Thread: Exile-Pk Little running bug

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  1. #1 Exile-Pk Little running bug 
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    well i found this bug with the combat im not too sure what it is, i've gone through the combat system i dont think its with combat,i also tried redoing following to fix it but it didnt make a difference, has any one got any ideas on how to fix or even what it is




    base used:
    http://www.rune-server.org/runescape...-released.html
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  2. #2  
    hi


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    You redid the following system so you should know what the issue is and how to go about fixing it.
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  3. #3  
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    Quote Originally Posted by Valiant View Post
    You redid the following system so you should know what the issue is and how to go about fixing it.
    pretty much made it entity based

    also it happened before i made following system into entity based it was already like this
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  4. #4  
    hi


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    Well it could either be some shitty diagonal combat fix or the following it's self.

    Paste me both, if you have a diagonal combat fix and the main following method.
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  5. #5  
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    Quote Originally Posted by Valiant View Post
    Well it could either be some shitty diagonal combat fix or the following it's self.

    Paste me both, if you have a diagonal combat fix and the main following method.
    Quote Originally Posted by Valiant View Post
    Well it could either be some shitty diagonal combat fix or the following it's self.

    Paste me both, if you have a diagonal combat fix and the main following method.
    heres my combat class, it will contain the attackentity, delayedhit, and applymeleedamage method feel free to look through them
    package server.model.content.combat; import server.Config; import server - Pastebin.com

    heres my followentity method
    Code:
    public void followEntity() {
    			if (c.getFollowEntity() == null || c.getFollowEntity().isDead) {
    				resetFollow();
    				return;
    			}
    			if (c.freezeTimer > 0 || c.usingMagic) {
    				return;
    			}
    			if (inPitsWait()) 
    				c.setFollowEntity(null);
    			
    			if (c.isDead || c.getHitpoints() < 0) 
    			return;
    			GameCharacter followEntity = c.getFollowEntity();
    			int otherX = followEntity.getX();
    			int otherY = followEntity.getY();
    			
    			boolean withinDistance = c.goodDistance(otherX, otherY, c.absX, c.absY, 2);
    			boolean sameSpot = (otherX == c.absX && otherY == c.absY);
    			if (!c.goodDistance(otherX, otherY, c.absX, c.absY, 25)) {
    				c.setFollowEntity(null);
    				return;
    			}
    			if (c.goodDistance(otherX, otherY, c.absX, c.absY, 1)) {
    				if (otherX != c.absX && otherY != c.absY) {
    					stopDiagonal(otherX, otherY);
    					return;
    				}
    			}
    
    			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 castingMagic = (c.usingMagic || c.mageFollow || c.autocasting || c.spellId > 0)
    					&& mageDistance;
    			boolean playerRanging = (c.usingRangeWeapon)
    					&& rangeWeaponDistance;
    			boolean playerBowOrCross = (c.usingBow) && bowDistance;
    			if (!sameSpot) {
    					if (c.usingSpecial && (playerRanging || playerBowOrCross)) {
    						c.stopMovement();
    						c.setFollowEntity(null);
    						return;
    					}
    					if (castingMagic || playerRanging || playerBowOrCross) {
    						c.stopMovement();
    						c.setFollowEntity(null);
    						return;
    					}
    					if (c.getCombat().usingHally() && hallyDistance) {
    						c.stopMovement();
    						c.setFollowEntity(null);
    						return;
    					}
    				}
    			boolean faceboolean = c.getFollowEntity().getType() == EntityType.PLAYER ? true : false;
    			c.setFaceIndex(c.getFollowEntity().index, faceboolean);
    			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 && Region.canAttack(c, c.getFollowEntity())) {
    				if (otherY > c.absY && otherX == c.absX) {
    					playerWalk(otherX, otherY - 1);
    				} else if (otherY < c.absY && otherX == c.absX) {
    					playerWalk(otherX, otherY + 1);
    				} else if (otherX > c.absX && otherY == c.absY) {
    					playerWalk(otherX - 1, otherY);
    				} else if (otherX < c.absX && otherY == c.absY) {
    					playerWalk(otherX + 1, otherY);
    				} else if (otherX < c.absX && otherY < c.absY) {
    					playerWalk(otherX + 1, otherY + 1);
    				} else if (otherX > c.absX && otherY > c.absY) {
    					playerWalk(otherX - 1, otherY - 1);
    				} else if (otherX < c.absX && otherY > c.absY) {
    					playerWalk(otherX + 1, otherY - 1);
    				} else if (otherX > c.absX && otherY < c.absY) {
    					playerWalk(otherX + 1, otherY - 1);
    				}
    			} else {
    				if (otherY > c.absY && otherX == c.absX) {
    					playerWalk(otherX, otherY - 1);
    				} else if (otherY < c.absY && otherX == c.absX) {
    					playerWalk(otherX, otherY + 1);
    				} else if (otherX > c.absX && otherY == c.absY) {
    					playerWalk(otherX - 1, otherY);
    				} else if (otherX < c.absX && otherY == c.absY) {
    					playerWalk(otherX + 1, otherY);
    				} else if (otherX < c.absX && otherY < c.absY) {
    					playerWalk(otherX + 1, otherY + 1);
    				} else if (otherX > c.absX && otherY > c.absY) {
    					playerWalk(otherX - 1, otherY - 1);
    				} else if (otherX < c.absX && otherY > c.absY) {
    					playerWalk(otherX + 1, otherY - 1);
    				} else if (otherX > c.absX && otherY < c.absY) {
    					playerWalk(otherX - 1, otherY + 1);
    				}
    			}
    			
    				c.setFaceIndex(followEntity.index, faceboolean);
    		}
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  6. #6  
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    bump
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  7. #7  
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    bump
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  8. #8  
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    back at it.
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  9. #9  
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    hmm it fixed ty
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