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Housekeeping
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@@ -0,0 +1,89 @@
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require 'java'
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java_import 'org.apollo.game.model.Animation'
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java_import 'org.apollo.game.model.Graphic'
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java_import 'org.apollo.game.model.Item'
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java_import 'org.apollo.game.model.entity.Skill'
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CONVERT_SPELLS = {}
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BONES_ID = 526
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CONVERT_ANIM = Animation.new(722)
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CONVERT_GRAPHIC = Graphic.new(141, 0, 100)
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# A `Spell` for converting items.
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class ConvertSpell < Spell
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attr_reader :reward
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def initialize(level, elements, experience, reward)
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super(level, elements, experience)
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@reward = Item.new(reward)
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end
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end
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# A `SpellAction` for a `ConvertSpell`.
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class ConvertingAction < SpellAction
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attr_reader :slots
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def initialize(player, spell, slots)
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super(player, spell)
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@slots = slots
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end
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def execute_action
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if @pulses == 0
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mob.play_animation(CONVERT_ANIM)
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mob.play_graphic(CONVERT_GRAPHIC)
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inventory = mob.inventory
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firing = (@slots.length * 2) < inventory.capacity
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inventory.stop_firing_events unless firing # In case of many changes, wait with firing events
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reward = @spell.reward
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@slots.each { |slot| inventory.set(slot, reward) }
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unless firing
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inventory.start_firing_events
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inventory.force_refresh
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end
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mob.skill_set.add_experience(Skill::MAGIC, @spell.experience)
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set_delay(2)
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elsif @pulses == 1
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mob.stop_animation
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mob.stop_graphic
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stop
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end
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end
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end
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def bone_slots(player)
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inventory = player.inventory
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items = inventory.items
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size = inventory.size
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counter = 0
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slots = []
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(0...inventory.capacity).each do |slot|
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break unless counter <= size
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item = items[slot]
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slots << slot if !item.nil? && item.id == BONES_ID
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counter += 1
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end
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slots
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end
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def convert(_name, button, level, elements, experience, reward)
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CONVERT_SPELLS[button] = ConvertSpell.new(level, elements, experience, reward)
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end
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convert :bones_to_bananas, 1159, 15, { NATURE => 1, WATER => 2, EARTH => 2 }, 25, 1963
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convert :bones_to_peaches, 15877, 60, { NATURE => 2, WATER => 4, EARTH => 4 }, 35.5, 6883
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