
@@ -67,11 +67,11 @@ if (coordz(coord) <= coordz(loc_coord)) {
p_telejump(movecoord(coord, 0, 0, 3));
return;
}
-if (npc_finduid(~npc_within_distance(coord, shantay_pass_guard, 5)) = false) {
+if (npc_find(coord, shantay_pass_guard, 5, 0) = false) {
return;
}
if (inv_total(inv, shantay_pass) < 1) {
- ~chatnpc(neutral, "You need a Shantay pass to get through this gate. See|Shantay, he will sell you one for a very reasonable|price.");
+ ~chatnpc(" You need a Shantay pass to get through this gate. See|Shantay, he will sell you one for a very reasonable|price.");
return;
}
//https://youtu.be/VXwMnz9tTUs
@@ -84,13 +84,13 @@ if (inv_total(inv, shantay_disclaimer) < 1) {
return;
}
}
-~chatnpc(neutral, "Can I see your Shantay Desert Pass please.");
+~chatnpc(" Can I see your Shantay Desert Pass please.");
~objboxt(shantay_pass, "You hand over a Shantay Pass.");
-~chatplayer(neutral, "Sure, here you go!");
+~chatplayer(" Sure, here you go!");
inv_del(inv, shantay_pass, 1);
if (inv_total(inv, shantay_disclaimer) < 1) {
inv_add(inv, shantay_disclaimer, 1);
- ~chatnpc(neutral, "Here, have a disclaimer... It means that Shantay isn't|responsible if you die in the desert.");
+ ~chatnpc(" Here, have a disclaimer... It means that Shantay isn't|responsible if you die in the desert.");
}
if_close;
facesquare(movecoord(coord, 0, 0, -3));
diff --git a/data/src/scripts/areas/area_alkharid/scripts/silk_trader.rs2 b/data/src/scripts/areas/area_alkharid/scripts/silk_trader.rs2
index 15204fb71..a65514c32 100644
--- a/data/src/scripts/areas/area_alkharid/scripts/silk_trader.rs2
+++ b/data/src/scripts/areas/area_alkharid/scripts/silk_trader.rs2
@@ -1,22 +1,22 @@
// dialogue taken from osrs
[opnpc1,silk_trader]
-~chatnpc(neutral, "Do you want to buy any fine silks?");
+~chatnpc(" Do you want to buy any fine silks?");
def_int $choice = ~p_choice2("How much are they?", 1, "No. Silk doesn't suit me.", 2);
if ($choice = 2) {
- ~chatplayer(neutral, "No. Silk doesn't suit me.");
+ ~chatplayer(" No. Silk doesn't suit me.");
return;
}
-~chatplayer(neutral, "How much are they?");
-~chatnpc(neutral, "3 gp.");
+~chatplayer(" How much are they?");
+~chatnpc(" 3 gp.");
$choice = ~p_choice2("No. That's too much for me", 1, "Okay, that sounds good.", 2);
if ($choice = 2) {
- ~chatplayer(neutral, "Okay, that sounds good.");
+ ~chatplayer(" Okay, that sounds good.");
if (inv_total(inv, coins) < 3) {
- ~chatplayer(sad, "Oh dear. I don't have enough money.");
- ~chatnpc(angry, "Well, come back when you do have some money!");
+ ~chatplayer(" Oh dear. I don't have enough money.");
+ ~chatnpc(" Well, come back when you do have some money!");
return;
}
~objbox(silk, "You buy some silk for 3 gp.");
@@ -25,22 +25,22 @@ if ($choice = 2) {
return;
}
-~chatplayer(neutral, "No. That's too much for me.");
-~chatnpc(quiz, "2 gp and that's as low as I'll go.");
-~chatnpc(sad, "I'm not selling it for any less. You'll probably go and|sell it in Varrock for a profit, anyway.");
+~chatplayer(" No. That's too much for me.");
+~chatnpc(" 2 gp and that's as low as I'll go.");
+~chatnpc(" I'm not selling it for any less. You'll probably go and|sell it in Varrock for a profit, anyway.");
$choice = ~p_choice2("2 gp sounds good.", 1, "No, really. I don't want it.", 2);
if ($choice = 2) {
- ~chatplayer(neutral, "No, really. I don't want it.");
- ~chatnpc(neutral, "Okay, but that's the best price you're going to get.");
+ ~chatplayer(" No, really. I don't want it.");
+ ~chatnpc(" Okay, but that's the best price you're going to get.");
return;
}
-~chatplayer(neutral, "2 gp sounds good.");
+~chatplayer(" 2 gp sounds good.");
if (inv_total(inv, coins) < 2) {
- ~chatplayer(sad, "Oh dear. I don't have enough money.");
- ~chatnpc(angry, "Well, come back when you do have some money!");
+ ~chatplayer(" Oh dear. I don't have enough money.");
+ ~chatnpc(" Well, come back when you do have some money!");
return;
}
~objbox(silk, "You buy some silk for 2 gp.");
diff --git a/data/src/scripts/areas/area_alkharid/scripts/tanner.rs2 b/data/src/scripts/areas/area_alkharid/scripts/tanner.rs2
index 5b2b8fa38..e0f5889ef 100644
--- a/data/src/scripts/areas/area_alkharid/scripts/tanner.rs2
+++ b/data/src/scripts/areas/area_alkharid/scripts/tanner.rs2
@@ -3,39 +3,39 @@
if(inv_total(inv, trail_clue_easy_simple_exp008) = 1) {
@trail_tanner;
}
-~chatnpc(happy, "Greetings friend. I am a manufacturer of leather.");
+~chatnpc(" Greetings friend. I am a manufacturer of leather.");
def_int $total = calc(inv_total(inv, cow_hide) + inv_total(inv, dragonhide_green) + inv_total(inv, dragonhide_blue) + inv_total(inv, dragonhide_red) + inv_total(inv, dragonhide_black));
if($total > 0) {
if ($total = 1) {
- ~chatnpc(default, "I see you have brought me a hide.|Would you like me to tan it for you?");
+ ~chatnpc(" I see you have brought me a hide.|Would you like me to tan it for you?");
} else {
- ~chatnpc(default, "I see you have brought me some hides.|Would you like me to tan them for you?");
+ ~chatnpc(" I see you have brought me some hides.|Would you like me to tan them for you?");
}
switch_int(~p_choice2_header("Yes please.", 1, "No thanks.", 2, "What would you like to say?")) {
case 1 : @tan_leather_choices;
case 2 :
- ~chatplayer(happy, "No thanks.");
- ~chatnpc(happy, text_gender("Very well, sir, as you wish.", "Very well, madam, as you wish."));
+ ~chatplayer(" No thanks.");
+ ~chatnpc(text_gender(" Very well, sir, as you wish.", " Very well, madam, as you wish."));
return;
}
}
switch_int (~p_choice2_header("Can I buy some leather then?", 1, "Leather is rather weak stuff.", 2, "What would you like to say?")) {
case 1 :
- ~chatplayer(quiz, "Can I buy some leather then?");
- ~chatnpc(happy, "I make leather from animal hides. Bring me some|cowhides and one gold coin per hide, and I'll tan them|into soft leather for you.");
+ ~chatplayer(" Can I buy some leather then?");
+ ~chatnpc(" I make leather from animal hides. Bring me some|cowhides and one gold coin per hide, and I'll tan them|into soft leather for you.");
case 2 :
- ~chatplayer(default, "Leather is rather weak stuff.");
- ~chatnpc(happy, "Normal leather may be quite weak, but it's very cheap - I make it from cowhides for only 1 gp per hide - and it's so easy to craft that anyone can work with it.");
- ~chatnpc(happy, "Alternatively you could try hard leather. It's not so easy to craft, but I only charge 3 gp per cowhide to prepare it, and it makes much sturdier armour.");
- ~chatnpc(default, "I can also tan dragonhides, suitable for crafting into the highest quality armour for rangers.");
- ~chatplayer(happy, "Thanks, I'll bear it in mind.");
+ ~chatplayer(" Leather is rather weak stuff.");
+ ~chatnpc(" Normal leather may be quite weak, but it's very cheap - I make it from cowhides for only 1 gp per hide - and it's so easy to craft that anyone can work with it.");
+ ~chatnpc(" Alternatively you could try hard leather. It's not so easy to craft, but I only charge 3 gp per cowhide to prepare it, and it makes much sturdier armour.");
+ ~chatnpc(" I can also tan dragonhides, suitable for crafting into the highest quality armour for rangers.");
+ ~chatplayer(" Thanks, I'll bear it in mind.");
}
[opnpcu,tanner]
switch_obj(last_useitem) {
case cow_hide, dragonhide_green, dragonhide_blue, dragonhide_red, dragonhide_black : @tan_leather_choices;
- case leather, hardleather, dragon_leather, dragon_leather_blue, dragon_leather_red, dragon_leather_black : ~chatnpc(default, "Err... I have no use for that, I make the stuff!");
- case default : ~chatnpc(default, "Er... Thanks, but no thanks!");
+ case leather, hardleather, dragon_leather, dragon_leather_blue, dragon_leather_red, dragon_leather_black : ~chatnpc(" Err... I have no use for that, I make the stuff!");
+ case default : ~chatnpc(" Er... Thanks, but no thanks!");
}
// https://web.archive.org/web/20040804232357/http://runehq.com/viewcityguide.php?id=00390
@@ -80,7 +80,7 @@ if (oc_members($hide) = true | oc_members($leather) = true) {
}
def_int $coins_total = inv_total(inv, coins);
if ($coins_total < $cost) {
- ~chatnpc(happy, "You don't have enough coins to tan these hides.");
+ ~chatnpc(" You don't have enough coins to tan these hides.");
@exit;
}
def_int $hides_total = calc(inv_total(inv, $hide));
@@ -93,7 +93,7 @@ inv_del(inv, coins, calc($hides_total * $cost));
inv_add(inv, $leather, $hides_total);
[label,trail_tanner]
-~chatnpc(quiz, "Here you go!");
+~chatnpc(" Here you go!");
~trail_clue_progress;
inv_del(inv, trail_clue_easy_simple_exp007, 1);
if(~trail_clue_easy_complete = true) {
diff --git a/data/src/scripts/areas/area_alkharid/scripts/zeke.rs2 b/data/src/scripts/areas/area_alkharid/scripts/zeke.rs2
index 45da4bf40..6b726e9d6 100644
--- a/data/src/scripts/areas/area_alkharid/scripts/zeke.rs2
+++ b/data/src/scripts/areas/area_alkharid/scripts/zeke.rs2
@@ -3,19 +3,19 @@
if(inv_total(inv, trail_clue_easy_simple_exp007) = 1) {
@trail_zeke;
}
-~chatnpc(happy, "A thousand greetings, sir.");
+~chatnpc(" A thousand greetings, sir.");
def_int $option = ~p_choice2("Do you want to trade?", 1, "Nice cloak.", 2);
if($option = 1) {
- ~chatplayer(quiz, "Do you want to trade?");
- ~chatnpc(happy, "Yes, certainly. I deal in scimitars.");
+ ~chatplayer(" Do you want to trade?");
+ ~chatnpc(" Yes, certainly. I deal in scimitars.");
~openshop_activenpc;
} else if($option = 2) {
- ~chatplayer(neutral, "Nice cloak.");
- ~chatnpc(neutral, "Thank you.");
+ ~chatplayer(" Nice cloak.");
+ ~chatnpc(" Thank you.");
}
[label,trail_zeke]
-~chatnpc("default", "Well done!");
+~chatnpc(" Well done!");
~trail_clue_progress;
inv_del(inv, trail_clue_easy_simple_exp007, 1);
if(~trail_clue_easy_complete = true) {
diff --git a/data/src/scripts/areas/area_ardougne_east/scripts/aemad.rs2 b/data/src/scripts/areas/area_ardougne_east/scripts/aemad.rs2
index 40d67c7f9..944e92855 100644
--- a/data/src/scripts/areas/area_ardougne_east/scripts/aemad.rs2
+++ b/data/src/scripts/areas/area_ardougne_east/scripts/aemad.rs2
@@ -2,12 +2,12 @@
[opnpc1,kortan] @aemad_talk;
[label,aemad_talk]
-~chatnpc(happy, "Hello there. You've come to the right place if you're looking for adventurer's equipment.");
+~chatnpc(" Hello there. You've come to the right place if you're looking for adventurer's equipment.");
def_int $option = ~p_choice2("Oh that sounds interesting.", 1, "No, I've come to the wrong place.", 2);
if($option = 1) {
- ~chatplayer(neutral, "Oh that sounds interesting.");
+ ~chatplayer(" Oh that sounds interesting.");
~openshop_activenpc;
} else if($option = 2) {
- ~chatplayer(neutral, "No, sorry, I've come to the wrong place.");
- ~chatnpc(sad, "Hmph. Well, perhaps next time you'll need something from me?");
+ ~chatplayer(" No, sorry, I've come to the wrong place.");
+ ~chatnpc(" Hmph. Well, perhaps next time you'll need something from me?");
}
diff --git a/data/src/scripts/areas/area_ardougne_east/scripts/ardounge_monk.rs2 b/data/src/scripts/areas/area_ardougne_east/scripts/ardounge_monk.rs2
index 8b34752f4..308c1b34a 100644
--- a/data/src/scripts/areas/area_ardougne_east/scripts/ardounge_monk.rs2
+++ b/data/src/scripts/areas/area_ardougne_east/scripts/ardounge_monk.rs2
@@ -2,6 +2,6 @@
switch_int (%drunkmonk_progress) {
case ^drunkmonk_not_started: npc_say("Peace brother");
case ^drunkmonk_spoken_to_omad: npc_say("*yawn*");
- case ^drunkmonk_complete: ~chatnpc(drunk, "*hic* What a party! Wow!");
- case default: ~chatnpc(happy, "Can't wait for the party!");
+ case ^drunkmonk_complete: ~chatnpc(" *hic* What a party! Wow!");
+ case default: ~chatnpc(" Can't wait for the party!");
}
\ No newline at end of file
diff --git a/data/src/scripts/areas/area_ardougne_east/scripts/baker.rs2 b/data/src/scripts/areas/area_ardougne_east/scripts/baker.rs2
index 8a5b7ac73..fa2c01d3a 100644
--- a/data/src/scripts/areas/area_ardougne_east/scripts/baker.rs2
+++ b/data/src/scripts/areas/area_ardougne_east/scripts/baker.rs2
@@ -2,12 +2,12 @@
if (map_clock < %last_stolen_from_stall_baker) {
@stall_owner_alert_guards;
}
-def_string $line = text_gender("Good day Sir. Would you like some nice freshly baked bread?", "Good day Madame. Would you like some nice freshly baked bread?");
-~chatnpc(happy, $line);
+def_string $line = text_gender(" Good day Sir. Would you like some nice freshly baked bread?", " Good day Madame. Would you like some nice freshly baked bread?");
+~chatnpc($line);
def_int $option = ~p_choice2("Let's see what you have.", 1, "No thank you.", 2);
if($option = 1) {
~openshop_activenpc;
} else if($option = 2) {
- ~chatplayer(neutral, "No thank you.");
+ ~chatplayer(" No thank you.");
}
\ No newline at end of file
diff --git a/data/src/scripts/areas/area_ardougne_east/scripts/bartender.rs2 b/data/src/scripts/areas/area_ardougne_east/scripts/bartender.rs2
index e06762544..080e386af 100644
--- a/data/src/scripts/areas/area_ardougne_east/scripts/bartender.rs2
+++ b/data/src/scripts/areas/area_ardougne_east/scripts/bartender.rs2
@@ -1,7 +1,7 @@
[opnpc1,bartender_flyinghorse]
-~chatnpc(quiz, "Would you like to buy a drink?");
-~chatplayer(quiz, "What do you serve?");
-~chatnpc(happy, "Beer!");
+~chatnpc(" Would you like to buy a drink?");
+~chatplayer(" What do you serve?");
+~chatnpc(" Beer!");
def_int $option;
if(testbit(%barcrawl_progress, ^flyinghorse_index) = false & inv_total(inv, barcrawl_card) > 0) {
$option = ~p_choice3("I'll have a beer then.", 1, "I'll not have anything then.", 2, "I'm doing Alfred Grimhand's Barcrawl.", 3);
@@ -10,17 +10,17 @@ if(testbit(%barcrawl_progress, ^flyinghorse_index) = false & inv_total(inv, barc
}
if($option = 1) {
- ~chatplayer(happy, "I'll have a beer then.");
- ~chatnpc(happy, "Ok, that'll be two coins.");
+ ~chatplayer(" I'll have a beer then.");
+ ~chatnpc(" Ok, that'll be two coins.");
if (inv_total(inv, coins) < 2) {
- ~chatplayer(sad, "Oh dear. I don't seem to have enough money.");
+ ~chatplayer(" Oh dear. I don't seem to have enough money.");
return;
}
inv_del(inv, coins, 2);
inv_add(inv, beer, 1);
mes("You buy a pint of Beer.");
} else if($option = 2) {
- ~chatplayer(neutral, "I'll not have anything then.");
+ ~chatplayer(" I'll not have anything then.");
} else if($option = 3) {
@flyinghorse_barcrawl;
}
@@ -31,10 +31,10 @@ if(testbit(%barcrawl_progress, ^flyinghorse_index) = false & last_useitem = barc
}
[label,flyinghorse_barcrawl]
-~chatplayer(happy, "I'm doing Alfred Grimhand's Barcrawl.");
-~chatnpc(happy, "Fancy a bit of Heart Stopper then do you?|It'll only be 8 coins.");
+~chatplayer(" I'm doing Alfred Grimhand's Barcrawl.");
+~chatnpc(" Fancy a bit of Heart Stopper then do you?|It'll only be 8 coins.");
if(inv_total(inv, coins) < 8) {
- ~chatplayer(sad, "Sorry, I don't have 8 coins.");
+ ~chatplayer(" Sorry, I don't have 8 coins.");
return;
}
if_close;
diff --git a/data/src/scripts/areas/area_ardougne_east/scripts/brother_cedric.rs2 b/data/src/scripts/areas/area_ardougne_east/scripts/brother_cedric.rs2
index 03b0aee5b..e9acffa35 100644
--- a/data/src/scripts/areas/area_ardougne_east/scripts/brother_cedric.rs2
+++ b/data/src/scripts/areas/area_ardougne_east/scripts/brother_cedric.rs2
@@ -5,72 +5,72 @@ switch_int (%drunkmonk_progress) {
case ^drunkmonk_given_water: @cedric_fix_cart;
case ^drunkmonk_fixing_cart: @cedric_get_wood;
case ^drunkmonk_fixed_cart: @cedric_almost_done;
- case ^drunkmonk_complete: ~chatnpc(happy, "Brother Omad sends you his thanks! He won't be in a fit state to thank you in person.");
+ case ^drunkmonk_complete: ~chatnpc(" Brother Omad sends you his thanks! He won't be in a fit state to thank you in person.");
case default: @cedric_default;
}
[label,cedric_default]
-~chatplayer(neutral, "Hello.");
-~chatnpc(drunk, "Honey, money, woman and wine!");
-~chatplayer(quiz, "Are you ok?");
-~chatnpc(drunk, "Yesshh...hic up...beautiful!");
-~chatplayer(neutral, "Take care old monk.");
-~chatnpc(drunk, "La..di..da..hic..up!");
+~chatplayer(" Hello.");
+~chatnpc(" Honey, money, woman and wine!");
+~chatplayer(" Are you ok?");
+~chatnpc(" Yesshh...hic up...beautiful!");
+~chatplayer(" Take care old monk.");
+~chatnpc(" La..di..da..hic..up!");
mes("The old monk has had too much to drink.");
[label,cedric_okay]
-~chatplayer(quiz, "Brother Cedric are you okay?");
-~chatnpc(drunk, "Yeesshhh, I'm very, very drunk..hic..up..");
-~chatplayer(neutral, "Brother Omad needs the wine for the party.");
-~chatnpc(sad, "Oh dear, oh dear, I knew I had to do something!");
-~chatnpc(sad, "Pleashhh, find me a jug of water. Once I'm sober I'll 'elp you take the wine back.");
+~chatplayer(" Brother Cedric are you okay?");
+~chatnpc(" Yeesshhh, I'm very, very drunk..hic..up..");
+~chatplayer(" Brother Omad needs the wine for the party.");
+~chatnpc(" Oh dear, oh dear, I knew I had to do something!");
+~chatnpc(" Pleashhh, find me a jug of water. Once I'm sober I'll 'elp you take the wine back.");
%drunkmonk_progress = ^drunkmonk_finding_water;
[label,cedric_need_water]
-~chatplayer(quiz, "Are you okay?");
-~chatnpc(drunk, "Hic up! Oh my head! I need a jug of water.");
+~chatplayer(" Are you okay?");
+~chatnpc(" Hic up! Oh my head! I need a jug of water.");
if(inv_total(inv, jug_of_water) >= 1) {
- ~chatplayer(neutral, "Cedric! Here, drink! I have some water.");
- ~chatnpc(drunk, "Good stuff, my head's spinning!");
+ ~chatplayer(" Cedric! Here, drink! I have some water.");
+ ~chatnpc(" Good stuff, my head's spinning!");
sound_synth(liquid, 0, 0);
npc_say("Gulp...gulp!");
~objboxb(jug_of_water, "You hand the monk a jug of water.");
- ~chatnpc(neutral, "Aah! That's better!");
+ ~chatnpc(" Aah! That's better!");
inv_del(inv, jug_of_water, 1);
%drunkmonk_progress = ^drunkmonk_given_water;
@cedric_fix_cart;
}
-~chatplayer(neutral, "I'll see if I can get some.");
-~chatnpc(drunk, "Thanks! *hic*");
+~chatplayer(" I'll see if I can get some.");
+~chatnpc(" Thanks! *hic*");
[label,cedric_fix_cart]
-~chatnpc(neutral, "Now I just need to fix this cart and we can go party.");
-~chatnpc(quiz, "Could you help?");
+~chatnpc(" Now I just need to fix this cart and we can go party.");
+~chatnpc(" Could you help?");
def_int $option = ~p_choice2("No, I've helped enough monks today!", 1, "Yes, I'd be happy to!", 2);
if($option = 1) {
- ~chatplayer(angry, "No, I've helped enough monks today!");
- ~chatnpc(sad, "In that case I'd better drink more wine! It helps me think.");
+ ~chatplayer(" No, I've helped enough monks today!");
+ ~chatnpc(" In that case I'd better drink more wine! It helps me think.");
} else if ($option = 2) {
- ~chatplayer(happy, "Yes, I'd be happy to!");
+ ~chatplayer(" Yes, I'd be happy to!");
%drunkmonk_progress = ^drunkmonk_fixing_cart;
- ~chatnpc(happy, "Excellent, I just need some wood.");
- ~chatplayer(happy, "OK, I'll see what I can find.");
+ ~chatnpc(" Excellent, I just need some wood.");
+ ~chatplayer(" OK, I'll see what I can find.");
}
[label,cedric_get_wood]
-~chatnpc(quiz, "Did you manage to get some wood?");
+~chatnpc(" Did you manage to get some wood?");
if(inv_total(inv, logs) >= 1) {
~objbox(logs, "You hand Cedric some logs.");
- ~chatplayer(happy, "Here you go!");
- ~chatnpc(happy, "Well done! Now I'll fix this cart. You head back to Brother Omad and tell him I'll be there soon.");
- ~chatplayer(happy, "Ok! I'll see you later!");
+ ~chatplayer(" Here you go!");
+ ~chatnpc(" Well done! Now I'll fix this cart. You head back to Brother Omad and tell him I'll be there soon.");
+ ~chatplayer(" Ok! I'll see you later!");
inv_del(inv, logs, 1);
%drunkmonk_progress = ^drunkmonk_fixed_cart;
return;
}
-~chatplayer(neutral, "Not yet, I'm afraid.");
+~chatplayer(" Not yet, I'm afraid.");
[label,cedric_almost_done]
-~chatplayer(neutral, "Hello Cedric.");
-~chatnpc(default, "Hi, I'm almost done here. Could you tell Omad that I'll be back soon?");
+~chatplayer(" Hello Cedric.");
+~chatnpc(" Hi, I'm almost done here. Could you tell Omad that I'll be back soon?");
diff --git a/data/src/scripts/areas/area_ardougne_east/scripts/brother_kojo.rs2 b/data/src/scripts/areas/area_ardougne_east/scripts/brother_kojo.rs2
index 9f80de9ac..9aae9b56a 100644
--- a/data/src/scripts/areas/area_ardougne_east/scripts/brother_kojo.rs2
+++ b/data/src/scripts/areas/area_ardougne_east/scripts/brother_kojo.rs2
@@ -1,13 +1,13 @@
[opnpc1,brother_kojo]
if(inv_total(inv, trail_chart) > 0 & inv_total(inv, trail_sextant) > 0) {
- ~chatplayer(happy, "Hello.");
- ~chatnpc(happy, "Hello, traveller, how can I help?");
- ~chatplayer(neutral, "I'm trying to learn to be a navigator.");
- ~chatnpc(sad, "I don't know if I can help you there.");
- ~chatplayer(neutral, "The professor from the Observatory says that I need a watch.");
- ~chatnpc("default", "Ah, that I can help you with. I've been thinkeing with this new idea of a watch and made a few. The problem is the villagers don't see the point as they have the Clock Tower!");
- ~chatplayer(neutral, "Can I have one?");
- ~chatnpc(happy, "You can have this one! It's the display model.");
+ ~chatplayer(" Hello.");
+ ~chatnpc(" Hello, traveller, how can I help?");
+ ~chatplayer(" I'm trying to learn to be a navigator.");
+ ~chatnpc(" I don't know if I can help you there.");
+ ~chatplayer(" The professor from the Observatory says that I need a watch.");
+ ~chatnpc(" Ah, that I can help you with. I've been thinkeing with this new idea of a watch and made a few. The problem is the villagers don't see the point as they have the Clock Tower!");
+ ~chatplayer(" Can I have one?");
+ ~chatnpc(" You can have this one! It's the display model.");
~objbox(trail_watch, "Brother Kojo has given you a watch.");
inv_add(inv, trail_watch, 1);
return;
diff --git a/data/src/scripts/areas/area_ardougne_east/scripts/brother_omad.rs2 b/data/src/scripts/areas/area_ardougne_east/scripts/brother_omad.rs2
index 1b96ab7aa..136f5b732 100644
--- a/data/src/scripts/areas/area_ardougne_east/scripts/brother_omad.rs2
+++ b/data/src/scripts/areas/area_ardougne_east/scripts/brother_omad.rs2
@@ -10,109 +10,109 @@ switch_int (%drunkmonk_progress) {
}
[label,omad_whats_wrong]
-~chatplayer(quiz, "Hello there, What's wrong?");
-~chatnpc(sad, "*yawn*...oh, hello...*yawn* I'm sorry! I'm just so tired! I haven't slept in a week!");
+~chatplayer(" Hello there, What's wrong?");
+~chatnpc(" *yawn*...oh, hello...*yawn* I'm sorry! I'm just so tired! I haven't slept in a week!");
switch_int (~p_choice2("Why can't you sleep, what's wrong?", 1, "Sorry! I'm too busy to hear your problems!", 2)) {
case 1: @omad_why;
- case 2: ~chatplayer(angry, "Sorry! I'm too busy to hear your problems!");
+ case 2: ~chatplayer(" Sorry! I'm too busy to hear your problems!");
}
[label,omad_why]
-~chatplayer(quiz, "Why can't you sleep, what's wrong?");
-~chatnpc(sad, "It's brother Androe's son! With his constant: Waaaaaah! Waaaaaaaaah! Androe said it's natural, but it's so annoying!");
-~chatplayer(happy, "I suppose that's what kids do.");
-~chatnpc(sad, "He was fine, up until last week! Thieves broke in! They stole his favourite sleeping blanket!");
-~chatnpc(sad, "Now he won't rest until it's returned... ...and that means neither can I!");
+~chatplayer(" Why can't you sleep, what's wrong?");
+~chatnpc(" It's brother Androe's son! With his constant: Waaaaaah! Waaaaaaaaah! Androe said it's natural, but it's so annoying!");
+~chatplayer(" I suppose that's what kids do.");
+~chatnpc(" He was fine, up until last week! Thieves broke in! They stole his favourite sleeping blanket!");
+~chatnpc(" Now he won't rest until it's returned... ...and that means neither can I!");
switch_int (~p_choice2("Can I help at all?", 1, "I'm sorry to hear that! I hope you find his blanket.", 2)) {
case 1: @omad_help;
- case 2: ~chatplayer(neutral, "I'm sorry to hear that! I hope you find his blanket.");
+ case 2: ~chatplayer(" I'm sorry to hear that! I hope you find his blanket.");
}
[label,omad_help]
-~chatplayer(quiz, "Can I help at all?");
-~chatnpc(default, "Please do. We won't be able to help you as we are peaceful men but we would be grateful for your help!");
-~chatplayer(neutral, "Where are they?");
+~chatplayer(" Can I help at all?");
+~chatnpc(" Please do. We won't be able to help you as we are peaceful men but we would be grateful for your help!");
+~chatplayer(" Where are they?");
%drunkmonk_progress = ^drunkmonk_spoken_to_omad;
softtimer(blanket_ladder, 1);
~send_quest_progress(questlist:drunkmonk, %drunkmonk_progress, ^drunkmonk_complete);
-~chatnpc(default, "They hide in a secret cave in the forest. It's hidden under a ring of stones. Please, bring back the blanket!");
+~chatnpc(" They hide in a secret cave in the forest. It's hidden under a ring of stones. Please, bring back the blanket!");
[label,omad_have_blanket]
-~chatplayer(neutral, "Hello.");
-~chatnpc(sad, "*yawn*...oh, hello again...*yawn*");
-~chatnpc(sad, "Please tell me you have the blanket.");
+~chatplayer(" Hello.");
+~chatnpc(" *yawn*...oh, hello again...*yawn*");
+~chatnpc(" Please tell me you have the blanket.");
if(inv_total(inv, childs_blanket) >= 1) {
- ~chatplayer(happy, "Yes! I've recovered it from the clutches of the evil thieves!");
+ ~chatplayer(" Yes! I've recovered it from the clutches of the evil thieves!");
~objbox(childs_blanket, "You hand the monk the childs blanket.");
- ~chatnpc(happy, "Really, that's excellent, well done! Maybe now I will be able to get some rest.");
- ~chatnpc(neutral, "*yawn*..I'm off to bed! Farewell brave traveller!");
+ ~chatnpc(" Really, that's excellent, well done! Maybe now I will be able to get some rest.");
+ ~chatnpc(" *yawn*..I'm off to bed! Farewell brave traveller!");
inv_del(inv, childs_blanket, 1);
%drunkmonk_progress = ^drunkmonk_retrieved_blanket;
return;
}
-~chatplayer(sad, "I'm afraid not.");
-~chatnpc(sad, "I need some sleep!");
+~chatplayer(" I'm afraid not.");
+~chatnpc(" I need some sleep!");
[label,omad_organize_party]
-~chatplayer(neutral, "Hello, how are you?");
-~chatnpc(happy, "Much better now I'm sleeping well! Now I can organise the party.");
-~chatplayer(happy, "Ooh! What party?");
-~chatnpc(happy, "The son of Brother Androe's birthday party. He's going to be one year old!");
-~chatplayer(happy, "That's sweet!");
-~chatnpc(happy, "It's also a great excuse for a drink!");
-~chatnpc(neutral, "We just need Brother Cedric to return with the wine.");
+~chatplayer(" Hello, how are you?");
+~chatnpc(" Much better now I'm sleeping well! Now I can organise the party.");
+~chatplayer(" Ooh! What party?");
+~chatnpc(" The son of Brother Androe's birthday party. He's going to be one year old!");
+~chatplayer(" That's sweet!");
+~chatnpc(" It's also a great excuse for a drink!");
+~chatnpc(" We just need Brother Cedric to return with the wine.");
def_int $option = ~p_choice2("Who's Brother Cedric?", 1, "Enjoy it! I'll see you soon!", 2);
if($option = 1) {
- ~chatplayer(quiz, "Who's Brother Cedric?");
- ~chatnpc(default, "Cedric is a member of the order too. We sent him out three days ago to collect wine. But he didn't return!");
- ~chatnpc(angry, "He most probably got drunk and lost in the forest!");
- ~chatnpc(quiz, "I don't suppose you could look for him?");
+ ~chatplayer(" Who's Brother Cedric?");
+ ~chatnpc(" Cedric is a member of the order too. We sent him out three days ago to collect wine. But he didn't return!");
+ ~chatnpc(" He most probably got drunk and lost in the forest!");
+ ~chatnpc(" I don't suppose you could look for him?");
@multi3("I've no time for that, sorry.", omad_no_time, "Where should I look?", omad_where_look, "Can I come to the party?", omad_come);
} else if($option = 2) {
- ~chatplayer(happy, "Enjoy it! I'll see you soon!");
- ~chatnpc(neutral, "Take care traveller.");
+ ~chatplayer(" Enjoy it! I'll see you soon!");
+ ~chatnpc(" Take care traveller.");
}
[label,omad_no_time]
-~chatplayer(neutral, "I've no time for that, sorry.");
-~chatnpc(sad, "Okay traveller, take care.");
+~chatplayer(" I've no time for that, sorry.");
+~chatnpc(" Okay traveller, take care.");
[label,omad_where_look]
-~chatplayer(quiz, "Where should I look?");
-~chatnpc(happy, "Oh, he won't be far. Probably out in the forest.");
-~chatplayer(neutral, "Ok, I'll go and find him.");
+~chatplayer(" Where should I look?");
+~chatnpc(" Oh, he won't be far. Probably out in the forest.");
+~chatplayer(" Ok, I'll go and find him.");
%drunkmonk_progress = ^drunkmonk_looking_cedric;
[label,omad_come]
-~chatplayer(happy, "Can I come to the party?");
-~chatnpc(neutral, "Of course, but we need the wine first.");
+~chatplayer(" Can I come to the party?");
+~chatnpc(" Of course, but we need the wine first.");
[label,omad_need_wine]
-~chatplayer(neutral, "Hello brother Omad.");
+~chatplayer(" Hello brother Omad.");
if(%drunkmonk_progress = ^drunkmonk_looking_cedric) {
- ~chatnpc(neutral, "Hello adventurer, have you found Brother Cedric?");
- ~chatplayer(neutral, "Not yet.");
- ~chatnpc(sad, "Well, keep looking, we need that wine!");
+ ~chatnpc(" Hello adventurer, have you found Brother Cedric?");
+ ~chatplayer(" Not yet.");
+ ~chatnpc(" Well, keep looking, we need that wine!");
} else if(%drunkmonk_progress = ^drunkmonk_finding_water) {
- ~chatnpc(sad, "Hello adventurer, have you found Brother Cedric?");
- ~chatplayer(happy, "Yes I've seen him, he's a bit drunk!");
- ~chatnpc(happy, "Well, try your best to get him back here!");
+ ~chatnpc(" Hello adventurer, have you found Brother Cedric?");
+ ~chatplayer(" Yes I've seen him, he's a bit drunk!");
+ ~chatnpc(" Well, try your best to get him back here!");
}
[label,omad_hello_again]
-~chatplayer(neutral, "Hello again brother Omad.");
-~chatnpc(quiz, "Hello adventurer, where's Brother Cedric?");
-~chatplayer(neutral, "He's having a bit of trouble with his cart.");
-~chatnpc(sad, "Hmmm! Maybe you could help?");
+~chatplayer(" Hello again brother Omad.");
+~chatnpc(" Hello adventurer, where's Brother Cedric?");
+~chatplayer(" He's having a bit of trouble with his cart.");
+~chatnpc(" Hmmm! Maybe you could help?");
[label,omad_party]
-~chatplayer(happy, "Hi Omad, Brother Cedric is on his way!");
-~chatnpc(happy, "Good! Good! Now we can party!");
-~chatnpc(happy, "I have little to repay you with but please! Take these Rune Stones.");
+~chatplayer(" Hi Omad, Brother Cedric is on his way!");
+~chatnpc(" Good! Good! Now we can party!");
+~chatnpc(" I have little to repay you with but please! Take these Rune Stones.");
~objboxt(lawrune, "Brother Omad gives you 8 Law Runes.");
-~chatplayer(happy, "Thanks Brother Omad!");
-~chatnpc(happy, "OK, let's party!");
+~chatplayer(" Thanks Brother Omad!");
+~chatnpc(" OK, let's party!");
@drunkmonk_party;
[label,omad_postparty]
-~chatnpc(drunk, "Dum dee do la la! *hiccup* That was some party!");
\ No newline at end of file
+~chatnpc(" Dum dee do la la! *hiccup* That was some party!");
\ No newline at end of file
diff --git a/data/src/scripts/areas/area_ardougne_east/scripts/captain_barnaby.rs2 b/data/src/scripts/areas/area_ardougne_east/scripts/captain_barnaby.rs2
index 5946657fd..eb408485f 100644
--- a/data/src/scripts/areas/area_ardougne_east/scripts/captain_barnaby.rs2
+++ b/data/src/scripts/areas/area_ardougne_east/scripts/captain_barnaby.rs2
@@ -1,16 +1,16 @@
[opnpc1,captain_barnaby]
-~chatnpc(neutral, "Do you want to go on a trip to Brimhaven?|The trip will cost you 30 coins.");
+~chatnpc(" Do you want to go on a trip to Brimhaven?|The trip will cost you 30 coins.");
def_int $option = ~p_choice2("Yes please.", 1, "No. thank you.", 2);
switch_int ($option) {
case 1:
- ~chatplayer(happy, "Yes please.");
+ ~chatplayer(" Yes please.");
if (inv_total(inv, coins) < 30) {
- ~chatplayer(sad, "Oh dear, I don't actually seem to have enough money.");
+ ~chatplayer(" Oh dear, I don't actually seem to have enough money.");
return;
}
inv_del(inv, coins, 30);
~set_sail("Brimhaven", "You pay 30 coins and board the ship.", 1_43_50_23_34, ^sail_ardougne_to_brimhaven, 7);
return;
case 2:
- ~chatplayer(neutral, "No, thank you.");
+ ~chatplayer(" No, thank you.");
}
\ No newline at end of file
diff --git a/data/src/scripts/areas/area_ardougne_east/scripts/caroline.rs2 b/data/src/scripts/areas/area_ardougne_east/scripts/caroline.rs2
index 6221b2797..79b4d6871 100644
--- a/data/src/scripts/areas/area_ardougne_east/scripts/caroline.rs2
+++ b/data/src/scripts/areas/area_ardougne_east/scripts/caroline.rs2
@@ -7,55 +7,55 @@ switch_int(%seaslug_progress) {
}
[label,caroline_help]
-~chatplayer(happy, "Hello there.");
-~chatnpc(sad, "Is there any chance you could help me?");
-~chatplayer(quiz, "What's wrong?");
-~chatnpc(neutral, "It's my husband, he works on a fishing platform.|Once a month he takes our son, Kennith, out with him.");
-~chatnpc(confused, "They usually write to me regularly, but I've heard nothing all week. It's very strange.");
-~chatplayer(neutral, "Maybe the post was lost!");
-~chatnpc(confused, "Maybe, but no-one's heard from the other fishermen on the platform. Their families are becoming quite concerned.");
-~chatnpc(quiz, "Is there any chance you could visit the platform and find out what's going on?");
+~chatplayer(" Hello there.");
+~chatnpc(" Is there any chance you could help me?");
+~chatplayer(" What's wrong?");
+~chatnpc(" It's my husband, he works on a fishing platform.|Once a month he takes our son, Kennith, out with him.");
+~chatnpc(" They usually write to me regularly, but I've heard nothing all week. It's very strange.");
+~chatplayer(" Maybe the post was lost!");
+~chatnpc(" Maybe, but no-one's heard from the other fishermen on the platform. Their families are becoming quite concerned.");
+~chatnpc(" Is there any chance you could visit the platform and find out what's going on?");
switch_int(~p_choice2("I suppose so, how do I get there?", 1, "I'm sorry, I'm too busy.", 2)) {
case 1:
- ~chatplayer(neutral, "I suppose so, how do I get there?");
- ~chatnpc(neutral, "That's very good of you traveller.|My friend Holgart will take you there.");
- ~chatplayer(neutral, "Ok, I'll go and see if they're ok.");
+ ~chatplayer(" I suppose so, how do I get there?");
+ ~chatnpc(" That's very good of you traveller.|My friend Holgart will take you there.");
+ ~chatplayer(" Ok, I'll go and see if they're ok.");
%seaslug_progress = ^seaslug_started;
~send_quest_progress(questlist:seaslug, %seaslug_progress, ^seaslug_complete);
- ~chatnpc(neutral, "I'll reward you for your time.|It'll give me peace of mind|to know Kennith and my husband, Kent, are safe.");
+ ~chatnpc(" I'll reward you for your time.|It'll give me peace of mind|to know Kennith and my husband, Kent, are safe.");
case 2:
- ~chatplayer(neutral, "I'm sorry, I'm too busy.");
- ~chatnpc(sad, "That's a shame.");
- ~chatplayer(neutral, "Bye.");
- ~chatnpc(neutral, "Bye.");
+ ~chatplayer(" I'm sorry, I'm too busy.");
+ ~chatnpc(" That's a shame.");
+ ~chatplayer(" Bye.");
+ ~chatnpc(" Bye.");
}
[label,caroline_savedkennith]
-~chatplayer(happy, "Hello.");
-~chatnpc(happy, "Brave traveller, you've returned!");
-~chatnpc(sad, "Kennith told me about the strange goings-on at the platform. I had no idea it was so serious.");
-~chatnpc(neutral, "I could have lost my son and my husband if it wasn't for you.");
-~chatplayer(neutral, "We found Kent stranded on an island.");
-~chatnpc(neutral, "Yes, Holgart told me and sent a rescue party out.|Kent's back home now, resting with Kennith.|I don't think he'll be doing any fishing for a while.");
-~chatnpc(neutral, "Here, take these Oyster pearls as a reward.|They're worth quite a bit|and can be used to make lethal crossbow bolts.");
+~chatplayer(" Hello.");
+~chatnpc(" Brave traveller, you've returned!");
+~chatnpc(" Kennith told me about the strange goings-on at the platform. I had no idea it was so serious.");
+~chatnpc(" I could have lost my son and my husband if it wasn't for you.");
+~chatplayer(" We found Kent stranded on an island.");
+~chatnpc(" Yes, Holgart told me and sent a rescue party out.|Kent's back home now, resting with Kennith.|I don't think he'll be doing any fishing for a while.");
+~chatnpc(" Here, take these Oyster pearls as a reward.|They're worth quite a bit|and can be used to make lethal crossbow bolts.");
// QUEST REWARD
%seaslug_progress = ^seaslug_complete;
%questpoints = add(%questpoints, 1);
inv_add(inv, oyster_perls, 1);
givexp(fishing, 71750);
queue(seaslug_quest_complete, 0);
-~chatplayer(happy, "Thanks!");
-~chatnpc(happy, "Thank you.|Take care of yourself traveller.");
+~chatplayer(" Thanks!");
+~chatnpc(" Thank you.|Take care of yourself traveller.");
[label,caroline_postquest]
-~chatplayer(happy, "Hello again.");
-~chatnpc(happy, "Hello traveller, how are you?");
-~chatplayer(happy, "Not bad thanks, yourself?");
-~chatnpc(happy, "I'm good.|Busy as always looking after Kent and Kennith but no complaints.");
+~chatplayer(" Hello again.");
+~chatnpc(" Hello traveller, how are you?");
+~chatplayer(" Not bad thanks, yourself?");
+~chatnpc(" I'm good.|Busy as always looking after Kent and Kennith but no complaints.");
[label,caroline_anynews]
-~chatplayer(happy, "Hello Caroline.");
-~chatnpc(quiz, "Brave adventurer, have you any news about my son and his father?");
-~chatplayer(neutral, "I'm working on it now Caroline.");
-~chatnpc(sad, "Please bring them back safe and sound.");
-~chatplayer(neutral, "I'll do my best.");
\ No newline at end of file
+~chatplayer(" Hello Caroline.");
+~chatnpc(" Brave adventurer, have you any news about my son and his father?");
+~chatplayer(" I'm working on it now Caroline.");
+~chatnpc(" Please bring them back safe and sound.");
+~chatplayer(" I'll do my best.");
\ No newline at end of file
diff --git a/data/src/scripts/areas/area_ardougne_east/scripts/elena.rs2 b/data/src/scripts/areas/area_ardougne_east/scripts/elena.rs2
index ae2ca5b2a..21e41b23d 100644
--- a/data/src/scripts/areas/area_ardougne_east/scripts/elena.rs2
+++ b/data/src/scripts/areas/area_ardougne_east/scripts/elena.rs2
@@ -1,10 +1,10 @@
[opnpc1,elena]
-~chatplayer(happy, "Good day to you Good day to you You too, thanks for freeing me.");
+~chatnpc(" It's just a shame the mourners confiscated my equipment.");
+~chatplayer(" What did they take?");
+~chatnpc(" My distillator. I can't test any plague samples without it. They're holding it in the Mourners Headquarters in West Ardougne.");
+~chatnpc(" I must somehow retrieve that distillator if I am to find a cure for this awful affliction. Do you think you could help me?");
// TODO Biohazard quest impl.
-~chatplayer(neutral, "I'm busy at the moment, I'm afraid.");
-~chatnpc(neutral, "Fair enough.");
+~chatplayer(" I'm busy at the moment, I'm afraid.");
+~chatnpc(" Fair enough.");
diff --git a/data/src/scripts/areas/area_ardougne_east/scripts/fur_trader.rs2 b/data/src/scripts/areas/area_ardougne_east/scripts/fur_trader.rs2
index c0bef3d73..11c2afc15 100644
--- a/data/src/scripts/areas/area_ardougne_east/scripts/fur_trader.rs2
+++ b/data/src/scripts/areas/area_ardougne_east/scripts/fur_trader.rs2
@@ -2,12 +2,12 @@
if (map_clock < %last_stolen_from_stall_fur) {
@stall_owner_alert_guards;
}
-~chatnpc("default", "Would you like to trade in fur?");
+~chatnpc(" Would you like to trade in fur?");
def_int $option = ~p_choice2("Yes please.", 1, "No thanks.", 2);
if($option = 1) {
~openshop_activenpc;
} else if($option = 2) {
- ~chatplayer(neutral, "No thanks.");
+ ~chatplayer(" No thanks.");
}
diff --git a/data/src/scripts/areas/area_ardougne_east/scripts/gem_merchant.rs2 b/data/src/scripts/areas/area_ardougne_east/scripts/gem_merchant.rs2
index 1262f3c22..b8f08208b 100644
--- a/data/src/scripts/areas/area_ardougne_east/scripts/gem_merchant.rs2
+++ b/data/src/scripts/areas/area_ardougne_east/scripts/gem_merchant.rs2
@@ -2,5 +2,5 @@
if (map_clock < %last_stolen_from_stall_gem) {
@stall_owner_alert_guards;
}
-~chatnpc(neutral, "Here, look at my lovely gems.");
+~chatnpc(" Here, look at my lovely gems.");
~openshop_activenpc;
\ No newline at end of file
diff --git a/data/src/scripts/areas/area_ardougne_east/scripts/holgart_ardougne.rs2 b/data/src/scripts/areas/area_ardougne_east/scripts/holgart_ardougne.rs2
index 6b9501d5c..0181ebd2f 100644
--- a/data/src/scripts/areas/area_ardougne_east/scripts/holgart_ardougne.rs2
+++ b/data/src/scripts/areas/area_ardougne_east/scripts/holgart_ardougne.rs2
@@ -9,82 +9,82 @@ switch_int (%seaslug_progress) {
}
[label,holgart_prequest]
-~chatplayer(happy, "Hello there.");
-~chatnpc(happy, "Well hello m'laddy, beautiful day isn't it.");
-~chatplayer(neutral, "Not bad I suppose.");
-~chatnpc(happy, "Just smell that sea air... beautiful.");
-~chatplayer(confused, "Hmm... lovely...");
+~chatplayer(" Hello there.");
+~chatnpc(" Well hello m'laddy, beautiful day isn't it.");
+~chatplayer(" Not bad I suppose.");
+~chatnpc(" Just smell that sea air... beautiful.");
+~chatplayer(" Hmm... lovely...");
[label,holgart_wantboat]
-~chatplayer(happy, "Hello.");
-~chatnpc(happy, "Hello m'hearty.");
-~chatplayer(neutral, "I would like a ride on your boat to the fishing platform.");
-~chatnpc(sad, "I'm afraid it isn't sea worthy, it's full of holes.|To fill the holes I'll need some swamp paste.");
-~chatplayer(quiz, "Swamp paste?");
-~chatnpc(neutral, "Yes, swamp tar mixed with flour and heated over a fire.");
-~chatplayer(quiz, "Where can I find swamp tar?");
+~chatplayer(" Hello.");
+~chatnpc(" Hello m'hearty.");
+~chatplayer(" I would like a ride on your boat to the fishing platform.");
+~chatnpc(" I'm afraid it isn't sea worthy, it's full of holes.|To fill the holes I'll need some swamp paste.");
+~chatplayer(" Swamp paste?");
+~chatnpc(" Yes, swamp tar mixed with flour and heated over a fire.");
+~chatplayer(" Where can I find swamp tar?");
// OSRS checks if you have in your inv here, and skips from stage 1 -> 3 if you do, since RSC doesn't have this check we'll copy that
-~chatnpc(sad, "Unfortunately the only supply of swamp tar is in the swamps below Lumbridge. It's too far for an old man like me to travel.");
-~chatnpc(neutral, "If you make me some swamp paste I'll give you a ride in my boat.");
-~chatplayer(neutral, "I'll see what I can do.");
+~chatnpc(" Unfortunately the only supply of swamp tar is in the swamps below Lumbridge. It's too far for an old man like me to travel.");
+~chatnpc(" If you make me some swamp paste I'll give you a ride in my boat.");
+~chatplayer(" I'll see what I can do.");
%seaslug_progress = ^seaslug_spoken_holgart;
[label,holgart_paste]
-~chatplayer(happy, "Hello Holgart.");
-~chatnpc(quiz, "Hello m'hearty. Did you manage to make some swamp paste?");
+~chatplayer(" Hello Holgart.");
+~chatnpc(" Hello m'hearty. Did you manage to make some swamp paste?");
if(inv_total(inv, swamp_paste) < 1) {
- ~chatplayer(sad, "I'm afraid not.");
- ~chatnpc(neutral, "It's simply swamp tar mixed with flour heated over a fire. Unfortunately the only supply of swamp tar is in the swamps below Lumbridge.");
- ~chatnpc(neutral, "I can't fix my row boat without it.");
- ~chatplayer(neutral, "Ok, I'll try to find some.");
+ ~chatplayer(" I'm afraid not.");
+ ~chatnpc(" It's simply swamp tar mixed with flour heated over a fire. Unfortunately the only supply of swamp tar is in the swamps below Lumbridge.");
+ ~chatnpc(" I can't fix my row boat without it.");
+ ~chatplayer(" Ok, I'll try to find some.");
return;
}
-~chatplayer(happy, "Yes, I have some here.");
+~chatplayer(" Yes, I have some here.");
mes("You give Holgart the swamp paste.");
inv_del(inv, swamp_paste, 1);
%seaslug_progress = ^seaslug_boat_repaired;
-~chatnpc(neutral, "Superb, this looks great.");
+~chatnpc(" Superb, this looks great.");
~mesbox("Holgart smears the paste over the under side of his boat.");
-~chatnpc(happy, "That's the job done, now we can go.|Jump aboard!");
+~chatnpc(" That's the job done, now we can go.|Jump aboard!");
switch_int(~p_choice2("I'll come back later.", 1, "Okay, lets do it.", 2)) {
case 1:
- ~chatplayer(neutral, "I'll come back later.");
- ~chatnpc(neutral, "Okay then.|I'll wait here for you.");
+ ~chatplayer(" I'll come back later.");
+ ~chatnpc(" Okay then.|I'll wait here for you.");
case 2:
- ~chatplayer(happy, "Okay, lets do it.");
+ ~chatplayer(" Okay, lets do it.");
~board_ardougne_to_fishing_platform;
}
[label,holgart_strangethings]
-~chatplayer(happy, "Hello Holgart.");
-~chatnpc(neutral, "Hello again land lover.|There's some strange goings on,|on that platform, I tell you.");
+~chatplayer(" Hello Holgart.");
+~chatnpc(" Hello again land lover.|There's some strange goings on,|on that platform, I tell you.");
switch_int(~p_choice2("Will you take me there?", 1, "I'm keeping away from there.", 2)) {
case 1:
- ~chatplayer(quiz, "Will you take me there?");
- ~chatnpc(neutral, "Of course m'hearty. If that's what you want.");
+ ~chatplayer(" Will you take me there?");
+ ~chatnpc(" Of course m'hearty. If that's what you want.");
~board_ardougne_to_fishing_platform;
case 2:
- ~chatplayer(neutral, "I'm keeping away from there.");
- ~chatnpc(neutral, "Fair enough m'hearty.");
+ ~chatplayer(" I'm keeping away from there.");
+ ~chatnpc(" Fair enough m'hearty.");
}
[label,holgart_back_kent]
-~chatplayer(confused, "Holgart, can you take me back out to Kent?");
-~chatnpc(neutral, "Righty ho traveller. Let's go.");
+~chatplayer(" Holgart, can you take me back out to Kent?");
+~chatnpc(" Righty ho traveller. Let's go.");
~board_fishing_platform_to_island;
[label,holgart_fancy]
-~chatplayer(happy, "Hello again Holgart.");
-~chatnpc(quiz, "Well hello again m'hearty.|Your land loving legs getting bored?|Fancy some cold wet underfoot?");
-~chatplayer(confused, "Pardon?");
-~chatnpc(neutral, "Fancy going out to sea?");
+~chatplayer(" Hello again Holgart.");
+~chatnpc(" Well hello again m'hearty.|Your land loving legs getting bored?|Fancy some cold wet underfoot?");
+~chatplayer(" Pardon?");
+~chatnpc(" Fancy going out to sea?");
switch_int(~p_choice2("I'll come back later.", 1, "Okay, let's do it.", 2)) {
case 1:
- ~chatplayer(quiz, "I'll come back later.");
- ~chatnpc(neutral, "Okay then. I'll wait here for you.");
+ ~chatplayer(" I'll come back later.");
+ ~chatnpc(" Okay then. I'll wait here for you.");
case 2:
- ~chatplayer(happy, "Okay, let's do it.");
- ~chatnpc(neutral, "Hold on tight!");
+ ~chatplayer(" Okay, let's do it.");
+ ~chatnpc(" Hold on tight!");
~board_ardougne_to_fishing_platform;
}
diff --git a/data/src/scripts/areas/area_ardougne_east/scripts/horacio.rs2 b/data/src/scripts/areas/area_ardougne_east/scripts/horacio.rs2
index 4c3f17c26..6e0cf967c 100644
--- a/data/src/scripts/areas/area_ardougne_east/scripts/horacio.rs2
+++ b/data/src/scripts/areas/area_ardougne_east/scripts/horacio.rs2
@@ -1,26 +1,26 @@
[opnpc1,horacio]
-~chatnpc(happy, "It's a fine day to be out in the garden isn't it?");
+~chatnpc(" It's a fine day to be out in the garden isn't it?");
def_int $option = ~p_choice2("Yes, it's very nice.", 1, "So... who are you?", 2);
if($option = 1) {
- ~chatplayer(neutral, "Yes, it's very nice.");
- ~chatnpc(happy, "Days like these make me glad to be alive!");
+ ~chatplayer(" Yes, it's very nice.");
+ ~chatnpc(" Days like these make me glad to be alive!");
} else if ($option = 2) {
- ~chatplayer(quiz, "So... who are you?");
- ~chatnpc(neutral, "My name is Horacio Dobson. I'm the gardener to Lord Handelmort. Take a look around this beautiful garden, all of this is my handiwork.");
+ ~chatplayer(" So... who are you?");
+ ~chatnpc(" My name is Horacio Dobson. I'm the gardener to Lord Handelmort. Take a look around this beautiful garden, all of this is my handiwork.");
if(%totem_progress >= ^totem_started) {
@multi2("So... do you garden round the back too?", horacio_garden_back, "Do you need any help?", horacio_help);
}
}
[label,horacio_garden_back]
-~chatplayer(quiz, "So... do you garden round the back too?");
-~chatnpc(happy, "That I do!");
-~chatplayer(quiz, "Doesn't all of the security around the house get in your way then?");
+~chatplayer(" So... do you garden round the back too?");
+~chatnpc(" That I do!");
+~chatplayer(" Doesn't all of the security around the house get in your way then?");
// https://storage.googleapis.com/tannerdino/images/1_18.png
-~chatnpc(neutral, "Ah, I'm used to all that. I have|my keys, the guard dogs know me, and|I know the combination to the door lock.|It's rather easy, it's his middle name.");
-~chatplayer(quiz, "Whose middle name?");
-~chatnpc(confused, "Hum. I probably shouldn't have said that. Forget I mentioned it.");
+~chatnpc(" Ah, I'm used to all that. I have|my keys, the guard dogs know me, and|I know the combination to the door lock.|It's rather easy, it's his middle name.");
+~chatplayer(" Whose middle name?");
+~chatnpc(" Hum. I probably shouldn't have said that. Forget I mentioned it.");
[label,horacio_help]
-~chatplayer(quiz, "Do you need any help?");
-~chatnpc(happy, "Trying to muscle in on my job eh? I'm more than happy to do this all by myself!");
\ No newline at end of file
+~chatplayer(" Do you need any help?");
+~chatnpc(" Trying to muscle in on my job eh? I'm more than happy to do this all by myself!");
\ No newline at end of file
diff --git a/data/src/scripts/areas/area_ardougne_east/scripts/rdpt_employee.rs2 b/data/src/scripts/areas/area_ardougne_east/scripts/rdpt_employee.rs2
index 3e4d08e4c..d49c5324d 100644
--- a/data/src/scripts/areas/area_ardougne_east/scripts/rdpt_employee.rs2
+++ b/data/src/scripts/areas/area_ardougne_east/scripts/rdpt_employee.rs2
@@ -1,15 +1,15 @@
[opnpc1,rdpt_employee]
-~chatnpc(neutral, "Welcome to RDPT!");
+~chatnpc(" Welcome to RDPT!");
if(%totem_progress = ^totem_crate_marked) {
def_int $option = ~p_choice2("So, when are you going to deliver this crate?", 1, "Thank you, it's interesting in here.", 2);
if($option = 1) {
- ~chatplayer(quiz, "So, when are you going to deliver this crate?");
+ ~chatplayer(" So, when are you going to deliver this crate?");
%totem_progress = ^totem_crate_delivered;
- ~chatnpc(neutral, "Well... I guess we could do it now...");
+ ~chatnpc(" Well... I guess we could do it now...");
} else if ($option = 2) {
- ~chatplayer(neutral, "Thank you, it's interesting in here.");
- ~chatnpc(neutral, "We're the premier delivery service in ALL of RuneScape!");
+ ~chatplayer(" Thank you, it's interesting in here.");
+ ~chatnpc(" We're the premier delivery service in ALL of RuneScape!");
}
return;
}
-~chatplayer(neutral, "Thank you very much.");
\ No newline at end of file
+~chatplayer(" Thank you very much.");
\ No newline at end of file
diff --git a/data/src/scripts/areas/area_ardougne_east/scripts/silk_merchant.rs2 b/data/src/scripts/areas/area_ardougne_east/scripts/silk_merchant.rs2
index 9c9f25995..eb95511a6 100644
--- a/data/src/scripts/areas/area_ardougne_east/scripts/silk_merchant.rs2
+++ b/data/src/scripts/areas/area_ardougne_east/scripts/silk_merchant.rs2
@@ -3,51 +3,51 @@ if (map_clock < %last_stolen_from_stall_silk) {
@stall_owner_alert_guards;
}
if(inv_total(inv, silk) > 0) { //TODO - Add check for when player last stole from the Ardougne Silk Stall.
- ~chatplayer("neutral", "Hello. I have some fine silk from Al-Kharid to sell to you.");
- ~chatnpc("quiz", "Ah I may be interested in that. What sort of price were you looking at per piece of silk?");
+ ~chatplayer(" Hello. I have some fine silk from Al-Kharid to sell to you.");
+ ~chatnpc(" Ah I may be interested in that. What sort of price were you looking at per piece of silk?");
def_int $option = ~p_choice4("20 coins.", 1, "80 coins.", 2, "120 coins.", 3, "200 coins.", 4);
if($option = 1) {
- ~chatplayer(neutral, "20 coins.");
- ~chatnpc(happy, "Ok suits me.");
+ ~chatplayer(" 20 coins.");
+ ~chatnpc(" Ok suits me.");
~silk_merchant_sell_silk(20);
} else if($option = 2) {
- ~chatplayer(neutral, "80 coins.");
- ~chatnpc(shock, "80 coins? That's a bit steep!|How about 40 coins?");
+ ~chatplayer(" 80 coins.");
+ ~chatnpc(" 80 coins? That's a bit steep!|How about 40 coins?");
$option = ~p_choice3("Ok, 40 sounds good.", 1, "50 and that's my final price.", 2, "No, that is not enough.", 3);
if($option = 1) {
- ~chatplayer(neutral, "Ok, 40 sounds good.");
+ ~chatplayer(" Ok, 40 sounds good.");
~silk_merchant_sell_silk(40);
} else if($option = 2) {
- ~chatplayer(neutral, "50, and that's my final price.");
- ~chatnpc(happy, "Done.");
+ ~chatplayer(" 50, and that's my final price.");
+ ~chatnpc(" Done.");
~silk_merchant_sell_silk(50);
} else if($option = 3) {
- ~chatplayer(neutral, "No, that is not enough.");
+ ~chatplayer(" No, that is not enough.");
}
} else if($option = 3) {
- ~chatplayer(neutral, "120 coins.");
- ~chatnpc(neutral, "You'll never get that much for it. I'll be generous and give you 50 for it.");
+ ~chatplayer(" 120 coins.");
+ ~chatnpc(" You'll never get that much for it. I'll be generous and give you 50 for it.");
$option = ~p_choice3("Ok, I guess 50 will do.", 1, "I'll give it to you for 60.", 2, "No, that is not enough.", 3);
if($option = 1) {
- ~chatplayer(neutral, "Ok, I guess 50 will do.");
+ ~chatplayer(" Ok, I guess 50 will do.");
~silk_merchant_sell_silk(50);
} else if($option = 2) {
- ~chatplayer(happy, "I'll give it to you for 60.");
- ~chatnpc("default", "You drive a hard bargain, but|I guess that will have to do.");
+ ~chatplayer(" I'll give it to you for 60.");
+ ~chatnpc(" You drive a hard bargain, but|I guess that will have to do.");
~silk_merchant_sell_silk(60);
} else if($option = 3) {
- ~chatplayer(neutral, "No, that is not enough.");
+ ~chatplayer(" No, that is not enough.");
}
} else if($option = 4) {
- ~chatplayer(neutral, "200 coins.");
- ~chatnpc(angry, "Don't be ridiculous! That is far too much. You insult me with that price.");
+ ~chatplayer(" 200 coins.");
+ ~chatnpc(" Don't be ridiculous! That is far too much. You insult me with that price.");
}
} else {
- ~chatnpc("happy", "I buy silk. If you ever want to|sell any silk, bring it here.");
+ ~chatnpc(" I buy silk. If you ever want to|sell any silk, bring it here.");
}
[proc,silk_merchant_sell_silk](int $price)
diff --git a/data/src/scripts/areas/area_ardougne_east/scripts/silver_merchant.rs2 b/data/src/scripts/areas/area_ardougne_east/scripts/silver_merchant.rs2
index c246f4082..2a065a69f 100644
--- a/data/src/scripts/areas/area_ardougne_east/scripts/silver_merchant.rs2
+++ b/data/src/scripts/areas/area_ardougne_east/scripts/silver_merchant.rs2
@@ -3,12 +3,12 @@ if (map_clock < %last_stolen_from_stall_silver) {
npc_say("You stole from me. Talk to me when you've considered your actions!");
return;
}
-~chatnpc(happy, "Silver! Silver!|Best prices for buying and selling in all Kandarin!");
+~chatnpc(" Silver! Silver!|Best prices for buying and selling in all Kandarin!");
def_int $option = ~p_choice2("Yes please.", 1, "No thank you.", 2);
if($option = 1) {
~openshop_activenpc;
} else if($option = 2) {
- ~chatplayer(neutral, "No thank you.");
+ ~chatplayer(" No thank you.");
}
\ No newline at end of file
diff --git a/data/src/scripts/areas/area_ardougne_east/scripts/spice_seller.rs2 b/data/src/scripts/areas/area_ardougne_east/scripts/spice_seller.rs2
index 9c1af991d..dd711602a 100644
--- a/data/src/scripts/areas/area_ardougne_east/scripts/spice_seller.rs2
+++ b/data/src/scripts/areas/area_ardougne_east/scripts/spice_seller.rs2
@@ -2,12 +2,12 @@
if (map_clock < %last_stolen_from_stall_spice) {
@stall_owner_alert_guards;
}
-~chatnpc("neutral", "Are you interested in buying or selling spice?");
+~chatnpc(" Are you interested in buying or selling spice?");
def_int $option = ~p_choice2("Yes please.", 1, "No thanks.", 2);
if($option = 1) {
~openshop_activenpc;
} else if($option = 2) {
- ~chatplayer("neutral", "No thanks.");
+ ~chatplayer(" No thanks.");
}
\ No newline at end of file
diff --git a/data/src/scripts/areas/area_ardougne_east/scripts/wizard_cromperty.rs2 b/data/src/scripts/areas/area_ardougne_east/scripts/wizard_cromperty.rs2
index 54f7e77b0..a4a7a314a 100644
--- a/data/src/scripts/areas/area_ardougne_east/scripts/wizard_cromperty.rs2
+++ b/data/src/scripts/areas/area_ardougne_east/scripts/wizard_cromperty.rs2
@@ -1,55 +1,55 @@
[opnpc1,wizard_cromperty]
-~chatnpc(neutral, "Hello there.|My name is Cromperty.|I am a Wizard, and an inventor.");
+~chatnpc(" Hello there.|My name is Cromperty.|I am a Wizard, and an inventor.");
@multi2("Two jobs? That's got to be tough.", cromperty_two_jobs, "So what have you invented?", cromperty_what_invented);
[label,cromperty_two_jobs]
-~chatplayer(neutral, "Two jobs? That's got to be tough.");
-~chatnpc(happy, "Not when you combine them it isn't!|I invent MAGIC things!");
+~chatplayer(" Two jobs? That's got to be tough.");
+~chatnpc(" Not when you combine them it isn't!|I invent MAGIC things!");
def_int $option = ~p_choice2("So what have you invented?", 1, "Well, I shall leave you to your inventing.", 2);
if($option = 1) {
@cromperty_what_invented;
} else if($option = 2) {
- ~chatplayer(confused, "Well, I shall leave you to your inventing.");
- ~chatnpc(neutral, "Thank you for dropping by! Stop again anytime!");
+ ~chatplayer(" Well, I shall leave you to your inventing.");
+ ~chatnpc(" Thank you for dropping by! Stop again anytime!");
}
[label,cromperty_what_invented]
-~chatplayer(quiz, "So what have you invented?");
-~chatnpc(happy, "Ah! My latest invention is my patent pending teleportation block! It emits a low level magical signal, that will allow me to locate it anywhere in the world, and teleport anything");
-~chatnpc(happy, "directly to it! I hope to revolutionise the entire teleportation system! Don't you think I'm great? Uh, I mean it's great?");
+~chatplayer(" So what have you invented?");
+~chatnpc(" Ah! My latest invention is my patent pending teleportation block! It emits a low level magical signal, that will allow me to locate it anywhere in the world, and teleport anything");
+~chatnpc(" directly to it! I hope to revolutionise the entire teleportation system! Don't you think I'm great? Uh, I mean it's great?");
def_int $option = ~p_choice3("So where is the other block?", 1, "Can I be teleported please?", 2, "Well done, that's very clever.", 3);
if($option = 1) {
- ~chatplayer(quiz, "So where is the other block?");
- ~chatnpc(confused, "Well... Hmm. I would guess somewhere between here and the Wizards' Tower in Misthalin. All I know is that it hasn't got there yet as the wizards there would have contacted me.");
- ~chatnpc(sad, "I'm using the RPDT for delivery. They assured me it would be delivered promptly.");
+ ~chatplayer(" So where is the other block?");
+ ~chatnpc(" Well... Hmm. I would guess somewhere between here and the Wizards' Tower in Misthalin. All I know is that it hasn't got there yet as the wizards there would have contacted me.");
+ ~chatnpc(" I'm using the RPDT for delivery. They assured me it would be delivered promptly.");
$option = ~p_choice2("Can I be teleported please?", 1, "Who are the RPDT?", 2);
if($option = 1) {
@cromperty_teleport;
} else if($option = 2) {
- ~chatplayer(quiz, "Who are the RPDT?");
- ~chatnpc(happy, "The RuneScape Parcel Delivery Team. They come very highly recommended. Their motto is: 'We aim to deliver your stuff at some point after you have paid us!'");
+ ~chatplayer(" Who are the RPDT?");
+ ~chatnpc(" The RuneScape Parcel Delivery Team. They come very highly recommended. Their motto is: 'We aim to deliver your stuff at some point after you have paid us!'");
}
} else if($option = 2) {
@cromperty_teleport;
} else if($option = 3) {
- ~chatplayer(neutral, "Well done, that's very clever.");
- ~chatnpc(happy, "Yes it is isn't it? Forgive me for feeling a little smug, this is a major breakthrough in the field of teleportation!");
+ ~chatplayer(" Well done, that's very clever.");
+ ~chatnpc(" Yes it is isn't it? Forgive me for feeling a little smug, this is a major breakthrough in the field of teleportation!");
}
[label,cromperty_teleport]
-~chatplayer(quiz, "Can I be teleported please?");
-~chatnpc(neutral, "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.");
+~chatplayer(" Can I be teleported please?");
+~chatnpc(" 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.");
def_int $option = ~p_choice2("Yes, that sounds good. Teleport me!", 1, "That sounds dangerous. Leave me here.", 2);
if($option = 1) {
- ~chatplayer(neutral, "Yes, that sounds good. Teleport me!");
- ~chatnpc(happy, "Okey dokey! Ready?");
+ ~chatplayer(" Yes, that sounds good. Teleport me!");
+ ~chatnpc(" Okey dokey! Ready?");
if(%totem_progress < ^totem_complete) {
@rdpt_teleport;
}
- ~chatnpc(confused, "Hmm.... that's odd... I can't seem to get a signal...");
+ ~chatnpc(" Hmm.... that's odd... I can't seem to get a signal...");
} else if($option = 2) {
- ~chatplayer(shock, "That sounds dangerous. Leave me here.");
- ~chatnpc(neutral, "As you wish.");
+ ~chatplayer(" That sounds dangerous. Leave me here.");
+ ~chatnpc(" As you wish.");
}
[label,rdpt_teleport]
diff --git a/data/src/scripts/areas/area_ardougne_east/scripts/zenesha.rs2 b/data/src/scripts/areas/area_ardougne_east/scripts/zenesha.rs2
index 5172e5097..dfae2e9fa 100644
--- a/data/src/scripts/areas/area_ardougne_east/scripts/zenesha.rs2
+++ b/data/src/scripts/areas/area_ardougne_east/scripts/zenesha.rs2
@@ -1,9 +1,9 @@
[opnpc1,zenesha]
-~chatnpc(happy, "Hello there! I sell plate mail bodies,|are you interested?");
+~chatnpc(" Hello there! I sell plate mail bodies,|are you interested?");
def_int $option = ~p_choice2("I'm interested.", 1, "Sorry, I'm not interested.", 2);
if($option = 1) {
- ~chatplayer(neutral, "I'm interested.");
+ ~chatplayer(" I'm interested.");
~openshop_activenpc;
} else if($option = 2) {
- ~chatplayer(neutral, "Sorry, I'm not interested.");
+ ~chatplayer(" Sorry, I'm not interested.");
}
diff --git a/data/src/scripts/areas/area_ardougne_west/scripts/carla.rs2 b/data/src/scripts/areas/area_ardougne_west/scripts/carla.rs2
index 958a7ef33..176945677 100644
--- a/data/src/scripts/areas/area_ardougne_west/scripts/carla.rs2
+++ b/data/src/scripts/areas/area_ardougne_west/scripts/carla.rs2
@@ -1,26 +1,26 @@
[opnpc1,carla]
-~chatplayer(happy, "Hello.");
-~chatnpc(sad, "Oh, hello.");
-~chatplayer(quiz, "You seem upset... What's wrong?");
-~chatnpc(sad, "My son fell ill with the plague...");
-~chatplayer(sad, "That's awful, I'm sorry.");
-~chatnpc(sad, "It would be easier to cope with if I could have spent his last few days with him.");
-~chatplayer(quiz, "Why didn't you?");
-~chatnpc(sad, "Those mourners came and whisked him away. He didn't even seem that ill, I thought it was a common cold... But the mourners said that he was infected and had to be taken away.");
-~chatnpc(sad, "Two days later the mourners returned and told me he had died.");
-~chatplayer(sad, "Again, I'm sorry. Life can be harsh.");
+~chatplayer(" Hello.");
+~chatnpc(" Oh, hello.");
+~chatplayer(" You seem upset... What's wrong?");
+~chatnpc(" My son fell ill with the plague...");
+~chatplayer(" That's awful, I'm sorry.");
+~chatnpc(" It would be easier to cope with if I could have spent his last few days with him.");
+~chatplayer(" Why didn't you?");
+~chatnpc(" Those mourners came and whisked him away. He didn't even seem that ill, I thought it was a common cold... But the mourners said that he was infected and had to be taken away.");
+~chatnpc(" Two days later the mourners returned and told me he had died.");
+~chatplayer(" Again, I'm sorry. Life can be harsh.");
@multi3("Where did the plague come from?", carla_where_did_the_plague_come_from, "Have there been many victims of the plague?", carla_have_there_been_many_victims_of_the_plague, "I hope things get easier for you.", carla_i_hope_things_get_eaiser_for_you);
[label,carla_where_did_the_plague_come_from]
-~chatplayer(quiz, "Where did the plague come from?");
-~chatnpc(angry, "It's down to King Tyras. He and his men brought the plague here from the west, and then left us to suffer. One day he'll pay for what he's done!");
+~chatplayer(" Where did the plague come from?");
+~chatnpc(" It's down to King Tyras. He and his men brought the plague here from the west, and then left us to suffer. One day he'll pay for what he's done!");
[label,carla_have_there_been_many_victims_of_the_plague]
-~chatplayer(quiz, "Have there been many victims of the plague?");
-~chatnpc(sad, "You could say that... I've heard reports that half of West Ardougne is infected! Many have lost friends and family...");
-~chatplayer(quiz, "It sounds an awful way to live.");
-~chatnpc(sad, "People are very depressed and scared. I've never met anyone fully infected though. I suppose we should be grateful to the mourners for that.");
+~chatplayer(" Have there been many victims of the plague?");
+~chatnpc(" You could say that... I've heard reports that half of West Ardougne is infected! Many have lost friends and family...");
+~chatplayer(" It sounds an awful way to live.");
+~chatnpc(" People are very depressed and scared. I've never met anyone fully infected though. I suppose we should be grateful to the mourners for that.");
[label,carla_i_hope_things_get_eaiser_for_you]
-~chatplayer(sad, "I hope things get easier for you.");
-~chatnpc(sad, "Me too...");
+~chatplayer(" I hope things get easier for you.");
+~chatnpc(" Me too...");
diff --git a/data/src/scripts/areas/area_ardougne_west/scripts/chadwell.rs2 b/data/src/scripts/areas/area_ardougne_west/scripts/chadwell.rs2
index b2f6e63f4..71faad42d 100644
--- a/data/src/scripts/areas/area_ardougne_west/scripts/chadwell.rs2
+++ b/data/src/scripts/areas/area_ardougne_west/scripts/chadwell.rs2
@@ -1,11 +1,11 @@
[opnpc1,chadwell]
-~chatnpc(neutral, "Good day. What can I get you?");
+~chatnpc(" Good day. What can I get you?");
@multi2("Let's see what you've got.", chadwell_lets_see_what_youve_got, "Nothing thanks.", chadwell_nothing_thanks);
[label,chadwell_lets_see_what_youve_got]
-~chatplayer(happy, "Let's see what you've got.");
+~chatplayer(" Let's see what you've got.");
~openshop_activenpc;
[label,chadwell_nothing_thanks]
-~chatplayer(neutral, "Nothing thanks.");
-~chatnpc(happy, "Okay then.");
+~chatplayer(" Nothing thanks.");
+~chatnpc(" Okay then.");
diff --git a/data/src/scripts/areas/area_ardougne_west/scripts/child.rs2 b/data/src/scripts/areas/area_ardougne_west/scripts/child.rs2
index 51f3c2514..12c1f7707 100644
--- a/data/src/scripts/areas/area_ardougne_west/scripts/child.rs2
+++ b/data/src/scripts/areas/area_ardougne_west/scripts/child.rs2
@@ -2,5 +2,5 @@
[opnpc1,child_brown] @child_im_not_allowed_to_speak_with_strangers;
[label,child_im_not_allowed_to_speak_with_strangers]
-~chatplayer(neutral, "Hello there.");
-~chatnpc(neutral, "I'm not allowed to speak with strangers.");
+~chatplayer(" Hello there.");
+~chatnpc(" I'm not allowed to speak with strangers.");
diff --git a/data/src/scripts/areas/area_ardougne_west/scripts/civilian.rs2 b/data/src/scripts/areas/area_ardougne_west/scripts/civilian.rs2
index 7f7214be4..ca0fd6e4b 100644
--- a/data/src/scripts/areas/area_ardougne_west/scripts/civilian.rs2
+++ b/data/src/scripts/areas/area_ardougne_west/scripts/civilian.rs2
@@ -1,54 +1,54 @@
[opnpc1,civilian_blonde]
-~chatplayer(happy, "Hello there.");
-~chatnpc(neutral, "Oh hello, I'm sorry, I'm a bit worn out.");
-~chatplayer(neutral, "Busy day?");
-~chatnpc(neutral, "Oh, It's those mice! They're everywhere! What I really need is a cat. But they're hard to come by nowadays.");
+~chatplayer(" Hello there.");
+~chatnpc(" Oh hello, I'm sorry, I'm a bit worn out.");
+~chatplayer(" Busy day?");
+~chatnpc(" Oh, It's those mice! They're everywhere! What I really need is a cat. But they're hard to come by nowadays.");
@civilian_talk_about_cats;
[opnpc1,civilian_brown]
-~chatplayer(happy, "Hi there.");
-~chatnpc(happy, "Good day to you traveller.");
-~chatplayer(neutral, "What are you up to?");
-~chatnpc(bored, "Chasing mice as usual! It's all I seem to do nowadays.");
-~chatplayer(neutral, "You must waste a lot of time?");
-~chatnpc(neutral, "Yes, but what can you do? It's not like there's many cats around here!");
+~chatplayer(" Hi there.");
+~chatnpc(" Good day to you traveller.");
+~chatplayer(" What are you up to?");
+~chatnpc(" Chasing mice as usual! It's all I seem to do nowadays.");
+~chatplayer(" You must waste a lot of time?");
+~chatnpc(" Yes, but what can you do? It's not like there's many cats around here!");
@civilian_talk_about_cats;
[opnpc1,civilian_bald]
-~chatplayer(happy, "Hello there.");
-~chatnpc(neutral, "I'm a bit busy to talk right now, sorry.");
-~chatplayer(neutral, "Why? What are you doing?");
-~chatnpc(angry, "Trying to kill these mice! What I really need is a cat!");
+~chatplayer(" Hello there.");
+~chatnpc(" I'm a bit busy to talk right now, sorry.");
+~chatplayer(" Why? What are you doing?");
+~chatnpc(" Trying to kill these mice! What I really need is a cat!");
@civilian_talk_about_cats;
[label,civilian_talk_about_cats]
if (~civilian_player_has_cat = false) {
- ~chatplayer(neutral, "No, you're right, you don't see many around.");
+ ~chatplayer(" No, you're right, you don't see many around.");
return;
}
@multi2("I have a cat that I could sell.", civilian_i_have_a_cat_i_could_sell, "Nope, they're not easy to get hold of.", civilian_ok_then_youve_got_a_deal);
[label,civilian_i_have_a_cat_i_could_sell]
-~chatplayer(happy, "I have a cat that I could sell.");
-~chatnpc(happy, "You don't say, is that it ?");
-~chatplayer(happy, "Say hello to a real mouse killer!");
-~chatnpc(happy, "Hmmm, not bad, not bad at all. Looks like it's a lively one.");
-~chatplayer(confused, "Erm...kind of...");
-~chatnpc(neutral, "I don't have much in the way of money. I do have these!");
+~chatplayer(" I have a cat that I could sell.");
+~chatnpc(" You don't say, is that it ?");
+~chatplayer(" Say hello to a real mouse killer!");
+~chatnpc(" Hmmm, not bad, not bad at all. Looks like it's a lively one.");
+~chatplayer(" Erm...kind of...");
+~chatnpc(" I don't have much in the way of money. I do have these!");
~objbox(deathrune, "The peasant shows you a sack of Death Runes.");
-~chatnpc(happy, "The dwarves bring them from the mine for us. Tell you what, I'll give you 100 Death Runes for the cat.");
+~chatnpc(" The dwarves bring them from the mine for us. Tell you what, I'll give you 100 Death Runes for the cat.");
@multi2("Nope, I'm not parting for that.", civilian_im_not_parting_for_that, "Ok then, you've got a deal.", civilian_ok_then_youve_got_a_deal);
[label,civilian_nope_theyre_not_easy_to_get_hold_of]
-~chatplayer(neutral, "Nope, they're not easy to get hold of.");
+~chatplayer(" Nope, they're not easy to get hold of.");
[label,civilian_im_not_parting_for_that]
-~chatplayer(angry, "Nope, I'm not parting for that.");
-~chatnpc(angry, "Well, I'm not giving you anymore!");
+~chatplayer(" Nope, I'm not parting for that.");
+~chatnpc(" Well, I'm not giving you anymore!");
[label,civilian_ok_then_youve_got_a_deal]
-~chatplayer(happy, "Ok then, you've got a deal.");
-~chatnpc(happy, "Great! Hand over the cat and I'll give you the runes.");
+~chatplayer(" Ok then, you've got a deal.");
+~chatnpc(" Great! Hand over the cat and I'll give you the runes.");
[proc,civilian_player_has_cat]()(boolean)
if (inv_totalcat(inv, category_29) > 0 | inv_totalcat(inv, category_30) > 0 | inv_totalcat(inv, category_31) > 0) {
diff --git a/data/src/scripts/areas/area_ardougne_west/scripts/clerk.rs2 b/data/src/scripts/areas/area_ardougne_west/scripts/clerk.rs2
index b58ef8ae2..16d55a9c0 100644
--- a/data/src/scripts/areas/area_ardougne_west/scripts/clerk.rs2
+++ b/data/src/scripts/areas/area_ardougne_west/scripts/clerk.rs2
@@ -1,62 +1,62 @@
[opnpc1,clerk]
switch_int(%elena_progress) {
case ^quest_elena_spoke_to_plague_house: {
- ~chatnpc(neutral, "Hello, welcome to the Civic Office of West Ardougne. How can I help you?");
+ ~chatnpc(" Hello, welcome to the Civic Office of West Ardougne. How can I help you?");
@multi3("I need permission to enter a plague house.", clerk_i_need_permission, "Who is through that door?", clerk_who_is_through_that_door, "I'm just looking thanks.", clerk_im_just_looking_thanks);
}
case ^quest_elena_spoke_to_clerk: @clerk_bravek_will_see_you_now;
case default: {
- ~chatnpc(neutral, "Hello, welcome to the Civic Office of West Ardougne. How can I help you?");
+ ~chatnpc(" Hello, welcome to the Civic Office of West Ardougne. How can I help you?");
@multi2("Who is through that door?", clerk_who_is_through_that_door, "I'm just looking thanks.", clerk_im_just_looking_thanks);
}
}
[label,clerk_who_is_through_that_door]
-~chatplayer(quiz, "Who is through that door?");
-~chatnpc(neutral, "The city warder Who is through that door?");
+~chatnpc(" The city warder Can I go in?");
switch_int(%elena_progress) {
case ^quest_elena_spoke_to_plague_house: {
- ~chatnpc(neutral, "He has asked not to be disturbed.");
+ ~chatnpc(" He has asked not to be disturbed.");
@multi2("This is urgent though!", clerk_this_is_urgent_though, "Ok I will leave him alone.", clerk_ok_i_will_leave_him_alone);
}
- case ^quest_elena_spoke_to_bravek, ^quest_elena_spoke_cured_bravek, ^quest_elena_freed_elena, ^elena_complete: ~chatnpc(neutral, "I suppose so.");
- case default: ~chatnpc(neutral, "He has asked not to be disturbed.");
+ case ^quest_elena_spoke_to_bravek, ^quest_elena_spoke_cured_bravek, ^quest_elena_freed_elena, ^elena_complete: ~chatnpc(" I suppose so.");
+ case default: ~chatnpc(" He has asked not to be disturbed.");
}
[label,clerk_im_just_looking_thanks]
-~chatplayer(neutral, "I'm just looking thanks.");
+~chatplayer(" I'm just looking thanks.");
[label,clerk_i_need_permission]
-~chatplayer(neutral, "I need permission to enter a plague house.");
-~chatnpc(neutral, "Rather you than me! Well, the mourners normally deal with that stuff, you should speak to them. Their headquarters are right near the city gate.");
+~chatplayer(" I need permission to enter a plague house.");
+~chatnpc(" Rather you than me! Well, the mourners normally deal with that stuff, you should speak to them. Their headquarters are right near the city gate.");
@multi3("I'll try asking them then.", clerk_ill_try_asking_them_then, "Surely you don't let them run everything for you?", clerk_surely_you_dont_let_them_run_everything_for_you, "This is urgent though!", clerk_this_is_urgent_though);
[label,clerk_ill_try_asking_them_then]
-~chatplayer(neutral, "I'll try asking them then.");
+~chatplayer(" I'll try asking them then.");
[label,clerk_surely_you_dont_let_them_run_everything_for_you]
-~chatplayer(quiz, "Surely you don't let them run everything for you?");
-~chatnpc(default, "Well, they do know what they're doing here. If they did start doing something badly Surely you don't let them run everything for you?");
+~chatnpc(" Well, they do know what they're doing here. If they did start doing something badly Can I speak to He has asked not to be disturbed.");
@multi2("This is urgent though!", clerk_this_is_urgent_though, "Ok I will leave him alone.", clerk_ok_i_will_leave_him_alone);
[label,clerk_ok_i_will_leave_him_alone]
-~chatplayer(neutral, "Ok I will leave him alone.");
+~chatplayer(" Ok I will leave him alone.");
[label,clerk_this_is_urgent_though]
-~chatplayer(angry, "This is urgent though!");
-~chatnpc(neutral, "I'll see what I can do I suppose.");
+~chatplayer(" This is urgent though!");
+~chatnpc(" I'll see what I can do I suppose.");
~quest_elena_set_progress(^quest_elena_spoke_to_clerk);
-~chatnpc(neutral, "Mr Mr I suppose they can come in then. If they keep it short.");
}
[label,clerk_bravek_will_see_you_now]
-~chatnpc(neutral, " Thanks, I won't take much of his time.");
diff --git a/data/src/scripts/areas/area_ardougne_west/scripts/darkmage.rs2 b/data/src/scripts/areas/area_ardougne_west/scripts/darkmage.rs2
index 3b1a27f46..c5270869c 100644
--- a/data/src/scripts/areas/area_ardougne_west/scripts/darkmage.rs2
+++ b/data/src/scripts/areas/area_ardougne_west/scripts/darkmage.rs2
@@ -1,5 +1,5 @@
[opnpc1,darkmage]
-~chatnpc(angry, "Why do you interrupt me, traveller? I am experimenting with dark magic; it is a dangerous craft, and I prefer not to be disturbed.");
-~chatplayer(neutral, "I'm just looking around.");
-~chatnpc(sad, "There's nothing to see here, just despair and death.");
+~chatnpc(" Why do you interrupt me, traveller? I am experimenting with dark magic; it is a dangerous craft, and I prefer not to be disturbed.");
+~chatplayer(" I'm just looking around.");
+~chatnpc(" There's nothing to see here, just despair and death.");
// TODO staves stuff - jordan
diff --git a/data/src/scripts/areas/area_ardougne_west/scripts/doors.rs2 b/data/src/scripts/areas/area_ardougne_west/scripts/doors.rs2
index e036c005a..b68f0d79e 100644
--- a/data/src/scripts/areas/area_ardougne_west/scripts/doors.rs2
+++ b/data/src/scripts/areas/area_ardougne_west/scripts/doors.rs2
@@ -15,10 +15,10 @@ p_delay(1);
mes("...But they will not open.");
[label,west_ardougne_mourner_headquarters_doors]
-~chatnpc_specific(nc_name(npc_357), npc_357, neutral, "Back away citizen. Only mourners are allowed inside the headquarters.");
+~chatnpc_specific(nc_name(npc_357), npc_357, " Back away citizen. Only mourners are allowed inside the headquarters.");
[label,bravek_go_away_im_busy]
-~chatnpc_specific(nc_name(bravek), bravek, angry, "Go away, I'm busy! I'm... Umm... In a meeting!");
+~chatnpc_specific(nc_name(bravek), bravek, " Go away, I'm busy! I'm... Umm... In a meeting!");
[label,bravek_enter_room]
~open_and_close_door(loc_param(next_loc_stage), ~check_axis(coord, loc_coord, loc_angle), false);
diff --git a/data/src/scripts/areas/area_ardougne_west/scripts/kilron.rs2 b/data/src/scripts/areas/area_ardougne_west/scripts/kilron.rs2
index 58cb69d20..583d79fe5 100644
--- a/data/src/scripts/areas/area_ardougne_west/scripts/kilron.rs2
+++ b/data/src/scripts/areas/area_ardougne_west/scripts/kilron.rs2
@@ -1,5 +1,5 @@
[opnpc1,kilron]
-~chatplayer(happy, "Hello there.");
-~chatnpc(happy, "Hello.");
-~chatplayer(quiz, "How are you?");
-~chatnpc(neutral, "Busy.");
+~chatplayer(" Hello there.");
+~chatnpc(" Hello.");
+~chatplayer(" How are you?");
+~chatnpc(" Busy.");
diff --git a/data/src/scripts/areas/area_ardougne_west/scripts/man.rs2 b/data/src/scripts/areas/area_ardougne_west/scripts/man.rs2
index d5c46511e..2b72b3c56 100644
--- a/data/src/scripts/areas/area_ardougne_west/scripts/man.rs2
+++ b/data/src/scripts/areas/area_ardougne_west/scripts/man.rs2
@@ -3,20 +3,20 @@
[opnpc1,npc_729] @man_woman_go_away_outsider; // skinny man non attackable
[label,man_woman_curse_king_tyras]
-~chatplayer(happy, "Good day.");
-~chatnpc(sad, "We don't have good days here anymore. Curse King Tyras.");
+~chatplayer(" Good day.");
+~chatnpc(" We don't have good days here anymore. Curse King Tyras.");
switch_int(%elena_progress) {
case ^quest_elena_freed_elena, ^elena_complete: @multi2("Oh okay, bad day then.", man_woman_bad_day_then, "Why, what has he done?", man_woman_what_has_he_done);
case default: @multi3("Oh okay, bad day then.", man_woman_bad_day_then, "Why, what has he done?", man_woman_what_has_he_done, "I'm looking for a woman called Oh okay, bad day then.");
[label,man_woman_what_has_he_done]
-~chatplayer(quiz, "Why, what has he done?");
-~chatnpc(angry, "His army curses our city with this plague then wanders off again, leaving us to clear up the pieces.");
+~chatplayer(" Why, what has he done?");
+~chatnpc(" His army curses our city with this plague then wanders off again, leaving us to clear up the pieces.");
[label,man_woman_im_looking_for_a_woman]
-~chatplayer(neutral, "I'm looking for a woman called I'm looking for a woman called Not heard of her.");
diff --git a/data/src/scripts/areas/area_ardougne_west/scripts/mourner.rs2 b/data/src/scripts/areas/area_ardougne_west/scripts/mourner.rs2
index 3a7b9e37c..723eb2213 100644
--- a/data/src/scripts/areas/area_ardougne_west/scripts/mourner.rs2
+++ b/data/src/scripts/areas/area_ardougne_west/scripts/mourner.rs2
@@ -15,7 +15,7 @@ switch_int(%elena_progress) {
// }
// // search again to get the closest one just in case
// // npc_finduid(~npc_within_distance(coord, npc_719, 14));
-// ~chatplayer(neutral, "I have a warrant from I have a warrant from I have a warrant from Stand back citizen, do not approach me.");
[label,mourner_talk_to_player]
if (~inzone_coord_pair_table(ardougne_west, coord) = true) {
- ~chatnpc(confused, "Hmmm, how did you get over here? You're not one of this rabble. Ah well, you'll have to stay. Can't risk you going back now.");
+ ~chatnpc(" Hmmm, how did you get over here? You're not one of this rabble. Ah well, you'll have to stay. Can't risk you going back now.");
@multi3("So what's a mourner?", mourner_so_whats_a_mourner, "I haven't got the plague though...", mourner_i_havent_got_the_plague_though, "I'm looking for a woman named So what's a mourner?");
+~chatnpc(" We're working for King Lathas of East Ardougne. He has tasked us with containing the accursed plague sweeping West Ardougne.");
+~chatnpc(" We also do our best to ease these people's suffering. We're nicknamed mourners because we spend a lot of time at plague victim funerals, no one else is allowed to risk attending.");
+~chatnpc(" It's a demanding job, and we get little thanks from the people here.");
[label,mourner_i_havent_got_the_plague_though]
-~chatplayer(angry, "I haven't got the plague though...");
-~chatnpc(neutral, "Can't risk you being a carrier. That protective clothing you have isn't regulation issue. It won't meet safety standards.");
+~chatplayer(" I haven't got the plague though...");
+~chatnpc(" Can't risk you being a carrier. That protective clothing you have isn't regulation issue. It won't meet safety standards.");
[label,mourner_im_looking_for_a_woman]
-~chatplayer(neutral, "I'm looking for a woman named I'm looking for a woman named Ah yes, I've heard of her. A healer I believe. She must be mad coming over here voluntarily.");
+~chatnpc(" I hear rumours she has probably caught the plague now. Very tragic, a stupid waste of life.");
[label,head_mourner_talk_to_player]
-~chatnpc(neutral, "How did you get into West Ardougne? Ah well you'll have to stay, can't risk you spreading the plague outside.");
+~chatnpc(" How did you get into West Ardougne? Ah well you'll have to stay, can't risk you spreading the plague outside.");
switch_int(%elena_progress) {
case ^quest_elena_spoke_to_plague_house, ^quest_elena_spoke_to_clerk, ^quest_elena_spoke_to_bravek, ^quest_elena_spoke_cured_bravek: {
@multi4("I need clearance to enter a plague house.", head_mourner_i_need_clearance, "So what's a mourner?", mourner_so_whats_a_mourner, "I haven't got the plague though...", mourner_i_havent_got_the_plague_though, "I'm looking for a woman named I need clearance to enter a plague house. It's in the south east corner of West Ardougne.");
+~chatnpc(" You must be nuts, absolutely not!");
@multi3("There's a kidnap victim inside!", head_mourner_theres_a_kidnap_victim_inside, "I've got a gas mask though...", head_mourner_ive_got_a_gas_mask_though, "Yes, I'm utterly crazy.", head_mourner_yes_im_utterly_crazy);
[label,head_mourner_theres_a_kidnap_victim_inside]
-~chatplayer(angry, "There's a kidnap victim inside!");
-~chatnpc(neutral, "Well they're as good as dead then, no point in trying to save them.");
+~chatplayer(" There's a kidnap victim inside!");
+~chatnpc(" Well they're as good as dead then, no point in trying to save them.");
[label,head_mourner_ive_got_a_gas_mask_though]
-~chatplayer(confused, "I've got a gas mask though...");
-~chatnpc(neutral, "It's not regulation. Anyway you're not properly trained to deal with the plague.");
-~chatplayer(confused, "How do I get trained?");
-~chatnpc(neutral, "It requires a strict 18 months of training.");
-~chatplayer(angry, "I don't have that sort of time.");
+~chatplayer(" I've got a gas mask though...");
+~chatnpc(" It's not regulation. Anyway you're not properly trained to deal with the plague.");
+~chatplayer(" How do I get trained?");
+~chatnpc(" It requires a strict 18 months of training.");
+~chatplayer(" I don't have that sort of time.");
[label,head_mourner_yes_im_utterly_crazy]
-~chatplayer(confused, "Yes, I'm utterly crazy.");
-~chatnpc(angry, "You're wasting my time, I have a lot of work to do!");
+~chatplayer(" Yes, I'm utterly crazy.");
+~chatnpc(" You're wasting my time, I have a lot of work to do!");
[label,mourner_outside_gates]
-~chatplayer(happy, "Hi.");
-~chatnpc(quiz, "What are you up to?");
-~chatplayer(neutral, "Just sight-seeing.");
-~chatnpc(shock, "This is no place for sight-seeing. Don't you know there's been a plague outbreak?");
-~chatplayer(neutral, "Yes, I had heard.");
-~chatnpc(neutral, "Then I suggest you leave as soon as you can.");
+~chatplayer(" Hi.");
+~chatnpc(" What are you up to?");
+~chatplayer(" Just sight-seeing.");
+~chatnpc(" This is no place for sight-seeing. Don't you know there's been a plague outbreak?");
+~chatplayer(" Yes, I had heard.");
+~chatnpc(" Then I suggest you leave as soon as you can.");
@multi3("What brought the plague to Ardougne?", mourner_what_brought_the_plague_to_ardougne, "What are the symptoms of the plague?", mourner_what_are_the_symptoms_of_the_plague, "Thanks for the advice.", mourner_thanks_for_the_advice);
[label,mourner_what_brought_the_plague_to_ardougne]
-~chatplayer(quiz, "What brought the plague to Ardougne?");
-~chatnpc(neutral, "It's all down to King Tyras of West Ardougne. It started came back from one of his visits to the lands west of here.");
-~chatnpc(neutral, "Some of his men must have unknowingly caught it out there and brought it back with them.");
-~chatplayer(quiz, "Does he know how bad the sitation is now?");
-~chatnpc(angry, "If he did he wouldn't care. I believe he wants his people to suffer, he's an evil man.");
-~chatplayer(shock, "Isn't that treason?");
-~chatnpc(angry, "He's not my king.");
+~chatplayer(" What brought the plague to Ardougne?");
+~chatnpc(" It's all down to King Tyras of West Ardougne. It started came back from one of his visits to the lands west of here.");
+~chatnpc(" Some of his men must have unknowingly caught it out there and brought it back with them.");
+~chatplayer(" Does he know how bad the sitation is now?");
+~chatnpc(" If he did he wouldn't care. I believe he wants his people to suffer, he's an evil man.");
+~chatplayer(" Isn't that treason?");
+~chatnpc(" He's not my king.");
[label,mourner_what_are_the_symptoms_of_the_plague]
-~chatplayer(quiz, "What are the symptoms of the plague?");
-~chatnpc(neutral, "The first signs are typical flu symptoms. These tend to be followed by severe nightmares, horrifying hallucinations which drive many to madness.");
-~chatplayer(shock, "Sounds nasty.");
-~chatnpc(sad, "It gets worse. Next the victim's blood changes into a thick black tar-like liquid, at this point they're past help.");
-~chatnpc(sad, "Their skin is cold to the touch, the victim is now brain dead. Their body however lives on driven by the virus, roaming like a zombie, spreading itself further wherever possible.");
-~chatplayer(shock, "I think I've heard enough.");
+~chatplayer(" What are the symptoms of the plague?");
+~chatnpc(" The first signs are typical flu symptoms. These tend to be followed by severe nightmares, horrifying hallucinations which drive many to madness.");
+~chatplayer(" Sounds nasty.");
+~chatnpc(" It gets worse. Next the victim's blood changes into a thick black tar-like liquid, at this point they're past help.");
+~chatnpc(" Their skin is cold to the touch, the victim is now brain dead. Their body however lives on driven by the virus, roaming like a zombie, spreading itself further wherever possible.");
+~chatplayer(" I think I've heard enough.");
[label,mourner_thanks_for_the_advice]
-~chatplayer(neutral, "Thanks for the advice.");
+~chatplayer(" Thanks for the advice.");
diff --git a/data/src/scripts/areas/area_ardougne_west/scripts/nurse_sarah.rs2 b/data/src/scripts/areas/area_ardougne_west/scripts/nurse_sarah.rs2
index a94002898..8e8de52d0 100644
--- a/data/src/scripts/areas/area_ardougne_west/scripts/nurse_sarah.rs2
+++ b/data/src/scripts/areas/area_ardougne_west/scripts/nurse_sarah.rs2
@@ -1,6 +1,6 @@
[opnpc1,nurse_sarah]
-~chatplayer(happy, "Hello there.");
-~chatnpc(happy, "Hello my dear, how are you feeling?");
-~chatplayer(happy, "I'm okay thanks.");
-~chatnpc(happy, "Well in that case I'd better get back to work. Take care.");
-~chatplayer(happy, "You too.");
+~chatplayer(" Hello there.");
+~chatnpc(" Hello my dear, how are you feeling?");
+~chatplayer(" I'm okay thanks.");
+~chatnpc(" Well in that case I'd better get back to work. Take care.");
+~chatplayer(" You too.");
diff --git a/data/src/scripts/areas/area_ardougne_west/scripts/omart.rs2 b/data/src/scripts/areas/area_ardougne_west/scripts/omart.rs2
index e7fe3df09..733cfed39 100644
--- a/data/src/scripts/areas/area_ardougne_west/scripts/omart.rs2
+++ b/data/src/scripts/areas/area_ardougne_west/scripts/omart.rs2
@@ -1,5 +1,5 @@
[opnpc1,omart]
-~chatplayer(happy, "Hello there.");
-~chatnpc(happy, "Hello.");
-~chatplayer(quiz, "How are you?");
-~chatnpc(neutral, "Fine thanks.");
+~chatplayer(" Hello there.");
+~chatnpc(" Hello.");
+~chatplayer(" How are you?");
+~chatnpc(" Fine thanks.");
diff --git a/data/src/scripts/areas/area_ardougne_west/scripts/priest.rs2 b/data/src/scripts/areas/area_ardougne_west/scripts/priest.rs2
index 4a7ae5cf4..19bee76ee 100644
--- a/data/src/scripts/areas/area_ardougne_west/scripts/priest.rs2
+++ b/data/src/scripts/areas/area_ardougne_west/scripts/priest.rs2
@@ -1,3 +1,3 @@
[opnpc1,npc_358]
-~chatplayer(neutral, "Hello there.");
-~chatnpc(sad, "I wish there was more I could do for these people.");
+~chatplayer(" Hello there.");
+~chatnpc(" I wish there was more I could do for these people.");
diff --git a/data/src/scripts/areas/area_ardougne_west/scripts/recruiter.rs2 b/data/src/scripts/areas/area_ardougne_west/scripts/recruiter.rs2
index 0d668688d..94e5184c0 100644
--- a/data/src/scripts/areas/area_ardougne_west/scripts/recruiter.rs2
+++ b/data/src/scripts/areas/area_ardougne_west/scripts/recruiter.rs2
@@ -1,11 +1,11 @@
[opnpc1,recruiter]
-~chatnpc(neutral, "Citizens of West Ardougne! King Tyras needs you for his Royal Army! Who will join this noble cause?");
-if (.npc_finduid(~.npc_within_distance(coord, npc_728, 14)) = true) {
- ~.chatnpc(angry, "Plague bringer!");
+~chatnpc(" Citizens of West Ardougne! King Tyras needs you for his Royal Army! Who will join this noble cause?");
+if (.npc_find(coord, npc_728, 14, 0) = true) {
+ ~.chatnpc(" Plague bringer!");
}
-if (.npc_finduid(~.npc_within_distance(coord, npc_729, 14)) = true) {
- ~.chatnpc(angry, "King Tyras is scum!");
+if (.npc_find(coord, npc_729, 14, 0) = true) {
+ ~.chatnpc(" King Tyras is scum!");
}
-~chatnpc(shock, "Tyras will be informed of these words of treason!");
+~chatnpc(" Tyras will be informed of these words of treason!");
obj_add(npc_coord, tomato, 1, 200);
~mesbox("Someone throws a Hello, how's it going?");
+~chatnpc(" Life is tough.");
switch_int(%elena_progress) {
case ^quest_elena_freed_elena, ^elena_complete: @multi2("Yes, living in a plague city must be hard.", woman_living_in_a_plague_city_must_be_hard, "I'm sorry to hear that.", woman_im_sorry_to_hear_that);
case default: @multi3("Yes, living in a plague city must be hard.", woman_living_in_a_plague_city_must_be_hard, "I'm sorry to hear that.", woman_im_sorry_to_hear_that, "I'm looking for a lady called Yes, living in a plague city must be hard.");
+~chatnpc(" Plague? Pah, that's no excuse for the treatment we've received. It's obvious pretty quickly if someone has the plague.");
+~chatnpc(" I'm thinking about making a break for it. I'm perfectly healthy, not gonna infect anyone.");
[label,woman_im_sorry_to_hear_that]
-~chatplayer(sad, "I'm sorry to hear that.");
-~chatnpc(sad, "Well, ain't much either you or me can do about it.");
+~chatplayer(" I'm sorry to hear that.");
+~chatnpc(" Well, ain't much either you or me can do about it.");
[label,woman_im_looking_for_a_lady]
-~chatplayer(neutral, "I'm looking for a lady called I'm looking for a lady called I've not heard of her. Old Good day.");
+~chatnpc(" An outsider! Can you get me out of this hell hole?");
+~chatplayer(" Sorry, that's not what I'm here to do.");
[label,man_woman_go_away_outsider]
-~chatplayer(happy, "Hello there.");
-~chatnpc(angry, "Go away. People from the outside shut us in like animals. I have nothing to say to you.");
+~chatplayer(" Hello there.");
+~chatnpc(" Go away. People from the outside shut us in like animals. I have nothing to say to you.");
[label,woman_bah_those_mourners]
-~chatplayer(happy, "Hello, how's it going?");
-~chatnpc(shock, "Bah, those mourners... they're meant to be helping us, but I think they're doing more harm than good. They won't even let me send a letter out to my family.");
+~chatplayer(" Hello, how's it going?");
+~chatnpc(" Bah, those mourners... they're meant to be helping us, but I think they're doing more harm than good. They won't even let me send a letter out to my family.");
switch_int(%elena_progress) {
case ^quest_elena_freed_elena: // nothing
case ^elena_complete: // nothing
@@ -46,10 +46,10 @@ switch_int(%elena_progress) {
}
[label,woman_have_you_seen_a_lady_around_here]
-~chatplayer(quiz, "Have you seen a lady called Have you seen a lady called Yes, I've seen her. Very helpful person.");
+~chatnpc(" Not for the last few days though... I thought maybe she'd gone home.");
[label,woman_you_should_stand_up_to_them_more]
-~chatplayer(neutral, "You should stand up to them more.");
-~chatnpc(sad, "Oh I'm not one to cause a fuss.");
+~chatplayer(" You should stand up to them more.");
+~chatnpc(" Oh I'm not one to cause a fuss.");
diff --git a/data/src/scripts/areas/area_barbarian_outpost/scripts/barbarian_outpost_guard.rs2 b/data/src/scripts/areas/area_barbarian_outpost/scripts/barbarian_outpost_guard.rs2
index 273d6dfe1..28e9c83cf 100644
--- a/data/src/scripts/areas/area_barbarian_outpost/scripts/barbarian_outpost_guard.rs2
+++ b/data/src/scripts/areas/area_barbarian_outpost/scripts/barbarian_outpost_guard.rs2
@@ -4,49 +4,49 @@
[label,outpost_guard_talk]
switch_int(%barcrawl_progress) {
case 0: @outpost_guard_start;
- case 2: ~chatnpc(happy, "'Ello friend.");
+ case 2: ~chatnpc(" 'Ello friend.");
case default: @outpost_guard_progress;
}
[label,outpost_guard_start]
-~chatnpc(neutral, "Oi, whaddya want?");
+~chatnpc(" Oi, whaddya want?");
def_int $option = ~p_choice2("I want to come through this gate.", 1, "I want some money.", 2);
if($option = 1) {
- ~chatplayer(neutral, "I want to come through this gate.");
- ~chatnpc(neutral, "Barbarians only.|Are you a barbarian?|You don't look like one.");
+ ~chatplayer(" I want to come through this gate.");
+ ~chatnpc(" Barbarians only.|Are you a barbarian?|You don't look like one.");
$option = ~p_choice2("Hmm, yep you've got me there.", 1, "Looks can be deceiving, I am in fact a barbarian.", 2);
if($option = 1) {
- ~chatplayer(sad, "Hmm, yep you've got me there.");
+ ~chatplayer(" Hmm, yep you've got me there.");
} else if($option = 2) {
- ~chatplayer(shifty, "Looks can be deceiving, I am in fact a barbarian.");
- ~chatnpc(shifty, "If you're a barbarian you need to be able to drink like one. We barbarians like a good drink.");
- ~chatnpc(happy, "I have the perfect challenge for you...|The Alfred Grimhand Barcrawl!|First completed by Alfred Grimhand.");
+ ~chatplayer(" Looks can be deceiving, I am in fact a barbarian.");
+ ~chatnpc(" If you're a barbarian you need to be able to drink like one. We barbarians like a good drink.");
+ ~chatnpc(" I have the perfect challenge for you...|The Alfred Grimhand Barcrawl!|First completed by Alfred Grimhand.");
%barcrawl_progress = ^barcrawl_started;
inv_add(inv, barcrawl_card, 1);
~mesbox("The guard hands you a Barcrawl card");
- ~chatnpc(neutral, "Take that card to each of the bars named on it.|The bartenders will know what it means.|We're kinda well known.");
- ~chatnpc(neutral, "They'll give you their strongest drink and sign your card. When you've done all that, we'll be happy to let you in.");
+ ~chatnpc(" Take that card to each of the bars named on it.|The bartenders will know what it means.|We're kinda well known.");
+ ~chatnpc(" They'll give you their strongest drink and sign your card. When you've done all that, we'll be happy to let you in.");
}
} else if($option = 2) {
- ~chatplayer(neutral, "I want some money.");
- ~chatnpc(angry, "Do I look like a bank to you?");
+ ~chatplayer(" I want some money.");
+ ~chatnpc(" Do I look like a bank to you?");
}
[label,outpost_guard_progress]
-~chatnpc(quiz, "So, how's the Barcrawl coming along?");
+~chatnpc(" So, how's the Barcrawl coming along?");
if(inv_total(inv, barcrawl_card) = 0 & inv_total(bank, barcrawl_card) = 0) {
- ~chatplayer(sad, "I've lost my barcrawl card...");
- ~chatnpc(angry, "What are you like?|You're gonna have to start all over now.");
+ ~chatplayer(" I've lost my barcrawl card...");
+ ~chatnpc(" What are you like?|You're gonna have to start all over now.");
%barcrawl_progress = 1;
inv_add(inv, barcrawl_card, 1);
~mesbox("The guard hands you a Barcrawl card");
} else if(inv_total(bank, barcrawl_card) > 0 & inv_total(inv, barcrawl_card) = 0 ) {
// RSC mes, OSRS is "Not too bad. I've got my barcrawl card stored somewhere for safe-keeping.", probably changed because of the multiple non-bank storages.
- ~chatplayer(neutral, "Not too bad, my barcrawl card is in my bank now.");
- ~chatnpc(neutral, "You need to take it with you when you're going on a barcrawl.");
+ ~chatplayer(" Not too bad, my barcrawl card is in my bank now.");
+ ~chatnpc(" You need to take it with you when you're going on a barcrawl.");
} else {
if(~visited_all_bars = true) {
- ~chatplayer(confused, "I tink I jusht 'bout done dem all... but I losht count...");
+ ~chatplayer(" I tink I jusht 'bout done dem all... but I losht count...");
%barcrawl_progress = ^barcrawl_complete;
// remove any dupe cards the player might have, this wont prevent drop tricking to keep one
// (which will allow you to restart the minigame, this is consistent with OSRS)
@@ -55,8 +55,8 @@ if(inv_total(inv, barcrawl_card) = 0 & inv_total(bank, barcrawl_card) = 0) {
inv_del(bank, barcrawl_card, inv_total(inv, barcrawl_card));
}
~mesbox("You give the card to the barbarian");
- ~chatnpc(happy, "Yep that seems fine, you can come in now.|I never learned to read,|but you look like you've drunk plenty.");
+ ~chatnpc(" Yep that seems fine, you can come in now.|I never learned to read,|but you look like you've drunk plenty.");
}
- ~chatplayer(sad, "I haven't finished it yet.");
- ~chatnpc(neutral, "Well come back when you have, you lightweight.");
+ ~chatplayer(" I haven't finished it yet.");
+ ~chatnpc(" Well come back when you have, you lightweight.");
}
\ No newline at end of file
diff --git a/data/src/scripts/areas/area_barbarian_outpost/scripts/outpost_gate.rs2 b/data/src/scripts/areas/area_barbarian_outpost/scripts/outpost_gate.rs2
index b478c31d9..6e98ad7ee 100644
--- a/data/src/scripts/areas/area_barbarian_outpost/scripts/outpost_gate.rs2
+++ b/data/src/scripts/areas/area_barbarian_outpost/scripts/outpost_gate.rs2
@@ -1,6 +1,6 @@
[oploc1,_outpost_gate]
if(%barcrawl_progress ! ^barcrawl_complete) {
- if(npc_finduid(~npc_within_distance(coord, barbarian_outpost_guard, 5)) = true) {
+ if(npc_find(coord, barbarian_outpost_guard, 5, 0) = true) {
@outpost_guard_talk;
}
}
diff --git a/data/src/scripts/areas/area_barbarian_village/scripts/barbarian.rs2 b/data/src/scripts/areas/area_barbarian_village/scripts/barbarian.rs2
index 653fb4a2c..0226e11b4 100644
--- a/data/src/scripts/areas/area_barbarian_village/scripts/barbarian.rs2
+++ b/data/src/scripts/areas/area_barbarian_village/scripts/barbarian.rs2
@@ -1,31 +1,31 @@
[opnpc1,barbarian]
-~chatplayer(happy, "Hello!");
+~chatplayer(" Hello!");
switch_int(random(11)) {
case 0:
- ~chatnpc(neutral, "Hello!");
+ ~chatnpc(" Hello!");
case 1:
~mesbox("The barbarian grunts.");
case 2:
- ~chatnpc(happy, "Good day, my dear fellow.");
+ ~chatnpc(" Good day, my dear fellow.");
case 3:
- ~chatnpc(angry, "Ug");
+ ~chatnpc(" Ug");
case 4:
~mesbox("The barbarian ignores you.");
case 5:
- ~chatnpc(angry, "Grr!");
+ ~chatnpc(" Grr!");
case 6:
- ~chatnpc(angry, "Wanna fight?");
+ ~chatnpc(" Wanna fight?");
npc_setmode(opplayer2);
case 7:
- ~chatnpc(angry, "I'm a little busy right now.|We're getting ready for our next barbarian raid!");
+ ~chatnpc(" I'm a little busy right now.|We're getting ready for our next barbarian raid!");
case 8:
- ~chatnpc(angry, "Go away!|This is our village!");
+ ~chatnpc(" Go away!|This is our village!");
case 9:
- ~chatnpc(quiz, "Who are you?");
- ~chatplayer(happy, "I'm a bold adventurer!");
- ~chatnpc(quiz, "You don't look very strong...");
+ ~chatnpc(" Who are you?");
+ ~chatplayer(" I'm a bold adventurer!");
+ ~chatnpc(" You don't look very strong...");
case 10:
- ~chatnpc(quiz, "Beer?");
+ ~chatnpc(" Beer?");
}
\ No newline at end of file
diff --git a/data/src/scripts/areas/area_barbarian_village/scripts/gunthor_the_brave.rs2 b/data/src/scripts/areas/area_barbarian_village/scripts/gunthor_the_brave.rs2
index 9fb340a01..5223cb3fe 100644
--- a/data/src/scripts/areas/area_barbarian_village/scripts/gunthor_the_brave.rs2
+++ b/data/src/scripts/areas/area_barbarian_village/scripts/gunthor_the_brave.rs2
@@ -1,24 +1,24 @@
[opnpc1,gunthor_the_brave]
switch_int(random(6)) {
case 0:
- ~chatnpc(happy, "Ah, you've come for a fight!");
+ ~chatnpc(" Ah, you've come for a fight!");
case 1:
- ~chatnpc(quiz, "What do you want?");
- ~chatplayer(quiz, "What are you offering?");
- ~chatnpc(angry, "A fight!");
+ ~chatnpc(" What do you want?");
+ ~chatplayer(" What are you offering?");
+ ~chatnpc(" A fight!");
case 2:
- ~chatnpc(happy, "You look funny!");
+ ~chatnpc(" You look funny!");
case 3:
- ~chatnpc(quiz, "Wanna fight?");
+ ~chatnpc(" Wanna fight?");
case 4:
- ~chatnpc(angry, "Grrr!");
+ ~chatnpc(" Grrr!");
case 5:
- ~chatnpc(angry, "Go away!");
+ ~chatnpc(" Go away!");
}
// Always attacks the player.
diff --git a/data/src/scripts/areas/area_barbarian_village/scripts/peksa.rs2 b/data/src/scripts/areas/area_barbarian_village/scripts/peksa.rs2
index 1f3c606cd..0882e07c3 100644
--- a/data/src/scripts/areas/area_barbarian_village/scripts/peksa.rs2
+++ b/data/src/scripts/areas/area_barbarian_village/scripts/peksa.rs2
@@ -1,5 +1,5 @@
[opnpc1,peksa]
-~chatnpc(quiz, "Are you interested in buying or selling a helmet?");
+~chatnpc(" Are you interested in buying or selling a helmet?");
def_int $option;
if(%scorpcatcher_progress = ^scorpcatcher_second_hint) {
$option = ~p_choice3("I could be, yes.", 1, "No, I'll pass on that.", 2, "I've heard you have a small scorpion in your possession.", 3);
@@ -8,13 +8,13 @@ if(%scorpcatcher_progress = ^scorpcatcher_second_hint) {
}
if($option = 1) {
- ~chatplayer(neutral, "I could be, yes.");
+ ~chatplayer(" I could be, yes.");
~openshop_activenpc;
} else if($option = 2) {
- ~chatplayer(neutral, "No, I'll pass on that.");
+ ~chatplayer(" No, I'll pass on that.");
} else if($option = 3) {
- ~chatplayer(shifty, "I've heard you have a small scorpion in your possession.");
- ~chatnpc(quiz, "Now how could you know about that, I wonder?|Mind you, I don't have it anymore.");
- ~chatnpc(shifty, "I gave it as a present to my brother Ivor when I visited our outpost northwest of Camelot.");
- ~chatnpc(laugh, "Well, actually I hid it in his bed so it would nip him.|It was a bit of a surprise gift.");
+ ~chatplayer(" I've heard you have a small scorpion in your possession.");
+ ~chatnpc(" Now how could you know about that, I wonder?|Mind you, I don't have it anymore.");
+ ~chatnpc(" I gave it as a present to my brother Ivor when I visited our outpost northwest of Camelot.");
+ ~chatnpc(" Well, actually I hid it in his bed so it would nip him.|It was a bit of a surprise gift.");
}
\ No newline at end of file
diff --git a/data/src/scripts/areas/area_brimhaven/scripts/alfonse_the_waiter.rs2 b/data/src/scripts/areas/area_brimhaven/scripts/alfonse_the_waiter.rs2
index 9c8fffbbb..18fd80634 100644
--- a/data/src/scripts/areas/area_brimhaven/scripts/alfonse_the_waiter.rs2
+++ b/data/src/scripts/areas/area_brimhaven/scripts/alfonse_the_waiter.rs2
@@ -1,9 +1,9 @@
[opnpc1,alfonse_the_waiter]
-~chatnpc(neutral, "Welcome to the Shrimp and Parrot.|Would you like to order, sir?");
+~chatnpc(" Welcome to the Shrimp and Parrot.|Would you like to order, sir?");
def_int $option = ~p_choice2("Yes please.", 1, "No thank you.", 2);
if($option = 1) {
- ~chatplayer(neutral, "Yes please.");
+ ~chatplayer(" Yes please.");
~openshop_activenpc;
} else if ($option = 2) {
- ~chatplayer(neutral, "No thank you.");
+ ~chatplayer(" No thank you.");
}
diff --git a/data/src/scripts/areas/area_brimhaven/scripts/bartender.rs2 b/data/src/scripts/areas/area_brimhaven/scripts/bartender.rs2
index 3c30994a6..825b084cc 100644
--- a/data/src/scripts/areas/area_brimhaven/scripts/bartender.rs2
+++ b/data/src/scripts/areas/area_brimhaven/scripts/bartender.rs2
@@ -1,5 +1,5 @@
[opnpc1,bartender_brimhaven]
-~chatnpc(laugh, "Yohoho me hearty what would you like to drink?");
+~chatnpc(" Yohoho me hearty what would you like to drink?");
def_int $option;
if(testbit(%barcrawl_progress, ^deadman_index) = false & inv_total(inv, barcrawl_card) > 0) {
$option = ~p_choice4("Nothing, thank you.", 1, "A pint of Grog please.", 2, "A bottle of rum please.", 3, "I'm doing Alfred Grimhand's barcrawl.", 4);
@@ -7,22 +7,22 @@ if(testbit(%barcrawl_progress, ^deadman_index) = false & inv_total(inv, barcrawl
$option = ~p_choice3("Nothing, thank you.", 1, "A pint of Grog please.", 2, "A bottle of rum please.", 3);
}
switch_int ($option) {
- case 1: ~chatplayer(neutral, "Nothing, thank you.");
+ case 1: ~chatplayer(" Nothing, thank you.");
case 2:
- ~chatplayer(happy, "A pint of Grog please.");
- ~chatnpc(happy, "One grog coming right up, that'll be three coins.");
+ ~chatplayer(" A pint of Grog please.");
+ ~chatnpc(" One grog coming right up, that'll be three coins.");
if (inv_total(inv, coins) < 3) {
- ~chatplayer(sad, "Oh dear. I don't seem to have enough money.");
+ ~chatplayer(" Oh dear. I don't seem to have enough money.");
return;
}
inv_del(inv, coins, 3);
inv_add(inv, grog, 1);
mes("You buy a pint of Grog.");
case 3:
- ~chatplayer(happy, "A bottle of rum please.");
- ~chatnpc(happy, "That'll be 27 coins.");
+ ~chatplayer(" A bottle of rum please.");
+ ~chatnpc(" That'll be 27 coins.");
if (inv_total(inv, coins) < 3) {
- ~chatplayer(sad, "Oh dear. I don't seem to have enough money.");
+ ~chatplayer(" Oh dear. I don't seem to have enough money.");
return;
}
inv_del(inv, coins, 27);
@@ -37,10 +37,10 @@ if(testbit(%barcrawl_progress, ^deadman_index) = false & last_useitem = barcrawl
}
[label,deadman_barcrawl]
-~chatplayer(happy, "I'm doing Alfred Grimhand's Barcrawl.");
-~chatnpc(happy, "Haha time to be breaking out the old Supergrog.|That'll be 15 coins please.");
+~chatplayer(" I'm doing Alfred Grimhand's Barcrawl.");
+~chatnpc(" Haha time to be breaking out the old Supergrog.|That'll be 15 coins please.");
if(inv_total(inv, coins) < 15) {
- ~chatplayer(sad, "Sorry I don't have 15 coins.");
+ ~chatplayer(" Sorry I don't have 15 coins.");
return;
}
if_close;
diff --git a/data/src/scripts/areas/area_brimhaven/scripts/davon.rs2 b/data/src/scripts/areas/area_brimhaven/scripts/davon.rs2
index e41f6cc13..377360ee7 100644
--- a/data/src/scripts/areas/area_brimhaven/scripts/davon.rs2
+++ b/data/src/scripts/areas/area_brimhaven/scripts/davon.rs2
@@ -1,15 +1,15 @@
[opnpc1,davon]
-~chatnpc(default, "Psst! Come here if you want to do some amulet trading.");
+~chatnpc(" Psst! Come here if you want to do some amulet trading.");
def_int $option = ~p_choice3("What are you selling?", 1, "What do you mean pssst?", 2, "Why don't you ever restock some types of amulets?", 3);
switch_int ($option) {
case 1: ~openshop_activenpc;
case 2:
- ~chatplayer(default, "What do you mean pssst?");
- ~chatnpc(default, "Errr, I was...I was clearing my throat.");
+ ~chatplayer(" What do you mean pssst?");
+ ~chatnpc(" Errr, I was...I was clearing my throat.");
case 3:
- ~chatplayer(default, "Why don't you ever restock some types of amulets?");
- ~chatnpc(default, "Some of these amulets are very hard to get. I have to wait until an adventurer supplies me.");
+ ~chatplayer(" Why don't you ever restock some types of amulets?");
+ ~chatnpc(" Some of these amulets are very hard to get. I have to wait until an adventurer supplies me.");
}
\ No newline at end of file
diff --git a/data/src/scripts/areas/area_brimhaven/scripts/kangai_mau.rs2 b/data/src/scripts/areas/area_brimhaven/scripts/kangai_mau.rs2
index 0b181481d..400619f9a 100644
--- a/data/src/scripts/areas/area_brimhaven/scripts/kangai_mau.rs2
+++ b/data/src/scripts/areas/area_brimhaven/scripts/kangai_mau.rs2
@@ -6,64 +6,64 @@ switch_int (%totem_progress) {
}
[label,kangai_mau_prequest]
-~chatnpc(neutral, "Hello. I Kangai Mau of the Rantuki tribe.");
+~chatnpc(" Hello. I Kangai Mau of the Rantuki tribe.");
def_int $option = ~p_choice3("And what are you doing in Brimhaven?", 1, "I'm in search of adventure!", 2, "Who are the Rantuki tribe?", 3);
if($option = 1) {
@kangai_mau_brimhaven;
} else if($option = 2) {
- ~chatplayer(happy, "I'm in search of adventure!");
- ~chatnpc(neutral, "Adventure is something I may be able to give.");
+ ~chatplayer(" I'm in search of adventure!");
+ ~chatnpc(" Adventure is something I may be able to give.");
@kangai_mau_mission;
} else if($option = 3) {
- ~chatplayer(quiz, "Who are the Rantuki tribe?");
- ~chatnpc(angry, "A proud and noble tribe of Karamja. But now we are few, as men come from across sea, steal our land, and settle on our hunting grounds.");
+ ~chatplayer(" Who are the Rantuki tribe?");
+ ~chatnpc(" A proud and noble tribe of Karamja. But now we are few, as men come from across sea, steal our land, and settle on our hunting grounds.");
@kangai_mau_brimhaven;
}
[label,kangai_mau_brimhaven]
// OSRS cut out a lot of suboption dialogue from here on to get straight to the quest...
// https://www.youtube.com/watch?v=JrsT--Rr0Kk& this video covers them!
