Add Freaky Forester random event#1065
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Implements the random event trigger, kidnap teleport and mysterious old man framework, plus the Maze random event where players navigate to a central shrine before time runs out. Tutorial Island is tagged no_random_events so events don't fire there. Ref GregHib/void-private#223
Extend the random event system beyond the kidnap-to-instance pattern so in-place nagging events (Certer, Sandwich Lady, Evil Twin) can be built: - RandomEvents.noteAndTeleport: ignore penalty that notes the player's inventory then exiles them, so an event can't be macroed through. - InPlaceRandomEvent + startInPlaceEvent/endInPlaceEvent: spawn an event NPC beside the player that follows and nags on a timer, applying the ignore penalty when its lifetime runs out. - Decouple entry from the old man: the trigger now calls RandomEvents.start directly and each launcher owns its intro. Kidnap events call the new mysteriousOldMan() helper; in-place events spawn their own NPC. Maze's launcher allocates its instance before the intro so a resumed timer doesn't fail the event mid-intro. - rewardCostumeOrCoins: shared collect-the-set reward (camo, lederhosen). Ref GregHib/void-private#223
The player is teleported to the forester's clearing and told to kill a pheasant with a specific number of tails. Only the assigned pheasant drops the correct raw pheasant; wrong ones drop an incorrect one that the forester rejects. Handing in the correct pheasant rewards the first missing lederhosen piece, or 500 coins if the set is complete. - Conditional pheasant drops keyed to the killer's assigned task - Blocks attacking further pheasants once one is killed - Static pheasant spawns in the clearing; forester dialogue drives the task - Removes the unconditional pheasant drop table (drops are now per-task) Ref GregHib/void-private#255
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Folded into the main random events PR #1064, which now accumulates the framework and all 18 events. See the checklist there. |
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Overview
Freaky Forester random event