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macalroy

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Everything posted by macalroy

  1. [quote name='squashy']Oh my it had a few errors, and it found alot more errors i was unaware of thanks bro! just made my life a whole lot more easier :')[/QUOTE] This is why I love IDE's. Providing help since their creation! If there's anything more I'll look at the thread tomorrow, going to sleep now. Have fun!
  2. [quote name='squashy']uhm i dont really know what a IDE is and how to use one :/ only been in the Coding world for 4 months or so. if it requires eclipse i have that.[/QUOTE] Eclipse is an IDE, yes. Import your project into that (unless it's already in there) and then tell me if it returns anything to you.
  3. [quote name='squashy']Casket still wont open :/[/QUOTE] Import your project into an IDE and see if anything shows up from the IDE.
  4. I would also recommend using an IDE so that way it's easier to find problems with your code.
  5. GenerateMyrsteryPrize(c); There's no GenerateMyrsteryPrize method in your class which could provide a problem (since it wouldn't give you any items in the end).
  6. He dropped the project (for now) to continue working on other projects.
  7. Where'd you get this cannon? Because the code is literally the same as the one I made, but if it were mine you would basically just be able to Copy & Paste then it would work.
  8. macalroy

    I need help...

    Provide to us the errors you're receiving and then people will be able to help you.
  9. [URL=http://www.runelocus.com/forums/usertag.php?do=list&action=hash&hash=freeSpear]#freeSpear[/URL]
  10. [quote name='Ziek`']I know that, but I'm saying the sprite would be the same ie. facing left no matter what the weapon is, so all they'd have to do is change the weapon on the sprite.[/QUOTE] The animations wouldn't be similar, unless it's just a similar sprite animation for the new weapon. I would guess that he intends to obtain MORE types weapons and that would need to have different types of animations than the originals.
  11. [quote name='Ziek`']Honestly, though, to add a new weapon, they shouldn't charge full price if the character sprite is the same, because all they'd be doing is editing the weapon on the sprite. It's not like they'd be creating a whole new sprite for it.[/QUOTE] The character sprite is not the same. If it were a 3D model, they would all be the same. But the directions in which a sprite/character is facing inside of a 2D game are different from one another because of the way they're looking. I can grab some examples if you're wanting, so you can compare/contrast the images.
  12. [spoiler= My Cannon] [code] /** * */ package com.rs.game.player.content; import java.io.Serializable; import com.rs.game.Animation; import com.rs.game.Hit; import com.rs.game.Hit.HitLook; import com.rs.game.World; import com.rs.game.WorldObject; import com.rs.game.WorldTile; import com.rs.game.item.Item; import com.rs.game.npc.NPC; import com.rs.game.npc.familiar.Steeltitan; import com.rs.game.player.CombatDefinitions; import com.rs.game.player.Player; import com.rs.game.player.Skills; import com.rs.game.tasks.WorldTask; import com.rs.game.tasks.WorldTasksManager; import com.rs.utils.Utils; /** * [MENTION=52317]auth[/MENTION]or <Prometheus Development Team> * */ public class DwarfCannon implements Serializable { /** * Dwarf Multi Cannon Object Ids: Broken = 5, Full-Cannon = 6, Cannon Base = * 7, Base+Stand = 8, Base+Stand+Barrels = 9, Base+Stand+Barrels+Furnace = * 10 * * Dwarf Cannon Movement Ids: North = 303 North East = 305 East = 307 South * East - 289 South = 184 South West 182 West = 178 North West = 291 * * Cannon Ball Graphics Id: 53 * * Dwarf Multi Cannon Item Ids: CannonBall = 2, Base = 6, Stand = 8, Barrels * = 10, Furnace = 12 */ /** * */ private static final long serialVersionUID = 6100930614455400025L; public int[] CANNON = { 6, 7, 8, 9 }; public int[] ITEMS = { 6, 8, 10, 12, 2 }; private WorldObject lastObject; private int cannonBalls = 0; private boolean first = true; private Player player; private boolean hasCannon = false; private boolean isFiring = false; private int cannonDirection; private boolean firstFire = true; private boolean loadedOnce = false; private boolean rotating; private String owner; private boolean settingUp = false; private WorldObject object; /** * Initializes the player variable * [MENTION=75098]Para[/MENTION]m player */ public DwarfCannon(Player player) { this.setPlayer(player); } /** * Cannon