looks good but already have drop item so not gonna change![]()
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Still only getting the Bones dropp. I'm even using your Ground Item Process. Everything is in the right place aswell.
Any reason why? :/

Erm, you don't even have to be "pro" to know where it goes, just look at how it's typed, for example no dot operator (p. or f. or pl. etc) infront of "discartItem(g);", so obviously it's in the same class as the function discardItem(int){}.
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Like "first post" said, if only you'd released this little earlier, would have saved me time doing this myself.![]()
Not even bones drop for me,
I have a feeling thats wrong? Any hints, tips would be appreciated, I'm not asking for a direct place although it would be thankd.Code:waitDeathDelay = -1; randomVariable = false; poisonHitCount = 0; isPoisoned = false; poisonDelay = 0; resetPrayer(); freezeDelay = 0; frames.sendMessage(this, "Oh dear! You have died."); appendItemPK(this); specAmount = 1000; combatWith = 0;
Yes. I am a noob. Sorry. >.<Code:if (duelFight()) { setCoords(3358 + Misc.random(1), 3269 + Misc.random(1), 0); } else if (clanWarsFightArea()) { if (whiteTeam) { setCoords(3320, 3771, 0); } else { setCoords(3320, 3780, 0); } } else if (inLowBounty || inMedBounty || inHighBounty) { BountyHunter.diedInBounty(this); } else if (!inLowBounty && !inMedBounty && !inHighBounty && !duelFight() && !clanWarsFightArea()) { setCoords(3087, 3515, 0); appendItemPK(this); } frames.removeOverlay(this); headIconSkull = -1; skullVanishDelay = 0; isSkulled = false; frames.setConfig2(this, 300, 1000); frames.setSkillLvl(this, 3); frames.setSkillLvl(this, 5); enemyIndex = 0; appearanceUpdateReq = true; updateReq = true;
Gave up on the source I was using, the code was so messy and I'm more neat, LOL.
So I decided to get myself a Ranop V3 Source, why not?
But it doesn't seem to have a clear groundItem process, so I think i'll give up on PvP drops for the time being. Thanks anyway.
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