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Found 20 results

  1. Okay so i need help with this when ever i try open the equipment bonuses tab and try a item on it wont let me remove it or even witch it and also when ever i wear any item one of the body part of the character goes invisible. Let me know what files i should take a picture of and post for help Thanks [IMG]http://i4.minus.com/jxpiuA2HuxV95.PNG[/IMG] [IMG]http://i5.minus.com/jb1ihA2WE28jeR.PNG[/IMG] Also if someone could just link me to a thread that shows how i can add dice and flower and duel to my server let me know.
  2. How would I be able to fix it? this is what happens, and happens to most servers ( At least the sources I've tried ) - Open equipment interface to see your skill bonuses ect... - Close interface with "x" button. - open a new interface such as the bank. What happens now is your inventory is 'bugged' shows no Tabs ect... (If you know of this problem you would know what im talking about) Now I was thinking where ever the "exit" method is for the interface, needs to have a Refresh? I'm not sure I will look into that idea but for now If you guys already know how to fix this, it would be appreciated. Thanks guys lolking
  3. Hey guys, There is an issue with the equipment interface after using the bank, this is on all original 718 matrix base's released by Dragonkk. I have been looking for several hours now through the code to see if i can figure what is the problem with it, from what i can see there really shouldn't be an issue.. While in-game you use the bank and then close it --> then click on Show Equipment Stats it does not open the final interface for the equipment bonuses, you have to click away on the minimap then click Show Equipment Stats again to get it to open the interface. I am just wondering if anyone knows any fixes for this any hint/tip is would be very helpful. A rep + a thank you is considered in any information on fixing this. Thank you if you have read this post please please please feel free to post any reply to my topic it would be much appreciated
  4. Another contribrution for me to the project insanity. This is a proper Equipment class. Client.java [code] private Equipment equipment = new Equipment(this); [/code] Add this too with the other getters at Client.java [CODE]public Equipment getEquipment() { return equipment; }[/CODE] Equipment.java [CODE]package server.model.players; import server.Config; import server.Server; import server.model.items.Item; import server.model.items.ItemAssistant; import server.model.players.Client; import server.model.players.PlayerSave; /** * @author Fuzen Seth * [MENTION=98951]infor[/MENTION]mation Represents a proper equipment class. * [MENTION=3199]Sin[/MENTION]ce 23.7.2014 */ public class Equipment { private Client c; public Equipment(Client c) { this.c = c; } /** * slot shield */ public static final String[] SHIELDS = {"spirit shield", "defender", "farseer"}; /** * slot weapon */ public static final String[] WEAPONS = {"rapier", "maul", "staff", "longsword"}; /** * Gets the bonus' of an item. */ public void writeBonus() { int offset = 0; String send = ""; for (int i = 0; i < c.playerBonus.length; i++) { if (c.playerBonus[i] >= 0) { send = BONUS_NAMES[i]+": +"+c.playerBonus[i]; } else { send = BONUS_NAMES[i]+": -"+java.lang.Math.abs(c.playerBonus[i]); } if (i == 10) { offset = 1; } c.getPA().sendFrame126(send, (1675+i+offset)); } } /** * Gets the item name from the item.cfg */ public static String getItemName(int ItemID) { for (int i = 0; i < Config.ITEM_LIMIT; i++) { if (Server.itemHandler.ItemList[i] != null) { if (Server.itemHandler.ItemList[i].itemId == ItemID) { return Server.itemHandler.ItemList[i].itemName; } } } return "Unarmed"; } /** * Gets the item type. */ public String itemType(int item) { for (int i = 0; i < Item.capes.length; i++) { if (item == Item.capes[i]) return "cape"; } for (int i = 0; i < Item.hats.length; i++) { if (item == Item.hats[i]) return "hat"; } for (int i = 0; i < Item.boots.length; i++) { if (item == Item.boots[i]) return "boots"; } for (int i = 0; i < Item.gloves.length; i++) { if (item == Item.gloves[i]) return "gloves"; } for (int i = 0; i < Item.shields.length; i++) { if (item == Item.shields[i]) return "shield"; } for (int i = 0; i < Item.amulets.length; i++) { if (item == Item.amulets[i]) return "amulet"; } for (int i = 0; i < Item.arrows.length; i++) { if (item == Item.arrows[i]) return "arrows"; } for (int i = 0; i < Item.rings.length; i++) { if (item == Item.rings[i]) return "ring"; } for (int i = 0; i < Item.body.length; i++) { if (item == Item.body[i]) return "body"; } for (int i = 0; i < Item.legs.length; i++) { if (item == Item.legs[i]) return "legs"; } return "weapon"; } /** * Item bonuses. **/ public final String[] BONUS_NAMES = { "Stab", "Slash", "Crush", "Magic", "Range", "Stab", "Slash", "Crush", "Magic", "Range", "Strength", "Prayer" }; /** * Resets item bonuses. */ public void resetBonus() { for (int i = 0; i < c.playerBonus.length; i++) { c.playerBonus[i] = 0; } } /** * Weapon requirements. **/ public void getRequirements(String itemName, int itemId) { c.attackLevelReq = c.defenceLevelReq = c.strengthLevelReq = c.rangeLevelReq = c.magicLevelReq = 0; if (itemName.contains("mystic") || itemName.contains("nchanted")) { if (itemName.contains("staff")) { c.magicLevelReq = 20; c.attackLevelReq = 40; } else { c.magicLevelReq = 20; c.defenceLevelReq = 20; } } if (itemName.contains("slayer helmet")) { c.defenceLevelReq = 10; } if (itemName.contains("initiate")) { c.defenceLevelReq = 20; } if (itemName.contains("infinity")) { c.magicLevelReq = 50; c.defenceLevelReq = 25; } if (itemName.contains("splitbark")) { c.magicLevelReq = 40; c.defenceLevelReq = 40; } if (itemName.contains("Black")) { if (itemName.contains("d'hide")) { c.rangeLevelReq = 70; if (itemName.contains("body")) c.defenceLevelReq = 40; return; } } if (itemName.contains("Green")) { if (itemName.contains("hide")) { c.rangeLevelReq = 40; if (itemName.contains("body")) c.defenceLevelReq = 