Code cleanup
Reorganised imports Removed redundant qualifiers
This commit is contained in:
@@ -27,11 +27,11 @@ enum class AFUBeacon(val title: String, val fmLevel: Int, val varbit: Int, val l
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PLATEAU("",92,5159,Location.create(2964, 3931, 0),147.9);
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companion object {
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fun forLocation(location: Location): content.minigame.allfiredup.AFUBeacon {
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fun forLocation(location: Location): AFUBeacon {
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for (beacon in values()) {
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if (beacon.location.equals(location)) return beacon
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}
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return content.minigame.allfiredup.AFUBeacon.RIVER_SALVE.also { log(this::class.java, Log.WARN, "Unhandled Beacon Location ${location.toString()}") }
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return AFUBeacon.RIVER_SALVE.also { log(this::class.java, Log.WARN, "Unhandled Beacon Location ${location.toString()}") }
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}
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fun resetAllBeacons(player: Player){
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@@ -61,7 +61,7 @@ enum class AFUBeacon(val title: String, val fmLevel: Int, val varbit: Int, val l
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setVarbit(player, varbit, 1, true)
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}
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fun getState(player: Player): content.minigame.allfiredup.BeaconState {
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fun getState(player: Player): BeaconState {
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return BeaconState.values()[getVarbit(player, varbit)]
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}
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}
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@@ -23,26 +23,26 @@ class AFUBeaconListeners : InteractionListener {
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override fun defineListeners() {
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on(IntType.SCENERY,"add-logs","light"){ player, node ->
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val beacon = content.minigame.allfiredup.AFUBeacon.forLocation(node.location)
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val beacon = AFUBeacon.forLocation(node.location)
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val questComplete = player.questRepository.isComplete("All Fired Up")
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val questStage = player.questRepository.getStage("All Fired Up")
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if ((beacon != content.minigame.allfiredup.AFUBeacon.RIVER_SALVE && beacon != content.minigame.allfiredup.AFUBeacon.RAG_AND_BONE && !questComplete)
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|| (beacon == content.minigame.allfiredup.AFUBeacon.RIVER_SALVE && questStage < 20 && !questComplete)
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|| (beacon == content.minigame.allfiredup.AFUBeacon.RAG_AND_BONE && questStage < 50 && !questComplete)) {
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if ((beacon != AFUBeacon.RIVER_SALVE && beacon != AFUBeacon.RAG_AND_BONE && !questComplete)
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|| (beacon == AFUBeacon.RIVER_SALVE && questStage < 20 && !questComplete)
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|| (beacon == AFUBeacon.RAG_AND_BONE && questStage < 50 && !questComplete)) {
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player.dialogueInterpreter.sendDialogues(player, core.game.dialogue.FacialExpression.THINKING, "I probably shouldn't mess with this.")
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return@on true
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}
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player.debug(beacon.getState(player).name)
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when (beacon.getState(player)) {
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content.minigame.allfiredup.BeaconState.EMPTY -> fillBeacon(player, beacon, questComplete)
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BeaconState.EMPTY -> fillBeacon(player, beacon, questComplete)
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content.minigame.allfiredup.BeaconState.DYING -> restoreBeacon(player, beacon, questComplete)
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BeaconState.DYING -> restoreBeacon(player, beacon, questComplete)
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content.minigame.allfiredup.BeaconState.FILLED -> lightBeacon(player, beacon, questComplete)
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BeaconState.FILLED -> lightBeacon(player, beacon, questComplete)
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content.minigame.allfiredup.BeaconState.LIT, content.minigame.allfiredup.BeaconState.WARNING -> {
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BeaconState.LIT, BeaconState.WARNING -> {
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player.debug("INVALID BEACON STATE")
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}
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}
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@@ -50,24 +50,24 @@ class AFUBeaconListeners : InteractionListener {
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}
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}
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fun fillBeacon(player: Player, beacon: content.minigame.allfiredup.AFUBeacon, questComplete: Boolean){
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fun fillBeacon(player: Player, beacon: AFUBeacon, questComplete: Boolean){
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when(beacon){
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content.minigame.allfiredup.AFUBeacon.MONASTERY -> {
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AFUBeacon.MONASTERY -> {
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if(player.skills.getLevel(Skills.PRAYER) < 31){
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player.dialogueInterpreter.sendDialogues(NPC(beacon.keeper).getShownNPC(player), core.game.dialogue.FacialExpression.ANGRY,"You must join the monastery to light this beacon!")
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return
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}
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}
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content.minigame.allfiredup.AFUBeacon.GWD -> {
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AFUBeacon.GWD -> {
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if(!AFURepairClimbHandler.isRepaired(player, beacon)){
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player.dialogueInterpreter.sendDialogue("You must repair the windbreak before you","can light this beacon.")
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return
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}
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}
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content.minigame.allfiredup.AFUBeacon.GOBLIN_VILLAGE -> {
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AFUBeacon.GOBLIN_VILLAGE -> {
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if(!player.questRepository.isComplete("Lost Tribe")){
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player.dialogueInterpreter.sendDialogues(NPC(beacon.keeper).getShownNPC(player), core.game.dialogue.FacialExpression.THINKING,"We no trust you outsider. You no light our beacon.","(Complete Lost Tribe to use this beacon.)")
