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  1. Hi guys, I was wondering if anyone could help me add a game point reward system to my server, which can be obtained by skilling and killing npcs, also being able to use these gamepoints for rewards such as morexp and betterdrops etc which can be used by commands like ;;morexp ;;betterdrops? Help would be much appreciated.
  2. Hi I need a hand in developing this project (Skype: cycnyg) please take the time reading through my thread before contacting me This is the very very first draft of my project, you will not find pictures or videos in here. It's being posted, to give me motivation to make my ideas come to life :cool:. Everyday, I will be adding more information, ideas and other goods. [COLOR="#FF0000"]22/06/2015[/COLOR] Story - You are a soldier in the Lions army. (From Earth), You were assigned to fly a space craft to an unknown planet (The wildy) to see if there is life on other planets. You landed exactly where they assigned you to land (The Lions Point) with other soldiers (NPC'S) You are now free to explore this planet OR go back to earth. *Wildy is not a pvp area* Shops - The NPC'S that came with you on the space craft are located at home, they sell basic stuff and teleport you places. There are other shops on this planet ([B]may[/B] make a new currency for them) and they sell good armour etc. I [B]may[/B] put custom items in some shops. EX: instead of bronze, iron, steel,,, custom armour & weapons on the unknown planet would be called Mercury, Venus, Mars, Jupiter Saturn etc* *You cannot pass the wildy line* An NPC at home can teleport you back to earth. Events - I am in love with the idea of daily events. People can't get bored with new events every week. I will be making events that gives away event items that are considered rares or just simply coins. Skilling - There will tons of skilling locations in both planets (both areas). I don't think I'll be putting dungeoneering in this server.
  3. Hi, I've been working with my point system and this is from the original PI download. when i try to buy slayer points it comes as void points or something, if you can fix this up that would be amazing and please explain how it works :) i know it has to do with something with the " public int getSpecialItemValue(int id) { " Just im really having trouble thanks a lot :D [code] package server.model.shops; import server.Config; import server.Server; import server.model.items.Item; import server.model.players.Client; import server.model.players.PlayerHandler; import server.world.ShopHandler; public class ShopAssistant { private Client c; public ShopAssistant(Client client) { this.c = client; } public boolean shopSellsItem(int itemID) { for (int i = 0; i < ShopHandler.ShopItems.length; i++) { if (itemID == (ShopHandler.ShopItems[c.myShopId][i] - 1)) { return true; } } return false; } /** * Shops **/ public void openShop(int ShopID) { c.getItems().resetItems(3823); resetShop(ShopID); c.isShopping = true; c.myShopId = ShopID; c.getPA().sendFrame248(3824, 3822); c.getPA().sendFrame126(ShopHandler.ShopName[ShopID], 3901); } public void updatePlayerShop() { for (int i = 1; i < Config.MAX_PLAYERS; i++) { if (PlayerHandler.players[i] != null) { if (PlayerHandler.players[i].isShopping == true && PlayerHandler.players[i].myShopId == c.myShopId && i != c.playerId) { PlayerHandler.players[i].updateShop = true; } } } } public void updateshop(int i) { resetShop(i); } public void resetShop(int ShopID) { synchronized (c) { int TotalItems = 0; for (int i = 0; i < ShopHandler.MaxShopItems; i++) { if (ShopHandler.ShopItems[ShopID][i] > 0) { TotalItems++; } } if (TotalItems > ShopHandler.MaxShopItems) { TotalItems = ShopHandler.MaxShopItems; } c.getOutStream().createFrameVarSizeWord(53); c.getOutStream().writeWord(3900); c.getOutStream().writeWord(TotalItems); int TotalCount = 0; for (int i = 0; i < ShopHandler.ShopItems.length; i++) { if (ShopHandler.ShopItems[ShopID][i] > 0 || i <= ShopHandler.ShopItemsStandard[ShopID]) { if (ShopHandler.ShopItemsN[ShopID][i] > 254) { c.getOutStream().writeByte(255); c.getOutStream().writeDWord_v2( ShopHandler.ShopItemsN[ShopID][i]); } else { c.getOutStream().writeByte( ShopHandler.ShopItemsN[ShopID][i]); } if (ShopHandler.ShopItems[ShopID][i] > Config.ITEM_LIMIT || ShopHandler.ShopItems[ShopID][i] < 0) { ShopHandler.ShopItems[ShopID][i] = Config.ITEM_LIMIT; } c.getOutStream().writeWordBigEndianA( ShopHandler.ShopItems[ShopID][i]); TotalCount++; } if (TotalCount > TotalItems) { break; } } c.getOutStream().endFrameVarSizeWord(); c.flushOutStream(); } } public double getItemShopValue(int ItemID, int Type, int fromSlot) { double ShopValue = 1; double TotPrice = 0; for (int i = 0; i < Config.ITEM_LIMIT; i++) { if (Server.itemHandler.ItemList[i] != null) { if (Server.itemHandler.ItemList[i].itemId == ItemID) { ShopValue = Server.itemHandler.ItemList[i].ShopValue; } } } TotPrice = ShopValue; if (ShopHandler.ShopBModifier[c.myShopId] == 1) { TotPrice *= 1; TotPrice *= 1; if (Type == 1) { TotPrice *= 1; } } else if (Type == 1) { TotPrice *= 1; } return TotPrice; } public int getItemShopValue(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 (int) Server.itemHandler.ItemList[i].ShopValue; } } } return 0; } /** * buy item from shop (Shop Price) **/ public void buyFromShopPrice(int removeId, int removeSlot) { int ShopValue = (int) Math.floor(getItemShopValue(removeId, 0, removeSlot)); ShopValue *= 1.15; String ShopAdd = ""; if (c.myShopId >= 17) { c.sendMessage(c.getItems().getItemName(removeId) + ": currently costs " + getSpecialItemValue(removeId) + " points."); return; } if (c.myShopId == 15) { c.sendMessage("This