Example #1
0
def _register_dialog():
    bye_option = DialogOptionData("\"Good bye\"", "cancel", None)
    name = "Tink"
    low_level_dialog = DialogData(
        name=name,
        portrait_icon_sprite=UI_ICON_SPRITE,
        text_body=
        "These aren't any regular old statues! They are magical gateways to distant places! "
        "I'm extracting their powers into something more ... mobile! "
        "Just give me a while, and come back later!",
        options=[bye_option])

    high_level_dialog = DialogData(
        name=name,
        portrait_icon_sprite=UI_ICON_SPRITE,
        text_body="Hah! I managed to infuse the statues' teleporting powers into these stones. " \
                  "You can carry them with you and use them any time you want to return to this place! "
                  "Isn't that neat?",
        options=[buy_consumable_option(ConsumableType.WARP_STONE, 2), bye_option])

    def get_dialog_data(game_state: GameState) -> DialogData:
        if game_state.player_state.level < 2:
            return low_level_dialog
        else:
            return high_level_dialog

    register_conditional_npc_dialog_data(NPC_TYPE, get_dialog_data)
Example #2
0
def register_sorcerer_npc():
    size = (30, 30)  # Must not align perfectly with grid cell size (pathfinding issues)
    sprite = Sprite.NEUTRAL_NPC_SORCERER
    portrait_icon_sprite = PortraitIconSprite.SORCERER
    npc_type = NpcType.NEUTRAL_SORCERER
    movement_speed = 0.03
    register_npc_data(npc_type, NpcData.neutral(sprite, size, movement_speed))
    register_npc_behavior(npc_type, NpcMind)
    dialog_options = [
        buy_consumable_option(ConsumableType.HEALTH, 5),
        buy_consumable_option(ConsumableType.MANA, 5),
        buy_consumable_option(ConsumableType.SPEED, 5),
        buy_consumable_option(ConsumableType.POWER, 10),
        DialogOptionData("\"Good bye\"", "cancel", None)]
    dialog_text_body = "Greetings. I am glad to see that you have made it this far! However, great danger lies ahead... " \
                       "Here, see if any of these potions are of interest to you."
    dialog_data = DialogData(portrait_icon_sprite, dialog_text_body, dialog_options)
    register_npc_dialog_data(npc_type, dialog_data)
    sprite_sheet = SpriteSheet("resources/graphics/enemy_sprite_sheet_3.png")
    original_sprite_size = (32, 32)
    scaled_sprite_size = (48, 48)
    x = 3
    indices_by_dir = {
        Direction.DOWN: [(x, 4), (x + 1, 4), (x + 2, 4)],
        Direction.LEFT: [(x, 5), (x + 1, 5), (x + 2, 5)],
        Direction.RIGHT: [(x, 6), (x + 1, 6), (x + 2, 6)],
        Direction.UP: [(x, 7), (x + 1, 7), (x + 2, 7)]
    }
    register_entity_sprite_map(sprite, sprite_sheet, original_sprite_size, scaled_sprite_size, indices_by_dir,
                               (-8, -16))
    register_portrait_icon_sprite_path(portrait_icon_sprite, 'resources/graphics/portrait_sorcerer_npc.png')
Example #3
0
def _register_dialog():
    dialog_options = [
        buy_consumable_option(ConsumableType.HEALTH, 5),
        buy_consumable_option(ConsumableType.MANA, 5),
        buy_consumable_option(ConsumableType.SPEED, 5),
        buy_consumable_option(ConsumableType.POWER, 10),
        DialogOptionData("\"Good bye\"", "cancel", None)
    ]
    text_low_level = "Huh?! Well, aren't you the brave one, making it all the way out here! I would think " \
                     "twice before heading down that way! Well since you are here, see if any of these " \
                     "potions are of interest."
    text_high_level = "You are on the doorsteps of the Red Baron's domain! Please be careful. " \
                      "Here, see if any of these potions can be of use."
    dialog_low_level = DialogData(PORTRAIT_ICON_SPRITE, text_low_level,
                                  dialog_options)
    dialog_high_level = DialogData(PORTRAIT_ICON_SPRITE, text_high_level,
                                   dialog_options)

    def get_dialog_data(game_state: GameState) -> DialogData:
        if game_state.player_state.level < 5:
            return dialog_low_level
        else:
            return dialog_high_level

