Thread: [PI-317] Pvp Magic Problem

Results 1 to 10 of 10
  1. #1 [PI-317] Pvp Magic Problem 
    Registered Member
    Join Date
    Aug 2011
    Posts
    62
    Thanks given
    0
    Thanks received
    2
    Rep Power
    11
    Edit #2:

    Not fixed lol.
    Reply With Quote  
     

  2. #2  
    Registered Member

    Join Date
    Sep 2008
    Posts
    4,833
    Thanks given
    894
    Thanks received
    1,439
    Rep Power
    2924
    Search for
    Code:
    if(c.usingSpecial && !c.usingMagic) {
    					if(checkSpecAmount(c.playerEquipment[c.playerWeapon])){
    						c.lastWeaponUsed = c.playerEquipment[c.playerWeapon];
    						c.lastArrowUsed = c.playerEquipment[c.playerArrows];
    						activateSpecial(c.playerEquipment[c.playerWeapon], i);
    						return;
    					} else {
    						c.sendMessage("You don't have the required special energy to use this attack.");
    						c.usingSpecial = false;
    						c.getItems().updateSpecialBar();
    						c.npcIndex = 0;
    						return;
    					}
    				}
    After last bracket, add
    Code:
    if(usingBow || c.usingMagic || usingOtherRangeWeapons) {
    					c.mageFollow = true;
    				} else {
    					c.mageFollow = false;
    				}
    "Know thy self, know thy enemy. A thousand battles, a thousand victories." - Sun Tzu
    GitHub: https://github.com/Faris-Mckay
    Reply With Quote  
     

  3. #3  
    Registered Member
    Join Date
    Aug 2011
    Posts
    62
    Thanks given
    0
    Thanks received
    2
    Rep Power
    11
    Tim (animeking) re-wrote my playerclipped following so mine looks different, what classes you want me to post for you to check out?


    edit: Added it, didn't work.
    Reply With Quote  
     

  4. #4  
    Registered Member

    Join Date
    Sep 2008
    Posts
    4,833
    Thanks given
    894
    Thanks received
    1,439
    Rep Power
    2924
    Post followplayer method then, on my phone but I'll read through it briefly.
    "Know thy self, know thy enemy. A thousand battles, a thousand victories." - Sun Tzu
    GitHub: https://github.com/Faris-Mckay
    Reply With Quote  
     

  5. #5  
    Registered Member
    Join Date
    Aug 2011
    Posts
    62
    Thanks given
    0
    Thanks received
    2
    Rep Power
    11
    All the GoodDistance's are correct, but it still runs me towards the player after casting.

    Code:
    	public void followPlayer() {
    		if (PlayerHandler.players[c.followId] == null
    				|| PlayerHandler.players[c.followId].isDead) {
    			c.followId = 0;
    			return;
    		}
    		if (c.freezeTimer > 0) {
    			return;
    		}
    		if (c.freezeDelay > 0) {
    			return;
    		}
    		if (inPitsWait()) {
    			c.followId = 0;
    		}
    		if (c.inDuelArena()) {
    			c.followId = 0;
    			return;
    		}
    		if (c.isDead || c.playerLevel[3] <= 0)
    			return;
    
    		int otherX = PlayerHandler.players[c.followId].getX();
    		int otherY = PlayerHandler.players[c.followId].getY();
    
    		boolean sameSpot = (c.absX == otherX && c.absY == otherY);
    
    		boolean hallyDistance = c.goodDistance(otherX, otherY, c.getX(),
    				c.getY(), 2);
    
    		boolean rangeWeaponDistance = c.goodDistance(otherX, otherY, c.getX(),
    				c.getY(), 4);
    		boolean bowDistance = c.goodDistance(otherX, otherY, c.getX(),
    				c.getY(), 6);
    		boolean mageDistance = c.goodDistance(otherX, otherY, c.getX(),
    				c.getY(), 7);
    		boolean usingCross = c.playerEquipment[c.playerWeapon] == 9185
    				|| c.playerEquipment[c.playerWeapon] == 18357;
    		boolean castingMagic = (c.usingMagic || c.mageFollow || c.autocasting || c.spellId > 0)
    				&& mageDistance;
    		boolean crossbowFollow = (usingCross) && bowDistance;
    		boolean playerRanging = (c.usingRangeWeapon) && rangeWeaponDistance;
    		boolean playerBowOrCross = (c.usingBow) && bowDistance;
    
