you and asteria
ot: goodjob going to be checking this out.
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Was being lazy writing this, will re-release later.
you and asteria
ot: goodjob going to be checking this out.
- Why does Fire.groovy use getters but Firemaking.groovy doesn't?
Why not just have that check before execute() is called, then you don't need to call it everytimeCode:if (player.session.getState() == IOState.LOGGED_OUT) { this.cancel(); return; } Could be done way better, and look at returning OptionalCode:static Fire validate(int id) { for(Fire f : Fire.values()) { if (f.logID == id) return f } null }- In any game event involving a players inventory and an item, you should always check for
beforehandCode:if(!player.inventory.contains(logId)) return- Classes such as ObjectNodeManager and ItemNodeManager are all static, surely you can just make them oo
- Shouldn't
be in theCode:player.movementQueue.reset(); player.animation(new Animation(733)); player.encoder.sendMessage "You light the logs on fire..."method instead and not the constructorCode:onSubmit- Not a huge thing, but imagine how clustered the handler classes will be when they're full of content (in this scenario it's ItemOnItem.groovy)
Overall good job though, groovy looks cool
Aside from a few missing semi-colons (which you have in some places but not others - be consistent!!), pretty much every line of this code is valid Java. If you're going to use another language, you should read up about it and take advantage of the additional features it offers.
Gj, going to maybe use this when i start developing again.
This could've been done in like two very short Groovy classes if you had used the DestructionSkillAction. You also need to have a collection of positions that hold the positions of all active fires, to prevent players from lighting fires on top of an existing fire.
^ and you can start learning more here.
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