setup */ public void cannonSetup() { if (hasCannon()) { getPlayer().sm("You already have a cannon setup."); return; } if (!getPlayer().getInventory().containsItems( new Item[] { new Item(ITEMS[0]), new Item(ITEMS[1]), new Item(ITEMS[2]), new Item(ITEMS[3]) })) { getPlayer() .sm("You do not have all the required items to set up the Dwarf Multi-Cannon."); return; } getPlayer().setNextAnimation(new Animation(827)); setCannon(true); setSettingUp(true); WorldTasksManager.schedule(new WorldTask() { int count = 0; [MENTION=15855]Over[/MENTION]ride public void run() { switch (count) { case 0: getPlayer().lock(); setLastObject(new WorldObject(CANNON[1], 10, 0, player)); World.spawnObject(getLastObject(), false); getPlayer() .sm("You place the cannon base on the ground..."); getPlayer().getInventory().deleteItem(ITEMS[0], 1); break; case 1: World.removeObject(getLastObject(), false); World.getRegion(getLastObject().getRegionId()) .removeObject(getLastObject()); setLastObject(new WorldObject(CANNON[2], 10, 0, player)); World.spawnObject(getLastObject(), false); getPlayer().sm("You add the stand..."); getPlayer().getInventory().deleteItem(ITEMS[1], 1); break; case 2: World.removeObject(getLastObject(), false); World.getRegion(getLastObject().getRegionId()) .removeObject(getLastObject()); setLastObject(new WorldObject(CANNON[3], 10, 0, player)); World.spawnObject(getLastObject(), false); getPlayer().sm("You add the barrel..."); getPlayer().getInventory().deleteItem(ITEMS[2], 1); break; case 3: World.removeObject(getLastObject(), false); World.getRegion(getLastObject().getRegionId()) .removeObject(getLastObject()); setLastObject(new WorldObject(CANNON[0], 10, 0, player)); World.spawnObject(getLastObject(), false); setObject(getLastObject()); setSettingUp(false); getPlayer().sm("You add the furnace..."); getPlayer().getInventory().deleteItem(ITEMS[3], 1); getPlayer().unlock(); this.stop(); break; } getPlayer().setNextAnimation(new Animation(827)); count++; } }, 0, 1); } /** * Pre-rotation setup check * [MENTION=75098]Para[/MENTION]m object */ public void preRotationSetup(WorldObject object) { if (getObject() != object) { getPlayer().sm("You are not the owner of this Dwarf Cannon."); return; } if (getCannonBalls() < 1) { getPlayer().sm("Your cannon has no ammo left!"); setFiring(false); setRotating(false); return; } if (isFirst() == false) { setFirst(true); } setRotating(true); startRotation(object); } /** * Starts the rotation after pre-setup * [MENTION=75098]Para[/MENTION]m object */ public void startRotation(final WorldObject object) { WorldTasksManager.schedule(new WorldTask() { int count = (hasLoadedOnce() == true ? getCannonDirection() : 0); [MENTION=15855]Over[/MENTION]ride public void run() { if (isRotating() == false) { this.stop(); } else if (isRotating() == true) { switch (count) { case 0: if (isFirst()) { setLoadedOnce(true); World.sendObjectAnimation(getPlayer(), object, new Animation(305)); } else { World.sendObjectAnimation(getPlayer(), object, new Animation(303)); } setCannonDirection(0); break; case 1: if (isFirst()) { World.sendObjectAnimation(getPlayer(), object, new Animation(307)); } else { World.sendObjectAnimation(getPlayer(), object, new Animation(305)); } setCannonDirection(1); break; case 2: if (isFirst()) { World.sendObjectAnimation(getPlayer(), object, new Animation(289)); } else { World.sendObjectAnimation(getPlayer(), object, new Animation(307)); } setCannonDirection(2); break; case 3: if (isFirst()) { World.sendObjectAnimation(getPlayer(), object, new Animation(184)); } else { World.sendObjectAnimation(getPlayer(), object, new Animation(289)); } setCannonDirection(3); break; case 4: if (isFirst()) { World.sendObjectAnimation(getPlayer(), object, new Animation(182)); } else { World.sendObjectAnimation(getPlayer(), object, new Animation(184)); } setCannonDirection(4); break; case 5: if (isFirst()) { World.sendObjectAnimation(getPlayer(), object, new Animation(178)); } else { World.sendObjectAnimation(getPlayer(), object, new Animation(182)); } setCannonDirection(5); break; case 6: if (isFirst()) { World.sendObjectAnimation(getPlayer(), object, new Animation(291)); } else { World.sendObjectAnimation(getPlayer(), object, new Animation(178)); } setCannonDirection(6); break; case 7: if (isFirst()) { World.sendObjectAnimation(getPlayer(), object, new Animation(303)); setFirst(false); } else { World.sendObjectAnimation(getPlayer(), object, new Animation(291)); } setCannonDirection(7); count = -1; break; } } count++; if (fireDwarfCannon(object)) { if (!retainsCannonBalls()) { getPlayer().sm("Your cannon has ran out of ammo!"); setFiring(false); setRotating(false); setLoadedOnce(false); setFirstFire(false); this.stop(); } } } }, 0, 0); } /** * Picks up and removes the dwarf cannon from the game * [MENTION=75098]Para[/MENTION]m stage * [MENTION=75098]Para[/MENTION]m object */ public void pickUpDwarfCannon(int stage, WorldObject object) { if (getObject() != object) { getPlayer().sm("You are not the owner of this Dwarf Cannon."); return; } if (isSettingUp()) { getPlayer().sm("Please finish setting up your current cannon before picking it up."); return; } if (stage == 0) { getPlayer().getInventory().addItem(ITEMS[0], 1); getPlayer().getInventory().addItem(ITEMS[1], 1); getPlayer().getInventory().addItem(ITEMS[2], 1); getPlayer().getInventory().addItem(ITEMS[3], 1); if (getCannonBalls() < 1) { } else { getPlayer().getInventory().addItem(2, cannonBalls); } setCannonBalls(0); setRotating(false); setCannon(false); setFiring(false); setLoadedOnce(false); setFirst(false); setCannonDirection(0); setObject(null); World.removeObject(getLastObject(), true); } else if (stage == 1 || stage == 2 || stage == 4) { } } /** * Loads the Dwarf Multicannon with ammunition */ public void loadDwarfCannon(WorldObject object) { int ballsToAdd = 0; if (getObject() != object) { getPlayer().sm("You are not the owner of this Dwarf Cannon."); return; } if (getCannonBalls() == 0 && getPlayer().getInventory().containsItem(2, 30)) { ballsToAdd = 30; getPlayer().getInventory().deleteItem(2, ballsToAdd); getPlayer().sm( "You load the cannon with " + ballsToAdd + " cannonball" + (ballsToAdd == 1 ? "" : "s") + "."); this.cannonBalls += ballsToAdd; setObject(object); } if (getCannonBalls() < 30 && getCannonBalls() < 1 && getPlayer().getInventory().containsItem(2, 30 - getCannonBalls())) { ballsToAdd = 30 - this.cannonBalls; getPlayer().getInventory().deleteItem(2, ballsToAdd); getPlayer().sm( "You load the cannon with " + ballsToAdd + " cannonball" + (ballsToAdd == 1 ? "" : "s") + "."); this.cannonBalls += ballsToAdd; setObject(object); } } /** * Fires the Dwarf MultiCannon */ public boolean fireDwarfCannon(WorldObject object) { boolean hit = false; if (getCannonBalls() == 0) { hit = false; setFiring(false); return false; } for (NPC n : World.getNPCs()) { int damage = Utils.getRandom(300); double combatXp = damage / 2.5; int distanceX = n.getX() - object.getX(); int distanceY = n.getY() - object.getY(); if (n == null || n.isDead() || !n.getDefinitions().hasAttackOption()) { continue; } switch (getCannonDirection()) { case 0: // North if ((distanceY <= 8 && distanceY >= 0) && (distanceX >= -1 && distanceX <= 1)) { hit = true; } break; case 1: // North East if ((distanceY <= 8 && distanceY >= 0) && (distanceX <= 8 && distanceX >= 0)) { hit = true; } break; case 2: // East if ((distanceY <= 1 && distanceY >= -1) && (distanceX <= 8 && distanceX >= 0)) { hit = true; } break; case 3: // South East if ((distanceY >= -8 && distanceY <= 0) && (distanceX <= 8 && distanceX >= 0)) { hit = true; } break; case 4: // South if ((distanceY >= -8 && distanceY <= 0) && (distanceX <= 1 && distanceX >= -1)) { hit = true; } break; case 5: // South West if ((distanceY >= -8 && distanceY <= 0) && (distanceX >= -8 && distanceX <= 0)) { hit = true; } break; case 6: // West if ((distanceY >= -1 && distanceY <= 1) && (distanceX >= -8 && distanceX <= 0)) { hit = true; } break; case 7: // North West if ((distanceY <= 8 && distanceY >= 0) && (distanceX >= -8 && distanceX <= 0)) { hit = true; } break; default: hit = false; break; } if (hit) { this.cannonBalls -= 1; n.getCombat().setTarget(getPlayer()); World.sendProjectile(getPlayer(), object, n, 53, 52, 52, 30, 0, 0, 2); n.applyHit(new Hit(getPlayer(), damage, HitLook.CANNON_DAMAGE)); getPlayer().getSkills().addXp(Skills.RANGE, combatXp / 2); return true; } } return false; } public void removeDwarfCannon() { if (getLastObject() != null) { setRotating(false); setCannon(false); setFiring(false); setLoadedOnce(false); setObject(null); setFirstFire(false); setCannonDirection(0); World.getRegion(getLastObject().getRegionId()).removeObject(getLastObject()); } } public int getCannonDirection() { return cannonDirection; } public void setCannonDirection(int cannonDirection) { this.cannonDirection = cannonDirection; } public boolean hasLoadedOnce() { return loadedOnce; } public void setLoadedOnce(boolean loadedOnce) { this.loadedOnce = loadedOnce; } public boolean retainsCannonBalls() { return cannonBalls > 0; } /** * @return the rotating */ public boolean isRotating() { return rotating; } /** * [MENTION=75098]Para[/MENTION]m rotating * the rotating to set */ public void setRotating(boolean rotating) { this.rotating = rotating; } public boolean hasCannon() { return hasCannon; } public void setCannon(boolean hasCannon) { this.hasCannon = hasCannon; } public boolean isFirst() { return first; } public void setFirst(boolean first) { this.first = first; } public Player getPlayer() { return player; } public void setPlayer(Player player) { this.player = player; } /** * @return the owner */ public String getOwner() { return owner; } /** * [MENTION=75098]Para[/MENTION]m owner * the owner to set */ public void setOwner(String owner) { this.owner = owner; } public boolean isFiring() { return isFiring; } public void setFiring(boolean isFiring) { this.isFiring = isFiring; } public boolean isFirstFire() { return firstFire; } public void setFirstFire(boolean firstFire) { this.firstFire = firstFire; } public WorldObject getLastObject() { return lastObject; } public void setLastObject(WorldObject lastObject) { this.lastObject = lastObject; } public boolean isSettingUp() { return settingUp; } public void setSettingUp(boolean settingUp) { this.settingUp = settingUp; } public int getCannonBalls() { return cannonBalls; } public void setCannonBalls(int cannonBalls) { this.cannonBalls = cannonBalls; } public WorldObject getObject() { return object; } public void setObject(WorldObject object) { this.object = object; } } [/code] [/spoiler] I don't want to hear anything about it being poorly made, this took me some time.
  13. The updates are overpowered.
  14. [spoiler= Commander Zilyana] 6992 - Walk animation 6993 - Standby animation 6994 - Sword slash 6995 - Death animation 6996 - Fly into air with sword [/spoiler] [spoiler= Nex] 17413 - Casting animation 17412 - Land at beginning of battle 17415 - Death animation 17414 - Calls minions 17411 - Seems to be the "NO ESCAPE" attack 17410 - Seems like when she changes to turmoil 17409 - Animation for blood siphon 17408 - Spins around 17407 - Claw slash 17406 - Defense animation 17405 - Walking animation 17404 - Idle animation [/spoiler] [spoiler= General Graardor] 17387 - Idle animation 17388 - Walking animation 17389 - Right arm punch 17390 - Grunt/Defend(?) 17391 - Slam hand into ground 17392 - Death animation [/spoiler] [spoiler= Kree'arra] 17393 - Idle animation 17394 - Walk animation 17395 - Shifts feet 17396 - Attacks with claws 17397 - Pecks with beak 17398 - Squawks and disappears [/spoiler] [spoiler= Wingman Skree] [/spoiler] [spoiler= Party Demon] Animations: [LIST] [*]16991 - Idle animation [*]16992 - Walk animation [*]16990 - Forward step and thrust of the arms [*]16989 - Defense animation [*]16988 - Death animation [/LIST] Graphics: [LIST] [*]3198 - Explosion during death [*]3195 - Arrow projectile [*]3196 - Arrow projectile [/LIST] [/spoiler] [spoiler= Kal'Ger The Warmongerer] 14995 - Flying and moving across lava 14924-14928 - Picks up a new weapon (Depends on the npc id) 14961 - Thrusts back arms and roars into the air 14962 - Bends over torso and then leans up and holds hand in the air 14963 - Pounds on the ground/you (or slams weapon on you, if he has one) 14965 - Steps forward and roars 14966 - Walking 14967 - Standby 14968 - Jumps into the air--disappears--and lands 14969 - Flys down and lands 14996 - Kneels down and thrusts bottom of weapon into the ground 15027 - Weapon disappears [/spoiler] [spoiler= Hope Devourer] 14453 - Walking animation 14454 - Idle animation 14455 - Death animation 14456 - Swinging head at you 14457 - Bigger swing of the head at you 14458 - Thrusts tusks into you 14459 - Pounds front paws into the ground then head swing 14460 - Lifts up body [/spoiler] [spoiler= King Black Dragon] 17778 - Walk animation 17777 - Look to the left 17776 - Idle animation 17779 - Far right head stab 17780 - Death animation 17781 - Middle head lunge 17782 - Front torso lunge 17783 - Far left head stab 17784 - Fire breath 17785 - All screech/roar 17786 - Fire breath(?) [/spoiler] [spoiler= SunFreet] Animations: 16309 - Walk Animation 16310 - Stand Animation 16311 - Animation for fire attack 16312 - Tail stab 16313 - Death animation 16314 - Standby (I guess?) 16315 - Tail slash 16316 - Defend 16317 - Land after flight 16318 - Take off for meteor shower Graphics: 3002 - sunfreet fire rain 3003 - sunfreet fire ball 3004 - sunfreet fire ball projectile 3005 - sunfreet fire rain smoke [/spoiler] Will update soon. Give me suggestions for NPC's.
  15. macalroy

