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Copy path[proc,skill_guide_subsection].cs2
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[proc,skill_guide_subsection].cs2
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// 660
[proc,skill_guide_subsection](int $int0, int $int1)(string, int)
switch_int ($int0) {
case 1 :
return(~skill_guide_subsection_attack($int1));
case 2 :
return(~skill_guide_subsection_strength($int1));
case 5 :
return(~skill_guide_subsection_defence($int1));
case 3 :
switch_int ($int1) {
case 0 :
return("Bows", 0);
case 1 :
return("Thrown", 1);
case 2 :
return("Crossbows", 0);
case 3 :
return("Armour", 0);
case 4 :
return("Miscellaneous", 1);
case 5 :
return("Shortcuts", 1);
case 6 :
return("Salamanders", 1);
case default :
return("", -1);
}
case 7 :
return(~skill_guide_subsection_prayer($int1));
case 4 :
return(~skill_guide_subsection_magic($int1));
case 6 :
if ($int1 = 0) {
return("Hitpoints", 0);
}
if ($int1 = 1) {
return("Healing", 0);
}
if ($int1 = 2) {
return("Equipment", 1);
}
return("", -1);
case 8 :
return(~skill_guide_subsection_agility($int1));
case 9 :
switch_int ($int1) {
case 0 :
return("Potions", 1);
case 1 :
return("Herbs", 1);
case 2 :
return("Barbarian Potions", 1);
case 3 :
return("Raids", 1);
case 4 :
return("Other", 1);
case default :
return("", -1);
}
case 10 :
return(~skill_guide_subsection_thieving($int1));
case 11 :
switch_int ($int1) {
case 0 :
return("Weaving", 1);
case 1 :
return("Armour", 0);
case 2 :
return("Spinning", 0);
case 3 :
return("Pottery", 0);
case 4 :
return("Glass", 1);
case 5 :
return("Jewellery", 0);
case 6 :
return("Weaponry", 1);
case 7 :
return("Crystal", 1);
case 8 :
return("Other", 1);
case default :
return("", -1);
}
case 19 :
switch_int ($int1) {
case 0 :
return("Arrows", 1);
case 1 :
return("Bows", 1);
case 2 :
return("Bolts", 1);
case 3 :
return("Darts", 1);
case 4 :
return("Crossbows", 1);
case 5 :
return("Javelins", 1);
case 6 :
return("Shields", 1);
case 7 :
return("Other", 1);
case default :
return("", -1);
}
case 13 :
switch_int ($int1) {
case 0 :
return("Rocks", 0);
case 1 :
return("Equipment", 0);
case 2 :
return("Areas", 0);
case 3 :
return("Shooting Stars", 0);
case default :
return("", -1);
}
case 14 :
return(~skill_guide_subsection_smithing($int1));
case 15 :
switch_int ($int1) {
case 0 :
return("Small Net", 0);
case 1 :
return("Big Net", 0);
case 2 :
return("Rod", 0);
case 3 :
return("Harpoon", 0);
case 4 :
return("Aerial", 1);
case 5 :
return("Cage", 0);
case 6 :
return("Barbarian", 1);
case 7 :
return("Equipment", 0);
case 8 :
return("Raids", 1);
case 9 :
return("Other", 1);
case default :
return("", -1);
}
case 16 :
switch_int ($int1) {
case 0 :
return("Meats", 0);
case 1 :
return("Bread", 0);
case 2 :
return("Pies", 0);
case 3 :
return("Stews", 0);
case 4 :
return("Pizzas", 0);
case 5 :
return("Cakes", 0);
case 6 :
return("Wine", 0);
case 7 :
return("Hot Drinks", 1);
case 8 :
return("Brewing", 1);
case 9 :
return("Vegetable", 1);
case 10 :
return("Dairy", 1);
case 11 :
return("Gnome", 1);
case 12 :
return("Raids", 1);
case 13 :
return("Offerings", 0);
case default :
return("", -1);
}
case 17 :
return(~skill_guide_subsection_firemaking($int1));
case 18 :
switch_int ($int1) {
case 0 :
return("Trees", 0);
case 1 :
return("Axes", 0);
case 2 :
return("Forestry", 0);
case 3 :
return("Other", 0);
case default :
return("", -1);
}
case 12 :
switch_int ($int1) {
case 0 :
return("Runes", 0);
case 1 :
return("Multiple Runes", 0);
case 2 :
return("Rune Pouches", 1);
case 3 :
return("Infusing", 1);
case 4 :
return("Other", 1);
case default :
return("", -1);
}
case 20 :
return(~skill_guide_subsection_slayer($int1));
case 21 :
return(~skill_guide_subsection_farming($int1));
case 22 :
return(~skill_guide_subsection_construction($int1));
case 23 :
return(~skill_guide_subsection_hunter($int1));
case default :
return("", -1);
}