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Update powerscreen.simba for legacy buttons. #115

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157 changes: 80 additions & 77 deletions lib/interfaces/powerscreen.simba
Expand Up @@ -96,67 +96,71 @@ new abilities are added, it's easy to update.
const

{ Attack Abilities }
PS_SLICE = [1, 1, 1];
PS_SLAUGHTER = [1, 1, 2];
PS_SLAUGHTER = [1, 1, 1];
PS_SLICE = [1, 1, 2];
PS_OVERPOWER = [1, 1, 3];
PS_HAVOC = [1, 1, 4];
PS_BACKHAND = [1, 1, 5];
PS_SMASH = [1, 1, 6];
PS_BARGE = [1, 1, 7];
PS_FLURRY = [1, 1, 8];
PS_SEVER = [1, 1, 9];
PS_HURRICANE = [1, 1, 10];
PS_MASSACRE = [1, 1, 11];
PS_METEOR_STRIKE = [1, 1, 12];
PS_BALANCED_STRIKE = [1, 1, 13];
PS_FORCEFUL_BACKHAND = [1, 1, 6];
PS_SMASH = [1, 1, 7];
PS_BARGE = [1, 1, 8];
PS_FLURRY = [1, 1, 9];
PS_SEVER = [1, 1, 10];
PS_HURRICANE = [1, 1, 11];
PS_MASSACRE = [1, 1, 12];
PS_METEOR_STRIKE = [1, 1, 13];
PS_BALANCED_STRIKE = [1, 1, 14];

{ Strength Abilities }
PS_KICK = [1, 2, 1];
PS_PUNISH = [1, 2, 2];
PS_DISMEMBER = [1, 2, 3];
PS_FURY = [1, 2, 4];
PS_DESTROY = [1, 2, 5];
PS_QUAKE = [1, 2, 6];
PS_BERSERK = [1, 2, 7];
PS_CLEAVE = [1, 2, 8];
PS_ASSAULT = [1, 2, 9];
PS_DECIMATE = [1, 2, 10];
PS_PULVERISE = [1, 2, 11];
PS_FRENZY = [1, 2, 12];
PS_STOMP = [1, 2, 1];
PS_KICK = [1, 2, 2];
PS_PUNISH = [1, 2, 3];
PS_DISMEMBER = [1, 2, 4];
PS_FURY = [1, 2, 5];
PS_DESTROY = [1, 2, 6];
PS_QUAKE = [1, 2, 7];
PS_BERSERK = [1, 2, 8];
PS_CLEAVE = [1, 2, 9];
PS_ASSAULT = [1, 2, 10];
PS_DECIMATE = [1, 2, 11];
PS_PULVERISE = [1, 2, 12];
PS_FRENZY = [1, 2, 13];

{ Ranged Abilities }
PS_PIERCING_SHOT = [2, 1, 1];
PS_SNAP_SHOT = [2, 1, 2];
PS_DEADSHOT = [2, 1, 3];
PS_SNIPE = [2, 1, 1];
PS_DAZING_SHOT = [2, 1, 5];
PS_NEEDLE_STRIKE = [2, 1, 6];
PS_BINDING_SHOT = [2, 1, 7];
PS_FRAGMENTATION_SHOT = [2, 1, 8];
PS_ESCAPE = [2, 1, 9];
PS_RAPID_FIRE = [2, 1, 10];
PS_RICOCHET = [2, 1, 11];
PS_BOMBARDMENT = [2, 1, 12];
PS_INCENDIARY_SHOT = [2, 1, 13];
PS_UNLOAD = [2, 1, 14];
PS_DEATHS_SWIFTNESS = [2, 1, 15];
PS_BINDING_SHOT = [2, 1, 6];
PS_NEEDLE_STRIKE = [2, 1, 7];
PS_TIGHT_BINDINGS = [2, 1, 8];
PS_FRAGMENTATION_SHOT = [2, 1, 9];
PS_ESCAPE = [2, 1, 10];
PS_RAPID_FIRE = [2, 1, 11];
PS_RICOCHET = [2, 1, 12];
PS_BOMBARDMENT = [2, 1, 13];
PS_INCENDIARY_SHOT = [2, 1, 14];
PS_UNLOAD = [2, 1, 15];
PS_DEATHS_SWIFTNESS = [2, 1, 16];

{ Magic Abilities }
PS_WRACK = [3, 1, 1];
PS_ASPHYXIATE = [3, 1, 2];
PS_ASPHYXIATE = [3, 1, 1];
PS_WRACK = [3, 1, 2];
PS_OMNIPOWER = [3, 1, 3];
PS_DRAGON_BREATH = [3, 1, 4];
PS_SONIC_WAVE = [3, 1, 5];
PS_CONCENTRATED_BLAST = [3, 1, 6];
PS_IMPACT = [3, 1, 7];
PS_COMBUST = [3, 1, 8];
PS_SURGE = [3, 1, 9];
PS_DETONATE = [3, 1, 10];
PS_CHAIN = [3, 1, 11];
PS_WILD_MAGIC = [3, 1, 12];
PS_METAMORPHOSIS = [3, 1, 13];
PS_TSUNAMI = [3, 1, 14];
PS_SUNSHINE = [3, 1, 15];
PS_IMPACT = [3, 1, 6];
PS_CONCENTRATED_BLAST = [3, 1, 7];
PS_DEEP_IMPACT = [3, 1, 8];
PS_COMBUST = [3, 1, 9];
PS_SURGE = [3, 1, 10];
PS_DETONATE = [3, 1, 11];
PS_CHAIN = [3, 1, 12];
PS_WILD_MAGIC = [3, 1, 13];
PS_METAMORPHOSIS = [3, 1, 14];
PS_TSUNAMI = [3, 1, 15];
PS_SUNSHINE = [3, 1, 16];

