Thread: BattleScape Combat Edits

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  1. #1 BattleScape Combat Edits 
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    Hello, I cannot figure out how to make it so Premium Members get * .1(10%).

    Here is the current combat method:
    Code:
    	public void combatProcess()
    	{
    		if (duelStartDelay == 6)
    		{
    			displayText("3");
    		}
    		else if (duelStartDelay == 4)
    		{
    			displayText("2");
    		}
    		else if (duelStartDelay == 2)
    		{
    			displayText("1");
    		}
    		else if (duelStartDelay == 0)
    		{
    			displayText("FIGHT!");
    		}
    		if (axeSpecDelay == 0)
    		{
    			calcAxe();
    		}
    		applyFollowing();
    		for (int i = 0; i < delayedDmgSlot.length; i++)
    		{
    			delayedDmgTime[i]--;
    			if (delayedDmgTime[i] == 0)
    			{
    				int slotToHit = delayedDmgSlot[i];
    				int slotSelected = i;
    				int whatToHit = delayedDmgTarget[i];
    				int hitType = delayedDmgType[i];
    				int spellType = delayedSpellId[i];
    				if (whatToHit == 0)
    				{
    					if (hitType == 2)
    						applyMagicDamageNpc(slotToHit, slotSelected);
    					else if (hitType == 1)
    						applyRangeDamageNpc(slotToHit, slotSelected);
    					else if (hitType == 0)
    						applyMeleeDamageNpc(slotToHit, slotSelected);
    				}
    				else if (whatToHit == 1)
    				{
    					if (hitType == 2)
    						applyMagicDamagePlayer(slotToHit, slotSelected);
    					else if (hitType == 1)
    						applyRangeDamagePlayer(slotToHit, slotSelected);
    					else if (hitType == 0)
    						applyMeleeDamagePlayer(slotToHit, slotSelected);
    					if (spellType != -10)
    						applyAfterEffects(slotToHit, i);
    				}
    				damageDone += delayedDmgHit[slotSelected];
    				if (hitType == 2 && spellType != -10)
    				{
    					addSkillXP((4 * magicXpInc) * damageHit, 6);
    					addSkillXP((2 * magicXpInc) * damageHit, 3);
    				}
    				else if (hitType == 1 && spellType != -10)
    				{
    					if (skillId != 3)
    					{
    						addSkillXP((4 * rangedXpInc) * delayedDmgHit[slotSelected], playerRanged);
    						addSkillXP((2 * rangedXpInc) * delayedDmgHit[slotSelected], playerHitpoints);
    					}
    					else
    					{
    						addSkillXP((2 * rangedXpInc) * delayedDmgHit[slotSelected], playerRanged);
    						addSkillXP((2 * rangedXpInc) * delayedDmgHit[slotSelected], playerDefence);
    						addSkillXP((2 * rangedXpInc) * delayedDmgHit[slotSelected], playerHitpoints);
    					}
    				}
    				else if (hitType == 0 && spellType != -10)
    				{
    					if (skillId != 3)
    					{
    						addSkillXP((4 * combatXpInc) * delayedDmgHit[slotSelected], skillId);
    						addSkillXP((2 * combatXpInc) * delayedDmgHit[slotSelected], playerHitpoints);
    					}
    					else
    					{
    						addSkillXP((2 * combatXpInc) * delayedDmgHit[slotSelected], playerAttack);
    						addSkillXP((2 * combatXpInc) * delayedDmgHit[slotSelected], playerDefence);
    						addSkillXP((2 * combatXpInc) * delayedDmgHit[slotSelected], playerStrength);
    						addSkillXP((2 * combatXpInc) * delayedDmgHit[slotSelected], playerHitpoints);
    					}
    				}
    				boltEffect = -1;
    				delayedDmgSlot[slotSelected] = 0;
    				delayedDmgTarget[slotSelected] = 0;
    				delayedDmgType[slotSelected] = 0;
    				delayedDmgHit[slotSelected] = 0;
    				delayedSpellId[slotSelected] = 0;
    			}
    		}
    	}
    The code for checking if someone is a member is
    Code:
    isMember == 1
    Any Ideas?
     

