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Found 28 results

  1. When i change my appearance and hit accept it doesn't change until i equip or unequip an item.... where can i fix this? what am i looking for? thanks!
  2. "Removed" "None of you pieces of shit need it. :)"
  3. Browser lagged and double posted this. Please remove and use this [URL="http://www.runelocus.com/forums/showthread.php?101778-Bugless-and-Better-Make-Over-Mage-Dialogue"]thread[/URL].
  4. Okey so im trying to make some bosses that ive made multi, be able to attack with mage and melee. I can't figgure it out so could some1 help me please? Im talking bout bosses like fergotten warriour (npc = 10530). If you need more information answer here. Also if you wanna help me and make sure i succes in it, add my skype. I got teamviewer aswell. skype = nielskeeeeeeeen Source = deathlypvpz V4 (PI, revision 317)
  5. So I am not asking how to fix it, just where I can look. I have no idea, I could fix it once I got there I think. I am trying not to leech and just get help. Problem: Melee, Range do not level HP only Magic does
  6. how can i make it so i can change my character hair style, colour, and what about clothes? if any one can help please it would be appreciated :D
  7. Does anyone know how to add it so spells like wind strike, water strike, etc gives EXP when you do damage to a NPC? Right now the only thing that gives mage exp is teleport spells. I wouldn't know where to start to add these and just searching around isn't helping.
  8. Whenever someone uses the makeover mage and spam clicks on one of the arrows (any arrow) the server crashes. Any possible fixes? Thanks!
  9. newboy

