CLOSE PLEASE
*FIXED BY MYSELF*
it was just the hp bar was wrong setted up with the ints ;D
Georgio
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CLOSE PLEASE
*FIXED BY MYSELF*
it was just the hp bar was wrong setted up with the ints ;D
Georgio
ignore the anint its this error
Code:Exception in thread "Thread-4" java.lang.NullPointerException
at client.method34(client.java:1669)
at client.method146(client.java:12331)
at client.method102(client.java:7896)
at client.method9(client.java:52)
at Applet_Sub1.run(Applet_Sub1.java:122)
at client.run(client.java:4596)
at java.lang.Thread.run(Unknown Source)
Post the method that's giving that error, if you can find it.
Method 34 is headicons (I think), perhaps something to do with that?
Ugh no its attacknpc im so sure cuz it only happens by attacking something like npc'sQuote:
Originally Posted by DSD92 [Only registered and activated users can see links. Click Here To Register...]
theres methodCode:public boolean ResetAttackNPC() {
IsAttackingNPC = false;
resetAnimation();
pEmote = playerSE;
faceNPC = 65535;
faceNPCupdate = true;
return true;
}
Georgio
Thats resetNpcAttack. We need the one that attacks the NPC.
lol oops seccond
okay heres the public static void AttackNPC :
verry long :SCode:public static void AttackNPC(clientHandler p) {
NPC p2 = (NPC) GameEngine.npcHandler.npcs[p.attacknpc];
int EnemyX = p2.absX;
int EnemyY = p2.absY;
int casterX = p.absX;
int casterY = p.absY;
int offsetX = (casterX - EnemyX) * -1;
int offsetY = (casterY - EnemyY) * -1;
p.faceNPC(p.attacknpc);
p.updateRequired = true;
p.appearanceUpdateRequired = true;
p2.AttackingOn = p.playerId;
p2.RandomWalk = false;
p2.IsUnderAttack = true;
p2.updateRequired = true;
p2.faceplayer(p.playerId);
if (p.GoodDistance(EnemyX, EnemyY, p.absX, p.absY, 1) == false && !p.usingRange() && !p.usingKnives()) {
return;
}
if (p.GoodDistance(EnemyX, EnemyY, p.absX, p.absY, 8) == false && p.usingRange()) {
return;
}
if (p.GoodDistance(EnemyX, EnemyY, p.absX, p.absY, 5) == false && p.usingKnives()) {
return;
}
if (p2.spawnedBy != -1 && p2.spawnedBy != p.playerId) {
p.sendMessage("This npc is already under attack.");
return;
}
if (p.cmbDelay <= 1) {
if (!p2.IsDead) {
if (!p.usingSpecial) {
if (!p.usingRange() && !p.usingKnives()) {
p.setNPCDamageDelay(1);
} else {
p.setNPCRangeDelay(p.getRangeDelay());
}
}
p.setAnimation(p.GetWepAnim());
if (p.usingSpecial == true) {
if (p.specialAmount >= p.specDrainAmount()) {
switch (p.playerEquipment[3]) {
case 4151:
p.setNPCSpecialDelay(1);
p.startAnimation(p.getSpecAnim());
p2.gfx100(341);
break;
case 7158:
p.setNPCSpecialDelay(1);
p.gfx100(559);
p.startAnimation(p.getSpecAnim());
break;
case 12010:
p.setNPCSpecialDelay(1);
p.gfx100(282);
p.startAnimation(p.getSpecAnim());
break;
case 15334:
p.setNPCSpecialDelay(1);
p.gfx100(293);
p.startAnimation(p.getSpecAnim());
p.startAnimation(318);
break;
case 15335:
p.setNPCSpecialDelay(1);
p.gfx100(84);
p.startAnimation(p.getSpecAnim());
p.startAnimation(320);
break;
case 15336:
p.setNPCSpecialDelay(1);
//p.gfx0(369);
p.startAnimation(p.getSpecAnim());
p.startAnimation(319);
break;
case 1305:
p.setNPCSpecialDelay(1);
p.gfx100(248);
p.startAnimation(p.getSpecAnim());
break;
case 3204:
p.setNPCSpecialDelay(1);
p.gfx100(282);
p.startAnimation(p.getSpecAnim());
break;
case 4587:
p.setNPCSpecialDelay(1);
p.gfx100(347);
p.startAnimation(p.getSpecAnim());
break;
case 6541:
p.setNPCSpecialDelay(1);
p.gfx100(347);
p.startAnimation(p.getSpecAnim());
break;
case 1434:
p.setNPCSpecialDelay(1);
p.gfx100(251);
p.startAnimation(p.getSpecAnim());
break;
case 5698:
appendNPCSpecialDamage(p);
appendNPCSpecialDamage(p);
p.gfx100(252);
p.startAnimation(p.getSpecAnim());
break;
case 9005:
p.setNPCDamageDelay(1);
p.setNPCSpecialDelay(2);
p.startAnimation(p.getSpecAnim());
break;
case 6739:
p.setNPCSpecialDelay(1);
p.startAnimation(p.getSpecAnim());
break;
case 861:
p.setNPCSpecialDelay(1);
p.startAnimation(p.getSpecAnim());
break;
}
} else {
p.sendMessage("You do not have enough special energy left.");
p.usingSpecial = false;
p.specs();
p.combatDelay = (p.getCombatDelay() + 2);
p.pEmote = p.GetStandAnim((p.playerEquipment[p.playerWeapon]));
return;
}
p.usingSpecial = false;
p.specialAmount -= p.specDrainAmount();
p.specs();
p.pEmote = p.GetStandAnim((p.playerEquipment[p.playerWeapon]));
}
if (!p.usingRange() && !p.usingKnives()) {
p.TurnPlayerTo(EnemyX, EnemyY);
p.cmbDelay = p.getCombatDelay();
} else {
if (p.playerEquipment[p.playerCape] == 9007) {
if (Misc.random(100) >= 30) {
p.DeleteArrow();
}
} else {
p.DeleteArrow();
}
if (p.specNPCDamageDelay < 0) {
if (p.playerEquipment[3] != 4734) {
p.gfx100(p.getRangeGfx(p.playerEquipment[p.playerArrows], p.playerEquipment[3]));
}
p.setAnimation(p.GetWepAnim());
p.cmbDelay = p.getCombatDelay();
if (p.usingKnives()) {
p.createPlayersProjectile(p.absY, p.absX, offsetY, offsetX, 50, 50, p.getRangePro(p.playerEquipment[p.playerArrows], p.playerEquipment[3]), 42, 31, p.attacknpc + 1);
} else {
p.createPlayersProjectile(p.absY, p.absX, offsetY, offsetX, 50, 75, p.getRangePro(p.playerEquipment[p.playerArrows], p.playerEquipment[3]), 42, 31, p.attacknpc + 1);
}
p.updateRequired = true;
p.appearanceUpdateRequired = true;
}
}
}
}
}
ahh comeone someone plz?
Fixed