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Credit goes out to Implosive and his hp fix thread i read a couple minutes ago, just found out how to have playerhits, npc hits, and poison do x10 damage. First off
Go to Actionsender.java and look for
Below that addCode:sendPlayerOption("Follow", 2, false);
Code:sendConfig(5000, player.getHp()*10); sendSkillLevel(3);
Then in Skills.java, replace
withCode:public void Heal(int hitDiff) {
andCode:public void heal(int hitDiff) { level[3] += hitDiff; int max = getLevelForXp(3); if(level[3] > max) { level[3] = max; } int ten = level[3] * 10; player.getActionSender().sendConfig(5000, level[3] * 10); player.getUpdateFlags().setAppearanceUpdateRequired(true); player.getActionSender().sendSkillLevel(3); }
withCode:public void hit(int hitDiff)
Code:public void hit(int hitDiff) { level[3] -= hitDiff; if(level[3] < 0) { level[3] = 0; } player.getActionSender().sendConfig(5000, level[3] * 10); player.getUpdateFlags().setAppearanceUpdateRequired(true); player.getActionSender().sendSkillLevel(3); }
~ One thing I did not do is mess with Player.java gethp, and getmaxhp because Impulses guide gave you 100x hp whenever you died.
Now go to your Hits.java and change
intoCode:public static class Hit { private HitType type; private int damage; public Hit(int damage, HitType type) { this.type = type; this.damage = damage; } public HitType getType() { return type; } public int getDamage() { return damage; } }
Code:public static class Hit { private HitType type; private int damage; public Hit(int damage, HitType type) { this.type = type; this.damage = damage * 10; } public HitType getType() { return type; } public int getDamage() { return damage * 10; } }
and every hit you take will show up as x10 on your orb, ty
This ones for impules... To fix the "0"/"10"hp orb after you die from a player or npc, go to you DeathEvent.java and look for
under that or under the wholeCode:p.getActionSender().sendMessage("Oh dear, you have died");branch addCode:public void execute() {
and add these imports just incaseCode:p.getActionSender().sendConfig(5000, p.getHp()*10); p.getActionSender().sendSkillLevel(3); p.getUpdateFlags().setAppearanceUpdateRequired(true);
Code:import com.rs2hd.model.Skills; import com.rs2hd.content.LevelUp; import com.rs2hd.net.ActionSender;
My crappy fix to 3digit hits without last digit being 0, and working with orb. go to skills.java and change
intoCode:public void hit(int hitDiff) { level[3] -= hitDiff; if(level[3] < 0) { level[3] = 0; } player.getActionSender().sendConfig(5000, level[3] * 10); player.getUpdateFlags().setAppearanceUpdateRequired(true); player.getActionSender().sendSkillLevel(3); }
and in hits.java changeCode:public void hit(int hitDiff) { level[3] -= hitDiff; if(level[3] < 0) { level[3] = 0; } player.getActionSender().sendConfig(5000, level[3] * 11313131/1030310); player.getUpdateFlags().setAppearanceUpdateRequired(true); player.getActionSender().sendSkillLevel(3); }
intoCode:public Hit(int damage, HitType type) { this.type = type; this.damage = damage * 10; }
Code:public Hit(int damage, HitType type) { this.type = type; this.damage = damage * 11313131/1030310; }
edit: Thanks for the skillcapes emote player.java Miner![]()

Nice!, testing now.
thanks!! It works great.
I found a bugg. When a npc hits you. your hp goes back to regular non x10. Fix?
Found 2 Bugs:
You need to fix the 10x hitting. It hits like: 220. It doesnt never add the last digit to a number for example
Hit: 223
that problem with the npc hitting you and going back to normal had to do with player.java, i dont know how i fixed it, but it had something to do with a veteran skillcape snippet i added on this forum, i took it off, and i dont know why it doesnt hit anything other than 0 at the end, but i guess this a start lol. do u want me to give you my player java to see if itll work?
edit. this is what my player looks like right now, i had the npc problem, changed my player.java, and fixed it, dont really know how tbh lol
Code:public transient int dragondelay = -1; public transient int Gdragondelay = -1; public int getHp() { return skills.getLevel(Skills.HITPOINTS); } public int getMaxHp() { return skills.getLevelForXp(Skills.HITPOINTS); } public void setHp(int val) { skills.set(Skills.HITPOINTS, val); }

no lol cause its different... What about your heal methoid in player.java give me the code
my heal and hit is regular
Code:public void heal(int amount) { skills.heal(amount); }Code:public void hit(int damage) { if(damage > skills.getLevel(3)) { damage = skills.getLevel(3); } if(skills.getLevel(3) <= 0) { damage = 0; } if(damage == 0) { hit(damage, Hits.HitType.NO_DAMAGE); } else { hit(damage, Hits.HitType.NORMAL_DAMAGE); } }

Found it. Its in hit. theres a extra heal methiod in that lol lemme delete. Thanks.
Now you just need to fix 10x hits.
oh paste the extra hit command, so i can check if i have it or not, and yea =\ i wanna make it more realistic

I dont know what to post. But can you help me out with somethen? How can u turn off where. When you click a npc and they come after u without u not even hitting them first. this weird same thing was on 317..
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