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return
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@@ -117,7 +117,7 @@ class AFUBeaconListeners : InteractionListener {
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}
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}
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fun lightBeacon(player: Player, beacon: content.minigame.allfiredup.AFUBeacon, questComplete: Boolean){
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fun lightBeacon(player: Player, beacon: AFUBeacon, questComplete: Boolean){
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var session: AFUSession? = null
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if(questComplete){
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session = player.getAttribute("afu-session",null)
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@@ -164,7 +164,7 @@ class AFUBeaconListeners : InteractionListener {
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}
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}
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fun restoreBeacon(player: Player, beacon: content.minigame.allfiredup.AFUBeacon, questComplete: Boolean){
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fun restoreBeacon(player: Player, beacon: AFUBeacon, questComplete: Boolean){
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var session: AFUSession? = null
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if(questComplete){
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session = player.getAttribute("afu-session",null)
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@@ -129,11 +129,11 @@ class AFURepairClimbHandler : InteractionListener {
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}
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companion object {
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fun isRepaired(player: Player, beacon: content.minigame.allfiredup.AFUBeacon): Boolean{
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if(beacon == content.minigame.allfiredup.AFUBeacon.DEATH_PLATEAU) return RepairClimbObject.DEATH_PLATEAU.isRepaired(player)
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if(beacon == content.minigame.allfiredup.AFUBeacon.BURTHORPE) return RepairClimbObject.BURTHORPE.isRepaired(player)
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if(beacon == content.minigame.allfiredup.AFUBeacon.GWD) return RepairClimbObject.GWD.isRepaired(player)
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if(beacon == content.minigame.allfiredup.AFUBeacon.TEMPLE) return RepairClimbObject.TEMPLE.isRepaired(player)
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fun isRepaired(player: Player, beacon: AFUBeacon): Boolean{
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if(beacon == AFUBeacon.DEATH_PLATEAU) return RepairClimbObject.DEATH_PLATEAU.isRepaired(player)
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if(beacon == AFUBeacon.BURTHORPE) return RepairClimbObject.BURTHORPE.isRepaired(player)
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if(beacon == AFUBeacon.GWD) return RepairClimbObject.GWD.isRepaired(player)
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if(beacon == AFUBeacon.TEMPLE) return RepairClimbObject.TEMPLE.isRepaired(player)
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else return true
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}
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}
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@@ -13,7 +13,7 @@ import core.tools.colorize
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* @author Ceikry
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*/
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class AFUSession(val player: Player? = null) : LogoutListener {
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private val beaconTimers = Array(14){i -> BeaconTimer(0, content.minigame.allfiredup.AFUBeacon.values()[i]) }
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private val beaconTimers = Array(14){i -> BeaconTimer(0, AFUBeacon.values()[i]) }
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private val logInventories = Array(14){Item(0,0)}
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private val beaconWatched = Array(14){false}
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private var isActive = false
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@@ -61,7 +61,7 @@ class AFUSession(val player: Player? = null) : LogoutListener {
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beaconTimers[beaconIndex].ticks = ticks
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}
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fun refreshTimer(beacon: content.minigame.allfiredup.AFUBeacon, logID: Int){
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fun refreshTimer(beacon: AFUBeacon, logID: Int){
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val ticks = getTicks(logID) * 5
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beaconTimers.forEach {
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if(it.beacon.ordinal == beacon.ordinal) it.ticks += ticks
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@@ -111,11 +111,11 @@ class AFUSession(val player: Player? = null) : LogoutListener {
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}
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override fun logout(player: Player) {
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content.minigame.allfiredup.AFUBeacon.resetAllBeacons(player)
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AFUBeacon.resetAllBeacons(player)
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val session: AFUSession? = player.getAttribute("afu-session",null)
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session?.end()
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player.removeAttribute("afu-session")
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}
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internal class BeaconTimer(var ticks: Int, val beacon: content.minigame.allfiredup.AFUBeacon)
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internal class BeaconTimer(var ticks: Int, val beacon: AFUBeacon)
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}
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@@ -14,22 +14,22 @@ private val VALID_LOGS = arrayOf(Items.LOGS_1511, Items.OAK_LOGS_1521, Items.WIL
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@Initializable
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//TODO: Add requirements for beacon keepers to watch beacons, most of the requirements were not possible to implement at the time of writing this.
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class BeaconTenderDialogue(player: Player? = null) : core.game.dialogue.DialoguePlugin(player) {
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class BeaconTenderDialogue(player: Player? = null) : DialoguePlugin(player) {
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var index = 0
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override fun newInstance(player: Player?): core.game.dialogue.DialoguePlugin {
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override fun newInstance(player: Player?): DialoguePlugin {
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return BeaconTenderDialogue(player)
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}
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override fun open(vararg args: Any?): Boolean {
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npc = (args[0] as NPC).getShownNPC(player)
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index = getIndexOf((args[0] as NPC).originalId)
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if(index == content.minigame.allfiredup.AFUBeacon.GWD.ordinal && player.skills.getLevel(Skills.SUMMONING) < 81){
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if(index == AFUBeacon.GWD.ordinal && player.skills.getLevel(Skills.SUMMONING) < 81){
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npc("Awwf uurrrhur","(You need 81 Summoning to communicate with Nanuq.)")
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stage = 1000
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return true
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}
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if(index == content.minigame.allfiredup.AFUBeacon.MONASTERY.ordinal && player.skills.getLevel(Skills.PRAYER) < 53){
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if(index == AFUBeacon.MONASTERY.ordinal && player.skills.getLevel(Skills.PRAYER) < 53){
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npc("I will aid you when your devotion is","strong enough.","(You need 53 Prayer for him to assist you.)")
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stage = 1000
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return true
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@@ -39,12 +39,12 @@ class BeaconTenderDialogue(player: Player? = null) : core.game.dialogue.Dialogue
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}
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override fun handle(interfaceId: Int, buttonId: Int): Boolean {
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val beacon = content.minigame.allfiredup.AFUBeacon.values()[index]
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val beacon = AFUBeacon.values()[index]
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val logs = getLogs(player,5)
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val session: AFUSession? = player.getAttribute("afu-session",null)
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when(stage){
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0 -> player("Hello!").also { stage++ }
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1 -> if(beacon.getState(player) == content.minigame.allfiredup.BeaconState.LIT && session?.isWatched(index) == false){
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1 -> if(beacon.getState(player) == BeaconState.LIT && session?.isWatched(index) == false){
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options("Can you watch this beacon for me?","Nevermind.").also { stage = 10 }
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} else {
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npc("Carry on, adventurer.").also { stage = 1000 }
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@@ -14,14 +14,14 @@ import java.time.temporal.ChronoUnit
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import java.util.*
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@Initializable
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class CaptainCainDialogue(player: Player? = null) : core.game.dialogue.DialoguePlugin(player) {
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class CaptainCainDialogue(player: Player? = null) : DialoguePlugin(player) {
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val sdf = SimpleDateFormat("ddMMyyyy")
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override fun newInstance(player: Player?): core.game.dialogue.DialoguePlugin {
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override fun newInstance(player: Player?): DialoguePlugin {
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return CaptainCainDialogue(player)
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}
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override fun open(vararg args: Any?): Boolean {
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npcl(core.game.dialogue.FacialExpression.FRIENDLY, "Hello, there, adventurer. Say, you wouldn't happen to be interested in purchasing a Fighter Torso would you?")
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npcl(FacialExpression.FRIENDLY, "Hello, there, adventurer. Say, you wouldn't happen to be interested in purchasing a Fighter Torso would you?")
