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  1. So my source is a bit different in its class system. It is separated into many sub classes. So i need to add a chaos alter in order to switch the prayers from regular to curses and back. I have the case implemented into my action handler and I seem to be getting these two errors. Here is the code. Only 2 errors Fixed Code: [CODE] case 411: if (c.getFields().getPrayerBook() == PrayerBook.NORMAL) { c.getFields().setPrayerBook(PrayerBook.CURSES); c.setSidebarInterface(5, PrayerBook.CURSES.getInterfaceId()); c.getCombat.resetPrayers(); c.sendMessage("Prayers Switched to Curses"); } else if (c.getFields().getPrayerBook() == PrayerBook.CURSES) { c.setSidebarInterface(5, PrayerBook.NORMAL.getInterfaceId()); c.getFields().setPrayerBook(PrayerBook.NORMAL); c.getPA().resetCurse(); c.sendMessage("Back to regular prayers"); } break; [/CODE] Errors: [CODE] src\org\pandemonium\game\entity\ActionHandler.java:78: error: cannot find symbol c.getCombat.resetPrayers(); ^ symbol: variable getCombat location: variable c of type Player src\org\pandemonium\game\entity\ActionHandler.java:83: error: cannot find symbol c.getPA().resetCurse(); ^ symbol: method resetCurse() location: class PlayerAssistant 2 errors Press any key to continue . . . [/CODE] So i looked at a few other previous other sources and it works because the resetCurse and resetPrayer are in PlayerAssistant and CombatAssistant. Mine are located here and i don't know how to call them in actionhandler nor can I transfer them to PA or CA. I can import those classes but I still don't know how. CombatPrayer.Java [CODE] package org.pandemonium.game.content.combat.prayer; import org.pandemonium.game.GameConstants; import org.pandemonium.game.entity.player.Player; /** * Handles combat prayers */ public class CombatPrayer extends PrayerData { public static void handlePrayerDrain(Player p) { p.usingPrayer = false; double toRemove = 0.0; for (int j = 0; j < prayerData.length; j++) { if (p.prayerActive[j]) { toRemove += prayerData[j] / 20; p.usingPrayer = true; } } for (int j = 0; j < PrayerData.curseData.length; j++) { if (p.curseActive[j]) { toRemove += PrayerData.curseData[j] / 20; p.usingPrayer = true; } } if (toRemove > 0) toRemove /= (1 + (0.035 * p.playerBonus[11])); p.prayerPoint -= toRemove; if (p.prayerPoint <= 0) { p.prayerPoint = 1.0 + p.prayerPoint; reducePrayerLevel(p); } } public static void reducePrayerLevel(Player p) { if (p.playerLevel[5] - 1 > 0) { p.playerLevel[5] -= 1; } else { p.sendMessage("You have run out of prayer points!"); p.playerLevel[5] = 0; Curses.resetCurse(p); resetPrayers(p); p.prayerId = -1; } p.getPA().refreshSkill(5); } public static void resetGlow(Player p, RegularPrayers pray) { p.getPA().sendFrame36(pray.getGlowId(), 0); p.prayerActive[pray.ordinal()] = false; } [COLOR="#FF0000"] public static void resetPrayers(Player p) { for (RegularPrayers r : RegularPrayers.values()) { p.prayerActive[r.ordinal()] = false; p.getPA().sendFrame36(r.getGlowId(), 0); } p.headIcon = -1; p.getPA().requestUpdates(); }[/COLOR] public static boolean CombatPrayers(RegularPrayers pray) { if (pray == RegularPrayers.RAPID_RESTORE || pray == RegularPrayers.RAPID_HEAL || pray == RegularPrayers.PROTECT_ITEM || pray == RegularPrayers.RETRIBUTION || pray == RegularPrayers.REDEMPTION || pray == RegularPrayers.SMITE) return true; return false; } public static void resetOtherPrayers(Player p, RegularPrayers pray) { switch (pray) { case THICK_SKIN: resetGlow(p, RegularPrayers.ROCK_SKIN); resetGlow(p, RegularPrayers.STEEL_SKIN); resetGlow(p, RegularPrayers.CHIVALRY); resetGlow(p, RegularPrayers.PIETY); break; case BURST_OF_STRENGTH: resetGlow(p, RegularPrayers.SUPERHUMAN_STRENGTH); resetGlow(p, RegularPrayers.ULTIMATE_STRENGTH); resetGlow(p, RegularPrayers.CHIVALRY); resetGlow(p, RegularPrayers.PIETY); break; case CLARITY_OF_THOUGHT: resetGlow(p, RegularPrayers.IMPROVED_REFLEXES); resetGlow(p, RegularPrayers.INCREDIBLE_REFLEXES); resetGlow(p, RegularPrayers.CHIVALRY); resetGlow(p, RegularPrayers.PIETY); break; case SHARP_EYE: resetGlow(p, RegularPrayers.HAWK_EYE); resetGlow(p, RegularPrayers.EAGLE_EYE); resetGlow(p, RegularPrayers.CHIVALRY); resetGlow(p, RegularPrayers.PIETY); break; case MYSTIC_WILL: resetGlow(p, RegularPrayers.MYSTIC_LORE); resetGlow(p, RegularPrayers.MYSTIC_MIGHT); resetGlow(p, RegularPrayers.CHIVALRY); resetGlow(p, RegularPrayers.PIETY); break; case ROCK_SKIN: resetGlow(p, RegularPrayers.THICK_SKIN); resetGlow(p, RegularPrayers.STEEL_SKIN); resetGlow(p, RegularPrayers.CHIVALRY); resetGlow(p, RegularPrayers.PIETY); break; case SUPERHUMAN_STRENGTH: resetGlow(p, RegularPrayers.BURST_OF_STRENGTH); resetGlow(p, RegularPrayers.ULTIMATE_STRENGTH); resetGlow(p, RegularPrayers.CHIVALRY); resetGlow(p, RegularPrayers.PIETY); break; case IMPROVED_REFLEXES: resetGlow(p, RegularPrayers.CLARITY_OF_THOUGHT); resetGlow(p, RegularPrayers.INCREDIBLE_REFLEXES); resetGlow(p, RegularPrayers.CHIVALRY); resetGlow(p, RegularPrayers.PIETY); break; case HAWK_EYE: resetGlow(p, RegularPrayers.SHARP_EYE); resetGlow(p, RegularPrayers.EAGLE_EYE); resetGlow(p, RegularPrayers.CHIVALRY); resetGlow(p, RegularPrayers.PIETY); break; case MYSTIC_LORE: resetGlow(p, RegularPrayers.MYSTIC_WILL); resetGlow(p, RegularPrayers.MYSTIC_MIGHT); resetGlow(p, RegularPrayers.CHIVALRY); resetGlow(p, RegularPrayers.PIETY); break; case ULTIMATE_STRENGTH: resetGlow(p, RegularPrayers.BURST_OF_STRENGTH); resetGlow(p, RegularPrayers.SUPERHUMAN_STRENGTH); resetGlow(p, RegularPrayers.CHIVALRY); resetGlow(p, RegularPrayers.PIETY); break; case INCREDIBLE_REFLEXES: resetGlow(p, RegularPrayers.CLARITY_OF_THOUGHT); resetGlow(p, RegularPrayers.IMPROVED_REFLEXES); resetGlow(p, RegularPrayers.CHIVALRY); resetGlow(p, RegularPrayers.PIETY); break; case EAGLE_EYE: resetGlow(p, RegularPrayers.SHARP_EYE); resetGlow(p, RegularPrayers.HAWK_EYE); resetGlow(p, RegularPrayers.CHIVALRY); resetGlow(p, RegularPrayers.PIETY); break; case MYSTIC_MIGHT: resetGlow(p, RegularPrayers.MYSTIC_WILL); resetGlow(p, RegularPrayers.MYSTIC_LORE); resetGlow(p, RegularPrayers.CHIVALRY); resetGlow(p, RegularPrayers.PIETY); break; case PROTECT_FROM_MAGIC: case PROTECT_FROM_MISSILES: case PROTECT_FROM_MELEE: case RETRIBUTION: case REDEMPTION: case SMITE: for (RegularPrayers r : RegularPrayers.values()) if (r.getHeadIcon() > -1 && r != pray) resetGlow(p, r); break; case CHIVALRY: case PIETY: for (RegularPrayers r : RegularPrayers.values()) if (!CombatPrayers(r) && r != pray) resetGlow(p, r); break; default: break; } } public static void activatePrayer(Player p, int buttonId) { RegularPrayers r = RegularPrayers.forButton(buttonId); int i = r.ordinal(); if (p.isDead || p.getConstitution() <= 0) return; if (p.playerRights == 5) p.sendMessage("Pray Name: " + r.getPrayerName()); if (p.playerLevel[5] <= 0 && GameConstants.PRAYER_POINTS_REQUIRED) { p.getPA().sendFrame36(r.getGlowId(), 0); p.sendMessage("You have run out of prayer points!"); return; } if (p.getPA().getLevelForXP(p.playerXP[5]) < r.getLevelReq() && GameConstants.PRAYER_LEVEL_REQUIRED) { p.getPA().sendFrame36(r.getGlowId(), 0); p.getDH().sendStatement( "You need a @[email protected] level of " + r.getLevelReq() + " to use " + r.getPrayerName() + "."); return; } boolean headIcon = false; switch (r) { case THICK_SKIN: case BURST_OF_STRENGTH: case CLARITY_OF_THOUGHT: case SHARP_EYE: case MYSTIC_WILL: case ROCK_SKIN: case SUPERHUMAN_STRENGTH: case IMPROVED_REFLEXES: case HAWK_EYE: case MYSTIC_LORE: case STEEL_SKIN: case ULTIMATE_STRENGTH: case INCREDIBLE_REFLEXES: case EAGLE_EYE: case MYSTIC_MIGHT: case CHIVALRY: case PIETY: resetOtherPrayers(p, r); break; case PROTECT_FROM_MAGIC: case PROTECT_FROM_MISSILES: case PROTECT_FROM_MELEE: if (System.currentTimeMillis() - p.stopPrayerDelay < 5000) { p.sendMessage("You have been injured and can't use this prayer!"); p.getPA().sendFrame36(r.getGlowId(), 0); return; } headIcon = true; break; case RETRIBUTION: case REDEMPTION: case SMITE: headIcon = true; resetOtherPrayers(p, r); break; default: break; } if (!headIcon) { if (p.prayerActive[i] == false) { p.prayerActive[i] = true; p.getPA().sendFrame36(r.getGlowId(), 1); } else { p.prayerActive[i] = false; p.getPA().sendFrame36(r.getGlowId(), 0); } } else { if (p.prayerActive[i] == false) { p.prayerActive[i] = true; p.getPA().sendFrame36(r.getGlowId(), 1); p.headIcon = r.getHeadIcon(); p.getPA().requestUpdates(); } else { p.prayerActive[i] = false; p.getPA().sendFrame36(r.getGlowId(), 0); p.headIcon = -1; p.getPA().requestUpdates(); } } } } [/CODE] Curses.java [CODE] package org.pandemonium.game.content.combat.prayer; import org.pandemonium.game.GameConstants; import org.pandemonium.game.content.PrayerBook; import org.pandemonium.game.content.combat.util.ProjectileHandler; import org.pandemonium.game.entity.Animation; import org.pandemonium.game.entity.Entity; import org.pandemonium.game.entity.Entity.AttackTypes; import org.pandemonium.game.entity.Graphic; import org.pandemonium.game.entity.player.Player; import org.pandemonium.utility.Misc; public class Curses extends PrayerData { [COLOR="#FF0000"]public static void resetCurse(Player p) { for (CursedPrayers c : CursedPrayers.values()) { p.curseActive[c.ordinal()] = false; p.getPA().sendFrame36(c.getGlowId(), 0); } p.headIcon = -1; p.getPA().requestUpdates(); }[/COLOR] public static void resetGlow(Player p, CursedPrayers curse) { p.getPA().sendFrame36(curse.getGlowId(), 0); p.curseActive[curse.ordinal()] = false; } public static boolean