Files
apollo/data/plugins/skill-magic/convert.rb
T
2014-03-09 20:46:02 +00:00

86 lines
2.1 KiB
Ruby

require 'java'
java_import 'org.apollo.game.model.Animation'
java_import 'org.apollo.game.model.Graphic'
java_import 'org.apollo.game.model.Item'
CONVERT_SPELLS = {}
BONES_ID = 526
CONVERT_ANIM = Animation.new(722)
CONVERT_GRAPHIC = Graphic.new(141, 0, 100)
class ConvertSpell < Spell
attr_reader :reward
def initialize(level, elements, experience, reward)
super(level, elements, experience)
@reward = Item.new(reward)
end
end
class ConvertingAction < SpellAction
attr_reader :slots
def initialize(player, spell, slots)
super(player, spell)
@slots = slots
end
def execute_action
if @pulses == 0
mob.play_animation(CONVERT_ANIM)
mob.play_graphic(CONVERT_GRAPHIC)
inventory = mob.inventory
firing = (@slots.length * 2) < inventory.capacity
inventory.stop_firing_events unless firing # In the case of many changes, wait with firing events
reward = @spell.reward
@slots.each do |slot|
inventory.set(slot, reward) # Share the instance
end
unless firing # If we waited with firing events, restore it now and force a refresh
inventory.start_firing_events
inventory.force_refresh
end
mob.skill_set.add_experience(MAGIC_SKILL_ID, @spell.experience)
set_delay(2)
elsif @pulses == 1
mob.stop_animation
mob.stop_graphic
stop
end
end
end
def bone_slots(player)
inventory = player.inventory
items = inventory.items
size = inventory.size
counter = 0
slots = []
(0...inventory.capacity).each do |slot|
break unless counter <= size
item = items[slot]
slots << slot if (item != nil and item.id == BONES_ID)
counter += 1
end
return slots
end
def append_convert(button, level, elements, experience, reward)
CONVERT_SPELLS[button] = ConvertSpell.new(level, elements, experience, reward)
end
append_convert 1159, 15, { EARTH => 2, WATER => 2, NATURE => 1 }, 25, 1963 # Bones to bananas
#append_convert 15877, 60, { NATURE => 2, WATER => 4, EARTH => 4 }, 35.5, 6883 # Bones to peaches