v0.3.2: tweaked the wandmaker's dialog
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@ -76,7 +76,7 @@ public class Wandmaker extends NPC {
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"so you must be from the surface! If you're up to helping a stranger out, I may have a task for you.\n\n";
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private static final String INTRO_MAGE =
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"Oh, hello %s! I heard there was some ruckus regarding you and the mage's institute? " +
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"Oh, hello %s! I heard there was some ruckus regarding you and the wizards institute? " +
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"Oh never mind, I never liked those stick-in-the-muds anyway. If you're willing, I may have a task for you.\n\n";
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private static final String INTRO_HUNTRESS =
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@ -84,39 +84,39 @@ public class Wandmaker extends NPC {
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"In fact, I swear I've seen your face before, but I can't put my finger on it... " +
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"Oh never mind, if you're here for adventure, I may have a task for you.\n\n";
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private static final String INTRO_2 =
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"I came here to find a rare ingredient to use in wandmaking, but I've gotten myself lost, " +
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"and my magical shield is weakening. I'll need to leave soon, but can't bear to go without getting what I came for.\n\n";
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private static final String INTRO_1 =
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"I came here to find a rare ingredient for a wand, but I've gotten myself lost, " +
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"and my magical shield is weakening. I'll need to leave soon, but can't bear to go without getting what I came for.";
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private static final String INTRO_DUST =
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"I'm looking for some corpse dust. It's a special kind of cursed bone meal that usually shows up in places like this. " +
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"There should be a barricaded room around here somewhere, I'm sure some dust will turn up there. " +
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"Do be careful though, the curse the dust carries is quite potent, get back to me as fast as you can and I'll cleanse it for you.\n\n";
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"I'm looking for some _corpse dust_. It's a special kind of cursed bone meal that usually shows up in places like this. " +
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"There should be a barricaded room around here somewhere, I'm sure some dust will turn up there. " +
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"Do be careful though, the curse the dust carries is quite potent, _get back to me as fast as you can_ and I'll cleanse it for you.\n\n";
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private static final String INTRO_EMBER =
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"I'm looking for some fresh embers from a newborn fire elemental. Elementals usually pop up when a summoning ritual isn't controlled, " +
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"so just find some candles and a ritual site and I'm sure you can get one to pop up. " +
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"You might want to keep some sort of freezing item handy though, elementals are very powerful, but ice will take them down quite easily.\n\n";
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"I'm looking for some _fresh embers_ from a newborn fire elemental. Elementals usually pop up when a summoning ritual isn't controlled, " +
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"so just find some candles and a ritual site and I'm sure you can get one to pop up. " +
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"You might want to _keep some sort of freezing item handy_ though, elementals are very powerful, but ice will take them down quite easily.\n\n";
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private static final String INTRO_BERRY =
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"The old warden of this prison kept a rotberry plant, and I'm after one of its seeds. The plant has probably gone wild by now though, " +
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"so getting it to give up a seed might be tricky. Its garden should be somewhere around here. " +
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"Try to keep away from its vine lashers if you want to stay in one piece. Using fire might be tempting but please don't, you'll kill the plant and destroy its seeds.\n\n";
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"The old warden of this prison kept a _rotberry plant_, and I'm after one of its seeds. The plant has probably gone wild by now though, " +
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"so getting it to give up a seed might be tricky. Its garden should be somewhere around here. " +
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"Try to _keep away from its vine lashers_ if you want to stay in one piece. Using fire might be tempting but please don't, you'll kill the plant and destroy its seeds.\n\n";
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private static final String INTRO_4 =
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private static final String INTRO_2 =
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"If you can get that for me, I'll be happy to pay you with one of my finely crafted wands! " +
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"I brought two with me, so you can take whichever one you prefer.";
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//TODO
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private static final String REMINDER_DUST =
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"Any luck with corpse dust, %s? Bone piles are the most obvious places to look.";
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"Any luck with corpse dust, %s? Look for some barricades.";
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private static final String REMINDER_EMBER =
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"";
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"Any luck with those embers, %s? You'll need to find four candles and the ritual site.";
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private static final String REMINDER_BERRY =
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"Any luck with a Rotberry seed, %s? No? Don't worry, I'm not in a hurry.";
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"Any luck with a Rotberry seed, %s? Look for a room filled with vegetation.";
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@Override
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@ -171,54 +171,71 @@ public class Wandmaker extends NPC {
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if (item != null) {
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GameScene.show( new WndWandmaker( this, item ) );
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} else {
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tell( "not yet", Dungeon.hero.givenName() ); //TODO
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String msg = "";
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switch(Quest.type){
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case 1:
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msg = REMINDER_DUST;
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break;
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case 2:
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msg = REMINDER_EMBER;
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break;
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case 3:
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msg = REMINDER_BERRY;
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break;
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}
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GameScene.show(new WndQuest(this, Utils.format(msg, Dungeon.hero.givenName())));
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}
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} else {
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String msg = "";