CombatPrayers(CursedPrayers curse) { if (curse == CursedPrayers.PROTECT_ITEM || curse == CursedPrayers.BERSERKER || curse == CursedPrayers.WRATH || curse == CursedPrayers.SOULSPLIT) return false; return true; } public static void resetOtherPrayers(Player p, CursedPrayers curses) { switch (curses) { case SAP_WARRIOR: resetGlow(p, CursedPrayers.LEECH_ATTACK); resetGlow(p, CursedPrayers.LEECH_DEFENCE); resetGlow(p, CursedPrayers.LEECH_STRENGTH); resetGlow(p, CursedPrayers.TURMOIL); break; case SAP_MAGE: resetGlow(p, CursedPrayers.LEECH_MAGIC); resetGlow(p, CursedPrayers.TURMOIL); break; case SAP_RANGER: resetGlow(p, CursedPrayers.LEECH_RANGED); resetGlow(p, CursedPrayers.TURMOIL); break; case SAP_SPIRIT: resetGlow(p, CursedPrayers.LEECH_SPECIAL_ATTACK); resetGlow(p, CursedPrayers.TURMOIL); break; case DEFLECT_SUMMONING: case DEFLECT_MAGIC: case DEFLECT_MISSILES: case DEFLECT_MELEE: case WRATH: case SOULSPLIT: for (CursedPrayers c : CursedPrayers.values()) if (c.getHeadIcon() > -1 && c != curses) resetGlow(p, c); break; case LEECH_ATTACK: resetGlow(p, CursedPrayers.SAP_WARRIOR); resetGlow(p, CursedPrayers.TURMOIL); break; case LEECH_MAGIC: resetGlow(p, CursedPrayers.SAP_MAGE); resetGlow(p, CursedPrayers.TURMOIL); break; case LEECH_RANGED: resetGlow(p, CursedPrayers.SAP_RANGER); resetGlow(p, CursedPrayers.TURMOIL); break; case LEECH_DEFENCE: resetGlow(p, CursedPrayers.SAP_WARRIOR); resetGlow(p, CursedPrayers.TURMOIL); break; case LEECH_STRENGTH: resetGlow(p, CursedPrayers.SAP_WARRIOR); resetGlow(p, CursedPrayers.TURMOIL); break; case LEECH_SPECIAL_ATTACK: resetGlow(p, CursedPrayers.SAP_SPIRIT); resetGlow(p, CursedPrayers.TURMOIL); break; case TURMOIL: resetGlow(p, CursedPrayers.SAP_WARRIOR); resetGlow(p, CursedPrayers.SAP_MAGE); resetGlow(p, CursedPrayers.SAP_RANGER); resetGlow(p, CursedPrayers.SAP_SPIRIT); resetGlow(p, CursedPrayers.LEECH_ATTACK); resetGlow(p, CursedPrayers.LEECH_MAGIC); resetGlow(p, CursedPrayers.LEECH_RANGED); resetGlow(p, CursedPrayers.LEECH_DEFENCE); resetGlow(p, CursedPrayers.LEECH_STRENGTH); resetGlow(p, CursedPrayers.LEECH_SPECIAL_ATTACK); break; default: break; } } public static void activateCurse(Player p, int buttonId) { CursedPrayers curses = CursedPrayers.forButton(buttonId); if (p.playerRights == 5) p.sendMessage("[Debug] Curse Id: " + curses.getPrayerName()); if (p.inRFD) { p.sendMessage("You can't use prayer on this minigame."); return; } if (p.playerLevel[1] < 28) { p.getPA().sendFrame36(curses.getGlowId(), 0); p.getDH().sendStatement( "You need a @[email protected] level of 28 to use " + curses.getPrayerName() + "."); return; } if (p.getFields().getPrayerBook() != PrayerBook.CURSES) { resetCurse(p); p.sendMessage("You are not on the right prayer book to activate this curse."); return; } if (p.getConstitution() <= 0) { p.getPA().sendFrame36(curses.getGlowId(), 0); p.sendMessage("You can't activate this curse when you are dead."); return; } if (p.playerLevel[5] <= 0 && GameConstants.PRAYER_POINTS_REQUIRED) { p.getPA().sendFrame36(curses.getGlowId(), 0); p.sendMessage("You have run out of Prayer points!"); p.sendMessage("You can recharge at an altar."); return; } if (p.getPA().getLevelForXP(p.playerXP[5]) <= curses.getLevelReq() && GameConstants.PRAYER_LEVEL_REQUIRED) { p.getPA().sendFrame36(curses.getGlowId(), 0); p.getDH().sendStatement( "You need a @[email protected] level of " + curses.getLevelReq() + " to use " + curses.getPrayerName() + "."); return; } boolean headIcon = false; int i = curses.ordinal(); switch (curses) { case PROTECT_ITEM: p.performAnimation(new Animation(12567)); p.performGraphic(new Graphic(2213)); p.lastProtItem = System.currentTimeMillis(); break; case BERSERKER: p.performAnimation(new Animation(12589)); p.performGraphic(new Graphic(2266)); break; case DEFLECT_SUMMONING: case DEFLECT_MAGIC: case DEFLECT_MISSILES: case DEFLECT_MELEE: if (System.currentTimeMillis() - p.stopPrayerDelay < 5000) { p.sendMessage("You have been injured and can't use this prayer!"); p.getPA().sendFrame36(curses.getGlowId(), 0); return; } headIcon = true; if (p.curseActive[curses.ordinal()] == false) resetOtherPrayers(p, curses); break; case SAP_WARRIOR: case LEECH_ATTACK: case SAP_RANGER: case LEECH_RANGED: case SAP_MAGE: case LEECH_MAGIC: case SAP_SPIRIT: case LEECH_SPECIAL_ATTACK: case LEECH_DEFENCE: case LEECH_STRENGTH: if (p.curseActive[curses.ordinal()] == false) resetOtherPrayers(p, curses); break; case WRATH: case SOULSPLIT: headIcon = true; if (p.curseActive[curses.ordinal()] == false) resetOtherPrayers(p, curses); break; case TURMOIL: p.performAnimation(new Animation(12565)); p.performGraphic(new Graphic(2226)); if (p.curseActive[curses.ordinal()] == false) resetOtherPrayers(p, curses); break; default: break; } if (!headIcon) { if (p.curseActive[i] == false) { p.curseActive[i] = true; p.getPA().sendFrame36(curses.getGlowId(), 1); } else { p.curseActive[i] = false; p.getPA().sendFrame36(curses.getGlowId(), 0); } } else { if (p.curseActive[i] == false) { p.curseActive[i] = true; p.getPA().sendFrame36(curses.getGlowId(), 1); p.headIcon = curses.getHeadIcon(); p.getPA().requestUpdates(); } else { p.curseActive[i] = false; p.getPA().sendFrame36(curses.getGlowId(), 0); p.headIcon = -1; p.getPA().requestUpdates(); } } } public static void applyCurses(Entity attacker, Entity target, int damage) { if (attacker.isPlayer()) { Player p = (Player) attacker; if (p.curseActive[1] || p.curseActive[2] || p.curseActive[3] || p.curseActive[10] || p.curseActive[11] || p.curseActive[12] || p.curseActive[13] || p.curseActive[14] || p.curseActive[16]) applyLeeches(p, target); if (p.curseActive[18]) handleSoulSplit(attacker, target, damage); } if (damage > 0) if (target.isPlayer()) if (((Player) target).curseActive[7] && attacker.getAttackType() == AttackTypes.MAGIC) handleDeflectPrayers(attacker, target, damage, 0); else if (((Player) target).curseActive[8] && attacker.getAttackType() == AttackTypes.RANGED) handleDeflectPrayers(attacker, target, damage, 1); else if (((Player) target).curseActive[9] && attacker.getAttackType() == AttackTypes.MELEE) handleDeflectPrayers(attacker, target, damage, 2); } public static int[] deflectData = { 2228, 2229, 2230 }; public static void handleDeflectPrayers(Entity attacker, Entity target, int damage, int i) { if (attacker.getConstitution() <= 0) return; if (target == null) return; if (!