item current costs " + c.getItems().getUntradePrice(removeId) + " coins."); return; } if (ShopValue >= 1000 && ShopValue < 1000000) { ShopAdd = " (" + (ShopValue / 1000) + "K)"; } else if (ShopValue >= 1000000) { ShopAdd = " (" + (ShopValue / 1000000) + " million)"; } c.sendMessage(c.getItems().getItemName(removeId) + ": currently costs " + ShopValue + " coins" + ShopAdd); } public int getSpecialItemValue(int id) { switch (id) { case 6889: case 6914: return 200; case 4151: return 20; case 6916: case 6918: case 6920: case 6922: case 6924: return 50; case 11663: case 11664: case 11665: case 8842: return 30; case 8839: case 8840: return 75; case 10499: return 20; case 8845: return 5; case 8846: return 10; case 8847: return 15; case 8848: return 20; case 8849: case 8850: return 25; case 7462: return 15; case 10551: return 20; case 4712: return 10; case 4714: return 10; case 11694: return 200; case 11696: case 11698: case 11700: return 100; case 10548: return 50; case 11235: return 40; case 2528: return 15; case 7788: return 0; case 6720: return 50; } return 0; } /** * Sell item to shop (Shop Price) **/ public void sellToShopPrice(int removeId, int removeSlot) { for (int i : Config.ITEM_SELLABLE) { if (i == removeId) { c.sendMessage("You can't sell " + c.getItems().getItemName(removeId).toLowerCase() + "."); return; } } boolean IsIn = false; if (ShopHandler.ShopSModifier[c.myShopId] > 1) { for (int j = 0; j <= ShopHandler.ShopItemsStandard[c.myShopId]; j++) { if (removeId == (ShopHandler.ShopItems[c.myShopId][j] - 1)) { IsIn = true; break; } } } else { IsIn = true; } if (IsIn == false) { c.sendMessage("You can't sell " + c.getItems().getItemName(removeId).toLowerCase() + " to this store."); } else { int ShopValue = (int) Math.floor(getItemShopValue(removeId, 1, removeSlot)); String ShopAdd = ""; if (ShopValue >= 1000 && ShopValue < 1000000) { ShopAdd = " (" + (ShopValue / 1000) + "K)"; } else if (ShopValue >= 1000000) { ShopAdd = " (" + (ShopValue / 1000000) + " million)"; } c.sendMessage(c.getItems().getItemName(removeId) + ": shop will buy for " + ShopValue + " coins" + ShopAdd); } } public boolean sellItem(int itemID, int fromSlot, int amount) { if (c.myShopId == 14) return false; for (int i : Config.ITEM_SELLABLE) { if (i == itemID) { c.sendMessage("You can't sell " + c.getItems().getItemName(itemID).toLowerCase() + "."); return false; } } if (c.playerRights == 2 && !Config.ADMIN_CAN_SELL_ITEMS) { c.sendMessage("Selling items as an admin has been disabled."); return false; } if (amount > 0 && itemID == (c.playerItems[fromSlot] - 1)) { if (ShopHandler.ShopSModifier[c.myShopId] > 1) { boolean IsIn = false; for (int i = 0; i <= ShopHandler.ShopItemsStandard[c.myShopId]; i++) { if (itemID == (ShopHandler.ShopItems[c.myShopId][i] - 1)) { IsIn = true; break; } } if (IsIn == false) { c.sendMessage("You can't sell " + c.getItems().getItemName(itemID).toLowerCase() + " to this store."); return false; } } if (amount > c.playerItemsN[fromSlot] && (Item.itemIsNote[(c.playerItems[fromSlot] - 1)] == true || Item.itemStackable[(c.playerItems[fromSlot] - 1)] == true)) { amount = c.playerItemsN[fromSlot]; } else if (amount > c.getItems().getItemAmount(itemID) && Item.itemIsNote[(c.playerItems[fromSlot] - 1)] == false && Item.itemStackable[(c.playerItems[fromSlot] - 1)] == false) { amount = c.getItems().getItemAmount(itemID); } // double ShopValue; // double TotPrice; int TotPrice2 = 0; // int Overstock; for (int i = amount; i > 0; i--) { TotPrice2 = (int) Math.floor(getItemShopValue(itemID, 1, fromSlot)); if (c.getItems().freeSlots() > 0 || c.getItems().playerHasItem(995)) { if (Item.itemIsNote[itemID] == false) { c.getItems().deleteItem(itemID, c.getItems().getItemSlot(itemID), 1); } else { c.getItems().deleteItem(itemID, fromSlot, 1); } c.getItems().addItem(995, TotPrice2); addShopItem(itemID, 1); } else { c.sendMessage("You don't have enough space in your inventory."); break; } } c.getItems().resetItems(3823); resetShop(c.myShopId); updatePlayerShop(); return true; } return true; } public boolean addShopItem(int itemID, int amount) { boolean Added = false; if (amount <= 0) { return false; } if (Item.itemIsNote[itemID] == true) { itemID = c.getItems().getUnnotedItem(itemID); } for (int i = 0; i < ShopHandler.ShopItems.length; i++) { if ((ShopHandler.ShopItems[c.myShopId][i] - 1) == itemID) { ShopHandler.ShopItemsN[c.myShopId][i] += amount; Added = true; } } if (Added == false) { for (int i = 0; i < ShopHandler.ShopItems.length; i++) { if (ShopHandler.ShopItems[c.myShopId][i] == 0) { ShopHandler.ShopItems[c.myShopId][i] = (itemID + 1); ShopHandler.ShopItemsN[c.myShopId][i] = amount; ShopHandler.ShopItemsDelay[c.myShopId][i] = 0; break; } } } return true; } public boolean buyItem(int itemID, int fromSlot, int amount) { if (!shopSellsItem(itemID) && c.myShopId != 50 && c.myShopId != 60) return false; if (c.myShopId == 14) { skillBuy(itemID); return false; } else if (c.myShopId == 15) { buyVoid(itemID); return false; } if (amount > 0) { if (amount > ShopHandler.ShopItemsN[c.myShopId][fromSlot]) { amount = ShopHandler.ShopItemsN[c.myShopId][fromSlot]; } // double ShopValue; // double TotPrice; int TotPrice2 = 0; // int Overstock; int Slot = 0; int Slot1 = 0;// Tokkul if (c.myShopId == 17 || c.myShopId == 18 || c.myShopId == 50 || c.myShopId == 60) { handleOtherShop(itemID); return false; } for (int i = amount; i > 0; i--) { TotPrice2 = (int) Math.floor(getItemShopValue(itemID, 0, fromSlot)); Slot = c.getItems().getItemSlot(995); Slot1 = c.getItems().getItemSlot(6529); if (Slot == -1 && c.myShopId != 29 && c.myShopId != 30 && c.myShopId != 31) { c.sendMessage("You don't have enough