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Found 8 results

  1. Anyone knows the coordinates of uzer dungeon? I mean this here [img]http://images2.wikia.nocookie.net/__cb20101212192217/runescape/images/9/98/Shadow_of_the_Storm.jpg[/img]
  2. any got the coords not a donator on nrpk so idk and its the perfect donator zone
  3. polypore dungeon cave object id [req] thnx,
  4. Does Anyone Have The Donator Zone Cave Coordinates? The Donator Zone For Near Reality Is A Cave. Does Anyone Have The Coordinates For This?
  5. I just wrote this in about 20 mins nothing big. Work it out yourself, I've done the hard part for you :L [code] public class FightCaves { private final static int[] NPCS = new int[]{2734, 2735, 2736, 2737, 2739, 2740, 2741, 2742, 2743, 2744, 2745}; private int wave = 0; private int[] waveNpcs = new int[] {}; public void generateWave() { wave++; int len = waveNpcs.length; switch(len) { case 0: waveNpcs = new int[]{NPCS[0]}; break; case 1: if(waveNpcs[0] == 2734) waveNpcs = new int[]{waveNpcs[0], NPCS[1]}; else if(waveNpcs[0] != NPCS[NPCS.length-1]) waveNpcs = new int[] {waveNpcs[0], NPCS[0]}; else { //Killed Jad return; } break; case 2: if(waveNpcs[0]+1 == waveNpcs[1]) waveNpcs = new int[]{NPCS[getIndex(waveNpcs[1])+1]}; else if(waveNpcs[1] == 2734) waveNpcs = new int[]{waveNpcs[0], waveNpcs[1], NPCS[getIndex(waveNpcs[1]+1)]}; else waveNpcs = new int[]{waveNpcs[0], waveNpcs[1], NPCS[0]}; break; case 3: if(waveNpcs[1]+1 == waveNpcs[2]) { if(waveNpcs[0] != 2736 && waveNpcs[2] == 2735 && waveNpcs[1] == 2734) waveNpcs = new int[]{waveNpcs[0], NPCS[getIndex(waveNpcs[2])+1]}; else if(waveNpcs[1]+1 == waveNpcs[2] && waveNpcs[0]+1 == NPCS[getIndex(waveNpcs[2])+2]) waveNpcs = new int[]{waveNpcs[0], NPCS[getIndex(waveNpcs[2])+2]}; else waveNpcs = new int[]{waveNpcs[0], NPCS[getIndex(waveNpcs[2])+1]}; } else { if(waveNpcs[2] != 2734) waveNpcs = new int[]{waveNpcs[0], waveNpcs[1], waveNpcs[2], NPCS[0]}; else waveNpcs = new int[]{waveNpcs[0], waveNpcs[1], waveNpcs[2], NPCS[1]}; } break; case 4: if(waveNpcs[2]+1 == waveNpcs[3]) { if(waveNpcs[1] != 2736 && waveNpcs[3] == 2735 && waveNpcs[2] == 2734) waveNpcs = new int[]{waveNpcs[0], waveNpcs[1], NPCS[getIndex(waveNpcs[3])+1]}; else if(waveNpcs[2]+1 == waveNpcs[3] && waveNpcs[1]+1 == NPCS[getIndex(waveNpcs[3])+2]) waveNpcs = new int[]{waveNpcs[0], waveNpcs[1], NPCS[getIndex(waveNpcs[3])+2]}; else waveNpcs = new int[]{waveNpcs[0], waveNpcs[1], NPCS[getIndex(waveNpcs[3])+1]}; } else { if(waveNpcs[3] != 2734) waveNpcs = new int[]{waveNpcs[0], waveNpcs[1], waveNpcs[2], waveNpcs[3], NPCS[0]}; else waveNpcs = new int[]{waveNpcs[0], waveNpcs[1], waveNpcs[2], waveNpcs[3], NPCS[1]}; } break; case 5: if(waveNpcs[3]+1 == waveNpcs[4]) { if(waveNpcs[2] != 