  2. #2  
    Chemist

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    pretty simple.
    you could either change it in your addskillxp void and make members get 10% more,
    or add it in the if /else with the other things

    for example something like this.
    Code:
    					if (skillId != 3 && player.ismember)
    					{
    						addSkillXP((4 * combatXpInc) * delayedDmgHit[slotSelected] *.10, skillId);
    						addSkillXP((2 * combatXpInc) * delayedDmgHit[slotSelected] *.10, playerHitpoints);
    					}
    Note: this is unreccomended, it would be better to do it in the addskill xp void.

    EDIT:: change the int to a boolean
     

  3. #3  
    Chemist

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    Here you go, change the int to a boolean though
    Code:
    	public void combatProcess()
    	{
    		if (duelStartDelay == 6)
    		{
    			displayText("3");
    		}
    		else if (duelStartDelay == 4)
    		{
    			displayText("2");
    		}
    		else if (duelStartDelay == 2)
    		{
    			displayText("1");
    		}
    		else if (duelStartDelay == 0)
    		{
    			displayText("FIGHT!");
    		}
    		if (axeSpecDelay == 0)
    		{
    			calcAxe();
    		}
    		applyFollowing();
    		for (int i = 0; i < delayedDmgSlot.length; i++)
    		{
    			delayedDmgTime[i]--;
    			if (delayedDmgTime[i] == 0)
    			{
    				int slotToHit = delayedDmgSlot[i];
    				int slotSelected = i;
    				int whatToHit = delayedDmgTarget[i];
    				int hitType = delayedDmgType[i];
    				int spellType = delayedSpellId[i];
    				if (whatToHit == 0)
    				{
    					if (hitType == 2)
    						applyMagicDamageNpc(slotToHit, slotSelected);
    					else if (hitType == 1)
    						applyRangeDamageNpc(slotToHit, slotSelected);
    					else if (hitType == 0)
    						applyMeleeDamageNpc(slotToHit, slotSelected);
    				}
    				else if (whatToHit == 1)
    				{
    					if (hitType == 2)
    						applyMagicDamagePlayer(slotToHit, slotSelected);
    					else if (hitType == 1)
    						applyRangeDamagePlayer(slotToHit, slotSelected);
    					else if (hitType == 0)
    						applyMeleeDamagePlayer(slotToHit, slotSelected);
    					if (spellType != -10)
    						applyAfterEffects(slotToHit, i);
    				}
    				damageDone += delayedDmgHit[slotSelected];
    				if (hitType == 2 && spellType != -10 && player.isMember)
    				{
    					addSkillXP((4 * magicXpInc) * damageHit, 6);
    					addSkillXP((2 * magicXpInc) * damageHit, 3);
    				} else
    				if (hitType == 2 && spellType != -10 && !player.isMember)
    				{
    					addSkillXP((4 * magicXpInc) * damageHit, 6);
    					addSkillXP((2 * magicXpInc) * damageHit, 3);
    				}
    				else if (hitType == 1 && spellType != -10)
    				{
    					if (skillId != 3 && player.isMember)
    					{
    						addSkillXP((4 * rangedXpInc) * delayedDmgHit[slotSelected] *.10, playerRanged);