coins."); break; } if (Slot1 == -1 && c.myShopId == 29 || c.myShopId == 30 || c.myShopId == 31) { c.sendMessage("You don't have enough tokkul."); break; } if (TotPrice2 <= 1) { TotPrice2 = (int) Math.floor(getItemShopValue(itemID, 0, fromSlot)); TotPrice2 *= 1.66; } if (c.myShopId != 29 || c.myShopId != 30 || c.myShopId != 31) { if (c.playerItemsN[Slot] >= TotPrice2) { if (c.getItems().freeSlots() > 0) { c.getItems().deleteItem(995, c.getItems().getItemSlot(995), TotPrice2); c.getItems().addItem(itemID, 1); ShopHandler.ShopItemsN[c.myShopId][fromSlot] -= 1; ShopHandler.ShopItemsDelay[c.myShopId][fromSlot] = 0; if ((fromSlot + 1) > ShopHandler.ShopItemsStandard[c.myShopId]) { ShopHandler.ShopItems[c.myShopId][fromSlot] = 0; } } else { c.sendMessage("You don't have enough space in your inventory."); break; } } else { c.sendMessage("You don't have enough coins."); break; } } if (c.myShopId == 50) { if (c.slayerPoints >= TotPrice2) { if (c.getItems().freeSlots() > 0) { c.slayerPoints -= TotPrice2; c.getItems().addItem(itemID, 1); Server.shopHandler.ShopItemsN[c.myShopId][fromSlot] -= 1; Server.shopHandler.ShopItemsDelay[c.myShopId][fromSlot] = 0; if ((fromSlot + 1) > Server.shopHandler.ShopItemsStandard[c.myShopId]) { Server.shopHandler.ShopItems[c.myShopId][fromSlot] = 0; } } else { c.sendMessage("You don't have enough space in your inventory."); break; } } else { c.sendMessage("You don't have enough Slayer Points."); break; } } if (c.myShopId == 29 || c.myShopId == 30 || c.myShopId == 31) { if (c.playerItemsN[Slot1] >= TotPrice2) { if (c.getItems().freeSlots() > 0) { c.getItems().deleteItem(6529, c.getItems().getItemSlot(6529), TotPrice2); c.getItems().addItem(itemID, 1); ShopHandler.ShopItemsN[c.myShopId][fromSlot] -= 1; ShopHandler.ShopItemsDelay[c.myShopId][fromSlot] = 0; if ((fromSlot + 1) > ShopHandler.ShopItemsStandard[c.myShopId]) { ShopHandler.ShopItems[c.myShopId][fromSlot] = 0; } } else { c.sendMessage("You don't have enough space in your inventory."); break; } } else { c.sendMessage("You don't have enough tokkul."); break; } } } c.getItems().resetItems(3823); resetShop(c.myShopId); updatePlayerShop(); return true; } return false; } public void handleOtherShop(int itemID) { if (c.myShopId == 17) { if (c.magePoints >= getSpecialItemValue(itemID)) { if (c.getItems().freeSlots() > 0) { c.magePoints -= getSpecialItemValue(itemID); c.getItems().addItem(itemID, 1); c.getItems().resetItems(3823); } } else { c.sendMessage("You do not have enough points to buy this item."); } } else if (c.myShopId == 18) { if (c.pcPoints >= getSpecialItemValue(itemID)) { if (c.getItems().freeSlots() > 0) { c.pcPoints -= getSpecialItemValue(itemID); c.getItems().addItem(itemID, 1); c.getItems().resetItems(3823); } } else { c.sendMessage("You do not have enough points to buy this item."); } } } public void openSkillCape() { int capes = get99Count(); if (capes > 1) capes = 1; else capes = 0; c.myShopId = 14; setupSkillCapes(capes, get99Count()); } /* * public int[][] skillCapes = * {{0,9747,4319,2679},{1,2683,4329,2685},{2,2680 * ,4359,2682},{3,2701,4341,2703 * },{4,2686,4351,2688},{5,2689,4347,2691},{6,2692,4343,2691}, * {7,2737,4325,2733 * },{8,2734,4353,2736},{9,2716,4337,2718},{10,2728,4335,2730 * },{11,2695,4321,2697},{12,2713,4327,2715},{13,2725,4357,2727}, * {14,2722,4345 * ,2724},{15,2707,4339,2709},{16,2704,4317,2706},{17,2710,4361, * 2712},{18,2719,4355,2721},{19,2737,4331,2739},{20,2698,4333,2700}}; */ public int[] skillCapes = { 9747, 9753, 9750, 9768, 9756, 9759, 9762, 9801, 9807, 9783, 9798, 9804, 9780, 9795, 9792, 9774, 9771, 9777, 9786, 9810, 9765 }; public int get99Count() { int count = 0; for (int j = 0; j < c.playerLevel.length; j++) { if (c.getLevelForXP(c.playerXP[j]) >= 99) { count++; } } return count; } public void setupSkillCapes(int capes, int capes2) { synchronized (c) { c.getItems().resetItems(3823); c.isShopping = true; c.myShopId = 14; c.getPA().sendFrame248(3824, 3822); c.getPA().sendFrame126("Skillcape Shop", 3901); int TotalItems = 0; TotalItems = capes2; if (TotalItems > ShopHandler.MaxShopItems) { TotalItems = ShopHandler.MaxShopItems; } c.getOutStream().createFrameVarSizeWord(53); c.getOutStream().writeWord(3900); c.getOutStream().writeWord(TotalItems); for (int i = 0; i < 21; i++) { if (c.getLevelForXP(c.playerXP[i]) < 99) continue; c.getOutStream().writeByte(1); c.getOutStream().writeWordBigEndianA(skillCapes[i] + 2); } c.getOutStream().endFrameVarSizeWord(); c.flushOutStream(); } } public void skillBuy(int item) { int nn = get99Count(); if (nn > 1) nn = 1; else nn = 0; for (int j = 0; j < skillCapes.length; j++) { if (skillCapes[j] == item || skillCapes[j] + 1 == item) { if (c.getItems().freeSlots() > 1) { if (c.getItems().playerHasItem(995, 99000)) { if (c.getLevelForXP(c.playerXP[j]) >= 99) { c.getItems().deleteItem(995, c.getItems().getItemSlot(995), 99000); c.getItems().addItem(skillCapes[j] + nn, 1); c.getItems().addItem(skillCapes[j] + 2, 1); } else { c.sendMessage("You must have 99 in the skill of the cape you're trying to buy."); } } else { c.sendMessage("You need 99k to buy this item."); } } else { c.sendMessage("You must have at least 1 inventory spaces to buy this item."); } } } c.getItems().resetItems(3823); } public void openVoid() { } public void buyVoid(int item) { } } [/code]
  4. Hello, i have been looking around and havent found anything that helped me. If i want to make 2 different prices in the shopassistant at public int getSpecialItemValue(int id), for exampel. I want my chaotic rapier that costs 1000 pk points, only to cost 100 donator points. How do i make a seperate list from public int getSpecialItemValue(int id)? Thank you!
