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Feat: Add Summoning Pets#983

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HarleyGilpin wants to merge 78 commits into
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HarleyGilpin:feat/pets
Open

Feat: Add Summoning Pets#983
HarleyGilpin wants to merge 78 commits into
GregHib:mainfrom
HarleyGilpin:feat/pets

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@HarleyGilpin HarleyGilpin commented May 15, 2026

Add pets system

Summary

Adds the pets system to Void. Pets are non-combat follower NPCs that follow the player, grow over time, get hungry, can be fed, and can be talked to. A player can have one follower at a time (pet or combat familiar, not both).

image

Features

  • 85 pet variants registered through a single TOML registry: kittens, cats, hellcat, six dog breeds (three colours each), four baby dragons, penguin, raven, ten monkey colours, squirrel, vulture, chameleon, giant crab, gecko, platypus, raccoon, godbirds, broav, parrot, clockwork cat, and phoenix egglings.
  • Spawning & interaction: Dropping a pet item spawns it next to the player and starts it following. Right-click exposes Pick-up (returns the item to inventory) and Talk-to (plays dialogue). Ownership is enforced. Drop, pick-up, and feed play the climb-down animation.
  • Hunger & growth: Tick every 30 seconds per pet. Feeding the correct food lowers hunger by 15. Max hunger causes the pet to run away; max growth triggers metamorphosis to the next life stage. Phoenix egglings, clockwork cat, broav, and ex-ex-parrot intentionally skip ticking.
  • Chat: Occasional overhead idle chatter, hungry-threshold phrases, and Talk-to dialogue, all configured per pet. Lines prefixed pet: render as overhead speech; the rest as chatbox statements.
  • Summoning orb: Activates for pets the same way as familiars. Left-click options (Follower Details, Call Follower, Dismiss) route to whichever slot is occupied. Follower Details shows name, chathead, and packed growth/hunger bars.
  • Persistence: Active pet item and a compact per-pet stats blob persist on the player. On login the pet respawns at the player's tile and resumes ticking.
  • Incubators: Taverley and Yanille incubators accept eggs, transform visually while incubating, and hatch into the matching baby pet after the configured time. Incubator state persists across logout.

Notable files

  • game/src/main/kotlin/content/skill/summoning/pet/: new package containing the registry, lifecycle, timers, feeding, incubator, dialogue, and persistence helpers.
  • game/src/main/kotlin/content/skill/summoning/Summoning.kt: pet/familiar mutual exclusion and orb-option routing.
  • game/src/main/kotlin/content/area/misthalin/varrock/Gertrude.kt: Minimal dialogue for Gertrude.
  • data/skill/summoning/pet/: pet registry, incubator egg registry, NPC and item string-id overrides, incubator object string-ids, pet/incubator variable definitions.
  • data/skill/summoning/summoning.ifaces.toml, data/entity/player/modal/toplevel/gameframe.ifaces.toml, data/skill/summoning/summoning.varps.toml: missing interface option and varp declarations.
  • engine/src/main/kotlin/world/gregs/voidps/engine/data/PlayerSave.kt: bumps the save reader buffer for the pet stats blob.
  • game/src/test/kotlin/content/skill/summoning/pet/: regression tests covering drop-to-summon, logout persistence, mutual exclusion, ownership, overhead chat, Talk-to dialogue, incubator flow, and orb/Follower Details routing.

Test plan

  • Drop a pet item; confirm it spawns and follows.
  • Right-click Pick-up; confirm the item returns to inventory.
  • Right-click Talk-to; confirm dialogue plays for several pet types.
  • Second player tries to Pick-up your pet; confirm refusal.
  • Try to summon a familiar while a pet is active (and vice versa); confirm only one follower at a time.
  • Feed a pet its correct food; confirm hunger drops and the climb-down animation plays.
  • Wait for hunger and growth ticks; confirm hungry-phrase overhead chat, idle chatter, run-away at max hunger, and metamorphosis at max growth.
  • Open the summoning orb with a pet active; confirm Follower Details, Call Follower, and Dismiss all work.
  • Log out with an active pet and an egg incubating; log back in; confirm both resume correctly.
  • Use each egg type on Taverley and Yanille incubators; confirm hatching into the matching baby pet.

