Firemaking now repeats until all the matching logs in your inventory are used

This commit is contained in:
randy 2024-10-31 15:20:14 -06:00
parent b35159b5b7
commit 0fddd2134b

View file

@ -19,6 +19,8 @@ import org.rs09.consts.Items;
import static core.api.ContentAPIKt.inInventory;
import static core.api.ContentAPIKt.replaceSlot;
import static core.api.ContentAPIKt.removeItem;
/**
* Represents the pulse used to light a log.
* @author 'Vexia
@ -102,10 +104,12 @@ public final class FireMakingPulse extends SkillPulse<Item> {
@Override
public boolean reward() {
/* Snowscape: this section allows making a new fire without an animation if you're fast enough, but since we auto-repeat we don't need that
if (getLastFire() >= GameWorld.getTicks()) {
createFire();
return true;
}
*/
if (ticks == 0) {
player.animate(ANIMATION);
}
@ -119,7 +123,13 @@ public final class FireMakingPulse extends SkillPulse<Item> {
return false;
}
createFire();
return true;
// Snowscape: attempt to remove another log. If successful, the pulse continues and the player makes another fire
if (removeItem(player, new Item(node.getId(), 1), Container.INVENTORY)) {
return false;
} else {
return true;
}
}
/**