Your organs will no longer be stolen. Also fixed unexpected disappearance of beds, big plants, bookcases in study, fireplaces in bedroom and costume box in costume room
Fixed incorrect coordinates for the study crystal ball hotspot
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@@ -8,11 +8,10 @@ import core.game.world.map.RegionManager;
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/**
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* Represents the room properties.
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* @author Emperor
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* @author Emperor, Player Name
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* >ORDINAL BOUND<
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*/
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public enum RoomProperties {
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/**
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* The parlour.
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*/
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@@ -55,7 +54,6 @@ public enum RoomProperties {
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new Hotspot(BuildHotspot.CHAIRS_2, 5, 4),
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new Hotspot(BuildHotspot.BOOKCASE, 7, 1)),
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/**
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* The garden. (centrepiece has to be first!)
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*/
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@@ -64,7 +62,7 @@ public enum RoomProperties {
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new Hotspot(BuildHotspot.BIG_TREE_1, 1, 5, 2, 6),
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new Hotspot(BuildHotspot.SMALL_PLANT_1, 3, 1),
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new Hotspot(BuildHotspot.SMALL_PLANT_2, 4, 5),
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new Hotspot(BuildHotspot.BIG_PLANT_1, 6, 1,7,0),
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new Hotspot(BuildHotspot.BIG_PLANT_1, 6, 0, 7, 1),
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new Hotspot(BuildHotspot.TREE_1, 6, 6, 7, 7)),
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/**
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@@ -81,7 +79,7 @@ public enum RoomProperties {
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new Hotspot(BuildHotspot.WINDOW, 7, 5),
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new Hotspot(BuildHotspot.BARRELS, 0, 6),
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new Hotspot(BuildHotspot.KITCHEN_TABLE, 3, 3, 4, 4),
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new Hotspot(BuildHotspot.STOVE, 3, 7),
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new Hotspot(BuildHotspot.STOVE, 3, 7, 4, 7),
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new Hotspot(BuildHotspot.LARDER, 6, 0, 7, 1),
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new Hotspot(BuildHotspot.SINK, 7, 3, 7, 4),
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new Hotspot(BuildHotspot.SHELVES, 1, 7),
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@@ -142,8 +140,8 @@ public enum RoomProperties {
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/**
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* Bedroom.
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*/
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BEDROOM(10000, 20, 0, 6, 7, Room.CHAMBER, new Hotspot(BuildHotspot.BED, 3, 7,4,6),
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new Hotspot(BuildHotspot.FIREPLACE2, 7,4,7, 3),
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BEDROOM(10000, 20, 0, 6, 7, Room.CHAMBER, new Hotspot(BuildHotspot.BED, 3, 6, 4, 7),
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new Hotspot(BuildHotspot.FIREPLACE2, 7, 3, 7, 4),
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new Hotspot(BuildHotspot.CLOCK, 7, 0),
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new Hotspot(BuildHotspot.DRESSER, 0, 7, 1, 7),
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new Hotspot(BuildHotspot.DRAWERS, 6, 7),
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@@ -193,7 +191,7 @@ public enum RoomProperties {
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new Hotspot(BuildHotspot.BEDROOM_RUG3, 6, 4)),
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/**
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* Skill hall room.
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* Skill hall.
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*/
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SKILL_HALL(15000, 25, 0, 1, 6, Room.CHAMBER, new Hotspot(BuildHotspot.STAIRWAYS, 3, 3, 4, 4),
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new Hotspot(BuildHotspot.ARMOUR_SPACE, 2, 3),
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@@ -318,6 +316,7 @@ public enum RoomProperties {
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new Hotspot(BuildHotspot.CR_INVISIBLE_WALL, 3, 5),
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new Hotspot(BuildHotspot.CR_INVISIBLE_WALL, 5, 3),
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new Hotspot(BuildHotspot.CR_INVISIBLE_WALL, 4, 2)),
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/**
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* Quest trophy hall.