Comment thread game/src/main/kotlin/content/skill/summoning/pet/Incubator.kt
Comment thread game/src/main/kotlin/content/skill/summoning/pet/Incubator.kt Outdated
Comment thread game/src/main/kotlin/content/skill/summoning/pet/Incubator.kt Outdated
Comment thread game/src/main/kotlin/content/skill/summoning/pet/Incubator.kt Outdated
Comment thread game/src/main/kotlin/content/skill/summoning/pet/IncubatorDefinitions.kt Outdated
Comment thread game/src/main/kotlin/content/skill/summoning/pet/Pet.kt Outdated
Comment thread game/src/main/kotlin/content/skill/summoning/pet/Pet.kt Outdated
Comment thread game/src/main/kotlin/content/skill/summoning/pet/PetDefinitions.kt Outdated
Comment thread game/src/main/kotlin/content/skill/summoning/pet/PetState.kt Outdated
Comment thread game/src/main/kotlin/content/skill/summoning/Summoning.kt
- Drop IncubatorDefinitions; walk Tables/Rows for incubator eggs directly.
- Rename incubator state varbits to list-format with "empty/incubating/finished" labels; per-region end timer now a tick-based clock via start/remaining.
- Collapse pet item/npc handlers to single comma-separated ops; thin PetDefinitions to a lazy Tables wrapper.
- Replace the pet_stats blob with per-pet hunger/growth/warn vars; add DoubleValues so 0.0 defaults prune correctly.
- Open pet_details (663) instead of familiar_details for pet followers; dismiss handler now globs *_details.
- Stop the kitten in place when the Stroke option is used.
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HarleyGilpin commented May 17, 2026

Review feedback addressed in 1b3959f. Per-comment notes:

  1. regionVarbits removal: collapsed to a one-line tile.region.id -> suffix helper; cache transforms (28336/28359) are shared between sites so right-click target.id can't carry the region by itself.
  2. contains + restart: applied verbatim.
  3. Dead varbit-reset branch: dropped; playerSpawn now just variables.sends the state varbits.
  4. list-format varbit + clocks: incubator_state_* is format = "list" (empty/incubating/finished); incubator_end_* is a tick clock via start/remaining. Magic ints + System.currentTimeMillis() are gone.
  5. IncubatorDefinitions deletion: gone; reads via Tables.get("incubator_eggs").rows() / Rows.getOrNull("incubator_eggs.$id").
  6. Kitten stops during Stroke: steps.clear() + mode = EmptyMode for the animation, restored to Follow afterwards.
  7. variables.send only on playerSpawn: moved out of updatePetInterface.
  8. Comma-csv ops: one npcOperate per option, one itemOption per option; same for PetFeeding.
  9. PetDefinitions thinned: now a Koin singleton with a by lazy row list and three linear-search lookups. Full removal via naming convention needs a data rename pass first (pet_kitten/pet_cat/overgrown_cat are inconsistent, plus hellcat/clockwork-cat/eggling); happy to follow up.
  10. pet_stats blob replaced: per-pet pet_${id}_hunger/_growth/_warn vars declared in a generated pet_state.vars.toml; added engine-side DoubleValues so 0.0 defaults prune like int/bool.
  11. Interface 663: updatePetInterface opens pet_details; the dismiss handler in Summoning.kt now globs *_details:dismiss so the pet path inherits it.

HarleyGilpin and others added 13 commits May 16, 2026 22:21
The pet_details (663) call/dismiss buttons emit cache option labels
distinct from familiar_details (662) ("Call Follower" / "Dismiss
Familiar" / "Dismiss Now"). The existing handlers keyed off those
exact strings and silently no-op'd on pets.

Wildcard the option label (`*:*_details:call` / `dismiss`) and branch
on follower-vs-pet inside. Pet dismiss always calls pickupPet so the
item is returned to inventory; familiar dismiss keeps the
confirm-vs-immediate distinction.
Both pet_details:dismiss and the summoning_orb's right-click Dismiss
now call dismissPet, which removes the NPC and clears pet state
without putting the item back in inventory — the pet runs free. The
pet_details path wraps it in an "Are you sure you want to release your
pet?" confirmation since the item is gone for good; the orb's
right-click path stays a one-click action (matches the familiar
"Dismiss Now" semantics).
If the player had a minimap walk queued when they selected Stroke, the
player kept moving during the dialogue suspension while the kitten sat
in EmptyMode. When Follow was restored at the end of the interaction
the kitten had to sprint several tiles to catch up.

