Can you post the line of code located on line 398 of your Combat Assistant. So that we can see which object is been reference.
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Can you post the line of code located on line 398 of your Combat Assistant. So that we can see which object is been reference.

I think it's to do with Soul Split not being in the right place, I could be wrong though.
ThereServer.getTaskScheduler().schedule(
new Task(1, true) {
@Override
protected void execute() {
This is the line- NPCHandler.npcs[c.oldNpcIndex]
.gfx0(2264); // 1738
c.SSPLIT = false;
stop();


change
toCode:This is the line- NPCHandler.npcs[c.oldNpcIndex] .gfx0(2264); // 1738 c.SSPLIT = false; stop();
Code:NPC npc = NPCHandler.npcs[c.oldNpcIndex]; if(npc != null) { npc.gfx0(2264); // 1738 c.SSPLIT = false; } stop();
I've done it right now I'll tell you if it worked
Also in CMD Prompt I get the error about Walking Syntax something,
And Dropped packets any idea guys?
Tysm Bluur as-well
Yes Train, most likely.
This should be better:
Although I really don't support this design because if there is a problem with the code, the exception will be swallowed and that will make debugging harder. The problem is that servers set this "oldNpcIndex" to some whacky number when the id isn't supposed to be there, etc.Code:NPC npc = null; try { npc = NPCHandler.npcs[c.oldNpcIndex]; } catch(ArrayIndexOutOfBoundsException e) { // No action necessary } if(npc != null) { npc.gfx0(2264); // 1738 c.SSPLIT = false; } stop();
Why oh why do we not just have an NPC enemyNpc..then we could set it to null and access it directly..but that's too easy -- we'll use a damn index then look up the npc in an array every time we need to use it![]()

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