40; return; } } if (itemName.contains("Blue")) { if (itemName.contains("hide")) { c.rangeLevelReq = 50; if (itemName.contains("body")) c.defenceLevelReq = 40; return; } } if (itemName.contains("Red")) { if (itemName.contains("hide")) { c.rangeLevelReq = 60; if (itemName.contains("body")) c.defenceLevelReq = 40; return; } } if (itemName.contains("Black")) { if (itemName.contains("hide")) { c.rangeLevelReq = 70; if (itemName.contains("body")) c.defenceLevelReq = 40; return; } } if (itemName.contains("bronze")) { if (!itemName.contains("knife") && !itemName.contains("dart") && !itemName.contains("javelin") && !itemName.contains("thrownaxe")) { c.attackLevelReq = c.defenceLevelReq = 1; } return; } if (itemName.contains("iron")) { if (!itemName.contains("knife") && !itemName.contains("dart") && !itemName.contains("javelin") && !itemName.contains("thrownaxe")) { c.attackLevelReq = c.defenceLevelReq = 1; } return; } if (itemName.contains("steel")) { if (!itemName.contains("knife") && !itemName.contains("dart") && !itemName.contains("javelin") && !itemName.contains("thrownaxe")) { c.attackLevelReq = c.defenceLevelReq = 5; } return; } if (itemName.contains("black")) { if (!itemName.contains("cavalier") && !itemName.contains("knife") && !itemName.contains("dart") && !itemName.contains("javelin") && !itemName.contains("thrownaxe") && !itemName.contains("vamb") && !itemName.contains("chap")) { c.attackLevelReq = c.defenceLevelReq = 10; } return; } if (itemName.contains("mithril")) { if (!itemName.contains("knife") && !itemName.contains("dart") && !itemName.contains("javelin") && !itemName.contains("thrownaxe")) { c.attackLevelReq = c.defenceLevelReq = 20; } return; } if (itemName.contains("adamant") || itemName.contains("adam")) { if (!itemName.contains("knife") && !itemName.contains("dart") && !itemName.contains("javelin") && !itemName.contains("thrownaxe")) { c.attackLevelReq = c.defenceLevelReq = 30; } return; } if (itemName.contains("rock-shell")) { c.defenceLevelReq = 40; } if (itemName.contains("zamorak")) { if (!itemName.contains("robe") && !itemName.contains("mitre") && !itemName.contains("stole") && !itemName.contains("godsword")) { c.defenceLevelReq = 40; } return; } if (itemName.contains("saradomin")) { if (!itemName.contains("robe") && !itemName.contains("mitre") && !itemName.contains("stole") && !itemName.contains("godsword")) { c.defenceLevelReq = 40; } return; } if (itemName.contains("guthix")) { if (!itemName.contains("robe") && !itemName.contains("mitre") && !itemName.contains("stole") && !itemName.contains("godsword")) { c.defenceLevelReq = 40; } return; } if (itemName.contains("rune")) { if (!itemName.contains("gloves") && !itemName.contains("knife") && !itemName.contains("dart") && !itemName.contains("javelin") && !itemName.contains("thrownaxe") && !itemName.contains("'bow")) { c.attackLevelReq = c.defenceLevelReq = 40; } return; } if (itemName.contains("dragon")) { if (!itemName.contains("nti-") && !itemName.contains("fire")) { c.attackLevelReq = c.defenceLevelReq = 60; return; } } if (itemName.contains("crystal")) { if (itemName.contains("shield")) { c.defenceLevelReq = 70; } else { c.rangeLevelReq = 70; } return; } if (itemName.contains("ahrim")) { if (itemName.contains("staff")) { c.magicLevelReq = 70; c.attackLevelReq = 70; } else { c.magicLevelReq = 70; c.defenceLevelReq = 70; } } if (itemName.contains("karil")) { if (itemName.contains("crossbow")) { c.rangeLevelReq = 70; } else { c.rangeLevelReq = 70; c.defenceLevelReq = 70; } } if (itemName.contains("godsword")) { c.attackLevelReq = 75; } if (itemName.contains("3rd age") && !itemName.contains("amulet")) { c.defenceLevelReq = 60; } if (itemName.contains("Initiate")) { c.defenceLevelReq = 20; } if (itemName.contains("verac") || itemName.contains("guthan") || itemName.contains("dharok") || itemName.contains("torag")) { if (itemName.contains("hammers")) { c.attackLevelReq = 70; c.strengthLevelReq = 70; } else if (itemName.contains("axe")) { c.attackLevelReq = 70; c.strengthLevelReq = 70; } else if (itemName.contains("warspear")) { c.attackLevelReq = 70; c.strengthLevelReq = 70; } else if (itemName.contains("flail")) { c.attackLevelReq = 70; c.strengthLevelReq = 70; } else { c.defenceLevelReq = 70; } } switch (itemId) { case 11720: case 11718: case 11722: c.defenceLevelReq = 70; c.rangeLevelReq = 70; return; case 10887: c.strengthLevelReq = 60; return; case 2497: case 2491: c.rangeLevelReq = 70; return; case 6528: c.strengthLevelReq = 60; return; case 8839: case 8840: case 8842: case 11663: case 11664: case 11665: c.attackLevelReq = 42; c.rangeLevelReq = 42; c.strengthLevelReq = 42; c.magicLevelReq = 42; c.defenceLevelReq = 42; return; case 10551: case 2503: case 2501: case 2499: case 1135: c.defenceLevelReq = 40; return; case 11235: case 6522: c.rangeLevelReq = 60; break; case 6524: c.defenceLevelReq = 60; break; case 11284: c.defenceLevelReq = 75; return; case 6889: case 6914: c.magicLevelReq = 60; break; case 861: c.rangeLevelReq = 50; break; case 10828: c.defenceLevelReq = 55; break; case 11724: case 11726: case 11728: c.defenceLevelReq = 65; break; case 3751: case 3749: case 3755: c.defenceLevelReq = 40; break; case 11283: c.defenceLevelReq = 75; break; case 851: case 853: c.rangeLevelReq = 30; break; case 847: case 849: c.rangeLevelReq = 20; break; case 845: case 843: c.rangeLevelReq = 5; break; case 5698: c.attackLevelReq = 60; break; case 7462: case 7461: c.defenceLevelReq = 40; break; case 8846: c.defenceLevelReq = 5; break; case 8847: c.defenceLevelReq = 10; break; case 8848: c.defenceLevelReq = 20; break; case 8849: c.defenceLevelReq = 30; break; case 8850: c.defenceLevelReq = 40; break; case 7460: c.defenceLevelReq = 40; break; case 837: c.rangeLevelReq = 61; break; case 4151: c.attackLevelReq = 70; return; case 14004: c.attackLevelReq = 75; case 6724: c.rangeLevelReq = 60; return; case 4153: c.attackLevelReq = 50; c.strengthLevelReq = 50; return; } } /** * Finds the item. * */ public int findItem(int id, int[] items, int[] amounts) { for (int i = 0; i < c.playerItems.length; i++) { if (((items[i] - 1) == id) && (amounts[i] > 0)) { return i; } } return -1; } /** * Updates the slot when wielding an item. * * [MENTION=75098]Para[/MENTION]m slot */ public void updateSlot(int slot) { synchronized (c) { if (c.getOutStream() != null && c != null) { c.getOutStream().createFrameVarSizeWord(34); c.getOutStream().writeWord(1688); c.getOutStream().writeByte(slot); c.getOutStream().writeWord(c.playerEquipment[slot] + 1); if (c.playerEquipmentN[slot] > 254) { c.getOutStream().writeByte(255); c.getOutStream().writeDWord(c.playerEquipmentN[slot]); } else { c.getOutStream().writeByte(c.playerEquipmentN[slot]); } c.getOutStream().endFrameVarSizeWord(); c.flushOutStream(); } } } /** * sendEquip **/ public boolean equip(int wearID, int slot) { synchronized (c) { int targetSlot = 0; boolean canWearItem = true; if (c.playerItems[slot] == (wearID + 1)) { getRequirements(getItemName(wearID).toLowerCase(), wearID); targetSlot = Item.targetSlots[wearID]; /** * String[] items */ for (String shields : SHIELDS) { if (itemType(wearID).toLowerCase().contains(shields)) { targetSlot = 5; } } for (String weapons : WEAPONS) { if (itemType(wearID).toLowerCase().contains(weapons)) { targetSlot = 0; } } if (itemType(wearID).equalsIgnoreCase("cape")) { targetSlot = 1; } else if (itemType(wearID).equalsIgnoreCase("hat")) { targetSlot = 0; } else if (itemType(wearID).equalsIgnoreCase("amulet")) { targetSlot = 2; } else if (itemType(wearID).equalsIgnoreCase("arrows")) { targetSlot = 13; } else if (itemType(wearID).equalsIgnoreCase("body")) { targetSlot = 4; } else if (itemType(wearID).equalsIgnoreCase("shield")) { targetSlot = 5; } else if (itemType(wearID).equalsIgnoreCase("legs")) { targetSlot = 7; } else if (itemType(wearID).equalsIgnoreCase("gloves")) { targetSlot = 9; } else if (itemType(wearID).equalsIgnoreCase("boots")) { targetSlot = 10; } else if (itemType(wearID).equalsIgnoreCase("ring")) { targetSlot = 12; } else { targetSlot = 3; } switch (wearID) { /* Gloves */ case 10336: case 9922: case 8842: targetSlot = 9; break; /* Arrows */ case 9144: targetSlot = 13; break; /* Capes */ case 19111: case 15008: case 9813: case 9747: case 9748: case 9750: case 9790: case 9751: case 9753: case 9754: case 9756: case 9757: case 9759: case 9760: case 9762: case 9763: case 9765: case 9766: case 9768: case 9769: case 9771: case 9772: case 9774: case 9775: case 10446: case 10448: case 10450: case 9777: case 9778: case 9780: case 9781: case 9783: case 9784: case 9786: case 9787: case 9792: case 9793: case 9795: case 9796: case 9798: case 9799: case 9801: case 9802: case 9804: case 9805: case 9807: case 9808: case 9810: case 9811: case 10499: targetSlot = 1; break; /* Arrows */ case 9244: targetSlot = 13; break; /* Boots */ case 15037: case 14605: case 11019: case 9921: case 11728: case 10839: targetSlot = 10; break; /* Legs */ case 11726: case 11722: case 9678: case 9923: case 9676: case 10394: case 8840: case 15035: case 10332: case 15036: case 14603: case 14938: case 14077: case 10346: case 10372: case 10838: case 11022: case 10388: case 10380: case 10340: case 15425: case 13360: case 13352: case 13346: targetSlot = 7; break; /* Amulets */ case 6861: case 6859: case 6863: case 9470: case 14000: case 6857: case 10344: case 11128: targetSlot = 2; break; /* Shields */ case 14502: case 14503: case 8850: case 8849: case 8848: case 8847: case 8846: case 8845: case 8844: case 11283: case 10352: targetSlot = 5; break; /* Bodies */ case 10551: case 10348: case 9674: case 10837: case 14936: case 15034: case 10386: case 10370: case 11720: case 10330: case 15423: case 14076: case 11020: case 14595: case 8839: case 10338: case 13348: case 13354: case 13358: case 9924: case 11724: targetSlot = 4; break; /* Helms */ case 13263: case 9920: case 10507: case 10836: case 10828: case 9672: case 10334: case 10350: case 10390: case 11718: case 10374: case 11021: case 15422: case 15033: case 9925: case 13362: case 11663: case 11664: case 11665: case 13355: case 13350: case 10342: case 1037: case 11335: case 10548: case 9749: case 9752: case 9755: case 9758: case 9761: case 9764: case 9767: case 9770: case 9773: case 9776: case 9779: case 9782: case 9785: case 9788: case 9791: case 9794: case 9797: case 9800: case 9803: case 9806: case 9809: case 9812: targetSlot = 0; break; /* Boots */ case 11732: targetSlot = 10; break; } if (c.duelRule[11] && targetSlot == 0) { c.sendMessage("Wearing hats has been disabled in this duel!"); return false; } if (c.duelRule[12] && targetSlot == 1) { c.sendMessage("Wearing capes has been disabled in this duel!"); return false; } if (c.duelRule[13] && targetSlot == 2) { c.sendMessage("Wearing amulets has been disabled in this duel!"); return false; } if (c.duelRule[14] && targetSlot == 3) { c.sendMessage("Wielding weapons has been disabled in this duel!"); return false; } if (c.duelRule[15] && targetSlot == 4) { c.sendMessage("Wearing bodies has been disabled in this duel!"); return false; } if ((c.duelRule[16] && targetSlot == 5) || (c.duelRule[16] && is2handed(getItemName(wearID) .toLowerCase(), wearID))) { c.sendMessage("Wearing shield has been disabled in this duel!"); return false; } if (c.duelRule[17] && targetSlot == 7) { c.sendMessage("Wearing legs has been disabled in this duel!"); return false; } if (c.duelRule[18] && targetSlot == 9) { c.sendMessage("Wearing gloves has been disabled in this duel!"); return false; } if (c.duelRule[19] && targetSlot == 10) { c.sendMessage("Wearing boots has been disabled in this duel!"); return false; } if (c.duelRule[20] && targetSlot == 12) { c.sendMessage("Wearing rings has been disabled in this duel!"); return false; } if (c.duelRule[21] && targetSlot == 13) { c.sendMessage("Wearing arrows has been disabled in this duel!"); return false; } if (Config.itemRequirements) { if (targetSlot == 10 || targetSlot == 7 || targetSlot == 5 || targetSlot == 4 || targetSlot == 0 || targetSlot == 9 || targetSlot == 10) { if (c.defenceLevelReq > 0) { if (c.getPA().getLevelForXP(c.playerXP[1]) < c.defenceLevelReq) { c.sendMessage("You need