    		if (!c.goodDistance(otherX, otherY, c.getX(), c.getY(), 25)) {
    			c.followId = 0;
    			resetFollow();
    			return;
    		}
    		c.faceUpdate(c.followId + 32768);
    		if (!sameSpot) {
    			if (c.playerIndex > 0 && !c.usingSpecial) {
    				if (c.usingSpecial
    						&& (playerRanging || playerBowOrCross || crossbowFollow)) {
    					c.stopMovement();
    					return;
    				}
    				if (castingMagic || playerRanging || playerBowOrCross
    						|| crossbowFollow) {
    					c.stopMovement();
    					return;
    				}
    				if (c.getCombat().usingHally() && hallyDistance) {
    					c.stopMovement();
    					return;
    				}
    			}
    		}
    		if (otherX == c.absX && otherY == c.absY) {
    			int r = Misc.random(3);
    			switch (r) {
    			case 0:
    				walkTo(0, -1);
    				break;
    			case 1:
    				walkTo(0, 1);
    				break;
    			case 2:
    				walkTo(1, 0);
    				break;
    			case 3:
    				walkTo(-1, 0);
    				break;
    			}
    		} else if (c.isRunning2) {
    			if (otherY > c.getY() && otherX == c.getX()) {
    				playerWalk(otherX, otherY - 1);
    			} else if (otherY < c.getY() && otherX == c.getX()) {
    				playerWalk(otherX, otherY + 1);
    			} else if (otherX > c.getX() && otherY == c.getY()) {
    				playerWalk(otherX - 1, otherY);
    			} else if (otherX < c.getX() && otherY == c.getY()) {
    				playerWalk(otherX + 1, otherY);
    			} else if (otherX < c.getX() && otherY < c.getY()) {
    				playerWalk(otherX + 1, otherY + 1);
    			} else if (otherX > c.getX() && otherY > c.getY()) {
    				playerWalk(otherX - 1, otherY - 1);
    			} else if (otherX < c.getX() && otherY > c.getY()) {
    				playerWalk(otherX + 1, otherY - 1);
    			} else if (otherX > c.getX() && otherY < c.getY()) {
    				playerWalk(otherX + 1, otherY - 1);
    			}
    		} else {
    			if (otherY > c.getY() && otherX == c.getX()) {
    				playerWalk(otherX, otherY - 1);
    			} else if (otherY < c.getY() && otherX == c.getX()) {
    				playerWalk(otherX, otherY + 1);
    			} else if (otherX > c.getX() && otherY == c.getY()) {
    				playerWalk(otherX - 1, otherY);
    			} else if (otherX < c.getX() && otherY == c.getY()) {
    				playerWalk(otherX + 1, otherY);
    			} else if (otherX < c.getX() && otherY < c.getY()) {
    				playerWalk(otherX + 1, otherY + 1);
    			} else if (otherX > c.getX() && otherY > c.getY()) {
    				playerWalk(otherX - 1, otherY - 1);
    			} else if (otherX < c.getX() && otherY > c.getY()) {
    				playerWalk(otherX + 1, otherY - 1);
    			} else if (otherX > c.getX() && otherY < c.getY()) {
    				playerWalk(otherX - 1, otherY + 1);
    			}
    		}
    		c.faceUpdate(c.followId + 32768);
    	}
    Reply With Quote  
     

  6. #6  
    Registered Member

    Join Date
    Sep 2008
    Posts
    4,833
    Thanks given
    894
    Thanks received
    1,439
    Rep Power
    2924
    What did Tim add for you on your following? If its clipped following then that is still missing some things. But in terms of the running up to npc thing, only thing I can suggest is download other servers where it works and rip it from those.
    If you don't have it fixed before I get home, inbox me I'll team viewer with you.
    "Know thy self, know thy enemy. A thousand battles, a thousand victories." - Sun Tzu
    GitHub: https://github.com/Faris-Mckay
    Reply With Quote  
     

  7. #7  
    Registered Member
    Join Date
    Aug 2011
    Posts
    62
    Thanks given
    0
    Thanks received
    2
    Rep Power
    11
    Quote Originally Posted by Faris View Post
    What did Tim add for you on your following? If its clipped following then that is still missing some things. But in terms of the running up to npc thing, only thing I can suggest is download other servers where it works and rip it from those.
    If you don't have it fixed before I get home, inbox me I'll team viewer with you.
    I used Jacks PI, and Tim added his ClippedFollowing to that, so if there are things missing it's because he did not add them. I've fixed it for NPC's, just can't seem to implement that fix into the Player side.
    Reply With Quote  
     