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String msg1 = "";
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String msg2 = "";
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switch(Dungeon.hero.heroClass){
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case WARRIOR:
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msg += INTRO_WARRIOR;
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msg1 += INTRO_WARRIOR;
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break;
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case ROGUE:
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msg += INTRO_ROGUE;
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msg1 += INTRO_ROGUE;
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break;
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case MAGE:
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msg += INTRO_MAGE;
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msg1 += INTRO_MAGE;
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break;
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case HUNTRESS:
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msg += INTRO_HUNTRESS;
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msg1 += INTRO_HUNTRESS;
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break;
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}
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msg += INTRO_2;
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msg1 += INTRO_1;
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switch (Quest.type){
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case 1:
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msg += INTRO_DUST;
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msg2 += INTRO_DUST;
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break;
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case 2:
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msg += INTRO_EMBER;
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msg2 += INTRO_EMBER;
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break;
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case 3:
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msg += INTRO_BERRY;
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msg2 += INTRO_BERRY;
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break;
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}
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msg += INTRO_4;
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msg2 += INTRO_2;
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final String msg2final = msg2;
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final NPC wandmaker = this;
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tell(msg, Dungeon.hero.givenName()); //TODO probable want to make this 2 separate windows
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GameScene.show(new WndQuest(wandmaker, Utils.format(msg1, Dungeon.hero.givenName())){
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@Override
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public void hide() {
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super.hide();
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GameScene.show(new WndQuest(wandmaker, Utils.format(msg2final, Dungeon.hero.givenName())));
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}
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});
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Journal.add( Journal.Feature.WANDMAKER );
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Quest.given = true;
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}
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}
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private void tell( String format, Object...args ) {
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GameScene.show( new WndQuest( this, Utils.format( format, args ) ) );
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}
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@Override
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public String description() {
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return
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@ -20,6 +20,8 @@
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*/
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package com.shatteredpixel.shatteredpixeldungeon.windows;
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import com.shatteredpixel.shatteredpixeldungeon.items.quest.CorpseDust;
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import com.shatteredpixel.shatteredpixeldungeon.items.quest.Embers;
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import com.watabou.noosa.BitmapTextMultiline;
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import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
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import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Hero;
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@ -35,8 +37,16 @@ import com.shatteredpixel.shatteredpixeldungeon.utils.Utils;
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public class WndWandmaker extends Window {
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private static final String TXT_MESSAGE =
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"Oh, I see you have succeeded! I do hope it hasn't troubled you too much. " +
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private static final String TXT_DUST =
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"Oh, I see you have the dust! Don't worry about the wraiths, I can deal with them. " +
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"As I promised, you can choose one of my high quality wands.";
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private static final String TXT_EMBER =
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"Oh, I see you have the embers! I do hope the fire elemental wasn't too much trouble. " +
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"As I promised, you can choose one of my high quality wands.";
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private static final String TXT_BERRY =
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"Oh, I see you have the berry! I do hope the rotberry plant didn't trouble you too much. " +
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"As I promised, you can choose one of my high quality wands.";
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private static final String TXT_FARAWELL = "Good luck in your quest, %s!";
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@ -50,12 +60,21 @@ public class WndWandmaker extends Window {
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super();
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IconTitle titlebar = new IconTitle();
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titlebar.icon( new ItemSprite( item.image(), null ) );
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titlebar.label( Utils.capitalize( item.name() ) );
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titlebar.setRect( 0, 0, WIDTH, 0 );
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titlebar.icon(new ItemSprite(item.image(), null));
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titlebar.label(Utils.capitalize(item.name()));
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titlebar.setRect(0, 0, WIDTH, 0);
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add( titlebar );
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BitmapTextMultiline message = PixelScene.createMultiline( TXT_MESSAGE, 6 );
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String msg = "";
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if (item instanceof CorpseDust){
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msg = TXT_DUST;
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} else if (item instanceof Embers){
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msg = TXT_EMBER;
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} else if (item instanceof Wandmaker.Rotberry.Seed){
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msg = TXT_BERRY;
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}
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BitmapTextMultiline message = PixelScene.createMultiline( msg, 6 );
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message.maxWidth = WIDTH;
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message.measure();
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message.y = titlebar.bottom() + GAP;
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