Fixed issue where cert random event wouldn't give a reward if your inventory was full.

This commit is contained in:
NixWigton
2021-07-29 12:56:12 -05:00
parent d3b3c0ec60
commit 0070b99d37
@@ -1,6 +1,8 @@
package rs09.game.content.ame.events.certer package rs09.game.content.ame.events.certer
import api.ContentAPI
import core.game.component.Component import core.game.component.Component
import core.game.node.item.GroundItemManager
import rs09.game.content.dialogue.DialogueFile import rs09.game.content.dialogue.DialogueFile
import rs09.tools.END_DIALOGUE import rs09.tools.END_DIALOGUE
@@ -21,7 +23,7 @@ class CerterDialogue(val initial: Boolean) : DialogueFile() {
0 -> if(!isCorrect) npc("Sorry, I don't think so.").also { stage = END_DIALOGUE; player!!.antiMacroHandler.event?.terminate() } else npc("Oh yes! That's right.").also { stage++ } 0 -> if(!isCorrect) npc("Sorry, I don't think so.").also { stage = END_DIALOGUE; player!!.antiMacroHandler.event?.terminate() } else npc("Oh yes! That's right.").also { stage++ }
1 -> { 1 -> {
npc("Please, take this as a thanks.") npc("Please, take this as a thanks.")
player!!.antiMacroHandler.event?.loot!!.roll(player!!).forEach { player!!.inventory.add(it) } player!!.antiMacroHandler.event?.loot!!.roll().forEach { ContentAPI.addItemOrDrop(player!!, it.id, it.amount) }
player!!.antiMacroHandler.event?.terminate() player!!.antiMacroHandler.event?.terminate()
stage = END_DIALOGUE stage = END_DIALOGUE
} }