  8. #8  
    Registered Member
    Join Date
    Aug 2011
    Posts
    62
    Thanks given
    0
    Thanks received
    2
    Rep Power
    11
    My attackplayer method

    Code:
    	public void attackPlayer(int i) {
    
    		if (PlayerHandler.players[i] != null) {
    
    			if (PlayerHandler.players[i].isDead) {
    				resetPlayerAttack();
    				return;
    			}
    
    			if (c.respawnTimer > 0 || PlayerHandler.players[i].respawnTimer > 0) {
    				resetPlayerAttack();
    				return;
    			}
    
    			/*
    			 * if (c.teleTimer > 0 || Server.playerHandler.players[i].teleTimer
    			 * > 0) { resetPlayerAttack(); return; }
    			 */
    
    			if (!c.getCombat().checkReqs()) {
    				return;
    			}
    
    			if (c.getPA().getWearingAmount() < 4 && c.duelStatus < 1) {
    				c.sendMessage("You must be wearing at least 4 items to attack someone.");
    				resetPlayerAttack();
    				return;
    			}
    			boolean sameSpot = c.absX == PlayerHandler.players[i].getX()
    					&& c.absY == PlayerHandler.players[i].getY();
    			if (!c.goodDistance(PlayerHandler.players[i].getX(),
    					PlayerHandler.players[i].getY(), c.getX(), c.getY(), 25)
    					&& !sameSpot) {
    				resetPlayerAttack();
    				return;
    			}
    
    			if (PlayerHandler.players[i].respawnTimer > 0) {
    				PlayerHandler.players[i].playerIndex = 0;
    				resetPlayerAttack();
    				return;
    			}
    
    			if (PlayerHandler.players[i].heightLevel != c.heightLevel) {
    				resetPlayerAttack();
    				return;
    			}
    			// c.sendMessage("Made it here0.");
    			c.followId = i;
    			c.followId2 = 0;
    			if (c.attackTimer <= 0) {
    				c.usingBow = false;
    				c.specEffect = 0;
    				c.usingRangeWeapon = false;
    				c.rangeItemUsed = 0;
    				boolean usingBow = false;
    				boolean usingArrows = false;
    				boolean usingOtherRangeWeapons = false;
    				boolean usingCross = c.playerEquipment[c.playerWeapon] == 9185;
    				c.projectileStage = 0;
    
    				if (c.absX == PlayerHandler.players[i].absX
    						&& c.absY == PlayerHandler.players[i].absY) {
    					if (c.freezeTimer > 0) {
    						resetPlayerAttack();
    						return;
    					}
    					c.followId = i;
    					c.attackTimer = 0;
    					return;
    				}
    
    				if ((c.inPirateHouse() && !PlayerHandler.players[i]
    						.inPirateHouse())
    						|| (PlayerHandler.players[i].inPirateHouse() && !c
    								.inPirateHouse())) {
    					resetPlayerAttack();
    					return;
    				}
    				// c.sendMessage("Made it here1.");
    				if (!c.usingMagic) {
    					for (int bowId : c.BOWS) {
    						if (c.playerEquipment[c.playerWeapon] == bowId) {
    							usingBow = true;
    							for (int arrowId : c.ARROWS) {
    								if (c.playerEquipment[c.playerArrows] == arrowId) {
    									usingArrows = true;
    								}
    							}
    						}
    					}
    
    					for (int otherRangeId : c.OTHER_RANGE_WEAPONS) {
    						if (c.playerEquipment[c.playerWeapon] == otherRangeId) {
    							usingOtherRangeWeapons = true;
    						}
    					}
    				}
    				if (c.autocasting) {
    					c.spellId = c.autocastId;
    					c.usingMagic = true;
    				}
    				// c.sendMessage("Made it here2.");
    				if (c.spellId > 0) {
    					c.usingMagic = true;
    				}
    				c.attackTimer = getAttackDelay(c.getItems()
    						.getItemName(c.playerEquipment[c.playerWeapon])
    						.toLowerCase());
    
    				if (c.duelRule[9]) {
    					boolean canUseWeapon = false;
    					for (int funWeapon : Config.FUN_WEAPONS) {
    						if (c.playerEquipment[c.playerWeapon] == funWeapon) {
    							canUseWeapon = true;
    						}
    					}
    					if (!canUseWeapon) {
    						c.sendMessage("You can only use fun weapons in this duel!");
    						resetPlayerAttack();
    						return;
    					}
    				}
    				// c.sendMessage("Made it here3.");
    				if (c.duelRule[2] && (usingBow || usingOtherRangeWeapons)) {
    					c.sendMessage("Range has been disabled in this duel!");
    					return;
    				}
    				if (c.duelRule[3]
    						&& (!usingBow && !usingOtherRangeWeapons && !c.usingMagic)) {
    					c.sendMessage("Melee has been disabled in this duel!");
    					return;
    				}
    