    General Drug Thread

    Marijuana.
  16. macalroy

    Bubbly

    [IMG]http://i.imgur.com/0DFyULN.jpg[/IMG]
  17. macalroy

    Bubbly

    [quote name='Ziek`']It's a surreal photomanipulation. [MENTION=45242]Arbatel[/MENTION]: Spend more time on blending. Making a huge, single-color blob in the place of a hand is just lazy.[/QUOTE] Gimme a brook, I jast stared grooophacs plz Tanks doh
  18. macalroy

    Bubbly

    [quote name='Coded']2/10. I'm no expert, but I know that the render you chose doesn't go well with the background you tried to use. Please read up on some tutorials, you need it jewemy.[/QUOTE] I hope you aren't serious, bro. [quote name='Nighthawk123']Does he have no hands or feet?[/QUOTE] He [U]USED[/U] to have hands and feet.
  19. macalroy

    Sotw #6

    Resources please. :O Mr. Jules (the one who I never talk to anymore because MSN is no more).
  20. [quote name='Mod Jeremy']I prefer a MAC. Mac's are built for creativity and gameplay. WIndows are more ...office work computers.[/QUOTE] No, Mac's are not. Windows XP was for office work, I mean, of course you can still use the later versions of windows for such a thing, but it would slow down the programs.
  21. For starters you need to download this program. --------> [URL="http://up.ht/n1kUM8"]Click me![/URL] Then after that you need to download this program. ------> [URL="http://up.ht/qFyEEP"]Click me too![/URL] After downloading these you need to extract them to your desktop or wherever you want them to be. Then you place the files inside of this folder .phantom_cache.zip inside here [IMG]http://i.imgur.com/fbwGd.png[/IMG] Then if you want to change the logo. Just look at the file named "logo.gif" Go into a Picture editing program like GIMP and use it to create it. After you put the cache inside that folder and go back to the main folder and click on this [IMG]http://i.imgur.com/XoKt8.png[/IMG] Let it run and then after that you're done go back to the folder that says customCache. Then you copy&paste all those files into your current cache folder. [B][COLOR="#FF0000"][SIZE=5]*NOTE*[/SIZE][/COLOR][/B] If you aren't using the 663 Client then this won't work for you unless you have the 662 cache. The cache in this Editor is 666(devil's number heh heh). I don't have any of the other caches' (sorry about that). But if you do end up finding the others then just place it in the folder "rscache" then re-run the packer and copy&paste it! That's it and if you did it right then the logo could look like this or different [IMG]http://i.imgur.com/R4OnY.png[/IMG]
  22. [quote name='RSTOPLIST']3 Images and a font. Hardly a rip.[/QUOTE] Sure, sure, kid.
  23. macalroy

    #freespear

    [img]http://i.imgur.com/ZJEXfW1.jpg[/img]
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