Fixed child animations for the following NPCs:

Boy (Witch's House quest)
Kanel (Inside Gertrude house)
Philop (Inside Gertrude house)
Shilop (Gertrude's Cat quest)
Wilough (Gertrude's Cat quest)
This commit is contained in:
Oven Bread 2025-02-17 10:40:27 +00:00 committed by Ryan
parent 9eedfc2336
commit df73f4a171
9 changed files with 121 additions and 100 deletions

View file

@ -78,10 +78,12 @@ class RecruitmentDrive : Quest(Quests.RECRUITMENT_DRIVE, 103, 102, 1, 496, 0, 1,
line(player, "Luckily, I was too smart to fall for any of their little tricks,", line++, true)
line(player, "and passed the test with flying colours.", line++, true)
} else if (stage >= 2) {
line(player, "I went to !!Falador Park??, and met a strange old man named", line++, false)
line(player, "!!Tiffy??.", line++, false)
line(player, "He sent me to a !!secret training ground??, where my wits", line++, false)
line(player, "were thoroughly tested.", line++, false)
// http://youtu.be/Otc7ATq3tik 4:17 - I guess this is why no one opens their quest log
line(player, "A man named !!Tiffy?? brought me !!here, to the secret training??", line++, false)
line(player, "!!grounds?? so that I could be tested for the job.", line++, false)
line++
line(player, "I should !!work out?? what I am supposed to do to complete", line++, false)
line(player, "these rooms...", line++, false)
}
if (stage >= 4) {

View file

@ -36,7 +36,7 @@ public class BoyDialoguePlugin extends DialoguePlugin {
final Quest quest = player.getQuestRepository().getQuest(Quests.WITCHS_HOUSE);
player.debug(quest.isStarted(player) + " " + quest.getStage(player) );
if (!quest.isStarted(player) && quest.getStage(player) < 10) {
player("Hello young man.");
player(FacialExpression.FRIENDLY, "Hello young man.");
setStage(1);
return true;
}
@ -46,9 +46,9 @@ public class BoyDialoguePlugin extends DialoguePlugin {
return true;
}
if (!player.getInventory().containsItem(BALL)) {
npc( FacialExpression.OLD_NORMAL, "Have you gotten my ball back yet?");
npc( FacialExpression.CHILD_THINKING, "Have you gotten my ball back yet?");
} else {
player("Hi, I have got your ball back. It was MUCH harder", "than I thought it would be.");
player(FacialExpression.NEUTRAL, "Hi, I have got your ball back. It was MUCH harder", "than I thought it would be.");
}
setStage(11);
return true;
@ -72,11 +72,11 @@ public class BoyDialoguePlugin extends DialoguePlugin {
case 3:
switch(buttonId) {
case 1:
player("What's the matter?");
player(FacialExpression.THINKING, "What's the matter?");
setStage(5);
break;
case 2:
player("Well if you're not going to answer then I'll go.");
player(FacialExpression.NEUTRAL, "Well if you're not going to answer then I'll go.");
next();
break;
}
@ -86,7 +86,7 @@ public class BoyDialoguePlugin extends DialoguePlugin {
finish();
break;
case 5:
npc(FacialExpression.OLD_NORMAL, "I've kicked my ball over that hedge, into that garden!", "The old lady who lives there is scary... She's locked the","ball in her wooden shed! Can you get my ball back for", "me please?");
npc(FacialExpression.CHILD_SAD, "I've kicked my ball over that hedge, into that garden!", "The old lady who lives there is scary... She's locked the","ball in her wooden shed! Can you get my ball back for", "me please?");
next();
break;
case 6:
@ -96,17 +96,17 @@ public class BoyDialoguePlugin extends DialoguePlugin {
case 7:
switch(buttonId) {
case 1:
player("Ok, I'll see what I can do.");
player(FacialExpression.NEUTRAL, "Ok, I'll see what I can do.");
setStage(10);
break;
case 2:
player("Get it back yourself.");
player(FacialExpression.NEUTRAL, "Get it back yourself.");
next();
break;
}
break;
case 8:
npc(FacialExpression.OLD_NORMAL, "You're a meany.");
npc(FacialExpression.CHILD_SAD, "You're a meany.");
next();
break;
case 9:
@ -114,13 +114,13 @@ public class BoyDialoguePlugin extends DialoguePlugin {
finish();
break;
case 10:
npc(FacialExpression.OLD_NORMAL, "Thanks mister!");
npc(FacialExpression.CHILD_FRIENDLY, "Thanks mister!");
finish();
quest.start(player);
break;
case 11:
if (!player.getInventory().containsItem(BALL)) {
player("Not yet.");
player(FacialExpression.NEUTRAL, "Not yet.");
next();
} else {
if (player.getInventory().remove(BALL))
@ -129,11 +129,11 @@ public class BoyDialoguePlugin extends DialoguePlugin {
}
break;
case 12:
npc(FacialExpression.OLD_NORMAL, "Well it's in the shed in that garden.");
npc(FacialExpression.CHILD_ANGRY, "Well it's in the shed in that garden.");
finish();
break;
case 13:
npc(FacialExpression.OLD_NORMAL, "Thank you so much!");
npc(FacialExpression.CHILD_FRIENDLY, "Thank you so much!");
next();
break;
case 14:

View file

@ -30,9 +30,9 @@ class KennithDialogueFile : DialogueBuilderFile() {
.playerl("Hello Kennith, are you okay?")
.npcl(FacialExpression.CHILD_SAD, "No, I want my daddy.")
.playerl("You'll be able to see him soon. First we need to get you back to land, come with me to the boat.")
.npcl(FacialExpression.CHILD_SHOCKED, "No!")
.npcl(FacialExpression.CHILD_SURPRISED, "No!")
.playerl("What, why not?")
.npcl(FacialExpression.CHILD_SHOCKED, "I'm scared of those nasty sea slugs. I won't go near them.")
.npcl(FacialExpression.CHILD_SURPRISED, "I'm scared of those nasty sea slugs. I won't go near them.")
.playerl("Okay, you wait here and I'll go figure another way to get you out.")
.endWith() { df, player ->
if(getQuestStage(player, Quests.SEA_SLUG) == 7) {

View file

@ -7,13 +7,11 @@ import core.plugin.Initializable;
import core.game.node.entity.player.Player;
/**
* Represents the dialogue plugin used for kanel.
* @author 'Vexia
* @version 1.0
* Kanel - Child in Gertrude's House
*/
@Initializable
public final class KanelDialogue extends DialoguePlugin {
// https://www.youtube.com/watch?v=ANI7DaRVEbg
/**
* Constructs a new {@code KanelDialogue} {@code Object}.
*/
@ -39,7 +37,7 @@ public final class KanelDialogue extends DialoguePlugin {
@Override
public boolean open(Object... args) {
npc = (NPC) args[0];
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Hello there.");
interpreter.sendDialogues(player, FacialExpression.FRIENDLY, "Hello there.");
stage = 0;
return true;
}
@ -49,15 +47,15 @@ public final class KanelDialogue extends DialoguePlugin {
switch (stage) {
case 0:
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Hel-lo?");
interpreter.sendDialogues(npc, FacialExpression.CHILD_THINKING, "Hel-lo?");
stage = 1;
break;
case 1:
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Right. Goodbye.");
interpreter.sendDialogues(player, FacialExpression.NEUTRAL, "Right. Goodbye.");
stage = 2;
break;
case 2:
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Bye?");
interpreter.sendDialogues(npc, FacialExpression.CHILD_THINKING, "Bye?");
stage = 3;
break;
case 3:

View file

@ -7,12 +7,11 @@ import core.plugin.Initializable;
import core.game.node.entity.player.Player;
/**
* Handles the PhilopDialogue dialogue.
* @author 'Vexia
* Philop - Child in Gertrude's House
*/
@Initializable
public class PhilopDialogue extends DialoguePlugin {
// https://www.youtube.com/watch?v=ANI7DaRVEbg
public PhilopDialogue() {
}
@ -31,23 +30,23 @@ public class PhilopDialogue extends DialoguePlugin {
switch (stage) {
case 0:
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Gwwrr!");
interpreter.sendDialogues(npc, FacialExpression.CHILD_ANGRY, "Gwwrr!");
stage = 1;
break;
case 1:
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Err, hello there. What's that you have there?");
interpreter.sendDialogues(player, FacialExpression.THINKING, "Err, hello there. What's that you have there?");
stage = 2;
break;
case 2:
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Gwwwrrr! Dwa-gon Gwwwwrrrr!");
interpreter.sendDialogues(npc, FacialExpression.CHILD_ANGRY, "Gwwwrrr! Dwa-gon Gwwwwrrrr!");
stage = 3;
break;
case 3:
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Enjoy playing with your dragon, then.");
interpreter.sendDialogues(player, FacialExpression.NEUTRAL, "Enjoy playing with your dragon, then.");
stage = 4;
break;
case 4:
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Gwwwrrr!");
interpreter.sendDialogues(npc, FacialExpression.CHILD_ANGRY, "Gwwwrrr!");
stage = 5;
break;
case 5:

View file

@ -59,22 +59,22 @@ public final class ShilopDialogue extends DialoguePlugin {
final Quest quest = player.getQuestRepository().getQuest(Quests.GERTRUDES_CAT);
switch (quest.getStage(player)) {
case 0:
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Hello again.");
interpreter.sendDialogues(player, FacialExpression.NEUTRAL, "Hello again.");
stage = 0;
break;
case 10:
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Hello there, I've been looking for you.");
interpreter.sendDialogues(player, FacialExpression.NEUTRAL, "Hello there, I've been looking for you.");
stage = 100;
break;
case 20:
case 30:
case 40:
case 50:
interpreter.sendDialogues(player, null, "Where did you say you saw Fluffs?");
interpreter.sendDialogues(player, FacialExpression.THINKING, "Where did you say you saw Fluffs?");
stage = 130;
break;
default:
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Hello again.");
interpreter.sendDialogues(player, FacialExpression.NEUTRAL, "Hello again.");
stage = 0;
break;
}
@ -86,23 +86,23 @@ public final class ShilopDialogue extends DialoguePlugin {
final Quest quest = player.getQuestRepository().getQuest(Quests.GERTRUDES_CAT);
switch (stage) {
case 0:
interpreter.sendDialogues(id, FacialExpression.OLD_NORMAL, "You think you're tough do you?");
interpreter.sendDialogues(id, FacialExpression.CHILD_ANGRY, "You think you're tough do you?");
stage = 1;
break;
case 1:
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Pardon?");
interpreter.sendDialogues(player, FacialExpression.THINKING, "Pardon?");
stage = 2;
break;
case 2:
interpreter.sendDialogues(id, FacialExpression.OLD_NORMAL, "I can beat anyone up!");
interpreter.sendDialogues(id, FacialExpression.CHILD_ANGRY, "I can beat anyone up!");
stage = 3;
break;
case 3:
interpreter.sendDialogues(783, FacialExpression.OLD_NORMAL, "He can you know!");
interpreter.sendDialogues(783, FacialExpression.CHILD_ANGRY, "He can you know!");
stage = 4;
break;
case 4:
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Really?");
interpreter.sendDialogues(player, FacialExpression.THINKING, "Really?");
stage = 5;
break;
case 5:
@ -113,59 +113,59 @@ public final class ShilopDialogue extends DialoguePlugin {
end();
break;
case 100:// stage 10
interpreter.sendDialogues(id, FacialExpression.OLD_NORMAL, "I didn't mean to take it! I just forgot to pay.");
interpreter.sendDialogues(id, FacialExpression.CHILD_SURPRISED, "I didn't mean to take it! I just forgot to pay.");
stage = 101;
break;
case 101:
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "What? I'm trying to help your mum find Fluffs.");
interpreter.sendDialogues(player, FacialExpression.THINKING, "What? I'm trying to help your mum find Fluffs.");
stage = 102;
break;
case 102:
interpreter.sendDialogues(id == 781 ? 783 : 781, null, "I might be able to help. Fluffs followed me to our secret", "play area and I haven't seen her since.");
interpreter.sendDialogues(id == 781 ? 783 : 781, FacialExpression.CHILD_SIDE_EYE, "I might be able to help. Fluffs followed me to our secret", "play area and I haven't seen her since.");
stage = 103;
break;
case 103:
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Where is this play area?");
interpreter.sendDialogues(player, FacialExpression.THINKING, "Where is this play area?");
stage = 104;
break;
case 104:
interpreter.sendDialogues(id == 781 ? 783 : 781, null, "If I told you that, it wouldn't be a secret.");
interpreter.sendDialogues(id == 781 ? 783 : 781, FacialExpression.CHILD_SIDE_EYE, "If I told you that, it wouldn't be a secret.");
stage = 105;
break;
case 105:
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "What will make you tell me?");
interpreter.sendDialogues(player, FacialExpression.NEUTRAL, "What will make you tell me?");
stage = 106;
break;
case 106:
interpreter.sendDialogues(id == 781 ? 783 : 781, null, "Well...now you ask, I am a bit short on cash.");
interpreter.sendDialogues(id == 781 ? 783 : 781, FacialExpression.CHILD_SUSPICIOUS, "Well...now you ask, I am a bit short on cash.");
stage = 107;
break;
case 107:
