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  1. [CENTER] [B]This is most likely my last time I'm going to improve PI and release, I need to think about getting my own server devloped.[/B] Anyway, with this server I basically started from a blank PI release by Jack, this varies from my previous release in terms of content to stability, my previous PI release was aimed more towards seasons programmers in the sense of missing content, while this one still has a lot of the traits of the original PI but lacks the game engine of v.1 Version 1 if anyone needs [URL]http://www.runelocus.com/forums/showthread.php?63348-Project-Insanity-Evolved-v.1&p=558472#post558472[/URL][/CENTER] [B][SIZE=3]Content[/SIZE][/B] [B]Original PI[/B] [LIST] [*]Amazing combat [*]Fairly accurate accuracy formulas (tweaked a lot) [*]Fully functional clan chat [*]3/4 godwar bosses [*]Amazing npc drop system [*]Fight Pits [*]Pest Control [*]Barrows [*]Fight Caves (360 onwards, easy to add all ways, just build on the array) [*]Quite a few skills (some half-assed) [*]All 474 items (loaded through cache) [*]Most pots work, very easy to add more [*]Most food work, very east to add more [*]100% Potion dose mixing [*]Base for skill menus [*]Piety + chivalry [*]Perfect prayer draining [*]Custom infinity/mage book minigame [*]Working obelisks [*]Perfect prayer draining and protection prayer delay in pvp [/LIST][B]PI Evolved v2.0[/B] [LIST] [*]Ran it through eclipse and cleaned up 'all' of the classes [*]Re-worked commands class [*]Full door handler (Single & Double) [*]Improved Item handlers (All Items will go in right slot, if not super easy to add) [*]Tweaked timers [*]Correct weapon timers [*]Far casting for Ranged & Magic projectiles [*]Players save individually instead of all at once (30 min timer) [*]Players save on disconnection [*]Fixed all errors and most warnings [*]Easy to work with commands class [*]Extremely Efficient Combat System [*]A ton of bug fixes [*]Improved CycleEvent Manager [*]Some extracts of the Hyperion Game Engine [*]Emulous Drop-System (Located in the configuration class, so much easier to work with imo) [*]Renamed some packaging to suite their purpose [*]Gnome Gliding [*]Boat Sailing [*]Improved Item pricing System (Now has highest/Lowest price configs & all items have a price) [*]Server-Sided Clipped following [*]Decent Ban/Mute System [*]6 Player right spots 0 = Regular 1 = Donator 2 = Super Donator 3 = Moderator 4 = Developer (Access to server debugging) 5 = Co-owner 6 = Owner [*]Re-did most skills excluding: [/LIST]Farming Firemaking Fletching Herblore Slayer Smithing [CENTER] [B][SIZE=3]Media[/SIZE][/B] [IMG]http://i.imgur.com/GngV7.png[/IMG] [IMG]http://i.imgur.com/xTxEg.png[/IMG] [B][SIZE=3]Download[/SIZE][/B] [B]File Size = 14.74mb[/B] uppit [URL="http://www.mediafire.com/?5e81dxetne7hj5e"]MediaFire[/URL] [B][SIZE=3]Credits[/SIZE][/B] Few of the tut makers Jack, Sanity & the people before them Friends who contributed to this project Sources I ripped bit's of content out of And rune-server [COLOR=DarkOrchid][SIZE=4]Thee Rash[/SIZE][/COLOR] [B][SIZE=3]Notes[/SIZE][/B] There is a packet error when you log in, not sure if it's the server or the client Leech the fuck out of this, idm I did not supply a compiler, I use a IDE If you find ANY Dupe's, please notify me and I'll supply a patch If you like, thank buttons somewhere down the bottom there You might need to change the animations for mining & woodcutting I might add Hyperion's game engine sooner or later In the distant future I'll combine both v.1/v.2 into a whole [B][SIZE=1]Disclaimer[/SIZE][/B] [SIZE=1] I do not give anyone permision to have this posted elsewhere, ahk? [/SIZE] [CENTER][B][SIZE="6"]Reserved for bug fixes[/SIZE][/B] [CODE] [B][U]Client Issues[/U][/B] If you are using galkons refactored you will need to do the client sided edits on galkons tut on loading head icons through the cache If you are using another client, you will need to undo the server edits on that tutorial and uncomment [B]//playerProps.writeByte(headIconPk);[/B] and comment/remove [B]Player.playerProps.writeByte(skullIcon);[/B] [/CODE] [/CENTER] [/CENTER]
