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jarryd229GregHib
andauthored
Fix some draynor spawns and added 2 npc dialogues (#871)
* fix some npc spawns and added 2 npc dialogues * fix maggie and wendy spawn * Update MissSchism.kt --------- Co-authored-by: GregHib <greghib@users.noreply.github.com>
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7 files changed

+126
-12
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7 files changed

+126
-12
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[wom_task]
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id = 596
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persist = true
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format = "boolean"
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[wom_bankjob]
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id = 960
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persist = true
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format = "boolean"

data/area/misthalin/draynor/draynor.npc-spawns.toml

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@@ -65,17 +65,18 @@ spawns = [
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{ id = "crow_3", x = 3096, y = 3283, members = true },
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{ id = "crow_3", x = 3116, y = 3279, members = true },
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{ id = "farmer_draynor", x = 3113, y = 3275 },
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{ id = "black_knight", x = 3109, y = 3216 },
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{ id = "black_knight", x = 3103, y = 3226 },
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{ id = "olivia", x = 3079, y = 3250 },
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{ id = "master_farmer", x = 3080, y = 3250, members = true },
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{ id = "market_guard_draynor", x = 3083, y = 3247, members = true },
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{ id = "market_guard_draynor", x = 3083, y = 3253, members = true },
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{ id = "piglet", x = 3077, y = 3257 },
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{ id = "piglet", x = 3078, y = 3259 },
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{ id = "piglet_2", x = 3075, y = 3259, members = true },
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{ id = "piglet", x = 3079, y = 3260 },
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{ id = "piglet_2", x = 3079, y = 3261 },
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{ id = "piglet_3", x = 3076, y = 3261 },
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{ id = "pig", x = 3075, y = 3259 },
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{ id = "bed_draynor", x = 3087, y = 3254, level = 1, members = true },
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{ id = "bank_guard_draynor", x = 3087, y = 3247 },
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{ id = "miss_schism", x = 3095, y = 3252, direction = "EAST" },
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{ id = "miss_schism", x = 3095, y = 3252, direction = "SOUTH" },
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{ id = "veronica", x = 3110, y = 3330 },
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{ id = "professor_oddenstein", x = 3110, y = 3367, level = 2 },
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{ id = "tool_leprechaun", x = 3087, y = 3352 },
@@ -92,14 +93,13 @@ spawns = [
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{ id = "town_crier_draynor", x = 3079, y = 3249, members = true },
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{ id = "imp", x = 3073, y = 3250 },
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{ id = "morgan", x = 3098, y = 3268 },
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{ id = "maggie", x = 3082, y = 3298 },
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{ id = "wendy", x = 3075, y = 3300 },
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{ id = "trogs", x = 3075, y = 3299 },
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{ id = "norman", x = 3085, y = 3301, members = true },
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{ id = "babe", x = 3087, y = 3302, members = true },
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{ id = "maggie", x = 3108, y = 3216 },
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{ id = "wendy", x = 3104, y = 3216 },
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{ id = "trogs", x = 3104, y = 3215 },
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{ id = "norman", x = 3111, y = 3219 },
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{ id = "babe", x = 3112, y = 3220 },
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{ id = "shady_stranger", x = 3080, y = 3240, members = true },
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{ id = "shady_stranger", x = 3099, y = 3263, members = true },
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{ id = "suspicious_outsider", x = 3097, y = 3253, members = true },
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{ id = "witch", x = 3099, y = 3370, members = true },
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{ id = "pig", x = 3077, y = 3260, members = true },
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]

data/area/misthalin/draynor/draynor.npcs.toml

Lines changed: 6 additions & 1 deletion
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@@ -112,11 +112,16 @@ shop = "draynor_seed_market"
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examine = "She's a seed merchant."
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[piglet]
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id = 2241
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examine = "I shall call him, Mini Pig."
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[piglet_2]
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id = 2242
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examine = "Porcine."
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[piglet_2]
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[piglet_3]
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id = 2243
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examine = "Hog."
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[pig]
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id = 2239

data/area/misthalin/wizards_tower/wizards_tower.npc-spawns.toml

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@@ -2,6 +2,7 @@ spawns = [
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# 12337
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{ id = "traiborn", x = 3112, y = 3162, level = 1 },
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{ id = "lesser_demon", x = 3110, y = 3157, level = 2 },
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{ id = "wizard_mizog", x = 3103, y = 3163, level = 2 },
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# 12437
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{ id = "sedridor", x = 3103, y = 9571 },
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{ id = "chicken", x = 3109, y = 9569 },