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*/
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@@ -373,24 +372,14 @@ public enum RoomProperties {
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new Hotspot(BuildHotspot.Q_HALL_RUG3, 6, 1),
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new Hotspot(BuildHotspot.Q_HALL_RUG3, 6, 6)),
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/**
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* Study.
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*/
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/* Menagerie(30000, 37, 0, 7, 2, Room.LAND,
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new Hotspot(BuildHotspot.PET_HOUSE, 1, 1),
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new Hotspot(BuildHotspot.PET_FEEDER, 5, 1),
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new Hotspot(BuildHotspot.OBELISK, 5, 5),
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new Hotspot(BuildHotspot.HABITAT_2, 1, 5),
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new Hotspot(BuildHotspot.HABITAT_1, 6, 6)),*/
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/**
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* Study.
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*/
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STUDY_ROOM(50000, 40, 0, 4, 5, Room.CHAMBER, new Hotspot(BuildHotspot.GLOBE, 1, 4, 3, 6),
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new Hotspot(BuildHotspot.LECTERN, 2, 2),
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new Hotspot(BuildHotspot.CRYSTAL_BALL, 5, 4),
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new Hotspot(BuildHotspot.BOOKCASE3, 4, 7,3,7),
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new Hotspot(BuildHotspot.BOOKCASE3, 3, 7,4,7),
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new Hotspot(BuildHotspot.CRYSTAL_BALL, 5, 2),
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new Hotspot(BuildHotspot.BOOKCASE3, 3, 7, 3, 7),
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new Hotspot(BuildHotspot.BOOKCASE3, 4, 7, 4, 7),
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new Hotspot(BuildHotspot.WALL_CHART, 1, 7),
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new Hotspot(BuildHotspot.WALL_CHART, 6, 7),
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new Hotspot(BuildHotspot.WALL_CHART, 7, 1),
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@@ -419,7 +408,7 @@ public enum RoomProperties {
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new Hotspot(BuildHotspot.MAGIC_WARDROBE, 3, 7, 5, 7),
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new Hotspot(BuildHotspot.CAPE_RACK, 6, 6),
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new Hotspot(BuildHotspot.TOY_BOX, 7, 3, 7, 4),
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new Hotspot(BuildHotspot.COSTUME_BOX, 3, 4,4,3)),
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new Hotspot(BuildHotspot.COSTUME_BOX, 3, 3, 4, 4)),
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/**
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* Chapel room.
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@@ -429,7 +418,7 @@ public enum RoomProperties {
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new Hotspot(BuildHotspot.STATUE, 7, 0),
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new Hotspot(BuildHotspot.STATUE, 0, 0),
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new Hotspot(BuildHotspot.ICON, 3, 7, 4, 7),
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new Hotspot(BuildHotspot.MUSICAL, 7,4,7,3),
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new Hotspot(BuildHotspot.MUSICAL, 7, 3, 7, 4),
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new Hotspot(BuildHotspot.BURNERS, 1, 5),
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new Hotspot(BuildHotspot.BURNERS, 6, 5),
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new Hotspot(BuildHotspot.CHAPEL_RUG, 3, 1),
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@@ -621,6 +610,7 @@ public enum RoomProperties {
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new Hotspot(BuildHotspot.PRISON, 5, 4),
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new Hotspot(BuildHotspot.PRISON, 4, 5),
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new Hotspot(BuildHotspot.PRISON_DOOR, 3, 5)),
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/**
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* Dungeon corridor.
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*/
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@@ -695,6 +685,9 @@ public enum RoomProperties {
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new Hotspot(BuildHotspot.DUNGEON_DECO, 6, 1),
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new Hotspot(BuildHotspot.DUNGEON_DECO, 1, 6)),
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/**
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* Dungeon pit.
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*/
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DUNGEON_PIT(10000, 70, 0, 5, 2, Room.DUNGEON,
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new Hotspot(BuildHotspot.DUNGEON_DOOR_RIGHT3, 3, 1),
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new Hotspot(BuildHotspot.DUNGEON_DOOR_LEFT3, 4, 1),
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@@ -1023,5 +1016,4 @@ public enum RoomProperties {
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public int getLevel() {
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return level;
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}
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}
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