-~chatplayer(quiz, "And what are you doing in Brimhaven?");
-~chatnpc(happy, "I looking for someone brave|to go on important mission for me.|Someone skilled in thievery and sneaking about.|I am told I can find such people in Brimhaven.");
+~chatplayer(" And what are you doing in Brimhaven?");
+~chatnpc(" I looking for someone brave|to go on important mission for me.|Someone skilled in thievery and sneaking about.|I am told I can find such people in Brimhaven.");
def_int $option = ~p_choice2("Tell me of this mission.", 1, "Yep, I have heard there are many of that type here.", 2);
if($option = 1) {
- ~chatplayer(neutral, "Tell me of this mission.");
+ ~chatplayer(" Tell me of this mission.");
@kangai_mau_mission;
} else if($option = 2) {
- ~chatplayer(neutral, "Yep, I have heard there are many of that type here.");
- ~chatnpc(sad, "Let's hope I find some help soon.");
+ ~chatplayer(" Yep, I have heard there are many of that type here.");
+ ~chatnpc(" Let's hope I find some help soon.");
}
[label,kangai_mau_mission]
-~chatnpc(happy, "I need someone to go on a mission|to the city of Ardougne.|There you will find the house of Lord Handelmort.|In his house he has our tribal totem.");
-~chatnpc(neutral, "We need it back.");
+~chatnpc(" I need someone to go on a mission|to the city of Ardougne.|There you will find the house of Lord Handelmort.|In his house he has our tribal totem.");
+~chatnpc(" We need it back.");
@multi3("Ok, I will get it back.", kangai_mau_start_totem, "Why does he have it?", kangai_mau_why, "How can I find Handelmort's house?", kangai_mau_house);
[label,kangai_mau_start_totem]
%totem_progress = ^totem_started;
~send_quest_progress(questlist:totem, %totem_progress, ^totem_complete);
-~chatplayer(neutral, "Ok, I will get it back.");
-~chatnpc(neutral, "Best of luck with that adventurer.");
+~chatplayer(" Ok, I will get it back.");
+~chatnpc(" Best of luck with that adventurer.");
[label,kangai_mau_why]
-~chatplayer(quiz, "Why does he have it?");
-~chatnpc(happy, "Lord Handelmort is an Ardougnese explorer which means he think he have the right to come to my tribal home, steal our stuff and put in his private museum.");
+~chatplayer(" Why does he have it?");
+~chatnpc(" Lord Handelmort is an Ardougnese explorer which means he think he have the right to come to my tribal home, steal our stuff and put in his private museum.");
@multi2("Ok, I will get it back.", kangai_mau_start_totem, "How can I find Handelmort's house?", kangai_mau_house);
[label,kangai_mau_house]
-~chatplayer(neutral, "How can I find Handelmort's house? Ardougne IS a big place...");
-~chatnpc(neutral, "I dont know Ardougne. You tell me.");
+~chatplayer(" How can I find Handelmort's house? Ardougne IS a big place...");
+~chatnpc(" I dont know Ardougne. You tell me.");
@multi2("Ok, I will get it back.", kangai_mau_start_totem, "Why does he have it?", kangai_mau_why);
[label,kangai_mau_totem_back]
-~chatnpc(neutral, "Have you got our totem back?");
+~chatnpc(" Have you got our totem back?");
if(inv_total(inv, totem) > 0 & %totem_progress = 4) { // shouldn't be able to get totem without progress = 4 anyways
- ~chatplayer(neutral, "Yes I have.");
- ~chatnpc(happy, "You have??? Many thanks brave adventurer! Here, have some freshly cooked Karamjan fish, caught specially by my tribe.");
+ ~chatplayer(" Yes I have.");
+ ~chatnpc(" You have??? Many thanks brave adventurer! Here, have some freshly cooked Karamjan fish, caught specially by my tribe.");
~mesbox("You hand over the Tribal Totem.");
inv_del(inv, totem, 1);
queue(totem_quest_complete, 0);
return;
}
-~chatplayer(sad, "No, it's not that easy.");
-~chatnpc(angry, "Bah, you no good.");
+~chatplayer(" No, it's not that easy.");
+~chatnpc(" Bah, you no good.");
diff --git a/data/src/scripts/areas/area_brimhaven/scripts/pirate_guard.rs2 b/data/src/scripts/areas/area_brimhaven/scripts/pirate_guard.rs2
index 5c6105c53..00b713fcb 100644
--- a/data/src/scripts/areas/area_brimhaven/scripts/pirate_guard.rs2
+++ b/data/src/scripts/areas/area_brimhaven/scripts/pirate_guard.rs2
@@ -1,46 +1,46 @@
[opnpc1,pirate_guard]
-~chatplayer(neutral, "Hello!");
+~chatplayer(" Hello!");
def_int $rand = random(18);
if($rand = 0) {
- ~chatnpc(angry, "Batton down the hatches there's a storm brewin!");
+ ~chatnpc(" Batton down the hatches there's a storm brewin!");
} else if ($rand = 1) {
- ~chatnpc(angry, "Ahoy there!");
+ ~chatnpc(" Ahoy there!");
} else if ($rand = 2) {
- ~chatnpc(angry, "Arrh! I be in search of buried treasure!");
+ ~chatnpc(" Arrh! I be in search of buried treasure!");
} else if ($rand = 3) {
- ~chatnpc(angry, "Avast behind!");
- ~chatplayer(angry, "I'm not that fat!");
+ ~chatnpc(" Avast behind!");
+ ~chatplayer(" I'm not that fat!");
} else if ($rand = 4) {
- ~chatnpc(angry, "All hands on deck!");
+ ~chatnpc(" All hands on deck!");
} else if ($rand = 5) {
- ~chatnpc(angry, "Pieces of eight! pieces of eight!");
- ~chatnpc(quiz, "Oh wait that's the parrot's line.");
+ ~chatnpc(" Pieces of eight! pieces of eight!");
+ ~chatnpc(" Oh wait that's the parrot's line.");
} else if ($rand = 6) {
- ~chatnpc(angry, "Great blackbeard's beard!");
+ ~chatnpc(" Great blackbeard's beard!");
} else if ($rand = 7) {
- ~chatnpc(angry, "Arrh be off with ye!");
+ ~chatnpc(" Arrh be off with ye!");
} else if ($rand = 8) {
- ~chatnpc(angry, "Oooh arrh!");
- ~chatnpc(quiz, "No wait. That's a farmer.");
+ ~chatnpc(" Oooh arrh!");
+ ~chatnpc(" No wait. That's a farmer.");
} else if ($rand = 9) {
- ~chatnpc(angry, "Arrh!");
+ ~chatnpc(" Arrh!");
} else if ($rand = 10) {
- ~chatnpc(angry, "Arrh I'll keel haul ye!");
+ ~chatnpc(" Arrh I'll keel haul ye!");
} else if ($rand = 11) {
- ~chatnpc(angry, "Avast me hearties!");
+ ~chatnpc(" Avast me hearties!");
} else if ($rand = 12) {
- ~chatnpc(angry, "Yo ho ho and a bottle of alcopop!");
+ ~chatnpc(" Yo ho ho and a bottle of alcopop!");
} else if ($rand = 13) {
- ~chatnpc(angry, "I'm the scourge ofr the six seas!");
- ~chatplayer(neutral, "Don't you mean the seven seas?");
- ~chatnpc(angry, "I'm the scourge of the seven seas!");
+ ~chatnpc(" I'm the scourge ofr the six seas!");
+ ~chatplayer(" Don't you mean the seven seas?");
+ ~chatnpc(" I'm the scourge of the seven seas!");
} else if ($rand = 14) {
- ~chatnpc(angry, "Shiver me timbers!");
+ ~chatnpc(" Shiver me timbers!");
} else if ($rand = 15) {
- ~chatnpc(angry, "Arrh arrh!");
+ ~chatnpc(" Arrh arrh!");
} else if ($rand = 16) {
- ~chatnpc(angry, "Good day to you my dear sir!");
+ ~chatnpc(" Good day to you my dear sir!");
} else if ($rand = 17) {
- ~chatnpc(angry, "Yo ho ho me hearties!");
+ ~chatnpc(" Yo ho ho me hearties!");
}
\ No newline at end of file
diff --git a/data/src/scripts/areas/area_camelot/scripts/king_arthur.rs2 b/data/src/scripts/areas/area_camelot/scripts/king_arthur.rs2
index 5917e0f0d..69a54c9d9 100644
--- a/data/src/scripts/areas/area_camelot/scripts/king_arthur.rs2
+++ b/data/src/scripts/areas/area_camelot/scripts/king_arthur.rs2
@@ -2,39 +2,39 @@
if(%grail_progress > ^grail_not_started) {
switch_int(%grail_progress) {
case ^grail_complete:
- ~chatnpc(happy, "Thank you for retrieving the Grail!|You shall be long remembered|as one of the greatest heroes|amongst the Knights of the Round Table!");
+ ~chatnpc(" Thank you for retrieving the Grail!|You shall be long remembered|as one of the greatest heroes|amongst the Knights of the Round Table!");
case ^grail_finding_percival:
- ~chatplayer(neutral, "Hello, do you have a knight named Sir Percival?");
- ~chatnpc(neutral, "Ah yes. I remember young Percival.|He rode off on a quest a couple of months ago.|We are getting a bit worried, he's not back yet...");
- ~chatnpc(neutral, "He was going to try and recover the golden boots of Arkaneeses.");
- ~chatplayer(quiz, "Any idea which way that would be?");
- ~chatnpc(neutral, "Not exactly.|We discovered some magic golden feathers|that are said to point the way to the boots...");
- ~chatnpc(neutral, "They certainly point somewhere.");
+ ~chatplayer(" Hello, do you have a knight named Sir Percival?");
+ ~chatnpc(" Ah yes. I remember young Percival.|He rode off on a quest a couple of months ago.|We are getting a bit worried, he's not back yet...");
+ ~chatnpc(" He was going to try and recover the golden boots of Arkaneeses.");
+ ~chatplayer(" Any idea which way that would be?");
+ ~chatnpc(" Not exactly.|We discovered some magic golden feathers|that are said to point the way to the boots...");
+ ~chatnpc(" They certainly point somewhere.");
// https://web.archive.org/web/20041115150440im_/http://img31.imageshack.us/img31/5648/feather.jpg
- ~chatnpc(neutral, "Just blowing gently on them|will supposedly show the way to go.");
+ ~chatnpc(" Just blowing gently on them|will supposedly show the way to go.");
// https://youtu.be/FPNmOhs8jdw?si=_OTwHKKLGifRzd5M&t=653
if(inv_freespace(inv) = 0) {
- ~chatnpc(bored, "Free up some space and I'll give you a feather.");
+ ~chatnpc(" Free up some space and I'll give you a feather.");
return;
}
if(~obj_gettotal(magic_gold_feather) = 0) {
inv_add(inv, magic_gold_feather, 1);
~mesbox("King Arthur gives you a feather.");
} else {
- ~chatnpc(bored, "You've got one of the feathers somewhere - off you go."); // think these check dialogues may have been added to osrs but not sure
+ ~chatnpc(" You've got one of the feathers somewhere - off you go."); // think these check dialogues may have been added to osrs but not sure
}
case default:
- ~chatnpc(quiz, "How goes thy quest?");
+ ~chatnpc(" How goes thy quest?");
if(inv_total(inv, holy_grail) > 0 & %grail_progress = ^grail_given_whistle) {
- ~chatplayer(happy, "I have retrieved the Grail!");
- ~chatnpc(happy, "Wow! Incredible! You truly are a splendid knight!");
+ ~chatplayer(" I have retrieved the Grail!");
+ ~chatnpc(" Wow! Incredible! You truly are a splendid knight!");
queue(grail_quest_complete, 0);
return;
}
- ~chatplayer(neutral, "I am making progress, but I have not recovered the Grail yet.");
- ~chatnpc(neutral, "Well, the Grail IS very elusive, it may take some perseverance.");
+ ~chatplayer(" I am making progress, but I have not recovered the Grail yet.");
+ ~chatnpc(" Well, the Grail IS very elusive, it may take some perseverance.");
if(%grail_progress = ^grail_started) {
- ~chatnpc(neutral, "As I said before, speak to Merlin in the workshop by the library.");
+ ~chatnpc(" As I said before, speak to Merlin in the workshop by the library.");
}
}
} else {
@@ -46,58 +46,58 @@ if(%grail_progress > ^grail_not_started) {
}
[label,arthur_merlin_free]
-~chatplayer(happy, "I have freed Merlin from his crystal!");
-~chatnpc(happy, "Ah. A good job, well done.|I dub thee a Knight Of The Round Table.|You are now an honorary knight.");
+~chatplayer(" I have freed Merlin from his crystal!");
+~chatnpc(" Ah. A good job, well done.|I dub thee a Knight Of The Round Table.|You are now an honorary knight.");
queue(arthur_quest_complete, 0);
[label,arthur_grailstart]
-~chatplayer(neutral, "Now I am a knight of the round table, do you have any more quests for me?");
-~chatnpc(neutral, "Aha! I'm glad you are here! I am sending out various knights on an important quest. I was wondering if you too would like to take up this quest?");
+~chatplayer(" Now I am a knight of the round table, do you have any more quests for me?");
+~chatnpc(" Aha! I'm glad you are here! I am sending out various knights on an important quest. I was wondering if you too would like to take up this quest?");
switch_int(~p_choice2("Tell me of this quest.", 1, "I am weary of questing for the time being...", 2)) {
case 1:
- ~chatplayer(quiz, "Tell me of this quest.");
- ~chatnpc(neutral, "Well, we recently found out that the Holy Grail has passed into RuneScape world.");
- ~chatnpc(neutral, "This is most fortuitous!");
- ~chatnpc(neutral, "None of my knights ever did return with it last time. Now we have the opportunity to give it another go, maybe this time we will have more luck!");
+ ~chatplayer(" Tell me of this quest.");
+ ~chatnpc(" Well, we recently found out that the Holy Grail has passed into RuneScape world.");
+ ~chatnpc(" This is most fortuitous!");
+ ~chatnpc(" None of my knights ever did return with it last time. Now we have the opportunity to give it another go, maybe this time we will have more luck!");
switch_int(~p_choice2("I'd enjoy trying that.", 1, "I may come back and try that later.", 2)) {
case 1:
- ~chatplayer(neutral, "I'd enjoy trying that.");
+ ~chatplayer(" I'd enjoy trying that.");
%grail_progress = ^grail_started;
~send_quest_progress(questlist:grail, %grail_progress, ^grail_complete);
- ~chatnpc(neutral, "Go speak to Merlin. He may be able to give a better clue as to where it is now you have freed him from that crystal.");
- ~chatnpc(neutral, "He has set up his workshop in the room next to the library.");
+ ~chatnpc(" Go speak to Merlin. He may be able to give a better clue as to where it is now you have freed him from that crystal.");
+ ~chatnpc(" He has set up his workshop in the room next to the library.");
case 2:
- ~chatplayer(neutral, "I may come back and try that later.");
- ~chatnpc(neutral, "Be sure that you come speak to me soon then.");
+ ~chatplayer(" I may come back and try that later.");
+ ~chatnpc(" Be sure that you come speak to me soon then.");
}
case 2:
- ~chatplayer(sad, "I am weary of questing for the time being...");
- ~chatnpc(neutral, "Maybe later then?");
- ~chatplayer(neutral, "Maybe so.");
+ ~chatplayer(" I am weary of questing for the time being...");
+ ~chatnpc(" Maybe later then?");
+ ~chatplayer(" Maybe so.");
}
[label,arthur_firstmeet]
-~chatnpc(neutral, "Welcome to my court. I am King Arthur of the Knights of the Round Table.");
+~chatnpc(" Welcome to my court. I am King Arthur of the Knights of the Round Table.");
switch_int(~p_choice3("I want to become a Knight of the Round Table!", 1, "So what are you doing in RuneScape?", 2, "Thank you very much.", 3)) {
case 1:
- ~chatplayer(neutral, "I want to become a Knight of the Round Table!");
+ ~chatplayer(" I want to become a Knight of the Round Table!");
if(%arthur_progress > ^arthur_not_started) {
- ~chatnpc(neutral, "Well then you must complete your quest to rescue Merlin. Talk to my knights if you need any help.");
+ ~chatnpc(" Well then you must complete your quest to rescue Merlin. Talk to my knights if you need any help.");
return;
}
- ~chatnpc(neutral, "Really? Well then you will need to go on a quest to prove yourself worthy.");
- ~chatnpc(neutral, "My knights all appreciate a good quest.");
- ~chatnpc(sad, "Unfortunately, our current quest is to rescue Merlin.");
- ~chatnpc(confused, "Back in England, he got himself trapped in some|sort of magical crystal. We've moved|him from the cave we found him in and now|he's upstairs in his tower.");
+ ~chatnpc(" Really? Well then you will need to go on a quest to prove yourself worthy.");
+ ~chatnpc(" My knights all appreciate a good quest.");
+ ~chatnpc(" Unfortunately, our current quest is to rescue Merlin.");
+ ~chatnpc(" Back in England, he got himself trapped in some|sort of magical crystal. We've moved|him from the cave we found him in and now|he's upstairs in his tower.");
%arthur_progress = ^arthur_started;
~send_quest_progress(questlist:arthur, %arthur_progress, ^arthur_complete);
- ~chatplayer(neutral, "I will see what I can do then.");
- ~chatnpc(neutral, "Talk to my knights if you need any help.");
+ ~chatplayer(" I will see what I can do then.");
+ ~chatnpc(" Talk to my knights if you need any help.");
case 2:
- ~chatplayer(neutral, "So what are you doing in RuneScape?");
- ~chatnpc(neutral, "Well legend says we will return to Britain in its time of greatest need. But that's not for quite a while yet.");
- ~chatnpc(neutral, "So we've moved the whole outfit here for now.");
- ~chatnpc(neutral, "We're passing the time in RuneScape!");
+ ~chatplayer(" So what are you doing in RuneScape?");
+ ~chatnpc(" Well legend says we will return to Britain in its time of greatest need. But that's not for quite a while yet.");
+ ~chatnpc(" So we've moved the whole outfit here for now.");
+ ~chatnpc(" We're passing the time in RuneScape!");
case 3:
- ~chatplayer(happy, "Thank you very much.");
+ ~chatplayer(" Thank you very much.");
}
\ No newline at end of file
diff --git a/data/src/scripts/areas/area_camelot/scripts/merlin.rs2 b/data/src/scripts/areas/area_camelot/scripts/merlin.rs2
index 1a84c2737..15697dce6 100644
--- a/data/src/scripts/areas/area_camelot/scripts/merlin.rs2
+++ b/data/src/scripts/areas/area_camelot/scripts/merlin.rs2
@@ -1,31 +1,31 @@
[opnpc1,merlin_arthur]
-~chatplayer(happy, "Hello.");
-~chatnpc(confused, "Excuse me for rushing off like this,|but I must get back to my workroom.");
+~chatplayer(" Hello.");
+~chatnpc(" Excuse me for rushing off like this,|but I must get back to my workroom.");
npc_del;
[opnpc1,merlin_workshop]
switch_int (%grail_progress) {
case ^grail_complete:
- ~chatnpc(happy, "Congratulations, brave knight, on aiding Camelot in so many ways! If we ever require help again, I will make sure to call upon you!");
- ~chatplayer(happy, "Thanks!");
- case ^grail_given_whistle: ~chatnpc(happy, "My magic powers tell me that you have discovered the Grail! Take it to Arthur immediately!");
+ ~chatnpc(" Congratulations, brave knight, on aiding Camelot in so many ways! If we ever require help again, I will make sure to call upon you!");
+ ~chatplayer(" Thanks!");
+ case ^grail_given_whistle: ~chatnpc(" My magic powers tell me that you have discovered the Grail! Take it to Arthur immediately!");
case default:
- ~chatplayer(neutral, "Hello. King Arthur has sent me on a quest for the Holy Grail. He thought you could offer some assistance.");
- ~chatnpc(happy, "Ah yes... the Holy Grail...");
- ~chatnpc(happy, "That is a powerful artefact indeed.|Returning it here would help Camelot a lot.");
- ~chatnpc(happy, "Due to its nature the Holy Grail is likely to reside in a holy place.");
- ~chatplayer(quiz, "Any suggestions?");
- ~chatnpc(quiz, "I believe there is a holy island somewhere not far away... I'm not entirely sure... I spent too long inside that crystal! Anyway, go and talk to someone over there.");
+ ~chatplayer(" Hello. King Arthur has sent me on a quest for the Holy Grail. He thought you could offer some assistance.");
+ ~chatnpc(" Ah yes... the Holy Grail...");
+ ~chatnpc(" That is a powerful artefact indeed.|Returning it here would help Camelot a lot.");
+ ~chatnpc(" Due to its nature the Holy Grail is likely to reside in a holy place.");
+ ~chatplayer(" Any suggestions?");
+ ~chatnpc(" I believe there is a holy island somewhere not far away... I'm not entirely sure... I spent too long inside that crystal! Anyway, go and talk to someone over there.");
if(%grail_progress = ^grail_started) {
%grail_progress = ^grail_spoken_merlin;
}
- ~chatnpc(happy, "I suppose you could also try speaking to Sir Galahad?");
- ~chatnpc(happy, "He returned from the quest many years after everyone else. He seems to know something about it, but he can only speak about those experiences cryptically.");
+ ~chatnpc(" I suppose you could also try speaking to Sir Galahad?");
+ ~chatnpc(" He returned from the quest many years after everyone else. He seems to know something about it, but he can only speak about those experiences cryptically.");
switch_int(~p_choice2("Thank you for the advice.", 1, "Where can I find Sir Galahad?", 2)) {
case 1:
- ~chatplayer(neutral, "Thank you for the advice.");
+ ~chatplayer(" Thank you for the advice.");
case 2:
- ~chatplayer(quiz, "Where can I find Sir Galahad?");
- ~chatnpc(happy, "Galahad now lives a life of religious contemplation. He lives somewhere west of McGrubor's Wood I think.");
+ ~chatplayer(" Where can I find Sir Galahad?");
+ ~chatnpc(" Galahad now lives a life of religious contemplation. He lives somewhere west of McGrubor's Wood I think.");
}
}
\ No newline at end of file
diff --git a/data/src/scripts/areas/area_camelot/scripts/sir_bedivere.rs2 b/data/src/scripts/areas/area_camelot/scripts/sir_bedivere.rs2
index bc8a610b3..1e4860a6d 100644
--- a/data/src/scripts/areas/area_camelot/scripts/sir_bedivere.rs2
+++ b/data/src/scripts/areas/area_camelot/scripts/sir_bedivere.rs2
@@ -1,28 +1,28 @@
[opnpc1,sir_bedivere]
-~chatnpc(happy, "May I help you?");
+~chatnpc(" May I help you?");
if(%grail_progress > ^grail_not_started & %grail_progress < ^grail_complete) {
- ~chatnpc(happy, "You are looking for the Grail now adventurer?");
- ~chatplayer(neutral, "Absolutely.");
- ~chatnpc(happy, "The best of luck to you! Make the name of Camelot proud, and bring it back to us.");
+ ~chatnpc(" You are looking for the Grail now adventurer?");
+ ~chatplayer(" Absolutely.");
+ ~chatnpc(" The best of luck to you! Make the name of Camelot proud, and bring it back to us.");
return;
}
switch_int (%arthur_progress) {
case ^arthur_not_started:
- ~chatplayer(neutral, "I'm really just looking for a quest...");
- ~chatnpc(neutral, "Fortune favours us both then adventurer.|I suggest you go and speak to King Arthur.");
+ ~chatplayer(" I'm really just looking for a quest...");
+ ~chatnpc(" Fortune favours us both then adventurer.|I suggest you go and speak to King Arthur.");
case ^arthur_started:
- ~chatplayer(quiz, "Merlin's in a crystal. Little help?");
- ~chatnpc(sad, "That is what we were hoping for from you, adventurer!");
- ~chatplayer(confused, "Hmmm. Well, ok, thanks anyway.");
+ ~chatplayer(" Merlin's in a crystal. Little help?");
+ ~chatnpc(" That is what we were hoping for from you, adventurer!");
+ ~chatplayer(" Hmmm. Well, ok, thanks anyway.");
case ^arthur_spoken_gawain, ^arthur_spoken_lancelot:
- ~chatplayer(quiz, "I don't suppose you have any idea how to break into Mordred's fort do you?");
- ~chatnpc(sad, "I am afraid not. Would that we could! Mordred and his cronies have been thorns in our side for far too long already!");
- ~chatplayer(neutral, "Ok. Thanks. See you later!");
- ~chatnpc(neutral, "Take care adventurer, Mordred is an evil and powerful foe.");
+ ~chatplayer(" I don't suppose you have any idea how to break into Mordred's fort do you?");
+ ~chatnpc(" I am afraid not. Would that we could! Mordred and his cronies have been thorns in our side for far too long already!");
+ ~chatplayer(" Ok. Thanks. See you later!");
+ ~chatnpc(" Take care adventurer, Mordred is an evil and powerful foe.");
case ^arthur_spoken_morgan_lefaye, ^arthur_excalibur_bound, ^arthur_freed_merlin:
- ~chatplayer(quiz, "Know anything about Excalibur?");
- ~chatnpc(confused, "Um... it's a really good sword?");
- ~chatplayer(quiz, "Know where I can find it?");
- ~chatnpc(neutral, "Nope, sorry.");
- case ^arthur_complete: ~chatnpc(happy, "All Knights of the Round thank you for your assistance in this trying time for us.");
+ ~chatplayer(" Know anything about Excalibur?");
+ ~chatnpc(" Um... it's a really good sword?");
+ ~chatplayer(" Know where I can find it?");
+ ~chatnpc(" Nope, sorry.");
+ case ^arthur_complete: ~chatnpc(" All Knights of the Round thank you for your assistance in this trying time for us.");
}
\ No newline at end of file
diff --git a/data/src/scripts/areas/area_camelot/scripts/sir_gawain.rs2 b/data/src/scripts/areas/area_camelot/scripts/sir_gawain.rs2
index 03fda2b7d..e92d0b277 100644
--- a/data/src/scripts/areas/area_camelot/scripts/sir_gawain.rs2
+++ b/data/src/scripts/areas/area_camelot/scripts/sir_gawain.rs2
@@ -1,13 +1,13 @@
[opnpc1,sir_gawain]
-~chatnpc(happy, "Good day to you Good day to you I seek the Grail in the name of Camelot!");
+ ~chatnpc(" The Grail? That is truly a noble quest indeed. None but Galahad have come close.");
+ ~chatplayer(" Galahad? Who is he?");
+ ~chatnpc(" He used to be one of the Knights of the Round Table, but he mysteriously disappeared many years ago.");
+ ~chatplayer(" Why would he quit being a Knight?");
+ ~chatnpc(" |That is a good question.");
+ ~chatnpc(" I'm afraid I don't have the answer.");
return;
}
def_int $option;
@@ -16,38 +16,38 @@ switch_int (%arthur_progress) {
case ^arthur_started: $option = ~p_choice3("Good day.", 1, "Any ideas on how to get Merlin out of that crystal?", 3, "Do you know how Merlin got trapped?", 4);
case ^arthur_spoken_gawain, ^arthur_spoken_lancelot: $option = ~p_choice2("Any idea how to get into Morgan Le Faye's stronghold?", 5, "Hello again.", 6);
case ^arthur_spoken_morgan_lefaye, ^arthur_excalibur_bound, ^arthur_freed_merlin:
- ~chatplayer(quiz, "Any ideas on finding Excalibur?");
- ~chatnpc(sad, "Unfortunately not, adventurer.");
+ ~chatplayer(" Any ideas on finding Excalibur?");
+ ~chatnpc(" Unfortunately not, adventurer.");
}
switch_int ($option) {
case 1:
- ~chatplayer(neutral, "Good day.");
+ ~chatplayer(" Good day.");
case 2:
- ~chatplayer(neutral, "Know you of any quests sir knight?");
+ ~chatplayer(" Know you of any quests sir knight?");
if(%arthur_progress = ^arthur_complete) {
- ~chatnpc(confused, "I think you've done the main quest we were on right now...");
+ ~chatnpc(" I think you've done the main quest we were on right now...");
return;
}
- ~chatnpc(neutral, "The king is the man to talk to if you want a quest.");
+ ~chatnpc(" The king is the man to talk to if you want a quest.");
case 3:
- ~chatplayer(neutral, "Any ideas on how to get Merlin out of that crystal?");
- ~chatnpc(confused, "I'm a little stumped myself.|We've tried opening it with anything and everything!");
+ ~chatplayer(" Any ideas on how to get Merlin out of that crystal?");
+ ~chatnpc(" I'm a little stumped myself.|We've tried opening it with anything and everything!");
case 4:
- ~chatplayer(quiz, "Do you know how Merlin got trapped?");
- ~chatnpc(angry, "I would guess this is the work of the evil Morgan Le Faye!");
- ~chatplayer(quiz, "And where could I find her?");
- ~chatnpc(angry, "She lives in her stronghold to the south of here,|guarded by some renegade knights led by Sir Mordred.");
+ ~chatplayer(" Do you know how Merlin got trapped?");
+ ~chatnpc(" I would guess this is the work of the evil Morgan Le Faye!");
+ ~chatplayer(" And where could I find her?");
+ ~chatnpc(" She lives in her stronghold to the south of here,|guarded by some renegade knights led by Sir Mordred.");
%arthur_progress = ^arthur_spoken_gawain;
switch_int(~p_choice2("Any idea how to get into Morgan Le Faye's stronghold?", 1, "Thank you for the information.", 2)) {
case 1: @sir_gawain_lefaye_stronghold;
case 2:
- ~chatplayer(neutral, "Thank you for the information.");
- ~chatnpc(happy, "It is the least I can do.");
+ ~chatplayer(" Thank you for the information.");
+ ~chatnpc(" It is the least I can do.");
}
case 5: @sir_gawain_lefaye_stronghold;
- case 6: ~chatplayer(neutral, "Hello again.");
+ case 6: ~chatplayer(" Hello again.");
}
[label,sir_gawain_lefaye_stronghold]
-~chatplayer(quiz, "Any idea how to get into Morgan Le Faye's stronghold?");
-~chatnpc(confused, "No, you've got me stumped there...");
\ No newline at end of file
+~chatplayer(" Any idea how to get into Morgan Le Faye's stronghold?");
+~chatnpc(" No, you've got me stumped there...");
\ No newline at end of file
diff --git a/data/src/scripts/areas/area_camelot/scripts/sir_kay.rs2 b/data/src/scripts/areas/area_camelot/scripts/sir_kay.rs2
index a2744df68..85640bcc2 100644
--- a/data/src/scripts/areas/area_camelot/scripts/sir_kay.rs2
+++ b/data/src/scripts/areas/area_camelot/scripts/sir_kay.rs2
@@ -2,40 +2,40 @@
if(inv_total(inv, trail_clue_easy_simple_exp026) = 1) {
@trail_sir_kay;
}
-~chatnpc(happy, "Good morrow Good morrow I hear you are questing for the Holy Grail?!");
+ ~chatplayer(" That's right. Any hints?");
+ ~chatnpc(" Unfortunately not, Sirrah.");
return;
}
switch_int(%arthur_progress) {
case ^arthur_not_started:
- ~chatplayer(neutral, "Morning. Know where an adventurer has to go to find a quest around here?");
- ~chatnpc(neutral, "An adventurer eh? There is no service finer than serving the bountiful King Arthur, and I happen to know there's an important quest to fulfill.");
+ ~chatplayer(" Morning. Know where an adventurer has to go to find a quest around here?");
+ ~chatnpc(" An adventurer eh? There is no service finer than serving the bountiful King Arthur, and I happen to know there's an important quest to fulfill.");
case ^arthur_started:
- ~chatplayer(quiz, "Any ideas on getting Merlin out of that crystal?");
- ~chatnpc(sad, "Unfortunately not, Sirrah.");
- ~chatnpc(sad, "'Tis a magick most powerful and foul.");
- ~chatnpc(sad, "The only person I know of who would possibly have been of help is Merlin...");
- ~chatplayer(neutral, "Yeah, that's not actually too helpful.");
- ~chatnpc(sad, "I am well aware of that, adventurer.");
+ ~chatplayer(" Any ideas on getting Merlin out of that crystal?");
+ ~chatnpc(" Unfortunately not, Sirrah.");
+ ~chatnpc(" 'Tis a magick most powerful and foul.");
+ ~chatnpc(" The only person I know of who would possibly have been of help is Merlin...");
+ ~chatplayer(" Yeah, that's not actually too helpful.");
+ ~chatnpc(" I am well aware of that, adventurer.");
case ^arthur_spoken_gawain, ^arthur_spoken_lancelot:
- ~chatplayer(quiz, "Any ideas on getting into Mordred's fort?");
- ~chatnpc(angry, "Mordred... So you think he may be involved with the curse upon Merlin?");
- ~chatplayer(quiz, "Good a guess as any right?");
- ~chatnpc(sad, "I think that you may be onto something there. Unfortunately his fortress is impregnable!");
- ~chatplayer(neutral, "...I'll figure something out.");
+ ~chatplayer(" Any ideas on getting into Mordred's fort?");
+ ~chatnpc(" Mordred... So you think he may be involved with the curse upon Merlin?");
+ ~chatplayer(" Good a guess as any right?");
+ ~chatnpc(" I think that you may be onto something there. Unfortunately his fortress is impregnable!");
+ ~chatplayer(" ...I'll figure something out.");
case ^arthur_spoken_morgan_lefaye, ^arthur_excalibur_bound, ^arthur_freed_merlin:
- ~chatnpc(quiz, "Any ideas on finding Excalibur?");
- ~chatnpc(happy, "Unfortunately not, Sirrah.");
+ ~chatnpc(" Any ideas on finding Excalibur?");
+ ~chatnpc(" Unfortunately not, Sirrah.");
case ^arthur_complete:
- ~chatnpc(happy, "Sir Knight! Many thanks for your assistance in restoring Merlin to his former freedom!");
- ~chatplayer(neutral, "Hey, no problem.");
+ ~chatnpc(" Sir Knight! Many thanks for your assistance in restoring Merlin to his former freedom!");
+ ~chatplayer(" Hey, no problem.");
}
[label,trail_sir_kay]
-~chatnpc(happy, "A valiant effort!");
+~chatnpc(" A valiant effort!");
~trail_clue_progress;
inv_del(inv, trail_clue_easy_simple_exp026, 1);
if(~trail_clue_easy_complete = true) {
diff --git a/data/src/scripts/areas/area_camelot/scripts/sir_lancelot.rs2 b/data/src/scripts/areas/area_camelot/scripts/sir_lancelot.rs2
index 79fe56922..88ce085f0 100644
--- a/data/src/scripts/areas/area_camelot/scripts/sir_lancelot.rs2
+++ b/data/src/scripts/areas/area_camelot/scripts/sir_lancelot.rs2
@@ -1,11 +1,11 @@
[opnpc1,sir_lancelot]
-~chatnpc(happy, "Greetings! I am Sir Lancelot, the greatest Knight in the land! What do you want?");
+~chatnpc(" Greetings! I am Sir Lancelot, the greatest Knight in the land! What do you want?");
if(%grail_progress > ^grail_not_started & %grail_progress < ^grail_complete) {
- ~chatplayer(neutral, "I am questing for the Holy Grail.");
- ~chatnpc(neutral, "The Grail? Ha! Frankly, little I am questing for the Holy Grail.");
+ ~chatnpc(" The Grail? Ha! Frankly, little Why do you say that?");
+ ~chatnpc(" You got lucky with freeing Merlin but there's no way a puny wannabe like you is going to find the Holy Grail where so many others have failed.");
+ ~chatplayer(" We'll see about that.");
return;
}
def_int $option;
@@ -13,25 +13,25 @@ switch_int (%arthur_progress) {
case ^arthur_not_started: $option = ~p_choice2("You're a little full of yourself aren't you?", 1, "I seek a quest!", 2);
case ^arthur_started, ^arthur_spoken_lancelot, ^arthur_spoken_morgan_lefaye, ^arthur_excalibur_bound, ^arthur_freed_merlin: $option = ~p_choice2("I want to get Merlin out of the crystal.", 3, "You're a little full of yourself aren't you?", 1);
case ^arthur_spoken_gawain: $option = ~p_choice3("I want to get Merlin out of the crystal.", 3, "You're a little full of yourself aren't you?", 1, "Any ideas on how to get into Morgan Le Faye's stronghold?", 4);
- case ^arthur_complete: ~chatnpc(neutral, "Hmmm. I heard you freed Merlin.|Either you're better than you look or you got lucky.|I think the latter.");
+ case ^arthur_complete: ~chatnpc(" Hmmm. I heard you freed Merlin.|Either you're better than you look or you got lucky.|I think the latter.");
}
switch_int($option) {
case 1:
- ~chatplayer(quiz, "You're a little full of yourself aren't you?");
- ~chatnpc(happy, "I have every right to be proud of myself.");
- ~chatnpc(happy, "My prowess in battle is world renowned!");
+ ~chatplayer(" You're a little full of yourself aren't you?");
+ ~chatnpc(" I have every right to be proud of myself.");
+ ~chatnpc(" My prowess in battle is world renowned!");
case 2:
- ~chatplayer(happy, "I seek a quest!");
- ~chatnpc(neutral, "Leave questing to the professionals.");
- ~chatnpc(happy, "Such as myself.");
+ ~chatplayer(" I seek a quest!");
+ ~chatnpc(" Leave questing to the professionals.");
+ ~chatnpc(" Such as myself.");
case 3:
- ~chatplayer(neutral, "I want to get Merlin out of the crystal.");
- ~chatnpc(angry, "Well, if the Knights of the Round Table can't manage it, I can't see how a commoner like you could succeed where we have failed.");
+ ~chatplayer(" I want to get Merlin out of the crystal.");
+ ~chatnpc(" Well, if the Knights of the Round Table can't manage it, I can't see how a commoner like you could succeed where we have failed.");
case 4:
- ~chatplayer(quiz, "Any ideas on how to get into Morgan Le Faye's stronghold?");
- ~chatnpc(happy, "That stronghold is built in a strong defensive position.");
- ~chatnpc(happy, "It's on a big rock sticking out into the sea.");
+ ~chatplayer(" Any ideas on how to get into Morgan Le Faye's stronghold?");
+ ~chatnpc(" That stronghold is built in a strong defensive position.");
+ ~chatnpc(" It's on a big rock sticking out into the sea.");
%arthur_progress = ^arthur_spoken_lancelot;
- ~chatnpc(neutral, "There are two ways in that I know of, the large|heavy front doors, and the sea entrance,|only penetrable by boat.");
- ~chatnpc(neutral, "They get all their deliveries by boat from Catherby.");
+ ~chatnpc(" There are two ways in that I know of, the large|heavy front doors, and the sea entrance,|only penetrable by boat.");
+ ~chatnpc(" They get all their deliveries by boat from Catherby.");
}
\ No newline at end of file
diff --git a/data/src/scripts/areas/area_camelot/scripts/sir_lucan.rs2 b/data/src/scripts/areas/area_camelot/scripts/sir_lucan.rs2
index af975b10c..01393417c 100644
--- a/data/src/scripts/areas/area_camelot/scripts/sir_lucan.rs2
+++ b/data/src/scripts/areas/area_camelot/scripts/sir_lucan.rs2
@@ -1,29 +1,29 @@
[opnpc1,sir_lucan]
-~chatnpc(happy, "Hello there adventurer.");
+~chatnpc(" Hello there adventurer.");
if(%grail_progress > ^grail_not_started & %grail_progress < ^grail_complete) {
- ~chatplayer(neutral, "I seek the Grail of legend!");
- ~chatnpc(happy, "I'm afraid I don't have any suggestions...");
- ~chatplayer(happy, "Thanks. I'll try and find someone who does.");
+ ~chatplayer(" I seek the Grail of legend!");
+ ~chatnpc(" I'm afraid I don't have any suggestions...");
+ ~chatplayer(" Thanks. I'll try and find someone who does.");
return;
}
switch_int (%arthur_progress) {
case ^arthur_not_started:
- ~chatplayer(neutral, "I'm looking for a quest...");
- ~chatnpc(happy, "Talk to the King then adventurer. He is always looking for men of bravery to aid him in his actions.");
+ ~chatplayer(" I'm looking for a quest...");
+ ~chatnpc(" Talk to the King then adventurer. He is always looking for men of bravery to aid him in his actions.");
case ^arthur_started:
- ~chatplayer(quiz, "Any suggestions on freeing Merlin?");
- ~chatnpc(neutral, "I've tried all the weapons I can find, yet none are powerful enough to break his crystal prison...");
- ~chatnpc(neutral, "Perhaps the mighty Excalibur would be|strong enough...");
- ~chatplayer(happy, "Excalibur eh? Where would I find that?");
- ~chatnpc(neutral, "The Lady of the Lake is looking after it I believe... but I know not where she resides currently.");
- ~chatplayer(happy, "Thanks. I'll try and find someone who does.");
+ ~chatplayer(" Any suggestions on freeing Merlin?");
+ ~chatnpc(" I've tried all the weapons I can find, yet none are powerful enough to break his crystal prison...");
+ ~chatnpc(" Perhaps the mighty Excalibur would be|strong enough...");
+ ~chatplayer(" Excalibur eh? Where would I find that?");
+ ~chatnpc(" The Lady of the Lake is looking after it I believe... but I know not where she resides currently.");
+ ~chatplayer(" Thanks. I'll try and find someone who does.");
case ^arthur_spoken_gawain, ^arthur_spoken_lancelot:
- ~chatplayer(quiz, "I need to get into Mordred's Fortress.");
- ~chatnpc(neutral, "So... you think Mordred's behind this? I'm afraid I don't have any suggestions...");
- ~chatplayer(happy, "Thanks. I'll try and find someone who does.");
+ ~chatplayer(" I need to get into Mordred's Fortress.");
+ ~chatnpc(" So... you think Mordred's behind this? I'm afraid I don't have any suggestions...");
+ ~chatplayer(" Thanks. I'll try and find someone who does.");
case ^arthur_spoken_morgan_lefaye, ^arthur_excalibur_bound, ^arthur_freed_merlin:
- ~chatplayer(quiz, "I need to find Excalibur.");
- ~chatnpc(happy, "I'm afraid I don't have any suggestions...");
- ~chatplayer(happy, "Thanks. I'll try and find someone who does.");
- case ^arthur_complete: ~chatnpc(happy, "Congratulations on freeing Merlin!");
+ ~chatplayer(" I need to find Excalibur.");
+ ~chatnpc(" I'm afraid I don't have any suggestions...");
+ ~chatplayer(" Thanks. I'll try and find someone who does.");
+ case ^arthur_complete: ~chatnpc(" Congratulations on freeing Merlin!");
}
\ No newline at end of file
diff --git a/data/src/scripts/areas/area_camelot/scripts/sir_palomedes.rs2 b/data/src/scripts/areas/area_camelot/scripts/sir_palomedes.rs2
index 2d95a7198..c98c70c4a 100644
--- a/data/src/scripts/areas/area_camelot/scripts/sir_palomedes.rs2
+++ b/data/src/scripts/areas/area_camelot/scripts/sir_palomedes.rs2
@@ -1,24 +1,24 @@
[opnpc1,sir_palomedes]
-~chatnpc(happy, "Hello there adventurer, what do you want of me?");
+~chatnpc(" Hello there adventurer, what do you want of me?");
if(%grail_progress > ^grail_not_started & %grail_progress < ^grail_complete) {
- ~chatplayer(neutral, "I'd like some advice on finding the Grail.");
- ~chatnpc(happy, "Sorry, I cannot help you with that.");
+ ~chatplayer(" I'd like some advice on finding the Grail.");
+ ~chatnpc(" Sorry, I cannot help you with that.");
return;
}
switch_int (%arthur_progress) {
case ^arthur_not_started:
- ~chatplayer(neutral, "I'd like some advice on finding a quest.");
- ~chatnpc(happy, "I do not know of any myself... but it would perhaps be worth your while asking the King if he has any tasks for you.");
+ ~chatplayer(" I'd like some advice on finding a quest.");
+ ~chatnpc(" I do not know of any myself... but it would perhaps be worth your while asking the King if he has any tasks for you.");
case ^arthur_started:
- ~chatplayer(quiz, "I'd like some advice on breaking that Crystal Merlin's trapped in.");
- ~chatnpc(happy, "Sorry, I cannot help you with that.");
+ ~chatplayer(" I'd like some advice on breaking that Crystal Merlin's trapped in.");
+ ~chatnpc(" Sorry, I cannot help you with that.");
case ^arthur_spoken_gawain, ^arthur_spoken_lancelot:
- ~chatplayer(quiz, "I'd like some advice on breaking into Mordred's fort.");
- ~chatnpc(happy, "Sorry, I cannot help you with that.");
+ ~chatplayer(" I'd like some advice on breaking into Mordred's fort.");
+ ~chatnpc(" Sorry, I cannot help you with that.");
case ^arthur_spoken_morgan_lefaye, ^arthur_excalibur_bound, ^arthur_freed_merlin:
- ~chatplayer(quiz, "I'd like some advice on finding Excalibur.");
- ~chatnpc(happy, "orry, I cannot help you with that.");
+ ~chatplayer(" I'd like some advice on finding Excalibur.");
+ ~chatnpc(" orry, I cannot help you with that.");
case ^arthur_complete:
- ~chatnpc(happy, "After your help freeing Merlin, my help is the least I can offer as a man of honour.");
- ~chatplayer(happy, "Nothing right now, but I'll bear it in mind. Thanks.");
+ ~chatnpc(" After your help freeing Merlin, my help is the least I can offer as a man of honour.");
+ ~chatplayer(" Nothing right now, but I'll bear it in mind. Thanks.");
}
\ No newline at end of file
diff --git a/data/src/scripts/areas/area_camelot/scripts/sir_pelleas.rs2 b/data/src/scripts/areas/area_camelot/scripts/sir_pelleas.rs2
index 4bfddf7b6..dc017be39 100644
--- a/data/src/scripts/areas/area_camelot/scripts/sir_pelleas.rs2
+++ b/data/src/scripts/areas/area_camelot/scripts/sir_pelleas.rs2
@@ -1,28 +1,28 @@
[opnpc1,sir_pelleas]
-~chatnpc(happy, "Greetings to the court of King Arthur!");
+~chatnpc(" Greetings to the court of King Arthur!");
if(%grail_progress > ^grail_not_started & %grail_progress < ^grail_complete) {
- ~chatplayer(neutral, "Any suggestions on finding the Grail?");
- ~chatnpc(neutral, "My best guess would be some sort of spell. Merlin is our magic expert. Ask him?");
- ~chatnpc(neutral, "Although having said that, I believe Galahad found its location once...");
- ~chatplayer(quiz, "Really? Know where I can find him?");
- ~chatnpc(neutral, "I'm afraid not. He left here many moons ago and I know not where he went.");
+ ~chatplayer(" Any suggestions on finding the Grail?");
+ ~chatnpc(" My best guess would be some sort of spell. Merlin is our magic expert. Ask him?");
+ ~chatnpc(" Although having said that, I believe Galahad found its location once...");
+ ~chatplayer(" Really? Know where I can find him?");
+ ~chatnpc(" I'm afraid not. He left here many moons ago and I know not where he went.");
return;
}
switch_int (%arthur_progress) {
case ^arthur_not_started:
- ~chatplayer(neutral, "Hello. I'm looking for a quest. Who should I talk to?");
- ~chatnpc(neutral, "King Arthur will let you know.|I believe he has a quest at the moment.");
+ ~chatplayer(" Hello. I'm looking for a quest. Who should I talk to?");
+ ~chatnpc(" King Arthur will let you know.|I believe he has a quest at the moment.");
case ^arthur_started:
- ~chatplayer(quiz, "Any suggestions on freeing Merlin?");
- ~chatnpc(neutral, "My best guess would be some sort of magic. Unfortunately Merlin is our magic expert.");
- ~chatplayer(quiz, "Ok, well, thanks anyway.");
+ ~chatplayer(" Any suggestions on freeing Merlin?");
+ ~chatnpc(" My best guess would be some sort of magic. Unfortunately Merlin is our magic expert.");
+ ~chatplayer(" Ok, well, thanks anyway.");
case ^arthur_spoken_gawain, ^arthur_spoken_lancelot:
- ~chatplayer(quiz, "Any suggestions on getting into Mordred's fort?");
- ~chatnpc(neutral, "My best guess would be using magic. Unfortunately Merlin is our magic expert.");
- ~chatplayer(quiz, "Ok, well, thanks anyway.");
+ ~chatplayer(" Any suggestions on getting into Mordred's fort?");
+ ~chatnpc(" My best guess would be using magic. Unfortunately Merlin is our magic expert.");
+ ~chatplayer(" Ok, well, thanks anyway.");
case ^arthur_spoken_morgan_lefaye, ^arthur_excalibur_bound, ^arthur_freed_merlin:
- ~chatplayer(quiz, "Any suggestions on finding Excalibur?");
- ~chatnpc(neutral, "My best guess would be using magic. Unfortunately Merlin is our magic expert.");
- ~chatplayer(quiz, "Ok, well, thanks anyway.");
- case ^arthur_complete: ~chatnpc(neutral, "You are a very talented Knight indeed to have freed Merlin so quickly. You have all of our gratitude.");
+ ~chatplayer(" Any suggestions on finding Excalibur?");
+ ~chatnpc(" My best guess would be using magic. Unfortunately Merlin is our magic expert.");
+ ~chatplayer(" Ok, well, thanks anyway.");
+ case ^arthur_complete: ~chatnpc(" You are a very talented Knight indeed to have freed Merlin so quickly. You have all of our gratitude.");
}
\ No newline at end of file
diff --git a/data/src/scripts/areas/area_camelot/scripts/sir_tristram.rs2 b/data/src/scripts/areas/area_camelot/scripts/sir_tristram.rs2
index 649ca1dd9..f1655697c 100644
--- a/data/src/scripts/areas/area_camelot/scripts/sir_tristram.rs2
+++ b/data/src/scripts/areas/area_camelot/scripts/sir_tristram.rs2
@@ -1,29 +1,29 @@
[opnpc1,sir_tristram]
-~chatnpc(happy, "Hail Arthur, King of the Britons!");
-~chatplayer(quiz, "Um... Hello.");
+~chatnpc(" Hail Arthur, King of the Britons!");
+~chatplayer(" Um... Hello.");
if(%grail_progress > ^grail_not_started & %grail_progress < ^grail_complete) {
- ~chatplayer(neutral, "I am seeking the Grail...");
- ~chatnpc(neutral, "Good luck with that!");
+ ~chatplayer(" I am seeking the Grail...");
+ ~chatnpc(" Good luck with that!");
return;
}
switch_int (%arthur_progress) {
case ^arthur_not_started:
- ~chatplayer(neutral, "I'm looking for adventure!|More specifically, some sort of quest.");
- ~chatnpc(confused, "...Then hail Arthur, King of Britons, like I just said.");
- ~chatplayer(neutral, "Oh. Ok.");
- ~chatplayer(neutral, "I thought you just had a weird way of saying hello is all.");
+ ~chatplayer(" I'm looking for adventure!|More specifically, some sort of quest.");
+ ~chatnpc(" ...Then hail Arthur, King of Britons, like I just said.");
+ ~chatplayer(" Oh. Ok.");
+ ~chatplayer(" I thought you just had a weird way of saying hello is all.");
case ^arthur_started:
- ~chatplayer(quiz, "Do you know much about breaking magical crystals?");
- ~chatnpc(neutral, "Funnily enough...");
- ~chatnpc(neutral, "Absolutely nothing.");
- ~chatplayer(neutral, "Ok. Goodbye.");
+ ~chatplayer(" Do you know much about breaking magical crystals?");
+ ~chatnpc(" Funnily enough...");
+ ~chatnpc(" Absolutely nothing.");
+ ~chatplayer(" Ok. Goodbye.");
case ^arthur_spoken_gawain, ^arthur_spoken_lancelot:
- ~chatplayer(quiz, "I need to get into Mordred's Fort...");
- ~chatnpc(neutral, "Good luck with that!");
+ ~chatplayer(" I need to get into Mordred's Fort...");
+ ~chatnpc(" Good luck with that!");
case ^arthur_spoken_morgan_lefaye, ^arthur_excalibur_bound, ^arthur_freed_merlin:
- ~chatplayer(quiz, "I need to find Excalibur...");
- ~chatnpc(happy, "Good luck with that!");
+ ~chatplayer(" I need to find Excalibur...");
+ ~chatnpc(" Good luck with that!");
case ^arthur_complete:
- ~chatnpc(happy, "Thanks for freeing Merlin.");
- ~chatplayer(neutral, "No problem. It was easy.");
+ ~chatnpc(" Thanks for freeing Merlin.");
+ ~chatplayer(" No problem. It was easy.");
}
\ No newline at end of file
diff --git a/data/src/scripts/areas/area_catherby/scripts/arhein.rs2 b/data/src/scripts/areas/area_catherby/scripts/arhein.rs2
index 9bdf92c06..9d221ec99 100644
--- a/data/src/scripts/areas/area_catherby/scripts/arhein.rs2
+++ b/data/src/scripts/areas/area_catherby/scripts/arhein.rs2
@@ -2,16 +2,16 @@
if(inv_total(inv, trail_clue_easy_simple_exp025) = 1) {
@trail_arhein;
}
-~chatnpc(happy, "Hello! Would you like to trade?");
+~chatnpc(" Hello! Would you like to trade?");
def_int $option = ~p_choice3("Yes.", 1, "No thank you.", 2, "Is that your ship?", 3);
if($option = 1) {
- ~chatplayer(neutral, "Sure.");
+ ~chatplayer(" Sure.");
~openshop_activenpc;
} else if($option = 2) {
- ~chatplayer(neutral, "No thank you.");
+ ~chatplayer(" No thank you.");
} else if($option = 3) {
- ~chatplayer(quiz, "Is that your ship?");
- ~chatnpc(happy, "Yes, I use it to make deliveries to my customers up and down the coast. These crates here are all ready for my next trip.");
+ ~chatplayer(" Is that your ship?");
+ ~chatnpc(" Yes, I use it to make deliveries to my customers up and down the coast. These crates here are all ready for my next trip.");
if(%arthur_progress = ^arthur_spoken_lancelot) {
@multi3("Do you deliver to the fort just down the coast?", arhein_fort, "Where do you deliver to?", arhein_deliver, "Are you rich then?", arhein_rich);
}
@@ -19,37 +19,37 @@ if($option = 1) {
}
[label,arhein_deliver]
-~chatplayer(neutral, "Where do you deliver to?");
-~chatnpc(happy, "Oh, various places up and down the coast.|Mostly Karamja and Port Sarim.");
+~chatplayer(" Where do you deliver to?");
+~chatnpc(" Oh, various places up and down the coast.|Mostly Karamja and Port Sarim.");
def_int $option = ~p_choice2("I don't suppose I could get a lift anywhere?", 1, "Well, good luck with your business.", 2);
if($option = 1) {
- ~chatplayer(neutral, "I don't suppose I could get a lift anywhere?");
- ~chatnpc(happy, "Sorry pal, but I'm afraid I'm not quite ready to sail yet.");
+ ~chatplayer(" I don't suppose I could get a lift anywhere?");
+ ~chatnpc(" Sorry pal, but I'm afraid I'm not quite ready to sail yet.");
// https://web.archive.org/web/20050521020137im_/http://www.runeweb.net/fireball/Merlin%20Crystal%20Images/merlin8.PNG
- ~chatnpc(happy, "I'm waiting on a big delivery of candles|which I need to deliver further along the coast.");
+ ~chatnpc(" I'm waiting on a big delivery of candles|which I need to deliver further along the coast.");
} else if($option = 2) {
- ~chatplayer(neutral, "Well, good luck with your business.");
- ~chatnpc(happy, "Thanks buddy!");
+ ~chatplayer(" Well, good luck with your business.");
+ ~chatnpc(" Thanks buddy!");
}
[label,arhein_rich]
-~chatplayer(neutral, "Are you rich then?");
-~chatnpc(happy, "Business is going reasonably well...|I wouldn't say I was the richest of merchants ever,|but I'm doing fairly well all things considered.");
+~chatplayer(" Are you rich then?");
+~chatnpc(" Business is going reasonably well...|I wouldn't say I was the richest of merchants ever,|but I'm doing fairly well all things considered.");
[label,arhein_fort]
-~chatplayer(neutral, "Do you deliver to the fort just down the coast?");
-~chatnpc(happy, "Yes, I do have orders to deliver there from time to time. I think I may have some bits and pieces for them when I leave here next actually.");
+~chatplayer(" Do you deliver to the fort just down the coast?");
+~chatnpc(" Yes, I do have orders to deliver there from time to time. I think I may have some bits and pieces for them when I leave here next actually.");
switch_int(~p_choice2("Can you drop me off on the way down please?", 1, "Aren't you worried about supplying evil knights?", 2)) {
case 1:
- ~chatplayer(neutral, "Can you drop me off on the way down please?");
- ~chatnpc(happy, "I don't think Sir Mordred would like that.|He wants as few outsiders visiting as possible.|I wouldn't want to lose his business.");
+ ~chatplayer(" Can you drop me off on the way down please?");
+ ~chatnpc(" I don't think Sir Mordred would like that.|He wants as few outsiders visiting as possible.|I wouldn't want to lose his business.");
case 2:
- ~chatplayer(neutral, "Aren't you worried about supplying evil knights?");
- ~chatnpc(happy, "Hey, you gotta take business where you can find it these days! Besides, if I didn't supply them, someone else would.");
+ ~chatplayer(" Aren't you worried about supplying evil knights?");
+ ~chatnpc(" Hey, you gotta take business where you can find it these days! Besides, if I didn't supply them, someone else would.");
}
[label,trail_arhein]
-~chatnpc(default, "Well done, matey!");
+~chatnpc(" Well done, matey!");
~trail_clue_progress;
inv_del(inv, trail_clue_easy_simple_exp025, 1);
if(~trail_clue_easy_complete = true) {
diff --git a/data/src/scripts/areas/area_catherby/scripts/candle_maker.rs2 b/data/src/scripts/areas/area_catherby/scripts/candle_maker.rs2
index aa352041a..fa87b230a 100644
--- a/data/src/scripts/areas/area_catherby/scripts/candle_maker.rs2
+++ b/data/src/scripts/areas/area_catherby/scripts/candle_maker.rs2
@@ -1,18 +1,18 @@
[opnpc1,candle_maker]
if(testbit(%excalibur_components_progress, ^blackcandle_index) = true) {
- ~chatnpc(quiz, "Have you got any wax yet?");
+ ~chatnpc(" Have you got any wax yet?");
if(inv_total(inv, bucket_wax) = 0) {
- ~chatplayer(sad, "Nope, not yet.");
+ ~chatplayer(" Nope, not yet.");
return;
}
- ~chatplayer(happy, "Yes, I have some now.");
+ ~chatplayer(" Yes, I have some now.");
~mesbox("You exchange the wax with the candle maker for a black candle.");
inv_del(inv, bucket_wax, 1);
inv_add(inv, black_candle, 1);
%excalibur_components_progress = togglebit(%excalibur_components_progress, ^blackcandle_index);
return;
}
-~chatnpc(happy, "Hi! Would you be interested|in some of my fine candles?");
+~chatnpc(" Hi! Would you be interested|in some of my fine candles?");
def_int $option;
if(%arthur_progress = ^arthur_spoken_morgan_lefaye) {
$option = ~p_choice3("Have you got any black candles?", 3, "Yes please.", 1, "No thank you.", 2);
@@ -20,18 +20,18 @@ if(%arthur_progress = ^arthur_spoken_morgan_lefaye) {
$option = ~p_choice2("Yes Please.", 1, "No thank you.", 2);
}
if($option = 1) {
- ~chatplayer(neutral, "Yes please.");
+ ~chatplayer(" Yes please.");
~openshop_activenpc;
} else if($option = 2) {
- ~chatplayer(happy, "No thank you.");
+ ~chatplayer(" No thank you.");
} else if($option = 3) {
- ~chatplayer(quiz, "Have you got any black candles?");
- ~chatnpc(shock, "BLACK candles???");
- ~chatnpc(confused, "Hmmm. In the candle making trade,|we have a tradition that|it's very bad luck to make black candles.");
- ~chatnpc(confused, "VERY bad luck.");
- ~chatplayer(angry, "I will pay good money for one...");
- ~chatnpc(confused, "I still dunno...");
- ~chatnpc(confused, "Tell you what. I'll supply you with a black candle...");
- ~chatnpc(confused, "IF you can bring me a bucket FULL of wax.");
+ ~chatplayer(" Have you got any black candles?");
+ ~chatnpc(" BLACK candles???");
+ ~chatnpc(" Hmmm. In the candle making trade,|we have a tradition that|it's very bad luck to make black candles.");
+ ~chatnpc(" VERY bad luck.");
+ ~chatplayer(" I will pay good money for one...");
+ ~chatnpc(" I still dunno...");
+ ~chatnpc(" Tell you what. I'll supply you with a black candle...");
+ ~chatnpc(" IF you can bring me a bucket FULL of wax.");
%excalibur_components_progress = togglebit(%excalibur_components_progress, ^blackcandle_index);
}
\ No newline at end of file
diff --git a/data/src/scripts/areas/area_catherby/scripts/harry.rs2 b/data/src/scripts/areas/area_catherby/scripts/harry.rs2
index db14086a1..a4898e34e 100644
--- a/data/src/scripts/areas/area_catherby/scripts/harry.rs2
+++ b/data/src/scripts/areas/area_catherby/scripts/harry.rs2
@@ -1,9 +1,9 @@
[opnpc1,harry]
-~chatnpc(happy, "Welcome, you can buy fishing equipment at my store. We'll also give you a good price for any fish that you catch.");
+~chatnpc(" Welcome, you can buy fishing equipment at my store. We'll also give you a good price for any fish that you catch.");
def_int $option = ~p_choice2("Let's see what you've got then.", 1, "Sorry, I'm not interested.", 2);
if($option = 1) {
- ~chatplayer(neutral, "Let's see what you've got then.");
+ ~chatplayer(" Let's see what you've got then.");
~openshop_activenpc;
} else if($option = 2) {
- ~chatplayer(neutral, "Sorry, I'm not interested.");
+ ~chatplayer(" Sorry, I'm not interested.");
}
\ No newline at end of file
diff --git a/data/src/scripts/areas/area_catherby/scripts/hickton.rs2 b/data/src/scripts/areas/area_catherby/scripts/hickton.rs2
index b3e86d8a4..eca70d37e 100644
--- a/data/src/scripts/areas/area_catherby/scripts/hickton.rs2
+++ b/data/src/scripts/areas/area_catherby/scripts/hickton.rs2
@@ -1,9 +1,9 @@
[opnpc1,hickton]
-~chatnpc(neutral, "Welcome to Hickton's Archery Store.|Do you want to see my wares?");
+~chatnpc(" Welcome to Hickton's Archery Store.|Do you want to see my wares?");
def_int $option = ~p_choice2("Yes, please.", 1, "No, I prefer to bash things close up.", 2);
if($option = 1) {
- ~chatplayer(neutral, "Yes, please.");
+ ~chatplayer(" Yes, please.");
~openshop_activenpc;
} else if($option = 2) {
- ~chatplayer(neutral, "No, I prefer to bash things close up.");
+ ~chatplayer(" No, I prefer to bash things close up.");
}
\ No newline at end of file
diff --git a/data/src/scripts/areas/area_combat_training/scripts/combat_training_camp_npcs.rs2 b/data/src/scripts/areas/area_combat_training/scripts/combat_training_camp_npcs.rs2
index 8a3e943d9..04f7d1228 100644
--- a/data/src/scripts/areas/area_combat_training/scripts/combat_training_camp_npcs.rs2
+++ b/data/src/scripts/areas/area_combat_training/scripts/combat_training_camp_npcs.rs2
@@ -2,48 +2,48 @@
// TODO - facial animations.
// TODO - linebreaks.
[opnpc1,npc_561]
-~chatplayer(neutral, "Hello.");
-~chatnpc(neutral, "So, are you looking to buy weapons? King Lathas keeps us very well stocked.");
+~chatplayer(" Hello.");
+~chatnpc(" So, are you looking to buy weapons? King Lathas keeps us very well stocked.");
def_int $option = ~p_choice2("What do you have?", 0, "No thanks.", 1);
switch_int ($option) {
case 0: {
- ~chatplayer(neutral, "What do you have?");
- ~chatnpc(neutral, "Take a look.");
+ ~chatplayer(" What do you have?");
+ ~chatnpc(" Take a look.");
~openshop_activenpc;
}
case 1: {
- ~chatplayer(neutral, "No thanks.");
+ ~chatplayer(" No thanks.");
}
}
// Mace Guard
// TODO - facial animations.
[opnpc1,npc_344]
-~chatplayer(neutral, "Hello there.");
-~chatnpc(neutral, "What do you want - leave us be!");
+~chatplayer(" Hello there.");
+~chatnpc(" What do you want - leave us be!");
// Crossbow Guard
// TODO - facial animations.
// TODO - linebreaks.
[opnpc1,npc_346]
-~chatplayer(neutral, "Hello.");
+~chatplayer(" Hello.");
def_int $random = random(2);
switch_int ($random) {
case 0: {
- ~chatnpc(neutral, "Hello soldier.");
- ~chatplayer(neutral, "I'm more of an adventurer really.");
- ~chatnpc(neutral, "In this day and age we're all soldiers. No time to waste gassing, Fight! Fight! Fight!");
+ ~chatnpc(" Hello soldier.");
+ ~chatplayer(" I'm more of an adventurer really.");
+ ~chatnpc(" In this day and age we're all soldiers. No time to waste gassing, Fight! Fight! Fight!");
}
case 1: {
- ~chatnpc(neutral, "Well hello brave warrior. These ogres have been terrorising the area, they've eaten four of our children this week alone.");
- ~chatplayer(neutral, "Brutes!");
- ~chatnpc(neutral, "So we decided to use them for target practice. A fair punishment.");
- ~chatplayer(neutral, "Indeed.");
+ ~chatnpc(" Well hello brave warrior. These ogres have been terrorising the area, they've eaten four of our children this week alone.");
+ ~chatplayer(" Brutes!");
+ ~chatnpc(" So we decided to use them for target practice. A fair punishment.");
+ ~chatplayer(" Indeed.");
}
}
\ No newline at end of file
diff --git a/data/src/scripts/areas/area_draynor/scripts/aggie.rs2 b/data/src/scripts/areas/area_draynor/scripts/aggie.rs2
index 9d2104a9f..9273753f4 100644
--- a/data/src/scripts/areas/area_draynor/scripts/aggie.rs2
+++ b/data/src/scripts/areas/area_draynor/scripts/aggie.rs2
@@ -1,5 +1,5 @@
[opnpc1,aggie]
-~chatnpc(happy, "What can I help you with?");
+~chatnpc(" What can I help you with?");
def_int $option;
if(%prince_progress >= ^prince_spoken_osman & %prince_progress < ^prince_saved) {
$option = ~p_choice5("Could you think of a way to make skin paste?", 5, "What could you make for me?", 1, "Cool, do you turn people into frogs?", 2, "You mad old witch, you can't help me.", 3, "Can you make dyes for me please?", 4);
@@ -8,29 +8,29 @@ if(%prince_progress >= ^prince_spoken_osman & %prince_progress < ^prince_saved)
}
if($option = 1) {
- ~chatplayer(quiz, "What could you make for me?");
- ~chatnpc(neutral, "I mostly just make what I find pretty. I sometimes make dye for the women's clothes, brighten the place up. I can make red, yellow and blue dyes. Would you like some?");
+ ~chatplayer(" What could you make for me?");
+ ~chatnpc(" I mostly just make what I find pretty. I sometimes make dye for the women's clothes, brighten the place up. I can make red, yellow and blue dyes. Would you like some?");
@aggie_dyes;
} else if($option = 2) {
- ~chatplayer(happy, "Cool, do you turn people into frogs?");
- ~chatnpc(neutral, "Oh, not for years, but if you meet a talking chicken, you have probably met the professor in the manor north of here. A few years ago it was flying fish. That machine is a menace.");
+ ~chatplayer(" Cool, do you turn people into frogs?");
+ ~chatnpc(" Oh, not for years, but if you meet a talking chicken, you have probably met the professor in the manor north of here. A few years ago it was flying fish. That machine is a menace.");
} else if($option = 3) {
- ~chatplayer(angry, "You mad old witch, you can't help me.");
+ ~chatplayer(" You mad old witch, you can't help me.");
@aggie_fine;
} else if($option = 4) {
- ~chatplayer(quiz, "Can you make dyes for me please?");
- ~chatnpc(quiz, "What sort of dye would you like? Red, yellow or blue?");
+ ~chatplayer(" Can you make dyes for me please?");
+ ~chatnpc(" What sort of dye would you like? Red, yellow or blue?");
@aggie_dyes;
} else if($option = 5) {
- ~chatplayer(quiz, "Could you think of a way to make skin paste?");
+ ~chatplayer(" Could you think of a way to make skin paste?");
if(inv_total(inv, redberry) > 0 & inv_total(inv, pot_of_flour) > 0 & (inv_total(inv, bucket_water) > 0 | inv_total(inv, jug_of_water) > 0) & inv_total(inv, ashes) > 0) {
- ~chatnpc(happy, "Yes I can, I see you already have the ingredients. Would you like me to mix some for you now?");
+ ~chatnpc(" Yes I can, I see you already have the ingredients. Would you like me to mix some for you now?");
@multi2("Yes please. Mix me some skin paste.", aggie_mix_paste, "No thank you, I don't need any skin paste right now.", aggie_no_paste);
} else {
- ~chatnpc(happy, "Why, it's one of my most popular potions.|The women here, they like to have smooth looking skin.|And I must admit, some of the men buy it as well.");
- ~chatnpc(happy, "I can make it for you, just get me what's needed.");
- ~chatplayer(quiz, "What do you need to make it?");
- ~chatnpc(neutral, "Well dearie, you need a base for the paste.|That's a mix of ash, flour and water.|Then you need redberries to colour it as you want.|Bring me those four items and I will make you some.");
+ ~chatnpc(" Why, it's one of my most popular potions.|The women here, they like to have smooth looking skin.|And I must admit, some of the men buy it as well.");
+ ~chatnpc(" I can make it for you, just get me what's needed.");
+ ~chatplayer(" What do you need to make it?");
+ ~chatnpc(" Well dearie, you need a base for the paste.|That's a mix of ash, flour and water.|Then you need redberries to colour it as you want.|Bring me those four items and I will make you some.");
}
}
@@ -45,46 +45,46 @@ switch_obj(last_useitem) {
[label,aggie_fine]
if(inv_total(inv, coins) >= 21 & inv_total(inv, coins) < 101) {
inv_del(inv, coins, 5);
- ~chatnpc(angry, "Oh, you like to call a witch names do you?");
+ ~chatnpc(" Oh, you like to call a witch names do you?");
npc_anim(human_pickpocket, 0);
sound_synth(pick, 0, 0);
~objbox(coins_250, "Aggie waves her hands about, and you seem to be 5 coins poorer.");
- ~chatnpc(neutral, "That's a fine for insulting a witch. You should learn some respect.");
+ ~chatnpc(" That's a fine for insulting a witch. You should learn some respect.");
} else if(inv_total(inv, coins) >= 101) {
inv_del(inv, coins, 20);
- ~chatnpc(angry, "Oh, you like to call a witch names do you?");
+ ~chatnpc(" Oh, you like to call a witch names do you?");
npc_anim(human_pickpocket, 0);
sound_synth(pick, 0, 0);
~objbox(coins_250, "Aggie waves her hands about, and you seem to be 20 coins poorer.");
- ~chatnpc(neutral, "That's a fine for insulting a witch. You should learn some respect.");
+ ~chatnpc(" That's a fine for insulting a witch. You should learn some respect.");
} else if(inv_total(inv, pot_of_flour) >= 1) {
inv_del(inv, pot_of_flour, 1);
- ~chatnpc(angry, "Oh, you like to call a witch names do you?");
+ ~chatnpc(" Oh, you like to call a witch names do you?");
npc_anim(human_pickpocket, 0);
sound_synth(pick, 0, 0);
~objbox(pot_of_flour, "Aggie waves her hands near you, and you seem to have lost some flour.");
- ~chatnpc(neutral, "Thank you for your kind present of flour.|I am sure you never meant to insult me.");
+ ~chatnpc(" Thank you for your kind present of flour.|I am sure you never meant to insult me.");
} else {
- ~chatnpc(angry, "You should be careful about insulting a witch. You never know what shape you could wake up in.");
+ ~chatnpc(" You should be careful about insulting a witch. You never know what shape you could wake up in.");
}
[label,aggie_dyes]
def_int $option = ~p_choice4("What do you need to make red dye?", 1, "What do you need to make yellow dye?", 2, "What do you need to make blue dye?", 3, "No thanks, I am happy the colour I am.", 4);
if($option = 1) {
- ~chatplayer(quiz, "What do you need to make red dye?");
- ~chatnpc(neutral, "3 lots of redberries and 5 coins to you.");
+ ~chatplayer(" What do you need to make red dye?");
+ ~chatnpc(" 3 lots of redberries and 5 coins to you.");
@multi3("Okay, make me some red dye please.", aggie_red_dye, "I don't think I have all the ingredients yet.", aggie_ingredients, "I can do without dye at that price.", aggie_without_dye);
} else if($option = 2) {
- ~chatplayer(quiz, "What do you need to make yellow dye?");
- ~chatnpc(neutral, "Yellow is a strange colour to get, comes from onion skins. I need 2 onions and 5 coins to make yellow dye.");
+ ~chatplayer(" What do you need to make yellow dye?");
+ ~chatnpc(" Yellow is a strange colour to get, comes from onion skins. I need 2 onions and 5 coins to make yellow dye.");
@multi3("Okay, make me some yellow dye please.", aggie_yellow_dye, "I don't think I have all the ingredients yet.", aggie_ingredients, "I can do without dye at that price.", aggie_without_dye);
} else if($option = 3) {
- ~chatplayer(quiz, "What do you need to make blue dye?");
- ~chatnpc(neutral, "2 woad leaves and 5 coins to you.");
+ ~chatplayer(" What do you need to make blue dye?");
+ ~chatnpc(" 2 woad leaves and 5 coins to you.");
@multi3("Okay, make me some blue dye please.", aggie_blue_dye, "I don't think I have all the ingredients yet.", aggie_ingredients, "I can do without dye at that price.", aggie_without_dye);
} else if($option = 4) {
- ~chatplayer(neutral, "No thanks, I am happy the colour I am.");
- ~chatnpc(neutral, "You are easily pleased with yourself then.|When you need dyes, come to me.");
+ ~chatplayer(" No thanks, I am happy the colour I am.");
+ ~chatnpc(" You are easily pleased with yourself then.|When you need dyes, come to me.");
}
[label,aggie_yellow_dye]
@@ -95,7 +95,7 @@ if(inv_total(inv, onion) < 2) {
~mesbox("You don't have enough coins to pay for the dye!");
return;
}
-~chatplayer(neutral, "Okay, make me some yellow dye please.");
+~chatplayer(" Okay, make me some yellow dye please.");
inv_del(inv, coins, 5);
inv_del(inv, onion, 2);
inv_add(inv, yellow_dye, 1);
@@ -109,7 +109,7 @@ if(inv_total(inv, redberry) < 3) {
~mesbox("You don't have enough coins to pay for the dye!");
return;
}
-~chatplayer(neutral, "Okay, make me some red dye please.");
+~chatplayer(" Okay, make me some red dye please.");
inv_del(inv, coins, 5);
inv_del(inv, redberry, 3);
inv_add(inv, red_dye, 1);
@@ -123,37 +123,37 @@ if(inv_total(inv, woad_leaf) < 2) {
~mesbox("You don't have enough coins to pay for the dye!");
return;
}
-~chatplayer(neutral, "Okay, make me some blue dye please.");
+~chatplayer(" Okay, make me some blue dye please.");
inv_del(inv, coins, 5);
inv_del(inv, woad_leaf, 2);
inv_add(inv, blue_dye, 1);
~objboxb(blue_dye, "You hand the woad leaves and payment to Aggie.|Aggie takes a blue bottle from nowhere and hands it to you.");
[label,aggie_ingredients]
-~chatplayer(confused, "I don't think I have all the ingredients yet.");
-~chatnpc(neutral, "You know what you need to get now, come back when you have them. Goodbye for now.");
+~chatplayer(" I don't think I have all the ingredients yet.");
+~chatnpc(" You know what you need to get now, come back when you have them. Goodbye for now.");
[label,aggie_without_dye]
-~chatplayer(angry, "I can do without dye at that price.");
-~chatnpc(neutral, "That's your choice, but I would think you have killed for less. I can see it in your eyes.");
+~chatplayer(" I can do without dye at that price.");
+~chatnpc(" That's your choice, but I would think you have killed for less. I can see it in your eyes.");
[label,aggie_mix_paste]
-~chatplayer(happy, "Yes please. Mix me some skin paste.");
-~chatnpc(happy, "That should be simple. Hand the things to Aggie then.");
+~chatplayer(" Yes please. Mix me some skin paste.");
+~chatnpc(" That should be simple. Hand the things to Aggie then.");
if(inv_total(inv, bucket_water) > 0) {
inv_del(inv, bucket_water, 1);
} else if(inv_total(inv, jug_of_water) > 0) {
inv_del(inv, jug_of_water, 1);
}
~mesbox("You hand the ash, flour, water and redberries to Aggie.|Aggie tips the ingredients into a cauldron|and mutters some words.");
-~chatnpc(confused, "Tourniquet, Fenderbaum, Tottenham, Marshmallow, Marblearch.");
+~chatnpc(" Tourniquet, Fenderbaum, Tottenham, Marshmallow, Marblearch.");
inv_del(inv, redberry, 1);
inv_del(inv, pot_of_flour, 1);
inv_del(inv, ashes, 1);
inv_add(inv, paste, 1);
~mesbox("Aggie hands you the skin paste.");
-~chatnpc(happy, "There you go dearie, your skin potion.|That will make you look good at the Varrock dances.");
+~chatnpc(" There you go dearie, your skin potion.|That will make you look good at the Varrock dances.");
[label,aggie_no_paste]
-~chatplayer(neutral, "No thank you, I don't need any skin paste right now.");
-~chatnpc(neutral, "Okay dearie, that's always your choice.");
\ No newline at end of file
+~chatplayer(" No thank you, I don't need any skin paste right now.");
+~chatnpc(" Okay dearie, that's always your choice.");
\ No newline at end of file
diff --git a/data/src/scripts/areas/area_draynor/scripts/diango.rs2 b/data/src/scripts/areas/area_draynor/scripts/diango.rs2
index 64a4caae4..0db261ac7 100644
--- a/data/src/scripts/areas/area_draynor/scripts/diango.rs2
+++ b/data/src/scripts/areas/area_draynor/scripts/diango.rs2
@@ -1,5 +1,5 @@
[opnpc1,diango]
-~chatnpc(happy, "Howdy there partner!|Want to see my toy horseys?");
+~chatnpc(" Howdy there partner!|Want to see my toy horseys?");
@multi2(
"Toy horseys?", diango_option1,
"I'm fine, thanks.", exit
@@ -15,7 +15,7 @@
// todo: this should probably branch into a little conversation before opening the shop
// spinning plates -> that's right. there's a funny story behind them, their shipment was held up by thieves.
// this type of anecdote but for toy horseys ^
-~chatplayer(quiz, "Toy horseys?");
+~chatplayer(" Toy horseys?");
~openshop_activenpc;
[label,toy_horsey_say](seq $anim)
diff --git a/data/src/scripts/areas/area_draynor/scripts/joe_guard.rs2 b/data/src/scripts/areas/area_draynor/scripts/joe_guard.rs2
index fb4e3ceb3..f678482fa 100644
--- a/data/src/scripts/areas/area_draynor/scripts/joe_guard.rs2
+++ b/data/src/scripts/areas/area_draynor/scripts/joe_guard.rs2
@@ -11,7 +11,7 @@ if(last_useitem = beer) {
if(%prince_progress = ^prince_prep_finished) {
@joe_beer;
}
- ~chatplayer(neutral, "I don't see any need to give the guard my beer. I'll keep it for myself.");
+ ~chatplayer(" I don't see any need to give the guard my beer. I'll keep it for myself.");
return;
}
~displaymessage(^dm_default);
@@ -20,80 +20,80 @@ if(last_useitem = beer) {
@multi4("I have some beer here, fancy one?", joe_beer, "Tell me about the life of a guard.", joe_life, "What did you want to be when you were a boy?", joe_boy, "I had better leave, I don't want trouble.", joe_leave);
[label,joe_beer]
-~chatplayer(happy, "I have some beer here, fancy one?");
-~chatnpc(happy, "Ah, that would be lovely,|just one now, just to wet my throat.");
-~chatplayer(neutral, "Of course, it must be tough being here without a drink.");
+~chatplayer(" I have some beer here, fancy one?");
+~chatnpc(" Ah, that would be lovely,|just one now, just to wet my throat.");
+~chatplayer(" Of course, it must be tough being here without a drink.");
if(inv_total(inv, beer) <= 0) {
- ~chatplayer(sad, "Oh dear, seems like I don't have any beer.");
+ ~chatplayer(" Oh dear, seems like I don't have any beer.");
return;
} else {
~mesbox("You hand a beer to the guard, he drinks it in seconds.");
inv_del(inv, beer, 1);
}
-~chatnpc(happy, "That was perfect, I can't thank you enough.");
-~chatplayer(happy, "How are you? Still ok? Not too drunk?");
+~chatnpc(" That was perfect, I can't thank you enough.");
+~chatplayer(" How are you? Still ok? Not too drunk?");
if(inv_total(inv, beer) < 2) {
- ~chatnpc(happy, "No, I don't get drunk with only one drink. You would need a few to do that. But thanks for the beer.");
+ ~chatnpc(" No, I don't get drunk with only one drink. You would need a few to do that. But thanks for the beer.");
return;
}
-~chatplayer(happy, "Would you care for another, my friend?");
-~chatnpc(bored, "I better not, I don't want to be drunk on duty.");
-~chatplayer(happy, "Here, just keep these for later,|I hate to see a thirsty guard.");
+~chatplayer(" Would you care for another, my friend?");
+~chatnpc(" I better not, I don't want to be drunk on duty.");
+~chatplayer(" Here, just keep these for later,|I hate to see a thirsty guard.");
inv_del(inv, beer, 2);
%prince_progress = ^prince_guard_drunk;
~mesbox("You hand two more beers to the guard.|He takes a sip of one, and then he drinks them both.");
-~chatnpc(confused, "Franksh, that wash just what I need to shtay on guard. No more beersh, I don't want to get drunk.");
+~chatnpc(" Franksh, that wash just what I need to shtay on guard. No more beersh, I don't want to get drunk.");
~mesbox("The guard is drunk, and no longer a problem.");
[label,joe_life]
-~chatplayer(neutral, "Tell me about the life of a guard.");
-~chatnpc(happy, "Well, the hours are good.....");
-~chatnpc(sad, ".... But most of those hours are a drag. If only I had spent more time in Knight school when I was a young boy. Maybe I wouldn't be here now, scared of Keli.");
+~chatplayer(" Tell me about the life of a guard.");
+~chatnpc(" Well, the hours are good.....");
+~chatnpc(" .... But most of those hours are a drag. If only I had spent more time in Knight school when I was a young boy. Maybe I wouldn't be here now, scared of Keli.");
@multi3("Hey, chill out, I won't cause you trouble.", joe_chill_out, "What did you want to be when you were a boy?", joe_boy, "I had better leave, I don't want trouble.", joe_leave);
[label,joe_boy]
-~chatplayer(neutral, "What did you want to be when you were a boy?");
-~chatnpc(bored, "Well, I loved to sit by the lake, with my toes in the water and shoot the fish with my bow and arrow.");
-~chatplayer(confused, "That was a strange hobby for a little boy.");
-~chatnpc(happy, "It kept us from goblin hunting, which was what most boys did. What are you here for?");
+~chatplayer(" What did you want to be when you were a boy?");
+~chatnpc(" Well, I loved to sit by the lake, with my toes in the water and shoot the fish with my bow and arrow.");
+~chatplayer(" That was a strange hobby for a little boy.");
+~chatnpc(" It kept us from goblin hunting, which was what most boys did. What are you here for?");
@multi3("Hey, chill out, I won't cause you trouble.", joe_chill_out, "Tell me about the life of a guard.", joe_life, "I had better leave, I don't want trouble.", joe_leave);
[label,joe_chill_out]
-~chatplayer(happy, "Hey, chill out, I won't cause you trouble. I was just wondering what you do to relax.");
-~chatnpc(neutral, "You never relax with these people, but it's a good career for a young man and some of the shouting I rather like.");
-~chatnpc(angry, "RESISTANCE IS USELESS!");
+~chatplayer(" Hey, chill out, I won't cause you trouble. I was just wondering what you do to relax.");
+~chatnpc(" You never relax with these people, but it's a good career for a young man and some of the shouting I rather like.");
+~chatnpc(" RESISTANCE IS USELESS!");
@multi4("So what do you buy with these great wages?", joe_wages, "Tell me about the life of a guard.", joe_life, "Would you be interested in making a little more money?", joe_money, "I had better leave, I don't want trouble.", joe_leave);
[label,joe_wages]
-~chatplayer(happy, "So what do you buy with these great wages?");
-~chatnpc(bored, "Really, after working here, there's only time for a drink or three. All us guards go to the same bar and drink ourselves stupid.");
-~chatnpc(happy, "It's what I enjoy these days, that fade into unconciousness. I can't resist the sight of a really cold beer.");
+~chatplayer(" So what do you buy with these great wages?");
+~chatnpc(" Really, after working here, there's only time for a drink or three. All us guards go to the same bar and drink ourselves stupid.");
+~chatnpc(" It's what I enjoy these days, that fade into unconciousness. I can't resist the sight of a really cold beer.");
@multi3("Tell me about the life of a guard.", joe_life, "What did you want to be when you were a boy?", joe_boy, "I had better leave, I don't want trouble.", joe_leave);
[label,joe_money]
-~chatplayer(happy, "Would you be interested in making a little more money?");
-~chatnpc(angry, "WHAT?! Are you trying to bribe me? I may not be a great guard, but I am loyal. How DARE you try to bribe me!");
-~chatplayer(shock, "No, no, you've got the wrong idea, totally. I just wondered if you wanted some part-time bodyguard work.");
-~chatnpc(neutral, "Oh... sorry. No, I don't need money. As long as you were not offering me a bribe.");
+~chatplayer(" Would you be interested in making a little more money?");
+~chatnpc(" WHAT?! Are you trying to bribe me? I may not be a great guard, but I am loyal. How DARE you try to bribe me!");
+~chatplayer(" No, no, you've got the wrong idea, totally. I just wondered if you wanted some part-time bodyguard work.");
+~chatnpc(" Oh... sorry. No, I don't need money. As long as you were not offering me a bribe.");
@multi3("Tell me about the life of a guard.", joe_life, "What did you want to be when you were a boy?", joe_boy, "I had better leave, I don't want trouble.", joe_leave);
[label,joe_leave]
-~chatplayer(neutral, "I had better leave, I don't want trouble.");
-~chatnpc(happy, "Thanks, I appreciate that. Talking on duty can be punishable by having your mouth stitched up. These are tough people, no mistake.");
+~chatplayer(" I had better leave, I don't want trouble.");
+~chatnpc(" Thanks, I appreciate that. Talking on duty can be punishable by having your mouth stitched up. These are tough people, no mistake.");
[label,joe_prequest]
-~chatnpc(neutral, "Hi, I'm Joe, door guard for Lady Keli.");
-~chatplayer(quiz, "Hi, who are you guarding here?");
-~chatnpc(shifty, "Can't say, all very secret. You should get out of here. I am not supposed to talk while I guard.");
+~chatnpc(" Hi, I'm Joe, door guard for Lady Keli.");
+~chatplayer(" Hi, who are you guarding here?");
+~chatnpc(" Can't say, all very secret. You should get out of here. I am not supposed to talk while I guard.");
[label,joe_drunk]
// https://youtu.be/UHv5WzFKTsg?si=UAmcVfLQ5zi5_ngZ&t=657
-~chatnpc(confused, "Halt! Who goes there?");
-~chatplayer(quiz, "Hello friend, I am just rescuing the prince, is that ok?");
-~chatnpc(confused, "Thatsh a funny joke. You are lucky I am shober. Go in peace, friend.");
+~chatnpc(" Halt! Who goes there?");
+~chatplayer(" Hello friend, I am just rescuing the prince, is that ok?");
+~chatnpc(" Thatsh a funny joke. You are lucky I am shober. Go in peace, friend.");
[label,joe_postquest]
-~chatnpc(angry, "Halt! Who goes there? Friend or foe?");
-~chatplayer(neutral, "Hi friend, I am just checking out things here.");
-~chatnpc(shifty, "The Prince got away, I am in trouble. I better not talk to you, they are not sure I was drunk.");
-~chatplayer(neutral, "I won't say anything, your secret is safe with me.");
+~chatnpc(" Halt! Who goes there? Friend or foe?");
+~chatplayer(" Hi friend, I am just checking out things here.");
+~chatnpc(" The Prince got away, I am in trouble. I better not talk to you, they are not sure I was drunk.");
+~chatplayer(" I won't say anything, your secret is safe with me.");
diff --git a/data/src/scripts/areas/area_draynor/scripts/lady_keli.rs2 b/data/src/scripts/areas/area_draynor/scripts/lady_keli.rs2
index 7d134654f..0114ed2bd 100644
--- a/data/src/scripts/areas/area_draynor/scripts/lady_keli.rs2
+++ b/data/src/scripts/areas/area_draynor/scripts/lady_keli.rs2
@@ -2,102 +2,102 @@
if(%prince_progress >= ^prince_tied_keli) {
npc_say("You tricked me, and tied me up, Guards kill this stranger!!");
p_delay(1);
- if (npc_finduid(~npc_within_distance(coord, jail_guard, 7)) = true) {
+ if (npc_find(coord, jail_guard, 7, 0) = true) {
npc_say("Yes M'lady");
~npc_retaliate(0);
}
return;
}
-~chatplayer(happy, "Are you the famous Lady Keli? Leader of the toughest gang of mercenary killers around?");
-~chatnpc(bored, "I am Keli, you have heard of me then?");
+~chatplayer(" Are you the famous Lady Keli? Leader of the toughest gang of mercenary killers around?");
+~chatnpc(" I am Keli, you have heard of me then?");
@multi4("Heard of you? You are famous in RuneScape!", lady_keli_famous, "I have heard a little, but I think Katrine is tougher.", lady_keli_katrine, "I have heard rumours that you kill people.", lady_keli_kill, "No I have never really heard of you.", lady_keli_never);
[label,lady_keli_famous]
-~chatplayer(happy, "The great Lady Keli, of course I have heard of you. You are famous in RuneScape!");
-~chatnpc(happy, "That's very kind of you to say. Reputations are not easily earned. I have managed to succeed where many fail.");
+~chatplayer(" The great Lady Keli, of course I have heard of you. You are famous in RuneScape!");
+~chatnpc(" That's very kind of you to say. Reputations are not easily earned. I have managed to succeed where many fail.");
@multi4("I think Katrine is still tougher.", lady_keli_still_katrine, "What is your latest plan then?", lady_keli_plan, "You must have trained a lot for this work.", lady_keli_trained, "I should not disturb someone as tough as you.", lady_keli_not_disturb);
[label,lady_keli_kill]
-~chatplayer(neutral, "I have heard rumours that you kill people.");
-~chatnpc(neutral, "There's always someone ready to spread rumours.|I hear all sort of ridiculous things these days.");
+~chatplayer(" I have heard rumours that you kill people.");
+~chatnpc(" There's always someone ready to spread rumours.|I hear all sort of ridiculous things these days.");
@multi4("I think Katrine is still tougher.", lady_keli_still_katrine, "What is your latest plan then?", lady_keli_plan, "You must have trained a lot for this work.", lady_keli_trained, "I should not disturb someone as tough as you.", lady_keli_not_disturb);
[label,lady_keli_trained]
-~chatplayer(happy, "You must have trained a lot for this work.");
-~chatnpc(angry, "I have used a sword since I was a small girl.|I stabbed three people before I was 6 years old.");
+~chatplayer(" You must have trained a lot for this work.");
+~chatnpc(" I have used a sword since I was a small girl.|I stabbed three people before I was 6 years old.");
@multi3("What is your latest plan then?", lady_keli_plan, "I should not disturb someone as tough as you.", lady_keli_not_disturb, "I think Katrine is still tougher.", lady_keli_still_katrine);
[label,lady_keli_never]
-~chatplayer(neutral, "No I have never really heard of you.");
-~chatnpc(shock, "You must be new to this land then. EVERYONE knows of Lady Keli and her prowess with the sword.");
+~chatplayer(" No I have never really heard of you.");
+~chatnpc(" You must be new to this land then. EVERYONE knows of Lady Keli and her prowess with the sword.");
@multi4("No, still doesn't ring a bell.", lady_keli_bell, "Yes, of course I have heard of you.", lady_keli_famous, "You must have trained a lot for this work.", lady_keli_trained, "I should not disturb someone as tough as you.", lady_keli_not_disturb);
[label,lady_keli_bell]
-~chatplayer(confused, "No, still doesn't ring a bell.");
-~chatnpc(angry, "Well, you know of me now. I will wring your neck if you do not show respect.");
+~chatplayer(" No, still doesn't ring a bell.");
+~chatnpc(" Well, you know of me now. I will wring your neck if you do not show respect.");
@multi3("I do not show respect to killers and hoodlums.", lady_keli_hoodlums, "You must have trained a lot for this work", lady_keli_trained, "I should not disturb someone as tough as you, great lady", lady_keli_not_disturb);
[label,lady_keli_not_disturb]
-~chatplayer(happy, "I should not disturb someone as tough as you, great lady.");
-~chatnpc(neutral, "I need to do a lot of work, goodbye. When you get a little tougher, maybe I will give you a job.");
+~chatplayer(" I should not disturb someone as tough as you, great lady.");
+~chatnpc(" I need to do a lot of work, goodbye. When you get a little tougher, maybe I will give you a job.");
[label,lady_keli_hoodlums]
-~chatplayer(neutral, "I do not show respect to killers and hoodlums.");
-~chatnpc(angry, "You should, you really should. I am wealthy enough to place a bounty on your head. Or just remove your head myself. Now go, I am busy, too busy to fight a would-be hoodlum.");
+~chatplayer(" I do not show respect to killers and hoodlums.");
+~chatnpc(" You should, you really should. I am wealthy enough to place a bounty on your head. Or just remove your head myself. Now go, I am busy, too busy to fight a would-be hoodlum.");
[label,lady_keli_katrine]
-~chatplayer(neutral, "I have heard a little, but I think Katrine is tougher.");
-~chatnpc(angry, "Well you can think that all you like. I know those blackarm cowards dare not leave the city. Out here, I am the toughest. You can tell them that! Now get out of my sight, before I call my guards.");
+~chatplayer(" I have heard a little, but I think Katrine is tougher.");
+~chatnpc(" Well you can think that all you like. I know those blackarm cowards dare not leave the city. Out here, I am the toughest. You can tell them that! Now get out of my sight, before I call my guards.");
[label,lady_keli_still_katrine]
-~chatplayer(neutral, "I think Katrine is still tougher.");
-~chatnpc(angry, "Well you can think that all you like. I know those blackarm cowards dare not leave the city. Out here, I am the toughest. You can tell them that! Now get out of my sight, before I call my guards.");
+~chatplayer(" I think Katrine is still tougher.");
+~chatnpc(" Well you can think that all you like. I know those blackarm cowards dare not leave the city. Out here, I am the toughest. You can tell them that! Now get out of my sight, before I call my guards.");
[label,lady_keli_plan]
-~chatplayer(neutral, "What is your latest plan then?|Of course, you need not go into specific details.");
-~chatnpc(neutral, "Well, I can tell you I have a valuable prisoner here in my cells.");
-~chatnpc(neutral, "I can expect a high reward to be paid very soon for this guy. I can't tell you who he is, but he is a lot colder now.");
+~chatplayer(" What is your latest plan then?|Of course, you need not go into specific details.");
+~chatnpc(" Well, I can tell you I have a valuable prisoner here in my cells.");
+~chatnpc(" I can expect a high reward to be paid very soon for this guy. I can't tell you who he is, but he is a lot colder now.");
@multi4("Ah I see. You must have been very skillful.", lady_keli_skillful, "Thats great, are you sure they will pay?", lady_keli_pay, "Can you be sure they will not try to get him out?", lady_keli_out, "I should not disturb someone as tough as you.", lady_keli_not_disturb);
[label,lady_keli_skillful]
-~chatplayer(neutral, "You must have been very skillful.");
-~chatnpc(neutral, "Yes. I did most of the work. We had to grab the Pr...");
-~chatnpc(neutral, "Er, we had to grab him without his ten bodyguards noticing. It was a stroke of genius.");
+~chatplayer(" You must have been very skillful.");
+~chatnpc(" Yes. I did most of the work. We had to grab the Pr...");
+~chatnpc(" Er, we had to grab him without his ten bodyguards noticing. It was a stroke of genius.");
@multi3("Are you sure they will pay?", lady_keli_pay, "Can you be sure they will not try to get him out?", lady_keli_out, "I should not disturb someone as tough as you.", lady_keli_not_disturb);
[label,lady_keli_pay]
-~chatplayer(quiz, "Are you sure they will pay?");
-~chatnpc(neutral, "They will pay, or we will cut his hair off and send it to them.");
-~chatplayer(quiz, "How about trying something tougher? Maybe cut his finger off?");
-~chatnpc(neutral, "That's a good idea, I could use talented people like you. I may call on you if I need work doing.");
+~chatplayer(" Are you sure they will pay?");
+~chatnpc(" They will pay, or we will cut his hair off and send it to them.");
+~chatplayer(" How about trying something tougher? Maybe cut his finger off?");
+~chatnpc(" That's a good idea, I could use talented people like you. I may call on you if I need work doing.");
@multi3("You must have been very skillful.", lady_keli_skillful, "Can you be sure they will not try to get him out?", lady_keli_out, "I should not disturb someone as tough as you.", lady_keli_not_disturb);
[label,lady_keli_out]
-~chatplayer(neutral, "Can you be sure they will not try to get him out?");
-~chatnpc(neutral, "There is no way to release him.|The only key to the door is on a chain around my neck|and the locksmith who made the lock|died suddenly when he had finished.");
-~chatnpc(neutral, "There is not another key like this in the world.");
+~chatplayer(" Can you be sure they will not try to get him out?");
+~chatnpc(" There is no way to release him.|The only key to the door is on a chain around my neck|and the locksmith who made the lock|died suddenly when he had finished.");
+~chatnpc(" There is not another key like this in the world.");
@multi3("Could I see the key please?", lady_keli_key_please, "That is a good way to keep secrets.", lady_keli_secrets, "I should not disturb someone as tough as you.", lady_keli_not_disturb);
[label,lady_keli_secrets]
-~chatplayer(neutral, "That is a good way to keep secrets.");
-~chatnpc(neutral, "It is the best way I know.|Dead men tell no tales.");
-~chatplayer(neutral, "I am glad I know none of your secrets, Keli.");
+~chatplayer(" That is a good way to keep secrets.");
+~chatnpc(" It is the best way I know.|Dead men tell no tales.");
+~chatplayer(" I am glad I know none of your secrets, Keli.");
[label,lady_keli_key_please]
-~chatplayer(neutral, "Could I see the key please? Just for a moment. It would be something I can tell my grandchildren. When you are even more famous than you are now.");
-~chatnpc(happy, "As you put it that way I am sure you can see it.|You cannot steal the key, it is on a Runite chain.");
+~chatplayer(" Could I see the key please? Just for a moment. It would be something I can tell my grandchildren. When you are even more famous than you are now.");
+~chatnpc(" As you put it that way I am sure you can see it.|You cannot steal the key, it is on a Runite chain.");
~mesbox("Keli shows you a small key on a strong looking chain.");
if(%prince_progress = ^prince_spoken_osman & inv_total(inv, soft_clay) >= 1) {
@multi2("Could I touch the key for a moment?", lady_keli_touch_key, "I should not disturb someone as tough as you.", lady_keli_not_disturb);
} else {
- ~chatnpc(neutral, "There, run along now, I am very busy.");
+ ~chatnpc(" There, run along now, I am very busy.");
}
[label,lady_keli_touch_key]
-~chatplayer(happy, "Could I touch the key a moment please?");
-~chatnpc(neutral, "Only for a moment then.");
+~chatplayer(" Could I touch the key a moment please?");
+~chatnpc(" Only for a moment then.");
~mesbox("You put a piece of your soft clay in your hand.|As you touch the key, you take an imprint of it.");
inv_del(inv, soft_clay, 1);
inv_add(inv, key_print, 1);
-~chatplayer(happy, "Thank you so much, you are too kind, o great Keli.");
-~chatnpc(neutral, "You are welcome, run along now, I am very busy.");
\ No newline at end of file
+~chatplayer(" Thank you so much, you are too kind, o great Keli.");
+~chatnpc(" You are welcome, run along now, I am very busy.");
\ No newline at end of file
diff --git a/data/src/scripts/areas/area_draynor/scripts/leela.rs2 b/data/src/scripts/areas/area_draynor/scripts/leela.rs2
index 86d5cecdf..59748b5ab 100644
--- a/data/src/scripts/areas/area_draynor/scripts/leela.rs2
+++ b/data/src/scripts/areas/area_draynor/scripts/leela.rs2
@@ -1,29 +1,29 @@
[opnpc1,leela]
switch_int (%prince_progress) {
case ^prince_not_started, ^prince_started:
- ~chatplayer(happy, "What are you waiting here for?");
- ~chatnpc(neutral, "That is no concern of yours, adventurer.");
+ ~chatplayer(" What are you waiting here for?");
+ ~chatnpc(" That is no concern of yours, adventurer.");
case ^prince_spoken_osman, ^prince_prep_finished: @leela_help;
- case ^prince_guard_drunk: ~chatnpc(neutral, "Great! The guard is now harmless. Now you just need to use the rope on Keli to remove her. Then you can go in and give everything to the prince.");
- case ^prince_tied_keli: ~chatnpc(neutral, "You should carry on, get in and rescue the prince. Keli is sharp, she won't stay tied up long."); // from chisel
- case ^prince_saved, ^prince_complete: ~chatnpc(happy, "Thank you, Al-Kharid will forever owe you for your help.|I think that if there is ever anything that needs to be done,|you will be someone they can rely on.");;
+ case ^prince_guard_drunk: ~chatnpc(" Great! The guard is now harmless. Now you just need to use the rope on Keli to remove her. Then you can go in and give everything to the prince.");
+ case ^prince_tied_keli: ~chatnpc(" You should carry on, get in and rescue the prince. Keli is sharp, she won't stay tied up long."); // from chisel
+ case ^prince_saved, ^prince_complete: ~chatnpc(" Thank you, Al-Kharid will forever owe you for your help.|I think that if there is ever anything that needs to be done,|you will be someone they can rely on.");;
}
[label,leela_help]
if(%prince_keystatus = ^prince_keymade) {
- ~chatnpc(neutral, "My father sent this key for you.|Be careful not to lose it.");
+ ~chatnpc(" My father sent this key for you.|Be careful not to lose it.");
~mesbox("Leela gives you a copy of the key to the prince's door.");
inv_add(inv, bronze_key, 1);
%prince_keystatus = ^prince_prep_finished;
}
if(%prince_keystatus = ^prince_keyclaimed & inv_total(inv, bronze_key) = 0 & inv_total(bank, bronze_key) = 0) {
- ~chatplayer(sad, "I'm afraid I lost that key you gave me.");
- ~chatnpc(angry, "Foolish I'm afraid I lost that key you gave me.");
+ ~chatnpc(" Foolish I haven't got 15 coins with me.");
+ ~chatnpc(" Then come back to me when you do.");
}
- ~chatplayer(neutral, "Here, I have 15 coins.");
+ ~chatplayer(" Here, I have 15 coins.");
~mesbox("Leela gives you another key.");
inv_add(inv, bronze_key, 1);
inv_del(inv, coins, 15);
@@ -31,96 +31,96 @@ if(%prince_keystatus = ^prince_keyclaimed & inv_total(inv, bronze_key) = 0 & inv
}
if(%prince_progress = ^prince_spoken_osman & inv_total(inv, bronze_key) >= 1 & inv_total(inv, wig_blonde) >= 1 & inv_total(inv, pink_skirt) >= 1 & inv_total(inv, paste) >= 1) {
%prince_progress = ^prince_prep_finished;
- ~chatnpc(shifty, "Good, you have all the basic equipment. Next to deal with the guard on the door. He is talkative, try to find a weakness in him.");
+ ~chatnpc(" Good, you have all the basic equipment. Next to deal with the guard on the door. He is talkative, try to find a weakness in him.");
} else if(%prince_progress = ^prince_prep_finished) { // mesanims guessed cause no video + not on osrs, dialogue from chisel
- ~chatnpc(neutral, "Ok now, you have all the basic equipment.|What are your plans to stop the guard interfering?");
+ ~chatnpc(" Ok now, you have all the basic equipment.|What are your plans to stop the guard interfering?");
switch_int(~p_choice4("I haven't spoken to him yet.", 1, "I was going to attack him.", 2, "I hoped to get him drunk.", 3, "Maybe I could bribe him to leave.", 4)) {
case 1:
- ~chatplayer(neutral, "I haven't spoken to him yet.");
- ~chatnpc(neutral, "Well, speaking to him may find a weakness he has.|See if there's something that could stop him bothering us.");
+ ~chatplayer(" I haven't spoken to him yet.");
+ ~chatnpc(" Well, speaking to him may find a weakness he has.|See if there's something that could stop him bothering us.");
case 2:
- ~chatplayer(neutral, "I was going to attack him.");
- ~chatnpc(bored, "I don't think you should. If you do the rest of the gang and Keli would attack you. The door guard should be removed first, to make it easy.");
+ ~chatplayer(" I was going to attack him.");
+ ~chatnpc(" I don't think you should. If you do the rest of the gang and Keli would attack you. The door guard should be removed first, to make it easy.");
case 3:
- ~chatplayer(neutral, "I hoped to get him drunk.");
- ~chatnpc(neutral, "Well, that's possible. These guards do like a drink.|I would think it will take at least 3 beers to do it well.|You would probably have to do it all at the same time too.|The effects of the local beer wear off quickly.");
+ ~chatplayer(" I hoped to get him drunk.");
+ ~chatnpc(" Well, that's possible. These guards do like a drink.|I would think it will take at least 3 beers to do it well.|You would probably have to do it all at the same time too.|The effects of the local beer wear off quickly.");
case 4:
- ~chatplayer(neutral, "Maybe I could bribe him to leave.");
- ~chatnpc(shifty, "You could try. I don't think the emir will pay anything towards it. And we did bribe one of their guards once.");
- ~chatnpc(shifty, "Keli killed him in front of the other guards, as a deterrent. It would probably take a lot of gold.");
+ ~chatplayer(" Maybe I could bribe him to leave.");
+ ~chatnpc(" You could try. I don't think the emir will pay anything towards it. And we did bribe one of their guards once.");
+ ~chatnpc(" Keli killed him in front of the other guards, as a deterrent. It would probably take a lot of gold.");
}
- ~chatnpc(neutral, "Good luck with the guard. When the guard is out you can tie up Keli.");
+ ~chatnpc(" Good luck with the guard. When the guard is out you can tie up Keli.");
} else {
- ~chatplayer(neutral, "I am here to help you free the prince.");
- ~chatnpc(neutral, "Your employment is known to me.|Now, do you know all that we need to make the break?");
+ ~chatplayer(" I am here to help you free the prince.");
+ ~chatnpc(" Your employment is known to me.|Now, do you know all that we need to make the break?");
@multi4("I must make a disguise. What do you suggest?", leela_disguise, "I need to get the key made.", leela_need_key, "What can I do with the guards?", leela_guards, "I will go and get the rest of the escape equipment.", leela_rest_escape);
}
[label,leela_disguise]
-~chatplayer(quiz, "I must make a disguise. What do you suggest?");
-~chatnpc(bored, "Only the lady Keli, can wander about outside the jail. The guards will shoot to kill if they see the prince out so we need a disguise good enough to fool them at a distance.");
+~chatplayer(" I must make a disguise. What do you suggest?");
+~chatnpc(" Only the lady Keli, can wander about outside the jail. The guards will shoot to kill if they see the prince out so we need a disguise good enough to fool them at a distance.");
if(inv_total(inv, wig_blonde) >= 1) {
- ~chatnpc(neutral, "The wig you have got, well done.");
+ ~chatnpc(" The wig you have got, well done.");
} else {
- ~chatnpc(neutral, "You need a wig, maybe made from wool. If you find someone who can work with wool ask them about it. There's a witch nearby may be able to help you dye it.");
+ ~chatnpc(" You need a wig, maybe made from wool. If you find someone who can work with wool ask them about it. There's a witch nearby may be able to help you dye it.");
}
if(inv_total(inv, pink_skirt) >= 1) {
- ~chatnpc(neutral, "You have got the skirt, good.");
+ ~chatnpc(" You have got the skirt, good.");
} else {
- ~chatnpc(neutral, "You will need to get a pink skirt, same as Keli's.");
+ ~chatnpc(" You will need to get a pink skirt, same as Keli's.");
}
if(inv_total(inv, paste) >= 1) {
- ~chatnpc(neutral, "You have the skin paint, well done.|I thought you would struggle to make that.");
+ ~chatnpc(" You have the skin paint, well done.|I thought you would struggle to make that.");
} else {
- ~chatnpc(neutral, "We still need something to colour the Prince's skin lighter. There's a witch close to here. She knows about many things. She may know some way to make the skin lighter.");
+ ~chatnpc(" We still need something to colour the Prince's skin lighter. There's a witch close to here. She knows about many things. She may know some way to make the skin lighter.");
}
if(inv_total(inv, wig_blonde) >= 1 & inv_total(inv, pink_skirt) >= 1 & inv_total(inv, paste) >= 1) {
- ~chatnpc(neutral, "You do have everything for the disguise.");
+ ~chatnpc(" You do have everything for the disguise.");
}
if(inv_total(inv, rope) >= 1) {
- ~chatnpc(shifty, "You have the rope I see, to tie up Keli.|That will be the most dangerous part of the plan.");
+ ~chatnpc(" You have the rope I see, to tie up Keli.|That will be the most dangerous part of the plan.");
} else {
- ~chatnpc(shifty, "You will still need some rope to tie up Keli, of course. I heard that there was a good rope maker around here...");
+ ~chatnpc(" You will still need some rope to tie up Keli, of course. I heard that there was a good rope maker around here...");
}
@multi3("I need to get the key made.", leela_need_key, "What can I do with the guards?", leela_guards, "I will go and get the rest of the escape equipment.", leela_rest_escape);
[label,leela_need_key]
-~chatplayer(neutral, "I need to get the key made.");
-~chatnpc(neutral, "Yes, that is most important.|There is no way you can get the real key.|It is on a chain around Keli's neck. Almost impossible to steal.");
-~chatnpc(shifty, "Get some soft clay and get her to show you the key somehow. Then take the print, with bronze, to my father.");
+~chatplayer(" I need to get the key made.");
+~chatnpc(" Yes, that is most important.|There is no way you can get the real key.|It is on a chain around Keli's neck. Almost impossible to steal.");
+~chatnpc(" Get some soft clay and get her to show you the key somehow. Then take the print, with bronze, to my father.");
@multi3("I must make a disguise. What do you suggest?", leela_disguise, "What can I do with the guards?", leela_guards, "I will go and get the rest of the escape equipment.", leela_rest_escape);
[label,leela_guards]
-~chatplayer(neutral, "What can I do with the guards?");
-~chatnpc(bored, "Most of the guards will be easy. The disguise will get past them. The only guard who will be a problem will be the one at the door.");
-~chatnpc(bored, "We can discuss this more when you have the rest of the escape kit.");
+~chatplayer(" What can I do with the guards?");
+~chatnpc(" Most of the guards will be easy. The disguise will get past them. The only guard who will be a problem will be the one at the door.");
+~chatnpc(" We can discuss this more when you have the rest of the escape kit.");
@multi3("I must make a disguise. What do you suggest?", leela_disguise, "I need to get the key made.", leela_need_key, "I will go and get the rest of the escape equipment.", leela_rest_escape);
[label,leela_rest_escape]
-~chatplayer(neutral, "I will go and get the rest of the escape equipment.");
-~chatnpc(shifty, "Good, I shall await your return with everything.");
+~chatplayer(" I will go and get the rest of the escape equipment.");
+~chatnpc(" Good, I shall await your return with everything.");
[label,leela_post_key]
if(inv_total(inv, bronze_key) = 0 & inv_total(bank, bronze_key) = 0) {
- ~chatplayer(sad, "I'm afraid I lost that key you gave me.");
- ~chatnpc(angry, "Foolish I'm afraid I lost that key you gave me.");
+ ~chatnpc(" Foolish I haven't got 15 coins with me.");
+ ~chatnpc(" Then come back to me when you do.");
}
- ~chatplayer(neutral, "Here, I have 15 coins.");
+ ~chatplayer(" Here, I have 15 coins.");
~mesbox("Leela gives you another key.");
inv_add(inv, bronze_key, 1);
inv_del(inv, coins, 15);
} else if (%prince_progress >= ^prince_guard_drunk) {
- ~chatnpc(neutral, "Great! The guard is now harmless.|Now you just need to use the rope on Keli to remove her.|Then you can go in and give everything to the prince.");
+ ~chatnpc(" Great! The guard is now harmless.|Now you just need to use the rope on Keli to remove her.|Then you can go in and give everything to the prince.");
} else if(inv_total(inv, bronze_key) >= 1 & inv_total(inv, wig_blonde) >= 1 & inv_total(inv, pink_skirt) >= 1 & inv_total(inv, paste) >= 1) {
- ~chatnpc(shifty, "Good, you have all the basic equipment. Next to deal with the guard on the door. He is talkative, try to find a weakness in him.");
+ ~chatnpc(" Good, you have all the basic equipment. Next to deal with the guard on the door. He is talkative, try to find a weakness in him.");
} else {
@leela_help;
}
\ No newline at end of file
diff --git a/data/src/scripts/areas/area_draynor/scripts/morgan.rs2 b/data/src/scripts/areas/area_draynor/scripts/morgan.rs2
index a373177d4..c00384761 100644
--- a/data/src/scripts/areas/area_draynor/scripts/morgan.rs2
+++ b/data/src/scripts/areas/area_draynor/scripts/morgan.rs2
@@ -9,31 +9,31 @@ switch_int (%vampire_progress) {
}
[label,morgan_before_vampire_slayer]
-~chatnpc(shock, "Please please help us, bold adventurer!");
-~chatplayer(happy, "What's the problem?");
-~chatnpc(shock, "Our little village has been dreadfully ravaged by an evil vampire! He lives in the basement of the manor to the north, we need someone to get rid of him once and for all!");
+~chatnpc(" Please please help us, bold adventurer!");
+~chatplayer(" What's the problem?");
+~chatnpc(" Our little village has been dreadfully ravaged by an evil vampire! He lives in the basement of the manor to the north, we need someone to get rid of him once and for all!");
switch_int (~p_choice3("No, vampires are scary!", 1, "Ok, I'm up for an adventure.", 2, "Have you got any tips on killing the vampire?", 3)) {
case 1: @morgan_decline_vampire_slayer;
- case 2: ~chatplayer(quiz, "Okay, I'm up for an adventure.");
- case 3: ~chatplayer(quiz, "Have you got any tips on killing the vampire?");
+ case 2: ~chatplayer(" Okay, I'm up for an adventure.");
+ case 3: ~chatplayer(" Have you got any tips on killing the vampire?");
case default: ~displaymessage(^dm_default);
}
-~chatnpc(default, "I think first you should seek help. I have a friend who is a retired vampire hunter, his name is Dr. Harlow. He may be able to give you some tips. He can normally be found in the Jolly Boar Inn in Varrock, he's a bit of");
-~chatnpc(quiz, "an old soak these days. Mention his old friend Morgan, I'm sure he wouldn't want me killed by a vampire.");
+~chatnpc(" I think first you should seek help. I have a friend who is a retired vampire hunter, his name is Dr. Harlow. He may be able to give you some tips. He can normally be found in the Jolly Boar Inn in Varrock, he's a bit of");
+~chatnpc(" an old soak these days. Mention his old friend Morgan, I'm sure he wouldn't want me killed by a vampire.");
~quest_vampire_set_progress(^quest_vampire_started);
-~chatplayer(quiz, "I'll look him up then.");
+~chatplayer(" I'll look him up then.");
[label,morgan_decline_vampire_slayer]
-~chatplayer(shock, "No, vampires are scary!");
-~chatnpc(sad, "I don't blame you.");
+~chatplayer(" No, vampires are scary!");
+~chatnpc(" I don't blame you.");
[label,morgan_during_vampire_slayer]
-~chatnpc(happy, "How are you doing with the quest?");
-~chatplayer(confused, "I'm still working on it.");
-~chatnpc(shock, "Please hurry! Every day we live in fear that we will be the vampire's next victim!");
+~chatnpc(" How are you doing with the quest?");
+~chatplayer(" I'm still working on it.");
+~chatnpc(" Please hurry! Every day we live in fear that we will be the vampire's next victim!");
[label,morgan_after_vampire_slayer]
-~chatplayer(happy, "I have slain the foul creature!");
-~chatnpc(neutral, "Thank you, thank you! You will always be a hero in our village!");
+~chatplayer(" I have slain the foul creature!");
+~chatnpc(" Thank you, thank you! You will always be a hero in our village!");
diff --git a/data/src/scripts/areas/area_draynor/scripts/ned.rs2 b/data/src/scripts/areas/area_draynor/scripts/ned.rs2
index 043b2c825..5aba04ff2 100644
--- a/data/src/scripts/areas/area_draynor/scripts/ned.rs2
+++ b/data/src/scripts/areas/area_draynor/scripts/ned.rs2
@@ -24,7 +24,7 @@ if (last_useitem = crandor_map) {
}
[label,trail_ned]
-~chatnpc(happy, "Well done!");
+~chatnpc(" Well done!");
~trail_clue_progress;
inv_del(inv, trail_clue_easy_simple_exp021, 1);
if(~trail_clue_easy_complete = true) {
@@ -35,7 +35,7 @@ if(~trail_clue_easy_complete = true) {
}
[label,standard_ned]
-~chatnpc(neutral, "Why hello there, me friends call me Ned.|I was a man of the sea, but it's past me now.|Could I be making or selling you some rope?");
+~chatnpc(" Why hello there, me friends call me Ned.|I was a man of the sea, but it's past me now.|Could I be making or selling you some rope?");
def_int $option;
if(%prince_progress >= ^prince_spoken_osman & %prince_progress < ^prince_saved) {
if (~quest_dragon_getting_map_parts = true & %dragon_ned_hired = ^false) {
@@ -55,16 +55,16 @@ if($option = 1) {
} else if($option = 2) {
@ned_decline_rope;
} else if($option = 3) {
- ~chatplayer(quiz, "Ned, could you make other things from wool?");
- ~chatnpc(happy, "I am sure I can. What are you thinking of?");
+ ~chatplayer(" Ned, could you make other things from wool?");
+ ~chatnpc(" I am sure I can. What are you thinking of?");
@multi3("Could you knit me a sweater?", ned_sweater, "How about some sort of wig?", ned_wig, "Could you repair the arrow holes in the back of my shirt?", ned_arrow_holes);
} else if ($option = 4) {
@ned_dragon_slayer_before_hired;
}
[label,ned_start_rope_purchase]
-~chatplayer(neutral, "Yes, I would like some rope.");
-~chatnpc(happy, "Well, I can sell you some rope for 15 coins.|Or I can be making you some if you gets me 4 balls of wool.|I strands them together I does, makes em strong.");
+~chatplayer(" Yes, I would like some rope.");
+~chatnpc(" Well, I can sell you some rope for 15 coins.|Or I can be making you some if you gets me 4 balls of wool.|I strands them together I does, makes em strong.");
if(inv_total(inv, ball_of_wool) < 4) {
@multi3("Okay, please sell me some rope.", ned_rope, "That's a little more than I want to pay.", ned_more_pay, "I will go and get some wool.", ned_get_wool);
} else {
@@ -76,70 +76,70 @@ if(inv_total(inv, coins) < 15) {
~mesbox("You don't have enough coins to buy any rope!");
return;
}
-~chatplayer(neutral, "Okay, please sell me some rope.");
-~chatnpc(happy, "There you go, finest rope in RuneScape.");
+~chatplayer(" Okay, please sell me some rope.");
+~chatnpc(" There you go, finest rope in RuneScape.");
~mesbox("You hand Ned 15 coins.|Ned gives you a coil of rope.");
inv_del(inv, coins, 15);
inv_add(inv, rope, 1);
[label,ned_decline_rope]
-~chatplayer(neutral, "No thanks, Ned. I don't need any.");
-~chatnpc(neutral, "Well, old Neddy is always here if you do.|Tell your friends. I can always be using the business.");
+~chatplayer(" No thanks, Ned. I don't need any.");
+~chatnpc(" Well, old Neddy is always here if you do.|Tell your friends. I can always be using the business.");
[label,ned_get_wool]
-~chatplayer(neutral, "I will go and get some wool.");
-~chatnpc(neutral, "Aye, you do that.|Remember, it takes 4 balls of wool to make strong rope.");
+~chatplayer(" I will go and get some wool.");
+~chatnpc(" Aye, you do that.|Remember, it takes 4 balls of wool to make strong rope.");
[label,ned_more_pay]
-~chatplayer(neutral, "That's a little more than I want to pay.");
-~chatnpc(bored, "Well, if you ever need rope that's the price. Sorry.|An old sailor needs money for a little drop o' rum.");
+~chatplayer(" That's a little more than I want to pay.");
+~chatnpc(" Well, if you ever need rope that's the price. Sorry.|An old sailor needs money for a little drop o' rum.");
[label,ned_have_wool]
-~chatplayer(neutral, "I have some balls of wool.|Could you make me some rope?");
-~chatnpc(happy, "Sure I can.");
+~chatplayer(" I have some balls of wool.|Could you make me some rope?");
+~chatnpc(" Sure I can.");
~mesbox("You hand over 4 balls of wool.|Ned gives you a coil of rope.");
inv_del(inv, ball_of_wool, 4);
inv_add(inv, rope, 1);
[label,ned_sweater]
-~chatplayer(neutral, "Could you knit me a sweater?");
-~chatnpc(angry, "Do I look like a member of a sewing circle?|Be off wi' you. I have fought monsters that would turn your hair blue.");
-~chatnpc(angry, "I don't need to be laughed at just 'cos I am getting a bit old.");
+~chatplayer(" Could you knit me a sweater?");
+~chatnpc(" Do I look like a member of a sewing circle?|Be off wi' you. I have fought monsters that would turn your hair blue.");
+~chatnpc(" I don't need to be laughed at just 'cos I am getting a bit old.");
[label,ned_arrow_holes]
-~chatplayer(quiz, "Could you repair the arrow holes in the back of my shirt?");
-~chatnpc(neutral, "Ah yes, it's a tough world these days.|There's a few brave enough to attack from 10 metres away.");
+~chatplayer(" Could you repair the arrow holes in the back of my shirt?");
+~chatnpc(" Ah yes, it's a tough world these days.|There's a few brave enough to attack from 10 metres away.");
~mesbox("Ned pulls out a needle and attacks your shirt.");
-~chatnpc(happy, "There you go, good as new.");
-~chatplayer(neutral, "Thanks Ned. Maybe next time they will attack me face to face.");
+~chatnpc(" There you go, good as new.");
+~chatplayer(" Thanks Ned. Maybe next time they will attack me face to face.");
[label,ned_wig]
-~chatplayer(quiz, "How about some sort of wig?");
-~chatnpc(happy, "Well... That's an interesting thought.|Yes, I think I could do something.|Give me 3 balls of wool and I might be able to do it.");
+~chatplayer(" How about some sort of wig?");
+~chatnpc(" Well... That's an interesting thought.|Yes, I think I could do something.|Give me 3 balls of wool and I might be able to do it.");
if(inv_total(inv, ball_of_wool) < 3) {
- ~chatplayer(happy, "Great, I will get some. I think a wig would be useful.");
+ ~chatplayer(" Great, I will get some. I think a wig would be useful.");
return;
}
@multi2("I have that now. Please, make me a wig.", ned_make_wig, "I will come back when I need you to make me one.", ned_come_back);
[label,ned_make_wig]
-~chatplayer(neutral, "I have that now. Please, make me a wig.");
-~chatnpc(neutral, "Okay, I will have a go.");
+~chatplayer(" I have that now. Please, make me a wig.");
+~chatnpc(" Okay, I will have a go.");
~mesbox("You hand Ned 3 balls of wool. Ned works with the wool.|His hands move with a speed you couldn't imagine.");
if(inv_total(inv, ball_of_wool) >= 3) {
inv_del(inv, ball_of_wool, 3);
inv_add(inv, wig_grey, 1);
- ~chatnpc(happy, "Here you go, how's that for a quick effort?|Not bad I think!");
+ ~chatnpc(" Here you go, how's that for a quick effort?|Not bad I think!");
~mesbox("Ned gives you a pretty good wig.");
- ~chatplayer(neutral, "Thanks Ned, there's more to you than meets the eye.");
+ ~chatplayer(" Thanks Ned, there's more to you than meets the eye.");
}
[label,ned_come_back]
-~chatplayer(neutral, "I will come back when I need you to make me one.");
+~chatplayer(" I will come back when I need you to make me one.");
[label,ned_dragon_slayer_before_hired]
-~chatplayer(quiz, "You're a sailor? Could you take me to the island of Crandor?");
-~chatnpc(sad, "Well, I was a sailor. I've not been able to get work at|sea these days, though. They say I'm too old.");
+~chatplayer(" You're a sailor? Could you take me to the island of Crandor?");
+~chatnpc(" Well, I was a sailor. I've not been able to get work at|sea these days, though. They say I'm too old.");
// from https://web.archive.org/web/20060828222012/http://www.trillionareguild.com/runescape/dragon.php
// 14) From this point you must go to Draynor Village and talk to Ned, ask him
// to sail you to Crandor on Lady Lumbridge, he will say if you find a seaworthy
@@ -147,10 +147,10 @@ if(inv_total(inv, ball_of_wool) >= 3) {
//
// this lines up perfectly with rsc dialogue, this dialogue is much different in osrs.