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "How much?");
interpreter.sendDialogues(player, FacialExpression.NEUTRAL, "How much?");
stage = 108;
break;
case 108:
interpreter.sendDialogues(id == 781 ? 783 : 781, null, "10 coins.");
interpreter.sendDialogues(id == 781 ? 783 : 781, FacialExpression.CHILD_SIDE_EYE, "10 coins.");
stage = 109;
break;
case 109:
interpreter.sendDialogues(id == 781 ? 783 : 781, null, "10 coins?!");
interpreter.sendDialogues(id == 781 ? 783 : 781, FacialExpression.CHILD_SURPRISED, "10 coins?!");
stage = 110;
break;
case 110:
interpreter.sendDialogues(id == 781 ? 783 : 781, null, "I'll handle this.");
interpreter.sendDialogues(id == 781 ? 783 : 781, FacialExpression.CHILD_NORMAL, "I'll handle this.");
stage = 111;
break;
case 111:
interpreter.sendDialogues(id == 781 ? 783 : 781, null, "100 coins should cover it.");
interpreter.sendDialogues(id == 781 ? 783 : 781, FacialExpression.CHILD_FRIENDLY, "100 coins should cover it.");
stage = 112;
break;
case 112:
interpreter.sendDialogues(player, null, "100 coins! Why should I pay you?");
interpreter.sendDialogues(player, FacialExpression.ANGRY, "100 coins! Why should I pay you?");
stage = 113;
break;
case 113:
interpreter.sendDialogues(id == 781 ? 783 : 781, null, "You shouldn't, but we won't help otherwise. We never", "liked that cat anyway, so what do you say?");
interpreter.sendDialogues(id == 781 ? 783 : 781, FacialExpression.CHILD_NORMAL, "You shouldn't, but we won't help otherwise. We never", "liked that cat anyway, so what do you say?");
stage = 114;
break;
case 114:
@ -175,17 +175,17 @@ public final class ShilopDialogue extends DialoguePlugin {
case 115:
switch (buttonId) {
case 1:
interpreter.sendDialogues(player, null, "I'm not paying you a penny.");
interpreter.sendDialogues(player, FacialExpression.ANGRY, "I'm not paying you a penny.");
stage = 116;
break;
case 2:
interpreter.sendDialogues(player, null, "Okay then, I'll pay.");
interpreter.sendDialogues(player, FacialExpression.NEUTRAL, "Okay then, I'll pay.");
stage = 118;
break;
}
break;
case 116:
interpreter.sendDialogues(id == 781 ? 783 : 781, null, "Okay then, I'll find another way to make money.");
interpreter.sendDialogues(id == 781 ? 783 : 781, FacialExpression.CHILD_SIDE_EYE, "Okay then, I'll find another way to make money.");
stage = 117;
break;
case 117:
@ -207,26 +207,26 @@ public final class ShilopDialogue extends DialoguePlugin {
quest.setStage(player, 20);
break;
case 119:
interpreter.sendDialogues(player, null, "There you go, now where did you see Fluffs?");
interpreter.sendDialogues(player, FacialExpression.NEUTRAL, "There you go, now where did you see Fluffs?");
stage = 120;
break;
case 120:
interpreter.sendDialogues(id == 781 ? 783 : 781, null, "We play at an abandoned lumber mill to the north east.", "Just beyond the Jolly Boar Inn. I saw Fluffs running", "around in there.");
interpreter.sendDialogues(id == 781 ? 783 : 781, FacialExpression.CHILD_NORMAL, "We play at an abandoned lumber mill to the north east.", "Just beyond the Jolly Boar Inn. I saw Fluffs running", "around in there.");
stage = 121;
break;
case 121:
interpreter.sendDialogues(player, null, "Anything else?");
interpreter.sendDialogues(player, FacialExpression.NEUTRAL, "Anything else?");
stage = 122;
break;
case 122:
interpreter.sendDialogues(id == 781 ? 783 : 781, null, "Well, you'll have to find the broken fence to get in. I'm", "sure you can manage that.");
interpreter.sendDialogues(id == 781 ? 783 : 781, FacialExpression.CHILD_SIDE_EYE, "Well, you'll have to find the broken fence to get in. I'm", "sure you can manage that.");
stage = 123;
break;
case 123:
end();
break;
case 130:
interpreter.sendDialogues(id, null, "Weren't you listening? I saw the flea bag in the old", "lumber mill just north east of here. Just walk past the", "Jolly Boar Inn and you should find it.");
interpreter.sendDialogues(id, FacialExpression.CHILD_SIDE_EYE, "Weren't you listening? I saw the flea bag in the old", "lumber mill just north east of here. Just walk past the", "Jolly Boar Inn and you should find it.");
stage = 131;
break;
case 131:

View file

@ -59,22 +59,22 @@ public final class WiloughDialogue extends DialoguePlugin {
final Quest quest = player.getQuestRepository().getQuest(Quests.GERTRUDES_CAT);
switch (quest.getStage(player)) {
case 0:
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Hello again.");
interpreter.sendDialogues(player, FacialExpression.NEUTRAL, "Hello again.");
stage = 0;
break;
case 10:
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Hello there, I've been looking for you.");
interpreter.sendDialogues(player, FacialExpression.NEUTRAL, "Hello there, I've been looking for you.");
stage = 100;
break;
case 20:
case 30:
case 40:
case 50:
interpreter.sendDialogues(player, null, "Where did you say you saw Fluffs?");
interpreter.sendDialogues(player, FacialExpression.THINKING, "Where did you say you saw Fluffs?");
stage = 130;
break;
default:
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Hello again.");
interpreter.sendDialogues(player, FacialExpression.NEUTRAL, "Hello again.");
stage = 0;
break;
}
@ -86,23 +86,23 @@ public final class WiloughDialogue extends DialoguePlugin {
final Quest quest = player.getQuestRepository().getQuest(Quests.GERTRUDES_CAT);
switch (stage) {
case 0:
interpreter.sendDialogues(id, FacialExpression.HALF_GUILTY, "You think you're tough do you?");
interpreter.sendDialogues(id, FacialExpression.CHILD_ANGRY, "You think you're tough do you?");
stage = 1;
break;
case 1:
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Pardon?");
interpreter.sendDialogues(player, FacialExpression.THINKING, "Pardon?");
stage = 2;
break;
case 2:
interpreter.sendDialogues(id, FacialExpression.HALF_GUILTY, "I can beat anyone up!");
interpreter.sendDialogues(id, FacialExpression.CHILD_ANGRY, "I can beat anyone up!");
stage = 3;
break;
case 3:
interpreter.sendDialogues(781, FacialExpression.HALF_GUILTY, "He can you know!");
interpreter.sendDialogues(781, FacialExpression.CHILD_ANGRY, "He can you know!");
stage = 4;
break;
case 4:
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Really?");
interpreter.sendDialogues(player, FacialExpression.THINKING, "Really?");
stage = 5;
break;
case 5:
@ -113,59 +113,59 @@ public final class WiloughDialogue extends DialoguePlugin {
end();
break;
case 100:// stage 10
interpreter.sendDialogues(id, FacialExpression.HALF_GUILTY, "I didn't mean to take it! I just forgot to pay.");
interpreter.sendDialogues(id, FacialExpression.CHILD_SURPRISED, "I didn't mean to take it! I just forgot to pay.");
stage = 101;
break;
case 101:
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "What? I'm trying to help your mum find Fluffs.");
interpreter.sendDialogues(player, FacialExpression.THINKING, "What? I'm trying to help your mum find Fluffs.");
stage = 102;
break;
case 102:
interpreter.sendDialogues(id == 783 ? 781 : 783, null, "I might be able to help. Fluffs followed me to our secret", "play area and I haven't seen her since.");
interpreter.sendDialogues(id == 783 ? 781 : 783, FacialExpression.CHILD_SIDE_EYE, "Ohh...well, in that case I might be able to help. Fluffs", "followed me to my super secret hideout, I haven't seen", "her since. She's probably off eating small creatures", "somewhere.");
stage = 103;
break;
case 103:
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Where is this play area?");
interpreter.sendDialogues(player, FacialExpression.THINKING, "Where is this secret hideout? I really need to find that", "cat for your mum.");
stage = 104;
break;
case 104:
interpreter.sendDialogues(id == 783 ? 781 : 783, null, "If I told you that, it wouldn't be a secret.");
interpreter.sendDialogues(id == 783 ? 781 : 783, FacialExpression.CHILD_SIDE_EYE, "If I told you that, it wouldn't be a secret.");
stage = 105;
break;
case 105:
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "What will make you tell me?");
interpreter.sendDialogues(player, FacialExpression.NEUTRAL, "What will make you tell me?");
stage = 106;
break;
case 106:
interpreter.sendDialogues(id == 783 ? 781 : 783, null, "Well...now you ask, I am a bit short on cash.");
interpreter.sendDialogues(id == 783 ? 781 : 783, FacialExpression.CHILD_SUSPICIOUS, "Well...now you ask, I am a bit short on cash.");