    register_conditional_npc_dialog_data(NPC_TYPE, get_dialog_data)
def _register_dialog():
    dialog_text_body = "Ah.. You're new here, aren't you? Interested in my stock of potions? They come at a price of course..."
    consumables_1 = [
        buy_consumable_option(ConsumableType.BREW, 2),
        buy_consumable_option(ConsumableType.HEALTH_LESSER, 3),
        buy_consumable_option(ConsumableType.MANA_LESSER, 3)
    ]
    consumables_2 = [
        buy_consumable_option(ConsumableType.SPEED, 4),
        buy_consumable_option(ConsumableType.POWER, 10)
    ]
    bye_option = DialogOptionData("\"Good bye\"", "cancel", None)

    name = "Zak"
    dialog_low_level = DialogData(name, PORTRAIT_ICON_SPRITE, dialog_text_body,
                                  consumables_1 + [bye_option])
    dialog_high_level = DialogData(
        name, PORTRAIT_ICON_SPRITE, dialog_text_body,
        consumables_1 + consumables_2 + [bye_option])

    def get_dialog_data(game_state: GameState) -> DialogData:
        if game_state.player_state.level < 3:
            return dialog_low_level
        else:
            return dialog_high_level

    register_conditional_npc_dialog_data(NPC_TYPE, get_dialog_data)
def register_warpstone_merchant_npc():
    size = (
        30, 30
    )  # Must not align perfectly with grid cell size (pathfinding issues)
    sprite = Sprite.NEUTRAL_WARPSTONE_MERCHANT
    npc_type = NpcType.NEUTRAL_WARPSTONE_MERCHANT
    ui_icon_sprite = PortraitIconSprite.WARPSTONE_MERCHANT
    movement_speed = 0.03
    register_npc_data(npc_type, NpcData.neutral(sprite, size, movement_speed))
    register_npc_behavior(npc_type, NpcMind)
    introduction = "Hah! I managed to infuse the statues' teleporting powers into these stones. " \
                   "You can carry them with you and use them any time you want to return to this place!"
    dialog_options = [
        buy_consumable_option(ConsumableType.WARP_STONE, 2),
        DialogOptionData("\"Good bye\"", "cancel", None)
    ]
    dialog_data = DialogData(ui_icon_sprite, introduction, dialog_options)
    register_npc_dialog_data(npc_type, dialog_data)
    sprite_sheet = SpriteSheet("resources/graphics/manga_spritesheet.png")
    original_sprite_size = (32, 32)
    scaled_sprite_size = (48, 48)
    x = 0
    y = 0
    indices_by_dir = {
        Direction.DOWN: [(x, y), (x + 1, y), (x + 2, y)],
        Direction.LEFT: [(x, y + 1), (x + 1, y + 1), (x + 2, y + 1)],
        Direction.RIGHT: [(x, y + 2), (x + 1, y + 2), (x + 2, y + 2)],
        Direction.UP: [(x, y + 3), (x + 1, y + 3), (x + 2, y + 3)]
    }
    register_entity_sprite_map(sprite, sprite_sheet, original_sprite_size,
                               scaled_sprite_size, indices_by_dir, (-8, -16))
    register_portrait_icon_sprite_path(
        ui_icon_sprite,
        'resources/graphics/portrait_warpstone_merchant_npc.png')
Example #6
0
def register_dwarf_npc():
    size = (
        30, 30
    )  # Must not align perfectly with grid cell size (pathfinding issues)
    sprite = Sprite.NEUTRAL_NPC_DWARF
    npc_type = NpcType.NEUTRAL_DWARF
    movement_speed = 0.03
    register_npc_data(npc_type, NpcData.neutral(sprite, size, movement_speed))
    register_npc_behavior(npc_type, NpcMind)
    introduction = "Hello there. I'm always looking for treasure. If you find any, we might be able to strike a deal!"
    dialog_options = [
        sell_item_option(
            ItemType.GOLD_NUGGET, 20,
            "I'll give you good money for a nugget of pure gold!"),
        sell_item_option(ItemType.SAPHIRE, 30,
                         "If you find a saphire I can make you real rich!"),
        DialogOptionData("\"Good bye\"", "cancel", None)
    ]
    dialog_data = DialogData(PortraitIconSprite.VIKING, introduction,
                             dialog_options)
    register_npc_dialog_data(npc_type, dialog_data)
    sprite_sheet = SpriteSheet("resources/graphics/enemy_sprite_sheet.png")
    original_sprite_size = (32, 32)
    scaled_sprite_size = (48, 48)
    indices_by_dir = {
        Direction.DOWN: [(0, 4), (1, 4), (2, 4)],
        Direction.LEFT: [(0, 5), (1, 5), (2, 5)],
        Direction.RIGHT: [(0, 6), (1, 6), (2, 6)],
        Direction.UP: [(0, 7), (1, 7), (2, 7)]
    }
    register_entity_sprite_map(sprite, sprite_sheet, original_sprite_size,
                               scaled_sprite_size, indices_by_dir, (-8, -16))
    register_portrait_icon_sprite_path(
        PortraitIconSprite.VIKING, 'resources/graphics/viking_portrait.png')
def register_nomad_npc():
    sprite = Sprite.NEUTRAL_NPC_NOMAD
    npc_type = NpcType.NEUTRAL_NOMAD
    register_npc_data(
        npc_type, NpcData.neutral(sprite=sprite, size=(30, 30), speed=0.03))
    register_npc_behavior(npc_type, NpcMind)
    register_entity_sprite_map(
        sprite=sprite,
        sprite_sheet=SpriteSheet(
            "resources/graphics/enemy_sprite_sheet_3.png"),
        original_sprite_size=(32, 32),
        scaled_sprite_size=(48, 48),
        indices_by_dir={
            Direction.DOWN: [(3, 0), (4, 0), (5, 0)],
            Direction.LEFT: [(3, 1), (4, 1), (5, 1)],
            Direction.RIGHT: [(3, 2), (4, 2), (5, 2)],
            Direction.UP: [(3, 3), (4, 3), (5, 3)]
        },
        position_relative_to_entity=(-8, -16))