data/area/misthalin/wizards_tower/wizards_tower.npcs.toml

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@@ -14,6 +14,7 @@ examine = "Head wizard of the Wizard's Tower."
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[professor_onglewip]
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id = 4585
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large_head = true
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examine = "A gnome mage on sabbatical."
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[mysterious_ghost_wizards_tower]
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package content.area.misthalin.draynor_village
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import content.entity.player.dialogue.*
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import content.entity.player.dialogue.type.*
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import world.gregs.voidps.engine.Script
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import world.gregs.voidps.engine.entity.character.player.Player
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class MissSchism : Script {
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init {
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npcOperate("Talk-to", "miss_schism") { (target) ->
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npc<Shock>("Oooh, my dear, have you heard the news?")
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choice {
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option<Bored>("Okay, tell me about the news.") {
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npc<Shock>("It's terrible, absolutely terrible! Those poor people!")
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player<Bored>("Okay, yeah.")
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npc<Shock>("And who'd have ever thought such a sweet old gentleman would do such a thing?")
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if (get("wom_bankjob", false)) {
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player<Neutral>("Are we talking about the bank robbery?")
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npc<Shock>("Oh yes, my dear. It was terrible! TERRIBLE! But tell me - have you been around here before, or are you new to these parts?")
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choice {
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option<Neutral>("I'm quite new.") {
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npc<Shock>("Aah, perhaps you missed the excitement. It's that old man in this house here. Do you know him?")
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doYouKnowHim()
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}
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option<Neutral>("I've been around here for ages.") {
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npc<Happy>("Ah, so you'd have seen the changes here. It's that old man in this house here. Do you know him?")
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doYouKnowHim()
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}
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option<Neutral>("I've had enough of talking to you.") {
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npc<Sad>("Maybe another time, my dear.")
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}
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}
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} else {
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player<Neutral>("I really don't know what you're talking about.")
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npc<Shock>("Oooh, my dear, had you not heard?")
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player<Bored>("At this rate I don't think I want to know...")
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npc<Shock>("Oh, you must quickly go and speak to the bank guard outside the bank. He'll tell you all about it, oooh, such a shock it was...")
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player<Neutral>("...")
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}
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}
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option<Quiz>("Who are you?") {
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npc<Happy>("I, my dear, am a concerned citizen of Draynor Village. Ever since the Council allowed those farmers to set up their stalls here, we've had a constant flow of thieves and murderers through our fair village, and I decided")
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npc<Happy>("that someone HAD to stand up and keep an eye on the situation.")
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npc<Happy>("I also do voluntary work for the Draynor Manor Restoration Fund. We're campaigning to have Draynor Manor turned into a museum before the wet- rot destroys it completely.")
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player<Neutral>("Right...")
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}
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option<Bored>("I'm not talking to you, you horrible woman.") {
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npc<Sad>("Oooh.")
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}
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}
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}
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}
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suspend fun Player.doYouKnowHim() {
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if (get("wom_task", false)) {
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player<Neutral>("I haven't spoken to him yet.")
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} else {
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player<Neutral>("I know of him.")
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}
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npc<Shock>("When he first moved here, he didn't bring much. From the window you could see he just had some old furniture and a few dusty ornaments.")
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npc<Happy>("Here, look at this picture:")
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// todo cutscene
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npc<Happy>("Also he always seemed so poor. When I went round to collect donations for the Draynor Manor Restoration Fund, he couldn't spare them a penny!")
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player<Neutral>("So he's redecorated?")
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npc<Shock>("Well, just you look in there now!")
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// todo cutscene
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npc<Happy>("You see? It's full of jewellery and decorations! And all those expensive things appeared just after the bank got robbed.")
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npc<Happy>("He changed his hat too - he used to wear a scruffy old black thing, but suddenly he was wearing that party hat!")
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player<Neutral>("So you're saying he might have been the bank robber?")
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npc<Happy>("Oooh, my dear, I'm SURE of it! I went upstairs in his house once, while he was out walking, and do you know what I found?")
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player<Neutral>("A sign saying 'Trespassers will be prosecuted'?")
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npc<Shock>("No, it was a telescope! It was pointing right at the bank! He was spying on the bankers, planning the big robbery!")
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npc<Happy>("I bet if you go and look through it now, you'll find it's pointing somewhere different now he's finished with the bank.")
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player<Neutral>("I'd like to go now.")
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npc<Quiz>("Oh, really? Well, do keep an eye on him - I just KNOW he's planning something...")
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}
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}
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package content.area.misthalin.wizards_tower
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import content.entity.player.dialogue.*
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import content.entity.player.dialogue.type.*
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import world.gregs.voidps.engine.Script
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class ProfessorOnglewip : Script {
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init {
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npcOperate("Talk-to", "professor_onglewip") { (target) ->
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player<Quiz>("Do you live here too?")
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npc<Happy>("Oh no, I come from the Gnome Stronghold. I've been sent here by King Narnode to learn about human magics.")
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player<Quiz>("So where's this Gnome Stronghold?")
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npc<Happy>("It's in the North West of the continent - a long way away. You should visit us there some time. The food's great, and the company's delightful.")
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player<Happy>("I'll try and make time for it. Sounds like a nice place.")
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npc<Happy>("Well, it's full of gnomes. How much nicer could it be?")
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}
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}
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}

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