    Mage Interface

    Can someone tell me the interface ID for the spell book with armadyl spell in there. Thanks Also, if you type in ::interface 200, how can i change the text where it says "Yrsa's Shoe Store"?
  10. So i added 508 map's to my client and configured and re-arranged everything to be compatible.. But i got a problem. My mage bank webs are there but don't cut... It say's Object Id: 733 X: 3092 Y: 3957 Anyway i can add like a 508 web to cut or if not just remove this Object. I checked in my ObjectManager.Java to see if it was add to the source that way but it seems like it's not. :\ Please help me!
  11. Does anyone know how to fix the mage system so that it doesn't run up to a player when far-casting? It's not suppose to run up to a player after maging the opponent, it's suppose to stay in the same spot. My AttackPlayer System In CombatAssistant.Java [CODE]public void attackPlayer(int i) { if (Server.playerHandler.players[i].newPlayer()) { resetPlayerAttack(); c.sendMessage("That is a new player."); return; } if (c.newPlayer()) { resetPlayerAttack(); c.teleportToX = 3090; c.teleportToY = 3500; c.sendMessage(c.getTimeLeftForNP()); return; } if (Server.playerHandler.players[i] != null) { if (Server.playerHandler.players[i].isDead) { resetPlayerAttack(); return; } if (c.respawnTimer > 0 || Server.playerHandler.players[i].respawnTimer > 0) { resetPlayerAttack(); return; } if (c.usingSpecial && !c.usingMagic) { if (checkSpecAmount(c.playerEquipment[c.playerWeapon])) { c.lastWeaponUsed = c.playerEquipment[c.playerWeapon]; c.lastArrowUsed = c.playerEquipment[c.playerArrows]; activateSpecial(c.playerEquipment[c.playerWeapon], i); return; } else { c.sendMessage("You don't have the required special energy to use this attack."); c.usingSpecial = false; c.getItems().updateSpecialBar(); c.npcIndex = 0; return; } } /* * if (c.teleTimer > 0 || Server.playerHandler.players[i].teleTimer * > 0) { resetPlayerAttack(); return; } */ if (!c.getCombat().checkReqs()) { return; } if (c.getPA().getWearingAmount() < 4 && c.duelStatus < 1) { c.sendMessage("You must be wearing at least 4 items to attack someone."); resetPlayerAttack(); return; } boolean sameSpot = c.absX == Server.playerHandler.players[i].getX() && c.absY == Server.playerHandler.players[i].getY(); if (!c.goodDistance(Server.playerHandler.players[i].getX(), Server.playerHandler.players[i].getY(), c.getX(), c.getY(), 25) && !sameSpot) { resetPlayerAttack(); return; } if (Server.playerHandler.players[i].respawnTimer > 0) { Server.playerHandler.players[i].playerIndex = 0; resetPlayerAttack(); return; } if (Server.playerHandler.players[i].heightLevel != c.heightLevel) { resetPlayerAttack(); return; } // c.sendMessage("Made it here0."); c.followId = i; c.followId2 = 0; if (c.attackTimer <= 0) { c.usingBow = false; c.specEffect = 0; c.usingRangeWeapon = false; c.rangeItemUsed = 0; boolean usingBow = false; boolean usingArrows = false; boolean usingOtherRangeWeapons = false; boolean usingCross = c.playerEquipment[c.playerWeapon] == 9185; c.projectileStage = 0; if (c.absX == Server.playerHandler.players[i].absX && c.absY == Server.playerHandler.players[i].absY) { if (c.freezeTimer > 0) { resetPlayerAttack(); return; } c.followId = i; c.attackTimer = 0; return; } /* * if ((c.inPirateHouse() && * !Server.playerHandler.players[i].inPirateHouse()) || * (Server.playerHandler.players[i].inPirateHouse() && * !c.inPirateHouse())) { resetPlayerAttack(); return; } */ // c.sendMessage("Made it here1."); if (!c.usingMagic) { for (int bowId : c.BOWS) { if (c.playerEquipment[c.playerWeapon] == bowId) { usingBow = true; for (int arrowId : c.ARROWS) { if (c.playerEquipment[c.playerArrows] == arrowId) { usingArrows = true; } } } } for (int otherRangeId : c.OTHER_RANGE_WEAPONS) { if (c.playerEquipment[c.playerWeapon] == otherRangeId) { usingOtherRangeWeapons = true; } } } if (c.autocasting) { c.spellId = c.autocastId; c.usingMagic = true; } // c.sendMessage("Made it here2."); if (c.spellId > 0) { c.usingMagic = true; } c.attackTimer = getAttackDelay(c.getItems() .getItemName(c.playerEquipment[c.playerWeapon]) .toLowerCase()); if (c.duelRule[9]) { boolean canUseWeapon = false; for (int funWeapon : Config.FUN_WEAPONS) { if (c.playerEquipment[c.playerWeapon] == funWeapon) { canUseWeapon = true; } } if (!canUseWeapon) { c.sendMessage("You can only use fun weapons in this duel!"); resetPlayerAttack(); return; } } // c.sendMessage("Made it here3."); if (c.duelRule[2] && (usingBow || usingOtherRangeWeapons)) { c.sendMessage("Range has been disabled in this duel!"); return; } if (c.duelRule[3] && (!usingBow && !usingOtherRangeWeapons && !c.usingMagic)) { c.sendMessage("Melee has been disabled in this duel!"); return; } if (c.duelRule[4] && c.usingMagic) { c.sendMessage("Magic has been disabled in this duel!"); resetPlayerAttack(); return; } if ((!c.goodDistance(c.getX(), c.getY(), Server.playerHandler.players[i].getX(), Server.playerHandler.players[i].getY(), 4) && (usingOtherRangeWeapons && !usingBow && !c.usingMagic)) || (!c.goodDistance(c.getX(), c.getY(), Server.playerHandler.players[i].getX(), Server.playerHandler.players[i].getY(), 2) && (!usingOtherRangeWeapons && usingHally() && !usingBow && !c.usingMagic)) || (!c.goodDistance(c.getX(), c.getY(), Server.playerHandler.players[i].getX(), Server.playerHandler.players[i].getY(), getRequiredDistance()) && (!usingOtherRangeWeapons && !usingHally() && !usingBow && !c.usingMagic)) || (!c.goodDistance(c.getX(), c.getY(), Server.playerHandler.players[i].getX(), Server.playerHandler.players[i].getY(), 10) && (usingBow || c.usingMagic))) { // c.sendMessage("Setting attack timer to 1"); c.attackTimer = 1; if (!usingBow && !c.usingMagic && !usingOtherRangeWeapons && c.freezeTimer > 0) resetPlayerAttack(); return; } if (!usingCross && !usingArrows && usingBow && (c.playerEquipment[c.playerWeapon] < 4212 || c.playerEquipment[c.playerWeapon] > 4223) && !c.usingMagic) { c.sendMessage("You have run out of arrows!"); c.stopMovement(); resetPlayerAttack(); return; } if (correctBowAndArrows() < c.playerEquipment[c.playerArrows] && Config.CORRECT_ARROWS && usingBow && !usingCrystalBow() && c.playerEquipment[c.playerWeapon] != 9185 && !c.usingMagic) { c.sendMessage("You can't use " + c.getItems() .getItemName( c.playerEquipment[c.playerArrows]) .toLowerCase() + "s with a " + c.getItems() .getItemName( c.playerEquipment[c.playerWeapon]) .toLowerCase() + "."); c.stopMovement(); resetPlayerAttack(); return; } if (c.playerEquipment[c.playerWeapon] == 9185 && !properBolts() && !c.usingMagic) { c.sendMessage("You must use bolts with a crossbow."); c.stopMovement(); resetPlayerAttack(); return; } if (usingBow || c.usingMagic || usingOtherRangeWeapons || usingHally()) { c.stopMovement(); } if (!checkMagicReqs(c.spellId)) { c.stopMovement(); resetPlayerAttack(); return; } c.faceUpdate(i + 32768); if (c.duelStatus != 5) { if (!c.attackedPlayers.contains(c.playerIndex) && !Server.playerHandler.players[c.playerIndex].attackedPlayers .contains(c.playerId)) { c.attackedPlayers.add(c.playerIndex); c.isSkulled = true; c.skullTimer = Config.SKULL_TIMER; c.headIconPk = 0; c.getPA().requestUpdates(); } } c.specAccuracy = 1.0; c.specDamage = 1.0; c.delayedDamage = c.delayedDamage2 = 0; if (c.usingSpecial && !c.usingMagic) { if (c.duelRule[10] && c.duelStatus == 5) { c.sendMessage("Special attacks have been disabled during this duel!"); c.usingSpecial = false; c.getItems().updateSpecialBar(); resetPlayerAttack(); return; } if (checkSpecAmount(c.playerEquipment[c.playerWeapon])) { c.lastArrowUsed = c.playerEquipment[c.playerArrows]; activateSpecial(c.playerEquipment[c.playerWeapon], i); c.followId = c.playerIndex; return; } else { c.sendMessage("You don't have the required special energy to use this attack."); c.usingSpecial = false; c.getItems().updateSpecialBar(); c.playerIndex = 0; return; } } if (!c.usingMagic) { c.startAnimation(getWepAnim(c.getItems() .getItemName(c.playerEquipment[c.playerWeapon]) .toLowerCase())); c.mageFollow = false; } else { c.startAnimation(c.MAGIC_SPELLS[c.spellId][2]); c.mageFollow = true; c.followId = c.playerIndex; } Server.playerHandler.players[i].underAttackBy = c.playerId; Server.playerHandler.players[i].logoutDelay = System .currentTimeMillis(); Server.playerHandler.players[i].singleCombatDelay = System .currentTimeMillis(); Server.playerHandler.players[i].killerId = c.playerId; c.lastArrowUsed = 0; c.rangeItemUsed = 0; if (!usingBow && !c.usingMagic && !usingOtherRangeWeapons) { // melee // hit // delay c.followId = Server.playerHandler.players[c.playerIndex].playerId; c.getPA().followPlayer(); c.hitDelay = getHitDelay(c.getItems() .getItemName(c.playerEquipment[c.playerWeapon]) .toLowerCase()); c.delayedDamage = Misc.random(calculateMeleeMaxHit()); c.projectileStage = 0; c.oldPlayerIndex = i; } if (usingBow && !usingOtherRangeWeapons && !c.usingMagic || usingCross) { // range hit delay if (c.playerEquipment[c.playerWeapon] >= 4212 && c.playerEquipment[c.playerWeapon] <= 4223) { c.rangeItemUsed = c.playerEquipment[c.playerWeapon]; c.crystalBowArrowCount++; } else { c.rangeItemUsed = c.playerEquipment[c.playerArrows]; c.getItems().deleteArrow(); } if (c.fightMode == 2) c.attackTimer--; if (usingCross) c.usingBow = true; c.usingBow = true; c.followId = Server.playerHandler.players[c.playerIndex].playerId; c.getPA().followPlayer(); c.lastWeaponUsed = c.playerEquipment[c.playerWeapon]; c.lastArrowUsed = c.playerEquipment[c.playerArrows]; c.gfx100(getRangeStartGFX()); c.hitDelay = getHitDelay(c.getItems() .getItemName(c.playerEquipment[c.playerWeapon]) .toLowerCase()); c.projectileStage = 1; c.oldPlayerIndex = i; fireProjectilePlayer(); } if (usingOtherRangeWeapons) { // knives, darts, etc hit delay c.rangeItemUsed = c.playerEquipment[c.playerWeapon]; c.getItems().deleteEquipment(); c.usingRangeWeapon = true; c.followId = Server.playerHandler.players[c.playerIndex].playerId; c.getPA().followPlayer(); c.gfx100(getRangeStartGFX()); if (c.fightMode == 2) c.attackTimer--; c.hitDelay = getHitDelay(c.getItems() .getItemName(c.playerEquipment[c.playerWeapon]) .toLowerCase()); c.projectileStage = 1; c.oldPlayerIndex = i; fireProjectilePlayer(); } if (c.usingMagic) { // magic hit delay int pX = c.getX(); int pY = c.getY(); int nX = Server.playerHandler.players[i].getX(); int nY = Server.playerHandler.players[i].getY(); int offX = (pY - nY) * -1; int offY = (pX - nX) * -1; c.castingMagic = true; c.projectileStage = 2; if (c.MAGIC_SPELLS[c.spellId][3] > 0) { if (getStartGfxHeight() == 100) { c.gfx100(c.MAGIC_SPELLS[c.spellId][3]); } else { c.gfx0(c.MAGIC_SPELLS[c.spellId][3]); } } if (c.MAGIC_SPELLS[c.spellId][4] > 0) { c.getPA().createPlayersProjectile(pX, pY, offX, offY, 50, 78, c.MAGIC_SPELLS[c.spellId][4], getStartHeight(), getEndHeight(), -i - 1, getStartDelay()); } if (c.autocastId > 0) { c.followId = c.playerIndex; c.followDistance = 5; } c.hitDelay = getHitDelay(c.getItems() .getItemName(c.playerEquipment[c.playerWeapon]) .toLowerCase()); c.oldPlayerIndex = i; c.oldSpellId = c.spellId; c.spellId = 0; Client o = (Client) Server.playerHandler.players[i]; if (c.MAGIC_SPELLS[c.oldSpellId][0] == 12891 && o.isMoving) { // c.sendMessage("Barrage projectile.."); c.getPA().createPlayersProjectile(pX, pY, offX, offY, 50, 85, 368, 25, 25, -i - 1, getStartDelay()); } if (Misc.random(o.getCombat().mageDef()) > Misc .random(mageAtk())) { c.magicFailed = true; } else { c.magicFailed = false; } int freezeDelay = getFreezeTime();// freeze time if (freezeDelay > 0 && Server.playerHandler.players[i].freezeTimer <= -3 && !c.magicFailed) { Server.playerHandler.players[i].freezeTimer = freezeDelay; o.resetWalkingQueue(); o.sendMessage("You have been frozen."); o.frozenBy = c.playerId; } if (!c.autocasting && c.spellId <= 0) c.playerIndex = 0; } if (usingBow && Config.CRYSTAL_BOW_DEGRADES) { // crystal bow // degrading if (c.playerEquipment[c.playerWeapon] == 4212) { // new // crystal // bow // becomes // full // bow // on // the // first // shot c.getItems().wearItem(4214, 1, 3); } if (c.crystalBowArrowCount >= 250) { switch (c.playerEquipment[c.playerWeapon]) { case 4223: // 1/10 bow c.getItems().wearItem(-1, 1, 3); c.sendMessage("Your crystal bow has fully degraded."); if (!c.getItems().addItem(4207, 1)) { Server.itemHandler.createGroundItem(c, 4207, c.getX(), c.getY(), 1, c.getId()); } c.crystalBowArrowCount = 0; break; default: c.getItems().wearItem( ++c.playerEquipment[c.playerWeapon], 1, 3); c.sendMessage("Your crystal bow degrades."); c.crystalBowArrowCount = 0; break; } } } } } }[/CODE]
  12. ive tried everything, and nothing fixes it. does anyone know how to fix it. if so add my skype or message me here with the fix. also i heard that matrix has the makeover mage already in. so does anyone have the interface id to open that? and where does it go in a 667?
  13. Julesmk

    Dark Mage

    [IMG]http://i39.tinypic.com/w9jn0o.png[/IMG] Just something quick i made in less than 10 minutes, kind of liked the result of the face
  14. fixed my double door problem. And the teleports via magic book. You can see here [url=http://youtu.be/hFgW1GjaDa4]teleport glitch - YouTube[/url] So as you see if i put my mouse in the center of the text it will select the teleport under it.
  15. ok so im using pdf. (project dungeonfest). and i want to make my makeover mage work so the girls will stop complaining problem is i cant find the folder for the make over mage nor can i find an up to date make over mage code. any help would be very much appreciated.
  16. Been a while, just a try at concept art, its supposed to be a dark goblin mage, mainly focused in fire/lava spells. [IMG]http://i39.tinypic.com/x1wxhu.png[/IMG]
  17. Rich

    Pray Mage!

    [video=youtube;SaQBKKHyjwA]http://www.youtube.com/watch?v=SaQBKKHyjwA[/video]
  18. i need a ::hair command for my 562 loading 659 source. or better yet if you could a working make over mage any help would be appreciated
  19. i have the sword icon for melee bow icon for range but when i attack with mage it shows the sword for that too how do i change it to be the mage icon i got all correct hits for my 562 loading 668 but when i attack with range like i said it shows the sword icon. thanks in advance
  20. Arravs

    Mage Huggers.

    OK, so me and my friend are starting up a big clan/friend chat thing Called "Mage-Huggers". The objective is to hug up on Mages with barrage and when they fight the barrage hits you. Then your not skulled (doesn't matter we have protect item). Then we all pile up on them and gain the loot not risking anything. Requirements to join: Chaotic rapier, and at least cb level of a 100+ Message "Play in rain" in game for more information.
  21. yo guys i need help by adding make over mage like runescape i know its hard but if u can help me with codes pls
  22. EDIT: Fixed. :) Nevarmindd.
  23. I need a make-over mage tutorial my server has no Make-Over Mage at all and I hate that everyone looks the same. Tutorial Link or help please? And don't flame, troll, or say you will do it for money. you will be ignored! Thanks!
  24. On a server i play, i was playing and i came across this player with the following stats: 20 HP 99 Mage and level 11 Combat? I instantly thought, 1 hit rock crabs as its around 1.5k exp per hit (1 hit) but i instantly leveled to 21 Magic and 16 HP, level 36 in-game No other stats trained, i've seen him in a 99 Mage cape.. He claims to not have used a Lamp (1m exp per lamp) and they're very hard to get anyway, and he's pretty new. Later he received 42 prayer and was level 16, here's my client shot of him and the conversation, on another account i created. He said i'm stupid because i'm the only one who doesn't know how to. but me and a few friends are confused. [IMG]http://i1106.photobucket.com/albums/h363/Aceleh/how.png[/IMG] How do you do this? D;
  25. Daniel

    562 Mage Power up?

    How do I power up mage, miasmic barrage and ice barrage are constantly hitting 60-100 damage (constitution wise) I want it to go up to possibly 300-400 damage.
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