~mesbox("There is a wistfull look in Ned's eyes.");
-~chatnpc(sad, "I miss those days.|If you could get me a ship I would take you anywhere."); // :3
+~chatnpc(" I miss those days.|If you could get me a ship I would take you anywhere."); // :3
%dragon_ned_hired = ^true;
if (%dragon_progress >= ^quest_dragon_spoken_to_oziach & %dragon_progress < ^quest_dragon_bought_ship) {
- ~chatplayer(neutral, "I will work on finding a sea worthy ship then."); //rsc
+ ~chatplayer(" I will work on finding a sea worthy ship then."); //rsc
return;
}
@ned_so_wheres_your_ship;
@@ -158,64 +158,64 @@ if (%dragon_progress >= ^quest_dragon_spoken_to_oziach & %dragon_progress < ^que
[label,ned_so_wheres_your_ship]
if (%dragon_progress = ^quest_dragon_repaired_ship) {
- ~chatplayer(happy, "As it happens I do have a ship ready to sail!");
- ~chatnpc(happy, "That'd be grand, where is it?");
- ~chatplayer(neutral, "It's called Lady Lumbridge and it's docked in Port Sarim."); // rsc says "the Lumbridge Lady"
- ~chatnpc(neutral, "I'll meet you there then."); // guessed
- ~chatnpc(neutral, "Just show me the map and we can get ready to go!");
+ ~chatplayer(" As it happens I do have a ship ready to sail!");
+ ~chatnpc(" That'd be grand, where is it?");
+ ~chatplayer(" It's called Lady Lumbridge and it's docked in Port Sarim."); // rsc says "the Lumbridge Lady"
+ ~chatnpc(" I'll meet you there then."); // guessed
+ ~chatnpc(" Just show me the map and we can get ready to go!");
return;
}
if (%dragon_progress = ^quest_dragon_bought_ship) {
- ~chatplayer(neutral, "It's called Lady Lumbridge and it's docked in Port Sarim."); // rsc
- ~chatnpc(neutral, "That old pile of junk? Last I heard, she wasn't seaworthy."); // osrs
- ~chatplayer(neutral, "Yes, good point. I'd better go and fix her up."); // osrs
+ ~chatplayer(" It's called Lady Lumbridge and it's docked in Port Sarim."); // rsc
+ ~chatnpc(" That old pile of junk? Last I heard, she wasn't seaworthy."); // osrs
+ ~chatplayer(" Yes, good point. I'd better go and fix her up."); // osrs
return;
}
if (%dragon_progress >= ^quest_dragon_spoken_to_oziach & %dragon_progress < ^quest_dragon_bought_ship) {
- ~chatplayer(neutral, "Well, I don't actually have a ship yet."); // osrs
- ~chatnpc(neutral, "Ah, well. Let me know when you do. The place to look would be Port Sarim."); // osrs
+ ~chatplayer(" Well, I don't actually have a ship yet."); // osrs
+ ~chatnpc(" Ah, well. Let me know when you do. The place to look would be Port Sarim."); // osrs
return;
}
[label,ned_dragon_slayer_hired]
-~chatnpc(neutral, "Hello there lad.");
+~chatnpc(" Hello there lad.");
def_int $choice = ~p_choice2("So are you going to take me to Crandor Island now then?", 1, "So are you still up to sailing this ship?", 2);
if ($choice = 1) {
// island is lowercase. Not a typo
// https://youtu.be/kCMB4I_aJJM?list=PLn23LiLYLb1aqrojPTi1_Np81LJku2Nd0&t=134
- ~chatplayer(quiz, "So are you going to take me to Crandor island now then?");
+ ~chatplayer(" So are you going to take me to Crandor island now then?");
if (%dragon_progress < ^quest_dragon_repaired_ship) {
- ~chatnpc(neutral, "I said I would and old Ned is a man of his word!"); // osrs
- ~chatnpc(quiz, "So where's your ship?");
+ ~chatnpc(" I said I would and old Ned is a man of his word!"); // osrs
+ ~chatnpc(" So where's your ship?");
@ned_so_wheres_your_ship;
} else if (%dragon_progress = ^quest_dragon_ned_given_map) {
- ~chatnpc(neutral, "I said I would and old Ned is a man of his word! I'll meet you on board the Lady Lumbridge in Port Sarim.");
+ ~chatnpc(" I said I would and old Ned is a man of his word! I'll meet you on board the Lady Lumbridge in Port Sarim.");
return;
}
- ~chatnpc(neutral, "Ok, show me the map and we'll set sail now.");
+ ~chatnpc(" Ok, show me the map and we'll set sail now.");
if (inv_total(inv, crandor_map) < 1) {
return;
}
@give_map_to_ned;
}
if ($choice = 2) {
- ~chatplayer(quiz, "So are you still up to sailing this ship?");
- ~chatnpc(neutral, "I said I would and old Ned is a man of his word!"); // missing dialogue. So i took a part of his dialogue from osrs
+ ~chatplayer(" So are you still up to sailing this ship?");
+ ~chatnpc(" I said I would and old Ned is a man of his word!"); // missing dialogue. So i took a part of his dialogue from osrs
}
[label,ned_dragon_slayer_back_in_draynor_after_visiting_crandor]
-~chatnpc(neutral, "Hello there lad.");
+~chatnpc(" Hello there lad.");
// repairing ship again existed: https://web.archive.org/web/20051104084237/http://www.nomadgaming.com/index.php?page=rs2_dragonslayer
//osrs
-~chatplayer(confused, "How did you get back from Crandor?");
-~chatnpc(neutral, "I got towed back by a passing friendly whale.");
-~chatnpc(quiz, "Anyway, would you like me to make some rope while you're here?");
+~chatplayer(" How did you get back from Crandor?");
+~chatnpc(" I got towed back by a passing friendly whale.");
+~chatnpc(" Anyway, would you like me to make some rope while you're here?");
def_int $choice = ~p_choice3("Can you take me to Crandor again?", 1, "Yes, I would like some rope.", 2, "No thanks Ned, I don't need any.", 3);
if ($choice = 1) {
- ~chatplayer(quiz, "Can you take me to Crandor again?");
- ~chatnpc(neutral, "Aye, that I could. I'll meet you at the Port Sarim docks again. I'll try to steer a little better this time!");
+ ~chatplayer(" Can you take me to Crandor again?");
+ ~chatnpc(" Aye, that I could. I'll meet you at the Port Sarim docks again. I'll try to steer a little better this time!");
%dragon_ned_hired = ^true;
return;
}
@@ -234,5 +234,5 @@ if (%dragon_ned_hired = 0 | %dragon_progress ! ^quest_dragon_repaired_ship) {
~mesbox("You give the map to Ned.");
inv_del(inv, crandor_map, inv_total(inv, crandor_map));
%dragon_progress = ^quest_dragon_ned_given_map;
-~chatplayer(quiz, "Here you go.");
-~chatnpc(neutral, "I'll meet you at the ship then.");
\ No newline at end of file
+~chatplayer(" Here you go.");
+~chatnpc(" I'll meet you at the ship then.");
\ No newline at end of file
diff --git a/data/src/scripts/areas/area_draynor/scripts/prince_ali.rs2 b/data/src/scripts/areas/area_draynor/scripts/prince_ali.rs2
index 136ed6565..b490941e0 100644
--- a/data/src/scripts/areas/area_draynor/scripts/prince_ali.rs2
+++ b/data/src/scripts/areas/area_draynor/scripts/prince_ali.rs2
@@ -2,14 +2,14 @@
if(%prince_progress = ^prince_tied_keli) {
@prince_rescue;
}
-~chatnpc(neutral, "I owe you my life for that escape.|You cannot help me this time, they know who you are.|Go in peace, friend of Al-Kharid.");
+~chatnpc(" I owe you my life for that escape.|You cannot help me this time, they know who you are.|Go in peace, friend of Al-Kharid.");
[label,prince_rescue]
-~chatplayer(happy, "Prince, I come to rescue you.");
-~chatnpc(neutral, "That is very very kind of you, how do I get out?");
-~chatplayer(happy, "With a disguise. I have removed the Lady Keli.|She is tied up, but will not stay tied up for long.");
+~chatplayer(" Prince, I come to rescue you.");
+~chatnpc(" That is very very kind of you, how do I get out?");
+~chatplayer(" With a disguise. I have removed the Lady Keli.|She is tied up, but will not stay tied up for long.");
if(inv_total(inv, bronze_key) >= 1 & inv_total(inv, wig_blonde) >= 1 & inv_total(inv, pink_skirt) >= 1 & inv_total(inv, paste) >= 1) {
- ~chatplayer(neutral, "Take this disguise, and this key.");
+ ~chatplayer(" Take this disguise, and this key.");
~mesbox("You hand over the disguise and key over to Prince Ali.");
inv_del(inv, bronze_key, 1);
inv_del(inv, wig_blonde, 1);
@@ -17,8 +17,8 @@ if(inv_total(inv, bronze_key) >= 1 & inv_total(inv, wig_blonde) >= 1 & inv_total
inv_del(inv, paste, 1);
%prince_progress = ^prince_saved;
npc_changetype(npc_921);
- ~chatnpc_specific("Prince Ali", lady_keli, happy, "Thank you my friend, I must leave you now.|My father will pay you well for this.");
- ~chatplayer(happy, "Go to Leela, she is close to here.");
+ ~chatnpc_specific("Prince Ali", lady_keli, " Thank you my friend, I must leave you now.|My father will pay you well for this.");
+ ~chatplayer(" Go to Leela, she is close to here.");
npc_del;
~mesbox("The prince has escaped, well done!|You are now a friend of Al-Kharid|and may pass through the Al-Kharid toll gate for free.");
}
diff --git a/data/src/scripts/areas/area_draynor/scripts/professor_oddenstein.rs2 b/data/src/scripts/areas/area_draynor/scripts/professor_oddenstein.rs2
index 59304a512..da54f6d8a 100644
--- a/data/src/scripts/areas/area_draynor/scripts/professor_oddenstein.rs2
+++ b/data/src/scripts/areas/area_draynor/scripts/professor_oddenstein.rs2
@@ -6,28 +6,28 @@ switch_int(%haunted_progress) {
}
[label,oddenstein_nonquest]
-~chatnpc(neutral, "Be careful in here.|Lots of dangerous equipment in here.");
+~chatnpc(" Be careful in here.|Lots of dangerous equipment in here.");
@multi2("What does this machine do?", oddenstein_machine, "Is this your house?", oddenstein_house);
[label,oddenstein_machine]
-~chatplayer(quiz, "What does this machine do?");
-~chatnpc(neutral, "Nothing at the moment,|as it's broken.|It's meant to be a transmutation machine.");
-~chatnpc(neutral, "It has also spent time as a time travel machine,|and a dramatic lightning generator,|and a thing for generating monsters.");
+~chatplayer(" What does this machine do?");
+~chatnpc(" Nothing at the moment,|as it's broken.|It's meant to be a transmutation machine.");
+~chatnpc(" It has also spent time as a time travel machine,|and a dramatic lightning generator,|and a thing for generating monsters.");
[label,oddenstein_house]
-~chatplayer(quiz, "Is this your house?");
-~chatnpc(neutral, "No, I'm just one of the tenants.|It belongs to the count|who lives in the basement.");
+~chatplayer(" Is this your house?");
+~chatnpc(" No, I'm just one of the tenants.|It belongs to the count|who lives in the basement.");
[label,oddenstein_looking]
def_int $option = ~p_choice3("I'm looking for a guy called Ernest.", 1, "What does this machine do?", 2, "Is this your house?", 3);
if($option = 1) {
- ~chatplayer(quiz, "I'm looking for a guy called Ernest.");
- ~chatnpc(happy, "Ah Ernest, top notch bloke.|He's helping me with my experiments.");
- ~chatplayer(quiz, "So you know where he is then?");
- ~chatnpc(happy, "He's that chicken over there.");
- ~chatplayer(confused, "Ernest is a chicken?|Are you sure?");
- ~chatnpc(happy, "Oh, he isn't normally a chicken,|or at least he wasn't|until he helped me test my pouletmorph machine.");
- ~chatnpc(happy, "It was originally going to be called a transmutation machine. But after testing pouletmorph seems more appropriate.");
+ ~chatplayer(" I'm looking for a guy called Ernest.");
+ ~chatnpc(" Ah Ernest, top notch bloke.|He's helping me with my experiments.");
+ ~chatplayer(" So you know where he is then?");
+ ~chatnpc(" He's that chicken over there.");
+ ~chatplayer(" Ernest is a chicken?|Are you sure?");
+ ~chatnpc(" Oh, he isn't normally a chicken,|or at least he wasn't|until he helped me test my pouletmorph machine.");
+ ~chatnpc(" It was originally going to be called a transmutation machine. But after testing pouletmorph seems more appropriate.");
@multi2("I'm glad Veronica didn't actually get engaged to a chicken.", oddenstein_chicken, "Change him back this instant!", oddenstein_change_back);
} else if($option = 2) {
@oddenstein_machine;
@@ -36,30 +36,30 @@ if($option = 1) {
}
[label,oddenstein_chicken]
-~chatplayer(neutral, "I'm glad Veronica didn't actually get engaged to a chicken.");
-~chatnpc(quiz, "Who's Veronica?");
-~chatplayer(neutral, "Ernest's fiancee.|She probably doesn't want to marry a chicken.");
-~chatnpc(quiz, "Ooh I dunno.|She could have free eggs for breakfast.");
-~chatplayer(neutral, "I think you'd better change him back.");
+~chatplayer(" I'm glad Veronica didn't actually get engaged to a chicken.");
+~chatnpc(" Who's Veronica?");
+~chatplayer(" Ernest's fiancee.|She probably doesn't want to marry a chicken.");
+~chatnpc(" Ooh I dunno.|She could have free eggs for breakfast.");
+~chatplayer(" I think you'd better change him back.");
@oddenstein_not_easy;
[label,oddenstein_change_back]
-~chatplayer(angry, "Change him back this instant!");
+~chatplayer(" Change him back this instant!");
@oddenstein_not_easy;
[label,oddenstein_not_easy]
-~chatnpc(confused, "Um, it's not so easy...");
-~chatnpc(sad, "My machine is broken,|and the house gremlins|have run off with some vital bits.");
-~chatplayer(neutral, "Well I can look out for them.");
-~chatnpc(neutral, "That would be a help.|They'll be somewhere in the manor house or its grounds,|the gremlins never go further than the entrance gate.");
+~chatnpc(" Um, it's not so easy...");
+~chatnpc(" My machine is broken,|and the house gremlins|have run off with some vital bits.");
+~chatplayer(" Well I can look out for them.");
+~chatnpc(" That would be a help.|They'll be somewhere in the manor house or its grounds,|the gremlins never go further than the entrance gate.");
%haunted_progress = ^haunted_spoken_to_oddenstein;
-~chatnpc(neutral, "I'm missing the pressure gauge and a rubber tube.|They've also taken my oil can,|which I'm going to need to get this thing started again.");
+~chatnpc(" I'm missing the pressure gauge and a rubber tube.|They've also taken my oil can,|which I'm going to need to get this thing started again.");
[label,oddenstein_items]
-~chatnpc(quiz, "Have you found anything yet?");
+~chatnpc(" Have you found anything yet?");
if(inv_total(inv, pressure_gauge) > 0 & inv_total(inv, oil_can) > 0 & inv_total(inv, rubber_tube) > 0) {
- ~chatplayer(happy, "I have everything!");
- ~chatnpc(happy, "Give 'em here then.");
+ ~chatplayer(" I have everything!");
+ ~chatnpc(" Give 'em here then.");
if_close;
// osrs has this as messages with p_delay, but based of rsc and similar scenarios in non-reworked quests, this is probably what it used to be (confirm this if possible)
mes("You give a rubber tube, a pressure gauge, ");
@@ -76,9 +76,9 @@ if(inv_total(inv, pressure_gauge) > 0 & inv_total(inv, oil_can) > 0 & inv_total(
inv_del(inv, oil_can, 1);
inv_del(inv, rubber_tube, 1);
queue(haunted_quest_complete, 0); // reward is queued as soon as changetype completes in OSRS
- ~chatnpc_specific("Ernest", ernest_human, happy, "Thank you Thank you Well a cash reward is always nice...");
+ ~chatnpc_specific("Ernest", ernest_human, " Of course, of course.");
~mesbox("Ernest hands you 300 coins.");
} else if(inv_total(inv, pressure_gauge) > 0 | inv_total(inv, oil_can) > 0 | inv_total(inv, rubber_tube) > 0) {
def_string $player_items = "";
@@ -99,10 +99,10 @@ if(inv_total(inv, pressure_gauge) > 0 & inv_total(inv, oil_can) > 0 & inv_total(
$oddenstein_items = append($oddenstein_items, "|A pressure gauge.");
}
mes($player_items);
- ~chatplayer(neutral, "I have found some of the things you need:<$player_items>");
- ~chatnpc(bored, "Well that's a start, you still need to find:<$oddenstein_items>");
- ~chatplayer(neutral, "Ok, I'll try and find them.");
+ ~chatplayer(" I have found some of the things you need:<$player_items>");
+ ~chatnpc(" Well that's a start, you still need to find:<$oddenstein_items>");
+ ~chatplayer(" Ok, I'll try and find them.");
} else {
- ~chatplayer(sad, "I'm afraid I don't have any yet!");
- ~chatnpc(neutral, "I need a rubber tube, a pressure gauge and a can of oil. Then your friend can stop being a chicken.");
+ ~chatplayer(" I'm afraid I don't have any yet!");
+ ~chatnpc(" I need a rubber tube, a pressure gauge and a can of oil. Then your friend can stop being a chicken.");
}
\ No newline at end of file
diff --git a/data/src/scripts/areas/area_draynor/scripts/traiborn.rs2 b/data/src/scripts/areas/area_draynor/scripts/traiborn.rs2
index 2e7890268..1972db3ee 100644
--- a/data/src/scripts/areas/area_draynor/scripts/traiborn.rs2
+++ b/data/src/scripts/areas/area_draynor/scripts/traiborn.rs2
@@ -8,14 +8,14 @@ if (%demon_progress < 3 | %demon_progress > 29 | inv_total(inv, demon_traiborn_k
}
[label,demon_slayer_traiborn_bones_dialogue]
-~chatnpc(confused, "How are you doing finding bones?");
+~chatnpc(" How are you doing finding bones?");
if(inv_total(inv, bones) < 1) {
- ~chatplayer(bored, "I haven't got any at the moment.");
- ~chatnpc(confused, "Never mind. Keep working on it.");
+ ~chatplayer(" I haven't got any at the moment.");
+ ~chatnpc(" Never mind. Keep working on it.");
} else {
- ~chatplayer(happy, "I have some bones.");
- ~chatnpc(confused, "Give 'em here then.");
+ ~chatplayer(" I have some bones.");
+ ~chatnpc(" Give 'em here then.");
@demon_slayer_traiborn_give_bones;
}
@@ -39,35 +39,35 @@ if ($demon_progress < 2 | %demon_progress > 28) {
}
[label,traiborn_dialogue]
-~chatnpc(shock, "Ello young thingummywut.");
+~chatnpc(" Ello young thingummywut.");
def_int $option = ~traiborn_dialogue_options(%demon_progress);
if ($option = 1) {
- ~chatplayer(shock, "What's a thingummywut?");
+ ~chatplayer(" What's a thingummywut?");
@traiborn_thingummywut_shock;
} else if ($option = 2) {
- ~chatplayer(neutral, "Teach me to be a mighty and powerful wizard.");
+ ~chatplayer(" Teach me to be a mighty and powerful wizard.");
@traiborn_teach_me;
} else {
- ~chatplayer(neutral, "I need to get a key given to you by Sir Prysin");
- ~chatnpc(confused, "Sir Prysin? Who's that? What would I want his key for?");
+ ~chatplayer(" I need to get a key given to you by Sir Prysin");
+ ~chatnpc(" Sir Prysin? Who's that? What would I want his key for?");
def_int $option_key = ~p_choice3("He told me you were looking after it for him.", 1, "He's one of the King's knights.", 2, "Well, have you got any keys knocking around?", 3);
if ($option_key = 1) {
- ~chatplayer(neutral, "He told me you were looking after it for him.");
- ~chatnpc(confused, "That wasn't very clever of him. I'd lose my head if it wasn't screwed on. Go and tell him to find someone else to look after his valuables in future.");
+ ~chatplayer(" He told me you were looking after it for him.");
+ ~chatnpc(" That wasn't very clever of him. I'd lose my head if it wasn't screwed on. Go and tell him to find someone else to look after his valuables in future.");
def_int $option_insult_or_key = ~p_choice2("Okay, I'll go and tell him that.", 1, "Well, have you got any keys knocking around?", 2);
if ($option_insult_or_key = 1) {
- ~chatplayer(happy, "Okay, I'll go and tell him that.");
- ~chatnpc(happy, "Oh that's great, if it wouldn't be too much trouble.");
+ ~chatplayer(" Okay, I'll go and tell him that.");
+ ~chatnpc(" Oh that's great, if it wouldn't be too much trouble.");
@demon_slayer_traiborn_be_off_keys_around;
} else {
@demon_slayer_traiborn_keys_around;
}
} else if ($option_key = 2) {
- ~chatplayer(neutral, "He's one of the King's knights.");
- ~chatnpc(happy, "Say, I remember a knight with a key. He had nice shoes... | ...and didn't like my homemade spinach rolls. Would you like a spinach roll?");
+ ~chatplayer(" He's one of the King's knights.");
+ ~chatnpc(" Say, I remember a knight with a key. He had nice shoes... | ...and didn't like my homemade spinach rolls. Would you like a spinach roll?");
@traiborn_spinach_roll;
} else {
@demon_slayer_traiborn_keys_around;
@@ -75,38 +75,38 @@ if ($option = 1) {
}
[label,demon_slayer_traiborn_lost_key]
-~chatplayer(sad, "I've lost the key you gave to me.");
-~chatnpc(confused, "Yes I know, it was returned to me. If you want it back you're going to have to collect another 25 sets of bones");
+~chatplayer(" I've lost the key you gave to me.");
+~chatnpc(" Yes I know, it was returned to me. If you want it back you're going to have to collect another 25 sets of bones");
~set_demon_progress(3);
[label,traiborn_teach_me]
-~chatnpc(shock, "Wizard eh? You don't want any truck with that sort. They're not to be trusted. That's what I've heard anyways.");
+~chatnpc(" Wizard eh? You don't want any truck with that sort. They're not to be trusted. That's what I've heard anyways.");
def_int $option = ~p_choice2("So aren't you a wizard?", 1, "Oh I'd better stop talking to you then.", 2);
if ($option = 1) {
- ~chatplayer(neutral, "So aren't you a wizard?");
- ~chatnpc(angry, "How dare you? Of course I'm a wizard. Now don't be so cheeky or I'll turn you into a frog.");
+ ~chatplayer(" So aren't you a wizard?");
+ ~chatnpc(" How dare you? Of course I'm a wizard. Now don't be so cheeky or I'll turn you into a frog.");
} else {
- ~chatplayer(neutral, "Oh I'd better stop talking to you then.");
- ~chatnpc(happy, "Cheerio then. It was nice chatting to you.");
+ ~chatplayer(" Oh I'd better stop talking to you then.");
+ ~chatnpc(" Cheerio then. It was nice chatting to you.");
}
[label,traiborn_thingummywut_shock]
-~chatnpc(shock, "A thingummywut? Where? Where?");
-~chatnpc(shock, "Those pesky thingummywuts. They get everywhere. They leave a terrible mess too.");
+~chatnpc(" A thingummywut? Where? Where?");
+~chatnpc(" Those pesky thingummywuts. They get everywhere. They leave a terrible mess too.");
def_int $option = ~p_choice2("Err you just called me a thingummywut.", 1, "Tell me what they look like and I'll mash 'em.", 2);
if ($option = 1) {
- ~chatplayer(happy, "Err you just called me thingummywut.");
+ ~chatplayer(" Err you just called me thingummywut.");
@traiborn_thingummywut_player;
} else {
- ~chatplayer(angry, "Tell me what they look like and I'll mash 'em.");
+ ~chatplayer(" Tell me what they look like and I'll mash 'em.");
@traiborn_thingummywut_mash;
}
[label,traiborn_thingummywut_player]
-~chatnpc(shock, "You're a thingummywut? I've never seen one up close before. They said I was mad!");
-~chatnpc(shock, "Now you are my proof! There ARE thingummywuts in this tower. Now where can I find a cage big enough to keep you?");
+~chatnpc(" You're a thingummywut? I've never seen one up close before. They said I was mad!");
+~chatnpc(" Now you are my proof! There ARE thingummywuts in this tower. Now where can I find a cage big enough to keep you?");
def_int $option = ~p_choice2("Err I'd better be off really.", 1, "They're right, you are mad.", 2);
if ($option = 1) {
@@ -116,33 +116,33 @@ if ($option = 1) {
}
[label,traiborn_thingummywut_mash]
-~chatnpc(shock, "Don't be ridiculous. No-one has ever seen one.");
-~chatnpc(shock, "They're invisible, or a myth, or a figment of my imagination. Can't remember which right now.");
+~chatnpc(" Don't be ridiculous. No-one has ever seen one.");
+~chatnpc(" They're invisible, or a myth, or a figment of my imagination. Can't remember which right now.");
[label,traiborn_be_off]
-~chatplayer(neutral, "Err I'd better be off really.");
-~chatnpc(confused, "Oh ok, have a good time, and watch out for sheep! They're more cunning than they look.");
+~chatplayer(" Err I'd better be off really.");
+~chatnpc(" Oh ok, have a good time, and watch out for sheep! They're more cunning than they look.");
[label,traiborn_mad]
-~chatplayer(happy, "They're right, you are mad.");
-~chatnpc(sad, "That's a pity. I thought maybe there were winding me up.");
+~chatplayer(" They're right, you are mad.");
+~chatnpc(" That's a pity. I thought maybe there were winding me up.");
[label,demon_slayer_traiborn_keys_around]
-~chatplayer(neutral, "Well, have you got any keys knocking around?");
-~chatnpc(confused, "Now you come to mention it, yes I do have a key. It's in my special closet of valuable stuff. Now how do I get into that?");
-~chatnpc(confused, "I sealed it using one of my magic rituals. So it would make sense that another ritual would open it again.");
-~chatplayer(neutral, "So do you know what ritual to use?");
-~chatnpc(neutral, "let me think a second.");
-~chatnpc(confused, "Yes a simple drazier style ritual should suffice. Hmm, main problem with that is I'll need 25 sets of bones. Now where am I going to get hold of something like that?");
+~chatplayer(" Well, have you got any keys knocking around?");
+~chatnpc(" Now you come to mention it, yes I do have a key. It's in my special closet of valuable stuff. Now how do I get into that?");
+~chatnpc(" I sealed it using one of my magic rituals. So it would make sense that another ritual would open it again.");
+~chatplayer(" So do you know what ritual to use?");
+~chatnpc(" let me think a second.");
+~chatnpc(" Yes a simple drazier style ritual should suffice. Hmm, main problem with that is I'll need 25 sets of bones. Now where am I going to get hold of something like that?");
def_int $option = ~p_choice2(" Hmm, that's too bad. I really need that key.", 1, "I'll get the bones for you.", 2);
if ($option = 1) {
- ~chatplayer(sad, "Hmm, that's too bad. I really need that key");
- ~chatnpc(neutral, "Ahh well, sorry I couldn't be any more help.");
+ ~chatplayer(" Hmm, that's too bad. I really need that key");
+ ~chatnpc(" Ahh well, sorry I couldn't be any more help.");
} else {
- ~chatplayer(neutral, "I'll help get the bones for you.");
- ~chatnpc(happy, "Ooh that would be very good of you.");
- ~chatplayer(neutral, "Okay, I'll speak to you when I've got some bones.");
+ ~chatplayer(" I'll help get the bones for you.");
+ ~chatnpc(" Ooh that would be very good of you.");
+ ~chatplayer(" Okay, I'll speak to you when I've got some bones.");
if (%demon_progress = 2) {
~update_demon_progress;
}
@@ -160,50 +160,50 @@ if ($option = 1) {
def_int $option = ~p_choice2("Yes please.", 1, "Just tell me if you have the key.", 2);
if ($option = 1) {
- ~chatplayer(happy, "Yes please.");
+ ~chatplayer(" Yes please.");
~objbox(spinach_roll, "Traiborn digs around in the pockets of his robes.|After a few moments he triumphantly presents you with|a spinach roll.");
inv_add(inv, spinach_roll, 1);
- ~chatplayer(happy, "Thank you very much.");
+ ~chatplayer(" Thank you very much.");
@demon_slayer_traiborn_be_off_keys_around;
} else {
- ~chatplayer(neutral, "Just tell me if you have the key.");
- ~chatnpc(confused, "The key? The key to what?");
- ~chatnpc(confused, "There's more than one key in the world don't you know? Would be a bit odd if there was only the one.");
+ ~chatplayer(" Just tell me if you have the key.");
+ ~chatnpc(" The key? The key to what?");
+ ~chatnpc(" There's more than one key in the world don't you know? Would be a bit odd if there was only the one.");
def_int $option_silverlight_or_insult = ~p_choice2("It's the key to get a sword called Silverlight.", 1, "You've lost it, haven't you?", 2);
if ($option_silverlight_or_insult = 1) {
- ~chatplayer(neutral, "It's the key to get a sword called Silverlight.");
- ~chatnpc(confused, "Silverlight? Never heard of that.|Sounds a good name for a ship. Are you sure it's not the name of a ship, rather than a sword?");
+ ~chatplayer(" It's the key to get a sword called Silverlight.");
+ ~chatnpc(" Silverlight? Never heard of that.|Sounds a good name for a ship. Are you sure it's not the name of a ship, rather than a sword?");
def_int $option_ship_or_keys = ~p_choice2("Yeah, pretty sure.", 1, "Are you sure it's not the name of a ship, rather than a sword?", 2);
if ($option_ship_or_keys = 1) {
- ~chatplayer(neutral, "Yeah, pretty sure.");
- ~chatnpc(confused, "That's a pity. Waste of a name.");
+ ~chatplayer(" Yeah, pretty sure.");
+ ~chatnpc(" That's a pity. Waste of a name.");
@demon_slayer_traiborn_be_off_keys_around;
} else {
@demon_slayer_traiborn_keys_around;
}
} else {
- ~chatplayer(neutral, "You've lost it haven't you?");
- ~chatnpc(angry, "Me? Lose things? That's a nasty accusation.");
+ ~chatplayer(" You've lost it haven't you?");
+ ~chatnpc(" Me? Lose things? That's a nasty accusation.");
@demon_slayer_traiborn_keys_around;
}
}
[label,demon_slayer_traiborn_stop_giving_bones]
if (%demon_progress = 28) {
- ~chatnpc(happy, "Hurrah! That's all 25 sets of bones.");
+ ~chatnpc(" Hurrah! That's all 25 sets of bones.");
@demon_slayer_traiborn_incantation;
} else {
- ~chatplayer(neutral, "That's all of them.");
- ~chatnpc(confused, "I still need more.");
- ~chatplayer(neutral, "Ok, I'll look for some more.");
+ ~chatplayer(" That's all of them.");
+ ~chatnpc(" I still need more.");
+ ~chatplayer(" Ok, I'll look for some more.");
}
[label,demon_slayer_traiborn_incantation]
~mesbox("Traiborn places the bones in a circle on the floor.");
~mesbox("Traiborn waves his arms about.");
-~chatnpc(confused, "Wings of dark and colour too,|Spreading in the morning dew;|Locked away I have a key;|Return it now, please, unto me.");
+~chatnpc(" Wings of dark and colour too,|Spreading in the morning dew;|Locked away I have a key;|Return it now, please, unto me.");
~mesbox("The wizard waves his arms some more.");
if_close();
p_delay(2);
@@ -213,5 +213,5 @@ p_delay(2);
if (%demon_progress = 28) {
~update_demon_progress;
}
-~chatplayer(happy, "Thank you very much.");
-~chatnpc(happy, "Not a problem for a friend of Sir What's-his-face.");
\ No newline at end of file
+~chatplayer(" Thank you very much.");
+~chatnpc(" Not a problem for a friend of Sir What's-his-face.");
\ No newline at end of file
diff --git a/data/src/scripts/areas/area_draynor/scripts/veronica.rs2 b/data/src/scripts/areas/area_draynor/scripts/veronica.rs2
index 7d978b646..1e23c95f6 100644
--- a/data/src/scripts/areas/area_draynor/scripts/veronica.rs2
+++ b/data/src/scripts/areas/area_draynor/scripts/veronica.rs2
@@ -6,37 +6,37 @@ switch_int (%haunted_progress) {
}
[label,haunted_start]
-~chatnpc(shock, "Can you please help me?|I'm in a terrible spot of trouble.");
+~chatnpc(" Can you please help me?|I'm in a terrible spot of trouble.");
def_int $option = ~p_choice2("Aha, sounds like a quest. I'll help.", 1, "No, I'm looking for something to kill.", 2);
if($option = 1) {
- ~chatplayer(happy, "Aha, sounds like a quest. I'll help.");
- ~chatnpc(neutral, "Yes yes, I suppose it is a quest.|My fiance Ernest and I came upon this house here.");
- ~chatnpc(neutral, "Seeing as we were a little lost|Ernest decided to go in and ask for directions.");
- ~chatnpc(neutral, "That was an hour ago.|That house looks very spooky,|can you go and see if you can find him for me?");
+ ~chatplayer(" Aha, sounds like a quest. I'll help.");
+ ~chatnpc(" Yes yes, I suppose it is a quest.|My fiance Ernest and I came upon this house here.");
+ ~chatnpc(" Seeing as we were a little lost|Ernest decided to go in and ask for directions.");
+ ~chatnpc(" That was an hour ago.|That house looks very spooky,|can you go and see if you can find him for me?");
%haunted_progress = ^haunted_started;
~send_quest_progress(questlist:haunted, %haunted_progress, 3);
- ~chatplayer(neutral, "Ok, I'll see what I can do.");
- ~chatnpc(happy, "Thank you, thank you.|I'm very grateful.");
+ ~chatplayer(" Ok, I'll see what I can do.");
+ ~chatnpc(" Thank you, thank you.|I'm very grateful.");
} else if($option = 2) {
- ~chatplayer(neutral, "No, I'm looking for something to kill.");
- ~chatnpc(shock, "Oooh, you violent person you.");
+ ~chatplayer(" No, I'm looking for something to kill.");
+ ~chatnpc(" Oooh, you violent person you.");
}
[label,veronica_sweetheart]
-~chatnpc(quiz, "Have you found my sweetheart yet?");
+~chatnpc(" Have you found my sweetheart yet?");
if(%haunted_progress = ^haunted_spoken_to_oddenstein) {
- ~chatplayer(happy, "Yes, he's a chicken.");
- ~chatnpc(confused, "I know he's not exactly brave|but I think you're being a little harsh.");
- ~chatplayer(neutral, "No no, he's been turned into an actual chicken|by a mad scientist.");
+ ~chatplayer(" Yes, he's a chicken.");
+ ~chatnpc(" I know he's not exactly brave|but I think you're being a little harsh.");
+ ~chatplayer(" No no, he's been turned into an actual chicken|by a mad scientist.");
~mesbox("Veronica lets out an ear piercing shriek.");
- ~chatnpc(shock, "Eeeeek!|My poor darling,|why must these things happen to us?");
- ~chatplayer(neutral, "Well I'm doing my best to turn him back.");
- ~chatnpc(neutral, "Well be quick,|I'm sure being a chicken can't be good for him.");
+ ~chatnpc(" Eeeeek!|My poor darling,|why must these things happen to us?");
+ ~chatplayer(" Well I'm doing my best to turn him back.");
+ ~chatnpc(" Well be quick,|I'm sure being a chicken can't be good for him.");
} else if(%haunted_progress = ^haunted_started) {
- ~chatplayer(sad, "No, not yet.");
+ ~chatplayer(" No, not yet.");
}
[label,veronica_postquest]
-~chatnpc(happy, "Thank you for rescuing Ernest.");
-~chatplayer(quiz, "Where is he now?");
-~chatnpc(neutral, "Oh he went off to talk to some green warty guy.|I'm sure he'll be back soon.");
\ No newline at end of file
+~chatnpc(" Thank you for rescuing Ernest.");
+~chatplayer(" Where is he now?");
+~chatnpc(" Oh he went off to talk to some green warty guy.|I'm sure he'll be back soon.");
\ No newline at end of file
diff --git a/data/src/scripts/areas/area_edgeville/scripts/oracle.rs2 b/data/src/scripts/areas/area_edgeville/scripts/oracle.rs2
index d4fb2bfdd..8f10b515b 100644
--- a/data/src/scripts/areas/area_edgeville/scripts/oracle.rs2
+++ b/data/src/scripts/areas/area_edgeville/scripts/oracle.rs2
@@ -9,45 +9,45 @@ if (~quest_dragon_getting_map_parts = true & %dragon_oracle >= ^quest_dragon_kno
[label,oracle_seek_map_piece]
-~chatplayer(neutral, "I seek a piece of the map to the island of Crandor.");
+~chatplayer(" I seek a piece of the map to the island of Crandor.");
%dragon_oracle = ^quest_dragon_has_spoken_to_oracle; // osrs
-~chatnpc(neutral, "The map's behind a door below,|but entering is rather tough.|This is what you need to know:|You must use the following stuff.");
-~chatnpc(neutral, "First, a drink used by a mage.|Next, some worm string, changed to sheet.|Then, a small crustacean cage.|Last, a bowl that's not seen heat.");
+~chatnpc(" The map's behind a door below,|but entering is rather tough.|This is what you need to know:|You must use the following stuff.");
+~chatnpc(" First, a drink used by a mage.|Next, some worm string, changed to sheet.|Then, a small crustacean cage.|Last, a bowl that's not seen heat.");
// Different than rsc, https://www.rsbandb.com/forums/viewtopic.php?f=2&t=6503&hilit=oracle
// https://www.rsbandb.com/forums/viewtopic.php?f=1&t=2268&p=14226&hilit=oracle#p14226
[label,oracle_random]
-~chatplayer(quiz, "Can you impart your wise knowledge to me, O Oracle?");
+~chatplayer(" Can you impart your wise knowledge to me, O Oracle?");
def_int $random = random(30);
switch_int ($random) {
- case 0 : ~chatnpc(neutral, "Capes are always in fashion!");
- case 1 : ~chatnpc(neutral, "The light at the end of the tunnel is the demon-infested lava pit.");
- case 2 : ~chatnpc(neutral, "Beware the cabbage: it is both green AND leafy.");
- case 3 : ~chatnpc(neutral, "They say that ham does not mix well with other kinds of meat.");
- case 4 : ~chatnpc(neutral, "A woodchuck does not chuck wood.");
- case 5 : ~chatnpc(sad, "No. I'm not in the mood.");
- case 6 : ~chatnpc(neutral, "It's not you; it's me.");
- case 7 : ~chatnpc(neutral, "Too many cooks spoil the anchovy pizza.");
- case 8 : ~chatnpc(neutral, "The God Wars are over...as long as the thing they were fighting over remains hidden.");
- case 9 : ~chatnpc(neutral, "He who uses the power of custard mixes it with his tears.");
- case 10 : ~chatnpc(neutral, "Nothing like a tasty fish.");
- case 11 : ~chatnpc(neutral, "Don't judge a book by its cover - judge it on its' grammar and, punctuation.");
- case 12 : ~chatnpc(happy, "Yes, I can. But I'm not going to.");
- case 13 : ~chatnpc(neutral, "A bird in the hand can make a tasty snack.");
- case 14 : ~chatnpc(neutral, "Pies...they're great, aren't they?");
- case 15 : ~chatnpc(neutral, "Who guards the guardsmen?");
- case 16 : ~chatnpc(neutral, "The great snake of Guthix guards more than she knows.");
- case 17 : ~chatnpc(shifty, "Do not fear the dragons...fear their kin.");
- case 18 : ~chatnpc(neutral, "Everyone you know will one day be dead.");
- case 19 : ~chatnpc(neutral, "If a tree falls in the forest and no one is around, then nobody gets Woodcutting xp.");
- case 20 : ~chatnpc(neutral, "Sometimes you get lucky, sometimes you don't.");
- case 21 : ~chatnpc(neutral, "The chicken came before the egg.");
- case 22 : ~chatnpc(neutral, "Is it time to wake up? I am not sure...");
- case 23 : ~chatnpc(neutral, "When in Asgarnia, do as the Asgarnians do.");
- case 24 : ~chatnpc(neutral, "An answer is unimportant; it is the question that matters.");
- case 25 : ~chatnpc(neutral, "The goblins will never make up their minds on their own.");
- case 26 : ~chatnpc(neutral, "Jas left a stone behind.");
- case 27 : ~chatnpc(neutral, "Many secrets are buried under this land.");
- case 28 : ~chatnpc(neutral, "There are no crisps at the party.");
- case 29 : ~chatnpc(neutral, "Help wanted? Enquire within.");
+ case 0 : ~chatnpc(" Capes are always in fashion!");
+ case 1 : ~chatnpc(" The light at the end of the tunnel is the demon-infested lava pit.");
+ case 2 : ~chatnpc(" Beware the cabbage: it is both green AND leafy.");
+ case 3 : ~chatnpc(" They say that ham does not mix well with other kinds of meat.");
+ case 4 : ~chatnpc(" A woodchuck does not chuck wood.");
+ case 5 : ~chatnpc(" No. I'm not in the mood.");
+ case 6 : ~chatnpc(" It's not you; it's me.");
+ case 7 : ~chatnpc(" Too many cooks spoil the anchovy pizza.");
+ case 8 : ~chatnpc(" The God Wars are over...as long as the thing they were fighting over remains hidden.");
+ case 9 : ~chatnpc(" He who uses the power of custard mixes it with his tears.");
+ case 10 : ~chatnpc(" Nothing like a tasty fish.");
+ case 11 : ~chatnpc(" Don't judge a book by its cover - judge it on its' grammar and, punctuation.");
+ case 12 : ~chatnpc(" Yes, I can. But I'm not going to.");
+ case 13 : ~chatnpc(" A bird in the hand can make a tasty snack.");
+ case 14 : ~chatnpc(" Pies...they're great, aren't they?");
+ case 15 : ~chatnpc(" Who guards the guardsmen?");
+ case 16 : ~chatnpc(" The great snake of Guthix guards more than she knows.");
+ case 17 : ~chatnpc(" Do not fear the dragons...fear their kin.");
+ case 18 : ~chatnpc(" Everyone you know will one day be dead.");
+ case 19 : ~chatnpc(" If a tree falls in the forest and no one is around, then nobody gets Woodcutting xp.");
+ case 20 : ~chatnpc(" Sometimes you get lucky, sometimes you don't.");
+ case 21 : ~chatnpc(" The chicken came before the egg.");
+ case 22 : ~chatnpc(" Is it time to wake up? I am not sure...");
+ case 23 : ~chatnpc(" When in Asgarnia, do as the Asgarnians do.");
+ case 24 : ~chatnpc(" An answer is unimportant; it is the question that matters.");
+ case 25 : ~chatnpc(" The goblins will never make up their minds on their own.");
+ case 26 : ~chatnpc(" Jas left a stone behind.");
+ case 27 : ~chatnpc(" Many secrets are buried under this land.");
+ case 28 : ~chatnpc(" There are no crisps at the party.");
+ case 29 : ~chatnpc(" Help wanted? Enquire within.");
}
\ No newline at end of file
diff --git a/data/src/scripts/areas/area_edgeville/scripts/oziach.rs2 b/data/src/scripts/areas/area_edgeville/scripts/oziach.rs2
index 00f25a656..54333124f 100644
--- a/data/src/scripts/areas/area_edgeville/scripts/oziach.rs2
+++ b/data/src/scripts/areas/area_edgeville/scripts/oziach.rs2
@@ -3,30 +3,30 @@
[opnpc1,npc_747]
if (%dragon_progress = ^quest_dragon_spoken_to_guildmaster) {
// rsc
- ~chatnpc(shifty, "Aye, 'tis a fair day my friend.");
+ ~chatnpc(" Aye, 'tis a fair day my friend.");
@multi3("Can you sell me some Rune plate mail?", oziach_can_sell_rune_plate, "I'm not your friend.", oziach_not_friend, "Yes, it's a very nice day.", oziach_nice_day);
}
// osrs, very similar to rsc
if (%dragon_progress < ^dragon_complete & %dragon_progress > 0) {
- ~chatnpc(quiz, "So how is thy quest going?");
+ ~chatnpc(" So how is thy quest going?");
@multi2("So where can I find this dragon?", oziach_find_dragon, "Where can I get an antidragon shield?", oziach_dragon_shield);
}
if (%dragon_progress = ^dragon_complete) {
@oziach_dragon_complete;
}
//default
-~chatnpc(shifty, "Aye, 'tis a fair day my friend.");
+~chatnpc(" Aye, 'tis a fair day my friend.");
@multi2("I'm not your friend.", oziach_not_friend, "Yes, it's a very nice day.", oziach_nice_day);
[opnpc3,npc_747]
if (%dragon_progress < ^quest_dragon_spoken_to_oziach) {
//osrs
- ~chatnpc(angry, "I ain't got nothing to sell ye, adventurer.");
+ ~chatnpc(" I ain't got nothing to sell ye, adventurer.");
return;
}
if (%dragon_progress < ^dragon_complete) {
// osrs
- ~chatnpc(angry, "I'm not sellin' ye anything till you've slayed that dragon!");
+ ~chatnpc(" I'm not sellin' ye anything till you've slayed that dragon!");
return;
}
if (%dragon_progress = ^dragon_complete) {
@@ -36,86 +36,86 @@ if (%dragon_progress = ^dragon_complete) {
// rsc and osrs
[label,oziach_not_friend]
-~chatplayer(angry, "I'm not your friend.");
-~chatnpc(angry, "I'm surprised if you're anyone's friend with those kind of manners.");
+~chatplayer(" I'm not your friend.");
+~chatnpc(" I'm surprised if you're anyone's friend with those kind of manners.");
[label,oziach_can_sell_rune_plate]
// rsc
-~chatplayer(quiz, "Can you sell me some Rune plate mail?");
+~chatplayer(" Can you sell me some Rune plate mail?");
// rsc & osrs
-~chatnpc(shock, "So, how does thee know I 'ave some?");
+~chatnpc(" So, how does thee know I 'ave some?");
@multi2("The guildmaster of the Champions' Guild told me.", oziach_guildmaster, "I am a master detective.", oziach_detective);
[label,oziach_nice_day]
-~chatplayer(neutral, "Yes, it's a very nice day.");
+~chatplayer(" Yes, it's a very nice day.");
// rsc. osrs oziach is really mean here for no reason :(
-~chatnpc(neutral, "Aye, may the gods walk by yer side.");
+~chatnpc(" Aye, may the gods walk by yer side.");
// i think part of some of the later dragon slayer reworks made oziach meaner
// so i took the mean part out of the osrs dialogue
[label,oziach_detective]
-~chatplayer(neutral, "I am a master detective.");
+~chatplayer(" I am a master detective.");
//Line breaks are guessed, based off other dialogues of the time. dialogue also says rune platemail, so its probably old.
-~chatnpc(neutral, "Well, however you found out about it,|I'm not going to let just anyone wear my rune platemail.|It's only for heroes.");
+~chatnpc(" Well, however you found out about it,|I'm not going to let just anyone wear my rune platemail.|It's only for heroes.");
// before the rework, oziach would give instructions on map pieces and what not.
// the reworked dialogue shows oziach saying guild master tells the player oziach has a quest to give.
// Seems like that part didnt exist before the rework. So im using the rsc dialogue here
[label,oziach_guildmaster]
-~chatplayer(neutral, "The guildmaster of the Champions' Guild told me.");
+~chatplayer(" The guildmaster of the Champions' Guild told me.");
// i do line breaks here to match rsc's
-~chatnpc(neutral, "Well if you're worthy of his advise, you must have something going for you.");
-~chatnpc(neutral, "He has been known to let some weaklin's into his guild though.");
-~chatnpc(neutral, "I don't want just any old pumpkinmush to have this armour jus cos they have a large amount of cash.");
-~chatnpc(neutral, "This is armour fit for a hero to be sure.|So you'll need to prove to me that you're a hero before you can buy some.");
+~chatnpc(" Well if you're worthy of his advise, you must have something going for you.");
+~chatnpc(" He has been known to let some weaklin's into his guild though.");
+~chatnpc(" I don't want just any old pumpkinmush to have this armour jus cos they have a large amount of cash.");
+~chatnpc(" This is armour fit for a hero to be sure.|So you'll need to prove to me that you're a hero before you can buy some.");
def_int $choice = ~p_choice2("So how am I meant to prove that?", 0, "That's a pity, I'm not a hero.", 1);
if ($choice = 1) {
- ~chatplayer(sad, "That's a pity, I'm not a hero.");
+ ~chatplayer(" That's a pity, I'm not a hero.");
return;
}
-~chatplayer(quiz, "So how am I meant to prove that?");
+~chatplayer(" So how am I meant to prove that?");
// extra line break after "Evlarg,"
-~chatnpc(neutral, "Well if you want to prove yourself, you could try and defeat Elvarg, the dragon of the Isle of Crandor.");
+~chatnpc(" Well if you want to prove yourself, you could try and defeat Elvarg, the dragon of the Isle of Crandor.");
$choice = ~p_choice3("A dragon, that sounds like fun!", 0, "And will I need anything to defeat this dragon?", 1, "I may be a champion, but I don't think I'm up to dragon killing yet", 2);
if ($choice = 2) {
- ~chatplayer(sad, "I may be a champion, but I don't think I'm up to dragon killing yet");
- ~chatnpc(neutral, "Yes, I can understand that.");
+ ~chatplayer(" I may be a champion, but I don't think I'm up to dragon killing yet");
+ ~chatnpc(" Yes, I can understand that.");
return;
}
if ($choice = 0) {
- ~chatplayer(neutral, "A dragon, that sounds like fun!");
+ ~chatplayer(" A dragon, that sounds like fun!");
} else if ($choice = 1) {
- ~chatplayer(neutral, "And will I need anything to defeat this dragon?");
- ~chatnpc(neutral, "It's funny you should say that.");
+ ~chatplayer(" And will I need anything to defeat this dragon?");
+ ~chatnpc(" It's funny you should say that.");
}
-~chatnpc(neutral, "Elvarg really is one of the most powerful dragons|I really wouldn't recommend charging in without special equipment.");
-~chatnpc(neutral, "Her breath is the main thing to watch out for.|You can get fried very fast, unless you have a special flameproof antidragon shield.");
-~chatnpc(neutral, "It won't totally protect you|but it should prevent some of the damage to you.");
+~chatnpc(" Elvarg really is one of the most powerful dragons|I really wouldn't recommend charging in without special equipment.");
+~chatnpc(" Her breath is the main thing to watch out for.|You can get fried very fast, unless you have a special flameproof antidragon shield.");
+~chatnpc(" It won't totally protect you|but it should prevent some of the damage to you.");
%dragon_progress = ^quest_dragon_spoken_to_oziach; //rsc does it here
@multi2("So where can I find this dragon?", oziach_find_dragon, "Where can I get an antidragon shield?", oziach_dragon_shield);
[label,oziach_dragon_shield]
-~chatplayer(quiz, "Where can I get an antidragon shield?");
-~chatnpc(neutral, "I believe the Duke of Lumbridge Castle may have one in his armoury.");
+~chatplayer(" Where can I get an antidragon shield?");
+~chatnpc(" I believe the Duke of Lumbridge Castle may have one in his armoury.");
%dragon_shield = ^quest_dragon_knows_about_shield;
@multi2("So where can I find this dragon?", oziach_find_dragon, "Ok I'll try and get everything together.", oziach_farewell);
[label,oziach_find_dragon]
-~chatplayer(quiz, "So where can I find this dragon?");
-~chatnpc(neutral, "That is a problem too yes.|No one knows where the Isle of Crandor is located.");
-~chatnpc(neutral, "There was a map, but it has torn up into three pieces which are now scattered across Asgarnia.");
-~chatnpc(neutral, "You'll also struggle to find someone bold enough to take a ship to Crandor Island");
+~chatplayer(" So where can I find this dragon?");
+~chatnpc(" That is a problem too yes.|No one knows where the Isle of Crandor is located.");
+~chatnpc(" There was a map, but it has torn up into three pieces which are now scattered across Asgarnia.");
+~chatnpc(" You'll also struggle to find someone bold enough to take a ship to Crandor Island");
@multi4("Where is the first piece of the map?", oziach_first_piece, "Where is the second piece of the map?", oziach_second_piece, "Where is the third piece of the map?", oziach_third_piece, "Where can I get an antidragon shield?", oziach_dragon_shield);
[label,oziach_first_piece]
-~chatplayer(quiz, "Where is the first piece of the map?");
-~chatnpc(neutral, "Deep in a strange building known as Melzar's maze|located north west of Rimmington.");
+~chatplayer(" Where is the first piece of the map?");
+~chatnpc(" Deep in a strange building known as Melzar's maze|located north west of Rimmington.");
if (%dragon_progress < ^quest_dragon_maze_key) {
- ~chatnpc(neutral, "You will need this to get in|this is the key to the front entrance to the maze.");
+ ~chatnpc(" You will need this to get in|this is the key to the front entrance to the maze.");
inv_add(inv, maze_key, 1);
~objbox(maze_key, "Oziach hands you a key.");
%dragon_progress = ^quest_dragon_maze_key;
@@ -123,33 +123,33 @@ if (%dragon_progress < ^quest_dragon_maze_key) {
@multi4("Where can I get an antidragon shield?", oziach_dragon_shield, "Where is the second piece of the map?", oziach_second_piece, "Where is the third piece of the map?", oziach_third_piece, "Ok I'll try and get everything together.", oziach_farewell);
[label,oziach_second_piece]
-~chatplayer(quiz, "Where is the second piece of the map?");
+~chatplayer(" Where is the second piece of the map?");
%dragon_oracle = ^quest_dragon_knows_about_oracle;
-~chatnpc(neutral, "You will need to talk to the oracle on the ice mountain.");
+~chatnpc(" You will need to talk to the oracle on the ice mountain.");
@multi4("Where can I get an antidragon shield?", oziach_dragon_shield, "Where is the first piece of the map?", oziach_first_piece, "Where is the third piece of the map?", oziach_third_piece, "Ok I'll try and get everything together.", oziach_farewell);
[label,oziach_third_piece]
-~chatplayer(quiz, "Where is the third piece of the map?");
-~chatnpc(neutral, "That was stolen by one of the goblins from the goblin village.");
+~chatplayer(" Where is the third piece of the map?");
+~chatnpc(" That was stolen by one of the goblins from the goblin village.");
%dragon_goblin = ^quest_dragon_knows_about_goblin;
@multi4("Where can I get an antidragon shield?", oziach_dragon_shield, "Where is the first piece of the map?", oziach_first_piece, "Where is the second piece of the map?", oziach_second_piece, "Ok I'll try and get everything together.", oziach_farewell);
[label,oziach_farewell]
-~chatplayer(neutral, "Ok I'll try and get everything together.");
-~chatnpc(neutral, "Fare ye well.");
+~chatplayer(" Ok I'll try and get everything together.");
+~chatnpc(" Fare ye well.");
[label,oziach_dragon_complete]
// rsc
-~chatplayer(happy, "I have slain the dragon!");
-~chatnpc(happy, "Well done!");
+~chatplayer(" I have slain the dragon!");
+~chatnpc(" Well done!");
%dragon_progress = calc(^dragon_complete + 1);
def_int $choice = ~p_choice2("Can I buy a rune plate mail body now please?", 0, "Thank you.", 1);
if ($choice = 1) {
- ~chatplayer(happy, "Thank you.");
+ ~chatplayer(" Thank you.");
return;
}
if ($choice = 0) {
- ~chatplayer(happy, "Can I buy a rune plate mail body now please?");
+ ~chatplayer(" Can I buy a rune plate mail body now please?");
~openshop_activenpc;
return;
}
\ No newline at end of file
diff --git a/data/src/scripts/areas/area_entrana/scripts/cave_monk.rs2 b/data/src/scripts/areas/area_entrana/scripts/cave_monk.rs2
index 0a66deb4f..8b5aabd1d 100644
--- a/data/src/scripts/areas/area_entrana/scripts/cave_monk.rs2
+++ b/data/src/scripts/areas/area_entrana/scripts/cave_monk.rs2
@@ -1,14 +1,14 @@
[opnpc1,cave_monk] @cave_monk_chat;
[label,cave_monk_chat]
-~chatnpc(confused, "Be careful going in there! You are unarmed, and there is much evilness lurking down there! The evilness seems to block off our contact with our gods,");
-~chatnpc(confused, "so our prayers seem to have less effect down there. Oh, also, you won't be able to come back this way - This ladder only goes one way!");
-~chatnpc(confused, "The only exit from the caves below is a portal which leads only to the deepest wilderness!");
+~chatnpc(" Be careful going in there! You are unarmed, and there is much evilness lurking down there! The evilness seems to block off our contact with our gods,");
+~chatnpc(" so our prayers seem to have less effect down there. Oh, also, you won't be able to come back this way - This ladder only goes one way!");
+~chatnpc(" The only exit from the caves below is a portal which leads only to the deepest wilderness!");
def_int $option = ~p_choice2("I don't think I'm strong enough to enter then.", 1, "Well that is a risk I will have to take.", 2);
if($option = 1) {
- ~chatplayer(sad, "I don't think I'm strong enough to enter then.");
+ ~chatplayer(" I don't think I'm strong enough to enter then.");
} else if ($option = 2) {
- ~chatplayer(neutral, "Well that is a risk I will have to take.");
+ ~chatplayer(" Well that is a risk I will have to take.");
mes("You climb down the ladder.");
p_telejump(0_44_152_6_46);
stat_sub(prayer, calc((stat(prayer) * 95) / 100), 0);
diff --git a/data/src/scripts/areas/area_entrana/scripts/frincos.rs2 b/data/src/scripts/areas/area_entrana/scripts/frincos.rs2
index 7f2216fed..dbb7ca0d1 100644
--- a/data/src/scripts/areas/area_entrana/scripts/frincos.rs2
+++ b/data/src/scripts/areas/area_entrana/scripts/frincos.rs2
@@ -1,11 +1,11 @@
[opnpc1,frincos]
-~chatnpc(neutral, "Hello, how can I help you?");
+~chatnpc(" Hello, how can I help you?");
def_int $option = ~p_choice3("What are you selling?", 1, "You can't; I'm beyond help.", 2, "I'm okay, thank you.", 3);
if($option = 1) {
- ~chatplayer(neutral, "What are you selling?");
+ ~chatplayer(" What are you selling?");
~openshop_activenpc;
} else if($option = 2) {
- ~chatplayer(neutral, "You can't; I'm beyond help.");
+ ~chatplayer(" You can't; I'm beyond help.");
} else if($option = 3) {
- ~chatplayer(neutral, "I'm okay, thank you.");
+ ~chatplayer(" I'm okay, thank you.");
}
\ No newline at end of file
diff --git a/data/src/scripts/areas/area_entrana/scripts/high_priest.rs2 b/data/src/scripts/areas/area_entrana/scripts/high_priest.rs2
index 1f6b7040b..14777e7c5 100644
--- a/data/src/scripts/areas/area_entrana/scripts/high_priest.rs2
+++ b/data/src/scripts/areas/area_entrana/scripts/high_priest.rs2
@@ -1,17 +1,17 @@
[opnpc1,high_priest]
-~chatnpc(happy, "Many greetings. Welcome to our fair island.");
+~chatnpc(" Many greetings. Welcome to our fair island.");
if(%grail_progress < ^grail_finding_percival & %grail_progress >= ^grail_spoken_merlin) {
- ~chatplayer(neutral, "Hello, I am in search of the Holy Grail.");
- ~chatnpc(happy, "The object of which you speak did once pass through holy Entrana. I know not where it is now however.");
- ~chatnpc(neutral, "Nor do I really care.");
- if(npc_finduid(~npc_within_distance(coord, crone, 9)) = false) {
+ ~chatplayer(" Hello, I am in search of the Holy Grail.");
+ ~chatnpc(" The object of which you speak did once pass through holy Entrana. I know not where it is now however.");
+ ~chatnpc(" Nor do I really care.");
+ if(npc_find(coord, crone, 9, 0) = false) {
npc_add(0_44_52_35_14, crone, 500);
} else {
- ~chatnpc(neutral, "Wait!");
+ ~chatnpc(" Wait!");
}
@crone_the_grail;
}
-~chatnpc(happy, "Enjoy your stay here.|May it be spiritually uplifting!");
+~chatnpc(" Enjoy your stay here.|May it be spiritually uplifting!");
[opnpcu,high_priest]
-~chatnpc(confused, "No thank you, I am not accepting donations for the church at this time.");
\ No newline at end of file
+~chatnpc(" No thank you, I am not accepting donations for the church at this time.");
\ No newline at end of file
diff --git a/data/src/scripts/areas/area_entrana/scripts/monk_of_entrana.rs2 b/data/src/scripts/areas/area_entrana/scripts/monk_of_entrana.rs2
index 7a981d555..9f4054bc1 100644
--- a/data/src/scripts/areas/area_entrana/scripts/monk_of_entrana.rs2
+++ b/data/src/scripts/areas/area_entrana/scripts/monk_of_entrana.rs2
@@ -1,10 +1,10 @@
[opnpc1,monk_of_entrana_island]
-~chatnpc(happy, "Do you wish to leave holy Entrana?");
+~chatnpc(" Do you wish to leave holy Entrana?");
def_int $option = ~p_choice2("Yes, I'm ready to go.", 1, "Not just yet.", 2);
if($option = 1){
- ~chatplayer(neutral, "Yes, I'm ready to go.");
- ~chatnpc(happy, "Okay, let's board...");
+ ~chatplayer(" Yes, I'm ready to go.");
+ ~chatnpc(" Okay, let's board...");
~set_sail("Port Sarim", "The ship takes you to Port Sarim.", 1_47_50_40_31, ^sail_entrana_to_port_sarim, 14);
} else if($option = 2) {
- ~chatplayer(neutral, "Not just yet.");
+ ~chatplayer(" Not just yet.");
}
\ No newline at end of file
diff --git a/data/src/scripts/areas/area_falador/scripts/barmaid.rs2 b/data/src/scripts/areas/area_falador/scripts/barmaid.rs2
index 0b65be2b3..1a6aee095 100644
--- a/data/src/scripts/areas/area_falador/scripts/barmaid.rs2
+++ b/data/src/scripts/areas/area_falador/scripts/barmaid.rs2
@@ -14,11 +14,11 @@ def_int $option = ~p_choice2("Hi, what ales are you serving?", 1, "I'm doing Alf
if($option = 1) {
@barmaid_what_ales;
} else if($option = 2) {
- ~chatplayer(happy, "I'm doing Alfred Grimhand's Barcrawl.");
- ~chatnpc(laugh, "Heehee, this'll be fun!");
- ~chatnpc(shifty, "You'll be after our Hand of Death cocktail, then.|Lots of expensive parts to the cocktail, though,|so it will cost you 70 coins.");
+ ~chatplayer(" I'm doing Alfred Grimhand's Barcrawl.");
+ ~chatnpc(" Heehee, this'll be fun!");
+ ~chatnpc(" You'll be after our Hand of Death cocktail, then.|Lots of expensive parts to the cocktail, though,|so it will cost you 70 coins.");
if(inv_total(inv, coins) < 70) {
- ~chatplayer(sad, "I don't have that much money on me.");
+ ~chatplayer(" I don't have that much money on me.");
return;
}
if_close;
@@ -47,39 +47,39 @@ if($option = 1) {
}
[label,barmaid_what_ales]
-~chatplayer(quiz, "Hi, what ales are you serving?");
-~chatnpc(happy, "Well, you can either have a nice Asgarnian Ale, a Wizard's Mind Bomb or a Dwarven Stout.");
+~chatplayer(" Hi, what ales are you serving?");
+~chatnpc(" Well, you can either have a nice Asgarnian Ale, a Wizard's Mind Bomb or a Dwarven Stout.");
def_int $option = ~p_choice4("One Asgarnian Ale, please.", 1, "I'll try the Mind Bomb.", 2, "Can I have a Dwarven Stout?", 3, "I don't feel like any of those.", 4);
if($option = 1) {
- ~chatplayer(happy, "One Asgarnian Ale, please.");
- ~chatnpc(happy, "That'll be two gold.");
+ ~chatplayer(" One Asgarnian Ale, please.");
+ ~chatnpc(" That'll be two gold.");
if(inv_total(inv, coins) < 2) {
- ~chatplayer(sad, "Oh dear, I don't seem to have enough money.");
+ ~chatplayer(" Oh dear, I don't seem to have enough money.");
return;
}
inv_del(inv, coins, 2);
inv_add(inv, asgarnian_ale, 1);
mes("You buy an Asgarnian Ale.");
} else if ($option = 2) {
- ~chatplayer(happy, "I'll try the Mind Bomb.");
- ~chatnpc(happy, "That'll be two gold.");
+ ~chatplayer(" I'll try the Mind Bomb.");
+ ~chatnpc(" That'll be two gold.");
if(inv_total(inv, coins) < 2) {
- ~chatplayer(sad, "Oh dear, I don't seem to have enough money.");
+ ~chatplayer(" Oh dear, I don't seem to have enough money.");
return;
}
inv_del(inv, coins, 2);
inv_add(inv, wizards_mind_bomb, 1);
mes("You buy a pint of Wizard's Mind Bomb.");
} else if($option = 3) {
- ~chatplayer(quiz, "Can I have a Dwarven Stout?");
- ~chatnpc(happy, "That'll be three gold.");
+ ~chatplayer(" Can I have a Dwarven Stout?");
+ ~chatnpc(" That'll be three gold.");
if(inv_total(inv, coins) < 3) {
- ~chatplayer(sad, "Oh dear, I don't seem to have enough money.");
+ ~chatplayer(" Oh dear, I don't seem to have enough money.");
return;
}
inv_del(inv, coins, 3);
inv_add(inv, dwarven_stout, 1);
mes("You buy a pint of Dwarven Stout.");
} else if($option = 4) {
- ~chatplayer(neutral, "I don't feel like any of those.");
+ ~chatplayer(" I don't feel like any of those.");
}
diff --git a/data/src/scripts/areas/area_falador/scripts/cassie.rs2 b/data/src/scripts/areas/area_falador/scripts/cassie.rs2
index 22ffe2a4c..0d0b10f74 100644
--- a/data/src/scripts/areas/area_falador/scripts/cassie.rs2
+++ b/data/src/scripts/areas/area_falador/scripts/cassie.rs2
@@ -1,10 +1,10 @@
[opnpc1,cassie]
-~chatplayer(quiz, "What wares are you selling?");
-~chatnpc(happy, "I buy and sell shields, do you want to trade?");
+~chatplayer(" What wares are you selling?");
+~chatnpc(" I buy and sell shields, do you want to trade?");
def_int $option = ~p_choice2("Yes please.", 1, "No thank you.", 2);
if($option = 1) {
- ~chatplayer(neutral, "Yes please.");
+ ~chatplayer(" Yes please.");
~openshop_activenpc;
} else if($option = 2) {
- ~chatplayer(neutral, "No thank you.");
+ ~chatplayer(" No thank you.");
}
\ No newline at end of file
diff --git a/data/src/scripts/areas/area_falador/scripts/drogo_dwarf.rs2 b/data/src/scripts/areas/area_falador/scripts/drogo_dwarf.rs2
index b54d25362..82519a803 100644
--- a/data/src/scripts/areas/area_falador/scripts/drogo_dwarf.rs2
+++ b/data/src/scripts/areas/area_falador/scripts/drogo_dwarf.rs2
@@ -1,13 +1,13 @@
[opnpc1,drogo_dwarf]
-~chatnpc(happy, "Ello, welcome to my Mining shop, friend!");
+~chatnpc(" Ello, welcome to my Mining shop, friend!");
def_int $option = ~p_choice3("Do you want to trade?", 1, "Hello, shorty.", 2, "Why don't you ever restock ores and bars?", 3);
if($option = 1) {
- ~chatplayer(neutral, "Do you want to trade?");
+ ~chatplayer(" Do you want to trade?");
~openshop_activenpc;
} else if($option = 2) {
- ~chatplayer(happy, "Hello, shorty.");
- ~chatnpc(angry, "I may be short, but at least I've got manners.");
+ ~chatplayer(" Hello, shorty.");
+ ~chatnpc(" I may be short, but at least I've got manners.");
} else if($option = 3) {
- ~chatplayer(quiz, "Why don't you ever restock ores and bars?");
- ~chatnpc(happy, "The only ores and bars I sell are those sold to me.");
+ ~chatplayer(" Why don't you ever restock ores and bars?");
+ ~chatnpc(" The only ores and bars I sell are those sold to me.");
}
\ No newline at end of file
diff --git a/data/src/scripts/areas/area_falador/scripts/flynn.rs2 b/data/src/scripts/areas/area_falador/scripts/flynn.rs2
index e0bb598a4..f630e5f76 100644
--- a/data/src/scripts/areas/area_falador/scripts/flynn.rs2
+++ b/data/src/scripts/areas/area_falador/scripts/flynn.rs2
@@ -1,9 +1,9 @@
[opnpc1,falador_flynn]
-~chatnpc(happy, "Hello. Do you want to buy or sell any maces?");
+~chatnpc(" Hello. Do you want to buy or sell any maces?");
def_int $option = ~p_choice2("No thanks.", 1, "Well, I'll have a look, anyway.", 2);
if($option = 1) {
- ~chatplayer(neutral, "No thanks.");
+ ~chatplayer(" No thanks.");
} else if($option = 2) {
- ~chatplayer(neutral, "Well, I'll have a look, anyway."); // line not in OSRS
+ ~chatplayer(" Well, I'll have a look, anyway."); // line not in OSRS
~openshop_activenpc;
}
\ No newline at end of file
diff --git a/data/src/scripts/areas/area_falador/scripts/goblin_village/general_bentnoze.rs2 b/data/src/scripts/areas/area_falador/scripts/goblin_village/general_bentnoze.rs2
index 2cd1fc6b1..dc31fb971 100644
--- a/data/src/scripts/areas/area_falador/scripts/goblin_village/general_bentnoze.rs2
+++ b/data/src/scripts/areas/area_falador/scripts/goblin_village/general_bentnoze.rs2
@@ -4,13 +4,13 @@
if (~quest_dragon_getting_map_parts = true & %dragon_goblin = ^quest_dragon_knows_about_goblin) {
def_int $choice = ~p_choice2("I've heard that one of your number has got hold of|part of a map.", 0, "So how is life for the goblins?", 1);
if ($choice = 0) {
- ~chatplayer(neutral, "I've heard that one of your number has got hold of|part of a map.");
- ~chatnpc(neutral, "Aha, that'd be Wormbrain.");
- ~chatplayer(quiz, "Where would he be?");
- ~chatnpc(neutral, "Wormbrain steals too much.|He got caught.|Now he lives in Port Sarim town jail.");
+ ~chatplayer(" I've heard that one of your number has got hold of|part of a map.");
+ ~chatnpc(" Aha, that'd be Wormbrain.");
+ ~chatplayer(" Where would he be?");
+ ~chatnpc(" Wormbrain steals too much.|He got caught.|Now he lives in Port Sarim town jail.");
return;
}
- ~chatplayer(quiz, "So how is life for the goblins?");
+ ~chatplayer(" So how is life for the goblins?");
}
switch_int (%gobdip_progress) {
case 6 : @goblin_diplomacy_completed;
diff --git a/data/src/scripts/areas/area_falador/scripts/hairdresser.rs2 b/data/src/scripts/areas/area_falador/scripts/hairdresser.rs2
index f94966c1f..facb146a5 100644
--- a/data/src/scripts/areas/area_falador/scripts/hairdresser.rs2
+++ b/data/src/scripts/areas/area_falador/scripts/hairdresser.rs2
@@ -5,23 +5,23 @@ if (gender = ^gender_female) {
@not_written_yet;
}
-~chatnpc(happy, "Good afternoon sir. In need of a haircut are we? Perhaps a shave too?");
+~chatnpc(" Good afternoon sir. In need of a haircut are we? Perhaps a shave too?");
@multi3("I'd like a haircut please.", hairdresser_b1_s1, "I'd like a shave please.", hairdresser_b1_s2, "No thank you.", hairdresser_b1_s3);
[label,hairdresser_b1_s1]
-~chatplayer(happy, "I'd like a haircut please.");
-~chatnpc(happy, "Certainly sir. I cut men's hair at the bargain rate of only 1000 gold coins. I'll even throw in a free recolour!");
-~chatnpc(happy, "Please select the hairstyle and colour you would like from this brochure.");
+~chatplayer(" I'd like a haircut please.");
+~chatnpc(" Certainly sir. I cut men's hair at the bargain rate of only 1000 gold coins. I'll even throw in a free recolour!");
+~chatnpc(" Please select the hairstyle and colour you would like from this brochure.");
@not_written_yet;
[label,hairdresser_b1_s2]
-~chatplayer(happy, "I'd like a shave please.");
+~chatplayer(" I'd like a shave please.");
// TODO: dialogue
@not_written_yet;
[label,hairdresser_b1_s3]
-~chatplayer(happy, "No thank you.");
+~chatplayer(" No thank you.");
// on confirm: Hope you like the new do!
diff --git a/data/src/scripts/areas/area_falador/scripts/herquin.rs2 b/data/src/scripts/areas/area_falador/scripts/herquin.rs2
index dd2b41b28..b1ca6ffcf 100644
--- a/data/src/scripts/areas/area_falador/scripts/herquin.rs2
+++ b/data/src/scripts/areas/area_falador/scripts/herquin.rs2
@@ -1,9 +1,9 @@
[opnpc1,herquin]
def_int $option = ~p_choice2("Do you wish to trade?", 1, "Sorry I don't want to talk to you actually.", 2);
if($option = 1) {
- ~chatplayer(neutral, "Do you wish to trade?");
- ~chatnpc(happy, "Why yes this a jewel shop after all.");
+ ~chatplayer(" Do you wish to trade?");
+ ~chatnpc(" Why yes this a jewel shop after all.");
~openshop_activenpc;
} else if($option = 2) {
- ~chatplayer(neutral, "Sorry I don't want to talk to you actually.");
+ ~chatplayer(" Sorry I don't want to talk to you actually.");
}
\ No newline at end of file
diff --git a/data/src/scripts/areas/area_falador/scripts/mining_guild.rs2 b/data/src/scripts/areas/area_falador/scripts/mining_guild.rs2
index 5003e4d16..704b54e2b 100644
--- a/data/src/scripts/areas/area_falador/scripts/mining_guild.rs2
+++ b/data/src/scripts/areas/area_falador/scripts/mining_guild.rs2
@@ -1,6 +1,6 @@
[oploc1,loc_2113]
if (stat(mining) < 60) {
- ~chatnpc_specific("Dwarf", npc_382, neutral, "Sorry, but you're not experienced enough to go in there.");
+ ~chatnpc_specific("Dwarf", npc_382, " Sorry, but you're not experienced enough to go in there.");
~mesbox("You need a Mining level of 60 to access the Mining Guild.");
return;
}
@@ -9,7 +9,7 @@ p_arrivedelay;
[oploc1,loc_2112]
if (stat(mining) < 60) {
- ~chatnpc_specific("Dwarf", npc_382, neutral, "Sorry, but you're not experienced enough to go in there.");
+ ~chatnpc_specific("Dwarf", npc_382, " Sorry, but you're not experienced enough to go in there.");
~mesbox("You need a Mining level of 60 to access the Mining Guild.");
return;
}
diff --git a/data/src/scripts/areas/area_falador/scripts/nurmof.rs2 b/data/src/scripts/areas/area_falador/scripts/nurmof.rs2
index 4199bf2ff..58890b7af 100644
--- a/data/src/scripts/areas/area_falador/scripts/nurmof.rs2
+++ b/data/src/scripts/areas/area_falador/scripts/nurmof.rs2
@@ -1,5 +1,5 @@
[opnpc1,nurmof]
-~chatnpc(happy, "Greetings and welcome to my pickaxe shop. Do you want to buy my premium quality pickaxes?");
+~chatnpc(" Greetings and welcome to my pickaxe shop. Do you want to buy my premium quality pickaxes?");
def_int $option;
if (~has_broken_pickaxe = true) {
@@ -9,16 +9,16 @@ if (~has_broken_pickaxe = true) {
}
if($option = 1) {
- ~chatplayer(neutral, "Yes please.");
+ ~chatplayer(" Yes please.");
~openshop_activenpc;
} else if($option = 2) {
- ~chatplayer(neutral, "No, thank you.");
+ ~chatplayer(" No, thank you.");
} else if($option = 3) {
- ~chatplayer(neutral, "Are your pickaxes better than other pickaxes, then?");
- ~chatnpc(happy, "Of course they are! My pickaxes are made of higher grade metal than your ordinary bronze pickaxes, allowing you to mine that ore just a little bit faster than normal.");
+ ~chatplayer(" Are your pickaxes better than other pickaxes, then?");
+ ~chatnpc(" Of course they are! My pickaxes are made of higher grade metal than your ordinary bronze pickaxes, allowing you to mine that ore just a little bit faster than normal.");
} else if ($option = 4) {
- ~chatplayer(sad, "Can you repair my pickaxe for me?"); // guess
- ~chatnpc(shock, "Of course I can, though the materials may cost you.|Just hand me the pickaxe and I'll have a look."); // taken from bob fixing axe
+ ~chatplayer(" Can you repair my pickaxe for me?"); // guess
+ ~chatnpc(" Of course I can, though the materials may cost you.|Just hand me the pickaxe and I'll have a look."); // taken from bob fixing axe
return;
}
@@ -30,13 +30,13 @@ if (oc_param($item, to_be_fixed_by_nurmof) = ^true) { // dialogue is guessed and
// found a video https://youtu.be/43nVXcCOOCM
// doesnt show all the dialogue but shows that its likely the same as bob fixing axes
if (inv_total(inv, coins) < $cost) {
- ~chatnpc(sad, "I'll need I'll need Quite badly damaged, but easy to repair. Would you like me to repair it for Quite badly damaged, but easy to repair. Would you like me to repair it for free?");
}
def_int $option = ~p_choice2("Yes, please.", 1, "No, thank you.", 2);
@@ -48,7 +48,7 @@ if (oc_param($item, to_be_fixed_by_nurmof) = ^true) { // dialogue is guessed and
return;
}
if (inv_total(inv, coins) < $cost) {
- ~chatplayer(sad, "Sorry, I don't have enough money with me."); // complete guess
+ ~chatplayer(" Sorry, I don't have enough money with me."); // complete guess
return;
}
// fix pickaxe
@@ -59,7 +59,7 @@ if (oc_param($item, to_be_fixed_by_nurmof) = ^true) { // dialogue is guessed and
return;
}
} else {
- ~chatnpc(neutral, "Sorry friend, but I can't do anything with that."); // bob osrs
+ ~chatnpc(" Sorry friend, but I can't do anything with that."); // bob osrs
}
[proc,has_broken_pickaxe]()(boolean)
diff --git a/data/src/scripts/areas/area_falador/scripts/sir_amik_varze.rs2 b/data/src/scripts/areas/area_falador/scripts/sir_amik_varze.rs2
index becaeaf83..9e2900c9d 100644
--- a/data/src/scripts/areas/area_falador/scripts/sir_amik_varze.rs2
+++ b/data/src/scripts/areas/area_falador/scripts/sir_amik_varze.rs2
@@ -6,73 +6,73 @@ switch_int (%blackknight_progress) {
}
[label,black_knights_fortress_sir_amik_prequest]
-~chatnpc(quiz, "I am the leader of the White Knights of Falador.|Why do you seek my audience?");
+~chatnpc(" I am the leader of the White Knights of Falador.|Why do you seek my audience?");
def_int $option = ~p_choice2("I seek a quest!", 1, "I don't, I'm just looking around.", 2);
if ($option = 1) {
- ~chatplayer(neutral, "I seek a quest.");
+ ~chatplayer(" I seek a quest.");
if (%questpoints < 12) {
- ~chatnpc(neutral, "Well I do have a task, but it is very dangerous and it's critical to us that no mistakes are made. I couldn't possibly let an unexperienced quester like yourself go.");
+ ~chatnpc(" Well I do have a task, but it is very dangerous and it's critical to us that no mistakes are made. I couldn't possibly let an unexperienced quester like yourself go.");
mes("You need at least 12 quest points before you may attempt this quest.");
} else {
@black_knights_fortress_sir_amik_meets_requirements;
}
} else {
- ~chatplayer(neutral, "I don't, I'm just looking around.");
- ~chatnpc(neutral, "Ok, don't break anything.");
+ ~chatplayer(" I don't, I'm just looking around.");
+ ~chatnpc(" Ok, don't break anything.");
}
[label,black_knights_fortress_sir_amik_meets_requirements]
-~chatnpc(neutral, "Well, I need some spy work doing.|It's quite dangerous.|You will need to go into the Black Knight's fortress.");
+~chatnpc(" Well, I need some spy work doing.|It's quite dangerous.|You will need to go into the Black Knight's fortress.");
def_int $option = ~p_choice2("I laugh in the face of danger!", 1, "I go and cower in a corner at the first sign of danger!", 2);
if ($option = 1) {
- ~chatplayer(happy, "I laugh in the face of danger.");
- ~chatnpc(neutral, "Well that's good. Don't get too overconfident though.");
+ ~chatplayer(" I laugh in the face of danger.");
+ ~chatnpc(" Well that's good. Don't get too overconfident though.");
@black_knights_fortress_sir_amik_come_along_at_the_right_time;
} else {
- ~chatplayer(quiz, "I go and cower in a corner at the first sign of danger!");
- ~chatnpc(confused, "Err...");
- ~chatnpc(confused, "Well.");
- ~chatnpc(quiz, "Spy work does involve a little hiding in corners I suppose.");
+ ~chatplayer(" I go and cower in a corner at the first sign of danger!");
+ ~chatnpc(" Err...");
+ ~chatnpc(" Well.");
+ ~chatnpc(" Spy work does involve a little hiding in corners I suppose.");
def_int $give_it_a_go_or_no = ~p_choice2("Oh, I suppose I'll give it a go then.", 1, "No, I'm not convinced.", 2);
if ($give_it_a_go_or_no = 1) {
@black_knights_fortress_sir_amik_come_along_at_the_right_time;
} else {
- ~chatplayer(neutral, "No, I'm not convinced.");
+ ~chatplayer(" No, I'm not convinced.");
}
}
[label,black_knights_fortress_sir_amik_come_along_at_the_right_time]
-~chatnpc(neutral, "You've come along just right actually.|All of my knights are already known to the Black Knights.");
-~chatnpc(sad, "Subtlety isn't exactly our strong point.");
-~chatplayer(quiz, "So what needs doing?");
-~chatnpc(angry, "Well the Black Knights have started making strange threats to us. Demanding large amounts of money and land, and threatening to invade Falador if we don't pay.");
-~chatnpc(neutral, "Now normally this wouldn't be a problem.");
-~chatnpc(sad, "But they claim to have a powerful new secret weapon.");
-~chatnpc(neutral, "What I want you to do is get inside their fortress.|Find out what their secret weapon is.|And then sabotage it. You will be well paid.");
-~chatplayer(neutral, "Ok, I'll give it a try.");
+~chatnpc(" You've come along just right actually.|All of my knights are already known to the Black Knights.");
+~chatnpc(" Subtlety isn't exactly our strong point.");
+~chatplayer(" So what needs doing?");
+~chatnpc(" Well the Black Knights have started making strange threats to us. Demanding large amounts of money and land, and threatening to invade Falador if we don't pay.");
+~chatnpc(" Now normally this wouldn't be a problem.");
+~chatnpc(" But they claim to have a powerful new secret weapon.");
+~chatnpc(" What I want you to do is get inside their fortress.|Find out what their secret weapon is.|And then sabotage it. You will be well paid.");
+~chatplayer(" Ok, I'll give it a try.");
~update_blackknight_progress;
[label,black_knights_fortress_sir_amik_in_progress]
if (%blackknight_progress = 1) {
- ~chatnpc(quiz, "How's the mission going?");
- ~chatplayer(neutral, "I haven't managed to find what the secret weapon is yet.");
+ ~chatnpc(" How's the mission going?");
+ ~chatplayer(" I haven't managed to find what the secret weapon is yet.");
} else if (%blackknight_progress = 2) {
- ~chatnpc(quiz, "How' the mission going?");
- ~chatplayer(neutral, "I've found out what the Black Knight's secret weapon is. It's a potion of invincibility.");
- ~chatnpc(sad, "That is bad news.|If you can sabotage it somehow, you will be paid well.");
+ ~chatnpc(" How' the mission going?");
+ ~chatplayer(" I've found out what the Black Knight's secret weapon is. It's a potion of invincibility.");
+ ~chatnpc(" That is bad news.|If you can sabotage it somehow, you will be paid well.");
} else if (%blackknight_progress = 3) {
- ~chatplayer(neutral, "I have ruined the Black Knight's invincibility potion.|That should put a stop to your problem.");
- ~chatnpc(quiz, "Yes we have just received a message from the Black Knights saying they withdraw their demands. Which confirms your story.");
- ~chatplayer(neutral, "You said you were going to pay me.");
- ~chatnpc(happy, "Yes, that's right.");
+ ~chatplayer(" I have ruined the Black Knight's invincibility potion.|That should put a stop to your problem.");
+ ~chatnpc(" Yes we have just received a message from the Black Knights saying they withdraw their demands. Which confirms your story.");
+ ~chatplayer(" You said you were going to pay me.");
+ ~chatnpc(" Yes, that's right.");
~update_blackknight_progress;
queue(black_knights_fortress_quest_complete, 0);
}
[label,black_knights_fortress_sir_amik_postquest]
-~chatplayer(happy, "Hello Sir Amik.");
-~chatnpc(happy, "Hello, friend!");
\ No newline at end of file
+~chatplayer(" Hello Sir Amik.");
+~chatnpc(" Hello, friend!");
\ No newline at end of file
diff --git a/data/src/scripts/areas/area_falador/scripts/sir_vyvin.rs2 b/data/src/scripts/areas/area_falador/scripts/sir_vyvin.rs2
index 051c32653..686e61be6 100644
--- a/data/src/scripts/areas/area_falador/scripts/sir_vyvin.rs2
+++ b/data/src/scripts/areas/area_falador/scripts/sir_vyvin.rs2
@@ -1,24 +1,24 @@
[opnpc1,sir_vyvin]
-~chatplayer(neutral, "Hello.");
-~chatnpc(neutral, "Greetings traveller.");
+~chatplayer(" Hello.");
+~chatnpc(" Greetings traveller.");
@multi3("Do you have anything to trade?", sir_vyvin_trade, "Why are there so many knights in this city?", sir_vyvin_knights, "Can I distract you for a minute?", sir_vyvin_distract);
[label,sir_vyvin_trade]
-~chatplayer(quiz, "Do you have anything to trade?");
-~chatnpc(neutral, "No, I'm sorry.");
+~chatplayer(" Do you have anything to trade?");
+~chatnpc(" No, I'm sorry.");
[label,sir_vyvin_knights]
-~chatplayer(quiz, "Why are there so many knights in this city?");
-~chatnpc(default, "We are the White Knights of Falador. We are the most powerful order of knights in the land. We are helping the king Vallance rule the kingdom as he is getting old and tired.");
+~chatplayer(" Why are there so many knights in this city?");
+~chatnpc(" We are the White Knights of Falador. We are the most powerful order of knights in the land. We are helping the king Vallance rule the kingdom as he is getting old and tired.");
[label,sir_vyvin_distract]
-~chatplayer(happy, "Can I just talk to you very slowly for a few minutes, while I distract you, so that my friend over there can do something while you're busy being distracted by me?");
-~chatnpc(confused, "... ...what?");
-~chatnpc(confused, "I'm... not sure what you're asking me... you want to join the White Knights?");
-~chatplayer(happy, "Nope. I'm just trying to distract you.");
-~chatnpc(confused, "... ...you are very odd.");
-~chatplayer(happy, "So can I distract you some more?");
-~chatnpc(confused, "... ...I don't think I want to talk to you anymore.");
-~chatplayer(happy, "Ok. My work here is done. 'Bye!");
+~chatplayer(" Can I just talk to you very slowly for a few minutes, while I distract you, so that my friend over there can do something while you're busy being distracted by me?");
+~chatnpc(" ... ...what?");
+~chatnpc(" I'm... not sure what you're asking me... you want to join the White Knights?");
+~chatplayer(" Nope. I'm just trying to distract you.");
+~chatnpc(" ... ...you are very odd.");
+~chatplayer(" So can I distract you some more?");
+~chatnpc(" ... ...I don't think I want to talk to you anymore.");
+~chatplayer(" Ok. My work here is done. 'Bye!");
diff --git a/data/src/scripts/areas/area_falador/scripts/squire.rs2 b/data/src/scripts/areas/area_falador/scripts/squire.rs2
index 72f916f4a..1ba120ecb 100644
--- a/data/src/scripts/areas/area_falador/scripts/squire.rs2
+++ b/data/src/scripts/areas/area_falador/scripts/squire.rs2
@@ -5,15 +5,15 @@ if(inv_total(inv, trail_clue_easy_simple_exp017) = 1) {
} else if(%squire_progress = 0) {
@squire_start;
} else if(%squire_progress = ^squire_complete) {
- ~chatnpc(happy, "Hello friend! Many thanks for all of your help! Vyvin never even realised it was a different sword, and I still have my job!");
- ~chatplayer(happy, "I'm glad the new sword worked out alright.");
+ ~chatnpc(" Hello friend! Many thanks for all of your help! Vyvin never even realised it was a different sword, and I still have my job!");
+ ~chatplayer(" I'm glad the new sword worked out alright.");
} else {
- ~chatnpc(quiz, "So how are you doing getting a sword?");
+ ~chatnpc(" So how are you doing getting a sword?");
@squire_status_report;
}
[label,trail_squire]
-~chatnpc(quiz, "OK, here you go.");
+~chatnpc(" OK, here you go.");
~trail_clue_progress;
inv_del(inv, trail_clue_easy_simple_exp017, 1);
if(~trail_clue_easy_complete = true) {
diff --git a/data/src/scripts/areas/area_falador/scripts/wayne.rs2 b/data/src/scripts/areas/area_falador/scripts/wayne.rs2
index 71f99bb7f..152831e07 100644
--- a/data/src/scripts/areas/area_falador/scripts/wayne.rs2
+++ b/data/src/scripts/areas/area_falador/scripts/wayne.rs2
@@ -1,9 +1,9 @@
[opnpc1,wayne]
-~chatnpc(happy, "Welcome to Wayne's Chains.|Do you wanna buy or sell some chain mail?");
+~chatnpc(" Welcome to Wayne's Chains.|Do you wanna buy or sell some chain mail?");
def_int $option = ~p_choice2("Yes please.", 1, "No thanks.", 2);
if($option = 1) {
- ~chatplayer(neutral, "Yes please.");
+ ~chatplayer(" Yes please.");
~openshop_activenpc;
} else if($option = 2) {
- ~chatplayer(neutral, "No thanks.");
+ ~chatplayer(" No thanks.");
}
\ No newline at end of file
diff --git a/data/src/scripts/areas/area_falador/scripts/wyson_the_gardener.rs2 b/data/src/scripts/areas/area_falador/scripts/wyson_the_gardener.rs2
index 9a9e3d135..226dd43bd 100644
--- a/data/src/scripts/areas/area_falador/scripts/wyson_the_gardener.rs2
+++ b/data/src/scripts/areas/area_falador/scripts/wyson_the_gardener.rs2
@@ -1,21 +1,21 @@
[opnpc1,wyson]
-~chatnpc(neutral, "I'm the gardener around here.|Do you have any gardening that needs doing?");
+~chatnpc(" I'm the gardener around here.|Do you have any gardening that needs doing?");
def_int $option = ~p_choice2("I'm looking for woad leaves.", 1, "Not right now, thanks.", 2);
if($option = 1) {
- ~chatplayer(neutral, "I'm looking for woad leaves.");
- ~chatnpc(shifty, "How much are you willing to pay?");
+ ~chatplayer(" I'm looking for woad leaves.");
+ ~chatnpc(" How much are you willing to pay?");
$option = ~p_choice4("How about 5 coins?", 1, "How about 10 coins?", 2, "How about 15 coins?", 3, "How about 20 coins?", 4);
if($option = 1) {
- ~chatplayer(neutral, "How about 5 coins?");
- ~chatnpc(angry, "No no, that's far too little.|Woad leaves are hard to get.|I used to have plenty but someone|kept stealing them off me!");
+ ~chatplayer(" How about 5 coins?");
+ ~chatnpc(" No no, that's far too little.|Woad leaves are hard to get.|I used to have plenty but someone|kept stealing them off me!");
} else if($option = 2) {
- ~chatplayer(neutral, "How about 10 coins?");
- ~chatnpc(angry, "No no, that's far too little.|Woad leaves are hard to get.|I used to have plenty but someone|kept stealing them off me!");
+ ~chatplayer(" How about 10 coins?");
+ ~chatnpc(" No no, that's far too little.|Woad leaves are hard to get.|I used to have plenty but someone|kept stealing them off me!");
} else if($option = 3) {
- ~chatplayer(neutral, "How about 15 coins?");
- ~chatnpc(neutral, "Mmmm... okay, sounds fair.");
+ ~chatplayer(" How about 15 coins?");
+ ~chatnpc(" Mmmm... okay, sounds fair.");
if(inv_total(inv, coins) < 15) {
- ~chatplayer(sad, "I don't have enough coins to buy the leaves.|I'll come back later.");
+ ~chatplayer(" I don't have enough coins to buy the leaves.|I'll come back later.");
} else {
inv_del(inv, coins, 15);
inv_add(inv, woad_leaf, 1);
@@ -23,12 +23,12 @@ if($option = 1) {
mes("Wyson the gardener gives you a woad leaf.");
}
} else if($option = 4) {
- ~chatplayer(neutral, "How about 20 coins?");
- ~chatnpc(happy, "Okay, that's more than fair.");
+ ~chatplayer(" How about 20 coins?");
+ ~chatnpc(" Okay, that's more than fair.");
if(inv_total(inv, coins) < 20) {
- ~chatplayer(sad, "I don't have enough coins to buy the leaves.|I'll come back later.");
+ ~chatplayer(" I don't have enough coins to buy the leaves.|I'll come back later.");
} else {
- ~chatnpc(happy, "Here, have two, you're a generous person.");
+ ~chatnpc(" Here, have two, you're a generous person.");
inv_del(inv, coins, 20);
inv_add(inv, woad_leaf, 2);
mes("You give Wyson 20 coins.");
@@ -36,5 +36,5 @@ if($option = 1) {
}
}
} else if($option = 2) {
- ~chatplayer(neutral, "Not right now, thanks.");
+ ~chatplayer(" Not right now, thanks.");
}
\ No newline at end of file
diff --git a/data/src/scripts/areas/area_fishing_platform/scripts/bailey.rs2 b/data/src/scripts/areas/area_fishing_platform/scripts/bailey.rs2
index 1bdad99eb..14bf339c4 100644
--- a/data/src/scripts/areas/area_fishing_platform/scripts/bailey.rs2
+++ b/data/src/scripts/areas/area_fishing_platform/scripts/bailey.rs2
@@ -1,55 +1,55 @@
[opnpc1,bailey]
switch_int(%seaslug_progress) {
case ^seaslug_boat_repaired, ^seaslug_spoken_kennith, ^seaslug_sailed_kent:
- ~chatplayer(happy, "Hello.");
- ~chatnpc(worried, "Well hello there.|What are you doing here?");
- ~chatplayer(neutral, "I'm trying to find out what happened|to a boy named Kennith.");
- ~chatnpc(neutral, "Oh you mean Kent's son.|He's around somewhere, probably hiding|if he knows what's good for him.");
- ~chatplayer(quiz, "Hiding from what?");
- ~chatnpc(neutral, "Haven't you seen all those things out there?");
- ~chatplayer(quiz, "The sea slugs?");
- ~chatnpc(shifty, "Ever since we pulled up that haul,|something strange has been going on.");
- ~chatnpc(shifty, "The fishermen spend all day pulling in hauls of fish,|only to throw back the fish and keep those nasty sea slugs.");
- ~chatnpc(shifty, "What am I supposed to do with those?|I haven't figured out how to kill one yet,|if I put them near the stove they squirm|and jump away.");
- ~chatplayer(confused, "I doubt they would taste too good.");
+ ~chatplayer(" Hello.");
+ ~chatnpc(" Well hello there.|What are you doing here?");
+ ~chatplayer(" I'm trying to find out what happened|to a boy named Kennith.");
+ ~chatnpc(" Oh you mean Kent's son.|He's around somewhere, probably hiding|if he knows what's good for him.");
+ ~chatplayer(" Hiding from what?");
+ ~chatnpc(" Haven't you seen all those things out there?");
+ ~chatplayer(" The sea slugs?");
+ ~chatnpc(" Ever since we pulled up that haul,|something strange has been going on.");
+ ~chatnpc(" The fishermen spend all day pulling in hauls of fish,|only to throw back the fish and keep those nasty sea slugs.");
+ ~chatnpc(" What am I supposed to do with those?|I haven't figured out how to kill one yet,|if I put them near the stove they squirm|and jump away.");
+ ~chatplayer(" I doubt they would taste too good.");
case ^seaslug_spoken_kent:
- ~chatplayer(happy, "Hello.");
- ~chatnpc(shock, "Oh, thank the gods it's you.|They've all gone mad I tell you,|one of the fishermen tried to|throw me into the sea!");
- ~chatplayer(neutral, "They're all being controlled by the sea slugs.");
- ~chatnpc(neutral, "I figured as much.");
- ~chatplayer(neutral, "I need to get Kennith off this platform,|but I can't get past the fishermen.");
- ~chatnpc(neutral, "The sea slugs are scared of heat,|I figured that out when I tried to cook them.");
+ ~chatplayer(" Hello.");
+ ~chatnpc(" Oh, thank the gods it's you.|They've all gone mad I tell you,|one of the fishermen tried to|throw me into the sea!");
+ ~chatplayer(" They're all being controlled by the sea slugs.");
+ ~chatnpc(" I figured as much.");
+ ~chatplayer(" I need to get Kennith off this platform,|but I can't get past the fishermen.");
+ ~chatnpc(" The sea slugs are scared of heat,|I figured that out when I tried to cook them.");
if(inv_total(inv, unlit_torch) = 0) {
- ~chatnpc(neutral, "Here.");
+ ~chatnpc(" Here.");
~objbox(unlit_torch, "Bailey gives you a torch.");
inv_add(inv, unlit_torch, 1);
- ~chatnpc(neutral, "I doubt the fishermen will come near you if you can get this torch lit.");
- ~chatnpc(confused, "The only problem is all the wood and flint are damp...|I can't light a thing!");
+ ~chatnpc(" I doubt the fishermen will come near you if you can get this torch lit.");
+ ~chatnpc(" The only problem is all the wood and flint are damp...|I can't light a thing!");
return;
}
- ~chatplayer(confused, "I'd better find a way to light this torch, and soon.");
+ ~chatplayer(" I'd better find a way to light this torch, and soon.");
case ^seaslug_lit_torch, ^seaslug_kennith_need_escape, ^seaslug_panel_opened:
if(inv_total(inv, lit_torch) > 0) {
- ~chatplayer(happy, "I've managed to light the torch.");
- ~chatnpc(neutral, "Well done traveller,|you'd better get Kennith out of here soon.");
- ~chatnpc(neutral, "The fishermen are becoming stranger by the minute,|and they keep pulling up those blasted sea slugs.");
+ ~chatplayer(" I've managed to light the torch.");
+ ~chatnpc(" Well done traveller,|you'd better get Kennith out of here soon.");
+ ~chatnpc(" The fishermen are becoming stranger by the minute,|and they keep pulling up those blasted sea slugs.");
} else if(inv_total(inv, unlit_torch) > 0) {
- ~chatplayer(confused, "I'd better find a way to light this torch, and soon.");
+ ~chatplayer(" I'd better find a way to light this torch, and soon.");
} else {
- ~chatplayer(sad, "I've managed to lose my torch.");
- ~chatnpc(neutral, "That was silly, fortunately I have another.|Here, take it.");
+ ~chatplayer(" I've managed to lose my torch.");
+ ~chatnpc(" That was silly, fortunately I have another.|Here, take it.");
inv_add(inv, unlit_torch, 1);
}
case ^seaslug_saved_kennith:
- ~chatplayer(happy, "Hello Bailey.");
- ~chatnpc(happy, "Hello again.|I saw you managed to get Kennith off the platform.|Well done. He wasn't safe around those slugs.");
- ~chatplayer(quiz, "Are you going to come back with us?");
- ~chatnpc(sad, "No, these fishermen are my friends,|I'm sure they can be saved.|I'm going to stay and try to get rid of all these slugs.");
- ~chatplayer(neutral, "You're braver than most.|Take care of yourself Bailey.");
- ~chatnpc(neutral, "You too traveller.");
+ ~chatplayer(" Hello Bailey.");
+ ~chatnpc(" Hello again.|I saw you managed to get Kennith off the platform.|Well done. He wasn't safe around those slugs.");
+ ~chatplayer(" Are you going to come back with us?");
+ ~chatnpc(" No, these fishermen are my friends,|I'm sure they can be saved.|I'm going to stay and try to get rid of all these slugs.");
+ ~chatplayer(" You're braver than most.|Take care of yourself Bailey.");
+ ~chatnpc(" You too traveller.");
case ^seaslug_complete:
- ~chatplayer(happy, "Hello Bailey.");
- ~chatnpc(happy, "Well hello again traveller.|What brings you back out here?");
- ~chatplayer(neutral, "Just looking around.");
- ~chatnpc(neutral, "Well don't go touching any of those blasted slugs.");
+ ~chatplayer(" Hello Bailey.");
+ ~chatnpc(" Well hello again traveller.|What brings you back out here?");
+ ~chatplayer(" Just looking around.");
+ ~chatnpc(" Well don't go touching any of those blasted slugs.");
}
\ No newline at end of file
diff --git a/data/src/scripts/areas/area_fishing_platform/scripts/fisherman.rs2 b/data/src/scripts/areas/area_fishing_platform/scripts/fisherman.rs2
index 5d63c9451..8c0606c63 100644
--- a/data/src/scripts/areas/area_fishing_platform/scripts/fisherman.rs2
+++ b/data/src/scripts/areas/area_fishing_platform/scripts/fisherman.rs2
@@ -1,20 +1,20 @@
[opnpc1,_fisherman_platform]
// RSC has 1 variant use one dialogue and 2 use another, RS2 has 4 variants, looks like RS2 probably uses random (but added new dialogues after rework)
-~chatplayer(happy, "Hello there.");
+~chatplayer(" Hello there.");
~mesbox("His eyes are fixated|starting at the sea..");
if_close;
p_delay(2);
if(random(2) = 0) {
- ~chatnpc(shock, "Keep away human...|Leave or face the deep blue...");
- ~chatplayer(confused, "Pardon?");
- ~chatnpc(shock, "You will all end up in the blue...|Deep deep under the blue...");
+ ~chatnpc(" Keep away human...|Leave or face the deep blue...");
+ ~chatplayer(" Pardon?");
+ ~chatnpc(" You will all end up in the blue...|Deep deep under the blue...");
} else {
- ~chatnpc(shock, "Must find family...");
- ~chatplayer(confused, "What?");
- ~chatnpc(shock, "Soon we will all be together...");
- ~chatplayer(quiz, "Are you ok?");
- ~chatnpc(shock, "Must find family...|They are all under the blue...|Deep deep under the blue...");
- ~chatplayer(confused, "Ermm... I'll leave you to it then.");
+ ~chatnpc(" Must find family...");
+ ~chatplayer(" What?");
+ ~chatnpc(" Soon we will all be together...");
+ ~chatplayer(" Are you ok?");
+ ~chatnpc(" Must find family...|They are all under the blue...|Deep deep under the blue...");
+ ~chatplayer(" Ermm... I'll leave you to it then.");
}
diff --git a/data/src/scripts/areas/area_fishing_platform/scripts/holgart_island.rs2 b/data/src/scripts/areas/area_fishing_platform/scripts/holgart_island.rs2
index d5918148e..6bf0d0ecb 100644
--- a/data/src/scripts/areas/area_fishing_platform/scripts/holgart_island.rs2
+++ b/data/src/scripts/areas/area_fishing_platform/scripts/holgart_island.rs2
@@ -1,9 +1,9 @@
[opnpc1,holgart_island]
if(%seaslug_progress ! ^seaslug_sailed_kent) {
- ~chatplayer(neutral, "We'd better get back to the platform|so we can see what's going on.");
- ~chatnpc(shifty, "You're right. It all sounds pretty creepy.");
+ ~chatplayer(" We'd better get back to the platform|so we can see what's going on.");
+ ~chatnpc(" You're right. It all sounds pretty creepy.");
~board_ardougne_to_fishing_platform;
return;
}
-~chatplayer(quiz, "Where are we?");
-~chatnpc(neutral, "Someway off mainland still.|You'd better see if me old matey's okay.");
\ No newline at end of file
+~chatplayer(" Where are we?");
+~chatnpc(" Someway off mainland still.|You'd better see if me old matey's okay.");
\ No newline at end of file
diff --git a/data/src/scripts/areas/area_fishing_platform/scripts/holgart_platform.rs2 b/data/src/scripts/areas/area_fishing_platform/scripts/holgart_platform.rs2
index b10ccbe17..ee76ea65c 100644
--- a/data/src/scripts/areas/area_fishing_platform/scripts/holgart_platform.rs2
+++ b/data/src/scripts/areas/area_fishing_platform/scripts/holgart_platform.rs2
@@ -6,30 +6,30 @@ switch_int(%seaslug_progress) {
}
[label,holgart_platform_standard]
-~chatplayer(happy, "Hey, Holgart.");
-~chatnpc(shifty, "Have you had enough of this place yet?|It's really starting to scare me.");
+~chatplayer(" Hey, Holgart.");
+~chatnpc(" Have you had enough of this place yet?|It's really starting to scare me.");
switch_int(~p_choice2("No, I'm going to stay a while.", 1, "Okay, let's go back.", 2)) {
case 1:
- ~chatplayer(neutral, "No, I'm going to stay a while.");
- ~chatnpc(shifty, "Okay... you're the boss.");
+ ~chatplayer(" No, I'm going to stay a while.");
+ ~chatnpc(" Okay... you're the boss.");
case 2:
- ~chatplayer(neutral, "Okay, let's go back.");
- ~chatnpc(happy, "Okay m'hearty, jump on.");
+ ~chatplayer(" Okay, let's go back.");
+ ~chatnpc(" Okay m'hearty, jump on.");
~board_fishing_platform_to_ardougne;
}
[label,holgart_something_strange]
-~chatplayer(confused, "Holgart, something strange is going on here.");
-~chatnpc(confused, "You're telling me, none of the sailors seem to remember who I am.");
-~chatplayer(confused, "Apparently Kennith's father left for help a couple of days ago.");
-~chatnpc(confused, "That's a worry, no-one's heard from him on shore.|Come on, we'd better go look for him.");
+~chatplayer(" Holgart, something strange is going on here.");
+~chatnpc(" You're telling me, none of the sailors seem to remember who I am.");
+~chatplayer(" Apparently Kennith's father left for help a couple of days ago.");
+~chatnpc(" That's a worry, no-one's heard from him on shore.|Come on, we'd better go look for him.");
%seaslug_progress = ^seaslug_sailed_kent;
~board_fishing_platform_to_island;
[label,holgart_kid_shore]
-~chatplayer(quiz, "Did you get the kid back to shore?");
-~chatnpc(neutral, "Yes, he's safe and sound with his parents.|Your turn to return to land now adventurer.");
-~chatplayer(happy, "Looking forward to it.");
+~chatplayer(" Did you get the kid back to shore?");
+~chatnpc(" Yes, he's safe and sound with his parents.|Your turn to return to land now adventurer.");
+~chatplayer(" Looking forward to it.");
~board_fishing_platform_to_ardougne;
[proc,board_fishing_platform_to_island]
diff --git a/data/src/scripts/areas/area_fishing_platform/scripts/kennith.rs2 b/data/src/scripts/areas/area_fishing_platform/scripts/kennith.rs2
index 6538a38dd..27f633347 100644
--- a/data/src/scripts/areas/area_fishing_platform/scripts/kennith.rs2
+++ b/data/src/scripts/areas/area_fishing_platform/scripts/kennith.rs2
@@ -1,33 +1,33 @@
[label,kennith_chat]
switch_int(%seaslug_progress) {
case ^seaslug_boat_repaired:
- ~chatplayer(quiz, "Are you okay young one?");
- ~chatnpc(sad, "No, I want my daddy!");
- ~chatplayer(quiz, "Where is your father?");
- ~chatnpc(sad, "He went to get help days ago.");
- ~chatnpc(sad, "The nasty fishermen tried to throw|me and daddy into the sea.|So he told me to hide here.");
- ~chatplayer(neutral, "That's good advice,|you stay here and I'll go|try and find your father.");
+ ~chatplayer(" Are you okay young one?");
+ ~chatnpc(" No, I want my daddy!");
+ ~chatplayer(" Where is your father?");
+ ~chatnpc(" He went to get help days ago.");
+ ~chatnpc(" The nasty fishermen tried to throw|me and daddy into the sea.|So he told me to hide here.");
+ ~chatplayer(" That's good advice,|you stay here and I'll go|try and find your father.");
%seaslug_progress = ^seaslug_spoken_kennith;
case ^seaslug_spoken_kennith:
- ~chatplayer(quiz, "Are you okay?");
- ~chatnpc(sad, "I want to see daddy!");
- ~chatplayer(neutral, "I'm working on it.");
+ ~chatplayer(" Are you okay?");
+ ~chatnpc(" I want to see daddy!");
+ ~chatplayer(" I'm working on it.");
case ^seaslug_lit_torch:
- ~chatplayer(quiz, "Hello Kennith,|are you okay?");
- ~chatnpc(sad, "No, I want my daddy.");
- ~chatplayer(neutral, "You'll be able to see him soon.|First we need to get you back to land,|come with me to the boat.");
- ~chatnpc(shock, "No!");
- ~chatplayer(confused, "What, why not?");
- ~chatnpc(shock, "I'm scared of those nasty sea slugs.|I won't go near them.");
- ~chatplayer(neutral, "Okay, you wait here and I'll go figure another way to get you out.");
+ ~chatplayer(" Hello Kennith,|are you okay?");
+ ~chatnpc(" No, I want my daddy.");
+ ~chatplayer(" You'll be able to see him soon.|First we need to get you back to land,|come with me to the boat.");
+ ~chatnpc(" No!");
+ ~chatplayer(" What, why not?");
+ ~chatnpc(" I'm scared of those nasty sea slugs.|I won't go near them.");
+ ~chatplayer(" Okay, you wait here and I'll go figure another way to get you out.");
%seaslug_progress = ^seaslug_kennith_need_escape;
case ^seaslug_panel_opened:
- ~chatplayer(neutral, "Kennith, I've made an opening in the wall. You can come out through there.");
- ~chatnpc(quiz, "Are there any sea slugs on the other side?");
- ~chatplayer(happy, "Not one.");
- ~chatnpc(quiz, "How will I get downstairs?");
- ~chatplayer(neutral, "I'll figure that out in a moment.");
- ~chatnpc(neutral, "Ok, when you have I'll come out.");
+ ~chatplayer(" Kennith, I've made an opening in the wall. You can come out through there.");
+ ~chatnpc(" Are there any sea slugs on the other side?");
+ ~chatplayer(" Not one.");
+ ~chatnpc(" How will I get downstairs?");
+ ~chatplayer(" I'll figure that out in a moment.");
+ ~chatnpc(" Ok, when you have I'll come out.");
%seaslug_progress = ^seaslug_need_kennith_path;
case default: mes("He doesn't seem interested in talking.");
}
\ No newline at end of file
diff --git a/data/src/scripts/areas/area_fishing_platform/scripts/kent.rs2 b/data/src/scripts/areas/area_fishing_platform/scripts/kent.rs2
index 6b8ba5203..7b3e85ba1 100644
--- a/data/src/scripts/areas/area_fishing_platform/scripts/kent.rs2
+++ b/data/src/scripts/areas/area_fishing_platform/scripts/kent.rs2
@@ -1,22 +1,22 @@
[opnpc1,kent]
if(%seaslug_progress ! ^seaslug_sailed_kent) {
- ~chatplayer(happy, "Hello.");
- ~chatnpc(shock, "Oh my, I must get back to shore.");
+ ~chatplayer(" Hello.");
+ ~chatnpc(" Oh my, I must get back to shore.");
return;
}
-~chatnpc(happy, "Oh thank Saradomin!|I thought I'd be left out here forever.");
-~chatplayer(neutral, "Your wife sent me out to find you and your boy.|Kennith's fine by the way, he's on the platform.");
-~chatnpc(neutral, "I knew the row boat wasn't sea worthy. I couldn't risk bringing him along but you must get him off that platform.");
-~chatplayer(quiz, "What's going on here?");
-~chatnpc(neutral, "Five days ago we pulled in a huge catch. As well as fish we caught small slug like creatures, hundreds of them.");
-~chatnpc(neutral, "That's when the fishermen began to act strange.");
-~chatnpc(neutral, "It was the sea slugs, they attach themselves to your body and somehow take over the mind of the carrier.");
-~chatnpc(neutral, "I told Kennith to hide until I returned but I was washed up here.");
-~chatnpc(neutral, "Please go back and get my boy, you can send help for me later.");
+~chatnpc(" Oh thank Saradomin!|I thought I'd be left out here forever.");
+~chatplayer(" Your wife sent me out to find you and your boy.|Kennith's fine by the way, he's on the platform.");
+~chatnpc(" I knew the row boat wasn't sea worthy. I couldn't risk bringing him along but you must get him off that platform.");
+~chatplayer(" What's going on here?");
+~chatnpc(" Five days ago we pulled in a huge catch. As well as fish we caught small slug like creatures, hundreds of them.");
+~chatnpc(" That's when the fishermen began to act strange.");
+~chatnpc(" It was the sea slugs, they attach themselves to your body and somehow take over the mind of the carrier.");
+~chatnpc(" I told Kennith to hide until I returned but I was washed up here.");
+~chatnpc(" Please go back and get my boy, you can send help for me later.");
if_close;
%seaslug_progress = ^seaslug_spoken_kent;
p_delay(2);
-~chatnpc(shock, "Traveller wait!");
+~chatnpc(" Traveller wait!");
if_close;
mes("Kent reaches behind your neck.");
p_delay(1);
@@ -25,5 +25,5 @@ p_delay(1);
mes("He pulls a sea slug from under your top.");
p_delay(1);
obj_add(coord, sea_slug, 1, ^lootdrop_duration);
-~chatnpc(neutral, "A few more minutes and that thing would have full control of your body.");
-~chatplayer(shock, "Yuck! Thanks Kent.");
\ No newline at end of file
+~chatnpc(" A few more minutes and that thing would have full control of your body.");
+~chatplayer(" Yuck! Thanks Kent.");
\ No newline at end of file
diff --git a/data/src/scripts/areas/area_gnome/scripts/aluft_gianne.rs2 b/data/src/scripts/areas/area_gnome/scripts/aluft_gianne.rs2
index 2d2bd20b9..2c43544cc 100644
--- a/data/src/scripts/areas/area_gnome/scripts/aluft_gianne.rs2
+++ b/data/src/scripts/areas/area_gnome/scripts/aluft_gianne.rs2
@@ -9,9 +9,9 @@ switch_int(%gnome_restaurant_progress) {
case 6 : @gnome_restaurant_complete;
case default :
if (%gnome_restaurant_progress = 7 | %gnome_restaurant_progress > 16) {
- ~chatplayer(default, "Hello again Aluft.");
- ~chatnpc(happy, "Well hello there Hello again Aluft.");
+ ~chatnpc(" Well hello there Have you come to help me out?");
@gnome_restaurant_job_start;
}
if (%gnome_restaurant_progress > 7 & %gnome_restaurant_progress < 17) {
@@ -33,9 +33,9 @@ if ($category = category_128 | $category = category_125) {
case 6 : @gnome_restaurant_complete;
case default :
if (%gnome_restaurant_progress = 7 | %gnome_restaurant_progress > 16) {
- ~chatplayer(default, "Hello again Aluft.");
- ~chatnpc(happy, "Well hello there Hello again Aluft.");
+ ~chatnpc(" Well hello there Have you come to help me out?");
@gnome_restaurant_job_start;
}
if (%gnome_restaurant_progress > 7 & %gnome_restaurant_progress < 17) {
diff --git a/data/src/scripts/areas/area_gnome/scripts/blurberry.rs2 b/data/src/scripts/areas/area_gnome/scripts/blurberry.rs2
index 60a77d5b4..4ef6db450 100644
--- a/data/src/scripts/areas/area_gnome/scripts/blurberry.rs2
+++ b/data/src/scripts/areas/area_gnome/scripts/blurberry.rs2
@@ -13,9 +13,9 @@ switch_int(%gnome_bar_progress) {
case default :
if (%gnome_bar_progress = 7 | %gnome_bar_progress > 12) {
// rsc dialogue
- ~chatplayer(default, "Hello again Blurberry!");
- ~chatnpc(default, "Well hello traveller.");
- ~chatnpc(neutral,"I'm quite busy as usual, any chance you could help?");
+ ~chatplayer(" Hello again Blurberry!");
+ ~chatnpc(" Well hello traveller.");
+ ~chatnpc(" I'm quite busy as usual, any chance you could help?");
@gnome_bar_cocktail_job_start;
}
if (%gnome_bar_progress > 7 & %gnome_bar_progress < 13) {
@@ -30,7 +30,7 @@ if(testbit(%barcrawl_progress, ^blurberry_index) = false & last_useitem = barcra
def_category $category = oc_category(last_useitem);
if ($category = category_83 | $category = category_15) {
switch_int(%gnome_bar_progress) {
- case 0 : ~chatnpc(default, "Nice cocktail, but I don't need any right now...");
+ case 0 : ~chatnpc(" Nice cocktail, but I don't need any right now...");
case 1 : @gnome_bar_assign_fruit_blast;
case 2 : @gnome_bar_assign_drunk_dragon;
case 3 : @gnome_bar_assign_ssg;
@@ -39,7 +39,7 @@ if ($category = category_83 | $category = category_15) {
case 6 : @gnome_bar_complete;
case default :
if (%gnome_bar_progress = 7 | %gnome_bar_progress > 12) {
