Thread: [PI] Multi Barrage not working

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  1. #1 [PI] Multi Barrage not working 
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    When I use multi barrage a npc, the surrounding npcs do not get barraged.

    Here is the code from combatassistant.java
    Code:
    public void appendMultiBarrage(int playerId, boolean splashed) {
    		if (Server.playerHandler.players[playerId] != null) {
    			Client c2 = (Client)Server.playerHandler.players[playerId];
    			if (c2.isDead || c2.respawnTimer > 0)
    				return;
    			if (checkMultiBarrageReqs(playerId)) {
    				c.barrageCount++;
    				if (Misc.random(mageAtk()) > Misc.random(mageDef()) && !c.magicFailed) {
    					if(getEndGfxHeight() == 100){ // end GFX
    						c2.gfx100(c.MAGIC_SPELLS[c.oldSpellId][5]);
    					} else {
    						c2.gfx0(c.MAGIC_SPELLS[c.oldSpellId][5]);
    					}
    					int damage = Misc.random(c.MAGIC_SPELLS[c.oldSpellId][6]);
    					if (c2.prayerActive[12]) {
    						damage *= (int)(.60);
    					}
    					if (c2.playerLevel[3] - damage < 0) {
    						damage = c2.playerLevel[3];					
    					}
    					c.getPA().addSkillXP((c.MAGIC_SPELLS[c.oldSpellId][7] + damage*Config.MAGIC_EXP_RATE), 6); 
    					c.getPA().addSkillXP((c.MAGIC_SPELLS[c.oldSpellId][7] + damage*Config.MAGIC_EXP_RATE/3), 3);
    					//Server.playerHandler.players[playerId].setHitDiff(damage);
    					//Server.playerHandler.players[playerId].setHitUpdateRequired(true);
    					Server.playerHandler.players[playerId].handleHitMask(damage);
    					//Server.playerHandler.players[playerId].playerLevel[3] -= damage;
     					Server.playerHandler.players[playerId].dealDamage(damage);
    					Server.playerHandler.players[playerId].damageTaken[c.playerId] += damage;
    					c2.getPA().refreshSkill(3);
    					c.totalPlayerDamageDealt += damage;
    					multiSpellEffect(playerId, damage);
    				} else {
    					c2.gfx100(85);
    				}			
    			}		
    		}	
    	}
    Code:
    public boolean checkMultiBarrageReqs(int i) {
    		if(Server.playerHandler.players[i] == null) {
    			return false;
    		}
    		if (i == c.playerId)
    			return false;
    		if (c.inPits && Server.playerHandler.players[i].inPits)
    			return true;
    		if(!Server.playerHandler.players[i].inWild()) {
    			return false;
    		}
    		if(Config.COMBAT_LEVEL_DIFFERENCE) {
    			int combatDif1 = c.getCombat().getCombatDifference(c.combatLevel, Server.playerHandler.players[i].combatLevel);
    			if(combatDif1 > c.wildLevel || combatDif1 > Server.playerHandler.players[i].wildLevel) {
    				c.sendMessage("Your combat level difference is too great to attack that player here.");
    				return false;
    			}
    		}
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  2. #2  
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    Whired's Avatar
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    Quote Originally Posted by Radiation View Post
    Code:
    public boolean checkMultiBarrageReqs(int i) {
    		if(Server.playerHandler.players[i] == null) {
    			return false;
    		}
    		if (i == c.playerId)
    			return false;
    		if (c.inPits && Server.playerHandler.players[i].inPits)
    			return true;
    		if(!Server.playerHandler.players[i].inWild()) {
    			return false;
    		}
    		if(Config.COMBAT_LEVEL_DIFFERENCE) {
    			int combatDif1 = c.getCombat().getCombatDifference(c.combatLevel, Server.playerHandler.players[i].combatLevel);
    			if(combatDif1 > c.wildLevel || combatDif1 > Server.playerHandler.players[i].wildLevel) {
    				c.sendMessage("Your combat level difference is too great to attack that player here.");
    				return false;
    			}
    		}
    Your magic system is improper, you need to handle magic on NPCs and magic on players separately.
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  3. #3  
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    Im not to good with stuff like that tbh :/
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