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Removed old degrading system for crystal bows
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4971985d44
commit
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1 changed files with 0 additions and 31 deletions
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@ -282,7 +282,6 @@ open class RangeSwingHandler
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val type = state.weapon.type
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val amount = if (type == WeaponType.DOUBLE_SHOT) 2 else 1
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if (type == WeaponType.DEGRADING) {
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degrade(e, state, amount)
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return
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}
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val ammo = state.weapon.ammunition
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@ -342,35 +341,5 @@ open class RangeSwingHandler
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}
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return 1.0
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}
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/**
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* Degrades the player's range weapon used.
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* @param p The player.
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* @param state The battle state.
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* @param amount The amount of shots to degrade.
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*/
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private fun degrade(p: Player, state: BattleState, amount: Int) {
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if (state.weapon.item.id == 4212) { // New crystal bow.
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p.packetDispatch.sendMessage("Your crystal bow has degraded!")
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p.equipment.replace(Item(4214, 1, 996), 3)
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return
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}
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val charge = state.weapon.item.charge - amount * 4
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state.weapon.item.charge = charge
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if (charge < 1) {
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val id = state.weapon.id + 1
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if (id < 4224) {
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p.packetDispatch.sendMessage("Your crystal bow has degraded!")
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p.equipment.replace(Item(id, 1, 999), 3)
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} else {
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var replace: Item? = null
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if (!p.inventory.add(Item(4207))) {
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replace = Item(4207)
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}
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p.equipment.replace(replace, 3)
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p.packetDispatch.sendMessage("Your crystal bow has degraded to a small crystal seed.")
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}
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}
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}
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}
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}
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