    						addSkillXP((2 * rangedXpInc) * delayedDmgHit[slotSelected] *.10, playerHitpoints);
    					}
    					else
    					if (skillId != 3 && !player.isMember)
    					{
    						addSkillXP((4 * rangedXpInc) * delayedDmgHit[slotSelected], playerRanged);
    						addSkillXP((2 * rangedXpInc) * delayedDmgHit[slotSelected], playerHitpoints);
    					}
    					else
    					{
    					if (player.isMember && skillId == 3)
    						addSkillXP((2 * rangedXpInc) * delayedDmgHit[slotSelected] *.10, playerRanged);
    						addSkillXP((2 * rangedXpInc) * delayedDmgHit[slotSelected] *.10, playerDefence);
    						addSkillXP((2 * rangedXpInc) * delayedDmgHit[slotSelected] *.10, playerHitpoints);
    					}
    					else
    					{
    					if (!player.isMember && skillId == 3)
    						addSkillXP((2 * rangedXpInc) * delayedDmgHit[slotSelected], playerRanged);
    						addSkillXP((2 * rangedXpInc) * delayedDmgHit[slotSelected], playerDefence);
    						addSkillXP((2 * rangedXpInc) * delayedDmgHit[slotSelected], playerHitpoints);
    					}
    				}
    				else if (hitType == 0 && spellType != -10)
    				{
    					if (skillId != 3 && player.isMember)
    					{
    						addSkillXP((4 * combatXpInc) * delayedDmgHit[slotSelected] *.10, skillId);
    						addSkillXP((2 * combatXpInc) * delayedDmgHit[slotSelected] *.10, playerHitpoints);
    					}
    					else
    					if (skillId != 3 && !player.isMember)
    					{
    						addSkillXP((4 * combatXpInc) * delayedDmgHit[slotSelected], skillId);
    						addSkillXP((2 * combatXpInc) * delayedDmgHit[slotSelected], playerHitpoints);
    					}
    					else
    					{
    					if (player.isMember && skillId == 3)
    						addSkillXP((2 * combatXpInc) * delayedDmgHit[slotSelected] *.10, playerAttack);
    						addSkillXP((2 * combatXpInc) * delayedDmgHit[slotSelected] *.10, playerDefence);
    						addSkillXP((2 * combatXpInc) * delayedDmgHit[slotSelected] *.10, playerStrength);
    						addSkillXP((2 * combatXpInc) * delayedDmgHit[slotSelected] *.10, playerHitpoints);
    					}
    					else
    					{
    					if (!player.isMember && skillId == 3)
    						addSkillXP((2 * combatXpInc) * delayedDmgHit[slotSelected], playerAttack);
    						addSkillXP((2 * combatXpInc) * delayedDmgHit[slotSelected], playerDefence);
    						addSkillXP((2 * combatXpInc) * delayedDmgHit[slotSelected], playerStrength);
    						addSkillXP((2 * combatXpInc) * delayedDmgHit[slotSelected], playerHitpoints);
    					}
    				}
    				boltEffect = -1;
    				delayedDmgSlot[slotSelected] = 0;
    				delayedDmgTarget[slotSelected] = 0;
    				delayedDmgType[slotSelected] = 0;
    				delayedDmgHit[slotSelected] = 0;
    				delayedSpellId[slotSelected] = 0;
    			}
    		}
    	}
    Not sure that this will compile without errors because I didnt test it, It should at least point you in the Right direction, although I still advise to do it in the addskillxp void.
     