    register_quest_giver_dialog(
        npc_name="Nomad",
        npc_type=NpcType.NEUTRAL_NOMAD,
        icon_sprite=PortraitIconSprite.NOMAD,
        icon_sprite_file_path='resources/graphics/nomad_portrait.png',
        quest=QUEST,
        quest_min_level=QUEST_MIN_LEVEL,
        quest_intro=
        "The red baron has caused us great trouble. Get rid of him and I'll be forever "
        "grateful! Oh, and please bring back anything interesting that he's carrying.",
        boss_npc_type=NpcType.WARRIOR_KING,
        quest_item_type=QUEST_ITEM_TYPE,
        custom_options=[
            DialogOptionData("Receive blessing", "gain full health",
                             HealAction()),
            DialogOptionData("Ask for advice", "see random hint", HintAction())
        ],
        dialog_before_quest=
        "Greetings. I am here only to serve. Seek me out when you are wounded or need guidance!",
        dialog_give_quest=
        "Greetings. I am here only to serve. Seek me out when you are wounded or need guidance!",
        dialog_during_quest=
        "Greetings. I am here only to serve. Seek me out when you are wounded or need guidance!",
        dialog_after_completed=
        "Greetings. I am here only to serve. Seek me out when you are wounded or need guidance!",
        reward_item_id=lambda _: plain_item_id(ItemType.PORTAL_KEY))
def give_quest_option(quest: Quest, quest_intro: str, boss_npc_type: NpcType,
                      quest_item_type: ItemType) -> DialogOptionData:
    return DialogOptionData(
        summary="QUEST: \"%s\"" % quest.name,
        action_text="accept quest",
        action=GiveQuestNpcAction(quest, boss_npc_type, quest_item_type),
        ui_icon_sprite=get_item_data_by_type(quest_item_type).icon_sprite,
        detail_header=quest.name,
        detail_body=quest_intro)
def complete_quest_option(quest: Quest, boss_npc_type: NpcType, quest_item_type: ItemType,
                          reward_item_id: Callable[[GameState], Optional[ItemId]]) -> DialogOptionData:
    return DialogOptionData(
        summary="QUEST: \"%s\"" % quest.name,
        action_text="give",
        action=CompleteQuestNpcAction(quest, boss_npc_type, quest_item_type, reward_item_id),
        ui_icon_sprite=get_item_data_by_type(quest_item_type).icon_sprite,
        detail_header=get_item_data_by_type(quest_item_type).base_name,
        detail_body="...")
def register_quest_giver_dialog(
        npc_name: str,
        npc_type: NpcType,
        icon_sprite: PortraitIconSprite,
        icon_sprite_file_path: str,
        quest: Quest,
        quest_min_level: int,
        quest_intro: str,
        boss_npc_type: NpcType,
        quest_item_type: ItemType,
        custom_options: List[DialogOptionData],
        dialog_before_quest: str,
        dialog_give_quest: str,
        dialog_during_quest: str,
        dialog_after_completed: str,
        reward_item_id: Callable[[GameState], Optional[ItemId]]):
    bye_option = DialogOptionData("\"Good bye\"", "cancel", None)

