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Skill requirements no longer ignored for Fremennik Trials and Lost City
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parent
1d9165e874
commit
31734cb540
2 changed files with 18 additions and 3 deletions
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@ -109,6 +109,9 @@ public enum WoodcuttingNode {
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//Mahogany
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//Mahogany
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MAHOGANY(9034,9035, (byte) 12),
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MAHOGANY(9034,9035, (byte) 12),
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//Swaying Tree
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SWAYING_TREE(4142,-1, (byte) 30),
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//Arctic pine
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//Arctic pine
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ARCTIC_PINE(21273,21274, (byte) 13),
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ARCTIC_PINE(21273,21274, (byte) 13),
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@ -306,6 +309,14 @@ public enum WoodcuttingNode {
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level = 1;
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level = 1;
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rewardAmount = Integer.MAX_VALUE;
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rewardAmount = Integer.MAX_VALUE;
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break;
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break;
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case 30:
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reward = 3692;
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respawnRate = -1;
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rate = 0.05;
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experience = 1;
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level = 40;
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rewardAmount = Integer.MAX_VALUE;
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break;
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}
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}
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}
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}
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WoodcuttingNode(int full, int empty, byte identifier, boolean farming){
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WoodcuttingNode(int full, int empty, byte identifier, boolean farming){
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@ -12,6 +12,7 @@ import core.game.node.entity.player.link.diary.DiaryType
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import core.game.node.entity.player.link.music.MusicEntry
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import core.game.node.entity.player.link.music.MusicEntry
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import core.game.node.entity.skill.Skills
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import core.game.node.entity.skill.Skills
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import core.game.node.entity.skill.gather.SkillingTool
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import core.game.node.entity.skill.gather.SkillingTool
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import core.game.node.entity.skill.gather.woodcutting.WoodcuttingSkillPulse
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import core.game.node.scenery.Scenery
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import core.game.node.scenery.Scenery
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import core.game.system.task.Pulse
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import core.game.system.task.Pulse
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import core.game.world.map.Location
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import core.game.world.map.Location
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@ -93,6 +94,10 @@ class TFTInteractionListeners : InteractionListener{
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}
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}
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onUseWith(ITEM,KNIFE,TREE_BRANCH){player,_,_ ->
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onUseWith(ITEM,KNIFE,TREE_BRANCH){player,_,_ ->
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if (!player.skills.hasLevel(Skills.CRAFTING,40)) {
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sendDialogue(player, "You need 40 crafting to do this!")
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return@onUseWith true
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}
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if (inInventory(player,KNIFE))
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if (inInventory(player,KNIFE))
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Pulser.submit(BranchFletchingPulse(player))
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Pulser.submit(BranchFletchingPulse(player))
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else
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else
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@ -256,9 +261,8 @@ class TFTInteractionListeners : InteractionListener{
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return@on true
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return@on true
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}
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}
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on(SWAYING_TREE,SCENERY,"cut-branch"){ player, _ ->
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on(SWAYING_TREE,SCENERY,"cut-branch"){ player, node ->
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SkillingTool.getHatchet(player)?.let { Pulser.submit(ChoppingPulse(player)).also { return@on true } }
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player.pulseManager.run(WoodcuttingSkillPulse(player, node as Scenery))
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sendMessage(player,"You need an axe which you have the woodcutting level to use to do this.")
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return@on true
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return@on true
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}
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}
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