  4. #4  
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    i added member to one part just do the same for all other xp gainages, and change xp rates

    public void combatProcess()
    {
    if (duelStartDelay == 6)
    {
    displayText("3");
    }
    else if (duelStartDelay == 4)
    {
    displayText("2");
    }
    else if (duelStartDelay == 2)
    {
    displayText("1");
    }
    else if (duelStartDelay == 0)
    {
    displayText("FIGHT!");
    }
    if (axeSpecDelay == 0)
    {
    calcAxe();
    }
    applyFollowing();
    for (int i = 0; i < delayedDmgSlot.length; i++)
    {
    delayedDmgTime[i]--;
    if (delayedDmgTime[i] == 0)
    {
    int slotToHit = delayedDmgSlot[i];
    int slotSelected = i;
    int whatToHit = delayedDmgTarget[i];
    int hitType = delayedDmgType[i];
    int spellType = delayedSpellId[i];
    if (whatToHit == 0)
    {
    if (hitType == 2)
    applyMagicDamageNpc(slotToHit, slotSelected);
    else if (hitType == 1)
    applyRangeDamageNpc(slotToHit, slotSelected);
    else if (hitType == 0)
    applyMeleeDamageNpc(slotToHit, slotSelected);
    }
    else if (whatToHit == 1)
    {
    if (hitType == 2)
    applyMagicDamagePlayer(slotToHit, slotSelected);
    else if (hitType == 1)
    applyRangeDamagePlayer(slotToHit, slotSelected);
    else if (hitType == 0)
    applyMeleeDamagePlayer(slotToHit, slotSelected);
    if (spellType != -10)
    applyAfterEffects(slotToHit, i);
    }
    damageDone += delayedDmgHit[slotSelected];
    if (hitType == 2 && spellType != -10)
    {
    addSkillXP((4 * magicXpInc) * damageHit, 6);
    addSkillXP((2 * magicXpInc) * damageHit, 3);
    }
    else if (hitType == 1 && spellType != -10)
    {
    if (skillId != 3)
    {
    if(isMember = true){
    addSkillXP((5 * rangedXpInc) * delayedDmgHit[slotSelected], playerRanged);
    addSkillXP((3 * rangedXpInc) * delayedDmgHit[slotSelected], playerHitpoints);
    }
    if(isMember = false){
    addSkillXP((4 * rangedXpInc) * delayedDmgHit[slotSelected], playerRanged);
    addSkillXP((2 * rangedXpInc) * delayedDmgHit[slotSelected], playerHitpoints);
    }
    }
    else
    {
    if(isMember = true){
    addSkillXP((3 * rangedXpInc) * delayedDmgHit[slotSelected], playerRanged);
    addSkillXP((3 * rangedXpInc) * delayedDmgHit[slotSelected], playerDefence);
    addSkillXP((3 * rangedXpInc) * delayedDmgHit[slotSelected], playerHitpoints);
    }
    if(isMember = false){
    addSkillXP((2 * rangedXpInc) * delayedDmgHit[slotSelected], playerRanged);
    addSkillXP((2 * rangedXpInc) * delayedDmgHit[slotSelected], playerDefence);
    addSkillXP((2 * rangedXpInc) * delayedDmgHit[slotSelected], playerHitpoints);
    }
    }
    }
    else if (hitType == 0 && spellType != -10)
    {
    if (skillId != 3)
    {
    if(isMember = true){
    addSkillXP((5 * combatXpInc) * delayedDmgHit[slotSelected], skillId);
    addSkillXP((3 * combatXpInc) * delayedDmgHit[slotSelected], playerHitpoints);}

    if(isMember = false){
    addSkillXP((4 * combatXpInc) * delayedDmgHit[slotSelected], skillId);
    addSkillXP((2 * combatXpInc) * delayedDmgHit[slotSelected], playerHitpoints);
    }}
    else
    {
    addSkillXP((2 * combatXpInc) * delayedDmgHit[slotSelected], playerAttack);
    addSkillXP((2 * combatXpInc) * delayedDmgHit[slotSelected], playerDefence);
    addSkillXP((2 * combatXpInc) * delayedDmgHit[slotSelected], playerStrength);
    addSkillXP((2 * combatXpInc) * delayedDmgHit[slotSelected], playerHitpoints);
    }
    }
    boltEffect = -1;
    delayedDmgSlot[slotSelected] = 0;
    delayedDmgTarget[slotSelected] = 0;
    delayedDmgType[slotSelected] = 0;
    delayedDmgHit[slotSelected] = 0;
    delayedSpellId[slotSelected] = 0;
    }
    }
    }
     

  5. #5  
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    Quote Originally Posted by ilike to own View Post
    i added member to one part just do the same for all other xp gainages, and change xp rates