    				if (c.duelRule[4] && c.usingMagic) {
    					c.sendMessage("Magic has been disabled in this duel!");
    					resetPlayerAttack();
    					return;
    				}
    
    				if ((!c.goodDistance(c.getX(), c.getY(),
    						PlayerHandler.players[i].getX(),
    						PlayerHandler.players[i].getY(), 4) && (usingOtherRangeWeapons
    						&& !usingBow && !c.usingMagic))
    						|| (!c.goodDistance(c.getX(), c.getY(),
    								PlayerHandler.players[i].getX(),
    								PlayerHandler.players[i].getY(), 2) && (!usingOtherRangeWeapons
    								&& usingHally() && !usingBow && !c.usingMagic))
    						|| (!c.goodDistance(c.getX(), c.getY(),
    								PlayerHandler.players[i].getX(),
    								PlayerHandler.players[i].getY(),
    								getRequiredDistance()) && (!usingOtherRangeWeapons
    								&& !usingHally() && !usingBow && !c.usingMagic))
    						|| (!c.goodDistance(c.getX(), c.getY(),
    								PlayerHandler.players[i].getX(),
    								PlayerHandler.players[i].getY(), 10) && (usingBow || c.usingMagic))) {
    					// c.sendMessage("Setting attack timer to 1");
    					c.attackTimer = 1;
    					if (!usingBow && !c.usingMagic && !usingOtherRangeWeapons
    							&& c.freezeTimer > 0)
    						resetPlayerAttack();
    					return;
    				}
    
    				if (!usingCross
    						&& !usingArrows
    						&& usingBow
    						&& (c.playerEquipment[c.playerWeapon] < 4212 || c.playerEquipment[c.playerWeapon] > 4223)
    						&& !c.usingMagic) {
    					c.sendMessage("You have run out of arrows!");
    					c.stopMovement();
    					resetPlayerAttack();
    					return;
    				}
    				if (correctBowAndArrows() < c.playerEquipment[c.playerArrows]
    						&& Config.CORRECT_ARROWS && usingBow
    						&& !usingCrystalBow()
    						&& c.playerEquipment[c.playerWeapon] != 9185
    						&& !c.usingMagic) {
    					c.sendMessage("You can't use "
    							+ c.getItems()
    									.getItemName(
    											c.playerEquipment[c.playerArrows])
    									.toLowerCase()
    							+ "s with a "
    							+ c.getItems()
    									.getItemName(
    											c.playerEquipment[c.playerWeapon])
    									.toLowerCase() + ".");
    					c.stopMovement();
    					resetPlayerAttack();
    					return;
    				}
    				if (c.playerEquipment[c.playerWeapon] == 9185 && !properBolts()
    						&& !c.usingMagic) {
    					c.sendMessage("You must use bolts with a crossbow.");
    					c.stopMovement();
    					resetPlayerAttack();
    					return;
    				}
    
    				if (usingBow || c.usingMagic || usingOtherRangeWeapons
    						|| usingHally()) {
    					c.stopMovement();
    				}
    
    				if (!checkMagicReqs(c.spellId)) {
    					c.stopMovement();
    					resetPlayerAttack();
    					return;
    				}
    
    				c.faceUpdate(i + 32768);
    
    				if (c.duelStatus != 5) {
    					if (!c.attackedPlayers.contains(c.playerIndex)
    							&& !PlayerHandler.players[c.playerIndex].attackedPlayers
    									.contains(c.playerId)) {
    						c.attackedPlayers.add(c.playerIndex);
    						c.isSkulled = true;
    						c.skullTimer = Config.SKULL_TIMER;
    						c.headIconPk = 0;
    						c.getPA().requestUpdates();
    					}
    				}
    				c.specAccuracy = 1.0;
    				c.specDamage = 1.0;
    				c.delayedDamage = c.delayedDamage2 = 0;
    				if (c.usingSpecial && !c.usingMagic) {
    					if (c.duelRule[10] && c.duelStatus == 5) {
    						c.sendMessage("Special attacks have been disabled during this duel!");
    						c.usingSpecial = false;
    						c.getItems().updateSpecialBar();
    						resetPlayerAttack();
    						return;
    					}
    					if (checkSpecAmount(c.playerEquipment[c.playerWeapon])) {
    						c.lastArrowUsed = c.playerEquipment[c.playerArrows];
    						activateSpecial(c.playerEquipment[c.playerWeapon], i);
    						c.followId = c.playerIndex;
    						return;
    					} else {
    						c.sendMessage("You don't have the required special energy to use this attack.");
    						c.usingSpecial = false;
    						c.getItems().updateSpecialBar();
    						c.playerIndex = 0;
    						return;
    					}
    				}
    
