Default apollo.

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Major-
2013-10-27 17:45:36 +00:00
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require 'java'
java_import 'org.apollo.game.action.DistancedAction'
java_import 'org.apollo.game.model.Animation'
java_import 'org.apollo.game.model.Skill'
# TODO: this shouldn't use the punch animation/delay, but should use the one
# from the active weapon/attack style (according to Scu11 anyway).
DUMMY_ID = 823
DUMMY_SIZE = 1
PUNCH_ANIMATION = 422
ANIMATION_PULSES = 0 # TODO: might be more if hitting it actually works instead of showing 'nothing more' msg?
LEVEL_THRESHOLD = 8
EXP_PER_HIT = 5
class DummyAction < DistancedAction
attr_reader :position
def initialize(character, position)
super ANIMATION_PULSES, true, character, position, DUMMY_SIZE
@position = position
@started = false
end
def executeAction
if not @started
@started = true
character.send_message "You hit the dummy."
character.turn_to @position
character.play_animation Animation.new(PUNCH_ANIMATION)
else
skills = character.skill_set
if skills.skill(Skill::ATTACK).maximum_level >= LEVEL_THRESHOLD then
character.send_message "There is nothing more you can learn from hitting a dummy."
else
skills.add_experience Skill::ATTACK, EXP_PER_HIT
end
stop
end
end
def equals(other)
return (get_class == other.get_class and @position == other.position)
end
end
on :event, :object_action do |ctx, player, event|
if event.option == 2 and event.id == DUMMY_ID
player.start_action DummyAction.new(player, event.position)
end
end