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stage = 0
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return true
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}
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@@ -31,26 +31,26 @@ class CaptainCainDialogue(player: Player? = null) : core.game.dialogue.DialogueP
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val now = Date().toInstant()
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val days = ChronoUnit.DAYS.between(start,now)
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when(stage){
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0 -> npcl(core.game.dialogue.FacialExpression.ANNOYED,"I'm having to offer this service because it's been $days days since Ryan promised to give us barbarian assault.").also { stage++ }
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0 -> npcl(FacialExpression.ANNOYED,"I'm having to offer this service because it's been $days days since Ryan promised to give us barbarian assault.").also { stage++ }
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1 -> options("Yes, please.","No, thanks.").also { stage++ }
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2 -> when(buttonId){
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1 -> playerl(core.game.dialogue.FacialExpression.FRIENDLY, "Yes, please.").also { stage = 10 }
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2 -> playerl(core.game.dialogue.FacialExpression.HALF_THINKING, "No, thanks.").also { stage = END_DIALOGUE }
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1 -> playerl(FacialExpression.FRIENDLY, "Yes, please.").also { stage = 10 }
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2 -> playerl(FacialExpression.HALF_THINKING, "No, thanks.").also { stage = END_DIALOGUE }
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}
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10 -> npcl(core.game.dialogue.FacialExpression.FRIENDLY, "Alright, then, that'll be 7,500,000 gold please.").also { stage++ }
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10 -> npcl(FacialExpression.FRIENDLY, "Alright, then, that'll be 7,500,000 gold please.").also { stage++ }
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11 -> options("Here you go!","Nevermind.").also { stage++ }
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12 -> when(buttonId){
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1 -> if(inInventory(player, 995, 7500000))
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playerl(core.game.dialogue.FacialExpression.FRIENDLY, "Here you go!").also { stage = 20 }
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playerl(FacialExpression.FRIENDLY, "Here you go!").also { stage = 20 }
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else
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playerl(core.game.dialogue.FacialExpression.HALF_GUILTY, "Actually, I don't have that much.").also { stage = END_DIALOGUE }
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playerl(FacialExpression.HALF_GUILTY, "Actually, I don't have that much.").also { stage = END_DIALOGUE }
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2 -> playerl(core.game.dialogue.FacialExpression.FRIENDLY, "On second thought, nevermind.").also { stage = END_DIALOGUE }
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2 -> playerl(FacialExpression.FRIENDLY, "On second thought, nevermind.").also { stage = END_DIALOGUE }
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}
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20 -> {
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npcl(core.game.dialogue.FacialExpression.FRIENDLY, "Thank you much, kind sir. And here's your torso.")
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npcl(FacialExpression.FRIENDLY, "Thank you much, kind sir. And here's your torso.")
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if(removeItem(player, Item(995,7500000), Container.INVENTORY)) {
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addItem(player, Items.FIGHTER_TORSO_10551, 1)
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}
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@@ -93,7 +93,7 @@ object RewardChest {
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player.interfaceManager.open(Component(Components.TRAIL_REWARD_364))
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BossKillCounter.addtoBarrowsCount(player)
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for(item in rewards){
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announceIfRare(player, item);
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announceIfRare(player, item)
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if(!player.inventory.add(item)){
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GroundItemManager.create(item,player)
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}
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@@ -185,7 +185,7 @@ object BlastFurnace {
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if(bar.product.id == Items.GOLD_BAR_2357 &&
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player.equipment[EquipmentContainer.SLOT_HANDS] != null &&
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player.equipment[EquipmentContainer.SLOT_HANDS].id == GOLDSMITH_GAUNTLETS_776) {
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experience *= 2.5;
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experience *= 2.5
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}
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rewardXP(player, Skills.SMITHING, experience)
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totalAmount = barsAmount + oreAmount
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@@ -19,13 +19,13 @@ import core.tools.START_DIALOGUE
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* @author vddCore
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*/
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@Initializable
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class MaximillianSackvilleDialogue(player: Player? = null) : core.game.dialogue.DialoguePlugin(player) {
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class MaximillianSackvilleDialogue(player: Player? = null) : DialoguePlugin(player) {
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override fun handle(interfaceId: Int, buttonId: Int): Boolean {
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when (stage) {
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START_DIALOGUE -> when {
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hasIronmanRestriction(player, IronmanMode.ULTIMATE) -> {
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npcl(
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core.game.dialogue.FacialExpression.NEUTRAL,
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FacialExpression.NEUTRAL,
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"My apologies, dear ${if (player.isMale) "sir" else "madam"}, " +
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"our services are not available for Ultimate ${if (player.isMale) "Ironmen" else "Ironwomen"}."
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).also { stage = END_DIALOGUE }
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@@ -33,7 +33,7 @@ class MaximillianSackvilleDialogue(player: Player? = null) : core.game.dialogue.
|
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else -> {
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npcl(
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core.game.dialogue.FacialExpression.NEUTRAL,
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FacialExpression.NEUTRAL,
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"Good day, how may I help you?"
|
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).also {
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if (hasAwaitingGrandExchangeCollections(player)) {
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@@ -46,44 +46,44 @@ class MaximillianSackvilleDialogue(player: Player? = null) : core.game.dialogue.
|
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}
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1 -> npcl(
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core.game.dialogue.FacialExpression.NEUTRAL,
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FacialExpression.NEUTRAL,
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"Before we go any further, I should inform you that you " +
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"have items ready for collection from the Grand Exchange."
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).also { stage++ }
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2 -> playerl(
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core.game.dialogue.FacialExpression.ASKING,
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FacialExpression.ASKING,
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"Who are you?"
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).also { stage++ }
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3 -> npcl(
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core.game.dialogue.FacialExpression.NEUTRAL,
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FacialExpression.NEUTRAL,
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"How inconsiderate of me, dear ${if (player.isMale) "sir" else "madam"}. " +
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"My name is Maximillian Sackville and I conduct operations here on behalf " +
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"of The Bank of Gielinor."
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).also { stage++ }
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4 -> showTopics(
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Topic(core.game.dialogue.FacialExpression.NEUTRAL, "I'd like to access my bank account.", 10),
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Topic(FacialExpression.NEUTRAL, "I'd like to access my bank account.", 10),
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IfTopic(
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core.game.dialogue.FacialExpression.NEUTRAL,
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FacialExpression.NEUTRAL,
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"I'd like to switch to my ${getBankAccountName(player, true)} bank account.",
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11,
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hasActivatedSecondaryBankAccount(player)
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),
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Topic(core.game.dialogue.FacialExpression.NEUTRAL, "I'd like to check my PIN settings.", 12),
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Topic(core.game.dialogue.FacialExpression.NEUTRAL, "I'd like to collect items.", 13),
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Topic(core.game.dialogue.FacialExpression.ASKING, "Aren't you afraid of working in the Wilderness?", 5)
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Topic(FacialExpression.NEUTRAL, "I'd like to check my PIN settings.", 12),
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Topic(FacialExpression.NEUTRAL, "I'd like to collect items.", 13),
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Topic(FacialExpression.ASKING, "Aren't you afraid of working in the Wilderness?", 5)
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)
|
||||
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5 -> npcl(
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||||
core.game.dialogue.FacialExpression.NEUTRAL,
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||||
FacialExpression.NEUTRAL,
|
||||
"While the Wilderness is quite a dangerous place, The Bank of Gielinor offers " +
|
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"us - roving bankers - extraordinary benefits for our hard work in hazardous environments."
|
||||
).also { stage++ }
|
||||
|
||||
6 -> npcl(
|
||||
core.game.dialogue.FacialExpression.NEUTRAL,
|
||||
FacialExpression.NEUTRAL,
|
||||
"This allows us to provide our services to customers regardless of their current " +
|
||||
"whereabouts. Our desire to serve is stronger than our fear of the Wilderness."