    public void combatProcess()
    {
    if (duelStartDelay == 6)
    {
    displayText("3");
    }
    else if (duelStartDelay == 4)
    {
    displayText("2");
    }
    else if (duelStartDelay == 2)
    {
    displayText("1");
    }
    else if (duelStartDelay == 0)
    {
    displayText("FIGHT!");
    }
    if (axeSpecDelay == 0)
    {
    calcAxe();
    }
    applyFollowing();
    for (int i = 0; i < delayedDmgSlot.length; i++)
    {
    delayedDmgTime[i]--;
    if (delayedDmgTime[i] == 0)
    {
    int slotToHit = delayedDmgSlot[i];
    int slotSelected = i;
    int whatToHit = delayedDmgTarget[i];
    int hitType = delayedDmgType[i];
    int spellType = delayedSpellId[i];
    if (whatToHit == 0)
    {
    if (hitType == 2)
    applyMagicDamageNpc(slotToHit, slotSelected);
    else if (hitType == 1)
    applyRangeDamageNpc(slotToHit, slotSelected);
    else if (hitType == 0)
    applyMeleeDamageNpc(slotToHit, slotSelected);
    }
    else if (whatToHit == 1)
    {
    if (hitType == 2)
    applyMagicDamagePlayer(slotToHit, slotSelected);
    else if (hitType == 1)
    applyRangeDamagePlayer(slotToHit, slotSelected);
    else if (hitType == 0)
    applyMeleeDamagePlayer(slotToHit, slotSelected);
    if (spellType != -10)
    applyAfterEffects(slotToHit, i);
    }
    damageDone += delayedDmgHit[slotSelected];
    if (hitType == 2 && spellType != -10)
    {
    addSkillXP((4 * magicXpInc) * damageHit, 6);
    addSkillXP((2 * magicXpInc) * damageHit, 3);
    }
    else if (hitType == 1 && spellType != -10)
    {
    if (skillId != 3)
    {
    addSkillXP((4 * rangedXpInc) * delayedDmgHit[slotSelected], playerRanged);
    addSkillXP((2 * rangedXpInc) * delayedDmgHit[slotSelected], playerHitpoints);
    }
    else
    {
    if(isMember = true){
    addSkillXP((2 * rangedXpInc) * delayedDmgHit[slotSelected], playerRanged);
    addSkillXP((2 * rangedXpInc) * delayedDmgHit[slotSelected], playerDefence);
    addSkillXP((2 * rangedXpInc) * delayedDmgHit[slotSelected], playerHitpoints);}
    if(isMember = false){
    addSkillXP((2 * rangedXpInc) * delayedDmgHit[slotSelected], playerRanged);
    addSkillXP((2 * rangedXpInc) * delayedDmgHit[slotSelected], playerDefence);
    addSkillXP((2 * rangedXpInc) * delayedDmgHit[slotSelected], playerHitpoints);
    }
    }
    }
    else if (hitType == 0 && spellType != -10)
    {
    if (skillId != 3)
    {
    addSkillXP((4 * combatXpInc) * delayedDmgHit[slotSelected], skillId);
    addSkillXP((2 * combatXpInc) * delayedDmgHit[slotSelected], playerHitpoints);
    }
    else
    {
    addSkillXP((2 * combatXpInc) * delayedDmgHit[slotSelected], playerAttack);
    addSkillXP((2 * combatXpInc) * delayedDmgHit[slotSelected], playerDefence);
    addSkillXP((2 * combatXpInc) * delayedDmgHit[slotSelected], playerStrength);
    addSkillXP((2 * combatXpInc) * delayedDmgHit[slotSelected], playerHitpoints);
    }
    }
    boltEffect = -1;
    delayedDmgSlot[slotSelected] = 0;
    delayedDmgTarget[slotSelected] = 0;
    delayedDmgType[slotSelected] = 0;
    delayedDmgHit[slotSelected] = 0;
    delayedSpellId[slotSelected] = 0;
    }
    }
    }
    WTF? You just getting up post count? It looks exactly like the one Im using.. So Im pretty sure it wont do anything.
     

  6. #6  
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    if(isMember = true){
    addSkillXP((2 * rangedXpInc) * delayedDmgHit[slotSelected], playerRanged);
    addSkillXP((2 * rangedXpInc) * delayedDmgHit[slotSelected], playerDefence);
    addSkillXP((2 * rangedXpInc) * delayedDmgHit[slotSelected], playerHitpoints);}
    if(isMember = false){
    addSkillXP((2 * rangedXpInc) * delayedDmgHit[slotSelected], playerRanged);
    addSkillXP((2 * rangedXpInc) * delayedDmgHit[slotSelected], playerDefence);
    addSkillXP((2 * rangedXpInc) * delayedDmgHit[slotSelected], playerHitpoints);

    noticed that?
     