a defence level of " + c.defenceLevelReq + " to wear this item."); canWearItem = false; } } if (c.rangeLevelReq > 0) { if (c.getPA().getLevelForXP(c.playerXP[4]) < c.rangeLevelReq) { c.sendMessage("You need a range level of " + c.rangeLevelReq + " to wear this item."); canWearItem = false; } } if (c.magicLevelReq > 0) { if (c.getPA().getLevelForXP(c.playerXP[6]) < c.magicLevelReq) { c.sendMessage("You need a magic level of " + c.magicLevelReq + " to wear this item."); canWearItem = false; } } } if (targetSlot == 3) { if (c.attackLevelReq > 0) { if (c.getPA().getLevelForXP(c.playerXP[0]) < c.attackLevelReq) { c.sendMessage("You need an attack level of " + c.attackLevelReq + " to wield this weapon."); canWearItem = false; } } if (c.rangeLevelReq > 0) { if (c.getPA().getLevelForXP(c.playerXP[4]) < c.rangeLevelReq) { c.sendMessage("You need a range level of " + c.rangeLevelReq + " to wield this weapon."); canWearItem = false; } } if (c.magicLevelReq > 0) { if (c.getPA().getLevelForXP(c.playerXP[6]) < c.magicLevelReq) { c.sendMessage("You need a magic level of " + c.magicLevelReq + " to wield this weapon."); canWearItem = false; } } } } if (!canWearItem) { return false; } int wearAmount = c.playerItemsN[slot]; if (wearAmount < 1) { return false; } if (targetSlot == c.playerWeapon) { c.autocasting = false; c.autocastId = 0; c.getPA().sendFrame36(108, 0); } if (slot >= 0 && wearID >= 0) { int toEquip = c.playerItems[slot]; int toEquipN = c.playerItemsN[slot]; int toRemove = c.playerEquipment[targetSlot]; int toRemoveN = c.playerEquipmentN[targetSlot]; if (toEquip == toRemove + 1 && Item.itemStackable[toRemove]) { deleteItem(toRemove, getItemSlot(toRemove), toEquipN); c.playerEquipmentN[targetSlot] += toEquipN; } else if (targetSlot != 5 && targetSlot != 3) { c.playerItems[slot] = toRemove + 1; c.playerItemsN[slot] = toRemoveN; c.playerEquipment[targetSlot] = toEquip - 1; c.playerEquipmentN[targetSlot] = toEquipN; } else if (targetSlot == 5) { boolean wearing2h = is2handed( getItemName(c.playerEquipment[c.playerWeapon]) .toLowerCase(), c.playerEquipment[c.playerWeapon]); boolean wearingShield = c.playerEquipment[c.playerShield] > 0; if (wearing2h) { toRemove = c.playerEquipment[c.playerWeapon]; toRemoveN = c.playerEquipmentN[c.playerWeapon]; c.playerEquipment[c.playerWeapon] = -1; c.playerEquipmentN[c.playerWeapon] = 0; updateSlot(c.playerWeapon); } c.playerItems[slot] = toRemove + 1; c.playerItemsN[slot] = toRemoveN; c.playerEquipment[targetSlot] = toEquip - 1; c.playerEquipmentN[targetSlot] = toEquipN; } else if (targetSlot == 3) { boolean is2h = is2handed(getItemName(wearID) .toLowerCase(), wearID); boolean wearingShield = c.playerEquipment[c.playerShield] > 0; boolean wearingWeapon = c.playerEquipment[c.playerWeapon] > 0; if (is2h) { if (wearingShield && wearingWeapon) { if (freeSlots() > 0) { c.playerItems[slot] = toRemove + 1; c.playerItemsN[slot] = toRemoveN; c.playerEquipment[targetSlot] = toEquip - 1; c.playerEquipmentN[targetSlot] = toEquipN; removeItem( c.playerEquipment[c.playerShield], c.playerShield); } else { c.sendMessage("You do not have enough inventory space to do this."); return false; } } else if (wearingShield && !wearingWeapon) { c.playerItems[slot] = c.playerEquipment[c.playerShield] + 1; c.playerItemsN[slot] = c.playerEquipmentN[c.playerShield]; c.playerEquipment[targetSlot] = toEquip - 1; c.playerEquipmentN[targetSlot] = toEquipN; c.playerEquipment[c.playerShield] = -1; c.playerEquipmentN[c.playerShield] = 0; updateSlot(c.playerShield); } else { c.playerItems[slot] = toRemove + 1; c.playerItemsN[slot] = toRemoveN; c.playerEquipment[targetSlot] = toEquip - 1; c.playerEquipmentN[targetSlot] = toEquipN; } } else { c.playerItems[slot] = toRemove + 1; c.playerItemsN[slot] = toRemoveN; c.playerEquipment[targetSlot] = toEquip - 1; c.playerEquipmentN[targetSlot] = toEquipN; } } c.isFullHelm = Item .isFullHelm(c.playerEquipment[c.playerHat]); c.isFullMask = Item .isFullMask(c.playerEquipment[c.playerHat]); c.isFullBody = Item .isFullBody(c.playerEquipment[c.playerChest]); resetItems(3214); } if (targetSlot == 3) { c.usingSpecial = false; addSpecialBar(wearID); } if (c.getOutStream() != null && c != null) { c.getOutStream().createFrameVarSizeWord(34); c.getOutStream().writeWord(1688); c.getOutStream().writeByte(targetSlot); c.getOutStream().writeWord(wearID + 1); if (c.playerEquipmentN[targetSlot] > 254) { c.getOutStream().writeByte(255); c.getOutStream().writeDWord( c.playerEquipmentN[targetSlot]); } else { c.getOutStream().writeByte( c.playerEquipmentN[targetSlot]); } c.getOutStream().endFrameVarSizeWord(); c.flushOutStream(); } sendWeapon(c.playerEquipment[c.playerWeapon], getItemName(c.playerEquipment[c.playerWeapon])); resetBonus(); getBonus(); writeBonus(); c.getCombat().getPlayerAnimIndex( c.getItems() .getItemName(c.playerEquipment[c.playerWeapon]) .toLowerCase()); c.getPA().requestUpdates(); return true; } else { return false; } } } public void deleteItem(int id, int amount) { deleteItem(id, getItemSlot(id), amount); } public void deleteItem(int id, int slot, int amount) { if (id <= 0 || slot < 0) { return; } if (c.playerItems[slot] == (id + 1)) { if (c.playerItemsN[slot] > amount) { c.playerItemsN[slot] -= amount; } else { c.playerItemsN[slot] = 0; c.playerItems[slot] = 0; } PlayerSave.saveGame(c); resetItems(3214); } } /** * Gets the item slot. * * [MENTION=75098]Para[/MENTION]m ItemID * [MENTION=184045]return[/MENTION] */ public int getItemSlot(int ItemID) { for (int i = 0; i < c.playerItems.length; i++) { if ((c.playerItems[i] - 1) == ItemID) { return i; } } return -1; } /** * Two handed weapon check. **/ public boolean is2handed(String itemName, int itemId) { if (itemName.contains("ahrim") || itemName.contains("karil") || itemName.contains("verac") || itemName.contains("guthan") || itemName.contains("dharok") || itemName.contains("torag")) { return true; } if (itemName.contains("longbow") || itemName.contains("shortbow") || itemName.contains("ark bow")) { return true; } if (itemName.contains("crystal")) { return true; } if (itemName.contains("godsword") || itemName.contains("aradomin sword") || itemName.contains("2h") || itemName.contains("spear")) { return true; } switch (itemId) { case 6724: case 11730: case 4153: case 6528: case 10887: case 11777: return true; } return false; } /** * Checks if you have a free slot. * * [MENTION=184045]return[/MENTION] */ public int freeSlots() { int freeS = 0; for (int i = 0; i < c.playerItems.length; i++) { if (c.playerItems[i] <= 0) { freeS++; } } return freeS; } /** * Gets the item bonus from the item.cfg. */ public void getBonus() { for (int i = 0; i < c.playerEquipment.length; i++) { if (c.playerEquipment[i] > -1) { for (int j = 0; j < Config.ITEM_LIMIT; j++) { if (Server.itemHandler.ItemList[j] != null) { if (Server.itemHandler.ItemList[j].itemId == c.playerEquipment[i]) { for (int k = 0; k < c.playerBonus.length; k++) { c.playerBonus[k] += Server.itemHandler.ItemList[j].Bonuses[k]; } break; } } } } } } /** * Weapon type. **/ public void sendWeapon(int Weapon, String WeaponName) { String WeaponName2 = WeaponName.replaceAll("Bronze", ""); WeaponName2 = WeaponName2.replaceAll("Iron", ""); WeaponName2 = WeaponName2.replaceAll("Steel", ""); WeaponName2 = WeaponName2.replaceAll("Black", ""); WeaponName2 = WeaponName2.replaceAll("Mithril", ""); WeaponName2 = WeaponName2.replaceAll("Adamant", ""); WeaponName2 = WeaponName2.replaceAll("Rune", ""); WeaponName2 = WeaponName2.replaceAll("Granite", ""); WeaponName2 = WeaponName2.replaceAll("Dragon", ""); WeaponName2 = WeaponName2.replaceAll("Drag", ""); WeaponName2 = WeaponName2.replaceAll("Crystal", ""); WeaponName2 = WeaponName2.trim(); /** * Attack styles. */ if (WeaponName.equals("Unarmed")) { c.setSidebarInterface(0, 5855); // punch, kick, block c.getPA().sendFrame126(WeaponName, 5857); } else if (WeaponName.endsWith("whip") || WeaponName.contains("tentacle")) { c.setSidebarInterface(0, 12290); // flick, lash, deflect c.getPA().sendFrame246(12291, 200, Weapon); c.getPA().sendFrame126(WeaponName, 12293); } else if (WeaponName.endsWith("bow") || WeaponName.endsWith("10") || WeaponName.endsWith("full") || WeaponName.startsWith("seercull")) { c.setSidebarInterface(0, 1764); // accurate, rapid, longrange c.getPA().sendFrame246(1765, 200, Weapon); c.getPA().sendFrame126(WeaponName, 1767); } else if (WeaponName.startsWith("Staff") || WeaponName.endsWith("seas") || WeaponName.endsWith("staff") || WeaponName.endsWith("wand")) { c.setSidebarInterface(0, 328); // spike, impale, smash, block c.getPA().sendFrame246(329, 200, Weapon); c.getPA().sendFrame126(WeaponName, 331); } else if (WeaponName2.startsWith("dart") || WeaponName2.startsWith("knife") || WeaponName2.startsWith("javelin") || WeaponName.equalsIgnoreCase("toktz-xil-ul")) { c.setSidebarInterface(0, 4446); // accurate, rapid, longrange c.getPA().sendFrame246(4447, 200, Weapon); c.getPA().sendFrame126(WeaponName, 4449); } else if (WeaponName2.startsWith("dagger") || WeaponName2.contains("anchor") || WeaponName2.contains("sword")) { c.setSidebarInterface(0, 2276); // stab, lunge, slash, block c.getPA().sendFrame246(2277, 200, Weapon); c.getPA().sendFrame126(WeaponName, 2279); } else if (WeaponName2.startsWith("pickaxe")) { c.setSidebarInterface(0, 5570); // spike, impale, smash, block c.getPA().sendFrame246(5571, 200, Weapon); c.getPA().sendFrame126(WeaponName, 5573); } else if (WeaponName2.startsWith("axe") || WeaponName2.startsWith("battleaxe")) { c.setSidebarInterface(0, 1698); // chop, hack, smash, block c.getPA().sendFrame246(1699, 200, Weapon); c.getPA().sendFrame126(WeaponName, 1701); } else if (WeaponName2.startsWith("halberd")) { c.setSidebarInterface(0, 8460); // jab, swipe, fend c.getPA().sendFrame246(8461, 200, Weapon); c.getPA().sendFrame126(WeaponName, 8463); } else if (WeaponName2.startsWith("Scythe")) { c.setSidebarInterface(0, 8460); // jab, swipe, fend c.getPA().sendFrame246(8461, 200, Weapon); c.getPA().sendFrame126(WeaponName, 8463); } else if (WeaponName2.startsWith("spear")) { c.setSidebarInterface(0, 4679); // lunge, swipe, pound, block c.getPA().sendFrame246(4680, 200, Weapon); c.getPA().sendFrame126(WeaponName, 4682); } else if (WeaponName2.toLowerCase().contains("mace")) { c.setSidebarInterface(0, 3796); c.getPA().sendFrame246(3797, 200, Weapon); c.getPA().sendFrame126(WeaponName, 3799); } else if (c.playerEquipment[c.playerWeapon] == 4153) { c.setSidebarInterface(0, 425); // war hammer equip. c.getPA().sendFrame246(426, 200, Weapon); c.getPA().sendFrame126(WeaponName, 428); } else { c.setSidebarInterface(0, 2423); // chop, slash, lunge, block c.getPA().sendFrame246(2424, 200, Weapon); c.getPA().sendFrame126(WeaponName, 2426); } } /** * Removes a wielded item. **/ public void removeItem(int wearID, int slot) { // synchronized(c) { if (c.getOutStream() != null && c != null) { if (c.playerEquipment[slot] > -1) { if (addItem(c.playerEquipment[slot], c.playerEquipmentN[slot])) { c.playerEquipment[slot] = -1; c.playerEquipmentN[slot] = 0; sendWeapon(c.playerEquipment[c.playerWeapon], getItemName(c.playerEquipment[c.playerWeapon])); resetBonus(); getBonus(); writeBonus(); c.getCombat().getPlayerAnimIndex( ItemAssistant .getItemName( c.playerEquipment[c.playerWeapon]) .toLowerCase()); c.getOutStream().createFrame(34); c.getOutStream().writeWord(6); c.getOutStream().writeWord(1688); c.getOutStream().writeByte(slot); c.getOutStream().writeWord(0); c.getOutStream().writeByte(0); c.flushOutStream(); c.updateRequired = true; c.setAppearanceUpdateRequired(true); c.isFullHelm = Item .isFullHelm(c.playerEquipment[c.playerHat]); c.isFullMask = Item .isFullMask(c.playerEquipment[c.playerHat]); c.isFullBody = Item .isFullBody(c.playerEquipment[c.playerChest]); } } } } public boolean playerHasItem(int itemID, int amt, int slot) { itemID++; int found = 0; if (c.playerItems[slot] == (itemID)) { for (int i = 0; i < c.playerItems.length; i++) { if (c.playerItems[i] == itemID) { if (c.playerItemsN[i] >= amt) { return true; } else { found++; } } } if (found >= amt) { return true; } return false; } return false; } public boolean playerHasItem(int