    register_quest(quest.quest_id, quest)

    give_quest = give_quest_option(quest, quest_intro, boss_npc_type, quest_item_type)
    complete_quest = complete_quest_option(quest, boss_npc_type, quest_item_type, reward_item_id)

    dialog_data_before_quest = DialogData(
        npc_name,
        icon_sprite,
        dialog_before_quest,
        custom_options + [bye_option])
    dialog_data_give_quest = DialogData(
        npc_name,
        icon_sprite,
        dialog_give_quest,
        custom_options + [give_quest, bye_option])
    dialog_data_during_quest = DialogData(
        npc_name,
        icon_sprite,
        dialog_during_quest,
        custom_options + [complete_quest, bye_option])
    dialog_data_after_completed = DialogData(
        npc_name,
        icon_sprite,
        dialog_after_completed,
        custom_options + [bye_option])

    def get_dialog_data(game_state: GameState) -> DialogData:
        if game_state.player_state.has_completed_quest(quest.quest_id):
            return dialog_data_after_completed
        elif game_state.player_state.has_quest(quest.quest_id):
            return dialog_data_during_quest
        elif game_state.player_state.level >= quest_min_level:
            return dialog_data_give_quest
        else:
            return dialog_data_before_quest

    register_conditional_npc_dialog_data(npc_type, get_dialog_data)
    register_portrait_icon_sprite_path(icon_sprite, icon_sprite_file_path)
Example #11
0
def _register_dialog():
    option_blessing = DialogOptionData("Receive blessing", "gain full health",
                                       HealAction())
    option_advice = DialogOptionData("Ask for advice", "see random hint",
                                     HintAction())
    option_accept_quest = DialogOptionData(
        "QUEST: \"The red baron\"", "accept quest", AcceptQuest(),
        UiIconSprite.ITEM_KEY, "Key",
        "The red baron... Yes, he has caused us much trouble. He stole from me a key that may"
        " lead us out of here. You must bring it back to me!")
    option_complete_quest = DialogOptionData("QUEST: \"The red baron\"",
                                             "give", CompleteQuest(),
                                             UiIconSprite.ITEM_KEY, "Key",
                                             "...")
    option_bye = DialogOptionData("\"Good bye\"", "cancel", None)
    name = "Nomad"
    dialog_text = "Greetings. I am here only to serve. Seek me out when you are wounded or need guidance!"
    dialog_before_quest = DialogData(
        name, PORTRAIT_ICON_SPRITE, dialog_text,
        [option_blessing, option_advice, option_bye])
    dialog_can_give_quest = DialogData(
        name, PORTRAIT_ICON_SPRITE, dialog_text,
        [option_blessing, option_advice, option_accept_quest, option_bye])
    dialog_during_quest = DialogData(
        name, PORTRAIT_ICON_SPRITE, dialog_text,
        [option_blessing, option_advice, option_complete_quest, option_bye])
    dialog_after_quest = DialogData(
        name, PORTRAIT_ICON_SPRITE, "Oh you're back...",
        [option_blessing, option_advice, option_bye])

    def get_dialog_data(game_state: GameState) -> DialogData:
        if game_state.player_state.has_completed_quest(QUEST_ID):
            return dialog_after_quest
        elif game_state.player_state.has_quest(QUEST_ID):
            return dialog_during_quest
        elif _is_player_eligible_for_quest(game_state):
            return dialog_can_give_quest
        else:
            return dialog_before_quest

    register_conditional_npc_dialog_data(NPC_TYPE, get_dialog_data)
Example #12
0
def _register_dialog():
    bye_option = DialogOptionData("\"Good bye\"", "cancel", None)
    name = "Oracle"

    dialog = DialogData(
        name=name,
        portrait_icon_sprite=UI_ICON_SPRITE,
        text_body=
        "Greetings. Do you seek a new path in life? Anything is possible, for the right price.",
        options=[reset_talents_option(25), bye_option],
    )

    register_npc_dialog_data(NPC_TYPE, dialog)
def register_young_sorceress_npc():
    size = (
        30, 30
    )  # Must not align perfectly with grid cell size (pathfinding issues)
    sprite = Sprite.NEUTRAL_NPC_YOUNG_SORCERESS
    npc_type = NpcType.NEUTRAL_YOUNG_SORCERESS
    ui_icon_sprite = PortraitIconSprite.YOUNG_SORCERESS
    movement_speed = 0.03
    register_npc_data(npc_type, NpcData.neutral(sprite, size, movement_speed))
    register_npc_behavior(npc_type, NpcMind)
    introduction = "Hey you! Have you seen my pet frog? I bet it was that old green mean goblin king that took it!"