  7. #7  
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    Quote Originally Posted by glestrts View Post
    Here you go, change the int to a boolean though
    Code:
    	public void combatProcess()
    	{
    		if (duelStartDelay == 6)
    		{
    			displayText("3");
    		}
    		else if (duelStartDelay == 4)
    		{
    			displayText("2");
    		}
    		else if (duelStartDelay == 2)
    		{
    			displayText("1");
    		}
    		else if (duelStartDelay == 0)
    		{
    			displayText("FIGHT!");
    		}
    		if (axeSpecDelay == 0)
    		{
    			calcAxe();
    		}
    		applyFollowing();
    		for (int i = 0; i < delayedDmgSlot.length; i++)
    		{
    			delayedDmgTime[i]--;
    			if (delayedDmgTime[i] == 0)
    			{
    				int slotToHit = delayedDmgSlot[i];
    				int slotSelected = i;
    				int whatToHit = delayedDmgTarget[i];
    				int hitType = delayedDmgType[i];
    				int spellType = delayedSpellId[i];
    				if (whatToHit == 0)
    				{
    					if (hitType == 2)
    						applyMagicDamageNpc(slotToHit, slotSelected);
    					else if (hitType == 1)
    						applyRangeDamageNpc(slotToHit, slotSelected);
    					else if (hitType == 0)
    						applyMeleeDamageNpc(slotToHit, slotSelected);
    				}
    				else if (whatToHit == 1)
    				{
    					if (hitType == 2)
    						applyMagicDamagePlayer(slotToHit, slotSelected);
    					else if (hitType == 1)
    						applyRangeDamagePlayer(slotToHit, slotSelected);
    					else if (hitType == 0)
    						applyMeleeDamagePlayer(slotToHit, slotSelected);
    					if (spellType != -10)
    						applyAfterEffects(slotToHit, i);
    				}
    				damageDone += delayedDmgHit[slotSelected];
    				if (hitType == 2 && spellType != -10 && player.isMember)
    				{
    					addSkillXP((4 * magicXpInc) * damageHit, 6);
    					addSkillXP((2 * magicXpInc) * damageHit, 3);
    				} else
    				if (hitType == 2 && spellType != -10 && !player.isMember)
    				{
    					addSkillXP((4 * magicXpInc) * damageHit, 6);
    					addSkillXP((2 * magicXpInc) * damageHit, 3);
    				}
    				else if (hitType == 1 && spellType != -10)
    				{
    					if (skillId != 3 && player.isMember)
    					{
    						addSkillXP((4 * rangedXpInc) * delayedDmgHit[slotSelected] *.10, playerRanged);
    						addSkillXP((2 * rangedXpInc) * delayedDmgHit[slotSelected] *.10, playerHitpoints);
    					}
    					else
    					if (skillId != 3 && !player.isMember)
    					{
    						addSkillXP((4 * rangedXpInc) * delayedDmgHit[slotSelected], playerRanged);
    						addSkillXP((2 * rangedXpInc) * delayedDmgHit[slotSelected], playerHitpoints);
    					}
    					else
    					{
    					if (player.isMember && skillId == 3)
    						addSkillXP((2 * rangedXpInc) * delayedDmgHit[slotSelected] *.10, playerRanged);
