Thread: [718/742]GWD Bandos Spawns

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  1. #1 [718/742]GWD Bandos Spawns 
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    I have been having problems with the spawning for bandos, all the other boss minions spawn when the boss spawns back, however the bandos ones spawn back as other NPC's do, after a certain time since their death, i have looked over the files and changed all i can think to try and get it to work, but it doesn't change anything.

    Bandos code:
    Code:
    package com.rs.game.npc.godwars.bandos;
    
    import java.util.ArrayList;
    import java.util.List;
    import java.util.concurrent.TimeUnit;
    
    import com.rs.cores.CoresManager;
    import com.rs.game.Animation;
    import com.rs.game.Entity;
    import com.rs.game.World;
    import com.rs.game.WorldTile;
    import com.rs.game.minigames.GodWarsBosses;
    import com.rs.game.npc.NPC;
    import com.rs.game.npc.combat.NPCCombatDefinitions;
    import com.rs.game.player.Player;
    import com.rs.game.tasks.WorldTask;
    import com.rs.game.tasks.WorldTasksManager;
    
    @SuppressWarnings("serial")
    public class GeneralGraardor extends NPC {
    
    	public GeneralGraardor(int id, WorldTile tile, int mapAreaNameHash,
    			boolean canBeAttackFromOutOfArea, boolean spawned) {
    		super(id, tile, mapAreaNameHash, canBeAttackFromOutOfArea, spawned);
    	}
    
    	@Override
    	public ArrayList<Entity> getPossibleTargets() {
    		ArrayList<Entity> possibleTarget = new ArrayList<Entity>();
    		for (int regionId : getMapRegionsIds()) {
    			List<Integer> playerIndexes = World.getRegion(regionId)
    					.getPlayerIndexes();
    			if (playerIndexes != null) {
    				for (int npcIndex : playerIndexes) {
    					Player player = World.getPlayers().get(npcIndex);
    					if (player == null
    							|| player.isDead()
    							|| player.hasFinished()
    							|| !player.isRunning()
    							|| !player.withinDistance(this, 64)
    							|| ((!isAtMultiArea() || !player.isAtMultiArea())
    									&& player.getAttackedBy() != this && player
    									.getAttackedByDelay() > System
    									.currentTimeMillis())
    							|| !clipedProjectile(player, false))
    						continue;
    					possibleTarget.add(player);
    				}
    			}
    		}
    		return possibleTarget;
    	}
    
    	/*
    	 * gotta override else setRespawnTask override doesnt work
    	 */
    	@Override
    	public void sendDeath(Entity source) {
    		final NPCCombatDefinitions defs = getCombatDefinitions();
    		resetWalkSteps();
    		getCombat().removeTarget();
    		setNextAnimation(null);
    		WorldTasksManager.schedule(new WorldTask() {
    			int loop;
    
    			@Override
    			public void run() {
    				if (loop == 0) {
    					setNextAnimation(new Animation(defs.getDeathEmote()));
    				} else if (loop >= defs.getDeathDelay()) {
    					drop();
    					reset();
    					setLocation(getRespawnTile());
    					finish();
    					setRespawnTask();
    					stop();
    				}
    				loop++;
    			}
    		}, 0, 1);
    	}
    
    	@Override
    	public void setRespawnTask() {
    		if (!hasFinished()) {
    			reset();
    			setLocation(getRespawnTile());
    			finish();
    		}
    		final NPC npc = this;
    		CoresManager.slowExecutor.schedule(new Runnable() {
    			@Override
    			public void run() {
    				setFinished(false);
    				World.addNPC(npc);
    				npc.setLastRegionId(0);
    				World.updateEntityRegion(npc);
    				loadMapRegions();
    				checkMultiArea();
    				GodWarsBosses.respawnBandosMinions();
    			}
    		}, getCombatDefinitions().getRespawnDelay() * 600,
    				TimeUnit.MILLISECONDS);
    	}
    }
    Zammy code:
    Code:
    package com.rs.game.npc.godwars.zammorak;
    
    import java.util.ArrayList;
    import java.util.List;
    import java.util.concurrent.TimeUnit;
    
    import com.rs.cores.CoresManager;
    import com.rs.game.Animation;
    import com.rs.game.Entity;
    import com.rs.game.World;
    import com.rs.game.WorldTile;
    import com.rs.game.minigames.GodWarsBosses;
    import com.rs.game.npc.NPC;
    import com.rs.game.npc.combat.NPCCombatDefinitions;
    import com.rs.game.player.Player;
    import com.rs.game.tasks.WorldTask;
    import com.rs.game.tasks.WorldTasksManager;
    
