Originally Posted by
SayWut?
I had this too, people were dying and keeping dung items.
Here's fix.
Open client.java find void process and find this
Code:
getPA().applyDead();
replace the if statement with this:
Code:
if (playerLevel[3] == 0 && InDung) {
getPA().moveDung();
} else if(isDead && respawnTimer == -6 && !inFightCaves()) {
getPA().applyDead();
return;
} else if (playerLevel[3] == 0 && inFightCaves()) {
getPA().moveSafe();
}
Thats mine... add these in playerassistant:
Code:
public void moveDung() {
c.playerLevel[1] = getLevelForXP(c.playerXP[1]);
c.playerLevel[2] = getLevelForXP(c.playerXP[2]);
c.playerLevel[3] = getLevelForXP(c.playerXP[3]);
c.playerLevel[4] = getLevelForXP(c.playerXP[4]);
c.playerLevel[5] = getLevelForXP(c.playerXP[5]);
c.playerLevel[6] = getLevelForXP(c.playerXP[6]);
refreshSkill(1);
refreshSkill(2);
refreshSkill(3);
refreshSkill(4);
refreshSkill(5);
refreshSkill(6);
c.hasFollower = -1;
c.specAmount = 10;
c.getItems().addSpecialBar(c.playerEquipment[c.playerWeapon]);
c.lastVeng = 0;
c.vengOn = false;
resetFollowers();
c.attackTimer = 10;
removeAllWindows();
c.tradeResetNeeded = true;
closeAllWindows();
//deathAnim();
removeAllItems();
c.sendMessage("You failed to complete all floors.. Want to retry?");
c.sendMessage("To exit, push the black ladder!");
c.hasChoosenDung = false;
c.getPA().movePlayer(1921, 4640, 0);
c.isSkulled = true;
c.InDung = true;
//c.getItems().addItem(391, 2);
return;
}
public void moveSafe() { // usimng nthis for jad by gabbe
c.playerLevel[1] = getLevelForXP(c.playerXP[1]);
c.playerLevel[2] = getLevelForXP(c.playerXP[2]);
c.playerLevel[3] = getLevelForXP(c.playerXP[3]);
c.playerLevel[4] = getLevelForXP(c.playerXP[4]);
c.playerLevel[5] = getLevelForXP(c.playerXP[5]);
c.playerLevel[6] = getLevelForXP(c.playerXP[6]);
refreshSkill(1);
refreshSkill(2);
refreshSkill(3);
refreshSkill(4);
refreshSkill(5);
refreshSkill(6);
//movePlayer(3087, 3494, 0);
resetTzhaar();
c.hasFollower = -1;
c.specAmount = 10;
c.getItems().addSpecialBar(c.playerEquipment[c.playerWeapon]);
c.lastVeng = 0;
c.vengOn = false;
resetFollowers();
c.attackTimer = 10;
removeAllWindows();
c.tradeResetNeeded = true;
closeAllWindows();
//deathAnim();
c.sendMessage("You failed to kill Jad...Better luck next time!");
return;
}
Just change the moveDung method, and put ur cordinates to were it should teleport..
If you get error like public int hasFollower not found or something just remove the ints or booleans.
YOUR WELCOME.
fixed code,added it to my server
final it looks like
client class:
Code:
if (playerLevel[3] == 0 && InDung) {
getPA().moveDung();
} else if(isDead && respawnTimer == -6 && !inFightCaves()) {
getPA().applyDead();
return;
}
and the playerassistant class:
Code:
public void moveDung() {
c.playerLevel[1] = getLevelForXP(c.playerXP[1]);
c.playerLevel[2] = getLevelForXP(c.playerXP[2]);
c.playerLevel[3] = getLevelForXP(c.playerXP[3]);
c.playerLevel[4] = getLevelForXP(c.playerXP[4]);
c.playerLevel[5] = getLevelForXP(c.playerXP[5]);
c.playerLevel[6] = getLevelForXP(c.playerXP[6]);
refreshSkill(1);
refreshSkill(2);
refreshSkill(3);
refreshSkill(4);
refreshSkill(5);
refreshSkill(6);
c.specAmount = 10;
c.getItems().addSpecialBar(c.playerEquipment[c.playerWeapon]);
c.lastVeng = 0;
c.vengOn = false;
resetFollowers();
c.attackTimer = 10;
removeAllWindows();
c.tradeResetNeeded = true;
closeAllWindows();
c.getItems().deleteAllItems();
c.sendMessage("You failed to complete all floors.. Want to retry?");
c.sendMessage("To exit, push the black ladder!");
c.getPA().movePlayer(1921, 4640, 0);
c.isSkulled = true;
c.InDung = true;
return;
}
Still doesn't work and player got teleported out to normally dead spawn point..