Thread: Toxic blowpipe

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  1. #1 Toxic blowpipe 
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    I just implemented the toxic blowpipe into my server. I searched 9185 through out the code and I basically copied the code of that and set it as my toxic blowpipe and of course I added a new method "properBlowDarts" instead of "properBolts". But in the end of doing all that I went into my server to check out how sick it was going to be but then I attack something it doesn't attack? My character stays in my place doing the animation but isn't doing any damage.

    Here is an example of my code.

    This code here is from CombatAssistant:
    Code:
    if ((c.playerEquipment[c.playerWeapon] == 12926) && c.playerEquipment[c.playerArrows] != 7684) {
    					c.sendMessage("You must use blowpipe darts with a Toxic Blowpipe");
    					c.stopMovement();
    					c.freezeTimer = 1;
    					resetPlayerAttack();
    					return;				
    				}
    This code here is from ClickNpc
    Code:
    if ((c.playerEquipment[c.playerWeapon] == 12926) && c.playerEquipment[c.playerArrows] != 7684) {
    				c.sendMessage("You must use blowpipe darts with a Toxic Blowpipe");
    				c.stopMovement();
    				c.getCombat().resetPlayerAttack();
    				return;				
    			}
    Classes I edited: CombatAssistant, AttackPlayer, ClickNpc
    Those 2 bits of code is repeated but I made sure to copy what the Rune C'bow code was before then I just changed up the weaponID and arrows.
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  2. #2  
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    Did you define the item in itemdefs?
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  3. #3  
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    Quote Originally Posted by deatomize View Post
    Did you define the item in itemdefs?


    OT: has nothing to do with this piece of code
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  4. #4  
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    Quote Originally Posted by ipkmills View Post


    OT: has nothing to do with this piece of code

    Do you might know how to fix this?
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  5. #5  
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    Quote Originally Posted by ipkmills View Post


    OT: has nothing to do with this piece of code
    9 times out of 10, if the weapon is not actually dealing damage, it's most likely not even defined as an item (more specifically, a ranged item).
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  6. #6  
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    Quote Originally Posted by deatomize View Post
    9 times out of 10, if the weapon is not actually dealing damage, it's most likely not even defined as an item (more specifically, a ranged item).
    Heres my ItemDef. It's always been defined

    Code:
    case 12926:
    			itemDef.modelID = 25000;
    			itemDef.name = "Toxic blowpipe";
    			itemDef.description = "It's a Toxic blowpipe".getBytes();
    			itemDef.modelZoom = 1158;
    			itemDef.modelRotationY = 768;
    			itemDef.modelRotationX = 189;
    			itemDef.modelOffset1 = -7;
    			itemDef.modelOffset2 = 4;
    			itemDef.anInt165 = 14403;
    			itemDef.anInt200 = 14403;
    			//itemDef.femaleEquipOffset = 6;
    			itemDef.itemActions = new String[] { null, "Wield", null, null, "Destroy" };
    			itemDef.groundActions = new String[] { null, null, "Take", null, null };
    		break;
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  7. #7  
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    PM me your skype, i'll fix it for you.
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  8. #8  
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    Quote Originally Posted by insyane View Post
    PM me your skype, i'll fix it for you.
    Pm'd you
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  9. #9  
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    Quote Originally Posted by deatomize View Post
    9 times out of 10, if the weapon is not actually dealing damage, it's most likely not even defined as an item (more specifically, a ranged item).
    Then thats in player class in the ranged array not in the itemDef lmfao
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  10. #10  
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    Make a copy of the rune crossbow code and change the ID, Anim, GFX etc.
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