Clear the player's pending steps and face the kitten at the start of
the interaction so the player stays put for the animation.
PR GregHib#980 deleted softQueue; replace the three pet/kitten call sites
with weakQueue (closest semantic match: easily-preempted fire-and-
forget) and drop the leftover `player.` prefixes inside the lambdas
since Player is now the lambda receiver.

While in KittenInteract, fix two bugs in chaseVermin:

- The cat used to chase pirates because "pirate" contains the
  substring "rat". Predicate now matches the npc string id with a
  `_` word boundary (rat / *_rat / rat_* / *_rat_*).
- The cat never caught anything because the 5-tick callback always
  fired the failure message. Roll a 33% catch chance up front; on
  success despawn the rat and message the win. Adjacency guard
  covers the case where the rat wanders before the kitten arrives.
Pre-chase dialogue runs before the kitten engages: player asks if it
wants to hunt, kitten replies, player tells it to take it easy. On
success the wiki "Hey well done puss, you got it!" / kitten
"MeeeoooooW!" pair fires, and every 10th catch logs the milestone
"Well done puss! N horrible rodents caught!". Caught count persists
on the player via pet_rats_caught.
Branches every cat interaction on whether the player is wearing a
catspeak amulet and whether the pet is a kitten or adult cat.

Without amulet (kitten + adult cat):
- Stroke narrates "You softly stroke your cat." + "Purr...purr..." +
  "The cat turns on its side while you bend down to pet it."
- Chase vermin keeps the existing 3-line pre-chase chatter and the
  wiki success/fail/milestone copy.
- Shoo away gains the wiki "Are you sure you want to shoo away the
  cat?" confirmation + "You choose not to shoo away the cat." cancel
  message.
- Talk-to plays the simple "Hey puss! Any news?" / Purr / Meow lines.
- "There aren't any vermin around." message when no rat in scan radius.

With catspeak amulet (adult cat only):
- Stroke prepends Player "Who's a good cat then?" / Cat "Me, me.
  Scratch me behind the ears." chathead exchange.
- Chase vermin uses the wiki adult opener "Go on get that nasty
  rodent." / Cat "Yesss, food."
- Talk-to opens a 4-option chathead loop (how are you / how old /
  where to / what to do) with a quit option.
- Pick-up plays "Come here furball." / Cat "Can we go adventuring
  together again, soon?" / Player "Soon, I promise." before the item
  returns to the inventory.
- Drop/Release plays "Hey cat, do you fancy stretching your legs..."
  / Cat "Miaaow, Are we going adventuring?" / "We'll see puss, we'll
  see." before summoning.

KittenInteract registers Interact-with against every cat-like npc
(baby, grown, overgrown) so the menu is reachable past kittenhood.
PetScripts in Pet.kt routes the Pick-up / Drop / Release / Talk-to
operate handlers to the catspeak variants when the conditions match,
falling back to the generic pet handlers otherwise.
Three full-sentence lines were being emitted as overhead chat when
they should have been chathead dialogue:

- Cat's pre-chase reply "Meoowww. Yeah! Let's go kick some fur!"
  was cat.say (overhead bubble); now an npc<Happy> chathead line.
- Player's success "Hey well done puss, you got it!" and the every-
  10th-catch "Well done puss! N horrible rodents caught!" were
  player overhead; now player<Happy> chathead.

Short imperative / sound-effect lines (Go on puss..., Shoo cat!,
Meeeoooooowwww!, Eek!, MeeeoooooW!) stay as overhead — those belong
above the speaker's head.
- Catspeak "Hey cat, do you fancy stretching your legs..." exchange
  now plays for every cat life stage (including kittens), not only
  the adult/overgrown items.
- Dropping a cat without the amulet now plays a "Miaow!" overhead
  one tick after the spawn settles (the new NPC is wired in
  summonPet's own weakQueue at +2; we fire at +3 so pet?.say
  targets the freshly summoned cat).