    prompt = "> "
    frog_data = ITEMS[ItemType.FROG]
    dialog_options = [
        DialogOptionData(
            prompt + frog_data.name, "give", AcceptFrog(),
            UiIconSprite.ITEM_FROG, frog_data.name,
            "If you help me get it back, I'll give you something in return!"),
        DialogOptionData("\"Good bye\"", "cancel", None)
    ]
    dialog_data = DialogData(ui_icon_sprite, introduction, dialog_options)
    register_npc_dialog_data(npc_type, dialog_data)
    sprite_sheet = SpriteSheet("resources/graphics/manga_spritesheet.png")
    original_sprite_size = (32, 32)
    scaled_sprite_size = (48, 48)
    x = 6
    indices_by_dir = {
        Direction.DOWN: [(x, 4), (x + 1, 4), (x + 2, 4)],
        Direction.LEFT: [(x, 5), (x + 1, 5), (x + 2, 5)],
        Direction.RIGHT: [(x, 6), (x + 1, 6), (x + 2, 6)],
        Direction.UP: [(x, 7), (x + 1, 7), (x + 2, 7)]
    }
    register_entity_sprite_map(sprite, sprite_sheet, original_sprite_size,
                               scaled_sprite_size, indices_by_dir, (-8, -16))
    register_portrait_icon_sprite_path(
        ui_icon_sprite, 'resources/graphics/portrait_young_sorceress_npc.png')
Example #14
0
def register_nomad_npc():
    size = (
        30, 30
    )  # Must not align perfectly with grid cell size (pathfinding issues)
    sprite = Sprite.NEUTRAL_NPC_NOMAD
    npc_type = NpcType.NEUTRAL_NOMAD
    movement_speed = 0.03
    register_npc_data(npc_type, NpcData.neutral(sprite, size, movement_speed))
    register_npc_behavior(npc_type, NpcMind)
    text_body = "Greetings. I am here only to serve. Seek me out when you are wounded or need guidance!"
    dialog_options = [
        DialogOptionData("Receive blessing", "gain full health", HealAction()),
        DialogOptionData("Ask for advice", "see random hint", HintAction()),
        DialogOptionData(
            "\"The red baron\"", "give", AcceptKey(), UiIconSprite.ITEM_KEY,
            "Key",
            "The red baron... Yes, he has caused us much trouble. He stole from me a key that may"
            " lead us out of here. You must bring it back to me!"),
        DialogOptionData("\"Good bye\"", "cancel", None)
    ]
    dialog_data = DialogData(PortraitIconSprite.NOMAD, text_body,
                             dialog_options)
    register_npc_dialog_data(npc_type, dialog_data)
    sprite_sheet = SpriteSheet("resources/graphics/enemy_sprite_sheet_3.png")
    original_sprite_size = (32, 32)
    scaled_sprite_size = (48, 48)
    indices_by_dir = {
        Direction.DOWN: [(3, 0), (4, 0), (5, 0)],
        Direction.LEFT: [(3, 1), (4, 1), (5, 1)],
        Direction.RIGHT: [(3, 2), (4, 2), (5, 2)],
        Direction.UP: [(3, 3), (4, 3), (5, 3)]
    }
    register_entity_sprite_map(sprite, sprite_sheet, original_sprite_size,
                               scaled_sprite_size, indices_by_dir, (-8, -16))
    register_portrait_icon_sprite_path(
        PortraitIconSprite.NOMAD, 'resources/graphics/nomad_portrait.png')
Example #15
0
def _register_dialog():
    bye_option = DialogOptionData("\"Good bye\"", "cancel", None)
    name = "Frog"

    dialog = DialogData(
        name=name,
        portrait_icon_sprite=UI_ICON_SPRITE,
        text_body=
        "Ribbit! I mean hi! I have been cursed! Once I was a wealthy salesman, but now I have to "
        "hide out here. Please help a poor frog by buying some of my goods?",
        options=[
            buy_item_option(random_item_one_affix(4), 15),
            buy_item_option(random_item_one_affix(5), 25),
            buy_item_option(random_item_one_affix(6), 35),
            buy_item_option(random_item_one_affix(7), 50), bye_option
        ],
    )

