If I kill someone or just get killed u dont lose your stuff..
how can I make it so u lose stuff?
Code:
// Attacking in wilderness
//long thisTime = System.currentTimeMillis();
if ((IsAttacking == true) && (deathStage == 0)
&& (System.currentTimeMillis() - lastAction > actionInterval)) {
if (PlayerHandler.players[AttackingOn] != null) {
if (PlayerHandler.players[AttackingOn].currentHealth > 0) {
Attack();
} else {
//ResetAttack();
// if(duelStatus == 3)
// DuelVictory(p.absX, p.absY);
}
} else {
ResetAttack();
}
}
// Attacking an NPC
if ((IsAttackingNPC == true) && (deathStage == 0) && System.currentTimeMillis() - lastAction > actionInterval) {
if (server.npcHandler.npcs[attacknpc] != null) {
if ((server.npcHandler.npcs[attacknpc].IsDead == false)
&& (server.npcHandler.npcs[attacknpc].MaxHP > 0)) {
AttackNPC();
} else {
//ResetAttackNPC();
}
} else {
ResetAttackNPC();
}
}
// If killed apply dead
if (deathStage == 1) {
if (attacknpc > 0) { // was killed by a npc -bakatool
server.npcHandler.ResetAttackPlayer(attacknpc);
}
ResetAttack();
ResetAttackNPC();
deathStage = 2;
poisoned = false;
poisonDmg = false;
fighting = false;
hits = 0;
startAnimation(0x900);
updateRequired = true;
appearanceUpdateRequired = true;
deathTimer = System.currentTimeMillis();
currentHealth = playerLevel[playerHitpoints];
playerLevel[0] = getLevelForXP(playerXP[0]);
playerLevel[1] = getLevelForXP(playerXP[1]);
playerLevel[2] = getLevelForXP(playerXP[2]);
playerLevel[4] = getLevelForXP(playerXP[4]);
playerLevel[5] = getLevelForXP(playerXP[5]);
playerLevel[6] = getLevelForXP(playerXP[6]);
sendFrame126("Prayer: "+playerLevel[5]+"/"+getLevelForXP(playerXP[5])+"", 687);
resetfollowers();
refreshSkills();
killMyNPCs();
resetKnight();
skulledBy = "";
}
if (!IsInFightCave() && !isInPitGame() && !isInPitRoom() && playerRights != 2 && playerRights != 3 && action != 1 && deathStage == 2 && System.currentTimeMillis() - deathTimer >= 2500) {
client killerz = (client) server.playerHandler.players[KillerId];
youdied();
killerz.sM("You have defeated "+playerName+".");
killerz.pickuppen = 180;
}
if (deathStage == 2 && System.currentTimeMillis() - deathTimer >= 2500 && isInPitGame() && !IsInFightCave()) {
toX = 2399;
toY = 5171;
inPitsGame = false;
PlayerHandler.playersInPit -= 1;
AtkPray = 0;
StrPrayer = 0;
DefPray = 0;
RangePray = 0;
MagePray = 0;
PrayHeal = false;
ProtItem = false;
ProtMage = false;
ProtRange = false;
ProtMelee = false;
Redemption = false;
Retribution = false;
Smite = false;
Chivalry = false;
Piety = false;
isSkulled = false;
lastSkull = 0;
headIcon = 0;
turnpray();
heightLevel = 0;
currentHealth = playerLevel[playerHitpoints];
deathStage = 0;
resetAnimation();
frame1();
prayOn = false;
AntiTeleDelay = 0;
EntangleDelay = 0;
sM("Oh dear you have died!");
resetOtherAtk();
followID = 0;
followID2 = 0;
}
if (deathStage == 2 && System.currentTimeMillis() - deathTimer >= 2500 && !isInPitGame() && IsInFightCave()) {
toX = 2439;
toY = 5169;
AtkPray = 0;
StrPrayer = 0;
DefPray = 0;
RangePray = 0;
MagePray = 0;
PrayHeal = false;
ProtItem = false;
ProtMage = false;
ProtRange = false;
ProtMelee = false;
Redemption = false;
Retribution = false;
Smite = false;
Chivalry = false;
Piety = false;
isSkulled = false;
lastSkull = 0;
headIcon = 0;
turnpray();
heightLevel = 0;
currentHealth = playerLevel[playerHitpoints];
deathStage = 0;
resetAnimation();
frame1();
prayOn = false;
sM("Oh dear you have died!");
resetOtherAtk();
}
if (deathStage == 2 && System.currentTimeMillis() - deathTimer >= 2500 && !isInPitGame() && !IsInFightCave()) {
toX = 3087+misc.random(3);
toY = 3499+misc.random(3);
AtkPray = 0;
StrPrayer = 0;
DefPray = 0;
RangePray = 0;
MagePray = 0;
PrayHeal = false;
ProtItem = false;
ProtMage = false;
ProtRange = false;
ProtMelee = false;
Redemption = false;
Retribution = false;
Smite = false;
Chivalry = false;
Piety = false;
isSkulled = false;
lastSkull = 0;
headIcon = 0;
turnpray();
heightLevel = 0;
currentHealth = playerLevel[playerHitpoints];
deathStage = 0;
resetAnimation();
frame1();
prayOn = false;
sM("Oh dear you have died!");
resetOtherAtk();
if (destruct)
{
absX = 3088+misc.random(3);
absY = 3500+misc.random(3);
}
savegame(false);
}
What I need to edit? please help! (delta)