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Recursive plugin loading.
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require 'java'
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java_import 'org.apollo.game.action.Action'
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java_import 'org.apollo.game.event.impl.DisplayTabInterfaceEvent'
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java_import 'org.apollo.game.model.EquipmentConstants'
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java_import 'org.apollo.game.model.Skill'
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DISPLAY_SPELLBOOK = DisplayTabInterfaceEvent.new(6)
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class Spell
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attr_reader :level, :elements, :experience
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def initialize(level, elements, experience)
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@level = level
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@elements = elements
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@experience = experience
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end
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end
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class SpellAction < Action
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attr_reader :spell, :pulses
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def initialize(mob, spell)
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super(0, true, mob)
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@spell = spell
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@pulses = 0
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end
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def execute
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if @pulses == 0
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unless (check_skill and process_elements)
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stop
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return
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end
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end
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execute_action
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@pulses += 1
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end
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def execute_action
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stop
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end
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def check_skill
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required = @spell.level
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if required > mob.skill_set.skill(MAGIC_SKILL_ID).maximum_level
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mob.send_message("You need a Magic level of at least #{required} to cast this spell.")
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return false
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end
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return true
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end
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def process_elements
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elements = @spell.elements
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elements.each do |element, amount|
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unless element.check_remove(mob, amount, false)
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mob.send_message("You do not have enough #{element.name}s to cast this spell.")
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return false
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end
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end
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elements.each do |element, amount|
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element.check_remove(mob, amount, true)
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end
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return true
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end
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def equals(other)
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return (get_class == other.get_class and @spell == other.spell)
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end
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end
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class ItemSpellAction < SpellAction
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attr_reader :slot, :item
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def initialize(mob, spell, slot, item)
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super(mob, spell)
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@slot = slot
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@item = item
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end
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# We override SpellAction#execute to implement an illegal item check (e.g. coins for alchemy)
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def execute
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if @pulses == 0
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if illegal_item?
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mob.send_message('You cannot use that spell on this item!')
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stop
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next
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end
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id = @item.id
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# TODO: There has to be a better way to do this.
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@spell.elements.each do |element, amount|
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element.runes.each do |rune|
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if id == rune && !element.check_remove(mob, amount + 1, false)
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mob.send_message("You do not have enough #{element.name}s to cast this spell.")
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stop
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return false
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end
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end
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end
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end
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super
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end
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def illegal_item?
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# Override this method if necessary
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return false
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end
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end
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# Intercepts the magic on item event.
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on :event, :magic_on_item do |ctx, player, event|
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spell = event.spell_id
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alch = ALCHEMY_SPELLS[spell]
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if alch != nil
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slot = event.slot
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item = player.inventory.get(slot)
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player.start_action(AlchemyAction.new(player, alch, slot, item))
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ctx.break_handler_chain
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return
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end
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ench = ENCHANT_SPELLS[event.id]
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if ench != nil and ench.button == spell
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slot = event.slot
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item = player.inventory.get(slot)
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player.start_action(EnchantAction.new(player, ench, slot, item, ENCHANT_ITEMS[item.id]))
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ctx.break_handler_chain
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end
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end
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# Intercepts the button event
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on :event, :button do |ctx, player, event|
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button = event.widget_id
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tele = TELEPORT_SPELLS[button]
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if tele != nil
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player.start_action(TeleportingAction.new(player, tele))
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ctx.break_handler_chain
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return
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end
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conv = CONVERT_SPELLS[button]
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if conv != nil
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slots = bone_slots player
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if slots.length == 0 then player.send_message("You cant convert these bones!") else player.start_action(ConvertingAction.new(player, conv, slots)) end
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ctx.break_handler_chain
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end
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end
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