    register_npc_dialog_data(NPC_TYPE, dialog)
Example #16
0
def register_ninja_npc():
    size = (
        30, 30
    )  # Must not align perfectly with grid cell size (pathfinding issues)
    sprite = Sprite.NEUTRAL_NPC_NINJA
    portrait_icon_sprite = PortraitIconSprite.NINJA
    npc_type = NpcType.NEUTRAL_NINJA
    movement_speed = 0.03
    register_npc_data(npc_type, NpcData.neutral(sprite, size, movement_speed))
    register_npc_behavior(npc_type, NpcMind)

    dialog_options = [
        buy_consumable_option(ConsumableType.BREW, 2),
        buy_consumable_option(ConsumableType.HEALTH_LESSER, 3),
        buy_consumable_option(ConsumableType.MANA_LESSER, 3),
        buy_consumable_option(ConsumableType.SPEED, 4),
        buy_consumable_option(ConsumableType.POWER, 10),
        DialogOptionData("\"Good bye\"", "cancel", None)
    ]
    dialog_text_body = "Ah.. You're new here, aren't you? Interested in my stock of potions? " \
                       "They come at a price of course..."
    dialog_data = DialogData(portrait_icon_sprite, dialog_text_body,
                             dialog_options)
    register_npc_dialog_data(npc_type, dialog_data)
    sprite_sheet = SpriteSheet("resources/graphics/enemy_sprite_sheet_3.png")
    original_sprite_size = (32, 32)
    scaled_sprite_size = (48, 48)
    x = 6
    indices_by_dir = {
        Direction.DOWN: [(x, 0), (x + 1, 0), (x + 2, 0)],
        Direction.LEFT: [(x, 1), (x + 1, 1), (x + 2, 1)],
        Direction.RIGHT: [(x, 2), (x + 1, 2), (x + 2, 2)],
        Direction.UP: [(x, 3), (x + 1, 3), (x + 2, 3)]
    }
    register_entity_sprite_map(sprite, sprite_sheet, original_sprite_size,
                               scaled_sprite_size, indices_by_dir, (-8, -16))
    register_portrait_icon_sprite_path(
        portrait_icon_sprite, 'resources/graphics/ninja_portrait.png')
Example #17
0
def register_challenge_starter_npc():
    size = (
        30, 30
    )  # Must not align perfectly with grid cell size (pathfinding issues)
    sprite = Sprite.NEUTRAL_NPC_CHALLENGE_STARTER
    portrait_icon_sprite = PortraitIconSprite.CHALLENGE_STARTER
    npc_type = NpcType.NEUTRAL_CHALLENGE_STARTER
    movement_speed = 0.03
    register_npc_data(npc_type, NpcData.neutral(sprite, size, movement_speed))
    register_npc_behavior(npc_type, NpcMind)

    dialog_options = [
        buy_item_option(ItemType.GLADIATOR_ARMOR, 20),
        buy_item_option(ItemType.HEALING_WAND, 20),
        buy_item_option(ItemType.ZULS_AEGIS, 20),
        buy_item_option(ItemType.WARLOCKS_COWL, 20),
        buy_item_option(ItemType.DRUIDS_RING, 20),
        DialogOptionData("\"Good bye\"", "cancel", None)
    ]
    dialog_text_body = "Choose wisely."
    dialog_data = DialogData(portrait_icon_sprite, dialog_text_body,
                             dialog_options)
    register_npc_dialog_data(npc_type, dialog_data)
    sprite_sheet = SpriteSheet("resources/graphics/enemy_sprite_sheet_3.png")
    original_sprite_size = (32, 32)
    scaled_sprite_size = (48, 48)
    x = 6
    indices_by_dir = {
        Direction.DOWN: [(x, 0), (x + 1, 0), (x + 2, 0)],
        Direction.LEFT: [(x, 1), (x + 1, 1), (x + 2, 1)],
        Direction.RIGHT: [(x, 2), (x + 1, 2), (x + 2, 2)],
        Direction.UP: [(x, 3), (x + 1, 3), (x + 2, 3)]
    }
    register_entity_sprite_map(sprite, sprite_sheet, original_sprite_size,
                               scaled_sprite_size, indices_by_dir, (-8, -16))
    register_portrait_icon_sprite_path(
        portrait_icon_sprite, 'resources/graphics/ninja_portrait.png')