  2. I have a feeling that this PI is going to be the best one I have produced, I made sure to go full out on this one and cut no corner's and left no stone un-turned. This will definitely be the last PI remake I produce because I need to think about getting my own project finished. Reason why a lot of these consist of tut's is because it saves time having to do it my self :hurr: Features Original Project Insanity Amazing combat Fairly accurate accuracy formulas (tweaked a lot) Fully functional clan chat 3/4 godwar bosses Amazing npc drop system Fight Pits Pest Control Barrows Fight Caves (360 onwards, easy to add all ways, just build on the array) Quite a few skills (some half-assed) All 474 items (loaded through cache) Most pots work, very easy to add more Most food work, very east to add more 100% Potion dose mixing Base for skill menus Piety + chivalry Perfect prayer draining Custom infinity/mage book minigame Working obelisks Perfect prayer draining and protection prayer delay in pvp PI - Evolved v.3
  3. asdfghjkl2

    Project insanity

    need help if someone can post everything i need to have newer items on 317 PI, aka dfs / krakens. no idea how to code myself i have general idea what to do with the files if someone could post the models and all other files i would need already pre coded
  4. Im having issues loading client can someone skype me and help please?
  5. Im trying to add commands and they are not working. Also, unable to change welcome note. Any hep i would be very grateful.
  6. Features: -Donators added! -Nex armours with hp boost -clipped following -instant switching -added overloads -added pvp armours (vesta,morrigans,zuriels,statius) -colored whips -Dragon claws with special -Added primal armours -634 revision model header -added comp cape -added 100% tutorial island -added tokhaar-kal -almost all dupes fixed -custom quests -working agility -working mystery boxes -working strange boxes -stat reset npc -(i) rings added -all chaotics added with animations -added all spirit shields -added korasi's sword with special -added nex boss (pretty buggy) commands: ::home, ::mb, ::Agility, ::bank, ::xteleto, ::jail, ::train ::Dzone -100% working pest control -celestial catalytic staffs added -dragon defender added And more! Screenshots: [IMG]http://i.imgur.com/edf4hHG.png[/IMG] Download: [url]https://www.dropbox.com/s/szewryoo01g33q1/Project%20Insanity%20Server.rar?dl=0[/url] Source! [url]https://www.dropbox.com/s/zr0yl71wjxo0cn5/RSPS%20client.rar?dl=0[/url] Client!
  7. What is the best source for a PI server? I would also want the possibility to use a webclient, i've been searching for a decent source all day but I'm not sure on what's a good source and what isn't, i'm new to all this. Thanks in advance!
  8. poop on u22

    pro insanity

    hello all im looking for the project insanity source either fixed up a bit or the original i cant find in anywhere if anyone has it or knows where to find it plz post it here or a link to where it is thanks alot
  9. [CENTER]Worked on this for about a day or two, a PI Release and another forum inspired me to do more with it. Note* 75% of this consists of tuts... I will not lie :penguin: [B][COLOR=Red] Version 2 is completed [/COLOR][/B][URL]http://www.runelocus.com/forums/showthread.php?63347-Project-Insanity-Evolved-v.2&p=558464&posted=1#post558464[/URL][B][COLOR=Red] [/COLOR][/B] [SIZE=3][B]Features[/B][/SIZE] [B]Origional[/B] - Disabled the object and region loading in server. You can uncomment it. It just makes loading the server take forever. - Fixed deadlock - Fixed Item loading issue which causes memory usage - Fixed Spawning Npcs Issue which causes memory usage - Reduced the distance to load objects/items - Fixed the array errors which causes memory usage - Server sided caching system - Clean-up system - Task manager - Cycle manager - Remade core - Max hit calculation system [B]What I added[/B] - Ran it through eclipse and cleaned up 'all' of the classes - Full door handler - Improved Item handlers (All Items will go in right slot, if not super easy to add - Minor Combat improvements - Added the rest of the skills that weren't added - Full aboose system - New teleportation system - Tweaked timers - Correct weapon timers - Players save individually instead of all at once (30 min timer) - Players save on disconnection - Fixed all