Thread: [718] Magic Dart

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  1. #1 [718] Magic Dart 
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    I've not seem many servers implementing actual slayer requirements to certain NPCs so I thought I'd help out a little here.

    Requirements;
    - PlayerCombat.java
    - CombatDefinitions.java
    - Magic.java
    - WorldPacketsDecoder.java

    PlayerCombat.java

    Code:
    case 56:
    				player.setNextAnimation(new Animation(1575));
    				mage_hit_gfx = 329;
    				base_mage_xp = 31.5;
    				if (player.getSkills().getLevel(Skills.MAGIC) >= 50 && player.getSkills().getLevel(Skills.MAGIC) < 60) {
    					delayMagicHit(2, getMagicHit(player, getRandomMagicMaxHit(player, 150)));
    				} else if (player.getSkills().getLevel(Skills.MAGIC) >= 60 && player.getSkills().getLevel(Skills.MAGIC) < 70) {
    					delayMagicHit(2, getMagicHit(player, getRandomMagicMaxHit(player, 160)));
    				} else if (player.getSkills().getLevel(Skills.MAGIC) >= 70 && player.getSkills().getLevel(Skills.MAGIC) < 80) {
    					delayMagicHit(2, getMagicHit(player, getRandomMagicMaxHit(player, 170)));
    				} else if (player.getSkills().getLevel(Skills.MAGIC) >= 80 && player.getSkills().getLevel(Skills.MAGIC) < 90) {
    						delayMagicHit(2, getMagicHit(player, getRandomMagicMaxHit(player, 180)));
    				} else if (player.getSkills().getLevel(Skills.MAGIC) >= 90) {
    					delayMagicHit(2, getMagicHit(player, getRandomMagicMaxHit(player, 190)));
    				}
    				World.sendProjectile(player, target, 328, 18, 18, 50, 50, 0, 0);
    				return 5;
    Magic.java

    look for
    Code:
    case 80: // fire wave
    and add this underneath
    Code:
    case 56: // magic dart
    and now you need to add this underneath
    Code:
    case 56:
    				if (player.getEquipment().getWeaponId() != 4170) {
    					player.sm("You need to be equipping a Slayer's staff to cast this spell.");
    					return false;
    				}
    				if (player.getSkills().getLevel(Skills.SLAYER) < 55) {
    					player.sm("You need at least 55 Slayer to cast this spell.");
    					return false;
    				}
    				if (!checkSpellRequirements(player, 1, delete, DEATH_RUNE, 1, MIND_RUNE, 4))
    					return false;
    				break;
    WorldPacketsDecoder.java

    search for
    Code:
    case 99: // storm of armadyl and you need to do this twice
    and add this underneath both cases
    Code:
    case 56: // magic dart
    CombatDefinitions.java

    Look for
    Code:
    case 52:
    				return 21;// water blast
    and add underneath
    Code:
    case 56:
    				return 37; // magic dart
    this is how it'll look.
    Attached image

    Hope this helps
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  3. #2  
    van 't stad

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    Thanks for this man!
    Attached image

    Do not use the vps from ovh, blocking vps without reason and no customer support
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  4. #3  
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    Quote Originally Posted by omglolomghi View Post
    Thanks for this man!
    No problem
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  5. #4  
    Success is the worst teacher

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    Code:
    				player.setNextAnimation(new Animation(1575));
                                    mage_hit_gfx = 329;
    				base_mage_xp = 31.5;
    				int[][] levels = { { 50, 60, 150 }, { 60, 70, 160 }, { 70, 80, 170 }, { 80, 90, 180 }, { 90, 99, 190 } };
    				for (int i = 0; i < levels.length; i ++) {
    					if (player.getSkills().getLevel(Skills.MAGIC) >= levels[i][0] && player.getSkills().getLevel(Skills.MAGIC) < levels[i][1]) 
    						delayMagicHit(2, getMagicHit(player, getRandomMagicMaxHit(player, levels[i][2])));			
    				}
    	
    				World.sendProjectile(player, target, 328, 18, 18, 50, 50, 0, 0);
    a little cleaner but good work man


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  6. #5  
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    Quote Originally Posted by Santa Hat View Post
    Code:
    				player.setNextAnimation(new Animation(1575));
                                    mage_hit_gfx = 329;
    				base_mage_xp = 31.5;
    				int[][] levels = { { 50, 60, 150 }, { 60, 70, 160 }, { 70, 80, 170 }, { 80, 90, 180 }, { 90, 99, 190 } };
    				for (int i = 0; i < levels.length; i ++) {
    					if (player.getSkills().getLevel(Skills.MAGIC) >= levels[i][0] && player.getSkills().getLevel(Skills.MAGIC) < levels[i][1]) 
    						delayMagicHit(2, getMagicHit(player, getRandomMagicMaxHit(player, levels[i][2])));			
    				}
    	
    				World.sendProjectile(player, target, 328, 18, 18, 50, 50, 0, 0);
    a little cleaner but good work man
    Ay! Cheers Jake
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  8. #6  

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    Nice work but you should mess with the projectile a little so it looks correct
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  9. #7  
    EXALTED

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    Thanks for sharing, try using this:
    Code:
    World.sendProjectile(player, target, 328, 56, 32, 50, 50, 0, 0);
    The projectile will look much cleaner.
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