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
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package content.region.kandarin.pisc.dialogue
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import core.game.dialogue.DialoguePlugin
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import core.game.dialogue.FacialExpression
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import core.game.node.entity.player.Player
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import core.plugin.Initializable
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import core.tools.END_DIALOGUE
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import core.tools.START_DIALOGUE
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import org.rs09.consts.NPCs
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@Initializable
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class FranklinCaranosDialogue(player: Player? = null) : DialoguePlugin(player) {
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override fun handle(interfaceId: Int, buttonId: Int): Boolean {
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when (stage) {
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START_DIALOGUE -> npcl(
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FacialExpression.FRIENDLY,
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"Hello again, " + player.username + "."
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).also { stage++ }
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1 -> playerl(
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FacialExpression.ASKING,
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"Hello. How's the repair work going?"
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).also { stage++ }
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2 -> npcl(
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FacialExpression.NEUTRAL,
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"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."
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).also { stage++ }
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3 -> playerl(
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FacialExpression.NEUTRAL,
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"Thanks, I'll remember that."
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).also { stage = END_DIALOGUE }
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}
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return true
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}
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override fun getIds(): IntArray = intArrayOf((NPCs.FRANKLIN_CARANOS_3823))
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}
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@@ -0,0 +1,57 @@
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package content.region.kandarin.pisc.dialogue
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import core.game.dialogue.DialoguePlugin
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import core.game.dialogue.FacialExpression
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import core.game.node.entity.player.Player
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import core.plugin.Initializable
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import core.tools.END_DIALOGUE
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import core.tools.START_DIALOGUE
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import org.rs09.consts.NPCs
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@Initializable
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class HermanCaranosDialogue(player: Player? = null) : DialoguePlugin(player) {
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override fun handle(interfaceId: Int, buttonId: Int): Boolean {
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when (stage) {
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START_DIALOGUE -> playerl(
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FacialExpression.FRIENDLY,
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"Hiya Hermie!"
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).also { stage++ }
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1 -> npcl(
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FacialExpression.FRIENDLY,
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"Ah, " + player.username + "! How's the fishing going?"
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).also { stage++ }
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2 -> playerl(
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FacialExpression.NEUTRAL,
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"Still working on it. How's the Colony?"
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).also { stage++ }
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3 -> npcl(
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FacialExpression.HAPPY,
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"Flourishing, now that the colonists are coming back! Soon all the finest restaurants will be serving monkfish!"
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).also { stage++ }
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4 -> npcl(
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FacialExpression.ANNOYED,
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"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."
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).also { stage++ }
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5 -> npcl(
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FacialExpression.ANNOYED,
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"Oh, and please don't call me Hermie."
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).also { stage++ }
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6 -> playerl(
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FacialExpression.LAUGH,
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"Whatever you like, Hermie!"
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).also { stage = END_DIALOGUE }
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}
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return true
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}
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override fun getIds(): IntArray = intArrayOf(NPCs.HERMAN_CARANOS_3822)
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}
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