errors and warnings - Easy to work with commands class *Bare with me while I think some more up, there was quite alot* [SIZE=3]Credits[/SIZE] - Everyone b4 sanity - Makers of some of the tutorials I used - WTF Ur Zerk - animeking1120 - Me :penguin: [B][SIZE=3]Note[/SIZE][/B] *Tomorrow I'll spend another day fixing up some bugs, fix up the dupes, Cleaning out old shitty code etc... *I personally would recommend this over any PI source, as long as your competent enough to make skills and develop mini-games, then this base could be considered 100% complete. *No need for pics, but if their required I'll upload. *Note that this is only 50% of the original PI make-up, so you should be a seasoned programmer. *I'll add a new player updating system and run it through a sensitive warning system *I'll give stress test results as well *And I didn't bug test anything, just to fuck you guy's off ;) [SIZE=3]flame, blame, idm[/SIZE] [B][SIZE=3]Downloads[/SIZE][/B] Server - [URL]http://uppit.com/sy1ooms37m8b/PI_Evolved_-_Server1337.rar[/URL] (creds to [URL="http://www.rune-server.org/members/paelex/"]Paelex[/URL] for packaging fix) Size = 16.5mb (Large because of server sided caching) *Will need to make the compiler your self, I use IDE :D[/CENTER]
  10. Thread can be closed [MENTION=1573]Cart[/MENTION] or anyother staff member. for the people who have this Enjoy. For the ones not thank your fellow members on this forum for hating.
  11. Awhile ago i made a teleport handler that wasn't the best. But im back with a better teleport handler. First off add this class Fix the imports and the packaging [CODE]package org.rs2server.entity.players.teleport; import org.rs2server.Config; import org.rs2server.entity.players.Client; import org.rs2server.entity.players.PlayerHandler; import org.rs2server.event.CycleEvent; import org.rs2server.event.CycleEventContainer; import org.rs2server.event.CycleEventHandler; /** * This class will handle all everything to do with the teleporting * it will check if the player is eligible to teleport and * handle all the animations and gfxs. * @author Zack/Optimum * */ public class Teleport { /** * The player teleporting */ private Client player; /** * The targeted x, y and h coordinates */ private int targetX, targetY, targetH; /** * Constructor for teleporting * [MENTION=75098]Para[/MENTION]m player - the player */ public Teleport(Client player){ this.player = player; } /** * Submits a new teleport tab type * [MENTION=75098]Para[/MENTION]m tarX - the new x coordinates * [MENTION=75098]Para[/MENTION]m tarY - the new y coordinates */ public void submitTab(final int tarX, final int tarY){ this.targetX = tarX; this.targetY = tarY; startTeleport(TeleportType.TELETAB_TELEPORT); } /** * Submits a new ancient teleport type * [MENTION=75098]Para[/MENTION]m tarX - the new x coordinates * [MENTION=75098]Para[/MENTION]m tarY - the new y coordinates */ public void submitAncient(final int tarX, final int tarY){ this.targetX = tarX; this.targetY = tarY; startTeleport(TeleportType.ANICENT_TELEPORT); } /** * Submits a new ancient teleport type * [MENTION=75098]Para[/MENTION]m tarX - the new x coordinates * [MENTION=75098]Para[/MENTION]m tarY - the new y coordinates * [MENTION=75098]Para[/MENTION]m tarH - the new height */ public void submitAncient(final int tarX, final int tarY, final int tarH){ this.targetX = tarX; this.targetY = tarY; this.targetH = tarH; startTeleport(TeleportType.ANICENT_TELEPORT); } /** * Submits a new modern teleport * [MENTION=75098]Para[/MENTION]m tarX - the new x coordinates * [MENTION=75098]Para[/MENTION]m tarY - the new y coordinates */ public void submitModern(final int tarX, final int tarY){ this.targetX = tarX; this.targetY = tarY; startTeleport(TeleportType.MODERN_TELEPORT); } /** * Submits a new modern teleport * [MENTION=75098]Para[/MENTION]m tarX - the new x coordinates * [MENTION=75098]Para[/MENTION]m tarY - the new y coordinates * [MENTION=75098]Para[/MENTION]m tarH - the new height */ public void submitModern(final int tarX, final int tarY, final int tarH){ this.targetX = tarX; this.targetY = tarY; this.targetH = tarH; startTeleport(TeleportType.MODERN_TELEPORT); } /** * Handles the teleport event in 3 stages */ public void startTeleport(final TeleportType teleType){ if(!canTeleport(player)) return; final int startStage = teleType.getTickTimer1Start(); final int middleStage = teleType.getTickTimer2Start(); final int stopStage = teleType.getStopTimer(); cancelTradeAndDuel(player); player.stopMovement(); player.isTeleporting = true; player.startAnimation(teleType.getStartGfxAnim()[0]); if(teleType.getStartGfxAnim()[2] == 100) player.gfx100(teleType.getStartGfxAnim()[1]); else player.gfx0(teleType.getStartGfxAnim()[1]); CycleEventHandler.getSingleton().addEvent(player, new CycleEvent() { int stage = 0; [MENTION=15855]Over[/MENTION]ride public void execute(CycleEventContainer container) { if (stage == startStage) { player.startAnimation(teleType.getTimer1GfxAnim()[0]); if(teleType.getTimer1GfxAnim()[2] == 100) player.gfx100(teleType.getTimer1GfxAnim()[1]); else player.gfx0(teleType.getTimer1GfxAnim()[1]); } if (stage == middleStage){ player.startAnimation(teleType.getTimer2GfxAnim()[0]); if(teleType.getTimer2GfxAnim()[2] == 100) player.gfx100(teleType.getTimer2GfxAnim()[1]); else player.gfx0(teleType.getTimer2GfxAnim()[1]); player.getPA().movePlayer(targetX, targetY, targetH); } if(stage == stopStage){ player.startAnimation(65535); player.resetWalkingQueue(); container.stop(); } stage++; System.out.println("Teleport Stage: " + stage); } [MENTION=15855]Over[/MENTION]ride public void stop() { player.isTeleporting = false; } }, 1); } /** * Checks to see if the player is eligible for teleporting * [MENTION=75098]Para[/MENTION]m player - The target player * [MENTION=184045]return[/MENTION] true if the player can teleport */ public boolean canTeleport(Client player){ if(player == null) return false; if(player.isDead) return false; if (isDueling(player)) return false; if(isTeleBlocked(player)) return false; if(player.isTeleporting) return false; if(wildyLevelCheck(player)) return false; return true; } /** * Checks to see if the player is in a duel * [MENTION=75098]Para[/MENTION]m player - The target player * [MENTION=184045]return[/MENTION] true if the player is in a duel */ public boolean isDueling(Client player){ if (player.duelStatus == 5) { player.sendMessage("You can't teleport during a duel!"); return true; } else return false; } /** * Checks if the player is teleblocked * [MENTION=75098]Para[/MENTION]m player - The target player * [MENTION=184045]return[/MENTION] true if player is teleblocked */ public boolean isTeleBlocked(Client player){ if (System.currentTimeMillis() - player.teleBlockDelay < player.teleBlockLength) { player.sendMessage("You are teleblocked and can't teleport."); return true; } else return false; } /** * Cancels the trade and duel for {@link player} and * the opponent he is dueling / trading with * [MENTION=75098]Para[/MENTION]m player - the target player */ public void cancelTradeAndDuel(Client player){ if (player.duelStatus >= 1 && player.duelStatus <= 4) { Client o = (Client) PlayerHandler.players[player.duelingWith]; player.duelStatus = 0; o.duelStatus = 0; o.getTradeAndDuel().declineDuel(); player.getTradeAndDuel().declineDuel(); } } /** * Checks the current player wilderness level and returns true * if the player is above the max teleport wilderness level * [MENTION=75098]Para[/MENTION]m player - The target player * [MENTION=184045]return[/MENTION] if player is in wildy > 20 */ public boolean wildyLevelCheck(Client player){ if (player.inWild() && player.wildLevel > Config.NO_TELEPORT_WILD_LEVEL) { player.sendMessage("You can't teleport above level " + Config.NO_TELEPORT_WILD_LEVEL + " in the wilderness."); return true; } else return false; } } [/CODE] Now add this class inside the same package [CODE]package org.rs2server.entity.players.teleport; /** * Contains all the teleport types and all their data * @author Zack/Optimum * */ public enum TeleportType { MODERN_TELEPORT( new int[] {714, -1, 0}, 1, new int[] {-1, 308, 100}, 3, new int[] {715, -1, 0}, 6), ANICENT_TELEPORT( new int[] {9599, 1681, 0}, 5, new int[] {-1, -1, 0}, 5, new int[] {-1, -1, 0}, 5), TELETAB_TELEPORT( new int[] {9597, 1680, 0}, 2, new int[] {4731, -1, 0}, 3, new int[] {9598, -1, 0}, 4); int[] startGfxAnim; int tickTimer1Start; int[] timer1GfxAnim; int tickTimer2Start; int[] timer2GfxAnim; int stopTimer; TeleportType(int[] startGfxAnim, int