  5. Hello ppl from runelocus how can i add don points in my server! Step by step tut Plz!
  6. [IMG]http://i57.tinypic.com/99dsub.jpg[/IMG]
  7. [CENTER][IMG]http://i.cubeupload.com/B1FD9w.png[/IMG] • Introduction: While developing Enigma, I've been playing lots of Zombie FPS, it came to me that instead of developing a typical PVP server, why not develop a Survival server? This is because I don't see much servers out involving the aspect so I thought I'd incorporate the features already implemented into Enigma and transforming it into an Apocalyptic Survival. The goal of the game is to survive, obvious right? but it's a bit harder than you'd expect. The open world is applicable to all players, you can fight off hordes of zombies in order to protect yourself and to earn gear to upper your skill in the world of destruction. Safe Zones will be provided within specific regions for you lye down and relax while resupplying yourself. The danger of running of from these zones can cause catastrophic results, Players will be able to hunt you for your arsenal and loot them off you, or you can team up with them and provide heavy support for one another. Aside from surviving, you have a problem, you are poisoned along the game, to keep alive and resist turning into a mutated infection, you must cook the animals you kill in order to feed yourself and keep yourself well. Much more to be said but so little time to say it. Are you ready? • Server Layout & Features: Open World, NPC Dependent, Poisoned, PVP, Clans, Safe Zones, Regions, Different Classes of Monsters, Bosses, Specific Regions with Specific Items to encourage transport and PVP., Markets, Guards, Diaries, Quests, Much more! • Overall Goal: This server is meant to give a unique gaming experience to those who haven't had one, it will be a friendly but competitive community that deals with smooth game play, innovative knowledge, and definite memories for those who want them. Everyone talks of past experiences that define memorable things that cannot be upheld once more, but to hell with the old experiences we can fabricate new ones and allow them to be better than those of our preterit ones. • Development Log: [CODE] • 1/1/2014: Started End Point • 1/1/2014: Home is: Port Phasmatys • 1/1/2014: Diaries Base Complete • 1/2/2014: Skeletal Apes on Crash Island Invasion Complete • 1/3/2014: Cooking Base Done • 1/3/2014: Fishing Base Done • 1/3/2014: Skeletal Horror Added • 1/3/2014: Poison Base Added • 1/6/2014: Dialogue Progression • 1/6/2014: Fishing Configurations Progressed • 1/7/2014: Thirst & Hunger System Done • 1/8/2014: Scavenger Feature Done • 1/9/2014: Removed Indication of: NPCs, Players, etc. on Minimap • 1/10/2014: Barricade Base Added • 1/11/2014: Mystery Boxes Added • 1/14/2014: Slash Bash Added • 1/16/2014: Pet System Done. • 1/17/2014: Resumed Fletching Progression • 1/17/2014: Progressed Fletching (Part 2) • 1/17/2014: Pet Clipping Implemented via Regions • 1/20/2014: Crafting Base Progressed • 1/20/2014: 317 Loading 562 Client Initiated • 1/22/2014: Increased Camera Zoom (Enhances Less Awareness of what's near you. ) • 1/22/2014: Updated Character Clothes (IDK) • 1/22/2014: Fixed Client Bugs • 1/24/2014: Forums Are Up • 1/24/2014: Woodcutting Base Done • 1/25/2014: Mining Base Done • 1/25/2014: Herblore Base Finished • 1/26/2014: Barricade Progression • 1/26/2014: Building Exploration Base Started • 1/26/2014: Texture Toggling Started • 1/27/2014: Port Sarim Map Data Fixed • 1/27/2014: RuneCrafting Guild Map Data Fixed • 1/27/2014: Cooking Base Progressed • 1/28/2014: Prayer Base Finished • 2/3/2014: Bow Stringing • 2/3/2014: Corrected Running Delays & Speeds • 2/5/2014: Running Energy Added • 2/5/2014: Reloaded 508 Maps with Valenteno's • 2/6/2014: Wrote Story/Tutorial Script • 2/7/2014: Repacked Many Maps • 2/7/2014: Changed Gameframe to 508 • 2/9/2014: Diary Base Improvements • 2/10/2014: Renewed Spell Sprites • 2/10/2014: Fixed Vengeance GFX. • 2/18/2014: Added Colored Logs • 2/18/2014: Added Player Submitted Diaries [/CODE] • Support Signatures: [IMG]http://i.cubeupload.com/dPTq2d.png[/IMG] [/CENTER]
  8. I found a guide off of Mopar on adding slayer points. But I keep getting this error: [code]src\server\model\players\PlayerSave.java:173: error: orphaned case break;case 3: ^ 1 error[/code] After I added the new code to my PlayerSave file I got 2 errors, I forget what the other error was but I keep getting this error. Here is my case2 and case3 code: [code] case 2: } if (token.equals("slayerPoints")) { p.slayerPoints = Integer.parseInt(token2); if (token.equals("character-height")) { p.heightLevel = Integer.parseInt(token2); } else if (token.equals("character-posx")) { p.teleportToX = (Integer.parseInt(token2) <= 0 ? 3210 : Integer.parseInt(token2)); } else if (token.equals("character-posy")) { p.teleportToY = (Integer.parseInt(token2) <= 0 ? 