- ~chatnpc(default, "Nice cocktail, but I don't need any right now...");
+ ~chatnpc(" Nice cocktail, but I don't need any right now...");
}
if (%gnome_bar_progress > 7 & %gnome_bar_progress < 13) {
@gnome_bar_cocktail_job_finish;
@@ -49,10 +49,10 @@ if ($category = category_83 | $category = category_15) {
}
[label,blurberry_barcrawl]
-~chatplayer(neutral, "I'm doing Alfred Grimhand's Barcrawl.");
-~chatnpc(neutral, "Ah, you've come to the best stop on your list!|I'll give you my famous Fire Toad Blast!|It'll cost you 10 coins.");
+~chatplayer(" I'm doing Alfred Grimhand's Barcrawl.");
+~chatnpc(" Ah, you've come to the best stop on your list!|I'll give you my famous Fire Toad Blast!|It'll cost you 10 coins.");
if(inv_total(inv, coins) < 10) {
- ~chatplayer(sad, "I don't have 10 coins right now.");
+ ~chatplayer(" I don't have 10 coins right now.");
return;
}
if_close;
@@ -66,4 +66,4 @@ mes("Blurberry signs your card.");
p_delay(2);
~damage_self(calc((stat(hitpoints) * 5) / 100));
// In OSRS this closes so you never see it (because damage is strongqueued, which isn't the case in 225)
-~chatplayer(confused, "Danks bery mush...");
\ No newline at end of file
+~chatplayer(" Danks bery mush...");
\ No newline at end of file
diff --git a/data/src/scripts/areas/area_gnome/scripts/bolkoy.rs2 b/data/src/scripts/areas/area_gnome/scripts/bolkoy.rs2
index 59e87873a..ac3882978 100644
--- a/data/src/scripts/areas/area_gnome/scripts/bolkoy.rs2
+++ b/data/src/scripts/areas/area_gnome/scripts/bolkoy.rs2
@@ -1,36 +1,36 @@
[opnpc1,bolkoy]
switch_int(%tree_progress) {
case ^tree_retrieved_orb:
- ~chatplayer(neutral, "Hello.");
+ ~chatplayer(" Hello.");
if(inv_total(inv, orb_of_protection) > 0) {
- ~chatnpc(shock, "Amazing, you recovered the orb.");
- ~chatnpc(happy, "Well I am impressed.|Would you like to buy something?");
+ ~chatnpc(" Amazing, you recovered the orb.");
+ ~chatnpc(" Well I am impressed.|Would you like to buy something?");
} else {
- ~chatnpc(neutral, "I'm Bolkoy the village shopkeeper.|Would you like to buy something?");
+ ~chatnpc(" I'm Bolkoy the village shopkeeper.|Would you like to buy something?");
}
case ^tree_returned_first_orb:
- ~chatplayer(neutral, "Hi.");
- ~chatnpc(sad, "Oh, hello there.|Have you heard? They took|the other orbs, it's terrible.|I suppose the show must go on.");
- ~chatnpc(sad, "Would you like to buy something?");
+ ~chatplayer(" Hi.");
+ ~chatnpc(" Oh, hello there.|Have you heard? They took|the other orbs, it's terrible.|I suppose the show must go on.");
+ ~chatnpc(" Would you like to buy something?");
case ^tree_defeated_warlord:
- ~chatplayer(happy, "Hello.");
- ~chatnpc(happy, "Hello there.|You're that hero who saved the orbs.|Soon we will perform the ritual|and the village will be safe again.");
- ~chatnpc(happy, "Anyway, would you like anything from my shop?");
+ ~chatplayer(" Hello.");
+ ~chatnpc(" Hello there.|You're that hero who saved the orbs.|Soon we will perform the ritual|and the village will be safe again.");
+ ~chatnpc(" Anyway, would you like anything from my shop?");
case ^tree_complete:
- ~chatplayer(happy, "Hello.");
- ~chatnpc(happy, "Welcome, welcome. It's good to see you again. The village is much safer now you have returned the orbs.");
- ~chatnpc(happy, "By the way, I'm the village shop keeper.|Would you like to buy something?");
+ ~chatplayer(" Hello.");
+ ~chatnpc(" Welcome, welcome. It's good to see you again. The village is much safer now you have returned the orbs.");
+ ~chatnpc(" By the way, I'm the village shop keeper.|Would you like to buy something?");
case default:
- ~chatplayer(neutral, "Hello there.");
- ~chatnpc(neutral, "Hello stranger, new to these parts?");
- ~chatnpc(happy, "I'm Bolkoy by the way.|I'm the village shopkeeper.|Would you like to buy something?");
+ ~chatplayer(" Hello there.");
+ ~chatnpc(" Hello stranger, new to these parts?");
+ ~chatnpc(" I'm Bolkoy by the way.|I'm the village shopkeeper.|Would you like to buy something?");
}
switch_int(~p_choice2("What have you got?", 1, "No thank you.", 2)) {
case 1:
- ~chatplayer(quiz, "What have you got?");
- ~chatnpc(neutral, "Take a look.");
+ ~chatplayer(" What have you got?");
+ ~chatnpc(" Take a look.");
~openshop_activenpc;
case 2:
- ~chatplayer(neutral, "No thank you.");
- ~chatnpc(neutral, "Ok, maybe later.");
+ ~chatplayer(" No thank you.");
+ ~chatnpc(" Ok, maybe later.");
}
\ No newline at end of file
diff --git a/data/src/scripts/areas/area_gnome/scripts/commander_montai.rs2 b/data/src/scripts/areas/area_gnome/scripts/commander_montai.rs2
index 79b2bcbf6..2f3e1c2ec 100644
--- a/data/src/scripts/areas/area_gnome/scripts/commander_montai.rs2
+++ b/data/src/scripts/areas/area_gnome/scripts/commander_montai.rs2
@@ -1,74 +1,74 @@
[opnpc1,commander_montai]
switch_int(%tree_progress) {
case ^tree_not_started:
- ~chatplayer(neutral, "Hello.");
- ~chatnpc(angry, "I can't talk now.|Can't you see we're trying to win a battle here?|If we can't hold back Khazard's men|we're all doomed.");
+ ~chatplayer(" Hello.");
+ ~chatnpc(" I can't talk now.|Can't you see we're trying to win a battle here?|If we can't hold back Khazard's men|we're all doomed.");
case ^tree_started:
- ~chatplayer(neutral, "Hello.");
- ~chatnpc(neutral, "Hello traveller, are you here to help or just to watch?");
- ~chatplayer(neutral, "I've been sent by King Bolren to retrieve the orb of protection.");
- ~chatnpc(happy, "Excellent we need all the help we can get.");
- ~chatnpc(neutral, "I'm commander Montai.|The orb is in the Khazard stronghold to the north,|but until we weaken their defences|we can't get close.");
- ~chatplayer(quiz, "What can I do?");
- ~chatnpc(neutral, "Firstly we need to strengthen our own defences. We desperately need wood to make more battlements, once the battlements are gone it's all over. Six loads of normal logs should do it.");
+ ~chatplayer(" Hello.");
+ ~chatnpc(" Hello traveller, are you here to help or just to watch?");
+ ~chatplayer(" I've been sent by King Bolren to retrieve the orb of protection.");
+ ~chatnpc(" Excellent we need all the help we can get.");
+ ~chatnpc(" I'm commander Montai.|The orb is in the Khazard stronghold to the north,|but until we weaken their defences|we can't get close.");
+ ~chatplayer(" What can I do?");
+ ~chatnpc(" Firstly we need to strengthen our own defences. We desperately need wood to make more battlements, once the battlements are gone it's all over. Six loads of normal logs should do it.");
switch_int(~p_choice2("Ok, I'll gather some wood.", 1, "Sorry, I no longer want to be involved.", 2)) {
case 1:
- ~chatplayer(neutral, "Ok, I'll gather some wood.");
+ ~chatplayer(" Ok, I'll gather some wood.");
%tree_progress = ^tree_spoken_montai;
- ~chatnpc(neutral, "Please be as quick as you can, I don't know how much longer we can hold out.");
+ ~chatnpc(" Please be as quick as you can, I don't know how much longer we can hold out.");
case 2:
- ~chatplayer(sad, "Sorry I no longer want to be involved.");
- ~chatnpc(sad, "That's a shame, we could have done with your help.");
+ ~chatplayer(" Sorry I no longer want to be involved.");
+ ~chatnpc(" That's a shame, we could have done with your help.");
}
case ^tree_spoken_montai:
- ~chatplayer(neutral, "Hello.");
+ ~chatplayer(" Hello.");
if(inv_total(inv, logs) < 6) {
- ~chatnpc(neutral, "Hello again, we're still desperate for wood soldier. We need six loads of normal logs.");
- ~chatplayer(neutral, "I'll see what I can do.");
- ~chatnpc(neutral, "Thank you.");
+ ~chatnpc(" Hello again, we're still desperate for wood soldier. We need six loads of normal logs.");
+ ~chatplayer(" I'll see what I can do.");
+ ~chatnpc(" Thank you.");
return;
}
- ~chatnpc(neutral, "Hello again, we're still desperate for wood soldier.");
+ ~chatnpc(" Hello again, we're still desperate for wood soldier.");
inv_del(inv, logs, 6);
%tree_progress = ^tree_given_logs_montai;
- ~chatplayer(happy, "I have some here.|@whi@(You give six loads of logs to the commander.)");
- ~chatnpc(happy, "That's excellent, now we can make more defensive battlements. Give me a moment to organise the troops and then come speak to me. I'll inform you of our next phase of attack.");
+ ~chatplayer(" I have some here.|@whi@(You give six loads of logs to the commander.)");
+ ~chatnpc(" That's excellent, now we can make more defensive battlements. Give me a moment to organise the troops and then come speak to me. I'll inform you of our next phase of attack.");
case ^tree_given_logs_montai:
- ~chatplayer(neutral, "How are you doing Montai?");
- ~chatnpc(bored, "We're hanging in there soldier.|For the next phase of our attack|we need to breach their stronghold.");
- ~chatnpc(bored, "The ballista can break through the stronghold wall,|and then we can advance and seize back the orb.");
- ~chatplayer(quiz, "So what's the problem?");
- ~chatnpc(bored, "From this distance we can't get an accurate enough shot. We need the correct coordinates of the stronghold for a direct hit. I've sent out three tracker gnomes to gather them.");
- ~chatplayer(quiz, "Have they returned?");
- ~chatnpc(sad, "I'm afraid not, and we're running out of time.|I need you to go into the heart of the battlefield,|find the trackers, and bring back the coordinates.");
- ~chatnpc(quiz, "Do you think you can do it?");
+ ~chatplayer(" How are you doing Montai?");
+ ~chatnpc(" We're hanging in there soldier.|For the next phase of our attack|we need to breach their stronghold.");
+ ~chatnpc(" The ballista can break through the stronghold wall,|and then we can advance and seize back the orb.");
+ ~chatplayer(" So what's the problem?");
+ ~chatnpc(" From this distance we can't get an accurate enough shot. We need the correct coordinates of the stronghold for a direct hit. I've sent out three tracker gnomes to gather them.");
+ ~chatplayer(" Have they returned?");
+ ~chatnpc(" I'm afraid not, and we're running out of time.|I need you to go into the heart of the battlefield,|find the trackers, and bring back the coordinates.");
+ ~chatnpc(" Do you think you can do it?");
switch_int(~p_choice2("No, I've had enough of your battle.", 1, "I'll try my best.", 2)) {
case 1:
- ~chatplayer(sad, "No, I've had enough of your battle.");
- ~chatnpc(sad, "I understand, this isn't your fight.");
+ ~chatplayer(" No, I've had enough of your battle.");
+ ~chatnpc(" I understand, this isn't your fight.");
case 2:
- ~chatplayer(neutral, "I'll try my best.");
- ~chatnpc(happy, "Thank you, you're braver than most.");
+ ~chatplayer(" I'll try my best.");
+ ~chatnpc(" Thank you, you're braver than most.");
%tree_progress = ^tree_finding_trackers;
- ~chatnpc(bored, "I don't know how long I will be able to hold out.|Once you have the coordinates|come back and fire the ballista|right into those monsters.");
- ~chatnpc(bored, "If you can retrieve the orb and bring safety back to my people, none of the blood spilled on this field will be in vain.");
+ ~chatnpc(" I don't know how long I will be able to hold out.|Once you have the coordinates|come back and fire the ballista|right into those monsters.");
+ ~chatnpc(" If you can retrieve the orb and bring safety back to my people, none of the blood spilled on this field will be in vain.");
}
case ^tree_finding_trackers:
- ~chatplayer(neutral, "Hello.");
- ~chatnpc(bored, "Hello warrior. We need the coordinates|for a direct hit from the ballista.|Once you have a direct hit you will be able|to enter the stronghold and retrieve the orb.");
+ ~chatplayer(" Hello.");
+ ~chatnpc(" Hello warrior. We need the coordinates|for a direct hit from the ballista.|Once you have a direct hit you will be able|to enter the stronghold and retrieve the orb.");
case ^tree_ballista_fired:
- ~chatplayer(happy, "I've breached the stronghold.");
- ~chatnpc(happy, "I saw, that was a beautiful sight. The Khazard troops didn't know what hit them.");
- ~chatnpc(neutral, "Now is the time to retrieve the orb. It's all in your hands. I'll be praying for you.");
+ ~chatplayer(" I've breached the stronghold.");
+ ~chatnpc(" I saw, that was a beautiful sight. The Khazard troops didn't know what hit them.");
+ ~chatnpc(" Now is the time to retrieve the orb. It's all in your hands. I'll be praying for you.");
case ^tree_retrieved_orb:
- ~chatplayer(happy, "I have the orb of protection.");
- ~chatnpc(happy, "Incredible, for a human you really are something.");
- ~chatplayer(confused, "Thanks... I think!");
- ~chatnpc(neutral, "I'll stay here with my troops and try and hold Khazard's men back. You return the orb to the gnome village. Go as quick as you can, the village is still unprotected.");
+ ~chatplayer(" I have the orb of protection.");
+ ~chatnpc(" Incredible, for a human you really are something.");
+ ~chatplayer(" Thanks... I think!");
+ ~chatnpc(" I'll stay here with my troops and try and hold Khazard's men back. You return the orb to the gnome village. Go as quick as you can, the village is still unprotected.");
case ^tree_returned_first_orb, ^tree_defeated_warlord, ^tree_complete:
- ~chatplayer(quiz, "Hello Montai, how are you?");
- ~chatnpc(bored, "I'm ok, this battle is going|to take longer to win than I expected.|The Khazard troops won't give up even without the orb.");
- ~chatplayer(happy, "Hang in there.");
+ ~chatplayer(" Hello Montai, how are you?");
+ ~chatnpc(" I'm ok, this battle is going|to take longer to win than I expected.|The Khazard troops won't give up even without the orb.");
+ ~chatplayer(" Hang in there.");
}
//[ai_timer,commander_montai] catapult code, disabled for now, odd bug
diff --git a/data/src/scripts/areas/area_gnome/scripts/elkoy.rs2 b/data/src/scripts/areas/area_gnome/scripts/elkoy.rs2
index a6c0ec340..a6360007c 100644
--- a/data/src/scripts/areas/area_gnome/scripts/elkoy.rs2
+++ b/data/src/scripts/areas/area_gnome/scripts/elkoy.rs2
@@ -19,24 +19,24 @@ switch_int(%tree_progress) {
}
[label,elkoy_intro]
-~chatplayer(neutral, "Hello there.");
-~chatnpc(happy, "Hello, welcome to our maze.|I'm Elkoy the tree gnome.");
-~chatplayer(quiz, "I haven't heard of your sort.");
-~chatnpc(sad, "There's not many of us left.|Once you could find tree gnomes|anywhere in the world, now we hide|in small groups to avoid capture.");
-~chatplayer(quiz, "Capture by whom?");
-~chatnpc(angry, "Tree gnomes have been hunted|for so called 'fun' since as|long as I can remember.");
-~chatnpc(sad, "Our main threat nowadays|are General Khazard's troops.|They know no mercy, but are also very dense.|They'll never find their way through our maze.");
-~chatnpc(neutral, "Have fun.");
+~chatplayer(" Hello there.");
+~chatnpc(" Hello, welcome to our maze.|I'm Elkoy the tree gnome.");
+~chatplayer(" I haven't heard of your sort.");
+~chatnpc(" There's not many of us left.|Once you could find tree gnomes|anywhere in the world, now we hide|in small groups to avoid capture.");
+~chatplayer(" Capture by whom?");
+~chatnpc(" Tree gnomes have been hunted|for so called 'fun' since as|long as I can remember.");
+~chatnpc(" Our main threat nowadays|are General Khazard's troops.|They know no mercy, but are also very dense.|They'll never find their way through our maze.");
+~chatnpc(" Have fun.");
[label,elkoy_looking_orbs]
if(%tree_progress = ^tree_started) {
- ~chatplayer(happy, "Hello Elkoy.");
- ~chatnpc(sad, "Oh my! Oh my!");
- ~chatplayer(quiz, "What's wrong?");
- ~chatnpc(sad, "The orb, they have the orb. We're doomed.|Do you need me to show you back to the village?");
+ ~chatplayer(" Hello Elkoy.");
+ ~chatnpc(" Oh my! Oh my!");
+ ~chatplayer(" What's wrong?");
+ ~chatnpc(" The orb, they have the orb. We're doomed.|Do you need me to show you back to the village?");
} else {
- ~chatplayer(neutral, "Hello.");
- ~chatnpc(sad, "You must retrieve the orb, or the gnome village is doomed. Do you need me to show you through the maze?");
+ ~chatplayer(" Hello.");
+ ~chatnpc(" You must retrieve the orb, or the gnome village is doomed. Do you need me to show you through the maze?");
}
@elkoy_maze_preorb;
@@ -47,136 +47,136 @@ if(npc_type = elkoy_maze) {
}
switch_int(~p_choice2("Yes please.", 1, "Not now, thanks.", 2)) {
case 1:
- ~chatplayer(happy, "Yes please.");
- ~chatnpc(happy, "Ok then, follow me.");
+ ~chatplayer(" Yes please.");
+ ~chatnpc(" Ok then, follow me.");
p_telejump($dest_coord);
- ~chatnpc_specific("Elkoy", elkoy_maze, sad, "Please help us get our orb back.");
+ ~chatnpc_specific("Elkoy", elkoy_maze, " Please help us get our orb back.");
case 2:
- ~chatplayer(neutral, "Not now, thanks.");
+ ~chatplayer(" Not now, thanks.");
}
[label,elkoy_retrieved_orb_outside]
if(inv_total(inv, orb_of_protection) = 0) {
@elkoy_missing_first_orb;
}
-~chatplayer(happy, "Hello Elkoy.");
-~chatnpc(shock, "You're back! And the orb?");
-~chatplayer(happy, "I have it here.");
-~chatnpc(happy, "You're our saviour. Please return it to the village and we are all saved. Would you like me to show you the way to the village?");
+~chatplayer(" Hello Elkoy.");
+~chatnpc(" You're back! And the orb?");
+~chatplayer(" I have it here.");
+~chatnpc(" You're our saviour. Please return it to the village and we are all saved. Would you like me to show you the way to the village?");
switch_int(~p_choice2("Yes please.", 1, "No thanks Elkoy.", 2)) {
case 1:
- ~chatplayer(happy, "Yes please.");
- ~chatnpc(happy, "Ok then, follow me.");
+ ~chatplayer(" Yes please.");
+ ~chatnpc(" Ok then, follow me.");
p_telejump(^elkoy_maze_coord);
- ~chatnpc_specific("Elkoy", elkoy_maze, happy, "Here we are. Take the orb to King Bolren, I'm sure he'll be pleased to see you.");
+ ~chatnpc_specific("Elkoy", elkoy_maze, " Here we are. Take the orb to King Bolren, I'm sure he'll be pleased to see you.");
case 2:
- ~chatplayer(sad, "No thanks Elkoy.");
- ~chatnpc(sad, "Please, we must have the orb if we are to survive.");
+ ~chatplayer(" No thanks Elkoy.");
+ ~chatnpc(" Please, we must have the orb if we are to survive.");
}
[label,elkoy_retrieved_orb_inside]
if(inv_total(inv, orb_of_protection) = 0) {
@elkoy_missing_first_orb;
}
-~chatplayer(happy, "Hello Elkoy. I have the orb.");
-~chatnpc(happy, "Take it to King Bolren, I'm sure he'll be pleased to see you.");
+~chatplayer(" Hello Elkoy. I have the orb.");
+~chatnpc(" Take it to King Bolren, I'm sure he'll be pleased to see you.");
switch_int(~p_choice2("Can you show me out of the village?", 1, "Okay.", 2)) {
case 1:
- ~chatplayer(quiz, "Can you show me out of the village?");
- ~chatnpc(happy, "Ok then, follow me.");
+ ~chatplayer(" Can you show me out of the village?");
+ ~chatnpc(" Ok then, follow me.");
p_telejump(^elkoy_entrance_coord);
- ~chatnpc_specific("Elkoy", elkoy_maze, sad, "Please return with our orb soon.");
- case 2: ~chatplayer(happy, "Okay.");
+ ~chatnpc_specific("Elkoy", elkoy_maze, " Please return with our orb soon.");
+ case 2: ~chatplayer(" Okay.");
}
[label,elkoy_missing_first_orb]
-~chatplayer(happy, "Hello Elkoy.");
-~chatnpc(shock, "You're back! And the orb?");
-~chatplayer(sad, "No, I'm afraid not.");
-~chatnpc(sad, "Please, we must have the orb if we are to survive.|Do you need me to show you through the maze?");
+~chatplayer(" Hello Elkoy.");
+~chatnpc(" You're back! And the orb?");
+~chatplayer(" No, I'm afraid not.");
+~chatnpc(" Please, we must have the orb if we are to survive.|Do you need me to show you through the maze?");
@elkoy_maze_preorb;
[label,elkoy_stolen_orbs_inside]
~elkoy_did_you_hear;
switch_int(~p_choice2("Can you show me out of the village?", 1, "I'm very sorry.", 2)) {
case 1:
- ~chatplayer(quiz, "Can you show me out of the village?");
- ~chatnpc(happy, "Ok then, follow me.");
+ ~chatplayer(" Can you show me out of the village?");
+ ~chatnpc(" Ok then, follow me.");
p_telejump(^elkoy_entrance_coord);
- ~chatnpc_specific("Elkoy", elkoy_maze, sad, "Please help us find the orbs.");
- case 2: ~chatplayer(sad, "I'm very sorry.");
+ ~chatnpc_specific("Elkoy", elkoy_maze, " Please help us find the orbs.");
+ case 2: ~chatplayer(" I'm very sorry.");
}
[label,elkoy_stolen_orbs_outside]
~elkoy_did_you_hear;
-~chatnpc(sad, "Would you like me to show you the way to the village?");
+~chatnpc(" Would you like me to show you the way to the village?");
switch_int(~p_choice2("Yes please.", 1, "No thanks Elkoy.", 2)) {
case 1:
- ~chatplayer(happy, "Yes please.");
- ~chatnpc(happy, "Ok then, follow me.");
+ ~chatplayer(" Yes please.");
+ ~chatnpc(" Ok then, follow me.");
p_telejump(^elkoy_maze_coord);
- ~chatnpc_specific("Elkoy", elkoy_maze, sad, "Here we are. Despite what has happened here, I hope you feel welcome.");
+ ~chatnpc_specific("Elkoy", elkoy_maze, " Here we are. Despite what has happened here, I hope you feel welcome.");
case 2:
- ~chatplayer(neutral, "No thanks Elkoy.");
- ~chatnpc(neutral, "Ok then, take care.");
+ ~chatplayer(" No thanks Elkoy.");
+ ~chatnpc(" Ok then, take care.");
}
[proc,elkoy_did_you_hear]
-~chatplayer(neutral, "Hello Elkoy.");
-~chatnpc(sad, "Did you hear?");
-~chatnpc(sad, "Khazard's men have pillaged the village! They slaughtered many, and took the other orbs in an attempt to lead us out of the maze. When will the misery end?");
+~chatplayer(" Hello Elkoy.");
+~chatnpc(" Did you hear?");
+~chatnpc(" Khazard's men have pillaged the village! They slaughtered many, and took the other orbs in an attempt to lead us out of the maze. When will the misery end?");
[label,elkoy_leavemaze_initial]
p_telejump(movecoord(^elkoy_entrance_coord, 0, 0, -1));
-if(npc_finduid(~npc_within_distance(coord, elkoy_outmaze, 4)) = true) {
- ~chatnpc(happy, "We're out of the maze now. Please hurry, we must have the orb if we are to survive.");
+if(npc_find(coord, elkoy_outmaze, 4, 0) = true) {
+ ~chatnpc(" We're out of the maze now. Please hurry, we must have the orb if we are to survive.");
}
[label,elkoy_leavemaze_second]
p_telejump(movecoord(^elkoy_entrance_coord, 0, 0, -1));
-if(npc_finduid(~npc_within_distance(coord, elkoy_outmaze, 4)) = true) {
- ~chatnpc(happy, "Good luck friend.");
+if(npc_find(coord, elkoy_outmaze, 4, 0) = true) {
+ ~chatnpc(" Good luck friend.");
}
[label,elkoy_hero_outside]
-~chatplayer(happy, "Hello Elkoy.");
-~chatnpc(happy, "You truly are a hero.");
-~chatplayer(neutral, "Thanks.");
-~chatnpc(happy, "You saved us by returning the orbs of protection. I'm humbled and wish you well.");
-~chatnpc(happy, "Would you like me to show you the way to the village?");
+~chatplayer(" Hello Elkoy.");
+~chatnpc(" You truly are a hero.");
+~chatplayer(" Thanks.");
+~chatnpc(" You saved us by returning the orbs of protection. I'm humbled and wish you well.");
+~chatnpc(" Would you like me to show you the way to the village?");
@elkoy_jumpmaze_postquest;
[label,elkoy_hero_inside]
-~chatplayer(happy, "Hello Elkoy.");
-~chatnpc(happy, "You truly are a hero.");
-~chatplayer(neutral, "Thanks.");
-~chatnpc(happy, "You saved us by returning the orbs of protection. I'm humbled and wish you well. Would you like me to show you through the maze?");
+~chatplayer(" Hello Elkoy.");
+~chatnpc(" You truly are a hero.");
+~chatplayer(" Thanks.");
+~chatnpc(" You saved us by returning the orbs of protection. I'm humbled and wish you well. Would you like me to show you through the maze?");
@elkoy_jumpmaze_postquest;
[label,elkoy_postquest_outside]
-~chatplayer(happy, "Hello Elkoy.");
-~chatnpc(happy, "Hi there, I hope life is treating you well. Would you like me to show you the way to the village?");
+~chatplayer(" Hello Elkoy.");
+~chatnpc(" Hi there, I hope life is treating you well. Would you like me to show you the way to the village?");
@elkoy_jumpmaze_postquest;
[label,elkoy_postquest_inside]
-~chatplayer(happy, "Hello Elkoy.");
-~chatnpc(happy, "Hi there, I hope life is treating you well. Would you like me to show you the way out of the village?");
+~chatplayer(" Hello Elkoy.");
+~chatnpc(" Hi there, I hope life is treating you well. Would you like me to show you the way out of the village?");
@elkoy_jumpmaze_postquest;
[label,elkoy_jumpmaze_postquest]
def_coord $dest_coord = ^elkoy_maze_coord;
-def_string $message = "Here we are. Feel free to look around.";
+def_string $message = " Here we are. Feel free to look around.";
if(npc_type = elkoy_maze) {
$dest_coord = ^elkoy_entrance_coord;
- $message = "Here we are. Have a safe journey.";
+ $message = " Here we are. Have a safe journey.";
}
switch_int(~p_choice2("Yes please.", 1, "No thanks Elkoy.", 2)) {
case 1:
- ~chatplayer(happy, "Yes please.");
- ~chatnpc(happy, "Ok then, follow me.");
+ ~chatplayer(" Yes please.");
+ ~chatnpc(" Ok then, follow me.");
p_telejump($dest_coord);
- ~chatnpc_specific("Elkoy", elkoy_maze, happy, $message);
+ ~chatnpc_specific("Elkoy", elkoy_maze, $message);
case 2:
- ~chatplayer(neutral, "No thanks Elkoy.");
- ~chatnpc(neutral, "Ok then, take care.");
+ ~chatplayer(" No thanks Elkoy.");
+ ~chatnpc(" Ok then, take care.");
}
\ No newline at end of file
diff --git a/data/src/scripts/areas/area_gnome/scripts/gnome_bar.rs2 b/data/src/scripts/areas/area_gnome/scripts/gnome_bar.rs2
index 27613014b..c5d36fba7 100644
--- a/data/src/scripts/areas/area_gnome/scripts/gnome_bar.rs2
+++ b/data/src/scripts/areas/area_gnome/scripts/gnome_bar.rs2
@@ -1,27 +1,27 @@
// *********************** TUTORIAL ************************
[label,gnome_bar_start]
-~chatplayer(default, "Hello.");
-~chatnpc(happy, "Well hello there Hello.");
+~chatnpc(" Well hello there He looks pretty busy.");
+~chatnpc(" I know, I just can't find any skilled staff.|I don't suppose you're looking for some part time work?|The pay isn't great but its a good way to meet people.");
def_int $choice = ~p_choice2("No thanks, I prefer to stay this side of the bar.", 1, "Ok then I'll give it a go.", 2);
if ($choice = 1) {
- ~chatplayer(default, "No thanks, I prefer to stay this side of the bar.");
+ ~chatplayer(" No thanks, I prefer to stay this side of the bar.");
return;
}
-~chatplayer(happy, "Ok then I'll give it a go.");
-~chatnpc(happy, "Excellent. It's not an easy job, I'll have to try you out first. I'm sure you'll be great though.");
+~chatplayer(" Ok then I'll give it a go.");
+~chatnpc(" Excellent. It's not an easy job, I'll have to try you out first. I'm sure you'll be great though.");
inv_add(inv, cocktail_guide, 1);
%gnome_bar_progress = 1;
-~chatnpc(happy, "Here, take this cocktail guide. The book tells you how to|make all the cocktails we serve. I'll tell you what I need|and you can make them.");
-~chatplayer(happy, "Sounds easy enough.");
-~chatnpc(default, "Take a look at the book then come and talk to me.");
+~chatnpc(" Here, take this cocktail guide. The book tells you how to|make all the cocktails we serve. I'll tell you what I need|and you can make them.");
+~chatplayer(" Sounds easy enough.");
+~chatnpc(" Take a look at the book then come and talk to me.");
[label,gnome_bar_assign_fruit_blast]
-~chatplayer(default, "Hello Blurberry.");
-~chatnpc(happy, "Hi, are you ready to make your first cocktail?");
-~chatplayer(happy, "Absolutely.");
-~chatnpc(happy, "Ok then, to start with make a Fruit Blast. Here, you'll|need these ingredients, but I'm afraid I can't give you|any more if you mess up.");
+~chatplayer(" Hello Blurberry.");
+~chatnpc(" Hi, are you ready to make your first cocktail?");
+~chatplayer(" Absolutely.");
+~chatnpc(" Ok then, to start with make a Fruit Blast. Here, you'll|need these ingredients, but I'm afraid I can't give you|any more if you mess up.");
inv_add(inv, lemon, 2);
inv_add(inv, orange, 1);
inv_add(inv, pineapple, 1);
@@ -30,16 +30,16 @@ inv_add(inv, knife, 1);
inv_add(inv, cocktail_shaker, 1);
%gnome_bar_progress = 2;
~mesbox("Blurberry gives you two lemons, one orange, one pineapple, a cocktail shaker, a glass and a knife.");
-~chatnpc(default, "Let me know when you're done.");
+~chatnpc(" Let me know when you're done.");
[label,gnome_bar_assign_drunk_dragon]
-~chatnpc(neutral, "So where's my Fruit Blast?");
+~chatnpc(" So where's my Fruit Blast?");
if (inv_total(inv, fruit_blast) > 0) {
- ~chatplayer(happy, "Here you go.");
+ ~chatplayer(" Here you go.");
~mesbox("You give Blurberry the Fruit Blast. He takes a sip...");
- ~chatnpc(happy, "Hmmm... not bad, not bad at all.");
+ ~chatnpc(" Hmmm... not bad, not bad at all.");
// slightly different than rsc and osrs. rsc has the "I wont be able to give you any more" after he gives u items
- ~chatnpc(quiz, "Now can you make me a Drunk Dragon?");
+ ~chatnpc(" Now can you make me a Drunk Dragon?");
inv_del(inv, fruit_blast, 1);
inv_add(inv, cocktail_glass, 1);
inv_add(inv, vodka, 1);
@@ -49,30 +49,30 @@ if (inv_total(inv, fruit_blast) > 0) {
inv_add(inv, pot_of_cream, 1);
%gnome_bar_progress = 3;
~mesbox("Blurberry gives you some vodka, some gin, some dwellberries, some pineapple, and some cream.");
- ~chatnpc(neutral, "I'm afraid I won't be able to give you anymore if you make a mistake though.");
- ~chatnpc(neutral, "Let me know when it's done.");
+ ~chatnpc(" I'm afraid I won't be able to give you anymore if you make a mistake though.");
+ ~chatnpc(" Let me know when it's done.");
return;
}
~gnome_bar_cocktail_checks(premade_fruit_blast, "Fruit Blast");
if (inv_total(inv, fruit_blast) < 1) {
- ~chatnpc(angry, "I don't know what you have there but it's no Fruit|Blast!");
+ ~chatnpc(" I don't know what you have there but it's no Fruit|Blast!");
return;
}
[label,gnome_bar_assign_ssg]
-~chatplayer(default, "Hello Blurberry.");
-~chatnpc(quiz, "Hello again Hello Blurberry.");
+~chatnpc(" Hello again Here you go.");
~mesbox("You give Blurberry the Drunk Dragon. He takes a sip...");
- ~chatnpc(happy, "Woooo, that's some good stuff. I can sell that.|There you go, your share of the profit.");
+ ~chatnpc(" Woooo, that's some good stuff. I can sell that.|There you go, your share of the profit.");
// not sure if this is an mesbox or even exists. exists in rsc. not in 2006
inv_add(inv, coins, 1);
~mesbox("Blurberry gives you 1 gold coin.");
- ~chatplayer(happy, "Thanks.");
- ~chatnpc(neutral, "Okay then now I need an SGG");
- ~chatplayer(confused, "A what?");
- ~chatnpc(neutral, "A Short Green Guy, and don't bring me a gnome.|Here's all you need.");
+ ~chatplayer(" Thanks.");
+ ~chatnpc(" Okay then now I need an SGG");
+ ~chatplayer(" A what?");
+ ~chatnpc(" A Short Green Guy, and don't bring me a gnome.|Here's all you need.");
inv_del(inv, drunk_dragon, 1);
inv_add(inv, cocktail_glass, 1);
inv_add(inv, vodka, 1);
@@ -84,21 +84,21 @@ if (inv_total(inv, drunk_dragon) > 0) {
}
~gnome_bar_cocktail_checks(premade_drunk_dragon, "Drunk Dragon");
if (inv_total(inv, drunk_dragon) < 1) {
- ~chatnpc(angry, "I don't know what you have there but it's no Drunk|Dragon!");
+ ~chatnpc(" I don't know what you have there but it's no Drunk|Dragon!");
return;
}
[label,gnome_bar_assign_chocolate_saturday]
-~chatplayer(neutral, "Hi Blurberry.");
-~chatnpc(quiz, "So, have you got my SGG?");
+~chatplayer(" Hi Blurberry.");
+~chatnpc(" So, have you got my SGG?");
if (inv_total(inv, short_green_guy) > 0) {
- ~chatplayer(happy, "Here you go.");
+ ~chatplayer(" Here you go.");
~mesbox("You give Blurberry the SGG. He takes a sip...");
- ~chatnpc(happy, "Hmmm, not bad, not bad at all. I can sell that.|There you go, that's your share.");
+ ~chatnpc(" Hmmm, not bad, not bad at all. I can sell that.|There you go, that's your share.");
inv_add(inv, coins, 1);
~mesbox("Blurberry gives you 1 gold coin.");
- ~chatnpc(neutral, "You're doing quite well, I'm impressed.");
- ~chatnpc(neutral, "Ok let's try a Choc Saturday, I love them.");
+ ~chatnpc(" You're doing quite well, I'm impressed.");
+ ~chatnpc(" Ok let's try a Choc Saturday, I love them.");
inv_del(inv, short_green_guy, 1);
inv_add(inv, cocktail_glass, 1);
inv_add(inv, whisky, 1);
@@ -113,18 +113,18 @@ if (inv_total(inv, short_green_guy) > 0) {
}
~gnome_bar_cocktail_checks(premade_short_green_guy, "SGG");
if (inv_total(inv, short_green_guy) < 1) {
- ~chatnpc(angry, "I don't know what you have there but it's no SGG!");
+ ~chatnpc(" I don't know what you have there but it's no SGG!");
return;
}
[label,gnome_bar_assign_blurberry_special]
-~chatplayer(neutral, "Hello Blurberry.");
-~chatnpc(neutral, "Hello, how did it go with the Choc Saturday?");
+~chatplayer(" Hello Blurberry.");
+~chatnpc(" Hello, how did it go with the Choc Saturday?");
if (inv_total(inv, chocolate_saturday) > 0) {
- ~chatplayer(quiz, "Here, try some.");
+ ~chatplayer(" Here, try some.");
~mesbox("You give Blurberry the Choc Saturday. He takes a sip...");
- ~chatnpc(happy, "That's blurberry-tastic! You're quite a bartender.");
- ~chatnpc(happy, "Okay, let's test you once more. Make me a|Blurberry Special then we'll see if you have what it takes.|Here's your ingredients.");
+ ~chatnpc(" That's blurberry-tastic! You're quite a bartender.");
+ ~chatnpc(" Okay, let's test you once more. Make me a|Blurberry Special then we'll see if you have what it takes.|Here's your ingredients.");
inv_del(inv, chocolate_saturday, 1);
inv_add(inv, cocktail_glass, 1);
inv_add(inv, vodka, 1);
@@ -135,39 +135,39 @@ if (inv_total(inv, chocolate_saturday) > 0) {
inv_add(inv, lime, 1);
inv_add(inv, equa_leaves, 1);
%gnome_bar_progress = 6;
- ~chatplayer(neutral, "Ok, I'll try my best.");
- ~chatnpc(neutral, "I'm sure you'll make a great bartender.");
+ ~chatplayer(" Ok, I'll try my best.");
+ ~chatnpc(" I'm sure you'll make a great bartender.");
return;
}
~gnome_bar_cocktail_checks(premade_chocolate_saturday, "Choc Saturday");
if (inv_total(inv, chocolate_saturday) < 1) {
- ~chatplayer(sad, "I haven't managed to make it yet.");
- ~chatnpc(neutral, "Ok, it's one Choc Saturday I need. Let me know when|it's done.");
+ ~chatplayer(" I haven't managed to make it yet.");
+ ~chatnpc(" Ok, it's one Choc Saturday I need. Let me know when|it's done.");
return;
}
[label,gnome_bar_complete]
-~chatplayer(neutral, "Hi again.");
-~chatnpc(neutral, "So how did you do?");
+~chatplayer(" Hi again.");
+~chatnpc(" So how did you do?");
if (inv_total(inv, blurberry_special) > 0) {
- ~chatplayer(quiz, "I think I've made it right.");
+ ~chatplayer(" I think I've made it right.");
~mesbox("You give Blurberry the Blurberry Special. He takes a sip...");
inv_del(inv, blurberry_special, 1);
inv_add(inv, cocktail_glass, 1);
%gnome_bar_progress = 7;
- ~chatnpc(shock, "Well I never... incredible. Not many manage to get that|right, but this is perfect!");
- ~chatnpc(quiz, "It would be an honour to have you on the team.");
- ~chatplayer(quiz, "Thanks!");
- ~chatnpc(quiz, "Now if you ever want to make some money or want|to improve your cooking skills, just come and see me.|I'll tell you what drinks we need, and if you can, you make them.");
- ~chatplayer(confused, "What about ingredients?");
- ~chatnpc(happy, "I'm afraid I can't give you anymore for free, but you can buy them from Heckel Funch the grocer.");
- ~chatnpc(happy, "I'll always pay you more for the cocktail than you paid for the ingredients and it's a great way to learn how to prepare food and drinks.");
+ ~chatnpc(" Well I never... incredible. Not many manage to get that|right, but this is perfect!");
+ ~chatnpc(" It would be an honour to have you on the team.");
+ ~chatplayer(" Thanks!");
+ ~chatnpc(" Now if you ever want to make some money or want|to improve your cooking skills, just come and see me.|I'll tell you what drinks we need, and if you can, you make them.");
+ ~chatplayer(" What about ingredients?");
+ ~chatnpc(" I'm afraid I can't give you anymore for free, but you can buy them from Heckel Funch the grocer.");
+ ~chatnpc(" I'll always pay you more for the cocktail than you paid for the ingredients and it's a great way to learn how to prepare food and drinks.");
return;
}
~gnome_bar_cocktail_checks(premade_blurberry_special, "Blurberry Special");
if (inv_total(inv, blurberry_special) < 1) {
- ~chatplayer(sad, "I haven't managed to make it yet.");
- ~chatnpc(neutral, "I need one Blurberry Special. Let me know when|it's done.");
+ ~chatplayer(" I haven't managed to make it yet.");
+ ~chatnpc(" I need one Blurberry Special. Let me know when|it's done.");
return;
}
@@ -177,19 +177,18 @@ if (inv_total(inv, blurberry_special) < 1) {
// if (inv_total(inv, cocktail_shaker) < 1) {
// def_int $choice = ~p_choice2("I'm afraid I lost the cocktail shaker you gave me.", 1, "I've not finished yet.", 2);
// if ($choice = 1) {
-// ~chatplayer(sad, "I'm afraid I lost the cocktail shaker you gave me.");
+// ~chatplayer(" I'm afraid I lost the cocktail shaker you gave me.");
// inv_add(inv, cocktail_shaker, 1);
-// ~chatnpc(happy, "I can see how that would make it hard to mix cocktails.|I'll give you another one, but please try not lose any|more.");
+// ~chatnpc(" I can see how that would make it hard to mix cocktails.|I'll give you another one, but please try not lose any|more.");
// @exit;
// }
-// ~chatplayer(default, "I've not finished yet.");
-// ~chatnpc(default, "Ok, well let me know when you're done.");
+// ~chatplayer(" I've not finished yet.");
+// ~chatnpc(" Ok, well let me know when you're done.");
// @exit;
// }
-def_string $string = "No, I need you to make the <$name> yourself. I'm|afraid it doesn't really work if you try to sell the bar its|own drinks.";
if (inv_total(inv, $premade_cocktail) > 0) {
- ~chatplayer(happy, "I think I've got one.");
- ~chatnpc(happy, $string);
+ ~chatplayer(" I think I've got one.");
+ ~chatnpc(" No, I need you to make the <$name> yourself. I'm|afraid it doesn't really work if you try to sell the bar its|own drinks.");
@exit;
}
// *********************** TUTORIAL ************************
@@ -198,35 +197,35 @@ if (inv_total(inv, $premade_cocktail) > 0) {
[label,gnome_bar_cocktail_job_start]
def_int $choice = ~p_choice2("I'm quite busy myself, sorry.", 1, "Ok then, what do you need?", 2);
if ($choice = 1) {
- ~chatplayer(default, "I'm quite busy myself, sorry.");
- ~chatnpc(default, "That's ok, come back when you're free.");
+ ~chatplayer(" I'm quite busy myself, sorry.");
+ ~chatnpc(" That's ok, come back when you're free.");
return;
}
-~chatplayer(happy, "Ok then, what do you need?");
+~chatplayer(" Ok then, what do you need?");
def_int $rand = randominc(5);
%gnome_bar_progress = calc(7 + $rand);
switch_int($rand) {
case 1 :
- ~chatnpc(default, "Can you make me one Pineapple Punch, one Choc Saturday and one Drunk Dragon!");
- ~chatplayer(default, "Ok then I'll be back soon.");
+ ~chatnpc(" Can you make me one Pineapple Punch, one Choc Saturday and one Drunk Dragon!");
+ ~chatplayer(" Ok then I'll be back soon.");
case 2 :
- ~chatnpc(default, "Ok, I need two Wizard Blizzards and an SGG!");
- ~chatplayer(default, "No problem!");
+ ~chatnpc(" Ok, I need two Wizard Blizzards and an SGG!");
+ ~chatplayer(" No problem!");
case 3 :
- ~chatnpc(default, "Ok, I need one Wizard Blizzard, one Pineapple Punch, one Blurberry Special and two Fruit Blasts!");
- ~chatplayer(default, "I'll do my best.");
+ ~chatnpc(" Ok, I need one Wizard Blizzard, one Pineapple Punch, one Blurberry Special and two Fruit Blasts!");
+ ~chatplayer(" I'll do my best.");
case 4 :
- ~chatnpc(default, "I just need two SGG's and one Blurberry Special!");
- ~chatplayer(default, "No problem!");
+ ~chatnpc(" I just need two SGG's and one Blurberry Special!");
+ ~chatplayer(" No problem!");
case default :
- ~chatnpc(default, "I just need one Fruit Blast!");
- ~chatplayer(default, "No problem!");
+ ~chatnpc(" I just need one Fruit Blast!");
+ ~chatplayer(" No problem!");
}
[label,gnome_bar_cocktail_job_finish]
-~chatplayer(default,"Hi.");
-~chatnpc(neutral, "Have you made the order?");
+~chatplayer(" Hi.");
+~chatnpc(" Have you made the order?");
switch_int(%gnome_bar_progress) {
case 8 :
~gnome_bar_cocktail_job_checks (
@@ -270,7 +269,7 @@ switch_int(%gnome_bar_progress) {
);
}
if (%gnome_bar_progress = 13) {
- ~chatnpc(neutral, "Could you make me another order?");
+ ~chatnpc(" Could you make me another order?");
@gnome_bar_cocktail_job_start;
}
@@ -279,18 +278,18 @@ if (%gnome_bar_progress = 13) {
// "Making gnome cocktails earns 60 xp, with no bonus from Blurberry"
// no bonus xp for gnome bar
if (inv_total(inv, $cocktail1) >= $count1 & inv_total(inv, $cocktail2) >= $count2 & inv_total(inv, $cocktail3) >= $count3 & inv_total(inv, $cocktail4) >= $count4) {
- ~chatplayer(default, "Here you go, <$order>.");
+ ~chatplayer(" Here you go, <$order>.");
inv_del(inv, $cocktail1, $count1);
inv_del(inv, $cocktail2, $count2);
inv_del(inv, $cocktail3, $count3);
inv_del(inv, $cocktail4, $count4);
%gnome_bar_progress = 13;
~mesbox("You give blurberry <$order>.");
- ~chatnpc(default, $order_succeed);
+ ~chatnpc(append(" ", $order_succeed));
inv_add(inv, coins, $coins);
~mesbox("Blurberry gives you Not yet.");
+~chatnpc(" Ok, I need <$order>.");
+~chatnpc(" Let me know when you're done.");
\ No newline at end of file
diff --git a/data/src/scripts/areas/area_gnome/scripts/gnome_barman.rs2 b/data/src/scripts/areas/area_gnome/scripts/gnome_barman.rs2
index 2e8dbad88..4dc7f90fa 100644
--- a/data/src/scripts/areas/area_gnome/scripts/gnome_barman.rs2
+++ b/data/src/scripts/areas/area_gnome/scripts/gnome_barman.rs2
@@ -1,5 +1,5 @@
[opnpc1,gnome_barman]
-~chatnpc(happy, "Good day to you. What can I get you to drink?");
+~chatnpc(" Good day to you. What can I get you to drink?");
def_int $choice;
if (inv_totalcat(inv, category_83) > 0) {
if(testbit(%barcrawl_progress, ^blurberry_index) = false & inv_total(inv, barcrawl_card) > 0) {
@@ -16,40 +16,40 @@ if (inv_totalcat(inv, category_83) > 0) {
}
switch_int($choice) {
case 1 :
- ~chatplayer(quiz, "What do you have.");
- ~chatnpc(happy, "Here, take a look at our menu.");
+ ~chatplayer(" What do you have.");
+ ~chatnpc(" Here, take a look at our menu.");
~openshop_activenpc;
return;
case 2 :
- ~chatplayer(neutral, "Nothing thanks.");
- ~chatnpc(neutral, "Ok, take it easy.");
+ ~chatplayer(" Nothing thanks.");
+ ~chatnpc(" Ok, take it easy.");
return;
case 3 :
- ~chatplayer(neutral, "Actually I'd like to sell some drinks.");
- ~chatnpc(default, "If you want to sell any cocktails you've made yourself|I suggest you talk to Blurberry, he's the one who owns|the bar.");
- ~chatplayer(neutral, "Thank you.");
+ ~chatplayer(" Actually I'd like to sell some drinks.");
+ ~chatnpc(" If you want to sell any cocktails you've made yourself|I suggest you talk to Blurberry, he's the one who owns|the bar.");
+ ~chatplayer(" Thank you.");
return;
case 5 : @gnome_barman_barcrawl;
}
-~chatplayer(quiz, "I was just wanting to buy a cocktail ingredient actually.");
-~chatnpc(quiz, "Sure thing, what did you want?");
+~chatplayer(" I was just wanting to buy a cocktail ingredient actually.");
+~chatnpc(" Sure thing, what did you want?");
def_namedobj $item;
$choice = ~p_choice4("A lemon", 1, "An orange.", 2, "A cocktail shaker.", 3, "Nothing thanks.", 4);
switch_int($choice) {
case 1 :
- ~chatplayer(neutral, "A lemon.");
+ ~chatplayer(" A lemon.");
$item = lemon;
case 2 :
- ~chatplayer(neutral, "An orange.");
+ ~chatplayer(" An orange.");
$item = orange;
case 3 :
- ~chatplayer(neutral, "A cocktail shaker.");
+ ~chatplayer(" A cocktail shaker.");
$item = cocktail_shaker;
case default :
- ~chatplayer(neutral, "Actually nothing thanks.");
+ ~chatplayer(" Actually nothing thanks.");
return;
}
-~chatnpc(neutral, "20 coins please.");
+~chatnpc(" 20 coins please.");
if (inv_total(inv, coins) < 20) {
if_close;
mes("You do not have enough money to buy that.");
@@ -59,9 +59,9 @@ inv_del(inv, coins, 20);
inv_add(inv, $item, 1);
[label,gnome_barman_barcrawl]
-~chatplayer(happy, "I'm trying to do Alfred Grimhand's barcrawl.");
-~chatnpc(laugh, "Oh, another silly human come to have his mind melted? You should take that barcrawl card to Blurberry - he always likes to serve the Fire Toad Blast himself!");
-~chatplayer(confused, "Um... thanks?!");
+~chatplayer(" I'm trying to do Alfred Grimhand's barcrawl.");
+~chatnpc(" Oh, another silly human come to have his mind melted? You should take that barcrawl card to Blurberry - he always likes to serve the Fire Toad Blast himself!");
+~chatplayer(" Um... thanks?!");
[opnpcu,gnome_barman]
if(testbit(%barcrawl_progress, ^blurberry_index) = false & last_useitem = barcrawl_card) {
diff --git a/data/src/scripts/areas/area_gnome/scripts/gnome_restaurant.rs2 b/data/src/scripts/areas/area_gnome/scripts/gnome_restaurant.rs2
index 7ed0e43c9..5e3a43512 100644
--- a/data/src/scripts/areas/area_gnome/scripts/gnome_restaurant.rs2
+++ b/data/src/scripts/areas/area_gnome/scripts/gnome_restaurant.rs2
@@ -1,31 +1,31 @@
[label,gnome_restaurant_start]
-~chatplayer(default, "Hello.");
-~chatnpc(happy, "Well hello there. Are you hungry? If so you've come to|the right place. Eat green, eat gnome cuisine. My|waiter will be glad to take your order.");
-~chatplayer(default, "Thanks.");
-~chatnpc(quiz,"On the other hand if you looking for some work, I have a cook's position available.");
+~chatplayer(" Hello.");
+~chatnpc(" Well hello there. Are you hungry? If so you've come to|the right place. Eat green, eat gnome cuisine. My|waiter will be glad to take your order.");
+~chatplayer(" Thanks.");
+~chatnpc(" On the other hand if you looking for some work, I have a cook's position available.");
def_int $choice = ~p_choice2("No thanks, I'm no cook.", 1, "Ok, I'll give it a go.", 2);
if ($choice = 1) {
- ~chatplayer(default, "No thanks, I'm no cook.");
- ~chatnpc(quiz, "In that case, please eat and enjoy.");
+ ~chatplayer(" No thanks, I'm no cook.");
+ ~chatnpc(" In that case, please eat and enjoy.");
return;
}
-~chatplayer(quiz, "Ok, I'll give it a go.");
-~chatnpc(happy, "Well that's great. I'm Aluft Gianne, owner of this|restaurant, and you are...?");
-~chatplayer(default, "Most people call me Ok, I'll give it a go.");
+~chatnpc(" Well that's great. I'm Aluft Gianne, owner of this|restaurant, and you are...?");
+~chatplayer(" Most people call me Really? Sorry, how rude of me. It just takes a little|while to get used to the funny names you humans|have.");
+~chatnpc(" Of course if you're going to work for me I'll have to|see what you're like first. Here, take a look at our|menu.");
%gnome_restaurant_progress = 1;
inv_add(inv, gianne_cook_book, 1);
~mesbox("Aluft hands you a cook book.");
-~chatnpc(neutral, "When you've had a look at the book, come back here|and I'll let you prepare a few dishes.");
-~chatplayer(happy, "Ok then.");
+~chatnpc(" When you've had a look at the book, come back here|and I'll let you prepare a few dishes.");
+~chatplayer(" Ok then.");
[label,gnome_restaurant_assign_cheese_tom_batta]
-~chatplayer(default, "Hi Mr Gianne.");
-~chatnpc(happy, "Hello Hi Mr Gianne.");
+~chatnpc(" Hello I'm not too sure about toad's legs.");
+~chatnpc(" They're a gnome delicacy, you'll love them. But we'll start with something simple, can you make me a cheese and tomato gnome batta? Here's what you need.");
inv_add(inv, tomato, 1);
inv_add(inv, cheese, 1);
inv_add(inv, equa_leaves, 1);
@@ -33,18 +33,18 @@ inv_add(inv, gianne_dough, 1);
inv_add(inv, batta_tin, 1);
%gnome_restaurant_progress = 2;
~mesbox("Aluft gives you one tomato, some cheese, some equa leaves and some dough");
-~chatplayer(default, "Thanks!");
-~chatnpc(happy, "Let me know how you get on.");
+~chatplayer(" Thanks!");
+~chatnpc(" Let me know how you get on.");
[label,gnome_restaurant_assign_chocolate_bomb]
-~chatplayer(default, "Hi Mr Gianne.");
-~chatnpc(happy, "Call me Aluft. So how did you get on?");
+~chatplayer(" Hi Mr Gianne.");
+~chatnpc(" Call me Aluft. So how did you get on?");
if (inv_total(inv, cheese_tom_batta) > 0) {
- ~chatplayer(default, "No problem, it was easy.");
+ ~chatplayer(" No problem, it was easy.");
~mesbox("You give Aluft the batta. He sniffs it then takes a bite...");
- ~chatnpc(happy, "Not bad, not bad at all.");
- ~chatnpc(default, "Ok now for something a little harder. Try and make me a chocolate bomb. They're my favourite. Here's everything you need.");
+ ~chatnpc(" Not bad, not bad at all.");
+ ~chatnpc(" Ok now for something a little harder. Try and make me a chocolate bomb. They're my favourite. Here's everything you need.");
inv_del(inv, cheese_tom_batta, 1);
inv_add(inv, chocolate_bar, 4);
inv_add(inv, equa_leaves, 1);
@@ -54,33 +54,33 @@ if (inv_total(inv, cheese_tom_batta) > 0) {
inv_add(inv, gnomebowl_mould, 1);
%gnome_restaurant_progress = 3;
~mesbox("Aluft gives you four bars of chocolate, some equa leaves, some chocolate dust, some dough, and some cream.");
- ~chatplayer(happy, "Ok Aluft, I'll be back soon.");
+ ~chatplayer(" Ok Aluft, I'll be back soon.");
return;
}
if (inv_total(inv, batta_tin) < 1) {
def_int $choice = ~p_choice2("I'm afraid I've lost the batta tin you gave to me.", 1, "Erm, I've not quite finished it yet.", 2);
if ($choice = 1) {
- ~chatplayer(sad, "I'm afraid I've lost the batta tin you gave to me.");
+ ~chatplayer(" I'm afraid I've lost the batta tin you gave to me.");
inv_add(inv, batta_tin, 1);
- ~chatnpc(default, "Ok, I'll give you another one. Obviously I can't expect|you to cook without the proper utensils.");
+ ~chatnpc(" Ok, I'll give you another one. Obviously I can't expect|you to cook without the proper utensils.");
return;
}
} else {
~gnome_restaurant_food_check(premade_cheese_tom_batta, "batta");
}
if (inv_total(inv, cheese_tom_batta) < 1) {
- ~chatplayer(confused, "Erm, I've not quite finished it yet.");
- ~chatnpc(default, "Ok, let me know when you have. I just need one cheese and tomato batta.");
+ ~chatplayer(" Erm, I've not quite finished it yet.");
+ ~chatnpc(" Ok, let me know when you have. I just need one cheese and tomato batta.");
}
[label,gnome_restaurant_assign_toad_batta]
-~chatplayer(default, "Hello Aluft.");
-~chatnpc(quiz, "Hello there, how did you get on?");
+~chatplayer(" Hello Aluft.");
+~chatnpc(" Hello there, how did you get on?");
if (inv_total(inv, chocolate_bomb) > 0) {
- ~chatplayer(happy, "Here you go.");
+ ~chatplayer(" Here you go.");
~mesbox("You give Aluft the chocolate bomb. He takes a bite...");
- ~chatnpc(happy, "Yes, yes, yes, that's superb. I'm really impressed.");
- ~chatnpc(default, "Ok then, can you make me a toad batta? Here's what|you need.");
+ ~chatnpc(" Yes, yes, yes, that's superb. I'm really impressed.");
+ ~chatnpc(" Ok then, can you make me a toad batta? Here's what|you need.");
inv_del(inv, chocolate_bomb, 1);
inv_add(inv, cheese, 1);
inv_add(inv, gianne_dough, 1);
@@ -89,40 +89,40 @@ if (inv_total(inv, chocolate_bomb) > 0) {
%gnome_restaurant_progress = 4;
~mesbox("Aluft gives you some cheese, some dough, some equa leaves, and some gnome spice.");
// guides say you have to get toad legs your self. this dialogue is from rsc
- ~chatnpc(happy, "I'm afraid all our toad's legs are served fresh.");
- ~chatplayer(bored, "Nice.");
- ~chatnpc(happy, "So you'll need to go to the swamp on ground level and catch a toad. Let me know when the batta's ready.");
+ ~chatnpc(" I'm afraid all our toad's legs are served fresh.");
+ ~chatplayer(" Nice.");
+ ~chatnpc(" So you'll need to go to the swamp on ground level and catch a toad. Let me know when the batta's ready.");
return;
}
if (inv_total(inv, gnomebowl_mould) < 1) {
def_int $choice = ~p_choice2("I'm afraid I've lost the gnomebowl mould you gave to me.", 1, "I haven't made it yet.", 2);
if ($choice = 1) {
- ~chatplayer(sad, "I'm afraid I've lost the gnomebowl mould you gave to me.");
+ ~chatplayer(" I'm afraid I've lost the gnomebowl mould you gave to me.");
inv_add(inv, gnomebowl_mould, 1);
- ~chatnpc(default, "Ok, I'll give you another one. Obviously I can't expect|you to cook without the proper utensils.");
+ ~chatnpc(" Ok, I'll give you another one. Obviously I can't expect|you to cook without the proper utensils.");
return;
}
} else {
~gnome_restaurant_food_check(premade_chocolate_bomb, "gnomebowl");
}
if (inv_total(inv, chocolate_bomb) < 1) {
- ~chatplayer(default, "I haven't made it yet.");
- ~chatnpc(default, "Just follow the instructions carefully. I need one chocolate bomb.");
+ ~chatplayer(" I haven't made it yet.");
+ ~chatnpc(" Just follow the instructions carefully. I need one chocolate bomb.");
return;
}
[label,gnome_restaurant_assign_worm_hole]
-~chatplayer(default, "Hi Mr Gianne.");
-~chatnpc(default, "Aluft.");
-~chatplayer(default, "Sorry, Aluft.");
-~chatnpc(quiz, "So where's my toad batta?");
+~chatplayer(" Hi Mr Gianne.");
+~chatnpc(" Aluft.");
+~chatplayer(" Sorry, Aluft.");
+~chatnpc(" So where's my toad batta?");
if (inv_total(inv, toad_batta) > 0) {
- ~chatplayer(happy, "Here you go, that was no problem.");
+ ~chatplayer(" Here you go, that was no problem.");
~mesbox("You give Aluft the toad batta. He takes a bite...");
- ~chatnpc(happy, "Ooh, that's some good toad. Very nice.");
- ~chatnpc(default, "Let's see if you can make a worm hole.");
- ~chatplayer(confused, "A worm hole?");
- ~chatnpc(default, "Yes, it's in the cook book I gave you. You'll have to get the worms from the swamp. But here's everything else you'll need. Let me know when you're done.");
+ ~chatnpc(" Ooh, that's some good toad. Very nice.");
+ ~chatnpc(" Let's see if you can make a worm hole.");
+ ~chatplayer(" A worm hole?");
+ ~chatnpc(" Yes, it's in the cook book I gave you. You'll have to get the worms from the swamp. But here's everything else you'll need. Let me know when you're done.");
inv_del(inv, toad_batta, 1);
inv_add(inv, gianne_dough, 1);
inv_add(inv, onion, 2);
@@ -134,31 +134,31 @@ if (inv_total(inv, toad_batta) > 0) {
if (inv_total(inv, batta_tin) < 1) {
def_int $choice = ~p_choice2("I'm afraid I've lost the batta tin you gave to me.", 1, "I'm not done yet.", 2);
if ($choice = 1) {
- ~chatplayer(sad, "I'm afraid I've lost the batta tin you gave to me.");
+ ~chatplayer(" I'm afraid I've lost the batta tin you gave to me.");
inv_add(inv, batta_tin, 1);
- ~chatnpc(default, "Ok, I'll give you another one. Obviously I can't expect|you to cook without the proper utensils.");
+ ~chatnpc(" Ok, I'll give you another one. Obviously I can't expect|you to cook without the proper utensils.");
return;
}
} else {
~gnome_restaurant_food_check(premade_toad_batta, "batta");
}
if (inv_total(inv, toad_batta) < 1) {
- ~chatplayer(default, "I'm not done yet.");
- ~chatnpc(default, "Ok, quick as you can though.");
- ~chatplayer(happy, "No problem.");
+ ~chatplayer(" I'm not done yet.");
+ ~chatnpc(" Ok, quick as you can though.");
+ ~chatplayer(" No problem.");
return;
}
[label,gnome_restaurant_assign_toad_crunchies]
-~chatplayer(default, "Hello again Aluft.");
-~chatnpc(quiz, "hello Hello again Aluft.");
+~chatnpc(" hello Here you go.");
~mesbox("You give Aluft the worm hole. He takes a bite...");
- ~chatnpc(happy, "Hmm, that's actually really good.");
- ~chatnpc(default, "How about you make me some toad crunchies for desert? Then I'll decide whether I can take you on.");
- ~chatplayer(confused, "Toad crunchies?");
- ~chatnpc(happy, "Thats right, here's all you need except the toad's legs.");
+ ~chatnpc(" Hmm, that's actually really good.");
+ ~chatnpc(" How about you make me some toad crunchies for desert? Then I'll decide whether I can take you on.");
+ ~chatplayer(" Toad crunchies?");
+ ~chatnpc(" Thats right, here's all you need except the toad's legs.");
inv_del(inv, worm_hole, 1);
inv_add(inv, gianne_dough, 1);
inv_add(inv, equa_leaves, 1);
@@ -166,15 +166,15 @@ if (inv_total(inv, worm_hole) > 0) {
inv_add(inv, crunchy_tray, 1);
%gnome_restaurant_progress = 6;
~mesbox("Aluft gives you some dough, some equa leaves, and some gnome spice.");
- ~chatnpc(default, "Let me know when you're done.");
+ ~chatnpc(" Let me know when you're done.");
return;
}
if (inv_total(inv, gnomebowl_mould) < 1) {
def_int $choice = ~p_choice2("I'm afraid I've lost the gnomebowl mould you gave to me.", 1, "I'm not done yet.", 2);
if ($choice = 1) {
- ~chatplayer(sad, "I'm afraid I've lost the gnomebowl mould you gave to me.");
+ ~chatplayer(" I'm afraid I've lost the gnomebowl mould you gave to me.");
inv_add(inv, gnomebowl_mould, 1);
- ~chatnpc(default, "Ok, I'll give you another one. Obviously I can't expect|you to cook without the proper utensils.");
+ ~chatnpc(" Ok, I'll give you another one. Obviously I can't expect|you to cook without the proper utensils.");
return;
}
} else {
@@ -182,25 +182,25 @@ if (inv_total(inv, gnomebowl_mould) < 1) {
}
if (inv_total(inv, worm_hole) < 1) {
- ~chatplayer(default, "I'm not done yet.");
- ~chatnpc(default, "Ok, quick as you can though. I need one worm hole.");
- ~chatplayer(happy, "No problem.");
+ ~chatplayer(" I'm not done yet.");
+ ~chatnpc(" Ok, quick as you can though. I need one worm hole.");
+ ~chatplayer(" No problem.");
return;
}
[label,gnome_restaurant_complete]
-~chatplayer(default, "Hi Aluft.");
-~chatnpc(quiz, "Hello Hi Aluft.");
+~chatnpc(" Hello Here, see what you think.");
~mesbox("You give Aluft the toad crunchies. He takes a bite...");
inv_del(inv, toad_crunchies, 1);
%gnome_restaurant_progress = 7;
- ~chatnpc(quiz, "Well for a human you certainly can cook. I'd love to have you on the team.");
- ~chatnpc(quiz, "If you ever want to make some money or want to improve your cooking skills, just come and see me. I'll tell you what meals I need, and if you can, you make them.");
- ~chatplayer(confused, "What about ingredients?");
- ~chatnpc(happy, "Well you know where to find toads and worms. You can buy the rest from Hudo Glenfad the grocer.");
- ~chatnpc(happy, "I'll always pay you much more for the meal than you paid for the ingredients, and it's a great way to improve you cooking skills.");
+ ~chatnpc(" Well for a human you certainly can cook. I'd love to have you on the team.");
+ ~chatnpc(" If you ever want to make some money or want to improve your cooking skills, just come and see me. I'll tell you what meals I need, and if you can, you make them.");
+ ~chatplayer(" What about ingredients?");
+ ~chatnpc(" Well you know where to find toads and worms. You can buy the rest from Hudo Glenfad the grocer.");
+ ~chatnpc(" I'll always pay you much more for the meal than you paid for the ingredients, and it's a great way to improve you cooking skills.");
// Doesnt seem like he gives gianne dough in this rev
// https://web.archive.org/web/20051210095941/http://runescape.salmoneus.net/gnome_food.html
return;
@@ -209,9 +209,9 @@ if (inv_total(inv, crunchy_tray) < 1) {
def_int $choice = ~p_choice2("I'm afraid I've lost the crunchy tray you gave to me.", 1, "No luck so far.", 2);
if ($choice = 1) {
// No typos here. choice uses 'crunchy', and chat uses 'crunchie'. This is from osrs
- ~chatplayer(sad, "I'm afraid I've lost the crunchie tray you gave to me.");
+ ~chatplayer(" I'm afraid I've lost the crunchie tray you gave to me.");
inv_add(inv, crunchy_tray, 1);
- ~chatnpc(default, "Ok, I'll give you another one. Obviously I can't expect|you to cook without the proper utensils.");
+ ~chatnpc(" Ok, I'll give you another one. Obviously I can't expect|you to cook without the proper utensils.");
return;
}
} else {
@@ -219,15 +219,15 @@ if (inv_total(inv, crunchy_tray) < 1) {
}
if (inv_total(inv, toad_crunchies) < 1) {
- ~chatplayer(default, "No luck so far.");
- ~chatnpc(default, "Ok then but don't take too long. I need some toad crunchies.");
+ ~chatplayer(" No luck so far.");
+ ~chatnpc(" Ok then but don't take too long. I need some toad crunchies.");
return;
}
[proc,gnome_restaurant_food_check](obj $food, string $food_name)
if (inv_total(inv, $food) > 0) {
- ~chatplayer(default, "I think I've got one.");
- ~chatnpc(neutral, "That looks identical to the <$food_name> I cooked not five|minutes ago. You'll have to prove to me that you can|make one yourself.");
+ ~chatplayer(" I think I've got one.");
+ ~chatnpc(" That looks identical to the <$food_name> I cooked not five|minutes ago. You'll have to prove to me that you can|make one yourself.");
@exit;
}
// ***************** END OF TUTORIAL *************************
@@ -259,59 +259,59 @@ if ($container_total < 3) {
}
$choice = ~p_choice3("Sorry Alufy, I'm too busy.", 1, "I would be glad to help.", 2, "I'm afraid I've lost the <$cooking_utensil> you gave me.", 3);
if ($choice = 3) {
- ~chatplayer(sad, "I'm afraid I've lost the <$cooking_utensil2> you gave me.");
+ ~chatplayer(" I'm afraid I've lost the <$cooking_utensil2> you gave me.");
if ($crunchy_tray_total < 1) inv_add(inv, crunchy_tray, 1);
if ($batta_tin_total < 1) inv_add(inv, batta_tin, 1);
if ($gnomebowl_mould_total < 1) inv_add(inv, gnomebowl_mould, 1);
- ~chatnpc(default, "Ok, I'll give you some more. Obviously I can't expect|you to cook without the proper utensils.");
+ ~chatnpc(" Ok, I'll give you some more. Obviously I can't expect|you to cook without the proper utensils.");
return;
}
} else {
$choice = ~p_choice2("Sorry Alufy, I'm too busy.", 1, "I would be glad to help.", 2);
}
if ($choice = 1) {
- ~chatplayer(default, "Sorry Alufy, I'm too busy.");
- ~chatnpc(happy, "No worries, let me know when you're free.");
+ ~chatplayer(" Sorry Alufy, I'm too busy.");
+ ~chatnpc(" No worries, let me know when you're free.");
return;
}
-~chatplayer(quiz, "I would be glad to help");
+~chatplayer(" I would be glad to help");
def_int $rand = randominc(9);
%gnome_restaurant_progress = calc(7 + $rand);
switch_int($rand) {
case 1 :
- ~chatnpc(neutral, "Can you make me two worm batta's, a toad batta, and a vegetable batta please?");
- ~chatplayer(default, "Ok then.");
+ ~chatnpc(" Can you make me two worm batta's, a toad batta, and a vegetable batta please?");
+ ~chatplayer(" Ok then.");
case 2 :
- ~chatnpc(neutral, "Ok, I need a chocolate bomb, two portions of choc chip crunchies and two portions of toad crunchies.");
- ~chatplayer(default, "No problem.");
+ ~chatnpc(" Ok, I need a chocolate bomb, two portions of choc chip crunchies and two portions of toad crunchies.");
+ ~chatplayer(" No problem.");
case 3 :
- ~chatnpc(neutral, "I need two portions of choc chip crunchies please.");
- ~chatplayer(default, "No problem.");
+ ~chatnpc(" I need two portions of choc chip crunchies please.");
+ ~chatplayer(" No problem.");
case 4 :
- ~chatnpc(neutral, "I just need a chocolate bomb and two portions of choc chip crunchies please.");
- ~chatplayer(default, "No problem.");
+ ~chatnpc(" I just need a chocolate bomb and two portions of choc chip crunchies please.");
+ ~chatplayer(" No problem.");
case 5 :
- ~chatnpc(quiz, "Excellent, I need two vegetable batta's and a worm hole.");
- ~chatplayer(default, "No problem.");
+ ~chatnpc(" Excellent, I need two vegetable batta's and a worm hole.");
+ ~chatplayer(" No problem.");
case 6 :
- ~chatnpc(neutral, "can you make me a a veg ball, a tangled toad's legs, and a worm hole please?");
- ~chatplayer(default, "Ok then.");
+ ~chatnpc(" can you make me a a veg ball, a tangled toad's legs, and a worm hole please?");
+ ~chatplayer(" Ok then.");
case 7 :
- ~chatnpc(neutral, "I need a cheese and tomato batta, a veg ball, and two portions of worm crunchies please.");
- ~chatplayer(default, "Ok, I'll do my best.");
+ ~chatnpc(" I need a cheese and tomato batta, a veg ball, and two portions of worm crunchies please.");
+ ~chatplayer(" Ok, I'll do my best.");
case 8 :
- ~chatnpc(neutral, "Can you make a two portions of spicy crunchies, a fruit batta, a chocolate bomb, and a veg ball please chef.");
- ~chatplayer(default, "I'll try.");
+ ~chatnpc(" Can you make a two portions of spicy crunchies, a fruit batta, a chocolate bomb, and a veg ball please chef.");
+ ~chatplayer(" I'll try.");
case default :
- ~chatnpc(neutral, "I just need a tangled toad's legs and two portions of worm crunchies please.");
- ~chatplayer(default, "Ok, I'll do my best.");
+ ~chatnpc(" I just need a tangled toad's legs and two portions of worm crunchies please.");
+ ~chatplayer(" Ok, I'll do my best.");
}
[label,gnome_restaurant_job_finish]
-~chatplayer(default, "Hi Aluft.");
+~chatplayer(" Hi Aluft.");
switch_int(%gnome_restaurant_progress) {
case 8 :
- ~chatnpc(default, "Hello again, are the dishes ready?");
+ ~chatnpc(" Hello again, are the dishes ready?");
~gnome_restaurant_job_checks("All done, here you go.", "two worm batta's, a toad batta, and a vegetable batta", "I need ", ", be as quick as you can", 45,
worm_batta, 2,
toad_batta, 1,
@@ -319,7 +319,7 @@ switch_int(%gnome_restaurant_progress) {
null, 0,
null, 0);
case 9 :
- ~chatnpc(default, "Hello again, are the dishes ready?");
+ ~chatnpc(" Hello again, are the dishes ready?");
~gnome_restaurant_job_checks("Here you go Aluft.", "a chocolate bomb, two portions of choc chip crunchies and two portions of toad crunchies", "Ok, I need ", ". Don't take too long, it's a full house tonight.", 75,
chocolate_bomb, 1,
choc_chip_crunchies, 2,
@@ -327,7 +327,7 @@ switch_int(%gnome_restaurant_progress) {
null, 0,
null, 0);
case 10 :
- ~chatnpc(default, "Hello again Hello again Hello again Hello again Hello again, are the dishes ready?");
~gnome_restaurant_job_checks("All done, here you go.", "a veg ball, a tangled toad's legs, and a worm hole", "I need ", " please", 45,
veg_ball, 1,
tangled_toads_legs, 1,
@@ -359,7 +359,7 @@ switch_int(%gnome_restaurant_progress) {
null, 0,
null, 0);
case 14 :
- ~chatnpc(default, "Hello again Hello again Hello again, are the dishes ready?");
~gnome_restaurant_job_checks("Here you go Aluft.", "two portions of spicy crunchies, a fruit batta, a chocolate bomb, and a veg ball", "I need ", " please", 45,
spicy_crunchies, 2,
fruit_batta, 1,
@@ -375,7 +375,7 @@ switch_int(%gnome_restaurant_progress) {
veg_ball, 1,
null, 0);
case 16 :
- ~chatnpc(default, "Hello again, are the dishes ready?");
+ ~chatnpc(" Hello again, are the dishes ready?");
~gnome_restaurant_job_checks("Here you go Aluft.", "a tangled toad's legs and two portions of worm crunchies", "I just need ", " please", 45,
tangled_toads_legs, 1,
worm_crunchies, 2,
@@ -384,13 +384,13 @@ switch_int(%gnome_restaurant_progress) {
null, 0);
}
if (%gnome_restaurant_progress = 17) {
- ~chatnpc(default, "Can you stay and make another dish?");
+ ~chatnpc(" Can you stay and make another dish?");
@gnome_restaurant_job_start;
}
[proc,gnome_restaurant_job_checks](string $finish, string $order, string $order_fail_start, string $order_fail_end, int $coins, namedobj $dish1, int $count1, namedobj $dish2, int $count2, namedobj $dish3, int $count3, namedobj $dish4, int $count4, namedobj $dish5, int $count5)
if (inv_total(inv, $dish1) >= $count1 & inv_total(inv, $dish2) >= $count2 & inv_total(inv, $dish3) >= $count3 & inv_total(inv, $dish4) >= $count4 & inv_total(inv, $dish5) >= $count5) {
- ~chatplayer(default, $finish);
+ ~chatplayer(append(" ", $finish));
inv_del(inv, $dish1, $count1);
inv_del(inv, $dish2, $count2);
inv_del(inv, $dish3, $count3);
@@ -401,7 +401,7 @@ if (inv_total(inv, $dish1) >= $count1 & inv_total(inv, $dish2) >= $count2 & inv_
givexp(cooking, calc(($count1 + $count2 + $count3 + $count4 + $count5) * 600));
%gnome_restaurant_progress = 17;
~mesbox("You give Aluft <$order>.");
- ~chatnpc(default, "They look great, well done. Here's your share of the profit.");
+ ~chatnpc(" They look great, well done. Here's your share of the profit.");
inv_add(inv, coins, $coins);
~mesbox("Aluft gives you I'm afraid I've lost the <$cooking_utensil2> you gave me.");
if ($crunchy_tray_total < 1) inv_add(inv, crunchy_tray, 1);
if ($batta_tin_total < 1) inv_add(inv, batta_tin, 1);
if ($gnomebowl_mould_total < 1) inv_add(inv, gnomebowl_mould, 1);
- ~chatnpc(default, "Ok, I'll give you some more. Obviously I can't expect|you to cook without the proper utensils.");
+ ~chatnpc(" Ok, I'll give you some more. Obviously I can't expect|you to cook without the proper utensils.");
return;
}
}
-~chatplayer(sad, "I'm not done yet.");
-~chatnpc(default, "<$order_fail_start><$order><$order_fail_end>.");
+~chatplayer(" I'm not done yet.");
+~chatnpc(" <$order_fail_start><$order><$order_fail_end>.");
diff --git a/data/src/scripts/areas/area_gnome/scripts/gnome_trainer.rs2 b/data/src/scripts/areas/area_gnome/scripts/gnome_trainer.rs2
index c51a7fe16..823b06a2e 100644
--- a/data/src/scripts/areas/area_gnome/scripts/gnome_trainer.rs2
+++ b/data/src/scripts/areas/area_gnome/scripts/gnome_trainer.rs2
@@ -1,17 +1,17 @@
[opnpc1,gnome_trainer]
def_int $rand_value = random(4);
if($rand_value = 0) {
- ~chatplayer(neutral, "Hello how are you?");
- ~chatnpc(angry, "I'm amazed by how much humans chat. The sign over there says training area, not pointless conversation area.");
+ ~chatplayer(" Hello how are you?");
+ ~chatnpc(" I'm amazed by how much humans chat. The sign over there says training area, not pointless conversation area.");
} else if($rand_value = 1) {
- ~chatplayer(neutral, "Hello, what is this place?");
- ~chatnpc(happy, "This, my friend, is where we train. Here we improve our agility. It's an essential skill.");
- ~chatplayer(neutral, "It looks easy enough.");
- ~chatnpc(happy, "If you complete the course in order from the slippery log to the end, your agility will increase much faster than by repeating just one obstacle.");
+ ~chatplayer(" Hello, what is this place?");
+ ~chatnpc(" This, my friend, is where we train. Here we improve our agility. It's an essential skill.");
+ ~chatplayer(" It looks easy enough.");
+ ~chatnpc(" If you complete the course in order from the slippery log to the end, your agility will increase much faster than by repeating just one obstacle.");
} else if($rand_value = 2) {
- ~chatplayer(happy, "This is fun!");
- ~chatnpc(angry, "This is training soldier. If you want fun go make some cocktails.");
+ ~chatplayer(" This is fun!");
+ ~chatnpc(" This is training soldier. If you want fun go make some cocktails.");
} else if($rand_value = 3) {
- ~chatplayer(happy, "Hello there.");
- ~chatnpc(default, "This isn't a grannies' tea party, let's see some sweat human. Go! Go! Go!");
+ ~chatplayer(" Hello there.");
+ ~chatnpc(" This isn't a grannies' tea party, let's see some sweat human. Go! Go! Go!");
}
diff --git a/data/src/scripts/areas/area_gnome/scripts/gnome_troop.rs2 b/data/src/scripts/areas/area_gnome/scripts/gnome_troop.rs2
index 9e496f784..ab49c81cf 100644
--- a/data/src/scripts/areas/area_gnome/scripts/gnome_troop.rs2
+++ b/data/src/scripts/areas/area_gnome/scripts/gnome_troop.rs2
@@ -1,12 +1,12 @@
[opnpc1,_gnome_troop]
switch_int(random(3)) {
case 0:
- ~chatplayer(neutral, "Hello.");
- ~chatnpc(angry, "Death to Khazard, and all who serve him.");
+ ~chatplayer(" Hello.");
+ ~chatnpc(" Death to Khazard, and all who serve him.");
case 1:
- ~chatplayer(neutral, "Hi.");
- ~chatnpc(angry, "Draw your sword warrior,|and fight along side us.");
+ ~chatplayer(" Hi.");
+ ~chatnpc(" Draw your sword warrior,|and fight along side us.");
case 2:
- ~chatplayer(neutral, "Hello.");
- ~chatnpc(angry, "I can't talk now,|can't you see we're trying|to win a battle here.");
+ ~chatplayer(" Hello.");
+ ~chatnpc(" I can't talk now,|can't you see we're trying|to win a battle here.");
}
\ No newline at end of file
diff --git a/data/src/scripts/areas/area_gnome/scripts/gnome_waiter.rs2 b/data/src/scripts/areas/area_gnome/scripts/gnome_waiter.rs2
index fab983466..eefb7237b 100644
--- a/data/src/scripts/areas/area_gnome/scripts/gnome_waiter.rs2
+++ b/data/src/scripts/areas/area_gnome/scripts/gnome_waiter.rs2
@@ -1,6 +1,6 @@
[opnpc1,npc_851]
-~chatplayer(neutral, "Hello.");
-~chatnpc(sad, "Hello sir, can I tempt you with any of the dishes on|our new menu?");
+~chatplayer(" Hello.");
+~chatnpc(" Hello sir, can I tempt you with any of the dishes on|our new menu?");
def_int $choice;
if (inv_totalcat(inv, category_125) > 0 | inv_totalcat(inv, category_128) > 0) {
$choice = ~p_choice3("I'll take a look.", 1, "Not really.", 2, "Actually, I'd like to sell some dishes.", 3);
@@ -8,15 +8,15 @@ if (inv_totalcat(inv, category_125) > 0 | inv_totalcat(inv, category_128) > 0) {
$choice = ~p_choice2("I'll take a look.", 1, "Not really.", 2);
}
if ($choice = 2) {
- ~chatplayer(neutral, "Not really.");
- ~chatnpc(sad, "That's your choice sir, enjoy your stay.");
+ ~chatplayer(" Not really.");
+ ~chatnpc(" That's your choice sir, enjoy your stay.");
} else if ($choice = 3) {
- ~chatplayer(neutral, "Actually, I'd like to sell some dishes.");
- ~chatnpc(sad, "Mr Gianne is the one to talk to if you want to sell any dishes you've made yourself. He is the owner and head chef of this establishment.");
- ~chatplayer(neutral, "Thank you.");
+ ~chatplayer(" Actually, I'd like to sell some dishes.");
+ ~chatnpc(" Mr Gianne is the one to talk to if you want to sell any dishes you've made yourself. He is the owner and head chef of this establishment.");
+ ~chatplayer(" Thank you.");
} else {
- ~chatplayer(happy, "I'll take a look.");
- ~chatnpc(sad, "I hope you like what you see. Although all these|premade dishes are good to eat - they were made by|the last human assistant chef. He wasn't up to Chef's|exacting standards - and you may find that they will");
- ~chatnpc(sad, "not be accepted by some people as the 'real' thing.");
+ ~chatplayer(" I'll take a look.");
+ ~chatnpc(" I hope you like what you see. Although all these|premade dishes are good to eat - they were made by|the last human assistant chef. He wasn't up to Chef's|exacting standards - and you may find that they will");
+ ~chatnpc(" not be accepted by some people as the 'real' thing.");
~openshop_activenpc;
}
diff --git a/data/src/scripts/areas/area_gnome/scripts/gnomes.rs2 b/data/src/scripts/areas/area_gnome/scripts/gnomes.rs2
index 2b6dcf464..7a56dfcdd 100644
--- a/data/src/scripts/areas/area_gnome/scripts/gnomes.rs2
+++ b/data/src/scripts/areas/area_gnome/scripts/gnomes.rs2
@@ -5,255 +5,255 @@
[label,talk_to_gnome]
def_int $rand = random(5);
-~chatplayer(neutral, "Hello.");
+~chatplayer(" Hello.");
switch_int ($rand) {
case 0 :
- ~chatnpc(neutral, "Can't stop sorry! Busy, busy, busy!");
+ ~chatnpc(" Can't stop sorry! Busy, busy, busy!");
~mesbox("The gnome is too busy to talk.");
case 1 :
- ~chatnpc(neutral, "Hello traveller. Are you enjoying your stay?");
- ~chatplayer(happy, "It's a nice place.");
- ~chatnpc(neutral, "Yes, we try to keep it that way.");
+ ~chatnpc(" Hello traveller. Are you enjoying your stay?");
+ ~chatplayer(" It's a nice place.");
+ ~chatnpc(" Yes, we try to keep it that way.");
case 2 :
- ~chatplayer(confused, "Are you OK?");
+ ~chatplayer(" Are you OK?");
~mesbox("The gnome seems a little drunk.");
- ~chatnpc(drunk, "Youssh go gesshh em.");
- ~chatplayer(confused, "Pardon?");
- ~chatnpc(drunk, "Gessh ush a cosshtail.");
- ~chatplayer(neutral, "A what?");
- ~chatnpc(drunk, "Blurssh berry.");
+ ~chatnpc(" Youssh go gesshh em.");
+ ~chatplayer(" Pardon?");
+ ~chatnpc(" Gessh ush a cosshtail.");
+ ~chatplayer(" A what?");
+ ~chatnpc(" Blurssh berry.");
~mesbox("I think he's had enough!");
case 3 :
- ~chatnpc(sad, "I don't think I can take much more!");
- ~chatplayer(confused, "What's wrong?");
- ~chatnpc(sad, "It's just the wife, she won't stop moaning!");
- ~chatplayer(neutral, "Maybe you should give her less to moan about.");
- ~chatnpc(sad, "She'll always find something.");
+ ~chatnpc(" I don't think I can take much more!");
+ ~chatplayer(" What's wrong?");
+ ~chatnpc(" It's just the wife, she won't stop moaning!");
+ ~chatplayer(" Maybe you should give her less to moan about.");
+ ~chatnpc(" She'll always find something.");
case 4 :
- ~chatnpc(neutral, "How's life treating you?");
- ~chatplayer(happy, "Not bad, not bad at all.");
- ~chatnpc(sad, "It's good to see a human with a positive attitude.");
+ ~chatnpc(" How's life treating you?");
+ ~chatplayer(" Not bad, not bad at all.");
+ ~chatnpc(" It's good to see a human with a positive attitude.");
}
[label,talk_to_gnome_woman]
def_int $rand = random(5);
-~chatplayer(neutral, "Hello.");
+~chatplayer(" Hello.");
switch_int ($rand) {
case 0 :
- ~chatnpc(neutral, "Hello adventurer, here's some wise words.");
- ~chatplayer(neutral, "OK.");
- ~chatnpc(neutral, "Happiness is inward and not outward. So it does not|depend on what we have but on what we are!");
+ ~chatnpc(" Hello adventurer, here's some wise words.");
+ ~chatplayer(" OK.");
+ ~chatnpc(" Happiness is inward and not outward. So it does not|depend on what we have but on what we are!");
case 1 :
- ~chatnpc(neutral, "Hello traveller. Are you eating properly? You look tired.");
- ~chatplayer(neutral, "I think so.");
- ~chatnpc(neutral, "Here get this worm down you. It'll do you the world of|good.");
+ ~chatnpc(" Hello traveller. Are you eating properly? You look tired.");
+ ~chatplayer(" I think so.");
+ ~chatnpc(" Here get this worm down you. It'll do you the world of|good.");
~objbox(obj_943, "The gnome gives you a worm.");
inv_add(inv, king_worm, 1);
- ~chatplayer(neutral, "Thanks!");
+ ~chatplayer(" Thanks!");
case 2 :
- ~chatnpc(neutral, "Well good day to you kind Well good day to you kind Kind of.");
+ ~chatnpc(" Well if you're looking for a good night out: Blurberry's|cocktail bar is great!");
case 3 :
- ~chatnpc(neutral, "Hi. I've never seen so many humans in my life.");
- ~chatplayer(happy, "Good attitude!");
- ~chatnpc(laugh, "So we're both learning.");
+ ~chatnpc(" Hi. I've never seen so many humans in my life.");
+ ~chatplayer(" Good attitude!");
+ ~chatnpc(" So we're both learning.");
case 4 :
- ~chatplayer(neutral, "How are you?");
- ~chatnpc(neutral, "Not bad, a little worn out.");
- ~chatplayer(neutral, "Maybe you should have a lie down.");
- ~chatnpc(neutral, "With three kids to feed I've no time for naps!");
- ~chatplayer(neutral, "Sounds like hard work!");
- ~chatnpc(neutral, "It is but they're worth it.");
+ ~chatplayer(" How are you?");
+ ~chatnpc(" Not bad, a little worn out.");
+ ~chatplayer(" Maybe you should have a lie down.");
+ ~chatnpc(" With three kids to feed I've no time for naps!");
+ ~chatplayer(" Sounds like hard work!");
+ ~chatnpc(" It is but they're worth it.");
}
[opnpc1,gnome_child_yellow]
def_int $rand = ~random_range(1, 12);
-~chatplayer(neutral, "Hello.");
+~chatplayer(" Hello.");
switch_int ($rand) {
case 1 :
- ~chatnpc(neutral, "I have a riddle for you.");
- ~chatplayer(neutral, "OK.");
- ~chatnpc(neutral, "A tree which is planted on Monday and doubles in size each day is fully grown on the following Sunday. On what day is it half grown?");
- ~chatplayer(neutral, "Erm... I'm not sure.");
- ~chatnpc(neutral, "Saturday. You big folk really aren't the quickest!");
+ ~chatnpc(" I have a riddle for you.");
+ ~chatplayer(" OK.");
+ ~chatnpc(" A tree which is planted on Monday and doubles in size each day is fully grown on the following Sunday. On what day is it half grown?");
+ ~chatplayer(" Erm... I'm not sure.");
+ ~chatnpc(" Saturday. You big folk really aren't the quickest!");
case 2 :
- ~chatnpc(neutral, "To be or not to be.");
- ~chatplayer(neutral, "Hey I know that. Where's it from?");
- ~chatnpc(neutral, "Existentialism for insects.");
+ ~chatnpc(" To be or not to be.");
+ ~chatplayer(" Hey I know that. Where's it from?");
+ ~chatnpc(" Existentialism for insects.");
case 3 :
- ~chatnpc(neutral, "My mum says: A friendly look, a kindly smile one good act, and life's worthwhile!");
- ~chatplayer(neutral, "Sweet.");
+ ~chatnpc(" My mum says: A friendly look, a kindly smile one good act, and life's worthwhile!");
+ ~chatplayer(" Sweet.");
case 4 :
- ~chatnpc(neutral, "I wrote a few children's books.");
- ~chatplayer(neutral, "Really.");
- ~chatnpc(neutral, "Yep... but not on purpose!");
+ ~chatnpc(" I wrote a few children's books.");
+ ~chatplayer(" Really.");
+ ~chatnpc(" Yep... but not on purpose!");
case 5 :
- ~chatnpc(neutral, "The human mind is a tremendous thing.");
+ ~chatnpc(" The human mind is a tremendous thing.");
case 6 :
- ~chatnpc(neutral, "Bla bla bla!");
- ~chatplayer(neutral, "What?");
- ~chatnpc(neutral, "Bla bla bla!");
+ ~chatnpc(" Bla bla bla!");
+ ~chatplayer(" What?");
+ ~chatnpc(" Bla bla bla!");
~mesbox("Rude little gnome!");
case 7 :
- ~chatnpc(neutral, "Real generosity is doing something nice for someone who will never find it out.");
- ~chatplayer(neutral, "Thanks for the quote.");
+ ~chatnpc(" Real generosity is doing something nice for someone who will never find it out.");
+ ~chatplayer(" Thanks for the quote.");
case 8 :
- ~chatnpc(neutral, "Hardy, ha ha! Hee, hee hee!");
- ~chatplayer(neutral, "Are you OK?");
- ~chatnpc(neutral, "I'm a little tree gnome. That is me!");
- ~chatplayer(neutral, "I've heard better.");
+ ~chatnpc(" Hardy, ha ha! Hee, hee hee!");
+ ~chatplayer(" Are you OK?");
+ ~chatnpc(" I'm a little tree gnome. That is me!");
+ ~chatplayer(" I've heard better.");
case 9 :
- ~chatnpc(neutral, "I have a riddle for you.");
- ~chatplayer(neutral, "OK.");
- ~chatnpc(default, "I am the beginning of eternity and the end of time and|space. I am the beginning of every end and the end of|every place. What am I?");
- ~chatplayer(confused, "Err...?");
- ~chatplayer(angry, "Erm...not sure...annoying.");
- ~chatnpc(laugh, "I'm 'e'! Hee hee! Do you get it?");
+ ~chatnpc(" I have a riddle for you.");
+ ~chatplayer(" OK.");
+ ~chatnpc(" I am the beginning of eternity and the end of time and|space. I am the beginning of every end and the end of|every place. What am I?");
+ ~chatplayer(" Err...?");
+ ~chatplayer(" Erm...not sure...annoying.");
+ ~chatnpc(" I'm 'e'! Hee hee! Do you get it?");
case 10 :
- ~chatnpc(neutral, "I worship Guthix, the god of balance.");
- ~chatnpc(neutral, "He really does have exceptional co-ordination.");
+ ~chatnpc(" I worship Guthix, the god of balance.");
+ ~chatnpc(" He really does have exceptional co-ordination.");
case 11 :
- ~chatplayer(neutral, "Hello, are you alright?");
- ~chatnpc(sad, "Not really, I just saw a man with a wooden leg.");
- ~chatplayer(neutral, "So?!");
- ~chatnpc(shock, "He had a real foot!");
+ ~chatplayer(" Hello, are you alright?");
+ ~chatnpc(" Not really, I just saw a man with a wooden leg.");
+ ~chatplayer(" So?!");
+ ~chatnpc(" He had a real foot!");
case 12 :
- ~chatplayer(neutral, "What are you doing?");
- ~chatnpc(neutral, "I'm making wine out of raisins.");
- ~chatplayer(neutral, "Why?");
- ~chatnpc(neutral, "So I don't have to wait for it to age.");
- ~chatnpc(laugh, "Hee hee!");
+ ~chatplayer(" What are you doing?");
+ ~chatnpc(" I'm making wine out of raisins.");
+ ~chatplayer(" Why?");
+ ~chatnpc(" So I don't have to wait for it to age.");
+ ~chatnpc(" Hee hee!");
case 13 :
- ~chatnpc(neutral, "Nice weather we're having today.");
- ~chatnpc(neutral, "But then it doesn't tend to rain much around here.");
+ ~chatnpc(" Nice weather we're having today.");
+ ~chatnpc(" But then it doesn't tend to rain much around here.");
}
[opnpc1,gnome_child_green]
def_int $rand = ~random_range(1, 13);
-~chatplayer(neutral, "Hi there.");
+~chatplayer(" Hi there.");
switch_int ($rand) {
case 1 :
- ~chatnpc(angry, "Hey big Hey big I wouldn't want to make a mess of your shoes.");
case 2 :
- ~chatnpc(neutral, "Have you seen our big tree?");
- ~chatplayer(happy, "Yes I have!");
- ~chatnpc(happy, "It's not small!");
+ ~chatnpc(" Have you seen our big tree?");
+ ~chatplayer(" Yes I have!");
+ ~chatnpc(" It's not small!");
case 3 :
- ~chatnpc(neutral, "You are the contained centre of an O.");
- ~chatplayer(confused, "Pardon?");
- ~chatnpc(neutral, "While me, I'm much more. I am the pyramidic containment of an A.");
- ~chatplayer(confused, "You're strange.");
+ ~chatnpc(" You are the contained centre of an O.");
+ ~chatplayer(" Pardon?");
+ ~chatnpc(" While me, I'm much more. I am the pyramidic containment of an A.");
+ ~chatplayer(" You're strange.");
case 4 :
- ~chatnpc(neutral, "I'm trying to make a comeback!");
- ~chatplayer(bored, "Really?");
- ~chatnpc(sad, "It's hard when you haven't been anywhere.");
+ ~chatnpc(" I'm trying to make a comeback!");
+ ~chatplayer(" Really?");
+ ~chatnpc(" It's hard when you haven't been anywhere.");
case 5 :
- ~chatnpc(worried, "Aaaaarrggghh... humans! Run for your lives!");
+ ~chatnpc(" Aaaaarrggghh... humans! Run for your lives!");
~mesbox("The gnome backs away");
case 6 :
- ~chatnpc(neutral, "Hello brave adventurer. A warrior like you should go a long way.");
- ~chatplayer(happy, "Thanks.");
- ~chatnpc(laugh, "The further, the better! Hee hee!");
+ ~chatnpc(" Hello brave adventurer. A warrior like you should go a long way.");
+ ~chatplayer(" Thanks.");
+ ~chatnpc(" The further, the better! Hee hee!");
case 7 :
- ~chatnpc(neutral, "Es ataris eto meriz ip prit es gutus!");
- ~chatplayer(confused, "Pardon?");
- ~chatnpc(neutral, "Es ataris eto meriz ip prit es gutus!");
+ ~chatnpc(" Es ataris eto meriz ip prit es gutus!");
+ ~chatplayer(" Pardon?");
+ ~chatnpc(" Es ataris eto meriz ip prit es gutus!");
case 8 :
- ~chatnpc(neutral, "Oh hello.");
- ~chatplayer(neutral, "How are you?");
- ~chatnpc(sad, "Not great, it's just... well... people just don't seem to take me seriously!");
+ ~chatnpc(" Oh hello.");
+ ~chatplayer(" How are you?");
+ ~chatnpc(" Not great, it's just... well... people just don't seem to take me seriously!");
case 9 :
- ~chatnpc(neutral, "How are you?");
- ~chatplayer(neutral, "I'm fine thanks.");
+ ~chatnpc(" How are you?");
+ ~chatplayer(" I'm fine thanks.");
case 10 :
- ~chatnpc(neutral, "Why don't you make like a tree...");
- ~chatnpc(neutral, "...and leave!");
- ~chatplayer(laugh, "Funny!");
- ~chatnpc(laugh, "Hee hee!");
+ ~chatnpc(" Why don't you make like a tree...");
+ ~chatnpc(" ...and leave!");
+ ~chatplayer(" Funny!");
+ ~chatnpc(" Hee hee!");
case 11 :
- ~chatnpc(neutral, "Top of the morning to you.");
- ~chatplayer(neutral, "Thanks.");
- ~chatnpc(laugh, "And bottom of the afternoon.");
+ ~chatnpc(" Top of the morning to you.");
+ ~chatplayer(" Thanks.");
+ ~chatnpc(" And bottom of the afternoon.");
case 12 :
- ~chatnpc(neutral, "The only thing that is constant...");
- ~chatnpc(neutral, "...is change!");
+ ~chatnpc(" The only thing that is constant...");
+ ~chatnpc(" ...is change!");
case 13 :
- ~chatnpc(neutral, "Have you seen our big tree?");
- ~chatplayer(happy, "Yes I have!");
- ~chatnpc(neutral, "It's very grand.");
- ~chatnpc(laugh, "Hee hee!");
+ ~chatnpc(" Have you seen our big tree?");
+ ~chatplayer(" Yes I have!");
+ ~chatnpc(" It's very grand.");
+ ~chatnpc(" Hee hee!");
}
[opnpc1,gnome_child_blue]
def_int $rand = ~random_range(1, 13);
-~chatplayer(neutral, "Hi.");
+~chatplayer(" Hi.");
switch_int ($rand) {
case 1 :
- ~chatnpc(happy, "She loves me!");
- ~chatplayer(bored, "Really.");
- ~chatnpc(happy, "She does I tell you. She really loves me!");
+ ~chatnpc(" She loves me!");
+ ~chatplayer(" Really.");
+ ~chatnpc(" She does I tell you. She really loves me!");
case 2 :
- ~chatnpc(sad, "Hello.");
- ~chatplayer(neutral, "Are you alright?");
- ~chatnpc(sad, "I just want something to happen!");
- ~chatplayer(neutral, "Like what?");
- ~chatnpc(sad, "Something, anything, I don't know what!");
+ ~chatnpc(" Hello.");
+ ~chatplayer(" Are you alright?");
+ ~chatnpc(" I just want something to happen!");
+ ~chatplayer(" Like what?");
+ ~chatnpc(" Something, anything, I don't know what!");
case 3 :
- ~chatnpc(neutral, "A little inaccuracy sometimes saves tons of explanation!");
- ~chatplayer(neutral, "True.");
+ ~chatnpc(" A little inaccuracy sometimes saves tons of explanation!");
+ ~chatplayer(" True.");
case 4 :
// changed in osrs at some point. Mustve been some D&I change
// osrs wiki has old dialogue though
- ~chatnpc(neutral, "Hello. Why are you so tall?");
- ~chatplayer(neutral, "Um... I've always been this height.");
- ~chatnpc(neutral, "Maybe you should eat more worms.");
+ ~chatnpc(" Hello. Why are you so tall?");
+ ~chatplayer(" Um... I've always been this height.");
+ ~chatnpc(" Maybe you should eat more worms.");
case 5 :
- ~chatnpc(neutral, "Low.");
- ~chatplayer(confused, "What?");
- ~chatnpc(neutral, "When?");
- ~chatplayer(angry, "Cheeky!");
- ~chatnpc(laugh, "Hee hee!");
+ ~chatnpc(" Low.");
+ ~chatplayer(" What?");
+ ~chatnpc(" When?");
+ ~chatplayer(" Cheeky!");
+ ~chatnpc(" Hee hee!");
case 6 :
~mesbox("The gnome is praying.");
- ~chatnpc(neutral, "Guthix's angels fly so high as to be beyond our sight but they are always looking down upon us.");
- ~chatplayer(neutral, "Maybe.");
+ ~chatnpc(" Guthix's angels fly so high as to be beyond our sight but they are always looking down upon us.");
+ ~chatplayer(" Maybe.");
case 7 :
- ~chatnpc(happy, "Hello, would you like a worm?");
- ~chatplayer(confused, "Erm... OK.");
+ ~chatnpc(" Hello, would you like a worm?");
+ ~chatplayer(" Erm... OK.");
~objbox(obj_943, "The gnome gives you a worm.");
inv_add(inv, king_worm, 1);
- ~chatplayer(happy, "Thanks.");
- ~chatnpc(neutral, "In the gnome village those who are needy receive what they need, and those who are able give what they can.");
+ ~chatplayer(" Thanks.");
+ ~chatnpc(" In the gnome village those who are needy receive what they need, and those who are able give what they can.");
case 8 :
- ~chatnpc(neutral, "Dimensionality is a function of consciousness.");
- ~chatplayer(laugh, "What?");
- ~chatnpc(neutral, "That's all you need to know.");
+ ~chatnpc(" Dimensionality is a function of consciousness.");
+ ~chatplayer(" What?");
+ ~chatnpc(" That's all you need to know.");
case 9 :
- ~chatnpc(neutral, "I've been thinking.");
- ~chatplayer(neutral, "OK.");
- ~chatnpc(neutral, "Surely, if you're scared to die...");
- ~chatnpc(neutral, "...you're not living, right?");
- ~chatplayer(neutral, "Maybe!");
+ ~chatnpc(" I've been thinking.");
+ ~chatplayer(" OK.");
+ ~chatnpc(" Surely, if you're scared to die...");
+ ~chatnpc(" ...you're not living, right?");
+ ~chatplayer(" Maybe!");
case 10 :
- ~chatplayer(neutral, "How are you?");
- ~chatnpc(shifty, "A warning traveller! The new world will rise from the underground!");
- ~chatplayer(confused, "What do you mean, underground?");
- ~chatnpc(shifty, "Just a warning!");
+ ~chatplayer(" How are you?");
+ ~chatnpc(" A warning traveller! The new world will rise from the underground!");
+ ~chatplayer(" What do you mean, underground?");
+ ~chatnpc(" Just a warning!");
case 11 :
- ~chatnpc(neutral, "Some advice traveller. We can walk, run, row or fly but never lose sight of the reason for the journey or miss the chance to see a rainbow on the way.");
- ~chatplayer(happy, "I like that.");
+ ~chatnpc(" Some advice traveller. We can walk, run, row or fly but never lose sight of the reason for the journey or miss the chance to see a rainbow on the way.");
+ ~chatplayer(" I like that.");
case 12 :
- ~chatplayer(happy, "You look happy.");
- ~chatnpc(happy, "I'm always at peace with myself.");
- ~chatplayer(neutral, "How do you manage that?");
- ~chatnpc(neutral, "I know, therefore I am.");
+ ~chatplayer(" You look happy.");
+ ~chatnpc(" I'm always at peace with myself.");
+ ~chatplayer(" How do you manage that?");
+ ~chatnpc(" I know, therefore I am.");
case 13 :
~mesbox("The gnome appears to be singing.");
- ~chatnpc(happy, "Oh baby, oh my sweet.");
- ~chatplayer(neutral, "Are you talking to me?");
- ~chatnpc(neutral, "No, I'm just singing.");
- ~chatnpc(happy, "I'm gonna sweep you off your feet.");
+ ~chatnpc(" Oh baby, oh my sweet.");
+ ~chatplayer(" Are you talking to me?");
+ ~chatnpc(" No, I'm just singing.");
+ ~chatnpc(" I'm gonna sweep you off your feet.");
}
\ No newline at end of file
diff --git a/data/src/scripts/areas/area_gnome/scripts/heckel_funch.rs2 b/data/src/scripts/areas/area_gnome/scripts/heckel_funch.rs2
index 1245e0d81..64ae3d2f7 100644
--- a/data/src/scripts/areas/area_gnome/scripts/heckel_funch.rs2
+++ b/data/src/scripts/areas/area_gnome/scripts/heckel_funch.rs2
@@ -1,13 +1,13 @@
[opnpc1,npc_603]
-~chatplayer(happy, "Hello there.");
-~chatnpc(happy, "Good day to you my friend, a beautiful one at that. Would you like some groceries? I have all sorts. Alcohol also, if you're partial to a drink.");
+~chatplayer(" Hello there.");
+~chatnpc(" Good day to you my friend, a beautiful one at that. Would you like some groceries? I have all sorts. Alcohol also, if you're partial to a drink.");
def_int $choice = ~p_choice2("No thank you.", 1, "I'll have a look.", 2);
if ($choice = 1) {
- ~chatplayer(neutral, "No thank you.");
- ~chatnpc(neutral, "Ahh well, all the best to you.");
+ ~chatplayer(" No thank you.");
+ ~chatnpc(" Ahh well, all the best to you.");
return;
}
-~chatplayer(neutral, "I'll have a look.");
-~chatnpc(neutral, "There's a good human.");
+~chatplayer(" I'll have a look.");
+~chatnpc(" There's a good human.");
~openshop_activenpc;
\ No newline at end of file
diff --git a/data/src/scripts/areas/area_gnome/scripts/hudo.rs2 b/data/src/scripts/areas/area_gnome/scripts/hudo.rs2
index 4798c4447..263cd1af0 100644
--- a/data/src/scripts/areas/area_gnome/scripts/hudo.rs2
+++ b/data/src/scripts/areas/area_gnome/scripts/hudo.rs2
@@ -1,12 +1,12 @@
[opnpc1,npc_600]
-~chatplayer(neutral, "Hello there.");
-~chatnpc(neutral, "Hello there traveller. Would you like some groceries? I|have a large selection.");
+~chatplayer(" Hello there.");
+~chatnpc(" Hello there traveller. Would you like some groceries? I|have a large selection.");
def_int $choice = ~p_choice2("No thank you.", 1, "I'll have a look.", 2);
if ($choice = 1) {
- ~chatplayer(neutral, "No thank you.");
- ~chatnpc(neutral, "No problem.");
+ ~chatplayer(" No thank you.");
+ ~chatnpc(" No problem.");
return;
}
-~chatplayer(neutral, "I'll have a look.");
-~chatnpc(happy, "Great stuff.");
+~chatplayer(" I'll have a look.");
+~chatnpc(" Great stuff.");
~openshop_activenpc;
\ No newline at end of file
diff --git a/data/src/scripts/areas/area_gnome/scripts/kalron.rs2 b/data/src/scripts/areas/area_gnome/scripts/kalron.rs2
index b1dcacb18..0cfe24bf9 100644
--- a/data/src/scripts/areas/area_gnome/scripts/kalron.rs2
+++ b/data/src/scripts/areas/area_gnome/scripts/kalron.rs2
@@ -1,20 +1,20 @@
[opnpc1,kalron]
switch_int(%tree_progress) {
case ^tree_not_started:
- ~chatplayer(neutral, "Hello.");
- ~chatnpc(sad, "Gotta find a way out.|We built this maze for protection|but I can't get used to it.|I'm always getting lost.");
+ ~chatplayer(" Hello.");
+ ~chatnpc(" Gotta find a way out.|We built this maze for protection|but I can't get used to it.|I'm always getting lost.");
case ^tree_started, ^tree_spoken_montai, ^tree_given_logs_montai, ^tree_finding_trackers, ^tree_ballista_fired, ^tree_retrieved_orb:
- ~chatplayer(neutral, "Hello, how are you?");
- ~chatnpc(sad, "Oh my. I'll never find my way back|before Khazard's men come and hunt me down.");
+ ~chatplayer(" Hello, how are you?");
+ ~chatnpc(" Oh my. I'll never find my way back|before Khazard's men come and hunt me down.");
case ^tree_returned_first_orb:
- ~chatplayer(neutral, "Hello there.");
- ~chatnpc(sad, "Oh my, oh my,|the village has been pillaged|and I'm still lost.|Oh dear.");
+ ~chatplayer(" Hello there.");
+ ~chatnpc(" Oh my, oh my,|the village has been pillaged|and I'm still lost.|Oh dear.");
case ^tree_defeated_warlord:
- ~chatplayer(neutral, "Hello little man.");
- ~chatnpc(sad, "Hello. I hope they come out and find me soon.|It's getting cold.");
+ ~chatplayer(" Hello little man.");
+ ~chatnpc(" Hello. I hope they come out and find me soon.|It's getting cold.");
case ^tree_complete:
- ~chatplayer(neutral, "Hello there, you look lost.");
- ~chatnpc(angry, "Are you trying to be funny?");
- ~chatplayer(neutral, "No.");
- ~chatnpc(angry, "Hmmm.");
+ ~chatplayer(" Hello there, you look lost.");
+ ~chatnpc(" Are you trying to be funny?");
+ ~chatplayer(" No.");
+ ~chatnpc(" Hmmm.");
}
\ No newline at end of file
diff --git a/data/src/scripts/areas/area_gnome/scripts/king_bolren.rs2 b/data/src/scripts/areas/area_gnome/scripts/king_bolren.rs2
index 5a37338fc..68198c56a 100644
--- a/data/src/scripts/areas/area_gnome/scripts/king_bolren.rs2
+++ b/data/src/scripts/areas/area_gnome/scripts/king_bolren.rs2
@@ -1,93 +1,93 @@
[opnpc1,king_bolren]
switch_int(%tree_progress) {
case ^tree_not_started:
- ~chatplayer(neutral, "Hello.");
- ~chatnpc(happy, "Well hello stranger.|My name's Bolren, I'm the king of the tree gnomes.");
- ~chatnpc(shock, "I'm surprised you made it in,|maybe I made the maze too easy.");
- ~chatplayer(neutral, "Maybe.");
- ~chatnpc(sad, "I'm afraid I have more serious concerns at the moment. Very serious.");
+ ~chatplayer(" Hello.");
+ ~chatnpc(" Well hello stranger.|My name's Bolren, I'm the king of the tree gnomes.");
+ ~chatnpc(" I'm surprised you made it in,|maybe I made the maze too easy.");
+ ~chatplayer(" Maybe.");
+ ~chatnpc(" I'm afraid I have more serious concerns at the moment. Very serious.");
switch_int(~p_choice2("I'll leave you to it then.", 1, "Can I help at all?", 2)) {
case 1:
- ~chatplayer(bored, "I'll leave you to it then.");
- ~chatnpc(neutral, "Ok, take care.");
+ ~chatplayer(" I'll leave you to it then.");
+ ~chatnpc(" Ok, take care.");
case 2:
- ~chatplayer(quiz, "Can I help at all?");
- ~chatnpc(happy, "I'm glad you asked.");
- ~chatnpc(sad, "The truth is my people are in grave danger. We have always been protected by the Spirit Tree. No creature of dark can harm us while its three orbs are in place.");
- ~chatnpc(sad, "We are not a violent race, but we fight when we must. Many gnomes have fallen battling the dark forces of Khazard to the North.");
- ~chatnpc(sad, "We became desperate,|so we took one orb of protection to the battlefield.|It was a foolish move.");
- ~chatnpc(sad, "Khazard troops seized the orb.|Now we are completely defenceless.");
- ~chatplayer(quiz, "How can I help?");
- ~chatnpc(neutral, "You would be a huge benefit on the battlefield.|If you would go there and try to retrieve the|orb, my people and I will be forever grateful.");
+ ~chatplayer(" Can I help at all?");
+ ~chatnpc(" I'm glad you asked.");
+ ~chatnpc(" The truth is my people are in grave danger. We have always been protected by the Spirit Tree. No creature of dark can harm us while its three orbs are in place.");
+ ~chatnpc(" We are not a violent race, but we fight when we must. Many gnomes have fallen battling the dark forces of Khazard to the North.");
+ ~chatnpc(" We became desperate,|so we took one orb of protection to the battlefield.|It was a foolish move.");
+ ~chatnpc(" Khazard troops seized the orb.|Now we are completely defenceless.");
+ ~chatplayer(" How can I help?");
+ ~chatnpc(" You would be a huge benefit on the battlefield.|If you would go there and try to retrieve the|orb, my people and I will be forever grateful.");
switch_int(~p_choice2("I would be glad to help.", 1, "I'm sorry but I won't be involved.", 2)) {
case 1:
- ~chatplayer(neutral, "I would be glad to help.");
+ ~chatplayer(" I would be glad to help.");
%tree_progress = ^tree_started;
~send_quest_progress(questlist:tree, %tree_progress, ^tree_complete);
- ~chatnpc(neutral, "Thank you. The battlefield is to the north of the maze. Commander Montai will inform you of their current situation.");
- ~chatnpc(sad, "That is if he's still alive.");
- ~chatnpc(neutral, "My assistant shall guide you out. Good luck friend, try your best to return the orb.");
+ ~chatnpc(" Thank you. The battlefield is to the north of the maze. Commander Montai will inform you of their current situation.");
+ ~chatnpc(" That is if he's still alive.");
+ ~chatnpc(" My assistant shall guide you out. Good luck friend, try your best to return the orb.");
@elkoy_leavemaze_initial;
case 2:
- ~chatplayer(neutral, "I'm sorry but I won't be involved.");
- ~chatnpc(neutral, "Ok then, travel safe.");
+ ~chatplayer(" I'm sorry but I won't be involved.");
+ ~chatnpc(" Ok then, travel safe.");
}
}
case ^tree_started:
- ~chatplayer(neutral, "Hello Bolren.");
- ~chatnpc(neutral, "Hello traveller, we must retrieve the orb.|It's being held by Khazard troops north of here.");
- ~chatplayer(neutral, "Ok, I'll try my best.");
+ ~chatplayer(" Hello Bolren.");
+ ~chatnpc(" Hello traveller, we must retrieve the orb.|It's being held by Khazard troops north of here.");
+ ~chatplayer(" Ok, I'll try my best.");
case ^tree_spoken_montai, ^tree_given_logs_montai, ^tree_finding_trackers, ^tree_ballista_fired:
- ~chatplayer(neutral, "Hello Bolren.");
- ~chatnpc(neutral, "The orb is being held at the battlefield north of the maze.");
+ ~chatplayer(" Hello Bolren.");
+ ~chatnpc(" The orb is being held at the battlefield north of the maze.");
case ^tree_retrieved_orb:
if(inv_total(inv, orb_of_protection) = 0) {
- ~chatplayer(neutral, "Hello Bolren.");
- ~chatnpc(quiz, "Do you have the orb?");
- ~chatplayer(sad, "No, I'm afraid not.");
- ~chatnpc(sad, "Please, we must have the orb if we are to survive.");
+ ~chatplayer(" Hello Bolren.");
+ ~chatnpc(" Do you have the orb?");
+ ~chatplayer(" No, I'm afraid not.");
+ ~chatnpc(" Please, we must have the orb if we are to survive.");
return;
}
- ~chatplayer(happy, "I have the orb.");
- ~chatnpc(sad, "Oh my... The misery, the horror!");
- ~chatplayer(quiz, "King Bolren, are you OK?");
- ~chatnpc(sad, "Thank you traveller, but it's too late. We're all doomed.");
- ~chatplayer(quiz, "What happened?");
- ~chatnpc(sad, "They came in the night.|I don't know how many, but enough.");
- ~chatplayer(quiz, "Who?");
- ~chatnpc(sad, "Khazard troops.|They slaughtered anyone who got in their way.|Women, children, my wife.");
- ~chatplayer(sad, "I'm sorry.");
- ~chatnpc(sad, "They took the other orbs,|now we are defenceless.");
- ~chatplayer(quiz, "Where did they take them?");
- ~chatnpc(sad, "They headed north of the stronghold.|A warlord carries the orbs.");
+ ~chatplayer(" I have the orb.");
+ ~chatnpc(" Oh my... The misery, the horror!");
+ ~chatplayer(" King Bolren, are you OK?");
+ ~chatnpc(" Thank you traveller, but it's too late. We're all doomed.");
+ ~chatplayer(" What happened?");
+ ~chatnpc(" They came in the night.|I don't know how many, but enough.");
+ ~chatplayer(" Who?");
+ ~chatnpc(" Khazard troops.|They slaughtered anyone who got in their way.|Women, children, my wife.");
+ ~chatplayer(" I'm sorry.");
+ ~chatnpc(" They took the other orbs,|now we are defenceless.");
+ ~chatplayer(" Where did they take them?");
+ ~chatnpc(" They headed north of the stronghold.|A warlord carries the orbs.");
switch_int(~p_choice2("I will find the warlord and bring back the orbs.", 1, "I'm sorry but I can't help.", 2)) {
case 1:
- ~chatplayer(neutral, "I will find the warlord and bring back the orbs.");
- ~chatnpc(neutral, "You are brave,|but this task will be tough even for you.|I wish you the best of luck.|Once again you are our only hope.");
+ ~chatplayer(" I will find the warlord and bring back the orbs.");
+ ~chatnpc(" You are brave,|but this task will be tough even for you.|I wish you the best of luck.|Once again you are our only hope.");
%tree_progress = ^tree_returned_first_orb;
inv_del(inv, orb_of_protection, 1);
- ~chatnpc(neutral, "I will safeguard this orb|and pray for your safe return.|My assistant will guide you out.");
+ ~chatnpc(" I will safeguard this orb|and pray for your safe return.|My assistant will guide you out.");
@elkoy_leavemaze_second;
case 2:
- ~chatplayer(neutral, "I'm sorry but I can't help.");
- ~chatnpc(sad, "I understand, this isn't your battle.");
+ ~chatplayer(" I'm sorry but I can't help.");
+ ~chatnpc(" I understand, this isn't your battle.");
}
case ^tree_returned_first_orb:
- ~chatplayer(neutral, "Hello Bolren.");
- ~chatnpc(sad, "The orbs are gone,|taken north of the battlefield by a Khazard warlord.|We're all doomed.");
+ ~chatplayer(" Hello Bolren.");
+ ~chatnpc(" The orbs are gone,|taken north of the battlefield by a Khazard warlord.|We're all doomed.");
case ^tree_defeated_warlord:
- ~chatplayer(neutral, "Bolren, I have returned.");
- ~chatnpc(shock, "You made it back! Do you have the orbs?");
+ ~chatplayer(" Bolren, I have returned.");
+ ~chatnpc(" You made it back! Do you have the orbs?");
if(inv_total(inv, orbs_of_protection)= 0) {
- ~chatplayer(neutral, "No, I'm afraid not.");
- ~chatnpc(sad, "Please, we must have the orbs if we are to survive.");
+ ~chatplayer(" No, I'm afraid not.");
+ ~chatnpc(" Please, we must have the orbs if we are to survive.");
return;
}
- ~chatplayer(happy, "I have them here.");
- ~chatnpc(happy, "Hooray, you're amazing. I didn't think it was possible but you've saved us.");
- ~chatnpc(happy, "Once the orbs are replaced we will be safe once more. We must begin the ceremony immediately.");
- ~chatplayer(quiz, "What does the ceremony involve?");
- ~chatnpc(neutral, "The spirit tree has looked over us for centuries. Now we must pay our respects.");
+ ~chatplayer(" I have them here.");
+ ~chatnpc(" Hooray, you're amazing. I didn't think it was possible but you've saved us.");
+ ~chatnpc(" Once the orbs are replaced we will be safe once more. We must begin the ceremony immediately.");
+ ~chatplayer(" What does the ceremony involve?");
+ ~chatnpc(" The spirit tree has looked over us for centuries. Now we must pay our respects.");
// no varbits yet (this is in the same range as the tracker stuff added in ~2005, so assuming this just works differently)
// going to queue the quest finish instead here
inv_del(inv, orbs_of_protection, 1);
@@ -104,26 +104,26 @@ switch_int(%tree_progress) {
~gnome_chant("En tania.");
~gnome_chant("Su tana.");
~gnome_chant("En tania.");
- if(npc_finduid(~npc_within_distance(coord, king_bolren, 4)) = false) {
+ if(npc_find(coord, king_bolren, 4, 0) = false) {
return; // should never happen, just switching active npc