stage = 107;
break;
case 107:
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "How much?");
interpreter.sendDialogues(player, FacialExpression.NEUTRAL, "How much?");
stage = 108;
break;
case 108:
interpreter.sendDialogues(id == 783 ? 781 : 783, null, "10 coins.");
interpreter.sendDialogues(id == 783 ? 781 : 783, FacialExpression.CHILD_SIDE_EYE, "10 coins.");
stage = 109;
break;
case 109:
interpreter.sendDialogues(id == 783 ? 783 : id, null, "10 coins?!");
interpreter.sendDialogues(id == 783 ? 783 : id, FacialExpression.CHILD_SURPRISED, "10 coins?!");
stage = 110;
break;
case 110:
interpreter.sendDialogues(id == 783 ? 783 : id, null, "I'll handle this.");
interpreter.sendDialogues(id == 783 ? 783 : id, FacialExpression.CHILD_NORMAL, "I'll handle this.");
stage = 111;
break;
case 111:
interpreter.sendDialogues(id == 783 ? 783 : id, null, "100 coins should cover it.");
interpreter.sendDialogues(id == 783 ? 783 : id, FacialExpression.CHILD_FRIENDLY, "100 coins should cover it.");
stage = 112;
break;
case 112:
interpreter.sendDialogues(player, null, "100 coins! Why should I pay you?");
interpreter.sendDialogues(player, FacialExpression.ANGRY, "100 coins! Why should I pay you?");
stage = 113;
break;
case 113:
interpreter.sendDialogues(id == 783 ? 783 : id, null, "You shouldn't, but we won't help otherwise. We never", "liked that cat anyway, so what do you say?");
interpreter.sendDialogues(id == 783 ? 783 : id, FacialExpression.CHILD_NORMAL, "You shouldn't, but we won't help otherwise. We never", "liked that cat anyway, so what do you say?");
stage = 114;
break;
case 114:
@ -175,17 +175,17 @@ public final class WiloughDialogue extends DialoguePlugin {
case 115:
switch (buttonId) {
case 1:
interpreter.sendDialogues(player, null, "I'm not paying you a penny.");
interpreter.sendDialogues(player, FacialExpression.ANGRY, "I'm not paying you a penny.");
stage = 116;
break;
case 2:
interpreter.sendDialogues(player, null, "Okay then, I'll pay.");
interpreter.sendDialogues(player, FacialExpression.NEUTRAL, "Okay then, I'll pay.");
stage = 118;
break;
}
break;
case 116:
interpreter.sendDialogues(id == 783 ? 783 : id, null, "Okay then, I'll find another way to make money.");
interpreter.sendDialogues(id == 783 ? 783 : id, FacialExpression.CHILD_SIDE_EYE, "Okay then, I'll find another way to make money.");
stage = 117;
break;
case 117:
@ -206,26 +206,26 @@ public final class WiloughDialogue extends DialoguePlugin {
}
break;
case 119:
interpreter.sendDialogues(player, null, "There you go, now where did you see Fluffs?");
interpreter.sendDialogues(player, FacialExpression.NEUTRAL, "There you go, now where did you see Fluffs?");
stage = 120;
break;
case 120:
interpreter.sendDialogues(id == 783 ? 783 : id, null, "We play at an abandoned lumber mill to the north east.", "Just beyond the Jolly Boar Inn. I saw Fluffs running", "around in there.");
interpreter.sendDialogues(id == 783 ? 783 : id, FacialExpression.CHILD_NORMAL, "We play at an abandoned lumber mill to the north east.", "Just beyond the Jolly Boar Inn. I saw Fluffs running", "around in there.");
stage = 121;
break;
case 121:
interpreter.sendDialogues(player, null, "Anything else?");
interpreter.sendDialogues(player, FacialExpression.NEUTRAL, "Anything else?");
stage = 122;
break;
case 122:
interpreter.sendDialogues(id == 783 ? 783 : id, null, "Well, you'll have to find the broken fence to get in. I'm", "sure you can manage that.");
interpreter.sendDialogues(id == 783 ? 783 : id, FacialExpression.CHILD_SIDE_EYE, "Well, you'll have to find the broken fence to get in. I'm", "sure you can manage that.");
stage = 123;
break;
case 123:
end();
break;
case 130:
interpreter.sendDialogues(id, null, "Weren't you listening? I saw the flea bag in the old", "lumber mill just north east of here. Just walk past the", "Jolly Boar Inn and you should find it.");
interpreter.sendDialogues(id, FacialExpression.CHILD_SIDE_EYE, "Weren't you listening? I saw the flea bag in the old", "lumber mill just north east of here. Just walk past the", "Jolly Boar Inn and you should find it.");
stage = 131;
break;
case 131:

View file

@ -82,7 +82,7 @@ public class GertrudesCat extends Quest {
player.getPacketDispatch().sendString("1525 Cooking XP", 277, 10 + 2);
player.getPacketDispatch().sendString("A chocolate cake", 277, 11 + 2);
player.getPacketDispatch().sendString("A bowl of stew", 277, 12 + 2);
player.getPacketDispatch().sendString("Raise cats.", 277, 13 + 2);
player.getPacketDispatch().sendString("The ability to raise cats", 277, 13 + 2);
player.getSkills().addExperience(Skills.COOKING, 1525);
player.getPacketDispatch().sendItemZoomOnInterface(kitten.getId(), 240, 277, 3 + 2);
setStage(player, 100);

View file

@ -92,7 +92,7 @@ public enum FacialExpression {
//Child Chathead?
CHILD_ANGRY(7168),
CHILD_SIDE_EYE(7169),
CHILD_THINKING_2(7170),
CHILD_RECALLING(7170),
CHILD_EVIL_LAUGH(7171),
CHILD_FRIENDLY(7172),
CHILD_NORMAL(7173),
@ -102,8 +102,30 @@ public enum FacialExpression {
CHILD_SAD(7177),
CHILD_GUILTY(7178),
CHILD_SUSPICIOUS(7179),
CHILD_SHOCKED(7180); //TODO: More?
CHILD_SURPRISED(7180),
; //TODO: More?
/*
* From some sources: here's a potential list of chatheads.
* // 667
* Chat animation group: 1540; linked animations: [7, 8, 9, 6824]
* Chat animation group: 1489; linked animations: [225, 6550, 6551, 6552, 6553, 6555, 8372, 8373, 8374, 8375, 8581, 8582, 9178, 9179, 9180, 9181, 9183, 9187, 9189, 9190, 9192, 9202]
* Chat animation group: 82; linked animations: [554, 555, 556, 557, 562, 563, 564, 565, 567, 568, 569, 570, 571, 572, 573, 574, 575, 576, 577, 578, 588, 589, 590, 591, 592, 593, 594, 595, 596, 597, 598, 599, 600, 601, 602, 603, 610, 611, 612, 613, 614, 615, 616, 617]
* Chat animation group: 84; linked animations: [558, 559, 560, 561]
* Chat animation group: 80; linked animations: [584, 585, 586, 587]
* Chat animation group: 78; linked animations: [3874]
* Chat animation group: 77; linked animations: [4119, 4120, 4121, 4122]
* Chat animation group: 1124; linked animations: [4843, 4844, 4845, 4846, 8388, 8389, 8390, 8391, 8392, 8393, 8394, 8403, 8404, 8405, 8406, 8898, 8899, 8900]
* Chat animation group: 1309; linked animations: [5661, 5662, 5663, 5665]
* Chat animation group: 1421; linked animations: [6244, 6245, 6246, 7636, 7637, 7638, 7639, 8380, 8381, 8382, 8383, 8475, 8476, 8477, 8478]
* Chat animation group: 1627; linked animations: [7168, 7169, 7170, 7171, 7172, 7173, 7176, 7177, 7178, 7179, 7180, 8824]
* Chat animation group: 1698; linked animations: [7539, 7540, 7541, 7542, 8447, 8448, 8449, 8450]
* Chat animation group: 1885; linked animations: [8395, 8396, 8397, 8398]
* Chat animation group: 1882; linked animations: [8411, 8412, 8413, 8414]
* Chat animation group: 1887; linked animations: [8443, 8444, 8445, 8446, 9315, 9316, 9317, 9318, 9319]
* Chat animation group: 1906; linked animations: [8579, 8580, 8583, 8584, 8585, 8656, 8657, 8659, 8660, 8661, 8662]
*/
/**
* The animation id.