Thread: help

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  1. #1 help 
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    Code:
    public static void RevenantEvent(final Client c) {
    			CycleEventHandler.getSingleton().addEvent(c, new CycleEvent() {
    				@Override
    				public void execute(CycleEventContainer container) {
    					if ((c.underAttackBy > 1 || c.underAttackBy2 > 1 || c.underAttack())) {
    						return;
    					}
    					int Npcs[] = {1, 21,2,3};
    					int wichNpc = Misc.random(Npcs.length-1); 
    					if (Misc.random(99) == 1) {
    						if (c.inWild())
    						c.getActionSender().removeAllWindows();
    						c.getPA().resetAnimation();
    						SkillHandler.resetPlayerSkillVariables(c);
    						NPCHandler.spawnNpcForPlayer(c, Npcs[wichNpc], c.absX + 1, c.absY +1 ,c.getHeightLevel, true,true, true );
    					}
    				}
    				
    				@Override
    				public void stop() {
    				}
    			}, 50);
    		}
    		
    		
    }
    added this
    Code:
    if (c.inWild()) {
    			 RandomRevent.RevenantEvent(c);
    		}
    after
    Code:
     if (inWild()) {
                int modY = absY > 6400 ? absY - 6400 : absY;
                wildLevel = (((modY - 3520) / 8) + 1);
                getActionSender().walkableInterface(197);
                if (Config.SINGLE_AND_MULTI_ZONES) {
                    if (inMulti()) {
                        getActionSender().sendFrame126("@yel@Level: " + wildLevel, 199);
                    } else {
                        getActionSender().sendFrame126("@yel@Level: " + wildLevel, 199);
                    }
                } else {
                	getActionSender().multiWay(-1);
                    getActionSender().sendFrame126("@yel@Level: " + wildLevel, 199);
                }
                getActionSender().showOption(3, 0, "Attack", 1);
    		}
    		if (!inWild()) {
    			getActionSender().walkableInterface(-1);
    			getActionSender().sendFrame99(0);	
    			getActionSender().showOption(3, 0, "Null", 1);
    		}
    but after u get out of wild they still spawn
    any fix please
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  2. #2  
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    this part
    Code:
    if (c.inWild())
    						c.getActionSender().removeAllWindows();
    						c.getPA().resetAnimation();
    						SkillHandler.resetPlayerSkillVariables(c);
    						NPCHandler.spawnNpcForPlayer(c, Npcs[wichNpc], c.absX + 1, c.absY +1 ,c.getHeightLevel, true,true, true );
    its checks if you're in the wildy and if you are it removes all windows... add a brasket like this :
    Code:
    if (c.inWild()) {
    						c.getActionSender().removeAllWindows();
    						c.getPA().resetAnimation();
    						SkillHandler.resetPlayerSkillVariables(c);
    						NPCHandler.spawnNpcForPlayer(c, Npcs[wichNpc], c.absX + 1, c.absY +1 ,c.getHeightLevel, true,true, true );
    }
    try that
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