|
||||
).also { stage = END_DIALOGUE }
|
||||
@@ -97,7 +97,7 @@ class MaximillianSackvilleDialogue(player: Player? = null) : core.game.dialogue.
|
||||
toggleBankAccount(player)
|
||||
|
||||
npcl(
|
||||
core.game.dialogue.FacialExpression.NEUTRAL,
|
||||
FacialExpression.NEUTRAL,
|
||||
"Naturally. You can now access your ${getBankAccountName(player)} bank account."
|
||||
).also { stage = END_DIALOGUE }
|
||||
}
|
||||
|
||||
@@ -14,9 +14,9 @@ object CastleWarsOverlay {
|
||||
@JvmStatic
|
||||
fun sendGameUpdate(player: Player) {
|
||||
// Todo - Figure out underground mine/etc
|
||||
setVarbit(player, 143, 0); // Flag status - safe = 0, taken = 1, dropped = 2
|
||||
setVarbit(player, 145, 5); // Saradomin's score
|
||||
setVarbit(player, 153, 0); // Flag status - safe = 0, taken = 1, dropped = 2
|
||||
setVarbit(player, 155, 7); // Zamorak's score
|
||||
setVarbit(player, 143, 0) // Flag status - safe = 0, taken = 1, dropped = 2
|
||||
setVarbit(player, 145, 5) // Saradomin's score
|
||||
setVarbit(player, 153, 0) // Flag status - safe = 0, taken = 1, dropped = 2
|
||||
setVarbit(player, 155, 7) // Zamorak's score
|
||||
}
|
||||
}
|
||||
|
||||
@@ -11,12 +11,12 @@ import core.plugin.Initializable
|
||||
*/
|
||||
|
||||
@Initializable
|
||||
class AfrahDialogue : core.game.dialogue.DialoguePlugin {
|
||||
class AfrahDialogue : DialoguePlugin {
|
||||
|
||||
private val conversations = arrayOf (0, 4, 10, 11, 15, 17, 20, 22, 23, 24, 29, 32)
|
||||
|
||||
override fun open(vararg args: Any): Boolean {
|
||||
player(core.game.dialogue.FacialExpression.ASKING, "Hi!")
|
||||
player(FacialExpression.ASKING, "Hi!")
|
||||
stage = conversations.random()
|
||||
npc = args[0] as NPC
|
||||
return true
|
||||
@@ -32,135 +32,135 @@ class AfrahDialogue : core.game.dialogue.DialoguePlugin {
|
||||
override fun handle(interfaceId: Int, buttonId: Int): Boolean {
|
||||
when (stage) {
|
||||
0 -> {
|
||||
npc(core.game.dialogue.FacialExpression.ASKING, "Ooh. This is exciting!")
|
||||
npc(FacialExpression.ASKING, "Ooh. This is exciting!")
|
||||
stage++
|
||||
}
|
||||
1 -> {
|
||||
player(core.game.dialogue.FacialExpression.ASKING, "Yup!")
|
||||
player(FacialExpression.ASKING, "Yup!")
|
||||
stage = 99
|
||||
}
|
||||
2 -> {
|
||||
npc(core.game.dialogue.FacialExpression.ASKING, "I wouldn't want to be the poor guy that has to", "clean up after the duels.")
|
||||
npc(FacialExpression.ASKING, "I wouldn't want to be the poor guy that has to", "clean up after the duels.")
|
||||
stage++
|
||||
}
|
||||
3 -> {
|
||||
player(core.game.dialogue.FacialExpression.ASKING, "Me neither.")
|
||||
player(FacialExpression.ASKING, "Me neither.")
|
||||
stage = 99
|
||||
}
|
||||
4 -> {
|
||||
npc(core.game.dialogue.FacialExpression.ASKING, "My son just won his first duel!")
|
||||
npc(FacialExpression.ASKING, "My son just won his first duel!")
|
||||
stage++
|
||||
}
|
||||
5 -> {
|
||||
player(core.game.dialogue.FacialExpression.ASKING, "Congratulations!")
|
||||
player(FacialExpression.ASKING, "Congratulations!")
|
||||
stage++
|
||||
}
|
||||
6 -> {
|
||||
npc(core.game.dialogue.FacialExpression.ASKING, "He ripped his opponent in half!")
|
||||
npc(FacialExpression.ASKING, "He ripped his opponent in half!")
|
||||
stage++
|
||||
}
|
||||
7 -> {
|
||||
player(core.game.dialogue.FacialExpression.ASKING, "That's gotta hurt!")
|
||||
player(FacialExpression.ASKING, "That's gotta hurt!")
|
||||
stage++
|
||||
}
|
||||
8 -> {
|
||||
npc(core.game.dialogue.FacialExpression.ASKING, "He's only 10 as well!")
|
||||
npc(FacialExpression.ASKING, "He's only 10 as well!")
|
||||
stage++
|
||||
}
|
||||
9 -> {
|
||||
player(core.game.dialogue.FacialExpression.ASKING, "You gotta start 'em young!")
|
||||
player(FacialExpression.ASKING, "You gotta start 'em young!")
|
||||
stage = 99
|
||||
}
|
||||
10 -> {
|
||||
npc(core.game.dialogue.FacialExpression.ASKING, "Hmph.")
|
||||
npc(FacialExpression.ASKING, "Hmph.")
|
||||
stage = 99
|
||||
}
|
||||
11 -> {
|
||||
npc(core.game.dialogue.FacialExpression.ASKING, "My favourite fighter is Mubariz!")
|
||||
npc(FacialExpression.ASKING, "My favourite fighter is Mubariz!")
|
||||
stage++
|
||||
}
|
||||
12 -> {
|
||||
player(core.game.dialogue.FacialExpression.ASKING, "The guy at the information kiosk?")
|
||||
player(FacialExpression.ASKING, "The guy at the information kiosk?")
|
||||
stage++
|
||||
}
|
||||
13 -> {
|
||||
npc(core.game.dialogue.FacialExpression.ASKING, "Yeah! He rocks!")
|
||||
npc(FacialExpression.ASKING, "Yeah! He rocks!")
|
||||
stage++
|
||||
}
|
||||
14 -> {
|
||||
player(core.game.dialogue.FacialExpression.ASKING, "Takes all sorts, I guess.")
|
||||
player(FacialExpression.ASKING, "Takes all sorts, I guess.")
|
||||
stage = 99
|
||||
}
|
||||
15 -> {
|
||||
npc(core.game.dialogue.FacialExpression.ASKING, "Hi! I'm here to watch the duels!")
|
||||
npc(FacialExpression.ASKING, "Hi! I'm here to watch the duels!")
|
||||
stage++
|
||||
}
|
||||
16 -> {
|
||||
player(core.game.dialogue.FacialExpression.ASKING, "Me too!")