tickTimer1Start, int[] timer1GfxAnim, int tickTimer2Start, int[] timer2GfxAnim, int stopTimer){ this.startGfxAnim = startGfxAnim; this.tickTimer1Start = tickTimer1Start; this.timer1GfxAnim = timer1GfxAnim; this.tickTimer2Start = tickTimer2Start; this.timer2GfxAnim = timer2GfxAnim; this.stopTimer = stopTimer; } public int[] getStartGfxAnim(){ return startGfxAnim; } public int getTickTimer1Start(){ return tickTimer1Start; } public int[] getTimer1GfxAnim(){ return timer1GfxAnim; } public int getTickTimer2Start(){ return tickTimer2Start; } public int[] getTimer2GfxAnim(){ return timer2GfxAnim; } public int getStopTimer(){ return stopTimer; } } [/CODE] now go to Client.java and add these: [code] private Teleport teleport = new Teleport(this); public Teleport getTeleportHandler(){ return teleport; }[/code] this is an example of how to use this: [code] case 4171: case 117048: case 75010: case 50056: case 84237: if(c.playerMagicBook != 1) { c.getTeleportHandler().submitModern(Config.RESPAWN_X, Config.RESPAWN_Y); } else { c.getTeleportHandler().submitAncient(Config.RESPAWN_X, Config.RESPAWN_Y); } break;[/code] If i have missed anything please tell me.
  12. This can be done slighly better, but this is a better way of handling teleporting. first go to player.java and add this: [code] public boolean isTeleporting = false; [/code] now in client.java go to process() and remove all these [code] if (teleTimer > 0) { teleTimer--; if (!isDead) { if (teleTimer == 1 && newLocation > 0) { teleTimer = 0; getPA().changeLocation(); } if (teleTimer == 5) { teleTimer--; getPA().processTeleport(); } if (teleTimer == 9 && teleGfx > 0) { teleTimer--; gfx100(teleGfx); } } else { teleTimer = 0; } } [/code] then add this class remember to change the [COLOR="#FF0000"]packaging and imports[/COLOR] [spoiler=TeleportHandler] [code] package org.rs2server.entity.players.content; import org.rs2server.Config; import org.rs2server.entity.players.*; import org.rs2server.event.*; public class TeleportHandler { /** * normal teleport * @param player * @param x - X coordinates to go to * @param y - Y coordinates to go to * @param h - H height to go to */ public static void normalTeleport(final Client player, final int x, final int y, final int h){ if(!canTeleport(player)){ return; } cancelTradeAndDuel(player); player.isTeleporting = true; player.startAnimation(714); CycleEventHandler.getSingleton().addEvent(player, new CycleEvent() { @Override public void execute(CycleEventContainer container) { player.gfx100(308); container.stop(); } @Override public void stop() { } }, 1); CycleEventHandler.getSingleton().addEvent(player, new CycleEvent() { @Override public void execute(CycleEventContainer container) { player.startAnimation(715); player.getPA().movePlayer(x, y, h); container.stop(); } @Override public void stop() { player.isTeleporting = false; } }, 3); } /** * Ancient teleport * @param player * @param x - X coordinates to go to * @param y - Y coordinates to go to * @param h - H height to go to */ public static void ancientTeleport(final Client player, final int x, final int y, final int h){ if(!canTeleport(player)){ return; } cancelTradeAndDuel(player); player.isTeleporting = true; player.startAnimation(1979); player.gfx0(392); CycleEventHandler.getSingleton().addEvent(player, new CycleEvent() { @Override public void execute(CycleEventContainer container) { player.getPA().movePlayer(x, y, h); container.stop(); } @Override public void stop() { player.isTeleporting = false; } }, 3); } /** * tab teleport * @param player * @param x - X coordinates to go to * @param y - Y coordinates to go to * @param h - H height to go to */ public static void tabTeleport(final Client player, final int x, final int y, final int h, final int itemId){ if(!canTeleport(player)){ return; } cancelTradeAndDuel(player); player.isTeleporting = true; player.startAnimation(4731); player.gfx0(678); player.getItems().deleteItem(itemId, 1); CycleEventHandler.getSingleton().addEvent(player, new CycleEvent() { @Override public void execute(CycleEventContainer container) { player.getPA().movePlayer(x, y, h); container.stop(); } @Override public void stop() { player.isTeleporting = false; player.startAnimation(65535); } }, 2); } /** * This process checks everything to see if the player can