    				if (!c.usingMagic) {
    					c.startAnimation(getWepAnim(c.getItems()
    							.getItemName(c.playerEquipment[c.playerWeapon])
    							.toLowerCase()));
    					c.mageFollow = false;
    				} else {
    					c.startAnimation(c.MAGIC_SPELLS[c.spellId][2]);
    					c.mageFollow = true;
    					c.followId = c.playerIndex;
    				}
    				PlayerHandler.players[i].underAttackBy = c.playerId;
    				PlayerHandler.players[i].logoutDelay = System
    						.currentTimeMillis();
    				PlayerHandler.players[i].singleCombatDelay = System
    						.currentTimeMillis();
    				PlayerHandler.players[i].killerId = c.playerId;
    				c.lastArrowUsed = 0;
    				c.rangeItemUsed = 0;
    				if (!usingBow && !c.usingMagic && !usingOtherRangeWeapons) { // melee
    																				// hit
    																				// delay
    					c.followId = PlayerHandler.players[c.playerIndex].playerId;
    					c.getPA().followPlayer();
    					c.hitDelay = getHitDelay(c.getItems()
    							.getItemName(c.playerEquipment[c.playerWeapon])
    							.toLowerCase());
    					c.delayedDamage = Misc.random(calculateMeleeMaxHit());
    					c.projectileStage = 0;
    					c.oldPlayerIndex = i;
    				}
    
    				if (usingBow && !usingOtherRangeWeapons && !c.usingMagic
    						|| usingCross) { // range hit delay
    					if (c.playerEquipment[c.playerWeapon] >= 4212
    							&& c.playerEquipment[c.playerWeapon] <= 4223) {
    						c.rangeItemUsed = c.playerEquipment[c.playerWeapon];
    						c.crystalBowArrowCount++;
    					} else {
    						c.rangeItemUsed = c.playerEquipment[c.playerArrows];
    						c.getItems().deleteArrow();
    					}
    					if (c.fightMode == 2)
    						c.attackTimer--;
    					if (usingCross)
    						c.usingBow = true;
    					c.usingBow = true;
    					c.followId = PlayerHandler.players[c.playerIndex].playerId;
    					c.getPA().followPlayer();
    					c.lastWeaponUsed = c.playerEquipment[c.playerWeapon];
    					c.lastArrowUsed = c.playerEquipment[c.playerArrows];
    					c.gfx100(getRangeStartGFX());
    					c.hitDelay = getHitDelay(c.getItems()
    							.getItemName(c.playerEquipment[c.playerWeapon])
    							.toLowerCase());
    					c.projectileStage = 1;
    					c.oldPlayerIndex = i;
    					fireProjectilePlayer();
    				}
    
    				if (usingOtherRangeWeapons) { // knives, darts, etc hit delay
    					c.rangeItemUsed = c.playerEquipment[c.playerWeapon];
    					c.getItems().deleteEquipment();
    					c.usingRangeWeapon = true;
    					c.followId = PlayerHandler.players[c.playerIndex].playerId;
    					c.getPA().followPlayer();
    					c.gfx100(getRangeStartGFX());
    					if (c.fightMode == 2)
    						c.attackTimer--;
    					c.hitDelay = getHitDelay(c.getItems()
    							.getItemName(c.playerEquipment[c.playerWeapon])
    							.toLowerCase());
    					c.projectileStage = 1;
    					c.oldPlayerIndex = i;
    					fireProjectilePlayer();
    				}
    
