Thread: Range Weapons

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  1. #1 Range Weapons 
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    Before anything, I'm using a delta source...

    My range weapons are not hitting high enough, all of them just hit 19 or bellow even if the range bonus is at +1000 they still hit 19 max. It's starting to bug me seriously i really need someone to tell me how to fix.
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  2. #2  
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    Maybe yuor range is based on your strenght some server have this
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  3. #3  
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    Quote Originally Posted by GodSentDeath View Post
    Maybe yuor range is based on your strenght some server have this
    No, that's not it. Your range bonus just determines the frequency of your hits. So you need to change the range max hit calculation method in either your client or player class. I don't use Delta, so that's really all I can tell you.
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  4. #4  
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    Thanks for help, ill try to find the max calculations for range, and godsent i did put +1000 bonus but it didnt work.
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  5. #5  
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    Code:
       public int maxRangeHit()
        {
            double d = 0.0D;
            double d1 = playerLevel[playerRanged];
            d += 1.99D + d1 * 0.00125D;
            d += d1 * 0.11D;
    	client AttackingOn2 = (client) server.playerHandler.players[AttackingOn];
    	if (AttackingOn2 != null) {
            if(hasCrystalBow())
            {
                d *= 1.5D;
            } else
            if(!hasCrystalBow() && (playerEquipment[playerArrows] == 882 || playerEquipment[playerArrows] == 883))
            {
                d *= 1.042D;
            } else
            if(!hasCrystalBow() && (playerEquipment[playerArrows] == 884 || playerEquipment[playerArrows] == 885))
            {
                d *= 1.044D;
            } else
            if(!hasCrystalBow() && (playerEquipment[playerArrows] == 886 || playerEquipment[playerArrows] == 887))
            {
                d *= 1.1339999999999999D;
            } else
            if(!hasCrystalBow() && (playerEquipment[playerArrows] == 888 || playerEquipment[playerArrows] == 889))
            {
                d *= 1.2D;
            } else
            if(!hasCrystalBow() && (playerEquipment[playerArrows] == 890 || playerEquipment[playerArrows] == 891))
            {
                d *= 1.3500000000000001D;
            } else
            if(!hasCrystalBow() && (playerEquipment[playerArrows] == 892 || playerEquipment[playerArrows] == 893))
            {
                d *= 1.6000000000000001D;
            } else
            if(!hasCrystalBow() && (playerEquipment[playerArrows] == 4740))
            {
                d *= 1.25D;
            } else
            if(!hasCrystalBow() && (playerEquipment[playerWeapon] == 837))
            {
                d *= 1.95D;
            } else
            if(playerEquipment[playerWeapon] == 4827)
            {
                d *= 2.30D;
            } else
            if(playerEquipment[playerWeapon] == 6522)
            {
                d *= 1.55D;
            } else
            if(RangePray == 5)
            {
                d += d1 * 0.021999999999999999D;
            }
            if(specOn)
            {
                if(playerEquipment[playerWeapon] == 861)
                {
                    d *= 1.15D;
                } else
                if(playerEquipment[playerWeapon] == 859)
                {
                    d /= 0.94999999999999996D;
                } else
                if(playerEquipment[playerWeapon] == 4827)
                {
                    d *= 1.75D;
                }
            }
            if(FullVRange())
            {
                d += d * 0.20000000000000001D;
            }
            int hit = (int)Math.floor(d);
    		int protrange = 0;
    		int noHit = misc.random(2);
    		if(AttackingOn2.ProtRange && noHit == 2){
    			hit /= 2;
    		}
    		if(AttackingOn2.ProtRange){
    			protrange = 100;
    		}
    		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] == 882 || playerEquipment[playerArrows] == 883))
            {
                d *= 1.042D;
            } else
            if(!hasCrystalBow() && (playerEquipment[playerArrows] == 884 || playerEquipment[playerArrows] == 885))
            {
                d *= 1.044D;
            } else
            if(!hasCrystalBow() && (playerEquipment[playerArrows] == 886 || playerEquipment[playerArrows] == 887))
            {
                d *= 1.1339999999999999D;
            } else
            if(!hasCrystalBow() && (playerEquipment[playerArrows] == 888 || playerEquipment[playerArrows] == 889))
            {
                d *= 1.2D;
            } else
            if(!hasCrystalBow() && (playerEquipment[playerArrows] == 890 || playerEquipment[playerArrows] == 891))
            {
                d *= 1.3500000000000001D;
            } else
            if(!hasCrystalBow() && (playerEquipment[playerArrows] == 892 || playerEquipment[playerArrows] == 893))
            {
                d *= 1.6555500000000001D;
            } else
            if(!hasCrystalBow() && (playerEquipment[playerArrows] == 4740))
            {
                d *= 1.95D;
            } else
            if(!hasCrystalBow() && (playerEquipment[playerWeapon] == 837))
            {
                d *= 2.30D;
            } else
            if(playerEquipment[playerWeapon] == 4827)
            {
                d *= 1.95D;
            } else
            if(playerEquipment[playerWeapon] == 6522)
            {
                d *= 1.55D;
            } else
            if(RangePray == 5)
            {
                d += d1 * 0.021999999999999999D;
            }
            if(specOn)
            {
                if(playerEquipment[playerWeapon] == 861)
                {
                    d *= 1.15D;
                } else
                if(playerEquipment[playerWeapon] == 859)
                {
                    d /= 0.94999999999999996D;
                } else
                if(playerEquipment[playerWeapon] == 4827)
                {
                    d *= 1.75D;
                }
            }
            if(FullVRange())
            {
                d += d * 0.20000000000000001D;
            }
            int hit = (int)Math.floor(d);
    	return hit;
        }
    Try these out. I took them from a delta source for you that I knew had decent range. Even though I hate helping people with delta problems.
    [/CENTER]
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  6. #6  
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    Ahh thank-you very much hits more now...
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