Added the two NPCs above the furnace in Falador

This commit is contained in:
Oven Bread 2023-10-12 01:47:04 +00:00 committed by Ryan
parent 9989ee9905
commit 264f78eb11
3 changed files with 33 additions and 60 deletions

View file

@ -5907,6 +5907,14 @@
"npc_id": "3234",
"loc_data": "{3011,3383,0,1,0}"
},
{
"npc_id": "3235",
"loc_data": "{2970,3369,1,1,6}"
},
{
"npc_id": "3236",
"loc_data": "{2973,3369,1,1,6}"
},
{
"npc_id": "3237",
"loc_data": "{2984,3435,0,0,0}"

View file

@ -2,54 +2,31 @@ package content.region.asgarnia.falador.dialogue
import core.game.dialogue.DialoguePlugin
import core.game.dialogue.FacialExpression
import core.game.node.entity.npc.NPC
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
/**
* @author qmqz
* https://youtu.be/DwQgAQqaXos
*/
@Initializable
class ApprenticeWorkmanDialogue(player: Player? = null) : DialoguePlugin(player){
override fun open(vararg args: Any?): Boolean {
npc = args[0] as NPC
player(FacialExpression.FRIENDLY,"Hiya.").also { stage = 0 }
return true
}
class ApprenticeWorkmanDialogue(player: Player? = null) : DialoguePlugin(player) {
override fun handle(interfaceId: Int, buttonId: Int): Boolean {
when(stage){
0 -> {
npc(FacialExpression.FRIENDLY, "Sorry, I haven't got time to chat.",
"We've only just finished a collossal order of furniture",
"for the Varrock area, and already there's more work",
"coming in.").also { stage++ }
}
1 -> {
player(FacialExpression.ASKING, "Varrock?").also { stage++ }
}
2 -> {
npc(FacialExpression.FRIENDLY, "Yeah, the Council's had it redecorated.").also { stage++ }
}
3 -> {
npc(3236, "Oi - stop gabbing and get that chair finished!").also { stage++ }
}
4 -> {
npc(FacialExpression.FRIENDLY, "You'd better let me get on with my work.").also { stage++ }
}
5 -> {
player(FacialExpression.FRIENDLY, "Ok, bye.").also { stage = 99 }
}
99 -> end()
when (stage) {
START_DIALOGUE -> player(FacialExpression.FRIENDLY, "Hiya.").also { stage++ }
1 -> npc(FacialExpression.SAD, "Sorry, I haven't got time to chat. We've only just",
"finished a collossal order of furniture for the Varrock",
"area, and already there's more work coming in.").also { stage++ }
2 -> player(FacialExpression.ASKING, "Varrock?").also { stage++ }
3 -> npc(FacialExpression.ROLLING_EYES, "Yeah, the Council's had it redecorated.").also { stage++ }
4 -> npc(3236, "Oi - stop gabbing and get that chair finished!").also { stage++ } // ANNOYED
5 -> npc(FacialExpression.SAD, "You'd better let me get on with my work.").also { stage++ }
6 -> player(FacialExpression.NEUTRAL, "Ok, bye.").also { stage = END_DIALOGUE }
}
return true
}

View file

@ -5,36 +5,24 @@ import core.game.dialogue.FacialExpression
import core.game.node.entity.npc.NPC
import core.game.node.entity.player.Player
import core.plugin.Initializable
import org.rs09.consts.NPCs.WORKMAN_3236
import core.tools.END_DIALOGUE
import core.tools.START_DIALOGUE
import org.rs09.consts.NPCs
/**
* @author qmqz
* https://youtu.be/DwQgAQqaXos
*/
@Initializable
class WorkmanDialogue(player: Player? = null) : DialoguePlugin(player){
override fun open(vararg args: Any?): Boolean {
npc = args[0] as NPC
player(FacialExpression.FRIENDLY,"Hiya.").also { stage = 0 }
return true
}
class WorkmanDialogue(player: Player? = null) : DialoguePlugin(player) {
override fun handle(interfaceId: Int, buttonId: Int): Boolean {
when(stage){
0 -> {
npc(FacialExpression.ASKING, "What do you want? I've got work to do!").also { stage++ }
}
1 -> {
player(FacialExpression.ASKING, "Can you teach me anything?").also { stage++ }
}
2 -> {
npcl(FacialExpression.ANNOYED, "No - I've got one lousy apprentice already, and that's quite enough hassle! Go away!").also { stage = 99 }
}
99 -> end()
when (stage) {
START_DIALOGUE -> player(FacialExpression.FRIENDLY, "Hiya.").also { stage++ }
1 -> npc(FacialExpression.ANNOYED, "What do you want? I've got work to do!").also { stage++ }
2 -> player(FacialExpression.ASKING, "Can you teach me anything?").also { stage++ }
3 -> npcl(FacialExpression.ANNOYED, "No - I've got one lousy apprentice already, and that's quite enough hassle! Go away!").also { stage = END_DIALOGUE }
}
return true
}
@ -44,6 +32,6 @@ class WorkmanDialogue(player: Player? = null) : DialoguePlugin(player){
}
override fun getIds(): IntArray {
return intArrayOf(WORKMAN_3236)
return intArrayOf(NPCs.WORKMAN_3236)
}
}