    				if (c.usingMagic) { // magic hit delay
    					int pX = c.getX();
    					int pY = c.getY();
    					int nX = PlayerHandler.players[i].getX();
    					int nY = PlayerHandler.players[i].getY();
    					int offX = (pY - nY) * -1;
    					int offY = (pX - nX) * -1;
    					c.castingMagic = true;
    					c.projectileStage = 2;
    					if (c.MAGIC_SPELLS[c.spellId][3] > 0) {
    						if (getStartGfxHeight() == 100) {
    							c.gfx100(c.MAGIC_SPELLS[c.spellId][3]);
    						} else {
    							c.gfx0(c.MAGIC_SPELLS[c.spellId][3]);
    						}
    					}
    					if (c.MAGIC_SPELLS[c.spellId][4] > 0) {
    						c.getPA().createPlayersProjectile(pX, pY, offX, offY,
    								50, 78, c.MAGIC_SPELLS[c.spellId][4],
    								getStartHeight(), getEndHeight(), -i - 1,
    								getStartDelay());
    					}
    					if (c.autocastId > 0) {
    						c.followId = c.playerIndex;
    						c.followDistance = 5;
    					}
    					c.hitDelay = getHitDelay(c.getItems()
    							.getItemName(c.playerEquipment[c.playerWeapon])
    							.toLowerCase());
    					c.oldPlayerIndex = i;
    					c.oldSpellId = c.spellId;
    					c.spellId = 0;
    					Client o = (Client) PlayerHandler.players[i];
    					if (c.MAGIC_SPELLS[c.oldSpellId][0] == 12891 && o.isMoving) {
    						// c.sendMessage("Barrage projectile..");
    						c.getPA().createPlayersProjectile(pX, pY, offX, offY,
    								50, 85, 368, 25, 25, -i - 1, getStartDelay());
    					}
    					if (Misc.random(o.getCombat().mageDef()) > Misc
    							.random(mageAtk())) {
    						c.magicFailed = true;
    					} else {
    						c.magicFailed = false;
    					}
    					int freezeDelay = getFreezeTime();// freeze time
    					if (freezeDelay > 0
    							&& PlayerHandler.players[i].freezeTimer <= -3
    							&& !c.magicFailed) {
    						PlayerHandler.players[i].freezeTimer = freezeDelay;
    						o.resetWalkingQueue();
    						o.sendMessage("You have been frozen.");
    						o.frozenBy = c.playerId;
    					}
    					if (!c.autocasting && c.spellId <= 0)
    						c.playerIndex = 0;
    				}
    
    				if (usingBow && Config.CRYSTAL_BOW_DEGRADES) { // crystal bow
    																// degrading
    					if (c.playerEquipment[c.playerWeapon] == 4212) { // new
    																		// crystal
    																		// bow
    																		// becomes
    																		// full
    																		// bow
    																		// on
    																		// the
    																		// first
    																		// shot
    						c.getItems().wearItem(4214, 1, 3);
    					}
    
    					if (c.crystalBowArrowCount >= 250) {
    						switch (c.playerEquipment[c.playerWeapon]) {
    
    						case 4223: // 1/10 bow
    							c.getItems().wearItem(-1, 1, 3);
    							c.sendMessage("Your crystal bow has fully degraded.");
    							if (!c.getItems().addItem(4207, 1)) {
    								Server.itemHandler.createGroundItem(c, 4207,
    										c.getX(), c.getY(), 1, c.getId());
    							}
    							c.crystalBowArrowCount = 0;
    							break;
    
    						default:
    							c.getItems().wearItem(
    									++c.playerEquipment[c.playerWeapon], 1, 3);
    							c.sendMessage("Your crystal bow degrades.");
    							c.crystalBowArrowCount = 0;
    							break;
    						}
    					}
    				}
    			}
    		}
    	}
    Reply With Quote  
     

  9. #9  
    Registered Member
    Join Date
    Feb 2008
    Posts
    2,084
    Thanks given
    1,908
    Thanks received
    1,053
    Rep Power
    5000
    Make sure you're only bumping once every 24 hours.
    Reply With Quote  
     

  10. #10  
    Registered Member
    Join Date
    Aug 2011
    Posts
    62
    Thanks given
    0
    Thanks received
    2
    Rep Power
    11
    bump
    Reply With Quote  
     


Thread Information
Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)


User Tag List

Similar Threads

  1. 317 PI PVP problem
    By Solarity in forum Help
    Replies: 0
    Last Post: 10-12-2011, 07:47 PM
  2. Replies: 7
    Last Post: 10-04-2010, 02:04 AM
  3. 317 ancients magic problem - rep for help!
    By asillybunny in forum Requests
    Replies: 0
    Last Post: 09-24-2010, 07:08 AM
  4. Replies: 2
    Last Post: 10-17-2009, 07:08 AM
Posting Permissions
  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •