Originally Posted by
Shadowownz
There are no tuts for this that i've seen. If there are it would have been more helpful if you would've provided a link to one...
I could do that, i'll pm you.
This tells me where but not what to change...I searched the ID's for skillcapes inside and nothing came up so this doesn't help.
There is prob a easyer way to do it but i just did it like this
Code:
if(Config.itemRequirements) {
if(targetSlot == 10 || targetSlot == 7 || targetSlot == 5 || targetSlot == 4 || targetSlot == 0 || targetSlot == 9 || targetSlot == 10) {
if(attackLevelReq > 0) {
if(getLevelForXP(playerXP[0]) < attackLevelReq) {
sM("You need a attack level of "+attackLevelReq+" to wear this item.");
GoFalse = true;
}
}
if(rangeLevelReq > 0) {
if(getLevelForXP(playerXP[4]) < rangeLevelReq) {
sM("You need a range level of "+rangeLevelReq+" to wear this item.");
GoFalse = true;
}
}
if(magicLevelReq > 0) {
if(getLevelForXP(playerXP[6]) < magicLevelReq) {
sM("You need a magic level of "+magicLevelReq+" to wear this item.");
GoFalse = true;
}
}
if(hitpointsLevelReq > 0) { // Hitpoints
if(getLevelForXP(playerXP[3]) < hitpointsLevelReq) {
sM("You need an hitpoint level of "+hitpointsLevelReq+" to wield this.");
GoFalse = true;
}
}
if(strengthLevelReq > 0) { // Strength
if(getLevelForXP(playerXP[2]) < strengthLevelReq) {
sM("You need an strength level of "+strengthLevelReq+" to wield this.");
GoFalse = true;
}
}
if(defenceLevelReq > 0) { //
if(getLevelForXP(playerXP[1]) < defenceLevelReq) {
sM("You need an defence level of "+defenceLevelReq+" to wield this.");
GoFalse = true;
}
}
if(herbloreLevelReq > 0) { // Herblore
if(getLevelForXP(playerXP[15]) < herbloreLevelReq) {
sM("You need an herblore level of "+herbloreLevelReq+" to wield this.");
GoFalse = true;
}
}
if(thievingLevelReq > 0) { // Thieving
if(getLevelForXP(playerXP[17]) < thievingLevelReq) {
sM("You need an thieving level of "+thievingLevelReq+" to wield this.");
GoFalse = true;
}
}
if(smithingLevelReq > 0) { // Smithig
if(getLevelForXP(playerXP[13]) < smithingLevelReq) {
sM("You need an smithing level of "+smithingLevelReq+" to wield this.");
GoFalse = true;
}
}
if(farmingLevelReq > 0) { // Farming
if(getLevelForXP(playerXP[19]) < farmingLevelReq) {
sM("You need an farming level of "+farmingLevelReq+" to wield this.");
GoFalse = true;
}
}
if(fletchingLevelReq > 0) { // Fletching
if(getLevelForXP(playerXP[9]) < fletchingLevelReq) {
sM("You need an fletching level of "+fletchingLevelReq+" to wield this.");
GoFalse = true;
}
}
if(firemakingLevelReq > 0) { // Firemaking
if(getLevelForXP(playerXP[11]) < firemakingLevelReq) {
sM("You need an firemaking level of "+firemakingLevelReq+" to wield this.");
GoFalse = true;
}
}
if(cookingLevelReq > 0) { // Cooking
if(getLevelForXP(playerXP[7]) < cookingLevelReq) {
sM("You need an cooking level of "+cookingLevelReq+" to wield this.");
GoFalse = true;
}
}
if(fishingLevelReq > 0) { // Fishing
if(getLevelForXP(playerXP[10]) < fishingLevelReq) {
sM("You need an fishing level of "+fishingLevelReq+" to wield this.");
GoFalse = true;
}
}
if(runecraftingLevelReq > 0) { // Runecrafting
if(getLevelForXP(playerXP[20]) < runecraftingLevelReq) {
sM("You need an runecrafting level of "+runecraftingLevelReq+" to wield this.");
GoFalse = true;
}
}
if(woodcuttingLevelReq > 0) { // Woodcutting
if(getLevelForXP(playerXP[8]) < woodcuttingLevelReq) {
sM("You need an woodcutting level of "+woodcuttingLevelReq+" to wield this.");
GoFalse = true;
}
}
if(miningLevelReq > 0) { // Mining
if(getLevelForXP(playerXP[14]) < miningLevelReq) {
sM("You need an mining level of "+miningLevelReq+" to wield this.");
GoFalse = true;
}
}
if(slayerLevelReq > 0) { // Slayer
if(getLevelForXP(playerXP[18]) < slayerLevelReq) {
sM("You need an slayer level of "+slayerLevelReq+" to wield this.");
GoFalse = true;
}
}
if(prayerLevelReq > 0) { // Prayer
if(getLevelForXP(playerXP[5]) < prayerLevelReq) {
sM("You need an prayer level of "+prayerLevelReq+" to wield this.");
GoFalse = true;
}
}
if(agilityLevelReq > 0) { // Agility
if(getLevelForXP(playerXP[16]) < agilityLevelReq) {
sM("You need an agility level of "+agilityLevelReq+" to wield this.");
GoFalse = true;
}
}
if(craftingLevelReq > 0) { // Crafting
if(getLevelForXP(playerXP[12]) < craftingLevelReq) {
sM("You need an crafting level of "+craftingLevelReq+" to wield this.");
GoFalse = true;
}
}
}
if(targetSlot == 3) {
if(attackLevelReq > 0) {
if(getLevelForXP(playerXP[0]) < attackLevelReq) {
sM("You need a attack level of "+attackLevelReq+" to wear this item.");
GoFalse = true;
}
}
if(rangeLevelReq > 0) {
if(getLevelForXP(playerXP[4]) < rangeLevelReq) {
sM("You need a range level of "+rangeLevelReq+" to wear this item.");
GoFalse = true;
}
}
if(magicLevelReq > 0) {
if(getLevelForXP(playerXP[6]) < magicLevelReq) {
sM("You need a magic level of "+magicLevelReq+" to wear this item.");
GoFalse = true;
}
}
if(strengthLevelReq > 0) { // Strength
if(getLevelForXP(playerXP[2]) < strengthLevelReq) {
sM("You need an strength level of "+strengthLevelReq+" to wield this.");
GoFalse = true;
}
}
if(slayerLevelReq > 0) { // Slayer
if(getLevelForXP(playerXP[18]) < slayerLevelReq) {
sM("You need an slayer level of "+slayerLevelReq+" to wield this.");
GoFalse = true;
}
}
if(prayerLevelReq > 0) { // Prayer
if(getLevelForXP(playerXP[5]) < prayerLevelReq) {
sM("You need an prayer level of "+prayerLevelReq+" to wield this.");
GoFalse = true;
}
}
}
}