Folded the duplicated Drop/Release item-option bodies into a single
suspend helper Player.dropPet to keep the branching in one place.
Splits the chase-vermin weakQueue into a +4 pounce tick and a +5
resolve tick. When the cat has reached the rat (adjacency check) it
plays the new pet_pounce_kitten anim, then a tick later restores
Follow and resolves the catch/miss outcome.

The 9168 anim id is a best guess on the kitten anim grouping (stroke
is 9173) and may need swapping for one of 9167/9169-9172 after a
visual check in-game.
PR GregHib#799 added a Double->Int*10 conversion in PlayerSave's variables
load branch to migrate old fractional XP saves into the new int
experience format. The check was unconditional, so every Double
variable got collapsed on load — including pet_*_hunger and
pet_*_growth (declared format = "double"), which were turning into
ints after every restart and then defaulting back to 0.0 on the
next get<Double>() because Int can't be smart-cast to Double.

Gate the conversion on VariableDefinitions.get(key)?.values being
IntValues so it only fires for keys the current schema actually
expects to be ints. Doubles for genuinely-double-typed vars now
round-trip verbatim, which lets pet hunger / growth persist across
server restarts.
Comment thread data/entity/npc/monster/draconic/dragon.drops.toml Outdated
Comment thread data/skill/summoning/pet/pet.npcs.toml Outdated
Comment thread engine/src/main/kotlin/world/gregs/voidps/engine/data/PlayerSave.kt Outdated
Comment thread game/src/main/kotlin/content/skill/summoning/pet/Incubator.kt Outdated
Comment thread game/src/main/kotlin/content/skill/summoning/pet/KittenInteract.kt Outdated
Comment thread game/src/main/kotlin/content/skill/summoning/pet/PetDefinitions.kt Outdated
Comment thread game/src/main/kotlin/content/skill/summoning/pet/KittenInteract.kt Outdated
Comment thread game/src/main/kotlin/content/skill/summoning/pet/PetState.kt Outdated
The chase resolve was wrapped in nested weakQueues, which the new
ActionQueue clears every time any Strong action enters the queue
(clicking another NPC/object, taking a hit, teleporting). When the
resolve dropped, the cat was left in EmptyMode and reverted to its
default idle/hunt wander.

Swap the two weakQueue calls in chaseVermin for queue (Normal
priority). Normal queues sit in the main queue list, only weakQueue
gets cleared on Strong, so the Follow restoration always fires —
even after a mid-chase interruption.
Merges upstream/main (PR GregHib#984 brings inc(max) and skill drop gating).

Engine reverts per Greg:
- Delete DoubleValues from VariableValues, plus its factory mapping.
- Remove both legacy double migrations from PlayerSave (variables loop
  and the experience fractional path). Doubles are not used in any
  player variable in the new schema.

Pet stats moved to integers on a 0..10000 scale:
- pet_state.vars.toml regenerated with format = "int".
- pets.tables.toml swaps growth_rate (double) for growth_per_tick
  (int = rate * 50 * 100 per 30s tick).
- PetState drops the PetStats class and updatePetStats wrapper; the
  getters return Int, callers use inc(key, amount, max = PET_STAT_MAX)
  and dec(key, amount) directly (PR GregHib#984 added the max parameter).
- PetTimers thresholds become 7500 / 9000 / 10000 on the new scale,
  HUNGER_BABY/GROWN become 125 / 90 per tick. PetFeeding feeds 1500.
- sendPetDetailsStats divides by 100 on the way out so the orb bars
  stay on the 0..100 client scale.

PetDefinitions deleted; data lives in Tables now. The PetDefinition
data class is gone too. Pets.kt adds RowDefinition extensions
(isCatLike, stageForItem/Npc, npcFor/itemFor, nextStageItem/Npc,
isFinalStage, ambientPhrases) plus petRowForItem / petRowForNpc and
allPetRows lookup helpers. Every caller (Pet, KittenInteract,
PetTimers, PetFeeding) now consumes RowDefinition directly. The
Koin singleton in GameModules is gone.