3424 : Integer.parseInt(token2)); } else if (token.equals("character-rights")) { p.playerRights = Integer.parseInt(token2); } else if (token.equals("Used-Puremaster")) { p.pure = Integer.parseInt(token2); } else if (token.equals("tutorial-progress")) { p.tutorial = Integer.parseInt(token2); } else if (token.equals("crystal-bow-shots")) { p.crystalBowArrowCount = Integer.parseInt(token2); } else if (token.equals("skull-timer")) { p.skullTimer = Integer.parseInt(token2); } else if (token.equals("EP")) { p.earningPotential = Integer.parseInt(token2); } else if (token.equals("magic-book")) { p.playerMagicBook = Integer.parseInt(token2); } else if (token.equals("xpLock")) { p.xpLock = Boolean.parseBoolean(token2); } else if (token.equals("Jailed")) { p.Jail = Boolean.parseBoolean(token2); } else if (token.equals("summonId")) { p.summonId = Integer.parseInt(token2); } else if (token.equals("has-npc")) { p.hasNpc = Boolean.parseBoolean(token2); } else if (token.equals("Agrith")) { p.Agrith = Boolean.parseBoolean(token2); } else if (token.equals("vls-hits")) { p.degradeTime = Integer.parseInt(token2); } else if (token.equals("Flambeed")) { p.Flambeed = Boolean.parseBoolean(token2); } else if (token.equals("Karamel")) { p.Karamel = Boolean.parseBoolean(token2); } else if (token.equals("Dessourt")) { p.Dessourt = Boolean.parseBoolean(token2); } else if (token.equals("culin")) { p.Culin = Boolean.parseBoolean(token2); } else if (token.equals("Monkey-Kc")) { p.monkeyk0ed = Integer.parseInt(token2); } else if (token.equals("brother-info")) { p.barrowsNpcs[Integer.parseInt(token3[0])][1] = Integer.parseInt(token3[1]); } else if (token.equals("special-amount")) { p.specAmount = Double.parseDouble(token2); } else if (token.equals("selected-coffin")) { p.randomCoffin = Integer.parseInt(token2); } else if (token.equals("barrows-killcount")) { p.pkPoints = Integer.parseInt(token2); } else if (token.equals("teleblock-length")) { p.teleBlockDelay = System.currentTimeMillis(); p.teleBlockLength = Integer.parseInt(token2); } else if (token.equals("pc-points")) { p.pcPoints = Integer.parseInt(token2); } else if (token.equals("gwdelay")) { p.gwdelay = Integer.parseInt(token2); } else if (token.equals("Altar")) { p.altarPrayed = Integer.parseInt(token2); } else if (token.equals("Arma-KC")) { p.Arma = Integer.parseInt(token2); } else if (token.equals("Band-KC")) { p.Band = Integer.parseInt(token2); } else if (token.equals("Zammy-KC")) { p.Zammy = Integer.parseInt(token2); } else if (token.equals("Sara-KC")) { p.Sara = Integer.parseInt(token2); } else if (token.equals("pk-points")) { p.pkPoints = Integer.parseInt(token2); } else if (token.equals("isDonator")) { p.isDonator = Integer.parseInt(token2); } else if (token.equals("slayerTask")) { p.slayerTask = Integer.parseInt(token2); } else if (token.equals("taskAmount")) { p.taskAmount = Integer.parseInt(token2); } else if (token.equals("magePoints")) { p.magePoints = Integer.parseInt(token2); } else if (line.startsWith("KC")) { p.KC = Integer.parseInt(token2); } else if (line.startsWith("DC")) { p.DC = Integer.parseInt(token2); } else if (token.equals("autoRet")) { p.autoRet = Integer.parseInt(token2); } else if (token.equals("trade11")) { p.trade11 = Integer.parseInt(token2); } else if (token.equals("SpeDelay")) { p.SpecialDelay = Integer.parseInt(token2); } else if (token.equals("barrowskillcount")) { p.barrowsKillCount = Integer.parseInt(token2); } else if (token.equals("flagged")) { p.accountFlagged = Boolean.parseBoolean(token2); } else if (token.equals("wave")) { p.waveId = Integer.parseInt(token2); } else if (token.equals("void")) { for (int j = 0; j < token3.length; j++) { p.voidStatus[j] = Integer.parseInt(token3[j]); } } else if (token.equals("fightMode")) { p.fightMode = Integer.parseInt(token2); } break; case 3: if (token.equals("character-equip")) { p.playerEquipment[Integer.parseInt(token3[0])] = Integer.parseInt(token3[1]); p.playerEquipmentN[Integer.parseInt(token3[0])] = Integer.parseInt(token3[2]); } break;[/code]
  9. lord boss

    npc point systems

    iits there any pvm points system if yes can u post here i never founded in google or in youtube thanks
  10. Heyo Guys. I need help on my point system, When i killed 2 npc's i got 20000 NpcKillPoints. But when i relogged i Lost All of my NpcKillPoints.Well i followed all of the guides on making a point system. then i succesfully made it without errors but i always lost my points when i relog.If you can help me Comment below or add me in skype "akosikuyakevz" Thanks.
  11. I received permission from Play Boy to rehost his server because he stopped working on it. So i've been debugging the Achievement point system as that's my next task to complete. It's a fairly basic system; lots of functions where you gain achievement which reads into this function; [CODE]private static void Rewards() { c.getPA().handleBigfireWork(c); c.achievementPoints += 1; c.sendMessage("[ <col=2784FF>Achievements </col>] Congratulations! You have earned one achievement point!"); }[/CODE] Anyway the issue is on the character.txt files it gets stored as AchievementPoints not achievementPoints there for it breaks. I can't for the life of my find out why. It makes it difficult that I'm not the original creator so sifting through other peoples work is never super easy to keep track of. Anyway help would be sweet.
  12. I tried changing the spawnpoint of my NPC which sells the PK items, but now this comes up when I try to run my server. [IMG]http://i.imgur.com/oHMQSpm.png[/IMG] Please help!
  13. no errors, the vendor is opening, showing the value of items in donor points, but when i buy item it sells out stuff of what its worth in coins... also when i ::givedonorpoints they doesnt save, tryed to rewrite the "player.java" line to DonorPoints = 0, insted of just DonorPoints, didnt work...