|
||||
player(FacialExpression.ASKING, "Me too!")
|
||||
stage = 99
|
||||
}
|
||||
17 -> {
|
||||
npc(core.game.dialogue.FacialExpression.ASKING, "Did you know they think this place dates","back to the second age?!")
|
||||
npc(FacialExpression.ASKING, "Did you know they think this place dates","back to the second age?!")
|
||||
stage++
|
||||
}
|
||||
18 -> {
|
||||
player(core.game.dialogue.FacialExpression.ASKING, "Really?")
|
||||
player(FacialExpression.ASKING, "Really?")
|
||||
stage++
|
||||
}
|
||||
19 -> {
|
||||
npc(core.game.dialogue.FacialExpression.ASKING, "Yeah. The guy at the information kiosk was telling me.")
|
||||
npc(FacialExpression.ASKING, "Yeah. The guy at the information kiosk was telling me.")
|
||||
stage = 99
|
||||
}
|
||||
20 -> {
|
||||
npc(core.game.dialogue.FacialExpression.ANGRY, "Can't you see I'm watching the duels?")
|
||||
npc(FacialExpression.ANGRY, "Can't you see I'm watching the duels?")
|
||||
stage++
|
||||
}
|
||||
21 -> {
|
||||
player(core.game.dialogue.FacialExpression.SAD, "I'm sorry!")
|
||||
player(FacialExpression.SAD, "I'm sorry!")
|
||||
stage = 99
|
||||
}
|
||||
22 -> {
|
||||
npc(core.game.dialogue.FacialExpression.ASKING, "Well. This beats doing the shopping!")
|
||||
npc(FacialExpression.ASKING, "Well. This beats doing the shopping!")
|
||||
stage = 99
|
||||
}
|
||||
23 -> {
|
||||
npc(core.game.dialogue.FacialExpression.ASKING, "Hi!")
|
||||
npc(FacialExpression.ASKING, "Hi!")
|
||||
stage = 99
|
||||
}
|
||||
24 -> {
|
||||
npc(core.game.dialogue.FacialExpression.ASKING, "Knock knock!")
|
||||
npc(FacialExpression.ASKING, "Knock knock!")
|
||||
stage++
|
||||
}
|
||||
25 -> {
|
||||
player(core.game.dialogue.FacialExpression.ASKING, "Who's there?")
|
||||
player(FacialExpression.ASKING, "Who's there?")
|
||||
stage++
|
||||
}
|
||||
26 -> {
|
||||
npc(core.game.dialogue.FacialExpression.ASKING, "Boo!")
|
||||
npc(FacialExpression.ASKING, "Boo!")
|
||||
stage++
|
||||
}
|
||||
27 -> {
|
||||
player(core.game.dialogue.FacialExpression.ASKING, "Boo who?")
|
||||
player(FacialExpression.ASKING, "Boo who?")
|
||||
stage++
|
||||
}
|
||||
28 -> {
|
||||
npc(core.game.dialogue.FacialExpression.LAUGH, "Don't cry, it's just me!")
|
||||
npc(FacialExpression.LAUGH, "Don't cry, it's just me!")
|
||||
stage = 99
|
||||
}
|
||||
29 -> {
|
||||
npc(core.game.dialogue.FacialExpression.ASKING, "Why did the skeleton burp?")
|
||||
npc(FacialExpression.ASKING, "Why did the skeleton burp?")
|
||||
stage++
|
||||
}
|
||||
30 -> {
|
||||
player(core.game.dialogue.FacialExpression.ASKING, "I don't know?")
|
||||
player(FacialExpression.ASKING, "I don't know?")
|
||||
stage++
|
||||
}
|
||||
31 -> {
|
||||
npc(core.game.dialogue.FacialExpression.ASKING, "'Cause it didn't have the guts to fart!")
|
||||
npc(FacialExpression.ASKING, "'Cause it didn't have the guts to fart!")
|
||||
stage = 99
|
||||
}
|
||||
32 -> {
|
||||
npc(core.game.dialogue.FacialExpression.ASKING, "Waaaaassssssuuuuupp?!.")
|
||||
npc(FacialExpression.ASKING, "Waaaaassssssuuuuupp?!.")
|
||||
stage = 99
|
||||
}
|
||||
99 -> end()
|
||||
@@ -168,7 +168,7 @@ class AfrahDialogue : core.game.dialogue.DialoguePlugin {
|
||||
return true
|
||||
}
|
||||
|
||||
override fun newInstance(player: Player): core.game.dialogue.DialoguePlugin {
|
||||
override fun newInstance(player: Player): DialoguePlugin {
|
||||
return AfrahDialogue(player)
|
||||
}
|
||||
}
|
||||
@@ -26,8 +26,8 @@ class FogInteractionHandler : PluginInteraction(30204, 30203){
|
||||
override fun pulse(): Boolean {
|
||||
player.faceLocation(obj.location)
|
||||
when(obj.id) {
|
||||
30204 -> core.game.global.action.ClimbActionHandler.climbLadder(player, obj, "climb-down")
|
||||
30203 -> core.game.global.action.ClimbActionHandler.climbLadder(player,obj,"climb-up")
|
||||
30204 -> ClimbActionHandler.climbLadder(player, obj, "climb-down")
|
||||
30203 -> ClimbActionHandler.climbLadder(player,obj,"climb-up")
|
||||
}
|
||||
return true
|
||||
}
|
||||
|
||||
@@ -50,7 +50,7 @@ class GnomeCrunchyInterface : ComponentPlugin() {
|
||||
for(item in crunchy.requiredItems){
|
||||
if(!player.inventory.containsItem(item)){
|
||||
hasAll = false
|
||||
break;
|
||||
break
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -86,7 +86,7 @@ class EnchantSpell : MagicSpell {
|
||||
}
|
||||
}
|
||||
if (pizazz != 0) {
|
||||
content.minigame.mta.impl.EnchantingZone.ZONE.incrementPoints(entity, content.minigame.mta.MTAType.ENCHANTERS.ordinal, pizazz)
|
||||
content.minigame.mta.impl.EnchantingZone.ZONE.incrementPoints(entity, MTAType.ENCHANTERS.ordinal, pizazz)
|
||||
}
|
||||
}
|
||||
return true
|
||||
|
||||
@@ -18,7 +18,7 @@ class MTAListeners : InteractionListener {
|
||||
return@on true
|
||||
}
|
||||
setDest(IntType.NPC, intArrayOf(NPCs.MAZE_GUARDIAN_3102), "talk-to") { player, node ->
|
||||
return@setDest node.location.transform(Direction.getDirection(player.location, node.location), -1);
|
||||
return@setDest node.location.transform(Direction.getDirection(player.location, node.location), -1)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -61,12 +61,12 @@ object PestControlHelper {
|
||||
return false
|
||||
}
|
||||
|
||||
fun getMyPestControlSession1(p: PestControlTestBot): content.minigame.pestcontrol.PestControlSession? {
|
||||
return p.getExtension(content.minigame.pestcontrol.PestControlSession::class.java)
|
||||
fun getMyPestControlSession1(p: PestControlTestBot): PestControlSession? {
|
||||
return p.getExtension(PestControlSession::class.java)
|
||||
}
|
||||
|
||||
fun getMyPestControlSession2(p: PestControlTestBot2): content.minigame.pestcontrol.PestControlSession? {
