Implement penguin egg acquisition

This commit is contained in:
gregf36665
2024-11-01 10:11:09 +00:00
committed by Ryan
parent eb3884180e
commit 39634b6caf
3 changed files with 83 additions and 5 deletions
+20 -4
View File
@@ -106567,16 +106567,17 @@
"id": "12480"
},
{
"examine": "(Baby) Can't fly and can barely walk, but adorable nonetheless. (adult) Emperor of all he surveys.",
"examine": "Can't fly and can barely walk, but adorable nonetheless.",
"durability": null,
"name": "Baby penguin",
"archery_ticket_price": "0",
"id": "12481"
},
{
"examine": "I can hatch this in an Incubator.",
"examine": "I can hatch this in an incubator.",
"durability": null,
"name": "Penguin egg",
"tradeable": "false",
"archery_ticket_price": "0",
"id": "12483"
},
@@ -108972,14 +108973,14 @@
"id": "12761"
},
{
"examine": "(Baby) Can't fly and can barely walk, but adorable nonetheless. (adult) Emperor of all he surveys.",
"examine": "Can't fly and can barely walk, but adorable nonetheless.",
"durability": null,
"name": "Baby penguin",
"archery_ticket_price": "0",
"id": "12763"
},
{
"examine": "(Baby) Can't fly and can barely walk, but adorable nonetheless. (adult) Emperor of all he surveys.",
"examine": "Can't fly and can barely walk, but adorable nonetheless.",
"durability": null,
"name": "Baby penguin",
"archery_ticket_price": "0",
@@ -132095,5 +132096,20 @@
"archery_ticket_price": "0",
"id": "14658",
"equipment_slot": "0"
},
{
"examine": "Emperor of all he surveys.",
"name": "Penguin",
"id": "12482"
},
{
"examine": "Emperor of all he surveys.",
"name": "Penguin",
"id": "12762"
},
{
"examine": "Emperor of all he surveys.",
"name": "Penguin",
"id": "12764"
}
]
+1 -1
View File
@@ -10909,7 +10909,7 @@
},
{
"npc_id": "6891",
"loc_data": "{2598,3272,0,0,0}-"
"loc_data": "{2598,3272,0,1,0}-"
},
{
"npc_id": "6893",
@@ -0,0 +1,62 @@
package content.region.kandarin.ardougne.dialogue
import core.api.addItem
import core.api.getDynLevel
import core.api.hasAnItem
import core.game.dialogue.DialoguePlugin
import core.game.dialogue.FacialExpression
import core.game.dialogue.Topic
import core.game.node.entity.player.Player
import core.game.node.entity.skill.Skills
import core.plugin.Initializable
import core.tools.END_DIALOGUE
import org.rs09.consts.Items
import org.rs09.consts.NPCs
@Initializable
class PenguinKeeperDialogue(player: Player? = null) : DialoguePlugin(player) {
override fun getIds(): IntArray {
return intArrayOf(NPCs.PENGUIN_KEEPER_6891)
}
companion object{
const val YES = 20
const val NO = 40
const val FULL = 50
}
override fun handle(interfaceId: Int, buttonId: Int): Boolean {
when(stage){
0 -> playerl(FacialExpression.FRIENDLY, "Hello there. How are the penguins doing today?").also { stage++ }
1 -> npcl(FacialExpression.FRIENDLY, "They are doing fine, thanks.").also{
if (getDynLevel(player, Skills.SUMMONING) < 30 || hasAnItem(player, Items.PENGUIN_EGG_12483).exists())
stage = END_DIALOGUE
else
stage++
}
2 -> npcl(FacialExpression.HALF_ASKING,"Actually, you might be able to help me with something - if you are interested.").also { stage++ }
3 -> playerl(FacialExpression.ASKING, "What do you mean?").also { stage++ }
4 -> npcl(FacialExpression.NEUTRAL, "Well, you see, the penguins have been laying so many eggs recently that we can't afford to raise them all ourselves.").also { stage++ }
5 -> npcl(FacialExpression.ASKING, " You seem to know a bit about raising animals - would you like to raise a penguin for us? ").also { stage++ }
6 -> showTopics(
Topic("Yes, of course.", YES),
Topic("No thanks.", NO)
)
YES -> npcl(FacialExpression.HAPPY, "Wonderful!").also {
if (addItem(player, Items.PENGUIN_EGG_12483))
stage++
else
stage = FULL
}
YES + 1 -> npcl(FacialExpression.HAPPY, "Here you go - this egg will hatch into a baby penguin.").also { stage++ }
YES + 2 -> npcl(FacialExpression.HAPPY, "They eat raw fish and aren't particularly fussy about anything, so it won't be any trouble to raise.").also { stage++ }
YES + 3 -> playerl(FacialExpression.HAPPY, "Okay, thank you very much.").also { stage = END_DIALOGUE }
NO -> npcl(FacialExpression.NEUTRAL, " Fair enough. The offer still stands if you change your mind. ").also { stage = END_DIALOGUE }
FULL -> npcl(FacialExpression.SAD, "You don't have inventory space though.").also { stage = END_DIALOGUE }
}
return true
}
}