((Player) target).curseActive[i + 7]) return; int deflectDamage = (int) (damage * 0.05) + 1; target.performGraphic(new Graphic(deflectData[i])); target.performAnimation(new Animation(12573)); attacker.setDoubleHit(deflectDamage, 0, 3); } public static void applyLeeches(Player attacker, Entity target) { if (target == null) return; int[] projectileGfx = { 2252, 2236, 2240, 2242, 2248 }; int[] targetGfx = { 2253, 2238, 2242, 2246, 2250 }; String[] curseName = { "attack", "ranged", "magic", "defense", "strength" }; for (int i = 0; i < 17; i++) { if (i >= 10 && i < 15) { if (attacker.curseActive[i]) { int failed = Misc.random(8); int id = i - 10; if (failed == 8) { double targetEffect = target.prayerEffects[id]; double attackerEffect = attacker.prayerEffects[id]; if (targetEffect > 0.75 && attackerEffect < 1.1) { if (targetEffect - 0.1 < 0.75) target.prayerEffects[id] = 0.75; else target.prayerEffects[id] -= 0.1; if (attackerEffect + 0.05 > 1.1) attacker.prayerEffects[id] = 1.1; else attacker.prayerEffects[id] += 0.05; } if (target.isPlayer()) ((Player) target).sendMessage("Your " + curseName[id] + " has been leeched by " + attacker.playerName.toLowerCase() + "."); ProjectileHandler.curseProjectile(attacker, target, projectileGfx[id]); attacker.sendMessage("Your curse leechs the enemy's " + curseName[id] + "."); target.performGraphic(new Graphic(targetGfx[id])); attacker.performAnimation(new Animation(12575)); } } } } if (attacker.curseActive[16]) { int failed = Misc.random(10); if (failed == 10) { if (target.isPlayer()) { Player t = (Player) target; if (t.specAmount > 1.0) { if (attacker.specAmount <= 9.0) { attacker.specAmount += 1.0; t.specAmount -= 1.0; t.sendMessage("Your special attack has been leeched by " + attacker.playerName.toLowerCase() + "."); } } } ProjectileHandler.curseProjectile(attacker, target, 2256); target.performGraphic(new Graphic(2258)); attacker.performAnimation(new Animation(12575)); } } if (attacker.curseActive[1]) { int failed = Misc.random(8); if (failed == 8) { if (target.prayerEffects[0] > 0.8 && target.prayerEffects[0] - 0.1 > 0.8) target.prayerEffects[0] -= 0.1; if (target.prayerEffects[3] > 0.8 && target.prayerEffects[3] - 0.1 > 0.8) target.prayerEffects[3] -= 0.1; if (target.prayerEffects[4] > 0.8 && target.prayerEffects[4] - 0.1 > 0.8) target.prayerEffects[4] -= 0.1; if (target.isPlayer()) ((Player) target) .sendMessage("Your attack has been drained by " + attacker.playerName.toLowerCase() + "."); } attacker.performGraphic(new Graphic(2214)); ProjectileHandler.curseProjectile(attacker, target, 2215); attacker.sendMessage("Your curse drains the enemy's attack."); target.performGraphic(new Graphic(2234)); attacker.performAnimation(new Animation(12569)); } if (attacker.curseActive[2]) { int failed = Misc.random(8); if (failed == 8) { if (target.prayerEffects[1] > 0.8 && target.prayerEffects[1] - 0.1 > 0.8) target.prayerEffects[1] -= 0.1; if (target.isPlayer()) ((Player) target) .sendMessage("Your ranged has been drained by " + Misc.optimizeText(attacker.playerName) .toLowerCase() + "."); attacker.sendMessage("Your curse drains the enemy's ranged."); attacker.performGraphic(new