itemID) { itemID++; for (int i = 0; i < c.playerItems.length; i++) { if (c.playerItems[i] == itemID) return true; } return false; } public boolean playerHasItem(int itemID, int amt) { itemID++; int found = 0; for (int i = 0; i < c.playerItems.length; i++) { if (c.playerItems[i] == itemID) { if (c.playerItemsN[i] >= amt) { return true; } else { found++; } } } if (found >= amt) { return true; } return false; } public boolean addItem(int item, int amount) { // synchronized(c) { if (amount < 1) { amount = 1; } if (item <= 0) { return false; } if ((((freeSlots() >= 1) || playerHasItem(item, 1)) && Item.itemStackable[item]) || ((freeSlots() > 0) && !Item.itemStackable[item])) { for (int i = 0; i < c.playerItems.length; i++) { if ((c.playerItems[i] == (item + 1)) && Item.itemStackable[item] && (c.playerItems[i] > 0)) { c.playerItems[i] = (item + 1); if (((c.playerItemsN[i] + amount) < Config.MAXITEM_AMOUNT) && ((c.playerItemsN[i] + amount) > -1)) { c.playerItemsN[i] += amount; } else { c.playerItemsN[i] = Config.MAXITEM_AMOUNT; } if (c.getOutStream() != null && c != null) { c.getOutStream().createFrameVarSizeWord(34); c.getOutStream().writeWord(3214); c.getOutStream().writeByte(i); c.getOutStream().writeWord(c.playerItems[i]); if (c.playerItemsN[i] > 254) { c.getOutStream().writeByte(255); c.getOutStream().writeDWord(c.playerItemsN[i]); } else { c.getOutStream().writeByte(c.playerItemsN[i]); } c.getOutStream().endFrameVarSizeWord(); c.flushOutStream(); } i = 30; return true; } } for (int i = 0; i < c.playerItems.length; i++) { if (c.playerItems[i] <= 0) { c.playerItems[i] = item + 1; if ((amount < Config.MAXITEM_AMOUNT) && (amount > -1)) { c.playerItemsN[i] = 1; if (amount > 1) { c.getItems().addItem(item, amount - 1); return true; } } else { c.playerItemsN[i] = Config.MAXITEM_AMOUNT; } resetItems(3214); i = 30; return true; } } return false; } else { resetItems(3214); c.sendMessage("Not enough space in your inventory."); return false; } // } } /** * Empties all of (a) player's items. */ public void resetItems(int WriteFrame) { synchronized (c) { if (c.getOutStream() != null && c != null) { c.getOutStream().createFrameVarSizeWord(53); c.getOutStream().writeWord(WriteFrame); c.getOutStream().writeWord(c.playerItems.length); for (int i = 0; i < c.playerItems.length; i++) { if (c.playerItemsN[i] > 254) { c.getOutStream().writeByte(255); c.getOutStream().writeDWord_v2(c.playerItemsN[i]); } else { c.getOutStream().writeByte(c.playerItemsN[i]); } c.getOutStream().writeWordBigEndianA(c.playerItems[i]); } c.getOutStream().endFrameVarSizeWord(); c.flushOutStream(); } } } /** * Adds special attack bar to special attack weapons. Removes special attack * bar to weapons that do not have special attacks. **/ public void addSpecialBar(int weapon) { switch (weapon) { case 4151: // whip case 14004: c.getPA().sendFrame171(0, 12323); specialAmount(weapon, c.specAmount, 12335); break; case 859: // magic bows case 861: case 11235: c.getPA().sendFrame171(0, 7549); specialAmount(weapon, c.specAmount, 7561); break; case 4587: // dscimmy c.getPA().sendFrame171(0, 7599); specialAmount(weapon, c.specAmount, 7611); break; case 3204: // d hally c.getPA().sendFrame171(0, 8493); specialAmount(weapon, c.specAmount, 8505); break; case 1377: // d battleaxe c.getPA().sendFrame171(0, 7499); specialAmount(weapon, c.specAmount, 7511); break; case 4153: // gmaul c.getPA().sendFrame171(0, 7474); specialAmount(weapon, c.specAmount, 7486); break; case 1249: // dspear c.getPA().sendFrame171(0, 7674); specialAmount(weapon, c.specAmount, 7686); break; case 1215:// dragon dagger case 1231: case 5680: case 5698: case 1305: // dragon long case 11694: case 11698: case 11700: case 11730: case 11696: case 10887: c.getPA().sendFrame171(0, 7574); specialAmount(weapon, c.specAmount, 7586); break; case 1434: // dragon mace c.getPA().sendFrame171(0, 7624); specialAmount(weapon, c.specAmount, 7636); break; default: c.getPA().sendFrame171(1, 7624); // mace interface c.getPA().sendFrame171(1, 7474); // hammer, gmaul c.getPA().sendFrame171(1, 7499); // axe c.getPA().sendFrame171(1, 7549); // bow interface c.getPA().sendFrame171(1, 7574); // sword interface c.getPA().sendFrame171(1, 7599); // scimmy sword interface, for most // swords c.getPA().sendFrame171(1, 8493); c.getPA().sendFrame171(1, 12323); // whip interface break; } } /** * Special attack bar filling amount. **/ public void specialAmount(int weapon, double specAmount, int barId) { c.specBarId = barId; c.getPA().sendFrame70(specAmount >= 10 ? 500 : 0, 0, (--barId)); c.getPA().sendFrame70(specAmount >= 9 ? 500 : 0, 0, (--barId)); c.getPA().sendFrame70(specAmount >= 8 ? 500 : 0, 0, (--barId)); c.getPA().sendFrame70(specAmount >= 7 ? 500 : 0, 0, (--barId)); c.getPA().sendFrame70(specAmount >= 6 ? 500 : 0, 0, (--barId)); c.getPA().sendFrame70(specAmount >= 5 ? 500 : 0, 0, (--barId)); c.getPA().sendFrame70(specAmount >= 4 ? 500 : 0, 0, (--barId)); c.getPA().sendFrame70(specAmount >= 3 ? 500 : 0, 0, (--barId)); c.getPA().sendFrame70(specAmount >= 2 ? 500 : 0, 0, (--barId)); c.getPA().sendFrame70(specAmount >= 1 ? 500 : 0, 0, (--barId)); updateSpecialBar(); sendWeapon(weapon, getItemName(weapon)); } /** * Special attack text. **/ public void updateSpecialBar() { String percent = Double.toString(c.specAmount); if (percent.contains(".")) { percent = percent.replace(".", ""); } if (percent.startsWith("0") && !percent.equals("00")) { percent = percent.replace("0", ""); } if (percent.startsWith("0") && percent.equals("00")) { percent = percent.replace("00", "0"); } c.getPA() .sendFrame126( c.usingSpecial ? "@[email protected] Attack (" + percent + "%)" : "@[email protected] Attack (" + percent + "%)", c.specBarId); } } [/CODE]
  5. Anyone know where I can find the images for these three tabs ? middle one is donator options button.. appreciate it. [img]http://i.imgur.com/JjRRYbd.png[/img]
  6. madman

    adding equipment

    ok im trying to add some armor to my server (elite void) its in game but i cant wear it what file would i look in to make it wearable?
