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Add a few test familiar dialogues
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5 files changed

+170
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Lines changed: 37 additions & 1 deletion
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[summoning_infuse]
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id = 8500
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id = 8500
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[expression_wolf_happy]
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id = 8372
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[expression_wolf_angry]
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id = 8373
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[expression_wolf_sad]
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id = 8374
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[expression_wolf_quiz]
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id = 8375
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[expression_bird_sad]
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id = 6824
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[expression_bird_happy]
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id = 7
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[expression_bird_neutral]
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id = 8
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[expression_bird_quiz]
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id = 9
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[expression_leech_1]
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id = 8411
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[expression_leech_sad]
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id = 8412
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[expression_leech_neutral]
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id = 8413
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[expression_leech_angry]
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id = 8414

data/skill/summoning/summoning.npcs.toml

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[abyssal_parasite_familiar]
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id = 6818
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dialogue = "leech"
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interacts = false
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[abyssal_lurker_familiar]
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id = 6820
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dialogue = "bird"
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interacts = false
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[unicorn_stallion_familiar]
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id = 6822
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[spirit_wolf_familiar]
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id = 6829
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dialogue = "wolf"
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interacts = false
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[desert_wyrm_familiar]
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id = 6831
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package content.skill.summoning.familiar
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import content.entity.player.dialogue.Happy
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import content.entity.player.dialogue.Neutral
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import content.entity.player.dialogue.Quiz
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import content.entity.player.dialogue.Sad
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import content.entity.player.dialogue.type.npc
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import content.entity.player.dialogue.type.player
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import world.gregs.voidps.engine.Script
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import world.gregs.voidps.type.random
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class AbyssalLurker : Script {
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init {
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npcOperate("Interact", "abyssal_lurker_familiar") {
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when (random.nextInt(4)) {
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0 -> {
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npc<Sad>("Craaw...<br>(Djrej gf'jg sgshe...)")
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player<Quiz>("What? Are we in danger, or something?")
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}
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1 -> {
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npc<Quiz>("Craweeeeee?<br>(G-harrve shelmie?)")
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player<Quiz>("What? Do you want something?")
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}
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2 -> {
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npc<Neutral>("Craaw craw!<br>(Jehjfk l'ekfh skjd.)")
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player<Quiz>("What? Is there somebody down an old well, or something?")
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}
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3 -> {
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npc<Happy>("Craaw, screeeee!<br>(To poshi v'kaa!)")
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player<Quiz>("What? Is that even a language?")
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}
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}
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}
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}
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}
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package content.skill.summoning.familiar
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import content.entity.player.dialogue.Angry
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import content.entity.player.dialogue.Drunk
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import content.entity.player.dialogue.Neutral
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import content.entity.player.dialogue.Quiz
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import content.entity.player.dialogue.Sad
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import content.entity.player.dialogue.Shock
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import content.entity.player.dialogue.type.npc
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import content.entity.player.dialogue.type.player
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import world.gregs.voidps.engine.Script
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import world.gregs.voidps.type.random
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class AbyssalParasite : Script {
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init {
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npcOperate("Interact", "abyssal_parasite_familiar") {
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when (random.nextInt(4)) {
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0 -> {
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npc<Neutral>("*Stomach-turning slurping noises*<br>(Tdsa tukk!)")
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player<Drunk>("Oh, the noises again.")
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npc<Angry>("*Unpleasant slurpings*<br>(Hem s'htee?)")
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player<Shock>("Please, just stop talking!")
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}
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1 -> {
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npc<Neutral>("*Obscene gurglings*<br>(Ace'e e ur'y!)")
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player<Shock>("I think I'm going to be sick... The noises! Oh, the terrifying noises.")
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}
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2 -> {
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npc<Angry>("*Slobberings and slurpings*<br>(Ongk n'hd?)")
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player<Drunk>("Oh, I'm not feeling so well.")
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npc<Angry>("*Teeth-vibrating hisses and liquid slaverings*<br>(Uge f't es?)")
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player<Drunk>("Please, have mercy!")
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npc<Angry>("*Noises akin to a clogged drain being plunged*<br>(F'tp ohl't?)")
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player<Drunk>("I shouldn't have eaten that kebab. Please stop talking!")
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}
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3 -> {
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npc<Sad>("*Sounds best left undescribed*<br>(Noslr'rh...)")
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player<Sad>("What's the matter?")
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npc<Sad>("*More sounds best left undescribed*<br>(Kdso seo...)")
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player<Quiz>("Could you...could you mime what the problem is?")
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npc<Sad>("*Slighly lounder noises that are best left undescribed*<br>(Yiao itl!)")
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player<Sad>("I want to help it but, aside from the language gap, it's noises make me retch!")
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}
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}
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}
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}
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}
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package content.skill.summoning.familiar
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import content.entity.player.dialogue.Angry
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import content.entity.player.dialogue.Happy
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import content.entity.player.dialogue.Laugh
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import content.entity.player.dialogue.Neutral
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import content.entity.player.dialogue.Quiz
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import content.entity.player.dialogue.Sad
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import content.entity.player.dialogue.Shock
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import content.entity.player.dialogue.type.npc
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import content.entity.player.dialogue.type.player
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import world.gregs.voidps.engine.Script
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import world.gregs.voidps.engine.inv.inventory
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import world.gregs.voidps.type.random
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class SpiritWolf : Script {
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init {
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npcOperate("Interact", "spirit_wolf_familiar") {
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if (inventory.items.any { it.isNotEmpty() && it.id.endsWith("bones") }) {
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npc<Happy>("Whuff-whuff! Arf!<br>(Throw the bone! I want to chase!)")
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player<Laugh>("I can't just throw bones away - I need them to train my Prayer!")
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return@npcOperate
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}
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when (random.nextInt(4)) {
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0 -> {
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npc<Quiz>("Whurf?<br>(What are you doing?)")
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player<Neutral>("Oh, just some...biped thing. I'm sure it would bored you.")
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}
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1 -> {
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npc<Angry>("Bark! Bark!<br>(Danger!)")
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player<Shock>("Where?")
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npc<Sad>("Whiiiine...<br>(False alarm...)")
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}
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2 -> {
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npc<Angry>("Pant pant whine?<br>(When am I going to get to chase something?)")
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player<Laugh>("Oh, I'm sure we'll find something for you in a bit.")
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}
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3 -> {
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npc<Happy>("Whuff whuff. Pantpant awf!<br>(I smell something good. Hunting time!)")
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player<Neutral>("We can go hunting in a moment. I just have to take care of something first.")
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}
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}
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}
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}
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}

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