teleport */ public static boolean canTeleport(Client player){ if(isDead(player)){ return false; } if (isDueling(player)) { return false; } if(isTeleBlocked(player)){ return false; } if(isTeleporting(player)){ return false; } if(wildyLevelCheck(player)){ return false; } else return true; } /** * Checks if the player is dead * @param player * @return */ public static boolean isDead(Client player){ return player.isDead; } /** * Checks to see if the player is dueling * @param player */ public static boolean isDueling(Client player){ if (player.duelStatus == 5) { player.sendMessage("You can't teleport during a duel!"); return true; } else return false; } /** * Checks if the player is teleblocked */ public static boolean isTeleBlocked(Client player){ if (System.currentTimeMillis() - player.teleBlockDelay < player.teleBlockLength) { player.sendMessage("You are teleblocked and can't teleport."); return true; } else return false; } /** * Checks to see if the player is already teleporting * @param player * @return */ public static boolean isTeleporting(Client player){ return player.isTeleporting; } /** * Cancels the trade and duel */ public static void cancelTradeAndDuel(Client player){ if (player.duelStatus >= 1 && player.duelStatus <= 4) { Client o = (Client) PlayerHandler.players[player.duelingWith]; player.duelStatus = 0; o.duelStatus = 0; o.getTradeAndDuel().declineDuel(); player.getTradeAndDuel().declineDuel(); } } /** * Checks to see if player is under level 20 in the wild */ public static boolean wildyLevelCheck(Client player){ if (player.inWild() && player.wildLevel > Config.NO_TELEPORT_WILD_LEVEL) { player.sendMessage("You can't teleport above level " + Config.NO_TELEPORT_WILD_LEVEL + " in the wilderness."); return true; } else return false; } } [/code] [/spoiler] go to walking.java and add this: [code] if(c.isTeleporting == true){ //c.sendMessage("you cannot run while teleporting"); return; } [/code] IF I HAVE MISSED ANYTHING COMMENT IT i will now give you an example of how the teleporting works: go to itemClick.java and add these [code] if(itemId == 8007){ if(TeleportHandler.isTeleporting(c)){ return; } else TeleportHandler.tabTeleport(c, Config.VARROCK_X, Config.VARROCK_Y, 0, itemId); } if(itemId == 8008){ if(TeleportHandler.isTeleporting(c)){ return; } else TeleportHandler.tabTeleport(c, Config.LUMBY_X, Config.LUMBY_Y, 0, itemId); } if(itemId == 8009){ if(TeleportHandler.isTeleporting(c)){ return; } else TeleportHandler.tabTeleport(c, Config.FALADOR_X, Config.FALADOR_Y, 0, itemId); } if(itemId == 8010){ if(TeleportHandler.isTeleporting(c)){ return; } else TeleportHandler.tabTeleport(c, Config.CAMELOT_X, Config.CAMELOT_Y, 0, itemId); } if(itemId == 8011){ if(TeleportHandler.isTeleporting(c)){ return; } else TeleportHandler.tabTeleport(c, Config.ARDOUGNE_X, Config.ARDOUGNE_Y, 0, itemId); } if(itemId == 8012){ if(TeleportHandler.isTeleporting(c)){ return; } else TeleportHandler.tabTeleport(c, Config.WATCHTOWER_X, Config.WATCHTOWER_Y, 0, itemId); } if(itemId == 8013){ if(TeleportHandler.isTeleporting(c)){ return; } else TeleportHandler.tabTeleport(c, Config.EDGEVILLE_X, Config.EDGEVILLE_Y, 0, itemId); } [/code]
  13. Scriptss

    Insanity v2

    Another side project that will eventually be sold on r-s once its finished In progress: [LIST] [*]Removing the shitty aura sprite [*]adding a task system [*]de-spawn inactive npc's when others are in use elsewhere [*]setting one standard gameframe [/LIST] [spoiler=Archived updates] New login screen with a smexy background Quicker switching Added a few custom interfaces for stores Changed the way the client loads the login sprites (more efficient) jframe buttons added removed aload of shitty custom items cleaned up the banking and withdrawing methods [/spoiler] [spoiler=media] [img]http://gyazo.com/62736288aeb139070a6bce5c687694fc.png[/img] [img]http://gyazo.com/8418dba85d1d240b9ee6c68c602cc270.png[/img] [img]http://gyazo.com/7f6155e6133dce7604e11b73e4f3fe1c.png[/img] [/spoiler]
  14. moved to : [url]http://www.runelocus.com/forums/showthread.php?101281-Has-anyone-vesta-models-(For-project-insanity)&p=787455#post787455[/url]
  15. If i try to switch my spellbook to lunars, my server will crash. Do anyone know how i add lunar spellbook or fix this?