}
npc_anim(midget_seq_199, 20);
spotanim_npc(gnome_globes, 20, 124);
p_delay(6);
~mesbox("The orbs of protection come to rest gently in the branches of the ancient spirit tree.");
- ~chatnpc(happy, "Now at last my people are safe once more.|We can live in peace again.");
- ~chatplayer(happy, "I'm pleased I could help.");
- ~chatnpc(neutral, "You are modest brave traveller.");
- ~chatnpc(happy, "Please, for your efforts take this amulet. It's made from the same sacred stone as the orbs of protection. It will help keep you safe on your journeys.");
- ~chatplayer(happy, "Thank you King Bolren.");
- ~chatnpc(happy, "The tree has many other powers, some of which I cannot reveal. As a friend of the gnome people, I can now allow you to use the tree's magic to teleport to other trees grown from related seeds.");
+ ~chatnpc(" Now at last my people are safe once more.|We can live in peace again.");
+ ~chatplayer(" I'm pleased I could help.");
+ ~chatnpc(" You are modest brave traveller.");
+ ~chatnpc(" Please, for your efforts take this amulet. It's made from the same sacred stone as the orbs of protection. It will help keep you safe on your journeys.");
+ ~chatplayer(" Thank you King Bolren.");
+ ~chatnpc(" The tree has many other powers, some of which I cannot reveal. As a friend of the gnome people, I can now allow you to use the tree's magic to teleport to other trees grown from related seeds.");
case ^tree_complete:
- ~chatplayer(neutral, "Hello again, Bolren.");
- ~chatnpc(happy, "Hello there. It's good to see you again.");
+ ~chatplayer(" Hello again, Bolren.");
+ ~chatnpc(" Hello there. It's good to see you again.");
// dialogue was changed on OSRS recently, guessing mesanims here
if(~obj_gettotal(gnome_amulet) = 0) {
- ~chatplayer(sad, "I've lost my amulet.");
- ~chatnpc(neutral, "Oh dear. Here, take another. We truly are indebted to you.");
+ ~chatplayer(" I've lost my amulet.");
+ ~chatnpc(" Oh dear. Here, take another. We truly are indebted to you.");
inv_add(inv, gnome_amulet, 1); // not sure if there was a space check originally, guessing no cause no proof otherwise
}
}
diff --git a/data/src/scripts/areas/area_gnome/scripts/local_gnome.rs2 b/data/src/scripts/areas/area_gnome/scripts/local_gnome.rs2
index e37aa8f46..23a0d698c 100644
--- a/data/src/scripts/areas/area_gnome/scripts/local_gnome.rs2
+++ b/data/src/scripts/areas/area_gnome/scripts/local_gnome.rs2
@@ -1,22 +1,22 @@
[opnpc1,local_gnome]
switch_int(%tree_progress) {
case ^tree_retrieved_orb:
- ~chatplayer(neutral, "Hello little man.");
- ~chatnpc(happy, "Little man stronger than big man. Hee hee, lardi dee, lardi da.");
+ ~chatplayer(" Hello little man.");
+ ~chatnpc(" Little man stronger than big man. Hee hee, lardi dee, lardi da.");
case ^tree_returned_first_orb:
- ~chatplayer(neutral, "Hi.");
- ~chatnpc(happy, "Must save the orbs and kill the Khazard warlord.|That will be fun, hee hee.");
+ ~chatplayer(" Hi.");
+ ~chatnpc(" Must save the orbs and kill the Khazard warlord.|That will be fun, hee hee.");
case ^tree_defeated_warlord:
- ~chatplayer(neutral, "Hello gnome.");
- ~chatnpc(happy, "Soon we're gonna have the sacred ceremony|and boy am I going to party.|Lock up your daughters.|Hee hee.");
+ ~chatplayer(" Hello gnome.");
+ ~chatnpc(" Soon we're gonna have the sacred ceremony|and boy am I going to party.|Lock up your daughters.|Hee hee.");
case ^tree_complete:
- ~chatplayer(neutral, "Hello.");
- ~chatnpc(happy, "You're the best!");
- ~chatplayer(happy, "Thanks.");
- ~chatnpc(happy, "Well I'm better. Hee hee.");
+ ~chatplayer(" Hello.");
+ ~chatnpc(" You're the best!");
+ ~chatplayer(" Thanks.");
+ ~chatnpc(" Well I'm better. Hee hee.");
case default:
- ~chatplayer(neutral, "Hello.");
- ~chatnpc(happy, "Lardi dee, lardi da.");
- ~chatplayer(confused, "Are you alright?");
- ~chatnpc(happy, "Hee hee, lardi da, lardi dee.|@whi@(The gnome appears to be singing.)");
+ ~chatplayer(" Hello.");
+ ~chatnpc(" Lardi dee, lardi da.");
+ ~chatplayer(" Are you alright?");
+ ~chatnpc(" Hee hee, lardi da, lardi dee.|@whi@(The gnome appears to be singing.)");
}
\ No newline at end of file
diff --git a/data/src/scripts/areas/area_gnome/scripts/remsai.rs2 b/data/src/scripts/areas/area_gnome/scripts/remsai.rs2
index 96f4bd8fa..e64eaad2d 100644
--- a/data/src/scripts/areas/area_gnome/scripts/remsai.rs2
+++ b/data/src/scripts/areas/area_gnome/scripts/remsai.rs2
@@ -1,35 +1,35 @@
[opnpc1,remsai]
switch_int(%tree_progress) {
case ^tree_not_started:
- ~chatplayer(neutral, "Hello.");
- ~chatnpc(happy, "Well done, well done.|Not many find their way in here.");
- ~chatnpc(happy, "I'm Remsai, a tree gnome.|We live in this maze for our protection.|Have a look around and enjoy.");
+ ~chatplayer(" Hello.");
+ ~chatnpc(" Well done, well done.|Not many find their way in here.");
+ ~chatnpc(" I'm Remsai, a tree gnome.|We live in this maze for our protection.|Have a look around and enjoy.");
case ^tree_started, ^tree_spoken_montai, ^tree_given_logs_montai, ^tree_finding_trackers, ^tree_ballista_fired:
- ~chatnpc(sad, "Oh my, oh my!");
- ~chatplayer(quiz, "What's wrong?");
- ~chatnpc(sad, "The orb, they have the orb.|It must be returned or we're doomed.");
+ ~chatnpc(" Oh my, oh my!");
+ ~chatplayer(" What's wrong?");
+ ~chatnpc(" The orb, they have the orb.|It must be returned or we're doomed.");
case ^tree_retrieved_orb:
- ~chatplayer(neutral, "Hello Remsai.");
- ~chatnpc(quiz, "Hello, did you find the orb?");
+ ~chatplayer(" Hello Remsai.");
+ ~chatnpc(" Hello, did you find the orb?");
if(inv_total(inv, orb_of_protection) > 0) {
- ~chatplayer(happy, "I have it here.");
- ~chatnpc(happy, "You're our saviour.");
+ ~chatplayer(" I have it here.");
+ ~chatnpc(" You're our saviour.");
} else if(inv_total(bank, orb_of_protection) > 0) { // only dialogue that does a bank check as well for some reason
- ~chatplayer(sad, "Yes, although I've not got it with me right now.");
- ~chatnpc(sad, "Please, we must have the orb if we are to survive.");
+ ~chatplayer(" Yes, although I've not got it with me right now.");
+ ~chatnpc(" Please, we must have the orb if we are to survive.");
} else {
- ~chatplayer(sad, "No, I'm afraid not.");
- ~chatnpc(sad, "Please, we must have the orb if we are to survive.");
+ ~chatplayer(" No, I'm afraid not.");
+ ~chatnpc(" Please, we must have the orb if we are to survive.");
}
case ^tree_returned_first_orb:
- ~chatplayer(quiz, "Are you ok?");
- ~chatnpc(sad, "Khazard's men came.|Without the orb we were defenceless.|They killed many and then took our last hope,|the other orbs.");
- ~chatnpc(sad, "Now surely we're all doomed.|Without them the spirit tree is useless.");
+ ~chatplayer(" Are you ok?");
+ ~chatnpc(" Khazard's men came.|Without the orb we were defenceless.|They killed many and then took our last hope,|the other orbs.");
+ ~chatnpc(" Now surely we're all doomed.|Without them the spirit tree is useless.");
case ^tree_defeated_warlord:
- ~chatplayer(happy, "I've returned.");
- ~chatnpc(happy, "You're back, well done brave adventurer.|Now the orbs are safe|we can perform the ritual for the spirit tree.|We can live in peace once again.");
+ ~chatplayer(" I've returned.");
+ ~chatnpc(" You're back, well done brave adventurer.|Now the orbs are safe|we can perform the ritual for the spirit tree.|We can live in peace once again.");
case ^tree_complete:
- ~chatplayer(happy, "Hello.");
- ~chatnpc(happy, "Hi there traveller.|You're a legend around these parts."); // double space between break in osrs
- ~chatplayer(happy, "Thanks Remsai.");
+ ~chatplayer(" Hello.");
+ ~chatnpc(" Hi there traveller.|You're a legend around these parts."); // double space between break in osrs
+ ~chatplayer(" Thanks Remsai.");
}
\ No newline at end of file
diff --git a/data/src/scripts/areas/area_gnome/scripts/rometti.rs2 b/data/src/scripts/areas/area_gnome/scripts/rometti.rs2
index f5d67e10e..5ae55110c 100644
--- a/data/src/scripts/areas/area_gnome/scripts/rometti.rs2
+++ b/data/src/scripts/areas/area_gnome/scripts/rometti.rs2
@@ -1,13 +1,13 @@
[opnpc1,npc_601]
-~chatplayer(neutral, "Hello.");
-~chatnpc(default, "Hello traveller. Have a look at my latest range of|gnome fashion. Rometti is the ultimate label in gnome|high society.");
-~chatplayer(bored, "Really.");
-~chatnpc(neutral, "Pastels are all the rage this season.");
+~chatplayer(" Hello.");
+~chatnpc(" Hello traveller. Have a look at my latest range of|gnome fashion. Rometti is the ultimate label in gnome|high society.");
+~chatplayer(" Really.");
+~chatnpc(" Pastels are all the rage this season.");
def_int $choice = ~p_choice2("I've no time for fashion.", 1, "OK then, let's have a look.", 2);
if ($choice = 1) {
- ~chatplayer(neutral, "I've no time for fashion.");
- ~chatnpc(neutral, "Hmm... I did wonder.");
+ ~chatplayer(" I've no time for fashion.");
+ ~chatnpc(" Hmm... I did wonder.");
return;
}
-~chatplayer(neutral, "OK then, let's have a look.");
+~chatplayer(" OK then, let's have a look.");
~openshop_activenpc;
\ No newline at end of file
diff --git a/data/src/scripts/areas/area_gnome/scripts/spirit_tree.rs2 b/data/src/scripts/areas/area_gnome/scripts/spirit_tree.rs2
index 31e40eb6c..57151c7d5 100644
--- a/data/src/scripts/areas/area_gnome/scripts/spirit_tree.rs2
+++ b/data/src/scripts/areas/area_gnome/scripts/spirit_tree.rs2
@@ -14,10 +14,10 @@ if(%tree_progress ! ^tree_complete) {
~mesbox("You friend of gnome people, you friend of mine.|Would you like me to take you somewhere?");
switch_int(~p_choice2("No thanks, old tree.", 1, "Where can I go?", 2)) {
case 1:
- ~chatplayer(neutral, "No thanks, old tree.");
+ ~chatplayer(" No thanks, old tree.");
return;
case 2:
- ~chatplayer(quiz, "Where can I go?");
+ ~chatplayer(" Where can I go?");
~mesbox("The tree talks again...");
~mesbox("You can travel to the trees|which are related to me.");
}
@@ -38,10 +38,10 @@ if(%tree_progress ! ^tree_complete) {
~mesbox("Hello gnome friend. Would you like to|travel to the home of the tree gnomes?");
switch_int(~p_choice2("Yes please.", 1, "No thank you.", 2)) {
case 1:
- ~chatplayer(neutral, "Yes please.");
+ ~chatplayer(" Yes please.");
@spirit_tree_tele(^village_tree);
case 2:
- ~chatplayer(neutral, "No thank you.");
+ ~chatplayer(" No thank you.");
}
[label,spirit_tree_tele](coord $dest)
diff --git a/data/src/scripts/areas/area_karamja/scripts/customs_officer.rs2 b/data/src/scripts/areas/area_karamja/scripts/customs_officer.rs2
index 6239021b5..e8c9cc66a 100644
--- a/data/src/scripts/areas/area_karamja/scripts/customs_officer.rs2
+++ b/data/src/scripts/areas/area_karamja/scripts/customs_officer.rs2
@@ -1,52 +1,52 @@
[opnpc1,customs_officer]
-~chatnpc(neutral, "Can I help you?");
+~chatnpc(" Can I help you?");
@multi2("Can I journey on this ship?", customs_journey, "Does Karamja have unusual customs then?", customs_unusual);
[label,customs_unusual]
-~chatplayer(quiz, "Does Karamja have any unusual customs then?");
-~chatnpc(neutral, "I'm not that sort of customs officer.");
+~chatplayer(" Does Karamja have any unusual customs then?");
+~chatnpc(" I'm not that sort of customs officer.");
[label,customs_journey]
-~chatplayer(quiz, "Can I journey on this ship?");
+~chatplayer(" Can I journey on this ship?");
if (%hunt_progress >= 2) {
if (inv_total(inv, karamja_rum) > 0) {
@customs_spot_inspection;
}
- ~chatnpc(neutral, "Hey, I know you, you work at the plantation.");
- ~chatnpc(neutral, "I don't think you'll try smuggling anything, you just need to pay a boarding charge of 30 coins.");
+ ~chatnpc(" Hey, I know you, you work at the plantation.");
+ ~chatnpc(" I don't think you'll try smuggling anything, you just need to pay a boarding charge of 30 coins.");
@customs_pass_search;
}
-~chatnpc(quiz, "You need to be searched before you can board.");
+~chatnpc(" You need to be searched before you can board.");
@multi3("Why?", customs_why, "Search away, I have nothing to hide.", customs_search, "You're not putting your hands on my things!", customs_dont_touch);
[label,customs_spot_inspection]
-~chatnpc(neutral, "Spot inspection. You don't mind do you?");
-~chatnpc(neutral, "Aha, trying to smuggle rum eh?");
+~chatnpc(" Spot inspection. You don't mind do you?");
+~chatnpc(" Aha, trying to smuggle rum eh?");
-~chatplayer(shifty, "Umm... it's for personal use?");
+~chatplayer(" Umm... it's for personal use?");
inv_del(inv, karamja_rum, 28);
mes("The customs officer confiscates your rum.");
[label,customs_why]
-~chatplayer(quiz, "Why?");
-~chatnpc(neutral, "Because Asgarnia has banned the import of intoxicating|spirits.");
+~chatplayer(" Why?");
+~chatnpc(" Because Asgarnia has banned the import of intoxicating|spirits.");
@multi2("Search away, I have nothing to hide.", customs_search, "You're not putting your hands on my things!", customs_dont_touch);
[label,customs_dont_touch]
-~chatplayer(shock, "You're not putting your hands on my things!");
-~chatnpc(bored, "You're not getting on this ship then.");
+~chatplayer(" You're not putting your hands on my things!");
+~chatnpc(" You're not getting on this ship then.");
[label,customs_search]
-~chatplayer(happy, "Search away, I have nothing to hide.");
+~chatplayer(" Search away, I have nothing to hide.");
if (inv_total(inv, karamja_rum) > 0) {
- ~chatnpc(neutral, "Aha, trying to smuggle rum are we?");
- ~chatplayer(shifty, "Umm... it's for personal use?");
+ ~chatnpc(" Aha, trying to smuggle rum are we?");
+ ~chatplayer(" Umm... it's for personal use?");
inv_del(inv, karamja_rum, 28);
mes("The customs officer confiscates your rum.");
@@ -55,7 +55,7 @@ if (inv_total(inv, karamja_rum) > 0) {
}
// interestingly this is said even if your inventory is empty
-~chatnpc(neutral, "Well you've got some odd stuff, but it's all legal. Now|you need to pay a boarding charge of 30 coins.");
+~chatnpc(" Well you've got some odd stuff, but it's all legal. Now|you need to pay a boarding charge of 30 coins.");
@customs_pass_search;
[label,customs_pass_search]
@@ -64,13 +64,13 @@ switch_int ($option) {
case 1:
@customs_pay;
case 2:
- ~chatplayer(neutral, "Oh, I'll not bother then.");
+ ~chatplayer(" Oh, I'll not bother then.");
}
[label,customs_pay]
-~chatplayer(neutral, "Ok.");
+~chatplayer(" Ok.");
if (inv_total(inv, coins) < 30) {
- ~chatplayer(sad, "Oh dear, I don't actually seem to have enough money.");
+ ~chatplayer(" Oh dear, I don't actually seem to have enough money.");
return;
}
diff --git a/data/src/scripts/areas/area_karamja/scripts/jiminua.rs2 b/data/src/scripts/areas/area_karamja/scripts/jiminua.rs2
index fb5f758ef..17404aec0 100644
--- a/data/src/scripts/areas/area_karamja/scripts/jiminua.rs2
+++ b/data/src/scripts/areas/area_karamja/scripts/jiminua.rs2
@@ -1,13 +1,13 @@
[opnpc1,jiminua]
-~chatnpc(default, "Welcome to the Jungle Store.|Can I help you at all?");
+~chatnpc(" Welcome to the Jungle Store.|Can I help you at all?");
def_int $option = ~p_choice2("Yes please. What are you selling?", 1, "No thanks.", 2);
switch_int ($option) {
case 1:
- ~chatplayer(default, "Yes please. What are you selling?");
+ ~chatplayer(" Yes please. What are you selling?");
~openshop_activenpc;
case 2:
- ~chatplayer(default, "No thanks.");
+ ~chatplayer(" No thanks.");
}
\ No newline at end of file
diff --git a/data/src/scripts/areas/area_karamja/scripts/zambo.rs2 b/data/src/scripts/areas/area_karamja/scripts/zambo.rs2
index 577f82be9..c4edcf522 100644
--- a/data/src/scripts/areas/area_karamja/scripts/zambo.rs2
+++ b/data/src/scripts/areas/area_karamja/scripts/zambo.rs2
@@ -1,5 +1,5 @@
[opnpc1,zambo]
-~chatnpc(quiz, "Hey, are you wanting to try some of my fine wines and spirits? All brewed locally on Karamja island.");
+~chatnpc(" Hey, are you wanting to try some of my fine wines and spirits? All brewed locally on Karamja island.");
def_int $option;
if(testbit(%barcrawl_progress, ^karamjaspirits_index) = false & inv_total(inv, barcrawl_card) > 0) {
@@ -9,7 +9,7 @@ if(testbit(%barcrawl_progress, ^karamjaspirits_index) = false & inv_total(inv, b
}
switch_int ($option) {
case 1: p_opnpc(3);
- case 2: ~chatplayer(neutral, "No, thank you.");
+ case 2: ~chatplayer(" No, thank you.");
case 3: @karamjaspirits_barcrawl;
}
@@ -19,10 +19,10 @@ if(testbit(%barcrawl_progress, ^karamjaspirits_index) = false & last_useitem = b
}
[label,karamjaspirits_barcrawl]
-~chatplayer(neutral, "I'm doing Alfred Grimhand's barcrawl.");
-~chatnpc(neutral, "Ah, you'll be wanting some Ape Bite Liqueur then. It's got a lovely banana taste, and it'll only cost you 7 coins.");
+~chatplayer(" I'm doing Alfred Grimhand's barcrawl.");
+~chatnpc(" Ah, you'll be wanting some Ape Bite Liqueur then. It's got a lovely banana taste, and it'll only cost you 7 coins.");
if(inv_total(inv, coins) < 7) {
- ~chatplayer(sad, "I don't have 7 coins right now.");
+ ~chatplayer(" I don't have 7 coins right now.");
return;
}
if_close;
@@ -34,4 +34,4 @@ p_delay(2);
mes("Zambo signs your card.");
p_delay(2);
%barcrawl_progress = setbit(%barcrawl_progress, ^karamjaspirits_index);
-~chatplayer(confused, "Mmmmm, dat was luverly...");
\ No newline at end of file
+~chatplayer(" Mmmmm, dat was luverly...");
\ No newline at end of file
diff --git a/data/src/scripts/areas/area_lostcity/scripts/doorman.rs2 b/data/src/scripts/areas/area_lostcity/scripts/doorman.rs2
index 38ad7fa85..c65e4ad2f 100644
--- a/data/src/scripts/areas/area_lostcity/scripts/doorman.rs2
+++ b/data/src/scripts/areas/area_lostcity/scripts/doorman.rs2
@@ -2,14 +2,14 @@
[opnpc1,door_man] mes("The Door man does not appear interested in talking.");
[label,door_man_chat]
-~chatnpc(neutral, "You cannot pass through this door without paying the trading tax.");
-~chatplayer(quiz, "What do I need to pay?");
-~chatnpc(neutral, "One diamond.");
+~chatnpc(" You cannot pass through this door without paying the trading tax.");
+~chatplayer(" What do I need to pay?");
+~chatnpc(" One diamond.");
def_int $option = ~p_choice3("Okay...", 1, "A diamond? Are you crazy?", 2, "I haven't brought my diamonds with me.", 3);
if($option = 1) {
- ~chatplayer(neutral, "Okay...");
+ ~chatplayer(" Okay...");
if(inv_total(inv, diamond) = 0) {
- ~chatplayer(sad, "I haven't brought my diamonds with me.");
+ ~chatplayer(" I haven't brought my diamonds with me.");
return;
}
if_close;
@@ -17,10 +17,10 @@ if($option = 1) {
mes("You give the doorman a diamond.");
~open_and_close_door(loc_1535, ~check_axis(coord, loc_coord, loc_angle), false);
} else if($option = 2) {
- ~chatplayer(confused, "A diamond?|Are you crazy?");
- ~chatnpc(neutral, "Nope. Those are the rules.");
+ ~chatplayer(" A diamond?|Are you crazy?");
+ ~chatnpc(" Nope. Those are the rules.");
} else if($option = 3) {
- ~chatplayer(sad, "I haven't brought my diamonds with me.");
+ ~chatplayer(" I haven't brought my diamonds with me.");
}
[oploc1,loc_2411]
diff --git a/data/src/scripts/areas/area_lostcity/scripts/fairy_queen.rs2 b/data/src/scripts/areas/area_lostcity/scripts/fairy_queen.rs2
index 1d61a22c4..c062817c6 100644
--- a/data/src/scripts/areas/area_lostcity/scripts/fairy_queen.rs2
+++ b/data/src/scripts/areas/area_lostcity/scripts/fairy_queen.rs2
@@ -1,9 +1,9 @@
[opnpc1,fairy_queen]
def_int $option = ~p_choice2("How do crops and such survive down here?", 1, "What's so good about this place?", 2);
if($option = 1) {
- ~chatplayer(quiz, "How do crops and such survive down here?|Surely they need a bit of sunlight?");
- ~chatnpc(neutral, "Clearly you come from a plane dependent on sunlight.|Down here, the plants grow in the aura of faerie.");
+ ~chatplayer(" How do crops and such survive down here?|Surely they need a bit of sunlight?");
+ ~chatnpc(" Clearly you come from a plane dependent on sunlight.|Down here, the plants grow in the aura of faerie.");
} else if($option = 2) {
- ~chatplayer(neutral, "What's so good about this place?");
- ~chatnpc(neutral, "Zanaris is a meeting point of cultures.|Those from many worlds converge here to exchange knowledge and goods.");
+ ~chatplayer(" What's so good about this place?");
+ ~chatnpc(" Zanaris is a meeting point of cultures.|Those from many worlds converge here to exchange knowledge and goods.");
}
\ No newline at end of file
diff --git a/data/src/scripts/areas/area_lostcity/scripts/irksol.rs2 b/data/src/scripts/areas/area_lostcity/scripts/irksol.rs2
index df15e9bc6..1989d8b12 100644
--- a/data/src/scripts/areas/area_lostcity/scripts/irksol.rs2
+++ b/data/src/scripts/areas/area_lostcity/scripts/irksol.rs2
@@ -1,11 +1,11 @@
[opnpc1,irksol]
-~chatnpc(neutral, "Selling ruby rings! The best deals on rings in over twenty four hundred planes of existence!");
+~chatnpc(" Selling ruby rings! The best deals on rings in over twenty four hundred planes of existence!");
def_int $option = ~p_choice2("I'm interested in these deals.", 1, "No thanks, just browsing.", 2);
if($option = 1) {
- ~chatplayer(neutral, "I'm interested in these deals.");
- ~chatnpc(neutral, "Aha! A connoisseur! Check out these beauties!");
+ ~chatplayer(" I'm interested in these deals.");
+ ~chatnpc(" Aha! A connoisseur! Check out these beauties!");
~openshop_activenpc;
} else if($option = 2) {
- ~chatplayer(neutral, "No thanks, just browsing.");
- ~chatnpc(neutral, "Fair enough.");
+ ~chatplayer(" No thanks, just browsing.");
+ ~chatnpc(" Fair enough.");
}
diff --git a/data/src/scripts/areas/area_lostcity/scripts/jakut.rs2 b/data/src/scripts/areas/area_lostcity/scripts/jakut.rs2
index 110433471..e2d64fe33 100644
--- a/data/src/scripts/areas/area_lostcity/scripts/jakut.rs2
+++ b/data/src/scripts/areas/area_lostcity/scripts/jakut.rs2
@@ -1,9 +1,9 @@
[opnpc1,jakut]
-~chatnpc(neutral, "Dragon swords! Here, Dragon swords!|Straight from Frenaskrae!");
+~chatnpc(" Dragon swords! Here, Dragon swords!|Straight from Frenaskrae!");
def_int $option = ~p_choice2("Yes please.", 1, "No thanks, I'm just browsing.", 2);
if($option = 1) {
- ~chatplayer(happy, "Yes please!");
+ ~chatplayer(" Yes please!");
~openshop_activenpc;
} else if($option = 2) {
- ~chatplayer(neutral, "No thanks, I'm just browsing.");
+ ~chatplayer(" No thanks, I'm just browsing.");
}
diff --git a/data/src/scripts/areas/area_lostcity/scripts/ladder_fairy.rs2 b/data/src/scripts/areas/area_lostcity/scripts/ladder_fairy.rs2
index 21e4bf07f..a0f1b7d62 100644
--- a/data/src/scripts/areas/area_lostcity/scripts/ladder_fairy.rs2
+++ b/data/src/scripts/areas/area_lostcity/scripts/ladder_fairy.rs2
@@ -9,14 +9,14 @@ while (npc_findnext = true) {
}
[label,ladder_fairy_talk]
-~chatnpc(neutral, "This ladder will take you out of Zanaris.|It leads to the place known as Al Kharid in your realm.|Once passed you can not return this way.");
-~chatnpc(neutral, "Before leaving make sure that you have fully sampled the delights of our marketplace.");
+~chatnpc(" This ladder will take you out of Zanaris.|It leads to the place known as Al Kharid in your realm.|Once passed you can not return this way.");
+~chatnpc(" Before leaving make sure that you have fully sampled the delights of our marketplace.");
def_int $option = ~p_choice2("I think I'll stay down here a bit longer.", 1, "Yes, I'm ready to leave.", 2);
if($option = 1) {
- ~chatplayer(neutral, "I think I'll stay down here a bit longer.");
- ~chatnpc(neutral, "As you wish.");
+ ~chatplayer(" I think I'll stay down here a bit longer.");
+ ~chatnpc(" As you wish.");
} else if($option = 2) {
- ~chatplayer(neutral, "Yes, I'm ready to leave.");
+ ~chatplayer(" Yes, I'm ready to leave.");
mes("You climb up the ladder.");
p_telejump(0_50_49_60_35);
}
\ No newline at end of file
diff --git a/data/src/scripts/areas/area_lostcity/scripts/lunderwin.rs2 b/data/src/scripts/areas/area_lostcity/scripts/lunderwin.rs2
index abf3c9936..de60d993a 100644
--- a/data/src/scripts/areas/area_lostcity/scripts/lunderwin.rs2
+++ b/data/src/scripts/areas/area_lostcity/scripts/lunderwin.rs2
@@ -1,10 +1,10 @@
[opnpc1,lunderwin]
-~chatnpc(neutral, "Buying cabbage am I, not have such thing where I from. Will pay money much handsome for wondrous object, cabbage you called.");
-~chatnpc(neutral, "Say I 100 gold coins each fair price to be giving yes?");
+~chatnpc(" Buying cabbage am I, not have such thing where I from. Will pay money much handsome for wondrous object, cabbage you called.");
+~chatnpc(" Say I 100 gold coins each fair price to be giving yes?");
if(inv_total(inv, cabbage) > 0) {
switch_int(~p_choice2("Yes, I will sell you all my cabbages.", 1, "No, I will keep my cabbbages.", 2)) {
case 1:
- ~chatplayer(neutral, "Yes, I'll sell you all my cabbages.");
+ ~chatplayer(" Yes, I'll sell you all my cabbages.");
if_close;
while(inv_total(inv, cabbage) > 0) {
// RSC sells 1 at a time with delay, OSRS technically does as well but with no delay, we'll copy RSC here
@@ -13,10 +13,10 @@ if(inv_total(inv, cabbage) > 0) {
inv_del(inv, cabbage, 1);
inv_add(inv, coins, 100);
}
- ~chatnpc(neutral, "Business good doing with you! Please, again come, buying always.");
- case 2: ~chatplayer(neutral, "No, I will keep my cabbbages.");
+ ~chatnpc(" Business good doing with you! Please, again come, buying always.");
+ case 2: ~chatplayer(" No, I will keep my cabbbages.");
}
return;
}
-~chatplayer(sad, "Alas, I have no cabbages either...");
-~chatnpc(sad, "Pity be that, I want badly do.");
\ No newline at end of file
+~chatplayer(" Alas, I have no cabbages either...");
+~chatnpc(" Pity be that, I want badly do.");
\ No newline at end of file
diff --git a/data/src/scripts/areas/area_lumbridge/scripts/archer_zanaris.rs2 b/data/src/scripts/areas/area_lumbridge/scripts/archer_zanaris.rs2
index bb43a160d..e364891de 100644
--- a/data/src/scripts/areas/area_lumbridge/scripts/archer_zanaris.rs2
+++ b/data/src/scripts/areas/area_lumbridge/scripts/archer_zanaris.rs2
@@ -1,25 +1,25 @@
[opnpc1,archer_zanaris]
if(map_members = false) { // From RS3
- ~chatplayer(quiz, "Hey there, are you camping?");
- ~chatnpc(neutral, "Not just camping; we're adventurers out on a mission,|sorry I can't share the details with you!");
+ ~chatplayer(" Hey there, are you camping?");
+ ~chatnpc(" Not just camping; we're adventurers out on a mission,|sorry I can't share the details with you!");
return;
}
switch_int (%zanaris_progress) {
case ^zanaris_not_started:
- ~chatplayer(quiz, "Why are you guys hanging around here?");
- ~chatnpc(angry, "(ahem)...'Guys'?");
- ~chatplayer(neutral, "Uh... yeah, sorry about that.|Why are you all standing around out here?");
- ~chatnpc(neutral, "Well, that's really none of your business.");
+ ~chatplayer(" Why are you guys hanging around here?");
+ ~chatnpc(" (ahem)...'Guys'?");
+ ~chatplayer(" Uh... yeah, sorry about that.|Why are you all standing around out here?");
+ ~chatnpc(" Well, that's really none of your business.");
return;
case ^zanaris_started:
- ~chatplayer(quiz, "So I hear theres a leprechaun around here who can show me the way to Zanaris?");
- ~chatnpc(shock, "...W-what? How did you..?");
- ~chatnpc(angry, "No. You're wrong. Now go away.");
+ ~chatplayer(" So I hear theres a leprechaun around here who can show me the way to Zanaris?");
+ ~chatnpc(" ...W-what? How did you..?");
+ ~chatnpc(" No. You're wrong. Now go away.");
case default:
- ~chatplayer(quiz, "So you didn't find the entrance to Zanaris yet, huh?");
- ~chatnpc(angry, "Don't tell me a novice like YOU has found it!");
- ~chatplayer(neutral, "Yep. Found it REALLY easily too.");
- ~chatnpc(confused, "...I cannot believe that someone like YOU could find the portal where experienced adventurers such as ourselves could not.");
- ~chatplayer(happy, "Believe what you want. Enjoy your little camp fire.");
+ ~chatplayer(" So you didn't find the entrance to Zanaris yet, huh?");
+ ~chatnpc(" Don't tell me a novice like YOU has found it!");
+ ~chatplayer(" Yep. Found it REALLY easily too.");
+ ~chatnpc(" ...I cannot believe that someone like YOU could find the portal where experienced adventurers such as ourselves could not.");
+ ~chatplayer(" Believe what you want. Enjoy your little camp fire.");
return;
}
\ No newline at end of file
diff --git a/data/src/scripts/areas/area_lumbridge/scripts/bob.rs2 b/data/src/scripts/areas/area_lumbridge/scripts/bob.rs2
index df4dd1e57..623c0bdef 100644
--- a/data/src/scripts/areas/area_lumbridge/scripts/bob.rs2
+++ b/data/src/scripts/areas/area_lumbridge/scripts/bob.rs2
@@ -1,18 +1,18 @@
[opnpc1,bob]
// This line isn't in OSRS (or launch? based on https://youtu.be/UJ94TeagEfE?si=MEO3k-HBgsEuKE2D&t=48), but exists in RSC
// although RSC also wouldn't have the option for axe repairs
-~chatnpc(quiz, "Hello. How can I help you?");
+~chatnpc(" Hello. How can I help you?");
def_int $option = ~p_choice3("Give me a quest!", 1, "Have you anything to sell?", 2, "Can you repair my items for me?", 3);
if($option = 1) {
- ~chatplayer(happy, "Give me a quest!");
- ~chatnpc(angry, "Get yer own!");
+ ~chatplayer(" Give me a quest!");
+ ~chatnpc(" Get yer own!");
} else if($option = 2) {
- ~chatplayer(quiz, "Have you anything to sell?");
- ~chatnpc(happy, "Yes! I buy and sell axes! Take your pick (or axe)!");
+ ~chatplayer(" Have you anything to sell?");
+ ~chatnpc(" Yes! I buy and sell axes! Take your pick (or axe)!");
~openshop_activenpc;
} else if($option = 3) {
- ~chatplayer(sad, "Can you repair my items for me?");
- ~chatnpc(shock, "Of course I'll repair it, though the materials may cost you. Just hand me the item and I'll have a look.");
+ ~chatplayer(" Can you repair my items for me?");
+ ~chatnpc(" Of course I'll repair it, though the materials may cost you. Just hand me the item and I'll have a look.");
}
@@ -23,13 +23,13 @@ def_int $cost = oc_cost($item);
if (oc_param($item, to_be_fixed_by_bob) = ^true) {
// https://youtu.be/bdvD8uxlEAs?list=PLn23LiLYLb1aYjPgadhUQGX61AeHWaT4y
if (inv_total(inv, coins) < $cost) {
- ~chatnpc(sad, "I'll need I'll need Quite badly damaged, but easy to repair. Would you like me to repair it for Quite badly damaged, but easy to repair. Would you like me to repair it for free?");
}
def_int $option = ~p_choice2("Yes, please.", 1, "No, thank you.", 2);
@@ -47,5 +47,5 @@ if (oc_param($item, to_be_fixed_by_bob) = ^true) {
return;
}
} else {
- ~chatnpc(neutral, "Sorry friend, but I can't do anything with that."); // osrs
+ ~chatnpc(" Sorry friend, but I can't do anything with that."); // osrs
}
\ No newline at end of file
diff --git a/data/src/scripts/areas/area_lumbridge/scripts/cook.rs2 b/data/src/scripts/areas/area_lumbridge/scripts/cook.rs2
index 17ccdec8e..3bfc9a935 100644
--- a/data/src/scripts/areas/area_lumbridge/scripts/cook.rs2
+++ b/data/src/scripts/areas/area_lumbridge/scripts/cook.rs2
@@ -1,26 +1,26 @@
[opnpc1,cook]
if(%cook_progress = 0) {
- ~chatnpc("sad", "What am I to do?");
+ ~chatnpc(" What am I to do?");
@cooks_assistant_start;
} else if(%cook_progress = 1) {
@cooks_assistant_inprogress;
} else if(%cook_progress = ^cook_complete) {
- ~chatnpc("happy", "How is the adventuring going, my friend?");
+ ~chatnpc(" How is the adventuring going, my friend?");
def_int $option = ~p_choice4("I am getting strong and mighty.", 1, "I keep on dying.", 2, "Nice hat!", 3, "Can I use your range?", 4);
if($option = 1) {
- ~chatplayer("happy", "I am getting strong and mighty.");
- ~chatnpc("happy", "Glad to hear it.");
+ ~chatplayer(" I am getting strong and mighty.");
+ ~chatnpc(" Glad to hear it.");
} else if($option = 2) {
- ~chatplayer("sad", "I keep on dying.");
- ~chatnpc("happy", "Ah well, at least you keep coming back to life!");
+ ~chatplayer(" I keep on dying.");
+ ~chatnpc(" Ah well, at least you keep coming back to life!");
} else if($option = 3) {
- ~chatplayer("happy", "Nice hat!");
- ~chatnpc("sad", "Err thank you. It's a pretty ordinary cooks hat really.");
+ ~chatplayer(" Nice hat!");
+ ~chatnpc(" Err thank you. It's a pretty ordinary cooks hat really.");
} else if($option = 4) {
- ~chatplayer("neutral", "Can I use your range?");
- ~chatnpc("happy", "Go ahead - it's a very good range.|It's easier to use than most other ranges.");
+ ~chatplayer(" Can I use your range?");
+ ~chatnpc(" Go ahead - it's a very good range.|It's easier to use than most other ranges.");
}
}
\ No newline at end of file
diff --git a/data/src/scripts/areas/area_lumbridge/scripts/duke_horacio.rs2 b/data/src/scripts/areas/area_lumbridge/scripts/duke_horacio.rs2
index 44a3face0..aa0ea58a0 100644
--- a/data/src/scripts/areas/area_lumbridge/scripts/duke_horacio.rs2
+++ b/data/src/scripts/areas/area_lumbridge/scripts/duke_horacio.rs2
@@ -1,5 +1,5 @@
[opnpc1,duke_horacio]
-~chatnpc(neutral, "Greetings. Welcome to my castle.");
+~chatnpc(" Greetings. Welcome to my castle.");
if (%dragon_shield = ^quest_dragon_knows_about_shield & inv_total(inv, dragonfire_shield) < 1 & inv_total(worn, dragonfire_shield) < 1) {
@multi3("I seek a shield that will protect me from the dragon's breath.", duke_horacio_shield, "Have you any quests for me?", ~duke_handle_rune_mysteries, "Where can I find money?", duke_horacio_money);
@@ -16,20 +16,20 @@ else if (%runemysteries_progress = ^runemysteries_complete) return(duke_rune_mys
else return (duke_rune_mysteries_in_progress);
[label,duke_horacio_money]
-~chatplayer(neutral, "Where can I find money?");
-~chatnpc(neutral, "I've heard that the blacksmiths are prosperous amongst the peasantry. Maybe you could try your hand at that?");
+~chatplayer(" Where can I find money?");
+~chatnpc(" I've heard that the blacksmiths are prosperous amongst the peasantry. Maybe you could try your hand at that?");
[label,duke_rune_mysteries_start]
-~chatplayer(quiz, "Have you any quests for me?");
-~chatnpc(neutral, "Well, it's not really a quest but I recently discovered this strange talisman.");
-~chatnpc(neutral, "It seems to be a mystical and I have never seen anything like it before. Would you take it to the head wizard at");
-~chatnpc(neutral, "the Wizards' Tower for me? It's just south-west of here and should not take you very long at all. I would be awfully grateful.");
+~chatplayer(" Have you any quests for me?");
+~chatnpc(" Well, it's not really a quest but I recently discovered this strange talisman.");
+~chatnpc(" It seems to be a mystical and I have never seen anything like it before. Would you take it to the head wizard at");
+~chatnpc(" the Wizards' Tower for me? It's just south-west of here and should not take you very long at all. I would be awfully grateful.");
def_int $option = ~p_choice2("Sure, no problem.", 1, "Not right now.", 2);
if ($option = 1) {
- ~chatplayer(neutral, "Sure, no problem.");
+ ~chatplayer(" Sure, no problem.");
%runemysteries_progress = 1;
~send_quest_progress(questlist:runemysteries, %runemysteries_progress, 5);
- ~chatnpc(neutral, "Thank you very much, stranger. I am sure the head wizard will reward you for such an interesting find.");
+ ~chatnpc(" Thank you very much, stranger. I am sure the head wizard will reward you for such an interesting find.");
if(inv_freespace(inv) = 0) {
~mesbox("The Duke tries to hand you the talisman, but you don't have enough room to take it.");
} else {
@@ -38,35 +38,35 @@ if ($option = 1) {
inv_add(inv, air_talisman, 1);
}
} else if($option = 2) {
- ~chatplayer(neutral, "Not right now.");
- ~chatnpc(neutral, "As you wish. Hopefully I can find someone else to help.");
+ ~chatplayer(" Not right now.");
+ ~chatnpc(" As you wish. Hopefully I can find someone else to help.");
}
[label,duke_rune_mysteries_in_progress]
if(~obj_gettotal(air_talisman) = 0) {
- ~chatnpc(neutral, "Did you speak to the head wizard for me yet, adventurer?");
- ~chatplayer(neutral, "No, I lost that talisman that you gave me.");
+ ~chatnpc(" Did you speak to the head wizard for me yet, adventurer?");
+ ~chatplayer(" No, I lost that talisman that you gave me.");
if(inv_freespace(inv) = 0) {
~objbox(air_talisman, "The Duke tries to hand you a talisman, but you don't have enough room to take it.");
} else {
- ~chatnpc(neutral, "Ah, that would explain it. One of my servants found this outside, and it seemed too much of a coincidence that more than one strange.");
+ ~chatnpc(" Ah, that would explain it. One of my servants found this outside, and it seemed too much of a coincidence that more than one strange.");
inv_add(inv, air_talisman, 1);
- ~chatnpc(neutral, "object would appear on my land in such a short period of time. Please take this to the head wizard at the Wizards' Tower, south-west of here, and don't lose it this time.");
+ ~chatnpc(" object would appear on my land in such a short period of time. Please take this to the head wizard at the Wizards' Tower, south-west of here, and don't lose it this time.");
}
} else {
- ~chatnpc(neutral, "The only task remotely approaching a quest is the delivery of that talisman I gave you to the head wizard of the Wizards' Tower,");
- ~chatnpc(neutral, "south-west of here. I suggest you deliver it to him as soon as possible. I have the oddest feeling that it is important...");
+ ~chatnpc(" The only task remotely approaching a quest is the delivery of that talisman I gave you to the head wizard of the Wizards' Tower,");
+ ~chatnpc(" south-west of here. I suggest you deliver it to him as soon as possible. I have the oddest feeling that it is important...");
}
[label,duke_rune_mysteries_complete]
-~chatplayer(neutral, "Have you any quests for me?");
-//~chatnpc(neutral, "The only job I had was the delivery of that talisman, so I'm afraid not.");
-~chatnpc(neutral, "All is well for me."); // rsc
+~chatplayer(" Have you any quests for me?");
+//~chatnpc(" The only job I had was the delivery of that talisman, so I'm afraid not.");
+~chatnpc(" All is well for me."); // rsc
// dragon slayer
[label,duke_horacio_shield]
// Dialogue is taken from rsc
-~chatplayer(neutral, "I seek a shield that will protect me from the dragon's breath.");
-~chatnpc(quiz, "A knight going on a dragon quest, hmm?|A most worthy cause.|Guard this well my friend.");
+~chatplayer(" I seek a shield that will protect me from the dragon's breath.");
+~chatnpc(" A knight going on a dragon quest, hmm?|A most worthy cause.|Guard this well my friend.");
inv_add(inv, dragonfire_shield, 1);
~objboxt(dragonfire_shield, "The Duke hands you a shield.");
\ No newline at end of file
diff --git a/data/src/scripts/areas/area_lumbridge/scripts/father_aereck.rs2 b/data/src/scripts/areas/area_lumbridge/scripts/father_aereck.rs2
index c99340a52..ba8c3a366 100644
--- a/data/src/scripts/areas/area_lumbridge/scripts/father_aereck.rs2
+++ b/data/src/scripts/areas/area_lumbridge/scripts/father_aereck.rs2
@@ -6,79 +6,79 @@ switch_int(%priest_progress) {
}
[label,father_aereck_default]
-~chatnpc(happy, "Welcome to the church of holy Saradomin.");
+~chatnpc(" Welcome to the church of holy Saradomin.");
switch_int (~p_choice3("Who's Saradomin?", 1, "Nice place you've got here.", 2, "I'm looking for a quest.", 3)) {
case 1:
- ~chatplayer(quiz, "Who's Saradomin?");
- ~chatnpc(shock, "Surely you have heard of the god, Saradomin?");
- ~chatnpc(neutral, "He who creates the forces of goodness and purity in this world? I cannot believe your ignorance!");
- ~chatnpc(neutral, "This is the God with more followers than any other!.. At least in this part of the world.");
- ~chatnpc(neutral, "He who created this world along with his brothers Guthix and Zamorak?");
+ ~chatplayer(" Who's Saradomin?");
+ ~chatnpc(" Surely you have heard of the god, Saradomin?");
+ ~chatnpc(" He who creates the forces of goodness and purity in this world? I cannot believe your ignorance!");
+ ~chatnpc(" This is the God with more followers than any other!.. At least in this part of the world.");
+ ~chatnpc(" He who created this world along with his brothers Guthix and Zamorak?");
switch_int (~p_choice2("Oh, THAT Saradomin...", 1, "Oh, sorry. I'm not from this world.", 2)) {
case 1:
- ~chatplayer(neutral, "Oh, THAT Saradomin...");
- ~chatnpc(confused, "There... is only one Saradomin...");
+ ~chatplayer(" Oh, THAT Saradomin...");
+ ~chatnpc(" There... is only one Saradomin...");
case 2:
- ~chatplayer(neutral, "Oh, sorry. I'm not from this world.");
- ~chatnpc(shock, "...");
- ~chatnpc(neutral, "That's... strange.");
- ~chatnpc(neutral, "I thought things not from this world were all slime and tenticles.");
+ ~chatplayer(" Oh, sorry. I'm not from this world.");
+ ~chatnpc(" ...");
+ ~chatnpc(" That's... strange.");
+ ~chatnpc(" I thought things not from this world were all slime and tenticles.");
switch_int (~p_choice2("You don't understand. This is a computer game!", 1, "I am - do you like my disguise?", 2)) {
case 1:
- ~chatplayer(neutral, "You don't understand. This is a computer game!");
- ~chatnpc(confused, "I... beg your pardon?");
- ~chatplayer(neutral, "Never mind.");
+ ~chatplayer(" You don't understand. This is a computer game!");
+ ~chatnpc(" I... beg your pardon?");
+ ~chatplayer(" Never mind.");
case 2:
- ~chatplayer(happy, "I am - do you like my disguise?");
- ~chatnpc(shock, "Aargh! Begone foul creature from another dimension!");
- ~chatplayer(happy, "Ok, ok, I was only joking...");
+ ~chatplayer(" I am - do you like my disguise?");
+ ~chatnpc(" Aargh! Begone foul creature from another dimension!");
+ ~chatplayer(" Ok, ok, I was only joking...");
}
}
case 2:
- ~chatplayer(happy, "Nice place you've got here.");
- ~chatnpc(happy, "It is, isn't it?|It was built over 230 years ago.");
+ ~chatplayer(" Nice place you've got here.");
+ ~chatnpc(" It is, isn't it?|It was built over 230 years ago.");
case 3:
- ~chatplayer(happy, "I'm looking for a quest.");
+ ~chatplayer(" I'm looking for a quest.");
switch_int(%priest_progress) {
case 0:
- ~chatnpc(happy, "That's lucky, I need someone to do a quest for me.");
+ ~chatnpc(" That's lucky, I need someone to do a quest for me.");
%priest_progress = ^priest_started;
~send_quest_progress(questlist:priest, %priest_progress, ^priest_complete);
- ~chatplayer(happy, "Ok, let me help then.");
- ~chatnpc(happy, "Thank you. The problem is, there is a ghost in the church graveyard: I would like you to get rid of it.");
- ~chatnpc(happy, "If you need any help, my friend Father Urhney is an expert on ghosts.");
- ~chatnpc(happy, "I believe he is currently living as a hermit. He has a little shack somewhere in the swamps south of here. I'm sure if you told him that I sent you he'd be willing to help.");
- ~chatnpc(happy, "My name is father Aereck by the way.|Pleased to meet you.");
- ~chatplayer(happy, "Likewise.");
- ~chatnpc(neutral, "Take care travelling through the swamps.|I have heard they can be quite dangerous.");
- ~chatplayer(happy, "I will, thanks.");
- case ^priest_complete: ~chatnpc(happy, "Sorry, I only had the one quest.");
+ ~chatplayer(" Ok, let me help then.");
+ ~chatnpc(" Thank you. The problem is, there is a ghost in the church graveyard: I would like you to get rid of it.");
+ ~chatnpc(" If you need any help, my friend Father Urhney is an expert on ghosts.");
+ ~chatnpc(" I believe he is currently living as a hermit. He has a little shack somewhere in the swamps south of here. I'm sure if you told him that I sent you he'd be willing to help.");
+ ~chatnpc(" My name is father Aereck by the way.|Pleased to meet you.");
+ ~chatplayer(" Likewise.");
+ ~chatnpc(" Take care travelling through the swamps.|I have heard they can be quite dangerous.");
+ ~chatplayer(" I will, thanks.");
+ case ^priest_complete: ~chatnpc(" Sorry, I only had the one quest.");
}
}
[label,father_aereck_priest_inprogress]
-~chatnpc(neutral, "Have you got rid of the ghost yet?");
+~chatnpc(" Have you got rid of the ghost yet?");
switch_int (%priest_progress) {
case ^priest_started:
- ~chatplayer(sad, "I can't find father Urhney at the moment.");
- ~chatnpc(happy, "Well, to get to the swamp he is in you need to go round the back of the castle. The swamp is on the otherside of the fence to the south.");
- ~chatnpc(happy, "You'll have to go through the wood to the west to get round the fence. Then you'll have to go right into the eastern depths of the swamp.");
+ ~chatplayer(" I can't find father Urhney at the moment.");
+ ~chatnpc(" Well, to get to the swamp he is in you need to go round the back of the castle. The swamp is on the otherside of the fence to the south.");
+ ~chatnpc(" You'll have to go through the wood to the west to get round the fence. Then you'll have to go right into the eastern depths of the swamp.");
case ^priest_spoken_urhney:
- ~chatplayer(neutral, "I had a talk with Father Urhney. He has given me this funny amulet to talk to the ghost with.");
- ~chatnpc(confused, "I always wondered what that amulet was... Well, I hope it's useful. Tell me when you get rid of the ghost!");
+ ~chatplayer(" I had a talk with Father Urhney. He has given me this funny amulet to talk to the ghost with.");
+ ~chatnpc(" I always wondered what that amulet was... Well, I hope it's useful. Tell me when you get rid of the ghost!");
case ^priest_spoken_ghost:
- ~chatplayer(neutral, "I've found out that the ghost's corpse has lost its skull. If I can find the skull the ghost will go.");
- ~chatnpc(neutral, "That WOULD explain it.");
- ~chatnpc(neutral, "Hmmmmm. Well, I haven't seen any skulls.");
- ~chatplayer(confused, "Yes, I think a warlock has stolen it.");
- ~chatnpc(angry, "I hate warlocks.");
- ~chatnpc(happy, "Ah well, good luck!");
+ ~chatplayer(" I've found out that the ghost's corpse has lost its skull. If I can find the skull the ghost will go.");
+ ~chatnpc(" That WOULD explain it.");
+ ~chatnpc(" Hmmmmm. Well, I haven't seen any skulls.");
+ ~chatplayer(" Yes, I think a warlock has stolen it.");
+ ~chatnpc(" I hate warlocks.");
+ ~chatnpc(" Ah well, good luck!");
case ^priest_obtained_skull:
if(inv_total(inv, ghost_skull) = 0) { // this only checks the player inv
- ~chatplayer(sad, "Well, I found the ghost's skull but then lost it.");
- ~chatnpc(neutral, "Don't worry, I'm sure you'll find it again.");
+ ~chatplayer(" Well, I found the ghost's skull but then lost it.");
+ ~chatnpc(" Don't worry, I'm sure you'll find it again.");
return;
}
- ~chatplayer(happy, "I've finally found the ghost's skull!");
- ~chatnpc(happy, "Great! Put it in the ghost's coffin and see what happens!");
+ ~chatplayer(" I've finally found the ghost's skull!");
+ ~chatnpc(" Great! Put it in the ghost's coffin and see what happens!");
}
\ No newline at end of file
diff --git a/data/src/scripts/areas/area_lumbridge/scripts/father_urhney.rs2 b/data/src/scripts/areas/area_lumbridge/scripts/father_urhney.rs2
index f70e04f95..d75e668ce 100644
--- a/data/src/scripts/areas/area_lumbridge/scripts/father_urhney.rs2
+++ b/data/src/scripts/areas/area_lumbridge/scripts/father_urhney.rs2
@@ -1,5 +1,5 @@
[opnpc1,father_urhney]
-~chatnpc(angry, "Go away! I'm meditating!");
+~chatnpc(" Go away! I'm meditating!");
if (%priest_progress = ^priest_started) {
@multi3("Well, that's friendly.", father_urhney_well_thats_friendly, "Father Aereck sent me to talk to you.", father_urhney_priest_father_aereck_sent_me, "I've come to repossess your house.", father_urhney_repossess_house);
} else if (%priest_progress >= ^priest_spoken_urhney & ~obj_gettotal(amulet_of_ghostspeak) = 0) {
@@ -9,57 +9,57 @@ if (%priest_progress = ^priest_started) {
}
[label,father_urhney_well_thats_friendly]
-~chatplayer(neutral, "Well, that's friendly.");
-~chatnpc(angry, "I SAID go AWAY.");
-~chatplayer(neutral, "Okay, okay...");
+~chatplayer(" Well, that's friendly.");
+~chatnpc(" I SAID go AWAY.");
+~chatplayer(" Okay, okay...");
[label,father_urhney_repossess_house]
-~chatplayer(neutral, "I've come to repossess your house.");
-~chatnpc(shock, "Under what grounds???");
+~chatplayer(" I've come to repossess your house.");
+~chatnpc(" Under what grounds???");
def_int $option = ~p_choice2("Repeated failure on mortgage payments.", 1, "I don't know, I just wanted this house.", 2);
if ($option = 1) {
- ~chatplayer(neutral, "Repeated failure on mortgage payments.");
- ~chatnpc(angry, "What?");
- ~chatnpc(angry, "But... I don't have a mortgage!|I built this house myself!");
- ~chatplayer(neutral, "Sorry. I must have got the wrong address.|All the houses look the same around here.");
+ ~chatplayer(" Repeated failure on mortgage payments.");
+ ~chatnpc(" What?");
+ ~chatnpc(" But... I don't have a mortgage!|I built this house myself!");
+ ~chatplayer(" Sorry. I must have got the wrong address.|All the houses look the same around here.");
} else if ($option = 2) {
- ~chatplayer(sad, "I don't know. I just wanted this house...");
- ~chatnpc(angry, "Oh... go away and stop wasting my time!");
+ ~chatplayer(" I don't know. I just wanted this house...");
+ ~chatnpc(" Oh... go away and stop wasting my time!");
}
[label,father_urhney_priest_father_aereck_sent_me]
-~chatplayer(neutral, "Father Aereck sent me to talk to you.");
-~chatnpc(angry, "I suppose I'd better talk to you then.|What problems has he got himself into this time?");
+~chatplayer(" Father Aereck sent me to talk to you.");
+~chatnpc(" I suppose I'd better talk to you then.|What problems has he got himself into this time?");
def_int $option = ~p_choice2("He's got a ghost haunting his graveyard.", 1,"You mean he gets himself into lots of problems?", 2);
if ($option = 1) {
@father_urhney_priest_hes_got_a_ghost;
} else if ($option = 2) {
- ~chatplayer(quiz, "You mean he gets himself into lots of problems?");
- ~chatnpc(neutral, "Yeah. For example, when we were trainee priests|he kept on getting stuck up bell ropes.");
- ~chatnpc(angry, "Anyway. I don't have time for chitchat.|What's his problem THIS time?");
+ ~chatplayer(" You mean he gets himself into lots of problems?");
+ ~chatnpc(" Yeah. For example, when we were trainee priests|he kept on getting stuck up bell ropes.");
+ ~chatnpc(" Anyway. I don't have time for chitchat.|What's his problem THIS time?");
@father_urhney_priest_hes_got_a_ghost;
}
[label,father_urhney_priest_hes_got_a_ghost]
-~chatplayer(neutral, "He's got a ghost haunting his graveyard.");
-~chatnpc(angry, "Oh, the silly fool.");
-~chatnpc(angry, "I leave town for just five months,|and ALREADY he can't manage.");
-~chatnpc(sad, "(sigh)");
-~chatnpc(angry, "Well, I can't go back and exorcise it.|I vowed not to leave this place.|Until I had done a full two years of prayer and meditiation.");
-~chatnpc(neutral, "Tell you what I can do though;|take this amulet.");
+~chatplayer(" He's got a ghost haunting his graveyard.");
+~chatnpc(" Oh, the silly fool.");
+~chatnpc(" I leave town for just five months,|and ALREADY he can't manage.");
+~chatnpc(" (sigh)");
+~chatnpc(" Well, I can't go back and exorcise it.|I vowed not to leave this place.|Until I had done a full two years of prayer and meditiation.");
+~chatnpc(" Tell you what I can do though;|take this amulet.");
%priest_progress = ^priest_spoken_urhney;
inv_add(inv, amulet_of_ghostspeak, 1);
~mesbox("Father Urhney hands you an amulet.");
-~chatnpc(neutral, "It is an Amulet of Ghostspeak.");
-~chatnpc(neutral, "So called, because when you wear it you can speak to ghosts. A lot of ghosts are doomed to be ghosts because they have left some important task uncompleted.");
-~chatnpc(neutral, "Maybe if you know what this task is,|you can get rid of the ghost.|I'm not making any guarantees mind you,|but it is the best I can do right now.");
-~chatplayer(neutral, "Thank you. I'll give it a try!");
+~chatnpc(" It is an Amulet of Ghostspeak.");
+~chatnpc(" So called, because when you wear it you can speak to ghosts. A lot of ghosts are doomed to be ghosts because they have left some important task uncompleted.");
+~chatnpc(" Maybe if you know what this task is,|you can get rid of the ghost.|I'm not making any guarantees mind you,|but it is the best I can do right now.");
+~chatplayer(" Thank you. I'll give it a try!");
[label,father_urhney_priest_lost_amulet]
-~chatplayer(happy, "I've lost the amulet.");
+~chatplayer(" I've lost the amulet.");
~mesbox("Father Urhney sighs.");
-~chatnpc(angry, "How careless can you get?|Those things aren't easy to come by you know!|It's a good job I've got a spare.");
+~chatnpc(" How careless can you get?|Those things aren't easy to come by you know!|It's a good job I've got a spare.");
inv_add(inv, amulet_of_ghostspeak, 1);
~mesbox("Father Urhney hands you an amulet.");
-~chatnpc(angry, "Be more careful this time.");
-~chatplayer(neutral, "Okay, I'll try to be.");
\ No newline at end of file
+~chatnpc(" Be more careful this time.");
+~chatplayer(" Okay, I'll try to be.");
\ No newline at end of file
diff --git a/data/src/scripts/areas/area_lumbridge/scripts/fred_the_farmer.rs2 b/data/src/scripts/areas/area_lumbridge/scripts/fred_the_farmer.rs2
index df954ebd6..f5425256e 100644
--- a/data/src/scripts/areas/area_lumbridge/scripts/fred_the_farmer.rs2
+++ b/data/src/scripts/areas/area_lumbridge/scripts/fred_the_farmer.rs2
@@ -8,13 +8,13 @@ if(%sheep_progress = ^sheep_not_started) {
}
[label,fred_start]
-~chatnpc(angry, "What are you doing on my land? You're not the one keeps leaving all my gates open and letting out all my sheep?");
+~chatnpc(" What are you doing on my land? You're not the one keeps leaving all my gates open and letting out all my sheep?");
def_int $option = ~p_choice3("I'm looking for a quest.", 1, "I'm looking for something to kill.", 2, "I'm lost.", 3);
if($option = 1) {
- ~chatplayer(neutral, "I'm looking for a quest.");
- ~chatnpc(neutral, "You're after a quest, you say? Actually I could do with a bit of help.");
- ~chatnpc(neutral, "My sheep are getting mighty woolly. I'd be much obliged if you could shear them. And while you're at it spin the wool for me too.");
- ~chatnpc(happy, "Yes, that's it. Bring me 20 balls of wool. And I'm sure I could sort out some sort of payment. Of course, there's the small matter of The Thing.");
+ ~chatplayer(" I'm looking for a quest.");
+ ~chatnpc(" You're after a quest, you say? Actually I could do with a bit of help.");
+ ~chatnpc(" My sheep are getting mighty woolly. I'd be much obliged if you could shear them. And while you're at it spin the wool for me too.");
+ ~chatnpc(" Yes, that's it. Bring me 20 balls of wool. And I'm sure I could sort out some sort of payment. Of course, there's the small matter of The Thing.");
@multi3("Yes okay. I can do that.", fred_yes_okay, "That doesn't sound a very exciting quest.", fred_not_exciting, "What do you mean, The Thing?", fred_the_thing);
} else if($option = 2) {
@fred_something_to_kill;
@@ -23,46 +23,46 @@ if($option = 1) {
}
[label,fred_something_to_kill]
-~chatplayer(happy, "I'm looking for something to kill.");
-~chatnpc(angry, "What, on my land? Leave my livestock alone you scoundrel!");
+~chatplayer(" I'm looking for something to kill.");
+~chatnpc(" What, on my land? Leave my livestock alone you scoundrel!");
[label,fred_im_lost]
-~chatplayer(sad, "I'm lost.");
-~chatnpc(confused, "How can you be lost? Just follow the road east and south. You'll end up in Lumbridge fairly quickly.");
+~chatplayer(" I'm lost.");
+~chatnpc(" How can you be lost? Just follow the road east and south. You'll end up in Lumbridge fairly quickly.");
[label,fred_not_exciting]
-~chatplayer(neutral, "That doesn't sound a very exciting quest.");
-~chatnpc(default, "Well what do you expect if you ask a farmer for a quest? Now are you going to help me or not?");
+~chatplayer(" That doesn't sound a very exciting quest.");
+~chatnpc(" Well what do you expect if you ask a farmer for a quest? Now are you going to help me or not?");
@multi2("Yes okay. I can do that.", fred_yes_okay, "No, I'll give it a miss.", fred_no_miss);
[label,fred_the_thing]
-~chatplayer(quiz, "What do you mean, The Thing?");
-~chatnpc(shifty, "I wouldn't worry about it. Something ate all the previous shearers. They probably got unlucky. So are you going to help me?");
+~chatplayer(" What do you mean, The Thing?");
+~chatnpc(" I wouldn't worry about it. Something ate all the previous shearers. They probably got unlucky. So are you going to help me?");
@multi2("Yes okay. I can do that.", fred_yes_okay, "Erm, I'm a bit worried about this thing.", fred_worried_thing);
[label,fred_no_miss]
-~chatplayer(neutral, "No, I'll give it a miss.");
+~chatplayer(" No, I'll give it a miss.");
[label,fred_worried_thing]
-~chatplayer(confused, "Erm, I'm a bit worried about this thing.");
-~chatnpc(shifty, "I'm sure it's nothing to worry about. It's possible the other shearers aren't dead at all. And are just hiding in the woods or something.");
-~chatplayer(neutral, "I'm not convinced.");
+~chatplayer(" Erm, I'm a bit worried about this thing.");
+~chatnpc(" I'm sure it's nothing to worry about. It's possible the other shearers aren't dead at all. And are just hiding in the woods or something.");
+~chatplayer(" I'm not convinced.");
[label,fred_yes_okay]
-~chatplayer(happy, "Yes okay. I can do that.");
-~chatnpc(neutral, "Ok I'll see you when you have some wool.");
+~chatplayer(" Yes okay. I can do that.");
+~chatnpc(" Ok I'll see you when you have some wool.");
%sheep_progress = ^sheep_started;
~send_quest_progress_colour(questlist:sheep, %sheep_progress, ^sheep_started);
[label,fred_progressed]
-~chatnpc(neutral, "How are you doing getting those balls of wool?");
+~chatnpc(" How are you doing getting those balls of wool?");
if(inv_total(inv, ball_of_wool) > 0) {
- ~chatplayer(happy, "I have some.");
- ~chatnpc(neutral, "Give 'em here then.");
+ ~chatplayer(" I have some.");
+ ~chatnpc(" Give 'em here then.");
@fred_give_wool;
} else {
- ~chatplayer(happy, "I haven't got any at the moment.");
- ~chatnpc(happy, "Ah well at least you haven't been eaten.");
+ ~chatplayer(" I haven't got any at the moment.");
+ ~chatnpc(" Ah well at least you haven't been eaten.");
}
[label,fred_give_wool]
@@ -79,15 +79,15 @@ if(inv_total(inv, ball_of_wool) > 0 & %sheep_progress ! ^sheep_last_wool) {
[label,fred_end_giving_wool]
if(%sheep_progress = ^sheep_last_wool & inv_total(inv, ball_of_wool) > 0) {
- ~chatplayer(happy, "I have your last ball of wool.");
- ~chatnpc(sad, "I guess I'd better pay you then.");
+ ~chatplayer(" I have your last ball of wool.");
+ ~chatnpc(" I guess I'd better pay you then.");
queue(sheep_complete, 0);
return;
}
-~chatplayer(happy, "That's all I've got so far.");
-~chatnpc(neutral, "I need more before I can pay you.");
-~chatplayer(neutral, "Ok, I'll work on it.");
+~chatplayer(" That's all I've got so far.");
+~chatnpc(" I need more before I can pay you.");
+~chatplayer(" Ok, I'll work on it.");
[label,fred_post_quest]
-~chatnpc(angry, "What are you doing on my land?");
+~chatnpc(" What are you doing on my land?");
@multi2("I'm looking for something to kill.", fred_something_to_kill, "I'm lost.", fred_im_lost);
\ No newline at end of file
diff --git a/data/src/scripts/areas/area_lumbridge/scripts/hans.rs2 b/data/src/scripts/areas/area_lumbridge/scripts/hans.rs2
index a147202ad..ab2a42972 100644
--- a/data/src/scripts/areas/area_lumbridge/scripts/hans.rs2
+++ b/data/src/scripts/areas/area_lumbridge/scripts/hans.rs2
@@ -4,25 +4,25 @@ if(inv_total(inv, trail_clue_easy_simple_exp005) = 1) {
@trail_hans_exp001;
}
-~chatnpc(neutral, "Hello. What are you doing here?");
+~chatnpc(" Hello. What are you doing here?");
def_int $option = ~p_choice3("I'm looking for whoever is in charge of this place.", 1, "I have come to kill everyone in this castle.", 2, "I don't know. I'm lost. Where am i?", 3);
if ($option = 1) {
- ~chatplayer(neutral, "I'm looking for whoever is in charge of this place.");
- ~chatnpc(neutral, "Sorry, I don't know where he is right now.");
+ ~chatplayer(" I'm looking for whoever is in charge of this place.");
+ ~chatnpc(" Sorry, I don't know where he is right now.");
} else if ($option = 2) {
- ~chatplayer(angry, "I have come to kill everyone in this castle.");
+ ~chatplayer(" I have come to kill everyone in this castle.");
npc_say("HELP HELP!");
npc_setmode(playerescape);
if_close;
world_delay(2);
npc_setmode(null);
} else if ($option = 3) {
- ~chatplayer(confused, "I don't know. I'm lost. Where am I?");
- ~chatnpc(neutral, "You are in Lumbridge Castle.");
+ ~chatplayer(" I don't know. I'm lost. Where am I?");
+ ~chatnpc(" You are in Lumbridge Castle.");
}
[label,trail_hans_exp001]
-~chatnpc(quiz, "Well done, you've solved the clue!");
+~chatnpc(" Well done, you've solved the clue!");
~trail_clue_progress;
inv_del(inv, trail_clue_easy_simple_exp007, 1);
if(~trail_clue_easy_complete = true) {
diff --git a/data/src/scripts/areas/area_lumbridge/scripts/monk_zanaris.rs2 b/data/src/scripts/areas/area_lumbridge/scripts/monk_zanaris.rs2
index b05ed4b6b..21dd73006 100644
--- a/data/src/scripts/areas/area_lumbridge/scripts/monk_zanaris.rs2
+++ b/data/src/scripts/areas/area_lumbridge/scripts/monk_zanaris.rs2
@@ -1,19 +1,19 @@
[opnpc1,monk_zanaris]
if(map_members = false) { // From RS3
- ~chatplayer(happy, "Top of the day to you!");
- ~chatnpc(neutral, "Yes, Saradomin has certainly blessed us today!");
+ ~chatplayer(" Top of the day to you!");
+ ~chatnpc(" Yes, Saradomin has certainly blessed us today!");
return;
}
switch_int (%zanaris_progress) {
case ^zanaris_not_started:
- ~chatplayer(quiz, "Why are all of you standing around here?");
- ~chatnpc(angry, "None of your business. Get lost.");
+ ~chatplayer(" Why are all of you standing around here?");
+ ~chatnpc(" None of your business. Get lost.");
return;
case ^zanaris_started:
- ~chatplayer(quiz, "Have you found the tree with the leprechaun yet?");
- ~chatnpc(confused, "No, we've looked for ages but haven't... Hey!|Wait a minute! How did you know about that?");
- ~chatplayer(happy, "Thanks for the information!");
- ~chatnpc(angry, "...You tricked me. I'm not talking to you anymore.");
+ ~chatplayer(" Have you found the tree with the leprechaun yet?");
+ ~chatnpc(" No, we've looked for ages but haven't... Hey!|Wait a minute! How did you know about that?");
+ ~chatplayer(" Thanks for the information!");
+ ~chatnpc(" ...You tricked me. I'm not talking to you anymore.");
return;
- case default: ~chatnpc(neutral, "I already told you. I'm not talking to you anymore.");
+ case default: ~chatnpc(" I already told you. I'm not talking to you anymore.");
}
\ No newline at end of file
diff --git a/data/src/scripts/areas/area_lumbridge/scripts/warrior_zanaris.rs2 b/data/src/scripts/areas/area_lumbridge/scripts/warrior_zanaris.rs2
index 1ccf08029..8cdc71cd3 100644
--- a/data/src/scripts/areas/area_lumbridge/scripts/warrior_zanaris.rs2
+++ b/data/src/scripts/areas/area_lumbridge/scripts/warrior_zanaris.rs2
@@ -1,98 +1,98 @@
[opnpc1,warrior_zanaris]
if(map_members = false) { // from RS3
- ~chatplayer(happy, "Greetings! You look like a warrior.");
- ~chatnpc(neutral, "Greetings to you to and yes indeed, the warrior's path is the one I travel. Sorry I can't stay to chat, I'm on a mission with my companions and we must break camp to continue our quest.");
+ ~chatplayer(" Greetings! You look like a warrior.");
+ ~chatnpc(" Greetings to you to and yes indeed, the warrior's path is the one I travel. Sorry I can't stay to chat, I'm on a mission with my companions and we must break camp to continue our quest.");
return;
}
switch_int (%zanaris_progress) {
case ^zanaris_not_started:
- ~chatnpc(neutral, "Hello there traveller.");
+ ~chatnpc(" Hello there traveller.");
@multi2("What are you camped here for?", warrior_camped_out, "Do you know any good adventures I can go on?", warrior_adventures);
return;
case ^zanaris_started:
- ~chatplayer(quiz, "So let me get this straight: I need to search the trees around here for a leprechaun; and then when I find him, he will tell me where this 'Zanaris' is?");
+ ~chatplayer(" So let me get this straight: I need to search the trees around here for a leprechaun; and then when I find him, he will tell me where this 'Zanaris' is?");
// https://web.archive.org/web/20050520195439im_/http://www.runeweb.net/fireball/Lost%20City%20Images/LostCity1.PNG
- ~chatnpc(confused, "What? How did you know that?|Uh... I mean, no, no you're very wrong.|Very wrong, and not right at all, and I|definitely didn't tell you about that at all.");
+ ~chatnpc(" What? How did you know that?|Uh... I mean, no, no you're very wrong.|Very wrong, and not right at all, and I|definitely didn't tell you about that at all.");
return;
case ^zanaris_complete:
- ~chatplayer(happy, "Hey, thanks for all the information. It REALLY helped me out in finding the lost city of Zanaris and all.");
- ~chatnpc(sad, "Oh please don't say that anymore! If the rest of my party knew I'd helped you they'd probably throw me out and make me walk home by myself!");
- ~chatnpc(quiz, "So anyway, what have you found out? Where is the fabled Zanaris? Is it all the legends say it is?");
- ~chatplayer(happy, "You know.... I think I'll keep that to myself.");
+ ~chatplayer(" Hey, thanks for all the information. It REALLY helped me out in finding the lost city of Zanaris and all.");
+ ~chatnpc(" Oh please don't say that anymore! If the rest of my party knew I'd helped you they'd probably throw me out and make me walk home by myself!");
+ ~chatnpc(" So anyway, what have you found out? Where is the fabled Zanaris? Is it all the legends say it is?");
+ ~chatplayer(" You know.... I think I'll keep that to myself.");
return;
case default:
- ~chatplayer(quiz, "Have you found anything yet?");
- ~chatnpc(happy, "We're still searching for Zanaris...GAH! I mean we're not doing anything here at all.");
- ~chatplayer(sad, "I haven't found it yet either.");
+ ~chatplayer(" Have you found anything yet?");
+ ~chatnpc(" We're still searching for Zanaris...GAH! I mean we're not doing anything here at all.");
+ ~chatplayer(" I haven't found it yet either.");
return;
}
[label,warrior_camped_out]
-~chatplayer(quiz, "What are you camped here for?");
-~chatnpc(neutral, "We're looking for Zanaris...GAH! I mean we're not here for any particular reason at all.");
+~chatplayer(" What are you camped here for?");
+~chatnpc(" We're looking for Zanaris...GAH! I mean we're not here for any particular reason at all.");
@multi3("Who's Zanaris?", warrior_who_zanaris, "What's Zanaris?", warrior_what_zanaris, "What makes you think it's out here?", warrior_think_here);
[label,warrior_who_zanaris]
-~chatplayer(quiz, "Who's Zanaris?");
-~chatnpc(neutral, "Ahahahaha! Zanaris isn't a person! It's a magical hidden city filled with treasures and rich.. uh, nothing. It's nothing.");
+~chatplayer(" Who's Zanaris?");
+~chatnpc(" Ahahahaha! Zanaris isn't a person! It's a magical hidden city filled with treasures and rich.. uh, nothing. It's nothing.");
@multi2("If it's hidden how are you planning to find it?", warrior_if_hidden, "There's no such thing!", warrior_no_such_thing);
[label,warrior_what_zanaris]
-~chatplayer(quiz, "What's Zanaris?");
-~chatnpc(neutral, "I don't think we want other people competing with us to find it. Forget I said anything.");
+~chatplayer(" What's Zanaris?");
+~chatnpc(" I don't think we want other people competing with us to find it. Forget I said anything.");
def_int $option = ~p_choice2("Please tell me.", 1, "Oh well. Never mind.", 2);
if($option = 1) {
@warrior_please_tell;
} else if($option = 2) {
- ~chatplayer(neutral, "Oh well. Never mind.");
+ ~chatplayer(" Oh well. Never mind.");
}
[label,warrior_think_here]
-~chatplayer(quiz, "What makes you think it's out here?");
-~chatnpc(neutral, "Don't you know of the legends that tell of the magical city, hidden in the swam... Uh, no, you're right, we're wasting our time here.");
+~chatplayer(" What makes you think it's out here?");
+~chatnpc(" Don't you know of the legends that tell of the magical city, hidden in the swam... Uh, no, you're right, we're wasting our time here.");
@multi2("If it's hidden how are you planning to find it?", warrior_if_hidden, "There's no such thing!", warrior_no_such_thing);
[label,warrior_if_hidden]
-~chatplayer(quiz, "If it's hidden how are you planning to find it?");
-~chatnpc(neutral, "Well, we don't want to tell anyone else about that, because we don't want anyone else sharing in all that glory and treasure.");
+~chatplayer(" If it's hidden how are you planning to find it?");
+~chatnpc(" Well, we don't want to tell anyone else about that, because we don't want anyone else sharing in all that glory and treasure.");
def_int $option = ~p_choice2("Please tell me?", 1, "Looks like you don't know either.", 2);
if($option = 1) {
@warrior_please_tell;
} else if($option = 2) {
- ~chatplayer(confused, "Well, it looks to me like YOU don't know EITHER seeing as you're all just sat around here.");
- ~chatnpc(angry, "Of course we know! We just haven't found which tree the stupid leprechaun's hiding in yet!");
- ~chatplayer(quiz, "Leprechaun?");
- ~chatnpc(angry, "GAH! I didn't mean to tell you that! Look, just forget I said anything okay?");
- ~chatplayer(quiz, "So a leprechaun knows where Zanaris is eh?");
+ ~chatplayer(" Well, it looks to me like YOU don't know EITHER seeing as you're all just sat around here.");
+ ~chatnpc(" Of course we know! We just haven't found which tree the stupid leprechaun's hiding in yet!");
+ ~chatplayer(" Leprechaun?");
+ ~chatnpc(" GAH! I didn't mean to tell you that! Look, just forget I said anything okay?");
+ ~chatplayer(" So a leprechaun knows where Zanaris is eh?");
%zanaris_progress = ^zanaris_started;
~send_quest_progress(questlist:zanaris, %zanaris_progress, ^zanaris_complete);
- ~chatnpc(confused, "Ye.. uh, no. No, not at all. And even if he did - which he doesn't - he DEFINITELY ISN'T hiding in some tree around here. Nope, definitely not. Honestly.");
- ~chatplayer(happy, "Thanks for the help!");
- ~chatnpc(confused, "Help? What help? I didn't help! Please don't say I did, I'll get in trouble!");
+ ~chatnpc(" Ye.. uh, no. No, not at all. And even if he did - which he doesn't - he DEFINITELY ISN'T hiding in some tree around here. Nope, definitely not. Honestly.");
+ ~chatplayer(" Thanks for the help!");
+ ~chatnpc(" Help? What help? I didn't help! Please don't say I did, I'll get in trouble!");
}
[label,warrior_no_such_thing]
-~chatplayer(angry, "There's no such thing!");
-~chatnpc(neutral, "When we've found Zanaris you'll... GAH! I mean, we're not here for any particular reason at all.");
+~chatplayer(" There's no such thing!");
+~chatnpc(" When we've found Zanaris you'll... GAH! I mean, we're not here for any particular reason at all.");
@multi3("Who's Zanaris?", warrior_who_zanaris, "What's Zanaris?", warrior_what_zanaris, "What makes you think it's out here?", warrior_think_here);
[label,warrior_adventures]
-~chatplayer(quiz, "Do you know any good adventures I can go on?");
-~chatnpc(neutral, "Well we're on an adventure right now.|Mind you, this is OUR adventure and|we don't want to share it - find your own!");
+~chatplayer(" Do you know any good adventures I can go on?");
+~chatnpc(" Well we're on an adventure right now.|Mind you, this is OUR adventure and|we don't want to share it - find your own!");
def_int $option = ~p_choice2("Please tell me?", 1, "I don't think you've found a good adventure at all!", 2);
if($option = 1) {
@warrior_please_tell;
} else if($option = 2) {
- ~chatplayer(angry, "I don't think you've found a good adventure at all!");
- ~chatnpc(angry, "Hah! Adventurers of our calibre don't just hang around in forests for fun, whelp!");
- ~chatplayer(quiz, "Oh really?");
+ ~chatplayer(" I don't think you've found a good adventure at all!");
+ ~chatnpc(" Hah! Adventurers of our calibre don't just hang around in forests for fun, whelp!");
+ ~chatplayer(" Oh really?");
@warrior_camped_out;
}
[label,warrior_please_tell]
-~chatplayer(quiz, "Please tell me?");
-~chatnpc(neutral, "No.");
-~chatplayer(quiz, "Please?");
-~chatnpc(neutral, "No!");
-~chatplayer(quiz, "PLEEEEEEEEEEEEEEEEEEEEEEASE???");
-~chatnpc(angry, "NO!");
\ No newline at end of file
+~chatplayer(" Please tell me?");
+~chatnpc(" No.");
+~chatplayer(" Please?");
+~chatnpc(" No!");
+~chatplayer(" PLEEEEEEEEEEEEEEEEEEEEEEASE???");
+~chatnpc(" NO!");
\ No newline at end of file
diff --git a/data/src/scripts/areas/area_lumbridge/scripts/wizard_zanaris.rs2 b/data/src/scripts/areas/area_lumbridge/scripts/wizard_zanaris.rs2
index c5b8bda76..c7d1e9db1 100644
--- a/data/src/scripts/areas/area_lumbridge/scripts/wizard_zanaris.rs2
+++ b/data/src/scripts/areas/area_lumbridge/scripts/wizard_zanaris.rs2
@@ -1,24 +1,24 @@
[opnpc1,wizard_zanaris]
if(map_members = false) { // RS3
- ~chatplayer(happy, "Hello!");
- ~chatnpc(neutral, "Blast! I was in the middle of my magical meditations - now you've gone and spoiled it! Why did you have to interrupt me?");
- ~chatplayer(happy, "Oh, sorry. I was just trying to be friendly.");
- ~chatnpc(neutral, "Never mind! Good day to you, sir.");
+ ~chatplayer(" Hello!");
+ ~chatnpc(" Blast! I was in the middle of my magical meditations - now you've gone and spoiled it! Why did you have to interrupt me?");
+ ~chatplayer(" Oh, sorry. I was just trying to be friendly.");
+ ~chatnpc(" Never mind! Good day to you, sir.");
return;
}
switch_int (%zanaris_progress) {
case ^zanaris_not_started:
- ~chatplayer(quiz, "Why are all of you standing around here?");
- ~chatnpc(happy, "Hahaha you dare talk to a mighty wizard such as myself? I bet you can't even cast windstrike yet amateur!");
- ~chatplayer(neutral, "...You're an idiot.");
+ ~chatplayer(" Why are all of you standing around here?");
+ ~chatnpc(" Hahaha you dare talk to a mighty wizard such as myself? I bet you can't even cast windstrike yet amateur!");
+ ~chatplayer(" ...You're an idiot.");
return;
case ^zanaris_started:
- ~chatplayer(quiz, "Found that leprechaun yet?");
- ~chatnpc(happy, "Hahaha go away amateur!|You're not worthy of joining our great group!");
- ~chatplayer(neutral, "...right.");
+ ~chatplayer(" Found that leprechaun yet?");
+ ~chatnpc(" Hahaha go away amateur!|You're not worthy of joining our great group!");
+ ~chatplayer(" ...right.");
case default:
- ~chatnpc(happy, "Hahaha you're such an amateur!");
- ~chatnpc(happy, "Go away and play with some cabbage amateur!");
- ~chatplayer(neutral, "...right.");
+ ~chatnpc(" Hahaha you're such an amateur!");
+ ~chatnpc(" Go away and play with some cabbage amateur!");
+ ~chatplayer(" ...right.");
return;
}
\ No newline at end of file
diff --git a/data/src/scripts/areas/area_mage_arena/scripts/chamber_guardian.rs2 b/data/src/scripts/areas/area_mage_arena/scripts/chamber_guardian.rs2
index 29dc6d042..5df2803c8 100644
--- a/data/src/scripts/areas/area_mage_arena/scripts/chamber_guardian.rs2
+++ b/data/src/scripts/areas/area_mage_arena/scripts/chamber_guardian.rs2
@@ -1,18 +1,18 @@
[opnpc1,chamber_guardian]
if (%magearena_progress <= ^mage_arena_complete) {
- ~chatplayer(happy, "Hello my friend, Kolodion sent me down.");
- ~chatnpc(angry, "Sssshhh... the gods are talking. I can hear their|whispers.");
- ~chatnpc(quiz, "Can you hear them adventurer, they're calling you.");
- ~chatplayer(confused, "Erm... ok!");
- ~chatnpc(shifty, "Go chant at the statue of the god you most wish to|represent in this world, you will be rewarded.");
- ~chatnpc(shifty, "Once you are done, come back to me. I shall supply|you with a mage staff ready for battle.");
+ ~chatplayer(" Hello my friend, Kolodion sent me down.");
+ ~chatnpc(" Sssshhh... the gods are talking. I can hear their|whispers.");
+ ~chatnpc(" Can you hear them adventurer, they're calling you.");
+ ~chatplayer(" Erm... ok!");
+ ~chatnpc(" Go chant at the statue of the god you most wish to|represent in this world, you will be rewarded.");
+ ~chatnpc(" Once you are done, come back to me. I shall supply|you with a mage staff ready for battle.");
return;
} else if (%magearena_progress > ^mage_arena_prayed_at_statue & %magearena_progress < ^mage_arena_staff_given) {
// after praying at the statue:
- ~chatplayer(neutral, "Hi.");
- ~chatnpc(quiz, "Hello adventurer, have you made your choice?");
- ~chatplayer(neutral, "I have.");
- ~chatnpc(neutral, "Good, good, I hope you have chosen well. I will now|present you with a magic staff. This, along with the|cape awarded to you by your chosen god, are all the|weapons and armour you will need here.");
+ ~chatplayer(" Hi.");
+ ~chatnpc(" Hello adventurer, have you made your choice?");
+ ~chatplayer(" I have.");
+ ~chatnpc(" Good, good, I hope you have chosen well. I will now|present you with a magic staff. This, along with the|cape awarded to you by your chosen god, are all the|weapons and armour you will need here.");
// check staff type
def_namedobj $staff = saradominstaff;
switch_int(%magearena_progress) {
@@ -27,19 +27,19 @@ if (%magearena_progress <= ^mage_arena_complete) {
}
// default
-~chatplayer(neutral, "Hello again.");
-~chatnpc(quiz, "Hello adventurer, are you looking for another staff?");
+~chatplayer(" Hello again.");
+~chatnpc(" Hello adventurer, are you looking for another staff?");
def_int $choice = ~p_choice3("What do you have to offer?", 1, "No thanks.", 2, "Tell me what you know about the charge spell.", 3);
if ($choice = 1) {
~openshop_activenpc;
} else if ($choice = 2) {
- ~chatplayer(neutral, "No thanks.");
- ~chatnpc(neutral, "Well let me know if you need one.");
+ ~chatplayer(" No thanks.");
+ ~chatnpc(" Well let me know if you need one.");
} else if ($choice = 3) {
- ~chatplayer(quiz, "Tell me what you know about the charge spell.");
- ~chatnpc(shifty, "We believe the spells are gifts from the gods. The|charge spell draws even more power from the cosmos.");
- ~chatnpc(shifty, "While wearing a matching cape and staff it will add|50% more damage to that already caused by battle|mage spells for several minutes.");
- ~chatplayer(happy, "Good stuff.");
+ ~chatplayer(" Tell me what you know about the charge spell.");
+ ~chatnpc(" We believe the spells are gifts from the gods. The|charge spell draws even more power from the cosmos.");
+ ~chatnpc(" While wearing a matching cape and staff it will add|50% more damage to that already caused by battle|mage spells for several minutes.");
+ ~chatplayer(" Good stuff.");
}
[opnpc3,chamber_guardian]
diff --git a/data/src/scripts/areas/area_mage_arena/scripts/gundai.rs2 b/data/src/scripts/areas/area_mage_arena/scripts/gundai.rs2
index 777321b01..8b6c1848a 100644
--- a/data/src/scripts/areas/area_mage_arena/scripts/gundai.rs2
+++ b/data/src/scripts/areas/area_mage_arena/scripts/gundai.rs2
@@ -1,11 +1,11 @@
[opnpc1,gundai]
-~chatplayer(quiz, "Hello, what are you doing out here?");
-~chatnpc(happy, "I'm a banker, the only one around these dangerous parts.");
+~chatplayer(" Hello, what are you doing out here?");
+~chatnpc(" I'm a banker, the only one around these dangerous parts.");
def_int $choice = ~p_choice2("Cool, I'd like to access my bank account please.", 1, "Well, now I know.", 2);
if ($choice = 2) {
- ~chatplayer(neutral, "Well, now I know.");
- ~chatnpc(neutral, "Knowledge is power my friend.");
+ ~chatplayer(" Well, now I know.");
+ ~chatnpc(" Knowledge is power my friend.");
return;
}
@openbank;
\ No newline at end of file
diff --git a/data/src/scripts/areas/area_mage_arena/scripts/kolodion.rs2 b/data/src/scripts/areas/area_mage_arena/scripts/kolodion.rs2
index a91d66533..1ce3cf46e 100644
--- a/data/src/scripts/areas/area_mage_arena/scripts/kolodion.rs2
+++ b/data/src/scripts/areas/area_mage_arena/scripts/kolodion.rs2
@@ -1,15 +1,15 @@
[opnpc1,kolodion]
if (%magearena_progress < ^mage_arena_started) {
- ~chatplayer(neutral, "Hello there. What is this place?");
+ ~chatplayer(" Hello there. What is this place?");
// https://web.archive.org/web/20050306051554/http://runevillage.com/rs2specialMageArena.php
// "You must have level 60 Magic or higher, (Wizard’s Mind Bomb doesn't work in the Arena)"
if (stat_base(magic) < 60) {
- ~chatnpc(angry, "Do not waste my time with trivial questions. I am the|Great Kolodion, master of battle magic. I have an arena|to run.");
- ~chatplayer(quiz, "Can I enter?");
- ~chatnpc(angry, "Hah! A wizard of your level? Don't be absurd.");
+ ~chatnpc(" Do not waste my time with trivial questions. I am the|Great Kolodion, master of battle magic. I have an arena|to run.");
+ ~chatplayer(" Can I enter?");
+ ~chatnpc(" Hah! A wizard of your level? Don't be absurd.");
return;
}
- ~chatnpc(shifty, "I am the great Kolodion, master of battle magic, and|this is my battle arena. Top wizards travel from all over|Gielinor to fight here.");
+ ~chatnpc(" I am the great Kolodion, master of battle magic, and|this is my battle arena. Top wizards travel from all over|Gielinor to fight here.");
@multi3("Can I fight here?", kolodion_can_i_fight_here, "What's the point of that?", kolodion_whats_the_point, "That's barbaric!", kolodion_barbaric);
}
if (~mage_arena_in_progress = true) {
@@ -17,98 +17,98 @@ if (~mage_arena_in_progress = true) {
} else if (%magearena_progress = ^mage_arena_started) {
@kolodion_lets_fight;
} else if (%magearena_progress = ^mage_arena_complete) {
- ~chatplayer(neutral, "Hello, Kolodion.");
- ~chatnpc(shifty, "Hello, young mage. You're a tough one.");
+ ~chatplayer(" Hello, Kolodion.");
+ ~chatnpc(" Hello, young mage. You're a tough one.");
@kolodion_what_now;
}
// default
-~chatplayer(neutral, "Hello, Kolodion.");
-~chatnpc(shifty, "Hey there, how are you? Are you enjoying the|bloodshed?");
-~chatplayer(neutral, "It's not bad; I've seen worse.");
+~chatplayer(" Hello, Kolodion.");
+~chatnpc(" Hey there, how are you? Are you enjoying the|bloodshed?");
+~chatplayer(" It's not bad; I've seen worse.");
def_int $choice = ~p_choice3("I think I've had enough for now.", 1, "How can I use my new spells outside of the arena?", 2, "Are there any more challenges available?", 3);
if ($choice = 1) {
- ~chatplayer(bored, "I think I've had enough for now.");
- ~chatnpc(neutral, "A shame. You're a good battle mage. I hope to see you|soon.");
+ ~chatplayer(" I think I've had enough for now.");
+ ~chatnpc(" A shame. You're a good battle mage. I hope to see you|soon.");
return;
} else if ($choice = 2) {
- ~chatplayer(quiz, "How can I use my new spells outside of the arena?");
- ~chatnpc(shifty, "Experience, my friend, experience. Once you've used|the spell enough times in the arena, you'll be able to use|them in the rest of Gielinor.");
- ~chatplayer(happy, "Good stuff.");
- ~chatnpc(happy, "Not so good for the citizens; they won't stand a chance.");
- ~chatplayer(quiz, "How am I doing so far?");
+ ~chatplayer(" How can I use my new spells outside of the arena?");
+ ~chatnpc(" Experience, my friend, experience. Once you've used|the spell enough times in the arena, you'll be able to use|them in the rest of Gielinor.");
+ ~chatplayer(" Good stuff.");
+ ~chatnpc(" Not so good for the citizens; they won't stand a chance.");
+ ~chatplayer(" How am I doing so far?");
// check for each spell if they're unlocked
if (%saradomin_strike_casts < ^mage_arena_spell_finished) {
- ~chatnpc(neutral, "You still need to train with the strike spell inside the|arena before you can use it outside.");
+ ~chatnpc(" You still need to train with the strike spell inside the|arena before you can use it outside.");
} else {
- ~chatnpc(happy, "You're experienced enough to use the strike spell|anywhere.");
+ ~chatnpc(" You're experienced enough to use the strike spell|anywhere.");
}
if (%claws_of_guthix_casts < ^mage_arena_spell_finished) {
- ~chatnpc(neutral, "You still need to train with the claw spell inside the|arena before you can use it outside.");
+ ~chatnpc(" You still need to train with the claw spell inside the|arena before you can use it outside.");
} else {
- ~chatnpc(happy, "You're experienced enough to use the claw spell|anywhere.");
+ ~chatnpc(" You're experienced enough to use the claw spell|anywhere.");
}
if (%flames_of_zamorak_casts < ^mage_arena_spell_finished) {
- ~chatnpc(neutral, "You still need to train with the flame spell inside the|arena before you can use it outside.");
+ ~chatnpc(" You still need to train with the flame spell inside the|arena before you can use it outside.");
} else {
- ~chatnpc(happy, "You're experienced enough to use the flame spell|anywhere.");
+ ~chatnpc(" You're experienced enough to use the flame spell|anywhere.");
}
return;
} else if ($choice = 3) {
- ~chatplayer(quiz, "Are there any more challenges available?");
+ ~chatplayer(" Are there any more challenges available?");
// check if the player has learned the god spells
- ~chatnpc(sad, "You still need to learn how to cast all god spells outside|of the arena.");
- ~chatnpc(neutral, "I've made a note of the spells you still need to learn in|your journal.");
+ ~chatnpc(" You still need to learn how to cast all god spells outside|of the arena.");
+ ~chatnpc(" I've made a note of the spells you still need to learn in|your journal.");
return;
}
[label,kolodion_can_i_fight_here]
-~chatplayer(quiz, "Can I fight here?");
-~chatnpc(shifty, "My arena is open to any high level wizard, but this is|no game. Many wizards fall in this arena, never to rise|again. The strongest mages have been destroyed.");
-~chatnpc(quiz, "If you're sure you want in?");
+~chatplayer(" Can I fight here?");
+~chatnpc(" My arena is open to any high level wizard, but this is|no game. Many wizards fall in this arena, never to rise|again. The strongest mages have been destroyed.");
+~chatnpc(" If you're sure you want in?");
@multi2("Yes indeedy.", kolodion_yes_indeedy, "No I don't.", kolodion_no_i_dont);
[label,kolodion_whats_the_point]
-~chatplayer(quiz, "What's the point of that?");
-~chatnpc(neutral, "We learn how to use our magic to its fullest and how|to channel the forces of the cosmos into our world...");
-~chatnpc(happy, "But mainly, I just like blasting people into dust.");
+~chatplayer(" What's the point of that?");
+~chatnpc(" We learn how to use our magic to its fullest and how|to channel the forces of the cosmos into our world...");
+~chatnpc(" But mainly, I just like blasting people into dust.");
@multi2("Can I fight here?", kolodion_can_i_fight_here, "That's barbaric!", kolodion_barbaric);
[label,kolodion_barbaric]
-~chatplayer(shock, "That's barbaric!");
-~chatnpc(happy, "Nope, it's magic. But I know what you mean. So do|you want to join us?");
+~chatplayer(" That's barbaric!");
+~chatnpc(" Nope, it's magic. But I know what you mean. So do|you want to join us?");
@multi2("Yes indeedy.", kolodion_yes_indeedy, "No I don't.", kolodion_no_i_dont);
[label,kolodion_yes_indeedy]
-~chatplayer(happy, "Yes indeedy.");
-~chatnpc(happy, "Good, good. You have a healthy sense of competition.");
-~chatnpc(neutral, "Remember, traveller - in my arena, hand-to-hand|combat is useless. Your strength will diminish as you|enter the arena, but the spells you can learn are|amongst the most powerful in all of Gielinor.");
-~chatnpc(neutral, "Before I can accept you in, we must duel.|You may not take armour or weapons into the arena."); // second sentence is rsc
+~chatplayer(" Yes indeedy.");
+~chatnpc(" Good, good. You have a healthy sense of competition.");
+~chatnpc(" Remember, traveller - in my arena, hand-to-hand|combat is useless. Your strength will diminish as you|enter the arena, but the spells you can learn are|amongst the most powerful in all of Gielinor.");
+~chatnpc(" Before I can accept you in, we must duel.|You may not take armour or weapons into the arena."); // second sentence is rsc
@multi2("Okay, let's fight.", kolodion_lets_fight, "No thanks.", exit);
[label,kolodion_no_i_dont]
-~chatplayer(angry, "No I don't.");
-~chatnpc(neutral, "Your loss.");
+~chatplayer(" No I don't.");
+~chatnpc(" Your loss.");
[label,kolodion_lets_fight]
-~chatplayer(happy, "Okay, let's fight.");
-~chatnpc(neutral, "I must first check that you are up to scratch.");
+~chatplayer(" Okay, let's fight.");
+~chatnpc(" I must first check that you are up to scratch.");
if (~can_enter_mage_arena = false) {
~mesbox("You cannot enter the arena while carrying weapons or armour."); // rsc, might be mes
return;
}
-~chatplayer(happy, "You don't need to worry about that.");
-~chatnpc(neutral, "Not just any magician can enter - only the most|powerful and most feared. Before you can use the|power of this arena, you must prove yourself against|me.");
+~chatplayer(" You don't need to worry about that.");
+~chatnpc(" Not just any magician can enter - only the most|powerful and most feared. Before you can use the|power of this arena, you must prove yourself against|me.");
%magearena_progress = 1;
@kolodion_teleport;
[label,kolodion_return]
-~chatplayer(happy, "Hi.");
-~chatnpc(neutral, "You return, young conjurer. You obviously have a|taste for the dark side of magic.");
+~chatplayer(" Hi.");
+~chatnpc(" You return, young conjurer. You obviously have a|taste for the dark side of magic.");
if (~can_enter_mage_arena = false) {
~mesbox("You cannot enter the arena while carrying weapons or armour."); // rsc, might be mes
return;
@@ -118,10 +118,10 @@ if (~can_enter_mage_arena = false) {
@kolodion_teleport;
[label,kolodion_what_now]
-~chatplayer(quiz, "What now?");
-~chatnpc(shifty, "Step into the magic pool. It will take you to a chamber.|There, you must decide which god you will represent in|the arena.");
-~chatplayer(happy, "Thanks, Kolodion.");
-~chatnpc(happy, "That's what I'm here for.");
+~chatplayer(" What now?");
+~chatnpc(" Step into the magic pool. It will take you to a chamber.|There, you must decide which god you will represent in|the arena.");
+~chatplayer(" Thanks, Kolodion.");
+~chatnpc(" That's what I'm here for.");
[label,kolodion_teleport]
// for some reason you can move for 1 tick during this
@@ -139,7 +139,12 @@ p_delay(3);
p_teleport(^mage_arena_start_coord);
anim(null, 0);
def_npc $boss = enum(int, npc, mage_arena_bosses, %magearena_progress);
-~npc_del_within_distance2(^mage_arena_start_coord, $boss, 20); // remove the boss if its the same stage, and not in combat
+npc_huntall(^mage_arena_start_coord, 20, 0);
+while (npc_huntnext = true) {
+ if (npc_type = $boss & add(%npc_lastcombat, 8) <= map_clock) {
+ npc_del;
+ }
+}
switch_int (%magearena_progress) {
case ^mage_arena_started:
// looks like the smoke appears 1t sooner than osrs (no 34 client tick delay as well)
diff --git a/data/src/scripts/areas/area_mage_arena/scripts/lundail.rs2 b/data/src/scripts/areas/area_mage_arena/scripts/lundail.rs2
index 5379c8bc1..bf2a4fe88 100644
--- a/data/src/scripts/areas/area_mage_arena/scripts/lundail.rs2
+++ b/data/src/scripts/areas/area_mage_arena/scripts/lundail.rs2
@@ -1,19 +1,19 @@
[opnpc1,lundail]
-~chatnpc(happy, "Hello Hello How can I help you, brave adventurer?");
def_int $choice = ~p_choice2("What are you selling?", 1, "What's that big old building above us?", 2);
if ($choice = 1) {
- ~chatplayer(quiz, "What are you selling?");
- ~chatnpc(neutral, "I sell runes. I've got some good stuff, some really powerful little rocks. Take a look.");
+ ~chatplayer(" What are you selling?");
+ ~chatnpc(" I sell runes. I've got some good stuff, some really powerful little rocks. Take a look.");
~openshop_activenpc;
return;
}
-~chatplayer(quiz, "What's that big old building above us?");
-~chatnpc(happy, "That, my friend, is the mage battle arena. Top mages come from all over Gielinor to compete in the arena.");
-~chatplayer(neutral, "Wow.");
-~chatnpc(confused, "Few return, most get fried, hence the smell.");
-~chatplayer(confused, "Hmmm.. I did notice.");
+~chatplayer(" What's that big old building above us?");
+~chatnpc(" That, my friend, is the mage battle arena. Top mages come from all over Gielinor to compete in the arena.");
+~chatplayer(" Wow.");
+~chatnpc(" Few return, most get fried, hence the smell.");
+~chatplayer(" Hmmm.. I did notice.");
[opnpc3,lundail]
~openshop_activenpc;
\ No newline at end of file
diff --git a/data/src/scripts/areas/area_mage_arena/scripts/mage_arena.rs2 b/data/src/scripts/areas/area_mage_arena/scripts/mage_arena.rs2
index 3cd4e5bb2..126322d25 100644
--- a/data/src/scripts/areas/area_mage_arena/scripts/mage_arena.rs2
+++ b/data/src/scripts/areas/area_mage_arena/scripts/mage_arena.rs2
@@ -146,8 +146,8 @@ sound_synth(teleport_all, 0, 0);
p_delay(2);
p_teleport(~coord_lineofwalk_radius(^mage_arena_finish_coord, 2));
anim(null, 0);
-if (npc_finduid(~npc_within_distance(coord, kolodion, 5)) = true) {
- ~chatnpc(happy, "Well done, young adventurer; you truly are a worthy|battle mage.");
+if (npc_find(coord, kolodion, 5, 0) = true) {
+ ~chatnpc(" Well done, young adventurer; you truly are a worthy|battle mage.");
@kolodion_what_now;
return;
}
diff --git a/data/src/scripts/areas/area_port_sarim/scripts/bartender.rs2 b/data/src/scripts/areas/area_port_sarim/scripts/bartender.rs2
index b337742d4..da872d230 100644
--- a/data/src/scripts/areas/area_port_sarim/scripts/bartender.rs2
+++ b/data/src/scripts/areas/area_port_sarim/scripts/bartender.rs2
@@ -18,8 +18,8 @@ switch_int ($option) {
case 2: @goblin_diplomacy_start;
case 3: @rustyanchor_barcrawl;
case 4:
- ~chatplayer(neutral, "Have you heard any more rumours in here?");
- ~chatnpc(neutral, "No, it hasn't been very busy lately.");
+ ~chatplayer(" Have you heard any more rumours in here?");
+ ~chatnpc(" No, it hasn't been very busy lately.");
}
[opnpcu,bartender_port_sarim]
@@ -29,24 +29,24 @@ if(testbit(%barcrawl_progress, ^rustyanchor_index) = false & last_useitem = barc
~displaymessage(^dm_default);
[label,bartender_port_sarim_beer]
-~chatplayer(happy, "Could I buy a beer please?");
-~chatnpc(happy, "Sure, that will be 2 gold coins please.");
+~chatplayer(" Could I buy a beer please?");
+~chatnpc(" Sure, that will be 2 gold coins please.");
if(inv_total(inv, coins) < 2) {
- ~chatplayer(sad, "I don't have enough coins.");
+ ~chatplayer(" I don't have enough coins.");
return;
}
-~chatplayer(happy, "Ok, here you go.");
+~chatplayer(" Ok, here you go.");
inv_del(inv, coins, 2);
inv_add(inv, beer, 1);
~mesbox("You buy a pint of beer!");
[label,rustyanchor_barcrawl]
-~chatplayer(happy, "I'm doing Alfred Grimhand's Barcrawl.");
-~chatnpc(confused, "Are you sure? You look a bit skinny for that.");
-~chatplayer(neutral, "Just give me whatever I need to drink here.");
-~chatnpc(happy, "Ok one Black Skull Ale coming up, 8 coins please.");
+~chatplayer(" I'm doing Alfred Grimhand's Barcrawl.");
+~chatnpc(" Are you sure? You look a bit skinny for that.");
+~chatplayer(" Just give me whatever I need to drink here.");
+~chatnpc(" Ok one Black Skull Ale coming up, 8 coins please.");
if(inv_total(inv, coins) < 7) {
- ~chatplayer(sad, "I don't have 8 coins with me.");
+ ~chatplayer(" I don't have 8 coins with me.");
return;
}
if_close;
@@ -62,7 +62,7 @@ mes("The bartender signs your card.");
say("Hiccup!");
[label,trail_bartender_port_sarim]
-~chatnpc(happy, "Congratulations! Here you go.");
+~chatnpc(" Congratulations! Here you go.");
~trail_clue_progress;
inv_del(inv, trail_clue_easy_simple_exp020, 1);
if(~trail_clue_easy_complete = true) {
diff --git a/data/src/scripts/areas/area_port_sarim/scripts/betty.rs2 b/data/src/scripts/areas/area_port_sarim/scripts/betty.rs2
index 8196379cb..111db53a4 100644
--- a/data/src/scripts/areas/area_port_sarim/scripts/betty.rs2
+++ b/data/src/scripts/areas/area_port_sarim/scripts/betty.rs2
@@ -1,11 +1,11 @@
[opnpc1,betty]
-~chatnpc(happy, "Welcome to the magic emporium.");
+~chatnpc(" Welcome to the magic emporium.");
def_int $option = ~p_choice2("Can I see your wares?", 1, "Sorry I'm not into magic.", 2);
if($option = 1) {
- ~chatplayer(quiz, "Can I see your wares?");
- ~chatnpc(happy, "Yes.");
+ ~chatplayer(" Can I see your wares?");
+ ~chatnpc(" Yes.");
~openshop_activenpc;
} else if($option = 2) {
- ~chatplayer(neutral, "Sorry I'm not into magic.");
- ~chatnpc(happy, "Send anyone my way who is.");
+ ~chatplayer(" Sorry I'm not into magic.");
+ ~chatnpc(" Send anyone my way who is.");
}
diff --git a/data/src/scripts/areas/area_port_sarim/scripts/brian.rs2 b/data/src/scripts/areas/area_port_sarim/scripts/brian.rs2
index a6c78b16b..335d130e9 100644
--- a/data/src/scripts/areas/area_port_sarim/scripts/brian.rs2
+++ b/data/src/scripts/areas/area_port_sarim/scripts/brian.rs2
@@ -1,10 +1,10 @@
[opnpc1,brian]
def_int $option = ~p_choice2("So, are you selling something?", 1, "'Ello.", 2);
if($option = 1) {
- ~chatplayer(neutral, "So, are you selling something?");
- ~chatnpc(neutral, "Yep, take a look at these great axes!");
+ ~chatplayer(" So, are you selling something?");
+ ~chatnpc(" Yep, take a look at these great axes!");
~openshop_activenpc;
} else if($option = 2) {
- ~chatplayer(neutral, "'Ello.");
- ~chatnpc(neutral, "'Ello!");
+ ~chatplayer(" 'Ello.");
+ ~chatnpc(" 'Ello!");
}
diff --git a/data/src/scripts/areas/area_port_sarim/scripts/cabin_boy_jenkins.rs2 b/data/src/scripts/areas/area_port_sarim/scripts/cabin_boy_jenkins.rs2
index 5f3754253..ed69fbb7c 100644
--- a/data/src/scripts/areas/area_port_sarim/scripts/cabin_boy_jenkins.rs2
+++ b/data/src/scripts/areas/area_port_sarim/scripts/cabin_boy_jenkins.rs2
@@ -1,21 +1,21 @@
[opnpc1,cabin_boy_jenkins]
-~chatnpc(happy, "Ahoy! What d'ye think of yer ship then?");
+~chatnpc(" Ahoy! What d'ye think of yer ship then?");
@multi3("I'm ready to go back to shore.", jenkins_back_to_shore, "I'd like to inspect her some more.", jenkins_inspect_her_more, "Can you sail this ship to Crandor?", jenkins_can_crandor);
[label,jenkins_back_to_shore]
-~chatplayer(neutral, "I'm ready to go back to shore.");
+~chatplayer(" I'm ready to go back to shore.");
p_telejump(0_47_50_39_4);
~mesbox("You disembark from the ship.");
[label,jenkins_inspect_her_more]
-~chatplayer(neutral, "I'd like to inspect her some more.");
-~chatnpc(neutral, "Aye.");
+~chatplayer(" I'd like to inspect her some more.");
+~chatnpc(" Aye.");
[label,jenkins_can_crandor]
-~chatplayer(quiz, "Can you sail this ship to Crandor?");
-~chatnpc(neutral, "Not me, sir! I'm just an 'umble cabin boy. You'll need|a proper cap'n.");
-~chatplayer(quiz, "Where can I find a captain?");
-~chatnpc(confused, "The cap'ns round 'ere seem to be a mite scared of|Crandor. I ask 'em why and they just say it was afore|my time,");
-~chatnpc(shifty, "but there is one cap'n I reckon might 'elp. I 'eard|there's a retired 'un who lives in Draynor Village who's|so desperate to sail again 'e'd take any job.");
-~chatnpc(neutral, "I can't remember 'is name, but 'e lives in Draynor|Village an' makes rope.");
\ No newline at end of file
+~chatplayer(" Can you sail this ship to Crandor?");
+~chatnpc(" Not me, sir! I'm just an 'umble cabin boy. You'll need|a proper cap'n.");
+~chatplayer(" Where can I find a captain?");
+~chatnpc(" The cap'ns round 'ere seem to be a mite scared of|Crandor. I ask 'em why and they just say it was afore|my time,");
+~chatnpc(" but there is one cap'n I reckon might 'elp. I 'eard|there's a retired 'un who lives in Draynor Village who's|so desperate to sail again 'e'd take any job.");
+~chatnpc(" I can't remember 'is name, but 'e lives in Draynor|Village an' makes rope.");
\ No newline at end of file
diff --git a/data/src/scripts/areas/area_port_sarim/scripts/gerrant.rs2 b/data/src/scripts/areas/area_port_sarim/scripts/gerrant.rs2
index f926657a6..bd8b0467c 100644
--- a/data/src/scripts/areas/area_port_sarim/scripts/gerrant.rs2
+++ b/data/src/scripts/areas/area_port_sarim/scripts/gerrant.rs2
@@ -1,9 +1,9 @@
[opnpc1,gerrant]
-~chatnpc(happy, "Welcome! You can buy fishing equipment at my store.|We'll also buy anything you catch off you.");
+~chatnpc(" Welcome! You can buy fishing equipment at my store.|We'll also buy anything you catch off you.");
def_int $option = ~p_choice2("Let's see what you've got then.", 1, "Sorry, I'm not interested.", 2);
if($option = 1) {
- ~chatplayer(neutral, "Let's see what you've got then.");
+ ~chatplayer(" Let's see what you've got then.");
~openshop_activenpc;
} else if($option = 2) {
- ~chatplayer(neutral, "Sorry, I'm not interested.");
+ ~chatplayer(" Sorry, I'm not interested.");
}
diff --git a/data/src/scripts/areas/area_port_sarim/scripts/grum.rs2 b/data/src/scripts/areas/area_port_sarim/scripts/grum.rs2
index cf7b946f4..943679bd9 100644
--- a/data/src/scripts/areas/area_port_sarim/scripts/grum.rs2
+++ b/data/src/scripts/areas/area_port_sarim/scripts/grum.rs2
@@ -1,10 +1,10 @@
[opnpc1,grum]
-~chatnpc(happy, "Would you like to buy or sell some gold jewellery?");
+~chatnpc(" Would you like to buy or sell some gold jewellery?");
def_int $option = ~p_choice2("Yes please.", 1, "No, I'm not that rich.", 2);
if($option = 1) {
- ~chatplayer(happy, "Yes please.");
+ ~chatplayer(" Yes please.");
~openshop_activenpc;
} else if($option = 2) {
- ~chatplayer(happy, "No, I'm not that rich.");
- ~chatnpc(angry, "Get out then! We don't want any riff-raff in here.");
+ ~chatplayer(" No, I'm not that rich.");
+ ~chatnpc(" Get out then! We don't want any riff-raff in here.");
}
diff --git a/data/src/scripts/areas/area_port_sarim/scripts/klarense.rs2 b/data/src/scripts/areas/area_port_sarim/scripts/klarense.rs2
index 731138ed5..e6ecf87ee 100644
--- a/data/src/scripts/areas/area_port_sarim/scripts/klarense.rs2
+++ b/data/src/scripts/areas/area_port_sarim/scripts/klarense.rs2
@@ -2,7 +2,7 @@
// and https://gitlab.com/open-runescape-classic/core/-/blob/develop/server/plugins/com/openrsc/server/plugins/authentic/npcs/portsarim/Klarense.java
[opnpc1,klarense]
if (%dragon_progress < ^quest_dragon_bought_ship & %dragon_progress >= ^quest_dragon_spoken_to_oziach) {
- ~chatnpc(neutral, "You're interested in a trip on the Lady Lumbridge are|you? I admit she looks fine, but she isn't seaworthy|right now.");
+ ~chatnpc(" You're interested in a trip on the Lady Lumbridge are|you? I admit she looks fine, but she isn't seaworthy|right now.");
@multi4("Do you know when she will be seaworthy?", klarense_when_sea_worthy,
"Would you take me to Crandor Isle when it's ready?", klarense_crandor_when_ready,
"I don't suppose I could buy it?", klarense_buy,
@@ -10,7 +10,7 @@ if (%dragon_progress < ^quest_dragon_bought_ship & %dragon_progress >= ^quest_dr
);
} else if (%dragon_progress >= ^quest_dragon_bought_ship & %dragon_progress < ^quest_dragon_sailed_to_crandor) {
// https://youtu.be/juRWRm7hrGM?list=PLn23LiLYLb1aqrojPTi1_Np81LJku2Nd0&t=47
- // ~chatnpc(neutral, "Hello, captain! Here to inspect your new ship? Just a|little work and she'll be seaworthy again."); // osrs
+ // ~chatnpc(" Hello, captain! Here to inspect your new ship? Just a|little work and she'll be seaworthy again."); // osrs
@multi4("So would you like to sail this ship to Crandor Isle for me?", klarense_crandor_for_me, // rsc
"So; what needs fixing on this ship?", klarense_fixing, // not a typo
"What are you going to do now you don't have a ship?", klarense_no_ship,
@@ -18,8 +18,8 @@ if (%dragon_progress < ^quest_dragon_bought_ship & %dragon_progress >= ^quest_dr
);
} else if (%dragon_progress = ^quest_dragon_sailed_to_crandor) {
// osrs
- ~chatnpc(shock, "Wow! You sure are lucky! Seems the Lady Lumbridge just washed right up into the dock by herself!");
- ~chatnpc(neutral, "She's pretty badly damaged, though...");
+ ~chatnpc(" Wow! You sure are lucky! Seems the Lady Lumbridge just washed right up into the dock by herself!");
+ ~chatnpc(" She's pretty badly damaged, though...");
@multi4("So would you like to sail this ship to Crandor Isle for me?", klarense_crandor_for_me, // rsc
"So; what needs fixing on this ship?", klarense_fixing, // not a typo
"What are you going to do now you don't have a ship?", klarense_no_ship,
@@ -29,15 +29,15 @@ if (%dragon_progress < ^quest_dragon_bought_ship & %dragon_progress >= ^quest_dr
// no idea if this is supposed to exist. This dialogue is from osrs
// people are saying you cant sail the ship after the quest is completed.
// https://www.neoseeker.com/forums/2410/t419625-neds-ship-on-crandor/
- ~chatplayer(quiz, "Hey, that's my ship!");
- ~chatnpc(neutral, "No, it's not. It may, to the untrained eye, at first|appear to be the Lady Lumbridge, but it is definitely|not. It's my new ship. It just happens to look slightly|similar, is all.");
- ~chatplayer(angry, "It has Lady Lumbridge painted out and 'Klarense's|Cruiser' painted over it!");
- ~chatnpc(neutral, "Nope, you're mistaken. It's my new boat.");
- ~chatplayer(quiz, "Well will you at least take me to Crandor in it?");
- ~chatnpc(neutral, "Nope. I don't take passengers on my ship.");
- ~chatplayer(angry, "Argh!");
+ ~chatplayer(" Hey, that's my ship!");
+ ~chatnpc(" No, it's not. It may, to the untrained eye, at first|appear to be the Lady Lumbridge, but it is definitely|not. It's my new ship. It just happens to look slightly|similar, is all.");
+ ~chatplayer(" It has Lady Lumbridge painted out and 'Klarense's|Cruiser' painted over it!");
+ ~chatnpc(" Nope, you're mistaken. It's my new boat.");
+ ~chatplayer(" Well will you at least take me to Crandor in it?");
+ ~chatnpc(" Nope. I don't take passengers on my ship.");
+ ~chatplayer(" Argh!");
} else {
- ~chatnpc(neutral, "You're interested in a trip on the Lady Lumbridge are|you? I admit she looks fine, but she isn't seaworthy|right now.");
+ ~chatnpc(" You're interested in a trip on the Lady Lumbridge are|you? I admit she looks fine, but she isn't seaworthy|right now.");
@multi2("Do you know when she will be seaworthy?", klarense_when_sea_worthy,
"Ah well, nevermind.", klarense_nevermind
);
@@ -45,56 +45,56 @@ if (%dragon_progress < ^quest_dragon_bought_ship & %dragon_progress >= ^quest_dr
// in osrs this dialogue is very long, so its probably part of the rework?