|
||||
return p.getExtension(content.minigame.pestcontrol.PestControlSession::class.java)
|
||||
fun getMyPestControlSession2(p: PestControlTestBot2): PestControlSession? {
|
||||
return p.getExtension(PestControlSession::class.java)
|
||||
}
|
||||
|
||||
}
|
||||
@@ -32,7 +32,7 @@ class CombatState(val bot: PestControlTestBot) {
|
||||
removeList.add(port)
|
||||
} else {
|
||||
portal = port
|
||||
break;
|
||||
break
|
||||
}
|
||||
}
|
||||
sesh.aportals.removeAll(removeList)
|
||||
|
||||
@@ -31,7 +31,7 @@ class CombatStateIntermediate(val bot: PestControlTestBot2) {
|
||||
removeList.add(port)
|
||||
} else {
|
||||
portal = port
|
||||
break;
|
||||
break
|
||||
}
|
||||
}
|
||||
sesh.aportals.removeAll(removeList)
|
||||
|
||||
@@ -34,7 +34,7 @@ class PestControlTestBot2(l: Location) : PvMBots(legitimizeLocation(l)) {
|
||||
init {
|
||||
val random100 = Random().nextInt(100)
|
||||
if (random100 < 30) {
|
||||
setAttribute("pc_role","defend_squire");
|
||||
setAttribute("pc_role","defend_squire")
|
||||
} else
|
||||
{
|
||||
setAttribute("pc_role","attack_portals")
|
||||
@@ -160,8 +160,8 @@ class PestControlTestBot2(l: Location) : PvMBots(legitimizeLocation(l)) {
|
||||
this.walkToPosSmart(myBoat.outsideBoatBorder.randomLoc)
|
||||
movetimer += RandomFunction.normalPlusWeightRandDist(400, 200)
|
||||
}
|
||||
movetimer = RandomFunction.normalPlusWeightRandDist(100, 50);
|
||||
return;
|
||||
movetimer = RandomFunction.normalPlusWeightRandDist(100, 50)
|
||||
return
|
||||
}
|
||||
val test = getClosestNodeWithEntry(15, myBoat.ladderId)
|
||||
test ?: randomWalk(1,1)
|
||||
|
||||
@@ -34,7 +34,7 @@ class PestControlTestBot(l: Location) : PvMBots(legitimizeLocation(l)){
|
||||
init {
|
||||
val random100 = Random().nextInt(100)
|
||||
if (random100 < 30) {
|
||||
setAttribute("pc_role","defend_squire");
|
||||
setAttribute("pc_role","defend_squire")
|
||||
} else
|
||||
{
|
||||
setAttribute("pc_role","attack_portals")
|
||||
@@ -156,8 +156,8 @@ class PestControlTestBot(l: Location) : PvMBots(legitimizeLocation(l)){
|
||||
this.walkToPosSmart(myBoat.outsideBoatBorder.randomLoc)
|
||||
movetimer += RandomFunction.normalPlusWeightRandDist(400, 200)
|
||||
}
|
||||
movetimer = RandomFunction.normalPlusWeightRandDist(100, 50);
|
||||
return;
|
||||
movetimer = RandomFunction.normalPlusWeightRandDist(100, 50)
|
||||
return
|
||||
}
|
||||
val test = getClosestNodeWithEntry(15, myBoat.ladderId)
|
||||
test ?: randomWalk(1,1)
|
||||
|
||||
@@ -9,52 +9,52 @@ import org.rs09.consts.NPCs
|
||||
import core.tools.END_DIALOGUE
|
||||
|
||||
@Initializable
|
||||
class GuardianMummyDialogue(player: Player? = null) : core.game.dialogue.DialoguePlugin(player) {
|
||||
class GuardianMummyDialogue(player: Player? = null) : DialoguePlugin(player) {
|
||||
override fun open(vararg args: Any?): Boolean {
|
||||
npcl(core.game.dialogue.FacialExpression.OLD_NOT_INTERESTED, "*sigh* Not another one.")
|
||||
npcl(FacialExpression.OLD_NOT_INTERESTED, "*sigh* Not another one.")
|
||||
return true
|
||||
}
|
||||
|
||||
override fun handle(interfaceId: Int, buttonId: Int): Boolean {
|
||||
when(stage){
|
||||
0 -> playerl(core.game.dialogue.FacialExpression.HALF_ASKING, "Another what?").also { stage++ }
|
||||
1 -> npcl(core.game.dialogue.FacialExpression.OLD_NOT_INTERESTED, "Another 'archaeologist'. I'm not going to let you plunder my master's tomb you know.").also { stage++ }
|
||||
2 -> playerl(core.game.dialogue.FacialExpression.NEUTRAL, "That's a shame. Have you got anything else I could do while I'm here?").also { stage++ }
|
||||
3 -> npcl(core.game.dialogue.FacialExpression.OLD_NOT_INTERESTED, "If it will keep you out of mischief I suppose I could set something up for you... I have a few rooms full of some things you humans might consider valuable, do you want to give it a go?").also { stage++ }
|
||||
0 -> playerl(FacialExpression.HALF_ASKING, "Another what?").also { stage++ }
|
||||
1 -> npcl(FacialExpression.OLD_NOT_INTERESTED, "Another 'archaeologist'. I'm not going to let you plunder my master's tomb you know.").also { stage++ }
|
||||
2 -> playerl(FacialExpression.NEUTRAL, "That's a shame. Have you got anything else I could do while I'm here?").also { stage++ }
|
||||
3 -> npcl(FacialExpression.OLD_NOT_INTERESTED, "If it will keep you out of mischief I suppose I could set something up for you... I have a few rooms full of some things you humans might consider valuable, do you want to give it a go?").also { stage++ }
|
||||
4 -> player.dialogueInterpreter.sendOptions("Play Pyramid Plunder?", "That sounds like fun; what do I do?", "Not right now.", "I know what I'm doing, so let's get on with it.").also { stage++ }
|
||||
5 -> when(buttonId)
|
||||
{
|
||||
1 -> playerl(core.game.dialogue.FacialExpression.FRIENDLY, "That sounds like fun; what do I do?").also { stage = 10 }
|
||||
2 -> playerl(core.game.dialogue.FacialExpression.NEUTRAL, "Not right now.").also { stage = END_DIALOGUE }
|
||||
3 -> playerl(core.game.dialogue.FacialExpression.ANNOYED, "I know what I'm doing, so let's get on with it.").also { stage = 100 }
|
||||
1 -> playerl(FacialExpression.FRIENDLY, "That sounds like fun; what do I do?").also { stage = 10 }
|
||||
2 -> playerl(FacialExpression.NEUTRAL, "Not right now.").also { stage = END_DIALOGUE }
|
||||
3 -> playerl(FacialExpression.ANNOYED, "I know what I'm doing, so let's get on with it.").also { stage = 100 }
|
||||
}
|
||||
|
||||
10 -> npcl(core.game.dialogue.FacialExpression.OLD_NOT_INTERESTED, "You have five minutes to explore the treasure rooms and collect as many artefacts as you can. The artefacts are in the urns, chests and sarcophagi found in each room.").also { stage++ }