    						addSkillXP((2 * rangedXpInc) * delayedDmgHit[slotSelected] *.10, playerDefence);
    						addSkillXP((2 * rangedXpInc) * delayedDmgHit[slotSelected] *.10, playerHitpoints);
    					}
    					else
    					{
    					if (!player.isMember && skillId == 3)
    						addSkillXP((2 * rangedXpInc) * delayedDmgHit[slotSelected], playerRanged);
    						addSkillXP((2 * rangedXpInc) * delayedDmgHit[slotSelected], playerDefence);
    						addSkillXP((2 * rangedXpInc) * delayedDmgHit[slotSelected], playerHitpoints);
    					}
    				}
    				else if (hitType == 0 && spellType != -10)
    				{
    					if (skillId != 3 && player.isMember)
    					{
    						addSkillXP((4 * combatXpInc) * delayedDmgHit[slotSelected] *.10, skillId);
    						addSkillXP((2 * combatXpInc) * delayedDmgHit[slotSelected] *.10, playerHitpoints);
    					}
    					else
    					if (skillId != 3 && !player.isMember)
    					{
    						addSkillXP((4 * combatXpInc) * delayedDmgHit[slotSelected], skillId);
    						addSkillXP((2 * combatXpInc) * delayedDmgHit[slotSelected], playerHitpoints);
    					}
    					else
    					{
    					if (player.isMember && skillId == 3)
    						addSkillXP((2 * combatXpInc) * delayedDmgHit[slotSelected] *.10, playerAttack);
    						addSkillXP((2 * combatXpInc) * delayedDmgHit[slotSelected] *.10, playerDefence);
    						addSkillXP((2 * combatXpInc) * delayedDmgHit[slotSelected] *.10, playerStrength);
    						addSkillXP((2 * combatXpInc) * delayedDmgHit[slotSelected] *.10, playerHitpoints);
    					}
    					else
    					{
    					if (!player.isMember && skillId == 3)
    						addSkillXP((2 * combatXpInc) * delayedDmgHit[slotSelected], playerAttack);
    						addSkillXP((2 * combatXpInc) * delayedDmgHit[slotSelected], playerDefence);
    						addSkillXP((2 * combatXpInc) * delayedDmgHit[slotSelected], playerStrength);
    						addSkillXP((2 * combatXpInc) * delayedDmgHit[slotSelected], playerHitpoints);
    					}
    				}
    				boltEffect = -1;
    				delayedDmgSlot[slotSelected] = 0;
    				delayedDmgTarget[slotSelected] = 0;
    				delayedDmgType[slotSelected] = 0;
    				delayedDmgHit[slotSelected] = 0;
    				delayedSpellId[slotSelected] = 0;
    			}
    		}
    	}
    Not sure that this will compile without errors because I didnt test it, It should at least point you in the Right direction, although I still advise to do it in the addskillxp void.
    Only got 2 errors .
    Code:
    client.java:2648: 'else' without 'if'
                                            else
                                            ^
    client.java:2677: 'else' without 'if'
                                            else
                                            ^
    2 errors
    Press any key to continue . . .
     