  7. Asgarnia / Kalegrian equipment switching, the fastest way possible. If you'd like to challenge this statement and post some faster switching, I'd be awfully impressed. [CENTER][video=youtube;JL16DXsjiyw]http://www.youtube.com/watch?v=JL16DXsjiyw[/video][/CENTER] Available for download : [url]http://www.runelocus.com/forums/showthread.php?93789-Kalegrian-Amazing-Flawless-PvP-Many-Skills[/url]
  8. I followed this tutorial, [URL="http://www.rune-server.org/runescape-development/rs-503-client-server/snippets/420330-667-equipped-item-examine-bug.html"][667/***] Equipped item examine bug.[/URL], to fix the problem with examining having unequipped the items, and now the equipment bonuses button does not open the interface. Any help is appreciated, Thanks in Advance!
  9. In my item.java file there is no spot for weapon so how can I fix this? The dragon claws equip as a hat or helmet. So how can I fix this?
  10. Does anyone how to dump 667+ equipment id's?
  11. I've been wondering if it's possible to replace the current item you're wielding, with another one. Example: if you kill KBD with a bronze dagger, if changes the bronze dagger into a dragon dagger. (That's just to show what I mean, that's not what I really want this for) If anyone know's how, I would appreciate it if you could post it. Thank you for your time.
  12. On most sources/servers if you click examine on a item in the equipments tab, the item will be removed. Here is the fix for it: [B]ButtonHandler.java[/B] [code] else if (componentId == 6 && packetId == 25) player.getEquipment().sendExamine(Equipment.SLOT_HAT); else if (componentId == 6 && packetId == 61) ButtonHandler.sendRemove(player, Equipment.SLOT_HAT); else if (componentId == 15 && packetId == 25) player.getEquipment().sendExamine(Equipment.SLOT_WEAPON); else if (componentId == 15 && packetId == 61) ButtonHandler.sendRemove(player, Equipment.SLOT_WEAPON); else if (componentId == 18 && packetId == 25) player.getEquipment().sendExamine(Equipment.SLOT_CHEST); else if (componentId == 18 && packetId == 61) ButtonHandler.sendRemove(player, Equipment.SLOT_CHEST); else if (componentId == 21 && packetId == 25) player.getEquipment().sendExamine(Equipment.SLOT_SHIELD); else if (componentId == 21 && packetId == 61) ButtonHandler.sendRemove(player, Equipment.SLOT_SHIELD); else if (componentId == 24 && packetId == 25) player.getEquipment().sendExamine(Equipment.SLOT_LEGS); else if (componentId == 24 && packetId == 61) ButtonHandler.sendRemove(player, Equipment.SLOT_LEGS); else if (componentId == 27 && packetId == 25) player.getEquipment().sendExamine(Equipment.SLOT_HANDS); else if (componentId == 27 && packetId == 61) ButtonHandler.sendRemove(player, Equipment.SLOT_HANDS); else if (componentId == 30 && packetId == 25) player.getEquipment().sendExamine(Equipment.SLOT_FEET); else if (componentId == 30 && packetId == 61) ButtonHandler.sendRemove(player, Equipment.SLOT_FEET); else if (componentId == 33 && packetId == 25) player.getEquipment().sendExamine(Equipment.SLOT_RING); else if (componentId == 33 && packetId == 61) ButtonHandler.sendRemove(player, Equipment.SLOT_RING); else if (componentId == 36 && packetId == 25) player.getEquipment().sendExamine(Equipment.SLOT_ARROWS); else if (componentId == 36 && packetId == 61) ButtonHandler.sendRemove(player, Equipment.SLOT_ARROWS); [/code] Credits: 100% to me.
  13. hey guys, i recently added a new cache to a 667 server. so the problem is that before i added the cache, i could un-equip the equipments properly. however, now after the cache is updated, when i click on the equipment slots, nothing happens. and when i want to remove them from the slots, i have to equip another item instead. so it doesn't get removed when i click on it. can anyone help me? ty Sincerely, Korasi Pr0dx
  14. Before I go into detail on how to preform this, I'll explain about what this tutorial is about, take a look at this picture: [IMG]http://i877.photobucket.com/albums/ab339/kennyr9/525%20server/stats.jpg[/IMG] Notice how the bonuses are kind of odd looking? No "Defense Bonus" title, two summoning lines, and other complications? I know this kind of problem came with the pur3zscape source. It might be on other sources depending on how rare it is. Anyway, heres how to fix it. Difficulty: */***** (Beginner) Tasks: Search/Copy and Paste Purpose: Fix the Equipment Bonus screen so it is readable. Step 1: In player.java, CTRL + F. Search for: [CODE] public void setEquipmentBonus() {[/CODE] Paste this new section of code over the whole void: [CODE] public void setEquipmentBonus() { String[] bonusNames = Misc.bonusNames; int id = 36; for (int i = 0; i < equipmentBonus.length; i++) { getActionSender().setString(this, bonusNames[i] + ": " + (equipmentBonus[i] >= 0 ? "+" : "") + equipmentBonus[i], 667, id++); if (id == 45) { id = 47; } } getActionSender().setString(this, "Range: +"+equipmentBonus[9]+"", 667, 45); getActionSender().setString(this, "Summoning: ZERO", 667, 46); getActionSender().setString(this, "Other bonuses", 667, 47); }[/CODE] Save and Exit player.java Step 2: Compile and Test it out. -The Fixed Screen- [IMG]http://i877.photobucket.com/albums/ab339/kennyr9/Untitled.jpg[/IMG] Note: I do know that the items are not showing up in the slots on the right, I am working on fixing this as well. But for now, it should be quite obvious as to what a player is wearing.