|
||||
11 -> npcl(core.game.dialogue.FacialExpression.OLD_NOT_INTERESTED, "There are eight treasure rooms, each subsequent room requires higher thieving skills to both enter the room and thieve from the urns and other containers.").also { stage++ }
|
||||
12 -> npcl(core.game.dialogue.FacialExpression.OLD_NOT_INTERESTED, "The rewards also become more lucrative the further into the tomb you go. You will also have to deactivate a trap in order to enter the main part of each room.").also { stage++ }
|
||||
13 -> npcl(core.game.dialogue.FacialExpression.OLD_NOT_INTERESTED, "When you want to move onto the next room you need to find the correct door first.").also { stage++ }
|
||||
14 -> npcl(core.game.dialogue.FacialExpression.OLD_NOT_INTERESTED, "There are four possible exits... you must open the door before finding out whether it is the exit or not. Opening the doors require picking their locks. Having a lockpick will make this easier.").also { stage++ }
|
||||
10 -> npcl(FacialExpression.OLD_NOT_INTERESTED, "You have five minutes to explore the treasure rooms and collect as many artefacts as you can. The artefacts are in the urns, chests and sarcophagi found in each room.").also { stage++ }
|
||||
11 -> npcl(FacialExpression.OLD_NOT_INTERESTED, "There are eight treasure rooms, each subsequent room requires higher thieving skills to both enter the room and thieve from the urns and other containers.").also { stage++ }
|
||||
12 -> npcl(FacialExpression.OLD_NOT_INTERESTED, "The rewards also become more lucrative the further into the tomb you go. You will also have to deactivate a trap in order to enter the main part of each room.").also { stage++ }
|
||||
13 -> npcl(FacialExpression.OLD_NOT_INTERESTED, "When you want to move onto the next room you need to find the correct door first.").also { stage++ }
|
||||
14 -> npcl(FacialExpression.OLD_NOT_INTERESTED, "There are four possible exits... you must open the door before finding out whether it is the exit or not. Opening the doors require picking their locks. Having a lockpick will make this easier.").also { stage++ }
|
||||
15 -> player.dialogueInterpreter.sendOptions("Do you have any more questions?", "How do I leave the game?", "How do I get the artefacts?", "What do I do with the artefacts I collect?", "I'm ready to give it a go now.").also { stage++ }
|
||||
16 -> when(buttonId)
|
||||
{
|
||||
1 -> playerl(core.game.dialogue.FacialExpression.FRIENDLY, "How do I leave the game?").also { stage = 20 }
|
||||
2 -> playerl(core.game.dialogue.FacialExpression.FRIENDLY, "How do I get the artefacts?").also { stage = 30 }
|
||||
3 -> playerl(core.game.dialogue.FacialExpression.FRIENDLY, "What do I do with the artefacts?").also { stage = 40 }
|
||||
4 -> playerl(core.game.dialogue.FacialExpression.FRIENDLY, "I'm ready to give it a go now.").also { stage = 100 }
|
||||
1 -> playerl(FacialExpression.FRIENDLY, "How do I leave the game?").also { stage = 20 }
|
||||
2 -> playerl(FacialExpression.FRIENDLY, "How do I get the artefacts?").also { stage = 30 }
|
||||
3 -> playerl(FacialExpression.FRIENDLY, "What do I do with the artefacts?").also { stage = 40 }
|
||||
4 -> playerl(FacialExpression.FRIENDLY, "I'm ready to give it a go now.").also { stage = 100 }
|
||||
}
|
||||
|
||||
20 -> npcl(core.game.dialogue.FacialExpression.OLD_NOT_INTERESTED, "If at any point you decide you need to leave just use a glowing door. The game will end and you will be taken out of the pyramid").also { stage = 15 }
|
||||
20 -> npcl(FacialExpression.OLD_NOT_INTERESTED, "If at any point you decide you need to leave just use a glowing door. The game will end and you will be taken out of the pyramid").also { stage = 15 }
|
||||
|
||||
30 -> npcl(core.game.dialogue.FacialExpression.OLD_NOT_INTERESTED, "The artefacts are in the urns, chests and sarcophagi. Urns contain snakes that guard them. The sarcophagi take some strength to open. They take a while to open.").also { stage++ }
|
||||
31 -> npcl(core.game.dialogue.FacialExpression.OLD_NOT_INTERESTED, "Of course, Mummies have been known to take a nap in the sarcophagi, so beware. The golden chests generally contain better artefacts, but are also trapped with scarabs!").also { stage = 15 }
|
||||
30 -> npcl(FacialExpression.OLD_NOT_INTERESTED, "The artefacts are in the urns, chests and sarcophagi. Urns contain snakes that guard them. The sarcophagi take some strength to open. They take a while to open.").also { stage++ }
|
||||
31 -> npcl(FacialExpression.OLD_NOT_INTERESTED, "Of course, Mummies have been known to take a nap in the sarcophagi, so beware. The golden chests generally contain better artefacts, but are also trapped with scarabs!").also { stage = 15 }
|
||||
|
||||
40 -> npcl(core.game.dialogue.FacialExpression.OLD_NOT_INTERESTED, "There are a number of different artefacts, of three main types. The least valuable are the pottery statuettes and scarabs, and the ivory combs.").also { stage++ }
|
||||
41 -> npcl(core.game.dialogue.FacialExpression.OLD_NOT_INTERESTED, "Next are the stone scarabs, statuettes and seals, and finally the gold versions of those artefacts. They are not old, but are well made.").also { stage++ }
|
||||
42 -> playerl(core.game.dialogue.FacialExpression.HALF_ASKING, "What do I do with artefacts once I've collected them?").also { stage++ }
|
||||
43 -> npcl(core.game.dialogue.FacialExpression.OLD_NOT_INTERESTED, "That Simon Simpleton, I mean Templeton, will probably give you some money for them. He couldn't spot a real artefact if it came up to him and bit him in the face.").also { stage++ }
