Temporarily evaluate all soft requirements as hard requirements (until the quest system is refined enough to properly leverage soft requirements), fixes inability to meet requirements when prayer is low
This commit is contained in:
@@ -14,7 +14,7 @@ interface Requirement {
|
|||||||
|
|
||||||
open class SkillReq (val skillId: Int, val level: Int, val soft: Boolean = false) : Requirement {
|
open class SkillReq (val skillId: Int, val level: Int, val soft: Boolean = false) : Requirement {
|
||||||
override fun evaluate (player: Player) : Pair<Boolean, List<Requirement>> {
|
override fun evaluate (player: Player) : Pair<Boolean, List<Requirement>> {
|
||||||
val hasLevelRequirement = if (soft) getDynLevel(player, skillId) >= level else getStatLevel(player, skillId) >= level
|
val hasLevelRequirement = getStatLevel(player, skillId) >= level //if (soft) getDynLevel(player, skillId) >= level else getStatLevel(player, skillId) >= level
|
||||||
if (hasLevelRequirement) return Pair (true, listOf())
|
if (hasLevelRequirement) return Pair (true, listOf())
|
||||||
else return Pair(false, listOf(this))
|
else return Pair(false, listOf(this))
|
||||||
}
|
}
|
||||||
|
|||||||
Reference in New Issue
Block a user