NPC additions to Piscatoris fishing colony

(Partially) Added Franklin Caranos's dialogue
Added Herman Caranos's dialogue
Added a spawn location for Herman Caranos
Added npc movement to Franklin Caranos
Added Skeleton mage config
This commit is contained in:
Trident101
2023-09-15 02:34:21 +00:00
committed by Ryan
parent c99dfe7031
commit ff21a3948d
4 changed files with 138 additions and 1 deletions
@@ -0,0 +1,41 @@
package content.region.kandarin.pisc.dialogue
import core.game.dialogue.DialoguePlugin
import core.game.dialogue.FacialExpression
import core.game.node.entity.player.Player
import core.plugin.Initializable
import core.tools.END_DIALOGUE
import core.tools.START_DIALOGUE
import org.rs09.consts.NPCs
@Initializable
class FranklinCaranosDialogue(player: Player? = null) : DialoguePlugin(player) {
override fun handle(interfaceId: Int, buttonId: Int): Boolean {
when (stage) {
START_DIALOGUE -> npcl(
FacialExpression.FRIENDLY,
"Hello again, " + player.username + "."
).also { stage++ }
1 -> playerl(
FacialExpression.ASKING,
"Hello. How's the repair work going?"
).also { stage++ }
2 -> npcl(
FacialExpression.NEUTRAL,
"I'm working on it. I can always do with more iron sheets, so if you've got any more, I'll give you 20 gp per sheet."
).also { stage++ }
3 -> playerl(
FacialExpression.NEUTRAL,
"Thanks, I'll remember that."
).also { stage = END_DIALOGUE }
}
return true
}
override fun getIds(): IntArray = intArrayOf((NPCs.FRANKLIN_CARANOS_3823))
}
@@ -0,0 +1,57 @@
package content.region.kandarin.pisc.dialogue
import core.game.dialogue.DialoguePlugin
import core.game.dialogue.FacialExpression
import core.game.node.entity.player.Player
import core.plugin.Initializable
import core.tools.END_DIALOGUE
import core.tools.START_DIALOGUE
import org.rs09.consts.NPCs
@Initializable
class HermanCaranosDialogue(player: Player? = null) : DialoguePlugin(player) {
override fun handle(interfaceId: Int, buttonId: Int): Boolean {
when (stage) {
START_DIALOGUE -> playerl(
FacialExpression.FRIENDLY,
"Hiya Hermie!"
).also { stage++ }
1 -> npcl(
FacialExpression.FRIENDLY,
"Ah, " + player.username + "! How's the fishing going?"
).also { stage++ }
2 -> playerl(
FacialExpression.NEUTRAL,
"Still working on it. How's the Colony?"
).also { stage++ }
3 -> npcl(
FacialExpression.HAPPY,
"Flourishing, now that the colonists are coming back! Soon all the finest restaurants will be serving monkfish!"
).also { stage++ }
4 -> npcl(
FacialExpression.ANNOYED,
"It's a pity those skeletons you brought here haven't gone away again, though. They're in the dormitories, which is rather annoying! So please take a little time to kick 'em around a bit."
).also { stage++ }
5 -> npcl(
FacialExpression.ANNOYED,
"Oh, and please don't call me Hermie."
).also { stage++ }
6 -> playerl(
FacialExpression.LAUGH,
"Whatever you like, Hermie!"
).also { stage = END_DIALOGUE }
}
return true
}
override fun getIds(): IntArray = intArrayOf(NPCs.HERMAN_CARANOS_3822)
}