Thread: Kharidian Desert Help

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  1. #1 Kharidian Desert Help 
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    Fixed.
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  2. #2  
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    why not just use poison instead? Kind of a cheap option but it works
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  3. #3  
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    Quote Originally Posted by Dedicati0n View Post
    why not just use poison instead? Kind of a cheap option but it works
    Why would I want to poison the character? I'm working on a remake, I want the actual effect, the cloest I got was when I ripped something off overloads, but after they got to 0 hp they wouldn't die they would just stay there lol.

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  4. #4  
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    Not poison them, but base it off poisoning, it drains hp at the same concept.
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  5. #5  
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    If (c.inDesert() && lastDesert == 0) {
    lastDesert = 300;
    c.playerLevel[3] -= 4;
    getPA().refreshSkill(3);
    c.sendMessage("You've been damaged by the heat of the desert you should get waterskin.");
    if(lastDesert > 0) {
    lastDesert--;
    }
    }
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  6. #6  
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    Quote Originally Posted by Script View Post
    If (c.inDesert() && lastDesert == 0) {
    lastDesert = 300;
    c.playerLevel[3] -= 4;
    getPA().refreshSkill(3);
    c.sendMessage("You've been damaged by the heat of the desert you should get waterskin.");
    if(lastDesert > 0) {
    lastDesert--;
    }
    }
    I already did this in process, I don't really see any difference.
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  7. #7  
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    Quote Originally Posted by I'm A Boss View Post
    I already did this in process, I don't really see any difference.
    client.java:

    public boolean desertHeat;
    public int lastHeat = 0;

    changeRegions.java:

    if(c.inDesert) {
    desertHeat = true;
    } else {
    desertHeat = false;
    }
    }

    process:

    If (desertHeat && lastHeat == 0) {
    lastHeat = 300;
    c.playerLevel[3] -= 4;
    getPA().refreshSkill(3);
    c.sendMessage("You've been damaged by the heat of the desert you should get waterskin.");
    if(lastHeat > 0) {
    lastHeat--;
    }
    }


    Something like that
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  8. #8  
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    Quote Originally Posted by Script View Post
    client.java:

    public boolean desertHeat;
    public int lastHeat = 0;

    changeRegions.java:

    if(c.inDesert) {
    desertHeat = true;
    } else {
    desertHeat = false;
    }
    }

    process:

    If (desertHeat && lastHeat == 0) {
    lastHeat = 300;
    c.playerLevel[3] -= 4;
    getPA().refreshSkill(3);
    c.sendMessage("You've been damaged by the heat of the desert you should get waterskin.");
    if(lastHeat > 0) {
    lastHeat--;
    }
    }


    Something like that
    Yeah I'll try that, but. I just found out, when I was testing that this problem is happening with everything lol...

    Anyone think they can help here's my givelife:

    Code:
    	public void giveLife() {
    		c.isDead = false;
    		c.faceUpdate(-1);
    		c.freezeTimer = 0;
    		if (c.duelStatus <= 4 && !CastleWars.isInCw(c) && !c.inPits && !inPitsWait()  && !FightPits.inPitsGame(c)) {
    			if (!c.inPits && !c.inFightCaves()) {
    				c.getItems().resetKeepItems();
    				if ((c.playerRights == 2 && Config.ADMIN_DROP_ITEMS)
    						|| c.playerRights != 2) {
    					if (!c.isSkulled) { // what items to keep
    						c.getItems().keepItem(0, true);
    						c.getItems().keepItem(1, true);
    						c.getItems().keepItem(2, true);
    					}
    					if (c.prayerActive[10]
    							&& System.currentTimeMillis() - c.lastProtItem > 700) {
    						c.getItems().keepItem(3, true);
    					}
    					if (c.inFightCaves()) {
    					c.getPA().resetTzhaar();
    					}
    					c.getItems().dropAllItems(); // drop all items
    					c.getItems().deleteAllItems(); // delete all items
    
