/// <summary> /// Occurs when pressing the shop buttong /// </summary> /// <param name="npc">Npc who calls the event</param> /// <param name="target">Character who requires interaction</param> protected virtual void OnShop(BaseNPC npc, Character target) { //Open menu Common.Actions.OpenMenu( target, npc, _Shop, DialogType.Shop, npc.GetDialogButtons(target) ); //Open shoplist _shoplist.Open(target, npc); }
/// <summary> /// Occurs after showing the trader dialog. /// </summary> /// <param name="npc"></param> /// <param name="target"></param> protected virtual void OnTradeDialog(BaseNPC npc, Character target) { Common.Actions.OpenMenu( target, npc, _TradeDialog, DialogType.TradeItems, npc.GetDialogButtons(target) ); _container.Open(target, npc); }
/// <summary> /// Shows all special abillities. /// </summary> /// <param name="npc">Npc who calls the event</param> /// <param name="target">Character who requires interaction</param> protected virtual void OnSpecialAbillities(BaseNPC npc, Character target) { CommonDialogs.OpenSpecialSkillsDialog(target, Singleton.Database.GetAllLearnedSkills(target)); //CommonFunctions.ShowDialog(target, npc, _OnSpecialAbillities, npc.GetDialogButtons(target)); //Show dialog Common.Actions.OpenMenu( target, npc, _OnSpecialAbillities, DialogType.BookStore, npc.GetDialogButtons(target) ); }
/// <summary> /// Shows all a list of skillbooks. /// (uses shoppinglist object) /// </summary> /// <param name="npc">Npc who calls the event</param> /// <param name="target">Character who requires interaction</param> protected virtual void OnSkillbook(BaseNPC npc, Character target) { //Open bookstore _shoplist.Open(target, npc); //Show dialog Common.Actions.OpenMenu( target, npc, _OnSkillbook, DialogType.BookStore, npc.GetDialogButtons(target) ); }
/// <summary> /// Shows all available jobs /// </summary> /// <param name="npc">Npc who calls the event</param> /// <param name="target">Character who requires interaction</param> protected virtual void OnChangeJob(BaseNPC npc, Character target) { //Create the collection and show it JobChangeCollection.Create(target).Show(target); //Show dialog Common.Actions.OpenMenu( target, npc, _ChangeJob, DialogType.BookStore, npc.GetDialogButtons(target) ); }
/// <summary> /// Occurs when opening the WeaponChange menu /// </summary> /// <param name="npc">Npc who requires shows the menu</param> /// <param name="target">Character who requires interaction</param> protected virtual void OnChangeWeapon(BaseNPC npc, Character target) { Common.Actions.OpenMenu(target, npc, _WeaponChange, //Dialog script for weapon changing DialogType.Smith, //Button function npc.GetDialogButtons(target) //Dialog buttons ); }
/// <summary> /// Occurs when opening the RepairEquipment menu /// </summary> /// <param name="npc">Npc who requires shows the menu</param> /// <param name="target">Character who requires interaction</param> protected virtual void OnRepairEquipment(BaseNPC npc, Character target) { Common.Actions.OpenMenu(target, npc, _RepairEquipment, //Dialog sceipt for equipment reparing DialogType.Smith, //Button function npc.GetDialogButtons(target) //Dialog buttons ); }