Huge refactor improving the handling of players being given items, or situations where items are exchanged
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@@ -1,9 +1,6 @@
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package content.minigame.barbassault
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import core.api.Container
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import core.api.addItem
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import core.api.inInventory
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import core.api.removeItem
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import core.api.*
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import core.game.dialogue.DialoguePlugin
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import core.game.dialogue.FacialExpression
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import core.game.node.entity.player.Player
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@@ -46,7 +43,7 @@ class CaptainCainDialogue(player: Player? = null) : DialoguePlugin(player) {
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}
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10 -> npcl(FacialExpression.FRIENDLY, "Alright, then, that'll be %,d gold please.".format(TORSO_PRICE)).also { stage++ }
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11 -> options("Here you go!","Nevermind.").also { stage++ }
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11 -> options("Here you go!","Never mind.").also { stage++ }
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12 -> when(buttonId){
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1 -> if(inInventory(player, 995, TORSO_PRICE))
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playerl(FacialExpression.FRIENDLY, "Here you go!").also { stage = 20 }
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@@ -57,9 +54,13 @@ class CaptainCainDialogue(player: Player? = null) : DialoguePlugin(player) {
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}
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20 -> {
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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, TORSO_PRICE), Container.INVENTORY)) {
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addItem(player, Items.FIGHTER_TORSO_10551, 1)
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if (hasSpaceFor(player, Item(Items.FIGHTER_TORSO_10551)) || amountInInventory(player, Items.COINS_995) == TORSO_PRICE) {
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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(Items.COINS_995, TORSO_PRICE), Container.INVENTORY)) {
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addItem(player, Items.FIGHTER_TORSO_10551, 1)
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}
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} else {
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npcl(FacialExpression.FRIENDLY, "Sorry, you don't have space for it! Give my regards to Player Name - he made me check this before I take your cash.")
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}
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stage = END_DIALOGUE
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}
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