  14. Hello everyone, I recently added a new point system for my server, they are called Z Tokens. I finished adding the Z tokens from a tutorial & wanted to add a reward shop for the tokens. I used this guide: [PI] Adding a Leveling Point system + Shop[PI] I followed the adding shop part very slowly and carefully, It all compiled fine, but for some reason I can't buy items from the shop with my Z tokens. Please help me, I will Rep ++ & would make me a very happy lad. Here is one of the codes: Code: [QUOTE]else if(c.myShopId == 105) { if (c.randomPoints >= TotPrice2) { if (c.getItems().freeSlots() > 0) { buyDelay = System.currentTimeMillis(); c.randomPoints -= TotPrice2; c.getItems().addItem(itemID, 1); Server.shopHandler.ShopItemsN[c.myShopId][fromSlot] -= 1; Server.shopHandler.ShopItemsDelay[c.myShopId][fromSlot] = 0; if ((fromSlot + 1) > Server.shopHandler.ShopItemsStandard[c.myShopId]) { Server.shopHandler.ShopItems[c.myShopId][fromSlot] = 0; } } else { c.sendMessage("You don't have enough space in your inventory."); break; } } else { c.sendMessage("You don't have enough Z Tokens."); break; } }[/QUOTE] And another: Code: [QUOTE]else if(c.myShopId == 105) { if (c.randomPoints >= TotPrice2) { if (c.getItems().freeSlots() > 0) { buyDelay = System.currentTimeMillis(); c.randomPoints -= TotPrice2; c.getItems().addItem(itemID, 1); Server.shopHandler.ShopItemsN[c.myShopId][fromSlot] -= 1; Server.shopHandler.ShopItemsDelay[c.myShopId][fromSlot] = 0; if ((fromSlot + 1) > Server.shopHandler.ShopItemsStandard[c.myShopId]) { Server.shopHandler.ShopItems[c.myShopId][fromSlot] = 0; } } else { c.sendMessage("You don't have enough space in your inventory."); break; } } else { c.sendMessage("You don't have enough Z Tokens."); break; } }[/QUOTE] Here is the code in PlayerSave.Java Code: [QUOTE]} else if (token.equals("ztokens")) { p.randomPoints = Integer.parseInt(token2);[/QUOTE] Code: [QUOTE]characterfile.write("ztokens = ", 0, 9); characterfile.write(Integer.toString(p.randomPoint s), 0, Integer.toString(p.randomPoints).length()); characterfile.newLine()[/QUOTE];
  15. Haven't seen this yet anywhere so I thought I would release. This can be used in the Thieving Guild area in lumbridge. First off in Player.java look for: [CODE] private int SlayerPoints; [/CODE] Paste this underneath: [CODE] private int ThievingPoints; [/CODE] Again Look For: [CODE] public int getSlayerPoints() { return slayerPoints; } [/CODE] Then Put This Underneath That: [CODE] public int getThievingPoints() { return ThievingPoints; } public void setThievingPoints(int Thievingpoints) { this.ThievingPoints = Thievingpoints; } [/CODE] Now open ObjectHandler.java and under Clicked 1 add this: [CODE] } else if (id == 52317) { if (player.getInventory().getFreeSlots() < 1) { player.getPackets().sendGameMessage("Not enough space in your inventory."); return; } if (player.getSkills().getLevel(Skills.THIEVING) >= 30) { player.setNextAnimation(new Animation(881)); player.setThievingPoints(player.getThievingPoints() + 2); player.getSkills().addXp(17, 40); player.getPackets().sendGameMessage("You Recieve 2 Thieving Points!"); } else { player.getPackets() .sendGameMessage( "You need at least 30 thieving to steal from this dummy"); } } else if (id == 52296) { if (player.getInventory().getFreeSlots() < 1) { player.getPackets().sendGameMessage("Not enough space in your inventory."); return; } if (player.getSkills().getLevel(Skills.THIEVING) >= 60) { player.setNextAnimation(new Animation(881)); player.setThievingPoints(player.getThievingPoints() + 5); player.getSkills().addXp(17, 90); player.getPackets().sendGameMessage("You Recieve 5 Thieving Points!"); } else { player.getPackets() .sendGameMessage( "You need at least 60 thieving to steal from the chest"); } } else if (id == 52299) { if (player.getInventory().getFreeSlots() < 1) { player.getPackets().sendGameMessage("Not enough space in your inventory."); return; } if (player.getSkills().getLevel(Skills.THIEVING) >= 60) { player.setNextAnimation(new Animation(881)); player.setThievingPoints(player.getThievingPoints() + 5); player.getSkills().addXp(17, 90); player.getPackets().sendGameMessage("You Recieve 5 Thieving Points!"); } else { player.getPackets() .sendGameMessage( "You need at least 60 thieving to steal from the chest"); } [/CODE] Then under Clicked 3 Add this: [CODE] case "mark 1": if (player.getInventory().getFreeSlots() < 1) { player.getPackets().sendGameMessage("Not enough space in your inventory."); return; } if (player.getSkills().getLevel(Skills.THIEVING) >= 10) { player.setNextAnimation(new Animation(881)); player.setThievingPoints(player.getThievingPoints() + 1); player.getSkills().addXp(17, 15); player.getPackets().sendGameMessage("You Recieve 1 Thieving Point!"); } else { player.getPackets() .sendGameMessage( "You need at least 10 thieving to steal from this dummy"); } [/CODE] So I was asked to release my shop data so kindly so I will... Here it is! Inside Shop.java look for (oh and ik ur loyalty wont look like mine): [CODE] public static int[][] loyaltyPrices = { { 20958, 5000 }, { 22268, 9000 }, { 20962, 5000 }, { 22270, 10000 }, { 20967, 5000 }, { 22272, 8000 }, { 22280, 5000 }, { 22282, 9000 }, { 22284, 5000 }, { 22286, 8000 }, { 20966, 5000 }, { 22274, 10000 }, { 20965, 5000 }, { 22276, 8000 }, { 22288, 5000 }, { 22290, 8000 }, { 22292, 5000 }, { 22294, 10000 }, { 22300, 7000 }, { 22296, 5000 }, { 22298, 10000 }, { 22302, 9000 }, { 22899, 5000 }, { 22901, 10000 }, { 22903, 15000 }, { 22905, 5000 }, { 22907, 10000 }, { 22909, 15000 }, { 23848, 5000 }, { 23850, 10000 }, { 23852, 15000 }, { 23854, 20000 }, { 23874, 20000 }, { 23876, 20000 }, { 25180, 200 }, { 25181, 200 }, { 25182, 200 }, { 25183, 200 }, { 25184, 200 }, { 25185, 200 }, { 25186, 200 }, { 25187, 200 }, { 25188, 200 }, { 25189, 200 }, { 25190, 200 }, { 25191, 200 }, { 25192, 200 }, { 25193, 200 }, { 25194, 200 }, { 25195, 200 }, { 25196, 200 }, { 25197, 200 }, { 25198, 200 }, { 25199, 200 }, { 25202, 2000 } }; [/CODE] And then underneath that paste this: [CODE] public static int[][] thievingPrices = { { 5553, 50 }, { 5554, 50 }, { 5555, 50 }, { 5556, 50 }, { 5557, 50 }, { 21480, 150 }, { 21481, 150 }, { 21482, 150 }, { 21483, 150 }, { 10075, 250 }, { 20929, 350 }, { 10394, 500 }, { 23678, 1500 }, { 28002, 2500 }, { 28003, 2500 }, { 25174, 4000 } }; [/CODE] After that look for: [CODE] for (int i11 = 0; i11 < loyaltyPrices.length; i11++) { [/CODE] Add this below it: [CODE] for (int i11 = 0; i11 < thievingPrices.length; i11++) { thievingShop = 2; if (item.getId() == thievingPrices[i11][0]) { if (player.getThievingPoints() < thievingPrices[i11][1] * quantity) { player.getPackets().sendGameMessage("You need " + thievingPrices[i11][1] + " Thieving Points to buy this item!"); return; } else thievingShop = 2; player.getPackets().sendGameMessage("You have bought a " + item.getDefinitions().getName() + " from the Thieving store."); player.getInventory().addItem(thievingPrices[i11][0], 1); player.setThievingPoints(player.getThievingPoints() - thievingPrices[i11][1]); return; } } [/CODE] And unpackedShops.txt or where ever yours loads from use this: [CODE] 38 -2 false - Thieving Shop Of Wonders - ID AMOUNT [/CODE] Save, Close, And Compile Then You Are Done! And Now You Have My Thieving System With Working Dummies And Chests In Thieving Guild In Lumbridge! I Hope You All Enjoy This (Those that say/think they can do better not even reply because why post that if you can do it then prove it and dont talk about it be about it)! Oh and heres images of thats I made this and it works: [IMG]http://i49.tinypic.com/23r5lk9.png[/IMG]
  16. CamperScape

    Vote Point Shop

    Is there a way to make the shops in a 718 server use points instead of money?
  17. So when I have done everything to make my Loyalty Points Shop. Such as: Add Prices, Add Shop, etc. But I cannot get it so when you try to buy one it subtracts from your loyalty points. At the moment when I try to buy something it says I don't have enough gold. But when I check value on the item it tells me how many Loyalty Points I have. P.S: I get no compile errors whatsoever ShopAssistant.java [code] else if(c.myShopId == 108) { if (c.LoyaltyPoints >= TotPrice2) { if (c.getItems().freeSlots() > 0) { buyDelay = System.currentTimeMillis(); c.LoyaltyPoints -= TotPrice2; c.getItems().addItem(itemID, 1); Server.shopHandler.ShopItemsN[c.myShopId][fromSlot] -= 1; Server.shopHandler.ShopItemsDelay[c.myShopId][fromSlot] = 0; if ((fromSlot + 1) > Server.shopHandler.ShopItemsStandard[c.myShopId]) { Server.shopHandler.ShopItems[c.myShopId][fromSlot] = 0; } } else { c.sendMessage("You don't have enough space in your inventory."); break; } } else { c.sendMessage("You don't have enough Loyalty Points."); break; [/code] [code] } else if (c.myShopId == 108) { if (c.LoyaltyPoints >= getSpecialItemValue(itemID)) { if (c.getItems().freeSlots() > 0){ c.LoyaltyPoints -= getSpecialItemValue(itemID); c.getItems().addItem(itemID,1); c.getItems().resetItems(3823); } } else { c.sendMessage("You do not have enough Loyalty Points to buy this item."); [/code] [code] if (c.myShopId == 108) { c.sendMessage(c.getItems().getItemName(removeId)+": currently costs " + getSpecialItemValue(removeId) + " Loyalty Points!"); return; [/code] Yes that is the correct ID for Loyalty Points (c.LoyaltyPoints) because I added a method in ActionaHandler.java to tell you how many Loyalty Points you have when you open the shop and that works just fine.
  18. al7bar

    MyBB Point System

    I've gotten the MyBB plugin 'New Points' it's a nice, simple point system plugin. Now I want to some how make it so users have a choice to redeem their points for ingame items. If there is a method on this, or you know how, please post it here. Thanks a lot guys.
  19. I need a tutorial or anything to show me how to add a donator shop? In this shop I need the items to be purchased using donator points. I'm using 317, delta. I have donator rank, command to check points, method of giving points but nowhere for the points to be used as of yet. Thanks for help in advance
  20. Well on my old insidia source it worked fine , but now on this source the character files says donorpoin0 ... instead of donorpoints =0 .. whenever somebody makes an account. is there any way i can change it because i cant give myself or anybody else donor points to buy items from donator point shop. this is what every character file looks like, and donatorpoints at the bottom does nothing , if u were wondering lol. [ACCOUNT] character-username = 3 d character-password = 113119101114116121981119711410048564848 KC =0 DC =0 [CHARACTER] QP = 0 cookAss = 0 tutIslandProgress = 0 Xmas2011 = 0 character-height = 0 character-posx = 3087 character-posy = 3489 character-rights = 0 DonorPoin0 shopcollect = 0 dungProgress = 0 dungPoints =0 cw-games = 0 crystal-bow-shots = 0 VLS-hits = 0 skull-timer = 0 EP = 0 character-longsword = 1000 character-warhammer = 1000 character-spear = 1000 character-chainbody = 1000 character-chainskirt = 1000 character-full helm = 1000 character-platebody = 1000 character-platelegs = 1000 character-hood = 1000 character-staff = 1000 character-robe top = 1000 character-robe bottom = 1000 character-leather body = 1000 character-chaps = 1000 magic-book = 0 brother-info = 0 0 brother-info = 1 0 brother-info = 2 0 brother-info = 3 0 brother-info = 4 0 brother-info = 5 0 special-amount = 0.0 selected-coffin = 0 barrows-killcount = 0 teleblock-length = 0 pc-points = 0 gwdelay = 0 summonSpec0 dungRest =0 Altar = 0 Arma-KC = 0 Band-KC = 0 Zammy-KC = 0 Sara-KC = 0 pk-points = 0 isDonator = 0 donatorChest = 0 slayerTask = 0 xpLock = false Agrith = false Flambeed = false Karamel = false Dessourt = false culin = false taskAmount = 0 magePoints = 0 KC =0 DC =0 totalstored = 0 autoRet = 0 trade11 = 0 SpeDelay = 0 barrowskillcount = 0 flagged = false Rules = false shopping = false Jailed = false wave = 0 dfs-charges = 0 lastsummon = 0 summoningnpcid = 0 fightMode = 0 SPoints = 0 dungPoints =0 Black-marks 0 void = 0 0 0 0 0 DonatorPoints = 0
  21. Hello everyone, this is my first tutorial, so please don't flame :s....... Okay, we are going to add a point system so that when players kill NPCs, they can receive points to spend at a shop.. Firstly you want to go to com/rs2hd/model/Player.java and add this int: [CODE]public int POINTNAME;[/CODE] Now head over to com/rs2hd/model/NPC.java and look for: [CODE]public static Random rand = new Random();[/CODE] And add this under: [CODE] public void npcDied(Player p, int npcID) { switch(npcID) { case 1267: //random npcs case 1648: case 1612: case 1637: p.POINTS += 10; p.sm("<col=736AFF>You have defeated a NPC and gained 10 POINTS."); p.sm("<col=736AFF>You now have "+p.POINTS+" POINTS."); break; case 10575: //random npcs case 1604: case 6215: case 8125: case 6218: //godwars npcs case 6229: case 6231: case 6232: case 6233: case 6234: case 6235: case 6236: case 6237: case 6238: p.POINTS += 15; p.sm("<col=736AFF>You have defeated a NPC and gained 15 POINTS."); p.sm("<col=736AFF>You now have "+p.POINTS+" POINTS."); break;[/CODE] The above code is making it so that when you kill a certain NPC, you get the points. The cases are the npcs. This part is optional. If you want to make it so that players LOSE points when they die, then find com/rs2hd/content/DeathEvent.java. Look for: [CODE] killer.KC++;[/CODE] Then directly under that add: [CODE] killer.POINTS += 50; killer.getActionSender().sendMessage("You have defeated "+player.getDisplayName()+" and gained 50 POINTS.");[/CODE] You can change the amount if you'd like by changing the += AMOUNT;. In the same file, look for: [CODE] Player p = (Player) entity;[/CODE] Under that add: [CODE] p.getActionSender().sendMessage("Oh dear, you have died and lost 50 POINTS."); p.getActionSender().sendMessage("You now have "+p.POINTS+" POINTS."); p.getActionSender().sendConfig(5000, p.getHp()*10); p.getActionSender().sendSkillLevel(3); p.getUpdateFlags().setAppearanceUpdateRequired(true); p.POINTS -= 50;[/CODE] If you already see "p.getActionSender().sendConfig(5000, p.getHP()*10);" or something similar, then replace it with the above code. Now in the same file (DeathEvent.java), look for: [CODE] p.deathCount += 1;[/CODE] Underneath that, add: [CODE] p.POINTS -= 50;[/CODE] Now here are some useful things: You can add this to ActionButtonPacketHandler.java so that when they goto the Achievement tab they can see the amount: Look for: [CODE] case 123:[/CODE] Add this wherever you want it to be (has to be in that case): [CODE] player.getActionSender().sendString("POINTS: "+player.POINTS+"", 259, 5);[/CODE] Now some useful commands: [CODE] if(cmd[0].equals("::POINTS")) { player.sm("You have "+player.POINTS+" POINTS."); player.forceChat("<col=ffffff>I have [<col=736AFF>"+player.POINTS+"<col=ffffff>] POINTS."); }[/CODE] And that's about it... If it's bad then.... It's bad.. Enjoy.
  22. Donal

    [667] Point System

    hi, how do I go about doing this? by the way, is the coding the same as, lets say a 474 PI or 317? Because then I know what to do but so far it looks like there's a class file for everything. :P Thanks in advance!
  23. [SIZE=4]I am creating my servers ToS and i need help because i want to make sure its flawless. i dont want to run into problems later on with this. so when i made my ToS i was thinking. where can i get in trouble. and if i added somthing i dont need then what is it. can you guys look at my terms and tell me. for Example. if u were jagex. how would u get around it. if u wanted to sue me. where would u come from. and if u see somthing i mite wana add id like if u could tell me or if theres somthing that i dont need please tell me.. thanks guys.[/SIZE] [QUOTE]"By downloadinging and playing this server you are agreeing to, 1. You are not an employee of Jagex LTD, or runescape, and are not a family member or acquaintance of the aforementioned. 2. Any other Terms Of Service, Are deactivated when you log onto our server/site. Our Terms are then active. 3. All of the information on this server/Site is solely for learning purposes. All programs provided for download from this Server/site are entirely coded by the members of this community and are not the intellectual property of any business or organization. 4. HarmonyX reserves all the rights over your character(s), this is a non-profit server and therefor your charater is in our hands. 5.Items can only be traded, For items inside this game. - IF THESE TERMS ARE VIOLATED, YOUR IP WILL ALWAYS BE BANNED FROM THIS SERVER/SITE."[/QUOTE] And i will explain them in number order. 1. I am saying. if you are related to runescape or jagex in any way. then your not allowed access to the site or server. 2. if you have a terms of service that cancel out my terms of service. they do not matter here. once i enter my server or site my ToS is the one that matters. 3. My servers/site is for learning purpose. anything done on the website. to java coding to graphics. thats all in the members the community and are not property of any business or organization. 4. If you call the co owner a fat bitch and talk about his mom. if we want to, we can ban your account. forums and server. and this is a non profit server. you dont have to pay to play. BUT! if you wana donate as a gift. then thats okay. that doesnt count as profit. its a gift of donation. Because what i know about the law. if its a profit organization. then you might be able to be taxed or sued *which i dont think this is ever happened in rsps history. good to be safe though* 5.you cannot trade for example. an AGS For 1000 gold on WoW or 1m rsgp. or any items out side of this game. it has to stay ingame. What do u think guys?
  24. This is for all advanced/expert coders who love helping newbies = ) First of all it will probably help me (and you the expert) to know which kind of 317 source this is; pi, delta, etc.? Well, this source is an old source from silabsoft forums and contains pretty much everything in the client.java. So I do not know which type it is? But anyway my actual question is how to make a specific point system. I wanted to make it so when you kill zombies, you get zombie points and you can use zombie points (only) to buy stuff in a specific shop. I know it might be something based off of this (pk points) which is already listed in my client.java; although I do not see a pk point shop. Pk Points as listed in my client.java [CODE]public void PKz() { if (PlayerHandler.players[KillerId] != null) { if (KillerId != playerId) { if (PlayerHandler.players[KillerId].combat > combat) { lnew = 1; } else if (PlayerHandler.players[KillerId].combat < combat) { lnew = 3; } else if (PlayerHandler.players[KillerId].combat == combat) { lnew = 2; } client killerz = (client) server.playerHandler.players[KillerId]; if (killerz != null) { boolean givePoints = true; if (killerz.lastKill.equalsIgnoreCase(playerName)) { killerz.sendMessage( "You recieve no pk points as you have pked " + playerName + " twice in a row"); givePoints = false; } if (givePoints) { killerz.headIcon = newheadicon2; killerz.headIcon = 8; killerz.skulltimer = 4000; killerz.updateRequired = true; killerz.appearanceUpdateRequired = true; PlayerHandler.players[KillerId].pkpoints += lnew; PlayerHandler.players[KillerId].killcount += 1; otherpkps = PlayerHandler.players[KillerId].pkpoints; otherkillc = PlayerHandler.players[KillerId].killcount; killerz.sendMessage( "You recieve " + lnew + " player-kill, you now have " + otherpkps + " player-kill points."); killerz.sendMessage( "You now have a total of " + otherkillc + " player kills."); killerz.lastKill = playerName; server.playerHandler.messageToAll = killerz.playerName + " has killed " + playerName + ", " + killerz.playerName + " now has " + killerz.pkpoints + " pk points and " + killerz.killcount + " kills!"; } } } deathcount = +1; } }[/CODE] So I would assume I would have to do it along these lines, but I need help? Also, I would need help making it so you can only use those points in a specific shop. Thanks...
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