I have this too , in playerassistant.java.
Code:
public void appendVengeanceNPC(int otherPlayer, int damage) {
if (damage <= 0)
return;
if (c.npcIndex > 0 && NPCHandler.npcs[c.npcIndex] != null) {
c.forcedText = "Taste Vengeance!";
c.forcedChatUpdateRequired = true;
c.updateRequired = true;
c.vengOn = false;
if ((NPCHandler.npcs[c.npcIndex].HP - damage) > 0) {
damage = (int)(damage * 0.75);
if (damage > NPCHandler.npcs[c.npcIndex].HP) {
damage = NPCHandler.npcs[c.npcIndex].HP;
}
NPCHandler.npcs[c.npcIndex].HP -= damage;
NPCHandler.npcs[c.npcIndex].hitDiff2 = damage;
NPCHandler.npcs[c.npcIndex].hitUpdateRequired2 = true;
NPCHandler.npcs[c.npcIndex].updateRequired = true;
}
}
c.updateRequired = true;
}
int tmpNWCY[] = new int[50];
int tmpNWCX[] = new int[50];
public void fmwalkto(int i, int j)
{
c.newWalkCmdSteps = 0;
if(++c.newWalkCmdSteps > 50)
c.newWalkCmdSteps = 0;
int k = c.absX + i;
k -= c.mapRegionX * 8;
c.getNewWalkCmdX()[0] = c.getNewWalkCmdY()[0] = tmpNWCX[0] = tmpNWCY[0] = 0;
int l = c.absY + j;
l -= c.mapRegionY * 8;
c.isRunning2 = false;
c.isRunning = false;
c.getNewWalkCmdX()[0] += k;
c.getNewWalkCmdY()[0] += l;
c.poimiY = l;
c.poimiX = k;
}
And the following in combatassistant.java
Code:
public void appendVengeance(int otherPlayer, int damage) {
if (damage <= 0)
return;
Player o = PlayerHandler.players[otherPlayer];
o.forcedText = "Taste Vengeance!";
o.forcedChatUpdateRequired = true;
o.updateRequired = true;
o.vengOn = false;
if ((o.playerLevel[3] - damage) > 0) {
damage = (int)(damage * 0.75);
if (damage > c.playerLevel[3]) {
damage = c.playerLevel[3];
}
c.setHitDiff2(damage);
c.setHitUpdateRequired2(true);
c.playerLevel[3] -= damage;
c.getPA().refreshSkill(3);
}
c.updateRequired = true;
}
public void appendVengeanceNPC(int otherPlayer, int damage) {
if (damage <= 0)
return;
if (c.npcIndex > 0 && NPCHandler.npcs[c.npcIndex] != null) {
c.forcedText = "Taste Vengeance!";
c.forcedChatUpdateRequired = true;
c.updateRequired = true;
c.vengOn = false;
if ((NPCHandler.npcs[c.npcIndex].HP - damage) > 0) {
damage = (int)(damage * 0.75);
if (damage > NPCHandler.npcs[c.npcIndex].HP) {
damage = NPCHandler.npcs[c.npcIndex].HP;
}
NPCHandler.npcs[c.npcIndex].HP -= damage;
NPCHandler.npcs[c.npcIndex].hitDiff2 = damage;
NPCHandler.npcs[c.npcIndex].hitUpdateRequired2 = true;
NPCHandler.npcs[c.npcIndex].updateRequired = true;
}
}
c.updateRequired = true;
}
Then in publicvoid delayed it from combatassistant find :
Code:
if (PlayerHandler.players[i].playerLevel[3] - damage < 0) {
damage = PlayerHandler.players[i].playerLevel[3];
}
if (PlayerHandler.players[i].playerLevel[3] - damage - damage2 < 0) {
damage2 = PlayerHandler.players[i].playerLevel[3] - damage;
}
if (damage < 0)
damage = 0;
if (damage2 < 0 && damage2 != -1)
damage2 = 0;
Add this under it :
Code:
if (o.vengOn) {
appendVengeance(i, damage);
appendVengeance(i, damage2);
}
Still in delayed hit find :
Code:
if (PlayerHandler.players[i].playerLevel[3] - damage < 0) {
damage = PlayerHandler.players[i].playerLevel[3];
}
And add this
Code:
if (o.vengOn)
appendVengeance(i, damage);
Find the exact same line in applyplayerclawdammage and add :
Code:
if (o.vengOn && damage > 0)
appendVengeance(i, damage);
And the same thing in " public void applyplayermeleedammage"
I swear if that doesn't work.. lol.