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Hi guys, im having an issue with the ancient curses in relation to quick prayers, its not a massive issue but it is puzzling me. To inform everyone, the curses work 100% correctly normally, however when selecting quick prayers, there should be a tick after its been selected and i cant get it to tick. (Even though it doesn't tick, the prayer you click does work, but its just annoying as you don't know which prayers are selected.) I am guessing its something to do with access masks, or configs but that is a dark area for me as i don't know how to get hold of them. The current configs for the quick prayers are here: if (p.QuickPrayer == false) { p.getActionSender().sendBConfig(168,6); p.getActionSender().sendBConfig(181,1); p.getActionSender().sendAccessMask(2, 271, 7, 0, 27); QuickPrayerConfig(p); p.QuickPrayer = true; } Sorry for being confusing. Here is a picture to explain what i mean. [IMG]http://i.imgur.com/LqgYpTN.png[/IMG] And this is what i want it too do [IMG]http://i.imgur.com/LfySgEt.png[/IMG] Again to clear up, ancient curses are working fine, its just there not ticking.
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The video shows exactly what this is. Note that this is not exactly how it looks in real Runescape and this is intentional since I went into Runescape and tried it and realized that it looks stupid when movement starts before the player character actually starts running. This is the first time I'm using WorldTasksManager :emb: , so I expect some hateful comments about how it could be done better. I hope someone actually explains it then so I can learn instead of just feeling bad. All the timings can be changed if you feel that you can make it look better but this was the best combination I found and I tried a bunch of them. [video=youtube;UxVTyCeERrQ]https://www.youtube.com/watch?v=UxVTyCeERrQ[/video] This goes into ObjectHandler in the same place as other objects that you click on. If you want to you could also add it with some different checks so you don't have to walk up to the whirlpool before it starts. [CODE]//whirlpool else if (id == 67966 && object.getX() == 2510 && object.getY() == 3506 && object.getPlane() == 0){ //delays can be changed to make it look different. In my opinion these were the ones that worked best. int delay1 = 3; //time before player turns int delay2 = delay1 + 1; //gives the player time to turn so the turning doesn't occur during the animation. int delay3 = delay2 + 2; //time before movement starts (remove this if you want it to look like in real runescape) int delay4 = delay3 + 8; //time before player is moved to the actual dungeon area. final int speed = 4; //lower makes the sprint and jump faster player.lock(15); //You need this unless you want to be able to do funny looking glitches. player.addWalkSteps(player.getX(), 3515, 0, false); //makes the player run to the correct spot (real runescape spot is 3516) WorldTasksManager.schedule(new WorldTask() { [MENTION=15855]Over[/MENTION]ride public void run() { player.setNextFaceWorldTile(new WorldTile(player.getX(), player.getY() - 1, 0)); } }, delay1); WorldTasksManager.schedule(new WorldTask() { [MENTION=15855]Over[/MENTION]ride public void run() { player.setNextAnimation(new Animation(6723)); } }, delay2); WorldTasksManager.schedule(new WorldTask() { [MENTION=15855]Over[/MENTION]ride public void run() { final WorldTile toTile = new WorldTile(player.getX(), 3509, 0); player.setNextForceMovement(new ForceMovement(player, 0, toTile, speed, ForceMovement.SOUTH)); } }, delay3); WorldTasksManager.schedule(new WorldTask() { [MENTION=15855]Over[/MENTION]ride public void run() { player.setNextWorldTile(new WorldTile(1763, 5365, 1)); player.getPackets().sendGameMessage("You dive into the swirling maelstrom of the whirlpool.", true); player.getPackets().sendGameMessage("You are swirled beneath the water, the darkness and pressure are overwhelming.", true); player.getPackets().sendGameMessage("Mystical forces guide you into a cavern below the whirlpool.", true); } }, delay4); } [/CODE]