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Added a new server config option, shooting_star_ring, enabling whether the inauthentic ancient blueprint gets rolled
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1 changed files with 2 additions and 1 deletions
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@ -6,6 +6,7 @@ import core.game.node.entity.player.Player
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import core.game.node.entity.skill.SkillPulse
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import core.game.node.entity.skill.SkillPulse
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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 content.data.skill.SkillingTool
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import content.data.skill.SkillingTool
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import core.ServerConstants
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import core.game.node.item.Item
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import core.game.node.item.Item
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import core.tools.RandomFunction
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import core.tools.RandomFunction
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import org.rs09.consts.Items
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import org.rs09.consts.Items
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@ -103,7 +104,7 @@ class ShootingStarMiningPulse(player: Player?, node: Scenery?, val star: Shootin
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if (ShootingStarPlugin.getStarDust(player) < 200) {
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if (ShootingStarPlugin.getStarDust(player) < 200) {
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player.inventory.add(Item(ShootingStarPlugin.STAR_DUST, 1))
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player.inventory.add(Item(ShootingStarPlugin.STAR_DUST, 1))
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}
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}
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if(!inInventory(player, Items.ANCIENT_BLUEPRINT_14651) && !inBank(player, Items.ANCIENT_BLUEPRINT_14651)){
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if (ServerConstants.SHOOTING_STAR_RING && hasAnItem(player, Items.ANCIENT_BLUEPRINT_14651).container == null) {
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rollBlueprint(player)
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rollBlueprint(player)
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}
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}
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