well i'm using richscape
And i noticed that range doesnt hit that high
i've checked the caculations of them but i don't really get them
Code:
public int maxRangeHit() {
double d = 0.0D;
double d1 = playerLevel[playerRanged];
d += 1.399D + d1 * 0.00125D;
d += d1 * 0.11D;
Client AttackingOn2 = (Client) Server.PlayerManager.players[AttackingOn];
if (AttackingOn2 != null) {
if (hasCrystalBow()) {
d *= 1.5D;
} else
if (!hasCrystalBow() && (playerEquipment[playerArrows] == 4740)) {
d *= 1.95D;
} else
if(playerEquipment[playerWeapon] == 7603) {
d *= 1.95D;
} else
if (usingSpecial) {
if(playerEquipment[playerWeapon] == 861) {
d *= 1.05D;
} else
if(playerEquipment[playerWeapon] == 7603) {
d *= 1.75D;
}
}
int hit = (int)Math.floor(d);
int protrange = 0;
int noHit = Misc.random(2);
if(AttackingOn2.protRange && noHit == 2)
hit /= 2;
int aBonus = 0;
int rand_att = Misc.random(playerLevel[4]) + Misc.random(playerBonus[4]);
int rand_def = (int) (0.65 * Misc.random(AttackingOn2.playerLevel[1])) + Misc.random(protrange);
int random_u = Misc.random(playerBonus[4] + aBonus);
int dBonus = 0;
int random_def = Misc.random(AttackingOn2.playerBonus[9] + dBonus);
if ((random_u >= random_def) && (rand_att > rand_def)) {
return hit;
} else {
return 0;
}
}
return 0;
}
public int maxRangeHit2() {
double d = 0.0D;
double d1 = playerLevel[playerRanged];
d += 1.399D + d1 * 0.00125D;
d += d1 * 0.11D;
if(hasCrystalBow()) {
d *= 1.5D;
} else
if(!hasCrystalBow() && (playerEquipment[playerArrows] == 4740)) {
d *= 1.95D;
} else
if(playerEquipment[playerWeapon] == 4827) {
d *= 1.95D;
} else
if(playerEquipment[playerWeapon] == 6522) {
d *= 1.55D;
} else
if (usingSpecial) {
if(playerEquipment[playerWeapon] == 861) {
d *= 1.05D;
} else
if(playerEquipment[playerWeapon] == 7603) {
d *= 1.75D;
}
}
int hit = (int)Math.floor(d);
return hit;
}
So could any tell me what to edit to make range abit more powerfull