Graphic(2217)); ProjectileHandler.curseProjectile(attacker, target, 2218); target.performGraphic(new Graphic(2235)); attacker.performAnimation(new Animation(12569)); } } if (attacker.curseActive[3]) { int failed = Misc.random(8); if (failed == 8) { if (target.prayerEffects[2] > 0.8 && target.prayerEffects[2] - 0.1 > 0.8) target.prayerEffects[2] -= 0.1; if (target.isPlayer()) ((Player) target) .sendMessage("Your magic has been drained by " + Misc.optimizeText(attacker.playerName) .toLowerCase() + "."); attacker.sendMessage("Your curse drains the enemy's magic."); attacker.performGraphic(new Graphic(2220)); ProjectileHandler.curseProjectile(attacker, target, 2221); target.performGraphic(new Graphic(2239)); attacker.performAnimation(new Animation(12569)); } } } public static void handleSoulSplit(Entity attacker, Entity target, int damage) { Player a = (Player) attacker; int form = damage / 4; if (form <= 0 || target == null || target.getConstitution() <= 0) return; if (attacker.getConstitution() + form >= attacker.getMaxConstitution()) attacker.setConstitution(attacker.getMaxConstitution()); else attacker.setConstitution(attacker.getConstitution() + form); if (target.isPlayer()) if (target.getPrayer() - form > 0) target.setPrayer(target.getPrayer() - form); else target.setPrayer(0); target.performGraphic(new Graphic(2264)); a.getPA().refreshSkill(3); ProjectileHandler.soulsplitProjectile(attacker, target); } public static void applyWrath(Player attacker, Entity target) { int wrathDamage = (attacker.playerLevel[5] / 100) * 26; if (target == null) return; if (attacker.inDuelArena() || target.inDuelArena()) return; attacker.performGraphic(new Graphic(2259)); attacker.performAnimation(new Animation(12583)); target.performGraphic(new Graphic(2260)); target.setSingleHit(wrathDamage, 0, 3); } } [/CODE]
  2. Well tbh I realize that this is a java tutorial really but at the end of the day I'm sick of seeing code else if(int) else if(int) over and over :S Use a switch statement ffs :S Here's how to do it: Example: (This code will obviously not work if you put it into your source its just an example.) [CODE] if (npc.id == 1) { do.something; } else if (npc.id == 2) { do.something; } else if (npc.id == 3) { do.something; } else if (npc.id == 4) { do.something; } else if (npc.id == 5) { do.something; } else if (npc.id == 6) { do.something; } else if (npc.id == 7) { do.something; And so on for about 100 npcs or for what ever else. } [/CODE] Don't you think this is allot more tidier and more easier to read? [CODE]switch(npc.id) { case 1: do.something; break; case 2: do.something; break; case 3: do.something; break; case 4: do.something; break; case 5: do.something; break; case 6: do.something; break; case 7: do.something; break; default: if (none of the npcs do anything) return; else do.something. break; }[/CODE] You can also do this for string values, which is very useful: example [CODE]String example; if(example.equalsIgnorecase("what ever") else if repeat like before [/CODE] You can just use [CODE]switch(example) { case "what ever": do.something; break; default: break; [/CODE] and so on for what ever the String example contains.