    @SuppressWarnings("serial")
    public class KrilTstsaroth extends NPC {
    
    	public KrilTstsaroth(int id, WorldTile tile, int mapAreaNameHash,
    			boolean canBeAttackFromOutOfArea, boolean spawned) {
    		super(id, tile, mapAreaNameHash, canBeAttackFromOutOfArea, spawned);
    	}
    
    	@Override
    	public ArrayList<Entity> getPossibleTargets() {
    		ArrayList<Entity> possibleTarget = new ArrayList<Entity>();
    		for (int regionId : getMapRegionsIds()) {
    			List<Integer> playerIndexes = World.getRegion(regionId)
    					.getPlayerIndexes();
    			if (playerIndexes != null) {
    				for (int npcIndex : playerIndexes) {
    					Player player = World.getPlayers().get(npcIndex);
    					if (player == null
    							|| player.isDead()
    							|| player.hasFinished()
    							|| !player.isRunning()
    							|| !player.withinDistance(this, 64)
    							|| ((!isAtMultiArea() || !player.isAtMultiArea())
    									&& player.getAttackedBy() != this && player
    									.getAttackedByDelay() > System
    									.currentTimeMillis())
    							|| !clipedProjectile(player, false))
    						continue;
    					possibleTarget.add(player);
    				}
    			}
    		}
    		return possibleTarget;
    	}
    
    	/*
    	 * gotta override else setRespawnTask override doesnt work
    	 */
    	@Override
    	public void sendDeath(Entity source) {
    		final NPCCombatDefinitions defs = getCombatDefinitions();
    		resetWalkSteps();
    		getCombat().removeTarget();
    		setNextAnimation(null);
    		WorldTasksManager.schedule(new WorldTask() {
    			int loop;
    
    			@Override
    			public void run() {
    				if (loop == 0) {
    					setNextAnimation(new Animation(defs.getDeathEmote()));
    				} else if (loop >= defs.getDeathDelay()) {
    					drop();
    					reset();
    					setLocation(getRespawnTile());
    					finish();
    					setRespawnTask();
    					stop();
    				}
    				loop++;
    			}
    		}, 0, 1);
    	}
    
    	@Override
    	public void setRespawnTask() {
    		if (!hasFinished()) {
    			reset();
    			setLocation(getRespawnTile());
    			finish();
    		}
    		final NPC npc = this;
    		CoresManager.slowExecutor.schedule(new Runnable() {
    			@Override
    			public void run() {
    				setFinished(false);
    				World.addNPC(npc);
    				npc.setLastRegionId(0);
    				World.updateEntityRegion(npc);
    				loadMapRegions();
    				checkMultiArea();
    				GodWarsBosses.respawnZammyMinions();
    			}
    		}, getCombatDefinitions().getRespawnDelay() * 600,
    				TimeUnit.MILLISECONDS);
    	}
    
    }
    World.java
    Code:
    		else if (id == 6260)
    			n = new GeneralGraardor(id, tile, mapAreaNameHash, 
                                    canBeAttackFromOutOfArea, spawned);
                    else if (id == 6261 && id == 6263 && id == 6265)
    			n = GodWarsBosses.graardorMinions[(id - 6261) / 2] = new GodWarMinion(
                                    id, tile, mapAreaNameHash, canBeAttackFromOutOfArea,
                                    spawned);
    		else if (id == 6222)
    			n = new KreeArra(id, tile, mapAreaNameHash,
                                    canBeAttackFromOutOfArea, spawned);
    		else if (id == 6223 || id == 6225 || id == 6227)
    			n = GodWarsBosses.armaMinions[(id - 6223) / 2] = new GodWarMinion(
    					id, tile, mapAreaNameHash, canBeAttackFromOutOfArea,
    					spawned);
    Any idea's?
    Thanks in advanced
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  2. #2  
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    Did you ever find the respawnDelay?
    Quote Originally Posted by MrClassic View Post
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  3. #3  
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    yeah the respawn delays are all the same on them too i've also removed all other spawns on the different levels which made the others spawn, and i'vedouble checked that i got rid of bandos' too so i'm unsure why, anyone have any ideas?
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    bump
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  9. #9  
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  10. #10  
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    That's alot of bumps lol.

    What are the respawn delays?
    Quote Originally Posted by MrClassic View Post
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