  8. #8  
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    Quote Originally Posted by Joshua F View Post
    Only got 2 errors .
    Code:
    client.java:2648: 'else' without 'if'
                                            else
                                            ^
    client.java:2677: 'else' without 'if'
                                            else
                                            ^
    2 errors
    Press any key to continue . . .
    do my method it works better and easier. just keep adding on to the code i alrdy did 1 spot
     

  9. #9  
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    Quote Originally Posted by ilike to own View Post
    if(isMember = true){
    addSkillXP((2 * rangedXpInc) * delayedDmgHit[slotSelected], playerRanged);
    addSkillXP((2 * rangedXpInc) * delayedDmgHit[slotSelected], playerDefence);
    addSkillXP((2 * rangedXpInc) * delayedDmgHit[slotSelected], playerHitpoints);}
    if(isMember = false){
    addSkillXP((2 * rangedXpInc) * delayedDmgHit[slotSelected], playerRanged);
    addSkillXP((2 * rangedXpInc) * delayedDmgHit[slotSelected], playerDefence);
    addSkillXP((2 * rangedXpInc) * delayedDmgHit[slotSelected], playerHitpoints);

    noticed that?
    Ahh, My fault.
     

  10. #10  
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    check if this works, i added +1 * xp to members

    and change isMembers = 1; to a boolean like public boolean isMembers = false; so if there member u just put true in there character file and these effects work
    Code:
    public void combatProcess()
    {
    if (duelStartDelay == 6)
    {
    displayText("3");
    }
    else if (duelStartDelay == 4)
    {
    displayText("2");
    }
    else if (duelStartDelay == 2)
    {
    displayText("1");
    }
    else if (duelStartDelay == 0)
    {
    displayText("FIGHT!");
    }
    if (axeSpecDelay == 0)
    {
    calcAxe();
    }
    applyFollowing();
    for (int i = 0; i < delayedDmgSlot.length; i++)
    {
    delayedDmgTime[i]--;
    if (delayedDmgTime[i] == 0)
    {
    int slotToHit = delayedDmgSlot[i];
    int slotSelected = i;
    int whatToHit = delayedDmgTarget[i];
    int hitType = delayedDmgType[i];
    int spellType = delayedSpellId[i];
    if (whatToHit == 0)
    {
    if (hitType == 2)
    applyMagicDamageNpc(slotToHit, slotSelected);
    else if (hitType == 1)
    applyRangeDamageNpc(slotToHit, slotSelected);
    else if (hitType == 0)
    applyMeleeDamageNpc(slotToHit, slotSelected);
    }
    else if (whatToHit == 1)
    {
    if (hitType == 2)
    applyMagicDamagePlayer(slotToHit, slotSelected);
    else if (hitType == 1)
    applyRangeDamagePlayer(slotToHit, slotSelected);
    else if (hitType == 0)
    applyMeleeDamagePlayer(slotToHit, slotSelected);
    if (spellType != -10)
    applyAfterEffects(slotToHit, i);
    }
    damageDone += delayedDmgHit[slotSelected];
    if (hitType == 2 && spellType != -10)
    {
    addSkillXP((4 * magicXpInc) * damageHit, 6);
    addSkillXP((2 * magicXpInc) * damageHit, 3);
    }
    else if (hitType == 1 && spellType != -10)
    {
    if (skillId != 3)
    {
    if(isMember = true){
    addSkillXP((5 * rangedXpInc) * delayedDmgHit[slotSelected], playerRanged);
    addSkillXP((3 * rangedXpInc) * delayedDmgHit[slotSelected], playerHitpoints);
    }
    if(isMember = false){
    addSkillXP((4 * rangedXpInc) * delayedDmgHit[slotSelected], playerRanged);
    addSkillXP((2 * rangedXpInc) * delayedDmgHit[slotSelected], playerHitpoints);
    }
    }
    else
    {
    if(isMember = true){
    addSkillXP((3 * rangedXpInc) * delayedDmgHit[slotSelected], playerRanged);
    addSkillXP((3 * rangedXpInc) * delayedDmgHit[slotSelected], playerDefence);
    addSkillXP((3 * rangedXpInc) * delayedDmgHit[slotSelected], playerHitpoints);
    }
    if(isMember = false){
    addSkillXP((2 * rangedXpInc) * delayedDmgHit[slotSelected], playerRanged);
    addSkillXP((2 * rangedXpInc) * delayedDmgHit[slotSelected], playerDefence);
    addSkillXP((2 * rangedXpInc) * delayedDmgHit[slotSelected], playerHitpoints);
    }
    }
    //}
    else if (hitType == 0 && spellType != -10)
    {
    if (skillId != 3)
    {
    if(isMember = true){
    addSkillXP((5 * combatXpInc) * delayedDmgHit[slotSelected], skillId);
    addSkillXP((3 * combatXpInc) * delayedDmgHit[slotSelected], playerHitpoints);}
    
    if(isMember = false){
    addSkillXP((4 * combatXpInc) * delayedDmgHit[slotSelected], skillId);
    addSkillXP((2 * combatXpInc) * delayedDmgHit[slotSelected], playerHitpoints);
    }}
    else
    {
    addSkillXP((2 * combatXpInc) * delayedDmgHit[slotSelected], playerAttack);
    addSkillXP((2 * combatXpInc) * delayedDmgHit[slotSelected], playerDefence);
    addSkillXP((2 * combatXpInc) * delayedDmgHit[slotSelected], playerStrength);
    addSkillXP((2 * combatXpInc) * delayedDmgHit[slotSelected], playerHitpoints);
    }
    }
    boltEffect = -1;
    delayedDmgSlot[slotSelected] = 0;
    delayedDmgTarget[slotSelected] = 0;
    delayedDmgType[slotSelected] = 0;
    delayedDmgHit[slotSelected] = 0;
    delayedSpellId[slotSelected] = 0;
    }
    }
    }
     

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