  16. After i Extracted .Dat files to RAW folder, It gives me this error, Can anyone help please? [IMG]http://i.imgur.com/oXmKcKt.png[/IMG]
  17. add this as a class in skills [COLOR=Red]but rename the packaging and imports[/COLOR] [code] package org.rs2server.entity.players.skills.runecrafting; import org.rs2server.Config; import org.rs2server.entity.players.Client; /** * EC * @author Zack/Optimum * */ public class Runecrafting { /** * Rune essence id */ public final static int RUNE_ESS = 1436; /** * This method handles and crafts the runes * @param the player * @param Level required to do the craftRunes * @param The item to add - Runes * @param The amount of runes to add * @param The experience to add * @param Tiara required to do */ public void craftRunes( Client player, int levReq, int itemToAdd, int amountToAdd, int xpToAdd, int tiara, int divide){ int setAmount = player.getItems().getItemAmount(RUNE_ESS); if(!player.getItems().playerHasItem(RUNE_ESS)){ player.sendMessage("You need a rune essence to do this."); return; } for(int i = 0; i < setAmount; i++){ if(!(player.playerEquipment[player.playerHat] == tiara)){ player.sendMessage("You need a " + player.getItems().getItemName(tiara) +" to do this!"); return; } if(player.playerLevel[player.playerRunecrafting] < levReq){ player.sendMessage("You need a Runecrafting level of " + levReq + " to do this."); return; } int level = player.getPA().getLevelForXP(player.playerXP[20]); int totalAmount = amountToAdd * (level / divide); player.getPA().addSkillXP(xpToAdd * Config.RUNECRAFTING_EXPERIENCE, player.playerRunecrafting); player.getItems().getItemAmount(RUNE_ESS); player.getItems().deleteItem(RUNE_ESS, 28); player.getItems().addItem(itemToAdd, totalAmount); } } } [/code] now in actioHandler above firstClickObjects add this [code] Runecrafting rc = new Runecrafting(); [/code] now below firstClickObject add these [code] case 2478: rc.craftRunes(c, 1, 556, 1, 4, 5527, 10); break; case 2479: rc.craftRunes(c, 2, 558, 1, 5, 5529, 14); break; case 2480: rc.craftRunes(c, 5, 555, 1, 6, 5531, 19); break; case 2581: rc.craftRunes(c, 9, 557, 1, 7, 5535, 26); break; case 2582: rc.craftRunes(c, 14, 554, 1, 8, 5537, 35); break; case 2583: rc.craftRunes(c, 20, 559, 1, 9, 5533, 46); break; case 2584: rc.craftRunes(c, 27, 564, 1, 10, 5539, 59); break; case 2585: rc.craftRunes(c, 35, 562, 1, 11, 5543, 72); break; case 2586: rc.craftRunes(c, 44, 561, 1, 12, 5541, 91); break; case 2587: rc.craftRunes(c, 54, 563, 1, 14, 5545, 100); break; case 2588: rc.craftRunes(c, 65, 560, 1, 15, 5547, 100); break; case 2589: rc.craftRunes(c, 77, 565, 1, 16, 5549, 100); break; [/code] thats you done keep in mind, i have not tested a few things, so tell me how everything works, any bugs etc tell me and ill fix
  18. another request from someone on skype What your adding - [img]http://i.gyazo.com/038c2721243c253cd7ef1acb6c5f68ef.gif[/img] basically a stackable box that allows you to bank anywhere. itemdef.java (client sided) [code] case 3062: itemDef.name = "Banking Box"; itemDef.description = "Bank Anywhere With This Box"; break; [/code] item.cfg (replace old item data with this) [code] item = 3062 Banking_box Bank_anwhere_with_this_box 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 [/code] clickitem.java (add this anywhere) [code] if(itemId == 3062) { //banking box by fatmess c.getPA().openUpBank(); c.sendMessage("You open your bank and use a banking box"); c.getItems().deleteItem(3062, 1); } //banking box by fatmess [/code] item.java (add this with the other stackables) [code] itemStackable[3062] = true; //banking box [/code]