// in the video of klarense dialogue, a lot of the dialogue is shorter than osrs. so this is rsc dialogue
[label,klarense_crandor_for_me]
-~chatplayer(quiz, "So would you like to sail this ship to Crandor for me?");
-~chatnpc(worried, "No not me, I'm frightened of dragons.");
+~chatplayer(" So would you like to sail this ship to Crandor for me?");
+~chatnpc(" No not me, I'm frightened of dragons.");
[label,klarense_fixing]
-~chatplayer(quiz, "So; what needs fixing on this ship?");
+~chatplayer(" So; what needs fixing on this ship?");
if (%dragon_planks < 3) {
// osrs and rsc are similar, so i chose osrs
- ~chatnpc(neutral, "Well, the big gaping hole in the hold is the problem. You'll need a few wooden planks hammered in with steel nails to fix it.");
+ ~chatnpc(" Well, the big gaping hole in the hold is the problem. You'll need a few wooden planks hammered in with steel nails to fix it.");
return;
}
// Exists in osrs but no idea if it exists for our version
-~chatnpc(neutral, "I dunno. It looks fine to me.");
-~chatplayer(quiz, "But you said it needed fix-");
-~chatnpc(neutral, "Yes, but that was before you fixed it!");
+~chatnpc(" I dunno. It looks fine to me.");
+~chatplayer(" But you said it needed fix-");
+~chatnpc(" Yes, but that was before you fixed it!");
[label,klarense_board_ship]
-~chatplayer(quiz, "Can I board the ship now?");
-~chatnpc(neutral, "Sure thing, she's all yours.");
+~chatplayer(" Can I board the ship now?");
+~chatnpc(" Sure thing, she's all yours.");
[label,klarense_no_ship]
-~chatplayer(quiz, "What are you going to do now you don't have a ship?");
-~chatnpc(neutral, "Oh, I'll be fine. Ive got work as Port Sarim's first lifeguard!");
+~chatplayer(" What are you going to do now you don't have a ship?");
+~chatnpc(" Oh, I'll be fine. Ive got work as Port Sarim's first lifeguard!");
[label,klarense_when_sea_worthy]
-~chatplayer(quiz, "Do you know when she will be seaworthy?");
-~chatnpc(neutral, "No, not really. Port Sarim's shipbuilders aren't very|efficient. So it would be quite a while...");
+~chatplayer(" Do you know when she will be seaworthy?");
+~chatnpc(" No, not really. Port Sarim's shipbuilders aren't very|efficient. So it would be quite a while...");
[label,klarense_crandor_when_ready]
-~chatplayer(quiz, "Would you take me to Crandor Isle when it's ready?");
-~chatnpc(neutral, "Well, even if I knew how to get there, I wouldnt like to|risk it. Especially after going to all the effort of fixing|the old girl up.");
+~chatplayer(" Would you take me to Crandor Isle when it's ready?");
+~chatnpc(" Well, even if I knew how to get there, I wouldnt like to|risk it. Especially after going to all the effort of fixing|the old girl up.");
[label,klarense_buy]
-~chatplayer(quiz, "I don't suppose I could buy it?");
-~chatnpc(neutral, "I guess you could... I'm sure the work needed to do|on it wouldn't be too expensive. How does 2000 gold|sound for a price?");
-~chatnpc(neutral, "I'll even throw in my Cabin boy Jenkins for free! He'll|swab the decks and splice the mainsails for you!");
+~chatplayer(" I don't suppose I could buy it?");
+~chatnpc(" I guess you could... I'm sure the work needed to do|on it wouldn't be too expensive. How does 2000 gold|sound for a price?");
+~chatnpc(" I'll even throw in my Cabin boy Jenkins for free! He'll|swab the decks and splice the mainsails for you!");
def_int $choice = ~p_choice2("Yep, sounds good.", 0, "I'm not paying that much for a broken boat!", 1);
if ($choice = 1) {
- ~chatplayer(angry, "I'm not paying that much for a broken boat!");
- ~chatnpc(neutral, "That's fair enough, I suppose."); // osrs
+ ~chatplayer(" I'm not paying that much for a broken boat!");
+ ~chatnpc(" That's fair enough, I suppose."); // osrs
return;
}
-~chatplayer(quiz, "Yep, sounds good.");
+~chatplayer(" Yep, sounds good.");
if (inv_total(inv, coins) < 2000) {
- ~chatplayer(sad, "...except I don't have that kind of money on me...");
+ ~chatplayer(" ...except I don't have that kind of money on me...");
return;
}
inv_del(inv, coins, 2000);
%dragon_progress = ^quest_dragon_bought_ship;
-~chatnpc(quiz, "Okey dokey, she's all yours!");
+~chatnpc(" Okey dokey, she's all yours!");
[label,klarense_nevermind]
-~chatplayer(sad, "Ah well, nevermind.");
\ No newline at end of file
+~chatplayer(" Ah well, nevermind.");
\ No newline at end of file
diff --git a/data/src/scripts/areas/area_port_sarim/scripts/monk_of_entrana.rs2 b/data/src/scripts/areas/area_port_sarim/scripts/monk_of_entrana.rs2
index e060434a8..a6bcb45ec 100644
--- a/data/src/scripts/areas/area_port_sarim/scripts/monk_of_entrana.rs2
+++ b/data/src/scripts/areas/area_port_sarim/scripts/monk_of_entrana.rs2
@@ -3,23 +3,23 @@ if(map_members = false) { // guessing, OSRS has the new member mesbox, RS3 has a
mes("The Monk of Entrana does not appear interested in talking.");
return;
}
-~chatnpc(quiz, "Do you seek passage to holy Entrana? If so, you must leave your weaponry and armour behind. This is Saradomin's will.");
+~chatnpc(" Do you seek passage to holy Entrana? If so, you must leave your weaponry and armour behind. This is Saradomin's will.");
def_int $option = ~p_choice2("No, not right now.", 1, "Yes, okay, I'm ready to go.", 2);
if($option = 1){
- ~chatplayer(neutral, "No, not right now.");
- ~chatnpc(neutral, "Very well.");
+ ~chatplayer(" No, not right now.");
+ ~chatnpc(" Very well.");
} else if($option = 2) {
- ~chatplayer(happy, "Yes, okay, I'm ready to go.");
- ~chatnpc(neutral, "Very well. One moment please.");
+ ~chatplayer(" Yes, okay, I'm ready to go.");
+ ~chatnpc(" Very well. One moment please.");
~mesbox("The monk quickly searches you.");
if(~has_entrana_restricted_items = true) {
- ~chatnpc(angry, "NO WEAPONS OR ARMOUR are permitted on holy Entrana AT ALL. We will not allow you to travel there in breach of mighty Saradomin's edict.");
- ~chatnpc(neutral, "Do not try and deceive us again. Come back when you have laid down your Zamorakian instruments of death.");
+ ~chatnpc(" NO WEAPONS OR ARMOUR are permitted on holy Entrana AT ALL. We will not allow you to travel there in breach of mighty Saradomin's edict.");
+ ~chatnpc(" Do not try and deceive us again. Come back when you have laid down your Zamorakian instruments of death.");
return;
}
// Taking the boat again lets you skip dialogue on OSRS if you've gone through it once in the current session (tracked w/varbit)
// I don't think they'd waste a varp on this in 2004 so this probably wasn't the case originally
- ~chatnpc(neutral, "All is satisfactory. You may board the boat now.");
+ ~chatnpc(" All is satisfactory. You may board the boat now.");
~set_sail("Entrana", "After a quick search, the monk smiles at you and allows you to board.", 1_44_52_18_3, ^sail_port_sarim_to_entrana, 13);
}
diff --git a/data/src/scripts/areas/area_port_sarim/scripts/sailors.rs2 b/data/src/scripts/areas/area_port_sarim/scripts/sailors.rs2
index 69e42f1d8..2e59f0877 100644
--- a/data/src/scripts/areas/area_port_sarim/scripts/sailors.rs2
+++ b/data/src/scripts/areas/area_port_sarim/scripts/sailors.rs2
@@ -1,6 +1,6 @@
[opnpc1,_sailor]
-~chatnpc(quiz, "Do you want to go on a trip to Karamja?");
-~chatnpc(neutral, "The trip will cost you 30 coins.");
+~chatnpc(" Do you want to go on a trip to Karamja?");
+~chatnpc(" The trip will cost you 30 coins.");
def_int $option;
if (%dragon_progress >= ^quest_dragon_spoken_to_oziach & %dragon_progress < ^dragon_complete) {
$option = ~p_choice3("I'd rather go to Crandor Isle.", 3, "Yes please.", 1, "No, thank you.", 2);
@@ -9,18 +9,18 @@ if (%dragon_progress >= ^quest_dragon_spoken_to_oziach & %dragon_progress < ^dra
}
switch_int ($option) {
case 1:
- ~chatplayer(happy, "Yes please.");
+ ~chatplayer(" Yes please.");
@sailor_yes;
case 2:
- ~chatplayer(neutral, "No, thank you.");
+ ~chatplayer(" No, thank you.");
case 3:
- ~chatplayer(neutral, "I'd rather go to Crandor Isle.");
- ~chatnpc(shock, "No I need to stay alive, I have|a wife and family to support.");
+ ~chatplayer(" I'd rather go to Crandor Isle.");
+ ~chatnpc(" No I need to stay alive, I have|a wife and family to support.");
}
[label,sailor_yes]
if (inv_total(inv, coins) < 30) {
- ~chatplayer(sad, "Oh dear, I don't actually seem to have enough money.");
+ ~chatplayer(" Oh dear, I don't actually seem to have enough money.");
return;
}
diff --git a/data/src/scripts/areas/area_port_sarim/scripts/wydin.rs2 b/data/src/scripts/areas/area_port_sarim/scripts/wydin.rs2
index e34b5cad2..7ca500a47 100644
--- a/data/src/scripts/areas/area_port_sarim/scripts/wydin.rs2
+++ b/data/src/scripts/areas/area_port_sarim/scripts/wydin.rs2
@@ -3,7 +3,7 @@ if (%food_store_employed = 1) {
@wydin_employed_chat;
}
-~chatnpc(happy, "Welcome to my food store! Would you like to buy anything?");
+~chatnpc(" Welcome to my food store! Would you like to buy anything?");
if (%hunt_progress = 0) {
@multi3("Yes please.", wydin_open_shop, "No, thank you.", wydin_no, "What can you recommend?", wydin_recommend);
} else if (%hunt_progress = 1) {
@@ -11,56 +11,56 @@ if (%hunt_progress = 0) {
}
[label,wydin_employed_chat]
-~chatnpc(quiz, "Is it nice and tidy round the back now?");
+~chatnpc(" Is it nice and tidy round the back now?");
def_int $choice = ~p_choice4("Yes, can I work out front now?", 1, "Yes, are you going to pay me yet?", 2, "No, it's a complete mess", 3, "Can I buy something please?", 4);
switch_int ($choice) {
case 1:
- ~chatplayer(happy, "Yes, can I work out front now?");
- ~chatnpc(neutral, "I'm the one who works here.");
+ ~chatplayer(" Yes, can I work out front now?");
+ ~chatnpc(" I'm the one who works here.");
case 2:
- ~chatplayer(happy, "Yes, are you going to pay me yet?");
- ~chatnpc(shifty, "Umm... No, not yet.");
+ ~chatplayer(" Yes, are you going to pay me yet?");
+ ~chatnpc(" Umm... No, not yet.");
case 3:
- ~chatplayer(sad, "No, it's a complete mess.");
- ~chatnpc(neutral, "Ah well, it'll give you something to do, won't it.");
+ ~chatplayer(" No, it's a complete mess.");
+ ~chatnpc(" Ah well, it'll give you something to do, won't it.");
case 4:
- ~chatplayer(quiz, "Can I buy something please?");
- ~chatnpc(happy, "Yes, of course.");
+ ~chatplayer(" Can I buy something please?");
+ ~chatnpc(" Yes, of course.");
p_opnpc(3);
}
[label,wydin_job]
-~chatplayer(quiz, "Can I get a job here?");
-~chatnpc(neutral, "Well, you're keen, I'll give you that. Okay, I'll give you a go. Have you got your own white apron?");
+~chatplayer(" Can I get a job here?");
+~chatnpc(" Well, you're keen, I'll give you that. Okay, I'll give you a go. Have you got your own white apron?");
if (inv_total(inv, white_apron) = 0 & inv_total(worn, white_apron) = 0) {
- ~chatplayer(sad, "No, I haven't.");
- ~chatnpc(neutral, "Well, you can't work here unless you have a white apron. Health and safety regulations, you understand.");
+ ~chatplayer(" No, I haven't.");
+ ~chatnpc(" Well, you can't work here unless you have a white apron. Health and safety regulations, you understand.");
return;
}
-~chatplayer(happy, "Yes, I have one right here.");
+~chatplayer(" Yes, I have one right here.");
%food_store_employed = 1;
-~chatnpc(happy, "Wow - you are well prepared! You're hired. Go through to the back and tidy up for me, please.");
+~chatnpc(" Wow - you are well prepared! You're hired. Go through to the back and tidy up for me, please.");
[label,wydin_open_shop]
-~chatplayer(happy, "Yes please.");
+~chatplayer(" Yes please.");
p_opnpc(3);
[label,wydin_no]
-~chatplayer(neutral, "No, thank you.");
+~chatplayer(" No, thank you.");
[label,wydin_recommend]
-~chatplayer(quiz, "What can you recommend?");
-~chatnpc(happy, "We have this really exotic fruit all the way from Karamja. It's called a banana.");
+~chatplayer(" What can you recommend?");
+~chatnpc(" We have this really exotic fruit all the way from Karamja. It's called a banana.");
@multi2("Hmm, I think I'll try one.", wydin_recommend_try, "I don't like the sound of that.", wydin_recommend_no);
[label,wydin_recommend_try]
-~chatplayer(neutral, "Hmm, I think I'll try one.");
-~chatnpc(neutral, "Great. You might as well take a look at the rest of my wares as well.");
+~chatplayer(" Hmm, I think I'll try one.");
+~chatnpc(" Great. You might as well take a look at the rest of my wares as well.");
p_opnpc(3);
[label,wydin_recommend_no]
-~chatplayer("default", "I don't like the sound of that.");
-~chatnpc(neutral, "Well, it's your choice, but I do recommend them.");
+~chatplayer(" I don't like the sound of that.");
+~chatnpc(" Well, it's your choice, but I do recommend them.");
diff --git a/data/src/scripts/areas/area_rimmington/scripts/hetty.rs2 b/data/src/scripts/areas/area_rimmington/scripts/hetty.rs2
index 9a22d6167..31dcfa49f 100644
--- a/data/src/scripts/areas/area_rimmington/scripts/hetty.rs2
+++ b/data/src/scripts/areas/area_rimmington/scripts/hetty.rs2
@@ -1,83 +1,83 @@
[opnpc1,hetty]
switch_int(%hetty_progress) {
case ^hetty_not_started:
- ~chatnpc("neutral", "What could you want with an old woman like me?");
+ ~chatnpc(" What could you want with an old woman like me?");
def_int $option = ~p_choice2("I am in search of a quest.", 1, "I've heard that you are a witch.", 2);
if($option = 1) {
@hetty_search_quest;
} else if($option = 2) {
- ~chatplayer("happy", "I've heard that you are a witch.");
- ~chatnpc("sad", "Yes it does seem to be getting fairly common knowledge.");
- ~chatnpc("sad", "I fear I may get a visit from the witch hunters of Falador before long.");
+ ~chatplayer(" I've heard that you are a witch.");
+ ~chatnpc(" Yes it does seem to be getting fairly common knowledge.");
+ ~chatnpc(" I fear I may get a visit from the witch hunters of Falador before long.");
}
case ^hetty_started:
- ~chatnpc(happy, "So have you found the things for the potion?");
+ ~chatnpc(" So have you found the things for the potion?");
if(inv_total(inv, burnt_meat) > 0 & inv_total(inv, rats_tail) > 0 & inv_total(inv, eye_of_newt) > 0 & inv_total(inv, onion) > 0) {
- ~chatplayer("happy", "Yes I have everything!");
- ~chatnpc("happy", "Excellent, can I have them then?");
+ ~chatplayer(" Yes I have everything!");
+ ~chatnpc(" Excellent, can I have them then?");
~mesbox("You pass the ingredients to Hetty and she puts them all into her cauldron. Hetty closes her eyes and begins to chant. The cauldron bubbles mysteriously.");
- ~chatplayer("neutral", "Well, is it ready?");
+ ~chatplayer(" Well, is it ready?");
inv_del(inv, burnt_meat, 1);
inv_del(inv, rats_tail, 1);
inv_del(inv, eye_of_newt, 1);
inv_del(inv, onion, 1);
%hetty_progress = ^hetty_objects_given;
- ~chatnpc("happy", "Ok, now drink from the cauldron.");
+ ~chatnpc(" Ok, now drink from the cauldron.");
return;
} else {
- ~chatplayer("sad", "No, not yet."); // rsc
- ~chatnpc("sad", "Well I can't make the potion without them! Remember... You need an eye of newt, a rat's tail, an onion, and a piece of burnt meat. Off you go dear!");
+ ~chatplayer(" No, not yet."); // rsc
+ ~chatnpc(" Well I can't make the potion without them! Remember... You need an eye of newt, a rat's tail, an onion, and a piece of burnt meat. Off you go dear!");
}
case ^hetty_objects_given:
- ~chatnpc(angry, "Well are you going to drink the potion or not?");
+ ~chatnpc(" Well are you going to drink the potion or not?");
case ^hetty_complete:
- ~chatnpc("happy", "How's your magic coming along?");
- ~chatplayer("happy", "I'm practicing and slowly getting better.");
- ~chatnpc("happy", "Good, good.");
+ ~chatnpc(" How's your magic coming along?");
+ ~chatplayer(" I'm practicing and slowly getting better.");
+ ~chatnpc(" Good, good.");
}
[label,hetty_search_quest]
-~chatplayer("neutral", "I am in search of a quest.");
-~chatnpc("neutral", "Hmmmm... Maybe I can think of something for you.");
-~chatnpc("happy", "Would you like to become more proficient in the dark arts?");
+~chatplayer(" I am in search of a quest.");
+~chatnpc(" Hmmmm... Maybe I can think of something for you.");
+~chatnpc(" Would you like to become more proficient in the dark arts?");
def_int $option = ~p_choice3("Yes help me become one with my darker side.", 1, "No I have my principles and honour.", 2, "What, you mean improve my magic?", 3);
if($option = 1) {
- ~chatplayer("happy", "Yes help me become one with my darker side.");
+ ~chatplayer(" Yes help me become one with my darker side.");
@hetty_darker_self;
} else if($option = 2) {
- ~chatplayer("neutral", "No I have my principles and honour.");
- ~chatnpc("sad", "Suit yourself, but you're missing out.");
+ ~chatplayer(" No I have my principles and honour.");
+ ~chatnpc(" Suit yourself, but you're missing out.");
} else if($option = 3) {
// https://www.youtube.com/watch?v=Bp27LZSB_60
- ~chatplayer("sad", "What, you mean improve my magic?");
+ ~chatplayer(" What, you mean improve my magic?");
~mesbox("The witch sighs.");
- ~chatnpc("neutral", "Yes, improve your magic...");
- ~chatnpc("sad", "Do you have no sense of drama?");
+ ~chatnpc(" Yes, improve your magic...");
+ ~chatnpc(" Do you have no sense of drama?");
$option = ~p_choice3("Yes I'd like to improve my magic.", 1, "No, I'm not interested.", 2, "Show me the mysteries of the dark arts....", 3);
if($option = 1) {
- ~chatplayer("happy", "Yes I'd like to improve my magic.");
+ ~chatplayer(" Yes I'd like to improve my magic.");
~mesbox("The witch sighs.");
@hetty_darker_self;
} else if($option = 2) {
// not sure about the mesanims here
- ~chatplayer("neutral", "No, I'm not interested.");
- ~chatnpc("neutral", "Many aren't to start off with.");
+ ~chatplayer(" No, I'm not interested.");
+ ~chatnpc(" Many aren't to start off with.");
~mesbox("The witch smiles mysteriously.");
- ~chatnpc("happy", "But I think you'll be drawn back to this place.");
+ ~chatnpc(" But I think you'll be drawn back to this place.");
} else if($option = 3) {
- ~chatplayer("happy", "Show me the mysteries of the dark arts...");
+ ~chatplayer(" Show me the mysteries of the dark arts...");
~mesbox("The witch smiles mysteriously.");
@hetty_darker_self;
}
}
[label,hetty_darker_self]
-~chatnpc("happy", "Ok I'm going to make a potion to help bring out your darker self.");
-~chatnpc("neutral", "You will need certain ingredients.");
-~chatplayer("neutral", "What do I need?");
+~chatnpc(" Ok I'm going to make a potion to help bring out your darker self.");
+~chatnpc(" You will need certain ingredients.");
+~chatplayer(" What do I need?");
%hetty_progress = ^hetty_started;
~send_quest_progress(questlist:hetty, %hetty_progress, ^hetty_complete);
-~chatnpc("neutral", "You need an eye of newt, a rat's tail, an onion... Oh and a piece of burnt meat.");
-~chatplayer("happy", "Great, I'll go and get them.");
+~chatnpc(" You need an eye of newt, a rat's tail, an onion... Oh and a piece of burnt meat.");
+~chatplayer(" Great, I'll go and get them.");
diff --git a/data/src/scripts/areas/area_rimmington/scripts/rommik.rs2 b/data/src/scripts/areas/area_rimmington/scripts/rommik.rs2
index ddfe4bc7f..1921995b5 100644
--- a/data/src/scripts/areas/area_rimmington/scripts/rommik.rs2
+++ b/data/src/scripts/areas/area_rimmington/scripts/rommik.rs2
@@ -1,10 +1,10 @@
[opnpc1,rommik]
-~chatnpc(happy, "Would you like to buy some crafting equipment?");
+~chatnpc(" Would you like to buy some crafting equipment?");
def_int $option = ~p_choice2("No thanks, I've got all the Crafting equipment I need.", 1, "Let's see what you've got, then.", 2);
if($option = 1) {
- ~chatplayer(neutral, "No thanks; I've got all the Crafting equipment I need.");
- ~chatnpc(happy, "Okay. Fare well on your travels.");
+ ~chatplayer(" No thanks; I've got all the Crafting equipment I need.");
+ ~chatnpc(" Okay. Fare well on your travels.");
} else if($option = 2) {
- ~chatplayer(neutral, "Let's see what you've got, then.");
+ ~chatplayer(" Let's see what you've got, then.");
~openshop_activenpc;
}
\ No newline at end of file
diff --git a/data/src/scripts/areas/area_seers/scripts/bartender.rs2 b/data/src/scripts/areas/area_seers/scripts/bartender.rs2
index 3495e42fd..b41173d21 100644
--- a/data/src/scripts/areas/area_seers/scripts/bartender.rs2
+++ b/data/src/scripts/areas/area_seers/scripts/bartender.rs2
@@ -1,5 +1,5 @@
[opnpc1,bartender_seers]
-~chatnpc(happy, "Good morning, what would you like?");
+~chatnpc(" Good morning, what would you like?");
if(testbit(%barcrawl_progress, ^forestersarms_index) = false & inv_total(inv, barcrawl_card) > 0) {
@multi4("What do you have?", bartender_seers_what_have, "Beer please.", bartender_seers_beer, "I'm doing Alfred Grimhand's Barcrawl.", forestersarms_barcrawl, "I don't really want anything thanks.", bartender_seers_thanks);
} else {
@@ -12,31 +12,31 @@ if(testbit(%barcrawl_progress, ^forestersarms_index) = false & last_useitem = ba
}
[label,bartender_seers_what_have]
-~chatplayer(quiz, "What do you have?");
-~chatnpc(happy, "Well we have beer, or if you want some food, we have our home made stew and meat pies.");
+~chatplayer(" What do you have?");
+~chatnpc(" Well we have beer, or if you want some food, we have our home made stew and meat pies.");
@multi4("Beer please.", bartender_seers_beer, "I'll try the meat pie.", bartender_seers_meat_pie, "Could I have some stew please?", bartender_seers_stew, "I don't really want anything thanks.", bartender_seers_thanks);
[label,bartender_seers_beer]
-~chatplayer(happy, "Beer please.");
-~chatnpc(happy, "One beer coming up. Ok, that'll be two coins.");
+~chatplayer(" Beer please.");
+~chatnpc(" One beer coming up. Ok, that'll be two coins.");
@bartender_seers_transaction(beer, 2);
[label,bartender_seers_stew]
-~chatplayer(quiz, "Could I have some stew please?");
-~chatnpc(happy, "A bowl of stew, that'll be 20 coins please.");
+~chatplayer(" Could I have some stew please?");
+~chatnpc(" A bowl of stew, that'll be 20 coins please.");
@bartender_seers_transaction(stew, 20);
[label,bartender_seers_meat_pie]
-~chatplayer(happy, "I'll try the meat pie.");
-~chatnpc(happy, "Ok, that'll be 16 coins.");
+~chatplayer(" I'll try the meat pie.");
+~chatnpc(" Ok, that'll be 16 coins.");
@bartender_seers_transaction(meat_pie, 16);
[label,bartender_seers_transaction](namedobj $food_name, int $price)
if(inv_freespace(inv) = 0) {
- ~chatplayer(sad, "Oh dear. I don't seem to have enough space to carry it.");
+ ~chatplayer(" Oh dear. I don't seem to have enough space to carry it.");
return;
} else if(inv_total(inv, coins) < $price) {
- ~chatplayer(sad, "Oh dear. I don't seem to have enough money.");
+ ~chatplayer(" Oh dear. I don't seem to have enough money.");
return;
} else {
inv_del(inv, coins, $price);
@@ -44,13 +44,13 @@ if(inv_freespace(inv) = 0) {
}
[label,bartender_seers_thanks]
-~chatplayer(neutral, "I don't really want anything thanks.");
+~chatplayer(" I don't really want anything thanks.");
[label,forestersarms_barcrawl]
-~chatplayer(happy, "I'm doing Alfred Grimhand's Barcrawl.");
-~chatnpc(neutral, "Oh you're a barbarian then.|Now which of these barrels contained the Liverbane Ale?|That'll be 18 coins please.");
+~chatplayer(" I'm doing Alfred Grimhand's Barcrawl.");
+~chatnpc(" Oh you're a barbarian then.|Now which of these barrels contained the Liverbane Ale?|That'll be 18 coins please.");
if(inv_total(inv, coins) < 18) {
- ~chatplayer(sad, "Sorry, I don't have 18 coins.");
+ ~chatplayer(" Sorry, I don't have 18 coins.");
return;
}
if_close;
diff --git a/data/src/scripts/areas/area_seers/scripts/galahad.rs2 b/data/src/scripts/areas/area_seers/scripts/galahad.rs2
index 18eae1b0f..a31dfe03a 100644
--- a/data/src/scripts/areas/area_seers/scripts/galahad.rs2
+++ b/data/src/scripts/areas/area_seers/scripts/galahad.rs2
@@ -1,33 +1,33 @@
[opnpc1,galahad]
if(%grail_progress = ^grail_complete) {
- ~chatnpc(neutral, "Would you like a cup of tea? I'll just put the kettle on.");
+ ~chatnpc(" Would you like a cup of tea? I'll just put the kettle on.");
~mesbox("Brother Galahad hangs a kettle over the fire.");
- ~chatplayer(happy, "I returned the Holy Grail to Camelot!");
- ~chatnpc(neutral, "I'm impressed! That's something I was never able to do. Half a moment; your cup of tea is ready.");
+ ~chatplayer(" I returned the Holy Grail to Camelot!");
+ ~chatnpc(" I'm impressed! That's something I was never able to do. Half a moment; your cup of tea is ready.");
@galahad_give_tea;
}
if(%grail_progress = ^grail_failed_defeat_titan) {
- ~chatnpc(neutral, "How goes thy quest?");
- ~chatplayer(sad, "I now need to defeat a black knight titan.|He seems invulnerable!");
- ~chatnpc(confused, "A black knight titan hmm?|Haven't seen one of them about in a while...");
- ~chatnpc(neutral, "You'll need a special sword to defeat it, such as excalibur. You should be able to get that from the lady of the lake ...if you haven't already.");
+ ~chatnpc(" How goes thy quest?");
+ ~chatplayer(" I now need to defeat a black knight titan.|He seems invulnerable!");
+ ~chatnpc(" A black knight titan hmm?|Haven't seen one of them about in a while...");
+ ~chatnpc(" You'll need a special sword to defeat it, such as excalibur. You should be able to get that from the lady of the lake ...if you haven't already.");
if(inv_total(inv, holy_table_napkin) = 0 & inv_total(bank, holy_table_napkin) = 0) {
def_int $option = ~p_choice2("Thank you I shall continue with my quest", 1, "I have lost the holy table napkin", 2); // broken punc
if($option = 2) {
- ~chatplayer(sad, "I have lost the holy table napkin...");
+ ~chatplayer(" I have lost the holy table napkin...");
~mesbox("Galahad gives you another table napkin.");
inv_add(inv, holy_table_napkin, 1);
- ~chatnpc(happy, "Lucky I had more than one, eh?");
+ ~chatnpc(" Lucky I had more than one, eh?");
~mesbox("Galahad winks at you.");
- ~chatnpc(happy, "Try not to lose this one!");
+ ~chatnpc(" Try not to lose this one!");
return;
}
}
- ~chatplayer(neutral, "Thank you. I shall continue with my quest.");
- ~chatnpc(neutral, "Half a moment, your cup of tea is ready.");
+ ~chatplayer(" Thank you. I shall continue with my quest.");
+ ~chatnpc(" Half a moment, your cup of tea is ready.");
@galahad_give_tea;
}
-~chatnpc(neutral, "Welcome to my home.|It's rare for me to have guests!|Would you like a cup of tea?|I'll just put the kettle on.");
+~chatnpc(" Welcome to my home.|It's rare for me to have guests!|Would you like a cup of tea?|I'll just put the kettle on.");
~mesbox("Brother Galahad hangs a kettle over the fire.");
def_int $choice;
if(%grail_progress = ^grail_spoken_crone & inv_total(inv, holy_table_napkin) = 0) { // no bank check
@@ -39,60 +39,60 @@ if(%grail_progress = ^grail_spoken_crone & inv_total(inv, holy_table_napkin) = 0
}
switch_int($choice) {
case 1:
- ~chatplayer(quiz, "Are you any relation to Sir Galahad?");
- ~chatnpc(neutral, "I AM Sir Galahad.");
- ~chatnpc(neutral, "Although I've retired as a Knight, and now live as a solitary monk. Also, I prefer to be known as brother rather than sir now. Half a moment, your cup of tea is ready.");
+ ~chatplayer(" Are you any relation to Sir Galahad?");
+ ~chatnpc(" I AM Sir Galahad.");
+ ~chatnpc(" Although I've retired as a Knight, and now live as a solitary monk. Also, I prefer to be known as brother rather than sir now. Half a moment, your cup of tea is ready.");
case 2:
- ~chatplayer(neutral, "Do you get lonely out here on your own?");
- ~chatnpc(neutral, "Sometimes I do, yes. Still not many people to share my solidarity with, as most of the religious men around here are worshippers of Saradomin. Half a moment, your cup of tea is ready.");
+ ~chatplayer(" Do you get lonely out here on your own?");
+ ~chatnpc(" Sometimes I do, yes. Still not many people to share my solidarity with, as most of the religious men around here are worshippers of Saradomin. Half a moment, your cup of tea is ready.");
case 3:
- ~chatplayer(neutral, "I'm on a quest to find the Holy Grail!");
- ~chatnpc(neutral, "Ah... the Grail... yes... that did fill me with wonder! Oh, that I could have stayed forever! The spear, the food, the people...");
+ ~chatplayer(" I'm on a quest to find the Holy Grail!");
+ ~chatnpc(" Ah... the Grail... yes... that did fill me with wonder! Oh, that I could have stayed forever! The spear, the food, the people...");
@multi4("So how can I find it?", galahad_how, "What are you talking about?", galahad_what, "Why did you leave?", galahad_why_leave, "Why didn't you bring the Grail with you?", galahad_why_grail);
case 4:
- ~chatplayer(neutral, "I seek an item from the realm of the Fisher King.");
- ~chatnpc(neutral, "Funny you should mention that, but when I left there I took this small cloth from the table as a keepsake.");
+ ~chatplayer(" I seek an item from the realm of the Fisher King.");
+ ~chatnpc(" Funny you should mention that, but when I left there I took this small cloth from the table as a keepsake.");
@galahad_borrow_cloth;
}
@galahad_give_tea;
[label,galahad_how]
-~chatplayer(neutral, "So how can I find it?");
-~chatnpc(neutral, "I did not find it through looking - though admittedly I looked long and hard - eventually, it found me.");
+~chatplayer(" So how can I find it?");
+~chatnpc(" I did not find it through looking - though admittedly I looked long and hard - eventually, it found me.");
@multi4("What are you talking about?", galahad_what, "Why did you leave?", galahad_why_leave, "Why didn't you bring the Grail with you?", galahad_why_grail, "Well, I'd better be going then.", galahad_get_going);
[label,galahad_what]
-~chatplayer(neutral, "What are you talking about?");
-~chatnpc(neutral, "The Grail castle...|It's... hard to describe with words.|It mostly felt like a dream!");
+~chatplayer(" What are you talking about?");
+~chatnpc(" The Grail castle...|It's... hard to describe with words.|It mostly felt like a dream!");
@multi4("So how can I find it?", galahad_how, "Why did you leave?", galahad_why_leave, "Why didn't you bring the Grail with you?", galahad_why_grail, "Well, I'd better be going then.", galahad_get_going);
[label,galahad_why_leave]
-~chatplayer(neutral, "Why did you leave?");
-~chatnpc(neutral, "Apparently the time is getting close when the world will need Arthur and his knights of the round table again.");
-~chatnpc(sad, "And that includes me.");
-~chatnpc(neutral, "Leaving was tough for me,|so I took this small cloth from the table as a keepsake.");
+~chatplayer(" Why did you leave?");
+~chatnpc(" Apparently the time is getting close when the world will need Arthur and his knights of the round table again.");
+~chatnpc(" And that includes me.");
+~chatnpc(" Leaving was tough for me,|so I took this small cloth from the table as a keepsake.");
if(%grail_progress >= ^grail_spoken_crone & inv_total(inv, holy_table_napkin) = 0) {
@galahad_borrow_cloth;
}
[label,galahad_why_grail]
-~chatplayer(neutral, "Why didn't you bring the Grail with you?");
-~chatnpc(neutral, "...I'm not sure.|Because... it seemed to be... NEEDED in the Grail castle?|Half a moment, your cup of tea is ready.");
+~chatplayer(" Why didn't you bring the Grail with you?");
+~chatnpc(" ...I'm not sure.|Because... it seemed to be... NEEDED in the Grail castle?|Half a moment, your cup of tea is ready.");
@galahad_give_tea;
[label,galahad_get_going]
-~chatplayer(neutral, "Well, I'd better be going then.");
-~chatnpc(neutral, "Half a moment, your cup of tea is ready.");
+~chatplayer(" Well, I'd better be going then.");
+~chatnpc(" Half a moment, your cup of tea is ready.");
~mesbox("Sir Galahad gives you a cup of tea.");
inv_add(inv, cup_of_tea, 1);
-~chatnpc(neutral, "If you do come across any particularily difficult obstacles on your quest, do not hesitate to ask my advice.");
-~chatnpc(neutral, "I know more about the realm of the Grail than many, and I have a feeling you may need to come back and speak to me anyway...");
+~chatnpc(" If you do come across any particularily difficult obstacles on your quest, do not hesitate to ask my advice.");
+~chatnpc(" I know more about the realm of the Grail than many, and I have a feeling you may need to come back and speak to me anyway...");
[label,galahad_give_tea]
~mesbox("Sir Galahad gives you a cup of tea.");
inv_add(inv, cup_of_tea, 1);
[label,galahad_borrow_cloth]
-~chatplayer(quiz, "I don't suppose I could borrow that?|It could come in useful on my quest.");
+~chatplayer(" I don't suppose I could borrow that?|It could come in useful on my quest.");
~mesbox("Galahad reluctantly passes you a small cloth.");
inv_add(inv, holy_table_napkin, 1);
diff --git a/data/src/scripts/areas/area_seers/scripts/hemenster/big_dave.rs2 b/data/src/scripts/areas/area_seers/scripts/hemenster/big_dave.rs2
index 42b204eaf..ce85c8199 100644
--- a/data/src/scripts/areas/area_seers/scripts/hemenster/big_dave.rs2
+++ b/data/src/scripts/areas/area_seers/scripts/hemenster/big_dave.rs2
@@ -1,2 +1,2 @@
[opnpc1,big_dave] @big_dave_dialogue;
-[label,big_dave_dialogue] ~chatnpc(angry, "Oi whaddya think ya doin'?|I'm fishin' here.|Now beat it!");
\ No newline at end of file
+[label,big_dave_dialogue] ~chatnpc(" Oi whaddya think ya doin'?|I'm fishin' here.|Now beat it!");
\ No newline at end of file
diff --git a/data/src/scripts/areas/area_seers/scripts/hemenster/bonzo.rs2 b/data/src/scripts/areas/area_seers/scripts/hemenster/bonzo.rs2
index 3b9e67bed..3c9a6641f 100644
--- a/data/src/scripts/areas/area_seers/scripts/hemenster/bonzo.rs2
+++ b/data/src/scripts/areas/area_seers/scripts/hemenster/bonzo.rs2
@@ -1,7 +1,7 @@
[opnpc1,bonzo]
if(%fishingcompo_progress = ^fishingcompo_started) {
if(%hemenster_comp_stage = ^hemenster_comp_paidfee) {
- ~chatplayer(neutral, "I'll enter the competition please.");
+ ~chatplayer(" I'll enter the competition please.");
@bonzo_set_places;
}
@bonzo_waiting_entry;
@@ -13,29 +13,29 @@ if(%fishingcompo_progress = ^fishingcompo_in_comp | %fishingcompo_progress = ^fi
}
[label,bonzo_waiting_entry]
-~chatnpc(happy, "Roll up, roll up!");
-~chatnpc(happy, "Enter the great Hemenster fishing competition!");
-~chatnpc(happy, "Only 5gp entrance fee!");
+~chatnpc(" Roll up, roll up!");
+~chatnpc(" Enter the great Hemenster fishing competition!");
+~chatnpc(" Only 5gp entrance fee!");
def_int $option = ~p_choice2("I'll enter the competition please.", 1, "No thanks, I'll just watch the fun.", 2);
if($option = 1) {
- ~chatplayer(neutral, "I'll enter the competition please.");
- ~chatnpc(happy, "Marvelous!");
+ ~chatplayer(" I'll enter the competition please.");
+ ~chatnpc(" Marvelous!");
if(inv_total(inv, coins) < 5) {
- ~chatplayer(sad, "I don't have the 5gp though...");
- ~chatnpc(angry, "No pay, no play.");
+ ~chatplayer(" I don't have the 5gp though...");
+ ~chatnpc(" No pay, no play.");
return;
}
inv_del(inv, coins, 5);
%hemenster_comp_stage = ^hemenster_comp_paidfee;
~objbox(coins_250, "You pay Bonzo 5 coins.");
- ~chatnpc(happy, "Ok, we've got all the fishermen!|It's time to roll!");
+ ~chatnpc(" Ok, we've got all the fishermen!|It's time to roll!");
@bonzo_set_places;
} else if($option = 2) {
- ~chatplayer(neutral, "No thanks, I'll just watch the fun.");
+ ~chatplayer(" No thanks, I'll just watch the fun.");
}
[label,bonzo_set_places]
-~chatnpc(neutral, "Ok, nearly everyone is in their place already.|You fish in the spot by the willow tree,|and the Sinister Stranger, you fish by the pipes.");
+~chatnpc(" Ok, nearly everyone is in their place already.|You fish in the spot by the willow tree,|and the Sinister Stranger, you fish by the pipes.");
if(%hemenster_pipe_stashed = true) {
@move_hemenster_pipe;
}
@@ -43,12 +43,12 @@ if(%hemenster_pipe_stashed = true) {
~mesbox("Your fishing competition spot is beside the willow tree.");
[label,bonzo_howdoing]
-~chatnpc(happy, "So how are you doing so far?");
+~chatnpc(" So how are you doing so far?");
if(%hemenster_comp_stage = ^hemenster_comp_paidfee) { // fee paid, no fish caught yet
- ~chatplayer(confused, "I think I might still be able to find a bigger fish.");
+ ~chatplayer(" I think I might still be able to find a bigger fish.");
return;
}
-~chatplayer(happy, "I caught some fish! Here...");
+~chatplayer(" I caught some fish! Here...");
@bonzo_handover_catch;
[label,bonzo_handover_catch]
@@ -58,39 +58,39 @@ if(inv_total(inv, raw_giant_carp) > 0) {
inv_del(inv, raw_giant_carp, 3);
%fishingcompo_progress = ^fishingcompo_won_comp;
inv_add(inv, fishing_trophy, 1);
- ~chatnpc(happy, "We have a new winner!|The heroic-looking person who was fishing by the pipes|has caught the biggest carp|I've seen since Grandpa Jack used to compete!");
+ ~chatnpc(" We have a new winner!|The heroic-looking person who was fishing by the pipes|has caught the biggest carp|I've seen since Grandpa Jack used to compete!");
~objboxb(fishing_trophy, "You are given the Hemenster fishing trophy!");
} else {
inv_del(inv, raw_sardine, 3);
%fishingcompo_progress = ^fishingcompo_started;
%hemenster_comp_stage = ^hemenster_comp_not_entered;
- ~chatnpc(happy, "And the winner is... The stranger in black!");
+ ~chatnpc(" And the winner is... The stranger in black!");
}
[label,bonzo_quits]
-~chatnpc(neutral, "So you're calling it quits here for now?");
+~chatnpc(" So you're calling it quits here for now?");
def_int $option = ~p_choice2("Yes I'll compete again another day.", 1, "Actually I'll go back and catch some more.", 2);
if($option = 1) {
- ~chatplayer(neutral, "Yes I'll compete again another day.");
+ ~chatplayer(" Yes I'll compete again another day.");
%fishingcompo_progress = ^fishingcompo_started;
// in OSRS this sets to paid w/no fish caught, in RSC you have to pay again so we'll copy that
%hemenster_comp_stage = ^hemenster_comp_not_entered;
p_teleport(movecoord(loc_coord, 1, 0, 0));
~open_fishingcompo_gate;
} else if($option = 2) {
- ~chatplayer(neutral, "Actually I'll go back and catch some more.");
- ~chatnpc(happy, "Good luck!");
+ ~chatplayer(" Actually I'll go back and catch some more.");
+ ~chatnpc(" Good luck!");
}
[label,bonzo_champ]
-~chatnpc(happy, "Hello champ!");
+~chatnpc(" Hello champ!");
if(%fishingcompo_progress = ^fishingcompo_won_comp & inv_total(inv, fishing_trophy) = 0) {
- ~chatplayer(sad, "I don't feel like a champ...");
- ~chatnpc(quiz, "Why not champ?");
- ~chatplayer(sad, "I lost my fishing trophy...");
- ~chatnpc(happy, "Is that all chump? Don't worry, I have a spare!");
+ ~chatplayer(" I don't feel like a champ...");
+ ~chatnpc(" Why not champ?");
+ ~chatplayer(" I lost my fishing trophy...");
+ ~chatnpc(" Is that all chump? Don't worry, I have a spare!");
inv_add(inv, fishing_trophy, 1);
return;
}
-~chatnpc(happy, "So any hints on how to fish?");
-~chatplayer(neutral, "I think I'll keep them to myself.");
\ No newline at end of file
+~chatnpc(" So any hints on how to fish?");
+~chatplayer(" I think I'll keep them to myself.");
\ No newline at end of file
diff --git a/data/src/scripts/areas/area_seers/scripts/hemenster/grandpa_jack.rs2 b/data/src/scripts/areas/area_seers/scripts/hemenster/grandpa_jack.rs2
index 7f5bc07dd..22ef74c86 100644
--- a/data/src/scripts/areas/area_seers/scripts/hemenster/grandpa_jack.rs2
+++ b/data/src/scripts/areas/area_seers/scripts/hemenster/grandpa_jack.rs2
@@ -1,35 +1,35 @@
[opnpc1,grandpa_jack]
def_string $gender = text_gender("man", "lady");
-~chatnpc(happy, "Hello young <$gender>!|Come to visit old Grandpa Jack?|I can tell ye stories for sure.|I used to be the best fisherman these parts have seen!");
+~chatnpc(" Hello young <$gender>!|Come to visit old Grandpa Jack?|I can tell ye stories for sure.|I used to be the best fisherman these parts have seen!");
def_int $option;
switch_int (%fishingcompo_progress) {
case ^fishingcompo_started,^fishingcompo_in_comp,^fishingcompo_garlic_comp: $option = ~p_choice3("Tell me a story then.", 1, "Are you entering the fishing competition?", 3, "Sorry, I don't have time now.", 2);
case default: $option = ~p_choice2("Tell me a story then.", 1, "Sorry, I don't have time now.", 2);
}
if($option = 1) {
- ~chatplayer(neutral, "Tell me a story then.");
- ~chatnpc(happy, "Well, when I were a young man|we used to take fishing trips over to Catherby;|The fishing over there - now that was something!");
- ~chatnpc(happy, "Anyway, we decided to do a bit of fishing with our nets,|I wasn't having the best of days|turning up nothing but old boots and bits of seaweed.|Then my net suddenly got really heavy!");
- ~chatnpc(neutral, "I pulled it up...");
- ~chatnpc(happy, "To my amazement I'd caught this little chest thing!");
- ~chatnpc(happy, "Even more amazing was when I opened it|it contained a diamond the size of a radish!|That's the best catch I've ever had!");
+ ~chatplayer(" Tell me a story then.");
+ ~chatnpc(" Well, when I were a young man|we used to take fishing trips over to Catherby;|The fishing over there - now that was something!");
+ ~chatnpc(" Anyway, we decided to do a bit of fishing with our nets,|I wasn't having the best of days|turning up nothing but old boots and bits of seaweed.|Then my net suddenly got really heavy!");
+ ~chatnpc(" I pulled it up...");
+ ~chatnpc(" To my amazement I'd caught this little chest thing!");
+ ~chatnpc(" Even more amazing was when I opened it|it contained a diamond the size of a radish!|That's the best catch I've ever had!");
} else if($option = 2) {
- ~chatplayer(neutral, "Sorry, I don't have time now.");
- ~chatnpc(sad, "Sigh...");
- ~chatnpc(neutral, "Young people - always in such a rush.");
+ ~chatplayer(" Sorry, I don't have time now.");
+ ~chatnpc(" Sigh...");
+ ~chatnpc(" Young people - always in such a rush.");
} else if($option = 3) {
- ~chatplayer(neutral, "Are you entering the fishing competition?");
- ~chatnpc(happy, "Ah... the Hemenster fishing competition...");
- ~chatnpc(happy, "I know all about that... I won that four years straight! I'm too old for that lark now though...");
+ ~chatplayer(" Are you entering the fishing competition?");
+ ~chatnpc(" Ah... the Hemenster fishing competition...");
+ ~chatnpc(" I know all about that... I won that four years straight! I'm too old for that lark now though...");
$option = ~p_choice2("I don't suppose you could give me any hints?", 1, "That's less competition for me then.", 2);
if($option = 1) {
- ~chatplayer(confused, "I don't suppose you could give me any hints?");
- ~chatnpc(happy, "Well, you sometimes get these really big fish|in the water just by the outflow pipes.");
- ~chatnpc(neutral, "I think they're some kind of carp...");
- ~chatnpc(happy, "Try to get a spot round there.|The best sort of bait for them is red vine worms.");
- ~chatnpc(happy, "I used to get those from McGrubor's wood, north of here. Just dig around in the red vines up there.");
+ ~chatplayer(" I don't suppose you could give me any hints?");
+ ~chatnpc(" Well, you sometimes get these really big fish|in the water just by the outflow pipes.");
+ ~chatnpc(" I think they're some kind of carp...");
+ ~chatnpc(" Try to get a spot round there.|The best sort of bait for them is red vine worms.");
+ ~chatnpc(" I used to get those from McGrubor's wood, north of here. Just dig around in the red vines up there.");
// no garlic advice here i'm assuming
} else if($option = 2) {
- ~chatplayer(confused, "That's less competition for me then.");
+ ~chatplayer(" That's less competition for me then.");
}
}
\ No newline at end of file
diff --git a/data/src/scripts/areas/area_seers/scripts/hemenster/joshua.rs2 b/data/src/scripts/areas/area_seers/scripts/hemenster/joshua.rs2
index 0c819c294..11bbae799 100644
--- a/data/src/scripts/areas/area_seers/scripts/hemenster/joshua.rs2
+++ b/data/src/scripts/areas/area_seers/scripts/hemenster/joshua.rs2
@@ -1,2 +1,2 @@
[opnpc1,joshua] @joshua_dialogue;
-[label,joshua_dialogue] ~chatnpc(angry, "This is my fishing spot.|Ya don't wanna be fishing 'ere mate.|Cos I'll break your knuckles!");
\ No newline at end of file
+[label,joshua_dialogue] ~chatnpc(" This is my fishing spot.|Ya don't wanna be fishing 'ere mate.|Cos I'll break your knuckles!");
\ No newline at end of file
diff --git a/data/src/scripts/areas/area_seers/scripts/hemenster/sinister_stranger.rs2 b/data/src/scripts/areas/area_seers/scripts/hemenster/sinister_stranger.rs2
index 6475cba37..5b41a8bc1 100644
--- a/data/src/scripts/areas/area_seers/scripts/hemenster/sinister_stranger.rs2
+++ b/data/src/scripts/areas/area_seers/scripts/hemenster/sinister_stranger.rs2
@@ -1,44 +1,44 @@
[opnpc1,sinister_stranger]
-~chatnpc(confused, "...");
+~chatnpc(" ...");
def_int $option = ~p_choice3("...?", 1, "Who are you?", 2, "So... you like fishing?", 3);
if($option = 1) {
- ~chatplayer(confused, "...?");
- ~chatnpc(confused, "...");
+ ~chatplayer(" ...?");
+ ~chatnpc(" ...");
} else if($option = 2) {
- ~chatplayer(neutral, "Who are you?");
- ~chatnpc(neutral, "My name iz Vlad. I come from far avay, vere the sun iz not so bright.");
+ ~chatplayer(" Who are you?");
+ ~chatnpc(" My name iz Vlad. I come from far avay, vere the sun iz not so bright.");
@multi2("You're a vampire aren't you?", sinister_stranger_vampire, "Is it nice there?", sinister_stranger_nice);
} else if($option = 3) {
@sinister_stranger_fishing;
}
[label,sinister_stranger_vampire]
-~chatplayer(confused, "You're a vampire aren't you?");
-~chatnpc(angry, "Just because I can't stand the smell of garlic|and I don't like bright sunlight|doesn't necessarily mean I'm a vampire!");
+~chatplayer(" You're a vampire aren't you?");
+~chatnpc(" Just because I can't stand the smell of garlic|and I don't like bright sunlight|doesn't necessarily mean I'm a vampire!");
[label,sinister_stranger_nice]
-~chatplayer(neutral, "Is it nice there?");
-~chatnpc(happy, "It is vonderful!|The vomen are beautiful|and the nights are long!");
+~chatplayer(" Is it nice there?");
+~chatnpc(" It is vonderful!|The vomen are beautiful|and the nights are long!");
@multi3("You're a vampire aren't you?", sinister_stranger_vampire, "So you like fishing?", sinister_stranger_fishing, "Well, good look with the fishing.", sinister_stranger_luck);
[label,sinister_stranger_fishing]
-~chatplayer(neutral, "So... you like fishing?");
-~chatnpc(neutral, "My doctor told me to take up a velaxing hobby.|Vhen I am stressed I tend to get a little..");
-~chatnpc(angry, "..thirsty.");
+~chatplayer(" So... you like fishing?");
+~chatnpc(" My doctor told me to take up a velaxing hobby.|Vhen I am stressed I tend to get a little..");
+~chatnpc(" ..thirsty.");
@multi3("You're a vampire aren't you?", sinister_stranger_vampire, "If you get thirsty you should drink something.", sinister_stranger_thirsty, "Well, good look with the fishing.", sinister_stranger_luck);
[label,sinister_stranger_thirsty]
-~chatplayer(neutral, "If you get thirsty you should drink something.");
-~chatnpc(happy, "I think I may do that soon...");
+~chatplayer(" If you get thirsty you should drink something.");
+~chatnpc(" I think I may do that soon...");
[label,sinister_stranger_luck]
-~chatplayer(neutral, "Well, good luck with the fishing.");
-~chatnpc(angry, "Luck has nothing to do vith it|it is all in the technique.");
+~chatplayer(" Well, good luck with the fishing.");
+~chatnpc(" Luck has nothing to do vith it|it is all in the technique.");
[label,sinister_stranger_my_spot]
-~chatnpc(angry, "I think you will find that is my spot.");
+~chatnpc(" I think you will find that is my spot.");
// pipes spot only
if(%fishingcompo_progress = ^fishingcompo_in_comp) {
- ~chatplayer(confused, "Can't you go to another spot?");
- ~chatnpc(angry, "I like this place.|I like to savour the aroma coming from these pipes.");
+ ~chatplayer(" Can't you go to another spot?");
+ ~chatnpc(" I like this place.|I like to savour the aroma coming from these pipes.");
}
\ No newline at end of file
diff --git a/data/src/scripts/areas/area_seers/scripts/mcgrubors_wood.rs2 b/data/src/scripts/areas/area_seers/scripts/mcgrubors_wood.rs2
index a98802c71..d8f80e33a 100644
--- a/data/src/scripts/areas/area_seers/scripts/mcgrubors_wood.rs2
+++ b/data/src/scripts/areas/area_seers/scripts/mcgrubors_wood.rs2
@@ -4,7 +4,7 @@ if(coordz(coord) > coordz(loc_coord)) {
sound_synth(locked, 0, 0);
return;
}
-~chatnpc_specific("Forester", forester_mcgrubor, angry, "Hey! You can't come through here!|This is private land!");
+~chatnpc_specific("Forester", forester_mcgrubor, " Hey! You can't come through here!|This is private land!");
~mesbox("You will need to find another way in.");
[oploc1,loc_51]
diff --git a/data/src/scripts/areas/area_seers/scripts/poison_salesman.rs2 b/data/src/scripts/areas/area_seers/scripts/poison_salesman.rs2
index 00017927d..f67cd5e4a 100644
--- a/data/src/scripts/areas/area_seers/scripts/poison_salesman.rs2
+++ b/data/src/scripts/areas/area_seers/scripts/poison_salesman.rs2
@@ -1,10 +1,10 @@
[opnpc1,poison_salesman]
switch_int(%murder_progress) {
case ^murder_not_started:
- ~chatnpc(sad, "I'm afraid I'm all sold out of poison at the moment. People know a bargain when they see it!");
+ ~chatnpc(" I'm afraid I'm all sold out of poison at the moment. People know a bargain when they see it!");
case ^murder_started:
- ~chatplayer(neutral, "I'm investigating the murder at the Sinclair house.");
- ~chatnpc(neutral, "There was a murder at the Sinclair House??? That's terrible! And I was only there the other day too! They bought the last of my Patented Multi Purpose Poison!");
+ ~chatplayer(" I'm investigating the murder at the Sinclair house.");
+ ~chatnpc(" There was a murder at the Sinclair House??? That's terrible! And I was only there the other day too! They bought the last of my Patented Multi Purpose Poison!");
def_int $choice;
if(inv_total(inv, pungent_pot) > 0) {
$choice = ~p_choice4("Patented Multi Purpose Poison?", 1, "Who did you sell Poison to at the house?", 2, "Can I buy some Poison?", 3, "I have this pot I found at the murder scene...", 4);
@@ -13,37 +13,37 @@ switch_int(%murder_progress) {
}
switch_int($choice) {
case 1:
- ~chatplayer(neutral, "Patented Multi Purpose Poison?");
- ~chatnpc(neutral, "Aaaaah... a miracle of modern apothecaries!");
- ~chatnpc(happy, "This exclusive concoction has been tested on all known forms of life and been proven to kill them all in varying dilutions from cockroaches to king dragons!");
- ~chatnpc(happy, "So incredibly versatile, it can be used as pest control, a cleansing agent, drain cleaner, metal polish and washes whiter than white,");
- ~chatnpc(happy, "all with our uniquely fragrant concoction that is immediately recognisable across the land as Peter Potter's Patented Poison potion!!!");
+ ~chatplayer(" Patented Multi Purpose Poison?");
+ ~chatnpc(" Aaaaah... a miracle of modern apothecaries!");
+ ~chatnpc(" This exclusive concoction has been tested on all known forms of life and been proven to kill them all in varying dilutions from cockroaches to king dragons!");
+ ~chatnpc(" So incredibly versatile, it can be used as pest control, a cleansing agent, drain cleaner, metal polish and washes whiter than white,");
+ ~chatnpc(" all with our uniquely fragrant concoction that is immediately recognisable across the land as Peter Potter's Patented Poison potion!!!");
~mesbox("The salesman stops for breath.");
- ~chatnpc(neutral, "I'd love to sell you some but I've sold out recently. That's just how good it is! Three hundred and twenty eight people in this area alone cannot be wrong!");
- ~chatnpc(neutral, "Nine out of Ten poisoners prefer it in controlled tests!");
- ~chatnpc(neutral, "Can I help you with anything else?");
- ~chatnpc(neutral, "Perhaps I can take your name and add it to our mailing list of poison users? We will only send you information related to the use of poison and other Peter Potter Products!");
- ~chatplayer(confused, "Uh... no, it's ok. Really.");
+ ~chatnpc(" I'd love to sell you some but I've sold out recently. That's just how good it is! Three hundred and twenty eight people in this area alone cannot be wrong!");
+ ~chatnpc(" Nine out of Ten poisoners prefer it in controlled tests!");
+ ~chatnpc(" Can I help you with anything else?");
+ ~chatnpc(" Perhaps I can take your name and add it to our mailing list of poison users? We will only send you information related to the use of poison and other Peter Potter Products!");
+ ~chatplayer(" Uh... no, it's ok. Really.");
case 2:
- ~chatplayer(neutral, "Who did you sell Poison to at the house?");
- ~chatnpc(happy, "Well, Peter Potter's Patented Multi Purpose Poison is a product of such obvious quality that I am glad to say I managed to sell a bottle to each of the Sinclairs!");
- ~chatnpc(happy, "Anna, Bob, Carol, David, Elizabeth and Frank all bought a bottle! In fact they bought the last of my supplies!");
+ ~chatplayer(" Who did you sell Poison to at the house?");
+ ~chatnpc(" Well, Peter Potter's Patented Multi Purpose Poison is a product of such obvious quality that I am glad to say I managed to sell a bottle to each of the Sinclairs!");
+ ~chatnpc(" Anna, Bob, Carol, David, Elizabeth and Frank all bought a bottle! In fact they bought the last of my supplies!");
%murder_poisonproof_progress = ^poisonproof_spoken_salesman;
- ~chatnpc(happy, "Maybe I can take your name and address and I will personally come and visit you when stocks return?");
- ~chatplayer(confused, "Uh... no, it's ok.");
+ ~chatnpc(" Maybe I can take your name and address and I will personally come and visit you when stocks return?");
+ ~chatplayer(" Uh... no, it's ok.");
case 3:
- ~chatplayer(neutral, "Can I buy some Poison?");
- ~chatnpc(neutral, "I'm afraid I am totally out of stock at the moment after my successful trip to the Sinclairs' House the other day.");
- ~chatnpc(happy, "But don't worry! Our factories are working overtime to produce Peter Potter's Patented Multi Purpose Poison!");
- ~chatnpc(happy, "Possibly the finest multi purpose poison and cleaner yet available to the general market.");
- ~chatnpc(happy, "And its unique fragrance makes it the number one choice for cleaners and exterminators the whole country over!");
+ ~chatplayer(" Can I buy some Poison?");
+ ~chatnpc(" I'm afraid I am totally out of stock at the moment after my successful trip to the Sinclairs' House the other day.");
+ ~chatnpc(" But don't worry! Our factories are working overtime to produce Peter Potter's Patented Multi Purpose Poison!");
+ ~chatnpc(" Possibly the finest multi purpose poison and cleaner yet available to the general market.");
+ ~chatnpc(" And its unique fragrance makes it the number one choice for cleaners and exterminators the whole country over!");
case 4:
- ~chatplayer(neutral, "I have this pot I found at the murder scene...");
+ ~chatplayer(" I have this pot I found at the murder scene...");
~mesbox("You show the poison salesman the pot you found at the murder scene with the unusual smell.");
- ~chatnpc(confused, "Hmmm... yes, that smells exactly like my Patented Multi Purpose Poison, but I don't see how it could be. It quite clearly says on the label of all bottles");
- ~chatnpc(confused, "'Not to be taken internally - EXTREMELY POISONOUS'.");
- ~chatplayer(confused, "Perhaps someone else put it in his wine?");
- ~chatnpc(confused, "Yes... I suppose that could have happened...");
+ ~chatnpc(" Hmmm... yes, that smells exactly like my Patented Multi Purpose Poison, but I don't see how it could be. It quite clearly says on the label of all bottles");
+ ~chatnpc(" 'Not to be taken internally - EXTREMELY POISONOUS'.");
+ ~chatplayer(" Perhaps someone else put it in his wine?");
+ ~chatnpc(" Yes... I suppose that could have happened...");
}
- case ^murder_complete: ~chatnpc(neutral, "I hear you're pretty smart to have solved the Sinclair Murder!");
+ case ^murder_complete: ~chatnpc(" I hear you're pretty smart to have solved the Sinclair Murder!");
}
\ No newline at end of file
diff --git a/data/src/scripts/areas/area_seers/scripts/seer.rs2 b/data/src/scripts/areas/area_seers/scripts/seer.rs2
index 93b5079ff..c504d3289 100644
--- a/data/src/scripts/areas/area_seers/scripts/seer.rs2
+++ b/data/src/scripts/areas/area_seers/scripts/seer.rs2
@@ -27,32 +27,32 @@ switch_int (%scorpcatcher_progress) {
@multi2("Many greetings.", seer_many_greetings, "I seek knowledge and power!", seer_knowledge_and_power);
}
-[proc,seers_greetings] ~chatnpc(happy, "Many greetings.");
+[proc,seers_greetings] ~chatnpc(" Many greetings.");
[label,seer_many_greetings]
-~chatplayer(happy, "Many greetings.");
-~chatnpc(happy, "Remember, whenever you set out to do something, something else must be done first.");
+~chatplayer(" Many greetings.");
+~chatnpc(" Remember, whenever you set out to do something, something else must be done first.");
[label,seer_knowledge_and_power]
-~chatplayer(neutral, "I seek knowledge and power!");
-~chatnpc(neutral, "Knowledge comes from experience, power comes from battleaxes.");
+~chatplayer(" I seek knowledge and power!");
+~chatnpc(" Knowledge comes from experience, power comes from battleaxes.");
[label,seer_locate_scorp]
-~chatplayer(neutral, "I need to locate some scorpions.");
-~chatnpc(happy, "Well you have come to the right place.|I am a master of animal detection.");
-~chatnpc(quiz, "Do you need to locate any particular scorpion?|Scorpions are a creature somewhat in abundance.");
-~chatplayer(neutral, "I'm looking for some lesser Kharid scorpions.|They belong to Thormac the Sorcerer.");
+~chatplayer(" I need to locate some scorpions.");
+~chatnpc(" Well you have come to the right place.|I am a master of animal detection.");
+~chatnpc(" Do you need to locate any particular scorpion?|Scorpions are a creature somewhat in abundance.");
+~chatplayer(" I'm looking for some lesser Kharid scorpions.|They belong to Thormac the Sorcerer.");
@seer_looking_glass;
[label,seer_thormac]
-~chatplayer(happy, "Your friend Thormac sent me to speak to you.");
-~chatnpc(quiz, "What does the old fellow want?");
-~chatplayer(sad, "He's lost his valuable lesser Kharid scorpions.");
-~chatnpc(happy, "Well you have come to the right place.|I am a master of animal detection.");
+~chatplayer(" Your friend Thormac sent me to speak to you.");
+~chatnpc(" What does the old fellow want?");
+~chatplayer(" He's lost his valuable lesser Kharid scorpions.");
+~chatnpc(" Well you have come to the right place.|I am a master of animal detection.");
@seer_looking_glass;
[label,seer_looking_glass]
-~chatnpc(neutral, "Let me look into my looking glass.");
+~chatnpc(" Let me look into my looking glass.");
if_close;
mes("The seer produces a small mirror");
p_delay(3);
@@ -60,28 +60,28 @@ mes("The seer gazes into the mirror");
p_delay(3);
mes("The seer smoothes his hair with his hand");
p_delay(3);
-~chatnpc(confused, "I can see a scorpion that you seek.|It would appear to be near some nasty spiders.|I can see two coffins there as well.");
+~chatnpc(" I can see a scorpion that you seek.|It would appear to be near some nasty spiders.|I can see two coffins there as well.");
%scorpcatcher_progress = ^scorpcatcher_first_hint;
-~chatnpc(confused, "The scorpion seems to be going through some crack in the wall. It's gone into some sort of secret room.");
-~chatnpc(neutral, "Well see if you can find that scorpion then, and I'll try and get you some information on the others.");
+~chatnpc(" The scorpion seems to be going through some crack in the wall. It's gone into some sort of secret room.");
+~chatnpc(" Well see if you can find that scorpion then, and I'll try and get you some information on the others.");
[label,seer_where_scorp]
-~chatplayer(quiz, "Where did you say that scorpion was again?");
+~chatplayer(" Where did you say that scorpion was again?");
@seer_looking_glass;
[label,seer_first_scorp]
-~chatplayer(happy, "Hi, I've retrieved the scorpion from near the spiders.");
-~chatnpc(confused, "Well, I've checked my looking glass.|There seems to be a kharid scorpion in a little village in the east,|surrounded by lots of uncivilised-looking warriors.|Some kind of merchant there seems to have picked it up.");
-~chatnpc(neutral, "That's all I can tell you about that scorpion.");
+~chatplayer(" Hi, I've retrieved the scorpion from near the spiders.");
+~chatnpc(" Well, I've checked my looking glass.|There seems to be a kharid scorpion in a little village in the east,|surrounded by lots of uncivilised-looking warriors.|Some kind of merchant there seems to have picked it up.");
+~chatnpc(" That's all I can tell you about that scorpion.");
%scorpcatcher_progress = ^scorpcatcher_second_hint;
-~chatplayer(happy, "Any more scorpions?");
-~chatnpc(neutral, "It's good that you should ask.|I have information on the last scorpion for you.");
+~chatplayer(" Any more scorpions?");
+~chatnpc(" It's good that you should ask.|I have information on the last scorpion for you.");
@seer_last_scorp;
[label,seer_second_scorp]
-~chatplayer(happy, "I've retrieved the second scorpion.");
-~chatnpc(neutral, "That's lucky because I've got some information on the last scorpion for you.");
+~chatplayer(" I've retrieved the second scorpion.");
+~chatnpc(" That's lucky because I've got some information on the last scorpion for you.");
@seer_last_scorp;
[label,seer_last_scorp]
-~chatnpc(confused, "It seems to be in some sort of upstairs room.|There seems to be some sort of brown clothing lying on a table.");
\ No newline at end of file
+~chatnpc(" It seems to be in some sort of upstairs room.|There seems to be some sort of brown clothing lying on a table.");
\ No newline at end of file
diff --git a/data/src/scripts/areas/area_seers/scripts/stankers.rs2 b/data/src/scripts/areas/area_seers/scripts/stankers.rs2
index 2a184acf7..6230a3993 100644
--- a/data/src/scripts/areas/area_seers/scripts/stankers.rs2
+++ b/data/src/scripts/areas/area_seers/scripts/stankers.rs2
@@ -1,25 +1,25 @@
[opnpc1,stankers]
-~chatnpc(happy, "Hello bold adventurer.");
+~chatnpc(" Hello bold adventurer.");
switch_int(~p_choice2("Are these your trucks?", 1, "Hello Mr. Stankers.", 2)) {
case 1:
- ~chatplayer(neutral, "Are these your trucks?");
- ~chatnpc(happy, "Yes, I use them to transport coal over the river.|I will let other people use them too,|I'm a nice person like that...");
- ~chatnpc(happy, "Just put coal in a truck and I'll move it down to my depot over the river.");
+ ~chatplayer(" Are these your trucks?");
+ ~chatnpc(" Yes, I use them to transport coal over the river.|I will let other people use them too,|I'm a nice person like that...");
+ ~chatnpc(" Just put coal in a truck and I'll move it down to my depot over the river.");
case 2:
- ~chatplayer(happy, "Hello Mr. Stankers.");
- ~chatnpc(neutral, "Would you like a poison chalice?");
+ ~chatplayer(" Hello Mr. Stankers.");
+ ~chatnpc(" Would you like a poison chalice?");
@multi3("Yes please.", stankers_yes, "What's a poison chalice?", stankers_what, "No thank you.", stankers_no);
}
[label,stankers_yes]
-~chatplayer(happy, "Yes please.");
+~chatplayer(" Yes please.");
inv_add(inv, poison_chalice, 1);
mes("Stankers hands you a glass of strangely coloured liquid...");
[label,stankers_what]
-~chatplayer(confused, "What's a poison chalice?");
-~chatnpc(neutral, "It's an exciting drink I've invented.|I don't know what it tastes like,|I haven't tried it myself.");
+~chatplayer(" What's a poison chalice?");
+~chatnpc(" It's an exciting drink I've invented.|I don't know what it tastes like,|I haven't tried it myself.");
@multi2("Yes please.", stankers_yes, "No thank you.", stankers_no);
[label,stankers_no]
-~chatplayer(neutral, "No thank you.");
\ No newline at end of file
+~chatplayer(" No thank you.");
\ No newline at end of file
diff --git a/data/src/scripts/areas/area_seers/scripts/thormac.rs2 b/data/src/scripts/areas/area_seers/scripts/thormac.rs2
index 121c8a43b..d54ad5e15 100644
--- a/data/src/scripts/areas/area_seers/scripts/thormac.rs2
+++ b/data/src/scripts/areas/area_seers/scripts/thormac.rs2
@@ -9,48 +9,48 @@ switch_int (%scorpcatcher_progress) {
// COMMENTED OUT FOR NOW: Not sure if this is an OSRS update, you can only start the quest if the barcrawl has been previously completed
// (this doesn't include if you use a dupe card to redo the barcrawl, which is why i'm checking it like this)
//if(testbit(%barcrawl_progress, 1) = false) {
-// ~chatnpc(neutral, "Hello I am Thormac the sorcerer.");
-// ~chatplayer(quiz, "Do you need anything?");
-// ~chatnpc(neutral, "Not right now, but thank you for offering.");
+// ~chatnpc(" Hello I am Thormac the sorcerer.");
+// ~chatplayer(" Do you need anything?");
+// ~chatnpc(" Not right now, but thank you for offering.");
// ~mesbox("You do not meet all of the requirements to start|the Scorpion Catcher quest.");
// return;
//}
-~chatnpc(neutral, "Hello I am Thormac the sorcerer.|I don't suppose you could be of assistance to me?");
+~chatnpc(" Hello I am Thormac the sorcerer.|I don't suppose you could be of assistance to me?");
switch_int(~p_choice2("What do you need assistance with?", 1, "I'm a little busy.", 2)) {
case 1:
- ~chatplayer(quiz, "What do you need assistance with?");
- ~chatnpc(sad, "I've lost my pet scorpions.|They're lesser Kharid scorpions, a very rare breed.");
- ~chatnpc(sad, "I left their cage door open,|now I don't know where they've gone.");
- ~chatnpc(neutral, "There's three of them, and they're quick little beasties. They're all over RuneScape.");
+ ~chatplayer(" What do you need assistance with?");
+ ~chatnpc(" I've lost my pet scorpions.|They're lesser Kharid scorpions, a very rare breed.");
+ ~chatnpc(" I left their cage door open,|now I don't know where they've gone.");
+ ~chatnpc(" There's three of them, and they're quick little beasties. They're all over RuneScape.");
@multi3("So how would I go about catching them then?", thormac_how_catch, "What's in it for me?", thormac_for_me, "I'm not interested then.", thormac_not_interest);
- case 2: ~chatplayer(neutral, "I'm a little busy.");
+ case 2: ~chatplayer(" I'm a little busy.");
}
[label,thormac_how_catch]
-~chatplayer(quiz, "So how would I go about catching them then?");
+~chatplayer(" So how would I go about catching them then?");
if(inv_total(inv, scorpion_cage_empty) > 0) {
- ~chatnpc(neutral, "Well you have the scorpion cage I gave you,|you can catch them using that.");
+ ~chatnpc(" Well you have the scorpion cage I gave you,|you can catch them using that.");
} else {
- ~chatnpc(neutral, "Well I have a scorpion cage here|which you can use to catch them in.");
+ ~chatnpc(" Well I have a scorpion cage here|which you can use to catch them in.");
if_close;
inv_add(inv, scorpion_cage_empty, 1);
mes("Thormac gives you a cage.");
p_delay(4); // RSC has this as 3 ticks, based off this it's prob 5 here: https://youtu.be/wpCnoBA5d1w?si=p4viTMMFsviVo5Gx&t=46
}
-~chatnpc(neutral, "If you go up to the village of Seers, to the North of here, one of them will be able to tell you where the scorpions are now.");
+~chatnpc(" If you go up to the village of Seers, to the North of here, one of them will be able to tell you where the scorpions are now.");
@multi2("What's in it for me?", thormac_for_me, "Ok, I will do it then", thormac_startquest);
[label,thormac_for_me]
-~chatplayer(quiz, "What's in it for me?");
-~chatnpc(neutral, "Well I suppose I can aid you with my skills as a staff sorcerer. Most battlestaffs around here are pretty puny. I can beef them up for you a bit.");
+~chatplayer(" What's in it for me?");
+~chatnpc(" Well I suppose I can aid you with my skills as a staff sorcerer. Most battlestaffs around here are pretty puny. I can beef them up for you a bit.");
@multi2("What's in it for me?", thormac_for_me, "Ok, I will do it then", thormac_startquest);
[label,thormac_not_interest]
-~chatplayer(neutral, "I'm not interested.");
-~chatnpc(sad, "Blast! I suppose I'll have to find someone else then.");
+~chatplayer(" I'm not interested.");
+~chatnpc(" Blast! I suppose I'll have to find someone else then.");
[label,thormac_startquest]
-~chatplayer(happy, "Ok, I will do it then.");
+~chatplayer(" Ok, I will do it then.");
// Not sure about this but can't find any videos of the whats in it for me -> ok path (changed from OSRS last year)
// in which you wouldnt the cage before starting the quest, wiki from 2021 says the cage is added to your inv here
if(inv_total(inv, scorpion_cage_empty) = 0) {
@@ -61,16 +61,16 @@ if(inv_total(inv, scorpion_cage_empty) = 0) {
~send_quest_progress(questlist:scorpcatcher, %scorpcatcher_progress, ^scorpcatcher_complete);
[label,thormac_how_goes]
-~chatnpc(quiz, "How goes your quest?");
+~chatnpc(" How goes your quest?");
if(inv_total(inv,scorpion_cage_all) > 0) {
- ~chatplayer(happy, "I have retrieved all your scorpions.");
- ~chatnpc(happy, "Aha, my little scorpions home at last!");
+ ~chatplayer(" I have retrieved all your scorpions.");
+ ~chatnpc(" Aha, my little scorpions home at last!");
queue(scorpcatcher_quest_complete, 0);
return;
}
if(inv_total(bank, scorpion_cage_all) > 0) {
- ~chatplayer(sad, "I've not brought all the scorpions with me.");
- ~chatnpc(neutral, "Well go and fetch them then.");
+ ~chatplayer(" I've not brought all the scorpions with me.");
+ ~chatnpc(" Well go and fetch them then.");
return;
}
if(inv_totalcat(inv, scorpcage) = 0 & inv_totalcat(bank, scorpcage) = 0) {
@@ -80,46 +80,46 @@ if(inv_totalcat(inv, scorpcage) = 0 & inv_totalcat(bank, scorpcage) = 0) {
}
[label,thormac_lost_cage]
-~chatplayer(sad, "I've lost my cage.");
-~chatnpc(neutral, "Ok, here's another cage.");
+~chatplayer(" I've lost my cage.");
+~chatnpc(" Ok, here's another cage.");
if(inv_freespace(inv) = 0) {
- ~chatplayer(sad, "Oh, wait, I don't have space to carry one.");
- ~chatnpc(neutral, "Then you had better free some space and come back!");
+ ~chatplayer(" Oh, wait, I don't have space to carry one.");
+ ~chatnpc(" Then you had better free some space and come back!");
return;
}
inv_add(inv, scorpion_cage_empty, 1);
-~chatnpc(laugh, "You're almost as bad at losing things as me.");
+~chatnpc(" You're almost as bad at losing things as me.");
[label,thormac_not_yet]
-~chatplayer(sad, "I've not caught all the scorpions yet.");
-~chatnpc(neutral, "Well remember to go speak to the Seers, North of here, if you need any help.");
+~chatplayer(" I've not caught all the scorpions yet.");
+~chatnpc(" Well remember to go speak to the Seers, North of here, if you need any help.");
[label,thormac_thankyou]
-~chatnpc(happy, "Thank you for rescuing my scorpions.");
+~chatnpc(" Thank you for rescuing my scorpions.");
def_int $option = ~p_choice2("That's ok.", 1, "You said you'd enchant my battlestaff for me.", 2);
if($option = 1) {
- ~chatplayer(happy, "That's ok.");
+ ~chatplayer(" That's ok.");
} else if($option = 2) {
// 1-1 with RSC but changed battlestaff names to match RS2
- ~chatplayer(quiz, "You said you'd enchant my battlestaff for me.");
- ~chatnpc(neutral, "Yes, it'll cost you 40,000 coins for the materials needed though. Which sort of staff did you want enchanting?");
+ ~chatplayer(" You said you'd enchant my battlestaff for me.");
+ ~chatnpc(" Yes, it'll cost you 40,000 coins for the materials needed though. Which sort of staff did you want enchanting?");
switch_int (~p_choice5("Fire battlestaff.", 1, "Water battlestaff.", 2, "Air battlestaff.", 3, "Earth battlestaff.", 4, "I won't bother yet actually.", 5)) {
case 1: @thormac_makestaff("Fire battlestaff", fire_battlestaff, mystic_fire_staff);
case 2: @thormac_makestaff("Water battlestaff", water_battlestaff, mystic_water_staff);
case 3: @thormac_makestaff("Air battlestaff", air_battlestaff, mystic_air_staff);
case 4: @thormac_makestaff("Earth battlestaff", earth_battlestaff, mystic_earth_staff);
- case 5: ~chatplayer(neutral, "I won't bother yet actually.");
+ case 5: ~chatplayer(" I won't bother yet actually.");
}
}
[label,thormac_makestaff](string $staff_name, namedobj $bstaff, namedobj $enchantedstaff)
-~chatplayer(happy, "<$staff_name> please.");
+~chatplayer(" <$staff_name> please.");
if(inv_total(inv, $bstaff) = 0) {
- ~chatplayer(sad, "I don't have <~add_article(lowercase($staff_name))> yet though.");
+ ~chatplayer(" I don't have <~add_article(lowercase($staff_name))> yet though.");
return;
}
if(inv_total(inv, coins) < 40000) {
- ~chatplayer(sad, "I'll just get the money for you.");
+ ~chatplayer(" I'll just get the money for you.");
return;
}
inv_del(inv, coins, 40000);
diff --git a/data/src/scripts/areas/area_shilo/scripts/fernahei.rs2 b/data/src/scripts/areas/area_shilo/scripts/fernahei.rs2
index d7cbb5853..acadad962 100644
--- a/data/src/scripts/areas/area_shilo/scripts/fernahei.rs2
+++ b/data/src/scripts/areas/area_shilo/scripts/fernahei.rs2
@@ -1,12 +1,12 @@
[opnpc1,fernahei]
-~chatnpc(default, "Welcome to Fernahei's Fishing Shop Bwana!|Would you like to see my items?");
+~chatnpc(" Welcome to Fernahei's Fishing Shop Bwana!|Would you like to see my items?");
def_int $option = ~p_choice2("Yes please!", 1, "No, but thanks for the offer.", 2);
switch_int ($option) {
case 1:
- ~chatplayer(happy, "Yes please!");
+ ~chatplayer(" Yes please!");
~openshop_activenpc;
case 2:
- ~chatplayer(default, "No, but thanks for the offer.");
- ~chatnpc(default, "That's fine and thanks for your interest.");
+ ~chatplayer(" No, but thanks for the offer.");
+ ~chatnpc(" That's fine and thanks for your interest.");
}
\ No newline at end of file
diff --git a/data/src/scripts/areas/area_shilo/scripts/obli.rs2 b/data/src/scripts/areas/area_shilo/scripts/obli.rs2
index ee0025d7a..74d4781ad 100644
--- a/data/src/scripts/areas/area_shilo/scripts/obli.rs2
+++ b/data/src/scripts/areas/area_shilo/scripts/obli.rs2
@@ -1,11 +1,11 @@
[opnpc1,obli]
-~chatnpc(default, "Welcome to Obli's General Store Bwana!|Would you like to see my items?");
+~chatnpc(" Welcome to Obli's General Store Bwana!|Would you like to see my items?");
def_int $option = ~p_choice2("Yes please!", 1, "No, but thanks for the offer.", 2);
switch_int ($option) {
case 1:
- ~chatplayer(happy, "Yes please!");
+ ~chatplayer(" Yes please!");
~openshop_activenpc;
case 2:
- ~chatplayer(default, "No, but thanks for the offer.");
+ ~chatplayer(" No, but thanks for the offer.");
}
\ No newline at end of file
diff --git a/data/src/scripts/areas/area_taverly/dungeon/scripts/velrak_the_explorer.rs2 b/data/src/scripts/areas/area_taverly/dungeon/scripts/velrak_the_explorer.rs2
index 15c063f15..11cbbe303 100644
--- a/data/src/scripts/areas/area_taverly/dungeon/scripts/velrak_the_explorer.rs2
+++ b/data/src/scripts/areas/area_taverly/dungeon/scripts/velrak_the_explorer.rs2
@@ -1,25 +1,25 @@
[opnpc1,velrak_the_explorer]
if(inv_total(inv, dusty_key) > 0) {
- ~chatplayer(quiz, "Are you still here?");
- ~chatnpc(sad, "Yes... I'm still plucking up the courage|to run out past those Black Knights..");
+ ~chatplayer(" Are you still here?");
+ ~chatnpc(" Yes... I'm still plucking up the courage|to run out past those Black Knights..");
return;
}
-~chatnpc(happy, "Thank you for rescuing me!|It isn't very comfy in this cell!");
+~chatnpc(" Thank you for rescuing me!|It isn't very comfy in this cell!");
def_int $option = ~p_choice2("So... do you know anywhere good to explore?", 1, "Do I get a reward?", 2);
if($option = 1) {
- ~chatplayer(quiz, "So... do you know anywhere good to explore?");
- ~chatnpc(sad, "Well, this dungeon was quite good to explore|...until I got captured, anyway.|I was given a key to an inner part of this dungeon|by a mysterious cloaked stranger!");
- ~chatnpc(sad, "It's rather tough for me to get that far into the dungeon however... I just keep getting captured!|Would you like to give it a go?");
+ ~chatplayer(" So... do you know anywhere good to explore?");
+ ~chatnpc(" Well, this dungeon was quite good to explore|...until I got captured, anyway.|I was given a key to an inner part of this dungeon|by a mysterious cloaked stranger!");
+ ~chatnpc(" It's rather tough for me to get that far into the dungeon however... I just keep getting captured!|Would you like to give it a go?");
$option = ~p_choice2("Yes please!", 1, "Do I get a reward?", 2);
if($option = 1) {
- ~chatplayer(happy, "Yes please!");
+ ~chatplayer(" Yes please!");
inv_add(inv, dusty_key, 1);
~mesbox("Velrak reaches somewhere mysterious and passes you a key.");
} else if($option = 2) {
- ~chatplayer(confused, "No, it's too dangerous for me too.");
- ~chatnpc(neutral, "I don't blame you!");
+ ~chatplayer(" No, it's too dangerous for me too.");
+ ~chatnpc(" I don't blame you!");
}
} else if($option = 2) {
- ~chatplayer(quiz, "Do I get a reward? For freeing you and all...");
- ~chatnpc(sad, "Well... not really... The Black Knights took all of my stuff before throwing me in here to rot!");
+ ~chatplayer(" Do I get a reward? For freeing you and all...");
+ ~chatnpc(" Well... not really... The Black Knights took all of my stuff before throwing me in here to rot!");
}
\ No newline at end of file
diff --git a/data/src/scripts/areas/area_taverly/scripts/boy.rs2 b/data/src/scripts/areas/area_taverly/scripts/boy.rs2
index 0c2c11b65..927b6116f 100644
--- a/data/src/scripts/areas/area_taverly/scripts/boy.rs2
+++ b/data/src/scripts/areas/area_taverly/scripts/boy.rs2
@@ -1,38 +1,38 @@
[opnpc1,boy]
switch_int(%ball_progress) {
case ^ball_not_started:
- ~chatplayer(happy, "Hello young man.");
+ ~chatplayer(" Hello young man.");
~mesbox("The boy sobs.");
switch_int(~p_choice2("What's the matter?", 1, "Well if you're not going to answer, I'll go.", 2)) {
case 1:
- ~chatplayer(quiz, "What's the matter?");
- ~chatnpc(sad, "I've kicked my ball over that hedge, into that garden!|The old lady who lives there is scary...|She's locked the ball in her wooden shed!|Can you get my ball back for me please?");
+ ~chatplayer(" What's the matter?");
+ ~chatnpc(" I've kicked my ball over that hedge, into that garden!|The old lady who lives there is scary...|She's locked the ball in her wooden shed!|Can you get my ball back for me please?");
switch_int(~p_choice2("Ok, I'll see what I can do.", 1, "Get it back yourself.", 2)) {
case 1:
%ball_progress = ^ball_started;
~send_quest_progress(questlist:ball, %ball_progress, ^ball_complete);
- ~chatplayer(neutral, "Ok, I'll see what I can do.");
- ~chatnpc(happy, "Thanks Ok, I'll see what I can do.");
+ ~chatnpc(" Thanks Get it back yourself.");
+ ~chatnpc(" You're a meany!");
~mesbox("The boy starts crying again.");
}
case 2:
- ~chatplayer(angry, "Well if you're not going to answer, I'll go.");
+ ~chatplayer(" Well if you're not going to answer, I'll go.");
~mesbox("The boy sniffs slightly.");
}
case ^ball_complete:
- ~chatnpc(happy, "Thank you for getting my ball back!");
+ ~chatnpc(" Thank you for getting my ball back!");
case default:
if(inv_total(inv, boy_ball) > 0) {
- ~chatplayer(neutral, "Hi, I have got your ball back. It was MUCH harder than I thought it would be.");
+ ~chatplayer(" Hi, I have got your ball back. It was MUCH harder than I thought it would be.");
~mesbox("You give the ball back.");
- ~chatnpc(happy, "Thank you so much!");
+ ~chatnpc(" Thank you so much!");
queue(ball_quest_complete, 0);
return;
}
- ~chatnpc(quiz, "Have you got my ball back yet?");
- ~chatplayer(sad, "Not yet.");
- ~chatnpc(angry, "Well, it's in the shed in that garden.");
+ ~chatnpc(" Have you got my ball back yet?");
+ ~chatplayer(" Not yet.");
+ ~chatnpc(" Well, it's in the shed in that garden.");
}
\ No newline at end of file
diff --git a/data/src/scripts/areas/area_taverly/scripts/gaius.rs2 b/data/src/scripts/areas/area_taverly/scripts/gaius.rs2
index 45b047cab..8400950bc 100644
--- a/data/src/scripts/areas/area_taverly/scripts/gaius.rs2
+++ b/data/src/scripts/areas/area_taverly/scripts/gaius.rs2
@@ -2,18 +2,18 @@
if(inv_total(inv, trail_clue_easy_simple_exp023) = 1) {
@trail_gaius;
}
-~chatnpc(happy, "Welcome to my two-handed sword shop.");
+~chatnpc(" Welcome to my two-handed sword shop.");
def_int $option = ~p_choice2("Let's trade.", 1, "Thanks, but not today.", 2);
if($option = 1) {
- ~chatplayer(neutral, "Let's trade.");
+ ~chatplayer(" Let's trade.");
~openshop_activenpc;
} else if($option = 2) {
- ~chatplayer(neutral, "Thanks, but not today.");
- ~chatnpc(happy, "Very well, but do please call again.");
+ ~chatplayer(" Thanks, but not today.");
+ ~chatnpc(" Very well, but do please call again.");
}
[label,trail_gaius]
-~chatnpc("default", "Here you go.");
+~chatnpc(" Here you go.");
~trail_clue_progress;
inv_del(inv, trail_clue_easy_simple_exp021, 1);
if(~trail_clue_easy_complete = true) {
diff --git a/data/src/scripts/areas/area_taverly/scripts/jatix.rs2 b/data/src/scripts/areas/area_taverly/scripts/jatix.rs2
index 023786f25..a7582c502 100644
--- a/data/src/scripts/areas/area_taverly/scripts/jatix.rs2
+++ b/data/src/scripts/areas/area_taverly/scripts/jatix.rs2
@@ -1,11 +1,11 @@
[opnpc1,jatix]
-~chatnpc(neutral, "Hello, how can I help you?");
+~chatnpc(" Hello, how can I help you?");
def_int $option = ~p_choice3("What are you selling?", 1, "You can't; I'm beyond help.", 2, "I'm okay, thank you.", 3);
if($option = 1) {
- ~chatplayer(neutral, "What are you selling?");
+ ~chatplayer(" What are you selling?");
~openshop_activenpc;
} else if($option = 2) {
- ~chatplayer(sad, "You can't; I'm beyond help.");
+ ~chatplayer(" You can't; I'm beyond help.");
} else if($option = 3) {
- ~chatplayer(neutral, "I'm okay, thank you.");
+ ~chatplayer(" I'm okay, thank you.");
}
\ No newline at end of file
diff --git a/data/src/scripts/areas/area_taverly/scripts/kaqemeex.rs2 b/data/src/scripts/areas/area_taverly/scripts/kaqemeex.rs2
index 2b01a628f..586640b26 100644
--- a/data/src/scripts/areas/area_taverly/scripts/kaqemeex.rs2
+++ b/data/src/scripts/areas/area_taverly/scripts/kaqemeex.rs2
@@ -1,56 +1,56 @@
[opnpc1,kaqemeex]
-~chatplayer("neutral", "Hello there.");
+~chatplayer(" Hello there.");
if(%druid_progress = 0) {
- ~chatnpc("quiz", "What bring you to our holy monument?");
+ ~chatnpc(" What bring you to our holy monument?");
@multi3("Who are you?", kaqemeex_who_are_you, "I'm in search of a quest.", druidic_ritual_start_1, "Did you build this?", kaqemeex_did_you_build);
} else if(%druid_progress = 3) {
@druid_completion;
} else if(%druid_progress = ^druid_complete) { // TODO - dialogue from RSC, haven't been able to find any dialogue from RS2, before release of skillcapes.
- ~chatnpc(neutral, "Hello again. How is the Herblore going?");
+ ~chatnpc(" Hello again. How is the Herblore going?");
def_int $option = ~p_choice3("Very well, thank you.", 1, "I need more practice at it.", 2, "Can you explain the fundamentals again?", 3);
if($option = 1) {
- ~chatplayer(quiz, "Very well thank you.");
- ~chatnpc(quiz, "That is good to hear.");
+ ~chatplayer(" Very well thank you.");
+ ~chatnpc(" That is good to hear.");
} else if($option = 2) {
- ~chatplayer(neutral, "I need more practice at it...");
- ~chatnpc(neutral, "Persistence is key to success.");
+ ~chatplayer(" I need more practice at it...");
+ ~chatnpc(" Persistence is key to success.");
} else if($option = 3) {
- ~chatplayer(neutral, "Can you explain the fundamentals again?");
- ~chatnpc(neutral, "Indeed I will...");
- ~chatnpc(neutral, "Herblore is the skill of working with herbs and other|ingredients, to make useful potions and poison.");
- ~chatnpc(neutral, "First you will need a vial, which can be found or made|with the crafting skill.");
- ~chatnpc(neutral, "Then you must gather the herbs needed to make the|potion you want.");
- ~chatnpc(neutral, "You must fill your vial with water and add the|ingredients you need. There are normally 2 ingredients|to each type of potion.");
- ~chatnpc(neutral, "Bear in mind, you must first clean each herb before|you can use it.");
- ~chatnpc(neutral, "You may also have to grind some ingredients before|you can use them. You will need a pestle and mortar|in order to do this.");
- ~chatnpc(neutral, "Herbs can be found on the ground, and are also|dropped by some monsters when you kill them.");
- ~chatnpc(neutral, "Let's try an example Attack potion: The first ingredient|is Guam leaf; the next is Eye of Newt.");
- ~chatnpc(neutral, "Mix these in your water-filled vial, and you will produce|an Attack potion. Drink this potion to increase your|Attack level.");
- ~chatnpc(neutral, "Different potions also require different Herblore levels|before you can make them.");
- ~chatnpc(neutral, "Good luck with your Herblore practices, and a good day to you.");
- ~chatplayer(neutral, "Thanks for your help.");
+ ~chatplayer(" Can you explain the fundamentals again?");
+ ~chatnpc(" Indeed I will...");
+ ~chatnpc(" Herblore is the skill of working with herbs and other|ingredients, to make useful potions and poison.");
+ ~chatnpc(" First you will need a vial, which can be found or made|with the crafting skill.");
+ ~chatnpc(" Then you must gather the herbs needed to make the|potion you want.");
+ ~chatnpc(" You must fill your vial with water and add the|ingredients you need. There are normally 2 ingredients|to each type of potion.");
+ ~chatnpc(" Bear in mind, you must first clean each herb before|you can use it.");
+ ~chatnpc(" You may also have to grind some ingredients before|you can use them. You will need a pestle and mortar|in order to do this.");
+ ~chatnpc(" Herbs can be found on the ground, and are also|dropped by some monsters when you kill them.");
+ ~chatnpc(" Let's try an example Attack potion: The first ingredient|is Guam leaf; the next is Eye of Newt.");
+ ~chatnpc(" Mix these in your water-filled vial, and you will produce|an Attack potion. Drink this potion to increase your|Attack level.");
+ ~chatnpc(" Different potions also require different Herblore levels|before you can make them.");
+ ~chatnpc(" Good luck with your Herblore practices, and a good day to you.");
+ ~chatplayer(" Thanks for your help.");
}
}
[label,kaqemeex_who_are_you]
-~chatplayer("quiz", "Who are you?");
-~chatnpc("neutral", "We are the druids of Guthix. We worship our got at|our famous stone circles.");
+~chatplayer(" Who are you?");
+~chatnpc(" We are the druids of Guthix. We worship our got at|our famous stone circles.");
@multi3("What about the stone circle full of dark wizards?", druidic_ritual_start_2, "So what's so good about Guthix?", kaqemeex_about_guthix, "Well, I'll be on my way now.", kaqemeex_leaving_now);
[label,kaqemeex_did_you_build]
-~chatplayer("quiz", "Did you build this?");
-~chatnpc("default", "What, personally? No, of course I didn't. However, out|forefathers did. The first Druids of Guthix built many|stone circles across these lands over eight hundred|years ago.");
-~chatnpc("sad", "Unfortunately we only know of two remaining, and of|those only one is usable by us anymore.");
+~chatplayer(" Did you build this?");
+~chatnpc(" What, personally? No, of course I didn't. However, out|forefathers did. The first Druids of Guthix built many|stone circles across these lands over eight hundred|years ago.");
+~chatnpc(" Unfortunately we only know of two remaining, and of|those only one is usable by us anymore.");
@multi3("What about the stone circle full of dark wizards?", druidic_ritual_start_2, "I'm in search of a quest.", druidic_ritual_start_1, "Well, I'll be on my way now.", kaqemeex_leaving_now);
[label,kaqemeex_leaving_now]
-~chatplayer("neutral", "Well, I'll be on my way now.");
-~chatnpc("neutral", "Goodbye adventurer. I feel we shall meet again.");
+~chatplayer(" Well, I'll be on my way now.");
+~chatnpc(" Goodbye adventurer. I feel we shall meet again.");
[label,kaqemeex_about_guthix]
-~chatplayer("quiz", "So what's so good about Guthix?");
-~chatnpc("neutral", "Guthix is the oldest and most powerful god in Gielinor.|His existence is vital to this world. He is the god of|balande, and nature; he is also a very part of this world.");
-~chatnpc("default", "He exists in the tree, and the flowers, the water and|the rocks. He is everywhere. His purpose is to ensure|balande in everything in this world, and as such we|worship him.");
-~chatplayer("confused", "He sounds kind of boring...");
-~chatnpc("neutral", "Some day when your mind achieve enlightenment you|will see the true beauty of his power.");
\ No newline at end of file
+~chatplayer(" So what's so good about Guthix?");
+~chatnpc(" Guthix is the oldest and most powerful god in Gielinor.|His existence is vital to this world. He is the god of|balande, and nature; he is also a very part of this world.");
+~chatnpc(" He exists in the tree, and the flowers, the water and|the rocks. He is everywhere. His purpose is to ensure|balande in everything in this world, and as such we|worship him.");
+~chatplayer(" He sounds kind of boring...");
+~chatnpc(" Some day when your mind achieve enlightenment you|will see the true beauty of his power.");
\ No newline at end of file
diff --git a/data/src/scripts/areas/area_taverly/scripts/lady_of_the_lake.rs2 b/data/src/scripts/areas/area_taverly/scripts/lady_of_the_lake.rs2
index 4c1941768..61bdac4ee 100644
--- a/data/src/scripts/areas/area_taverly/scripts/lady_of_the_lake.rs2
+++ b/data/src/scripts/areas/area_taverly/scripts/lady_of_the_lake.rs2
@@ -1,5 +1,5 @@
[opnpc1,lady_of_the_lake]
-~chatnpc(neutral, "Good day to you Good day to you Who are you?");
+ ~chatnpc(" I am the Lady of the Lake.");
case 2:
- ~chatplayer(neutral, "Good day.");
+ ~chatplayer(" Good day.");
case 3:
- ~chatplayer(confused, "I seek the sword Excalibur.");
- ~chatnpc(neutral, "Aye, I have that artefact in my possession.");
- ~chatnpc(neutral, "'Tis very valuable, and not an artefact to be given away lightly.");
- ~chatnpc(neutral, "I would want to give it away only to one who is worthy and good.");
+ ~chatplayer(" I seek the sword Excalibur.");
+ ~chatnpc(" Aye, I have that artefact in my possession.");
+ ~chatnpc(" 'Tis very valuable, and not an artefact to be given away lightly.");
+ ~chatnpc(" I would want to give it away only to one who is worthy and good.");
if(%arthur_progress = ^arthur_freed_merlin) {
- ~chatnpc(neutral, "...But you have already proved thyself to be worthy of wielding it once already. I shall return it to you if you can prove yourself to still be worthy.");
- ~chatplayer(quiz, "...And how can I do that?");
- ~chatnpc(neutral, "Why, by proving yourself to be above material goods.");
- ~chatplayer(quiz, "...And how can I do that?");
- ~chatnpc(happy, "500 gold coins ought to do it.");
+ ~chatnpc(" ...But you have already proved thyself to be worthy of wielding it once already. I shall return it to you if you can prove yourself to still be worthy.");
+ ~chatplayer(" ...And how can I do that?");
+ ~chatnpc(" Why, by proving yourself to be above material goods.");
+ ~chatplayer(" ...And how can I do that?");
+ ~chatnpc(" 500 gold coins ought to do it.");
if(inv_total(inv, coins) < 500) {
- ~chatplayer(sad, "I don't have that kind of money...");
- ~chatnpc(neutral, "Well, come back when you do.");
+ ~chatplayer(" I don't have that kind of money...");
+ ~chatnpc(" Well, come back when you do.");
return;
}
- ~chatplayer(happy, "Ok, here you go.");
- ~chatnpc(happy, "You are still worthy to wield Excalibur! And thanks for the cash! I felt like getting a new haircut!");
+ ~chatplayer(" Ok, here you go.");
+ ~chatnpc(" You are still worthy to wield Excalibur! And thanks for the cash! I felt like getting a new haircut!");
inv_del(inv, coins, 500);
inv_add(inv, excalibur, 1);
return;
}
- ~chatplayer(quiz, "And how am I meant to prove that?");
- ~chatnpc(neutral, "I shall set a test for you.");
- ~chatnpc(neutral, "First I need you to travel to Port Sarim.|Then go to the upstairs room of the jeweller's shop there.");
- ~chatplayer(happy, "Ok. That seems easy enough.");
+ ~chatplayer(" And how am I meant to prove that?");
+ ~chatnpc(" I shall set a test for you.");
+ ~chatnpc(" First I need you to travel to Port Sarim.|Then go to the upstairs room of the jeweller's shop there.");
+ ~chatplayer(" Ok. That seems easy enough.");
// OSRS probably uses a seperate varp for this since you can reset by retalking to the lady
%excalibur_components_progress = clearbit_range(%excalibur_components_progress, ^excalibur_started, ^excalibur_rewarded);
%excalibur_components_progress = setbit(%excalibur_components_progress, ^excalibur_started);
diff --git a/data/src/scripts/areas/area_taverly/scripts/sanfew.rs2 b/data/src/scripts/areas/area_taverly/scripts/sanfew.rs2
index a6d78bc30..f13b2036c 100644
--- a/data/src/scripts/areas/area_taverly/scripts/sanfew.rs2
+++ b/data/src/scripts/areas/area_taverly/scripts/sanfew.rs2
@@ -1,5 +1,5 @@
[opnpc1,sanfew]
-~chatnpc("quiz", "What can I do for you young 'un?");
+~chatnpc(" What can I do for you young 'un?");
if(%druid_progress = 1) {
@multi2("I've been sent to help purify the Varrock stone circle.", druid_sanfew_information, "Actually I don't need to speak to you.", sanfew_dont_need);
} else if(%druid_progress = 2) {
@@ -11,13 +11,13 @@ if(%druid_progress = 1) {
}
[label,sanfew_teach_herblore]
-~chatplayer(quiz, "So... I've heard you druids might be able to teach me herblore...");
-~chatnpc(neutral, "Herblore eh? You're probably best off talking to Kaqemeex about that; he's the best herblore teacher we currently have. I believe at the moment he's at out stone circle just North of here.");
-~chatplayer(happy, "Thanks.");
+~chatplayer(" So... I've heard you druids might be able to teach me herblore...");
+~chatnpc(" Herblore eh? You're probably best off talking to Kaqemeex about that; he's the best herblore teacher we currently have. I believe at the moment he's at out stone circle just North of here.");
+~chatplayer(" Thanks.");
[label,sanfew_dont_need]
-~chatplayer(confused, "Actually, I don't need to speak to you.");
-~chatnpc(neutral, "Well, we all make mistakes sometimes.");
+~chatplayer(" Actually, I don't need to speak to you.");
+~chatnpc(" Well, we all make mistakes sometimes.");
if(%druid_progress > 2) { // guess they made a label with the exact same dialogue?
mes("Sanfew grunts.");
} else {
@@ -25,5 +25,5 @@ if(%druid_progress > 2) { // guess they made a label with the exact same dialogu
}
[label,sanfew_more_work]
-~chatplayer(quiz, "Have you any more work for me to help reclaim the stone circle?");
-~chatnpc(neutral, "Well, not right now I don't think young 'un. In fact, I need to make some more preparations myself for the ritual. Rest assured, if I need any more help I will ask you again.");
\ No newline at end of file
+~chatplayer(" Have you any more work for me to help reclaim the stone circle?");
+~chatnpc(" Well, not right now I don't think young 'un. In fact, I need to make some more preparations myself for the ritual. Rest assured, if I need any more help I will ask you again.");
\ No newline at end of file
diff --git a/data/src/scripts/areas/area_varrock/scripts/apothecary.rs2 b/data/src/scripts/areas/area_varrock/scripts/apothecary.rs2
index 72611b482..f426c430b 100644
--- a/data/src/scripts/areas/area_varrock/scripts/apothecary.rs2
+++ b/data/src/scripts/areas/area_varrock/scripts/apothecary.rs2
@@ -9,18 +9,18 @@ if(%romeojuliet_progress = ^romeojuliet_spoken_father) {
}
[label,apothecary_standard]
-~chatnpc(neutral, "I am the Apothecary.");
-~chatnpc(neutral, "I have potions to brew.|Do you need anything specific?");
+~chatnpc(" I am the Apothecary.");
+~chatnpc(" I have potions to brew.|Do you need anything specific?");
switch_int(~p_choice3("Can you make a strength potion?", 1, "Do you know any potion to make hair fall out?", 2, "Have you got any good potions to give away?", 3)) {
case 1:
- ~chatplayer(neutral, "Can you make a strength potion?");
+ ~chatplayer(" Can you make a strength potion?");
if(inv_total(inv, limpwurt_root) > 0 & inv_total(inv, red_spiders_eggs) > 0 & inv_total(inv, coins) > 4) {
- ~chatplayer(happy, "I have the root and spiders eggs needed to make it.");
- ~chatnpc(neutral, "Well give me them and 5 gold and I'll make you your potion.");
+ ~chatplayer(" I have the root and spiders eggs needed to make it.");
+ ~chatnpc(" Well give me them and 5 gold and I'll make you your potion.");
def_int $option = ~p_choice2("Yes ok.", 1, "No thanks.", 2);
if($option = 1) {
- ~chatplayer(happy, "Yes ok.");
+ ~chatplayer(" Yes ok.");
~mesbox("You give a limpwurt root, some red spider|eggs and 5 coins to the Apothecary.|The Apothecary brews up a potion.");
inv_del(inv, red_spiders_eggs, 1);
inv_del(inv, limpwurt_root, 1);
@@ -28,29 +28,29 @@ switch_int(~p_choice3("Can you make a strength potion?", 1, "Do you know any pot
inv_add(inv, 4dose1strength, 1);
~mesbox("The Apothecary gives you a strength potion.");
} else if($option = 2) {
- ~chatplayer(neutral, "No thanks.");
+ ~chatplayer(" No thanks.");
}
} else {
- ~chatnpc(happy, "Yes. But the ingredients are a little hard to find.|If you ever get them I will make it for you, for a cost.");
- ~chatplayer(quiz, "So what are the ingredients?");
- ~chatnpc(neutral, "You'll need to find to find the eggs of the deadly red spider and a limpwurt root.");
- ~chatnpc(neutral, "Oh and you'll have to pay me 5 coins.");
- ~chatplayer(happy, "Ok, I'll look out for them.");
+ ~chatnpc(" Yes. But the ingredients are a little hard to find.|If you ever get them I will make it for you, for a cost.");
+ ~chatplayer(" So what are the ingredients?");
+ ~chatnpc(" You'll need to find to find the eggs of the deadly red spider and a limpwurt root.");
+ ~chatnpc(" Oh and you'll have to pay me 5 coins.");
+ ~chatplayer(" Ok, I'll look out for them.");
}
case 2:
- ~chatplayer(happy, "Do you know a potion to make hair fall out?");
- ~chatnpc(happy, "I do indeed. I gave it to my mother.|That's why I now live alone.");
+ ~chatplayer(" Do you know a potion to make hair fall out?");
+ ~chatnpc(" I do indeed. I gave it to my mother.|That's why I now live alone.");
case 3:
- ~chatplayer(happy, "Have you got any good potions to give away?");
+ ~chatplayer(" Have you got any good potions to give away?");
if(random(2) = 0) {
if(inv_total(inv, potion) > 0) {
- ~chatnpc(happy, "Only that spot cream. Hope you enjoy it.");
+ ~chatnpc(" Only that spot cream. Hope you enjoy it.");
return;
}
inv_add(inv, potion, 1);
- ~chatnpc(neutral, "Ok then. Try this potion.");
+ ~chatnpc(" Ok then. Try this potion.");
} else {
- ~chatnpc(sad, "Sorry, charity is not my strong point.");
+ ~chatnpc(" Sorry, charity is not my strong point.");
}
}
@@ -59,22 +59,22 @@ if(inv_total(inv, cadaver) > 0) {
@apothecary_standard;
}
if(inv_total(inv, cadaver_berries) > 0) {
- ~chatnpc(happy, "Well done. You have the berries.");
+ ~chatnpc(" Well done. You have the berries.");
~mesbox("You hand over the berries,|which the Apothecary shakes up in|a vial of strange liquid.");
- ~chatnpc(happy, "Here is what you need.");
+ ~chatnpc(" Here is what you need.");
inv_del(inv, cadaver_berries, 1);
inv_add(inv, cadaver, 1);
~mesbox("The Apothecary gives you a Cadaver potion.");
} else {
- ~chatnpc(neutral, "Keep searching for the berries.|They are needed for the potion.");
+ ~chatnpc(" Keep searching for the berries.|They are needed for the potion.");
}
[label,apothecary_lawrence_sent]
-~chatplayer(neutral, "Apothecary. Father Lawrence sent me.");
-~chatplayer(neutral, "I need a Cadaver potion to help Romeo and Juliet.");
-~chatnpc(neutral, "Cadaver potion. It's pretty nasty. And hard to make.");
-~chatnpc(neutral, "Wing of rat, tail of frog.|Ear of snake and horn of dog.");
-~chatnpc(neutral, "I have all of that, but I need some Cadaver berries.");
-~chatnpc(neutral, "You will have to find them while I get the rest ready.");
-~chatnpc(neutral, "Bring them here when you have them.|But be careful. They are nasty.");
+~chatplayer(" Apothecary. Father Lawrence sent me.");
+~chatplayer(" I need a Cadaver potion to help Romeo and Juliet.");
+~chatnpc(" Cadaver potion. It's pretty nasty. And hard to make.");
+~chatnpc(" Wing of rat, tail of frog.|Ear of snake and horn of dog.");
+~chatnpc(" I have all of that, but I need some Cadaver berries.");
+~chatnpc(" You will have to find them while I get the rest ready.");
+~chatnpc(" Bring them here when you have them.|But be careful. They are nasty.");
%romeojuliet_progress = ^romeojuliet_spoken_apothecary;
diff --git a/data/src/scripts/areas/area_varrock/scripts/aubury.rs2 b/data/src/scripts/areas/area_varrock/scripts/aubury.rs2
index 600e9eec9..a3392743c 100644
--- a/data/src/scripts/areas/area_varrock/scripts/aubury.rs2
+++ b/data/src/scripts/areas/area_varrock/scripts/aubury.rs2
@@ -4,7 +4,7 @@ if (~rune_mysteries_handle_aubury = true) {
return;
}
-~chatnpc(quiz, "Do you want to buy some runes?");
+~chatnpc(" Do you want to buy some runes?");
def_int $choice = ~p_choice3("Yes please!", 1, "Oh, it's a rune shop. No thank you, then.", 2, "Can you teleport me to the Rune Essence?", 3);
@@ -16,12 +16,12 @@ if ($choice = 1) {
return;
}
-~chatplayer(happy, "Can you teleport me to the Rune Essence?");
+~chatplayer(" Can you teleport me to the Rune Essence?");
@teleport_to_essence_mine(^essence_mine_to_aubury);
[label,aubury_rune_shop]
-~chatplayer(happy, "Oh, it's a rune shop. No thank you, then.");
-~chatnpc(happy, "Well, if you find someone who does want runes, please send them my way.");
+~chatplayer(" Oh, it's a rune shop. No thank you, then.");
+~chatnpc(" Well, if you find someone who does want runes, please send them my way.");
[proc,rune_mysteries_handle_aubury](boolean)
@@ -33,7 +33,7 @@ return(false);
[label,rune_mysteries_aubury]
// aubury cannot teleport until this quest is complete
if (%runemysteries_progress = 0 | %runemysteries_progress = 1) {
- ~chatnpc(quiz, "Do you want to buy some runes?");
+ ~chatnpc(" Do you want to buy some runes?");
def_int $choice = ~p_choice2("Yes please!", 1, "Oh, it's a rune shop. No thank you, then.", 2);
if ($choice = 1) {
~openshop_activenpc;
@@ -46,7 +46,7 @@ if (%runemysteries_progress = 0 | %runemysteries_progress = 1) {
}
if (%runemysteries_progress = 2 & inv_total(inv, research_package) > 0) {
- ~chatnpc(quiz, "Do you want to buy some runes?");
+ ~chatnpc(" Do you want to buy some runes?");
def_int $choice = ~p_choice3("Yes please!", 1, "Oh, it's a rune shop. No thank you, then.", 2, "I have been sent here with a package for you.", 3);
if ($choice = 1) {
@@ -58,18 +58,18 @@ if (%runemysteries_progress = 2 & inv_total(inv, research_package) > 0) {
return;
}
- ~chatplayer(neutral, "I have been sent here with a package for you. It's from the head wizard at the Wizards' Tower.");
- ~chatnpc(neutral, "Really? But... surely he can't have..? Please, let me have it, it must be extremely important for him to have sent a stranger.");
+ ~chatplayer(" I have been sent here with a package for you. It's from the head wizard at the Wizards' Tower.");
+ ~chatnpc(" Really? But... surely he can't have..? Please, let me have it, it must be extremely important for him to have sent a stranger.");
inv_del(inv, research_package, 1);
%runemysteries_progress = 3;
~mesbox("You hand Aubury the research package.");
- ~chatnpc(neutral, "This... is incredible. Please, give me a few moments to quickly look over this, and then talk to me again.");
+ ~chatnpc(" This... is incredible. Please, give me a few moments to quickly look over this, and then talk to me again.");
return;
}
if(%runemysteries_progress = 3) {
- ~chatnpc(neutral, "My gratitude to you adventurer for bringing me these research notes. I notice that you brought the head wizard a special talisman that was the key to our finally unlocking the puzzle.");
- ~chatnpc(neutral, "Combined with the information I had already already collated regarding the Rune Essence, I think we have finally unlocked the power to");
- ~chatnpc(neutral, "...no. I am getting ahead of myself. Please take this summary of my research back to the head wizard at the Wizards' Tower. I trust his judgement on whether to let you in on our little secret or not.");
+ ~chatnpc(" My gratitude to you adventurer for bringing me these research notes. I notice that you brought the head wizard a special talisman that was the key to our finally unlocking the puzzle.");
+ ~chatnpc(" Combined with the information I had already already collated regarding the Rune Essence, I think we have finally unlocked the power to");
+ ~chatnpc(" ...no. I am getting ahead of myself. Please take this summary of my research back to the head wizard at the Wizards' Tower. I trust his judgement on whether to let you in on our little secret or not.");
~mesbox("Aubury gives you his research notes.");
if (inv_freespace(inv) = 0) {
~objbox(notes, "Aubury tries to hand you the Research Notes, but you don't have enough room to take them.");
@@ -80,17 +80,17 @@ if(%runemysteries_progress = 3) {
return;
}
if(%runemysteries_progress = 4) {
- ~chatnpc(neutral, "I suggest you take those research notes of mine back to the head wizard at the Wizards' Tower.");
+ ~chatnpc(" I suggest you take those research notes of mine back to the head wizard at the Wizards' Tower.");
if(~obj_gettotal(notes) = 0) {
- ~chatplayer(neutral, "I can't... I lost them...");
- ~chatplayer(neutral, "Well, luckily I have duplicates. It's a good thing they are written in code, I would not want the wrong kind of person to get access to the information contained within.");
+ ~chatplayer(" I can't... I lost them...");
+ ~chatplayer(" Well, luckily I have duplicates. It's a good thing they are written in code, I would not want the wrong kind of person to get access to the information contained within.");
if (inv_freespace(inv) = 0) {
~objbox(notes, "Aubury tries to hand you the Research Notes, but you don't have enough room to take them.");
return;
}
inv_add(inv, notes, 1);
} else {
- ~chatplayer(neutral, "Ok then, I will do that.");
+ ~chatplayer(" Ok then, I will do that.");
}
return;
}
\ No newline at end of file
diff --git a/data/src/scripts/areas/area_varrock/scripts/baraek.rs2 b/data/src/scripts/areas/area_varrock/scripts/baraek.rs2
index 26869a64d..a15a8aa25 100644
--- a/data/src/scripts/areas/area_varrock/scripts/baraek.rs2
+++ b/data/src/scripts/areas/area_varrock/scripts/baraek.rs2
@@ -19,104 +19,104 @@ if(%phoenixgang_progress = 3) { // you wont get options for selling both furs wh
}
}
[label,baraek_sell_fur]
-~chatplayer(quiz, "Can you sell me some furs?");
-~chatnpc(neutral, "Yeah, sure. They're 20 gold coins each.");
+~chatplayer(" Can you sell me some furs?");
+~chatnpc(" Yeah, sure. They're 20 gold coins each.");
switch_int(~p_choice2("Yeah, Okay, here you go.", 1, "20 gold coins? That's an outrage!", 2)) {
case 1:
- ~chatplayer(neutral, "Yeah, OK, here you go.");
+ ~chatplayer(" Yeah, OK, here you go.");
if(inv_total(inv, coins) < 20) {
- ~chatplayer(sad, "Oh dear, I don't have enough money!");
- ~chatnpc(neutral, "Well, my best price is 18 coins.");
+ ~chatplayer(" Oh dear, I don't have enough money!");
+ ~chatnpc(" Well, my best price is 18 coins.");
def_int $option = ~p_choice2("OK, here you go.", 1, "No thanks, I'll leave it.", 2);
if($option = 1) {
- ~chatplayer(neutral, "OK, here you go.");
+ ~chatplayer(" OK, here you go.");
if(inv_total(inv, coins) < 18) {
- ~chatplayer(sad, "Oh dear, I don't have that either.");
- ~chatnpc(sad, "Well, I can't go any cheaper than that mate.|I have a family to feed.");
+ ~chatplayer(" Oh dear, I don't have that either.");
+ ~chatnpc(" Well, I can't go any cheaper than that mate.|I have a family to feed.");
return;
}
inv_add(inv, bear_fur, 1);
~objboxt(bear_fur, "Baraek sells you a fur.");
} else if($option = 2) {
- ~chatplayer(neutral, "No thanks, I'll leave it.");
- ~chatnpc(neutral, "It's your loss mate.");
+ ~chatplayer(" No thanks, I'll leave it.");
+ ~chatnpc(" It's your loss mate.");
}
return;
}
inv_add(inv, bear_fur, 1);
~objbox(bear_fur, "Baraek sells you a fur.");
case 2:
- ~chatplayer(angry, "20 gold coins? That's an outrage!");
- ~chatnpc(sad, "Well, I can't go any cheaper than that mate.|I have a family to feed.");
+ ~chatplayer(" 20 gold coins? That's an outrage!");
+ ~chatnpc(" Well, I can't go any cheaper than that mate.|I have a family to feed.");
}
[label,baraek_quest]
-~chatplayer(neutral, "Hello! I am in search of a quest.");
-~chatnpc(neutral, "Sorry kiddo, I'm a fur trader not a damsel in distress.");
+~chatplayer(" Hello! I am in search of a quest.");
+~chatnpc(" Sorry kiddo, I'm a fur trader not a damsel in distress.");
[label,baraek_buy_fur]
-~chatplayer(quiz, "Would you like to buy my fur?");
-~chatnpc(neutral, "Let's have a look at it.");
+~chatplayer(" Would you like to buy my fur?");
+~chatnpc(" Let's have a look at it.");
~objboxt(bear_fur, "You hand Baraek your fur to look at.");
if_close;
p_delay(3);
-~chatnpc(neutral, "It's not in the best condition. I guess I could give you 12 coins for each one.");
+~chatnpc(" It's not in the best condition. I guess I could give you 12 coins for each one.");
def_int $option = ~p_choice2("OK, here you go.", 1, "No thanks, I'll leave it.", 2);
if($option = 1) {
- ~chatplayer(neutral, "Yeah, that'll do.");
+ ~chatplayer(" Yeah, that'll do.");
if_close;
while(inv_total(inv, bear_fur) > 0) {
inv_del(inv, bear_fur, 1);
inv_add(inv, coins, 12);
p_delay(0);
}
- ~chatplayer(happy, "Thanks!");
+ ~chatplayer(" Thanks!");
} else if($option = 2) {
- ~chatplayer(angry, "I think I'll keep hold of it actually!");
- ~chatnpc(sad, "Oh ok.|Didn't want it anyway!");
+ ~chatplayer(" I think I'll keep hold of it actually!");
+ ~chatnpc(" Oh ok.|Didn't want it anyway!");
}
[label,baraek_grey_wolf_fur]
-~chatplayer(quiz, "Would you like to buy my grey wolf fur?");
-~chatnpc(happy, "GREY WOLF FUR??? NOW you're talking!");
-~chatnpc(happy, "Grey wolf fur is something of a desirable item to me.");
-~chatnpc(happy, "I'll take all you have for 120 gold pieces per fur, does that sound fair?");
+~chatplayer(" Would you like to buy my grey wolf fur?");
+~chatnpc(" GREY WOLF FUR??? NOW you're talking!");
+~chatnpc(" Grey wolf fur is something of a desirable item to me.");
+~chatnpc(" I'll take all you have for 120 gold pieces per fur, does that sound fair?");
def_int $option = ~p_choice2("Yep, sounds fine.", 1, "No! I almost got my throat torn out by a wolf to get this!", 2);
if($option = 1) {
- ~chatplayer(happy, "Yep, sounds fine.");
+ ~chatplayer(" Yep, sounds fine.");
if_close;
while(inv_total(inv, grey_wolf_fur) > 0) {
inv_del(inv, grey_wolf_fur, 1);
inv_add(inv, coins, 120);
p_delay(0);
}
- ~chatplayer(happy, "Thanks!");
+ ~chatplayer(" Thanks!");
} else if($option = 2) {
- ~chatplayer(angry, "No! I almost got my throat torn out by a wolf to get this!");
+ ~chatplayer(" No! I almost got my throat torn out by a wolf to get this!");
}
[label,baraek_phoenixgang]
-~chatplayer(quiz, "Can you tell me where I can find the Phoenix Gang?");
-~chatnpc(angry, "Sh sh sh, not so loud!|You don't want to get me in trouble!");
-~chatplayer(quiz, "So DO you know where they are?");
-~chatnpc(neutral, "I may do.");
-~chatnpc(neutral, "But I don't want to get into trouble for revealing their hideout.");
-~chatnpc(neutral, "Of course, if I was, say|20 gold coins richer I may happen to be|more inclined to take that sort of risk...");
+~chatplayer(" Can you tell me where I can find the Phoenix Gang?");
+~chatnpc(" Sh sh sh, not so loud!|You don't want to get me in trouble!");
+~chatplayer(" So DO you know where they are?");
+~chatnpc(" I may do.");
+~chatnpc(" But I don't want to get into trouble for revealing their hideout.");
+~chatnpc(" Of course, if I was, say|20 gold coins richer I may happen to be|more inclined to take that sort of risk...");
switch_int(~p_choice3("Okay. Have 20 gold coins.", 1, "No. I don't like things like bribery.", 2, "Yes. I'd like to be 20 gold coins richer too.", 3)) {
case 1:
- ~chatplayer(neutral, "Okay. Have 20 gold coins.");
+ ~chatplayer(" Okay. Have 20 gold coins.");
if(inv_total(inv, coins) < 20) {
- ~chatplayer(neutral, "Uh....oops. My mistake. I don't have 20 coins. Silly me.");
+ ~chatplayer(" Uh....oops. My mistake. I don't have 20 coins. Silly me.");
return;
}
inv_del(inv, coins, 20);
%phoenixgang_progress = 4;
- ~chatnpc(neutral, "Ok, to get to the gang hideout, enter Varrock through the south gate. Then, if you take the first turning east, somewhere along there is an alleyway to the south. The door at the end of there is the entrance to the Phoenix");
- ~chatnpc(neutral, "Gang. They're operating there under the name of the VTAM Corporation. Be careful. The Phoenixes ain't the types to be messed about.");
- ~chatplayer(happy, "Thanks!");
+ ~chatnpc(" Ok, to get to the gang hideout, enter Varrock through the south gate. Then, if you take the first turning east, somewhere along there is an alleyway to the south. The door at the end of there is the entrance to the Phoenix");
+ ~chatnpc(" Gang. They're operating there under the name of the VTAM Corporation. Be careful. The Phoenixes ain't the types to be messed about.");
+ ~chatplayer(" Thanks!");
case 2:
- ~chatplayer(angry, "No. I don't like things like bribery.");
- ~chatnpc(happy, "Heh. If you wanna deal with the Phoenix Gang|they're involved in much worse than a bit of bribery.");
+ ~chatplayer(" No. I don't like things like bribery.");
+ ~chatnpc(" Heh. If you wanna deal with the Phoenix Gang|they're involved in much worse than a bit of bribery.");
case 3:
- ~chatplayer(happy, "Yes. I'd like to be 20 gold coins richer too.");
+ ~chatplayer(" Yes. I'd like to be 20 gold coins richer too.");
}
diff --git a/data/src/scripts/areas/area_varrock/scripts/bartender.rs2 b/data/src/scripts/areas/area_varrock/scripts/bartender.rs2
index eeec7a4a4..38fb92ecc 100644
--- a/data/src/scripts/areas/area_varrock/scripts/bartender.rs2
+++ b/data/src/scripts/areas/area_varrock/scripts/bartender.rs2
@@ -1,5 +1,5 @@
[opnpc1,bartender_jollyboar] // Jolly Boar Inn
-~chatnpc(happy, "Can I help you?");
+~chatnpc(" Can I help you?");
def_int $option;
if(testbit(%barcrawl_progress, ^jollyboar_index) = false & inv_total(inv, barcrawl_card) > 0) {
$option = ~p_choice4("I'll have a beer please.", 1, "Any hints where I can go adventuring?", 2, "Heard any good gossip?", 3, "I'm doing Alfred Grimhands Barcrawl.", 4);
@@ -8,25 +8,25 @@ if(testbit(%barcrawl_progress, ^jollyboar_index) = false & inv_total(inv, barcra
}
switch_int ($option) {
case 1:
- ~chatplayer(happy, "I'll have a pint of beer please.");
- ~chatnpc(happy, "Ok, that'll be two coins please.");
+ ~chatplayer(" I'll have a pint of beer please.");
+ ~chatnpc(" Ok, that'll be two coins please.");
if (inv_total(inv, coins) < 2) {
- ~chatplayer(sad, "Oh dear, I don't seem to have enough money.");
+ ~chatplayer(" Oh dear, I don't seem to have enough money.");
} else {
inv_del(inv, coins, 2);
inv_add(inv, beer, 1);
mes("You buy a pint of beer.");
}
case 2:
- ~chatplayer(happy, "Any hints on where I can go adventuring?");
- ~chatnpc(quiz, "Ooh, now. Let me see...");
- ~chatnpc(quiz, "Well there is the Varrock sewers. There are tales of untold horrors coming out at night and stealing babies from houses.");
- ~chatplayer(happy, "Sounds perfect! Where's the entrance?");
- ~chatnpc(quiz, "It's just to the east of the palace.");
+ ~chatplayer(" Any hints on where I can go adventuring?");
+ ~chatnpc(" Ooh, now. Let me see...");
+ ~chatnpc(" Well there is the Varrock sewers. There are tales of untold horrors coming out at night and stealing babies from houses.");
+ ~chatplayer(" Sounds perfect! Where's the entrance?");
+ ~chatnpc(" It's just to the east of the palace.");
case 3:
- ~chatplayer(happy, "Heard any gossip?");
- ~chatnpc(confused, "I'm not that well up on the gossip out here. I've heard that the bartender in the Blue Moon Inn has gone a little crazy, he keeps claiming he is part of something called an online game.");
- ~chatnpc(confused, "What that means, I don't know. That's probably old news by now though.");
+ ~chatplayer(" Heard any gossip?");
+ ~chatnpc(" I'm not that well up on the gossip out here. I've heard that the bartender in the Blue Moon Inn has gone a little crazy, he keeps claiming he is part of something called an online game.");
+ ~chatnpc(" What that means, I don't know. That's probably old news by now though.");
case 4: @jollyboar_barcrawl;
case default: ~displaymessage(^dm_default);
}
@@ -37,10 +37,10 @@ if(testbit(%barcrawl_progress, ^jollyboar_index) = false & last_useitem = barcra
}
[label,jollyboar_barcrawl]
-~chatplayer(neutral, "I'm doing Alfred Grimhand's Barcrawl.");
-~chatnpc(neutral, "Ah, there seems to be a fair few doing that one these days. My supply of Olde Suspiciouse is starting to run low, it'll cost you 10 coins.");
+~chatplayer(" I'm doing Alfred Grimhand's Barcrawl.");
+~chatnpc(" Ah, there seems to be a fair few doing that one these days. My supply of Olde Suspiciouse is starting to run low, it'll cost you 10 coins.");
if(inv_total(inv, coins) < 10) {
- ~chatplayer(sad, "I don't have 10 coins right now.");
+ ~chatplayer(" I don't have 10 coins right now.");
return;
}
if_close;
@@ -59,7 +59,7 @@ p_delay(2);
%barcrawl_progress = setbit(%barcrawl_progress, ^jollyboar_index);
mes("The bartender signs your card.");
p_delay(2);
-~chatplayer(confused, "Thanksh very mush...");
+~chatplayer(" Thanksh very mush...");
[opnpc1,bartender_varrock]
@@ -67,7 +67,7 @@ p_delay(2);
if(inv_total(inv, trail_clue_easy_simple_exp010) = 1) {
@trail_bartender_varrock;
}
-~chatnpc(quiz, "What can I do yer for?");
+~chatnpc(" What can I do yer for?");
def_int $option;
if(testbit(%barcrawl_progress, ^bluemoon_index) = false & inv_total(inv, barcrawl_card) > 0) {
$option = ~p_choice4("A glass of your finest ale please.", 1, "Can you recommend where an adventurer might make his fortune?", 2, "Do you know where I can get some good equipment?", 3, "I'm doing Alfred Grimhand's Barcrawl.", 4);
@@ -75,34 +75,34 @@ if(testbit(%barcrawl_progress, ^bluemoon_index) = false & inv_total(inv, barcraw
$option = ~p_choice3("A glass of your finest ale please.", 1, "Can you recommend where an adventurer might make his fortune?", 2, "Do you know where I can get some good equipment?", 3);
}
if($option = 1) {
- ~chatplayer(happy, "A glass of your finest ale please.");
- ~chatnpc(happy, "No problemo. That'll be 2 coins.");
+ ~chatplayer(" A glass of your finest ale please.");
+ ~chatnpc(" No problemo. That'll be 2 coins.");
if (inv_total(inv, coins) < 2) {
- ~chatplayer(sad, "Oh dear. I don't seem to have enough money.");
+ ~chatplayer(" Oh dear. I don't seem to have enough money.");
return;
}
inv_del(inv, coins, 2);
inv_add(inv, beer, 1);
mes("You buy a pint of beer.");
} else if($option = 2) {
- ~chatplayer(quiz, "Can you recommend where an adventurer might make his fortune?");
- ~chatnpc(shifty, "Ooh I don't know if I should be giving away information, makes the computer game too easy.");
+ ~chatplayer(" Can you recommend where an adventurer might make his fortune?");
+ ~chatnpc(" Ooh I don't know if I should be giving away information, makes the computer game too easy.");
switch_int(~p_choice3("Oh ah well...", 1, "Computer game? What are you talking about?", 2, "Just a small clue?", 3)) {
case 1:
- ~chatplayer(confused, "Oh ah well...");
+ ~chatplayer(" Oh ah well...");
case 2:
- ~chatplayer(confused, "Computer game?|What are you talking about?");
- ~chatnpc(shifty, "This world around us...|is a computer game... called RuneScape.");
- ~chatplayer(confused, "Nope, still don't understand what you are talking about. What's a computer?");
- ~chatnpc(shifty, "It's a sort of magic box thing,|which can do all sorts of stuff.");
- ~chatplayer(angry, "I give up.|You're obviously completely mad!");
+ ~chatplayer(" Computer game?|What are you talking about?");
+ ~chatnpc(" This world around us...|is a computer game... called RuneScape.");
+ ~chatplayer(" Nope, still don't understand what you are talking about. What's a computer?");
+ ~chatnpc(" It's a sort of magic box thing,|which can do all sorts of stuff.");
+ ~chatplayer(" I give up.|You're obviously completely mad!");
case 3:
- ~chatplayer(quiz, "Just a small clue?");
- ~chatnpc(shifty, "Go and talk to the bartender at the Jolly Boar Inn,|he doesn't seem to mind giving away clues.");
+ ~chatplayer(" Just a small clue?");
+ ~chatnpc(" Go and talk to the bartender at the Jolly Boar Inn,|he doesn't seem to mind giving away clues.");
}
} else if($option = 3) {
- ~chatplayer(quiz, "Do you know where I can get some good equipment?");
- ~chatnpc(neutral, "Well, there's the sword shop across the road,|or there's also all sorts of shops up around the market.");
+ ~chatplayer(" Do you know where I can get some good equipment?");
+ ~chatnpc(" Well, there's the sword shop across the road,|or there's also all sorts of shops up around the market.");
} else if($option = 4) {
@bluemoon_barcrawl;
}
@@ -113,11 +113,11 @@ if(testbit(%barcrawl_progress, ^bluemoon_index) = false & last_useitem = barcraw
}
[label,bluemoon_barcrawl]
-~chatplayer(happy, "I'm doing Alfred Grimhand's Barcrawl.");
-~chatnpc(sad, "Oh no not another of you guys.|These barbarian barcrawls cause too much damage to my bar.");
-~chatnpc(neutral, "You're going to have to pay 50 gold for the Uncle Humphrey's Gutrot.");
+~chatplayer(" I'm doing Alfred Grimhand's Barcrawl.");
+~chatnpc(" Oh no not another of you guys.|These barbarian barcrawls cause too much damage to my bar.");
+~chatnpc(" You're going to have to pay 50 gold for the Uncle Humphrey's Gutrot.");
if(inv_total(inv, coins) < 50) {
- ~chatplayer(sad, "I don't have 50 coins.");
+ ~chatplayer(" I don't have 50 coins.");
return;
}
if_close;
@@ -139,7 +139,7 @@ p_delay(2);
say("Blearrgh!");
[label,trail_bartender_varrock]
-~chatnpc("default", "Nicely solved!");
+~chatnpc(" Nicely solved!");
~trail_clue_progress;
inv_del(inv, trail_clue_easy_simple_exp010, 1);
if(~trail_clue_easy_complete = true) {
diff --git a/data/src/scripts/areas/area_varrock/scripts/captain_rovin.rs2 b/data/src/scripts/areas/area_varrock/scripts/captain_rovin.rs2
index cecdca74f..452d35ab3 100644
--- a/data/src/scripts/areas/area_varrock/scripts/captain_rovin.rs2
+++ b/data/src/scripts/areas/area_varrock/scripts/captain_rovin.rs2
@@ -2,54 +2,54 @@
@demon_slayer_captain_rovin;
[label,demon_slayer_captain_rovin]
-~chatnpc(angry, "What are you doing up here? Only the palace guards are allowed up here.");
+~chatnpc(" What are you doing up here? Only the palace guards are allowed up here.");
def_int $option = ~demon_slayer_captain_rovin_dialogue_options;
if ($option = 1) {
- ~chatplayer(neutral, "I am one of the palace guards.");
- ~chatnpc(angry, "No, you're not! I know all the palace guards.");
+ ~chatplayer(" I am one of the palace guards.");
+ ~chatnpc(" No, you're not! I know all the palace guards.");
def_int $palace_guard_option = ~p_choice2("I'm a new recruit.", 1, "I've had extensive plastic surgery.", 2);
if ($palace_guard_option = 1) {
- ~chatplayer(neutral, "I'm a new recruit.");
- ~chatnpc(neutral, "I interview all the new recruits. I'd know if you were one of them.");
- ~chatplayer("happy", "That blows that story out of the water then.");
- ~chatnpc(angry, "Get out of my sight.");
+ ~chatplayer(" I'm a new recruit.");
+ ~chatnpc(" I interview all the new recruits. I'd know if you were one of them.");
+ ~chatplayer(" That blows that story out of the water then.");
+ ~chatnpc(" Get out of my sight.");
} else if ($palace_guard_option = 2) {
- ~chatplayer(neutral, "I've had extensive plastic surgery.");
- ~chatnpc(neutral, "What sort of surgery is that? I've never heard of it. Besides, you look reasonably healthy..");
- ~chatnpc(angry, "Why is this relevant anyway? You still shouldn't be here.");
+ ~chatplayer(" I've had extensive plastic surgery.");
+ ~chatnpc(" What sort of surgery is that? I've never heard of it. Besides, you look reasonably healthy..");
+ ~chatnpc(" Why is this relevant anyway? You still shouldn't be here.");
}
} else if ($option = 2) {
- ~chatplayer(neutral, "What about the King? Surely you'd let him up here.");
- ~chatnpc(neutral, "Well, yes, I suppose we'd let him up. He doesn't generally want to come up here, but if he did want to, he could.");
- ~chatnpc(angry, "Anyway, you're not the King either. So get out of my sight.");
+ ~chatplayer(" What about the King? Surely you'd let him up here.");
+ ~chatnpc(" Well, yes, I suppose we'd let him up. He doesn't generally want to come up here, but if he did want to, he could.");
+ ~chatnpc(" Anyway, you're not the King either. So get out of my sight.");
} else if ($option = 3) {
- ~chatplayer(neutral, "Yes, I know, but this is important.");
- ~chatnpc(neutral, "Ok, I'm listening. Tell me what's so important.");
+ ~chatplayer(" Yes, I know, but this is important.");
+ ~chatnpc(" Ok, I'm listening. Tell me what's so important.");
def_int $important_option = ~p_choice3("There's a demon who wants to invade this city.", 1, "Erm I forgot.", 2, "The castle has just received its ale delivery.", 3);
if ($important_option = 1) {
- ~chatplayer(neutral, "There's a demon who wants to invade the city.");
- ~chatnpc(neutral, "Is it a powerful demon?");
- ~chatplayer(sad, "Yes, very.");
- ~chatnpc(worried, "As good as the palace guards are, I don't know if they're up to taking on a very powerful demon.");
- ~chatplayer(neutral, "It's not them who are going to fight the demon, it's me.");
- ~chatnpc(shock, "What, all by yourself? How are you going to do that?");
- ~chatplayer(neutral, "I'm going to use the powerful sword Silverlight, which I believe you have one of the keys for?");
- ~chatnpc(quiz, "Yes you are right. Here you go.");
+ ~chatplayer(" There's a demon who wants to invade the city.");
+ ~chatnpc(" Is it a powerful demon?");
+ ~chatplayer(" Yes, very.");
+ ~chatnpc(" As good as the palace guards are, I don't know if they're up to taking on a very powerful demon.");
+ ~chatplayer(" It's not them who are going to fight the demon, it's me.");
+ ~chatnpc(" What, all by yourself? How are you going to do that?");
+ ~chatplayer(" I'm going to use the powerful sword Silverlight, which I believe you have one of the keys for?");
+ ~chatnpc(" Yes you are right. Here you go.");
if_close();
p_delay(2);
mes("Captain rovin hands you a key.");
inv_add(inv, demon_rovin_key, 1);
} else if ($important_option = 2) {
- ~chatplayer(sad, "Erm I forgot.");
- ~chatnpc(angry, "Well it can't be that important then.");
- ~chatplayer(neutral, "How do you know?");
- ~chatnpc(angry, "Just go away.");
+ ~chatplayer(" Erm I forgot.");
+ ~chatnpc(" Well it can't be that important then.");
+ ~chatplayer(" How do you know?");
+ ~chatnpc(" Just go away.");
} else if ($important_option = 3) {
- ~chatplayer("happy", "The castle has just received its ale delivery.");
- ~chatnpc(neutral, "Now that is important. However I'm the wrong person to speak to about it. Go talk to the kitchen staff.");
+ ~chatplayer(" The castle has just received its ale delivery.");
+ ~chatnpc(" Now that is important. However I'm the wrong person to speak to about it. Go talk to the kitchen staff.");
}
}
diff --git a/data/src/scripts/areas/area_varrock/scripts/champions_guild.rs2 b/data/src/scripts/areas/area_varrock/scripts/champions_guild.rs2
index 8fbd9a6bd..cda183eaa 100644
--- a/data/src/scripts/areas/area_varrock/scripts/champions_guild.rs2
+++ b/data/src/scripts/areas/area_varrock/scripts/champions_guild.rs2
@@ -1,7 +1,7 @@
[oploc1,loc_1805]
if (%questpoints < 32) {
mes("The door won't open - you need at least 32 Quest Points.");
- ~chatnpc_specific("Guild master", guild_master, angry, "You have not proved yourself worthy to enter here yet.");
+ ~chatnpc_specific("Guild master", guild_master, " You have not proved yourself worthy to enter here yet.");
return;
}
// the sound in osrs is 1t early (if entering), so i cant use the proc
@@ -39,5 +39,5 @@ loc_add($loc_coord, loc_83, $angle, $shape, 2);
loc_add(movecoord($loc_coord, $x, 0, $z), $replacement, modulo(add($angle, 1), 4), $shape, 2);
if ($entering = true) {
- ~chatnpc_specific("Guild master", guild_master, happy, "Greetings bold adventurer. Welcome to the guild of Champions.");
+ ~chatnpc_specific("Guild master", guild_master, " Greetings bold adventurer. Welcome to the guild of Champions.");
}
\ No newline at end of file
diff --git a/data/src/scripts/areas/area_varrock/scripts/curator.rs2 b/data/src/scripts/areas/area_varrock/scripts/curator.rs2
index 5f57b36f9..e60140e98 100644
--- a/data/src/scripts/areas/area_varrock/scripts/curator.rs2
+++ b/data/src/scripts/areas/area_varrock/scripts/curator.rs2
@@ -1,36 +1,36 @@
[opnpc1,curator]
-~chatnpc(neutral, "Welcome to the museum of Varrock.");
+~chatnpc(" Welcome to the museum of Varrock.");
if(%phoenixgang_progress = ^phoenixgang_joined | %blackarmgang_progress = ^blackarmgang_joined) {
if(inv_total(inv, arravshield1) > 0 & inv_total(inv, arravshield2) > 0) { // mostly 1-1 with RSC
- ~chatplayer(quiz, "I have retrieved the shield of Arrav|and I would like to claim my reward.");
- ~chatnpc(shock, "The shield of Arrav?|Let me see that!");
+ ~chatplayer(" I have retrieved the shield of Arrav|and I would like to claim my reward.");
+ ~chatnpc(" The shield of Arrav?|Let me see that!");
~mesbox("The curator peers at the shield.");
- ~chatnpc(shock, "This is incredible!");
- ~chatnpc(shock, "That shield has been missing for over twenty-five years!");
- ~chatnpc(neutral, "Leave the shield here with me|and I'll write you out a certificate|saying that you have returned the shield,|so that you can claim your reward from the King.");
- ~chatplayer(neutral, "Can I have two certificates?|I needed significant help from a friend to get the shield.|We'll split the reward.");
- ~chatnpc(happy, "Yes, certainly.|Please hand over the shield.");
+ ~chatnpc(" This is incredible!");
+ ~chatnpc(" That shield has been missing for over twenty-five years!");
+ ~chatnpc(" Leave the shield here with me|and I'll write you out a certificate|saying that you have returned the shield,|so that you can claim your reward from the King.");
+ ~chatplayer(" Can I have two certificates?|I needed significant help from a friend to get the shield.|We'll split the reward.");
+ ~chatnpc(" Yes, certainly.|Please hand over the shield.");
~mesbox("You hand over the shield parts.");
inv_del(inv, arravshield1, 1);
inv_del(inv, arravshield2, 1);
inv_add(inv, arravcert_scroll, 2);
~mesbox("The curator writes out two certificates.");
- ~chatnpc(happy, "Take these to the king|and he'll pay you both handsomely.|Please tell your friend to speak to me|after giving him his certificate.");
+ ~chatnpc(" Take these to the king|and he'll pay you both handsomely.|Please tell your friend to speak to me|after giving him his certificate.");
return;
} else if(inv_total(inv, arravshield1) > 0 | inv_total(inv, arravshield2) > 0) {
- ~chatplayer(quiz, "I have half the shield of Arrav here.|Can I get a reward?");
- ~chatnpc(neutral, "Well it might be worth a small reward.|The entire shield would be worth much more.");
- ~chatplayer(happy, "Ok, I'll hang onto it.|And see if I can find the other half.");
+ ~chatplayer(" I have half the shield of Arrav here.|Can I get a reward?");
+ ~chatnpc(" Well it might be worth a small reward.|The entire shield would be worth much more.");
+ ~chatplayer(" Ok, I'll hang onto it.|And see if I can find the other half.");
return;
}
}
def_int $option = ~p_choice2("Have you any interesting news?", 1, "Do you know where I could find any treasure?", 2);
if($option = 1) {
- ~chatplayer(quiz, "Have you any interesting news?");
- ~chatnpc(neutral, "No, I'm only interested in old stuff.");
+ ~chatplayer(" Have you any interesting news?");
+ ~chatnpc(" No, I'm only interested in old stuff.");
} else if($option = 2) {
- ~chatplayer(quiz, "Do you know where I could find any treasure?");
- ~chatnpc(neutral, "Look around you! This museum is full of treasures!");
- ~chatplayer(sad, "No, I meant treasures for ME.");
- ~chatnpc(neutral, "Any treasures this museum knows about it goes to great lengths to acquire");
+ ~chatplayer(" Do you know where I could find any treasure?");
+ ~chatnpc(" Look around you! This museum is full of treasures!");
+ ~chatplayer(" No, I meant treasures for ME.");
+ ~chatnpc(" Any treasures this museum knows about it goes to great lengths to acquire");
}
\ No newline at end of file
diff --git a/data/src/scripts/areas/area_varrock/scripts/fancy_dress_shop_owner.rs2 b/data/src/scripts/areas/area_varrock/scripts/fancy_dress_shop_owner.rs2
index b7dd63e14..3056b865f 100644
--- a/data/src/scripts/areas/area_varrock/scripts/fancy_dress_shop_owner.rs2
+++ b/data/src/scripts/areas/area_varrock/scripts/fancy_dress_shop_owner.rs2
@@ -1,12 +1,12 @@
[opnpc1,fancy_dress_shop_owner]
-~chatnpc(happy, "Now you look like someone who goes to a lot of fancy dress parties.");
-~chatplayer(confused, "Errr...what are you saying exactly?");
-~chatnpc(happy, "I'm just saying that perhaps you would like to peruse my selection of garments.");
+~chatnpc(" Now you look like someone who goes to a lot of fancy dress parties.");
+~chatplayer(" Errr...what are you saying exactly?");
+~chatnpc(" I'm just saying that perhaps you would like to peruse my selection of garments.");
// using RSC order
def_int $option = ~p_choice2("I think I might just leave the perusing for now thanks.", 1, "Okay, lets see what you've got then.", 2);
if($option = 1) {
- ~chatplayer(neutral, "I think I might just leave the perusing for now, thanks.");
+ ~chatplayer(" I think I might just leave the perusing for now, thanks.");
} else if($option = 2) {
- ~chatplayer(happy, "Okay, lets see what you've got then.");
+ ~chatplayer(" Okay, lets see what you've got then.");
~openshop_activenpc;
}
\ No newline at end of file
diff --git a/data/src/scripts/areas/area_varrock/scripts/father_lawrence.rs2 b/data/src/scripts/areas/area_varrock/scripts/father_lawrence.rs2
index ad97cbf2d..0ea12ee1a 100644
--- a/data/src/scripts/areas/area_varrock/scripts/father_lawrence.rs2
+++ b/data/src/scripts/areas/area_varrock/scripts/father_lawrence.rs2
@@ -3,60 +3,60 @@ switch_int (%romeojuliet_progress) {
case ^romeojuliet_not_started: @father_lawrence_prequest;
case ^romeojuliet_passed_message: @father_lawrence_help;
case ^romeojuliet_spoken_father:
- ~chatnpc(quiz, "Ah, have you found the Apothecary yet?");
- ~chatnpc(neutral, "Remember, Cadaver potion, for Father Lawrence.");
+ ~chatnpc(" Ah, have you found the Apothecary yet?");
+ ~chatnpc(" Remember, Cadaver potion, for Father Lawrence.");
case ^romeojuliet_spoken_apothecary:
- ~chatnpc(quiz, "Did you find the Apothecary?");
+ ~chatnpc(" Did you find the Apothecary?");
if(inv_total(inv, cadaver) > 0) {
- ~chatplayer("default", "I've got the Cadaver potion.");
- ~chatnpc("default", "Good! Good work! Ok, take it to Juliet, she's expecting you.");
- ~chatnpc("default", "I'll talk to Romeo and make sure he knows what to do.");
+ ~chatplayer(" I've got the Cadaver potion.");
+ ~chatnpc(" Good! Good work! Ok, take it to Juliet, she's expecting you.");
+ ~chatnpc(" I'll talk to Romeo and make sure he knows what to do.");
} else if(inv_total(inv, cadaver_berries) > 0) {
- ~chatplayer(happy, "I am on my way back to him with the ingredients.");
- ~chatnpc(happy, "Good work. Get the potion to Juliet when you have it.");
- ~chatnpc(happy, "I will tell Romeo to be ready.");
+ ~chatplayer(" I am on my way back to him with the ingredients.");
+ ~chatnpc(" Good work. Get the potion to Juliet when you have it.");
+ ~chatnpc(" I will tell Romeo to be ready.");
} else {
- ~chatplayer(neutral, "Yes, I must find some berries.");
- ~chatnpc(neutral, "Well, take care. They are poisonous to the touch.");
- ~chatnpc("default", "You will need gloves.");
+ ~chatplayer(" Yes, I must find some berries.");
+ ~chatnpc(" Well, take care. They are poisonous to the touch.");
+ ~chatnpc(" You will need gloves.");
}
case default:
- ~chatnpc(happy, "Oh to be a father in the times of whiskey.");
- ~chatnpc(happy, "I sing and I drink and I wake up in gutters.");
+ ~chatnpc(" Oh to be a father in the times of whiskey.");
+ ~chatnpc(" I sing and I drink and I wake up in gutters.");
def_int $option = random(2);
if($option = 0) {
- ~chatnpc(happy, "Top of the morning to you.");
+ ~chatnpc(" Top of the morning to you.");
} else if($option = 1) {
- ~chatnpc(sad, "To err is human, to forgive, quite difficult.");
- ~chatnpc(sad, "I need a think I drink.");
+ ~chatnpc(" To err is human, to forgive, quite difficult.");
+ ~chatnpc(" I need a think I drink.");
}
}
[label,father_lawrence_prequest]
-~chatnpc(neutral, "Hello adventurer, do you seek a quest?");
+~chatnpc(" Hello adventurer, do you seek a quest?");
switch_int(~p_choice3("I am always looking for a quest.", 1, "No, I prefer just to kill things.", 2, "Can you recommend a good bar?", 3)) {
case 1:
- ~chatplayer(happy, "I am always looking for a quest.");
- ~chatnpc(neutral, "Well, I see poor Romeo wandering around the square. I think he may need help.");
- ~chatnpc(sad, "I was helping him and Juliet to meet,|but it became impossible.");
- ~chatnpc(happy, "I am sure he can use some help.");
+ ~chatplayer(" I am always looking for a quest.");
+ ~chatnpc(" Well, I see poor Romeo wandering around the square. I think he may need help.");
+ ~chatnpc(" I was helping him and Juliet to meet,|but it became impossible.");
+ ~chatnpc(" I am sure he can use some help.");
case 2:
- ~chatplayer(happy, "No, I prefer just to kill things.");
- ~chatnpc(happy, "That's a fine career in these lands.|There is more that needs killing every day.");
+ ~chatplayer(" No, I prefer just to kill things.");
+ ~chatnpc(" That's a fine career in these lands.|There is more that needs killing every day.");
case 3:
- ~chatplayer(neutral, "Can you recommend a good bar?");
- ~chatnpc(angry, "Drinking will be the death of you.");
- ~chatnpc(neutral, "But the Blue Moon in the city is cheap enough.");
- ~chatnpc(happy, "And providing you buy one drink an hour they let you stay all night.");
+ ~chatplayer(" Can you recommend a good bar?");
+ ~chatnpc(" Drinking will be the death of you.");
+ ~chatnpc(" But the Blue Moon in the city is cheap enough.");
+ ~chatnpc(" And providing you buy one drink an hour they let you stay all night.");
}
[label,father_lawrence_help]
-~chatplayer(neutral, "Romeo sent me. He says you can help.");
-~chatnpc(confused, "Ah Romeo, yes. A fine lad, but a little bit confused.");
-~chatplayer(neutral, "Juliet must be rescued from her father's control.");
-~chatnpc(happy, "I know just the thing. A potion to make her appear dead.");
-~chatnpc(happy, "Then Romeo can collect her from the crypt.");
-~chatnpc(happy, "Go to the Apothecary, tell him I sent you.");
-~chatnpc(happy, "You will need a Cadaver potion.");
+~chatplayer(" Romeo sent me. He says you can help.");
+~chatnpc(" Ah Romeo, yes. A fine lad, but a little bit confused.");
+~chatplayer(" Juliet must be rescued from her father's control.");
+~chatnpc(" I know just the thing. A potion to make her appear dead.");
+~chatnpc(" Then Romeo can collect her from the crypt.");
+~chatnpc(" Go to the Apothecary, tell him I sent you.");
+~chatnpc(" You will need a Cadaver potion.");
%romeojuliet_progress = ^romeojuliet_spoken_father;
\ No newline at end of file
diff --git a/data/src/scripts/areas/area_varrock/scripts/guild_master.rs2 b/data/src/scripts/areas/area_varrock/scripts/guild_master.rs2
index e592c7735..d7c7c8acb 100644
--- a/data/src/scripts/areas/area_varrock/scripts/guild_master.rs2
+++ b/data/src/scripts/areas/area_varrock/scripts/guild_master.rs2
@@ -1,14 +1,14 @@
[opnpc1,guild_master]
// osrs
-~chatnpc(neutral, "Greetings!");
+~chatnpc(" Greetings!");
// rsc
def_int $choice = ~p_choice2("What is this place?", 0, "Do you know where I could get a Rune Plate mail body?", 1);
if ($choice = 1) {
@guild_master_start_dragon_quest;
}
-~chatplayer(quiz, "What is this place?");
+~chatplayer(" What is this place?");
// rsc (not including typos) & osrs
-~chatnpc(neutral, "This is the Champions' Guild. Only adventurers who have proved themselves worthy by gaining influence from quests are allowed in here.");
+~chatnpc(" This is the Champions' Guild. Only adventurers who have proved themselves worthy by gaining influence from quests are allowed in here.");
// most guides say that the guild master mentions oziach
@@ -16,11 +16,11 @@ if ($choice = 1) {
// so portions of this dialogue is from osrs
[label,guild_master_start_dragon_quest]
// https://web.archive.org/web/20051231060826/http://runescape.salmoneus.net/guilds/guild_champs.html
-~chatplayer(quiz, "Do you know where I could get a Rune Plate mail body?");
+~chatplayer(" Do you know where I could get a Rune Plate mail body?");
//I have a friend called Oziach (rsc), who could help you out with one.(https://web.archive.org/web/20051104235547/http://www.tip.it/runescape/index.php?rs2quest_id=21)
-~chatnpc(neutral, "I have a friend called Oziach, who could help you out with one.");
+~chatnpc(" I have a friend called Oziach, who could help you out with one.");
// osrs
-~chatnpc(neutral, "Oziach lives in a hut, by the cliffs to the west of Edgeville. He can be a little...odd...sometimes, though.");
+~chatnpc(" Oziach lives in a hut, by the cliffs to the west of Edgeville. He can be a little...odd...sometimes, though.");
if (%dragon_progress = ^quest_dragon_not_started) {
%dragon_progress = ^quest_dragon_spoken_to_guildmaster;
~send_quest_progress(questlist:dragon, %dragon_progress, ^dragon_complete);
diff --git a/data/src/scripts/areas/area_varrock/scripts/gypsy.rs2 b/data/src/scripts/areas/area_varrock/scripts/gypsy.rs2
index e6b0eac27..7be612539 100644
--- a/data/src/scripts/areas/area_varrock/scripts/gypsy.rs2
+++ b/data/src/scripts/areas/area_varrock/scripts/gypsy.rs2
@@ -2,9 +2,9 @@
if (%demon_progress = 0) {
@demon_slayer_not_started_gypsy;
} else if (%demon_progress = 1) {
- ~chatnpc(neutral, "How goes the quest?");
- ~chatplayer(happy, "I'm still working on it.");
- ~chatnpc(happy, "Well if you need any advice I'm always here, young one.");
+ ~chatnpc(" How goes the quest?");
+ ~chatplayer(" I'm still working on it.");
+ ~chatnpc(" Well if you need any advice I'm always here, young one.");
def_int $option = ~p_choice4("What is the magical incantation?", 1, "Where can I find Silverlight?", 2, "Well I'd better press on with it.", 3, "Stop calling me that!", 4);
if ($option = 1) {
@@ -18,9 +18,9 @@ if (%demon_progress = 0) {
}
} else if (%demon_progress > 2 & %demon_progress < ^demon_complete) {
if (inv_total(inv, silverlight) < 1 & inv_getobj(worn, 3) ! silverlight) {
- ~chatnpc(neutral, "How goes the quest?");
- ~chatplayer(happy, "I have found Sir Prysin. Unfortunately, I haven't got the sword yet. He made it complicated for me!");
- ~chatnpc(neutral, "Ok, hurry, we haven't much time.");
+ ~chatnpc(" How goes the quest?");
+ ~chatplayer(" I have found Sir Prysin. Unfortunately, I haven't got the sword yet. He made it complicated for me!");
+ ~chatnpc(" Ok, hurry, we haven't much time.");
def_int $option = ~p_choice2("What is the magical incantation?", 1, "Well I'd better press on with it.", 2);
if ($option = 1) {
@@ -29,70 +29,70 @@ if (%demon_progress = 0) {
@demon_slayer_gypsy_press_on_with_it;
}
} else {
- ~chatnpc(neutral, "How goes the quest?");
- ~chatplayer(happy, "I have the sword now.|I Just need to kill the demon, I think.");
- ~chatnpc(happy, "Yep, that's right.");
+ ~chatnpc(" How goes the quest?");
+ ~chatplayer(" I have the sword now.|I Just need to kill the demon, I think.");
+ ~chatnpc(" Yep, that's right.");
def_int $option = ~p_choice3("What is the magical incantation?", 1, "Well I'd better press on with it.", 2, "Where can I find the demon?", 3);
if ($option = 1) {
@demon_slayer_gypsy_incantation;
} else if ($option = 2) {
@demon_slayer_gypsy_press_on_with_it;
}else {
- ~chatplayer(quiz, "Where can I find the demon?");
- ~chatnpc(neutral, "Just head south and you should find the stone circle just outside the city gate.");
+ ~chatplayer(" Where can I find the demon?");
+ ~chatnpc(" Just head south and you should find the stone circle just outside the city gate.");
}
}
} else if (%demon_progress = ^demon_complete) {
- ~chatnpc(neutral, "Greetings young one.");
- ~chatnpc(happy, "You're a hero now. That was a good bit of demonslaying.");
+ ~chatnpc(" Greetings young one.");
+ ~chatnpc(" You're a hero now. That was a good bit of demonslaying.");
def_int $option = ~p_choice3("How do you know I killed it?", 1, "Thanks.", 2, "Stop calling me that!", 3);
if ($option = 1) {
- ~chatplayer(confused, "How do you know I killed it?");
- ~chatnpc(neutral, "You forget. I'm good at knowing things.");
+ ~chatplayer(" How do you know I killed it?");
+ ~chatnpc(" You forget. I'm good at knowing things.");
} else if ($option = 2) {
- ~chatplayer(neutral, "Thanks.");
+ ~chatplayer(" Thanks.");
} else {
@demon_slayer_gypsy_stop_calling_me_that;
}
}
[label,demon_slayer_gypsy_press_on_with_it]
-~chatplayer(quiz, "Well I'd better press on with it.");
-~chatnpc(happy, "See you anon.");
+~chatplayer(" Well I'd better press on with it.");
+~chatnpc(" See you anon.");
[label,demon_slayer_gypsy_stop_calling_me_that]
- ~chatplayer(angry, "Stop calling me that!");
- ~chatnpc(laugh,"In the scheme of things you are very young.");
+ ~chatplayer(" Stop calling me that!");
+ ~chatnpc(" In the scheme of things you are very young.");
def_int $option = ~p_choice2("Ok, but how old are you?", 1, "Oh, if its in the scheme of things that's ok.", 2);
if ($option = 1) {
- ~chatplayer(neutral, "Ok, but how old are you?");
+ ~chatplayer(" Ok, but how old are you?");
@demon_slayer_gypsy_how_old_are_you;
} else if ($option = 2) {
- ~chatplayer(confused, "Oh, if its in the scheme of things that's ok.");
- ~chatnpc(laugh, "You show wisdom for one so young.");
+ ~chatplayer(" Oh, if its in the scheme of things that's ok.");
+ ~chatnpc(" You show wisdom for one so young.");
}
[label,demon_slayer_not_started_gypsy]
-~chatnpc(neutral, "Hello young one. Cross my palm with silver and the future will be revealed to you.");
+~chatnpc(" Hello young one. Cross my palm with silver and the future will be revealed to you.");
def_int $option = ~p_choice3("Ok, here you go.", 1, "Who are you calling young one?!", 2, "No, I don't believe in that stuff.", 3);
if ($option = 1) {
@demon_slayer_gypsy_quest_start;
} else if ($option = 2) {
- ~chatplayer(angry, "Who are you calling young one?!");
- ~chatnpc(quiz, "You have been on this world a relatively short time, at least compared to me. So do you want your fortune told or not?");
+ ~chatplayer(" Who are you calling young one?!");
+ ~chatnpc(" You have been on this world a relatively short time, at least compared to me. So do you want your fortune told or not?");
$option = ~p_choice3("Yes, please.", 1, "No, I don't believe in that stuff.", 2, "Ooh, how old are you then?", 3);
if ($option = 1) {
- ~chatplayer(quiz, "Yes, please.");
- ~chatnpc(neutral, "Cross my palm with silver then.");
+ ~chatplayer(" Yes, please.");
+ ~chatnpc(" Cross my palm with silver then.");
@demon_slayer_gypsy_money_for_fortune;
} else if ($option = 2) {
@demon_slayer_gypsy_dont_believe;
} else if ($option = 3) {
- ~chatplayer(neutral, "Ooh, how old are you then?");
+ ~chatplayer(" Ooh, how old are you then?");
@demon_slayer_gypsy_how_old_are_you;
}
} else if ($option = 3) {
@@ -100,38 +100,38 @@ if ($option = 1) {
}
[label,demon_slayer_gypsy_how_old_are_you]
-~chatnpc(quiz, "Older than you imagine.");
+~chatnpc(" Older than you imagine.");
def_int $option = ~p_choice3("Believe me, I have a good imagination.", 1, "How do you know how old I think you are?", 2, "Oh, pretty old then.", 3);
if ($option = 1) {
- ~chatplayer(quiz, "Believe me, I have a good imagination.");
- ~chatnpc(quiz, "You seem like just the sort of person who would want their fortune told then.");
+ ~chatplayer(" Believe me, I have a good imagination.");
+ ~chatnpc(" You seem like just the sort of person who would want their fortune told then.");
$option = ~p_choice2("No, I don't believe in that stuff.", 1, "Yes, please.", 2);
if ($option = 1) {
@demon_slayer_gypsy_dont_believe;
} else if ($option = 2){
- ~chatnpc(neutral, "Cross my palm with silver then.");
+ ~chatnpc(" Cross my palm with silver then.");
@demon_slayer_gypsy_money_for_fortune;
}
} else if ($option = 2) {
- ~chatplayer(neutral, "How do you know how old I think you are?");
- ~chatnpc("default", "I have the power to know. Just as I have the power to foresee the future.");
+ ~chatplayer(" How do you know how old I think you are?");
+ ~chatnpc(" I have the power to know. Just as I have the power to foresee the future.");
$option = ~p_choice3("Ok, what am I thinking now?", 1, "Ok, but how old are you?", 2, "Go on then, what's my future?", 3);
if ($option = 1) {
- ~chatplayer(neutral, "Ok, what am I thinking now?");
- ~chatnpc(neutral, "You are thinking that I'll never guess what you are thinking.");
+ ~chatplayer(" Ok, what am I thinking now?");
+ ~chatnpc(" You are thinking that I'll never guess what you are thinking.");
} else if ($option = 2) {
- ~chatplayer(neutral, "Ok, but how old are you?");
+ ~chatplayer(" Ok, but how old are you?");
@demon_slayer_gypsy_age_riddle;
} else if ($option = 3) {
- ~chatplayer(neutral, "Go on then, what's my future?");
- ~chatnpc(neutral, "Hello young one. Cross my palm with silver and the future will be revealed to you.");
+ ~chatplayer(" Go on then, what's my future?");
+ ~chatnpc(" Hello young one. Cross my palm with silver and the future will be revealed to you.");
@demon_slayer_gypsy_money_for_fortune;
}
} else if ($option = 3) {
- ~chatplayer(laugh, "Oh, pretty old then.");
- ~chatnpc(angry, "Yes I'm old! Don't rub it in.");
+ ~chatplayer(" Oh, pretty old then.");
+ ~chatnpc(" Yes I'm old! Don't rub it in.");
}
[label,demon_slayer_gypsy_money_for_fortune]
@@ -140,51 +140,51 @@ if ($option = 1) {
if ($option = 1) {
@demon_slayer_gypsy_quest_start;
} else if ($option = 2) {
- ~chatplayer(sad, "Oh you want me to pay. No thanks.");
- ~chatnpc(angry, "Go away then.");
+ ~chatplayer(" Oh you want me to pay. No thanks.");
+ ~chatnpc(" Go away then.");
}
[label,demon_slayer_gypsy_quest_start]
-~chatplayer(quiz, "Ok, here you go.");
+~chatplayer(" Ok, here you go.");
if (inv_total(inv, coins) = 0) {
- ~chatplayer(sad, "Oh dear. I don't have any money.");
+ ~chatplayer(" Oh dear. I don't have any money.");
} else if (inv_total(inv, coins) > 0) {
inv_del(inv, coins, 1);
- ~chatnpc(happy, "Come closer, and listen carefully to what the future holds for you, as I peer into the swirling mists of the crystal ball.");
- ~chatnpc(neutral, "I can see images forming. I can see you.");
- ~chatnpc(confused, "You are holding a very impressive looking sword. I'm sure I recognise that sword...");
- ~chatnpc(confused, "There is a big dark shadow appearing now.");
- ~chatnpc(worried, "Aaargh!");
+ ~chatnpc(" Come closer, and listen carefully to what the future holds for you, as I peer into the swirling mists of the crystal ball.");
+ ~chatnpc(" I can see images forming. I can see you.");
+ ~chatnpc(" You are holding a very impressive looking sword. I'm sure I recognise that sword...");
+ ~chatnpc(" There is a big dark shadow appearing now.");
+ ~chatnpc(" Aaargh!");
def_int $option = ~p_choice3("Very interesting. What does that Aaargh bit mean?", 1, "Are you alright?", 2, "Aaargh?", 3);
if ($option = 1) {
- ~chatplayer(confused, "Very interesting. What does that Aaargh bit mean?");
+ ~chatplayer(" Very interesting. What does that Aaargh bit mean?");
} else if ($option = 2) {
- ~chatplayer(confused, "Are you alright?");
+ ~chatplayer(" Are you alright?");
} else if ($option = 3) {
- ~chatplayer(confused, "Aaargh?");
+ ~chatplayer(" Aaargh?");
}
- ~chatnpc(worried, "It's Delrith! Delrith is coming!");
+ ~chatnpc(" It's Delrith! Delrith is coming!");
def_int $who_is_delrith = ~p_choice2("Who's Delrith?", 1, "Get a grip!", 2);
if ($who_is_delrith = 1) {
- ~chatplayer(confused, "Who's Delrith?");
+ ~chatplayer(" Who's Delrith?");
@demon_slayer_gypsy_who_is_delrith;
} else if ($who_is_delrith = 2) {
- ~chatplayer(angry, "Get a grip!");
- ~chatnpc(sad, "Sorry. I didn't expect to see Delrith... I had to break away quickly in case he detected me.");
+ ~chatplayer(" Get a grip!");
+ ~chatnpc(" Sorry. I didn't expect to see Delrith... I had to break away quickly in case he detected me.");
@demon_slayer_gypsy_who_is_delrith;
}
}
[label,demon_slayer_gypsy_who_is_delrith]
-~chatnpc(sad, "Delrith...");
-~chatnpc(neutral, "Delrith is a powerful demon.");
-~chatnpc(worried, "Oh! I really hope he didn't see me looking at him through my crystal ball!");
-~chatnpc(sad, "He tried to destroy this city 150 years ago. He was stopped just in time by the great hero Wally.");
-~chatnpc(sad, "Using his magic sword Silverlight, Wally managed to trap the demon in the stone circle just south of this city.");
-~chatnpc(shock, "Ye gods! Silverlight was the sword you were holding in my vision! You are the one destined to stop the demon this time.");
+~chatnpc(" Delrith...");
+~chatnpc(" Delrith is a powerful demon.");
+~chatnpc(" Oh! I really hope he didn't see me looking at him through my crystal ball!");
+~chatnpc(" He tried to destroy this city 150 years ago. He was stopped just in time by the great hero Wally.");
+~chatnpc(" Using his magic sword Silverlight, Wally managed to trap the demon in the stone circle just south of this city.");
+~chatnpc(" Ye gods! Silverlight was the sword you were holding in my vision! You are the one destined to stop the demon this time.");
def_int $option = ~p_choice3("How am I meant to fight a demon who can destroy cities?", 1, "Okay, where is he? I'll kill him for you!", 2, "Wally doesn't sound like a very heroic name.", 3);
if ($option = 1) {
@@ -196,10 +196,10 @@ if ($option = 1) {
}
[label,demon_slayer_gypsy_wally]
-~chatplayer("happy", "Wally doesn't sound a very heroic name.");
-~chatnpc(neutral, "Yes I know. Maybe that is why history doesn't remember him. However he was a very great hero.");
-~chatnpc(neutral, "Who knows how much pain and suffering Delrith would have brought forth without Wally to stop him!");
-~chatnpc(neutral, "It looks like you are going to need to perform similar heroics.");
+~chatplayer(" Wally doesn't sound a very heroic name.");
+~chatnpc(" Yes I know. Maybe that is why history doesn't remember him. However he was a very great hero.");
+~chatnpc(" Who knows how much pain and suffering Delrith would have brought forth without Wally to stop him!");
+~chatnpc(" It looks like you are going to need to perform similar heroics.");
def_int $option = ~p_choice2("How am I meant to fight a demon who can destroy cities?", 1, "Okay, where is he? I'll kill him for you!", 2);
if ($option = 1) {
@@ -209,20 +209,20 @@ if ($option = 1) {
}
[label,demon_slayer_gypsy_destroy_cities]
-~chatplayer(worried, "How am I meant to fight a demon who can destroy cities?!");
-~chatnpc(worried, "I admit it won't be easy.");
+~chatplayer(" How am I meant to fight a demon who can destroy cities?!");
+~chatnpc(" I admit it won't be easy.");
@demon_slayer_gypsy_destroy_delrith;
[label,demon_slayer_gypsy_kill_him_for_you]
-~chatplayer("happy", "Okay, where is he? I'll kill him for you!");
-~chatnpc(worried, "Well you can't just go and fight, he can't be harmed by ordinary weapons.");
+~chatplayer(" Okay, where is he? I'll kill him for you!");
+~chatnpc(" Well you can't just go and fight, he can't be harmed by ordinary weapons.");
@demon_slayer_gypsy_destroy_delrith;
[label,demon_slayer_gypsy_destroy_delrith]
-~chatnpc(neutral, "Wally managed to arrive at the stone circle just as Delrith was summoned by a cult of chaos druids...");
-~chatnpc(happy, "By reciting the correct magical incantation, and thrusting Silverlight into Delrith while he was newly summoned, Wally was able to imprison Delrith in the stone block in the centre of the circle.");
-~chatnpc(sad, "Delrith will come forth from the stone circle again.");
-~chatnpc(sad, "I would imagine an evil sorcerer is already starting on the rituals to summon Delrith as we speak.");
+~chatnpc(" Wally managed to arrive at the stone circle just as Delrith was summoned by a cult of chaos druids...");
+~chatnpc(" By reciting the correct magical incantation, and thrusting Silverlight into Delrith while he was newly summoned, Wally was able to imprison Delrith in the stone block in the centre of the circle.");
+~chatnpc(" Delrith will come forth from the stone circle again.");
+~chatnpc(" I would imagine an evil sorcerer is already starting on the rituals to summon Delrith as we speak.");
~update_demon_progress;
@demon_slayer_gypsy_more_info;
@@ -236,12 +236,12 @@ if ($option = 1) {
}
[label,demon_slayer_gypsy_incantation]
-~chatplayer(neutral, "What is the magical incantation?");
-~chatnpc(neutral, "Oh yes, let me think a second...");
+~chatplayer(" What is the magical incantation?");
+~chatnpc(" Oh yes, let me think a second...");
// This was not randomized with RSC, but might've been after the demon slayer rework in 2006.
