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* Add drops for gadgets Gadgets only have drop_id when they are not chests (chest_drop_id). When drop_id is not set (0), handleChestDrop quickly exits * Implement QUEST_COND_ITEM_GIVING_FINISHED Took the oppertunity to Rename ContentFinishGivingItem to ItemGiving * Store accept conditions like fail and finish content are Took the oppertunity to clean up some old code as well conditions are stored in QuestManager * Update src/main/java/emu/grasscutter/game/quest/QuestManager.java Co-authored-by: Magix <27646710+KingRainbow44@users.noreply.github.com> * Update ConditionItemGivingFinished.java --------- Co-authored-by: Magix <27646710+KingRainbow44@users.noreply.github.com>
42 lines
1.2 KiB
Java
42 lines
1.2 KiB
Java
package emu.grasscutter.scripts.data;
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import lombok.*;
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@ToString
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@Setter
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public class SceneGadget extends SceneObject {
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public int gadget_id;
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public int chest_drop_id;
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public int drop_id;
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public int drop_count;
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public String drop_tag;
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boolean showcutscene;
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boolean persistence;
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public int state;
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public int point_type;
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public int owner;
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public SceneBossChest boss_chest;
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public int interact_id;
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/**
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* Note: this field indicates whether the gadget should disappear permanently. For example, if
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* isOneOff=true, like most chests, it will disappear permanently after interacted. If
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* isOneOff=false, like investigation points, it will disappear temporarily, and appear again in
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* next big world resource refresh routine.
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*/
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public boolean isOneoff;
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public int draft_id;
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public int route_id;
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public boolean start_route = true;
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public boolean is_use_point_array = false;
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public boolean persistent = false;
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public int mark_flag;
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public Explore explore;
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public int trigger_count;
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public void setIsOneoff(boolean isOneoff) {
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this.isOneoff = isOneoff;
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}
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}
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