    					if (!c.isSkulled) { // add the kept items once we finish
    										// deleting and dropping them
    						for (int i1 = 0; i1 < 3; i1++) {
    							if (c.itemKeptId[i1] > 0) {
    								c.getItems().addItem(c.itemKeptId[i1], 1);
    							}
    						}
    					}
    					if (c.prayerActive[10]) { // if we have protect items
    						if (c.itemKeptId[3] > 0) {
    							c.getItems().addItem(c.itemKeptId[3], 1);
    						}
    					}
    				}
    				c.getItems().resetKeepItems();
    		c.getCombat().resetPrayers();
    		for (int i = 0; i < 20; i++) {
    			c.playerLevel[i] = getLevelForXP(c.playerXP[i]);
    			c.getPA().refreshSkill(i);
    		}
    		 if (FightPits.inPitsGame(c))
    	            FightPits.removePlayerGame(c);
    	     else if (c.FightPitsArea())
    	            c.getPA().movePlayer(2399, 5178, 0);
    		} else if (CastleWars.isInCw(c)) {
    	            if (CastleWars.getTeamNumber(c) == 1) {
    	                c.getPA().movePlayer(2426 + Misc.random(3), 3076 - Misc.random(3), 1);
    	            } else {
    	                c.getPA().movePlayer(2373 + Misc.random(3), 3131 - Misc.random(3), 1);
    	            }
    		} else if (c.tutorialIsland()) {
    			movePlayer(Config.START_LOCATION_X, Config.START_LOCATION_Y, 0);
    		} else if (c.duelStatus <= 4) {
    			movePlayer(3222, 3218, 0);
    			c.isSkulled = false;
    			c.skullTimer = 0;
    			c.attackedPlayers.clear();
    		} else { // we are in a duel, respawn outside of arena
    			Client o = (Client) PlayerHandler.players[c.duelingWith];
    			if (o != null) {
    				o.getPA().createPlayerHints(10, -1);
    				if (o.duelStatus == 6) {
    					o.getTradeAndDuel().duelVictory();
    				}
    			}
    			movePlayer(
    			Config.DUELING_RESPAWN_X + (Misc.random(Config.RANDOM_DUELING_RESPAWN)),
    			Config.DUELING_RESPAWN_Y + (Misc.random(Config.RANDOM_DUELING_RESPAWN)), 0);
    			if (c.duelStatus != 6) { // if we have won but have died, don't
    										// reset the duel status.
    				c.getTradeAndDuel().resetDuel();
    			}
    		}
    		// PlayerSaving.getSingleton().requestSave(c.playerId);
    		PlayerSave.saveGame(c);
    		c.getCombat().resetPlayerAttack();
    		resetAnimation();
    		c.startAnimation(65535);
    		frame1();
    		resetTb();
    		c.isSkulled = false;
    		c.attackedPlayers.clear();
    		c.headIconPk = -1;
    		c.skullTimer = -1;
    		c.damageTaken = new int[Config.MAX_PLAYERS];
    		c.getPA().requestUpdates();
    		removeAllWindows();
    		c.tradeResetNeeded = true;
    			}
    		}
    and applydead:

    Code:
    /**
    	 * Dieing
    	 **/
    
    	public void applyDead() {
    	     int weapon = c.playerEquipment[Player.playerWeapon];
    		c.respawnTimer = 15;
    		c.isDead = false;
    
    		if (c.duelStatus != 6) {
    			c.killerId = findKiller();
    			Client o = (Client) PlayerHandler.players[c.killerId];
    			if (o != null) {
    				if (c.killerId != c.playerId)
    					o.sendMessage(deathMsgs());
    				   if (weapon == CastleWars.SARA_BANNER || weapon == CastleWars.ZAMMY_BANNER) {
                           c.getItems().removeItem(weapon, 3);
                           c.getItems().deleteItem2(weapon, 1);
                           CastleWars.dropFlag(c, weapon);
                       }
    				if (o.duelStatus == 5) {
    					o.duelStatus++;
    				}
    			}
    		}
    		c.faceUpdate(0);
    		c.npcIndex = 0;
    		c.playerIndex = 0;
    		c.stopMovement();
    		if (c.duelStatus <= 4) {
    			c.sendMessage("Oh dear you are dead!");
    			//c.getPA().movePlayer(Config.RESPAWN_X, Config.RESPAWN_Y, 0);
    			if (CastleWars.isInCw(c)) {
                      c.cwDeaths += 1;
                      c.cwKills += 1;
                  }
    		} else if (c.duelStatus != 6) {
    			c.sendMessage("You have lost the duel!");
    			PlayerSave.saveGame(c);
    		}
    		resetDamageDone();
    		c.specAmount = 10;
    		c.getItems().addSpecialBar(c.playerEquipment[Player.playerWeapon]);
    		c.lastVeng = 0;
    		c.vengOn = false;
    		resetFollowers();
    		c.attackTimer = 10;
    		removeAllWindows();
    		c.tradeResetNeeded = true;
    	}
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