  19. [COLOR="#FF0000"][SIZE=3][B]This is my first Release so please dont troll me >.<[/B][/SIZE][/COLOR] [COLOR="#0000FF"][SIZE=4][B]Features[/B][/SIZE][/COLOR] [B] [LIST] [*]Working "select quick prayers" [*]Working curses [*]right click auto cast [*]customised quest tab [*]pking and dungeoneering skill (still needs some work doing) [*]proper korasi spec [*]donator zone [*]staff zone [*]admin zone [*]poly-pore staff [*]lots of custom commands added [*]a ::getitem commands so you dont have to keep looking at websites to get item id's [img]http://screensnapr.com/e/HKSqah.jpg[/img] [/LIST] [img]http://screensnapr.com/e/9w3rIC.jpg[/img] [img] http://screensnapr.com/e/z7U07U.jpg[/img] [img]http://screensnapr.com/e/gdjPpz.jpg[/img] [img]http://screensnapr.com/e/4r5Kao.jpg[/img] [img]http://screensnapr.com/e/A2iGhv.jpg[/img] [img]http://screensnapr.com/e/TlZLhT.jpg[/img] [img]http://screensnapr.com/e/EhqaiR.jpg[/img] [img]http://screensnapr.com/e/vtsqU5.jpg[/img] [img]http://screensnapr.com/e/vrF2JX.jpg[/img] [/B] Download link, souce+client+cache [url]http://uppit.com/us6xj4xfx9ga/lightcore_pvp.rar[/url] theres 3 steps you need to make to run the client + cache. 1) run the client (run.bat) 2) go into the c drive and then delete everything inside the "insidiaxv8cache" folder 3) paste everything in the cache i packed into the folder virus scan thanks to hashtag5 [img]http://puu.sh/lZEM[/img]
  20. right so i downloaded the runelocus starter server its up and running but i want to devlop it to increase xp, add system chat and make myself admin and so i can be able to do commands and make it fun
  21. Hello there, I've added killamess single doors and double doors, And then compiled, got errors, fixed them, compiled with no errors and then ran my server and it ran properly but when I log in I get this: [CODE][20:44 13/09/13]: Launching Project Insanity... [20:44 13/09/13]: Loaded 1023 doors in 136ms. [20:44 13/09/13]: Loaded 273 Double doors in 31ms. [20:44 13/09/13]: Server listening on port 0.0.0.0:43594 [20:44 13/09/13]: [REGISTERED]: wajdi [20:44 13/09/13]: Exception in thread "main" [20:44 13/09/13]: java.lang.Excepti onInInitializerError [20:44 13/09/13]: at server.model.players.Client.processQueuedPackets(Clie nt.java:775) [20:44 13/09/13]: at server.model.players.PlayerHandler.process(PlayerHand ler.java:142) [20:44 13/09/13]: at server.Server.main(Server.java:157) [20:44 13/09/13]: Caused by: java.lang.NullPointerException [20:44 13/09/13]: at server.model.players.packets.ClickObject.<init>(Click Object.java:11) [20:44 13/09/13]: at server.model.players.PacketHandler.<clinit>(PacketHan dler.java:69) [20:44 13/09/13]: ... 3 more [/CODE] how to fix that?
  22. been a while since i released anything so- Player.java replace [CODE]{12951,74,1978,0,386,387,23,42,560,2,554,2,565,2,556,2},[/CODE] with [CODE]{12951,74,1819,0,1333,1333,23,42,560,2,554,2,565,2,556,2},[/CODE] basically switched smoke blitz with storm of armadyl
  23. I need some help when i weild armour it weilds as a weapon what should i do?
  24. what language does the starter pack use? java only? C++? or what? please help! Thanks :]
  25. Here is the error: [IMG]http://img163.imageshack.us/img163/681/74395afe09ab4acdbe18e20.png[/IMG] Please help, I think that's why it won't Jar properly :(
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