  15. this banks equipment straight to bank, instead of placing it into invent first. [code] public void removeEquipment(int slot) { playerEquipment[slot] = -1; playerEquipmentN[slot] = -1; } public boolean bankEquipment(int itemID, int fromSlot, int amount) { itemID += 1; if (!IsBanking) return false; if (playerEquipmentN[fromSlot] <= 0) { return false; } if (!Item.itemIsNote[playerEquipment[fromSlot] - 1 + 1]) { if (playerEquipment[fromSlot] + 1 <= 0) { return false; } if (Item.itemStackable[playerEquipment[fromSlot] + 1 - 1] || (playerEquipmentN[fromSlot] > 1)) { int toBankSlot = 0; boolean alreadyInBank = false; for (int i = 0; i < playerBankSize; i++) { if (bankItems[i] == playerEquipment[fromSlot]+ 1) { if (playerEquipmentN[fromSlot] < amount) { amount = playerEquipmentN[fromSlot]; } alreadyInBank = true; toBankSlot = i; i = playerBankSize + 1; } } if (!alreadyInBank && (freeBankSlots() > 0)) { for (int i = 0; i < playerBankSize; i++) { if (bankItems[i] <= 0) { toBankSlot = i; i = playerBankSize + 1; } } bankItems[toBankSlot] = playerEquipment[fromSlot]+ 1; if (playerEquipmentN[fromSlot] < amount) { amount = playerEquipmentN[fromSlot]; } if (((bankItemsN[toBankSlot] + amount) <= maxItemAmount) && ((bankItemsN[toBankSlot] + amount) > -1)) { bankItemsN[toBankSlot] += amount; } else { sM("Bank full!"); return false; } removeEquipment(fromSlot); resetItems(5064); resetBank(); return true; } else if (alreadyInBank) { if (((bankItemsN[toBankSlot] + amount) <= maxItemAmount) && ((bankItemsN[toBankSlot] + amount) > -1)) { bankItemsN[toBankSlot] += amount; } else { sM("Bank full!"); return false; } removeEquipment(fromSlot); resetItems(5064); resetBank(); return true; } else { sM("Bank full!"); return false; } } else { itemID = playerEquipment[fromSlot]+ 1; int toBankSlot = 0; boolean alreadyInBank = false; for (int i = 0; i < playerBankSize; i++) { if (bankItems[i] == playerEquipment[fromSlot]+ 1) { alreadyInBank = true; toBankSlot = i; i = playerBankSize + 1; } } if (!alreadyInBank && (freeBankSlots() > 0)) { for (int i = 0; i < playerBankSize; i++) { if (bankItems[i] <= 0) { toBankSlot = i; i = playerBankSize + 1; } } int firstPossibleSlot = 0; boolean itemExists = false; while (amount > 0) { itemExists = false; for (int i = firstPossibleSlot; i < playerEquipment.length; i++) { if ((playerEquipment[i]+ 1) == itemID) { firstPossibleSlot = i; itemExists = true; i = 30; } } if (itemExists) { bankItems[toBankSlot] = playerEquipment[firstPossibleSlot]+ 1; bankItemsN[toBankSlot] += 1; removeEquipment(firstPossibleSlot); amount--; } else { amount = 0; } } resetItems(5064); resetBank(); return true; } else if (alreadyInBank) { int firstPossibleSlot = 0; boolean itemExists = false; while (amount > 0) { itemExists = false; for (int i = firstPossibleSlot; i < playerEquipment.length; i++) { if ((playerEquipment[i]+ 1) == itemID) { firstPossibleSlot = i; itemExists = true; i = 30; } } if (itemExists) { bankItemsN[toBankSlot] += 1; removeEquipment(firstPossibleSlot); amount--; } else { amount = 0; } } resetItems(5064); resetBank(); return true; } else { sM("Bank full!"); return false; } } } else { sM("Item not supported " + (playerEquipment[fromSlot] - 1)); return false; } } [/code] and button: [code] case 82024: for(int i = 0; i < 11; i++) { if(c.playerEquipment[i] > 0) { c.bankEquipment(c.playerEquipment[i], i, c.playerEquipmentN[i]); c.outStream.createFrame(34); c.outStream.writeWord(6); c.outStream.writeWord(1688); c.outStream.writeByte(i); c.outStream.writeWord(0); c.outStream.writeByte(0); c.ResetBonus(); c.GetBonus(); c.WriteBonus(); if (i ==c.playerWeapon) { c.autocasting = false; c.autocastID = 0; c.setClientConfig(108, 0); c.SendWeapon(-1, "Unarmed"); c.playerSE = 0x328; c.playerSEA = 0x326; c.playerSER = 0x338; c.playerSEW = 0x333; c.pEmote = 0x328; } c.updateRequired = true; c.appearanceUpdateRequired = true; } } break; [/code] i made it for my ancient delta, but it ain't so hard to convert it to your own bases.
  16. I want to make arrows consumable. But I am unsure what to add or where. Never had to do it for Arrows/Bolts/shots before. I have sucha headache right now. It would be very much appreciated if you help :D 562 Rev.
  17. yo guys on my server i cant wield some items like monk robe dds and some more i checked equipment.java they are add so i changed the itemdefenetion and i can wear these items like monk robe and dds but cant wear spiritbloom and more items so how i can make the items wearable with the first itemdefenetion cuz it have more items pleas help its hard
  18. What is the best equipment (armor & weapons) for a chaotic pure. e.g. 80 attack, 99 strength, 1 defence. Any amount of money can be spent. What's the best? As far as strength and defence bonus, and well.. looking good ;)
  19. iRepo

    Elite Void Equipment.

    To anyone who has Elite Void on their server and it IS equip-able; Could you help me out and tell me the EquipIDs? Thanks in advance.
  20. RandQm

    Equipment stats

    I searched whole google and forums but I couldn't find an answer on this: [img]http://img819.imageshack.us/img819/5446/loldai.jpg[/img] How do I add, that when I click on the Equipment stats tab, that u get that 2nd screen with your character and the stats? When I click it now, nothing happens
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