//https://web.archive.org/web/20041115013147/http://runescape.salmoneus.net/quests/DemonSlayer.html
-~chatnpc(happy, "Alright, I think I've got it now, it goes.... Carlem... Aber... Camerinthum... Purchai... Gabindo. Have you got that?");
-~chatplayer(happy, "I think so, yes.");
+~chatnpc(" Alright, I think I've got it now, it goes.... Carlem... Aber... Camerinthum... Purchai... Gabindo. Have you got that?");
+~chatplayer(" I think so, yes.");
def_int $option = ~p_choice2("Okay, thanks. I'll do my best to stop the demon.", 1, "Where can I find Silverlight?", 2);
if ($option = 1) {
@@ -251,13 +251,13 @@ if ($option = 1) {
}
[label,demon_slayer_gypsy_ill_do_my_best]
-~chatplayer(neutral, "Okay, thanks. I'll do my best to stop the demon.");
-~chatnpc("happy", "Good luck, and may Guthix be with you!");
+~chatplayer(" Okay, thanks. I'll do my best to stop the demon.");
+~chatnpc(" Good luck, and may Guthix be with you!");
[label,demon_slayer_gypsy_silverlight]
-~chatplayer(neutral, "Where can I find Silverlight?");
-~chatnpc(neutral, "Silverlight has been passed down through Wally's descendants. I believe it is currently in the care of one of the King's knights called Sir Prysin.");
-~chatnpc(happy, "He shouldn't be too hard to find. He lives in the royal palace in this city. Tell him Gypsy Aris sent you.");
+~chatplayer(" Where can I find Silverlight?");
+~chatnpc(" Silverlight has been passed down through Wally's descendants. I believe it is currently in the care of one of the King's knights called Sir Prysin.");
+~chatnpc(" He shouldn't be too hard to find. He lives in the royal palace in this city. Tell him Gypsy Aris sent you.");
def_int $option = ~p_choice2("Okay, thanks. I'll do my best to stop the demon.", 1, "What is the magical incantation?", 2);
if ($option = 1) {
@@ -267,9 +267,9 @@ if ($option = 1) {
}
[label,demon_slayer_gypsy_age_riddle]
-~chatnpc(quiz, "Count the number of legs of the chairs in the blue moon inn and multiply that number by seven.");
-~chatplayer(confused, "Errr yeah whatever.");
+~chatnpc(" Count the number of legs of the chairs in the blue moon inn and multiply that number by seven.");
+~chatplayer(" Errr yeah whatever.");
[label,demon_slayer_gypsy_dont_believe]
-~chatplayer(neutral, "No, I don't believe in that stuff.");
-~chatnpc(confused, "Ok suit yourself.");
\ No newline at end of file
+~chatplayer(" No, I don't believe in that stuff.");
+~chatnpc(" Ok suit yourself.");
\ No newline at end of file
diff --git a/data/src/scripts/areas/area_varrock/scripts/harlow.rs2 b/data/src/scripts/areas/area_varrock/scripts/harlow.rs2
index 46e7b56d0..4f816f2fa 100644
--- a/data/src/scripts/areas/area_varrock/scripts/harlow.rs2
+++ b/data/src/scripts/areas/area_varrock/scripts/harlow.rs2
@@ -1,56 +1,56 @@
[opnpc1,harlow]
-~chatnpc(confused, "Buy me a drrink pleassh...");
+~chatnpc(" Buy me a drrink pleassh...");
switch_int (%vampire_progress) {
case ^quest_vampire_started: @harlow_during_vampire_slayer;
case ^quest_vampire_spoke_to_harlow: @harlow_during_vampire_slayer_buy_beer;
- case default: ~chatplayer(quiz, "I think you've had enough.");
+ case default: ~chatplayer(" I think you've had enough.");
}
[label,harlow_during_vampire_slayer]
switch_int (~p_choice2("No, you've had enough.", 1, "Morgan needs your help!", 2)) {
case 1: @harlow_decline_drink;
- case 2: ~chatplayer(shock, "Morgan needs your help!");
+ case 2: ~chatplayer(" Morgan needs your help!");
case default: ~displaymessage(^dm_default);
}
-~chatnpc(confused, "Morgan you shhay..?");
-~chatplayer(quiz, "His village is being terrorised by a vampire! He told me to ask you about how I can stop it.");
-~chatnpc(confused, "Buy me a beer... then I'll teash you what you need to know...");
-~chatplayer(shock, "But this is your friend Morgan we're talking about!");
-~chatnpc(confused, "Buy ush a drink anyway...");
+~chatnpc(" Morgan you shhay..?");
+~chatplayer(" His village is being terrorised by a vampire! He told me to ask you about how I can stop it.");
+~chatnpc(" Buy me a beer... then I'll teash you what you need to know...");
+~chatplayer(" But this is your friend Morgan we're talking about!");
+~chatnpc(" Buy ush a drink anyway...");
~quest_vampire_set_progress(^quest_vampire_spoke_to_harlow);
[label,harlow_during_vampire_slayer_buy_beer]
if (inv_total(inv, stake) > 0) {
switch_int (~p_choice2("No, you've had enough.", 1, "Okay mate.", 2)) {
case 1: @harlow_decline_drink;
- case 2: ~chatplayer(happy, "Okay mate.");
+ case 2: ~chatplayer(" Okay mate.");
case default: ~displaymessage(^dm_default);
}
}
if (inv_total(inv, beer) < 1) {
- ~chatplayer(quiz, "I'll just go and buy one.");
+ ~chatplayer(" I'll just go and buy one.");
return;
}
-~chatplayer(happy, "Here you go.");
+~chatplayer(" Here you go.");
inv_del(inv, beer, 1);
~objboxb(beer, "You give a beer to Dr Harlow."); // beer is bugged?
-~chatnpc(confused, "Cheersh matey...");
-~chatplayer(quiz, "So tell me how to kill vampires then.");
-~chatnpc(confused, "Yesh Yesh vampires, I was very good at|killing em once...");
+~chatnpc(" Cheersh matey...");
+~chatplayer(" So tell me how to kill vampires then.");
+~chatnpc(" Yesh Yesh vampires, I was very good at|killing em once...");
~mesbox("Dr Harlow appears to sober up slightly.");
if (inv_total(inv, stake) > 0) {
- ~chatnpc(quiz, "Don't forget to take your stake with you, otherwise he'll just regenerate. Yes, you must have a stake to finish it off... I'd give you a stake but you've got one in your inventory.");
+ ~chatnpc(" Don't forget to take your stake with you, otherwise he'll just regenerate. Yes, you must have a stake to finish it off... I'd give you a stake but you've got one in your inventory.");
} else {
- ~chatnpc(quiz, "Well, you're going to need a stake, otherwise he'll just regenerate. Yes, you must have a stake to finish it off... I just happen to have one with me.");
+ ~chatnpc(" Well, you're going to need a stake, otherwise he'll just regenerate. Yes, you must have a stake to finish it off... I just happen to have one with me.");
inv_add(inv, stake, 1);
~objboxt(stake, "Dr Harlow hands you a stake.");
}
-~chatnpc(default, "You'll need a hammer as well, to drive it in properly, your everyday general store hammer will do. One last thing... It's wise to carry garlic with you, vampires are somewhat weakened if they can smell garlic. Morgan");
-~chatnpc(quiz, "always liked garlic, you should try his house. But remember, a vampire is still a dangerous foe!");
-~chatplayer(happy, "Thank you very much!");
+~chatnpc(" You'll need a hammer as well, to drive it in properly, your everyday general store hammer will do. One last thing... It's wise to carry garlic with you, vampires are somewhat weakened if they can smell garlic. Morgan");
+~chatnpc(" always liked garlic, you should try his house. But remember, a vampire is still a dangerous foe!");
+~chatplayer(" Thank you very much!");
[label,harlow_decline_drink]
-~chatplayer(quiz, "No, you've had enough.");
+~chatplayer(" No, you've had enough.");
diff --git a/data/src/scripts/areas/area_varrock/scripts/horvik.rs2 b/data/src/scripts/areas/area_varrock/scripts/horvik.rs2
index c4ece11ee..9b7f19351 100644
--- a/data/src/scripts/areas/area_varrock/scripts/horvik.rs2
+++ b/data/src/scripts/areas/area_varrock/scripts/horvik.rs2
@@ -1,11 +1,11 @@
[opnpc1,horvik]
-~chatnpc(happy, "Hello, do you need any help?");
+~chatnpc(" Hello, do you need any help?");
def_int $option = ~p_choice2("No thanks. I'm just looking around.", 1, "Do you want to trade?", 2);
if($option = 1) {
- ~chatplayer(happy, "No thanks. I'm just looking around.");
- ~chatnpc(happy, "Well, come and see me if you're ever in need of armour!");
+ ~chatplayer(" No thanks. I'm just looking around.");
+ ~chatnpc(" Well, come and see me if you're ever in need of armour!");
} else if($option = 2) {
- ~chatplayer(quiz, "Do you want to trade?");
- ~chatnpc(happy, "Yes, I have a fine selection of armour.");
+ ~chatplayer(" Do you want to trade?");
+ ~chatnpc(" Yes, I have a fine selection of armour.");
~openshop_activenpc;
}
\ No newline at end of file
diff --git a/data/src/scripts/areas/area_varrock/scripts/juliet.rs2 b/data/src/scripts/areas/area_varrock/scripts/juliet.rs2
index 94d038ff9..22510b013 100644
--- a/data/src/scripts/areas/area_varrock/scripts/juliet.rs2
+++ b/data/src/scripts/areas/area_varrock/scripts/juliet.rs2
@@ -7,58 +7,58 @@ switch_int (%romeojuliet_progress) {
case ^romeojuliet_spoken_father: @juliet_found_father;
case ^romeojuliet_spoken_apothecary: @juliet_potion_made;
case ^romeojuliet_juliet_crypt:
- ~chatnpc(quiz, "Have you seen Romeo?|He will reward you for your help.");
- ~chatnpc(happy, "He is the wealth in this story.|I am just the glamour.");
+ ~chatnpc(" Have you seen Romeo?|He will reward you for your help.");
+ ~chatnpc(" He is the wealth in this story.|I am just the glamour.");
case ^romeojuliet_complete: @juliet_postquest;
}
[label,juliet_start]
-~chatnpc(sad, "Romeo, Romeo, wherefore art thou Romeo?");
-~chatnpc(sad, "Bold adventurer,|have you seen Romeo on your travels?");
-~chatnpc(sad, "Skinny guy, a bit wishy washy, head full of poetry.");
+~chatnpc(" Romeo, Romeo, wherefore art thou Romeo?");
+~chatnpc(" Bold adventurer,|have you seen Romeo on your travels?");
+~chatnpc(" Skinny guy, a bit wishy washy, head full of poetry.");
def_int $option = ~p_choice4("Yes I have met him.", 1, "No, I think I would have remembered if I had.", 2, "I guess I could find him.", 3, "I think you could do better.", 4);
if($option = 1) {
- ~chatplayer(neutral, "I did see Romeo somewhere.|He seemed a bit depressed.");
- ~chatnpc(quiz, "Yes, that would be him.|Could you please deliver a message to him?");
+ ~chatplayer(" I did see Romeo somewhere.|He seemed a bit depressed.");
+ ~chatnpc(" Yes, that would be him.|Could you please deliver a message to him?");
$option = ~p_choice2("Certainly, I will do so straight away!", 1, "No, he was a little too weird for me.", 2);
if($option = 1) {
@juliet_agree_message;
} else if($option = 2) {
- ~chatplayer(neutral, "No.");
- ~chatnpc(sad, "Oh dear, that will be the ruin of our love.");
- ~chatnpc(sad, "Well, I will just stay here and worry.");
- ~chatnpc(sad, "You unromantic soul.");
+ ~chatplayer(" No.");
+ ~chatnpc(" Oh dear, that will be the ruin of our love.");
+ ~chatnpc(" Well, I will just stay here and worry.");
+ ~chatnpc(" You unromantic soul.");
}
} else if($option = 2) {
- ~chatplayer(neutral, "No, I think I would have remembered.");
- ~chatnpc(quiz, "Could you please deliver a message to him?");
+ ~chatplayer(" No, I think I would have remembered.");
+ ~chatnpc(" Could you please deliver a message to him?");
$option = ~p_choice2("Certainly, I will do so straight away!", 1, "No, I have better things to do.", 2);
if($option = 1) {
@juliet_agree_message;
} else if($option = 2) {
- ~chatplayer(neutral, "No, I have better things to do.");
- ~chatnpc(sad, "I will not keep you from them. Goodbye.");
+ ~chatplayer(" No, I have better things to do.");
+ ~chatnpc(" I will not keep you from them. Goodbye.");
}
} else if($option = 3) {
- ~chatplayer(happy, "I guess I could find him.");
- ~chatnpc(happy, "That is most kind of you!");
- ~chatnpc(happy, "Could you please deliver a message to him?");
+ ~chatplayer(" I guess I could find him.");
+ ~chatnpc(" That is most kind of you!");
+ ~chatnpc(" Could you please deliver a message to him?");
@juliet_agree_message;
} else if($option = 4) {
- ~chatplayer(neutral, "I think you could do better.");
- ~chatnpc(sad, "He has his good points.");
- ~chatnpc(angry, "He doesn't spend all day on the internet, at least.");
+ ~chatplayer(" I think you could do better.");
+ ~chatnpc(" He has his good points.");
+ ~chatnpc(" He doesn't spend all day on the internet, at least.");
}
[label,juliet_from_romeo]
-~chatplayer(neutral, "Juliet, I come from Romeo.");
-~chatplayer(neutral, "He begs I tell you he cares still.");
-~chatnpc(sad, "Please, take this message to him.");
+~chatplayer(" Juliet, I come from Romeo.");
+~chatplayer(" He begs I tell you he cares still.");
+~chatnpc(" Please, take this message to him.");
@juliet_agree_message;
[label,juliet_agree_message]
-~chatplayer(happy, "Certainly, I will deliver your message straight away.");
-~chatnpc(sad, "It may be our only hope.");
+~chatplayer(" Certainly, I will deliver your message straight away.");
+~chatnpc(" It may be our only hope.");
inv_add(inv, juliet_message, 1);
%romeojuliet_progress = ^romeojuliet_spoken_juliet;
~send_quest_progress(questlist:romeojuliet, %romeojuliet_progress, ^romeojuliet_complete);
@@ -66,44 +66,44 @@ inv_add(inv, juliet_message, 1);
[label,juliet_deliver_letter]
if(inv_total(inv, juliet_message) > 0 | inv_total(bank, juliet_message) > 0) {
- ~chatnpc(sad, "Please, deliver the message to Romeo with all speed!");
+ ~chatnpc(" Please, deliver the message to Romeo with all speed!");
} else {
- ~chatnpc(angry, "How could you lose this most important message?");
- ~chatnpc(sad, "Please, take this message to him, and please don't lose it.");
+ ~chatnpc(" How could you lose this most important message?");
+ ~chatnpc(" Please, take this message to him, and please don't lose it.");
~mesbox("Juliet gives you another message.");
inv_add(inv, juliet_message, 1);
}
[label,juliet_message_passed]
-~chatplayer(happy, "I have passed on your message.");
-~chatplayer(happy, "Now I go to Father Lawrence for help.");
-~chatnpc(neutral, "Yes, he knows many things that can be done.");
-~chatnpc(happy, "I hope you find him soon!");
+~chatplayer(" I have passed on your message.");
+~chatplayer(" Now I go to Father Lawrence for help.");
+~chatnpc(" Yes, he knows many things that can be done.");
+~chatnpc(" I hope you find him soon!");
[label,juliet_found_father]
-~chatplayer(happy, "I found the Father. Now I seek the Apothecary.");
-~chatnpc(neutral, "I do not know where he lives.");
-~chatnpc(sad, "But please, make haste. My father is close.");
+~chatplayer(" I found the Father. Now I seek the Apothecary.");
+~chatnpc(" I do not know where he lives.");
+~chatnpc(" But please, make haste. My father is close.");
[label,juliet_potion_made]
if(inv_total(inv, cadaver) = 0) {
- ~chatplayer(happy, "I have to get a potion made for you.");
- ~chatplayer(neutral, "Not done that bit yet though. Still trying.");
- ~chatnpc(neutral, "Fair luck to you, the end is close.");
+ ~chatplayer(" I have to get a potion made for you.");
+ ~chatplayer(" Not done that bit yet though. Still trying.");
+ ~chatnpc(" Fair luck to you, the end is close.");
return;
}
-~chatplayer(happy, "I have a Cadaver potion from Father Lawrence.");
-~chatplayer(neutral, "It should make you seem dead,|and get you away from this place.");
+~chatplayer(" I have a Cadaver potion from Father Lawrence.");
+~chatplayer(" It should make you seem dead,|and get you away from this place.");
~mesbox("You pass the potion to Juliet.");
inv_del(inv, cadaver, 1);
%romeojuliet_progress = ^romeojuliet_juliet_crypt;
-~chatnpc(happy, "Wonderful. I just hope Romeo can|remember to get me from the crypt.");
-~chatnpc(happy, "Many thanks kind friend.");
-~chatnpc(neutral, "Please go to Romeo, make sure he understands.");
-~chatnpc(sad, "He can be a bit dense sometimes.");
+~chatnpc(" Wonderful. I just hope Romeo can|remember to get me from the crypt.");
+~chatnpc(" Many thanks kind friend.");
+~chatnpc(" Please go to Romeo, make sure he understands.");
+~chatnpc(" He can be a bit dense sometimes.");
[label,juliet_postquest]
-~chatnpc(angry, "I sat in that cold crypt for ages waiting for Romeo.");
-~chatnpc(angry, "That useless fool never showed up.");
-~chatnpc(angry, "And all I got was indigestion.|I am done with men like him.");
-~chatnpc(angry, "Now go away before I call my father!");
\ No newline at end of file
+~chatnpc(" I sat in that cold crypt for ages waiting for Romeo.");
+~chatnpc(" That useless fool never showed up.");
+~chatnpc(" And all I got was indigestion.|I am done with men like him.");
+~chatnpc(" Now go away before I call my father!");
\ No newline at end of file
diff --git a/data/src/scripts/areas/area_varrock/scripts/katrine.rs2 b/data/src/scripts/areas/area_varrock/scripts/katrine.rs2
index b1b0c4cd6..8e3385a50 100644
--- a/data/src/scripts/areas/area_varrock/scripts/katrine.rs2
+++ b/data/src/scripts/areas/area_varrock/scripts/katrine.rs2
@@ -1,8 +1,8 @@
[opnpc1,katrine]
if(%phoenixgang_progress >= ^phoenixgang_joined) {
- ~chatnpc(angry, "You've got some guts coming here,|Phoenix You've got some guts coming here,|Phoenix Now get lost!");
return;
}
switch_int(%blackarmgang_progress) {
@@ -12,8 +12,8 @@ switch_int(%blackarmgang_progress) {
}
[label,katrine_standard]
-~chatplayer(quiz, "What is this place?");
-~chatnpc(neutral, "It's a private business.|Can I help you at all?");
+~chatplayer(" What is this place?");
+~chatnpc(" It's a private business.|Can I help you at all?");
def_int $option;
if(%blackarmgang_progress = ^blackarmgang_started) {
$option = ~p_choice3("I've heard you're the Black Arm Gang.", 3, "What sort of business?", 1, "I'm looking for fame and riches.", 2);
@@ -22,99 +22,99 @@ if(%blackarmgang_progress = ^blackarmgang_started) {
}
switch_int($option) {
case 1:
- ~chatplayer(quiz, "What sort of business?");
- ~chatnpc(neutral, "A small, family business.|We give financial advice to other companies.");
+ ~chatplayer(" What sort of business?");
+ ~chatnpc(" A small, family business.|We give financial advice to other companies.");
case 2:
- ~chatplayer(neutral, "I'm looking for fame and riches.");
- ~chatnpc(shock, "And you expect to find it up the back streets of Varrock?");
+ ~chatplayer(" I'm looking for fame and riches.");
+ ~chatnpc(" And you expect to find it up the back streets of Varrock?");
case 3:
- ~chatplayer(quiz, "I've heard you're the Black Arm Gang.");
- ~chatnpc(angry, "Who told you that?");
+ ~chatplayer(" I've heard you're the Black Arm Gang.");
+ ~chatnpc(" Who told you that?");
$option = ~p_choice3("I'd rather not reveal my sources.", 1, "It was the tramp outside.", 2, "Everyone knows - it's no great secret.", 3);
if($option = 1) {
- ~chatplayer(neutral, "I'd rather not reveal my sources.");
- ~chatnpc(neutral, "Yes, I can understand that.|So what do you want with us?");
+ ~chatplayer(" I'd rather not reveal my sources.");
+ ~chatnpc(" Yes, I can understand that.|So what do you want with us?");
} else if($option = 2) {
- ~chatplayer(neutral, "It was the tramp outside.");
- ~chatnpc(neutral, "Is that guy still out there?|He's getting to be a nuisance.|Remind me to send someone to kill him.");
- ~chatnpc(neutral, "So now you've found us,|what do you want?");
+ ~chatplayer(" It was the tramp outside.");
+ ~chatnpc(" Is that guy still out there?|He's getting to be a nuisance.|Remind me to send someone to kill him.");
+ ~chatnpc(" So now you've found us,|what do you want?");
} else if($option = 3) {
- ~chatplayer(neutral, "Everyone knows.|It's no great secret.");
- ~chatnpc(shock, "I thought we were safe back here!");
- ~chatplayer(neutral, "Oh no, not at all...|It's so obvious!|Even the town guard have caught on...");
- ~chatnpc(neutral, "Wow! We MUST be obvious! I guess they'll be expecting bribes again soon in that case.");
- ~chatnpc(neutral, "Thanks for the information.");
- ~chatnpc(quiz, "Is there anything else you want to tell me?");
+ ~chatplayer(" Everyone knows.|It's no great secret.");
+ ~chatnpc(" I thought we were safe back here!");
+ ~chatplayer(" Oh no, not at all...|It's so obvious!|Even the town guard have caught on...");
+ ~chatnpc(" Wow! We MUST be obvious! I guess they'll be expecting bribes again soon in that case.");
+ ~chatnpc(" Thanks for the information.");
+ ~chatnpc(" Is there anything else you want to tell me?");
}
@multi3("I want to become a member of your gang.", katrine_gangmember, "I want some hints for becoming a thief.", katrine_hint, "I'm looking for the door out of here.", katrine_doorout);
}
[label,katrine_gangmember]
-~chatplayer(neutral, "I want to become a member of your gang.");
-~chatnpc(neutral, "How unusual.");
-~chatnpc(neutral, "Normally we recruit for our gang|by watching local thugs and thieves in action.|People don't normally waltz in here|saying 'hello, can I play'.");
-~chatnpc(neutral, "How can I be sure you can be trusted?");
+~chatplayer(" I want to become a member of your gang.");
+~chatnpc(" How unusual.");
+~chatnpc(" Normally we recruit for our gang|by watching local thugs and thieves in action.|People don't normally waltz in here|saying 'hello, can I play'.");
+~chatnpc(" How can I be sure you can be trusted?");
switch_int (~p_choice2("Well, you can give me a try can't you?", 1, "Well, people tell me I have an honest face.", 2)) {
case 1:
- ~chatplayer(neutral, "Well, you can give me a try can't you?");
- ~chatnpc(neutral, "I'm not so sure.");
+ ~chatplayer(" Well, you can give me a try can't you?");
+ ~chatnpc(" I'm not so sure.");
case 2:
- ~chatplayer(happy, "Well, people tell me I have an honest face!");
- ~chatnpc(neutral, "... How unusual. Someone honest wanting to join a gang of thieves. Excuse me if I remain unconvinced.");
+ ~chatplayer(" Well, people tell me I have an honest face!");
+ ~chatnpc(" ... How unusual. Someone honest wanting to join a gang of thieves. Excuse me if I remain unconvinced.");
}
-~chatnpc(neutral, "Thinking about it... I may have a solution actually.");
-~chatnpc(neutral, "Our rival gang - the Phoenix Gang -|has a weapons stash a little east of here.");
-~chatnpc(neutral, "We're fresh out of crossbows,|so if you could steal a couple of crossbows for us|it would be very much appreciated.");
-~chatnpc(neutral, "Then I'll be happy to call you a Black Arm.");
+~chatnpc(" Thinking about it... I may have a solution actually.");
+~chatnpc(" Our rival gang - the Phoenix Gang -|has a weapons stash a little east of here.");
+~chatnpc(" We're fresh out of crossbows,|so if you could steal a couple of crossbows for us|it would be very much appreciated.");
+~chatnpc(" Then I'll be happy to call you a Black Arm.");
switch_int (~p_choice2("Ok, no problem.", 1, "Sounds a little tricky. Got anything easier?", 2)) {
case 1:
- ~chatplayer(happy, "Ok, no problem.");
+ ~chatplayer(" Ok, no problem.");
%blackarmgang_progress = 2;
- ~chatnpc(neutral, "Great! You'll find the Phoenix gang's weapon stash just next to a temple, due east of here.");
+ ~chatnpc(" Great! You'll find the Phoenix gang's weapon stash just next to a temple, due east of here.");
case 2:
- ~chatplayer(confused, "Sounds a little tricky...");
- ~chatplayer(quiz, "Got anything easier?");
- ~chatnpc(angry, "If you're not up to a little bit of danger|I don't think you've got anything to offer our gang.");
+ ~chatplayer(" Sounds a little tricky...");
+ ~chatplayer(" Got anything easier?");
+ ~chatnpc(" If you're not up to a little bit of danger|I don't think you've got anything to offer our gang.");
}
[label,katrine_hint]
-~chatplayer(neutral, "I want some hints for becoming a thief.");
-~chatnpc(neutral, "Well, I'm sorry luv,|I'm not giving away any of my secrets.");
-~chatnpc(neutral, "Not to people who ain't Black Arm members anyway.");
+~chatplayer(" I want some hints for becoming a thief.");
+~chatnpc(" Well, I'm sorry luv,|I'm not giving away any of my secrets.");
+~chatnpc(" Not to people who ain't Black Arm members anyway.");
[label,katrine_doorout]
-~chatplayer(neutral, "I'm looking for the door out of here.");
+~chatplayer(" I'm looking for the door out of here.");
~mesbox("Katrine groans.");
-~chatnpc(confused, "Try... the one you just came in?");
+~chatnpc(" Try... the one you just came in?");
[label,katrine_got_yet]
-~chatnpc(quiz, "Have you got those crossbows for me yet?");
+~chatnpc(" Have you got those crossbows for me yet?");
if(inv_total(inv,phoenix_crossbow) >= 2) {
- ~chatplayer(happy, "Yes, I have.");
+ ~chatplayer(" Yes, I have.");
~mesbox("You give the crossbows to Katrine.");
inv_del(inv, phoenix_crossbow, 2);
%blackarmgang_progress = ^blackarmgang_joined;
- ~chatnpc(neutral, "Ok. You can join our gang now.|Feel free to enter any of the rooms of the ganghouse.");
+ ~chatnpc(" Ok. You can join our gang now.|Feel free to enter any of the rooms of the ganghouse.");
return;
} else if(inv_total(inv,phoenix_crossbow) = 1) {
- ~chatplayer(neutral, "I have one...");
- ~chatnpc(neutral, "I need two.|Come back when you have them.");
+ ~chatplayer(" I have one...");
+ ~chatnpc(" I need two.|Come back when you have them.");
return;
}
-~chatplayer(sad, "No, I haven't found them yet.");
-~chatnpc(neutral, "I need two crossbows|stolen from the Phoenix Gang weapons stash,|which if you head east for a bit,|is a building on the south side of the road.");
-~chatnpc(neutral, "Come back when you got 'em.");
+~chatplayer(" No, I haven't found them yet.");
+~chatnpc(" I need two crossbows|stolen from the Phoenix Gang weapons stash,|which if you head east for a bit,|is a building on the south side of the road.");
+~chatnpc(" Come back when you got 'em.");
[label,katrine_blackarmmember]
-~chatplayer(neutral, "Hey.");
-~chatnpc(neutral, "Hey.");
+~chatplayer(" Hey.");
+~chatnpc(" Hey.");
switch_int (~p_choice2("Who are all those people in there?", 1, "Teach me to be a top class criminal.", 2)) {
case 1:
- ~chatplayer(quiz, "Who are all those people in there?");
- ~chatnpc(neutral, "They're just various rogues and thieves.");
- ~chatplayer(quiz, "They don't say a lot...");
- ~chatnpc(neutral, "Nope.");
+ ~chatplayer(" Who are all those people in there?");
+ ~chatnpc(" They're just various rogues and thieves.");
+ ~chatplayer(" They don't say a lot...");
+ ~chatnpc(" Nope.");
case 2:
- ~chatplayer(neutral, "Teach me to be a top class criminal.");
- ~chatnpc(neutral, "Teach yourself.");
+ ~chatplayer(" Teach me to be a top class criminal.");
+ ~chatnpc(" Teach yourself.");
}
\ No newline at end of file
diff --git a/data/src/scripts/areas/area_varrock/scripts/king_roald.rs2 b/data/src/scripts/areas/area_varrock/scripts/king_roald.rs2
index c0286fa8d..686978d9e 100644
--- a/data/src/scripts/areas/area_varrock/scripts/king_roald.rs2
+++ b/data/src/scripts/areas/area_varrock/scripts/king_roald.rs2
@@ -7,33 +7,33 @@ if(last_useitem = arravcert_scroll) {
// copying rsc logic here, no dialogue without both shield pieces or the certificate
[label,roald_dialogue]
-~chatplayer(happy, "Greetings, your majesty.");
+~chatplayer(" Greetings, your majesty.");
if(inv_total(inv, arravcert_scroll) > 0) {
- ~chatplayer(happy, "Your majesty.|I have come to claim the reward|for the return of the Shield Of Arrav.");
+ ~chatplayer(" Your majesty.|I have come to claim the reward|for the return of the Shield Of Arrav.");
if(%phoenixgang_progress < ^phoenixgang_joined & %blackarmgang_progress < ^blackarmgang_joined) {
- ~chatnpc(confused, "The name on this certificate isn't yours!|I can't give you the reward|unless you do the quest yourself!");
+ ~chatnpc(" The name on this certificate isn't yours!|I can't give you the reward|unless you do the quest yourself!");
return;
}
if(%phoenixgang_progress = ^phoenixgang_complete | %blackarmgang_progress = ^blackarmgang_complete) {
- ~chatnpc(confused, "You have already claimed the reward.|You can't claim it twice!");
+ ~chatnpc(" You have already claimed the reward.|You can't claim it twice!");
~mesbox("Why don't you give this certificate|to the person who helped you get the shield?");
return;
}
~objbox(arravcert_scroll, "You show the certificate to the king.");
- ~chatnpc(happy, "My goodness! This claim is for the reward offered by my father many years ago!");
- ~chatnpc(happy, "I never thought I'd see anyone claim this reward!");
- ~chatnpc(happy, "I see you are claiming half the reward,|so I will give you half of the bounty.|That comes to exactly 600 gold coins!");
+ ~chatnpc(" My goodness! This claim is for the reward offered by my father many years ago!");
+ ~chatnpc(" I never thought I'd see anyone claim this reward!");
+ ~chatnpc(" I see you are claiming half the reward,|so I will give you half of the bounty.|That comes to exactly 600 gold coins!");
~objbox(coins_250, "You hand over a certificate.|The king gives you 600 gold coins.");
queue(blackarmgang_quest_complete, 0);
return;
}
if(inv_total(inv, arravshield1) > 0 & inv_total(inv, arravshield2) > 0) {
- ~chatplayer(happy, "Your majesty,|I have recovered the Shield Of Arrav;|I would like to claim the reward.");
- ~chatnpc(neutral, "The Shield of Arrav, eh? Yes, I do recall my father, King Roald, put a reward out for that.");
- ~chatnpc(neutral, "Very well.");
- ~chatnpc(neutral, "If you get the authenticity of the shield verified|by the curator at the museum|and then return here with authentication,|I will grant you your reward.");
+ ~chatplayer(" Your majesty,|I have recovered the Shield Of Arrav;|I would like to claim the reward.");
+ ~chatnpc(" The Shield of Arrav, eh? Yes, I do recall my father, King Roald, put a reward out for that.");
+ ~chatnpc(" Very well.");
+ ~chatnpc(" If you get the authenticity of the shield verified|by the curator at the museum|and then return here with authentication,|I will grant you your reward.");
return;
}
-~chatnpc(neutral, "Do you have anything of importance to say?");
-~chatplayer(neutral, "...Not really.");
-~chatnpc(neutral, "You will have to excuse me, then.|I am very busy|as I have a kingdom to run!");
\ No newline at end of file
+~chatnpc(" Do you have anything of importance to say?");
+~chatplayer(" ...Not really.");
+~chatnpc(" You will have to excuse me, then.|I am very busy|as I have a kingdom to run!");
\ No newline at end of file
diff --git a/data/src/scripts/areas/area_varrock/scripts/lowe.rs2 b/data/src/scripts/areas/area_varrock/scripts/lowe.rs2
index 6fa993238..89bc2b6cc 100644
--- a/data/src/scripts/areas/area_varrock/scripts/lowe.rs2
+++ b/data/src/scripts/areas/area_varrock/scripts/lowe.rs2
@@ -1,10 +1,10 @@
[opnpc1,lowe]
-~chatnpc(neutral, "Welcome to Lowe's Archery Emporium.|Do you want to see my wares?");
+~chatnpc(" Welcome to Lowe's Archery Emporium.|Do you want to see my wares?");
def_int $option = ~p_choice2("Yes please.", 1, "No, I prefer to bash things close up.", 2);
if($option = 1) {
- ~chatplayer(neutral, "Yes please.");
+ ~chatplayer(" Yes please.");
~openshop_activenpc;
} else if($option = 2) {
- ~chatplayer(neutral, "No, I prefer to bash things close up.");
- ~chatnpc(neutral, "Humph, philistine.");
+ ~chatplayer(" No, I prefer to bash things close up.");
+ ~chatnpc(" Humph, philistine.");
}
\ No newline at end of file
diff --git a/data/src/scripts/areas/area_varrock/scripts/reldo.rs2 b/data/src/scripts/areas/area_varrock/scripts/reldo.rs2
index baa492ef0..981b7278f 100644
--- a/data/src/scripts/areas/area_varrock/scripts/reldo.rs2
+++ b/data/src/scripts/areas/area_varrock/scripts/reldo.rs2
@@ -2,7 +2,7 @@
if(%phoenixgang_progress = ^phoenixgang_read_book) {
@reldo_read_book;
}
-~chatnpc(default, "Hello stranger.");
+~chatnpc(" Hello stranger.");
if(%squire_progress = 1 & %phoenixgang_progress = 0) { // knights sword started and arrav not started
@multi4("I'm in search of a quest", reldo_phoenixstart, "Do you have anything to trade?", reldo_trade, "What do you do?", reldo_what_do, "What do you know about the Imcando dwarves?", reldo_imcando_dwaves);
} else if(%squire_progress = 1) { // knights sword started and arrav in progress
@@ -14,31 +14,31 @@ if(%squire_progress = 1 & %phoenixgang_progress = 0) { // knights sword started
}
[label,reldo_trade]
-~chatplayer(quiz, "Do you have anything to trade?");
-~chatnpc(neutral, "Only knowledge.");
-~chatplayer(quiz, "How much do you want for that then?");
-~chatnpc(laugh, "No, sorry, that was just my little joke. I'm not the trading type.");
-~chatplayer(neutral, "Ah well.");
+~chatplayer(" Do you have anything to trade?");
+~chatnpc(" Only knowledge.");
+~chatplayer(" How much do you want for that then?");
+~chatnpc(" No, sorry, that was just my little joke. I'm not the trading type.");
+~chatplayer(" Ah well.");
[label,reldo_what_do]
-~chatplayer(quiz, "What do you do?");
-~chatnpc(neutral, "I am the palace librarian.");
-~chatplayer(neutral, "Ah. That's why you're in the library then.");
-~chatnpc(neutral, "Yes.");
-~chatnpc(neutral, "Although I would probably be in here even if I didn't work here. I like reading. Someday I hope to catalogue all of the information stored in these books so all may read it.");
+~chatplayer(" What do you do?");
+~chatnpc(" I am the palace librarian.");
+~chatplayer(" Ah. That's why you're in the library then.");
+~chatnpc(" Yes.");
+~chatnpc(" Although I would probably be in here even if I didn't work here. I like reading. Someday I hope to catalogue all of the information stored in these books so all may read it.");
[label,reldo_phoenixstart]
-~chatplayer(neutral, "I'm in search of a quest.");
-~chatnpc(neutral, "Hmmm. I don't... believe there are any here...");
-~chatnpc(confused, "Let me think actually...");
-~chatnpc(neutral, "If you look in a book called 'The Shield of Arrav',|you'll find a quest in there.");
+~chatplayer(" I'm in search of a quest.");
+~chatnpc(" Hmmm. I don't... believe there are any here...");
+~chatnpc(" Let me think actually...");
+~chatnpc(" If you look in a book called 'The Shield of Arrav',|you'll find a quest in there.");
%phoenixgang_progress = ^phoenixgang_started;
~send_quest_progress(questlist:blackarmgang, %phoenixgang_progress, ^phoenixgang_complete);
-~chatnpc(neutral, "I'm not sure where the book is mind you...|but I'm sure it's around here somewhere.");
+~chatnpc(" I'm not sure where the book is mind you...|but I'm sure it's around here somewhere.");
[label,reldo_read_book]
-~chatplayer(quiz, "Ok. I've read the book.|Do you know where I can find the Phoenix Gang?");
-~chatnpc(neutral, "No, I don't.|I think I know someone who might however.");
+~chatplayer(" Ok. I've read the book.|Do you know where I can find the Phoenix Gang?");
+~chatnpc(" No, I don't.|I think I know someone who might however.");
%phoenixgang_progress = 3;
-~chatnpc(neutral, "If I were you I would talk to|Baraek, the fur trader in the market place.|I've heard he has connections with the Phoenix Gang.");
-~chatplayer(happy, "Thanks, I'll try that!");
\ No newline at end of file
+~chatnpc(" If I were you I would talk to|Baraek, the fur trader in the market place.|I've heard he has connections with the Phoenix Gang.");
+~chatplayer(" Thanks, I'll try that!");
\ No newline at end of file
diff --git a/data/src/scripts/areas/area_varrock/scripts/romeo.rs2 b/data/src/scripts/areas/area_varrock/scripts/romeo.rs2
index 375337fd6..b9727d8b4 100644
--- a/data/src/scripts/areas/area_varrock/scripts/romeo.rs2
+++ b/data/src/scripts/areas/area_varrock/scripts/romeo.rs2
@@ -1,98 +1,98 @@
[opnpc1,romeo]
switch_int (%romeojuliet_progress) {
case ^romeojuliet_not_started: @romeojuliet_start;
- case ^romeojuliet_spoken_romeo: ~chatnpc(sad, "Please find my Juliet, I am so, so sad.");
+ case ^romeojuliet_spoken_romeo: ~chatnpc(" Please find my Juliet, I am so, so sad.");
case ^romeojuliet_spoken_juliet: @romeo_messagefrom;
case ^romeojuliet_passed_message:
- ~chatnpc(sad, "Please friend, how goes our quest?");
- ~chatnpc(sad, "Father Lawrence must be told. Only he can help.");
+ ~chatnpc(" Please friend, how goes our quest?");
+ ~chatnpc(" Father Lawrence must be told. Only he can help.");
case ^romeojuliet_spoken_father: @romeo_father;
case ^romeojuliet_spoken_apothecary: @romeo_potion;
case ^romeojuliet_juliet_crypt: @romeo_allset;
case ^romeojuliet_complete:
- ~chatnpc(sad, "I heard Juliet had died. Terrible business.");
- ~chatnpc(happy, "Her cousin and I are getting on well though.|Thanks for your help!");
+ ~chatnpc(" I heard Juliet had died. Terrible business.");
+ ~chatnpc(" Her cousin and I are getting on well though.|Thanks for your help!");
}
[label,romeojuliet_start]
-~chatnpc(sad, "Juliet, Juliet, Juliet! Wherefore Art thou?"); // space is intentional
-~chatnpc(sad, "Kind friend, have you seen Juliet?");
-~chatnpc(sad, "She's disappeared and I can't find her anywhere.");
+~chatnpc(" Juliet, Juliet, Juliet! Wherefore Art thou?"); // space is intentional
+~chatnpc(" Kind friend, have you seen Juliet?");
+~chatnpc(" She's disappeared and I can't find her anywhere.");
switch_int(~p_choice3("Yes, I have seen her.", 1, "No, but that's girls for you.", 2, "Can I help find her for you?", 3)) {
case 1:
- ~chatplayer(happy, "Yes, I have seen her.");
- ~chatplayer(shifty, "I think it was her... Blonde? A bit stressed?");
- ~chatnpc(happy, "Yes, that sounds like her.|Please tell her I long to be with her.");
+ ~chatplayer(" Yes, I have seen her.");
+ ~chatplayer(" I think it was her... Blonde? A bit stressed?");
+ ~chatnpc(" Yes, that sounds like her.|Please tell her I long to be with her.");
@multi2("Yes, I will tell her.", romeo_tell_her, "Sorry, I am too busy. Maybe later?", romeo_busy);
case 2:
- ~chatplayer(happy, "No, but that's girls for you.");
- ~chatnpc(sad, "Not my dear Juliet, she is different.");
- ~chatnpc(quiz, "Could you find her for me?|Please tell her I long to be with her.");
+ ~chatplayer(" No, but that's girls for you.");
+ ~chatnpc(" Not my dear Juliet, she is different.");
+ ~chatnpc(" Could you find her for me?|Please tell her I long to be with her.");
@multi2("Yes, I will tell her how you feel.", romeo_tell_her, "I can't, it sounds like work to me.", romeo_work);
case 3:
- ~chatplayer(happy, "Can I help find her for you?");
- ~chatnpc(happy, "Oh would you? That would be wonderful!");
- ~chatnpc(happy, "Please tell her I long to be with her.");
+ ~chatplayer(" Can I help find her for you?");
+ ~chatnpc(" Oh would you? That would be wonderful!");
+ ~chatnpc(" Please tell her I long to be with her.");
@romeo_tell_her;
}
[label,romeo_tell_her]
-~chatplayer(neutral, "Yes, I will tell her how you feel.");
-~chatnpc(happy, "You are the saviour of my heart, thank you.");
-~chatplayer(neutral, "Err, yes. Ok. Thats.... Nice.");
+~chatplayer(" Yes, I will tell her how you feel.");
+~chatnpc(" You are the saviour of my heart, thank you.");
+~chatplayer(" Err, yes. Ok. Thats.... Nice.");
%romeojuliet_progress = ^romeojuliet_spoken_romeo;
~send_quest_progress(questlist:romeojuliet, %romeojuliet_progress, ^romeojuliet_complete);
[label,romeo_busy]
-~chatplayer(quiz, "Sorry, I am too busy. Maybe later?");
-~chatnpc(sad, "Well if you do find her, I would be most grateful.");
+~chatplayer(" Sorry, I am too busy. Maybe later?");
+~chatnpc(" Well if you do find her, I would be most grateful.");
[label,romeo_work]
-~chatplayer(bored, "I can't, it sounds like work to me.");
-~chatnpc(angry, "Well, I guess you are not the romantic type.|Goodbye!");
+~chatplayer(" I can't, it sounds like work to me.");
+~chatnpc(" Well, I guess you are not the romantic type.|Goodbye!");
[label,romeo_messagefrom]
-~chatplayer(happy, "Romeo, I have a message from Juliet.");
+~chatplayer(" Romeo, I have a message from Juliet.");
~mesbox("You pass Juliet's message to Romeo.");
inv_del(inv, juliet_message, 1);
%romeojuliet_progress = ^romeojuliet_passed_message;
-~chatnpc(sad, "Tragic news. Her father is opposing our marriage.");
-~chatnpc(sad, "If her father sees me, he will kill me.");
-~chatnpc(sad, "I dare not go near his lands.");
-~chatnpc(sad, "She says Father Lawrence can help us.");
-~chatnpc(sad, "Please find him for me. Tell him of our plight.");
+~chatnpc(" Tragic news. Her father is opposing our marriage.");
+~chatnpc(" If her father sees me, he will kill me.");
+~chatnpc(" I dare not go near his lands.");
+~chatnpc(" She says Father Lawrence can help us.");
+~chatnpc(" Please find him for me. Tell him of our plight.");
[label,romeo_father]
-~chatnpc(quiz, "Did you find the Father? What did he suggest?");
+~chatnpc(" Did you find the Father? What did he suggest?");
def_int $option = ~p_choice2("He sent me to the Apothecary.", 1, "He seems keen for you to marry Juliet.", 2);
if($option = 1) {
- ~chatplayer(neutral, "He sent me to the Apothecary.");
- ~chatnpc(neutral, "I know him.");
- ~chatnpc(neutral, "He lives near the town square,|the small house behind the sloped building.");
- ~chatnpc(happy, "Good luck.");
+ ~chatplayer(" He sent me to the Apothecary.");
+ ~chatnpc(" I know him.");
+ ~chatnpc(" He lives near the town square,|the small house behind the sloped building.");
+ ~chatnpc(" Good luck.");
} else if($option = 2) {
- ~chatplayer(happy, "He seems keen for you to marry Juliet.");
- ~chatnpc(neutral, "I think he wants some peace.");
- ~chatnpc(happy, "He was our messenger before you|were kind enough to help us.");
+ ~chatplayer(" He seems keen for you to marry Juliet.");
+ ~chatnpc(" I think he wants some peace.");
+ ~chatnpc(" He was our messenger before you|were kind enough to help us.");
}
[label,romeo_potion]
if(inv_total(inv, cadaver) > 0) {
- ~chatnpc(neutral, "Ah, you have the potion.");
- ~chatnpc(neutral, "I was told what to do by the good Father.");
- ~chatnpc(neutral, "Better get it to Juliet. She knows what is happening.");
+ ~chatnpc(" Ah, you have the potion.");
+ ~chatnpc(" I was told what to do by the good Father.");
+ ~chatnpc(" Better get it to Juliet. She knows what is happening.");
return;
}
-~chatnpc(happy, "I hope the potion is near ready.");
-~chatnpc(happy, "It is the last step for the great plan.");
-~chatnpc(happy, "I hope I will be with my dear one soon.");
+~chatnpc(" I hope the potion is near ready.");
+~chatnpc(" It is the last step for the great plan.");
+~chatnpc(" I hope I will be with my dear one soon.");
[label,romeo_allset]
-~chatplayer(happy, "Romeo, it's all set. Juliet has the potion.");
-~chatnpc(neutral, "Ah right.");
-~chatnpc(neutral, "What potion would that be then?");
-~chatplayer(neutral, "The one to get her to the crypt.");
-~chatnpc(neutral, "Ah right.");
-~chatnpc(sad, "So she is dead then. Aww that's a shame.");
-~chatnpc(sad, "Thanks for your help anyway.");
+~chatplayer(" Romeo, it's all set. Juliet has the potion.");
+~chatnpc(" Ah right.");
+~chatnpc(" What potion would that be then?");
+~chatplayer(" The one to get her to the crypt.");
+~chatnpc(" Ah right.");
+~chatnpc(" So she is dead then. Aww that's a shame.");
+~chatnpc(" Thanks for your help anyway.");
queue(romeo_and_juliet_complete, 0);
\ No newline at end of file
diff --git a/data/src/scripts/areas/area_varrock/scripts/scavvo.rs2 b/data/src/scripts/areas/area_varrock/scripts/scavvo.rs2
index bbb633828..ac10397fe 100644
--- a/data/src/scripts/areas/area_varrock/scripts/scavvo.rs2
+++ b/data/src/scripts/areas/area_varrock/scripts/scavvo.rs2
@@ -1,12 +1,12 @@
[opnpc1,scavvo]
-~chatnpc(happy, "'Ello matey!|D'ya wanna buy some exciting new toys?");
+~chatnpc(" 'Ello matey!|D'ya wanna buy some exciting new toys?");
switch_int(~p_choice3("No, toys are for kids.", 1, "Let's have a look then.", 2, "Ooh, goody goody, toys!", 3)) {
case 1:
- ~chatplayer(confused, "No, toys are for kids.");
+ ~chatplayer(" No, toys are for kids.");
case 2:
- ~chatplayer(happy, "Let's have a look then.");
+ ~chatplayer(" Let's have a look then.");
~openshop_activenpc;
case 3:
- ~chatplayer(happy, "Ooh goody goody, toys!");
+ ~chatplayer(" Ooh goody goody, toys!");
~openshop_activenpc;
}
\ No newline at end of file
diff --git a/data/src/scripts/areas/area_varrock/scripts/sir_prysin.rs2 b/data/src/scripts/areas/area_varrock/scripts/sir_prysin.rs2
index e47d4d7ba..e2f3500f1 100644
--- a/data/src/scripts/areas/area_varrock/scripts/sir_prysin.rs2
+++ b/data/src/scripts/areas/area_varrock/scripts/sir_prysin.rs2
@@ -4,67 +4,67 @@ if (%demon_progress = 0 | %demon_progress = 1) {
} else if (%demon_progress > 1 & %demon_progress < ^demon_complete) {
@demon_slayer_sir_prysin_key_search_progress;
} else if (%demon_progress = ^demon_complete) {
- ~chatnpc(happy, "Hello. I've heard you stopped the demon, well done.");
- ~chatplayer(neutral, "Yes, that's right.");
- ~chatnpc(happy, "Thank you.");
+ ~chatnpc(" Hello. I've heard you stopped the demon, well done.");
+ ~chatplayer(" Yes, that's right.");
+ ~chatnpc(" Thank you.");
}
[label,demon_slayer_sir_prysin_pre_silverlight]
-~chatnpc(neutral, "Hello, who are you?");
+~chatnpc(" Hello, who are you?");
def_int $option = ~demon_slayer_sir_prysin_options(%demon_progress);
if ($option = 1) {
- ~chatplayer(neutral, "I am a mighty adventurer, who are you?");
- ~chatnpc(neutral, "I am Sir Prysin. A bold and famous knight of the realm.");
+ ~chatplayer(" I am a mighty adventurer, who are you?");
+ ~chatnpc(" I am Sir Prysin. A bold and famous knight of the realm.");
} else if ($option = 2) {
- ~chatplayer(confused, "I was hoping you could tell me.");
- ~chatnpc(neutral, "Well I've never met you before.");
+ ~chatplayer(" I was hoping you could tell me.");
+ ~chatnpc(" Well I've never met you before.");
} else {
- ~chatplayer(neutral, "Gypsy Aris said I should come and talk to you.");
+ ~chatplayer(" Gypsy Aris said I should come and talk to you.");
@demon_slayer_sir_prysin_gypsy;
}
[label,demon_slayer_sir_prysin_key_search_progress]
if (inv_total(inv, silverlight) < 1 & inv_getobj(worn, 3) ! silverlight) {
- ~chatnpc(neutral, "So how are you doing with getting the keys?");
+ ~chatnpc(" So how are you doing with getting the keys?");
if (inv_total(inv, demon_traiborn_key) > 0 & inv_total(inv, demon_rovin_key) > 0 & inv_total(inv, demon_prysin_key) > 0) {
@demon_slayer_prysin_got_them;
} else if (inv_total(inv, demon_traiborn_key) < 1 & inv_total(inv, demon_rovin_key) < 1 & inv_total(inv, demon_prysin_key) < 1) {
- ~chatplayer(happy, "I've not found any of them yet.");
+ ~chatplayer(" I've not found any of them yet.");
} else {
- ~chatplayer(neutral, "I've made a start.");
+ ~chatplayer(" I've made a start.");
}
if (inv_total(inv, demon_traiborn_key) > 0) {
- ~chatplayer(neutral, "I've got the key off Wizard Traiborn.");
+ ~chatplayer(" I've got the key off Wizard Traiborn.");
}
if (inv_total(inv, demon_rovin_key) > 0) {
- ~chatplayer(neutral, "I've got the key off Captain Rovin.");
+ ~chatplayer(" I've got the key off Captain Rovin.");
}
if (inv_total(inv, demon_prysin_key) > 0) {
- ~chatplayer(neutral, "I've got the key You dropped down the drain.");
+ ~chatplayer(" I've got the key You dropped down the drain.");
}
def_int $option = ~p_choice2("Can you remind me where all they keys were again?", 1, "I'm still looking.", 2);
if ($option = 1) {
- ~chatplayer(neutral, "Can you remind me where all they keys were again?");
+ ~chatplayer(" Can you remind me where all they keys were again?");
@demon_slayer_sir_prysin_keys;
} else {
- ~chatplayer(neutral, "I'm still looking.");
- ~chatnpc(neutral, "Ok, tell me when you've got them all.");
+ ~chatplayer(" I'm still looking.");
+ ~chatnpc(" Ok, tell me when you've got them all.");
}
} else {
- ~chatnpc(neutral, "You sorted out that demon yet?");
- ~chatplayer(happy, "No, not yet.");
- ~chatnpc(neutral, "Well get on with it. He'll be pretty powerful when he gets to full strength.");
+ ~chatnpc(" You sorted out that demon yet?");
+ ~chatplayer(" No, not yet.");
+ ~chatnpc(" Well get on with it. He'll be pretty powerful when he gets to full strength.");
}
[label,demon_slayer_prysin_got_them]
-~chatplayer(happy, "I've got all three keys!");
-~chatnpc(happy, "Excellent! Now I can give you Silverlight.");
+~chatplayer(" I've got all three keys!");
+~chatnpc(" Excellent! Now I can give you Silverlight.");
if_close();
mes("You give all three keys to Sir Prysin.");
inv_del(inv, demon_traiborn_key, 1);
@@ -76,50 +76,50 @@ p_delay(2);
inv_add(inv, silverlight, 1);
[label,demon_slayer_sir_prysin_gypsy]
-~chatnpc(neutral, "Gypsy Aris? Is she still alive? I remember her from when I was pretty young. Well what do you need to talk to me about?");
+~chatnpc(" Gypsy Aris? Is she still alive? I remember her from when I was pretty young. Well what do you need to talk to me about?");
def_int $option = ~p_choice2("I need to find Silverlight.", 1, "Yes, she is still alive.", 2);
if ($option = 1) {
@demon_slayer_sir_prysin_silverlight;
} else if ($option = 2) {
- ~chatplayer(happy, "Yes she is still alive. She lives right outside the castle!");
- ~chatnpc(neutral, "I would have thought she would have died by now. She was pretty old when I was a lad.");
- ~chatnpc(neutral, "Anyway, what can I do for you?");
+ ~chatplayer(" Yes she is still alive. She lives right outside the castle!");
+ ~chatnpc(" I would have thought she would have died by now. She was pretty old when I was a lad.");
+ ~chatnpc(" Anyway, what can I do for you?");
@demon_slayer_sir_prysin_silverlight;
}
[label,demon_slayer_sir_prysin_silverlight]
-~chatplayer(neutral, "I need to find Silverlight.");
-~chatnpc(neutral, "What do you need to find that for?");
-~chatplayer(neutral, "I need it to fight Delrith.");
-~chatnpc(neutral, "Delrith? I thought the world was rid of him.");
+~chatplayer(" I need to find Silverlight.");
+~chatnpc(" What do you need to find that for?");
+~chatplayer(" I need it to fight Delrith.");
+~chatnpc(" Delrith? I thought the world was rid of him.");
def_int $option = ~p_choice2("Well, the gypsy's crystal ball seems to think otherwise.", 1, "He's back and unfortunately I've got to deal with him.", 2);
if ($option = 1) {
- ~chatplayer(neutral, "Well the gypsy's crystal ball seems to think otherwise.");
- ~chatnpc(neutral, "Well if the ball says so, I'd better help you.");
+ ~chatplayer(" Well the gypsy's crystal ball seems to think otherwise.");
+ ~chatnpc(" Well if the ball says so, I'd better help you.");
} else if ($option = 2) {
- ~chatplayer(sad, "He's back and unfortunately I've got to deal with him.");
- ~chatnpc(neutral, "You don't look up to much. I suppose Silverlight may be good enough to carry you through though.");
+ ~chatplayer(" He's back and unfortunately I've got to deal with him.");
+ ~chatnpc(" You don't look up to much. I suppose Silverlight may be good enough to carry you through though.");
}
-~chatnpc(neutral, "The problem is getting Silverlight.");
-~chatplayer(sad, "You mean you don't have it?");
-~chatnpc(neutral, "Oh I do have it, but it is so powerful that I have to put it in a special box which needs three different keys to open it. That way it won't fall into the wrong hands.");
+~chatnpc(" The problem is getting Silverlight.");
+~chatplayer(" You mean you don't have it?");
+~chatnpc(" Oh I do have it, but it is so powerful that I have to put it in a special box which needs three different keys to open it. That way it won't fall into the wrong hands.");
def_int $option_keys = ~p_choice2("So give me the keys!", 1, "And why is this a problem?", 2);
if ($option_keys = 1) {
- ~chatplayer(quiz, "So give me the keys!");
- ~chatnpc(neutral, "Um, well it's not so easy.");
+ ~chatplayer(" So give me the keys!");
+ ~chatnpc(" Um, well it's not so easy.");
@demon_slayer_sir_prysin_keys;
} else if ($option_keys = 2) {
- ~chatplayer(neutral, "And why is this a problem?");
+ ~chatplayer(" And why is this a problem?");
@demon_slayer_sir_prysin_keys;
}
[label,demon_slayer_sir_prysin_keys]
-~chatnpc(neutral, "I kept one of the keys. I gave the other two to other people for safe keeping.");
-~chatnpc(neutral, "One I gave to Rovin, the captain of the palace guard.");
-~chatnpc(neutral, "I gave the other to the wizard Traiborn.");
+~chatnpc(" I kept one of the keys. I gave the other two to other people for safe keeping.");
+~chatnpc(" One I gave to Rovin, the captain of the palace guard.");
+~chatnpc(" I gave the other to the wizard Traiborn.");
if (%demon_progress < 2) {
~update_demon_progress;
}
@@ -134,10 +134,10 @@ if ($option_keys = 1) {
}
[label,demon_slayer_sir_prysin_key_inquiry]
-~chatplayer(neutral, "Can you give me your key?");
-~chatnpc(sad, "Um.... ah....");
-~chatnpc(sad, "Well there's a problem there as well.");
-~chatnpc(sad, "I managed to drop the key in the drain just outside the palace kitchen. It is just inside and I can't reach it.");
+~chatplayer(" Can you give me your key?");
+~chatnpc(" Um.... ah....");
+~chatnpc(" Well there's a problem there as well.");
+~chatnpc(" I managed to drop the key in the drain just outside the palace kitchen. It is just inside and I can't reach it.");
def_int $option = ~p_choice3("So what does the drain lead to?", 1, "Where can I find Captain Rovin?", 2, "Where does the wizard live?", 3);
if ($option = 1) {
@@ -149,8 +149,8 @@ if ($option = 1) {
}
[label,demon_slayer_sir_captain_rovin_key_inquiry]
-~chatplayer(neutral, "Where can I find Captain Rovin?");
-~chatnpc(neutral, "Captain Rovin lives at the top of the guards' quarters in the north-west wing of this palace.");
+~chatplayer(" Where can I find Captain Rovin?");
+~chatnpc(" Captain Rovin lives at the top of the guards' quarters in the north-west wing of this palace.");
def_int $option = ~p_choice3("Can you give me your key?", 1, "Where does the wizard live?", 2, "Well I'd better go key hunting.", 3);
if ($option = 1) {
@@ -162,9 +162,9 @@ if ($option = 1) {
}
[label,demon_slayer_sir_wizard_traiborn_inquiry]
-~chatplayer(neutral, "Where does the wizard live?");
-~chatnpc(neutral, "Wizard Traiborn?");
-~chatnpc(neutral, "He is one of the wizards who lives in the tower on the little island just off the south coast. I believe his quarters are on the first floor of the tower.");
+~chatplayer(" Where does the wizard live?");
+~chatnpc(" Wizard Traiborn?");
+~chatnpc(" He is one of the wizards who lives in the tower on the little island just off the south coast. I believe his quarters are on the first floor of the tower.");
def_int $option = ~p_choice3("Can you give me your key?", 1, "Where can I find Captain Rovin?", 2, "Well I'd better go key hunting.", 3);
if ($option = 1) {
@@ -176,8 +176,8 @@ if ($option = 1) {
}
[label,demon_slayer_sir_prysin_drain]
-~chatplayer(neutral, "So what does the drain connect to?");
-~chatnpc(neutral, "It is the drain for the drainpipe running from the sink in the kitchen down to the palace sewers.");
+~chatplayer(" So what does the drain connect to?");
+~chatnpc(" It is the drain for the drainpipe running from the sink in the kitchen down to the palace sewers.");
def_int $option = ~p_choice3("Where can I find Captain Rovin?", 1, "Where does the wizard live?", 2, "Well I'd better go key hunting.", 3);
if ($option = 1) {
@@ -189,8 +189,8 @@ if ($option = 1) {
}
[label,demon_slayer_better_go_key_hunting]
-~chatplayer(happy, "Well I'd better go key hunting.");
-~chatnpc(happy, "Ok, goodbye.");
+~chatplayer(" Well I'd better go key hunting.");
+~chatnpc(" Ok, goodbye.");
[proc,demon_slayer_sir_prysin_options](int $demon_progress)(int)
if ($demon_progress = 0) {
diff --git a/data/src/scripts/areas/area_varrock/scripts/straven.rs2 b/data/src/scripts/areas/area_varrock/scripts/straven.rs2
index 9511da955..578e4cd6f 100644
--- a/data/src/scripts/areas/area_varrock/scripts/straven.rs2
+++ b/data/src/scripts/areas/area_varrock/scripts/straven.rs2
@@ -6,7 +6,7 @@ switch_int (%phoenixgang_progress) {
case ^phoenixgang_spoken_straven: @straven_mission;
case ^phoenixgang_joined, ^phoenixgang_complete: @straven_gangmember;
case default:
- ~chatplayer(quiz, "What's through that door?");
+ ~chatplayer(" What's through that door?");
@straven_cant_enter;
}
@@ -15,14 +15,14 @@ if(last_useitem = blackarmgang_scroll) {
if(%phoenixgang_progress = ^phoenixgang_spoken_straven) {
@straven_mission;
} else if(%phoenixgang_progress >= ^phoenixgang_joined) {
- ~chatnpc(quiz, "You've already given me that intelligence report!|Why are you offering me another copy of it?");
+ ~chatnpc(" You've already given me that intelligence report!|Why are you offering me another copy of it?");
return;
}
}
~displaymessage(^dm_default);
[label,straven_cant_enter]
-~chatnpc(neutral, "Hey! You can't go in there. Only authorised personnel of the VTAM Corporation are allowed beyond this point.");
+~chatnpc(" Hey! You can't go in there. Only authorised personnel of the VTAM Corporation are allowed beyond this point.");
def_int $option;
if(%phoenixgang_progress = 4) {
$option = ~p_choice3("I know who you are!", 1, "How do I get a job with the VTAM corporation?", 2, "Why not?", 3);
@@ -31,86 +31,86 @@ if(%phoenixgang_progress = 4) {
}
switch_int ($option) {
case 1:
- ~chatplayer(sad, "I know who you are!");
- ~chatnpc(neutral, "I see.|Carry on?");
- ~chatplayer(sad, "This is the headquarters of the Phoenix Gang,|the most powerful crime syndicate this city has ever seen!");
- ~chatnpc(neutral, "And supposing we were this crime gang,|what would you want with us?");
+ ~chatplayer(" I know who you are!");
+ ~chatnpc(" I see.|Carry on?");
+ ~chatplayer(" This is the headquarters of the Phoenix Gang,|the most powerful crime syndicate this city has ever seen!");
+ ~chatnpc(" And supposing we were this crime gang,|what would you want with us?");
$option = ~p_choice2("I'd like to offer you my services.", 1, "I want nothing. I was just making sure you were them.", 2);
if($option = 1) {
- ~chatplayer(happy, "I'd like to offer you my services.");
- ~chatnpc(neutral, "You mean you'd like to join the Phoenix Gang?");
- ~chatnpc(neutral, "Well, the Phoenix Gang doesn't let people join just like that.");
- ~chatnpc(neutral, "You can't be too careful, you understand.");
- ~chatnpc(neutral, "Generally someone has to prove their loyalty before they can join.");
- ~chatplayer(quiz, "How would I go about doing that?");
- ~chatnpc(neutral, "Let me think...|I have an idea.");
- ~chatnpc(neutral, "A rival gang of ours,|called the Black Arm Gang|is supposedly meeting a contact from Port Sarim today.|In the Blue Moon Inn");
+ ~chatplayer(" I'd like to offer you my services.");
+ ~chatnpc(" You mean you'd like to join the Phoenix Gang?");
+ ~chatnpc(" Well, the Phoenix Gang doesn't let people join just like that.");
+ ~chatnpc(" You can't be too careful, you understand.");
+ ~chatnpc(" Generally someone has to prove their loyalty before they can join.");
+ ~chatplayer(" How would I go about doing that?");
+ ~chatnpc(" Let me think...|I have an idea.");
+ ~chatnpc(" A rival gang of ours,|called the Black Arm Gang|is supposedly meeting a contact from Port Sarim today.|In the Blue Moon Inn");
%phoenixgang_progress = 8;
- ~chatnpc(neutral, "by the south entrance to this city.|The name of the contact is Jonny the Beard.|Kill him and bring back his intelligence report.");
- ~chatplayer(happy, "Ok, I'll get right on it.");
+ ~chatnpc(" by the south entrance to this city.|The name of the contact is Jonny the Beard.|Kill him and bring back his intelligence report.");
+ ~chatplayer(" Ok, I'll get right on it.");
} else if($option = 2) {
- ~chatplayer(happy, "I want nothing. I was just making sure you were them.");
- ~chatnpc(neutral, "Well then get lost and stop wasting my time.");
+ ~chatplayer(" I want nothing. I was just making sure you were them.");
+ ~chatnpc(" Well then get lost and stop wasting my time.");
}
case 2:
- ~chatplayer(quiz, "How do I get a job with the VTAM corporation?");
- ~chatnpc(neutral, "Get a copy of the Varrock Herald.|If we have any positions right now,|they'll be advertised in there.");
+ ~chatplayer(" How do I get a job with the VTAM corporation?");
+ ~chatnpc(" Get a copy of the Varrock Herald.|If we have any positions right now,|they'll be advertised in there.");
case 3:
- ~chatplayer(quiz, "Why not?");
- ~chatnpc(neutral, "Sorry. That's classified information.");
+ ~chatplayer(" Why not?");
+ ~chatnpc(" Sorry. That's classified information.");
}
[label,straven_mission]
-~chatnpc(neutral, "How's your little mission going?");
+~chatnpc(" How's your little mission going?");
if(inv_total(inv, blackarmgang_scroll) > 0) {
- ~chatplayer(happy, "I have the intelligence report!");
- ~chatnpc(neutral, "Let's see it then.");
+ ~chatplayer(" I have the intelligence report!");
+ ~chatnpc(" Let's see it then.");
~mesbox("You hand over the report.|The man reads the report.");
- ~chatnpc(neutral, "Yes. Yes, this is very good.");
- ~chatnpc(happy, "Ok! You can join the Phoenix Gang!|I am Straven, one of the gang leaders.");
- ~chatplayer(neutral, "Nice to meet you.");
- ~chatnpc(neutral, "Take this key.");
+ ~chatnpc(" Yes. Yes, this is very good.");
+ ~chatnpc(" Ok! You can join the Phoenix Gang!|I am Straven, one of the gang leaders.");
+ ~chatplayer(" Nice to meet you.");
+ ~chatnpc(" Take this key.");
%phoenixgang_progress = 9;
inv_del(inv, blackarmgang_scroll, 1);
inv_add(inv, weapon_store_key, 1);
~objbox(weapon_store_key, "Straven hands you a key.");
- ~chatnpc(neutral, "This key will give you access to our weapons supply depot round the front of this building.");
+ ~chatnpc(" This key will give you access to our weapons supply depot round the front of this building.");
return;
}
-~chatplayer(sad, "I haven't managed to find the report yet...");
-~chatnpc(neutral, "You need to kill Jonny the Beard,|who should be in the Blue Moon Inn.");
+~chatplayer(" I haven't managed to find the report yet...");
+~chatnpc(" You need to kill Jonny the Beard,|who should be in the Blue Moon Inn.");
[label,straven_gangmember]
-~chatnpc(neutral, "Greetings fellow gang member.");
+~chatnpc(" Greetings fellow gang member.");
if(inv_total(inv, weapon_store_key) = 0 & inv_total(bank, weapon_store_key) = 0) {
- ~chatplayer(sad, "I'm afraid I've lost the key you gave me...");
- ~chatnpc(neutral, "You really need to be more careful.|We don't want that key falling into the wrong hands.|Ah well...|Have this spare. Don't lose THIS one.");
+ ~chatplayer(" I'm afraid I've lost the key you gave me...");
+ ~chatnpc(" You really need to be more careful.|We don't want that key falling into the wrong hands.|Ah well...|Have this spare. Don't lose THIS one.");
inv_add(inv, weapon_store_key, 1);
~objbox(weapon_store_key, "Straven hands you a key.");
return;
}
def_int $option = ~p_choice2("I've heard you've got some cool treasures in this place...", 1, "I want nothing. I was just making sure you were them.", 2);
if($option = 1) {
- ~chatplayer(neutral, "I've heard you've got some cool treasures in this place...");
- ~chatnpc(happy, "Oh yeah, we've all stolen some stuff in our time.|Those candlesticks down here, for example,|were quite a challenge to get out of the palace.");
- ~chatplayer(quiz, "And the shield of Arrav? I heard you got that!");
- ~chatnpc(shock, "Woah... that's a blast from the past!|We stole that years and years ago!|We don't even have all the shield anymore.");
- ~chatnpc(neutral, "About five years ago|we had a massive fight in our gang|and the shield got broken in half during that fight.");
- ~chatnpc(neutral, "Shortly after the fight|some gang members decided|they didn't want to be part of our gang anymore.|So they split off to form their own gang.");
- ~chatnpc(angry, "The Black Arm Gang.");
- ~chatnpc(neutral, "On their way out|they looted what treasures they could from us - |which included one of the halves of the shield.|We've been rivals with the Black Arms ever since.");
+ ~chatplayer(" I've heard you've got some cool treasures in this place...");
+ ~chatnpc(" Oh yeah, we've all stolen some stuff in our time.|Those candlesticks down here, for example,|were quite a challenge to get out of the palace.");
+ ~chatplayer(" And the shield of Arrav? I heard you got that!");
+ ~chatnpc(" Woah... that's a blast from the past!|We stole that years and years ago!|We don't even have all the shield anymore.");
+ ~chatnpc(" About five years ago|we had a massive fight in our gang|and the shield got broken in half during that fight.");
+ ~chatnpc(" Shortly after the fight|some gang members decided|they didn't want to be part of our gang anymore.|So they split off to form their own gang.");
+ ~chatnpc(" The Black Arm Gang.");
+ ~chatnpc(" On their way out|they looted what treasures they could from us - |which included one of the halves of the shield.|We've been rivals with the Black Arms ever since.");
} else if($option = 2) {
- ~chatplayer(quiz, "Any suggestions for where I can go thieving?");
- ~chatnpc(neutral, "You can always try the marketplace in Ardougne.|LOTS of opportunity there!");
+ ~chatplayer(" Any suggestions for where I can go thieving?");
+ ~chatnpc(" You can always try the marketplace in Ardougne.|LOTS of opportunity there!");
} else if($option = 3) {
- ~chatplayer(happy, "Where's the Black Arm Gang hideout?|I wanna go sabotage 'em!");
- ~chatnpc(neutral, "That would be a little tricky;|their security is pretty good.");
- ~chatnpc(neutral, "Not as good as ours, obviously.");
- ~chatnpc(neutral, "But still good.");
- ~chatnpc(neutral, "If you really want to go there,|it's in the alleyway|to the west as you come in the south gate.");
- ~chatnpc(neutral, "One of our operatives is often near the alley,|a red haired tramp.|He may be able to give you some ideas.");
- ~chatplayer(happy, "Thanks for the help!");
+ ~chatplayer(" Where's the Black Arm Gang hideout?|I wanna go sabotage 'em!");
+ ~chatnpc(" That would be a little tricky;|their security is pretty good.");
+ ~chatnpc(" Not as good as ours, obviously.");
+ ~chatnpc(" But still good.");
+ ~chatnpc(" If you really want to go there,|it's in the alleyway|to the west as you come in the south gate.");
+ ~chatnpc(" One of our operatives is often near the alley,|a red haired tramp.|He may be able to give you some ideas.");
+ ~chatplayer(" Thanks for the help!");
}
[label,straven_blackarmdog]
-~chatnpc(neutral, "You stay away from here!|Black Arm dog!");
\ No newline at end of file
+~chatnpc(" You stay away from here!|Black Arm dog!");
\ No newline at end of file
diff --git a/data/src/scripts/areas/area_varrock/scripts/tea_seller.rs2 b/data/src/scripts/areas/area_varrock/scripts/tea_seller.rs2
index 41149fe34..5808edbd9 100644
--- a/data/src/scripts/areas/area_varrock/scripts/tea_seller.rs2
+++ b/data/src/scripts/areas/area_varrock/scripts/tea_seller.rs2
@@ -5,19 +5,19 @@ if (map_clock < %last_stolen_from_stall_tea) {
}
// osrs:
-~chatnpc(happy, "Greetings!|Are you in need of refreshment?");
+~chatnpc(" Greetings!|Are you in need of refreshment?");
def_int $choice = ~p_choice3("Yes please.", 1, "What are you selling?", 2, "No thanks.", 3);
if ($choice = 3) {
- ~chatplayer(neutral, "No thanks.");
- ~chatnpc(happy, "Well, if you're sure.|You know where to come if you do!");
+ ~chatplayer(" No thanks.");
+ ~chatnpc(" Well, if you're sure.|You know where to come if you do!");
return;
}
if ($choice = 2) {
- ~chatplayer(neutral, "What are you selling?");
- ~chatnpc(happy, "Only the most delicious infusion|of the leaves of the tea plant.|Grown in the exotic regions of this world.|Buy yourself a cup !");
+ ~chatplayer(" What are you selling?");
+ ~chatnpc(" Only the most delicious infusion|of the leaves of the tea plant.|Grown in the exotic regions of this world.|Buy yourself a cup !");
return;
}
-~chatplayer(neutral, "Yes please.");
+~chatplayer(" Yes please.");
~openshop_activenpc;
[opnpc3,tea_seller]
@@ -25,4 +25,4 @@ if ($choice = 2) {
~openshop_activenpc;
-[opobj3,obj_712] ~chatnpc_specific(nc_name(tea_seller), tea_seller, angry, "Hey! Put that back! Those are for display only!");
\ No newline at end of file
+[opobj3,obj_712] ~chatnpc_specific(nc_name(tea_seller), tea_seller, " Hey! Put that back! Those are for display only!");
\ No newline at end of file
diff --git a/data/src/scripts/areas/area_varrock/scripts/thessalia.rs2 b/data/src/scripts/areas/area_varrock/scripts/thessalia.rs2
index 910442bbd..0b59ac508 100644
--- a/data/src/scripts/areas/area_varrock/scripts/thessalia.rs2
+++ b/data/src/scripts/areas/area_varrock/scripts/thessalia.rs2
@@ -2,24 +2,24 @@
// todo: options to retrieve scythe/bunny ears
[opnpc1,thessalia]
-~chatnpc(happy, "Do you want to buy any fine clothes?");
+~chatnpc(" Do you want to buy any fine clothes?");
@multi2("What have you got?", thessalia_b1_s1, "No, thank you.", thessalia_b1_s2);
[label,thessalia_b1_s1]
-~chatplayer(quiz, "What have you got?");
-~chatnpc(happy, "Well, I have a number of fine pieces of clothing on sale or, if you prefer I can offer you an exclusive, total clothing makeover?");
+~chatplayer(" What have you got?");
+~chatnpc(" Well, I have a number of fine pieces of clothing on sale or, if you prefer I can offer you an exclusive, total clothing makeover?");
@multi2("Tell me more about this makeover.", thessalia_b2_s1, "I'd just like to buy some clothes.", thessalia_b2_s2);
[label,thessalia_b1_s2]
-~chatplayer(neutral, "No, thank you.");
-~chatnpc(happy, "Well, please return if you change your mind.");
+~chatplayer(" No, thank you.");
+~chatnpc(" Well, please return if you change your mind.");
[label,thessalia_b2_s1]
-~chatplayer(neutral, "Tell me more about this makeover.");
-~chatnpc(happy, "Certainly!");
-~chatnpc(happy, "Here at Thessalia's fine clothing boutique, we offer a unique service where we will totally revamp your outfit to your choosing, for... wait for it...");
-~chatnpc(happy, "A fee of only 500 gold coins! Tired of always wearing the same old outfit, day in, day out? This is the service for you!");
-~chatnpc(happy, "So what do you say? Interested? We can change either your top, or your legwear for only 500 gold an item!");
+~chatplayer(" Tell me more about this makeover.");
+~chatnpc(" Certainly!");
+~chatnpc(" Here at Thessalia's fine clothing boutique, we offer a unique service where we will totally revamp your outfit to your choosing, for... wait for it...");
+~chatnpc(" A fee of only 500 gold coins! Tired of always wearing the same old outfit, day in, day out? This is the service for you!");
+~chatnpc(" So what do you say? Interested? We can change either your top, or your legwear for only 500 gold an item!");
@multi4("I'd like to change my top please.", thessalia_b3_s1, "I'd like to change my legwear please.", thessalia_b3_s2, "I'd just like to buy some clothes.", thessalia_b2_s2, "No, thank you.", thessalia_b1_s2);
[label,thessalia_b3_s1]
@@ -27,7 +27,7 @@
%option2 = 0;
%option3 = 0;
-~chatnpc(happy, "Just select what style and colour you would like from this catalogue, and then give me the 500 coins when you've picked.");
+~chatnpc(" Just select what style and colour you would like from this catalogue, and then give me the 500 coins when you've picked.");
if (gender = ^gender_male) {
if_openmainmodal(player_kit_tailor_torso_man);
@@ -41,7 +41,7 @@ if (gender = ^gender_male) {
%option2 = 0;
%option3 = 0;
-~chatnpc(happy, "Just select what style and colour you would like from this catalogue, and then give me the 500 coins when you've picked.");
+~chatnpc(" Just select what style and colour you would like from this catalogue, and then give me the 500 coins when you've picked.");
if (gender = ^gender_male) {
if_openmainmodal(player_kit_tailor_legs_man);
@@ -51,7 +51,7 @@ if (gender = ^gender_male) {
}
[label,thessalia_b2_s2]
-~chatplayer(neutral, "I'd just like to buy some clothes.");
+~chatplayer(" I'd just like to buy some clothes.");
~openshop_activenpc;
// ----
@@ -190,9 +190,9 @@ if (%option2 = 1) {
buildappearance(worn);
inv_del(inv, coins, 500);
-if (npc_finduid(~npc_within_distance(coord, thessalia, 4)) = true) {
- ~chatnpc(happy, "Very stylish! It really suits you!");
- ~chatplayer(happy, "Thanks!");
+if (npc_find(coord, thessalia, 4, 0) = true) {
+ ~chatnpc(" Very stylish! It really suits you!");
+ ~chatplayer(" Thanks!");
}
// ----
@@ -284,7 +284,7 @@ if (%option1 = 1) {
buildappearance(worn);
inv_del(inv, coins, 500);
-if (npc_finduid(~npc_within_distance(coord, thessalia, 4)) = true) {
- ~chatnpc(happy, "Totally cool! That outfit looks great!");
- ~chatplayer(happy, "Thanks!");
+if (npc_find(coord, thessalia, 4, 0) = true) {
+ ~chatnpc(" Totally cool! That outfit looks great!");
+ ~chatplayer(" Thanks!");
}
diff --git a/data/src/scripts/areas/area_varrock/scripts/tramp.rs2 b/data/src/scripts/areas/area_varrock/scripts/tramp.rs2
index 88041f333..e29d5f389 100644
--- a/data/src/scripts/areas/area_varrock/scripts/tramp.rs2
+++ b/data/src/scripts/areas/area_varrock/scripts/tramp.rs2
@@ -1,39 +1,39 @@
[opnpc1,tramp_orange]
-~chatnpc(sad, "Spare some change guv?");
+~chatnpc(" Spare some change guv?");
switch_int(~p_choice4("Sorry, I haven't got any.", 1, "Go get a job!", 2, "Ok. Here you go.", 3, "Is there anything down this alleyway?", 4)) {
case 1:
- ~chatplayer(sad, "Sorry, I haven't got any.");
- ~chatnpc(sad, "Thanks anyway.");
+ ~chatplayer(" Sorry, I haven't got any.");
+ ~chatnpc(" Thanks anyway.");
case 2:
- ~chatplayer(angry, "Go get a job!");
- ~chatnpc(angry, "You startin?|I hope your nose falls off!");
+ ~chatplayer(" Go get a job!");
+ ~chatnpc(" You startin?|I hope your nose falls off!");
case 3:
- ~chatplayer(happy, "Ok. Here you go.");
+ ~chatplayer(" Ok. Here you go.");
if(inv_total(inv, coins) = 0) {
- ~chatplayer(sad, "Oh wait. I haven't got any, sorry.");
- ~chatnpc(sad, "Thanks anyway.");
+ ~chatplayer(" Oh wait. I haven't got any, sorry.");
+ ~chatnpc(" Thanks anyway.");
return;
}
inv_del(inv, coins, 1);
- ~chatnpc(happy, "Hey, thanks a lot!");
+ ~chatnpc(" Hey, thanks a lot!");
def_int $choice = ~p_choice2("No problem.", 1, "Don't I get some sort of quest hint or something now?", 2);
if($choice = 1) {
- ~chatplayer(neutral, "No problem.");
+ ~chatplayer(" No problem.");
} else if($choice = 2) {
- ~chatplayer(quiz, "So...don't I get some sort of quest hint or something now?");
- ~chatnpc(sad, "No, that's not why I'm asking for money.|I just need to eat...");
+ ~chatplayer(" So...don't I get some sort of quest hint or something now?");
+ ~chatnpc(" No, that's not why I'm asking for money.|I just need to eat...");
}
case 4:
- ~chatplayer(quiz, "Is there anything down this alleyway?");
- ~chatnpc(neutral, "Yes, there is actually.|A notorious gang of thieves and hoodlums,|called the Black Arm Gang.");
+ ~chatplayer(" Is there anything down this alleyway?");
+ ~chatnpc(" Yes, there is actually.|A notorious gang of thieves and hoodlums,|called the Black Arm Gang.");
def_int $option = ~p_choice2("Thanks for the warning!", 1, "Do you think they would let me join?", 2);
if($option = 1) {
- ~chatplayer(happy, "Thanks for the warning!");
- ~chatnpc(happy, "Don't worry about it.");
+ ~chatplayer(" Thanks for the warning!");
+ ~chatnpc(" Don't worry about it.");
} else if($option = 2) {
- ~chatplayer(quiz, "Do you think they would let me join?");
+ ~chatplayer(" Do you think they would let me join?");
if(%blackarmgang_progress >= ^blackarmgang_joined) { // In Black arm
- ~chatnpc(confused, "I was under the impression you were already a member...");
+ ~chatnpc(" I was under the impression you were already a member...");
return;
}
if(%phoenixgang_progress >= ^phoenixgang_joined) { // In phoenix
@@ -43,28 +43,28 @@ switch_int(~p_choice4("Sorry, I haven't got any.", 1, "Go get a job!", 2, "Ok. H
%blackarmgang_progress = 1;
~send_quest_progress(questlist:blackarmgang, %blackarmgang_progress, ^blackarmgang_complete);
}
- ~chatnpc(neutral, "You never know.|You'll find a lady down there called Katrine.|Speak to her.");
- ~chatnpc(neutral, "But don't upset her, she's pretty dangerous.");
+ ~chatnpc(" You never know.|You'll find a lady down there called Katrine.|Speak to her.");
+ ~chatnpc(" But don't upset her, she's pretty dangerous.");
}
}
[label,tramp_phoenixmember]
-~chatnpc(neutral, "No. You're a collaborator with the Phoenix Gang. There's no way they'll let you join now.");
+~chatnpc(" No. You're a collaborator with the Phoenix Gang. There's no way they'll let you join now.");
switch_int(~p_choice2("How did you know I was in the Phoenix Gang?", 1, "Any ideas how I could get in there then?", 2)) {
case 1:
- ~chatplayer(quiz, "How did YOU know I was in the Phoenix Gang?");
- ~chatnpc(neutral, "In my current profession I spend a lot of time on the streets and you hear these sorta things sometimes"); // intentional typo
+ ~chatplayer(" How did YOU know I was in the Phoenix Gang?");
+ ~chatnpc(" In my current profession I spend a lot of time on the streets and you hear these sorta things sometimes"); // intentional typo
case 2:
- ~chatplayer(quiz, "Any ideas how I could get in there then?");
- ~chatnpc(neutral, "Hmmm. I dunno.");
- ~chatnpc(neutral, "Your best bet would probably be to find someone else... Someone who ISN'T a member of the Phoenix Gang, and get them to infiltrate the ranks of the Black Arm Gang for you.");
- ~chatnpc(neutral, "If you find someone like that,|tell 'em to come to me first.");
+ ~chatplayer(" Any ideas how I could get in there then?");
+ ~chatnpc(" Hmmm. I dunno.");
+ ~chatnpc(" Your best bet would probably be to find someone else... Someone who ISN'T a member of the Phoenix Gang, and get them to infiltrate the ranks of the Black Arm Gang for you.");
+ ~chatnpc(" If you find someone like that,|tell 'em to come to me first.");
def_int $option = ~p_choice2("Ok. Good plan!", 1, "Like who?", 2);
if($option = 1) {
- ~chatplayer(happy, "Ok. Good plan!");
+ ~chatplayer(" Ok. Good plan!");
} else if($option = 2) {
- ~chatplayer(quiz, "Like who?");
- ~chatnpc(neutral, "There's plenty of other adventurers about|besides yourself.|I'm sure if you asked one of them nicely|they would help you.");
+ ~chatplayer(" Like who?");
+ ~chatnpc(" There's plenty of other adventurers about|besides yourself.|I'm sure if you asked one of them nicely|they would help you.");
}
}
\ No newline at end of file
diff --git a/data/src/scripts/areas/area_varrock/scripts/valaine.rs2 b/data/src/scripts/areas/area_varrock/scripts/valaine.rs2
index 27f6a209a..e9e8b5f53 100644
--- a/data/src/scripts/areas/area_varrock/scripts/valaine.rs2
+++ b/data/src/scripts/areas/area_varrock/scripts/valaine.rs2
@@ -1,9 +1,9 @@
[opnpc1,valaine]
-~chatnpc(neutral, "Hello there.|Want to have a look at what we're selling today?");
+~chatnpc(" Hello there.|Want to have a look at what we're selling today?");
switch_int(~p_choice2("Yes please.", 1, "No thank you.", 2)) {
case 1:
- ~chatplayer(neutral, "Yes please.");
+ ~chatplayer(" Yes please.");
~openshop_activenpc;
case 2:
- ~chatplayer(neutral, "No thank you.");
+ ~chatplayer(" No thank you.");
}
\ No newline at end of file
diff --git a/data/src/scripts/areas/area_varrock/scripts/varrock_swordshop.rs2 b/data/src/scripts/areas/area_varrock/scripts/varrock_swordshop.rs2
index ba56b7114..0003e3916 100644
--- a/data/src/scripts/areas/area_varrock/scripts/varrock_swordshop.rs2
+++ b/data/src/scripts/areas/area_varrock/scripts/varrock_swordshop.rs2
@@ -2,11 +2,11 @@
[opnpc1,shop_assistant_varrock_swordshop] @varrock_swordshop_talk;
[label,varrock_swordshop_talk]
-~chatnpc(happy, "Hello, bold adventurer!|Can I interest you in some swords?");
+~chatnpc(" Hello, bold adventurer!|Can I interest you in some swords?");
def_int $option = ~p_choice2("Yes, please!", 1, "No, I'm okay for swords right now.", 2);
if($option = 1) {
- ~chatplayer(neutral, "Yes, please!");
+ ~chatplayer(" Yes, please!");
~openshop_activenpc;
} else if($option = 2) {
- ~chatplayer(neutral, "No, I'm okay for swords right now.");
+ ~chatplayer(" No, I'm okay for swords right now.");
}
\ No newline at end of file
diff --git a/data/src/scripts/areas/area_varrock/scripts/weaponsmaster.rs2 b/data/src/scripts/areas/area_varrock/scripts/weaponsmaster.rs2
index 45a7ecbd6..766224b86 100644
--- a/data/src/scripts/areas/area_varrock/scripts/weaponsmaster.rs2
+++ b/data/src/scripts/areas/area_varrock/scripts/weaponsmaster.rs2
@@ -1,24 +1,24 @@
[opnpc1,weaponsmaster]
-~chatplayer(neutral, "Hello.");
+~chatplayer(" Hello.");
if(%phoenixgang_progress >= ^phoenixgang_joined) {
- ~chatnpc(happy, "Hello fellow Phoenix!|What are you after?");
+ ~chatnpc(" Hello fellow Phoenix!|What are you after?");
switch_int (~p_choice2("I'm after a weapon or two.", 1, "I'm looking for treasure.", 2)) {
case 1:
- ~chatplayer(neutral, "I'm after a weapon or two.");
- ~chatnpc(neutral, "No problem. Feel free to look around.");
+ ~chatplayer(" I'm after a weapon or two.");
+ ~chatnpc(" No problem. Feel free to look around.");
case 2:
- ~chatplayer(neutral, "I'm looking for treasure.");
- ~chatnpc(happy, "We've not got any up here.|Go mug someone somewhere|if you want some treasure.");
+ ~chatplayer(" I'm looking for treasure.");
+ ~chatnpc(" We've not got any up here.|Go mug someone somewhere|if you want some treasure.");
}
} else {
- ~chatnpc(angry, "Hey! Who are you?|You're not meant to be here!");
+ ~chatnpc(" Hey! Who are you?|You're not meant to be here!");
~npc_retaliate(0);
}
[label,weaponsmaster_stop]
if(%phoenixgang_progress >= ^phoenixgang_joined) {
- ~chatnpc(angry, "Hey! That's Stravens'!|He won't like you messing with that!");
+ ~chatnpc(" Hey! That's Stravens'!|He won't like you messing with that!");
} else {
- ~chatnpc(angry, "Stop! thief!");
+ ~chatnpc(" Stop! thief!");
~npc_retaliate(0);
}
\ No newline at end of file
diff --git a/data/src/scripts/areas/area_varrock/scripts/zaff.rs2 b/data/src/scripts/areas/area_varrock/scripts/zaff.rs2
index 8170d22d5..baf9c980d 100644
--- a/data/src/scripts/areas/area_varrock/scripts/zaff.rs2
+++ b/data/src/scripts/areas/area_varrock/scripts/zaff.rs2
@@ -1,11 +1,11 @@
[opnpc1,zaff]
-~chatnpc(happy, "Would you like to buy or sell some staffs?");
+~chatnpc(" Would you like to buy or sell some staffs?");
def_int $option = ~p_choice2("Yes, please!", 1, "No, thank you.", 2);
if($option = 1) {
- ~chatplayer(neutral, "Yes, please!");
+ ~chatplayer(" Yes, please!");
~openshop_zaff;
} else if($option = 2) {
- ~chatplayer(neutral, "No, thank you.");
+ ~chatplayer(" No, thank you.");
}
[opnpc3,zaff]
diff --git a/data/src/scripts/areas/area_white_wolf_mountain/scripts/mountain_dwarf.rs2 b/data/src/scripts/areas/area_white_wolf_mountain/scripts/mountain_dwarf.rs2
index 174ca01f2..90a28cf20 100644
--- a/data/src/scripts/areas/area_white_wolf_mountain/scripts/mountain_dwarf.rs2
+++ b/data/src/scripts/areas/area_white_wolf_mountain/scripts/mountain_dwarf.rs2
@@ -1,120 +1,120 @@
[opnpc1,mountain_dwarf]
switch_int (%fishingcompo_progress) {
case ^fishingcompo_not_started: @mountain_dwarf_start;
- case ^fishingcompo_complete: ~chatnpc(happy, "Welcome, oh great Fishing Champion!|Feel free to pop by any time.");
+ case ^fishingcompo_complete: ~chatnpc(" Welcome, oh great Fishing Champion!|Feel free to pop by any time.");
case default: @mountain_dwarf_won;
}
[label,mountain_dwarf_start]
-~chatnpc(angry, "Hmmph. What do you want?");
+~chatnpc(" Hmmph. What do you want?");
def_int $option = ~p_choice2("I was just wondering what was down those stairs?", 1, "I was just stopping to say hello!", 2);
if($option = 1) {
- ~chatplayer(neutral, "I was just wondering what was down those stairs?");
- ~chatnpc(angry, "You can't go down there!");
+ ~chatplayer(" I was just wondering what was down those stairs?");
+ ~chatnpc(" You can't go down there!");
@multi3("I didn't want to anyway.", mountain_dwarf_didnt_want, "Why not?", mountain_dwarf_why, "I'm bigger than you. Let me by.", mountain_dwarf_bigger);
} else if($option = 2) {
- ~chatplayer(neutral, "I was just stopping to say hello!");
- ~chatnpc(neutral, "Hello then."); // Ends here in RSC, loops back in OSRS (probably changed w/rework)
+ ~chatplayer(" I was just stopping to say hello!");
+ ~chatnpc(" Hello then."); // Ends here in RSC, loops back in OSRS (probably changed w/rework)
}
[label,mountain_dwarf_stairs]
-~chatnpc(angry, "Hoi there! halt!");
-~chatnpc(angry, "You can't come in here!");
+~chatnpc(" Hoi there! halt!");
+~chatnpc(" You can't come in here!");
@multi3("Why not?", mountain_dwarf_why, "Oh, sorry, I hadn't realised it was private.", mountain_dwarf_private, "I'm bigger than you. Let me by!", mountain_dwarf_bigger);
[label,mountain_dwarf_bigger]
-~chatplayer(angry, "I'm bigger than you.|Let me by!");
-~chatnpc(angry, "Go away!|You're not going to bully your way in here!");
+~chatplayer(" I'm bigger than you.|Let me by!");
+~chatnpc(" Go away!|You're not going to bully your way in here!");
[label,mountain_dwarf_didnt_want]
-~chatplayer(neutral, "I didn't want to anyway.");
-~chatnpc(neutral, "Good.");
+~chatplayer(" I didn't want to anyway.");
+~chatnpc(" Good.");
[label,mountain_dwarf_why]
-~chatplayer(neutral, "Why not?");
-~chatnpc(neutral, "This is the home of the Mountain Dwarves.|How would you like it if I wanted to take a shortcut through your home?");
+~chatplayer(" Why not?");
+~chatnpc(" This is the home of the Mountain Dwarves.|How would you like it if I wanted to take a shortcut through your home?");
def_int $option = ~p_choice3("Ooh... is this a shortcut to somewhere?", 1, "Oh, sorry, I hadn't realised it was private.", 2, "If you were my friend I wouldn't mind.", 3);
if($option = 1) {
- ~chatplayer(happy, "Ooh... is this a shortcut to somewhere?");
+ ~chatplayer(" Ooh... is this a shortcut to somewhere?");
// Took RSC version and reworded slightly (similar to OSRS), not confirmed if this is correct
- ~chatnpc(neutral, "Well, it is a lot easier to go|this way to get past White Wolf Mountain|than through those wolf filled passes.");
+ ~chatnpc(" Well, it is a lot easier to go|this way to get past White Wolf Mountain|than through those wolf filled passes.");
} else if($option = 2) {
@mountain_dwarf_private;
} else if($option = 3) {
- ~chatplayer(happy, "If you were my friend I wouldn't mind.");
- ~chatnpc(neutral, "Yes, but I don't even know you.");
+ ~chatplayer(" If you were my friend I wouldn't mind.");
+ ~chatnpc(" Yes, but I don't even know you.");
@multi2("Well, let's be friends!", mountain_dwarf_friends, "You're a grumpy little man aren't you?", mountain_dwarf_grumpy);
}
[label,mountain_dwarf_private]
-~chatplayer(neutral, "Oh, sorry, I hadn't realised it was private.");
+~chatplayer(" Oh, sorry, I hadn't realised it was private.");
[label,mountain_dwarf_friends]
-~chatplayer(happy, "Well, let's be friends!");
+~chatplayer(" Well, let's be friends!");
// If you're below 10 fishing on OSRS, he will say "I'd rather not, thank you." and a mesbox
// is sent after noting you need 10 fishing to start the quest, this isn't the case on RSC (instead, you won't
// be able to fish from the spot in Hemenster with sub 10 fishing). The strict start req was likely added w/the 2006 rework
-~chatnpc(neutral, "I don't make friends easily.|People need to earn my trust first.");
+~chatnpc(" I don't make friends easily.|People need to earn my trust first.");
def_int $option = ~p_choice2("And how am I meant to do that?", 1, "You're a grumpy little man aren't you?", 2);
if($option = 1) {
- ~chatplayer(confused, "And how am I meant to do that?");
- ~chatnpc(neutral, "My, we are the persistent one aren't we?");
- ~chatnpc(neutral, "Well, there's a certain gold artefact we're after.|We dwarves are big fans of gold! This artefact is the first prize at the Hemenster fishing competition.");
- ~chatnpc(happy, "Fortunately we have acquired a pass to enter that competition...");
- ~chatnpc(sad, "Unfortunately Dwarves don't make good fishermen.");
+ ~chatplayer(" And how am I meant to do that?");
+ ~chatnpc(" My, we are the persistent one aren't we?");
+ ~chatnpc(" Well, there's a certain gold artefact we're after.|We dwarves are big fans of gold! This artefact is the first prize at the Hemenster fishing competition.");
+ ~chatnpc(" Fortunately we have acquired a pass to enter that competition...");
+ ~chatnpc(" Unfortunately Dwarves don't make good fishermen.");
def_int $start = ~p_choice2("Fortunately I'm alright at fishing!", 1, "I'm not much of a fisherman either.", 2);
if($start = 1) {
- ~chatplayer(happy, "Fortunately I'm alright at fishing!");
- ~chatnpc(happy, "Okay, I entrust you with our competition pass.|Go to Hemenster and do us proud!");
+ ~chatplayer(" Fortunately I'm alright at fishing!");
+ ~chatnpc(" Okay, I entrust you with our competition pass.|Go to Hemenster and do us proud!");
%fishingcompo_progress = ^fishingcompo_started;
~send_quest_progress(questlist:fishingcompo, %fishingcompo_progress, ^fishingcompo_complete);
inv_add(inv, fishing_pass, 1);
} else if($start = 2) {
// Option doesn't exist post-rework so some guessing here
- ~chatplayer(sad, "I'm not much of a fisherman either.");
- ~chatnpc(angry, "What good are you?");
+ ~chatplayer(" I'm not much of a fisherman either.");
+ ~chatnpc(" What good are you?");
}
} else if($option = 2) {
@mountain_dwarf_grumpy;
}
[label,mountain_dwarf_spare_pass]
-~chatplayer(sad, "I need another competition pass.");
-~chatnpc(confused, "Hmmm. It's a good job they sent us spares.");
+~chatplayer(" I need another competition pass.");
+~chatnpc(" Hmmm. It's a good job they sent us spares.");
inv_add(inv, fishing_pass, 1);
-~chatnpc(confused, "There you go.");
+~chatnpc(" There you go.");
[label,mountain_dwarf_grumpy]
-~chatplayer(angry, "You're a grumpy little man aren't you?");
-~chatnpc(angry, "Don't you know it.");
+~chatplayer(" You're a grumpy little man aren't you?");
+~chatnpc(" Don't you know it.");
[label,mountain_dwarf_won]
-~chatnpc(confused, "Have you won yet?");
+~chatnpc(" Have you won yet?");
if(%fishingcompo_progress = ^fishingcompo_won_comp) {
- ~chatplayer(happy, "Yes I have!");
- ~chatnpc(happy, "Well done! So where is the trophy?");
+ ~chatplayer(" Yes I have!");
+ ~chatnpc(" Well done! So where is the trophy?");
if(inv_total(inv, fishing_trophy) > 0) {
- ~chatplayer(happy, "I have it right here!");
+ ~chatplayer(" I have it right here!");
~mesbox("You give the trophy to the dwarf.");
inv_del(inv, fishing_trophy, 1);
queue(fishingcompo_quest_complete, 0);
- ~chatnpc(happy, "Okay, we will let you in now.");
+ ~chatnpc(" Okay, we will let you in now.");
} else {
- ~chatplayer(confused, "I don't have it with me.");
- ~chatnpc(confused, "You'd better go get it then hadn't you?");
+ ~chatplayer(" I don't have it with me.");
+ ~chatnpc(" You'd better go get it then hadn't you?");
}
return;
}
if(inv_total(inv, fishing_pass) = 0 & inv_total(bank, fishing_pass) = 0) {
def_int $option = ~p_choice2("I need another competition pass.", 1, "No, it takes preparation to win fishing competitions.", 2);
if($option = 1) {
- ~chatplayer(sad, "I need another competition pass.");
- ~chatnpc(confused, "Hmmm. It's a good job they sent us spares.");
+ ~chatplayer(" I need another competition pass.");
+ ~chatnpc(" Hmmm. It's a good job they sent us spares.");
inv_add(inv, fishing_pass, 1);
- ~chatnpc(confused, "There you go.");
+ ~chatnpc(" There you go.");
} else if($option = 2) {
- ~chatplayer(neutral, "No, it takes preparation to win fishing competitions.");
- ~chatnpc(confused, "Maybe that's where we are going wrong when we try fishing?");
+ ~chatplayer(" No, it takes preparation to win fishing competitions.");
+ ~chatnpc(" Maybe that's where we are going wrong when we try fishing?");
}
}
-~chatplayer(sad, "No, not yet.");
\ No newline at end of file
+~chatplayer(" No, not yet.");
\ No newline at end of file
diff --git a/data/src/scripts/areas/area_wilderness/scripts/fat_tony.rs2 b/data/src/scripts/areas/area_wilderness/scripts/fat_tony.rs2
index eb7f6c0b3..727e5ca2e 100644
--- a/data/src/scripts/areas/area_wilderness/scripts/fat_tony.rs2
+++ b/data/src/scripts/areas/area_wilderness/scripts/fat_tony.rs2
@@ -1,34 +1,34 @@
[opnpc1,fat_tony]
-~chatnpc(angry, "Go away I'm very busy!");
+~chatnpc(" Go away I'm very busy!");
def_int $option = ~p_choice3("Sorry to disturb you.", 1, "What are you busy doing?", 2, "Have you anything to sell?", 3);
if($option = 1) {
- ~chatplayer(neutral, "Sorry to disturb you.");
+ ~chatplayer(" Sorry to disturb you.");
} else if($option = 2) {
- ~chatplayer(quiz, "What are you busy doing?");
- ~chatnpc(neutral, "I'm cooking pizzas for the people in this camp.");
- ~chatnpc(sad, "Not that these louts appreciate my gourmet cooking!");
+ ~chatplayer(" What are you busy doing?");
+ ~chatnpc(" I'm cooking pizzas for the people in this camp.");
+ ~chatnpc(" Not that these louts appreciate my gourmet cooking!");
@multi3("So what is a gourmet chef doing cooking for bandits?", fat_tony_gourmet, "Can I have some pizza too?", fat_tony_pizza, "Okay, I'll leave you to it.", fat_tony_leave);
} else if($option = 3) {
- ~chatplayer(quiz, "Have you anything to sell?");
- ~chatnpc(neutral, "Well I guess I can sell you some half made pizzas.");
+ ~chatplayer(" Have you anything to sell?");
+ ~chatnpc(" Well I guess I can sell you some half made pizzas.");
~openshop_activenpc;
}
[label,fat_tony_gourmet]
-~chatplayer(quiz, "So what is a gourmet chef doing cooking for bandits?");
-~chatnpc(sad, "Well I'm an outlaw.|I was accused of giving the king food poisoning!|The thought of it! I think he just drank too much wine that night.");
-~chatnpc(sad, "I had to flee the kingdom of Misthalin!|The bandits give me refuge here as long as I cook for them.");
+~chatplayer(" So what is a gourmet chef doing cooking for bandits?");
+~chatnpc(" Well I'm an outlaw.|I was accused of giving the king food poisoning!|The thought of it! I think he just drank too much wine that night.");
+~chatnpc(" I had to flee the kingdom of Misthalin!|The bandits give me refuge here as long as I cook for them.");
@multi2("Can I have some pizza too?", fat_tony_pizza, "Okay, I'll leave you to it.", fat_tony_leave);
[label,fat_tony_pizza]
-~chatplayer(quiz, "Can I have some pizza too?");
-~chatnpc(neutral, "Well this pizza is really meant to be for the bandits.|I guess I could sell you some pizza bases though");
+~chatplayer(" Can I have some pizza too?");
+~chatnpc(" Well this pizza is really meant to be for the bandits.|I guess I could sell you some pizza bases though");
switch_int(~p_choice2("Yes, Okay.", 1, "Oh if I have to pay I don't want any.", 2)) {
case 1:
- ~chatplayer(neutral, "Yes, Okay.");
+ ~chatplayer(" Yes, Okay.");
~openshop_activenpc;
- case 2: ~chatplayer(neutral, "Oh if I have to pay I don't want any.");
+ case 2: ~chatplayer(" Oh if I have to pay I don't want any.");
}
[label,fat_tony_leave]
-~chatplayer(neutral, "Okay, I'll leave you to it.");
\ No newline at end of file
+~chatplayer(" Okay, I'll leave you to it.");
\ No newline at end of file
diff --git a/data/src/scripts/areas/area_wilderness/scripts/king_black_dragon.rs2 b/data/src/scripts/areas/area_wilderness/scripts/king_black_dragon.rs2
index bd519d8ec..1bbd5af9b 100644
--- a/data/src/scripts/areas/area_wilderness/scripts/king_black_dragon.rs2
+++ b/data/src/scripts/areas/area_wilderness/scripts/king_black_dragon.rs2
@@ -256,9 +256,9 @@ if (randominc($attack_roll) > randominc($defence_roll)) {
// mes("You're shocked and weakened!"); // https://youtu.be/R3ozXHcQkgs?list=PLn23LiLYLb1bYAFU3Vdk3N9niuHs-b-4-&t=106
mes("You're zapped by the dragon's shocking breath!"); // earlier video has this: https://youtu.be/Kc0ZMLmWrYU?list=PLn23LiLYLb1bYAFU3Vdk3N9niuHs-b-4-&t=20
// reduce every stat except hitpoints by 2
- def_int $i = 0;
+ def_int $i = 1;
def_stat $stat;
- while ($i < enum_getoutputcount(stats)) {
+ while ($i <= enum_getoutputcount(stats)) {
$stat = enum(int, stat, stats, $i);
if ($stat ! hitpoints) {
stat_sub($stat, 2, 0);
diff --git a/data/src/scripts/areas/area_wilderness/scripts/noterazzo.rs2 b/data/src/scripts/areas/area_wilderness/scripts/noterazzo.rs2
index 16a24506e..ec60ac6f5 100644
--- a/data/src/scripts/areas/area_wilderness/scripts/noterazzo.rs2
+++ b/data/src/scripts/areas/area_wilderness/scripts/noterazzo.rs2
@@ -1,12 +1,12 @@
[opnpc1,noterazzo]
-~chatnpc(shifty, "Hey wanna trade? I'll give the best deals you can find.");
+~chatnpc(" Hey wanna trade? I'll give the best deals you can find.");
def_int $option = ~p_choice3("Yes please.", 1, "No thanks.", 2, "How can you afford to give such good deals?", 3);
if($option = 1) {
- ~chatplayer(neutral, "Yes please.");
+ ~chatplayer(" Yes please.");
~openshop_activenpc;
} else if($option = 2) {
- ~chatplayer(neutral, "No thanks.");
+ ~chatplayer(" No thanks.");
} else if($option = 3) {
- ~chatplayer(quiz, "How can you afford to give such good deals?");
- ~chatnpc(shifty, "The general stores in Asgarnia and Misthalin are heavily taxed. It really makes it hard for them to run an effective business. For some reason taxmen don't visit my store.");
+ ~chatplayer(" How can you afford to give such good deals?");
+ ~chatnpc(" The general stores in Asgarnia and Misthalin are heavily taxed. It really makes it hard for them to run an effective business. For some reason taxmen don't visit my store.");
}
\ No newline at end of file
diff --git a/data/src/scripts/areas/area_wizard_tower/scripts/sedridor.rs2 b/data/src/scripts/areas/area_wizard_tower/scripts/sedridor.rs2
index d43ea6ff9..e0730e57e 100644
--- a/data/src/scripts/areas/area_wizard_tower/scripts/sedridor.rs2
+++ b/data/src/scripts/areas/area_wizard_tower/scripts/sedridor.rs2
@@ -1,10 +1,10 @@
[opnpc1,sedridor]
-~chatnpc(neutral, "Welcome adventurer, to the world renowned|Wizards' Tower. How may I help you?");
+~chatnpc(" Welcome adventurer, to the world renowned|Wizards' Tower. How may I help you?");
// we don't support teleporting until the quest is complete
if(%runemysteries_progress = 0) {
def_int $option = ~p_choice2("Nothing thanks, I'm just looking around.", 1, "What are you doing down here?", 2);
if ($option = 1) {
- ~chatplayer(neutral, "Nothing thanks. I'm just looking around.");
+ ~chatplayer(" Nothing thanks. I'm just looking around.");
return;
}
if ($option = 2) {
@@ -14,59 +14,59 @@ if(%runemysteries_progress = 0) {
@rune_mysteries;
} else if(%runemysteries_progress = 2) {
if(~obj_gettotal(research_package) = 0) {
- ~chatplayer(neutral, "...I lost the package you gave me.");
- ~chatnpc(neutral, "You WHAT?");
- ~chatnpc(neutral, "Tch, that was really very careless of you. Luckily as head wizard I have great powers, and will be able to teleport it back here without too much effort.");
- ~chatnpc(neutral, "Ok, I have retrieved it. Luckily it doesn't appear to have been damaged. Now please take it to Aubury, and try not to lose it again.");
+ ~chatplayer(" ...I lost the package you gave me.");
+ ~chatnpc(" You WHAT?");
+ ~chatnpc(" Tch, that was really very careless of you. Luckily as head wizard I have great powers, and will be able to teleport it back here without too much effort.");
+ ~chatnpc(" Ok, I have retrieved it. Luckily it doesn't appear to have been damaged. Now please take it to Aubury, and try not to lose it again.");
if (inv_freespace(inv) = 0) {
~objbox(research_package, "Sedridor tries to hand you the Research Package, but you don't have enough room to take them.");
return;
}
inv_add(inv, research_package, 1);
} else {
- ~chatnpc(neutral, "How goes your quest? Have you delivered the research notes to my friend Aubury yet?");
- ~chatplayer(neutral, "Not yet...");
- ~chatnpc(neutral, "Well, please do so as soon as possible. Remember: to get to Varrock, head due North, through Draynor Village, around Draynor Manor, and then head East when");
- ~chatnpc(neutral, "you get to the Barbarian village. The man you seek is named Aubury, and he owns the rune shop there. It is vital he receives this package.");
+ ~chatnpc(" How goes your quest? Have you delivered the research notes to my friend Aubury yet?");
+ ~chatplayer(" Not yet...");
+ ~chatnpc(" Well, please do so as soon as possible. Remember: to get to Varrock, head due North, through Draynor Village, around Draynor Manor, and then head East when");
+ ~chatnpc(" you get to the Barbarian village. The man you seek is named Aubury, and he owns the rune shop there. It is vital he receives this package.");
}
} else if (%runemysteries_progress = 4) {
- ~chatnpc(neutral, "Ah, Ah, Yes, I have. He gave me some research notes to pass on to you.");
+ ~chatnpc(" May I have his notes then?");
if(~obj_gettotal(notes) = 0) {
- ~chatplayer(neutral, "Uh... I kind of... lost them...");
- ~chatnpc(neutral, "You did? You are extremely careless aren't you? I suggest you go and speak to Aubury once more, with luck he will have made copies of his research.");
+ ~chatplayer(" Uh... I kind of... lost them...");
+ ~chatnpc(" You did? You are extremely careless aren't you? I suggest you go and speak to Aubury once more, with luck he will have made copies of his research.");
return;
}
if(inv_total(inv, notes) = 0) {
- ~chatplayer(neutral, "Sure, I'll go and get them from the bank.");
+ ~chatplayer(" Sure, I'll go and get them from the bank.");
return;
}
- ~chatplayer(neutral, "Sure. I have them here.");
- ~chatnpc(neutral, "Well, before you hand them over to me, as you have been nothing but truthful with me to this point, and I admire that in an adventurer, I will let you into the secret of our research.");
- ~chatnpc(neutral, "Now as you may or may not know, many|centuries ago, the wizards at this Tower|learnt the secret of creating Rune Stones, which|allowed us to cast Magic very easily.");
- ~chatnpc(neutral, "When this Tower was burnt down the secret of creating runes was lost to us for all time... except it wasn't. Some months ago, while searching these ruins for information from old days,");
- ~chatnpc(neutral, "I came upon a scroll, almost destroyed, that detailed a magical rock deep in the icefields of the North, closed off from access by anything other than magical means.");
- ~chatnpc(neutral, "This rock was called the 'Rune Essence' by the|magicians who studied its powers. Apparently, by simply|breaking a chunk from it, a Rune Stone could be|fashioned very quickly and easily at certain");
- ~chatnpc(neutral, "elemental altars that were scattered across the land|back then. Now, this is an intersting little piece of|history, but not much use to us as modern wizards|without access to the Rune Essence,");
- ~chatnpc(neutral, "or these elemental altars. This is where you and|Aubury come into this story. A few weeks back,|Aubury discovered in a standard delivery of runes|to his store, a parchment detailing a");
- ~chatnpc(neutral, "teleportation spell that he had never come across before. To his shock, when cast it took him to a strange rock he had never encountered before... yet that felt strangely familiar...");
- ~chatnpc(neutral, "As I'm sure you have now guessed, he had discovered a portal leading to the mythical Rune Essence. As soon as he told me of this spell I saw the importance of his find,");
- ~chatnpc(neutral, "for if we could but find the elemental altars spoken|of in the ancient texts, we would once more be able|to create runes as our ancestors had done! It would|be the saviour of the wizards' art!");
- ~chatplayer(neutral, "I'm still not sure how I fit into|this little story of yours...");
- ~chatnpc(neutral, "You haven't guessed? This talisman you brought me...|it is the key to the elemental altar of air! When|you hold it next, it will direct you towards");
- ~chatnpc(neutral, "the entrance to the long forgotten Air Altar! By|bringing pieces of the Rune Essence to the Air Temple,|you will be able to fashion your own Air Runes!");
- ~chatnpc(neutral, "And this is not all! By finding other talismans similar to this one, you will eventually be able to craft every rune that is available on this world! Just");
- ~chatnpc(neutral, "as our ancestors did! I cannot stress enough what a find this is! Now, due to the risks involved of letting this mighty power fall into the wrong hands");
- ~chatnpc(neutral, "I will keep the teleport skill to the Rune Essence|a closely guarded secret, shared only by myself|and those Magic users around the world|whom I trust enough to keep it.");
- ~chatnpc(neutral, "This means that if any evil power should discover|the talismans required to enter the elemental|temples, we will be able to prevent their access|to the Rune Essence and prevent");
- ~chatnpc(neutral, "tragedy befalling this world. I know not where the|temples are located, nor do I know where the talismans|have been scattered to in this land, but I now");
- ~chatnpc(neutral, "return your Air Talisman to you. Find the Air|Temple, and you will be able to charge your Rune|Essences to become Air Runes at will. Any time");
- ~chatnpc(neutral, "you wish to visit the Rune Essence, speak to me|or Aubury and we will open a portal to that|mystical place for you to visit.");
- ~chatplayer(neutral, "So only you and Aubury know the teleport|spell to the Rune Essence?");
- ~chatnpc(neutral, "No... there are others... whom I will tell of your|authorisation to visit that place. When you speak|to them, they will know you, and grant you|access to that place when asked.");
- ~chatnpc(neutral, "Use the Air Talisman to locate the air temple,|and use any further talismans you find to locate|the other missing elemental temples.|Now... my research notes please?");
+ ~chatplayer(" Sure. I have them here.");
+ ~chatnpc(" Well, before you hand them over to me, as you have been nothing but truthful with me to this point, and I admire that in an adventurer, I will let you into the secret of our research.");
+ ~chatnpc(" Now as you may or may not know, many|centuries ago, the wizards at this Tower|learnt the secret of creating Rune Stones, which|allowed us to cast Magic very easily.");
+ ~chatnpc(" When this Tower was burnt down the secret of creating runes was lost to us for all time... except it wasn't. Some months ago, while searching these ruins for information from old days,");
+ ~chatnpc(" I came upon a scroll, almost destroyed, that detailed a magical rock deep in the icefields of the North, closed off from access by anything other than magical means.");
+ ~chatnpc(" This rock was called the 'Rune Essence' by the|magicians who studied its powers. Apparently, by simply|breaking a chunk from it, a Rune Stone could be|fashioned very quickly and easily at certain");
+ ~chatnpc(" elemental altars that were scattered across the land|back then. Now, this is an intersting little piece of|history, but not much use to us as modern wizards|without access to the Rune Essence,");
+ ~chatnpc(" or these elemental altars. This is where you and|Aubury come into this story. A few weeks back,|Aubury discovered in a standard delivery of runes|to his store, a parchment detailing a");
+ ~chatnpc(" teleportation spell that he had never come across before. To his shock, when cast it took him to a strange rock he had never encountered before... yet that felt strangely familiar...");
+ ~chatnpc(" As I'm sure you have now guessed, he had discovered a portal leading to the mythical Rune Essence. As soon as he told me of this spell I saw the importance of his find,");
+ ~chatnpc(" for if we could but find the elemental altars spoken|of in the ancient texts, we would once more be able|to create runes as our ancestors had done! It would|be the saviour of the wizards' art!");
+ ~chatplayer(" I'm still not sure how I fit into|this little story of yours...");
+ ~chatnpc(" You haven't guessed? This talisman you brought me...|it is the key to the elemental altar of air! When|you hold it next, it will direct you towards");
+ ~chatnpc(" the entrance to the long forgotten Air Altar! By|bringing pieces of the Rune Essence to the Air Temple,|you will be able to fashion your own Air Runes!");
+ ~chatnpc(" And this is not all! By finding other talismans similar to this one, you will eventually be able to craft every rune that is available on this world! Just");
+ ~chatnpc(" as our ancestors did! I cannot stress enough what a find this is! Now, due to the risks involved of letting this mighty power fall into the wrong hands");
+ ~chatnpc(" I will keep the teleport skill to the Rune Essence|a closely guarded secret, shared only by myself|and those Magic users around the world|whom I trust enough to keep it.");
+ ~chatnpc(" This means that if any evil power should discover|the talismans required to enter the elemental|temples, we will be able to prevent their access|to the Rune Essence and prevent");
+ ~chatnpc(" tragedy befalling this world. I know not where the|temples are located, nor do I know where the talismans|have been scattered to in this land, but I now");
+ ~chatnpc(" return your Air Talisman to you. Find the Air|Temple, and you will be able to charge your Rune|Essences to become Air Runes at will. Any time");
+ ~chatnpc(" you wish to visit the Rune Essence, speak to me|or Aubury and we will open a portal to that|mystical place for you to visit.");
+ ~chatplayer(" So only you and Aubury know the teleport|spell to the Rune Essence?");
+ ~chatnpc(" No... there are others... whom I will tell of your|authorisation to visit that place. When you speak|to them, they will know you, and grant you|access to that place when asked.");
+ ~chatnpc(" Use the Air Talisman to locate the air temple,|and use any further talismans you find to locate|the other missing elemental temples.|Now... my research notes please?");
inv_del(inv, notes, 1);
inv_add(inv, air_talisman, 1);
@@ -78,10 +78,10 @@ if(%runemysteries_progress = 0) {
def_int $option = ~p_choice2("Nothing thanks, I'm just looking around.", 1, "Can you teleport me to the Rune Essence?", 2);
if ($option = 1) {
- ~chatplayer(neutral, "Nothing thanks. I'm just looking around.");
+ ~chatplayer(" Nothing thanks. I'm just looking around.");
}
if ($option = 2) {
- ~chatplayer(neutral, "Can you teleport me to the Rune Essence?");
+ ~chatplayer(" Can you teleport me to the Rune Essence?");
@teleport_to_essence_mine(^essence_mine_to_sedridor);
}
}
@@ -89,51 +89,51 @@ if(%runemysteries_progress = 0) {
[label,rune_mysteries]
def_int $option = ~p_choice3("Nothing thanks. I'm just looking around.", 1, "What are you doing down here?", 2, "I'm looking for the head wizard.", 3);
if ($option = 1) {
- ~chatplayer(neutral, "Nothing thanks. I'm just looking around.");
+ ~chatplayer(" Nothing thanks. I'm just looking around.");
} else if ($option = 2) {
@sedridor_2;
} else if ($option = 3) {
- ~chatplayer(neutral, "I'm looking for the head wizard.");
- ~chatnpc(neutral, "Oh you are, are you?|And just why would you be doing that?");
- ~chatplayer(neutral, "The Duke of Lumbridge sent me to find him. I have this weird talisman he found. He said the head wizard would be very interested in it.");
- ~chatnpc(neutral, "Did he now? HmmmMMMMMmmmmm.|Well that IS interesting. Hand it over then adventurer,|let me see what all the hubbub about it is.|Just some amulet I'll wager.");
+ ~chatplayer(" I'm looking for the head wizard.");
+ ~chatnpc(" Oh you are, are you?|And just why would you be doing that?");
+ ~chatplayer(" The Duke of Lumbridge sent me to find him. I have this weird talisman he found. He said the head wizard would be very interested in it.");
+ ~chatnpc(" Did he now? HmmmMMMMMmmmmm.|Well that IS interesting. Hand it over then adventurer,|let me see what all the hubbub about it is.|Just some amulet I'll wager.");
$option = ~p_choice2("Ok, here you are.", 1, "No, I'll only give it to the head wizard.", 2);
if ($option = 1) {
@seridor_3;
} else if ($option = 2) {
- ~chatplayer(neutral, "No, I'll only give it to the head wizard.");
- ~chatnpc(neutral, "Hmmm. Well, I admire your caution adventurer, perhaps I can prove myself? I will use my mental powers to discover...");
- ~chatnpc(neutral, "Your name is... No, I'll only give it to the head wizard.");
+ ~chatnpc(" Hmmm. Well, I admire your caution adventurer, perhaps I can prove myself? I will use my mental powers to discover...");
+ ~chatnpc(" Your name is... You're right!");
+ ~chatnpc(" Well I am head wizard you know! You don't get to my position without learning a few tricks along the way!");
+ ~chatnpc(" So now I have proved myself to you why don't you hand over that talisman, hmm?");
@seridor_3;
}
}
[label,sedridor_2]
-~chatnpc(neutral, "That is indeed a good question. Here in the cellar of the Wizards' Tower you find the remains of the old Wizards' Tower, destroyed by fire");
-~chatnpc(neutral, "many years past by the treachery of the Zamorakians. Many mysteries were lost, which we try to find once more. By building this Tower on the remains of the old,");
-~chatnpc(neutral, "we sought to show the world of our dedication to learning the mysteries of Magic. I am here searching through these fragments for knowledge from the artefacts from our past");
-~chatplayer(neutral, "And have you found anything useful?");
-~chatnpc(neutral, "Aaaah... that would be telling adventurer. Anything I have found I cannot speak freely of, for fear the treachery of the past might be repeated.");
+~chatnpc(" That is indeed a good question. Here in the cellar of the Wizards' Tower you find the remains of the old Wizards' Tower, destroyed by fire");
+~chatnpc(" many years past by the treachery of the Zamorakians. Many mysteries were lost, which we try to find once more. By building this Tower on the remains of the old,");
+~chatnpc(" we sought to show the world of our dedication to learning the mysteries of Magic. I am here searching through these fragments for knowledge from the artefacts from our past");
+~chatplayer(" And have you found anything useful?");
+~chatnpc(" Aaaah... that would be telling adventurer. Anything I have found I cannot speak freely of, for fear the treachery of the past might be repeated.");
def_int $option = ~p_choice2("Ok, well I'll leave you to it.", 1, "What do you mean treachery?", 2);
if ($option = 1) {
- ~chatplayer(neutral, "Ok, well I'll leave you to it.");
+ ~chatplayer(" Ok, well I'll leave you to it.");
} else if ($option = 2) {
- ~chatnpc(neutral, "Well, it is a long story from the past... Many years ago, this Wizards' Tower was a focus of great learning, as we mages studied together to try and learn the secrets behind");
- ~chatnpc(neutral, "the Rune Stones that allow us to use Magic. Who makes them? Where do they come from? How many types are there? What spells can they produce? All these questions and more are still unknown to us,");
- ~chatnpc(neutral, "but were once known to our ancestors. Legends tell us that in the past the mages who lived here could fashion Rune Stones almost at will, and as many as they desired.");
- ~chatplayer(neutral, "But they cannot anymore?");
- ~chatnpc(neutral, "No, unfortunately not. Many years past, the Wizards who follow Zamorak, the god of chaos, burned this Tower to the ground, and all who were inside.");
- ~chatnpc(neutral, "To this day we do not fully know why they did this terrible act, but all our research, all of our greatest magical minds were destroyed in one fell swoop.");
- ~chatnpc(neutral, "This is why I spend my time searching through these few remains we have left from the glorious old Tower. I hope someday to find something that will tell us once more of the mysteries of");
- ~chatnpc(neutral, "the runes that we use daily, which dwindle in supply with each use. Someday I hope we may once more create our own runes, and the Wizards' Tower will once more be a place of glory!");
- ~chatplayer(neutral, "Ok, well I'll leave you to it.");
+ ~chatnpc(" Well, it is a long story from the past... Many years ago, this Wizards' Tower was a focus of great learning, as we mages studied together to try and learn the secrets behind");
+ ~chatnpc(" the Rune Stones that allow us to use Magic. Who makes them? Where do they come from? How many types are there? What spells can they produce? All these questions and more are still unknown to us,");
+ ~chatnpc(" but were once known to our ancestors. Legends tell us that in the past the mages who lived here could fashion Rune Stones almost at will, and as many as they desired.");
+ ~chatplayer(" But they cannot anymore?");
+ ~chatnpc(" No, unfortunately not. Many years past, the Wizards who follow Zamorak, the god of chaos, burned this Tower to the ground, and all who were inside.");
+ ~chatnpc(" To this day we do not fully know why they did this terrible act, but all our research, all of our greatest magical minds were destroyed in one fell swoop.");
+ ~chatnpc(" This is why I spend my time searching through these few remains we have left from the glorious old Tower. I hope someday to find something that will tell us once more of the mysteries of");
+ ~chatnpc(" the runes that we use daily, which dwindle in supply with each use. Someday I hope we may once more create our own runes, and the Wizards' Tower will once more be a place of glory!");
+ ~chatplayer(" Ok, well I'll leave you to it.");
}
[label,seridor_3]
-~chatplayer(neutral, "Ok here you are.");
+~chatplayer(" Ok here you are.");
if (inv_total(inv, air_talisman) = 0) {
// unofficial text
~mesbox("Ooops, look's like I've forgotten to bring the item in question.");
@@ -141,20 +141,20 @@ if (inv_total(inv, air_talisman) = 0) {
}
inv_del(inv, air_talisman, 1);
~mesbox("You hand the Talisman to the wizard.");
-~chatnpc(shock, "Wow! This is... incredible!");
-~chatnpc(shock, "Th-this talisman you brought me...! It is the last piece|of the puzzle, I think! Finally! The legacy of our|ancestors... it will return to us once more!");
-~chatnpc(neutral, "I need time to study this, Wow! This is... incredible!");
+~chatnpc(" Th-this talisman you brought me...! It is the last piece|of the puzzle, I think! Finally! The legacy of our|ancestors... it will return to us once more!");
+~chatnpc(" I need time to study this, is located North East of here, there is a certain shop that sells magical runes. I have in this package all of the research I have done relating to the Rune Stones, and");
+~chatnpc(" require somebody to take them to the shopkeeper so that he may share my research and offer me his insights. Do this thing for me, and bring back what he gives you,");
+~chatnpc(" and if my suspicions are correct. I will let you into the knowledge of one of the greatest secrets this world has ever known! A secret so powerful that it destroyed the");
+~chatnpc(" original Wizards' Tower all of those centuries|ago! My research, combined with this mysterious|talisman... I cannot believe the answer to|the mysteries is so close now!");
+~chatnpc(" Do this thing for me Yes, certainly.");
+ ~chatnpc(" Take this package, and head directly North|from here, through Draynor village, until you reach|the Barbarian Village. Then head East from there|until you reach Varrock.");
+ ~chatnpc(" Once in Varrock, take this package to the owner of the rune shop. His name is Aubury. You may find it|helpful to ask one of Varrock's citizens for directions.");
+ ~chatnpc(" as Varrock can be a confusing place for the first time visitor. He will give you a special item - bring it back to me, and I shall show you the mystery of the runes...");
if (inv_freespace(inv) = 0) {
~mesbox("The head wizard tries to hand you the Research Package, but you don't have enough room to take it.");
return;
@@ -162,11 +162,11 @@ if ($option = 1) {
inv_add(inv, research_package, 1);
%runemysteries_progress = 2;
~mesbox("The head wizard gives you a package.");
- ~chatnpc(neutral, "Best of luck with your quest, Best of luck with your quest, No, I'm busy.");
// TODO find out what happens here
inv_add(inv, air_talisman, 1);
~mesbox("Sedridor hands you back the Talisman.");
- ~chatnpc(neutral, "Perhaphs I will see you later Perhaphs I will see you later Hello there.");
@multi2("Give me a quest!", mizgog_givequest, "Most of your friends are pretty quiet aren't they?", mizgog_quiet);
case ^imp_started:
- ~chatnpc(happy, "So how are you doing finding my beads?");
+ ~chatnpc(" So how are you doing finding my beads?");
if(inv_total(inv, imp_black_bead) > 0 & inv_total(inv, imp_white_bead) > 0 & inv_total(inv, imp_yellow_bead) > 0 & inv_total(inv, imp_red_bead) > 0) {
- ~chatplayer(happy, "I've got all four beads.|It was hard work I can tell you.");
- ~chatnpc(happy, "Give them here and I'll sort out a reward.");
+ ~chatplayer(" I've got all four beads.|It was hard work I can tell you.");
+ ~chatnpc(" Give them here and I'll sort out a reward.");
~mesbox("You give four coloured beads to Wizard Mizgog.");
inv_del(inv, imp_black_bead, 1);
inv_del(inv, imp_white_bead, 1);
inv_del(inv, imp_yellow_bead, 1);
inv_del(inv, imp_red_bead, 1);
queue(imp_quest_complete, 0);
- ~chatnpc(happy, "Here's your reward then,|an amulet of accuracy.");
+ ~chatnpc(" Here's your reward then,|an amulet of accuracy.");
mes("The Wizard hands you an amulet.");
return;
}
if(inv_total(inv, imp_black_bead) = 0 & inv_total(inv, imp_white_bead) = 0 & inv_total(inv, imp_yellow_bead) = 0 & inv_total(inv, imp_red_bead) = 0) {
- ~chatplayer(sad, "I have not found any yet.");
- ~chatnpc(neutral, "Well get on with it.|I've lost a white bead, a red bead,|a black bead, and a yellow bead.|Go kill some imps!");
+ ~chatplayer(" I have not found any yet.");
+ ~chatnpc(" Well get on with it.|I've lost a white bead, a red bead,|a black bead, and a yellow bead.|Go kill some imps!");
} else {
- ~chatplayer(happy, "I have found some of your beads.");
- ~chatnpc(neutral, "Come back when you have them all.|The colour of the four beads that I need|are red, yellow, black, and white.|Go chase some imps!");
+ ~chatplayer(" I have found some of your beads.");
+ ~chatnpc(" Come back when you have them all.|The colour of the four beads that I need|are red, yellow, black, and white.|Go chase some imps!");
}
case ^imp_complete:
- ~chatnpc(neutral, "Hello there.");
+ ~chatnpc(" Hello there.");
def_int $option = ~p_choice2("Got any more quests?", 1, "Most of your friends are pretty quiet aren't they?", 2);
if($option = 1) {
- ~chatplayer(neutral, "Got any more quests?");
- ~chatnpc(neutral, "No, everything is good with the world today.");
+ ~chatplayer(" Got any more quests?");
+ ~chatnpc(" No, everything is good with the world today.");
} else if($option = 2) {
@mizgog_quiet;
}
}
[label,mizgog_givequest]
-~chatplayer(neutral, "Give me a quest!");
-~chatnpc(happy, "Give me a quest what?");
+~chatplayer(" Give me a quest!");
+~chatnpc(" Give me a quest what?");
def_int $option = ~p_choice3("Give me a quest please.", 1, "Give me a quest or else!", 2, "Just stop messing around and give me a quest!", 3);
if($option = 1) {
- ~chatplayer(neutral, "Give me a quest please.");
- ~chatnpc(happy, "Well seeing as you asked nicely...|I could do with some help.");
- ~chatnpc(sad, "The wizard Grayzag next door|decided he didn't like me.|So he cast a spell of summoning,|and summoned hundreds of little imps.");
- ~chatnpc(sad, "These imps stole all sorts of my things.|Most of these things I don't really care about,|just eggs and balls of string and things.");
- ~chatnpc(sad, "But they stole my four magical beads.|There was a red one, a yellow one,|a black one, and a white one.");
- ~chatnpc(sad, "These imps have now spread out all over the kingdom.|Could you get my beads back for me?");
+ ~chatplayer(" Give me a quest please.");
+ ~chatnpc(" Well seeing as you asked nicely...|I could do with some help.");
+ ~chatnpc(" The wizard Grayzag next door|decided he didn't like me.|So he cast a spell of summoning,|and summoned hundreds of little imps.");
+ ~chatnpc(" These imps stole all sorts of my things.|Most of these things I don't really care about,|just eggs and balls of string and things.");
+ ~chatnpc(" But they stole my four magical beads.|There was a red one, a yellow one,|a black one, and a white one.");
+ ~chatnpc(" These imps have now spread out all over the kingdom.|Could you get my beads back for me?");
%imp_progress = ^imp_started;
~send_quest_progress(questlist:imp, %imp_progress, ^imp_complete);
- ~chatplayer(happy, "I'll try.");
+ ~chatplayer(" I'll try.");
} else if($option = 2) {
- ~chatplayer(sad, "Give me a quest or else!");
- ~chatnpc(happy, "Or else what? You'll attack me?");
- ~chatnpc(laugh, "Hahaha!");
+ ~chatplayer(" Give me a quest or else!");
+ ~chatnpc(" Or else what? You'll attack me?");
+ ~chatnpc(" Hahaha!");
} else if($option = 3) {
- ~chatplayer(angry, "Just stop messing around and give me a quest!");
- ~chatnpc(happy, "Ah now you're assuming I have one to give.");
+ ~chatplayer(" Just stop messing around and give me a quest!");
+ ~chatnpc(" Ah now you're assuming I have one to give.");
}
[label,mizgog_quiet]
-~chatplayer(neutral, "Most of your friends are pretty quiet aren't they?");
-~chatnpc(neutral, "Yes, they've mostly got their heads in the clouds,|thinking about magic.");
\ No newline at end of file
+~chatplayer(" Most of your friends are pretty quiet aren't they?");
+~chatnpc(" Yes, they've mostly got their heads in the clouds,|thinking about magic.");
\ No newline at end of file
diff --git a/data/src/scripts/areas/area_yanille/scripts/bartender.rs2 b/data/src/scripts/areas/area_yanille/scripts/bartender.rs2
index 3a833aeff..3f2e472fc 100644
--- a/data/src/scripts/areas/area_yanille/scripts/bartender.rs2
+++ b/data/src/scripts/areas/area_yanille/scripts/bartender.rs2
@@ -1,9 +1,9 @@
[opnpc1,bartender_dragoninn]
-~chatnpc(quiz, "What can I get you?");
-~chatplayer(quiz, "What's on the menu?");
+~chatnpc(" What can I get you?");
+~chatplayer(" What's on the menu?");
// also sells beer in OSRS, just these 2 in RSC, sals and RHQ mentions it's only 2 drinks as well
// so i'm guessing it was changed with watchtower rework
-~chatnpc(happy, "Dragon Bitter and Greenman's Ale.");
+~chatnpc(" Dragon Bitter and Greenman's Ale.");
def_int $option;
if(testbit(%barcrawl_progress, ^dragoninn_index) = false & inv_total(inv, barcrawl_card) > 0) {
$option = ~p_choice4("I'll give it a miss I think.", 1, "I'll try the Dragon Bitter.", 2, "Can I have some Greenman's Ale?", 3, "I'm doing Alfred Grimhand's Barcrawl.", 4);
@@ -13,23 +13,23 @@ if(testbit(%barcrawl_progress, ^dragoninn_index) = false & inv_total(inv, barcra
switch_int($option) {
case 1:
- ~chatplayer(neutral, "I'll give it a miss I think.");
- ~chatnpc(happy, "Come back when you're a little thirstier.");
+ ~chatplayer(" I'll give it a miss I think.");
+ ~chatnpc(" Come back when you're a little thirstier.");
case 2:
- ~chatplayer(happy, "I'll try the Dragon Bitter.");
- ~chatnpc(happy, "Ok, that'll be two coins.");
+ ~chatplayer(" I'll try the Dragon Bitter.");
+ ~chatnpc(" Ok, that'll be two coins.");
if (inv_total(inv, coins) < 2) {
- ~chatplayer(sad, "Oh dear. I don't seem to have enough money.");
+ ~chatplayer(" Oh dear. I don't seem to have enough money.");
} else {
inv_del(inv, coins, 2);
inv_add(inv, dragon_bitter, 1);
mes("You buy a pint of Dragon Bitter.");
}
case 3:
- ~chatplayer(quiz, "Can I have some Greenman's Ale?");
- ~chatnpc(happy, "Ok, that'll be ten coins.");
+ ~chatplayer(" Can I have some Greenman's Ale?");
+ ~chatnpc(" Ok, that'll be ten coins.");
if (inv_total(inv, coins) < 10) {
- ~chatplayer(sad, "Oh dear. I don't seem to have enough money.");
+ ~chatplayer(" Oh dear. I don't seem to have enough money.");
} else {
inv_del(inv, coins, 10);
inv_add(inv, greenmans_ale, 1);
@@ -44,10 +44,10 @@ if(testbit(%barcrawl_progress, ^dragoninn_index) = false & last_useitem = barcra
}
[label,dragoninn_barcrawl]
-~chatplayer(happy, "I'm doing Alfred Grimhand's Barcrawl.");
-~chatnpc(happy, "I suppose you'll be wanting some Fire Brandy.|That'll cost you 12 coins.");
+~chatplayer(" I'm doing Alfred Grimhand's Barcrawl.");
+~chatnpc(" I suppose you'll be wanting some Fire Brandy.|That'll cost you 12 coins.");
if(inv_total(inv, coins) < 12) {
- ~chatplayer(sad, "Sorry I don't have 12 coins.");
+ ~chatplayer(" Sorry I don't have 12 coins.");
return;
}
if_close;
diff --git a/data/src/scripts/areas/area_yanille/scripts/colonel_radick.rs2 b/data/src/scripts/areas/area_yanille/scripts/colonel_radick.rs2
index e588c10c5..f9a1fa87a 100644
--- a/data/src/scripts/areas/area_yanille/scripts/colonel_radick.rs2
+++ b/data/src/scripts/areas/area_yanille/scripts/colonel_radick.rs2
@@ -1,15 +1,15 @@
[opnpc1,colonel_radick]
-~chatnpc(confused, "Who goes there?|Friend or foe?");
+~chatnpc(" Who goes there?|Friend or foe?");
def_int $option = ~p_choice3("Friend.", 1, "Foe!", 2, "Why is this town so heavily defended?", 3);
if($option = 1) {
- ~chatplayer(happy, "Friend.");
- ~chatnpc(happy, "Ok good to hear it.");
+ ~chatplayer(" Friend.");
+ ~chatnpc(" Ok good to hear it.");
} else if($option = 2) {
- ~chatplayer(angry, "Foe!");
- ~chatnpc(confused, "Oh righty...");
+ ~chatplayer(" Foe!");
+ ~chatnpc(" Oh righty...");
~npc_retaliate(0);
} else if($option = 3) {
- ~chatplayer(neutral, "Why is this town so heavily defended?");
- ~chatnpc(neutral, "Yanille is on the southwest border of Kandarin,|Beyond here you go into the Feldip hills|which is major Ogre territory.|Our job is to defend Yanille from the ogres.");
+ ~chatplayer(" Why is this town so heavily defended?");
+ ~chatnpc(" Yanille is on the southwest border of Kandarin,|Beyond here you go into the Feldip hills|which is major Ogre territory.|Our job is to defend Yanille from the ogres.");
}
\ No newline at end of file
diff --git a/data/src/scripts/areas/area_yanille/scripts/sigbert_the_adventurer.rs2 b/data/src/scripts/areas/area_yanille/scripts/sigbert_the_adventurer.rs2
index 917fb1e4e..2a0166373 100644
--- a/data/src/scripts/areas/area_yanille/scripts/sigbert_the_adventurer.rs2
+++ b/data/src/scripts/areas/area_yanille/scripts/sigbert_the_adventurer.rs2
@@ -1,12 +1,12 @@
[opnpc1,sigbert_the_adventurer]
-~chatnpc(neutral, "I'd be very careful going down there friend.");
+~chatnpc(" I'd be very careful going down there friend.");
def_int $option = ~p_choice2("Why what's down there?", 1, "Fear not I am very strong", 2);
if($option = 1) {
- ~chatplayer(neutral, "Why what's down there ?");
- ~chatnpc(happy, "Salarin the twisted.|One of Kandarin's most dangerous chaos druids.|I tried to take him on, then suddenly felt immensely weak.");
- ~chatnpc(happy, "I hear he's susceptible to attacks from the mind.|However I have no idea what that means,|so it's not much help to me.");
+ ~chatplayer(" Why what's down there ?");
+ ~chatnpc(" Salarin the twisted.|One of Kandarin's most dangerous chaos druids.|I tried to take him on, then suddenly felt immensely weak.");
+ ~chatnpc(" I hear he's susceptible to attacks from the mind.|However I have no idea what that means,|so it's not much help to me.");
} else if($option = 2) {
- ~chatplayer(happy, "Fear not, I am very strong");
- ~chatnpc(neutral, "You might find you are not so strong shortly...");
+ ~chatplayer(" Fear not, I am very strong");
+ ~chatnpc(" You might find you are not so strong shortly...");
}
\ No newline at end of file
diff --git a/data/src/scripts/areas/area_yanille/scripts/tower_guard.rs2 b/data/src/scripts/areas/area_yanille/scripts/tower_guard.rs2
index fdec92cad..fea08237c 100644
--- a/data/src/scripts/areas/area_yanille/scripts/tower_guard.rs2
+++ b/data/src/scripts/areas/area_yanille/scripts/tower_guard.rs2
@@ -1,3 +1,3 @@
[opnpc1,tower_guard]
-~chatplayer(neutral, "Hello. What are you doing here?");
-~chatnpc(neutral, "We are the tower guards - our business is our own!");
\ No newline at end of file
+~chatplayer(" Hello. What are you doing here?");
+~chatnpc(" We are the tower guards - our business is our own!");
\ No newline at end of file
diff --git a/data/src/scripts/areas/areas_heroes_guild/scripts/helemos.rs2 b/data/src/scripts/areas/areas_heroes_guild/scripts/helemos.rs2
index 63fb7d8cc..9b3be5b22 100644
--- a/data/src/scripts/areas/areas_heroes_guild/scripts/helemos.rs2
+++ b/data/src/scripts/areas/areas_heroes_guild/scripts/helemos.rs2
@@ -1,15 +1,15 @@
[opnpc1,helemos]
-~chatnpc(default, "Welcome to the Heroes' Guild!");
+~chatnpc(" Welcome to the Heroes' Guild!");
def_int $choice = ~p_choice2("So do you sell anything here?", 1, "So what can I do here?", 2);
switch_int ($choice) {
case 1:
- ~chatplayer(default, "So do you sell anything good here?");
- ~chatnpc(default, "Why yes! We DO run an exclusive shop for our members!");
+ ~chatplayer(" So do you sell anything good here?");
+ ~chatnpc(" Why yes! We DO run an exclusive shop for our members!");
~openshop_activenpc;
case 2:
- ~chatplayer(default, "So what can I do here?");
- ~chatnpc(default, "Look around... there are all sorts of things to keep our guild members entertained!");
+ ~chatplayer(" So what can I do here?");
+ ~chatnpc(" Look around... there are all sorts of things to keep our guild members entertained!");
}
\ No newline at end of file
diff --git a/data/src/scripts/areas/monastery/scripts/abbot_langley.rs2 b/data/src/scripts/areas/monastery/scripts/abbot_langley.rs2
index 472b61c62..b061ea90f 100644
--- a/data/src/scripts/areas/monastery/scripts/abbot_langley.rs2
+++ b/data/src/scripts/areas/monastery/scripts/abbot_langley.rs2
@@ -1,5 +1,5 @@
[opnpc1,abbot_langley]
-~chatnpc(quiz, "Greetings traveller.");
+~chatnpc(" Greetings traveller.");
if (%prayer_guild < 1) {
@multi3("Can you heal me? I'm injured.", can_you_heal_me_im_injured, "Isn't this place built a bit out the way?", isnt_this_place_built_a_bit_out_the_way, "How do I get further into the monastery?", ask_to_join_abbot_langley);
} else {
@@ -7,12 +7,12 @@ if (%prayer_guild < 1) {
}
[label,ask_to_join_abbot_langley]
-~chatplayer(happy, "How do I get further into the monastery?");
-~chatnpc(quiz, "I'm sorry but only members of our order are allowed|in the second level of the monastery.");
+~chatplayer(" How do I get further into the monastery?");
+~chatnpc(" I'm sorry but only members of our order are allowed|in the second level of the monastery.");
@ask_to_join_abbot_langley2;
[label,can_you_heal_me_im_injured]
-~chatplayer(happy, "Can you heal me? I'm injured.");
-~chatnpc(quiz, "Ok.");
+~chatplayer(" Can you heal me? I'm injured.");
+~chatnpc(" Ok.");
stat_heal(hitpoints, calc(4 + scale(12, 100, stat_base(hitpoints))), 0);
~mesbox(" Praise be to Saradomin!");
+ ~chatnpc(" Yes! Praise he who brings life to this world.");
return;
}
-~chatplayer(happy, "What can you do to help a bold adventurer like myself?");
+~chatplayer(" What can you do to help a bold adventurer like myself?");
// osrs but skill capes taken out.
if (inv_total(inv, obj_1716) > 0) {
- ~chatnpc(neutral, "Well I can bless that star of Saradomin you have!");
+ ~chatnpc(" Well I can bless that star of Saradomin you have!");
} else if (inv_total(inv, unstrung_symbol) > 0) {
- ~chatnpc(neutral, "Well if you put a string on that holy symbol I can|bless it for you.");
+ ~chatnpc(" Well if you put a string on that holy symbol I can|bless it for you.");
return;
} else {
- ~chatnpc(neutral, "I can tell you about holy symbols.");
- ~chatplayer(quiz, "Tell me about holy symbols.");
- ~chatnpc(neutral, "If you have a silver star, which is the holy symbol of|Saradomin, then I can bless it. Then if you are|wearing it, it will help you when you are praying.");
+ ~chatnpc(" I can tell you about holy symbols.");
+ ~chatplayer(" Tell me about holy symbols.");
+ ~chatnpc(" If you have a silver star, which is the holy symbol of|Saradomin, then I can bless it. Then if you are|wearing it, it will help you when you are praying.");
return;
}
// osrs has rly weird dialogue here so im using openrsc
// "Bless star, please.|Tell me about the Skillcape of Prayer.|None of those, thanks."
$choice = ~p_choice2("Yes please.", 1, "No thank you.", 2);
if ($choice = 2) {
- ~chatplayer(quiz, "No thank you.");
+ ~chatplayer(" No thank you.");
return;
}
-~chatplayer(quiz, "Yes please.");
+~chatplayer(" Yes please.");
// https://i.imgur.com/0AuttJO.png 2006
// https://web.archive.org/web/20060518200959/http://runevillage.com/rs2Guilds/guild2Prayer.php
inv_del(inv, obj_1716, 1);
diff --git a/data/src/scripts/areas/monastery/scripts/monk.rs2 b/data/src/scripts/areas/monastery/scripts/monk.rs2
index 41e07bd74..67ba19a8a 100644
--- a/data/src/scripts/areas/monastery/scripts/monk.rs2
+++ b/data/src/scripts/areas/monastery/scripts/monk.rs2
@@ -15,7 +15,7 @@ npc_anim(human_castheal,0);
%npc_attacking_uid = %npc_aggressive_player;
[opnpc1,monk]
-~chatnpc(quiz, "Greetings traveller.");
+~chatnpc(" Greetings traveller.");
if (%prayer_guild < 1) {
@multi3("Can you heal me? I'm injured.", monk_heal_player, "Isn't this place built a bit out the way?", isnt_this_place_built_a_bit_out_the_way, "How do I get further into the monastery?", ask_to_join_monk);
} else {
@@ -23,8 +23,8 @@ if (%prayer_guild < 1) {
}
[label,monk_heal_player]
-~chatplayer(happy, "Can you heal me? I'm injured.");
-~chatnpc(quiz, "Ok.");
+~chatplayer(" Can you heal me? I'm injured.");
+~chatnpc(" Ok.");
if_close;
sound_synth(heal, 0, 0);
spotanim_pl(heal_casting, 120, 0);
@@ -33,5 +33,5 @@ stat_heal(hitpoints, calc(2 + scale(20, 100, stat_base(hitpoints))), 0);
mes("You feel a little better.");
[label,ask_to_join_monk]
-~chatplayer(happy, "How do I get further into the monastery?");
-~chatnpc(quiz, "You'll need to talk to Abbot Langley about that. He's|usually to be found walking the halls of the monastery.");
\ No newline at end of file
+~chatplayer(" How do I get further into the monastery?");
+~chatnpc(" You'll need to talk to Abbot Langley about that. He's|usually to be found walking the halls of the monastery.");
\ No newline at end of file
diff --git a/data/src/scripts/areas/monastery/scripts/prayer_guild.rs2 b/data/src/scripts/areas/monastery/scripts/prayer_guild.rs2
index f9a2cc5fa..23c27c7c2 100644
--- a/data/src/scripts/areas/monastery/scripts/prayer_guild.rs2
+++ b/data/src/scripts/areas/monastery/scripts/prayer_guild.rs2
@@ -1,15 +1,15 @@
[label,isnt_this_place_built_a_bit_out_the_way]
-~chatplayer(happy, "Isn't this place built a bit out the way?");
-~chatnpc(quiz, "We like it that way actually! We get disturbed less. We|still get rather a large amount of travellers looking for|sanctuary and healing here as it is!");
+~chatplayer(" Isn't this place built a bit out the way?");
+~chatnpc(" We like it that way actually! We get disturbed less. We|still get rather a large amount of travellers looking for|sanctuary and healing here as it is!");
[oploc1,loc_2641]
if (%prayer_guild < 1) {
- if (npc_finduid(~npc_within_distance(coord, abbot_langley, 5)) = true) {
- ~chatnpc(quiz, "Only members of our order can go up there.");
+ if (npc_find(coord, abbot_langley, 5, 0) = true) {
+ ~chatnpc(" Only members of our order can go up there.");
@ask_to_join_abbot_langley2;
}
- if (npc_finduid(~npc_within_distance(coord, monk, 5)) = true) {
- ~chatnpc(quiz, "You'll need to talk to Abbot Langley about that. He's|usually to be found walking the halls of the monastery.");
+ if (npc_find(coord, monk, 5, 0) = true) {
+ ~chatnpc(" You'll need to talk to Abbot Langley about that. He's|usually to be found walking the halls of the monastery.");
return;
}
// else just mesbox
@@ -21,15 +21,15 @@ if (%prayer_guild < 1) {
[label,ask_to_join_abbot_langley2]
def_int $choice = ~p_choice2("Well can I join your order?", 1, "Oh, sorry.", 2);
if ($choice = 2) {
- ~chatplayer(sad, "Oh, sorry.");
+ ~chatplayer(" Oh, sorry.");
return;
}
-~chatplayer(quiz, "Well can I join your order?");
+~chatplayer(" Well can I join your order?");
if (stat(prayer) < 31) {
- ~chatnpc(quiz, "No. I am sorry, but I feel you are not devout enough.");
+ ~chatnpc(" No. I am sorry, but I feel you are not devout enough.");
return;
}
-~chatnpc(neutral, "Ok, I see you are someone suitable for our order. You|may join.");
+~chatnpc(" Ok, I see you are someone suitable for our order. You|may join.");
%prayer_guild = 1;
// altar
diff --git a/data/src/scripts/engine.rs2 b/data/src/scripts/engine.rs2
index 20372166c..89455869e 100644
--- a/data/src/scripts/engine.rs2
+++ b/data/src/scripts/engine.rs2
@@ -9,14 +9,18 @@
[command,huntall](coord $source, int $distance, int $checkvis)
[command,huntnext]()(boolean)
[command,.huntnext]()(boolean)
+[command,npc_huntall](coord $source, int $distance, int $checkvis)
+[command,npc_huntnext]()(boolean)
+[command,.npc_huntnext]()(boolean)
[command,inzone](coord $from, coord $to, coord $pos)(boolean)
+[command,.inzone](coord $from, coord $to, coord $pos)(boolean)
[command,lineofwalk](coord $from, coord $to)(boolean)
[command,stat_random](int $level, int $low, int $high)(boolean)
[command,spotanim_map](spotanim $anim, coord $coord, int $height, int $delay)
[command,distance](coord $coord1, coord $coord2)(int)
[command,movecoord](coord $coord, int $x, int $y, int $z)(coord)
[command,seqlength](seq $seq)(int)
-[command,split_init](string $text, int $width, int $lines, fontmetrics $font, mesanim $chathead)
+[command,split_init](string $text, int $width, int $lines, fontmetrics $font)
[command,split_pagecount]()(int)
[command,split_get](int $page, int $line)(string)
[command,split_linecount](int $page)(int)
@@ -147,6 +151,7 @@
[command,.softtimer]/*(softtimer $timer, int $interval, ...)*/
[command,clearsofttimer](softtimer $timer)
[command,settimer]/*(timer $timer, int $interval, ...)*/
+[command,settimer2] // todo: will become .settimer later
[command,cleartimer](timer $timer)
[command,spotanim_pl](spotanim $spotanim, int $height, int $delay)
[command,.spotanim_pl](spotanim $spotanim, int $height, int $delay)
@@ -155,9 +160,11 @@
[command,if_closesticky]
[command,p_exactmove](coord $startCoord, coord $endCoord, int $startCycle, int $endCycle, int $direction)
[command,queue](queue $queue, int $delay)
-[command,.queue](queue $queue, int $delay)
+[command,queue2](queue $queue, int $delay) // todo: will become .queue later
[command,busy]()(boolean)
[command,.busy]()(boolean)
+[command,busy2]()(boolean)
+[command,.busy2]()(boolean)
[command,getqueue](queue $queue)(int)
[command,p_locmerge](int $startCycle, int $endCycle, coord $southEast, coord $northWest);
[command,last_login_info]
@@ -195,13 +202,17 @@
[command,allowdesign](boolean $allow)
[command,last_targetslot]()(int)
[command,walktrigger](walktrigger $trigger)
-[command,.walktrigger](walktrigger $trigger)
+[command,walktrigger2](walktrigger $trigger) // todo: will become .walktrigger later
[command,getwalktrigger]()(walktrigger)
[command,.getwalktrigger]()(walktrigger)
[command,clearqueue](queue $queue)
+[command,.clearqueue](queue $queue)
[command,afk_event]()(int)
[command,lowmemory]()(boolean)
[command,setidkit](idkit $kit, int $color)
+[command,findhero]()(boolean)
+[command,.findhero]()(boolean)
+[command,both_heropoints](int $damage)
// Npc ops (2500-2999)
[command,npc_finduid](npc_uid $uid)(boolean)
@@ -219,12 +230,19 @@
[command,npc_delay](int $delay)
[command,.npc_delay](int $delay)
[command,npc_facesquare](coord $coord)
+[command,.npc_facesquare](coord $coord)
+[command,npc_find](coord $coord, npc $npc, int $distance, int $checkvis)(boolean)
+[command,.npc_find](coord $coord, npc $npc, int $distance, int $checkvis)(boolean)
+[command,npc_findallany](coord $coord, int $distance, int $checkvis)(boolean)
+[command,.npc_findallany](coord $coord, int $distance, int $checkvis)(boolean)
[command,npc_findexact](coord $coord, npc $npc)(boolean)
[command,npc_findhero]()(boolean)
[command,npc_param]/*(param $param)(dynamic)*/
[command,npc_queue](int $ai_queue, int $arg, int $delay)
+[command,.npc_queue](int $ai_queue, int $arg, int $delay)
[command,npc_range](coord $coord)(int)
[command,npc_say](string $text)
+[command,.npc_say](string $text)
[command,npc_sethunt](int $distance)
[command,npc_sethuntmode](hunt $hunt)
[command,npc_setmode](npc_mode $mode)
@@ -242,17 +260,20 @@
[command,npc_uid]()(npc_uid)
[command,.npc_uid]()(npc_uid)
[command,npc_settimer](int $interval)
+[command,.npc_settimer](int $interval)
[command,spotanim_npc](spotanim $spotanim, int $height, int $delay)
[command,npc_findallzone](coord $coord)
[command,npc_findnext]()(boolean)
[command,.npc_findnext]()(boolean)
[command,npc_tele](coord $coord)
+[command,.npc_tele](coord $coord)
[command,npc_changetype](npc $type)
[command,npc_getmode]()(npc_mode)
[command,npc_heropoints](int $damage)
[command,npc_walktrigger](int $ai_queue, int $arg)
[command,.npc_walktrigger](int $ai_queue, int $arg)
[command,npc_walk](coord $coord)
+[command,.npc_walk](coord $coord)
[command,npc_attackrange]()(int)
[command,.npc_attackrange]()(int)
@@ -264,14 +285,19 @@
[command,loc_category]()(category)
[command,loc_change](loc $new_loc, int $duration)
[command,loc_coord]()(coord)
+[command,.loc_coord]()(coord)
[command,loc_del](int $duration)
+[command,.loc_del](int $duration)
[command,loc_find](coord $coord, loc $loc)(boolean)
+[command,.loc_find](coord $coord, loc $loc)(boolean)
[command,loc_findallzone](coord $coord)
[command,loc_findnext]()(boolean)
[command,loc_param]/*(param $param)(dynamic)*/
[command,loc_type]()(loc)
+[command,.loc_type]()(loc)
[command,loc_name]()(string)
[command,loc_shape]()(locshape)
+[command,.loc_shape]()(locshape)
// Obj ops (3500-4000)
[command,obj_add](coord $coord, obj $obj, int $count, int $duration)
@@ -299,6 +325,8 @@
[command,lc_category](loc $loc)(category)
[command,lc_desc](loc $loc)(string)
[command,lc_debugname](loc $loc)(string)
+[command,lc_width](loc $loc)(int)
+[command,lc_length](loc $loc)(int)
// Obj config ops (4200-4299)
[command,oc_name](obj $obj)(string)
diff --git a/data/src/scripts/general/configs/quest.constant b/data/src/scripts/general/configs/quest.constant
index 60166fe34..c2f227ba7 100644
--- a/data/src/scripts/general/configs/quest.constant
+++ b/data/src/scripts/general/configs/quest.constant
@@ -71,4 +71,5 @@
^ball_questpoints = 4
^murder_questpoints = 3
^hazeelcult_questpoints = 1
-^itgronigen_questpoints = 2
\ No newline at end of file
+^itgronigen_questpoints = 2
+^arena_questpoints = 2
\ No newline at end of file
diff --git a/data/src/scripts/general/scripts/book.rs2 b/data/src/scripts/general/scripts/book.rs2
index 66b7c9156..744b7d165 100644
--- a/data/src/scripts/general/scripts/book.rs2
+++ b/data/src/scripts/general/scripts/book.rs2
@@ -19,7 +19,7 @@ switch_obj (%open_book) {
p_delay(0);
[proc,book](string $title, string $string)
-split_init($string, 175, 22, q8, null);
+split_init($string, 175, 22, q8);
def_int $page = 0;
def_int $pagetotal = split_pagecount;
while ($page < $pagetotal) {
diff --git a/data/src/scripts/general/scripts/misc/coord_procs.rs2 b/data/src/scripts/general/scripts/misc/coord_procs.rs2
index 65952e5c7..0cf656f1d 100644
--- a/data/src/scripts/general/scripts/misc/coord_procs.rs2
+++ b/data/src/scripts/general/scripts/misc/coord_procs.rs2
@@ -111,6 +111,20 @@ while($i < db_getfieldcount($data, coord_pair_table:coord_pair)) {
}
return (false);
+[proc,.inzone_coord_pair_table](dbrow $data, coord $coord)(boolean)
+def_coord $coord1;
+def_coord $coord2;
+def_int $i = 0;
+while($i < db_getfieldcount($data, coord_pair_table:coord_pair)) {
+ $coord1, $coord2 = db_getfield($data, coord_pair_table:coord_pair, $i);
+ if(.inzone($coord1, $coord2, $coord) = true) {
+ return (true);
+ } else {
+ $i = add($i, 1);
+ }
+}
+return (false);
+
// returns ^exact_north, ^exact_east, ^exact_south, ^exact_west
[proc,coord_direction](coord $coord1, coord $coord2)(int)
def_int $x1 = coordx($coord1);
diff --git a/data/src/scripts/general/scripts/misc/npc_procs.rs2 b/data/src/scripts/general/scripts/misc/npc_procs.rs2
index bb76e9b6d..803864260 100644
--- a/data/src/scripts/general/scripts/misc/npc_procs.rs2
+++ b/data/src/scripts/general/scripts/misc/npc_procs.rs2
@@ -1,334 +1,19 @@
-// loops zones around a specified coord.
-// the main purpose of this is to grab npc pointer efficiently
-[proc,npc_within_distance](coord $coord, npc $npc, int $distance)(npc_uid)
-// a radius of 1 will loop 9 zones
-// a radius of 2 will loop 25 zones
-// a radius of 3 will loop 49 zones
-def_int $radius = add(1, divide($distance, 8));
-
-def_int $x = coordx($coord);
-def_int $z = coordz($coord);
-
-def_int $centerX = divide($x, pow(2, 3));
-def_int $centerZ = divide($z, pow(2, 3));
-
-def_int $maxX = add($centerX, $radius);
-def_int $minX = sub($centerX, $radius);
-
-def_int $closet_distance = $distance;
-def_npc_uid $closest_npc = null;
-
-while ($maxX >= $minX) {
- def_int $zoneX = multiply($maxX, pow(2, 3));
- def_int $maxZ = add($centerZ, $radius);
- def_int $minZ = sub($centerZ, $radius);
- while ($maxZ >= $minZ) {
- def_int $zoneZ = multiply($maxZ, pow(2, 3));
-
- def_int $dx = sub($zoneX, $x);
- def_int $dz = sub($zoneZ, $z);
- def_coord $zoneCoord = movecoord($coord, $dx, 0, $dz);
-
- npc_findallzone($zoneCoord);
- while (npc_findnext = true) {
- if (npc_type = $npc & distance($coord, npc_coord) <= $closet_distance) {
- $closet_distance = distance($coord, npc_coord);
- $closest_npc = npc_uid;
- }
- }
- $maxZ = sub($maxZ, 1);
- }
- $maxX = sub($maxX, 1);
-}
-if ($closet_distance < $distance | $closest_npc ! null) {
- return($closest_npc);
-}
-return(null);
-
-// loops zones around a specified coord.
-// the main purpose of this is to grab npc pointer efficiently
-[proc,.npc_within_distance](coord $coord, npc $npc, int $distance)(npc_uid)
-// a radius of 1 will loop 9 zones
-// a radius of 2 will loop 25 zones
-// a radius of 3 will loop 49 zones
-def_int $radius = add(1, divide($distance, 8));
-
-def_int $x = coordx($coord);
-def_int $z = coordz($coord);
-
-def_int $centerX = divide($x, pow(2, 3));
-def_int $centerZ = divide($z, pow(2, 3));
-
-def_int $maxX = add($centerX, $radius);
-def_int $minX = sub($centerX, $radius);
-
-def_int $closet_distance = $distance;
-def_npc_uid $closest_npc = null;
-
-while ($maxX >= $minX) {
- def_int $zoneX = multiply($maxX, pow(2, 3));
- def_int $maxZ = add($centerZ, $radius);
- def_int $minZ = sub($centerZ, $radius);
- while ($maxZ >= $minZ) {
- def_int $zoneZ = multiply($maxZ, pow(2, 3));
-
- def_int $dx = sub($zoneX, $x);
- def_int $dz = sub($zoneZ, $z);
- def_coord $zoneCoord = movecoord($coord, $dx, 0, $dz);
-
- npc_findallzone($zoneCoord);
- while (.npc_findnext = true) {
- if (.npc_type = $npc & distance($coord, .npc_coord) <= $closet_distance) {
- $closet_distance = distance($coord, .npc_coord);
- $closest_npc = .npc_uid;
- }
- }
- $maxZ = sub($maxZ, 1);
+[proc,npc_findcount](coord $coord, npc $npc, int $distance, int $checkvis)(int)
+npc_findallany($coord, $distance, $checkvis);
+def_int $count = 0;
+while (npc_findnext = true) {
+ if (npc_type = $npc) {
+ $count = add($count, 1);
}
- $maxX = sub($maxX, 1);
}
-if ($closet_distance < $distance | $closest_npc ! null) {
- return($closest_npc);
-}
-return(null);
-
-
-[proc,npc_category_within_distance](coord $coord, category $npc_category, int $distance)(npc_uid)
-// a radius of 1 will loop 9 zones
-// a radius of 2 will loop 25 zones
-// a radius of 3 will loop 49 zones
-def_int $radius = add(1, divide($distance, 8));
-
-def_int $x = coordx($coord);
-def_int $z = coordz($coord);
-
-def_int $centerX = divide($x, pow(2, 3));
-def_int $centerZ = divide($z, pow(2, 3));
+return ($count);
-def_int $maxX = add($centerX, $radius);
-def_int $minX = sub($centerX, $radius);
-
-def_int $closet_distance = $distance;
-def_npc_uid $closest_npc = null;
-
-while ($maxX >= $minX) {
- def_int $zoneX = multiply($maxX, pow(2, 3));
- def_int $maxZ = add($centerZ, $radius);
- def_int $minZ = sub($centerZ, $radius);
- while ($maxZ >= $minZ) {
- def_int $zoneZ = multiply($maxZ, pow(2, 3));
-
- def_int $dx = sub($zoneX, $x);
- def_int $dz = sub($zoneZ, $z);
- def_coord $zoneCoord = movecoord($coord, $dx, 0, $dz);
- // mes("Zone: Wow! A needle!|Now what are the chances of finding that?");
inv_add(inv, needle, 1);
} else {
mes("You find nothing of interest.");
diff --git a/data/src/scripts/general_use/scripts/tables.rs2 b/data/src/scripts/general_use/scripts/tables.rs2
index d591d3637..7e26f38ec 100644
--- a/data/src/scripts/general_use/scripts/tables.rs2
+++ b/data/src/scripts/general_use/scripts/tables.rs2
@@ -1,14 +1,11 @@
-
-
[oplocu,_usable_table]
anim(human_pickuptable, 0);
sound_synth(put_down, 0, 0);
def_coord $obj_coord = loc_coord;
-// todo: lc command for length/width?
-def_int $width = 1;
-def_int $length = 1;
+def_int $width = lc_width(loc_type);
+def_int $length = lc_length(loc_type);
def_int $x = calc(coordx(loc_coord) - coordx(coord));
def_int $z = calc(coordz(loc_coord) - coordz(coord));
@@ -26,7 +23,3 @@ inv_dropslot(inv, $obj_coord, last_useslot, 1000);
[oplocu,_unusable_table]
mes("The table appears to be in use.");
-
-
-
-
diff --git a/data/src/scripts/interface_bank/scripts/banker.rs2 b/data/src/scripts/interface_bank/scripts/banker.rs2
index 0fafb9489..4683f92ee 100644
--- a/data/src/scripts/interface_bank/scripts/banker.rs2
+++ b/data/src/scripts/interface_bank/scripts/banker.rs2
@@ -10,16 +10,16 @@ if (npc_range(coord) > 2) {
[label,talk_to_banker]
// TODO: Confirm this for 2004.
-~chatnpcrange("quiz", "Good day, how may I help you?");
+~chatnpcrange(" Good day, how may I help you?");
def_int $option = ~p_choice2("I'd like to access my bank account, please.", 1, "What is this place?", 2);
switch_int ($option) {
case 1 :
- ~chatplayer("quiz", "I'd like to access my bank account, please.");
+ ~chatplayer(" I'd like to access my bank account, please.");
@openbank;
case 2 :
- ~chatplayer("neutral", "What is this place?");
- ~chatnpcrange("quiz", "This is a branch of the Bank of RuneScape. We have branches in many towns.");
- ~chatplayer("neutral", "And what do you do?");
- ~chatnpcrange("quiz", "We will look after your items and money for you. Leave your valuables with us if you want to keep them safe.");
+ ~chatplayer(" What is this place?");
+ ~chatnpcrange(" This is a branch of the Bank of RuneScape. We have branches in many towns.");
+ ~chatplayer(" And what do you do?");
+ ~chatnpcrange(" We will look after your items and money for you. Leave your valuables with us if you want to keep them safe.");
}
\ No newline at end of file
diff --git a/data/src/scripts/interface_chat/scripts/chat.rs2 b/data/src/scripts/interface_chat/scripts/chat.rs2
index 6f204ef8d..9592a5968 100644
--- a/data/src/scripts/interface_chat/scripts/chat.rs2
+++ b/data/src/scripts/interface_chat/scripts/chat.rs2
@@ -248,8 +248,8 @@ if ($lines = 0) {
if_openchat($interface);
-[proc,chatplayer](mesanim $chathead, string $string)
-split_init($string, 380, 4, q8, $chathead);
+[proc,chatplayer](string $string)
+split_init($string, 380, 4, q8);
def_int $page = 0;
def_int $pagetotal = split_pagecount;
while ($page < $pagetotal) {
@@ -300,8 +300,8 @@ if ($lines = 0) {
}
if_openchat($interface);
-[proc,chatnpc](mesanim $chathead, string $string)
-split_init($string, 380, 4, q8, $chathead);
+[proc,chatnpc](string $string)
+split_init($string, 380, 4, q8);
def_int $page = 0;
def_int $pagetotal = split_pagecount;
while ($page < $pagetotal) {
@@ -312,8 +312,8 @@ while ($page < $pagetotal) {
$page = calc($page + 1);
}
-[proc,.chatnpc](mesanim $chathead, string $string)
-split_init($string, 380, 4, q8, $chathead);
+[proc,.chatnpc](string $string)
+split_init($string, 380, 4, q8);
def_int $page = 0;
def_int $pagetotal = split_pagecount;
while ($page < $pagetotal) {
@@ -324,8 +324,8 @@ while ($page < $pagetotal) {
$page = calc($page + 1);
}
-[proc,chatnpcrange](mesanim $chathead, string $string)
-split_init($string, 380, 4, q8, $chathead);
+[proc,chatnpcrange](string $string)
+split_init($string, 380, 4, q8);
def_int $page = 0;
def_int $pagetotal = split_pagecount;
while ($page < $pagetotal) {
@@ -336,8 +336,8 @@ while ($page < $pagetotal) {
$page = calc($page + 1);
}
-[proc,.chatnpcrange](mesanim $chathead, string $string)
-split_init($string, 380, 4, q8, $chathead);
+[proc,.chatnpcrange](string $string)
+split_init($string, 380, 4, q8);
def_int $page = 0;
def_int $pagetotal = split_pagecount;
while ($page < $pagetotal) {
@@ -348,8 +348,8 @@ while ($page < $pagetotal) {
$page = calc($page + 1);
}
-[proc,chatnpcnoturn](mesanim $chathead, string $string)
-split_init($string, 380, 4, q8, $chathead);
+[proc,chatnpcnoturn](string $string)
+split_init($string, 380, 4, q8);
def_int $page = 0;
def_int $pagetotal = split_pagecount;
while ($page < $pagetotal) {
@@ -359,8 +359,8 @@ while ($page < $pagetotal) {
$page = calc($page + 1);
}
-[proc,.chatnpcnoturn](mesanim $chathead, string $string)
-split_init($string, 380, 4, q8, $chathead);
+[proc,.chatnpcnoturn](string $string)
+split_init($string, 380, 4, q8);
def_int $page = 0;
def_int $pagetotal = split_pagecount;
while ($page < $pagetotal) {
@@ -370,8 +370,8 @@ while ($page < $pagetotal) {
$page = calc($page + 1);
}
-[proc,chatnpc_specific](string $npc_name, npc $npc, mesanim $chathead, string $string)
-split_init($string, 380, 4, q8, $chathead);
+[proc,chatnpc_specific](string $npc_name, npc $npc, string $string)
+split_init($string, 380, 4, q8);
def_int $page = 0;
def_int $pagetotal = split_pagecount;
while ($page < $pagetotal) {
@@ -417,7 +417,7 @@ if ($lines = 0) {
if_openchat($interface);
[proc,mesbox](string $string)
-split_init($string, 470, 5, q8, null);
+split_init($string, 470, 5, q8);
def_int $page = 0;
def_int $pagetotal = split_pagecount;
while ($page < $pagetotal) {
@@ -462,7 +462,7 @@ if ($lines = 0) {
.if_openchat($interface);
[proc,.mesbox](string $string)
-split_init($string, 470, 5, q8, null);
+split_init($string, 470, 5, q8);
def_int $page = 0;
def_int $pagetotal = split_pagecount;
while ($page < $pagetotal) {
@@ -510,7 +510,7 @@ if ($lines = 0) {
if_openchat($interface);
[proc,objbox](obj $obj, string $string)
-split_init($string, 400, 4, q8, null);
+split_init($string, 400, 4, q8);
def_int $page = 0;
def_int $pagetotal = split_pagecount;
while ($page < $pagetotal) {
@@ -520,7 +520,7 @@ while ($page < $pagetotal) {
}
[proc,objboxt](obj $obj, string $string)
-split_init($string, 400, 4, q8, null);
+split_init($string, 400, 4, q8);
def_int $page = 0;
def_int $pagetotal = split_pagecount;
while ($page < $pagetotal) {
@@ -530,7 +530,7 @@ while ($page < $pagetotal) {
}
[proc,objboxb](obj $obj, string $string)
-split_init($string, 400, 4, q8, null);
+split_init($string, 400, 4, q8);
def_int $page = 0;
def_int $pagetotal = split_pagecount;
while ($page < $pagetotal) {
@@ -584,7 +584,7 @@ if ($lines = 0) {
if_openchat($interface);
[proc,doubleobjbox](obj $obj_1, obj $obj_2, string $string)
-split_init($string, 350, 4, q8, null);
+split_init($string, 350, 4, q8);
def_int $page = 0;
def_int $pagetotal = split_pagecount;
while ($page < $pagetotal) {
diff --git a/data/src/scripts/interface_trade/scripts/trade.rs2 b/data/src/scripts/interface_trade/scripts/trade.rs2
index f8f090e40..b499e76cc 100644
--- a/data/src/scripts/interface_trade/scripts/trade.rs2
+++ b/data/src/scripts/interface_trade/scripts/trade.rs2
@@ -9,6 +9,18 @@ while ($i < $size) {
$i = add($i, 1);
}
+[proc,.moveallinv](inv $src, inv $dest)
+def_int $size = .inv_size($src);
+def_int $i = 0;
+while ($i < $size) {
+ def_obj $obj = .inv_getobj($src, $i);
+ if ($obj ! null) {
+ .inv_moveitem($src, $dest, $obj, .inv_total($src, $obj));
+ }
+ $i = add($i, 1);
+}
+
+
// ----
[opplayer4,_]
diff --git a/data/src/scripts/ladders+stairs/scripts/stairs.rs2 b/data/src/scripts/ladders+stairs/scripts/stairs.rs2
index 906466f5c..4727bc73d 100644
--- a/data/src/scripts/ladders+stairs/scripts/stairs.rs2
+++ b/data/src/scripts/ladders+stairs/scripts/stairs.rs2
@@ -34,6 +34,7 @@ switch_coord (loc_coord) {
case 0_49_52_52_27: p_telejump(1_49_52_52_26); // champs guild https://youtu.be/es_xD6jgCbM?t=236
case 0_46_50_21_15: p_telejump(1_46_50_24_15); // Rimmington House
case 1_41_73_16_10: p_telejump(2_41_73_16_13); // Grail castle - level 1
+ case 0_40_49_53_3: p_telejump(1_40_49_52_3);
case default: @unhandled_stairs(loc_coord);
}
@@ -74,6 +75,7 @@ switch_coord (loc_coord) {
case 1_49_52_52_27: p_telejump(0_49_52_52_30); // champs guild
case 1_46_50_22_15: p_telejump(0_46_50_20_15); // Rimmington House
case 2_41_73_16_11: p_telejump(1_41_73_16_9); // Grail castle - level 2
+ case 1_40_49_53_3: p_telejump(0_40_49_56_3);
case default: @unhandled_stairs(loc_coord);
}
diff --git a/data/src/scripts/levelup/scripts/levelup_unlocks_smithing.rs2 b/data/src/scripts/levelup/scripts/levelup_unlocks_smithing.rs2
index 711a29d30..09abb743b 100644
--- a/data/src/scripts/levelup/scripts/levelup_unlocks_smithing.rs2
+++ b/data/src/scripts/levelup/scripts/levelup_unlocks_smithing.rs2
@@ -3,7 +3,7 @@
switch_int(stat_base(smithing)) {
case 2: ~objbox(bronze_mace,"You can now make @dbl@Bronze Maces@bla@.");
case 3: ~objboxb(bronze_med_helm,"You can now make @dbl@Bronze Medium Helms@bla@.");
- case 4: ~doubleobjbox(bronze_sword,bronze_dart_tip,"You can now make @dbl@Bronze Short Swords@bla@, and members|can make @dbl@Bronze Dart Tips@bla@ and @dbl@Bronze Wire@bla@.");
+ case 4: ~doubleobjbox(bronze_sword,bronze_dart_tip,"You can now make @dbl@Bronze Short Swords@bla@ and members|can make @dbl@Bronze Dart Tips@bla@ and @dbl@Bronze Wire@bla@.");
case 5: ~doubleobjbox(bronze_scimitar,bronze_spear,"You can now make @dbl@Bronze Scimitars@bla@ and members|can make @dbl@Bronze Arrow Heads@bla@ and @dbl@Bronze|@dbl@Spears@bla@.");
case 6: ~objboxt(bronze_longsword,"You can now make @dbl@Bronze Long Swords@bla@.");
case 7: ~doubleobjbox(bronze_full_helm,bronze_knife,"You can now make @dbl@Bronze Full Helms@bla@ and members|can make @dbl@Bronze Throwing Knives@bla@.");
@@ -31,8 +31,8 @@ switch_int(stat_base(smithing)) {
case 31: ~doubleobjbox(iron_platelegs,steel_axe,"You can now make @dbl@Iron Plate Legs@bla@, @dbl@Iron plate skirts|@bla@and @dbl@Steel Axes@bla@.");
case 32: ~objbox(steel_mace,"You can now make @dbl@Steel Maces@bla@.");
case 33: ~doubleobjbox(iron_platebody,steel_med_helm,"You can now make @dbl@Iron Plate Bodies@bla@ and @dbl@Steel|@dbl@Medium Helms@bla@.");
- case 34: ~doubleobjbox(steel_sword,steel_dart_tip,"You can now make @dbl@Steel Short Swords@bla@ and @dbl@Steel Nails|@bla@and members can make @dbl@Steel Dart Tips@bla@.");
- case 35: ~doubleobjbox(steel_scimitar,steel_spear,"You can now make @dbl@Steel Scimitars and members can|make @dbl@Steel Arrow Heads@bla@ and @dbl@SteelSp|@dbl@ears@bla@.");
+ case 34: ~doubleobjbox(steel_sword,steel_dart_tip,"You can now make @dbl@Steel Short Swords@bla@ and members|can make @dbl@Steel Dart Tips@bla@.");
+ case 35: ~doubleobjbox(steel_scimitar,steel_spear,"You can now make @dbl@Steel Scimitars and members can|make @dbl@Steel Arrow Heads@bla@ and @dbl@Steel Spears@bla@.");
case 36: ~doubleobjbox(steel_longsword,steel_studs,"You can now make @dbl@ISteel Long Swords@bla@. Members can|make @dbl@Steel Studs@bla@.");
case 37: ~doubleobjbox(steel_full_helm,steel_knife,"You can now make @dbl@Steel Full Helms@bla@ and members can|make @dbl@Steel Throwing Knives@bla@.");
case 38: ~objboxt(steel_sq_shield,"You can now make @dbl@Steel Square Shields@bla@.");
@@ -47,7 +47,7 @@ switch_int(stat_base(smithing)) {
case 51: ~objboxt(mithril_axe,"You can now make @dbl@Mithril Axes@bla@.");
case 52: ~objbox(mithril_mace,"You can now make @dbl@Mithril Maces@bla@.");
case 53: ~objbox(mithril_med_helm,"You can now make @dbl@Mithril Medium Helms@bla@.");
- case 54: ~doubleobjbox(mithril_sword,iron_dart_tip,"You can now make @dbl@Mithril Short Swords@bla@, and members|can make @dbl@Mithril Dart Tips@bla@.");
+ case 54: ~doubleobjbox(mithril_sword,iron_dart_tip,"You can now make @dbl@Mithril Short Swords@bla@ and members|can make @dbl@Mithril Dart Tips@bla@.");
case 55: ~doubleobjbox(mithril_scimitar,mithril_spear,"You can now make @dbl@Mithril Scimitars@bla@ and members|can make @dbl@Mithril Arrow Heads@bla@ and @dbl@Mithril|@dbl@Spears@bla@.");
case 56: ~objboxt(mithril_longsword,"You can now make @dbl@Mithril Long Swords@bla@.");
case 57: ~doubleobjbox(mithril_full_helm,mithril_knife,"You can now make @dbl@Mithril Full Helms@bla@ and members|can make @dbl@Mithril Throwing Knives@bla@.");
@@ -63,7 +63,7 @@ switch_int(stat_base(smithing)) {
case 71: ~objboxt(adamant_axe,"You can now make @dbl@Adamant Axes@bla@.");
case 72: ~objbox(adamant_mace,"You can now make @dbl@Adamant Maces@bla@.");
case 73: ~objbox(adamant_med_helm,"You can now make @dbl@Adamant Medium Helms@bla@.");
- case 74: ~doubleobjbox(adamant_sword,adamant_dart_tip,"You can now make @dbl@Adamant Short Swords@bla@, and members|can make @dbl@Adamant Dart Tips@bla@.");
+ case 74: ~doubleobjbox(adamant_sword,adamant_dart_tip,"You can now make @dbl@Adamant Short Swords@bla@ and members|can make @dbl@Adamant Dart Tips@bla@.");
case 75: ~doubleobjbox(adamant_scimitar,adamant_spear,"You can now make @dbl@Adamant Scimitars@bla@ and members|can make @dbl@Adamant Arrow Heads@bla@ and @dbl@Adamant|@dbl@Spears@bla@.");
case 76: ~objboxt(adamant_longsword,"You can now make @dbl@Adamant Long Swords@bla@.");
case 77: ~doubleobjbox(adamant_full_helm,adamant_knife,"You can now make @dbl@Adamant Full Helms@bla@ and members|can make @dbl@Adamant Throwing Knives@bla@.");
@@ -77,7 +77,7 @@ switch_int(stat_base(smithing)) {
case 86: ~doubleobjbox(adamant_platelegs,adamant_plateskirt,"You can now make @dbl@Adamant Plate Legs@bla@, @dbl@Adamant plate skirts@bla@ and @dbl@Rune Axes@bla@.");
case 87: ~objbox(rune_mace,"You can now make @dbl@Rune Maces@bla@.");
case 88: ~doubleobjbox(adamant_platebody,rune_med_helm,"You can now make @dbl@Adamant Plate Bodies@bla@ and @dbl@Rune|@dbl@Medium Helms@bla@.");
- case 89: ~doubleobjbox(rune_sword,rune_dart_tip,"You can now make @dbl@Rune Short Swords@bla@, and members|can make @dbl@Rune Dart Tips@bla@.");
+ case 89: ~doubleobjbox(rune_sword,rune_dart_tip,"You can now make @dbl@Rune Short Swords@bla@ and members|can make @dbl@Rune Dart Tips@bla@.");
case 90: ~doubleobjbox(rune_scimitar,rune_spear,"You can now make @dbl@Rune Scimitars@bla@ and members|can make @dbl@Rune Arrow Heads@bla@ and @dbl@Rune|@dbl@Spears@bla@.");
case 91: ~objboxt(rune_longsword,"You can now make @dbl@Rune Long Swords@bla@.");
case 92: ~doubleobjbox(rune_full_helm,rune_knife,"You can now make @dbl@Rune Full Helms@bla@ and members|can make @dbl@Rune Throwing Knives@bla@.");
diff --git a/data/src/scripts/macro events/scripts/general/macro_event_drunken_dwarf.rs2 b/data/src/scripts/macro events/scripts/general/macro_event_drunken_dwarf.rs2
index 0be4d2bcb..437d71985 100644
--- a/data/src/scripts/macro events/scripts/general/macro_event_drunken_dwarf.rs2
+++ b/data/src/scripts/macro events/scripts/general/macro_event_drunken_dwarf.rs2
@@ -21,11 +21,11 @@ npc_del;
[opnpc1,macro_event_drunken_dwarf]
if (uid ! %npc_attacking_uid) {
- ~chatnpc(drunk, "You're not my matey!"); // osrs
+ ~chatnpc(" You're not my matey!"); // osrs
return;
}
if (%macro_event = ^no_macro_event | %macro_event_uid ! npc_uid) {
- ~chatnpc(drunk, "'Ave a good 'un buddy!"); // osrs
+ ~chatnpc(" 'Ave a good 'un buddy!"); // osrs
return;
}
inv_add(inv, kebab, 1);
@@ -33,7 +33,7 @@ inv_add(inv, beer, 1);
%macro_event = ^no_macro_event;
npc_queue(6, 0, 0); // say good bye
-~chatnpc(drunk, "I 'new it were you matey! 'Ere, have some ob the good stuff!"); // osrs
+~chatnpc(" I 'new it were you matey! 'Ere, have some ob the good stuff!"); // osrs
[ai_timer,macro_event_drunken_dwarf]
if (~npc_out_of_combat = false) {
diff --git a/data/src/scripts/macro events/scripts/general/macro_event_genie.rs2 b/data/src/scripts/macro events/scripts/general/macro_event_genie.rs2
index 3a4153189..90afd6fb6 100644
--- a/data/src/scripts/macro events/scripts/general/macro_event_genie.rs2
+++ b/data/src/scripts/macro events/scripts/general/macro_event_genie.rs2
@@ -22,11 +22,11 @@ npc_delay(2);
[opnpc1,macro_event_genie]
if (uid ! %npc_attacking_uid) {
- ~chatnpc(sad, "Sorry, I'm trying to talk to Sorry, I'm trying to talk to Have a nice day, Ah, so you are there Sorry, but I'm trying to talk to Goodbye.");
return;
}
%macro_event = ^no_macro_event;
inv_add(inv, ~macro_event_mysterious_old_man_general_reward);
// dialogue taken from osrs. Neutral is a guess.
npc_queue(6, 0, 2); // say goodbye to player
-~chatnpc(neutral, "Ah, so you are there. I hoped you would talk to me, I get so lonely. Here, have a present! I must be going now though.");
+~chatnpc(" Ah, so you are there. I hoped you would talk to me, I get so lonely. Here, have a present! I must be going now though.");
// delays are taken from this video: https://youtu.be/JeQUY1m1wRo?list=PLn23LiLYLb1bQ7Hwp77KoNBjKvpZQTfJT&t=137
[proc,macro_event_mysterious_old_man_general_reward]()(namedobj, int)
diff --git a/data/src/scripts/macro events/scripts/macro_events.rs2 b/data/src/scripts/macro events/scripts/macro_events.rs2
index 76ad301af..54f91e516 100644
--- a/data/src/scripts/macro events/scripts/macro_events.rs2
+++ b/data/src/scripts/macro events/scripts/macro_events.rs2
@@ -22,9 +22,9 @@ if (%macro_event > 0) {
// (probably every spell)
// - cooking. Confirmed: https://youtu.be/Brq99Bdl0aI?list=PLn23LiLYLb1Y3P9S9qZbijcJihiD416jT&t=198
// - using flax wheel. Confirmed: https://youtu.be/sW48OR1I86M (early osrs)
-// - using anvil? Cant find a video, not implimented.
-// - fletching? Cant find a video, not implimented.
-// - flax picking? Cant find a video, but it is implimented.
+// - using anvil? Cant find a video, not implemented.
+// - fletching? Cant find a video, not implemented.
+// - flax picking? Cant find a video, but it is implemented.
// - smithing at furnace. Confirmed? https://youtu.be/a6NobmSGBYw
// - crafting at furnace. Confirmed: https://youtu.be/7pS6s5rvvEY
[proc,macro_event_general_spawn](int $event)
diff --git a/data/src/scripts/macro events/scripts/woodcutting/macro_event_ent.rs2 b/data/src/scripts/macro events/scripts/woodcutting/macro_event_ent.rs2
index 50237bc9f..d9313e896 100644
--- a/data/src/scripts/macro events/scripts/woodcutting/macro_event_ent.rs2
+++ b/data/src/scripts/macro events/scripts/woodcutting/macro_event_ent.rs2
@@ -55,7 +55,7 @@ if (inv_freespace(inv) < 1) {
@your_inventory_is_full($product);
}
if (%action_delay < map_clock) {
- // scuffed implimentation for lining up skill sounds (very first chop)
+ // scuffed implementation for lining up skill sounds (very first chop)
if (%skill_sound = calc(map_clock + 4)) {
sound_synth(woodchop_4,0,20);
}
diff --git a/data/src/scripts/minigames/game_duelarena/configs/duelarena.constant b/data/src/scripts/minigames/game_duelarena/configs/duelarena.constant
index 70a7b3df5..02800fc47 100644
--- a/data/src/scripts/minigames/game_duelarena/configs/duelarena.constant
+++ b/data/src/scripts/minigames/game_duelarena/configs/duelarena.constant
@@ -20,4 +20,8 @@
^north_east_camera = 4
^north_west_camera = 5
^south_east_camera = 6
-^south_west_camera = 7
\ No newline at end of file
+^south_west_camera = 7
+
+^duelstatus_lost = 5
+^duelstatus_victory = 6
+^duelstatus_opponent_resigned = 7
\ No newline at end of file
diff --git a/data/src/scripts/minigames/game_duelarena/configs/duelarena.inv b/data/src/scripts/minigames/game_duelarena/configs/duelarena.inv
index cd1ff7fda..9cd584e9a 100644
--- a/data/src/scripts/minigames/game_duelarena/configs/duelarena.inv
+++ b/data/src/scripts/minigames/game_duelarena/configs/duelarena.inv
@@ -7,5 +7,6 @@ allstock=no
stock1=rotten_tomato,2000,10
-[duel_arena_arrows]
-size=29
\ No newline at end of file
+[stakeinv]
+size=29
+protect=no
\ No newline at end of file
diff --git a/data/src/scripts/minigames/game_duelarena/scripts/duel_arena.rs2 b/data/src/scripts/minigames/game_duelarena/scripts/duel_arena.rs2
index 4e5f03e02..9c992d179 100644
--- a/data/src/scripts/minigames/game_duelarena/scripts/duel_arena.rs2
+++ b/data/src/scripts/minigames/game_duelarena/scripts/duel_arena.rs2
@@ -1,3 +1,33 @@
+[debugproc,tempinv]
+def_int $i = 0;
+def_int $null = 0;
+while ($i < inv_size(tempinv)) {
+ if (inv_getobj(tempinv, $i) ! null) {
+ mes(" Hi!");
def_int $random = random(13);
switch_int ($random) {
case 0:
- ~chatnpc(happy, "Ooh. This is exciting!");
- ~chatplayer(happy, "Yup!");
+ ~chatnpc(" Ooh. This is exciting!");
+ ~chatplayer(" Yup!");
case 1:
- ~chatnpc(neutral, "I wouldn't want to be the poor guy that has to clean up after the duels.");
- ~chatplayer(neutral, "Me neither.");
+ ~chatnpc(" I wouldn't want to be the poor guy that has to clean up after the duels.");
+ ~chatplayer(" Me neither.");
case 2:
//https://youtu.be/jUEwHgmSVsw?list=PLn23LiLYLb1Zo7wVV7wY2Zj1VV4zz6LBK
- ~chatnpc(neutral, "My son just won his first duel!");
- ~chatplayer(neutral, "Congratulations!");
- ~chatnpc(neutral, "He ripped his opponent in half!");
- ~chatplayer(neutral, "That's gotta hurt!");
- ~chatnpc(neutral, "He's only 10 as well!");
- ~chatplayer(neutral, "You gotta start 'em young!");
+ ~chatnpc(" My son just won his first duel!");
+ ~chatplayer(" Congratulations!");
+ ~chatnpc(" He ripped his opponent in half!");
+ ~chatplayer(" That's gotta hurt!");
+ ~chatnpc(" He's only 10 as well!");
+ ~chatplayer(" You gotta start 'em young!");
case 3:
- ~chatnpc(neutral, "Hmph.");
+ ~chatnpc(" Hmph.");
case 4:
- ~chatnpc(happy, "My favourite fighter is Mubariz!");
- ~chatplayer(neutral, "The guy at the information kiosk?");
- ~chatnpc(happy, "Yeah! He rocks!");
- ~chatplayer(neutral, "Takes all sorts, I guess.");
+ ~chatnpc(" My favourite fighter is Mubariz!");
+ ~chatplayer(" The guy at the information kiosk?");
+ ~chatnpc(" Yeah! He rocks!");
+ ~chatplayer(" Takes all sorts, I guess.");
case 5:
- ~chatnpc(happy, "Hi! I'm here to watch the duels!");
- ~chatplayer(happy, "Me too!");
+ ~chatnpc(" Hi! I'm here to watch the duels!");
+ ~chatplayer(" Me too!");
case 6:
- ~chatnpc(happy, "Did you know they think this place dates back to the second age?!");
- ~chatplayer(neutral, "Really?");
- ~chatnpc(happy, "Yeah. The guy at the information kiosk was telling me.");
+ ~chatnpc(" Did you know they think this place dates back to the second age?!");
+ ~chatplayer(" Really?");
+ ~chatnpc(" Yeah. The guy at the information kiosk was telling me.");
case 7:
- ~chatnpc(angry, "Can't you see I'm watching the duels?");
- ~chatplayer(neutral, "I'm sorry!");
+ ~chatnpc(" Can't you see I'm watching the duels?");
+ ~chatplayer(" I'm sorry!");
case 8:
- ~chatnpc(happy, "Well. This beats doing the shopping!");
+ ~chatnpc(" Well. This beats doing the shopping!");
case 9:
- ~chatnpc(happy, "Hi!");
+ ~chatnpc(" Hi!");
case 10:
- ~chatnpc(happy, "Knock knock!");
- ~chatplayer(neutral, "Who's there?");
- ~chatnpc(happy, "Boo.");
- ~chatplayer(neutral, "Boo who?");
- ~chatnpc(happy, "Don't cry, it's just me!");
+ ~chatnpc(" Knock knock!");
+ ~chatplayer(" Who's there?");
+ ~chatnpc(" Boo.");
+ ~chatplayer(" Boo who?");
+ ~chatnpc(" Don't cry, it's just me!");
case 11:
- ~chatnpc(happy, "Why did the skeleton burp?");
- ~chatplayer(neutral, "I don't know?");
- ~chatnpc(happy, "'Cause it didn't have the guts to fart!");
+ ~chatnpc(" Why did the skeleton burp?");
+ ~chatplayer(" I don't know?");
+ ~chatnpc(" 'Cause it didn't have the guts to fart!");
case default:
- ~chatnpc(laugh, "Waaaaassssssuuuuupp?!.");
+ ~chatnpc(" Waaaaassssssuuuuupp?!.");
}
\ No newline at end of file
diff --git a/data/src/scripts/minigames/game_duelarena/scripts/duel_arena_start.rs2 b/data/src/scripts/minigames/game_duelarena/scripts/duel_arena_start.rs2
index ec1e3062c..7570bb182 100644
--- a/data/src/scripts/minigames/game_duelarena/scripts/duel_arena_start.rs2
+++ b/data/src/scripts/minigames/game_duelarena/scripts/duel_arena_start.rs2
@@ -1,65 +1,67 @@
-[label,start_duel]
-def_coord $random_coord1;
-def_coord $random_coord2;
-$random_coord1, $random_coord2 = ~duel_arena_coords;
-
-if ($random_coord1 = null | $random_coord2 = null) {
- %duelstatus = 0;
- .%duelstatus = 0;
- %duelpartner = null;
- .%duelpartner = null;
- queue(duel_arena_full, 0);
- ~.mesbox("All arenas of this type are full! Select another type of arena, try|again in a few minutes or try a different server."); // https://youtu.be/TcrIr9O92sw?t=89
- return;
-}
-p_telejump($random_coord1);
-.p_telejump($random_coord2);
-
-p_stopaction;
-.p_stopaction;
-// only deactive prayers if no prayers is selected. based off: https://imgur.com/ETH1z4L
-if (testbit(%duel_settings, ^no_prayer) = true) {
- ~deactivate_prayers;
- ~.deactivate_prayers;
-}
+[queue,duel_arena_prepare_start]
+if (.finduid(%duelpartner) = true) {
+ def_coord $random_coord1 = ~duel_arena_coord;
+ def_coord $random_coord2 = $random_coord1;
+
+ if ($random_coord1 = null) {
+ %duelstatus = 0;
+ %duelpartner = null;
+ ~mesbox("All arenas of this type are full! Select another type of arena, try|again in a few minutes or try a different server."); // https://youtu.be/TcrIr9O92sw?t=89
+ return;
+ }
+ p_telejump($random_coord1);
+ def_int $i = 0;
+ if (testbit(%duel_settings, ^no_movement) = true & .p_finduid(.uid) = true) {
+ while (map_blocked($random_coord2) = true | $random_coord2 = $random_coord1 | lineofwalk($random_coord1, $random_coord2) = false & $i < 50){
+ switch_int (random(4)) {
+ case 0: $random_coord2 = movecoord($random_coord1, 1, 0, 0);
+ case 1: $random_coord2 = movecoord($random_coord1, -1, 0, 0);
+ case 2: $random_coord2 = movecoord($random_coord1, 0, 0, 1);
+ case 3: $random_coord2 = movecoord($random_coord1, 0, 0, -1);
+ }
+ $i = calc($i + 1);
+ }
+ .p_telejump($random_coord2);
+ }
-// Doesnt rest stats.
-// - https://youtu.be/zMhQfzn4M0Y?list=PLn23LiLYLb1Zo7wVV7wY2Zj1VV4zz6LBK&t=64
-// But, reset buffs only if no potions is selected:
-// - https://web.archive.org/web/20050930213502/http://runevillage.com:80/rs2specialDuelingarena.php
-// - "No Potions: This means you can’t use Potions, if you used a Potion before the Duel its effects will be returned to normal."
-// - In 2006, if you had the "No drinks" option selected, the 2nd menu would show "Boosted stats will be restored." https://imgur.com/ETH1z4L
-if (testbit(%duel_settings, ^no_potions) = true) {
- ~stat_reset_boosts;
- ~.stat_reset_boosts;
-}
+ // move tempinv to stakeinv
+ ~moveallinv(tempinv, stakeinv);
+ p_stopaction;
+ // only deactive prayers if no prayers is selected. based off: https://imgur.com/ETH1z4L
+ if (testbit(%duel_settings, ^no_prayer) = true) {
+ ~deactivate_prayers;
+ }
+ // Doesnt rest stats.
+ // - https://youtu.be/zMhQfzn4M0Y?list=PLn23LiLYLb1Zo7wVV7wY2Zj1VV4zz6LBK&t=64
+ // But, reset buffs only if no potions is selected:
+ // - https://web.archive.org/web/20050930213502/http://runevillage.com:80/rs2specialDuelingarena.php
+ // - "No Potions: This means you can’t use Potions, if you used a Potion before the Duel its effects will be returned to normal."
+ // - In 2006, if you had the "No drinks" option selected, the 2nd menu would show "Boosted stats will be restored." https://imgur.com/ETH1z4L
+ if (testbit(%duel_settings, ^no_potions) = true) {
+ ~stat_reset_boosts;
+ }
-if (testbit(%duel_settings, ^no_weapons) = true) {
- ~unequip_duel(duel_arena_weapon_slots);
- ~.unequip_duel(duel_arena_weapon_slots);
-}
-if (testbit(%duel_settings, ^no_armour) = true) {
- ~unequip_duel(duel_arena_armour_slots);
- ~.unequip_duel(duel_arena_armour_slots);
-}
-if (testbit(%duel_settings, ^no_jewelry) = true) {
- ~unequip_duel(duel_arena_jewelry_slots);
- ~.unequip_duel(duel_arena_jewelry_slots);
-}
+ if (testbit(%duel_settings, ^no_weapons) = true) {
+ ~unequip_duel(duel_arena_weapon_slots);
+ }
+ if (testbit(%duel_settings, ^no_armour) = true) {
+ ~unequip_duel(duel_arena_armour_slots);
+ }
+ if (testbit(%duel_settings, ^no_jewelry) = true) {
+ ~unequip_duel(duel_arena_jewelry_slots);
+ }
-hint_player(.uid);
-.hint_player(uid);
+ hint_player(.uid);
-if (~duel_arena_movement_check = true) {
- walktrigger(duel_arena_no_move);
- //.walktrigger(duel_arena_no_move);
-}
+ if (~duel_arena_movement_check = true) {
+ walktrigger(duel_arena_no_move);
+ }
-softtimer(duel_arena_start_3, 3); // todo: confirm these timings
-//.softtimer(duel_arena_start_3, 2);
+ softtimer(duel_arena_start_3, 3); // todo: confirm these timings
+}
-[proc,duel_arena_coords]()(coord, coord)
+[proc,duel_arena_coord]()(coord)
// random coord between 2 coords, checks if map blocked and not inside dueler
def_coord $coord1;
def_coord $coord2;
@@ -72,7 +74,7 @@ if (~duel_arena_obstacles_check = true) {
if (map_playercount(db_getfield(duel_arena_obstacle_fight_zones, coord_pair_table:coord_pair, $i)) >= 24) {
$random_arena = ~random_range($i, $obstacle_arenas);
if ($i = calc($obstacle_arenas - 1)) {
- return(null, null); // if its the last one and it fails, return null
+ return(null); // if its the last one and it fails, return null
}
}
$i = calc($i + 1);
@@ -85,7 +87,7 @@ if (~duel_arena_obstacles_check = true) {
if (map_playercount(db_getfield(duel_arena_fight_zones, coord_pair_table:coord_pair, $i)) >= 24) {
$random_arena = ~random_range($i, $normal_arenas);
if ($i = calc($normal_arenas - 1)) {
- return(null, null);
+ return(null);
}
}
$i = calc($i + 1);
@@ -97,43 +99,17 @@ def_int $x1 = coordx($coord1);
def_int $x2 = coordx($coord2);
def_int $z1 = coordz($coord1);
def_int $z2 = coordz($coord2);
-def_coord $random_coord1 = movecoord($coord1, random(sub($x2, $x1)), 0, random(sub($z2, $z1)));
-def_coord $random_coord2 = $random_coord1;
+def_coord $random_coord = movecoord($coord1, random(sub($x2, $x1)), 0, random(sub($z2, $z1)));
$i = 0;
-while (map_blocked($random_coord1) = true) {
- $random_coord1 = movecoord($coord1, random(sub($x2, $x1)), 0, random(sub($z2, $z1)));
+while (map_blocked($random_coord) = true) {
+ $random_coord = movecoord($coord1, random(sub($x2, $x1)), 0, random(sub($z2, $z1)));
$i = calc($i + 1);
if ($i = 50) {
- return(null, null); // no way this is reached
- }
-}
-
-
-$i = 0;
-if (testbit(%duel_settings, ^no_movement) = true) {
- while (map_blocked($random_coord2) = true | $random_coord2 = $random_coord1 | lineofwalk($random_coord1, $random_coord2) = false){
- switch_int (random(4)) {
- case 0: $random_coord2 = movecoord($random_coord1, 1, 0, 0);
- case 1: $random_coord2 = movecoord($random_coord1, -1, 0, 0);
- case 2: $random_coord2 = movecoord($random_coord1, 0, 0, 1);
- case 3: $random_coord2 = movecoord($random_coord1, 0, 0, -1);
- }
- $i = calc($i + 1);
- if ($i = 50) {
- return(null, null); // no way this is reached
- }
- }
-} else {
- while (map_blocked($random_coord2) = true | $random_coord2 = $random_coord1) {
- $random_coord2 = movecoord($coord1, random(sub($x2, $x1)), 0, random(sub($z2, $z1)));
- $i = calc($i + 1);
- if ($i = 50) {
- return(null, null); // no way this is reached
- }
+ return(null); // no way this is reached
}
}
-return($random_coord1, $random_coord2);
+return($random_coord);
[softtimer,duel_arena_start_3]
diff --git a/data/src/scripts/minigames/game_duelarena/scripts/duel_forfeit.rs2 b/data/src/scripts/minigames/game_duelarena/scripts/duel_forfeit.rs2
index b0291a535..ab0bfbc2b 100644
--- a/data/src/scripts/minigames/game_duelarena/scripts/duel_forfeit.rs2
+++ b/data/src/scripts/minigames/game_duelarena/scripts/duel_forfeit.rs2
@@ -8,36 +8,18 @@
if (~duel_arena_forfeit_check = false) {
return;
}
-p_telejump(~duel_arena_finish_coord(coord));
-if (.finduid(%duelpartner) = true) {
- if (.p_finduid(%duelpartner) = true) {
- .p_telejump(~duel_arena_finish_coord(.coord));
- // todo: queue win on other player
- .p_stopaction;
- ~.stat_reset_all;
- .healenergy(10000);
- ~.combat_clearqueue;
- ~.clear_poison;
- ~.update_all(.inv_getobj(worn, ^wearpos_rhand));
- .%duelpartner = null;
- .%duelstatus = 0;
- ~duel_adjust_scoreboard(.displayname, ~.player_combat_level, displayname, ~player_combat_level);
- }
+def_int $choice = ~p_choice2_header("Yes", 1, "No", 2, "Do you wish to forfeit?");
+if ($choice = 2) {
+ return;
}
-def_int $i = 0;
-while ($i < inv_size(duel_arena_arrows)) {
- if (inv_getobj(duel_arena_arrows, $i) ! null) {
- //mes(" Hi.");
+~chatnpc(" What?");
def_int $option = ~p_choice4("What do you do?", 1, "What is this place?", 2, "I'd like to access my bank, please.", 3, "Do you watch any matches?", 4);
switch_int ($option) {
case 1:
- ~chatplayer(default, "What do you do?");
- ~chatnpc(default, "You can store your stuff here if you want. You can dump anything you don't want to carry whilst you're fighting duels and then pick it up again on the way out.");
- ~chatnpc(default, "To be honest I'm wasted here.");
- ~chatnpc(default, "I should be winning duels in the arena! I'm the best warrior in Al Kharid!");
- ~chatplayer(default, "Easy, tiger!");
+ ~chatplayer(" What do you do?");
+ ~chatnpc(" You can store your stuff here if you want. You can dump anything you don't want to carry whilst you're fighting duels and then pick it up again on the way out.");
+ ~chatnpc(" To be honest I'm wasted here.");
+ ~chatnpc(" I should be winning duels in the arena! I'm the best warrior in Al Kharid!");
+ ~chatplayer(" Easy, tiger!");
case 2:
- ~chatplayer(default, "What is this place?");
- ~chatnpc(default, "Isn't it obvious?");
- ~chatnpc(default, "This is the Duel Arena...duh!");
+ ~chatplayer(" What is this place?");
+ ~chatnpc(" Isn't it obvious?");
+ ~chatnpc(" This is the Duel Arena...duh!");
case 3:
- ~chatplayer(default, "I'd like to access my bank, please.");
- ~chatnpc(default, "Sure.");
+ ~chatplayer(" I'd like to access my bank, please.");
+ ~chatnpc(" Sure.");
@openbank;
case 4:
- ~chatplayer(default, "Do you watch any matches?");
- ~chatnpc(default, "When I can.");
- ~chatnpc(default, "Most aren't any good so I throw rotten fruit at them!");
- ~chatplayer(default, "Heh. Can I buy some?");
- ~chatnpc(default, "Sure.");
+ ~chatplayer(" Do you watch any matches?");
+ ~chatnpc(" When I can.");
+ ~chatnpc(" Most aren't any good so I throw rotten fruit at them!");
+ ~chatplayer(" Heh. Can I buy some?");
+ ~chatnpc(" Sure.");
~require_members_store_owner; // complete guess, this could be earlier in the dialogue
~openshop_activenpc;
}
diff --git a/data/src/scripts/minigames/game_duelarena/scripts/hamid.rs2 b/data/src/scripts/minigames/game_duelarena/scripts/hamid.rs2
index 4a4740e23..eee5f4f96 100644
--- a/data/src/scripts/minigames/game_duelarena/scripts/hamid.rs2
+++ b/data/src/scripts/minigames/game_duelarena/scripts/hamid.rs2
@@ -2,26 +2,26 @@
// TODO - Treasure Trails
-~chatplayer(default, "Hi!");
-~chatnpc(default, "Hello traveller. How can I be of assistance?");
+~chatplayer(" Hi!");
+~chatnpc(" Hello traveller. How can I be of assistance?");
def_int $choice = ~p_choice3("Can you heal me?", 1, "What's a Monk doing in a place such as this?", 2, "Which monastery do you come from?", 3);
switch_int ($choice) {
case 1:
- ~chatplayer(default, "Can you heal me?");
- ~chatnpc(default, "You'd be better off speaking to one of the nurses.");
- ~chatnpc(default, "They are so... nice... afterall!"); // Typo consistent with OSRS.
+ ~chatplayer(" Can you heal me?");
+ ~chatnpc(" You'd be better off speaking to one of the nurses.");
+ ~chatnpc(" They are so... nice... afterall!"); // Typo consistent with OSRS.
case 2:
- ~chatplayer(default, "What's a Monk doing in a place such as this?");
- ~chatnpc(default, "Well don't tell anyone but I came here because of the nurses!");
- ~chatplayer(default, "Really?");
- ~chatnpc(default, "It beats being stuck in the monastery!");
+ ~chatplayer(" What's a Monk doing in a place such as this?");
+ ~chatnpc(" Well don't tell anyone but I came here because of the nurses!");
+ ~chatplayer(" Really?");
+ ~chatnpc(" It beats being stuck in the monastery!");
case 3:
- ~chatplayer(default, "Which monastery do you come from?");
- ~chatnpc(default, "I belong to a monastery north of Falador.");
- ~chatplayer(default, "You're a long way from home?");
- ~chatnpc(default, "Yeh. I miss the guys.");
+ ~chatplayer(" Which monastery do you come from?");
+ ~chatnpc(" I belong to a monastery north of Falador.");
+ ~chatplayer(" You're a long way from home?");
+ ~chatnpc(" Yeh. I miss the guys.");
}
diff --git a/data/src/scripts/minigames/game_duelarena/scripts/heal.rs2 b/data/src/scripts/minigames/game_duelarena/scripts/heal.rs2
index 2d0beb661..9192bfbd4 100644
--- a/data/src/scripts/minigames/game_duelarena/scripts/heal.rs2
+++ b/data/src/scripts/minigames/game_duelarena/scripts/heal.rs2
@@ -1,17 +1,17 @@
[opnpc1,_healer]
-~chatplayer(default, "Hi!");
-~chatnpc(default, "Hi. How can I help you?");
+~chatplayer(" Hi!");
+~chatnpc(" Hi. How can I help you?");
def_int $choice = ~p_choice3("Can you heal me?", 0, "Do you see a lot of injured fighters?", 1, "Do you come here often?", 2);
switch_int ($choice) {
case 0:
- ~chatplayer(default, "Can you heal me?");
+ ~chatplayer(" Can you heal me?");
if (stat(hitpoints) >= stat_base(hitpoints)) {
- ~chatnpc(default, "You look healthy to me!");
+ ~chatnpc(" You look healthy to me!");
} else {
- ~chatnpc(default, "Of course!");
+ ~chatnpc(" Of course!");
npc_anim(human_pickpocket, 0);
p_delay(0);
mes("You feel a little better.");
@@ -20,15 +20,15 @@ switch_int ($choice) {
}
case 1:
- ~chatplayer(default, "Do you see a lot of injured fighters?");
- ~chatnpc(default, "Yes I do. Thankfully we can cope with almost anything.|Jaraah really is a wonderful surgeon, his methods are a little unorthodox but he gets the job done.");
- ~chatnpc(default, "I shouldn't tell you this but his nickname is 'The Butcher'.");
- ~chatplayer(default, "That's reassuring.");
+ ~chatplayer(" Do you see a lot of injured fighters?");
+ ~chatnpc(" Yes I do. Thankfully we can cope with almost anything.|Jaraah really is a wonderful surgeon, his methods are a little unorthodox but he gets the job done.");
+ ~chatnpc(" I shouldn't tell you this but his nickname is 'The Butcher'.");
+ ~chatplayer(" That's reassuring.");
case 2:
- ~chatplayer(default, "Do you come here often?");
- ~chatnpc(default, "I work here, so yes!");
- ~chatnpc(default, "You're silly!");
+ ~chatplayer(" Do you come here often?");
+ ~chatnpc(" I work here, so yes!");
+ ~chatnpc(" You're silly!");
}
[opnpc3,_healer]
@@ -36,7 +36,7 @@ switch_int ($choice) {
[label,heal_duelarena]
if (stat(hitpoints) >= stat_base(hitpoints)) {
- ~chatnpc(default, "You look healthy to me!");
+ ~chatnpc(" You look healthy to me!");
} else {
npc_anim(human_pickpocket, 0);
p_delay(0);
diff --git a/data/src/scripts/minigames/game_duelarena/scripts/jaraah.rs2 b/data/src/scripts/minigames/game_duelarena/scripts/jaraah.rs2
index 24ad0d97d..8690bee6b 100644
--- a/data/src/scripts/minigames/game_duelarena/scripts/jaraah.rs2
+++ b/data/src/scripts/minigames/game_duelarena/scripts/jaraah.rs2
@@ -1,17 +1,17 @@
[opnpc1,jaraah]
-~chatplayer(default, "Hi!");
-~chatnpc(default, "What? Can't you see I'm busy?!");
+~chatplayer(" Hi!");
+~chatnpc(" What? Can't you see I'm busy?!");
def_int $choice = ~p_choice3("Can you heal me?", 0, "You must see some gruesome things?", 1, "Why do they call you 'The Butcher'?", 2);
switch_int ($choice) {
case 0:
- ~chatplayer(default, "Can you heal me?");
+ ~chatplayer(" Can you heal me?");
if (stat(hitpoints) >= stat_base(hitpoints)) {
- ~chatnpc(default, "You look healthy to me!");
+ ~chatnpc(" You look healthy to me!");
} else {
- ~chatnpc(default, "Okay, this will hurt you more than it will me.");
+ ~chatnpc(" Okay, this will hurt you more than it will me.");
npc_anim(human_pickpocket, 0);
p_delay(0);
mes("You feel a little better.");
@@ -20,15 +20,15 @@ switch_int ($choice) {
}
case 1:
- ~chatplayer(default, "You must see some gruesome things?");
- ~chatnpc(default, "It's a gruesome business and with the tools they give me it gets more gruesome before it gets better!");
+ ~chatplayer(" You must see some gruesome things?");
+ ~chatnpc(" It's a gruesome business and with the tools they give me it gets more gruesome before it gets better!");
case 2:
- ~chatplayer(default, "Why do they call you 'The Butcher'?");
- ~chatnpc(default, "'The Butcher'?'");
- ~chatnpc(default, "Ha!");
- ~chatnpc(default, "Would you like me to demonstrate?");
- ~chatplayer(default, "Er...I'll give it a miss, thanks.");
+ ~chatplayer(" Why do they call you 'The Butcher'?");
+ ~chatnpc(" 'The Butcher'?'");
+ ~chatnpc(" Ha!");
+ ~chatnpc(" Would you like me to demonstrate?");
+ ~chatplayer(" Er...I'll give it a miss, thanks.");
}
[opnpc3,jaraah]
diff --git a/data/src/scripts/minigames/game_duelarena/scripts/mubariz.rs2 b/data/src/scripts/minigames/game_duelarena/scripts/mubariz.rs2
index 40ef957be..6f147bfba 100644
--- a/data/src/scripts/minigames/game_duelarena/scripts/mubariz.rs2
+++ b/data/src/scripts/minigames/game_duelarena/scripts/mubariz.rs2
@@ -3,38 +3,38 @@
// RS3 dialogue: https://runescape.wiki/w/Transcript:Mubariz?oldid=27948630
// To try and take as many updates into account, any older reference/image/video would be fantastic.
[opnpc1,mubariz]
-~chatplayer(default, "Hi!");
-~chatnpc(default, "Welcome to the Duel Arena!");
-~chatplayer(default, "Thanks! I need some information.");
-~chatnpc(default, "What would you like to know?");
+~chatplayer(" Hi!");
+~chatnpc(" Welcome to the Duel Arena!");
+~chatplayer(" Thanks! I need some information.");
+~chatnpc(" What would you like to know?");
def_int $choice = ~p_choice4("What is this place?", 0, "How do I challenge someone to a duel?", 1, "What kind of options are there?", 2, "This place looks really old, where did it come from?", 3);
switch_int ($choice) {
case 0:
- ~chatplayer(default, "What is this place?");
- ~chatnpc(default, "The Duel Arena has six duel arenas where you can fight other players in a controlled environment. We have our own dedicated hospital where we guarantee to put you back together, even if you lose.");
- ~chatnpc(default, "Inbetween the arenas are walkways where you can watch the fights and challenge other players.");
- ~chatplayer(default, "Sounds great. Thanks!");
- ~chatnpc(default, "See you in the arenas!");
+ ~chatplayer(" What is this place?");
+ ~chatnpc(" The Duel Arena has six duel arenas where you can fight other players in a controlled environment. We have our own dedicated hospital where we guarantee to put you back together, even if you lose.");
+ ~chatnpc(" Inbetween the arenas are walkways where you can watch the fights and challenge other players.");
+ ~chatplayer(" Sounds great. Thanks!");
+ ~chatnpc(" See you in the arenas!");
case 1:
- ~chatplayer(default, "How do I challenge someone to a duel?");
- ~chatnpc(default, "When you go to the arena you'll go up an access ramp to the walkways that overlook the duel arenas.|From the walkway you can watch the duels and challenge other players.");
- ~chatnpc(default, "You'll know you're in the right place as you'll have a 'Challenge' option when you right-click a player.");
+ ~chatplayer(" How do I challenge someone to a duel?");
+ ~chatnpc(" When you go to the arena you'll go up an access ramp to the walkways that overlook the duel arenas.|From the walkway you can watch the duels and challenge other players.");
+ ~chatnpc(" You'll know you're in the right place as you'll have a 'Challenge' option when you right-click a player.");
case 2:
- ~chatplayer(default, "What kind of options are there?");
- ~chatnpc(default, "You and your opponent can offer items as a stake. If you win, you recieve what your opponent staked, but, if you lose, your oppenent will get whatever items you staked.");
- ~chatnpc(default, "You can choose to use rules to spice things up a bit. For instance if you both agree to use the 'No Magic' rule then neither player can use magic to attack the other player. The fight will be restricted to ranging and");
- ~chatnpc(default, "melee only.");
- ~chatnpc(default, "The rules are fairly self-evident with lots of different combinations for you to try out!");
- ~chatplayer(default, "Cool! Thanks!");
+ ~chatplayer(" What kind of options are there?");
+ ~chatnpc(" You and your opponent can offer items as a stake. If you win, you recieve what your opponent staked, but, if you lose, your oppenent will get whatever items you staked.");
+ ~chatnpc(" You can choose to use rules to spice things up a bit. For instance if you both agree to use the 'No Magic' rule then neither player can use magic to attack the other player. The fight will be restricted to ranging and");
+ ~chatnpc(" melee only.");
+ ~chatnpc(" The rules are fairly self-evident with lots of different combinations for you to try out!");
+ ~chatplayer(" Cool! Thanks!");
case 3:
- ~chatplayer(default, "This place looks really old, where did it come from?");
- ~chatnpc(default, "The archaeologists that are excavating the area east of Varrock have been working on this site as well. From these cliffs they uncovered this huge building. The experts think it may date back to the second age!");
- ~chatnpc(default, "Now that the archaeologists have moved out, a group of warriors, headed by myself, have bought the land and converted it to a set of duel arenas. The best fighters around the world come here to fight!");
- ~chatplayer(default, "I challenge you!");
- ~chatnpc(default, "Ho! Ho! Ho!");
+ ~chatplayer(" This place looks really old, where did it come from?");
+ ~chatnpc(" The archaeologists that are excavating the area east of Varrock have been working on this site as well. From these cliffs they uncovered this huge building. The experts think it may date back to the second age!");
+ ~chatnpc(" Now that the archaeologists have moved out, a group of warriors, headed by myself, have bought the land and converted it to a set of duel arenas. The best fighters around the world come here to fight!");
+ ~chatplayer(" I challenge you!");
+ ~chatnpc(" Ho! Ho! Ho!");
}
\ No newline at end of file
diff --git a/data/src/scripts/minigames/game_duelarena/scripts/zahwa.rs2 b/data/src/scripts/minigames/game_duelarena/scripts/zahwa.rs2
index f42f9c9c1..25faab68a 100644
--- a/data/src/scripts/minigames/game_duelarena/scripts/zahwa.rs2
+++ b/data/src/scripts/minigames/game_duelarena/scripts/zahwa.rs2
@@ -4,43 +4,43 @@ def_int $random = random(8);
switch_int ($random) {
case 0:
- ~chatplayer(happy, "Hi!");
- ~chatnpc(default, "Hi!");
+ ~chatplayer(" Hi!");
+ ~chatnpc(" Hi!");
case 1:
- ~chatplayer(happy, "Hi!");
- ~chatnpc(sad, "Ughhhh....");
+ ~chatplayer(" Hi!");
+ ~chatnpc(" Ughhhh....");
case 2:
- ~chatplayer(default, "Hi!");
- ~chatnpc(default, "I could've 'ad 'im!");
- ~chatplayer(default, "Er...");
- ~chatnpc(default, "I was robbed!");
- ~chatplayer(default, "Right.");
- ~chatnpc(default, "It was rigged I tell you!");
- ~chatplayer(default, "Uh huh.");
- ~chatnpc(default, "Leave me alone!");
+ ~chatplayer(" Hi!");
+ ~chatnpc(" I could've 'ad 'im!");
+ ~chatplayer(" Er...");
+ ~chatnpc(" I was robbed!");
+ ~chatplayer(" Right.");
+ ~chatnpc(" It was rigged I tell you!");
+ ~chatplayer(" Uh huh.");
+ ~chatnpc(" Leave me alone!");
case 3:
- ~chatplayer(default, "Are you alright?");
- ~chatnpc(default, "NURSE!");
+ ~chatplayer(" Are you alright?");
+ ~chatnpc(" NURSE!");
case 4:
- ~chatplayer(default, "Are you alright?");
- ~chatnpc(default, "Do I look alright?!");
+ ~chatplayer(" Are you alright?");
+ ~chatnpc(" Do I look alright?!");
case 5:
- ~chatplayer(default, "Are you alright?");
- ~chatnpc(default, "Yeh. The nurses here are...wonderful!");
+ ~chatplayer(" Are you alright?");
+ ~chatnpc(" Yeh. The nurses here are...wonderful!");
case 6:
- ~chatplayer(default, "Are you alright?");
- ~chatnpc(default, "It's just a flesh wound!");
+ ~chatplayer(" Are you alright?");
+ ~chatnpc(" It's just a flesh wound!");
case 7:
- ~chatplayer(confused, "Are you alright?");
- ~chatnpc(sad, "Can't....go....on!");
- ~chatnpc(sad, "Leave me behind!");
- ~chatplayer(confused, "I'll leave you here, OK?");
- ~chatnpc(sad, "Oh. OK.");
+ ~chatplayer(" Are you alright?");
+ ~chatnpc(" Can't....go....on!");
+ ~chatnpc(" Leave me behind!");
+ ~chatplayer(" I'll leave you here, OK?");
+ ~chatnpc(" Oh. OK.");
}
\ No newline at end of file
diff --git a/data/src/scripts/minigames/game_partyroom/scripts/party_pete.rs2 b/data/src/scripts/minigames/game_partyroom/scripts/party_pete.rs2
index dee4cf1d7..3500938fd 100644
--- a/data/src/scripts/minigames/game_partyroom/scripts/party_pete.rs2
+++ b/data/src/scripts/minigames/game_partyroom/scripts/party_pete.rs2
@@ -1,32 +1,32 @@
[opnpc1,party_pete]
// dialogue from OSRS, but I think it's mostly unchanged (besides the new option which I didn't include)
// since it references the gold chest (falador one is white) and Kandarin (which is where seers is, not falador)
-~chatnpc(happy, "Hi! I'm Party Pete.|Welcome to the Party Room!");
+~chatnpc(" Hi! I'm Party Pete.|Welcome to the Party Room!");
switch_int(~p_choice4("So what's this room for?", 1, "What's the big lever over there for?", 2, "What's the gold chest for?", 3, "I wanna party!", 4)) {
case 1:
- ~chatplayer(confused, "So what's this room for?");
- ~chatnpc(laugh, "This room is for partying the night away!");
- ~chatplayer(laugh, "How do you have a party in RuneScape?");
- ~chatnpc(happy, "Get a few mates round, get the beers in and have fun!");
- ~chatnpc(neutral, "Some players organise parties so keep an eye open!");
- ~chatplayer(happy, "Woop! Thanks Pete!");
+ ~chatplayer(" So what's this room for?");
+ ~chatnpc(" This room is for partying the night away!");
+ ~chatplayer(" How do you have a party in RuneScape?");
+ ~chatnpc(" Get a few mates round, get the beers in and have fun!");
+ ~chatnpc(" Some players organise parties so keep an eye open!");
+ ~chatplayer(" Woop! Thanks Pete!");
case 2:
- ~chatplayer(confused, "What's the big lever over there for?");
- ~chatnpc(happy, "Simple. With the lever you can do some fun stuff.");
- ~chatplayer(confused, "What kind of stuff?");
- ~chatnpc(happy, "A balloon drop costs 5000 gold. For this you get 200 balloons dropped across the whole of the party room. You can then have fun popping the balloons! If there are items in the Party Drop Chest they will be inside");
- ~chatnpc(happy, "the balloons! For 2000 gold you can summon the Party Room Knights who will dance for your delight.");
- ~chatnpc(laugh, "Their singing isn't a delight though!");
+ ~chatplayer(" What's the big lever over there for?");
+ ~chatnpc(" Simple. With the lever you can do some fun stuff.");
+ ~chatplayer(" What kind of stuff?");
+ ~chatnpc(" A balloon drop costs 5000 gold. For this you get 200 balloons dropped across the whole of the party room. You can then have fun popping the balloons! If there are items in the Party Drop Chest they will be inside");
+ ~chatnpc(" the balloons! For 2000 gold you can summon the Party Room Knights who will dance for your delight.");
+ ~chatnpc(" Their singing isn't a delight though!");
case 3:
- ~chatplayer(confused, "What's the gold chest for?");
- ~chatnpc(neutral, "Any items that are in the chest will be dropped inside the balloons when you pull the lever!");
- ~chatplayer(happy, "Cool! Sounds like a fun way to do a drop party!");
- ~chatnpc(laugh, "Exactly!");
- ~chatnpc(neutral, "A word of warning though. Any items that you put into the chest can't be taken out again and it costs 5000 gold pieces for each balloon drop.");
+ ~chatplayer(" What's the gold chest for?");
+ ~chatnpc(" Any items that are in the chest will be dropped inside the balloons when you pull the lever!");
+ ~chatplayer(" Cool! Sounds like a fun way to do a drop party!");
+ ~chatnpc(" Exactly!");
+ ~chatnpc(" A word of warning though. Any items that you put into the chest can't be taken out again and it costs 5000 gold pieces for each balloon drop.");
case 4:
- ~chatplayer(happy, "I wanna party!");
- ~chatnpc(happy, "I've won the Dance Trophy at the Kandarin Ball three years in a trot!");
- ~chatplayer(laugh, "Show me your moves Pete!");
+ ~chatplayer(" I wanna party!");
+ ~chatnpc(" I've won the Dance Trophy at the Kandarin Ball three years in a trot!");
+ ~chatplayer(" Show me your moves Pete!");
if_close;
npc_anim(seq_784, 0);
}
diff --git a/data/src/scripts/minigames/game_partyroom/scripts/partyroom.rs2 b/data/src/scripts/minigames/game_partyroom/scripts/partyroom.rs2
index 18708622f..39eb0e82c 100644
--- a/data/src/scripts/minigames/game_partyroom/scripts/partyroom.rs2
+++ b/data/src/scripts/minigames/game_partyroom/scripts/partyroom.rs2
@@ -13,7 +13,7 @@ if_close;
if ($choice = 2) {
return;
}
-if (npc_finduid(~npc_within_distance(coord, party_pete, 16)) = true) {
+if (npc_find(coord, party_pete, 16, 0) = true) {
~pull_partylever(5000);
@partyroom_drop_balloons(0);
}
@@ -35,7 +35,7 @@ if_close;
if ($choice = 2) {
return;
}
-if(npc_finduid(~npc_within_distance(coord, partyroom_dancingknight, 7)) = true) {
+if(npc_find(coord, partyroom_dancingknight, 7, 0) = true) {
~mesbox("The party room knights are already here!");
return;
}
@@ -69,7 +69,7 @@ switch_int($arg) {
npc_say("Like a party animal in the groove");
case 9:
npc_queue(10, 10, 3); // 2t
- if (npc_finduid(~npc_within_distance(npc_coord, party_pete, 16)) = true) {
+ if (npc_find(npc_coord, party_pete, 16, 0) = true) {
npc_say("The party room is a silly place!");
}
return;
diff --git a/data/src/scripts/minigames/game_partyroom/scripts/partyroom_lucy.rs2 b/data/src/scripts/minigames/game_partyroom/scripts/partyroom_lucy.rs2
index f567cc89d..60609af6e 100644
--- a/data/src/scripts/minigames/game_partyroom/scripts/partyroom_lucy.rs2
+++ b/data/src/scripts/minigames/game_partyroom/scripts/partyroom_lucy.rs2
@@ -3,11 +3,11 @@ if (npc_range(coord) > 2) {
p_aprange(2);
return;
}
-~chatnpc(happy, "Hi! I'm Lucy. Welcome to the Party Room!");
-~chatplayer(happy, "One beer please Lucy!");
-~chatnpc(happy, "Coming right up