Incubator suffix derivation collapses to
it.target.id.removePrefix("incubator_"). Renamed the per-region base
objects to incubator_taverley (28550) and incubator_yanille (28352);
kept the shared incubator_idle (28336) / incubator_active (28359)
transform names so the dispatch finds a registered string id for the
displayed mesh. target.id always reflects the base, so the suffix
extraction never sees idle/active. The regionVarbits map and the
tile.region.id helper are deleted.

KittenInteract:
- isRat simplifies to id.startsWith("rat") so giant_rat / warped_rat
  drop out of the chase pool.
- talkToCatWithAmulet replaces the while(true) + keepGoing flag with
  Greg's recursive-option pattern: each answer recurses back into
  talkToCatWithAmulet, the quit option has no body.

pet.npcs.toml: every options = { ... } map deleted; npcs only need the
id field.

dragon.drops.toml: black dragon egg gated on skill = "summoning",
equals = 99 (PR GregHib#984 syntax).

Tests adapted: PetLogoutTest stats are ints; IncubatorUseEggTest uses
incubator_taverley for the test fixtures.
The previous version swapped the cat into EmptyMode for the duration
of the dialogue and restored Follow afterwards. Restoring Follow
recalculates against player.steps.follow immediately, which queues a
step toward the player's last footprint tile and the cat ends up
walking a tile out then back in.

Use the movement_delay clock to suspend the cat's movement for the
length of the dialogue instead, then clear the clock plus any queued
steps at the end. Follow mode stays active throughout, so when the
clock releases there is nothing for the recalculation to fight and
the cat stays where it was being stroked.
Both pet shop owners (npc ids 6892 and 6893) share the same dialogue
tree per the wiki, so a single PetShopOwner script handles both with
one npcOperate matcher.

Main menu offers four options: open the pet shop (pet_shop), buy a
puppy, ask about other available pets, and sell spirit shards.

Puppy purchase guards against owning a dog already, runs the wiki
exchange about the 500 gold price, then either takes the coins and
hands over a default colour puppy or backs out gracefully on no
inventory space or insufficient coins. Six breeds are wired
(Bulldog / Dalmatian / Greyhound / Labrador / Sheepdog / Terrier).

The available-pets branch reproduces the wiki tree verbatim covering
nuts, birds + incubator, Karamja lizards, geckos / raccoons and the
banana-in-the-trap monkey tip.

Spirit shard sale uses intEntry for the count, drops the shards and
credits 25 coins each, with a graceful early-out when the player has
none on them.

Chathead expressions picked per line: Quiz for the player asking
questions, Neutral when accepting / refusing, Happy and Pleased for
the shop owner's friendlier or proud explanations.
dialogue_pick_a_puppy in summoning.ifaces.toml now declares the six
breed components (.bulldog 3, .dalmatian 4, .greyhound 5, .terrier 6,
.sheepdog 7, .labrador 8). Ordering taken from 2009scape's
PuppyInterfacePlugin click map.

PetShopOwner opens the iface instead of running a kotlin choice() list
for breed selection, then suspends on pauseInt() and resumes against
the clicked component's index. continueDialogue handlers per breed
component resolve the suspension. Selecting a breed runs the existing
buyPuppy flow (price exchange, coin / inventory checks, puppy item
handed over).

BREEDS order rearranged to match the iface index map so
BREEDS.getOrNull(index) lands on the correct breed.
The cache buttons on iface 668 don't ship the continue-dialogue
packet, so the existing continueDialogue handlers never received the
click and the suspended caller stayed parked. Register each breed
component under interfaceOption as well so the InteractInterface
packet path also resumes the pauseInt; the continueDialogue
registration stays as a fallback for any client variant that does
ship the dialogue packet.
The option<Quiz>() inline form echoes the option text as a player
chathead before invoking the block. spiritShards itself doesn't say
that line, but the choice menu shows the question and then the
player chathead repeated it a second time. Use the plain option()
form for the shards entry so the player chathead echo is skipped and
the conversation flows menu -> npc reply -> intEntry (or refusal).
ActionList.remove nulls the action's next pointer, so the previous
sweep loop exited after the first removal. Cache next before remove
so all matching actions are dropped in one call.
Previously the hunger/growth timer was started inside a 2-tick
weakQueue alongside the interface open. A strong-priority action
in those two ticks would wipe the weakQueue, leaving the pet with
no timer at all. Start the timer immediately and keep only the
interface open on a normal queue, which survives strong actions.
dropPet played the catspeak flavour dialogue before validating the
summoning level / existing follower checks, so a player who could
never summon the pet had to sit through three chathead lines just
to receive the failure message. Run a precondition check first and
fall straight through to summonPet's normal failure path when it
fails.
petRowForItem and petRowForNpc previously did a linear firstOrNull
across the full pets table on every call, and the hot paths (timer
ticks, Interact-with, Talk-to, feed, drop) hit them repeatedly.
Build a Map<String, RowDefinition> for each axis on first access
and reuse it for the rest of the process.
ActionQueue.logout previously force-resumed every active Suspension
type, including Custom whose predicate is what gates the await
condition (e.g. awaitDialogues waiting on dialogue == null). Force
resuming makes the suspended coroutine continue as if the condition
were satisfied, executing dialogue-dependent logic on a player who
is logging out. Only resume Custom when its predicate reports ready
and break out of the fast-forward loop otherwise.
  Despawn/Spawn handlers fired inside FloorItems.run() can call
  FloorItems.remove/add, which append to the same queue being
  iterated -> ConcurrentModificationException crashes the game loop.

  Snapshot-and-clear each queue before iterating so re-entrant
  entries land on the live queue and get processed next tick,
  preserving the existing clear-after-loop semantics.
The chase resolves five ticks after the verminc scan. If the rat
dies or despawns in that window, NPCs.indexed at the same slot
might now hold a freshly-spawned NPC that has nothing to do with
this chase. Snapshot the rat's index up front and verify identity
on both the pounce and resolve callbacks before pouncing on / removing
the captured NPC.
Previously summonPet committed pet/active_item state, then the
caller (dropPet) did inventory.remove afterwards. Anything between
those two commits could leave a player with active_item set but the
inventory item still in hand. Move the remove inside summonPet so
the spawn aborts if the item cannot be consumed, mirroring the
atomic pattern in completePuppySale.
The state varbit only carries the values empty and incubating;
finished is computed from remaining time, never persisted. The
previous playerSpawn unconditionally forced state back to
incubating, justified by a stale comment about an older save
format. Gate the set on isFinished so a finished slot keeps the
state value it logged out with and the comment matches reality.
Both Math.random() calls in pet code (kitten chase catch and
timer ambient chatter) used the global JVM random, which can't be
seeded or replaced from tests. Switch to world.gregs.voidps.type.random
to match the rest of the codebase and let tests inject a deterministic
Random via setRandom.
PetState.clearPetStats already uses clear() for all the per-pet
counters; pickupPet and dismissPet were inconsistently using
set("pet_active_item", "") to represent the same idea. Switch
both to clear() so deactivation flows match a single convention.
completePuppySale and spiritShards both refund the player when the
follow-up add fails, but if that refund also fails (inventory state
shifted between the original check and the rollback) the player
silently loses coins or shards. Log a warning with the account name
and surface a "contact staff" message so the loss is recoverable
out-of-band.
The (growth shl 1) or (hunger shl 9) layout matches a specific
client-side varp; the magic shifts were silently fragile to anyone
reading the function in isolation. Name the varp, point to the
TOML that documents it and explain why bits 0 and 8 are unused.
Investigation: ItemDestroy registers itemOption(\"Release\") as a
catch-all wildcard that opens a destroy-confirm dialog. The cache
wires pet items to \"Release\" (not the default \"Drop\"), so the
pet-specific registration takes precedence and routes the click
straight into dropPet instead of the destroy confirm. Drop is kept
for the handful of pet items that still expose it. Document the
non-obvious dispatch interplay so a future cleanup doesn't trim
either registration as dead code.
talkToCatWithAmulet and talkToHellcatWithAmulet previously re-called
themselves at the end of every option body, so a long catspeak
conversation grew an unbounded coroutine stack. Replace the
self-call with a while-loop that exits when the player picks the
quit option. Same player-visible behaviour, flatter control flow.
A pet growing into its next stage kept the hunger value and warn
counter from its previous stage. If a kitten reached the starving
threshold and immediately metamorphosed to grown, the warn level
stayed maxed out, so the new stage's hungry / starving messages
could never re-fire when their thresholds were crossed again.
Clear both vars on metamorphose so the new stage gets a fresh
warning ladder. Growth is already zeroed by the caller; loneliness
only applies to kittens so it stops naturally.
Register a direct Shoo away npcOperate handler for
pet_clockwork_cat_baby. Opens an "Are you sure?" confirm and runs
dismissPet on yes with clockwork-flavoured "Whir..." / "winds down
and stops" lines so the toy is released (destroyed) rather than
returned to inventory.
The cache exposes the option as "Shoo", not "Shoo away", so the
previous registration never matched any menu click. Rename the
npcOperate string to match.
Drop the "Shoo!" / "Whir..." overhead lines and simplify the
confirm prompt to "Are you sure you want to release your pet?"
with Yes / No answers.
Once a pet has reached its final stage, the X% growth label on
iface pet_details (663) is meaningless. Register iface component
17 as growth_percentage and override its text with "NA" via
interfaces.sendText whenever sendPetDetailsStats runs for a final-
stage pet. The packed varp bar is sent at 100% so the underlying
visual stays consistent with the textual sentinel.
Component 17 on iface pet_details has a stateChange CS2 handler
(script 820) bound to varp 1175 that re-formats the growth text
as "X%" whenever the varp updates. Sending interfaces.sendText in
the same tick as the varp send gets clobbered by the CS2, so the
label kept showing 100%. Defer the "NA" text override by one tick
via queue so it lands after the CS2 has finished its refresh.
Reverse-engineered CS2 (script 753 on iface 662, same pattern on
script 820 / iface 663) checks growth and hunger varbits for the
literal value 101 and renders "NA" instead of "X%" when it sees
the sentinel. Send 101 in the growth bits of the packed pet_details_stats
varp when the pet is at its final stage and let the client format
the label. Drops the deferred-sendText workaround and the
growth_percentage component registration; both are now redundant.
2011 RuneScape pets did not shout an overhead phrase when fed —
feeding only emitted a chat message like "Your pet happily eats
the raw shark." Drop the row.stringOrNull("feed_phrase")?.say
call in PetFeeding and clear the now-dead feed_phrase entries
from pets.tables.toml (broav, penguin, giant_crab, vulture rows)
plus the schema declaration. Ambient idle_phrases and hungry_phrase
overhead text remain — those were authentic.
The Yes / No options used typed option<Quiz> / option<Sad>, which
makes choice replay the option text as a player chathead line. The
clockwork cat shoo should be a silent confirm — switch to untyped
option so picking Yes / No goes straight to the action without the
player saying the word back.
The owner's "Where are you going to put it, on your head?" line
already lived in completePuppySale, but by that point the player
had already picked a breed and sat through the price haggle. Mirror
the existing check at the top of puppyTree (right after the
alreadyHasDog gate) so a player without inventory space gets the
brush-off immediately, before the breed picker even opens. The
late check in completePuppySale stays as a defensive guard against
state shifts during the multi-tick dialogue.
talkToPet passed npc: lines verbatim, so data like
"Honk! (Hello!)" rendered on a single chathead line with the
translation jammed against the bark. Insert a newline before the
opening paren so the npc() splitter routes bark to line1 and the
translation to line2. Mirrors what DogTalk's renderDogLine already
does for dogs, applied here to every non-dog pet that uses the
parenthese translation convention.
The npc / player chathead helpers used to skip the font-width
wrap whenever the input contained \n, on the assumption that the
caller had already laid out the lines. That was fine until pet
talk started inserting \n before the parenthese translation —
suddenly long translations overflowed the chathead because they
no longer ran through splitLines. Wrap each chunk after splitting
on \n so callers get both their hard breaks and per-chunk
word wrapping. The chunked-into-4-line-chathead fallback handles
any case where wrapping pushes the total over the 4-line limit.
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