fixed several bugs in barlak bone exchange
This commit is contained in:
@@ -1278,6 +1278,7 @@ fun getQP(player: Player): Int{
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/**
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/**
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* Gets the stage for the given quest for the given player
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* Gets the stage for the given quest for the given player
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*/
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*/
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fun questStage(player: Player, quest: String): Int{
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fun questStage(player: Player, quest: String): Int{
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return player.questRepository.getStage(quest)
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return player.questRepository.getStage(quest)
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}
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}
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@@ -1285,6 +1286,7 @@ fun questStage(player: Player, quest: String): Int{
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/**
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/**
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* Sets the stage for the given quest for the given player
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* Sets the stage for the given quest for the given player
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*/
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*/
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fun setQuestStage(player: Player, quest: String, stage: Int) {
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fun setQuestStage(player: Player, quest: String, stage: Int) {
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player.questRepository.setStage(QuestRepository.getQuests()[quest]!!, stage)
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player.questRepository.setStage(QuestRepository.getQuests()[quest]!!, stage)
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}
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}
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@@ -1292,6 +1294,7 @@ fun setQuestStage(player: Player, quest: String, stage: Int) {
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/**
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/**
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* Check if a quest is complete
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* Check if a quest is complete
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*/
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*/
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fun isQuestComplete(player: Player, quest: String): Boolean {
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fun isQuestComplete(player: Player, quest: String): Boolean {
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return player.questRepository.getStage(quest) == 100
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return player.questRepository.getStage(quest) == 100
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}
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}
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@@ -1324,6 +1327,7 @@ fun registerMapZone(zone: MapZone, borders: ZoneBorders){
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* @param child the child on the interface to animate.
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* @param child the child on the interface to animate.
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* @param anim the ID of the animation to use.
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* @param anim the ID of the animation to use.
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*/
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*/
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fun animateInterface(player: Player, iface: Int, child: Int, anim: Int){
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fun animateInterface(player: Player, iface: Int, child: Int, anim: Int){
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player.packetDispatch.sendAnimationInterface(anim,iface,child)
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player.packetDispatch.sendAnimationInterface(anim,iface,child)
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}
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}
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@@ -1392,6 +1396,7 @@ fun getMasteredSkillNames(player: Player): List<String> {
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* @author ceik
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* @author ceik
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* @author James Triantafylos
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* @author James Triantafylos
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*/
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*/
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fun dumpContainer(player: Player, container: core.game.container.Container) {
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fun dumpContainer(player: Player, container: core.game.container.Container) {
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val bank = player.bank
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val bank = player.bank
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container.toArray().filterNotNull().forEach { item ->
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container.toArray().filterNotNull().forEach { item ->
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@@ -1416,3 +1421,13 @@ fun dumpContainer(player: Player, container: core.game.container.Container) {
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container.update()
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container.update()
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bank.update()
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bank.update()
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}
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}
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/**
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* Returns a boolean indicating if the player has a house.
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* @param player the player.
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* @return boolean indicating presence of house.
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*/
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fun hasHouse(player: Player): Boolean {
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return player.houseManager.hasHouse()
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}
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+78
-71
@@ -1,5 +1,3 @@
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@file:Suppress("UNUSED_PARAMETER")
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package rs09.game.content.dialogue.region.dorgeshuun
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package rs09.game.content.dialogue.region.dorgeshuun
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import api.*
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import api.*
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import core.game.content.dialogue.DialoguePlugin
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import core.game.content.dialogue.DialoguePlugin
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@@ -19,17 +17,14 @@ import java.text.NumberFormat
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@Initializable
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@Initializable
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class BarlakDialogue(player: Player? = null) : DialoguePlugin(player){
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class BarlakDialogue(player: Player? = null) : DialoguePlugin(player){
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var pask = FacialExpression.ASKING
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private var pask = FacialExpression.ASKING
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var pfr = FacialExpression.FRIENDLY
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private var pfr = FacialExpression.FRIENDLY
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var pneu = FacialExpression.NEUTRAL
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private var pneu = FacialExpression.NEUTRAL
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private var nhap = FacialExpression.OLD_HAPPY
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private var ntalk1 = FacialExpression.OLD_CALM_TALK1
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private var ntalk2 = FacialExpression.OLD_CALM_TALK2
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var nhap = FacialExpression.OLD_HAPPY
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private var curItem = 0
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var ntalk1 = FacialExpression.OLD_CALM_TALK1
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var ntalk2 = FacialExpression.OLD_CALM_TALK2
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var f = NumberFormat.getIntegerInstance()
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var curItem = 0
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var toAddFromBank = 0
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val sets = arrayOf(
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val sets = arrayOf(
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intArrayOf(Items.LONG_BONE_10976, 1000, 1500, Skills.CONSTRUCTION),
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intArrayOf(Items.LONG_BONE_10976, 1000, 1500, Skills.CONSTRUCTION),
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@@ -42,36 +37,37 @@ class BarlakDialogue(player: Player? = null) : DialoguePlugin(player){
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override fun open(vararg args: Any?): Boolean {
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override fun open(vararg args: Any?): Boolean {
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npc = args[0] as NPC
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npc = args[0] as NPC
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val playerMeetsBoneReqs = getDynLevel(player, Skills.CONSTRUCTION) >= 30 && hasHouse(player)
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if (player.skills.getStaticLevel(Skills.CONSTRUCTION) >= 30 && player.houseManager.hasHouse()) {
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if (!playerMeetsBoneReqs) {
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if (player.inventory.contains(Items.LONG_BONE_10976, 1)) {
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sendMessage(player, "You require at least level 30 construction and a house to speak to Barlak about bones.")
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curItem = 0
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}
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npcl(nhap, "Those bones! Those are exactly the sort of thing I need! Will you sell them?").also { stage = 0 }
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if (playerMeetsBoneReqs && inInventory(player, Items.LONG_BONE_10976, 1)) {
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} else if (player.inventory.contains(Items.CURVED_BONE_10977, 1)) {
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curItem = 0
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curItem = 1
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npcl(nhap, "Those bones! Those are exactly the sort of thing I need! Will you sell them?").also { stage = 0 }
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npcl(nhap, "Those bones! Those are exactly the sort of thing I need! Will you sell them?").also { stage = 0 }
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} else if (playerMeetsBoneReqs && inInventory(player, Items.CURVED_BONE_10977, 1)) {
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} else if (player.inventory.contains(Items.PERFECT_SHELL_10995, 1)) {
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curItem = 1
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curItem = 5
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npcl(nhap, "Those bones! Those are exactly the sort of thing I need! Will you sell them?").also { stage = 0 }
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npc(ntalk2, "That giant shell... what is it?").also { stage = 120 }
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} else if (inInventory(player, Items.PERFECT_SHELL_10995, 1)) {
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} else if (player.inventory.contains(Items.TORTOISE_SHELL_7939, 1)) {
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curItem = 5
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curItem = 4
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npc(ntalk2, "That giant shell... what is it?").also { stage = 120 }
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npc(ntalk2, "That giant shell... what is it?").also { stage = 100 }
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} else if (inInventory(player, Items.TORTOISE_SHELL_7939, 1)) {
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} else if (player.inventory.contains(Items.PERFECT_SNAIL_SHELL_10996, 1)) {
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curItem = 4
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curItem = 3
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npc(ntalk2, "That giant shell... what is it?").also { stage = 100 }
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npc(ntalk1, "That giant shell... what is it?").also { stage = 60 }
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} else if (inInventory(player, Items.PERFECT_SNAIL_SHELL_10996, 1)) {
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} else if (player.inventory.contains(Items.SNAIL_SHELL_7800, 1)) {
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curItem = 3
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curItem = 2
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npc(ntalk1, "That giant shell... what is it?").also { stage = 60 }
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npc(ntalk1, "That giant shell... what is it?").also { stage = 50 }
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} else if (inInventory(player, Items.SNAIL_SHELL_7800, 1)) {
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} else {
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curItem = 2
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npc(nhap, "Bones!").also { stage = 150 }
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npc(ntalk1, "That giant shell... what is it?").also { stage = 50 }
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}
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} else if (playerMeetsBoneReqs) {
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npc(nhap, "Bones!").also { stage = 150 }
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}
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}
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return true
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return true
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}
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}
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override fun handle(interfaceId: Int, buttonId: Int): Boolean {
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override fun handle(interfaceId: Int, buttonId: Int): Boolean {
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when(stage){
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when(stage){
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0 -> npcl(ntalk1, "I'll give you " + f.format(gibMeDaCoinz(curItem)) + " gp for the bones you're carrying and for any you have in your bank.").also { stage++ }
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0 -> npcl(ntalk1, "I'll give you ${getTotalCoinsForCurItem()} gp for the bones you're carrying and for any you have in your bank.").also { stage++ }
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1 -> npcl(ntalk2, "I'll try to teach you something about Construction as well, but it's highly technical so you won't understand if you don't already have level 30 Construction.").also { stage++ }
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1 -> npcl(ntalk2, "I'll try to teach you something about Construction as well, but it's highly technical so you won't understand if you don't already have level 30 Construction.").also { stage++ }
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2 -> options("Okay.", "No, I'll keep the bones.").also { stage++ }
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2 -> options("Okay.", "No, I'll keep the bones.").also { stage++ }
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3 -> when (buttonId) {
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3 -> when (buttonId) {
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@@ -80,31 +76,31 @@ class BarlakDialogue(player: Player? = null) : DialoguePlugin(player){
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}
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}
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10 -> {
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10 -> {
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doDaMaffBish()
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exchange()
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npc(ntalk1, "Thanks! Now, let me explain...").also { stage = 999 }
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npc(ntalk1, "Thanks! Now, let me explain...").also { stage = 999 }
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}
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}
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50 -> player(pfr, "It's a giant snail shell!").also { stage++ }
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50 -> player(pfr, "It's a giant snail shell!").also { stage++ }
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51 -> npcl(ntalk1, "Hmm... I think I might be able to make something out of them.").also { stage++ }
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51 -> npcl(ntalk1, "Hmm... I think I might be able to make something out of them.").also { stage++ }
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52 -> npcl(ntalk2, "I'll give you " + f.format(gibMeDaCoinz(curItem)) + " gp for the snail shells you're carrying.").also { stage++ }
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52 -> npcl(ntalk2, "I'll give you ${getTotalCoinsForCurItem()} gp for the snail shells you're carrying.").also { stage++ }
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53 -> options("Okay.", "No. I'll keep the bones.").also { stage++ }
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53 -> options("Okay.", "No. I'll keep the bones.").also { stage++ }
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54 -> when (buttonId) {
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54 -> when (buttonId) {
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1 -> player(pfr, "Okay.").also { stage = 55 }
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1 -> player(pfr, "Okay.").also { stage = 55 }
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2 -> player(pneu, "No thanks.").also { stage = 99 }
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2 -> player(pneu, "No thanks.").also { stage = 99 }
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}
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}
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55 -> {
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55 -> {
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doDaMaffBish()
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exchange()
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npcl(ntalk1, "Thanks. If you find any more shells like these, please bring them to me!").also { stage = 99 }
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npcl(ntalk1, "Thanks. If you find any more shells like these, please bring them to me!").also { stage = 99 }
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}
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}
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60 -> player(pfr, "It's a giant snail shell!").also { stage++ }
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60 -> player(pfr, "It's a giant snail shell!").also { stage++ }
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61 -> {
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61 -> {
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when (player.inventory.getAmount(Items.PERFECT_SNAIL_SHELL_10996)) {
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when (amountInInventory(player, Items.PERFECT_SNAIL_SHELL_10996)) {
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1 -> npcl(ntalk2, "Hmm... I think I might be able to make something out of them, especially that perfect one.").also { stage++ }
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1 -> npcl(ntalk2, "Hmm... I think I might be able to make something out of them, especially that perfect one.").also { stage++ }
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else -> npcl(ntalk1, "Hmm... I think I might be able to make something out of them, especially those perfect ones.").also { stage = 70 }
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else -> npcl(ntalk1, "Hmm... I think I might be able to make something out of them, especially those perfect ones.").also { stage = 70 }
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}
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}
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}
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}
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62 -> npcl(ntalk2, "I'll give you " + f.format(gibMeDaCoinz(curItem)) + " gp for the snail shell you're carrying, and I'll try to give you some advice on Crafting while I'm at it.").also { stage++ }
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62 -> npcl(ntalk2, "I'll give you ${getTotalCoinsForCurItem()} gp for the snail shell you're carrying, and I'll try to give you some advice on Crafting while I'm at it.").also { stage++ }
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63 -> options("Okay.", "No. I'll keep the bones.").also { stage++ }
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63 -> options("Okay.", "No. I'll keep the bones.").also { stage++ }
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64 -> when (buttonId) {
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64 -> when (buttonId) {
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1 -> player(pfr, "Okay.").also { stage = 65 }
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1 -> player(pfr, "Okay.").also { stage = 65 }
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@@ -112,10 +108,10 @@ class BarlakDialogue(player: Player? = null) : DialoguePlugin(player){
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}
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}
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65 -> {
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65 -> {
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npcl(ntalk2, "Thanks! Now, I don't think I could use that for Construction, but maybe I could make something...").also { stage = 1000 }
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npcl(ntalk2, "Thanks! Now, I don't think I could use that for Construction, but maybe I could make something...").also { stage = 1000 }
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doDaMaffBish()
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exchange()
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}
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}
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70 -> npcl(ntalk2, "I'll give you " + f.format(gibMeDaCoinz(curItem)) + " gp for the snail shells you're carrying, and I'll try to give you some advice on Crafting while I'm at it.").also { stage++ }
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70 -> npcl(ntalk2, "I'll give you ${getTotalCoinsForCurItem()} gp for the snail shells you're carrying, and I'll try to give you some advice on Crafting while I'm at it.").also { stage++ }
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71 -> options("Okay.", "No. I'll keep the bones.").also { stage++ }
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71 -> options("Okay.", "No. I'll keep the bones.").also { stage++ }
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72 -> when (buttonId) {
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72 -> when (buttonId) {
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1 -> player(pfr, "Okay.").also { stage = 75 }
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1 -> player(pfr, "Okay.").also { stage = 75 }
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@@ -123,12 +119,12 @@ class BarlakDialogue(player: Player? = null) : DialoguePlugin(player){
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}
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}
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75 -> {
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75 -> {
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npcl(ntalk2, "Thanks! Now, I don't think I could use that for Construction, but maybe I could make something...").also { stage = 1000 }
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npcl(ntalk2, "Thanks! Now, I don't think I could use that for Construction, but maybe I could make something...").also { stage = 1000 }
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doDaMaffBish()
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exchange()
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}
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}
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100 -> player(pfr, "It's a giant battle tortoise shell!").also { stage++ }
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100 -> player(pfr, "It's a giant battle tortoise shell!").also { stage++ }
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101 -> npcl(ntalk1, "Hmm... I think I might be able to make something out of them.").also { stage++ }
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101 -> npcl(ntalk1, "Hmm... I think I might be able to make something out of them.").also { stage++ }
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102 -> npcl(ntalk2, "I'll give you " + f.format(gibMeDaCoinz(curItem)) + " gp for the tortoise shells you're carrying.").also { stage++ }
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102 -> npcl(ntalk2, "I'll give you ${getTotalCoinsForCurItem()} gp for the tortoise shells you're carrying.").also { stage++ }
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103 -> options("Okay.", "No. I'll keep the bones.").also { stage++ }
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103 -> options("Okay.", "No. I'll keep the bones.").also { stage++ }
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104 -> when (buttonId) {
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104 -> when (buttonId) {
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1 -> player(pfr, "Okay.").also { stage = 105 }
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1 -> player(pfr, "Okay.").also { stage = 105 }
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@@ -136,17 +132,17 @@ class BarlakDialogue(player: Player? = null) : DialoguePlugin(player){
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}
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}
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105 -> {
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105 -> {
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npcl(ntalk2, "Thanks. If you find any more shells like these, please bring them to me!").also { stage = 130 }
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npcl(ntalk2, "Thanks. If you find any more shells like these, please bring them to me!").also { stage = 130 }
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doDaMaffBish()
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exchange()
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}
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}
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120 -> player(pfr, "It's a giant battle tortoise shell!").also { stage++ }
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120 -> player(pfr, "It's a perfect shell!").also { stage++ }
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121 -> {
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121 -> {
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when (player.inventory.getAmount(Items.PERFECT_SHELL_10995)) {
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when (amountInInventory(player, Items.PERFECT_SHELL_10995)) {
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1 -> npcl(ntalk2, "Hmm... I think I might be able to make something out of them, especially that perfect one.").also { stage++ }
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1 -> npcl(ntalk2, "Hmm... I think I might be able to make something out of them, especially that perfect one.").also { stage++ }
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else -> npcl(ntalk1, "Hmm... I think I might be able to make something out of them, especially those perfect ones.").also { stage = 130 }
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else -> npcl(ntalk1, "Hmm... I think I might be able to make something out of them, especially those perfect ones.").also { stage++ }
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}
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}
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}
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}
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122 -> npcl(ntalk2, "I'll give you " + f.format(gibMeDaCoinz(curItem)) + " gp for the tortoise shell you're carrying, and I'll try to give you some advice on Crafting while I'm at it.").also { stage++ }
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122 -> npcl(ntalk2, "I'll give you ${getTotalCoinsForCurItem()} gp for the perfect shell you're carrying, and I'll try to give you some advice on Crafting while I'm at it.").also { stage++ }
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123 -> options("Okay.", "No. I'll keep the bones.").also { stage++ }
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123 -> options("Okay.", "No. I'll keep the bones.").also { stage++ }
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124 -> when (buttonId) {
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124 -> when (buttonId) {
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1 -> player(pfr, "Okay.").also { stage = 125 }
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1 -> player(pfr, "Okay.").also { stage = 125 }
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@@ -154,14 +150,14 @@ class BarlakDialogue(player: Player? = null) : DialoguePlugin(player){
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}
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}
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125 -> {
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125 -> {
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npcl(ntalk2, "Thanks! Now, I don't think I could use that for Construction, but maybe I could make something...").also { stage = 1001 }
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npcl(ntalk2, "Thanks! Now, I don't think I could use that for Construction, but maybe I could make something...").also { stage = 1001 }
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doDaMaffBish()
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exchange()
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}
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}
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130 -> {
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130 -> {
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if (player.inventory.contains(Items.SNAIL_SHELL_7800, 1)) {
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if (inInventory(player, Items.SNAIL_SHELL_7800, 1)) {
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curItem = 2
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curItem = 2
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npc(ntalk1, "That giant shell... what is it?").also { stage = 50 }
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npc(ntalk1, "That giant shell... what is it?").also { stage = 50 }
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} else if (player.inventory.contains(Items.PERFECT_SNAIL_SHELL_10996, 1)) {
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} else if (inInventory(player, Items.PERFECT_SNAIL_SHELL_10996, 1)) {
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curItem = 3
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curItem = 3
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npc(ntalk1, "That giant shell... what is it?").also { stage = 60 }
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npc(ntalk1, "That giant shell... what is it?").also { stage = 60 }
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} else {
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} else {
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@@ -202,32 +198,43 @@ class BarlakDialogue(player: Player? = null) : DialoguePlugin(player){
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}
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}
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return true
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return true
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}
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}
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private fun wotItem(): Item {
|
|
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return Item(sets[curItem][0])
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|
||||||
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private fun exchange() {
|
||||||
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val item = getItemForCurItem()
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||||||
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val numToExchange = getNumToExchange()
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||||||
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removeAll(player, item, Container.INVENTORY)
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removeAll(player, item, Container.BANK)
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||||||
|
addItemOrDrop(player, Items.COINS_995, getCoinsForCurItem() * numToExchange)
|
||||||
|
rewardXP(player, getSkillForCurItem(), (getXpForCurItem() * numToExchange).toDouble())
|
||||||
}
|
}
|
||||||
|
|
||||||
private fun doDaMaffBish() {
|
private fun getNumToExchange(): Int {
|
||||||
addItemOrDrop(player, 995, gibMeDaCoinz(curItem))
|
val itemId = getItemIdForCurItem()
|
||||||
removeAll(player, wotItem(), Container.INVENTORY)
|
return amountInInventory(player, itemId) + amountInBank(player, itemId)
|
||||||
if (inBank(player, sets[curItem][0], 1)) {
|
|
||||||
removeAll(player, wotItem(), Container.BANK)
|
|
||||||
}
|
|
||||||
player.skills.addExperience(gibMeDaSkill(curItem), gibMeDaExp(curItem).toDouble())
|
|
||||||
}
|
}
|
||||||
|
|
||||||
private fun gibMeDaCoinz(a: Int): Int {
|
private fun getTotalCoinsForCurItem(): Int {
|
||||||
if (inBank(player, sets[curItem][0], 1)) {
|
return getCoinsForCurItem() * getNumToExchange()
|
||||||
toAddFromBank = amountInBank(player, sets[curItem][0])
|
|
||||||
} else {
|
|
||||||
toAddFromBank = 0
|
|
||||||
}
|
|
||||||
return (player.inventory.getAmount(sets[curItem][0]) * sets[curItem][1]) + (toAddFromBank * sets[curItem][1])
|
|
||||||
}
|
}
|
||||||
|
|
||||||
private fun gibMeDaExp(a: Int): Int {
|
private fun getItemForCurItem(): Item {
|
||||||
|
return Item(getItemIdForCurItem())
|
||||||
|
}
|
||||||
|
|
||||||
|
private fun getItemIdForCurItem(): Int {
|
||||||
|
return sets[curItem][0]
|
||||||
|
}
|
||||||
|
|
||||||
|
private fun getCoinsForCurItem(): Int {
|
||||||
|
return sets[curItem][1]
|
||||||
|
}
|
||||||
|
|
||||||
|
private fun getXpForCurItem(): Int {
|
||||||
return sets[curItem][2]
|
return sets[curItem][2]
|
||||||
}
|
}
|
||||||
private fun gibMeDaSkill(a: Int): Int {
|
|
||||||
|
private fun getSkillForCurItem(): Int {
|
||||||
return sets[curItem][3]
|
return sets[curItem][3]
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
Reference in New Issue
Block a user