  3. Whenever a player clicks for example on the minimap to walk somewhere, and if he halfway switches his weapon slot, the player stops moving further to its destination. Is there a way to fix this so the player keeps moving no matter what items he switches. Thanks in advance!
  4. Hello everyone, When i do action , like teleport or anything like that, my name become AKD2930 or something like that. What can i do for fixe that please? :gg:
  5. when i try switching on my server it isn't fast enough and it drags, help would be appreciated. Post here on add "lee.adam9" on skype
  6. Hybrid fails when i switch my character is not stopping attacking (auto retaliate is off ) does some one know how to let the character stop hitting after switching gear. I am using PI
  7. [SIZE=7][B][COLOR="#FF0000"][U][FONT=Comic Sans MS]-Close please.[/FONT][/U][/COLOR][/B][/SIZE] ------------------------ I'm trying to code the Altar to switch back to the modern spell book but I can't seem to find the if statement I need to complete it. my code is: [code] case 6552: player.setSpellBook(193); player.sendMessage("You switch to Ancient Magicks!"); break; [/code] But I need something like (IS NOT CORRECT): [code] case 6552: if (player.[COLOR="#FF0000"]SpellBook()[/COLOR] == 193) { player.setSpellBook(192); } else { player.setSpellBook(193); } break;[/code] Text that needs to be changed in [COLOR="#FF0000"]RED[/COLOR]. Thanks if anyone can help, have been trying to get the if statement correct but can't find the correct method.
  8. samclark

    Switch items look

    is there a way to load 2 caches so i can do switch items look cos i rebuilt 711 cache with old items [ATTACH=CONFIG]5468[/ATTACH]
  9. Adamb292

    Pi Switch help

    Hey guys, how can i make the switches on my server instant..?
  10. hey guys in my server i need to make the switch hybrid work wich means that when i start attacking a player and switch to dds my player will stop attack and i need to click again to the player i need when attack player and change to dds no need to click again
  11. i want to make switch hybrid work that means when i fight someone and i change wepon it complete att dont stop i will pay rsgp for that
  12. in the server my wepons when i switch them and i am attacking it dont complete attacking i need to click again so if anyone can fix this i will pay some cash and there is the wild loot i need make it 3 items i will pay too help
  13. hi guys, on my server (562 loading 659 cache), you can't hybrid switch properly. when you try to switch fast it most of the times moves the items. does anyone know how i can make the switches better? thanks, startcode
  14. in my server i wanna to make the switching works mean when i attack monster then change wepon i need to complete attack not press again on the monster is that hard please help please
  15. hey i am having issues getting my spell books switch in the donator tab to work for anything after the first donator rank i type here is the code to do with switching [CODE] case 107230: if(c.isDonator == 0 && c.isRDonator == 0 && c.isSDonator == 0 && c.inWild()) { c.sendMessage("You cannot be in the wilderness when using this!"); return; } if (c.playerMagicBook == 0 && c.isDonator == 1 || c.isRDonator == 1 || c.isSDonator == 1 && !c.inWild()) { c.playerMagicBook = 1; c.setSidebarInterface(6, 12855); c.setSidebarInterface(0, 328); c.sendMessage("You switch your magic to : Ancients."); c.getPA().resetAutocast(); return; } if (c.playerMagicBook == 1 && c.isDonator == 1 || c.isRDonator == 1 || c.isSDonator == 1 && !c.inWild()) { c.playerMagicBook = 2; c.setSidebarInterface(0, 328); c.setSidebarInterface(6, 16640); c.sendMessage("You switch your magic to : Lunar."); c.getPA().resetAutocast(); return; }[/CODE] In everyplace it says "c.isDonator == 1" is the only spot that works like if i put "c.isSDonator == 1" there then it will work but if i dont when i click switch i jsut get this message and nothing happens [CODE]"You switch your magic to : Ancients."[/CODE] if you know whats wrong please help
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