|
||||
44 -> npcl(core.game.dialogue.FacialExpression.OLD_NOT_INTERESTED, "He usually slinks about near the pyramid north-east of Sophanem. I expect he's trying to get some poor fools to steal things from that pyramid as well.").also { stage = 15 }
|
||||
40 -> npcl(FacialExpression.OLD_NOT_INTERESTED, "There are a number of different artefacts, of three main types. The least valuable are the pottery statuettes and scarabs, and the ivory combs.").also { stage++ }
|
||||
41 -> npcl(FacialExpression.OLD_NOT_INTERESTED, "Next are the stone scarabs, statuettes and seals, and finally the gold versions of those artefacts. They are not old, but are well made.").also { stage++ }
|
||||
42 -> playerl(FacialExpression.HALF_ASKING, "What do I do with artefacts once I've collected them?").also { stage++ }
|
||||
43 -> npcl(FacialExpression.OLD_NOT_INTERESTED, "That Simon Simpleton, I mean Templeton, will probably give you some money for them. He couldn't spot a real artefact if it came up to him and bit him in the face.").also { stage++ }
|
||||
44 -> npcl(FacialExpression.OLD_NOT_INTERESTED, "He usually slinks about near the pyramid north-east of Sophanem. I expect he's trying to get some poor fools to steal things from that pyramid as well.").also { stage = 15 }
|
||||
|
||||
100 -> npcl(core.game.dialogue.FacialExpression.OLD_NOT_INTERESTED, "Alright, fine.").also { stage++ }
|
||||
100 -> npcl(FacialExpression.OLD_NOT_INTERESTED, "Alright, fine.").also { stage++ }
|
||||
101 -> {
|
||||
end()
|
||||
PyramidPlunderMinigame.join(player)
|
||||
@@ -68,7 +68,7 @@ class GuardianMummyDialogue(player: Player? = null) : core.game.dialogue.Dialogu
|
||||
return intArrayOf(NPCs.GUARDIAN_MUMMY_4476)
|
||||
}
|
||||
|
||||
override fun newInstance(player: Player?): core.game.dialogue.DialoguePlugin {
|
||||
override fun newInstance(player: Player?): DialoguePlugin {
|
||||
return GuardianMummyDialogue(player)
|
||||
}
|
||||
}
|
||||
@@ -172,7 +172,7 @@ object PlunderUtils {
|
||||
fun getDoor(player: Player) : Int
|
||||
{
|
||||
if (getRoom(player) == null)
|
||||
return -1;
|
||||
return -1
|
||||
val room = getRoom(player)!!.room
|
||||
return PlunderData.doors[room - 1]
|
||||
}
|
||||
|
||||
@@ -210,7 +210,7 @@ class PyramidPlunderMinigame : InteractionListener, TickListener, LogoutListener
|
||||
rewardXP(player, Skills.STRENGTH, PlunderUtils.getSarcophagusXp(player))
|
||||
if(RandomFunction.roll(25))
|
||||
{
|
||||
val mummy = content.minigame.pyramidplunder.PyramidPlunderMummyNPC(player.location, player)
|
||||
val mummy = PyramidPlunderMummyNPC(player.location, player)
|
||||
mummy.isRespawn = false
|
||||
mummy.init()
|
||||
mummy.attack(player)
|
||||
@@ -235,7 +235,7 @@ class PyramidPlunderMinigame : InteractionListener, TickListener, LogoutListener
|
||||
runTask(player){
|
||||
if(RandomFunction.roll(25))
|
||||
{
|
||||
val swarm = content.minigame.pyramidplunder.PyramidPlunderSwarmNPC(player.location, player)
|
||||
val swarm = PyramidPlunderSwarmNPC(player.location, player)
|
||||
swarm.isRespawn = false
|
||||
swarm.init()
|
||||
swarm.attack(player)
|
||||
|
||||
@@ -452,7 +452,7 @@ class GardenObjectsPlugin : InteractionListener {
|
||||
|
||||
@Throws(Throwable::class)
|
||||
override fun newInstance(arg: Any?): Plugin<Any?> {
|
||||
UseWithHandler.addHandler(233, UseWithHandler.ITEM_TYPE, this)
|
||||
addHandler(233, ITEM_TYPE, this)
|
||||
return this
|
||||
}
|
||||
|
||||
|
||||
@@ -215,7 +215,7 @@ class Vinesweeper : InteractionListener, InterfaceListener, MapArea {
|
||||
// TODO: more precise formula
|
||||
val points_per_xp = if (level < 40) { 2.0*(40.0 - level.toDouble())/10.0 } else { 1.0 }
|
||||
val points = player.getAttribute("vinesweeper:points", 0)
|
||||
val xp = points / points_per_xp;
|
||||
val xp = points / points_per_xp
|
||||
player.skills.addExperience(Skills.FARMING, xp)
|
||||
player.setAttribute("/save:vinesweeper:points", 0)
|
||||
sendUpdatedPoints(player)
|
||||
@@ -360,7 +360,7 @@ class Vinesweeper : InteractionListener, InterfaceListener, MapArea {
|
||||
val VINESWEEPER_BORDERS = ZoneBorders(1600,4672,1663,4735)
|
||||
|
||||
fun sendUpdatedPoints(player: Player) {
|
||||
val points = player.getAttribute("vinesweeper:points", 0);
|
||||
val points = player.getAttribute("vinesweeper:points", 0)
|
||||
setVarbit(player, 4449, points)
|
||||
}
|
||||
|
||||
@@ -431,7 +431,7 @@ class Vinesweeper : InteractionListener, InterfaceListener, MapArea {
|
||||
val oldPoints = player.getAttribute("vinesweeper:points", 0)
|
||||
player.setAttribute("/save:vinesweeper:points", Math.max(oldPoints-10, 0))
|
||||
sendUpdatedPoints(player)
|
||||
player.sendMessage("Oh dear! It looks like you dug up a potato seed by mistake.");
|
||||
player.sendMessage("Oh dear! It looks like you dug up a potato seed by mistake.")
|
||||
scheduleNPCs(player, loc, false, false)
|
||||
val scenery = getScenery(loc)
|
||||
if(scenery != null) {
|
||||
@@ -534,7 +534,8 @@ class Vinesweeper : InteractionListener, InterfaceListener, MapArea {
|
||||
|
||||
@Initializable
|
||||
class VinesweeperNPC : AbstractNPC {
|
||||
var seedDestinations: ArrayList<Vinesweeper.SeedDestination> = ArrayList();
|
||||
var seedDestinations: ArrayList<Vinesweeper.SeedDestination> = ArrayList()
|
||||
|
||||
constructor() : super(RABBITS[0], null, true) {}
|
||||
private constructor(id: Int, location: Location) : super(id, location) {}
|
||||
override fun construct(id: Int, location: Location, vararg objects: Any?): AbstractNPC {
|
||||
|
||||
Reference in New Issue
Block a user