Made the swaying tree authentically work exactly the same as the dramen tree
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@@ -50,7 +50,7 @@ class WoodcuttingListener : InteractionListener {
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defineInteraction(
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IntType.SCENERY,
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ids = WoodcuttingNode.values().map { it.id }.toIntArray(),
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"chop-down", "chop", "chop down", "cut down",
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"chop-down", "chop", "chop down", "cut down", "cut-branch",
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persistent = true,
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allowedDistance = 1,
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handler = ::handleWoodcutting
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@@ -74,10 +74,10 @@ class WoodcuttingListener : InteractionListener {
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if (clockReady(player, Clocks.SKILLING)) {
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animateWoodcutting(player)
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if (resource == WoodcuttingNode.DRAMEN_TREE) {
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if (resource in arrayOf(WoodcuttingNode.DRAMEN_TREE, WoodcuttingNode.SWAYING_TREE)) {
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// Reward after one chop and then abort chopping (this is authentic)
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queueScript(player, 1, QueueStrength.STRONG) {
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sendMessage(player, "You cut a branch from the Dramen tree.")
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sendMessage(player, "You cut a branch from the ${if (resource == WoodcuttingNode.DRAMEN_TREE) "Dramen" else "strangely musical"} tree.")
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addItem(player, resource.getReward())
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return@queueScript clearScripts(player)
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}
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-5
@@ -260,11 +260,6 @@ class TFTInteractionListeners : InteractionListener {
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return@on true
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}
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on(SWAYING_TREE, IntType.SCENERY, "cut-branch"){ player, node ->
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player.pulseManager.run(WoodcuttingSkillPulse(player, node as Scenery))
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return@on true
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}
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on(SHOPNPCS, IntType.NPC, "Trade") { player, npc ->
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if(isQuestComplete(player, Quests.THE_FREMENNIK_TRIALS)){
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npc.asNpc().openShop(player)
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