Thread: [508]Items Dropped on Death - Alternative

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  1. #11  
    Registered Member 00o0o0oo0's Avatar
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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? :/
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  2. #12  
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    looks good but already have drop item so not gonna change
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  3. #13  
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    Quote Originally Posted by pranavninja1 View Post
    wtf.. tell us properly where to add it, because i am not pro coder like you..

    where do i add this in player.java

    appendItemPK(this);

    and where dose this go in?


    public void process() {
    for (GroundItem g : groundItems) {
    if (g == null) {
    continue;
    } else if (g.itemId > -1 && g.itemAmt > 0) {
    g.itemGroundTime--;
    if (g.itemGroundTime == 60) {
    if (!isUntradable(g.itemId) && !g.itemDroppedBy.equals("")) {
    frames.removeGroundItem(
    engine.players[engine.getIdFromName(g.itemDroppedBy)],
    g.itemId, g.itemX, g.itemY, g.itemHeight);
    createGlobalItem(g.itemId, g.itemAmt, g.itemX, g.itemY,
    g.itemHeight);
    }
    } else if (g.itemGroundTime <= 60) {
    if (isUntradable(g.itemId)) {
    frames.removeGroundItem(
    engine.players[engine.getIdFromName(g.itemDroppedBy)],
    g.itemId, g.itemX, g.itemY, g.itemHeight);
    } else {
    removeGlobalItem(g.itemId, g.itemX, g.itemY,
    g.itemHeight);
    }
    discardItem(g);
    }
    } else if (g.itemId < 0) {
    discardItem(g);
    } else if (g.itemAmt <= 0) {
    discardItem(g);
    }
    }
    }
    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){}.
    ---------------------

    Like "first post" said, if only you'd released this little earlier, would have saved me time doing this myself.
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  4. #14  
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    Not even bones drop for me,


    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;
    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.
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  5. #15  
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    where is your tele method? cause it needs at the old coords...
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  6. #16  
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    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;
    Yes. I am a noob. Sorry. >.<
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  7. #17  
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    Not work &error
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  8. #18  
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    Quote Originally Posted by Nathan 1238 View Post
    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;
    Yes. I am a noob. Sorry. <IMG class=inlineimg title=">.

    place above the coords now the drop is created at your isdead point.
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  9. #19  
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    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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