{ Magic Combat Spells }
PS_AIR_STRIKE = [3, 2, 1];
Expand Down Expand Up @@ -186,11 +190,11 @@ const
PS_FIRE_WAVE = [3, 2, 25];
PS_STORM_OF_ARMADYL = [3, 2, 26];
PS_ENTANGLE = [3, 2, 27];
PS_STAGGER = [3, 2, 28];
PS_POLYPORE_STRIKE = [3, 2, 29];
PS_POLYPORE_STRIKE = [3, 2, 28];
PS_STAGGER = [3, 2, 29];
PS_AIR_SURGE = [3, 2, 30];
PS_TELEPORT_BLOCK = [3, 2, 31];
PS_WATER_SURGE = [3, 2, 32];
PS_WATER_SURGE = [3, 2, 31];
PS_TELEPORT_BLOCK = [3, 2, 32];
PS_EARTH_SURGE = [3, 2, 33];
PS_FIRE_SURGE = [3, 2, 34];

Expand All @@ -204,11 +208,12 @@ const
PS_CAMELOT_TELEPORT = [3, 3, 7];
PS_ARDOUGNE_TELEPORT = [3, 3, 8];
PS_WATCHTOWER_TELEPORT = [3, 3, 9];
APS_TROLLHEIM_TELEPORT = [3, 3, 10];
PS_APE_ATOLL_TELEPORT = [3, 3, 11];
PS_TELE_OTHER_LUMBRIDGE = [3, 3, 12];
PS_TELE_OTHER_FALADOR = [3, 3, 13];
PS_TELE_OTHER_CAMELOT = [3, 3, 14];
PS_GOD_WARS_DUNGEON_TELEPORT = [3, 3, 10];
PS_TROLLHEIM_TELEPORT = [3, 3, 11];
PS_APE_ATOLL_TELEPORT = [3, 3, 12];
PS_TELE_OTHER_LUMBRIDGE = [3, 3, 13];
PS_TELE_OTHER_FALADOR = [3, 3, 14];
PS_TELE_OTHER_CAMELOT = [3, 3, 15];

{ Magic Skilling Spells }
PS_ENCHANT_CROSSBOW_BOLT = [3, 4, 1];
Expand All @@ -230,27 +235,25 @@ const
PS_LVL_6_ENCHANT = [3, 4, 17];

{ Defensive Abilities }
PS_DEVOTION = [4, 1, 1];
PS_ANTICIPATION = [4, 1, 2];
PS_BASH = [4, 1, 3];
PS_REVENGE = [4, 1, 4];
PS_PROVOKE = [4, 1, 5];
PS_IMMORTALITY = [4, 1, 6];
PS_FREEDOM = [4, 1, 7];
PS_REFLECT = [4, 1, 8];
PS_RESONANCE = [4, 1, 9];
PS_REJUVENATE = [4, 1, 10];
PS_DEBILITATE = [4, 1, 11];
PS_PREPARATION = [4, 1, 12];
PS_BARRICADE = [4, 1, 13];
PS_NATURAL_INSTINCT = [4, 1, 14];
PS_ANTICIPATION = [4, 1, 1];
PS_BASH = [4, 1, 2];
PS_REVENGE = [4, 1, 3];
PS_PROVOKE = [4, 1, 4];
PS_IMMORTALITY = [4, 1, 5];
PS_FREEDOM = [4, 1, 6];
PS_REFLECT = [4, 1, 7];
PS_RESONANCE = [4, 1, 8];
PS_REJUVENATE = [4, 1, 9];
PS_DEBILITATE = [4, 1, 10];
PS_PREPARATION = [4, 1, 11];
PS_BARRICADE = [4, 1, 12];

{ Constitution Abilities }
PS_REGENERATE = [4, 2, 1];
PS_MOMENTUM = [4, 2, 2];
PS_INCITE = [4, 2, 3];
PS_SINGLE_WAY_WILDERNESS = [4, 2, 4];
PS_GUTHIXS_BLESSING = [4, 2, 5];
PS_WEAPON_SPECIAL_ATTACK = [4, 2, 1];
PS_REGENERATE = [4, 2, 2];
PS_SIPHON = [4, 2, 3];
PS_INCITE = [4, 2, 4];



(*
Expand Down Expand Up @@ -1088,7 +1091,7 @@ used in the functions below.
.. note::

- by Olly
- Last Updated: 5th July 2014 by The Mayor
- Last Updated: 15th July 2014 by The Mayor

Example:

Expand All @@ -1109,8 +1112,8 @@ begin

case combatStyle of
1: startPoint := point(self.x1 + 569, self.y1 + 216);
2: startPoint := point(self.x1 + 569, self.y1 + 318);
3: startPoint := point(self.x1 + 569, self.y1 + 421);
2: startPoint := point(self.x1 + 569, self.y1 + 299);
3: startPoint := point(self.x1 + 569, self.y1 + 380);
end;

result := gridBox(experienceType - 1, 2, 2, 60, 13, 110, 20, startPoint);
Expand Down Expand Up @@ -1245,7 +1248,7 @@ used in the functions below.
.. note::

- by Olly
- Last Updated: 5th July 2014 by The Mayor
- Last Updated: 15th July 2014 by The Mayor

Example:

Expand All @@ -1264,7 +1267,7 @@ begin
exit;
end;

result := gridBox(combatMode - 1, 1, 3, 140, 50, 0, 70, point(self.x + 170, self.y + 215));
result := gridBox(combatMode - 1, 1, 3, 140, 40, 0, 60, point(self.x + 170, self.y + 205));
end;

(*
Expand Down