Fixed a number of doors that were swapped, incorrectly requiring various quest completions (Elena's house, Varrock, Legends' guild)
This commit is contained in:
@@ -343,7 +343,7 @@
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},
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},
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{
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{
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"id": "2054",
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"id": "2054",
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"replaceId": "24375",
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"replaceId": "2055",
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"fence": "false",
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"fence": "false",
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"metal": "false"
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"metal": "false"
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},
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},
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@@ -419,18 +419,6 @@
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"fence": "false",
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"fence": "false",
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"metal": "false"
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"metal": "false"
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},
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},
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{
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"id": "2391",
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"replaceId": "1561",
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"fence": "false",
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"metal": "true"
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},
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{
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"id": "2392",
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"replaceId": "1561",
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"fence": "false",
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"metal": "true"
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},
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{
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{
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"id": "2397",
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"id": "2397",
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"replaceId": "24383",
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"replaceId": "24383",
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@@ -2169,7 +2157,7 @@
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},
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},
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{
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{
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"id": "24376",
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"id": "24376",
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"replaceId": "24377",
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"replaceId": "24375",
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"fence": "false",
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"fence": "false",
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"metal": "false"
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"metal": "false"
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},
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},
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+2
-3
@@ -356,9 +356,8 @@ class PlagueCityListeners : InteractionListener {
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on(Scenery.DOOR_2054, IntType.SCENERY, "open"){ player, node ->
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on(Scenery.DOOR_2054, IntType.SCENERY, "open"){ player, node ->
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if (isQuestComplete(player, Quests.PLAGUE_CITY)){
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if (isQuestComplete(player, Quests.PLAGUE_CITY)){
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DoorActionHandler.handleDoor(player, node as SceneryNode)
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DoorActionHandler.handleAutowalkDoor(player, node as SceneryNode)
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}
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} else {
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else{
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sendMessage(player, "This door is locked")
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sendMessage(player, "This door is locked")
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}
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}
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return@on true
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return@on true
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