2736 && waveNpcs[4] == 2735 && waveNpcs[3] == 2734) waveNpcs = new int[]{waveNpcs[0], waveNpcs[1], waveNpcs[2], NPCS[getIndex(waveNpcs[4])+1]}; else if(waveNpcs[3]+1 == waveNpcs[4]) waveNpcs = new int[]{waveNpcs[0], waveNpcs[1], waveNpcs[2], NPCS[getIndex(waveNpcs[4])+2]}; } else waveNpcs = new int[]{waveNpcs[0], waveNpcs[1], waveNpcs[2], waveNpcs[3], waveNpcs[4], NPCS[1]}; break; case 6: if(waveNpcs[4]+1 == waveNpcs[5]) if(waveNpcs[4]+1 == waveNpcs[5]) waveNpcs = new int[]{waveNpcs[0], waveNpcs[1], waveNpcs[2], waveNpcs[3], NPCS[getIndex(waveNpcs[5])+2]}; break; } } public static int getIndex(int npcId) { for(int i = 0; i < NPCS.length; i++) if(NPCS[i] == npcId) return i; return -1; } public int getWave() { return wave; } } [/code]
  6. For my fight caves everything I have works except for the Npcs that spawn, aren't aggresive. When I spawn them from command they attack just fine. But when regular, spawned from cave they're not aggresive any help?
  7. [CODE]private int[][] waveList = { { }, { 2628 }, { 2628, 2628 }, { 2629 }, { 2629, 2628 }, { 2629, 2628, 2628 }, { 2629, 2629 }, { 2631 }, { 2631, 2628 }, {2631, 2628, 2628 }, { 2631, 2629 }, { 2631, 2629, 2628 }, { 2631, 2629, 2628, 2628 }, { 2631, 2629, 2629 }, { 2631, 2631 }, { 2741 }, { 2741, 2628 }, { 2741, 2628, 2628 }, { 2741, 2629 }, { 2741, 2629, 2628 }, { 2741, 2629, 2628, 2628 }, { 2741, 2629, 2629 }, { 2741, 2631 }, { 2741, 2631, 2628 }, { 2741, 2631, 2628, 2628 }, { 2741, 2631, 2629 }, { 2741, 2631, 2629, 2628 }, { 2741, 2631, 2629, 2628, 2628 }, { 2741, 2631, 2629, 2629 }, { 2741, 2631, 2631 }, { 2741, 2741 }, { 2743 }, { 2743, 2628 }, { 2743, 2628, 2628 }, { 2743, 2629 }, { 2743, 2629, 2628 }, { 2743, 2629, 2628, 2628 }, { 2743, 2629, 2629 }, { 2743, 2631 }, { 2743, 2631, 2628 }, { 2743, 2631, 2628, 2628 }, { 2743, 2631, 2629 }, { 2743, 2631, 2629, 2628 }, { 2743, 2631, 2629, 2628, 2628 }, { 2743, 2631, 2629, 2629 }, { 2743, 2631, 2631 }, { 2743, 2741 }, { 2743, 2741, 2628 }, { 2743, 2741, 2628, 2628 }, { 2743, 2741, 2629 }, { 2743, 2741, 2629, 2628 }, { 2743, 2741, 2629, 2628, 2628 }, { 2743, 2741, 2629, 2629 }, { 2743, 2741, 2631 }, { 2743, 2741, 2631, 2628 }, { 2743, 2741, 2631, 2628, 2628 }, { 2743, 2741, 2631, 2629 }, { 2743, 2741, 2631, 2629, 2628 }, { 2743, 2741, 2631, 2629, 2628, 2628 }, { 2743, 2741, 2631, 2629, 2629 }, { 2743, 2741, 2631, 2631 }, { 2743, 2741, 2741 }, { 2743, 2743 }, { 2745 } };[/CODE] Left the first one blank so all you have to do is: [CODE]for(int i = 0; i < waveList[waveId]; i++) {[/CODE] Do with it what you will.
  8. I need the following: The enter/exit Graphic, The enter/exit Animation, The cave coordinates. Much appreciated.
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