forked from 2009Scape/Server
Temporarily evaluate all soft requirements as hard requirements (until the quest system is refined enough to properly leverage soft requirements), fixes inability to meet requirements when prayer is low
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1 changed files with 1 additions and 1 deletions
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@ -14,7 +14,7 @@ interface Requirement {
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open class SkillReq (val skillId: Int, val level: Int, val soft: Boolean = false) : Requirement {
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override fun evaluate (player: Player) : Pair<Boolean, List<Requirement>> {
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val hasLevelRequirement = if (soft) getDynLevel(player, skillId) >= level else getStatLevel(player, skillId) >= level
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val hasLevelRequirement = getStatLevel(player, skillId) >= level //if (soft) getDynLevel(player, skillId) >= level else getStatLevel(player, skillId) >= level
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if (hasLevelRequirement) return Pair (true, listOf())
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else return Pair(false, listOf(this))
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}
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